/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef SCI_SCI_H #define SCI_SCI_H #include "engines/engine.h" #include "common/macresman.h" #include "common/util.h" #include "common/random.h" #include "sci/engine/vm_types.h" // for Selector #include "sci/debug.h" // for DebugState #include "sci/detection.h" // Shared code between detection and engine struct ADGameDescription; /** * This is the namespace of the SCI engine. * * Status of this engine: Awesome * * Games using this engine: * - Newer Sierra adventure games (based on FreeSCI) * * See detection.h for the full list of games. */ namespace Sci { struct EngineState; class Vocabulary; class ResourceManager; class Kernel; class GameFeatures; class GuestAdditions; class Console; class AudioPlayer; class SoundCommandParser; class EventManager; class SegManager; class ScriptPatcher; class Sync; class GfxAnimate; class GfxCache; class GfxCompare; class GfxControls16; class GfxControls32; class GfxCoordAdjuster16; class GfxCursor; class GfxMacFontManager; class GfxMacIconBar; class GfxMenu; class GfxPaint16; class GfxPaint32; class GfxPalette; class GfxPalette32; class GfxRemap; class GfxRemap32; class GfxPorts; class GfxScreen; class GfxText16; class GfxText32; class GfxTransitions; class SciTTS; #ifdef ENABLE_SCI32 class GfxFrameout; class Audio32; class Video32; class GfxTransitions32; class GfxCursor32; #endif /** Engine debug levels */ enum kDebugLevels { kDebugLevelError = 1, kDebugLevelNodes, kDebugLevelGraphics, kDebugLevelStrings, kDebugLevelMemory, kDebugLevelFuncCheck, kDebugLevelBresen, kDebugLevelSound, kDebugLevelBaseSetter, kDebugLevelParser, kDebugLevelSaid, kDebugLevelFile, kDebugLevelTime, kDebugLevelRoom, kDebugLevelAvoidPath, kDebugLevelDclImplode, kDebugLevelVM, kDebugLevelScripts, kDebugLevelGC, kDebugLevelResMan, kDebugLevelOnStartup, kDebugLevelDebugMode, kDebugLevelPatcher, kDebugLevelWorkarounds, kDebugLevelVideo, kDebugLevelGame, }; /** Supported languages */ enum kLanguage { K_LANG_NONE = 0, K_LANG_ENGLISH = 1, K_LANG_FRENCH = 33, K_LANG_SPANISH = 34, K_LANG_ITALIAN = 39, K_LANG_GERMAN = 49, K_LANG_JAPANESE = 81, K_LANG_PORTUGUESE = 351 }; class SciEngine : public Engine { friend class Console; public: SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId); ~SciEngine() override; // Engine APIs Common::Error run() override; bool hasFeature(EngineFeature f) const override; void pauseEngineIntern(bool pause) override; void severeError(); Console *getSciDebugger(); Common::Error loadGameState(int slot) override; Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; void syncSoundSettings() override; ///< from ScummVM to the game void updateSoundMixerVolumes(); uint32 getTickCount(); void setTickCount(const uint32 ticks); void errorString(const char *buf1, char *buf2, int size) override; /** * Disable support for ScummVM autosaves. * * A lot of SCI games already have an autosaving mechanism. * Also, a lot of games have death screens when the player * does something wrong, and autosaves could kick in when the * death screen is shown, which makes them useless, since * the player can only restore or restart. * * Another place where autosaves could kick in is during * screens with internal loops, e.g. the inventory screen, * where the autosave created would be invalid, as the internal * loop isn't persisted in saved games. * * For now, we allow saving in places where the user has * control via GuestAdditions::userHasControl(), but as * mentioned above, these do not cover cases where the user * does have control, but saving would either be useless (e.g. * in death screens) or invalid saved would be created (e.g. * while the inventory screen is open). * * In the future, if we are able to detect all death screens, * all internal loops and generally all places where saving * shouldn't be allowed, we could re-enable this feature. */ int getAutosaveSlot() const override { return -1; } const SciGameId &getGameId() const { return _gameId; } const char *getGameIdStr() const; Common::Language getLanguage() const; /** * Returns true if the game's language direction is Right To Left. * RTL support did not exist in the original SCI engine. * This is a ScummVM feature to support modern fan translations. */ bool isLanguageRTL() const; /** Returns the original platform of the game. */ Common::Platform getPlatform() const; bool isDemo() const; bool isCD() const; bool useHiresGraphics() const; /** * Returns true if the game's original platform is Macintosh or Amiga. * Note that this is not necessarily the endianness of the game's resources. */ bool isBE() const; bool hasParser() const; /** Returns true if the game supports native Mac fonts and the fonts are available. */ bool hasMacFonts() const; /** Returns true if the game is a Mac version with an icon bar on the bottom. */ bool hasMacIconBar() const; /** * Returns true if the game is a Mac version that used native Mac file dialogs * for saving and restoring. These versions do not include resources for the * normal save and restore screens, so the ScummVM UI must always be used. */ bool hasMacSaveRestoreDialogs() const; inline ResourceManager *getResMan() const { return _resMan; } inline ScriptPatcher *getScriptPatcher() const { return _scriptPatcher; } inline Kernel *getKernel() const { return _kernel; } inline EngineState *getEngineState() const { return _gamestate; } inline Vocabulary *getVocabulary() const { return _vocabulary; } inline EventManager *getEventManager() const { return _eventMan; } inline reg_t getGameObject() const { return _gameObjectAddress; } // Gets the game object VM address Common::RandomSource &getRNG() { return _rng; } Common::String getSavegameName(int nr) const; Common::String getSavegamePattern() const; /** Returns 'TARGET-' prefix for filenames in the save directory. */ Common::String getFilePrefix() const; /** Prepend 'TARGET-' to the given filename. */ Common::String wrapFilename(const Common::String &name) const; /** Remove the 'TARGET-' prefix of the given filename, if present. */ Common::String unwrapFilename(const Common::String &name) const; /** Returns the name of the game object. Currently used for identifying specific fan made games. */ const char *getGameObjectName(); /** * Tests if we are in a QfG import screen, where special handling * of file-listings is performed. * @return 2 if in QFG2 import, 3 if in QFG3 import, 4 if in QFG4 import, else 0. */ int inQfGImportRoom() const; /** Shows a ScummVM message box explaining how to import Qfg saved character files. */ void showQfgImportMessageBox() const; /** * Sleep for the given number of milliseconds, while polling for input to * keep the screen updated and responsive. */ void sleep(uint32 msecs); void scriptDebug(); bool checkExportBreakpoint(uint16 script, uint16 pubfunct); bool checkSelectorBreakpoint(BreakpointType breakpointType, reg_t send_obj, int selector); bool checkAddressBreakpoint(const reg_t &address); public: bool checkKernelBreakpoint(const Common::String &name); /** * Processes a multilanguage string based on the current language settings and * returns a string that is ready to be displayed. * @param str The multilanguage string. * @param splitLanguage The two-character language delimiter detected by strSplitLanguage. * If a delimiter is found, then it is written to this address * as a 16-bit integer. For example: %j becomes 0x6A25. * @param sep Optional separator to place between the main language and subtitle language. * If nullptr is passed then no subtitle will be added to the returned string. * @return The processed string. */ Common::String strSplitLanguage(const char *str, uint16 *splitLanguage, const char *sep); Common::String strSplit(const char *str, const char *sep) { return strSplitLanguage(str, NULL, sep); } kLanguage getSciLanguage(); void setSciLanguage(kLanguage lang); void setSciLanguage(); Common::String getSciLanguageString(const Common::String &str, kLanguage requestedLanguage, kLanguage *secondaryLanguage = nullptr, uint16 *languageSplitter = nullptr) const; // Check if vocabulary needs to get switched (in multilingual parser games) void checkVocabularySwitch(); // Initializes ports and paint16 for non-sci32 games, also sets default palette void initGraphics(); public: GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx GfxCache *_gfxCache; GfxCompare *_gfxCompare; GfxControls16 *_gfxControls16; // Controls for 16-bit gfx GfxCoordAdjuster16 *_gfxCoordAdjuster; // Coordinate adjuster for 16-bit gfx GfxCursor *_gfxCursor; // 16-bit cursor GfxMenu *_gfxMenu; // Menu for 16-bit gfx GfxPalette *_gfxPalette16; GfxRemap *_gfxRemap16; // Remapping for the QFG4 demo GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx GfxPorts *_gfxPorts; // Port management for 16-bit gfx GfxScreen *_gfxScreen; // Screen class for 16-bit GfxText16 *_gfxText16; GfxTransitions *_gfxTransitions; // transitions between screens for 16-bit gfx GfxMacIconBar *_gfxMacIconBar; // Mac Icon Bar manager GfxMacFontManager *_gfxMacFontManager; // null when not applicable SciTTS *_tts; #ifdef ENABLE_SCI32 GfxControls32 *_gfxControls32; // Controls for 32-bit gfx GfxPalette32 *_gfxPalette32; // Palette for 32-bit gfx GfxRemap32 *_gfxRemap32; // Remapping for 32-bit gfx GfxPaint32 *_gfxPaint32; // Painting in 32-bit gfx GfxText32 *_gfxText32; Audio32 *_audio32; Video32 *_video32; GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx GfxTransitions32 *_gfxTransitions32; GfxCursor32 *_gfxCursor32; #endif AudioPlayer *_audio; Sync *_sync; SoundCommandParser *_soundCmd; GameFeatures *_features; GuestAdditions *_guestAdditions; opcode_format (*_opcode_formats)[4]; DebugState _debugState; uint32 _speedThrottleDelay; // kGameIsRestarting maximum delay Common::MacResManager *getMacExecutable() { return &_macExecutable; } private: /** * Initializes a SCI game. * This is called once before runGame and then again by runGame * when re-initializing due to restarting via kRestartGame16. * Although it initializes many things, it depends on run having already * initialized others, and runGame having re-initialized a subset of that. * @return True on success, false if an error occurred. */ bool initGame(); /** * Runs an initialized SCI game. * This is called once by run when the engine is fully initialized. * It registers the game object's play method for execution and then calls * run_vm in a loop until the game exits. Restarting via kRestartGame16 * or restoring a game re-initializes certain states and continues the loop. */ void runGame(); /** * Initializes the stack to call a method in the game object once the VM starts. * When starting a game or restarting via kRestartGame16, the play method is called. * When restoring, the replay method is called. This function does not directly * execute the method; that happens once the VM is run. */ void initStackBaseWithSelector(Selector selector); /** * Loads the Mac executable for SCI1/1.1 games. * This function should only be called on Mac games. * If the executable isn't used, or is missing but optional, * then this function does nothing. */ void loadMacExecutable(); /** * Loads Mac native fonts for SCI1/1.1 games that support them. * This function should only be called on Mac games after loadMacExecutable() * has been called. Depending on the game, fonts are loaded from either the * executable or from classicmacfonts.dat. If fonts are not present, then a * warning is logged and SCI fonts are used instead. */ void loadMacFonts(); /** * Returns true if a known fan made patch file is in the game's directory. * We used to always display a message when these files were detected, * due to concerns about incompatibilities. Now we just log a warning. * We can now inspect patch contents with script decompilers. This reveals * that the patches don't change much. GOG includes patches with some games, * making them practically official versions. A few patches do have bugs, but * we handle those with our own script patches just like any other script. */ bool gameHasFanMadePatch(); /** * For multilingual games, this function sets the game object's printLang * and parseLang properties based on the ScummVM "language" config value. */ void setLauncherLanguage(); const ADGameDescription *_gameDescription; const SciGameId _gameId; ResourceManager *_resMan; /**< The resource manager */ ScriptPatcher *_scriptPatcher; /**< The script patcher */ EngineState *_gamestate; Kernel *_kernel; Vocabulary *_vocabulary; int16 _vocabularyLanguage; EventManager *_eventMan; reg_t _gameObjectAddress; /**< Pointer to the game object */ Console *_console; Common::RandomSource _rng; Common::MacResManager _macExecutable; bool _useHiresGraphics; // user-option for GK1, KQ6, PQ4 bool _inErrorString; /**< Set while `errorString` is executing */ }; /** * Global instance of the SciEngine class, similar to g_engine. * This is a hackish way to make all central components available * everywhere. Ideally, we would get rid of this again in the future, * but for now it's a pragmatic and simple way to achieve the goal. */ extern SciEngine *g_sci; } // End of namespace Sci #endif // SCI_SCI_H