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https://github.com/libretro/scummvm.git
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213 lines
5.6 KiB
C++
213 lines
5.6 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SCI_INCLUDE_ENGINE_H
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#define SCI_INCLUDE_ENGINE_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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struct VideoState {
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Common::String fileName;
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uint16 x;
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uint16 y;
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uint16 flags;
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void reset() {
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fileName = "";
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x = y = flags = 0;
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}
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};
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struct EngineState : public Common::Serializable {
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public:
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EngineState(SegManager *segMan);
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virtual ~EngineState();
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virtual void saveLoadWithSerializer(Common::Serializer &ser);
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public:
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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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void wait(int16 ticks);
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uint32 _throttleCounter; /**< total times kAnimate was invoked */
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uint32 _throttleLastTime; /**< last time kAnimate was invoked */
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bool _throttleTrigger;
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bool _gameIsBenchmarking;
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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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#ifdef ENABLE_SCI32
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VirtualIndexFile *_virtualIndexFile;
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#endif
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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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Common::Point _cursorWorkaroundPoint;
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Common::Rect _cursorWorkaroundRect;
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public:
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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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// 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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VideoState _videoState;
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uint16 _vmdPalStart, _vmdPalEnd;
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bool _syncedAudioOptions;
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uint16 _palCycleToColor;
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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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} // End of namespace Sci
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#endif // SCI_INCLUDE_ENGINE_H
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