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2026-02-02 04:50:13 +01:00

679 lines
20 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "common/file.h"
#include "common/keyboard.h"
#include "common/text-to-speech.h"
#include "engines/util.h"
#include "engines/advancedDetector.h"
#include "graphics/cursorman.h"
#include "graphics/font.h"
#include "draci/draci.h"
#include "draci/animation.h"
#include "draci/barchive.h"
#include "draci/font.h"
#include "draci/game.h"
#include "draci/mouse.h"
#include "draci/music.h"
#include "draci/saveload.h"
#include "draci/screen.h"
#include "draci/script.h"
#include "draci/sound.h"
#include "draci/sprite.h"
namespace Draci {
#ifdef USE_TTS
// Used by all languages but Polish
static const uint16 kamenickyEncodingTable[] = {
0xc48c, 0xc3bc, 0xc3a9, 0xc48f, // Č, ü, é, ď
0xc3a4, 0xc48e, 0xc5a4, 0xc48d, // ä, Ď, Ť, č
0xc49b, 0xc494, 0xc4b9, 0xc38d, // ě, Ě, Ĺ, Í
0xc4be, 0xc4ba, 0xc384, 0xc381, // ľ, ĺ, Ä, Á
0xc389, 0xc5be, 0xc5bd, 0xc3b4, // É, ž, Ž, ô
0xc3b6, 0xc393, 0xc5af, 0xc39a, // ö, Ó, ů, Ú
0xc3bd, 0xc396, 0xc39c, 0xc5a0, // ý, Ö, Ü, Š
0xc4bd, 0xc39d, 0xc598, 0xc5a5, // Ľ, Ý, Ř, ť
0xc3a1, 0xc3ad, 0xc3b3, 0xc3ba, // á, í, ó, ú
0xc588, 0xc587, 0xc5ae, 0xc394, // ň, Ň, Ů, Ô
0xc5a1, 0xc599, 0xc595, 0xc594 // š, ř, ŕ, Ŕ
};
// Name of encoding unknown (described by the Draci website as "some ridiculous proprietary encoding")
// After 0x9b (0xc5bb/Ż), it matches Kamenický encoding (though some of these Czech characters are replaced
// for TTS because it struggles to pronounce them)
static const uint16 polishEncodingTable[] = {
0xc485, 0xc487, 0xc499, 0xc582, // ą, ć, ę, ł
0xc584, 0xc3b3, 0xc59b, 0xc5ba, // ń, ó, ś, ź
0xc5bc, 0xc484, 0xc486, 0xc498, // ż, Ą, Ć, Ę
0xc581, 0xc583, 0xc393, 0xc59a, // Ł, Ń, Ó, Ś
0xc5b9, 0xc5bb, 0x5a, 0x6f, // Ź, Ż, Z, o
0xc3b6, 0xc393, 0xc5af, 0xc39a, // ö, Ó, ů, Ú
0xc3bd, 0xc396, 0xc39c, 0x53, // ý, Ö, Ü, S
0xc4bd, 0xc39d, 0x52, 0x74, // Ľ, Ý, R, t
0xc3a1, 0xc3ad, 0xc3b3, 0xc3ba, // á, í, ó, ú
0x6e, 0x4e, 0xc5ae, 0xc394, // n, N, Ů, Ô
0x73, 0x72, 0x72, 0x52 // s, r, r, R
};
// TTS for all languages but Czech struggles to voice a lot of Czech characters in the credits,
// and oftentimes skips them entirely (i.e. "Špalek" is pronounced as "Palek")
// To more closely resemble how the names are supposed to be pronounced,
// this table replaces certain Czech characters with an alternative
static const uint16 czechCharacterConversionTable[] = {
0x43, 0xc3bc, 0xc3a9, 0x64, // C, ü, é, d
0xc3a4, 0x44, 0x54, 0x63, // ä, D, T, c
0x65, 0x45, 0x4c, 0xc38d, // e, E, L, Í
0x6c, 0xc4ba, 0xc384, 0xc381, // l, ĺ, Ä, Á
0xc389, 0x7a, 0x5a, 0x6f, // É, z, Z, o
0xc3b6, 0xc393, 0x75, 0xc39a, // ö, Ó, u, Ú
0x0079, 0xc396, 0xc39c, 0x53, // y, Ö, Ü, S
0x4c, 0x59, 0x52, 0x74, // L, Y, R, t
0xc3a1, 0xc3ad, 0xc3b3, 0xc3ba, // á, í, ó, ú
0x6e, 0x4e, 0x55, 0x4f, // n, N, U, O
0x73, 0x72, 0x72, 0x52 // s, r, r, R
};
#endif
// Data file paths
const char *objectsPath = "OBJEKTY.DFW";
const char *palettePath = "PALETY.DFW";
const char *spritesPath = "OBR_AN.DFW";
const char *overlaysPath = "OBR_MAS.DFW";
const char *roomsPath = "MIST.DFW";
const char *animationsPath = "ANIM.DFW";
const char *iconsPath = "HRA.DFW";
const char *walkingMapsPath = "MAPY.DFW";
const char *itemsPath = "IKONY.DFW";
const char *itemImagesPath = "OBR_IK.DFW";
const char *initPath = "INIT.DFW";
const char *stringsPath = "RETEZCE.DFW";
const char *soundsPath = "CD2.SAM";
const char *dubbingPath = "CD.SAM";
const char *musicPathMask = "HUDBA%d.MID";
const uint kSoundsFrequency = 13000;
const uint kDubbingFrequency = 22050;
DraciEngine::DraciEngine(OSystem *syst, const ADGameDescription *gameDesc)
: Engine(syst), _gameDescription(gameDesc), _rnd("draci") {
setDebugger(new DraciConsole(this));
_screen = nullptr;
_mouse = nullptr;
_game = nullptr;
_script = nullptr;
_anims = nullptr;
_sound = nullptr;
_music = nullptr;
_smallFont = nullptr;
_bigFont = nullptr;
_iconsArchive = nullptr;
_objectsArchive = nullptr;
_spritesArchive = nullptr;
_paletteArchive = nullptr;
_roomsArchive = nullptr;
_overlaysArchive = nullptr;
_animationsArchive = nullptr;
_walkingMapsArchive = nullptr;
_itemsArchive = nullptr;
_itemImagesArchive = nullptr;
_initArchive = nullptr;
_stringsArchive = nullptr;
_soundsArchive = nullptr;
_dubbingArchive = nullptr;
_showWalkingMap = 0;
_pauseStartTime = 0;
}
bool DraciEngine::hasFeature(EngineFeature f) const {
return (f == kSupportsSubtitleOptions) ||
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
static SoundArchive* openAnyPossibleDubbing() {
debugC(1, kDraciGeneralDebugLevel, "Trying to find original dubbing");
LegacySoundArchive *legacy = new LegacySoundArchive(dubbingPath, kDubbingFrequency);
if (legacy->isOpen() && legacy->size()) {
debugC(1, kDraciGeneralDebugLevel, "Found original dubbing");
return legacy;
}
delete legacy;
// The original uncompressed dubbing cannot be found. Try to open the
// newer compressed version.
debugC(1, kDraciGeneralDebugLevel, "Trying to find compressed dubbing");
ZipSoundArchive *zip = new ZipSoundArchive();
zip->openArchive("dub-raw.zzz", "buf", RAW80, kDubbingFrequency);
if (zip->isOpen() && zip->size()) return zip;
#ifdef USE_FLAC
zip->openArchive("dub-flac.zzz", "flac", FLAC);
if (zip->isOpen() && zip->size()) return zip;
#endif
#ifdef USE_VORBIS
zip->openArchive("dub-ogg.zzz", "ogg", OGG);
if (zip->isOpen() && zip->size()) return zip;
#endif
#ifdef USE_MAD
zip->openArchive("dub-mp3.zzz", "mp3", MP3);
if (zip->isOpen() && zip->size()) return zip;
#endif
// Return an empty (but initialized) archive anyway.
return zip;
}
int DraciEngine::init() {
// Initialize graphics using following:
initGraphics(kScreenWidth, kScreenHeight);
// Open game's archives
_initArchive = new BArchive(initPath);
_objectsArchive = new BArchive(objectsPath);
_spritesArchive = new BArchive(spritesPath);
_paletteArchive = new BArchive(palettePath);
_roomsArchive = new BArchive(roomsPath);
_overlaysArchive = new BArchive(overlaysPath);
_animationsArchive = new BArchive(animationsPath);
_iconsArchive = new BArchive(iconsPath);
_walkingMapsArchive = new BArchive(walkingMapsPath);
_itemsArchive = new BArchive(itemsPath);
_itemImagesArchive = new BArchive(itemImagesPath);
_stringsArchive = new BArchive(stringsPath);
_soundsArchive = new LegacySoundArchive(soundsPath, kSoundsFrequency);
_dubbingArchive = openAnyPossibleDubbing();
_sound = new Sound(_mixer);
_music = new MusicPlayer(musicPathMask);
// Setup mixer
syncSoundSettings();
// Load the game's fonts
_smallFont = new Font(kFontSmall);
_bigFont = new Font(kFontBig);
_screen = new Screen(this);
_anims = new AnimationManager(this);
_mouse = new Mouse(this);
_script = new Script(this);
_game = new Game(this);
if (!_objectsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening objects archive failed");
return Common::kUnknownError;
}
if (!_spritesArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sprites archive failed");
return Common::kUnknownError;
}
if (!_paletteArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening palette archive failed");
return Common::kUnknownError;
}
if (!_roomsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening rooms archive failed");
return Common::kUnknownError;
}
if (!_overlaysArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening overlays archive failed");
return Common::kUnknownError;
}
if (!_animationsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening animations archive failed");
return Common::kUnknownError;
}
if (!_iconsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening icons archive failed");
return Common::kUnknownError;
}
if (!_walkingMapsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening walking maps archive failed");
return Common::kUnknownError;
}
if (!_soundsArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Opening sounds archive failed");
return Common::kUnknownError;
}
if (!_dubbingArchive->isOpen()) {
debugC(2, kDraciGeneralDebugLevel, "WARNING - Opening dubbing archive failed");
}
_showWalkingMap = false;
// Basic archive test
debugC(2, kDraciGeneralDebugLevel, "Running archive tests...");
Common::Path path("INIT.DFW");
BArchive ar(path);
const BAFile *f;
debugC(3, kDraciGeneralDebugLevel, "Number of file streams in archive: %d", ar.size());
if (ar.isOpen()) {
f = ar.getFile(0);
} else {
debugC(2, kDraciGeneralDebugLevel, "ERROR - Archive not opened");
return Common::kUnknownError;
}
debugC(3, kDraciGeneralDebugLevel, "First 10 bytes of file %d: ", 0);
for (uint i = 0; i < 10; ++i) {
debugC(3, kDraciGeneralDebugLevel, "0x%02x%c", f->_data[i], (i < 9) ? ' ' : '\n');
}
return Common::kNoError;
}
void DraciEngine::handleEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_RIGHT:
if (gDebugLevel >= 0) {
_game->scheduleEnteringRoomUsingGate(_game->nextRoomNum(), 0);
}
break;
case Common::KEYCODE_LEFT:
if (gDebugLevel >= 0) {
_game->scheduleEnteringRoomUsingGate(_game->prevRoomNum(), 0);
}
break;
default:
break;
}
break;
case Common::EVENT_CUSTOM_ENGINE_ACTION_START:
switch (event.customType) {
case kActionEscape: {
if (_game->getLoopStatus() == kStatusInventory &&
_game->getLoopSubstatus() == kOuterLoop) {
_game->inventoryDone();
break;
}
const int escRoom = _game->getRoomNum() != _game->getMapRoom()
? _game->getEscRoom() : _game->getPreviousRoomNum();
// Check if there is an escape room defined for the current room
if (escRoom >= 0) {
// Schedule room change
// TODO: gate 0 (always present) is not always best for
// returning from the map, e.g. in the starting location.
// also, after loading the game, we shouldn't run any gate
// program, but rather restore the state of all objects.
_game->scheduleEnteringRoomUsingGate(escRoom, 0);
// Immediately cancel any running animation or dubbing and
// end any currently running GPL programs. In the intro it
// works as intended---skipping the rest of it.
//
// In the map, this causes that animation on newly
// discovered locations will be re-run next time and
// cut-scenes won't be played.
_game->setExitLoop(true);
_script->endCurrentProgram(true);
stopTextToSpeech();
}
break;
}
case kActionMap:
if (_game->getLoopStatus() == kStatusOrdinary) {
const int new_room = _game->getRoomNum() != _game->getMapRoom()
? _game->getMapRoom() : _game->getPreviousRoomNum();
_game->scheduleEnteringRoomUsingGate(new_room, 0);
}
break;
case kActionShowWalkMap:
// Show walking map toggle
_showWalkingMap = !_showWalkingMap;
_game->switchWalkingAnimations(_showWalkingMap);
break;
case kActionToggleWalkSpeed:
_game->setWantQuickHero(!_game->getWantQuickHero());
break;
case kActionInventory:
if (_game->getRoomNum() == _game->getMapRoom() ||
_game->getLoopSubstatus() != kOuterLoop) {
break;
}
if (_game->getLoopStatus() == kStatusInventory) {
_game->inventoryDone();
} else if (_game->getLoopStatus() == kStatusOrdinary) {
_game->inventoryInit();
}
break;
case kActionOpenMainMenu:
if (event.kbd.hasFlags(0)) {
openMainMenuDialog();
}
break;
case kActionTogglePointerItem:
case kActionInvRotatePrevious:
case kActionInvRotateNext:
if ((_game->getLoopStatus() == kStatusOrdinary ||
_game->getLoopStatus() == kStatusInventory) &&
_game->getLoopSubstatus() == kOuterLoop &&
_game->getRoomNum() != _game->getMapRoom()) {
_game->inventorySwitch(event.customType);
}
break;
default:
break;
}
break;
default:
_mouse->handleEvent(event);
}
}
// Handle EVENT_QUIT and EVENT_RETURN_TO_LAUNCHER.
if (shouldQuit()) {
_game->setQuit(true);
_script->endCurrentProgram(true);
}
}
DraciEngine::~DraciEngine() {
// Dispose your resources here
// If the common library supported Boost's scoped_ptr<>, then wrapping
// all the following pointers and many more would be appropriate. So
// far, there is only SharedPtr, which I feel being an overkill for
// easy deallocation.
// TODO: We have ScopedPtr nowadays. Maybe should adapt this code then?
delete _smallFont;
delete _bigFont;
delete _mouse;
delete _script;
delete _anims;
delete _game;
delete _screen;
delete _initArchive;
delete _paletteArchive;
delete _objectsArchive;
delete _spritesArchive;
delete _roomsArchive;
delete _overlaysArchive;
delete _animationsArchive;
delete _iconsArchive;
delete _walkingMapsArchive;
delete _itemsArchive;
delete _itemImagesArchive;
delete _stringsArchive;
delete _sound;
delete _music;
delete _soundsArchive;
delete _dubbingArchive;
}
Common::Error DraciEngine::run() {
init();
setTotalPlayTime(0);
_game->init();
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr) {
ttsMan->enable(ConfMan.getBool("tts_enabled_objects") || ConfMan.getBool("tts_enabled_speech") || ConfMan.getBool("tts_enabled_missing_voice"));
ttsMan->setLanguage(ConfMan.get("language"));
}
// Load game from specified slot, if any
if (ConfMan.hasKey("save_slot")) {
loadGameState(ConfMan.getInt("save_slot"));
}
_game->start();
return Common::kNoError;
}
void DraciEngine::pauseEngineIntern(bool pause) {
Engine::pauseEngineIntern(pause);
if (pause) {
_pauseStartTime = _system->getMillis();
_anims->pauseAnimations();
_sound->pauseSound();
_sound->pauseVoice();
_music->pause();
} else {
_anims->unpauseAnimations();
_sound->resumeSound();
_sound->resumeVoice();
_music->resume();
// Adjust engine start time
const int delta = _system->getMillis() - _pauseStartTime;
_game->shiftSpeechAndFadeTick(delta);
_pauseStartTime = 0;
}
}
void DraciEngine::syncSoundSettings() {
Engine::syncSoundSettings();
_sound->setVolume();
_music->syncVolume();
}
Common::String DraciEngine::getSavegameFile(int saveGameIdx) {
return Common::String::format("draci.s%02d", saveGameIdx);
}
Common::Error DraciEngine::loadGameState(int slot) {
// When called from run() using save_slot, the next operation is the
// call to start() calling enterNewRoom().
// When called from handleEvents() in the middle of the game, the next
// operation after handleEvents() exits from loop(), and returns to
// start() to the same place as above.
// In both cases, we are safe to override the data structures right
// here are now, without waiting for any other code to finish, thanks
// to our constraint in canLoadGameStateCurrently() and to having
// enterNewRoom() called right after we exit from here.
return loadSavegameData(slot, this);
}
bool DraciEngine::canLoadGameStateCurrently(Common::U32String *msg) {
return (_game->getLoopStatus() == kStatusOrdinary) &&
(_game->getLoopSubstatus() == kOuterLoop);
}
Common::Error DraciEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
return saveSavegameData(slot, desc, *this);
}
bool DraciEngine::canSaveGameStateCurrently(Common::U32String *msg) {
return (_game->getLoopStatus() == kStatusOrdinary) &&
(_game->getLoopSubstatus() == kOuterLoop);
}
void DraciEngine::sayText(const Common::String &text, bool isSubtitle) {
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
// _previousSaid is used to prevent the TTS from looping when sayText is called inside a loop,
// for example when the cursor stays on a dialog option. Without it when the text ends it would speak
// the same text again.
// _previousSaid is cleared when appropriate to allow for repeat requests
bool speak = (!isSubtitle && ConfMan.getBool("tts_enabled_objects") && _previousSaid != text) ||
(isSubtitle && (ConfMan.getBool("tts_enabled_speech") || ConfMan.getBool("tts_enabled_missing_voice")));
if (ttsMan != nullptr && speak) {
#ifdef USE_TTS
ttsMan->say(convertText(text), Common::TextToSpeechManager::INTERRUPT);
#endif
_previousSaid = text;
}
}
void DraciEngine::stopTextToSpeech() {
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr && (ConfMan.getBool("tts_enabled_objects") || ConfMan.getBool("tts_enabled_speech") || ConfMan.getBool("tts_enabled_missing_voice")) &&
ttsMan->isSpeaking()) {
ttsMan->stop();
_previousSaid.clear();
setTTSVoice(kBertID);
}
}
void DraciEngine::setTTSVoice(int characterID) const {
#ifdef USE_TTS
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr && (ConfMan.getBool("tts_enabled_objects") || ConfMan.getBool("tts_enabled_speech") || ConfMan.getBool("tts_enabled_missing_voice"))) {
Common::Array<int> voices;
int pitch = 0;
Common::TTSVoice::Gender gender;
if (characterDialogData[characterID].male) {
voices = ttsMan->getVoiceIndicesByGender(Common::TTSVoice::MALE);
gender = Common::TTSVoice::MALE;
} else {
voices = ttsMan->getVoiceIndicesByGender(Common::TTSVoice::FEMALE);
gender = Common::TTSVoice::FEMALE;
}
// If no voice is available for the necessary gender, set the voice to default
if (voices.empty()) {
ttsMan->setVoice(0);
} else {
int voiceIndex = characterDialogData[characterID].voiceID % voices.size();
ttsMan->setVoice(voices[voiceIndex]);
}
// If no voices are available for this gender, alter the pitch to mimic a voice
// of the other gender
if (ttsMan->getVoice().getGender() != gender) {
if (gender == Common::TTSVoice::MALE) {
pitch -= 50;
} else {
pitch += 50;
}
}
ttsMan->setPitch(pitch);
}
#endif
}
#ifdef USE_TTS
Common::U32String DraciEngine::convertText(const Common::String &text) const {
const uint16 *translationTable;
if (getLanguage() == Common::PL_POL) {
translationTable = polishEncodingTable;
} else {
translationTable = kamenickyEncodingTable;
}
const byte *bytes = (const byte *)text.c_str();
byte *convertedBytes = new byte[text.size() * 2 + 1];
int i = 0;
for (const byte *b = bytes; *b; ++b) {
if (*b == 0x7c) { // Convert | to a space
convertedBytes[i] = 0x20;
i++;
continue;
}
if (*b < 0x80 || *b > 0xab) {
convertedBytes[i] = *b;
i++;
continue;
}
bool inTable = false;
for (int j = 0; translationTable[j]; ++j) {
if (*b - 0x80 == j) {
int convertedValue = translationTable[j];
if (translationTable[j] == 0xc3b4 && getLanguage() == Common::DE_DEU) {
// German encoding replaces ô with ß
convertedValue = 0xc39f;
} else if ((getLanguage() == Common::EN_ANY || getLanguage() == Common::DE_DEU) &&
translationTable[j] != czechCharacterConversionTable[j]) {
// Replace certain Czech characters for English and German TTS with close alternatives
// in those languages, for better TTS
convertedValue = czechCharacterConversionTable[j];
}
if (convertedValue <= 0xff) {
convertedBytes[i] = convertedValue;
i++;
} else {
convertedBytes[i] = (convertedValue >> 8) & 0xff;
convertedBytes[i + 1] = convertedValue & 0xff;
i += 2;
}
inTable = true;
break;
}
}
if (!inTable) {
convertedBytes[i] = *b;
i++;
}
}
convertedBytes[i] = 0;
Common::U32String result((char *)convertedBytes);
delete[] convertedBytes;
return result;
}
#endif
} // End of namespace Draci