scummvm/engines/sci/engine/state.h
2013-04-27 14:04:27 +03:00

213 lines
5.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 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.
*
*/
#ifndef SCI_INCLUDE_ENGINE_H
#define SCI_INCLUDE_ENGINE_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/serializer.h"
#include "common/str-array.h"
namespace Common {
class SeekableReadStream;
class WriteStream;
}
#include "sci/sci.h"
#include "sci/engine/file.h"
#include "sci/engine/seg_manager.h"
#include "sci/parser/vocabulary.h"
#include "sci/sound/soundcmd.h"
namespace Sci {
class FileHandle;
class DirSeeker;
class EventManager;
class MessageState;
class SoundCommandParser;
class VirtualIndexFile;
enum AbortGameState {
kAbortNone = 0,
kAbortLoadGame = 1,
kAbortRestartGame = 2,
kAbortQuitGame = 3
};
// We assume that scripts give us savegameId 0->99 for creating a new save slot
// and savegameId 100->199 for existing save slots. Refer to kfile.cpp
enum {
SAVEGAMEID_OFFICIALRANGE_START = 100,
SAVEGAMEID_OFFICIALRANGE_END = 199
};
enum {
GAMEISRESTARTING_NONE = 0,
GAMEISRESTARTING_RESTART = 1,
GAMEISRESTARTING_RESTORE = 2
};
enum VideoFlags {
kNone = 0,
kDoubled = 1 << 0,
kDropFrames = 1 << 1,
kBlackLines = 1 << 2,
kUnkBit3 = 1 << 3,
kGammaBoost = 1 << 4,
kHoldBlackFrame = 1 << 5,
kHoldLastFrame = 1 << 6,
kUnkBit7 = 1 << 7,
kStretch = 1 << 8
};
struct VideoState {
Common::String fileName;
uint16 x;
uint16 y;
uint16 flags;
void reset() {
fileName = "";
x = y = flags = 0;
}
};
struct EngineState : public Common::Serializable {
public:
EngineState(SegManager *segMan);
virtual ~EngineState();
virtual void saveLoadWithSerializer(Common::Serializer &ser);
public:
SegManager *_segMan; /**< The segment manager */
/* Non-VM information */
uint32 lastWaitTime; /**< The last time the game invoked Wait() */
uint32 _screenUpdateTime; /**< The last time the game updated the screen */
void speedThrottler(uint32 neededSleep);
void wait(int16 ticks);
uint32 _throttleCounter; /**< total times kAnimate was invoked */
uint32 _throttleLastTime; /**< last time kAnimate was invoked */
bool _throttleTrigger;
bool _gameIsBenchmarking;
/* Kernel File IO stuff */
Common::Array<FileHandle> _fileHandles; /**< Array of file handles. Dynamically increased if required. */
DirSeeker _dirseeker;
int16 _lastSaveVirtualId; // last virtual id fed to kSaveGame, if no kGetSaveFiles was called inbetween
int16 _lastSaveNewId; // last newly created filename-id by kSaveGame
#ifdef ENABLE_SCI32
VirtualIndexFile *_virtualIndexFile;
#endif
uint _chosenQfGImportItem; // Remembers the item selected in QfG import rooms
bool _cursorWorkaroundActive; // Refer to GfxCursor::setPosition()
Common::Point _cursorWorkaroundPoint;
Common::Rect _cursorWorkaroundRect;
public:
/* VM Information */
Common::List<ExecStack> _executionStack; /**< The execution stack */
/**
* When called from kernel functions, the vm is re-started recursively on
* the same stack. This variable contains the stack base for the current vm.
*/
int executionStackBase;
bool _executionStackPosChanged; /**< Set to true if the execution stack position should be re-evaluated by the vm */
// Registers
reg_t r_acc; /**< Accumulator */
reg_t r_prev; /**< previous comparison result */
int16 r_rest; /**< current &rest register */
StackPtr stack_base; /**< Pointer to the least stack element */
StackPtr stack_top; /**< First invalid stack element */
// Script state
ExecStack *xs;
reg_t *variables[4]; ///< global, local, temp, param, as immediate pointers
reg_t *variablesBase[4]; ///< Used for referencing VM ops
SegmentId variablesSegment[4]; ///< Same as above, contains segment IDs
int variablesMax[4]; ///< Max. values for all variables
AbortGameState abortScriptProcessing;
int16 gameIsRestarting; // is set when restarting (=1) or restoring the game (=2)
int scriptStepCounter; // Counts the number of steps executed
int scriptGCInterval; // Number of steps in between gcs
uint16 currentRoomNumber() const;
void setRoomNumber(uint16 roomNumber);
/**
* Sets global variables from script 0
*/
void initGlobals();
/**
* Shrink execution stack to size.
* Contains an assert if it is not already smaller.
*/
void shrinkStackToBase();
int gcCountDown; /**< Number of kernel calls until next gc */
MessageState *_msgState;
// MemorySegment provides access to a 256-byte block of memory that remains
// intact across restarts and restores
enum {
kMemorySegmentMax = 256
};
uint16 _memorySegmentSize;
byte _memorySegment[kMemorySegmentMax];
VideoState _videoState;
uint16 _vmdPalStart, _vmdPalEnd;
bool _syncedAudioOptions;
uint16 _palCycleToColor;
/**
* Resets the engine state.
*/
void reset(bool isRestoring);
};
} // End of namespace Sci
#endif // SCI_INCLUDE_ENGINE_H