mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
220 lines
7.8 KiB
C++
220 lines
7.8 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/>.
|
|
*
|
|
*/
|
|
|
|
//
|
|
// Game data file management
|
|
//
|
|
|
|
#include "ags/shared/ac/common.h"
|
|
#include "ags/engine/ac/character.h"
|
|
#include "ags/shared/ac/dialog_topic.h"
|
|
#include "ags/engine/ac/draw.h"
|
|
#include "ags/engine/ac/game.h"
|
|
#include "ags/engine/ac/game_setup.h"
|
|
#include "ags/shared/ac/game_setup_struct.h"
|
|
#include "ags/shared/ac/game_struct_defines.h"
|
|
#include "ags/engine/ac/gui.h"
|
|
#include "ags/engine/ac/view_frame.h"
|
|
#include "ags/shared/core/asset_manager.h"
|
|
#include "ags/engine/debugging/debug_log.h"
|
|
#include "ags/shared/debugging/out.h"
|
|
#include "ags/engine/game/game_init.h"
|
|
#include "ags/shared/game/main_game_file.h"
|
|
#include "ags/shared/gfx/bitmap.h"
|
|
#include "ags/engine/gfx/blender.h"
|
|
#include "ags/shared/gui/gui_label.h"
|
|
#include "ags/engine/main/main.h"
|
|
#include "ags/engine/platform/base/ags_platform_driver.h"
|
|
#include "ags/shared/script/cc_common.h"
|
|
#include "ags/engine/script/script.h"
|
|
#include "ags/shared/util/stream.h"
|
|
#include "ags/shared/util/text_stream_reader.h"
|
|
#include "ags/globals.h"
|
|
|
|
namespace AGS3 {
|
|
|
|
using namespace AGS::Shared;
|
|
using namespace AGS::Engine;
|
|
|
|
// Test if engine supports extended capabilities required to run the game
|
|
bool test_game_caps(const std::set<String> &caps, std::set<String> &failed_caps) {
|
|
// Currently we support nothing special
|
|
failed_caps = caps;
|
|
return caps.size() == 0;
|
|
}
|
|
|
|
// Forms a simple list of capability names
|
|
String get_caps_list(const std::set<String> &caps) {
|
|
String caps_list;
|
|
for (std::set<String>::const_iterator it = caps.begin(); it != caps.end(); ++it) {
|
|
caps_list.Append("\n\t");
|
|
caps_list.Append(*it);
|
|
}
|
|
return caps_list;
|
|
}
|
|
|
|
// Called when the game file is opened for the first time (when preloading game data);
|
|
// it logs information on data version and reports first found errors, if any.
|
|
HGameFileError game_file_first_open(MainGameSource &src) {
|
|
HGameFileError err = OpenMainGameFileFromDefaultAsset(src, _G(AssetMgr)->get());
|
|
if (err ||
|
|
err->Code() == kMGFErr_SignatureFailed ||
|
|
err->Code() == kMGFErr_FormatVersionTooOld ||
|
|
err->Code() == kMGFErr_FormatVersionNotSupported) {
|
|
// Log data description for debugging
|
|
Debug::Printf(kDbgMsg_Info, "Opened game data file: %s", src.Filename.GetCStr());
|
|
Debug::Printf(kDbgMsg_Info, "Game data version: %d", src.DataVersion);
|
|
Debug::Printf(kDbgMsg_Info, "Compiled with: %s", src.CompiledWith.GetCStr());
|
|
if (src.Caps.size() > 0) {
|
|
String caps_list = get_caps_list(src.Caps);
|
|
Debug::Printf(kDbgMsg_Info, "Requested engine caps: %s", caps_list.GetCStr());
|
|
}
|
|
}
|
|
// Quit in case of error
|
|
if (!err)
|
|
return err;
|
|
|
|
// Test the extended caps
|
|
std::set<String> failed_caps;
|
|
if (!test_game_caps(src.Caps, failed_caps)) {
|
|
String caps_list = get_caps_list(failed_caps);
|
|
return new MainGameFileError(kMGFErr_CapsNotSupported, String::FromFormat("Missing engine caps: %s", caps_list.GetCStr()));
|
|
}
|
|
return HGameFileError::None();
|
|
}
|
|
|
|
HError preload_game_data() {
|
|
MainGameSource src;
|
|
HGameFileError err = game_file_first_open(src);
|
|
if (!err)
|
|
return (HError)err;
|
|
// Read only the particular data we need for preliminary game analysis
|
|
PreReadGameData(_GP(game), src.InputStream.get(), src.DataVersion);
|
|
_GP(game).compiled_with = src.CompiledWith;
|
|
FixupSaveDirectory(_GP(game));
|
|
return HError::None();
|
|
}
|
|
|
|
static inline HError MakeScriptLoadError(const char *name) {
|
|
return new Error(String::FromFormat(
|
|
"Failed to load a script module: %s", name),
|
|
cc_get_error().ErrorString);
|
|
}
|
|
|
|
// Looks up for the game scripts available as separate assets.
|
|
// These are optional, so no error is raised if some of these are not found.
|
|
// For those that do exist, reads them and replaces any scripts of same kind
|
|
// in the already loaded game data.
|
|
HError LoadGameScripts(LoadedGameEntities &ents) {
|
|
// Global script
|
|
std::unique_ptr<Stream> in(_GP(AssetMgr)->OpenAsset("GlobalScript.o"));
|
|
if (in) {
|
|
PScript script(ccScript::CreateFromStream(in.get()));
|
|
if (!script)
|
|
return MakeScriptLoadError("GlobalScript.o");
|
|
ents.GlobalScript = script;
|
|
}
|
|
// Dialog script
|
|
in.reset(_GP(AssetMgr)->OpenAsset("DialogScript.o"));
|
|
if (in) {
|
|
PScript script(ccScript::CreateFromStream(in.get()));
|
|
if (!script)
|
|
return MakeScriptLoadError("DialogScript.o");
|
|
ents.DialogScript = script;
|
|
}
|
|
// Script modules
|
|
// First load a modules list
|
|
std::vector<String> modules;
|
|
in.reset(_GP(AssetMgr)->OpenAsset("ScriptModules.lst"));
|
|
if (in) {
|
|
TextStreamReader reader(in.get());
|
|
in.release(); // TextStreamReader got it
|
|
while (!reader.EOS())
|
|
modules.push_back(reader.ReadLine());
|
|
}
|
|
if (modules.size() > ents.ScriptModules.size())
|
|
ents.ScriptModules.resize(modules.size());
|
|
// Now run by the list and try loading everything
|
|
for (size_t i = 0; i < modules.size(); ++i) {
|
|
in.reset(_GP(AssetMgr)->OpenAsset(modules[i]));
|
|
if (in) {
|
|
PScript script(ccScript::CreateFromStream(in.get()));
|
|
if (!script)
|
|
return MakeScriptLoadError(modules[i].GetCStr());
|
|
ents.ScriptModules[i] = script;
|
|
}
|
|
}
|
|
return HError::None();
|
|
}
|
|
|
|
HError load_game_file() {
|
|
MainGameSource src;
|
|
LoadedGameEntities ents(_GP(game));
|
|
HError err = (HError)OpenMainGameFileFromDefaultAsset(src, _GP(AssetMgr).get());
|
|
if (!err)
|
|
return err;
|
|
|
|
err = (HError)ReadGameData(ents, src.InputStream.get(), src.DataVersion);
|
|
if (!err)
|
|
return err;
|
|
src.InputStream.reset();
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Data overrides: for compatibility mode and custom engine support
|
|
// NOTE: this must be done before UpdateGameData, or certain adjustments
|
|
// won't be applied correctly.
|
|
|
|
// Custom engine detection (ugly hack, depends on the known game GUIDs)
|
|
if (strcmp(_GP(game).guid, "{d6795d1c-3cfe-49ec-90a1-85c313bfccaf}" /* Kathy Rain */ ) == 0 ||
|
|
strcmp(_GP(game).guid, "{5833654f-6f0d-40d9-99e2-65c101c8544a}" /* Whispers of a Machine */ ) == 0)
|
|
{
|
|
_GP(game).options[OPT_CUSTOMENGINETAG] = CUSTOMENG_CLIFFTOP;
|
|
}
|
|
// Upscale mode -- for old games that supported it.
|
|
if ((_G(loaded_game_file_version) < kGameVersion_310) && _GP(usetup).override_upscale) {
|
|
if (_GP(game).GetResolutionType() == kGameResolution_320x200 || _GP(game).GetResolutionType() == kGameResolution_Default)
|
|
_GP(game).SetGameResolution(kGameResolution_640x400);
|
|
else if (_GP(game).GetResolutionType() == kGameResolution_320x240)
|
|
_GP(game).SetGameResolution(kGameResolution_640x480);
|
|
}
|
|
if (_GP(game).options[OPT_CUSTOMENGINETAG] == CUSTOMENG_CLIFFTOP) {
|
|
if (_GP(game).GetResolutionType() == kGameResolution_640x400)
|
|
_GP(game).SetGameResolution(Size(640, 360));
|
|
}
|
|
|
|
err = (HError)UpdateGameData(ents, src.DataVersion);
|
|
if (!err)
|
|
return err;
|
|
err = LoadGameScripts(ents);
|
|
if (!err)
|
|
return err;
|
|
err = (HError)InitGameState(ents, src.DataVersion);
|
|
if (!err)
|
|
return err;
|
|
return HError::None();
|
|
}
|
|
|
|
void display_game_file_error(HError err) {
|
|
_G(platform)->DisplayAlert("Loading game failed with error:\n%s.\n\nThe game files may be incomplete, corrupt or from unsupported version of AGS.",
|
|
err->FullMessage().GetCStr());
|
|
}
|
|
|
|
} // namespace AGS3
|