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scumm.cpp

/* 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 2
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/scumm/scumm.cpp $
 * $Id: scumm.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */



#include "common/config-manager.h"
#include "common/md5.h"
#include "common/events.h"
#include "common/system.h"

#include "gui/message.h"
#include "gui/newgui.h"

#include "graphics/cursorman.h"

#include "scumm/akos.h"
#include "scumm/charset.h"
#include "scumm/costume.h"
#include "scumm/debugger.h"
#include "scumm/dialogs.h"
#include "scumm/file.h"
#include "scumm/file_nes.h"
#include "scumm/imuse/imuse.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/smush/smush_mixer.h"
#include "scumm/smush/smush_player.h"
#include "scumm/insane/insane.h"
#include "scumm/intern.h"
#include "scumm/he/animation_he.h"
#include "scumm/he/intern_he.h"
#include "scumm/he/logic_he.h"
#include "scumm/he/sound_he.h"
#include "scumm/object.h"
#include "scumm/player_nes.h"
#include "scumm/player_v1.h"
#include "scumm/player_v2.h"
#include "scumm/player_v2a.h"
#include "scumm/player_v3a.h"
#include "scumm/he/resource_he.h"
#include "scumm/scumm.h"
#include "scumm/sound.h"
#include "scumm/imuse/sysex.h"
#include "scumm/he/sprite_he.h"
#include "scumm/he/cup_player_he.h"
#include "scumm/util.h"
#include "scumm/verbs.h"

#include "sound/mixer.h"

#if (defined(PALMOS_ARM) || defined(PALMOS_DEBUG) || defined(__GP32__))
namespace Graphics {
      extern void initfonts();
}
#endif

using Common::File;

namespace Scumm {

// Use g_scumm from error() ONLY
ScummEngine *g_scumm = 0;


struct dbgChannelDesc {
      const char *channel, *desc;
      uint32 flag;
};


// Debug channel lookup table for Debugger console
static const dbgChannelDesc debugChannels[] = {
      {"SCRIPTS", "Track script execution", DEBUG_SCRIPTS},
      {"OPCODES", "Track opcode execution", DEBUG_OPCODES},
      {"IMUSE", "Track iMUSE events", DEBUG_IMUSE},
      {"RESOURCE", "Track resource loading/management", DEBUG_RESOURCE},
      {"VARS", "Track variable changes", DEBUG_VARS},
      {"ACTORS", "Actor-related debug", DEBUG_ACTORS},
      {"SOUND", "Sound related debug", DEBUG_SOUND},
      {"INSANE", "Track INSANE", DEBUG_INSANE},
      {"SMUSH", "Track SMUSH", DEBUG_SMUSH}
};

ScummEngine::ScummEngine(OSystem *syst, const DetectorResult &dr)
      : Engine(syst),
        _game(dr.game),
        _filenamePattern(dr.fp),
        _language(dr.language),
        _debugger(0),
        _currentScript(0xFF), // Let debug() work on init stage
        _pauseDialog(0), _mainMenuDialog(0), _versionDialog(0) {

      if (_game.platform == Common::kPlatformNES) {
            _gdi = new GdiNES(this);
      } else if (_game.version <= 1) {
            _gdi = new GdiV1(this);
      } else if (_game.version == 2) {
            _gdi = new GdiV2(this);
      } else {
            _gdi = new Gdi(this);
      }
      _res = new ResourceManager(this);

      // Convert MD5 checksum back into a digest
      for (int i = 0; i < 16; ++i) {
            char tmpStr[3] = "00";
            uint tmpVal;
            tmpStr[0] = dr.md5[2*i];
            tmpStr[1] = dr.md5[2*i+1];
            sscanf(tmpStr, "%x", &tmpVal);
            _gameMD5[i] = (byte)tmpVal;
      }

      _fileHandle = 0;


      // Init all vars
      _imuse = NULL;
      _imuseDigital = NULL;
      _musicEngine = NULL;
      _verbs = NULL;
      _objs = NULL;
      _sound = NULL;
      memset(&vm, 0, sizeof(vm));
      _quit = false;
      _pauseDialog = NULL;
      _mainMenuDialog = NULL;
      _versionDialog = NULL;
      _fastMode = 0;
      _actors = NULL;
      _arraySlot = NULL;
      _inventory = NULL;
      _newNames = NULL;
      _scummVars = NULL;
      _roomVars = NULL;
      _varwatch = 0;
      _bitVars = NULL;
      _numVariables = 0;
      _numBitVariables = 0;
      _numRoomVariables = 0;
      _numLocalObjects = 0;
      _numGlobalObjects = 0;
      _numArray = 0;
      _numVerbs = 0;
      _numFlObject = 0;
      _numInventory = 0;
      _numRooms = 0;
      _numScripts = 0;
      _numSounds = 0;
      _numCharsets = 0;
      _numNewNames = 0;
      _numGlobalScripts = 0;
      _numCostumes = 0;
      _numImages = 0;
      _numLocalScripts = 60;
      _numSprites = 0;
      _numTalkies = 0;
      _numPalettes = 0;
      _numUnk = 0;
      _curPalIndex = 0;
      _currentRoom = 0;
      _egoPositioned = false;
      _mouseAndKeyboardStat = 0;
      _leftBtnPressed = 0;
      _rightBtnPressed = 0;
      _bootParam = 0;
      _dumpScripts = false;
      _debugMode = 0;
      _heV7DiskOffsets = NULL;
      _heV7RoomIntOffsets = NULL;
      _objectOwnerTable = NULL;
      _objectRoomTable = NULL;
      _objectStateTable = NULL;
      _numObjectsInRoom = 0;
      _userPut = 0;
      _userState = 0;
      _resourceHeaderSize = 8;
      _saveLoadFlag = 0;
      _saveLoadSlot = 0;
      _lastSaveTime = 0;
      _saveTemporaryState = false;
      memset(_saveLoadFileName, 0, sizeof(_saveLoadFileName));
      memset(_saveLoadName, 0, sizeof(_saveLoadName));
      memset(_localScriptOffsets, 0, sizeof(_localScriptOffsets));
      _scriptPointer = NULL;
      _scriptOrgPointer = NULL;
      _opcode = 0;
      vm.numNestedScripts = 0;
      _lastCodePtr = NULL;
      _resultVarNumber = 0;
      _scummStackPos = 0;
      memset(_vmStack, 0, sizeof(_vmStack));
      _fileOffset = 0;
      memset(_resourceMapper, 0, sizeof(_resourceMapper));
      _lastLoadedRoom = 0;
      _roomResource = 0;
      OF_OWNER_ROOM = 0;
      _verbMouseOver = 0;
      _inventoryOffset = 0;
      _classData = NULL;
      _actorToPrintStrFor = 0;
      _sentenceNum = 0;
      memset(_sentence, 0, sizeof(_sentence));
      memset(_string, 0, sizeof(_string));
      _screenB = 0;
      _screenH = 0;
      _roomHeight = 0;
      _roomWidth = 0;
      _screenHeight = 0;
      _screenWidth = 0;
      memset(_virtscr, 0, sizeof(_virtscr));
      memset(&camera, 0, sizeof(CameraData));
      memset(_colorCycle, 0, sizeof(_colorCycle));
      memset(_colorUsedByCycle, 0, sizeof(_colorUsedByCycle));
      _ENCD_offs = 0;
      _EXCD_offs = 0;
      _CLUT_offs = 0;
      _EPAL_offs = 0;
      _IM00_offs = 0;
      _PALS_offs = 0;
      _fullRedraw = false;
      _bgNeedsRedraw = false;
      _screenEffectFlag = false;
      _completeScreenRedraw = false;
      _disableFadeInEffect = false;
      memset(&_cursor, 0, sizeof(_cursor));
      memset(_grabbedCursor, 0, sizeof(_grabbedCursor));
      _currentCursor = 0;
      _newEffect = 0;
      _switchRoomEffect2 = 0;
      _switchRoomEffect = 0;

      _doEffect = false;
      _currentLights = 0;
      _shakeEnabled = false;
      _shakeFrame = 0;
      _screenStartStrip = 0;
      _screenEndStrip = 0;
      _screenTop = 0;
      _drawObjectQueNr = 0;
      memset(_drawObjectQue, 0, sizeof(_drawObjectQue));
      _palManipStart = 0;
      _palManipEnd = 0;
      _palManipCounter = 0;
      _palManipPalette = NULL;
      _palManipIntermediatePal = NULL;
      memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
      _hePalettes = NULL;
      _shadowPalette = NULL;
      _shadowPaletteSize = 0;
      memset(_currentPalette, 0, sizeof(_currentPalette));
      memset(_darkenPalette, 0, sizeof(_darkenPalette));
      memset(_HEV7ActorPalette, 0, sizeof(_HEV7ActorPalette));
      _palDirtyMin = 0;
      _palDirtyMax = 0;
      _haveMsg = 0;
      _haveActorSpeechMsg = false;
      _useTalkAnims = false;
      _defaultTalkDelay = 0;
      _musicType = MDT_NONE;
      _tempMusic = 0;
      _saveSound = 0;
      memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags));
      memset(_scaleSlots, 0, sizeof(_scaleSlots));
      _charset = NULL;
      _charsetColor = 0;
      memset(_charsetColorMap, 0, sizeof(_charsetColorMap));
      memset(_charsetData, 0, sizeof(_charsetData));
      _charsetBufPos = 0;
      memset(_charsetBuffer, 0, sizeof(_charsetBuffer));
      _copyProtection = false;
      _voiceMode = 0;
      _talkDelay = 0;
      _NES_lastTalkingActor = 0;
      _NES_talkColor = 0;
      _keepText = false;
      _costumeLoader = NULL;
      _costumeRenderer = NULL;
      _2byteFontPtr = 0;
      _V1TalkingActor = 0;
      _NESStartStrip = 0;

      _actorClipOverride.top = 0;
      _actorClipOverride.bottom = 480;
      _actorClipOverride.left = 0;
      _actorClipOverride.right = 640;

      _skipDrawObject = 0;

      //
      // Init all VARS to 0xFF
      //
      VAR_KEYPRESS = 0xFF;
      VAR_SYNC = 0xFF;
      VAR_EGO = 0xFF;
      VAR_CAMERA_POS_X = 0xFF;
      VAR_HAVE_MSG = 0xFF;
      VAR_ROOM = 0xFF;
      VAR_OVERRIDE = 0xFF;
      VAR_MACHINE_SPEED = 0xFF;
      VAR_ME = 0xFF;
      VAR_NUM_ACTOR = 0xFF;
      VAR_CURRENT_LIGHTS = 0xFF;
      VAR_CURRENTDRIVE = 0xFF;      // How about merging this with VAR_CURRENTDISK?
      VAR_CURRENTDISK = 0xFF;
      VAR_TMR_1 = 0xFF;
      VAR_TMR_2 = 0xFF;
      VAR_TMR_3 = 0xFF;
      VAR_MUSIC_TIMER = 0xFF;
      VAR_ACTOR_RANGE_MIN = 0xFF;
      VAR_ACTOR_RANGE_MAX = 0xFF;
      VAR_CAMERA_MIN_X = 0xFF;
      VAR_CAMERA_MAX_X = 0xFF;
      VAR_TIMER_NEXT = 0xFF;
      VAR_VIRT_MOUSE_X = 0xFF;
      VAR_VIRT_MOUSE_Y = 0xFF;
      VAR_ROOM_RESOURCE = 0xFF;
      VAR_LAST_SOUND = 0xFF;
      VAR_CUTSCENEEXIT_KEY = 0xFF;
      VAR_OPTIONS_KEY = 0xFF;
      VAR_TALK_ACTOR = 0xFF;
      VAR_CAMERA_FAST_X = 0xFF;
      VAR_SCROLL_SCRIPT = 0xFF;
      VAR_ENTRY_SCRIPT = 0xFF;
      VAR_ENTRY_SCRIPT2 = 0xFF;
      VAR_EXIT_SCRIPT = 0xFF;
      VAR_EXIT_SCRIPT2 = 0xFF;
      VAR_VERB_SCRIPT = 0xFF;
      VAR_SENTENCE_SCRIPT = 0xFF;
      VAR_INVENTORY_SCRIPT = 0xFF;
      VAR_CUTSCENE_START_SCRIPT = 0xFF;
      VAR_CUTSCENE_END_SCRIPT = 0xFF;
      VAR_CHARINC = 0xFF;
      VAR_CHARCOUNT = 0xFF;
      VAR_WALKTO_OBJ = 0xFF;
      VAR_DEBUGMODE = 0xFF;
      VAR_HEAPSPACE = 0xFF;
      VAR_RESTART_KEY = 0xFF;
      VAR_PAUSE_KEY = 0xFF;
      VAR_MOUSE_X = 0xFF;
      VAR_MOUSE_Y = 0xFF;
      VAR_TIMER = 0xFF;
      VAR_TMR_4 = 0xFF;
      VAR_SOUNDCARD = 0xFF;
      VAR_VIDEOMODE = 0xFF;
      VAR_MAINMENU_KEY = 0xFF;
      VAR_FIXEDDISK = 0xFF;
      VAR_CURSORSTATE = 0xFF;
      VAR_USERPUT = 0xFF;
      VAR_SOUNDRESULT = 0xFF;
      VAR_TALKSTOP_KEY = 0xFF;
      VAR_FADE_DELAY = 0xFF;
      VAR_NOSUBTITLES = 0xFF;

      VAR_SOUNDPARAM = 0xFF;
      VAR_SOUNDPARAM2 = 0xFF;
      VAR_SOUNDPARAM3 = 0xFF;
      VAR_INPUTMODE = 0xFF;
      VAR_MEMORY_PERFORMANCE = 0xFF;

      VAR_VIDEO_PERFORMANCE = 0xFF;
      VAR_ROOM_FLAG = 0xFF;
      VAR_GAME_LOADED = 0xFF;
      VAR_NEW_ROOM = 0xFF;
      VAR_VERSION_KEY = 0xFF;

      VAR_V5_TALK_STRING_Y = 0xFF;

      VAR_ROOM_WIDTH = 0xFF;
      VAR_ROOM_HEIGHT = 0xFF;
      VAR_SUBTITLES = 0xFF;
      VAR_V6_EMSSPACE = 0xFF;

      VAR_CAMERA_POS_Y = 0xFF;
      VAR_CAMERA_MIN_Y = 0xFF;
      VAR_CAMERA_MAX_Y = 0xFF;
      VAR_CAMERA_THRESHOLD_X = 0xFF;
      VAR_CAMERA_THRESHOLD_Y = 0xFF;
      VAR_CAMERA_SPEED_X = 0xFF;
      VAR_CAMERA_SPEED_Y = 0xFF;
      VAR_CAMERA_ACCEL_X = 0xFF;
      VAR_CAMERA_ACCEL_Y = 0xFF;
      VAR_CAMERA_DEST_X = 0xFF;
      VAR_CAMERA_DEST_Y = 0xFF;
      VAR_CAMERA_FOLLOWED_ACTOR = 0xFF;

      VAR_LEFTBTN_DOWN = 0xFF;
      VAR_RIGHTBTN_DOWN = 0xFF;
      VAR_LEFTBTN_HOLD = 0xFF;
      VAR_RIGHTBTN_HOLD = 0xFF;

      VAR_SAVELOAD_SCRIPT = 0xFF;
      VAR_SAVELOAD_SCRIPT2 = 0xFF;

      VAR_DEFAULT_TALK_DELAY = 0xFF;
      VAR_CHARSET_MASK = 0xFF;

      VAR_CUSTOMSCALETABLE = 0xFF;
      VAR_V6_SOUNDMODE = 0xFF;

      VAR_ACTIVE_VERB = 0xFF;
      VAR_ACTIVE_OBJECT1 = 0xFF;
      VAR_ACTIVE_OBJECT2 = 0xFF;
      VAR_VERB_ALLOWED = 0xFF;

      VAR_BLAST_ABOVE_TEXT = 0xFF;
      VAR_VOICE_MODE = 0xFF;
      VAR_MUSIC_BUNDLE_LOADED = 0xFF;
      VAR_VOICE_BUNDLE_LOADED = 0xFF;

      VAR_REDRAW_ALL_ACTORS = 0xFF;
      VAR_SKIP_RESET_TALK_ACTOR = 0xFF;

      VAR_SOUND_CHANNEL = 0xFF;
      VAR_TALK_CHANNEL = 0xFF;
      VAR_SOUNDCODE_TMR = 0xFF;
      VAR_RESERVED_SOUND_CHANNELS = 0xFF;

      VAR_MAIN_SCRIPT = 0xFF;

      VAR_NUM_SCRIPT_CYCLES = 0xFF;
      VAR_SCRIPT_CYCLE = 0xFF;

      VAR_NUM_GLOBAL_OBJS = 0xFF;
      VAR_KEY_STATE = 0xFF;

      // Use g_scumm from error() ONLY
      g_scumm = this;

      // Read settings from the detector & config manager
      _debugMode = (gDebugLevel >= 0);
      _dumpScripts = ConfMan.getBool("dump_scripts");
      _bootParam = ConfMan.getInt("boot_param");
      // Boot params often need debugging switched on to work
      if (_bootParam)
            _debugMode = true;

      _copyProtection = ConfMan.getBool("copy_protection");
      if (ConfMan.getBool("demo_mode"))
            _game.features |= GF_DEMO;
      if (ConfMan.hasKey("nosubtitles")) {
            printf("Configuration key 'nosubtitles' is deprecated. Use 'subtitles' instead\n");
            if (!ConfMan.hasKey("subtitles"))
                  ConfMan.setBool("subtitles", !ConfMan.getBool("nosubtitles"));
      }

      // Make sure that at least subtitles are enabled
      if (ConfMan.getBool("speech_mute") && !ConfMan.getBool("subtitles"))
            ConfMan.setBool("subtitles", true);

      // TODO Detect subtitle only versions of scumm6 games
      if (ConfMan.getBool("speech_mute"))
            _voiceMode = 2;
      else
            _voiceMode = ConfMan.getBool("subtitles");

      if (ConfMan.hasKey("render_mode")) {
            _renderMode = Common::parseRenderMode(ConfMan.get("render_mode"));
      } else {
            _renderMode = Common::kRenderDefault;
      }

      // Check some render mode restrictions
      if (_game.version <= 1)
            _renderMode = Common::kRenderDefault;

      switch (_renderMode) {
      case Common::kRenderHercA:
      case Common::kRenderHercG:
            if (_game.version > 2 && _game.id != GID_MONKEY_EGA)
                  _renderMode = Common::kRenderDefault;
            break;

      case Common::kRenderCGA:
      case Common::kRenderEGA:
      case Common::kRenderAmiga:
            if (!(_game.features & GF_16COLOR))
                  _renderMode = Common::kRenderDefault;
            break;

      default:
            break;
      }

      _hexdumpScripts = false;
      _showStack = false;

      if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) { // FM-TOWNS V3 games use 320x240
            _screenWidth = 320;
            _screenHeight = 240;
      } else if (_game.version == 8 || _game.heversion >= 71) {
            // COMI uses 640x480. Likewise starting from version 7.1, HE games use
            // 640x480, too.
            _screenWidth = 640;
            _screenHeight = 480;
      } else if (_game.platform == Common::kPlatformNES) {
            _screenWidth = 256;
            _screenHeight = 240;
      } else {
            _screenWidth = 320;
            _screenHeight = 200;
      }

      // Allocate gfx compositing buffer (not needed for V7/V8 games).
      if (_game.version < 7)
            _compositeBuf = (byte *)malloc(_screenWidth * _screenHeight);
      else
            _compositeBuf = 0;

      _herculesBuf = 0;
      if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) {
            _herculesBuf = (byte *)malloc(Common::kHercW * Common::kHercH);
      }

      // Add debug levels
      for (int i = 0; i < ARRAYSIZE(debugChannels); ++i)
            Common::addSpecialDebugLevel(debugChannels[i].flag,  debugChannels[i].channel, debugChannels[i].desc);

      syst->getEventManager()->registerRandomSource(_rnd, "scumm");
}


ScummEngine::~ScummEngine() {
      Common::clearAllSpecialDebugLevels();

      if (_musicEngine) {
            _musicEngine->terminate();
            delete _musicEngine;
      }

      _mixer->stopAll();

      for (int i = 0; i < _numActors; ++i)
            delete _actors[i];
      delete [] _actors;
      delete [] _sortedActors;

      delete _2byteFontPtr;
      delete _charset;
      delete _pauseDialog;
      delete _mainMenuDialog;
      delete _versionDialog;
      delete _fileHandle;

      delete _sound;

      delete _costumeLoader;
      delete _costumeRenderer;

      _textSurface.free();

      free(_shadowPalette);

      free(_palManipPalette);
      free(_palManipIntermediatePal);

      free(_objectStateTable);
      free(_objectRoomTable);
      free(_objectOwnerTable);
      free(_inventory);
      free(_verbs);
      free(_objs);
      free(_roomVars);
      free(_scummVars);
      free(_bitVars);
      free(_newNames);
      free(_classData);
      free(_arraySlot);

      free(_compositeBuf);
      free(_herculesBuf);
      free(_fmtownsBuf);

      delete _debugger;

      delete _res;
      delete _gdi;
}


ScummEngine_v5::ScummEngine_v5(OSystem *syst, const DetectorResult &dr)
 : ScummEngine(syst, dr) {

      // All "classic" games (V5 and older) encrypted their data files
      // with exception of the GF_OLD256 games and the PC-Engine version
      // of Loom.
      if (!(_game.features & GF_OLD256) && _game.platform != Common::kPlatformPCEngine)
            _game.features |= GF_USE_KEY;

      resetCursors();

      // Setup flashlight
      memset(&_flashlight, 0, sizeof(_flashlight));
      _flashlight.xStrips = 7;
      _flashlight.yStrips = 7;
      _flashlight.buffer = NULL;
}

ScummEngine_v4::ScummEngine_v4(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v5(syst, dr) {
      _resourceHeaderSize = 6;
      _game.features |= GF_SMALL_HEADER;
}

ScummEngine_v3::ScummEngine_v3(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v4(syst, dr) {
      // All v3 and older games only used 16 colors with exception of the GF_OLD256 games.
      if (!(_game.features & GF_OLD256))
            _game.features |= GF_16COLOR;
}

ScummEngine_v3old::ScummEngine_v3old(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v3(syst, dr) {
      _resourceHeaderSize = 4;
      _game.features |= GF_OLD_BUNDLE;
}

ScummEngine_v2::ScummEngine_v2(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v3old(syst, dr) {

      _activeInventory = 0;
      _activeObject = 0;
      _activeVerb = 0;

      VAR_SENTENCE_VERB = 0xFF;
      VAR_SENTENCE_OBJECT1 = 0xFF;
      VAR_SENTENCE_OBJECT2 = 0xFF;
      VAR_SENTENCE_PREPOSITION = 0xFF;
      VAR_BACKUP_VERB = 0xFF;

      VAR_CLICK_AREA = 0xFF;
      VAR_CLICK_VERB = 0xFF;
      VAR_CLICK_OBJECT = 0xFF;
}

ScummEngine_v0::ScummEngine_v0(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v2(syst, dr) {

      _currentMode = 0;
}

ScummEngine_v6::ScummEngine_v6(OSystem *syst, const DetectorResult &dr)
      : ScummEngine(syst, dr) {
      _blastObjectQueuePos = 0;
      memset(_blastObjectQueue, 0, sizeof(_blastObjectQueue));
      _blastTextQueuePos = 0;
      memset(_blastTextQueue, 0, sizeof(_blastTextQueue));

      memset(_akosQueue, 0, sizeof(_akosQueue));
      _akosQueuePos = 0;

      _curActor = 0;
      _curVerb = 0;
      _curVerbSlot = 0;

      _forcedWaitForMessage = false;

      VAR_VIDEONAME = 0xFF;
      VAR_RANDOM_NR = 0xFF;
      VAR_STRING2DRAW = 0xFF;

      VAR_TIMEDATE_YEAR = 0xFF;
      VAR_TIMEDATE_MONTH = 0xFF;
      VAR_TIMEDATE_DAY = 0xFF;
      VAR_TIMEDATE_HOUR = 0xFF;
      VAR_TIMEDATE_MINUTE = 0xFF;
      VAR_TIMEDATE_SECOND = 0xFF;
}

ScummEngine_v60he::ScummEngine_v60he(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v6(syst, dr) {
      memset(_hInFileTable, 0, sizeof(_hInFileTable));
      memset(_hOutFileTable, 0, sizeof(_hOutFileTable));
      memset(_heTimers, 0, sizeof(_heTimers));

      if (_game.heversion >= 61)
            _game.features |= GF_NEW_COSTUMES;
}

ScummEngine_v60he::~ScummEngine_v60he() {
      for (int i = 0; i < 17; ++i) {
            delete _hInFileTable[i];
            delete _hOutFileTable[i];
      }
}

ScummEngine_v70he::ScummEngine_v70he(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v60he(syst, dr) {
      if (_game.platform == Common::kPlatformMacintosh && (_game.heversion >= 72 && _game.heversion <= 73))
            _resExtractor = new MacResExtractor(this);
      else
            _resExtractor = new Win32ResExtractor(this);

      _heV7RoomOffsets = NULL;

      _heSndSoundId = 0;
      _heSndOffset = 0;
      _heSndChannel = 0;
      _heSndFlags = 0;
      _heSndSoundFreq = 0;

      _numStoredFlObjects = 0;
      _storedFlObjects = (ObjectData *)calloc(100, sizeof(ObjectData));

      VAR_NUM_SOUND_CHANNELS = 0xFF;
}

ScummEngine_v70he::~ScummEngine_v70he() {
      delete _resExtractor;
      free(_heV7DiskOffsets);
      free(_heV7RoomIntOffsets);
      free(_heV7RoomOffsets);
      free(_storedFlObjects);
}

#ifndef DISABLE_HE
ScummEngine_v71he::ScummEngine_v71he(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v70he(syst, dr) {
      _auxBlocksNum = 0;
      memset(_auxBlocks, 0, sizeof(_auxBlocks));
      _auxEntriesNum = 0;
      memset(_auxEntries, 0, sizeof(_auxEntries));

      _wiz = new Wiz(this);

      _skipProcessActors = 0;

      VAR_WIZ_TCOLOR = 0xFF;
}

ScummEngine_v71he::~ScummEngine_v71he() {
      delete _wiz;
}

ScummEngine_v72he::ScummEngine_v72he(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v71he(syst, dr) {
      VAR_NUM_ROOMS = 0xFF;
      VAR_NUM_SCRIPTS = 0xFF;
      VAR_NUM_SOUNDS = 0xFF;
      VAR_NUM_COSTUMES = 0xFF;
      VAR_NUM_IMAGES = 0xFF;
      VAR_NUM_CHARSETS = 0xFF;
      VAR_POLYGONS_ONLY = 0xFF;
      VAR_MOUSE_STATE = 0xFF;
}

ScummEngine_v80he::ScummEngine_v80he(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v72he(syst, dr) {
      _heSndResId = 0;
      _curSndId = 0;
      _sndPtrOffs = 0;
      _sndTmrOffs = 0;

      VAR_PLATFORM = 0xFF;
      VAR_PLATFORM_VERSION = 0xFF;
      VAR_CURRENT_CHARSET = 0xFF;
      VAR_COLOR_DEPTH = 0xFF;
}

ScummEngine_v90he::ScummEngine_v90he(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v80he(syst, dr) {
      _moviePlay = new MoviePlayer(this, _mixer);
      _sprite = new Sprite(this);

      memset(_videoParams.filename, 0, sizeof(_videoParams.filename));
      _videoParams.status = 0;
      _videoParams.flags = 0;
      _videoParams.unk2 = 0;
      _videoParams.wizResNum = 0;

      VAR_NUM_SPRITE_GROUPS = 0xFF;
      VAR_NUM_SPRITES = 0xFF;
      VAR_NUM_PALETTES = 0xFF;
      VAR_NUM_UNK = 0xFF;

      VAR_U32_VERSION = 0xFF;
      VAR_U32_ARRAY_UNK = 0xFF;
}

ScummEngine_v90he::~ScummEngine_v90he() {
      delete _moviePlay;
      delete _sprite;
      if (_game.heversion >= 98) {
            delete _logicHE;
      }
      if (_game.heversion >= 99) {
            free(_hePalettes);
      }
}

ScummEngine_vCUPhe::ScummEngine_vCUPhe(OSystem *syst, const DetectorResult &dr) : Engine(syst){
      _syst = syst;
      _game = dr.game;
      _filenamePattern = dr.fp,
      _quit = false;

      _cupPlayer = new CUP_Player(syst, this, _mixer);
}

ScummEngine_vCUPhe::~ScummEngine_vCUPhe() {
      delete _cupPlayer;
}

int ScummEngine_vCUPhe::init() {
      _system->beginGFXTransaction();
            _system->initSize(CUP_Player::kDefaultVideoWidth, CUP_Player::kDefaultVideoHeight);
            initCommonGFX(true);
      _system->endGFXTransaction();

      return 0;
}

int ScummEngine_vCUPhe::go() {
      if (_cupPlayer->open(_filenamePattern.pattern)) {
            _cupPlayer->play();
            _cupPlayer->close();
      }
      return 0;
}

void ScummEngine_vCUPhe::parseEvents() {
      Common::Event event;

      while (_eventMan->pollEvent(event)) {
            switch (event.type) {
            case Common::EVENT_QUIT:
                  _quit = true;
                  break;

            default:
                  break;
            }
      }
}

#endif

#ifndef DISABLE_SCUMM_7_8
ScummEngine_v7::ScummEngine_v7(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v6(syst, dr) {
      _verbLineSpacing = 10;

      _smushFrameRate = 0;
      _smushVideoShouldFinish = false;
      _smushActive = false;
      _smixer = NULL;
      _splayer = NULL;

      _existLanguageFile = false;
      _languageBuffer = NULL;
      _languageIndex = NULL;
      clearSubtitleQueue();

      _game.features |= GF_NEW_COSTUMES;
}

ScummEngine_v7::~ScummEngine_v7() {
      if (_smixer) {
            _smixer->stop();
            delete _smixer;
      }
      if (_splayer) {
            _splayer->release();
            delete _splayer;
      }

      free(_languageBuffer);
      free(_languageIndex);
}

ScummEngine_v8::ScummEngine_v8(OSystem *syst, const DetectorResult &dr)
      : ScummEngine_v7(syst, dr) {
      _objectIDMap = 0;
      _keyScriptKey = 0;
      _keyScriptNo = 0;

      VAR_LANGUAGE = 0xFF;
}

ScummEngine_v8::~ScummEngine_v8() {
      delete [] _objectIDMap;
}
#endif

#pragma mark -
#pragma mark --- Initialization ---
#pragma mark -

int ScummEngine::init() {

      // Add default file directories.
      if (((_game.platform == Common::kPlatformAmiga) || (_game.platform == Common::kPlatformAtariST)) && (_game.version <= 4)) {
            // This is for the Amiga version of Indy3/Loom/Maniac/Zak
            File::addDefaultDirectory(_gameDataPath + "ROOMS/");
            File::addDefaultDirectory(_gameDataPath + "rooms/");
      }

      if ((_game.platform == Common::kPlatformMacintosh) && (_game.version == 3)) {
            // This is for the Mac version of Indy3/Loom
            File::addDefaultDirectory(_gameDataPath + "Rooms 1/");
            File::addDefaultDirectory(_gameDataPath + "Rooms 2/");
            File::addDefaultDirectory(_gameDataPath + "Rooms 3/");
      }

#ifndef DISABLE_SCUMM_7_8
#ifdef MACOSX
      if (_game.version == 8 && !memcmp(_gameDataPath.c_str(), "/Volumes/MONKEY3_", 17)) {
            // Special case for COMI on Mac OS X. The mount points on OS X depend
            // on the volume name. Hence if playing from CD, we'd get a problem.
            // So if loading of a resource file fails, we fall back to the (fixed)
            // CD mount points (/Volumes/MONKEY3_1 and /Volumes/MONKEY3_2).
            //
            // This check for whether we play from CD is very crude, though.

            File::addDefaultDirectory("/Volumes/MONKEY3_1/RESOURCE/");
            File::addDefaultDirectory("/Volumes/MONKEY3_1/resource/");
            File::addDefaultDirectory("/Volumes/MONKEY3_2/");
            File::addDefaultDirectory("/Volumes/MONKEY3_2/RESOURCE/");
            File::addDefaultDirectory("/Volumes/MONKEY3_2/resource/");
      } else
#endif
      if (_game.version == 8) {
            // This is for COMI
            File::addDefaultDirectory(_gameDataPath + "RESOURCE/");
            File::addDefaultDirectory(_gameDataPath + "resource/");
      }

      if (_game.version == 7) {
            // This is for Full Throttle & The Dig
            File::addDefaultDirectory(_gameDataPath + "VIDEO/");
            File::addDefaultDirectory(_gameDataPath + "video/");
            File::addDefaultDirectory(_gameDataPath + "DATA/");
            File::addDefaultDirectory(_gameDataPath + "data/");
      }
#endif


      // The      kGenUnchanged method is only used for 'container files', i.e. files
      // that contain the real game files bundled together in an archive format.
      // This is the case of the NES, C64 and Mac versions of certain games.
      // Note: All of these can also occur in 'extracted' form, in which case they
      // are treated like any other SCUMM game.
      if (_filenamePattern.genMethod == kGenUnchanged) {

            if (_game.platform == Common::kPlatformNES) {
                  // We read data directly from NES ROM instead of extracting it with
                  // external tool
                  assert(_game.id == GID_MANIAC);
                  _fileHandle = new ScummNESFile();
                  _containerFile = _filenamePattern.pattern;

                  _filenamePattern.pattern = "%.2d.LFL";
                  _filenamePattern.genMethod = kGenRoomNum;
            } else if (_game.platform == Common::kPlatformApple2GS) {
                  // Read data from Apple II disk images.
                  const char *tmpBuf1, *tmpBuf2;
                  assert(_game.id == GID_MANIAC);
                  tmpBuf1 = "maniac1.dsk";
                  tmpBuf2 = "maniac2.dsk";

                  _fileHandle = new ScummDiskImage(tmpBuf1, tmpBuf2, _game);
                  _containerFile = tmpBuf1;

                  _filenamePattern.pattern = "%.2d.LFL";
                  _filenamePattern.genMethod = kGenRoomNum;
            } else if (_game.platform == Common::kPlatformC64) {
                  // Read data from C64 disk images.
                  const char *tmpBuf1, *tmpBuf2;
                  assert(_game.id == GID_MANIAC || _game.id == GID_ZAK);
                  if (_game.id == GID_MANIAC) {
                        tmpBuf1 = "maniac1.d64";
                        tmpBuf2 = "maniac2.d64";
                  } else {
                        tmpBuf1 = "zak1.d64";
                        tmpBuf2 = "zak2.d64";
                  }

                  _fileHandle = new ScummDiskImage(tmpBuf1, tmpBuf2, _game);
                  _containerFile = tmpBuf1;

                  _filenamePattern.pattern = "%.2d.LFL";
                  _filenamePattern.genMethod = kGenRoomNum;
            } else if (_game.platform == Common::kPlatformMacintosh) {
                  // The mac versions of Indy4, Sam&Max, DOTT, FT and The Dig used a
                  // special meta (container) file format to store the actual SCUMM data
                  // files. The rescumm utility used to be used to extract those files.
                  // While that is still possible, we now support reading those files
                  // directly. The first step is to check whether one of them is present
                  // (we do that here); the rest is handled by the  ScummFile class and
                  // code in openResourceFile() (and in the Sound class, for MONSTER.SOU
                  // handling).
                  assert(_game.version >= 5 && _game.heversion == 0);
                  _fileHandle = new ScummFile();
                  _containerFile = _filenamePattern.pattern;


                  // We now have to determine the correct _filenamePattern. To do this
                  // we simply hardcode the possibilites.
                  const char *p1 = 0, *p2 = 0;
                  switch (_game.id) {
                  case GID_INDY4:
                        p1 = "atlantis.%03d";
                        break;
                  case GID_TENTACLE:
                        p1 = "tentacle.%03d";
                        p2 = "dottdemo.%03d";
                        break;
                  case GID_SAMNMAX:
                        p1 = "samnmax.%03d";
                        p2 = "samdemo.%03d";
                        break;
                  case GID_FT:
                        p1 = "ft.la%d";
                        p2 = "ftdemo.la%d";
                        break;
                  case GID_DIG:
                        p1 = "dig.la%d";
                        break;
                  default:
                        break;
                  }

                  // Test which file name to use
                  _filenamePattern.genMethod = kGenDiskNum;
                  if (!_fileHandle->open(_containerFile))
                        error("Couldn't open container file '%s'", _containerFile.c_str());

                  if ((_filenamePattern.pattern = p1) && _fileHandle->openSubFile(generateFilename(0))) {
                        // Found regular version
                  } else if ((_filenamePattern.pattern = p2) && _fileHandle->openSubFile(generateFilename(0))) {
                        // Found demo
                        _game.features |= GF_DEMO;
                  } else
                        error("Couldn't find known subfile inside container file '%s'", _containerFile.c_str());

                  _fileHandle->close();

            } else {
                  error("kGenUnchanged used with unsupported platform");
            }
      } else {
            // Regular access, no container file involved
            _fileHandle = new ScummFile();
      }

      // Load CJK font, if present
      // Load it earlier so _useCJKMode variable could be set
      loadCJKFont();

      // Initialize backend
      _system->beginGFXTransaction();
            bool defaultTo1XScaler = false;
            if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) {
                  _system->initSize(Common::kHercW, Common::kHercH);
                  defaultTo1XScaler = true;
            } else if (_useCJKMode) {
                  _system->initSize(_screenWidth * _textSurfaceMultiplier, _screenHeight * _textSurfaceMultiplier);
                  defaultTo1XScaler = true;
            } else {
                  _system->initSize(_screenWidth, _screenHeight);
                  defaultTo1XScaler = (_screenWidth > 320);
            }
            initCommonGFX(defaultTo1XScaler);
      _system->endGFXTransaction();

      setupScumm();

      readIndexFile();

      // Create the debugger now that _numVariables has been set
      _debugger = new ScummDebugger(this);

      resetScumm();
      resetScummVars();

      if (_imuse) {
            _imuse->setBase(_res->address[rtSound]);
      }

      if (_game.version >= 5 && _game.version <= 7)
            _sound->setupSound();

      updateSoundSettings();

      return 0;
}

void ScummEngine::setupScumm() {
      // On some systems it's not safe to run CD audio games from the CD.
      if (_game.features & GF_AUDIOTRACKS) {
            checkCD();

            int cd_num = ConfMan.getInt("cdrom");
            if (cd_num >= 0)
                  _system->openCD(cd_num);
      }

      // Create the sound manager
      if (_game.heversion > 0)
            _sound = new SoundHE(this, _mixer);
      else
            _sound = new Sound(this, _mixer);

      // Setup the music engine
      setupMusic(_game.midi);

      // Load localization data, if present
      loadLanguageBundle();

      // Create the charset renderer
      setupCharsetRenderer();

      // Create and clear the text surface
      _textSurface.create(_screenWidth * _textSurfaceMultiplier, _screenHeight * _textSurfaceMultiplier, 1);
      clearTextSurface();

      // Create the costume renderer
      setupCostumeRenderer();

      // Load game from specified slot, if any
      if (ConfMan.hasKey("save_slot")) {
            requestLoad(ConfMan.getInt("save_slot"));
      }

      _res->allocResTypeData(rtBuffer, 0, 10, "buffer", 0);

      setupScummVars();

      setupOpcodes();

      if (_game.version == 8)
            _numActors = 80;
      else if (_game.version == 7)
            _numActors = 30;
      else if (_game.id == GID_SAMNMAX)
            _numActors = 30;
      else if (_game.id == GID_MANIAC)
            _numActors = 25;
      else if (_game.heversion >= 80)
            _numActors = 62;
      else if (_game.heversion >= 72)
            _numActors = 30;
      else
            _numActors = 13;

      if (_game.version >= 7)
            OF_OWNER_ROOM = 0xFF;
      else
            OF_OWNER_ROOM = 0x0F;

      // if (_game.id==GID_MONKEY2 && _bootParam == 0)
      //    _bootParam = 10001;

      if (!_copyProtection && _game.id == GID_INDY4 && _bootParam == 0) {
            _bootParam = -7873;
      }

      if (!_copyProtection && _game.id == GID_SAMNMAX && _bootParam == 0) {
            _bootParam = -1;
      }

      int maxHeapThreshold = -1;

      if (_game.features & GF_NEW_COSTUMES) {
            // Since the new costumes are very big, we increase the heap limit, to avoid having
            // to constantly reload stuff from the data files.
            maxHeapThreshold = 6 * 1024 * 1024;
      } else {
            maxHeapThreshold = 550000;
      }

      _res->setHeapThreshold(400000, maxHeapThreshold);

#if (defined(PALMOS_ARM) || defined(PALMOS_DEBUG) || defined(__GP32__))
      Graphics::initfonts();
#endif

      _fmtownsBuf = 0;
      if (_game.platform == Common::kPlatformFMTowns && _language == Common::JA_JPN) {
            _fmtownsBuf = (byte *)malloc(_screenWidth * _textSurfaceMultiplier * _screenHeight * _textSurfaceMultiplier);
      }

      _compositeBuf = (byte *)malloc(_screenWidth * _textSurfaceMultiplier * _screenHeight * _textSurfaceMultiplier);
}

#ifndef DISABLE_SCUMM_7_8
void ScummEngine_v7::setupScumm() {

      _musicEngine = _imuseDigital = new IMuseDigital(this, _mixer, 10);

      ScummEngine::setupScumm();

      // Create FT INSANE object
      if (_game.id == GID_FT)
            _insane = new Insane(this);
      else
            _insane = 0;

      _smixer = new SmushMixer(_mixer);

      _splayer = new SmushPlayer(this);
}
#endif

void ScummEngine::setupCharsetRenderer() {
      if (_game.platform == Common::kPlatformNES)
            _charset = new CharsetRendererNES(this);
      else if (_game.version <= 2)
            _charset = new CharsetRendererV2(this, _language);
      else if (_game.version == 3)
            _charset = new CharsetRendererV3(this);
#ifndef DISABLE_SCUMM_7_8
      else if (_game.version == 8)
            _charset = new CharsetRendererNut(this);
#endif
      else
            _charset = new CharsetRendererClassic(this);
}

void ScummEngine::setupCostumeRenderer() {
      if (_game.features & GF_NEW_COSTUMES) {
            _costumeRenderer = new AkosRenderer(this);
            _costumeLoader = new AkosCostumeLoader(this);
      } else if (_game.version == 0) {
            _costumeRenderer = new C64CostumeRenderer(this);
            _costumeLoader = new C64CostumeLoader(this);
      } else if (_game.platform == Common::kPlatformNES) {
            _costumeRenderer = new NESCostumeRenderer(this);
            _costumeLoader = new NESCostumeLoader(this);
      } else {
            _costumeRenderer = new ClassicCostumeRenderer(this);
            _costumeLoader = new ClassicCostumeLoader(this);
      }
}

void ScummEngine::resetScumm() {
      int i;

      _tempMusic = 0;
      debug(9, "resetScumm");

      if (_game.version == 0) {
            initScreens(8, 144);
      } else if ((_game.id == GID_MANIAC) && (_game.version <= 1) && !(_game.platform == Common::kPlatformNES)) {
            initScreens(16, 152);
      } else if (_game.version >= 7 || _game.heversion >= 71) {
            initScreens(0, _screenHeight);
      } else {
            initScreens(16, 144);
      }

      _palManipCounter = 0;

      for (i = 0; i < 256; i++)
            _roomPalette[i] = i;

      resetPalette();
      if (_game.version == 1) {
      } else if (_game.features & GF_16COLOR) {
            for (i = 0; i < 16; i++)
                  _shadowPalette[i] = i;
      }

      if (_game.version >= 4 && _game.version <= 7)
            loadCharset(1);

      if (_game.features & GF_OLD_BUNDLE)
            loadCharset(0);

      setShake(0);
      _cursor.animate = 1;

      // Allocate and Initialize actors
      Actor::kInvalidBox = ((_game.features & GF_SMALL_HEADER) ? kOldInvalidBox : kNewInavlidBox);
      _actors = new Actor * [_numActors];
      _sortedActors = new Actor * [_numActors];
      for (i = 0; i < _numActors; ++i) {
            if (_game.version == 0)
                  _actors[i] = new ActorC64(this, i);
            else if (_game.version <= 2)
                  _actors[i] = new Actor_v2(this, i);
            else if (_game.version == 3)
                  _actors[i] = new Actor_v3(this, i);
            else
                  _actors[i] = new Actor(this, i);
            _actors[i]->initActor(-1);

            // this is from IDB
            if ((_game.version <= 1) || (_game.id == GID_MANIAC && (_game.features & GF_DEMO)))
                  _actors[i]->setActorCostume(i);
      }

      if (_game.id == GID_MANIAC && _game.version <= 1) {
            resetV1ActorTalkColor();
      } else if (_game.id == GID_MANIAC && _game.version == 2 && (_game.features & GF_DEMO)) {
            // HACK Some palette changes needed for demo script
            // in Maniac Mansion (Enhanced)
            _actors[3]->setPalette(3, 1);
            _actors[9]->_talkColor = 15;
            _actors[10]->_talkColor = 7;
            _actors[11]->_talkColor = 2;
            _actors[13]->_talkColor = 5;
            _actors[23]->_talkColor = 14;
      }

      vm.numNestedScripts = 0;
      vm.cutSceneStackPointer = 0;

      memset(vm.cutScenePtr, 0, sizeof(vm.cutScenePtr));
      memset(vm.cutSceneData, 0, sizeof(vm.cutSceneData));

      for (i = 0; i < _numVerbs; i++) {
            _verbs[i].verbid = 0;
            _verbs[i].curRect.right = _screenWidth - 1;
            _verbs[i].oldRect.left = -1;
            _verbs[i].type = 0;
            _verbs[i].color = 2;
            _verbs[i].hicolor = 0;
            _verbs[i].charset_nr = 1;
            _verbs[i].curmode = 0;
            _verbs[i].saveid = 0;
            _verbs[i].center = 0;
            _verbs[i].key = 0;
      }

      if (_game.version >= 7) {
            VAR(VAR_CAMERA_THRESHOLD_X) = 100;
            VAR(VAR_CAMERA_THRESHOLD_Y) = 70;
            VAR(VAR_CAMERA_ACCEL_X) = 100;
            VAR(VAR_CAMERA_ACCEL_Y) = 100;
      } else {
            if (_game.platform == Common::kPlatformNES) {
                  camera._leftTrigger = 6;      // 6
                  camera._rightTrigger = 21;    // 25
            } else {
                  camera._leftTrigger = 10;
                  camera._rightTrigger = (_game.heversion >= 71) ? 70 : 30;
            }
            camera._mode = 0;
      }
      camera._follows = 0;

      _virtscr[0].xstart = 0;

      _mouse.x = 104;
      _mouse.y = 56;

      _ENCD_offs = 0;
      _EXCD_offs = 0;

      _currentScript = 0xFF;
      _sentenceNum = 0;

      _currentRoom = 0;
      _numObjectsInRoom = 0;
      _actorToPrintStrFor = 0;

      _charsetBufPos = 0;
      _haveMsg = 0;
      _haveActorSpeechMsg = false;

      _varwatch = -1;
      _screenStartStrip = 0;

      _defaultTalkDelay = 3;
      _talkDelay = 0;
      _keepText = false;
      _nextLeft = 0;
      _nextTop = 0;

      _currentCursor = 0;
      _cursor.state = 0;
      _userPut = 0;

      _newEffect = 129;
      _fullRedraw = true;

      clearDrawObjectQueue();

      if (_game.platform == Common::kPlatformNES)
            decodeNESBaseTiles();

      for (i = 0; i < 6; i++) {
            if (_game.version == 3) { // FIXME - what is this?
                  _string[i]._default.xpos = 0;
                  _string[i]._default.ypos = 0;
            } else {
                  _string[i]._default.xpos = 2;
                  _string[i]._default.ypos = 5;
            }
            _string[i]._default.right = _screenWidth - 1;
            _string[i]._default.height = 0;
            _string[i]._default.color = 0xF;
            _string[i]._default.center = 0;
            _string[i]._default.charset = 0;
      }

      // all keys are released
      for (i = 0; i < 512; i++)
            _keyDownMap[i] = false;

      _lastSaveTime = _system->getMillis();
}

void ScummEngine_v0::resetScumm() {
      ScummEngine_v2::resetScumm();
      resetVerbs();
}

void ScummEngine_v2::resetScumm() {
      ScummEngine::resetScumm();

      if (_game.platform == Common::kPlatformNES) {
            initNESMouseOver();
            _switchRoomEffect2 = _switchRoomEffect = 6;
      } else {
            initV2MouseOver();
            // Seems in V2 there was only a single room effect (iris),
            // so we set that here.
            _switchRoomEffect2 = 1;
            _switchRoomEffect = 5;
      }

      _inventoryOffset = 0;
}

void ScummEngine_v4::resetScumm() {
      ScummEngine::resetScumm();

      // WORKAROUND for bug in boot script of Loom (CD)
      // The boot script sets the characters of string 21,
      // before creating the string.resource.
      if (_game.id == GID_LOOM) {
            _res->createResource(rtString, 21, 12);
      }
}

void ScummEngine_v6::resetScumm() {
      ScummEngine::resetScumm();
      setDefaultCursor();
}

void ScummEngine_v60he::resetScumm() {
      ScummEngine_v6::resetScumm();

      // HACK cursor hotspot is wrong
      // Original games used
      // setCursorHotspot(8, 7);
      if (_game.id == GID_FUNPACK)
            setCursorHotspot(16, 16);
}

#ifndef DISABLE_HE
void ScummEngine_v72he::resetScumm() {
      ScummEngine_v60he::resetScumm();

      _stringLength = 1;
      memset(_stringBuffer, 0, sizeof(_stringBuffer));
}

void ScummEngine_v90he::resetScumm() {
      ScummEngine_v72he::resetScumm();

      _heObject = 0;
      _heObjectNum = 0;
      _hePaletteNum = 0;

      _sprite->resetTables(0);
      memset(&_wizParams, 0, sizeof(_wizParams));

      if (_game.heversion >= 98) {
            switch (_game.id) {
            case GID_PUTTRACE:
                  _logicHE = new LogicHErace(this);
                  break;

            case GID_FUNSHOP:
                  _logicHE = new LogicHEfunshop(this);
                  break;

            case GID_FOOTBALL:
                  _logicHE = new LogicHEfootball(this);
                  break;

            case GID_SOCCER:
                  _logicHE = new LogicHEsoccer(this);
                  break;

            default:
                  _logicHE = new LogicHE(this);
                  break;
            }
      }
}

void ScummEngine_v99he::resetScumm() {
      ScummEngine_v90he::resetScumm();

      _hePalettes = (uint8 *)malloc((_numPalettes + 1) * 1024);
      memset(_hePalettes, 0, (_numPalettes + 1) * 1024);

      // Array 129 is set to base name
      int len = strlen(_filenamePattern.pattern);
      byte *data = defineArray(129, kStringArray, 0, 0, 0, len);
      memcpy(data, _filenamePattern.pattern, len);
}
#endif

void ScummEngine::setupMusic(int midi) {
      int midiDriver = MidiDriver::detectMusicDriver(midi);
      _native_mt32 = ((midiDriver == MD_MT32) || ConfMan.getBool("native_mt32"));

      switch (midiDriver) {
      case MD_NULL:
            _musicType = MDT_NONE;
            break;
      case MD_PCSPK:
      case MD_PCJR:
            _musicType = MDT_PCSPK;
            break;
      case MD_TOWNS:
            _musicType = MDT_TOWNS;
            break;
      case MD_ADLIB:
            _musicType = MDT_ADLIB;
            break;
      default:
            _musicType = MDT_MIDI;
            break;
      }

      if ((_game.id == GID_MONKEY_EGA || (_game.id == GID_LOOM && _game.version == 3))
         &&  (_game.platform == Common::kPlatformPC) && _musicType == MDT_MIDI) {
            Common::String fileName;
            bool missingFile = false;
            if (_game.id == GID_LOOM) {
                  Common::File f;
                  // The Roland Update does have an 85.LFL, but we don't
                  // test for it since the demo doesn't have it.
                  for (char c = '2'; c <= '4'; c++) {
                        fileName = "8";
                        fileName += c;
                        fileName += ".LFL";
                        if (!Common::File::exists(fileName)) {
                              missingFile = true;
                              break;
                        }
                  }
            } else if (_game.id == GID_MONKEY_EGA) {
                  fileName = "DISK09.LEC";
                  if (!Common::File::exists(fileName)) {
                        missingFile = true;
                  }
            }

            if (missingFile) {
                  GUI::MessageDialog dialog(
                        "Native MIDI support requires the Roland Upgrade from LucasArts,\n"
                        "but " + fileName + " is missing. Using Adlib instead.", "Ok");
                  dialog.runModal();
                  _musicType = MDT_ADLIB;
            }
      }

      // DOTT + SAM use General MIDI, so they shouldn't use GS settings
      if ((_game.id == GID_TENTACLE) || (_game.id == GID_SAMNMAX))
            _enable_gs = false;
      else
            _enable_gs = ConfMan.getBool("enable_gs");

      /* Bind the mixer to the system => mixer will be invoked
       * automatically when samples need to be generated */
      if (!_mixer->isReady()) {
            warning("Sound mixer initialization failed");
            if (_musicType == MDT_ADLIB || _musicType == MDT_PCSPK)     {
                  midiDriver = MD_NULL;
                  _musicType = MDT_NONE;
                  warning("MIDI driver depends on sound mixer, switching to null MIDI driver\n");
            }
      }

      // Init iMuse
      if (_game.version >= 7) {
            // Setup for digital iMuse is performed in another place
      } else if (_game.platform == Common::kPlatformApple2GS || _game.platform == Common::kPlatformC64 ||
            _game.platform == Common::kPlatformPCEngine) {
            // TODO
            _musicEngine = NULL;
      } else if (_game.platform == Common::kPlatformNES) {
            _musicEngine = new Player_NES(this, _mixer);
      } else if ((_game.platform == Common::kPlatformAmiga) && (_game.version == 2)) {
            _musicEngine = new Player_V2A(this, _mixer);
      } else if ((_game.platform == Common::kPlatformAmiga) && (_game.version == 3)) {
            _musicEngine = new Player_V3A(this, _mixer);
      } else if ((_game.platform == Common::kPlatformAmiga) && (_game.version <= 4)) {
            _musicEngine = NULL;
      } else if (_game.id == GID_MANIAC && (_game.version == 1)) {
            _musicEngine = new Player_V1(this, _mixer, midiDriver != MD_PCSPK);
      } else if (_game.version <= 2) {
            _musicEngine = new Player_V2(this, _mixer, midiDriver != MD_PCSPK);
      } else if ((_musicType == MDT_PCSPK) && ((_game.version > 2) && (_game.version <= 4))) {
            _musicEngine = new Player_V2(this, _mixer, midiDriver != MD_PCSPK);
      } else if (_game.version >= 3 && _game.heversion <= 61 && _game.platform != Common::kPlatform3DO) {
            MidiDriver *nativeMidiDriver = 0;
            MidiDriver *adlibMidiDriver = 0;

            if (_musicType != MDT_ADLIB)
                  nativeMidiDriver = MidiDriver::createMidi(midiDriver);
            if (nativeMidiDriver != NULL && _native_mt32)
                  nativeMidiDriver->property(MidiDriver::PROP_CHANNEL_MASK, 0x03FE);
            bool multi_midi = ConfMan.getBool("multi_midi") && _musicType != MDT_NONE && (midi & MDT_ADLIB);
            if (_musicType == MDT_ADLIB || multi_midi) {
                  adlibMidiDriver = MidiDriver_ADLIB_create(_mixer);
                  adlibMidiDriver->property(MidiDriver::PROP_OLD_ADLIB, (_game.features & GF_SMALL_HEADER) ? 1 : 0);
            }

            _musicEngine = _imuse = IMuse::create(_system, nativeMidiDriver, adlibMidiDriver);
            if (_imuse) {
                  _imuse->addSysexHandler
                        (/*IMUSE_SYSEX_ID*/ 0x7D,
                         (_game.id == GID_SAMNMAX) ? sysexHandler_SamNMax : sysexHandler_Scumm);
                  _imuse->property(IMuse::PROP_GAME_ID, _game.id);
                  if (ConfMan.hasKey("tempo"))
                        _imuse->property(IMuse::PROP_TEMPO_BASE, ConfMan.getInt("tempo"));
                  // YM2162 driver can't handle midi->getPercussionChannel(), NULL shouldn't init MT-32/GM/GS
                  if ((midi != MDT_TOWNS) && (midi != MDT_NONE)) {
                        _imuse->property(IMuse::PROP_NATIVE_MT32, _native_mt32);
                        if (midiDriver != MD_MT32) // MT-32 Emulation shouldn't be GM/GS initialized
                              _imuse->property(IMuse::PROP_GS, _enable_gs);
                  }
                  if (_game.heversion >= 60 || midi == MDT_TOWNS) {
                        _imuse->property(IMuse::PROP_LIMIT_PLAYERS, 1);
                        _imuse->property(IMuse::PROP_RECYCLE_PLAYERS, 1);
                  }
                  if (midi == MDT_TOWNS)
                        _imuse->property(IMuse::PROP_DIRECT_PASSTHROUGH, 1);
            }
      }
}

void ScummEngine::updateSoundSettings() {

      // Sync the engine with the config manager
      int soundVolumeMusic = ConfMan.getInt("music_volume");
      int soundVolumeSfx = ConfMan.getInt("sfx_volume");
      int soundVolumeSpeech = ConfMan.getInt("speech_volume");

      if (_musicEngine) {
            _musicEngine->setMusicVolume(soundVolumeMusic);
      }

      _mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, soundVolumeSfx);
      _mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, soundVolumeMusic);
      _mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, soundVolumeSpeech);

      if (ConfMan.getBool("speech_mute"))
            _voiceMode = 2;
      else
            _voiceMode = ConfMan.getBool("subtitles");

      if (VAR_VOICE_MODE != 0xFF)
            VAR(VAR_VOICE_MODE) = _voiceMode;

      _defaultTalkDelay = getTalkspeed();
      if (VAR_CHARINC != 0xFF)
            VAR(VAR_CHARINC) = _defaultTalkDelay;
}

void ScummEngine::setTalkspeed(int talkspeed) {
      ConfMan.setInt("talkspeed", (talkspeed * 255 + 9 / 2) / 9);
}

int ScummEngine::getTalkspeed() {
      return (ConfMan.getInt("talkspeed") * 9 + 255 / 2) / 255;
}


#pragma mark -
#pragma mark --- Main loop ---
#pragma mark -

int ScummEngine::go() {
      _engineStartTime = _system->getMillis() / 1000;

      // If requested, load a save game instead of running the boot script
      if (_saveLoadFlag != 2 || !loadState(_saveLoadSlot, _saveTemporaryState)) {
            _saveLoadFlag = 0;
            runBootscript();
      } else {
            _saveLoadFlag = 0;
      }

      int delta = 0;
      int diff = _system->getMillis();

      while (!_quit) {

            if (_debugger->isAttached())
                  _debugger->onFrame();

            // Randomize the PRNG by calling it at regular intervals. This ensures
            // that it will be in a different state each time you run the program.
            _rnd.getRandomNumber(2);

            diff -= _system->getMillis();
            waitForTimer(delta * 15 + diff);
            diff = _system->getMillis();
            delta = scummLoop(delta);

            if (delta < 1)    // Ensure we don't get into an endless loop
                  delta = 1;  // by not decreasing sleepers.

            if (_quit) {
                  // TODO: Maybe perform an autosave on exit?
            }
      }

      return 0;
}

void ScummEngine::waitForTimer(int msec_delay) {
      uint32 start_time;

      if (_fastMode & 2)
            msec_delay = 0;
      else if (_fastMode & 1)
            msec_delay = 10;

      start_time = _system->getMillis();

      while (!_quit) {
            _sound->updateCD(); // Loop CD Audio if needed
            parseEvents();
            _system->updateScreen();
            if (_system->getMillis() >= start_time + msec_delay)
                  break;
            _system->delayMillis(10);
      }
}

int ScummEngine::scummLoop(int delta) {
      if (_game.version >= 3) {
            VAR(VAR_TMR_1) += delta;
            VAR(VAR_TMR_2) += delta;
            VAR(VAR_TMR_3) += delta;
            if ((_game.id == GID_INDY3 && _game.platform != Common::kPlatformMacintosh) ||
                  _game.id == GID_ZAK) {
                  // Amiga/PC versions of Indy3 set three extra timers
                  // FM-TOWNS version of Zak sets three extra timers
                  VAR(39) += delta;
                  VAR(40) += delta;
                  VAR(41) += delta;
            }
      }
      if (VAR_TMR_4 != 0xFF)
            VAR(VAR_TMR_4) += delta;

      if (delta > 15)
            delta = 15;

      decreaseScriptDelay(delta);

      _talkDelay -= delta;
      if (_talkDelay < 0)
            _talkDelay = 0;

      // Record the current ego actor before any scripts (including input scripts)
      // get a chance to run.
      int oldEgo = 0;
      if (VAR_EGO != 0xFF)
            oldEgo = VAR(VAR_EGO);

      // In V1-V3 games, CHARSET_1 is called much earlier than in newer games.
      // See also bug #770042 for a case were this makes a difference.
      if (_game.version <= 3)
            CHARSET_1();

      processInput();

      scummLoop_updateScummVars();

      if (_game.features & GF_AUDIOTRACKS) {
            // Covered automatically by the Sound class
      } else if (VAR_MUSIC_TIMER != 0xFF) {
            if (_musicEngine) {
                  // The music engine generates the timer data for us.
                  VAR(VAR_MUSIC_TIMER) = _musicEngine->getMusicTimer();
            } else {
                  // Used for Money Island 1 (Amiga)
                  // TODO: The music delay (given in milliseconds) might have to be tuned a little
                  // to get it correct for all games. Without the ability to watch/listen to the
                  // original games, I can't do that myself.
                  const int MUSIC_DELAY = 350;
                  _tempMusic += delta * 15;     // Convert delta to milliseconds
                  if (_tempMusic >= MUSIC_DELAY) {
                        _tempMusic -= MUSIC_DELAY;
                        VAR(VAR_MUSIC_TIMER) += 1;
                  }
            }
      }

      // Trigger autosave if necessary.
      if (!_saveLoadFlag && shouldPerformAutoSave(_lastSaveTime)) {
            _saveLoadSlot = 0;
            sprintf(_saveLoadName, "Autosave %d", _saveLoadSlot);
            _saveLoadFlag = 1;
            _saveTemporaryState = false;
      }

      if (VAR_GAME_LOADED != 0xFF)
            VAR(VAR_GAME_LOADED) = 0;
load_game:
      scummLoop_handleSaveLoad();

      if (_completeScreenRedraw) {
            clearCharsetMask();
            _charset->_hasMask = false;

            // HACK as in game save stuff isn't supported currently
            if (_game.id == GID_LOOM) {
                  int args[16];
                  uint var;
                  memset(args, 0, sizeof(args));
                  args[0] = 2;

                  if (_game.platform == Common::kPlatformMacintosh)
                        var = 105;
                  else if (_game.version == 4)  // 256 color CD version
                        var = 150;
                  else
                        var = 100;
                  byte restoreScript = (_game.platform == Common::kPlatformFMTowns) ? 17 : 18;
                  // if verbs should be shown restore them
                  if (VAR(var) == 2)
                        runScript(restoreScript, 0, 0, args);
            } else if (_game.version > 3) {
                  for (int i = 0; i < _numVerbs; i++)
                        drawVerb(i, 0);
            } else {
                  redrawVerbs();
            }

            handleMouseOver(false);

            _completeScreenRedraw = false;
            _fullRedraw = true;
      }

      if (_game.heversion >= 80) {
            ((SoundHE *)_sound)->processSoundCode();
      }
      runAllScripts();
      checkExecVerbs();
      checkAndRunSentenceScript();

      if (_quit)
            return 0;

      // HACK: If a load was requested, immediately perform it. This avoids
      // drawing the current room right after the load is request but before
      // it is performed. That was annoying esp. if you loaded while a SMUSH
      // cutscene was playing.
      if (_saveLoadFlag && _saveLoadFlag != 1) {
            goto load_game;
      }

      if (_currentRoom == 0) {
            if (_game.version > 3)
                  CHARSET_1();
            drawDirtyScreenParts();
      } else {
            walkActors();
            moveCamera();
            updateObjectStates();
            if (_game.version > 3)
                  CHARSET_1();

            scummLoop_handleDrawing();

            scummLoop_handleActors();

            _fullRedraw = false;

            scummLoop_handleEffects();

            if (VAR_MAIN_SCRIPT != 0xFF && VAR(VAR_MAIN_SCRIPT) != 0) {
                  runScript(VAR(VAR_MAIN_SCRIPT), 0, 0, 0);
            }

            // Handle mouse over effects (for verbs).
            handleMouseOver(oldEgo != VAR(VAR_EGO));

            // Render everything to the screen.
            updatePalette();
            drawDirtyScreenParts();

            // FIXME / TODO: Try to move the following to scummLoop_handleSound or
            // scummLoop_handleActors (but watch out for regressions!)
            if (_game.version <= 5)
                  playActorSounds();
      }

      scummLoop_handleSound();

      camera._last = camera._cur;

      _res->increaseExpireCounter();

      animateCursor();

      /* show or hide mouse */
      CursorMan.showMouse(_cursor.state > 0);

      if (VAR_TIMER != 0xFF)
            VAR(VAR_TIMER) = 0;
      return (VAR_TIMER_NEXT != 0xFF) ? VAR(VAR_TIMER_NEXT) : 4;

}

#ifndef DISABLE_HE
int ScummEngine_v90he::scummLoop(int delta) {
      _moviePlay->handleNextFrame();
      if (_game.heversion >= 98) {
            _logicHE->startOfFrame();
      }

      int ret = ScummEngine::scummLoop(delta);

      _sprite->updateImages();
      if (_game.heversion >= 98) {
            _logicHE->endOfFrame();
      }

      return ret;
}
#endif

void ScummEngine::scummLoop_updateScummVars() {
      if (_game.version >= 7) {
            VAR(VAR_CAMERA_POS_X) = camera._cur.x;
            VAR(VAR_CAMERA_POS_Y) = camera._cur.y;
      } else if (_game.version <= 2) {
            VAR(VAR_CAMERA_POS_X) = camera._cur.x >> V12_X_SHIFT;
      } else {
            VAR(VAR_CAMERA_POS_X) = camera._cur.x;
      }
      if (_game.version <= 7)
            VAR(VAR_HAVE_MSG) = _haveMsg;

      if (_game.version >= 3) {
            VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x;
            VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y;
            VAR(VAR_MOUSE_X) = _mouse.x;
            VAR(VAR_MOUSE_Y) = _mouse.y;
            if (VAR_DEBUGMODE != 0xFF) {
                  // This is NOT for the Mac version of Indy3/Loom
                  VAR(VAR_DEBUGMODE) = _debugMode;
            }
      } else if (_game.version >= 1) {
            // We use shifts below instead of dividing by V12_X_MULTIPLIER resp.
            // V12_Y_MULTIPLIER to handle negative coordinates correctly.
            // This fixes e.g. bugs #1328131 and #1537595.
            VAR(VAR_VIRT_MOUSE_X) = _virtualMouse.x >> V12_X_SHIFT;
            VAR(VAR_VIRT_MOUSE_Y) = _virtualMouse.y >> V12_Y_SHIFT;

            // Adjust mouse coordinates as narrow rooms in NES are centered
            if (_game.platform == Common::kPlatformNES && _NESStartStrip > 0) {
                  VAR(VAR_VIRT_MOUSE_X) -= 2;
                  if (VAR(VAR_VIRT_MOUSE_X) < 0)
                        VAR(VAR_VIRT_MOUSE_X) = 0;
            }
      }
}

void ScummEngine::scummLoop_handleSaveLoad() {
      if (_saveLoadFlag) {
            bool success;
            const char *errMsg = 0;
            char filename[256];

            if (_game.version == 8 && _saveTemporaryState)
                  VAR(VAR_GAME_LOADED) = 0;

            if (_saveLoadFlag == 1) {
                  success = saveState(_saveLoadSlot, _saveTemporaryState);
                  if (!success)
                        errMsg = "Failed to save game state to file:\n\n%s";

                  if (success && _saveTemporaryState && VAR_GAME_LOADED != 0xFF && _game.version <= 7)
                        VAR(VAR_GAME_LOADED) = 201;
            } else {
                  success = loadState(_saveLoadSlot, _saveTemporaryState);
                  if (!success)
                        errMsg = "Failed to load game state from file:\n\n%s";

                  if (success && _saveTemporaryState && VAR_GAME_LOADED != 0xFF)
                        VAR(VAR_GAME_LOADED) = (_game.version == 8) ? 1 : 203;
            }

            makeSavegameName(filename, _saveLoadSlot, _saveTemporaryState);
            if (!success) {
                  displayMessage(0, errMsg, filename);
            } else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveTemporaryState) {
                  // Display "Save successful" message, except for auto saves
                  char buf[256];
                  snprintf(buf, sizeof(buf), "Successfully saved game state in file:\n\n%s", filename);

                  GUI::TimedMessageDialog dialog(buf, 1500);
                  runDialog(dialog);
            }
            if (success && _saveLoadFlag != 1)
                  clearClickedStatus();

            _saveLoadFlag = 0;
            _lastSaveTime = _system->getMillis();
      }
}

#ifndef DISABLE_SCUMM_7_8
void ScummEngine_v8::scummLoop_handleSaveLoad() {
      ScummEngine::scummLoop_handleSaveLoad();

      removeBlastObjects();
}
#endif

void ScummEngine::scummLoop_handleDrawing() {
      if (camera._cur != camera._last || _bgNeedsRedraw || _fullRedraw) {
            redrawBGAreas();
      }

      processDrawQue();
}

#ifndef DISABLE_SCUMM_7_8
void ScummEngine_v7::scummLoop_handleDrawing() {
      ScummEngine_v6::scummLoop_handleDrawing();

      // Full Throttle always redraws verbs and draws verbs before actors
      if (_game.version >= 7)
            redrawVerbs();
}
#endif

#ifndef DISABLE_HE
void ScummEngine_v90he::scummLoop_handleDrawing() {
      ScummEngine_v80he::scummLoop_handleDrawing();

      if (_game.heversion >= 99)
            _fullRedraw = false;

      if (_game.heversion >= 90) {
            _sprite->resetBackground();
            _sprite->sortActiveSprites();
      }
}
#endif

void ScummEngine_v6::scummLoop_handleActors() {
      setActorRedrawFlags();
      resetActorBgs();
      processActors();
}

void ScummEngine_v5::scummLoop_handleActors() {
      setActorRedrawFlags();
      resetActorBgs();

      if (!(getCurrentLights() & LIGHTMODE_room_lights_on) &&
              getCurrentLights() & LIGHTMODE_flashlight_on) {
            drawFlashlight();
            setActorRedrawFlags();
      }

      processActors();
}

void ScummEngine::scummLoop_handleEffects() {
      if (_game.version >= 4 && _game.heversion <= 61)
            cyclePalette();
      palManipulate();
      if (_doEffect) {
            _doEffect = false;
            fadeIn(_newEffect);
            clearClickedStatus();
      }
}

void ScummEngine::scummLoop_handleSound() {
      _sound->processSound();
}

#ifndef DISABLE_SCUMM_7_8
void ScummEngine_v7::scummLoop_handleSound() {
      ScummEngine_v6::scummLoop_handleSound();
      if (_imuseDigital) {
            _imuseDigital->flushTracks();
            // In CoMI and the Dig the full (non-demo) version invoke IMuseDigital::refreshScripts 
            if ((_game.id == GID_DIG || _game.id == GID_CMI) && !(_game.features & GF_DEMO))
                  _imuseDigital->refreshScripts();
      }
      if (_smixer) {
            _smixer->flush();
      }
}
#endif


#pragma mark -
#pragma mark --- SCUMM ---
#pragma mark -

int ScummEngine_v60he::getHETimer(int timer) {
      assertRange(1, timer, 15, "getHETimer: Timer");
      int time = _system->getMillis() - _heTimers[timer];
      return time;
}

void ScummEngine_v60he::setHETimer(int timer) {
      assertRange(1, timer, 15, "setHETimer: Timer");
      _heTimers[timer] = _system->getMillis();
}

void ScummEngine::pauseGame() {
      pauseDialog();
}

void ScummEngine::shutDown() {
      _quit = true;
}

void ScummEngine::restart() {
// TODO: Check this function - we should probably be reinitting a lot more stuff, and I suspect
//     this leaks memory like a sieve

// Fingolfing seez: An alternate way to implement restarting would be to create
// a save state right after startup ... to this end we could introduce a SaveFile
// subclass which is implemented using a memory buffer (i.e. no actual file is
// created). Then to restart we just have to load that pseudo save state.


      int i;

      // Reset some stuff
      _currentRoom = 0;
      _currentScript = 0xFF;
      killAllScriptsExceptCurrent();
      setShake(0);
      _sound->stopAllSounds();

      // Clear the script variables
      for (i = 0; i < _numVariables; i++)
            _scummVars[i] = 0;

      // Empty inventory
      for (i = 1; i < _numGlobalObjects; i++)
            clearOwnerOf(i);

      // Reallocate arrays
      // FIXME: This should already be called by readIndexFile.
      // FIXME: regardless of that, allocateArrays and allocResTypeData leaks
      // heavily, which should be fixed.
      allocateArrays();

      // Reread index (reset objectstate etc)
      readIndexFile();

      // Reinit scumm variables
      resetScumm();
      resetScummVars();

      if (_imuse) {
            _imuse->setBase(_res->address[rtSound]);
      }

      // Reinit sound engine
      if (_game.version >= 5 && _game.version <= 7)
            _sound->setupSound();

      // Re-run bootscript
      runBootscript();
}

void ScummEngine::runBootscript() {
      int args[16];
      memset(args, 0, sizeof(args));
      args[0] = _bootParam;
      if (_game.id == GID_MANIAC && (_game.features & GF_DEMO))
            runScript(9, 0, 0, args);
      else
            runScript(1, 0, 0, args);
}

#ifndef DISABLE_HE
void ScummEngine_v90he::runBootscript() {
      if (_game.heversion >= 98) {
            _logicHE->initOnce();
            _logicHE->beforeBootScript();
      }

      ScummEngine::runBootscript();
}
#endif

void ScummEngine::startManiac() {
      debug(0, "stub startManiac()");
      displayMessage(0, "Usually, Maniac Mansion would start now. But ScummVM doesn't do that yet. To play it, go to 'Add Game' in the ScummVM start menu and select the 'Maniac' directory inside the Tentacle game directory.");
}

#pragma mark -
#pragma mark --- GUI ---
#pragma mark -

void ScummEngine::pauseEngineIntern(bool pause) {
      if (pause) {
            // Record start of the pause, so that we can later
            // adjust _engineStartTime accordingly.
            _pauseStartTime = _system->getMillis();

            // Pause sound & video
            _oldSoundsPaused = _sound->_soundsPaused;
            _sound->pauseSounds(true);

      } else {
            // Update the screen to make it less likely that the player will see a
            // brief cursor palette glitch when the GUI is disabled.
            _system->updateScreen();

            // Resume sound & video
            _sound->pauseSounds(_oldSoundsPaused);

            // Adjust engine start time
            _engineStartTime += (_system->getMillis() - _pauseStartTime) / 1000;
            _pauseStartTime = 0;
      }
}

int ScummEngine::runDialog(Dialog &dialog) {
      // Pause engine
      pauseEngine(true);

      // Open & run the dialog
      int result = dialog.runModal();

      // Resume engine
      pauseEngine(false);

      // Return the result
      return result;
}

#ifndef DISABLE_SCUMM_7_8
int ScummEngine_v7::runDialog(Dialog &dialog) {
      _splayer->pause();
      int result = ScummEngine::runDialog(dialog);
      _splayer->unpause();
      return result;
}
#endif

void ScummEngine::pauseDialog() {
      if (!_pauseDialog)
            _pauseDialog = new PauseDialog(this, 4);
      runDialog(*_pauseDialog);
}

void ScummEngine::versionDialog() {
      if (!_versionDialog)
            _versionDialog = new PauseDialog(this, 1);
      runDialog(*_versionDialog);
}

void ScummEngine::mainMenuDialog() {
      if (!_mainMenuDialog)
            _mainMenuDialog = new MainMenuDialog(this);
      runDialog(*_mainMenuDialog);
      updateSoundSettings();
}

void ScummEngine::confirmExitDialog() {
      ConfirmDialog d(this, 6);

      if (runDialog(d)) {
            _quit = true;
      }
}

void ScummEngine::confirmRestartDialog() {
      ConfirmDialog d(this, 5);

      if (runDialog(d)) {
            restart();
      }
}

char ScummEngine::displayMessage(const char *altButton, const char *message, ...) {
      char buf[STRINGBUFLEN];
      va_list va;

      va_start(va, message);
      vsnprintf(buf, STRINGBUFLEN, message, va);
      va_end(va);

      GUI::MessageDialog dialog(buf, "OK", altButton);
      return runDialog(dialog);
}


#pragma mark -
#pragma mark --- Miscellaneous ---
#pragma mark -

GUI::Debugger *ScummEngine::getDebugger() {
      return _debugger;
}

void ScummEngine::errorString(const char *buf1, char *buf2) {
      if (_currentScript != 0xFF) {
            sprintf(buf2, "(%d:%d:0x%lX): %s", _roomResource,
                  vm.slot[_currentScript].number, (long)(_scriptPointer - _scriptOrgPointer), buf1);
      } else {
            strcpy(buf2, buf1);
      }
}


} // End of namespace Scumm

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