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/* 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 "ags/ags.h"
#include "ags/detection.h"
#include "ags/events.h"
#include "ags/game_scanner.h"
#include "ags/music.h"
#include "ags/console.h"
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/compression/clickteam.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "common/file.h"
#include "common/tokenizer.h"
#include "common/util.h"
#include "engines/util.h"
#include "ags/shared/core/platform.h"
#include "common/std/set.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/game.h"
#include "ags/globals.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/room.h"
#include "ags/shared/core/def_version.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/debugging/out.h"
#include "ags/engine/game/savegame.h"
#include "ags/engine/game/savegame_components.h"
#include "ags/engine/main/config.h"
#include "ags/engine/main/engine.h"
#include "ags/engine/main/main.h"
#include "ags/engine/main/quit.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/engine/script/cc_instance.h"
#include "ags/engine/script/script.h"
#include "ags/engine/ac/route_finder.h"
#include "ags/shared/core/asset_manager.h"
#include "ags/shared/util/directory.h"
#include "ags/shared/script/cc_common.h"
#ifdef ENABLE_AGS_TESTS
#include "ags/tests/test_all.h"
#endif
// Include translation.h last as some AGS classes have member such as _sc, which clash with
// macro defined in translation.h.
#include "common/translation.h"
namespace AGS {
AGSEngine *g_vm;
AGSEngine::AGSEngine(OSystem *syst, const AGSGameDescription *gameDesc) : Engine(syst),
_gameDescription(gameDesc), _randomSource("AGS"), _events(nullptr), _music(nullptr),
_gfxDriver(nullptr), _globals(nullptr), _forceTextAA(false) {
g_vm = this;
AGS3::script_commands_init();
AGS3::Engine::SavegameComponents::component_handlers_init();
_events = new EventsManager();
_globals = new ::AGS3::Globals();
Common::String forceAA;
if (ConfMan.getActiveDomain()->tryGetVal("force_text_aa", forceAA))
Common::parseBool(forceAA, _forceTextAA);
// WORKAROUND: Certain games need to force AA to render the text correctly
if (_gameDescription->features & GAMEFLAG_FORCE_AA)
_forceTextAA = true;
}
AGSEngine::~AGSEngine() {
if (_globals && _G(proper_exit) == 0) {
_G(platform)->DisplayAlert("Error: the program has exited without requesting it.\n"
"Program pointer: %+03d (write this number down), engine version %s\n"
"If you see a list of numbers above, please write them down and contact\n"
"developers. Otherwise, note down any other information displayed.",
_G(our_eip), _G(EngineVersion).LongString.GetCStr());
}
delete _events;
delete _music;
delete _globals;
AGS3::Engine::SavegameComponents::component_handlers_free();
AGS3::script_commands_free();
}
uint32 AGSEngine::getFeatures() const {
return _gameDescription->desc.flags;
}
static const PluginVersion AGSTEAM_WADJETEYE[] = { { "agsteam", kWadjetEye }, { nullptr, 0 } };
static const PluginVersion AGS_FLASHLIGHT[] = { { "agsflashlight", 0 }, { nullptr, 0 } };
static const PluginVersion AGSSPRITEFONT_CLIFFTOP[] = { { "agsspritefont", kClifftopGames }, { "agsplugin.spritefont", kClifftopGames }, { nullptr, 0 } };
static const PluginVersion *const PLUGIN_VERSIONS[] = {
nullptr,
AGSTEAM_WADJETEYE,
AGS_FLASHLIGHT,
AGSSPRITEFONT_CLIFFTOP
};
const PluginVersion *AGSEngine::getNeededPlugins() const {
uint index = (_gameDescription->features & GAMEFLAG_PLUGINS_MASK);
if (index >= ARRAYSIZE(PLUGIN_VERSIONS))
return nullptr;
else
return PLUGIN_VERSIONS[index];
}
Common::String AGSEngine::getGameId() const {
return _gameDescription->desc.gameId;
}
Common::Error AGSEngine::run() {
#ifdef DETECTION_STATIC
// The game scanner is not available when detection is dynamic
if (debugChannelSet(-1, kDebugScan)) {
// Scan the given folder and subfolders for unknown games
AGS3::GameScanner scanner;
scanner.scan(ConfMan.getPath("path"));
return Common::kNoError;
}
#endif
if (isUnsupportedPre25()) {
GUIErrorMessage(_("The selected game uses a pre-2.5 version of the AGS engine, which is not supported."));
return Common::kNoError;
}
if (is64BitGame()) {
// If the game file was opened and the engine started, but the
// size is -1, then it must be a game like Strangeland where
// the data file is > 2Gb
GUIErrorMessage(_("The selected game has a data file greater than 2Gb, "
"which isn't supported by your version of ScummVM yet."));
return Common::kNoError;
}
if (debugChannelSet(-1, kDebugScript))
AGS3::ccSetOption(SCOPT_DEBUGRUN, 1);
#ifdef ENABLE_AGS_TESTS
AGS3::Test_DoAllTests();
return Common::kNoError;
#endif
setDebugger(new AGSConsole(this));
Common::String filename(_gameDescription->desc.filesDescriptions[0].fileName);
Common::StringTokenizer tok(filename, ":");
Common::String type = tok.nextToken();
if (type.equals("clk")) {
Common::File *f = new Common::File();
f->open(tok.nextToken().c_str());
SearchMan.add("installer", Common::ClickteamInstaller::open(f, DisposeAfterUse::YES));
filename = tok.nextToken();
}
const char *ARGV[] = { "scummvm.exe", filename.c_str() };
const int ARGC = 2;
AGS3::main_init(ARGC, ARGV);
_G(debug_flags) = 0;
if (ConfMan.hasKey("display_fps"))
_G(display_fps) = ConfMan.getBool("display_fps") ? AGS3::kFPS_Forced : AGS3::kFPS_Hide;
Common::String saveOverrideOption;
bool saveOverride = false;
ConfMan.getActiveDomain()->tryGetVal("save_override", saveOverrideOption);
if (!saveOverrideOption.empty())
parseBool(saveOverrideOption, saveOverride);
_G(noScummAutosave) = (Common::checkGameGUIOption(GAMEOPTION_NO_AUTOSAVE, ConfMan.get("guioptions"))) && !saveOverride;
_G(noScummSaveLoad) = (Common::checkGameGUIOption(GAMEOPTION_NO_SAVELOAD, ConfMan.get("guioptions"))) && !saveOverride;
if (_G(noScummSaveLoad))
_G(noScummAutosave) = true;
_G(saveThumbnail) = !(Common::checkGameGUIOption(GAMEOPTION_NO_SAVE_THUMBNAIL, ConfMan.get("guioptions")));
AGS3::ConfigTree startup_opts;
int res = AGS3::main_process_cmdline(startup_opts, ARGC, ARGV);
if (res != 0)
return Common::kUnknownError;
if (_G(justDisplayVersion)) {
_G(platform)->WriteStdOut(AGS3::get_engine_string().GetCStr());
return Common::kNoError;
}
if (_G(justDisplayHelp)) {
AGS3::main_print_help();
return Common::kNoError;
}
if (!_G(justTellInfo))
_G(platform)->SetGUIMode(true);
AGS3::init_debug(startup_opts, _G(justTellInfo));
AGS3::AGS::Shared::Debug::Printf("%s", AGS3::get_engine_string().GetCStr());
AGS3::main_set_gamedir(ARGC, ARGV);
// Update shell associations and exit
if (_G(debug_flags) & DBG_REGONLY)
return Common::kNoError;
_music = new Music();
_G(loadSaveGameOnStartup) = ConfMan.getInt("save_slot");
syncSoundSettings();
AGS3::initialize_engine(startup_opts);
// Do shutdown stuff
::AGS3::quit_free();
return Common::kNoError;
}
SaveStateList AGSEngine::listSaves() const {
return getMetaEngine()->listSaves(_targetName.c_str());
}
bool AGSEngine::getPixelFormat(int depth, Graphics::PixelFormat &format) const {
if (depth == 8) {
format = Graphics::PixelFormat::createFormatCLUT8();
return true;
}
Common::List<Graphics::PixelFormat> supportedFormatsList = g_system->getSupportedFormats();
// Internally the engine uses the following format (see create_bitmap_ex())
// 16 bit: RGB565 / Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)
// 32 bit: ARGB8888 / Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24)
// If supported by the backend, use it so that we can do direct rendering.
Graphics::PixelFormat engine_format = depth == 16 ? Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0) : Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24);
if (Common::find(supportedFormatsList.begin(), supportedFormatsList.end(), engine_format) != supportedFormatsList.end()) {
format = engine_format;
return true;
}
// For 32 bit color depth, the next best formats for which there is some optimization in the
// engine are RGBA8888 or ABGR8888 (see ScummVMRendererGraphicsDriver::Present()).
if (depth == 32) {
Graphics::PixelFormat preferred_format1 = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
Graphics::PixelFormat preferred_format2 = Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24);
for (Common::List<Graphics::PixelFormat>::iterator it =
supportedFormatsList.begin(); it != supportedFormatsList.end(); ++it) {
if (*it == preferred_format1 || *it == preferred_format2) {
format = *it;
return true;
}
}
}
// Otherwise prefer another format with the same color depth
for (Common::List<Graphics::PixelFormat>::iterator it =
supportedFormatsList.begin(); it != supportedFormatsList.end(); ++it) {
if (it->bpp() == depth) {
format = *it;
return true;
}
}
// Allow using 16 bit <-> 32 bit conversions by using the preferred graphics mode
if (!supportedFormatsList.empty()) {
format = supportedFormatsList.front();
return true;
}
return false;
}
void AGSEngine::setGraphicsMode(size_t w, size_t h, int colorDepth) {
Common::List<Graphics::PixelFormat> supportedFormatsList = g_system->getSupportedFormats();
Graphics::PixelFormat format;
if (!getPixelFormat(colorDepth, format))
error("Unsupported color depth %d", colorDepth);
initGraphics(w, h, &format);
}
bool AGSEngine::isUnsupportedPre25() const {
return _gameDescription->desc.extra &&
!strcmp(_gameDescription->desc.extra, "Pre 2.5");
}
bool AGSEngine::is64BitGame() const {
Common::File f;
// TODO: There are no more entries in the tables with -1 filesize, so this check doesn't really do anything.
// Maybe find a more reliable way to detect if the system can't handle these files?
if (_gameDescription->desc.filesDescriptions[0].fileName[0] == '\0')
return false;
else
return f.open(_gameDescription->desc.filesDescriptions[0].fileName) && f.size() == -1;
}
Common::FSNode AGSEngine::getGameFolder() {
return Common::FSNode(ConfMan.getPath("path"));
}
bool AGSEngine::canLoadGameStateCurrently(Common::U32String *msg) {
if (msg) {
if (ConfMan.get("gameid") == "strangeland") {
*msg = _("This game does not support loading from the menu. Use in-game interface");
return false;
}
if (_G(noScummSaveLoad))
*msg = _("To preserve the original experience, this game should be loaded using the in-game interface.\nYou can, however, override this setting in Game Options.");
}
return !_GP(thisroom).Options.SaveLoadDisabled &&
!_G(inside_script) && !_GP(play).fast_forward && !_G(no_blocking_functions) &&
!_G(noScummSaveLoad);
}
bool AGSEngine::canSaveGameStateCurrently(Common::U32String *msg) {
if (msg) {
if (ConfMan.get("gameid") == "strangeland") {
*msg = _("This game does not support saving from the menu. Use in-game interface");
return false;
}
if (_G(noScummSaveLoad))
*msg = _("To preserve the original experience, this game should be saved using the in-game interface.\nYou can, however, override this setting in Game Options.");
}
return !_GP(thisroom).Options.SaveLoadDisabled &&
!_G(inside_script) && !_GP(play).fast_forward && !_G(no_blocking_functions) &&
!_G(noScummSaveLoad);
}
Common::Error AGSEngine::loadGameState(int slot) {
(void)AGS3::try_restore_save(slot);
return Common::kNoError;
}
Common::Error AGSEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
(void)AGS3::save_game(slot, desc.c_str());
return Common::kNoError;
}
int AGSEngine::getAutosaveSlot() const {
if (!g_engine || !_G(noScummAutosave))
return 0;
else
return -1;
}
void AGSEngine::GUIError(const Common::String &msg) {
GUIErrorMessage(msg);
}
void AGSEngine::syncSoundSettings() {
// Digital audio
Engine::syncSoundSettings();
// MIDI
_music->syncVolume();
}
} // namespace AGS
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