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engines/sci/engine/state.h
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engines/sci/engine/state.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCI_ENGINE_STATE_H
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#define SCI_ENGINE_STATE_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/serializer.h"
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#include "common/str-array.h"
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namespace Common {
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class SeekableReadStream;
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class WriteStream;
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}
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#include "sci/sci.h"
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#include "sci/engine/file.h"
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#include "sci/engine/seg_manager.h"
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#include "sci/parser/vocabulary.h"
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#include "sci/sound/soundcmd.h"
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namespace Sci {
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class FileHandle;
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class DirSeeker;
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class EventManager;
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class MessageState;
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class SoundCommandParser;
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class VirtualIndexFile;
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enum AbortGameState {
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kAbortNone = 0,
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kAbortLoadGame = 1,
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kAbortRestartGame = 2,
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kAbortQuitGame = 3
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};
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// We assume that scripts give us savegameId 0->99 for creating a new save slot
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// and savegameId 100->199 for existing save slots. Refer to kfile.cpp
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enum {
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SAVEGAMEID_OFFICIALRANGE_START = 100,
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SAVEGAMEID_OFFICIALRANGE_END = 199
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};
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enum {
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GAMEISRESTARTING_NONE = 0,
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GAMEISRESTARTING_RESTART = 1,
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GAMEISRESTARTING_RESTORE = 2
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};
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enum VideoFlags {
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kNone = 0,
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kDoubled = 1 << 0,
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kDropFrames = 1 << 1,
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kBlackLines = 1 << 2,
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kUnkBit3 = 1 << 3,
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kGammaBoost = 1 << 4,
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kHoldBlackFrame = 1 << 5,
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kHoldLastFrame = 1 << 6,
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kUnkBit7 = 1 << 7,
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kStretch = 1 << 8
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};
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/**
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* Trace information about a VM function call.
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*/
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struct SciCallOrigin {
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int scriptNr; //< The source script of the function
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Common::String objectName; //< The name of the object being called
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Common::String methodName; //< The name of the method being called
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int localCallOffset; //< The byte offset of a local script subroutine called by the origin method. -1 if not in a local subroutine.
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int roomNr; //< The room that was loaded at the time of the call
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Common::String toString() const {
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return Common::String::format("method %s::%s (room %d, script %d, localCall %x)", objectName.c_str(), methodName.c_str(), roomNr, scriptNr, localCallOffset);
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}
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};
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struct EngineState : public Common::Serializable {
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EngineState(SegManager *segMan);
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~EngineState() override;
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void saveLoadWithSerializer(Common::Serializer &ser) override;
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SegManager *_segMan; /**< The segment manager */
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/* Non-VM information */
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uint32 lastWaitTime; /**< The last time the game invoked Wait() */
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uint32 _screenUpdateTime; /**< The last time the game updated the screen */
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void speedThrottler(uint32 neededSleep);
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uint16 wait(uint16 ticks);
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void sleep(uint16 ticks);
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uint32 _eventCounter; /**< total times kGetEvent was invoked since the last call to kGameIsRestarting(0) or kWait or kFrameOut */
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uint32 _paletteSetIntensityCounter; /**< total times kPaletteSetIntensity was invoked since the last call to kGameIsRestarting(0) or kWait */
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uint32 _throttleLastTime; /**< last time kAnimate was invoked */
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bool _throttleTrigger;
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/* Kernel File IO stuff */
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Common::Array<FileHandle> _fileHandles; /**< Array of file handles. Dynamically increased if required. */
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DirSeeker _dirseeker;
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int16 _lastSaveVirtualId; // last virtual id fed to kSaveGame, if no kGetSaveFiles was called inbetween
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int16 _lastSaveNewId; // last newly created filename-id by kSaveGame
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// see detection.cpp / SciEngine::loadGameState()
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int _delayedRestoreGameId; // the saved game id, that it supposed to get restored (triggered by ScummVM menu)
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// see kmisc.cpp / kMacPlatform32
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int _kq7MacSaveGameId; // the saved game id to use when saving (might not exist yet)
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Common::String _kq7MacSaveGameDescription; // description to use when saving game
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uint _chosenQfGImportItem; // Remembers the item selected in QfG import rooms
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bool _cursorWorkaroundActive; // Refer to GfxCursor::setPosition()
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int16 _cursorWorkaroundPosCount; // When the cursor is reported to be at the previously set coordinate, we won't disable the workaround unless it happened for this many times
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Common::Point _cursorWorkaroundPoint;
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Common::Rect _cursorWorkaroundRect;
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/* VM Information */
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Common::List<ExecStack> _executionStack; /**< The execution stack */
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/**
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* When called from kernel functions, the vm is re-started recursively on
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* the same stack. This variable contains the stack base for the current vm.
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*/
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int executionStackBase;
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bool _executionStackPosChanged; /**< Set to true if the execution stack position should be re-evaluated by the vm */
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// Registers
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reg_t r_acc; /**< Accumulator */
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reg_t r_prev; /**< previous comparison result */
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int16 r_rest; /**< current &rest register */
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StackPtr stack_base; /**< Pointer to the least stack element */
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StackPtr stack_top; /**< First invalid stack element */
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// Script state
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ExecStack *xs;
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reg_t *variables[4]; ///< global, local, temp, param, as immediate pointers
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reg_t *variablesBase[4]; ///< Used for referencing VM ops
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SegmentId variablesSegment[4]; ///< Same as above, contains segment IDs
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int variablesMax[4]; ///< Max. values for all variables
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AbortGameState abortScriptProcessing;
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int16 gameIsRestarting; // is set when restarting (=1) or restoring the game (=2)
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int scriptStepCounter; // Counts the number of steps executed
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int scriptGCInterval; // Number of steps in between gcs
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uint16 currentRoomNumber() const;
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void setRoomNumber(uint16 roomNumber);
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/**
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* Sets global variables from script 0
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*/
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void initGlobals();
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/**
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* Shrink execution stack to size.
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* Contains an assert if it is not already smaller.
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*/
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void shrinkStackToBase();
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int gcCountDown; /**< Number of kernel calls until next gc */
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MessageState *_msgState;
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void initMessageState();
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// MemorySegment provides access to a 256-byte block of memory that remains
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// intact across restarts and restores
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enum {
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kMemorySegmentMax = 256
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};
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uint16 _memorySegmentSize;
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byte _memorySegment[kMemorySegmentMax];
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/**
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* Resets the engine state.
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*/
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void reset(bool isRestoring);
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/**
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* Finds and returns the origin of the current call.
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*/
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SciCallOrigin getCurrentCallOrigin() const;
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/**
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* Determines whether the given object method is in the current stack.
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*/
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bool callInStack(const reg_t object, const Selector selector) const;
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/**
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* Returns the game's version string from its global variable.
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* Most games initialize this to a string embedded in a script resource,
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* or the contents of the VERSION file in the game directory.
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*/
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Common::String getGameVersionFromGlobal() const;
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};
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} // End of namespace Sci
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#endif // SCI_ENGINE_STATE_H
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