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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/shared/ac/character_info.h"
#include "ags/shared/ac/game_setup_struct_base.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/shared/ac/game_version.h"
#include "ags/shared/ac/words_dictionary.h"
#include "ags/shared/script/cc_script.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/util/string_utils.h"
namespace AGS3 {
using namespace AGS::Shared;
GameSetupStructBase::GameSetupStructBase()
: numviews(0)
, numcharacters(0)
, playercharacter(-1)
, totalscore(0)
, numinvitems(0)
, numdialog(0)
, numdlgmessage(0)
, numfonts(0)
, color_depth(0)
, target_win(0)
, dialog_bullet(0)
, hotdot(0)
, hotdotouter(0)
, uniqueid(0)
, numgui(0)
, numcursors(0)
, default_lipsync_frame(0)
, invhotdotsprite(0)
, dict(nullptr)
, _resolutionType(kGameResolution_Undefined)
, _dataUpscaleMult(1)
, _screenUpscaleMult(1) {
memset(options, 0, sizeof(options));
memset(paluses, 0, sizeof(paluses));
memset(defpal, 0, sizeof(defpal));
memset(reserved, 0, sizeof(reserved));
}
GameSetupStructBase::~GameSetupStructBase() {
Free();
}
void GameSetupStructBase::Free() {
for (int i = 0; i < MAXGLOBALMES; ++i) {
messages[i].Free();
}
dict.reset();
chars.clear();
numcharacters = 0;
}
void GameSetupStructBase::SetDefaultResolution(GameResolutionType type) {
SetDefaultResolution(type, Size());
}
void GameSetupStructBase::SetDefaultResolution(Size size) {
SetDefaultResolution(kGameResolution_Custom, size);
}
void GameSetupStructBase::SetDefaultResolution(GameResolutionType type, Size size) {
// Calculate native res first then remember it
SetNativeResolution(type, size);
_defGameResolution = _gameResolution;
// Setup data resolution according to legacy settings (if set)
_dataResolution = _defGameResolution;
if (IsLegacyHiRes() && options[OPT_NATIVECOORDINATES] == 0) {
_dataResolution = _defGameResolution / HIRES_COORD_MULTIPLIER;
}
OnResolutionSet();
}
void GameSetupStructBase::SetNativeResolution(GameResolutionType type, Size game_res) {
if (type == kGameResolution_Custom) {
_resolutionType = kGameResolution_Custom;
_gameResolution = game_res;
_letterboxSize = _gameResolution;
} else {
_resolutionType = type;
_gameResolution = ResolutionTypeToSize(_resolutionType, IsLegacyLetterbox());
_letterboxSize = ResolutionTypeToSize(_resolutionType, false);
}
}
void GameSetupStructBase::SetGameResolution(GameResolutionType type) {
SetNativeResolution(type, Size());
OnResolutionSet();
}
void GameSetupStructBase::SetGameResolution(Size game_res) {
SetNativeResolution(kGameResolution_Custom, game_res);
OnResolutionSet();
}
void GameSetupStructBase::OnResolutionSet() {
// The final data-to-game multiplier is always set after actual game resolution (not default one)
if (!_dataResolution.IsNull())
_dataUpscaleMult = _gameResolution.Width / _dataResolution.Width;
else
_dataUpscaleMult = 1;
if (!_defGameResolution.IsNull())
_screenUpscaleMult = _gameResolution.Width / _defGameResolution.Width;
else
_screenUpscaleMult = 1;
_relativeUIMult = IsLegacyHiRes() ? HIRES_COORD_MULTIPLIER : 1;
}
void GameSetupStructBase::ReadFromFile(Stream *in, GameDataVersion game_ver, SerializeInfo &info) {
// NOTE: historically the struct was saved by dumping whole memory
// into the file stream, which added padding from memory alignment;
// here we mark the padding bytes, as they do not belong to actual data.
gamename.ReadCount(in, LEGACY_GAME_NAME_LENGTH);
in->ReadInt16(); // alignment padding to int32 (gamename: 50 -> 52 bytes)
in->ReadArrayOfInt32(options, MAX_OPTIONS);
if (game_ver < kGameVersion_340_4) { // TODO: this should probably be possible to deduce script API level
// using game data version and other options like OPT_STRICTSCRIPTING
options[OPT_BASESCRIPTAPI] = kScriptAPI_Undefined;
options[OPT_SCRIPTCOMPATLEV] = kScriptAPI_Undefined;
}
in->Read(&paluses[0], sizeof(paluses));
// colors are an array of chars
in->Read(&defpal[0], sizeof(defpal));
numviews = in->ReadInt32();
numcharacters = in->ReadInt32();
playercharacter = in->ReadInt32();
totalscore = in->ReadInt32();
numinvitems = in->ReadInt16();
in->ReadInt16(); // alignment padding to int32
numdialog = in->ReadInt32();
numdlgmessage = in->ReadInt32();
numfonts = in->ReadInt32();
color_depth = in->ReadInt32();
target_win = in->ReadInt32();
dialog_bullet = in->ReadInt32();
hotdot = static_cast<uint16_t>(in->ReadInt16());
hotdotouter = static_cast<uint16_t>(in->ReadInt16());
uniqueid = in->ReadInt32();
numgui = in->ReadInt32();
numcursors = in->ReadInt32();
GameResolutionType resolution_type = (GameResolutionType)in->ReadInt32();
Size game_size;
if (resolution_type == kGameResolution_Custom && game_ver >= kGameVersion_330) {
game_size.Width = in->ReadInt32();
game_size.Height = in->ReadInt32();
}
SetDefaultResolution(resolution_type, game_size);
default_lipsync_frame = in->ReadInt32();
invhotdotsprite = in->ReadInt32();
in->ReadArrayOfInt32(reserved, NUM_INTS_RESERVED);
info.ExtensionOffset = static_cast<uint32_t>(in->ReadInt32());
in->ReadArrayOfInt32(&info.HasMessages.front(), MAXGLOBALMES);
info.HasWordsDict = in->ReadInt32() != 0;
in->ReadInt32(); // globalscript (dummy 32-bit pointer value)
in->ReadInt32(); // chars (dummy 32-bit pointer value)
info.HasCCScript = in->ReadInt32() != 0;
}
void GameSetupStructBase::WriteToFile(Stream *out, const SerializeInfo &info) const {
// NOTE: historically the struct was saved by dumping whole memory
// into the file stream, which added padding from memory alignment;
// here we mark the padding bytes, as they do not belong to actual data.
gamename.WriteCount(out, LEGACY_GAME_NAME_LENGTH);
out->WriteInt16(0); // alignment padding to int32
out->WriteArrayOfInt32(options, MAX_OPTIONS);
out->Write(&paluses[0], sizeof(paluses));
// colors are an array of chars
out->Write(&defpal[0], sizeof(defpal));
out->WriteInt32(numviews);
out->WriteInt32(numcharacters);
out->WriteInt32(playercharacter);
out->WriteInt32(totalscore);
out->WriteInt16(numinvitems);
out->WriteInt16(0); // alignment padding to int32
out->WriteInt32(numdialog);
out->WriteInt32(numdlgmessage);
out->WriteInt32(numfonts);
out->WriteInt32(color_depth);
out->WriteInt32(target_win);
out->WriteInt32(dialog_bullet);
out->WriteInt16(static_cast<uint16_t>(hotdot));
out->WriteInt16(static_cast<uint16_t>(hotdotouter));
out->WriteInt32(uniqueid);
out->WriteInt32(numgui);
out->WriteInt32(numcursors);
out->WriteInt32(_resolutionType);
if (_resolutionType == kGameResolution_Custom) {
out->WriteInt32(_defGameResolution.Width);
out->WriteInt32(_defGameResolution.Height);
}
out->WriteInt32(default_lipsync_frame);
out->WriteInt32(invhotdotsprite);
out->WriteArrayOfInt32(reserved, 17);
for (int i = 0; i < MAXGLOBALMES; ++i) {
out->WriteInt32(!messages[i].IsEmpty() ? 1 : 0);
}
out->WriteInt32(dict ? 1 : 0);
out->WriteInt32(0); // globalscript (dummy 32-bit pointer value)
out->WriteInt32(0); // chars (dummy 32-bit pointer value)
out->WriteInt32(info.HasCCScript ? 1 : 0);
}
Size ResolutionTypeToSize(GameResolutionType resolution, bool letterbox) {
switch (resolution) {
case kGameResolution_Default:
case kGameResolution_320x200:
return letterbox ? Size(320, 240) : Size(320, 200);
case kGameResolution_320x240:
return Size(320, 240);
case kGameResolution_640x400:
return letterbox ? Size(640, 480) : Size(640, 400);
case kGameResolution_640x480:
return Size(640, 480);
case kGameResolution_800x600:
return Size(800, 600);
case kGameResolution_1024x768:
return Size(1024, 768);
case kGameResolution_1280x720:
return Size(1280, 720);
default:
return Size();
}
}
const char *GetScriptAPIName(ScriptAPIVersion v) {
switch (v) {
case kScriptAPI_v321: return "v3.2.1";
case kScriptAPI_v330: return "v3.3.0";
case kScriptAPI_v334: return "v3.3.4";
case kScriptAPI_v335: return "v3.3.5";
case kScriptAPI_v340: return "v3.4.0";
case kScriptAPI_v341: return "v3.4.1";
case kScriptAPI_v350: return "v3.5.0-alpha";
case kScriptAPI_v3507: return "v3.5.0-final";
case kScriptAPI_v351: return "v3.5.1";
case kScriptAPI_v360: return "v3.6.0-alpha";
case kScriptAPI_v36026: return "v3.6.0-final";
case kScriptAPI_v361: return "v3.6.1";
default: return "unknown";
}
}
} // namespace AGS3
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