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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 "common/system.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/translation.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
#include "sci/sci.h"
#include "sci/debug.h"
#include "sci/console.h"
#include "sci/event.h"
#include "sci/engine/features.h"
#include "sci/engine/guest_additions.h"
#include "sci/engine/message.h"
#include "sci/engine/object.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h" // for script_adjust_opcode_formats
#include "sci/engine/script_patches.h"
#include "sci/engine/selector.h" // for SELECTOR
#include "sci/engine/scriptdebug.h"
#include "sci/engine/tts.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
#include "sci/sound/sync.h"
#include "sci/sound/soundcmd.h"
#include "sci/graphics/animate.h"
#include "sci/graphics/cache.h"
#include "sci/graphics/compare.h"
#include "sci/graphics/controls16.h"
#include "sci/graphics/coordadjuster.h"
#include "sci/graphics/cursor.h"
#include "sci/graphics/gfxdrivers.h"
#include "sci/graphics/macfont.h"
#include "sci/graphics/maciconbar.h"
#include "sci/graphics/menu.h"
#include "sci/graphics/paint16.h"
#include "sci/graphics/paint32.h"
#include "sci/graphics/picture.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/remap.h"
#include "sci/graphics/screen.h"
#include "sci/graphics/text16.h"
#include "sci/graphics/transitions.h"
#ifdef ENABLE_SCI32
#include "sci/graphics/controls32.h"
#include "sci/graphics/cursor32.h"
#include "sci/graphics/frameout.h"
#include "sci/graphics/maccursor32.h"
#include "sci/graphics/palette32.h"
#include "sci/graphics/remap32.h"
#include "sci/graphics/text32.h"
#include "sci/graphics/transitions32.h"
#include "sci/graphics/video32.h"
#include "sci/sound/audio32.h"
#endif
namespace Sci {
SciEngine *g_sci = nullptr;
SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gameId) :
Engine(syst),
_gfxAnimate(nullptr),
_gfxCache(nullptr),
_gfxCompare(nullptr),
_gfxControls16(nullptr),
_gfxCoordAdjuster(nullptr),
_gfxCursor(nullptr),
_gfxMenu(nullptr),
_gfxPalette16(nullptr),
_gfxRemap16(nullptr),
_gfxPaint16(nullptr),
_gfxPorts(nullptr),
_gfxScreen(nullptr),
_gfxText16(nullptr),
_gfxTransitions(nullptr),
_gfxMacFontManager(nullptr),
_gfxMacIconBar(nullptr),
#ifdef ENABLE_SCI32
_gfxControls32(nullptr),
_gfxPalette32(nullptr),
_gfxRemap32(nullptr),
_gfxPaint32(nullptr),
_gfxText32(nullptr),
_audio32(nullptr),
_video32(nullptr),
_gfxFrameout(nullptr),
_gfxTransitions32(nullptr),
_gfxCursor32(nullptr),
#endif
_audio(nullptr),
_sync(nullptr),
_soundCmd(nullptr),
_features(nullptr),
_guestAdditions(nullptr),
_opcode_formats(nullptr),
_debugState(),
_speedThrottleDelay(kSpeedThrottleDefaultDelay),
_gameDescription(desc),
_gameId(gameId),
_resMan(nullptr),
_scriptPatcher(nullptr),
_gamestate(nullptr),
_kernel(nullptr),
_vocabulary(nullptr),
_vocabularyLanguage(1), // we load english vocabulary on startup
_eventMan(nullptr),
_gameObjectAddress(),
_console(nullptr),
_tts(nullptr),
_rng("sci"),
_useHiresGraphics(false),
_inErrorString(false) {
assert(g_sci == nullptr);
g_sci = this;
const Common::FSNode gameDataDir(ConfMan.getPath("path"));
SearchMan.addSubDirectoryMatching(gameDataDir, "actors"); // KQ6 hi-res portraits
SearchMan.addSubDirectoryMatching(gameDataDir, "aud"); // resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "audio");// resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "audiosfx");// resource.aud and audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "wav"); // speech files in WAV format
SearchMan.addSubDirectoryMatching(gameDataDir, "sfx"); // music/sound files in WAV format
SearchMan.addSubDirectoryMatching(gameDataDir, "avi"); // AVI movie files for Windows versions
SearchMan.addSubDirectoryMatching(gameDataDir, "seq"); // SEQ movie files for DOS versions
SearchMan.addSubDirectoryMatching(gameDataDir, "robot"); // robot movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "robots"); // robot movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "movie"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "movies"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "music"); // LSL7 music files (GOG version)
SearchMan.addSubDirectoryMatching(gameDataDir, "music/22s16"); // LSL7 music files
SearchMan.addSubDirectoryMatching(gameDataDir, "data"); // LSL7 Polish patch files (Trac #10066)
SearchMan.addSubDirectoryMatching(gameDataDir, "vmd"); // VMD movie files
SearchMan.addSubDirectoryMatching(gameDataDir, "duk"); // Duck movie files in Phantasmagoria 2
SearchMan.addSubDirectoryMatching(gameDataDir, "Robot Folder"); // Mac robot files
SearchMan.addSubDirectoryMatching(gameDataDir, "Sound Folder"); // Mac audio files
SearchMan.addSubDirectoryMatching(gameDataDir, "Voices Folder", 0, 2, true); // Mac audio36 files (recursive for Torin)
SearchMan.addSubDirectoryMatching(gameDataDir, "Voices"); // Mac audio36 files
SearchMan.addSubDirectoryMatching(gameDataDir, "Voices/AUD#"); // LSL6 Mac audio36 files
SearchMan.addSubDirectoryMatching(gameDataDir, "VMD Folder"); // Mac VMD files
// Add the patches directory, except for KQ6CD; The patches folder in some versions of KQ6CD
// (e.g. KQ Collection 1997) is for the demo of Phantasmagoria, included in the disk
if (_gameId != GID_KQ6) {
// Patch files in the root directory of Phantasmagoria 2 are higher
// priority than patch files in the patches directory (the SSCI
// installer copies these patches to HDD and gives the HDD directory
// top priority)
const int priority = _gameId == GID_PHANTASMAGORIA2 ? -1 : 0;
SearchMan.addSubDirectoryMatching(gameDataDir, "patches", priority); // resource patches
}
// Some releases (e.g. Pointsoft Torin) use a different patch directory name
SearchMan.addSubDirectoryMatching(gameDataDir, "patch"); // resource patches
// LSL5 uses the name "bonus" for the patch directory on disk 1.
// The installer would copy these patches to the root game directory.
if (_gameId == GID_LSL5) {
SearchMan.addSubDirectoryMatching(gameDataDir, "bonus"); // resource patches
}
switch (desc->language) {
case Common::DE_DEU:
SearchMan.addSubDirectoryMatching(gameDataDir, "german/msg");
break;
case Common::EN_ANY:
case Common::EN_GRB:
case Common::EN_USA:
SearchMan.addSubDirectoryMatching(gameDataDir, "english/msg");
break;
case Common::ES_ESP:
SearchMan.addSubDirectoryMatching(gameDataDir, "spanish/msg");
break;
case Common::FR_FRA:
SearchMan.addSubDirectoryMatching(gameDataDir, "french/msg");
break;
case Common::IT_ITA:
SearchMan.addSubDirectoryMatching(gameDataDir, "italian/msg");
break;
default:
break;
}
}
SciEngine::~SciEngine() {
#ifdef ENABLE_SCI32
delete _gfxControls32;
delete _gfxPaint32;
delete _gfxText32;
// GfxFrameout and GfxPalette32 must be deleted after Video32 since
// destruction of screen items in the Video32 destructor relies on these
// components
delete _video32;
delete _gfxCursor32;
delete _gfxPalette32;
delete _gfxTransitions32;
delete _gfxFrameout;
delete _gfxRemap32;
delete _audio32;
#endif
delete _gfxMenu;
delete _gfxControls16;
delete _gfxText16;
delete _gfxAnimate;
delete _gfxPaint16;
delete _gfxTransitions;
delete _gfxCompare;
delete _gfxCoordAdjuster;
delete _gfxPorts;
delete _gfxCache;
delete _gfxPalette16;
delete _gfxRemap16;
delete _gfxCursor;
delete _gfxScreen;
delete _audio;
delete _sync;
delete _soundCmd;
delete _kernel;
delete _vocabulary;
//_console deleted by Engine
delete _guestAdditions;
delete _features;
delete _gfxMacFontManager;
delete _gfxMacIconBar;
delete _eventMan;
delete _gamestate->_segMan;
delete _gamestate;
delete[] _opcode_formats;
delete _scriptPatcher;
delete _tts;
delete _resMan; // should be deleted last
g_sci = nullptr;
}
extern int showScummVMDialog(const Common::U32String &message, const Common::U32String &altButton = Common::U32String(), bool alignCenter = true);
Common::Error SciEngine::run() {
_tts = new SciTTS();
_resMan = new ResourceManager();
_resMan->addAppropriateSources();
_resMan->init();
// TODO: Add error handling. Check return values of addAppropriateSources
// and init. We first have to *add* sensible return values, though ;).
/*
if (!_resMan) {
warning("No resources found, aborting");
return Common::kNoGameDataFoundError;
}
*/
// Add the after market patches for the specified game, if they exist
_resMan->addNewGMPatch(_gameId);
_resMan->addNewD110Patch(_gameId);
_gameObjectAddress = _resMan->findGameObject(true);
_scriptPatcher = new ScriptPatcher();
SegManager *segMan = new SegManager(_resMan, _scriptPatcher);
// Load the Mac executable and fonts if available
if (getSciVersion() < SCI_VERSION_2 && getPlatform() == Common::kPlatformMacintosh) {
loadMacExecutable();
loadMacFonts();
}
// Read user option for forcing hires graphics
// Only show/selectable for:
// - King's Quest 6 CD
// - King's Quest 6 CD demo
// - Gabriel Knight 1 CD
// - Police Quest 4 CD
// - SCI1/1.1 Mac games with hires fonts
//
// Gabriel Knight 1 on Mac is hi-res only, so it should NOT get this option.
// Confirmed by [md5] and originally by clone2727.
if (Common::checkGameGUIOption(GAMEOPTION_HIGH_RESOLUTION_GRAPHICS, ConfMan.get("guioptions"))) {
// GAMEOPTION_HIGH_RESOLUTION_GRAPHICS is available for the currently detected game,
// so read the user option now.
// We need to do this, because the option's default is "true", but we don't want "true"
// for any game that does not have this option.
_useHiresGraphics = ConfMan.getBool("enable_high_resolution_graphics");
} else if (hasMacFonts()) {
// Default to using hires Mac fonts if GUI option isn't present, as it was added later.
_useHiresGraphics = true;
}
if (getSciVersion() < SCI_VERSION_2) {
Common::RenderMode renderMode = Common::kRenderDefault;
bool undither = ConfMan.getBool("disable_dithering");
if (ConfMan.hasKey("render_mode"))
renderMode = Common::parseRenderMode(ConfMan.get("render_mode"));
// Check if the selected render mode is available for the game. This is quite specific for each game.
// Sometime it is only EGA, sometimes only CGA b/w without CGA 4 colors, etc. Also set default mode if undithering is enabled.
Common::Platform p = getPlatform();
if ((renderMode == Common::kRenderEGA && (((getSciVersion() <= SCI_VERSION_0_LATE || getSciVersion() == SCI_VERSION_1_EGA_ONLY) && undither) ||
(getSciVersion() >= SCI_VERSION_1_EARLY && getSciVersion() <= SCI_VERSION_1_1 && !SCI1_EGADriver::validateMode(p)))) ||
(renderMode == Common::kRenderVGAGrey && !SCI1_VGAGreyScaleDriver::validateMode(p)) ||
(renderMode == Common::kRenderCGA && !SCI0_CGADriver::validateMode(p)) ||
(renderMode == Common::kRenderCGA_BW && !SCI0_CGABWDriver::validateMode(p)) ||
((renderMode == Common::kRenderHercA || renderMode == Common::kRenderHercG) && !SCI0_HerculesDriver::validateMode(p)) ||
(renderMode == Common::kRenderPC98_8c && ((getSciVersion() <= SCI_VERSION_01 && !SCI0_PC98Gfx8ColorsDriver::validateMode(p)) ||
(getSciVersion() > SCI_VERSION_01 && !SCI1_PC98Gfx8ColorsDriver::validateMode(p)))) ||
(getSciVersion() > SCI_VERSION_1_LATE && !KQ6WinGfx16ColorsDriver::validateMode(p)) ||
(renderMode == Common::kRenderPC98_16c && undither) ||
(getLanguage() == Common::KO_KOR)) // No extra modes supported for the Korean fan-patched games
renderMode = Common::kRenderDefault;
// Disable undithering for CGA, Hercules and other unsuitable video modes
if (renderMode != Common::kRenderDefault)
undither = false;
// Initialize the game screen
_gfxScreen = new GfxScreen(_resMan, renderMode);
_gfxScreen->enableUndithering(undither);
}
_kernel = new Kernel(_resMan, segMan);
_features = new GameFeatures(segMan, _kernel);
_vocabulary = hasParser() ? new Vocabulary(_resMan, false) : nullptr;
_gamestate = new EngineState(segMan);
_guestAdditions = new GuestAdditions(_gamestate, _features, _kernel);
_eventMan = new EventManager(_resMan->detectFontExtended());
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_audio32 = new Audio32(_resMan);
} else
#endif
_audio = new AudioPlayer(_resMan);
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_video32 = new Video32(segMan, _eventMan);
}
#endif
_sync = new Sync(_resMan, segMan);
// Create debugger console. It requires GFX and _gamestate to be initialized
_console = new Console(this);
setDebugger(_console);
// The game needs to be initialized before the graphics system is initialized, as
// the graphics code checks parts of the seg manager upon initialization (e.g. for
// the presence of the fastCast object)
if (!initGame()) { /* Initialize */
warning("Game initialization failed: Aborting...");
// TODO: Add an "init failed" error?
return Common::kUnknownError;
}
// we try to find the super class address of the game object, we can't do that earlier
const Object *gameObject = segMan->getObject(_gameObjectAddress);
if (!gameObject) {
warning("Could not get game object, aborting");
return Common::kUnknownError;
}
script_adjust_opcode_formats();
// Must be called after game_init(), as they use _features
_kernel->loadKernelNames(_features);
// Initialize all graphics related subsystems
initGraphics();
// Sound must be initialized after graphics because SysEx transfers at the
// start of the game must pump the event loop to avoid making the OS think
// that ScummVM is hanged, and pumping the event loop requires GfxCursor to
// be initialized
_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, _features->detectDoSoundType());
syncSoundSettings();
_guestAdditions->syncAudioOptionsFromScummVM();
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
// Check whether loading a savestate was requested
int directSaveSlotLoading = ConfMan.getInt("save_slot");
if (directSaveSlotLoading >= 0) {
_gamestate->_delayedRestoreGameId = directSaveSlotLoading;
// Jones only initializes its menus when restarting/restoring, thus set
// the gameIsRestarting flag here before initializing. Fixes bug #6536.
if (getGameId() == GID_JONES)
_gamestate->gameIsRestarting = GAMEISRESTARTING_RESTORE;
}
// Show any special warnings for buggy scripts with severe game bugs,
// which have been patched by Sierra
if (getGameId() == GID_KQ7 && ConfMan.getBool("subtitles")) {
showScummVMDialog(_("Subtitles are enabled, but subtitling in King's"
" Quest 7 was unfinished and disabled in the release"
" version of the game. ScummVM allows the subtitles"
" to be re-enabled, but because they were removed from"
" the original game, they do not always render"
" properly or reflect the actual game speech."
" This is not a ScummVM bug -- it is a problem with"
" the game's assets."));
}
// Show a warning if the user has selected a General MIDI device, no GM patch exists
// (i.e. patch 4) and the game is one of the known 8 SCI1 games that Sierra has provided
// after market patches for in their "General MIDI Utility".
if (_soundCmd->getMusicType() == MT_GM && !ConfMan.getBool("native_mt32")) {
if (!_resMan->findResource(ResourceId(kResourceTypePatch, 4), 0)) {
switch (getGameId()) {
case GID_ECOQUEST:
case GID_HOYLE3:
case GID_LSL1:
case GID_LSL5:
case GID_LONGBOW:
case GID_SQ1:
case GID_SQ4:
case GID_FAIRYTALES:
showScummVMDialog(_("You have selected General MIDI as a sound device. Sierra "
"has provided after-market support for General MIDI for this "
"game in their \"General MIDI Utility\". Please, apply this "
"patch in order to enjoy MIDI music with this game. Once you "
"have obtained it, you can unpack all of the included *.PAT "
"files in your ScummVM extras folder and ScummVM will add the "
"appropriate patch automatically. Alternatively, you can follow "
"the instructions in the READ.ME file included in the patch and "
"rename the associated *.PAT file to 4.PAT and place it in the "
"game folder. Without this patch, General MIDI music for this "
"game will sound badly distorted."));
break;
default:
break;
}
}
}
if (gameHasFanMadePatch()) {
warning("Fan made script patch detected");
}
if (getGameId() == GID_GK2 && ConfMan.getBool("subtitles") && !_resMan->testResource(ResourceId(kResourceTypeSync, 10))) {
suggestDownloadGK2SubTitlesPatch();
}
runGame();
ConfMan.flushToDisk();
return Common::kNoError;
}
bool SciEngine::gameHasFanMadePatch() {
struct FanMadePatchInfo {
SciGameId gameID;
uint16 targetScript;
uint16 targetSize;
uint16 patchedByteOffset;
byte patchedByte;
};
const FanMadePatchInfo patchInfo[] = {
// game script size offset byte
// ** NRS Patches **************************
{ GID_HOYLE3, 994, 2580, 656, 0x78 },
{ GID_KQ1, 85, 5156, 631, 0x02 },
{ GID_LAURABOW2, 994, 4382, 0, 0x00 },
{ GID_LONGBOW, 994, 4950, 1455, 0x78 }, // English
{ GID_LONGBOW, 994, 5020, 1469, 0x78 }, // German
{ GID_LSL1, 803, 592, 342, 0x01 },
{ GID_LSL3, 380, 6148, 195, 0x35 },
{ GID_LSL5, 994, 4810, 1342, 0x78 }, // English
{ GID_LSL5, 994, 4942, 1392, 0x76 }, // German
// GOG includes PQ1 patches. Incompatibilities are resolved by our script patches
{ GID_PQ1, 994, 4332, 1473, 0x78 },
{ GID_PQ2, 200, 10614, 0, 0x00 },
// GOG includes PQ3 patches. Incompatibilities are resolved by our script patches
{ GID_PQ3, 994, 4686, 1291, 0x78 }, // English
{ GID_PQ3, 994, 4734, 1283, 0x78 }, // German
{ GID_QFG1VGA, 994, 4388, 0, 0x00 },
{ GID_QFG3, 994, 4714, 2, 0x48 },
// GOG includes QFG4 patches. Incompatibilities are resolved by our script patches
{ GID_QFG4, 710, 11433, 0, 0x00 },
{ GID_SQ1, 994, 4740, 0, 0x00 },
{ GID_SQ5, 994, 4142, 1496, 0x78 }, // English/German/French
//{ GID_SQ5, 994, 4148, 0, 0x00 }, // Italian - patched file is the same size as the original
{ GID_SQ6, 380, 16308, 15042, 0x0C }, // English
//{ GID_SQ6, 380, 11652, 0, 0x00 }, // German - patched file is the same size as the original
};
for (int i = 0; i < ARRAYSIZE(patchInfo); ++i) {
if (patchInfo[i].gameID == getGameId()) {
Resource *targetScript = _resMan->findResource(ResourceId(kResourceTypeScript, patchInfo[i].targetScript), 0);
if (targetScript && targetScript->size() + 2 == patchInfo[i].targetSize) {
if (patchInfo[i].patchedByteOffset == 0)
return true;
else if (targetScript->getUint8At(patchInfo[i].patchedByteOffset - 2) == patchInfo[i].patchedByte)
return true;
}
}
}
return false;
}
void SciEngine::suggestDownloadGK2SubTitlesPatch() {
Common::U32String altButton;
Common::U32String downloadMessage;
if (_system->hasFeature(OSystem::kFeatureOpenUrl)) {
altButton = _("Download patch");
downloadMessage = _("(or click 'Download patch' button. But note - it only downloads, you will have to continue from there)\n");
}
else {
altButton = "";
downloadMessage = "";
}
int result = showScummVMDialog(_("GK2 has a fan made subtitles, available thanks to the good persons at SierraHelp.\n\n"
"Installation:\n"
"- download http://www.sierrahelp.com/Files/Patches/GabrielKnight/GK2Subtitles.zip\n" +
downloadMessage +
"- extract zip file\n"
"- no need to run the .exe file\n"
"- extract the .exe file with a file archiver, like 7-zip\n"
"- create a PATCHES subdirectory inside your GK2 directory\n"
"- copy the content of GK2Subtitles\\SUBPATCH to the PATCHES subdirectory\n"
"- replace files with similar names\n"
"- restart the game\n"), altButton, false);
if (result) {
char url[] = "http://www.sierrahelp.com/Files/Patches/GabrielKnight/GK2Subtitles.zip";
_system->openUrl(url);
}
}
bool SciEngine::initGame() {
// Script 0 needs to be allocated here before anything else!
int script0Segment = _gamestate->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
DataStack *stack = _gamestate->_segMan->allocateStack(VM_STACK_SIZE);
_gamestate->initMessageState();
_gamestate->gcCountDown = GC_INTERVAL - 1;
// Script 0 should always be at segment 1
if (script0Segment != 1) {
debug(2, "Failed to instantiate script 0");
return false;
}
_gamestate->initGlobals();
_gamestate->_segMan->initSysStrings();
_gamestate->r_acc = _gamestate->r_prev = NULL_REG;
_gamestate->_executionStack.clear(); // Start without any execution stack
_gamestate->executionStackBase = -1; // No vm is running yet
_gamestate->_executionStackPosChanged = false;
_gamestate->abortScriptProcessing = kAbortNone;
_gamestate->gameIsRestarting = GAMEISRESTARTING_NONE;
_gamestate->stack_base = stack->_entries;
_gamestate->stack_top = stack->_entries + stack->_capacity;
if (!_gamestate->_segMan->instantiateScript(0)) {
error("initGame(): Could not instantiate script 0");
return false;
}
// Reset parser
if (_vocabulary)
_vocabulary->reset();
_gamestate->lastWaitTime = _gamestate->_screenUpdateTime = _system->getMillis();
// Load game language into printLang property of game object
setSciLanguage();
#ifdef ENABLE_SCI32
_guestAdditions->sciEngineInitGameHook();
#endif
return true;
}
void SciEngine::initGraphics() {
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
_gfxPalette32 = new GfxPalette32(_resMan);
_gfxRemap32 = new GfxRemap32();
} else {
#endif
_gfxPalette16 = new GfxPalette(_resMan, _gfxScreen);
if (getGameId() == GID_QFG4DEMO || _resMan->testResource(ResourceId(kResourceTypeVocab, 184)))
_gfxRemap16 = new GfxRemap(_gfxPalette16);
#ifdef ENABLE_SCI32
}
#endif
_gfxCache = new GfxCache(_resMan, _gfxScreen, _gfxPalette16);
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
// SCI32 graphic objects creation
if (getPlatform() == Common::kPlatformMacintosh && _resMan->hasResourceType(kResourceTypeCursor)) {
_gfxCursor32 = new GfxMacCursor32();
} else {
_gfxCursor32 = new GfxCursor32();
}
_gfxCompare = new GfxCompare(_gamestate->_segMan, _gfxCache, nullptr, _gfxCoordAdjuster);
_gfxPaint32 = new GfxPaint32(_gamestate->_segMan);
_gfxTransitions32 = new GfxTransitions32(_gamestate->_segMan);
_gfxFrameout = new GfxFrameout(_gamestate->_segMan, _gfxPalette32, _gfxTransitions32, _gfxCursor32);
_gfxCursor32->init(_gfxFrameout->getCurrentBuffer());
_gfxText32 = new GfxText32(_gamestate->_segMan, _gfxCache);
_gfxControls32 = new GfxControls32(_gamestate->_segMan, _gfxCache, _gfxText32);
_gfxFrameout->run();
} else {
#endif
// SCI0-SCI1.1 graphic objects creation
_gfxPorts = new GfxPorts(_gamestate->_segMan, _gfxScreen);
_gfxCoordAdjuster = new GfxCoordAdjuster16(_gfxPorts);
_gfxCursor = new GfxCursor(_resMan, _gfxPalette16, _gfxScreen, _gfxCoordAdjuster, _eventMan);
_gfxCompare = new GfxCompare(_gamestate->_segMan, _gfxCache, _gfxScreen, _gfxCoordAdjuster);
_gfxTransitions = new GfxTransitions(_gfxScreen, _gfxPalette16);
_gfxPaint16 = new GfxPaint16(_resMan, _gamestate->_segMan, _gfxCache, _gfxPorts, _gfxCoordAdjuster, _gfxScreen, _gfxPalette16, _gfxTransitions, _audio);
_gfxAnimate = new GfxAnimate(_gamestate, _scriptPatcher, _gfxCache, _gfxCompare, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxPalette16, _gfxCursor, _gfxTransitions);
_gfxText16 = new GfxText16(_gfxCache, _gfxPorts, _gfxPaint16, _gfxScreen, _gfxMacFontManager);
_gfxControls16 = new GfxControls16(_gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen);
_gfxMenu = new GfxMenu(_eventMan, _gamestate->_segMan, _gfxPorts, _gfxPaint16, _gfxText16, _gfxScreen, _gfxCursor);
_gfxMenu->reset();
_gfxPorts->init(_features->usesOldGfxFunctions(), _gfxPaint16, _gfxText16);
_gfxPaint16->init(_gfxAnimate, _gfxText16);
if (hasMacIconBar()) {
_gfxMacIconBar = new GfxMacIconBar(_resMan, _eventMan, _gamestate->_segMan, _gfxScreen, _gfxPalette16);
}
#ifdef ENABLE_SCI32
}
#endif
if (getSciVersion() < SCI_VERSION_2) {
// Set default (EGA, amiga or resource 999) palette
_gfxPalette16->setDefault();
}
}
void SciEngine::initStackBaseWithSelector(Selector selector) {
_gamestate->stack_base[0] = make_reg(0, (uint16)selector);
_gamestate->stack_base[1] = NULL_REG;
// Register the first element on the execution stack
if (!send_selector(_gamestate, _gameObjectAddress, _gameObjectAddress, _gamestate->stack_base, 2, _gamestate->stack_base)) {
printObject(_gameObjectAddress);
error("initStackBaseWithSelector: error while registering the first selector in the call stack");
}
}
void SciEngine::runGame() {
setTotalPlayTime(17);
initStackBaseWithSelector(SELECTOR(play)); // Call the play selector
// Attach the debug console on game startup, if requested
if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup))
_console->attach();
_guestAdditions->reset();
do {
_gamestate->_executionStackPosChanged = false;
run_vm(_gamestate);
// Stop audio and sound components, unless loading a game.
// EngineState::saveLoadWithSerializer has already handled that.
if (_gamestate->abortScriptProcessing != kAbortLoadGame) {
if (_audio) { // SCI16
_audio->stopAllAudio();
}
_sync->stop();
_soundCmd->clearPlayList();
}
// Clear execution stack
_gamestate->_executionStack.clear();
_gamestate->xs = nullptr;
// Close all opened file handles
_gamestate->_fileHandles.clear();
_gamestate->_fileHandles.resize(5);
_guestAdditions->sciEngineRunGameHook();
if (_gamestate->abortScriptProcessing == kAbortRestartGame) {
// SCI16 game has been restarted with kRestartGame16.
// Reset engine state and prepare the VM to call the play method
// on the next iteration, but set the gameIsRestarting flag so
// that scripts can detect the restart with kGameIsRestarting.
_gamestate->_segMan->resetSegMan();
initGame();
initStackBaseWithSelector(SELECTOR(play));
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
_gamestate->gameIsRestarting = GAMEISRESTARTING_RESTART;
_gamestate->_throttleLastTime = 0;
if (_gfxMenu)
_gfxMenu->reset();
_gamestate->abortScriptProcessing = kAbortNone;
_guestAdditions->reset();
} else if (_gamestate->abortScriptProcessing == kAbortLoadGame) {
// Game has been restored from within the game or the launcher.
// Prepare the VM to call the replay method of the game object
// on the next iteration.
_gamestate->abortScriptProcessing = kAbortNone;
initStackBaseWithSelector(SELECTOR(replay));
_guestAdditions->patchGameSaveRestore();
setLauncherLanguage();
_gamestate->shrinkStackToBase();
_gamestate->abortScriptProcessing = kAbortNone;
syncSoundSettings();
_guestAdditions->syncAudioOptionsFromScummVM();
} else {
break; // exit loop
}
} while (true);
}
// When `error` is called, this function adds additional SCI engine context to the message
// to help with bug reporting. It is critical that this function not crash, or else the
// original error message will be lost and the debugger will be unavailable. This function
// must not cause a second `error` call, or the original error message will also be unavailable,
// although we detect this to prevent infinite recursion and crashing with a stack overflow.
// This function must be cautious about the state it inspects, because it can be called at
// any time during the engine lifecycle.
void SciEngine::errorString(const char *buf_input, char *buf_output, int buf_output_size) {
// safeguard to prevent infinite recursion in case there's a code path that calls `error`.
if (_inErrorString) {
warning("error called during errorString");
Common::strlcpy(buf_output, buf_input, buf_output_size);
return;
}
_inErrorString = true;
// Detailed context can only be included if VM execution has begun.
EngineState *s = _gamestate;
if (s != nullptr && !s->_executionStack.empty() && _kernel != nullptr) {
// Determine the name of the current function and the pc
Common::String function;
// Query the top-most stack frame even if it's not committed yet within the VM cycle.
const ExecStack &call = s->_executionStack.back();
reg_t pc = call.addr.pc;
switch (call.type) {
case EXEC_STACK_TYPE_CALL: { // Script function
if (call.debugSelector != -1) {
const char *objectName = s->_segMan->getObjectName(call.sendp);
function = Common::String::format("%s::%s", objectName, _kernel->getSelectorName(call.debugSelector).c_str());
} else if (call.debugExportId != -1) {
function = Common::String::format("export %d", call.debugExportId);
} else if (call.debugLocalCallOffset != -1) {
function = Common::String::format("call %x", call.debugLocalCallOffset);
}
break;
}
case EXEC_STACK_TYPE_KERNEL: { // Kernel function
if (call.debugKernelSubFunction == -1) {
function = Common::String::format("k%s", _kernel->getKernelName(call.debugKernelFunction).c_str());
} else {
function = Common::String::format("k%s", _kernel->getKernelName(call.debugKernelFunction, call.debugKernelSubFunction).c_str());
}
// Kernel calls do not have a pc. walk the stack back to the most recent for script number.
Common::List<ExecStack>::const_iterator it;
for (it = s->_executionStack.reverse_begin(); it != s->_executionStack.end(); --it) {
if (it->type != EXEC_STACK_TYPE_KERNEL) {
pc = it->addr.pc;
break;
}
}
break;
}
default:
break;
}
// Get game version string from globals. Could also read from VERSION file
// as a fallback, but I/O seems risky for this error handler.
// Version global may not be set yet if the error occurs early in script init.
Common::String version = s->getGameVersionFromGlobal();
if (!version.empty()) {
version.insertChar('-', 0);
}
// There are two script numbers we care about: the current room and the
// the script that was executing when the error occurred. These are often
// the same, so to save space, only include both when they are different.
uint16 roomNumber = s->currentRoomNumber();
Common::String scriptStr = Common::String::format("%d", roomNumber);
Script *script = s->_segMan->getScriptIfLoaded(pc.getSegment());
if (script != nullptr) {
uint16 scriptNumber = script->getScriptNumber();
if (roomNumber != scriptNumber) {
scriptStr += Common::String::format("/%d", scriptNumber);
}
}
// The error string is a deliberately terse single-line header, because
// the goal is for bug reports to automatically include useful context
// even when users only provide the single error message.
// Target name is used because this identifies the game and includes
// useful information about variants such as language.
// Note that only the pc offset is included, because that's all that's
// needed to identify the current instruction when the script is known.
snprintf(buf_output, buf_output_size, "[%s%s %s %s @ %04x]: %s",
_targetName.c_str(), version.c_str(), scriptStr.c_str(),
function.c_str(), pc.getOffset(), buf_input);
} else {
// VM not initialized yet, so just copy over the target name and error message.
snprintf(buf_output, buf_output_size, "[%s]: %s", _targetName.c_str(), buf_input);
}
_inErrorString = false;
}
// Invoked by debugger when a severe error occurs
void SciEngine::severeError() {
if (_gamestate) {
if (!_gamestate->_executionStack.empty()) {
ExecStack &xs = _gamestate->_executionStack.back();
xs.addr.pc.setOffset(_debugState.old_pc_offset);
xs.sp = _debugState.old_sp;
}
}
_debugState.runningStep = 0; // Stop multiple execution
_debugState.seeking = kDebugSeekNothing; // Stop special seeks
}
Console *SciEngine::getSciDebugger() {
return _console;
}
const char *SciEngine::getGameIdStr() const {
return _gameDescription->gameId;
}
Common::Language SciEngine::getLanguage() const {
return _gameDescription->language;
}
bool SciEngine::isLanguageRTL() const {
return getLanguage() == Common::HE_ISR;
}
Common::Platform SciEngine::getPlatform() const {
return _gameDescription->platform;
}
bool SciEngine::isDemo() const {
return _gameDescription->flags & ADGF_DEMO;
}
bool SciEngine::isCD() const {
return _gameDescription->flags & ADGF_CD;
}
bool SciEngine::useHiresGraphics() const {
return _useHiresGraphics;
}
bool SciEngine::isBE() const{
switch(_gameDescription->platform) {
case Common::kPlatformAmiga:
case Common::kPlatformMacintosh:
return true;
default:
return false;
}
}
bool SciEngine::hasParser() const {
// Only SCI0, SCI01 and SCI1 EGA games used a parser, along with
// multilingual LSL3 and SQ3 Amiga which are SCI_VERSION_1_MIDDLE
return getSciVersion() <= SCI_VERSION_1_EGA_ONLY ||
getGameId() == GID_LSL3 || getGameId() == GID_SQ3;
}
bool SciEngine::hasMacFonts() const {
return _gfxMacFontManager != nullptr;
}
bool SciEngine::hasMacIconBar() const {
return _resMan->isSci11Mac() &&
(getGameId() == GID_KQ6 || getGameId() == GID_FREDDYPHARKAS);
}
bool SciEngine::hasMacSaveRestoreDialogs() const {
return _gameDescription->platform == Common::kPlatformMacintosh &&
(getSciVersion() <= SCI_VERSION_2_1_EARLY ||
getGameId() == GID_GK2 ||
getGameId() == GID_SQ6 ||
getGameId() == GID_LIGHTHOUSE);
}
Common::String SciEngine::getSavegameName(int nr) const {
return _targetName + Common::String::format(".%03d", nr);
}
Common::String SciEngine::getSavegamePattern() const {
return _targetName + ".###";
}
Common::String SciEngine::getFilePrefix() const {
return _targetName;
}
Common::String SciEngine::wrapFilename(const Common::String &name) const {
Common::String prefix = getFilePrefix() + "-";
if (name.hasPrefix(prefix.c_str()))
return name;
else
return prefix + name;
}
Common::String SciEngine::unwrapFilename(const Common::String &name) const {
Common::String prefix = getFilePrefix() + "-";
if (name.hasPrefix(prefix.c_str()))
return Common::String(name.c_str() + prefix.size());
else
return name;
}
const char *SciEngine::getGameObjectName() {
return _gamestate->_segMan->getObjectName(_gameObjectAddress);
}
int SciEngine::inQfGImportRoom() const {
if (_gameId == GID_QFG2 && _gamestate->currentRoomNumber() == 805) {
// QFG2 character import screen
return 2;
} else if (_gameId == GID_QFG3 && _gamestate->currentRoomNumber() == 54) {
// QFG3 character import screen
return 3;
} else if (_gameId == GID_QFG4 && _gamestate->currentRoomNumber() == 54) {
return 4;
}
return 0;
}
void SciEngine::showQfgImportMessageBox() const {
showScummVMDialog(_("Characters saved inside ScummVM are shown "
"automatically. Character files saved in the original "
"interpreter need to be put inside ScummVM's saved games "
"directory and a prefix needs to be added depending on which "
"game it was saved in: 'qfg1-' for Quest for Glory 1, 'qfg2-' "
"for Quest for Glory 2. Example: 'qfg2-thief.sav'."));
}
void SciEngine::sleep(uint32 msecs) {
if (!msecs) {
return;
}
const uint32 wakeUpTime = _system->getMillis() + msecs;
for (;;) {
// let backend process events and update the screen
_eventMan->getSciEvent(kSciEventPeek);
// There is no point in waiting any more if we are just waiting to quit
if (shouldQuit()) {
return;
}
#ifdef ENABLE_SCI32
// If a game is in a wait loop, kFrameOut is not called, but mouse
// movement is still occurring and the screen needs to be updated to
// reflect it
if (getSciVersion() >= SCI_VERSION_2) {
_gfxFrameout->updateScreen();
}
#endif
uint32 time = _system->getMillis();
if (time + 10 < wakeUpTime) {
_system->delayMillis(10);
} else {
if (time < wakeUpTime)
_system->delayMillis(wakeUpTime - time);
break;
}
}
}
void SciEngine::setLauncherLanguage() {
if (_gameDescription->flags & ADGF_ADDENGLISH) {
// If game is multilingual
Common::Language chosenLanguage = Common::parseLanguage(ConfMan.get("language"));
uint16 languageToSet = 0;
switch (chosenLanguage) {
case Common::EN_ANY:
// and English was selected as language
languageToSet = K_LANG_ENGLISH;
break;
case Common::JA_JPN: {
// Set Japanese for FM-Towns games
// KQ5 on FM-Towns has no initial language set
if (getPlatform() == Common::kPlatformFMTowns) {
languageToSet = K_LANG_JAPANESE;
}
}
default:
break;
}
if (languageToSet) {
if (SELECTOR(printLang) != -1) // set text language
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), languageToSet);
if (SELECTOR(parseLang) != -1) // and set parser language as well
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang), languageToSet);
}
}
}
void SciEngine::pauseEngineIntern(bool pause) {
_mixer->pauseAll(pause);
if (_soundCmd)
_soundCmd->pauseAll(pause);
}
void SciEngine::syncSoundSettings() {
updateSoundMixerVolumes();
_guestAdditions->syncSoundSettingsFromScummVM();
}
void SciEngine::updateSoundMixerVolumes() {
Engine::syncSoundSettings();
// ScummVM adjusts the software mixer volume in Engine::syncSoundSettings,
// but MIDI either does not run through the ScummVM mixer (e.g. hardware
// synth) or it uses a kPlainSoundType channel type, so the master MIDI
// volume must be adjusted here for MIDI playback volume to be correct
if (_soundCmd) {
const int16 musicVolume = (ConfMan.getInt("music_volume") + 1) * MUSIC_MASTERVOLUME_MAX / Audio::Mixer::kMaxMixerVolume;
_soundCmd->setMasterVolume(ConfMan.getBool("mute") ? 0 : musicVolume);
}
}
void SciEngine::loadMacExecutable() {
Common::Path filename = _resMan->getMacExecutableName();
if (filename.empty())
return;
if (!_macExecutable.open(filename) || !_macExecutable.hasResFork()) {
// KQ6/Freddy require the executable to load their icon bar palettes
if (hasMacIconBar())
error("Could not load Mac resource fork '%s'", filename.toString().c_str());
}
}
void SciEngine::loadMacFonts() {
// Load Mac fonts from the appropriate place, depending on the game.
// If we're unable to load Mac fonts, then fall back to using SCI fonts.
// Mac font support was added after these games were supported, so it's
// important to not require that fonts be present.
switch (getGameId()) {
case GID_CASTLEBRAIN:
case GID_FREDDYPHARKAS:
// case GID_KQ5: // not supported yet
case GID_KQ6:
case GID_LSL1:
case GID_LSL5:
case GID_SQ1:
// These Mac games have fonts in the resource fork of their executable
// along with a SCI to Mac font mapping table.
if (_macExecutable.hasResFork()) {
_gfxMacFontManager = new GfxMacFontManager(&_macExecutable);
if (!_gfxMacFontManager->hasFonts()) {
delete _gfxMacFontManager;
_gfxMacFontManager = nullptr;
}
} else {
Common::Path filename = _resMan->getMacExecutableName();
warning("Macintosh executable \"%s\" not found, using SCI fonts", filename.toString().c_str());
}
break;
case GID_LSL6:
case GID_QFG1VGA:
// These Mac games have interpreters that are hard-coded to use Palatino.
// Attempt to load Palatino from classicmacfonts.dat.
_gfxMacFontManager = new GfxMacFontManager();
if (!_gfxMacFontManager->hasFonts()) {
warning("Classic Macintosh fonts not found, using SCI fonts");
delete _gfxMacFontManager;
_gfxMacFontManager = nullptr;
}
break;
default:
break;
}
}
uint32 SciEngine::getTickCount() {
return getTotalPlayTime() * 60 / 1000;
}
void SciEngine::setTickCount(const uint32 ticks) {
return setTotalPlayTime(ticks * 1000 / 60);
}
} // End of namespace Sci
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