Beispiel #1
0
Common::Error SciEngine::run() {
	_resMan = new ResourceManager();
	assert(_resMan);
	_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;
	}
*/

	// Reset, so that error()s before SoundCommandParser is initialized wont cause a crash
	_soundCmd = NULL;

	// Add the after market GM patches for the specified game, if they exist
	_resMan->addNewGMPatch(_gameId);
	_gameObjectAddress = _resMan->findGameObject();

	_scriptPatcher = new ScriptPatcher();
	SegManager *segMan = new SegManager(_resMan, _scriptPatcher);

	// 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
	// TODO: Check, if Gabriel Knight 1 floppy supports high resolution
	//
	// 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.
		_forceHiresGraphics = ConfMan.getBool("enable_high_resolution_graphics");
	}

	if (getSciVersion() < SCI_VERSION_2) {
		// Initialize the game screen
		_gfxScreen = new GfxScreen(_resMan);
		_gfxScreen->enableUndithering(ConfMan.getBool("disable_dithering"));
	} else {
		_gfxScreen = nullptr;
	}

	_kernel = new Kernel(_resMan, segMan);
	_kernel->init();

	_features = new GameFeatures(segMan, _kernel);
	// Only SCI0, SCI01 and SCI1 EGA games used a parser
	_vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA_ONLY) ? new Vocabulary(_resMan, false) : NULL;
	// Also, XMAS1990 apparently had a parser too. Refer to http://forums.scummvm.org/viewtopic.php?t=9135
	if (getGameId() == GID_CHRISTMAS1990)
		_vocabulary = new Vocabulary(_resMan, false);

	_gamestate = new EngineState(segMan);
	_eventMan = new EventManager(_resMan->detectFontExtended());
#ifdef ENABLE_SCI32
	if (getSciVersion() >= SCI_VERSION_2_1_EARLY) {
		_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);

	// 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);

	// Load our Mac executable here for icon bar palettes and high-res fonts
	loadMacExecutable();

	// 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();
	syncIngameAudioOptions();

	// Patch in our save/restore code, so that dialogs are replaced
	patchGameSaveRestore();
	setLauncherLanguage();

	// Check whether loading a savestate was requested
	int directSaveSlotLoading = ConfMan.getInt("save_slot");
	if (directSaveSlotLoading >= 0) {
		_gamestate->_delayedRestoreGame = true;
		_gamestate->_delayedRestoreGameId = directSaveSlotLoading;
		_gamestate->_delayedRestoreFromLauncher = true;

		// Jones only initializes its menus when restarting/restoring, thus set
		// the gameIsRestarting flag here before initializing. Fixes bug #6536.
		if (g_sci->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_LONGBOW) {
		// Longbow 1.0 has a buggy script which prevents the game
		// from progressing during the Green Man riddle sequence.
		// A patch for this buggy script has been released by Sierra,
		// and is necessary to complete the game without issues.
		// The patched script is included in Longbow 1.1.
		// Refer to bug #3036609.
		Resource *buggyScript = _resMan->findResource(ResourceId(kResourceTypeScript, 180), 0);

		if (buggyScript && (buggyScript->size == 12354 || buggyScript->size == 12362)) {
			showScummVMDialog("A known buggy game script has been detected, which could "
			                  "prevent you from progressing later on in the game, during "
			                  "the sequence with the Green Man's riddles. Please, apply "
			                  "the latest patch for this game by Sierra to avoid possible "
			                  "problems");
		}
	}

	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()) {
		showScummVMDialog("Your game is patched with a fan made script patch. Such patches have "
		                  "been reported to cause issues, as they modify game scripts extensively. "
		                  "The issues that these patches fix do not occur in ScummVM, so you are "
		                  "advised to remove this patch from your game folder in order to avoid "
		                  "having unexpected errors and/or issues later on.");
	}

	runGame();

	ConfMan.flushToDisk();

	return Common::kNoError;
}
Beispiel #2
0
Common::Error SciEngine::run() {
	g_eventRec.registerRandomSource(_rng, "sci");

	// Assign default values to the config manager, in case settings are missing
	ConfMan.registerDefault("sci_originalsaveload", "false");
	ConfMan.registerDefault("native_fb01", "false");
	ConfMan.registerDefault("windows_cursors", "false");	// Windows cursors for KQ6 Windows

	_resMan = new ResourceManager();
	assert(_resMan);
	_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;
	}
*/

	// Reset, so that error()s before SoundCommandParser is initialized wont cause a crash
	_soundCmd = NULL;

	// Add the after market GM patches for the specified game, if they exist
	_resMan->addNewGMPatch(_gameId);
	_gameObjectAddress = _resMan->findGameObject();
	_gameSuperClassAddress = NULL_REG;

	SegManager *segMan = new SegManager(_resMan);

	// Initialize the game screen
	_gfxScreen = new GfxScreen(_resMan);
	_gfxScreen->debugUnditherSetState(ConfMan.getBool("disable_dithering"));

	// Create debugger console. It requires GFX to be initialized
	_console = new Console(this);
	_kernel = new Kernel(_resMan, segMan);

	_features = new GameFeatures(segMan, _kernel);
	// Only SCI0, SCI01 and SCI1 EGA games used a parser
	_vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA) ? new Vocabulary(_resMan, false) : NULL;
	// Also, XMAS1990 apparently had a parser too. Refer to http://forums.scummvm.org/viewtopic.php?t=9135
	if (getGameId() == GID_CHRISTMAS1990)
		_vocabulary = new Vocabulary(_resMan, false);
	_audio = new AudioPlayer(_resMan);
	_gamestate = new EngineState(segMan);
	_eventMan = new EventManager(_resMan->detectFontExtended());

	// 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;
	}
	_gameSuperClassAddress = gameObject->getSuperClassSelector();

	script_adjust_opcode_formats();

	// Must be called after game_init(), as they use _features
	_kernel->loadKernelNames(_features);
	_soundCmd = new SoundCommandParser(_resMan, segMan, _kernel, _audio, _features->detectDoSoundType());

	syncSoundSettings();
	syncIngameAudioOptions();

	// Initialize all graphics related subsystems
	initGraphics();

	debug("Emulating SCI version %s\n", getSciVersionDesc(getSciVersion()));

	// Patch in our save/restore code, so that dialogs are replaced
	patchGameSaveRestore();
	setLauncherLanguage();

	// Check whether loading a savestate was requested
	int directSaveSlotLoading = ConfMan.getInt("save_slot");
	if (directSaveSlotLoading >= 0) {
		// call GameObject::play (like normally)
		initStackBaseWithSelector(SELECTOR(play));
		// We set this, so that the game automatically quit right after init
		_gamestate->variables[VAR_GLOBAL][4] = TRUE_REG;

		_gamestate->_executionStackPosChanged = false;
		run_vm(_gamestate);

		// As soon as we get control again, actually restore the game
		reg_t restoreArgv[2] = { NULL_REG, make_reg(0, directSaveSlotLoading) };	// special call (argv[0] is NULL)
		kRestoreGame(_gamestate, 2, restoreArgv);

		// this indirectly calls GameObject::init, which will setup menu, text font/color codes etc.
		//  without this games would be pretty badly broken
	}

	// Show any special warnings for buggy scripts with severe game bugs, 
	// which have been patched by Sierra
	if (getGameId() == GID_LONGBOW) {
		// Longbow 1.0 has a buggy script which prevents the game
		// from progressing during the Green Man riddle sequence.
		// A patch for this buggy script has been released by Sierra,
		// and is necessary to complete the game without issues.
		// The patched script is included in Longbow 1.1.
		// Refer to bug #3036609.
		Resource *buggyScript = _resMan->findResource(ResourceId(kResourceTypeScript, 180), 0);

		if (buggyScript && (buggyScript->size == 12354 || buggyScript->size == 12362)) {
			showScummVMDialog("A known buggy game script has been detected, which could "
			                  "prevent you from progressing later on in the game, during "
			                  "the sequence with the Green Man's riddles. Please, apply "
			                  "the latest patch for this game by Sierra to avoid possible "
			                  "problems");
		}
	}

	// 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()) {
		showScummVMDialog("Your game is patched with a fan made script patch. Such patches have "
		                  "been reported to cause issues, as they modify game scripts extensively. "
		                  "The issues that these patches fix do not occur in ScummVM, so you are "
		                  "advised to remove this patch from your game folder in order to avoid "
		                  "having unexpected errors and/or issues later on.");
	}

	runGame();

	ConfMan.flushToDisk();

	return Common::kNoError;
}