scummvm/engines/sci/engine/state.cpp

691 lines
19 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.
*
* $URL$
* $Id$
*
*/
#include "sci/sci.h" // for INCLUDE_OLDGFX
#include "sci/engine/state.h"
#include "sci/engine/selector.h"
#include "sci/engine/vm.h"
#include "sci/engine/script.h"
#include "sci/engine/message.h"
namespace Sci {
EngineState::EngineState(ResourceManager *res, Kernel *kernel, Vocabulary *voc, SegManager *segMan, SciGui *gui, AudioPlayer *audio)
: resMan(res), _kernel(kernel), _voc(voc), _segMan(segMan), _gui(gui), _audio(audio), _dirseeker() {
#ifdef USE_OLD_MUSIC_FUNCTIONS
sfx_init_flags = 0;
#endif
restarting_flags = 0;
last_wait_time = 0;
_fileHandles.resize(5);
execution_stack_base = 0;
_executionStackPosChanged = false;
r_acc = NULL_REG;
restAdjust = 0;
r_prev = NULL_REG;
stack_segment = 0;
stack_base = 0;
stack_top = 0;
script_000 = 0;
_activeBreakpointTypes = 0;
sys_strings_segment = 0;
sys_strings = 0;
_gameObj = NULL_REG;
gc_countdown = 0;
successor = 0;
_throttleCounter = 0;
_throttleLastTime = 0;
_throttleTrigger = false;
_setCursorType = SCI_VERSION_NONE;
_doSoundType = SCI_VERSION_NONE;
_lofsType = SCI_VERSION_NONE;
_gfxFunctionsType = SCI_VERSION_NONE;
_moveCountType = kMoveCountUninitialized;
#ifdef ENABLE_SCI32
_sci21KernelType = SCI_VERSION_NONE;
#endif
_memorySegmentSize = 0;
_usesCdTrack = Common::File::exists("cdaudio.map");
_soundCmd = 0;
}
EngineState::~EngineState() {
delete _msgState;
}
uint16 EngineState::currentRoomNumber() const {
return script_000->_localsBlock->_locals[13].toUint16();
}
void EngineState::setRoomNumber(uint16 roomNumber) {
script_000->_localsBlock->_locals[13] = make_reg(0, roomNumber);
}
kLanguage EngineState::charToLanguage(const char c) const {
switch (c) {
case 'F':
return K_LANG_FRENCH;
case 'S':
return K_LANG_SPANISH;
case 'I':
return K_LANG_ITALIAN;
case 'G':
return K_LANG_GERMAN;
case 'J':
case 'j':
return K_LANG_JAPANESE;
case 'P':
return K_LANG_PORTUGUESE;
default:
return K_LANG_NONE;
}
}
Common::String EngineState::getLanguageString(const char *str, kLanguage lang) const {
kLanguage secondLang = K_LANG_NONE;
const char *seeker = str;
while (*seeker) {
if ((*seeker == '%') || (*seeker == '#')) {
secondLang = charToLanguage(*(seeker + 1));
if (secondLang != K_LANG_NONE)
break;
}
seeker++;
}
if ((secondLang == K_LANG_JAPANESE) && (*(seeker + 1) == 'J')) {
// FIXME: Add Kanji support
lang = K_LANG_ENGLISH;
}
if (secondLang == lang)
return Common::String(seeker + 2);
if (seeker)
return Common::String(str, seeker - str);
else
return Common::String(str);
}
kLanguage EngineState::getLanguage() {
kLanguage lang = (kLanguage)resMan->getAudioLanguage();
if (lang != K_LANG_NONE)
return lang;
lang = K_LANG_ENGLISH;
if (_kernel->_selectorCache.printLang != -1) {
lang = (kLanguage)GET_SEL32V(_segMan, _gameObj, printLang);
if ((getSciVersion() >= SCI_VERSION_1_1) || (lang == K_LANG_NONE)) {
// If language is set to none, we use the language from the game detector.
// SSCI reads this from resource.cfg (early games do not have a language
// setting in resource.cfg, but instead have the secondary language number
// hardcoded in the game script).
// SCI1.1 games always use the language setting from the config file
// (essentially disabling runtime language switching).
// Note: only a limited number of multilanguage games have been tested
// so far, so this information may not be 100% accurate.
switch (((Sci::SciEngine*)g_engine)->getLanguage()) {
case Common::FR_FRA:
lang = K_LANG_FRENCH;
break;
case Common::ES_ESP:
lang = K_LANG_SPANISH;
break;
case Common::IT_ITA:
lang = K_LANG_ITALIAN;
break;
case Common::DE_DEU:
lang = K_LANG_GERMAN;
break;
case Common::JA_JPN:
lang = K_LANG_JAPANESE;
break;
case Common::PT_BRA:
lang = K_LANG_PORTUGUESE;
break;
default:
lang = K_LANG_ENGLISH;
}
// Store language in printLang selector
PUT_SEL32V(_segMan, _gameObj, printLang, lang);
}
}
return lang;
}
Common::String EngineState::strSplit(const char *str, const char *sep) {
kLanguage lang = getLanguage();
kLanguage subLang = K_LANG_NONE;
if (_kernel->_selectorCache.subtitleLang != -1) {
subLang = (kLanguage)GET_SEL32V(_segMan, _gameObj, subtitleLang);
}
Common::String retval = getLanguageString(str, lang);
if ((subLang != K_LANG_NONE) && (sep != NULL)) {
retval += sep;
retval += getLanguageString(str, subLang);
}
return retval;
}
bool EngineState::autoDetectFeature(FeatureDetection featureDetection, int methodNum) {
Common::String objName;
Selector slc = 0;
reg_t objAddr;
bool foundTarget = false;
// Get address of target script
switch (featureDetection) {
case kDetectGfxFunctions:
objName = "Rm";
objAddr = _segMan->findObjectByName(objName);
slc = _kernel->_selectorCache.overlay;
break;
case kDetectMoveCountType:
objName = "Motion";
objAddr = _segMan->findObjectByName(objName);
slc = _kernel->_selectorCache.doit;
break;
case kDetectSoundType:
objName = "Sound";
objAddr = _segMan->findObjectByName(objName);
slc = _kernel->_selectorCache.play;
break;
case kDetectSetCursorType:
objName = "Game";
objAddr = _segMan->findObjectByName(objName);
// KQ5CD overrides the default setCursor selector of the Game object,
// so we need to handle this separately
// KQ5 PC floppy is early SCI1, Amiga middle SCI1, and CD late SCI1
if (_gameId == "kq5" && getSciVersion() == SCI_VERSION_1_LATE)
objAddr = _gameObj;
slc = _kernel->_selectorCache.setCursor;
break;
case kDetectLofsType:
objName = "Game";
objAddr = _segMan->findObjectByName(objName);
break;
#ifdef ENABLE_SCI32
case kDetectSci21KernelTable:
objName = "Sound";
objAddr = _segMan->findObjectByName(objName);
slc = _kernel->_selectorCache.play;
break;
#endif
default:
warning("autoDetectFeature: invalid featureDetection value %x", featureDetection);
return false;
}
reg_t addr;
if (objAddr.isNull()) {
warning("autoDetectFeature: %s object couldn't be found", objName.c_str());
return false;
}
if (methodNum == -1) {
if (lookup_selector(_segMan, objAddr, slc, NULL, &addr) != kSelectorMethod) {
warning("autoDetectFeature: target selector is not a method of object %s", objName.c_str());
return false;
}
} else {
addr = _segMan->getObject(objAddr)->getFunction(methodNum);
}
uint16 offset = addr.offset;
Script *script = _segMan->getScript(addr.segment);
uint16 intParam = 0xFFFF;
do {
uint16 kFuncNum;
int opsize = script->_buf[offset++];
uint opcode = opsize >> 1;
int i = 0;
byte argc;
if (featureDetection == kDetectLofsType) {
if (opcode == op_lofsa || opcode == op_lofss) {
uint16 lofs;
// Load lofs operand
if (opsize & 1) {
if (offset >= script->_bufSize)
break;
lofs = script->_buf[offset++];
} else {
if ((uint32)offset + 1 >= (uint32)script->_bufSize)
break;
lofs = READ_LE_UINT16(script->_buf + offset);
offset += 2;
}
// Check for going out of bounds when interpreting as abs/rel
if (lofs >= script->_bufSize)
_lofsType = SCI_VERSION_0_EARLY;
if ((signed)offset + (int16)lofs < 0)
_lofsType = SCI_VERSION_1_MIDDLE;
if ((signed)offset + (int16)lofs >= (signed)script->_bufSize)
_lofsType = SCI_VERSION_1_MIDDLE;
if (_lofsType != SCI_VERSION_NONE)
return true;
// If we reach here, we haven't been able to deduce the lofs parameter
// type, but we have advanced the offset pointer already. So move on
// to the next opcode
continue;
}
}
if (featureDetection == kDetectSoundType) {
// The play method of the Sound object pushes the DoSound command
// that it'll use just before it calls DoSound. We intercept that here
// in order to check what sound semantics are used, cause the position
// of the sound commands has changed at some point during SCI1 middle
if (opcode == op_pushi) {
// Load the pushi parameter
if (opsize & 1) {
if (offset >= script->_bufSize)
break;
intParam = script->_buf[offset++];
} else {
if ((uint32)offset + 1 >= (uint32)script->_bufSize)
break;
intParam = READ_LE_UINT16(script->_buf + offset);
offset += 2;
}
continue;
}
}
while (g_opcode_formats[opcode][i]) {
switch (g_opcode_formats[opcode][i++]) {
case Script_Invalid:
break;
case Script_SByte:
case Script_Byte:
offset++;
break;
case Script_Word:
case Script_SWord:
offset += 2;
break;
case Script_SVariable:
case Script_Variable:
case Script_Property:
case Script_Global:
case Script_Local:
case Script_Temp:
case Script_Param:
if (opsize & 1)
kFuncNum = script->_buf[offset++];
else {
kFuncNum = 0xffff & (script->_buf[offset] | (script->_buf[offset + 1] << 8));
offset += 2;
}
if (opcode == op_callk) {
argc = script->_buf[offset++];
switch (featureDetection) {
case kDetectGfxFunctions:
if (kFuncNum == 8) { // kDrawPic (SCI0 - SCI11)
// If kDrawPic is called with 6 parameters from the
// overlay selector, the game is using old graphics functions.
// Otherwise, if it's called with 8 parameters, it's using new
// graphics functions
_gfxFunctionsType = (argc == 8) ? SCI_VERSION_0_LATE : SCI_VERSION_0_EARLY;
return true;
}
break;
case kDetectMoveCountType:
// Games which ignore move count call kAbs before calling kDoBresen
if (_kernel->getKernelName(kFuncNum) == "Abs") {
foundTarget = true;
} else if (_kernel->getKernelName(kFuncNum) == "DoBresen") {
_moveCountType = foundTarget ? kIgnoreMoveCount : kIncrementMoveCount;
return true;
}
break;
case kDetectSoundType:
// Late SCI1 games call kIsObject before kDoSound
if (kFuncNum == 6) { // kIsObject (SCI0-SCI11)
foundTarget = true;
} else if (kFuncNum == 45) { // kDoSound (SCI1)
// First, check which DoSound function is called by the play method of
// the Sound object
switch (intParam) {
case 1:
_doSoundType = SCI_VERSION_0_EARLY;
break;
case 7:
_doSoundType = SCI_VERSION_1_EARLY;
break;
case 8:
_doSoundType = SCI_VERSION_1_LATE;
break;
default:
// Unknown case... should never happen. We fall back to
// alternative detection here, which works in general, apart from
// some transitive games like Jones CD
_doSoundType = foundTarget ? SCI_VERSION_1_LATE : SCI_VERSION_1_EARLY;
break;
}
if (_doSoundType != SCI_VERSION_NONE)
return true;
}
break;
case kDetectSetCursorType:
// Games with colored mouse cursors call kIsObject before kSetCursor
if (kFuncNum == 6) { // kIsObject (SCI0-SCI11)
foundTarget = true;
} else if (kFuncNum == 40) { // kSetCursor (SCI0-SCI11)
_setCursorType = foundTarget ? SCI_VERSION_1_1 : SCI_VERSION_0_EARLY;
return true;
}
break;
#ifdef ENABLE_SCI32
case kDetectSci21KernelTable:
if (kFuncNum == 0x40) {
_sci21KernelType = SCI_VERSION_2;
return true;
} else if (kFuncNum == 0x75) {
_sci21KernelType = SCI_VERSION_2_1;
return true;
}
break;
#endif
default:
break;
}
}
break;
case Script_Offset:
case Script_SRelative:
offset++;
if (!opsize & 1)
offset++;
break;
case Script_End:
offset = 0; // exit loop
break;
default:
warning("opcode %02x: Invalid", opcode);
}
}
} while (offset > 0);
// Some games, like KQ5CD, never actually call SetCursor inside Game::setCursor
// but call isObject. Cover this case here, if we're actually reading the selector
// itself, and not iterating through the Game object (i.e. when the selector
// dictionary is missing)
if (featureDetection == kDetectSetCursorType && methodNum == -1 && foundTarget) {
_setCursorType = SCI_VERSION_1_1;
return true;
}
return false; // not found
}
SciVersion EngineState::detectDoSoundType() {
if (_doSoundType == SCI_VERSION_NONE) {
if (getSciVersion() == SCI_VERSION_0_EARLY) {
// This game is using early SCI0 sound code (different headers than SCI0 late)
_doSoundType = SCI_VERSION_0_EARLY;
} else if (_kernel->_selectorCache.nodePtr == -1) {
// No nodePtr selector, so this game is definitely using newer
// SCI0 sound code (i.e. SCI_VERSION_0_LATE)
_doSoundType = SCI_VERSION_0_LATE;
} else {
if (getSciVersion() >= SCI_VERSION_1_LATE) {
// All SCI1 late games use the newer doSound semantics
_doSoundType = SCI_VERSION_1_LATE;
} else {
if (!autoDetectFeature(kDetectSoundType)) {
warning("DoSound detection failed, taking an educated guess");
if (getSciVersion() >= SCI_VERSION_1_MIDDLE)
_doSoundType = SCI_VERSION_1_LATE;
else if (getSciVersion() > SCI_VERSION_01)
_doSoundType = SCI_VERSION_1_EARLY;
}
}
}
debugC(1, kDebugLevelSound, "Detected DoSound type: %s", getSciVersionDesc(_doSoundType).c_str());
}
return _doSoundType;
}
SciVersion EngineState::detectSetCursorType() {
if (_setCursorType == SCI_VERSION_NONE) {
if (getSciVersion() <= SCI_VERSION_01) {
// SCI0/SCI01 games never use cursor views
_setCursorType = SCI_VERSION_0_EARLY;
} else if (getSciVersion() >= SCI_VERSION_1_EARLY && getSciVersion() <= SCI_VERSION_1_MIDDLE) {
// SCI1 early/SCI1 middle games never use cursor views
_setCursorType = SCI_VERSION_0_EARLY;
} else if (getSciVersion() >= SCI_VERSION_1_1) {
// SCI1.1 games always use cursor views
_setCursorType = SCI_VERSION_1_1;
} else { // SCI1 late game, detect cursor semantics
bool found = false;
if (_kernel->_selectorCache.setCursor == -1) {
// Find which function of the Game object calls setCursor
Object *obj = _segMan->getObject(_gameObj);
for (uint m = 0; m < obj->getMethodCount(); m++) {
found = autoDetectFeature(kDetectSetCursorType, m);
if (found)
break;
}
} else {
found = autoDetectFeature(kDetectSetCursorType);
}
if (!found) {
// Quite normal in several demos which don't have a cursor
warning("SetCursor detection failed, taking an educated guess");
if (getSciVersion() >= SCI_VERSION_1_1)
_setCursorType = SCI_VERSION_1_1;
else
_setCursorType = SCI_VERSION_0_EARLY;
}
}
debugC(1, kDebugLevelGraphics, "Detected SetCursor type: %s", getSciVersionDesc(_setCursorType).c_str());
}
return _setCursorType;
}
SciVersion EngineState::detectLofsType() {
if (_lofsType == SCI_VERSION_NONE) {
// This detection only works (and is only needed) for SCI 1
if (getSciVersion() <= SCI_VERSION_01) {
_lofsType = SCI_VERSION_0_EARLY;
return _lofsType;
}
if (getSciVersion() >= SCI_VERSION_1_1) {
_lofsType = SCI_VERSION_1_1;
return _lofsType;
}
// Find a function of the game object which invokes lofsa/lofss
reg_t gameClass = _segMan->findObjectByName("Game");
Object *obj = _segMan->getObject(gameClass);
bool found = false;
for (uint m = 0; m < obj->getMethodCount(); m++) {
found = autoDetectFeature(kDetectLofsType, m);
if (found)
break;
}
if (!found) {
warning("Lofs detection failed, taking an educated guess");
if (getSciVersion() >= SCI_VERSION_1_MIDDLE)
_lofsType = SCI_VERSION_1_MIDDLE;
else
_lofsType = SCI_VERSION_0_EARLY;
}
debugC(1, kDebugLevelVM, "Detected Lofs type: %s", getSciVersionDesc(_lofsType).c_str());
}
return _lofsType;
}
SciVersion EngineState::detectGfxFunctionsType() {
if (_gfxFunctionsType == SCI_VERSION_NONE) {
// This detection only works (and is only needed) for SCI0 games
if (getSciVersion() >= SCI_VERSION_01) {
_gfxFunctionsType = SCI_VERSION_0_LATE;
return _gfxFunctionsType;
}
if (getSciVersion() > SCI_VERSION_0_EARLY) {
// Check if the game is using an overlay
bool found = false;
if (_kernel->_selectorCache.overlay == -1) {
// No overlay selector found, check if any method of the Rm object
// is calling kDrawPic, as the overlay selector might be missing in demos
Object *obj = _segMan->getObject(_segMan->findObjectByName("Rm"));
for (uint m = 0; m < obj->getMethodCount(); m++) {
found = autoDetectFeature(kDetectGfxFunctions, m);
if (found)
break;
}
}
if (_kernel->_selectorCache.overlay == -1 && !found) {
// No overlay selector found, therefore the game is definitely
// using old graphics functions
_gfxFunctionsType = SCI_VERSION_0_EARLY;
} else if (_kernel->_selectorCache.overlay == -1 && found) {
// Detection already done above
} else { // _kernel->_selectorCache.overlay != -1
// An in-between case: The game does not have a shiftParser
// selector, but it does have an overlay selector, so it uses an
// overlay. Therefore, check it to see how it calls kDrawPic to
// determine the graphics functions type used
if (!autoDetectFeature(kDetectGfxFunctions)) {
warning("Graphics functions detection failed, taking an educated guess");
// Try detecting the graphics function types from the existence of the motionCue
// selector (which is a bit of a hack)
if (_kernel->findSelector("motionCue") != -1)
_gfxFunctionsType = SCI_VERSION_0_LATE;
else
_gfxFunctionsType = SCI_VERSION_0_EARLY;
}
}
} else { // (getSciVersion() == SCI_VERSION_0_EARLY)
// Old SCI0 games always used old graphics functions
_gfxFunctionsType = SCI_VERSION_0_EARLY;
}
debugC(1, kDebugLevelVM, "Detected graphics functions type: %s", getSciVersionDesc(_gfxFunctionsType).c_str());
}
return _gfxFunctionsType;
}
#ifdef ENABLE_SCI32
SciVersion EngineState::detectSci21KernelType() {
if (_sci21KernelType == SCI_VERSION_NONE)
if (!autoDetectFeature(kDetectSci21KernelTable))
error("Could not detect the SCI2.1 kernel table type");
debugC(1, kDebugLevelVM, "Detected SCI2.1 kernel type: %s", getSciVersionDesc(_sci21KernelType).c_str());
return _sci21KernelType;
}
#endif
MoveCountType EngineState::detectMoveCountType() {
if (_moveCountType == kMoveCountUninitialized) {
// SCI0/SCI01 games always increment move count
if (getSciVersion() <= SCI_VERSION_01) {
_moveCountType = kIncrementMoveCount;
} else {
if (!autoDetectFeature(kDetectMoveCountType)) {
warning("Move count autodetection failed");
_moveCountType = kIncrementMoveCount; // Most games do this, so best guess
}
}
debugC(1, kDebugLevelVM, "Detected move count handling: %s", (_moveCountType == kIncrementMoveCount) ? "increment" : "ignore");
}
return _moveCountType;
}
} // End of namespace Sci