scummvm/engines/sci/engine/vm.h
2010-02-17 23:36:50 +00:00

547 lines
18 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.
*
* $URL$
* $Id$
*
*/
#ifndef SCI_ENGINE_VM_H
#define SCI_ENGINE_VM_H
/* VM and kernel declarations */
#include "sci/engine/vm_types.h" // for reg_t
#include "sci/resource.h" // for SciVersion
#include "common/util.h"
namespace Sci {
class SegManager;
struct EngineState;
class Object;
class ResourceManager;
/** Number of bytes to be allocated for the stack */
#define VM_STACK_SIZE 0x1000
/** Maximum number of calls residing on the stack */
#define SCRIPT_MAX_EXEC_STACK 256
/** Maximum number of entries in the class table */
#define SCRIPT_MAX_CLASSTABLE_SIZE 256
/** Maximum number of cloned objects on the heap */
#define SCRIPT_MAX_CLONES 256
/** Object-relative offset of the selector area inside a script */
#define SCRIPT_SELECTOR_OFFSET 8 -8
/** Object-relative offset of the pointer to the underlying script's local variables */
#define SCRIPT_LOCALVARPTR_OFFSET 2 -8
/** Object-relative offset of the selector counter */
#define SCRIPT_SELECTORCTR_OFFSET 6 -8
/** Object-relative offset of the offset of the function area */
#define SCRIPT_FUNCTAREAPTR_OFFSET 4 -8
/** Offset that has to be added to the function area pointer */
#define SCRIPT_FUNCTAREAPTR_MAGIC 8 -8
/** Offset of the name pointer */
#define SCRIPT_NAME_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? 14 -8 : 16)
/** Object-relative offset of the -info- selector */
#define SCRIPT_INFO_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? 12 -8 : 14)
/** Flag fo the -info- selector */
#define SCRIPT_INFO_CLONE 0x0001
/** Flag for the -info- selector */
#define SCRIPT_INFO_CLASS 0x8000
/** Magical object identifier */
#define SCRIPT_OBJECT_MAGIC_NUMBER 0x1234
/** Offset of this identifier */
#define SCRIPT_OBJECT_MAGIC_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? -8 : 0)
/** Script-relative offset of the species ID */
#define SCRIPT_SPECIES_OFFSET 8 -8
#define SCRIPT_SUPERCLASS_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? 10 -8 : 12)
/** Magic adjustment value for lofsa and lofss */
#define SCRIPT_LOFS_MAGIC 3
/** Stack pointer value: Use predecessor's value */
#define CALL_SP_CARRY NULL
/** Types of selectors as returned by lookup_selector() below. */
enum SelectorType {
kSelectorNone = 0,
kSelectorVariable,
kSelectorMethod
};
struct Class {
int script; ///< number of the script the class is in, -1 for non-existing
reg_t reg; ///< offset; script-relative offset, segment: 0 if not instantiated
};
#define RAW_IS_OBJECT(datablock) (READ_LE_UINT16(((byte *) datablock) + SCRIPT_OBJECT_MAGIC_OFFSET) == SCRIPT_OBJECT_MAGIC_NUMBER)
/** Contains selector IDs for a few selected selectors */
struct SelectorCache {
SelectorCache() {
memset(this, 0, sizeof(*this));
}
// Statically defined selectors, (almost the) same in all SCI versions
Selector y;
Selector x;
Selector view, loop, cel; ///< Description of a specific image
Selector underBits; ///< Used by the graphics subroutines to store backupped BG pic data
Selector nsTop, nsLeft, nsBottom, nsRight; ///< View boundaries ('now seen')
Selector lsTop, lsLeft, lsBottom, lsRight; ///< Used by Animate() subfunctions and scroll list controls
Selector signal; ///< Used by Animate() to control a view's behaviour
Selector illegalBits; ///< Used by CanBeHere
Selector brTop, brLeft, brBottom, brRight; ///< Bounding Rectangle
// name, key, time
Selector text; ///< Used by controls
Selector elements; ///< Used by SetSynonyms()
// color, back
Selector mode; ///< Used by text controls (-> DrawControl())
// style
Selector state, font, type;///< Used by controls
// window
Selector cursor, max; ///< Used by EditControl
// mark, who
Selector message; ///< Used by GetEvent
// edit
Selector play; ///< Play function (first function to be called)
Selector number;
Selector handle; ///< Replaced by nodePtr in SCI1+
Selector nodePtr; ///< Replaces handle in SCI1+
Selector client; ///< The object that wants to be moved
Selector dx, dy; ///< Deltas
Selector b_movCnt, b_i1, b_i2, b_di, b_xAxis, b_incr; ///< Various Bresenham vars
Selector xStep, yStep; ///< BR adjustments
Selector moveSpeed; ///< Used for DoBresen
Selector canBeHere; ///< Funcselector: Checks for movement validity in SCI0
Selector heading, mover; ///< Used in DoAvoider
Selector doit; ///< Called (!) by the Animate() system call
Selector isBlocked, looper; ///< Used in DoAvoider
Selector priority;
Selector modifiers; ///< Used by GetEvent
Selector replay; ///< Replay function
// setPri, at, next, done, width
Selector wordFail, syntaxFail; ///< Used by Parse()
// semanticFail, pragmaFail
// said
Selector claimed; ///< Used generally by the event mechanism
// value, save, restore, title, button, icon, draw
Selector delete_; ///< Called by Animate() to dispose a view object
Selector z;
// SCI1+ static selectors
Selector parseLang;
Selector printLang; ///< Used for i18n
Selector subtitleLang;
Selector size;
Selector points; ///< Used by AvoidPath()
Selector palette;
Selector dataInc;
// handle (in SCI1)
Selector min; ///< SMPTE time format
Selector sec;
Selector frame;
Selector vol;
Selector pri;
// perform
Selector moveDone; ///< used for DoBresen
// SCI1 selectors which have been moved a bit in SCI1.1, but otherwise static
Selector cantBeHere; ///< Checks for movement avoidance in SCI1+. Replaces canBeHere
Selector topString; ///< SCI1 scroll lists use this instead of lsTop
Selector flags;
// SCI1+ audio sync related selectors, not static. They're used for lip syncing in
// CD talkie games
Selector syncCue; ///< Used by DoSync()
Selector syncTime;
// SCI1.1 specific selectors
Selector scaleSignal; // < Used by Animate() for cel scaling (SCI1.1+)
Selector scaleX, scaleY; ///< SCI1.1 view scaling
// Used for auto detection purposes
Selector overlay; ///< Used to determine if a game is using old gfx functions or not
Selector setCursor; ///< For cursor semantics autodetection
#ifdef ENABLE_SCI32
Selector data; // Used by Array()/String()
Selector picture; // Used to hold the picture ID for SCI32 pictures
Selector plane;
Selector top;
Selector left;
Selector bottom;
Selector right;
Selector resX;
Selector resY;
Selector fore;
Selector back;
Selector dimmed;
#endif
};
// A reference to an object's variable.
// The object is stored as a reg_t, the variable as an index into _variables
struct ObjVarRef {
reg_t obj;
int varindex;
reg_t* getPointer(SegManager *segMan) const;
};
enum ExecStackType {
EXEC_STACK_TYPE_CALL = 0,
EXEC_STACK_TYPE_KERNEL = 1,
EXEC_STACK_TYPE_VARSELECTOR = 2
};
struct ExecStack {
reg_t objp; ///< Pointer to the beginning of the current object
reg_t sendp; ///< Pointer to the object containing the invoked method
union {
ObjVarRef varp; // Variable pointer for r/w access
reg_t pc; // Pointer to the initial program counter. Not accurate for the TOS element
} addr;
StackPtr fp; // Frame pointer
StackPtr sp; // Stack pointer
int argc;
StackPtr variables_argp; // Argument pointer
SegmentId local_segment; // local variables etc
Selector selector; // The selector which was used to call or -1 if not applicable
int origin; // The stack frame position the call was made from, or -1 if it was the initial call
ExecStackType type;
reg_t* getVarPointer(SegManager *segMan) const;
};
enum {
VAR_GLOBAL = 0,
VAR_LOCAL = 1,
VAR_TEMP = 2,
VAR_PARAM = 3
};
/**
* Structure for storing the current internal state of the VM.
*/
struct ScriptState {
ExecStack *xs;
int16 restAdjust;
reg_t *variables[4]; ///< global, local, temp, param, as immediate pointers
reg_t *variables_base[4]; ///< Used for referencing VM ops
SegmentId variables_seg[4]; ///< Same as above, contains segment IDs
int variables_max[4]; ///< Max. values for all variables
};
/**
* The current internal state of the VM.
*/
extern ScriptState scriptState;
// These types are used both as identifiers and as elements of bitfields
enum BreakpointType {
/**
* Break when selector is executed. data contains (char *) selector name
* (in the format Object::Method)
*/
BREAK_SELECTOR = 1,
/**
* Break when an exported function is called. data contains
* script_no << 16 | export_no.
*/
BREAK_EXPORT = 2
};
struct Breakpoint {
BreakpointType type;
uint32 address; ///< Breakpoints on exports
Common::String name; ///< Breakpoints on selector names
};
/**
* Set this to 1 to abort script execution immediately. Aborting will
* leave the debug exec stack intact.
* Set it to 2 to force a replay afterwards.
*/
extern int script_abort_flag;
/** Number of kernel calls in between gcs; should be < 50000 */
enum {
GC_INTERVAL = 32768
};
/** Initially GC_DELAY, can be set at runtime */
extern int script_gc_interval;
/** Number of steps executed */
extern int script_step_counter;
/**
* Executes function pubfunct of the specified script.
* @param[in] s The state which is to be executed with
* @param[in] script The script which is called
* @param[in] pubfunct The exported script function which is to
* be called
* @param[in] sp Stack pointer position
* @param[in] calling_obj The heap address of the object that
* executed the call
* @param[in] argc Number of arguments supplied
* @param[in] argp Pointer to the first supplied argument
* @return A pointer to the new exec stack TOS entry
*/
ExecStack *execute_method(EngineState *s, uint16 script, uint16 pubfunct,
StackPtr sp, reg_t calling_obj, uint16 argc, StackPtr argp);
/**
* Executes a "send" or related operation to a selector.
* @param[in] s The EngineState to operate on
* @param[in] send_obj Heap address of the object to send to
* @param[in] work_obj Heap address of the object initiating the send
* @param[in] sp Stack pointer position
* @param[in] framesize Size of the send as determined by the "send"
* operation
* @param[in] argp Pointer to the beginning of the heap block
* containing the data to be sent. This area is a
* succession of one or more sequences of
* [selector_number][argument_counter] and then
* "argument_counter" word entries with the
* parameter values.
* @return A pointer to the new execution stack TOS entry
*/
ExecStack *send_selector(EngineState *s, reg_t send_obj, reg_t work_obj,
StackPtr sp, int framesize, StackPtr argp);
/**
* This function executes SCI bytecode
* It executes the code on s->heap[pc] until it hits a 'ret' operation
* while (stack_base == stack_pos). Requires s to be set up correctly.
* @param[in] s The state to use
* @param[in] restoring true if s has just been restored, false otherwise
*/
void run_vm(EngineState *s, bool restoring);
/**
* Debugger functionality
* @param[in] s The state at which debugging should take place
* @param[in] bp Flag, set to true when a breakpoint is triggered
*/
void script_debug(EngineState *s, bool bp);
/**
* Initializes a EngineState block
* @param[in] s The state to initialize
* @return 0 on success, 1 if vocab.996 (the class table) is missing
* or corrupted
*/
int script_init_engine(EngineState *);
/**
* Looks up a selector and returns its type and value
* varindex is written to iff it is non-NULL and the selector indicates a property of the object.
* @param[in] segMan The Segment Manager
* @param[in] obj Address of the object to look the selector up in
* @param[in] selectorid The selector to look up
* @param[out] varp A reference to the selector, if it is a
* variable.
* @param[out] fptr A reference to the function described by that
* selector, if it is a valid function selector.
* fptr is written to iff it is non-NULL and the
* selector indicates a member function of that
* object.
* @return kSelectorNone if the selector was not found in
* the object or its superclasses.
* kSelectorVariable if the selector represents an
* object-relative variable.
* kSelectorMethod if the selector represents a
* method
*/
SelectorType lookup_selector(SegManager *segMan, reg_t obj, Selector selectorid,
ObjVarRef *varp, reg_t *fptr);
/**
* Makes sure that a script and its superclasses get loaded to the heap.
* If the script already has been loaded, only the number of lockers is
* increased. All scripts containing superclasses of this script are loaded
* recursively as well, unless 'recursive' is set to zero. The
* complementary function is "script_uninstantiate()" below.
* @param[in] resMan The resource manager
* @param[in] segMan The segment manager
* @param[in] script_nr The script number to load
* @return The script's segment ID or 0 if out of heap
*/
int script_instantiate(ResourceManager *resMan, SegManager *segMan, int script_nr);
/**
* Decreases the numer of lockers of a script and unloads it if that number
* reaches zero.
* This function will recursively unload scripts containing its
* superclasses, if those aren't locked by other scripts as well.
* @param[in] segMan The segment manager
* @param[in] version The SCI version to use
* @param[in] script_nr The script number that is requestet to be unloaded
*/
void script_uninstantiate(SegManager *segMan, int script_nr);
/**
* Converts the builtin Sierra game IDs to the ones we use in ScummVM
* @param[in] gameId The internal game ID
* @param[in] gameFlags The game's flags, which are adjusted accordingly for demos
* @return The equivalent ScummVM game id
*/
Common::String convertSierraGameId(const char *gameId, uint32 *gameFlags, ResourceManager *resMan);
/**
* Initializes an SCI game
* This function must be run before script_run() is executed. Graphics data
* is initialized iff s->gfx_state != NULL.
* @param[in] s The state to operate on
* @return 0 on success, 1 if an error occured.
*/
int game_init(EngineState *s);
#ifdef USE_OLD_MUSIC_FUNCTIONS
/**
* Initializes the sound part of an SCI game
* This function may only be called if game_init() did not initialize
* the sound data.
* @param[in] s The state to initialize the sound in
* @param[in] sound_flags Flags to pass to the sound subsystem
* @param[in] soundVersion sound-version that got detected during game init
* @return 0 on success, 1 if an error occured
*/
int game_init_sound(EngineState *s, int sound_flags, SciVersion soundVersion);
#endif
/**
* Runs an SCI game
* This is the main function for SCI games. It takes a valid state, loads
* script 0 to it, finds the game object, allocates a stack, and runs the
* init method of the game object. In layman's terms, this runs an SCI game.
* Note that, EngineState *s may be changed during the game, e.g. if a game
* state is restored.
* @param[in] s Pointer to the pointer of the state to operate on
* @return 0 on success, 1 if an error occured.
*/
int game_run(EngineState **s);
/**
* Restores an SCI game state and runs the game
* This restores a savegame; otherwise, it behaves just like game_run().
* @param[in] s Pointer to the pointer of the state to
* operate on
* @param[in] savegame_name Name of the savegame to restore
* @return 0 on success, 1 if an error occured.
*/
int game_restore(EngineState **s, char *savegame_name);
/**
* Uninitializes an initialized SCI game
* This function should be run after each script_run() call.
* @param[in] s The state to operate on
* @return 0 on success, 1 if an error occured.
*/
int game_exit(EngineState *s);
/**
* Instructs the virtual machine to abort
*/
void quit_vm();
/**
* Allocates "kernel" memory and returns a handle suitable to be passed on
* to SCI scripts
* @param[in] segMan The Segment Manager
* @param[in] type A free-form type description string (static)
* @param[in] space The space to allocate
* @return The handle
*/
reg_t kalloc(SegManager *segMan, const char *type, int space);
/**
* Returns a pointer to "kernel" memory based on the handle
* @param[in] segMan The Segment Manager
* @param[in] handle The handle to use
* @return A pointer to the allocated memory
*/
byte *kmem(SegManager *segMan, reg_t handle);
/**
* Frees all "kernel" memory associated with a handle
* @param[in] segMan The Segment Manager
* @param[in] handle The handle to free
* @return 0 on success, 1 otherwise
*/
int kfree(SegManager *segMan, reg_t handle);
/**
* Shrink execution stack to size.
* Contains an assert it is not already smaller.
*/
void shrink_execution_stack(EngineState *s, uint size);
/**
* Read a PMachine instruction from a memory buffer and return its length.
*
* @param[in] src address from which to start parsing
* @param[out] extOpcode "extended" opcode of the parsed instruction
* @param[out] opparams parameter for the parsed instruction
* @return the length in bytes of the instruction
*
* @todo How about changing opparams from int16 to int / int32 to preserve
* unsigned 16bit words as read for Script_Word? In the past, this
* was irrelevant as only a debug opcode used Script_Word. But with
* SCI32 we are now using Script_Word for more opcodes. Maybe this is
* just a mistake and those opcodes should used Script_SWord -- but if
* not then we definitely should change this to int, else we might run
* into trouble if we encounter high value words. *If* those exist at all.
*/
int readPMachineInstruction(const byte *src, byte &extOpcode, int16 opparams[4]);
} // End of namespace Sci
#endif // SCI_ENGINE_VM_H