mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-25 12:05:53 +00:00
2047 lines
55 KiB
C++
2047 lines
55 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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*
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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, 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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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#define FORBIDDEN_SYMBOL_ALLOW_ALL // FIXME: Remove
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#include "common/debug.h"
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#include "saga2/std.h"
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#include "saga2/fta.h"
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#include "saga2/script.h"
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#include "saga2/code.h"
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#include "saga2/objects.h"
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#include "saga2/tile.h"
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#include "saga2/mission.h"
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namespace Saga2 {
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/* ============================================================================ *
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Constants
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* ============================================================================ */
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#define IMMED_WORD(w) ((w = *pc++),(w |= (*pc++)<<8))
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#define BRANCH(w) pc = *codeSeg + (w)
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const uint32 sagaID = MKTAG('S', 'A', 'G', 'A'),
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dataSegID = MKTAG('_', '_', 'D', 'A'),
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exportSegID = MKTAG('_', 'E', 'X', 'P');
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const int initialStackFrameSize = 10;
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/* ============================================================================ *
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Protos
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* ============================================================================ */
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static bool lookupExport(uint16 entry, uint16 &segNum, uint16 &segOff);
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uint8 *segmentAddress(uint16 segment, uint16 offset);
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/* ============================================================================ *
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Globals
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* ============================================================================ */
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Thread *thisThread;
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// xRefTable points to a list of segment / offset pairs which
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// indicate where to find every external symbol that lies within
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// a script.
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//struct SegmentRef *xRefTable;
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struct ModuleEntry *moduleList; // loaded from resource
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int16 moduleBaseResource,
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moduleCount;
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uint16 dataSegIndex; // saved index of data seg
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UByteHandle dataSegment, // loaded in data
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exportSegment; // export table from SAGA
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int32 dataSegSize; // bytes in data segment
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long exportCount; // number of exported syms
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// An extended script is running -- suspend all background processing.
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int16 extendedThreadLevel;
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int16 lastExport;
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/* ============================================================================ *
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Externals
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* ============================================================================ */
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//extern struct SpeechObject activeSpeech;
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extern hResource *scriptResFile; // script resources
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hResContext *scriptRes; // script resource handle
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/* ============================================================================ *
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Functions
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* ============================================================================ */
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void script_error(char *msg) {
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thisThread->flags |= Thread::aborted;
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WriteStatusF(0, msg);
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}
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//-----------------------------------------------------------------------
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// Return the address of a builtin object, such as an Actor or a TAG,
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// given a segment number and an index
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uint8 *builtinObjectAddress(int16 segment, uint16 index) {
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uint16 segNum, segOff;
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switch (segment) {
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case builtinTypeObject:
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return (uint8 *)GameObject::objectAddress(index);
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case builtinTypeTAG:
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return (uint8 *)ActiveItem::activeItemAddress(index);
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case builtinAbstract:
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ASSERT(index > 0);
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if (lookupExport(index, segNum, segOff) == FALSE)
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error("SAGA: Cannot take address of abtract class");
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return segmentAddress(segNum, segOff);
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case builtinTypeMission:
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return (uint8 *)ActiveMission::missionAddress(index);
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default:
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error("Invalid builtin object segment number: %d\n", segment);
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}
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#if _WIN32
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return NULL;
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#endif
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}
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//-----------------------------------------------------------------------
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// Given the builtin object type (SAGA segment number), and the adress
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// from builtinObjectAddress(), return the address of the virtual
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// function table for the class associated with this object. Also
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// return the address of the C function call table for this builtin
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// class.
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uint16 *builtinVTableAddress(int16 btype, uint8 *addr, CallTable **callTab) {
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GameObject *obj;
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ActiveItem *aItem;
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ActiveMission *aMission;
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uint16 script,
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vtSeg,
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vtOffset;
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switch (btype) {
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case builtinTypeObject:
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// Get the address of a game object using the ID
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obj = (GameObject *)addr;
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script = obj->scriptClass();
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*callTab = &actorCFuncs;
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if (script <= 0)
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error("SAGA failure: GameObject %d (%s) has no script.\n", obj->thisID(), obj->proto() ? obj->objName() : "Unknown");
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break;
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case builtinTypeTAG:
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aItem = (ActiveItem *)addr;
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script = aItem->scriptClassID;
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*callTab = &tagCFuncs;
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if (script <= 0)
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error("SAGA failure: TAG has no script.\n");
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break;
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case builtinTypeMission:
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aMission = (ActiveMission *)addr;
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script = aMission->getScript();
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*callTab = &missionCFuncs;
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if (script <= 0)
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error("SAGA failure: Mission Object has no script.\n");
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break;
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case builtinAbstract:
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*callTab = NULL;
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return (uint16 *)addr;
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default:
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error("SAGA Failure: Attempt to call member function of invalid builtin type.\n");
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}
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// ASSERT( script > 0 );
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// Look up the vtable in the export table.
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if (script != 0 && lookupExport(script, vtSeg, vtOffset)) {
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// gError::warn( "vtable was %d %d %d\n", script, vtSeg, vtOffset );
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return (uint16 *)segmentAddress(vtSeg, vtOffset);
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} else return NULL;
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}
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uint8 *segmentAddress(uint16 segment, uint16 offset) {
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RHANDLE segHandle;
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// A segment number of less than zero means that this is
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// a "builtin" object, in other words the game engine itself
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if ((int16)segment < 0) return builtinObjectAddress(segment, offset);
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segHandle = scriptRes->dataHandle(segment);
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if (segHandle == NULL || *segHandle == NULL) {
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segHandle = scriptRes->loadIndex(segment, "object segment");
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RUnlockHandle(segHandle);
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}
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return ((uint8 *)(*segHandle) + offset);
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}
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uint8 *segmentArrayAddress(uint16 segment, uint16 index) {
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RHANDLE segHandle;
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if ((int16)segment < 0) return builtinObjectAddress(segment, index);
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segHandle = scriptRes->dataHandle(segment);
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if (segHandle == NULL || *segHandle == NULL) {
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segHandle = scriptRes->loadIndex(segment, "object array segment");
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RUnlockHandle(segHandle);
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}
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return (uint8 *)(*segHandle) + sizeof(uint16)
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+ (index * *(uint16 *)(*segHandle));
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}
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// Returns the address of a byte given an addressing mode
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uint8 *byteAddress(Thread *th, uint8 **pcPtr) {
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uint8 *pc = *pcPtr,
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*addr;
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uint16 seg,
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offset,
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index,
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*arg;
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switch (*pc++) {
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case addr_data:
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IMMED_WORD(offset);
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*pcPtr = pc;
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return *dataSegment + offset;
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case addr_near:
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IMMED_WORD(offset);
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*pcPtr = pc;
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return *th->codeSeg + offset;
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case addr_far:
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IMMED_WORD(seg);
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IMMED_WORD(offset);
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*pcPtr = pc;
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return segmentAddress(seg, offset);
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case addr_array:
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IMMED_WORD(seg);
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IMMED_WORD(offset);
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addr = segmentArrayAddress(seg, offset);
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IMMED_WORD(offset);
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*pcPtr = pc;
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return addr + offset;
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case addr_stack:
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IMMED_WORD(offset);
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*pcPtr = pc;
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return th->stackBase + th->framePtr + (int16)offset;
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case addr_thread:
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IMMED_WORD(offset);
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*pcPtr = pc;
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return (uint8 *)&th->threadArgs + offset;
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case addr_this:
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IMMED_WORD(offset);
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arg = (uint16 *)(th->stackBase + th->framePtr + 8);
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*pcPtr = pc;
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if (arg[ 0 ] == dataSegIndex) return *dataSegment + arg[ 1 ] + offset;
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return segmentArrayAddress(arg[ 0 ],
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arg[ 1 ]) + offset;
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case addr_deref:
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// First, get the address of the reference.
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*pcPtr = pc;
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addr = byteAddress(th, pcPtr);
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pc = *pcPtr;
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// Get the offset from the reference variable.
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index = *(uint16 *)addr;
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// Get the segment to dereference from, and the offset
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// within the object.
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IMMED_WORD(seg);
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IMMED_WORD(offset);
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*pcPtr = pc;
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// Compute address of object
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return segmentAddress(seg, index) + offset;
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}
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error("byteAddress: Invalid addressing mode: %d.\n", *pcPtr);
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// return NULL;
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#if _WIN32
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return NULL;
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#endif
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}
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// Returns the address of an object given an addressing mode
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uint8 *objectAddress(
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Thread *th,
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uint8 **pcPtr,
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uint16 &segNum, // segment of start of object
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uint16 &offs) { // offset of start of object
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uint8 *pc = *pcPtr,
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*addr;
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uint16 seg,
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offset = 0,
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index,
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*arg;
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switch (*pc++) {
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case addr_data:
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IMMED_WORD(index);
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seg = dataSegIndex;
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addr = *dataSegment + index;
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break;
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case addr_far:
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IMMED_WORD(seg);
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IMMED_WORD(index);
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addr = segmentAddress(seg, index);
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break;
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case addr_array:
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IMMED_WORD(seg);
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IMMED_WORD(index);
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IMMED_WORD(offset);
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addr = segmentArrayAddress(seg, index) + offset;
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break;
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case addr_this:
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IMMED_WORD(offset);
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arg = (uint16 *)(th->stackBase + th->framePtr + 8);
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seg = arg[ 0 ];
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index = arg[ 1 ];
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if (seg == dataSegIndex) return *dataSegment + index + offset;
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addr = segmentArrayAddress(seg, index) + offset;
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break;
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case addr_deref:
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// First, get the address of the reference.
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*pcPtr = pc;
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addr = byteAddress(th, pcPtr);
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pc = *pcPtr;
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// Get the offset from the reference variable.
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index = *(uint16 *)addr;
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// Get the segment to dereference from, and the offset
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// within the object.
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IMMED_WORD(seg);
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IMMED_WORD(offset);
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// Compute address of object
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addr = segmentAddress(seg, index) + offset;
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break;
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default:
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error("objectAddress: Invalid addressing mode: %d.\n", *pcPtr);
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}
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offs = index;
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segNum = seg;
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*pcPtr = pc;
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return addr;
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}
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// Returns the address and access mask of a bit, given addressing mode
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uint8 *bitAddress(Thread *th, uint8 **pcPtr, int16 *mask) {
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uint8 *pc = *pcPtr,
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*addr;
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uint16 seg,
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offset;
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switch (*pc++) {
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case addr_data:
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IMMED_WORD(offset);
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*pcPtr = pc;
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*mask = (1 << (offset & 7));
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return *dataSegment + (offset >> 3);
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case addr_near:
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IMMED_WORD(offset);
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*pcPtr = pc;
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*mask = (1 << (offset & 7));
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return *th->codeSeg + (offset >> 3);
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case addr_far:
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IMMED_WORD(seg);
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IMMED_WORD(offset);
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*pcPtr = pc;
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*mask = (1 << (offset & 7));
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return segmentAddress(seg, (offset >> 3));
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case addr_array:
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IMMED_WORD(seg);
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IMMED_WORD(offset);
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addr = segmentArrayAddress(seg, offset);
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IMMED_WORD(offset);
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*pcPtr = pc;
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*mask = (1 << (offset & 7));
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return addr + (offset >> 3);
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case addr_stack:
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IMMED_WORD(offset);
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*pcPtr = pc;
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*mask = (1 << (offset & 7));
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return th->stackBase + th->framePtr + (offset >> 3);
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case addr_thread:
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IMMED_WORD(offset);
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*pcPtr = pc;
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*mask = (1 << (offset & 7));
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return (uint8 *)&th->threadArgs + (offset >> 3);
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case addr_this:
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error("Addressing relative to 'this' not supported just yet.\n");
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// addr_indirect, // use SEG:offset on stack
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// addr_indirect_index, // use SEG:index:offset on stack
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}
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error("bitAddress: Invalid addressing mode: %d.\n", *pcPtr);
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// fatal( "Invalid addressing mode.\n" );
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// return NULL;
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#if _WIN32
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return NULL;
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#endif
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}
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// Returns the address of a string
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uint8 *Thread::strAddress(int strNum) {
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uint16 *codeBase = (uint16 *)*codeSeg;
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uint8 *strSeg = segmentAddress(codeBase[ 1 ], codeBase[ 2 ]);
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ASSERT(strNum >= 0);
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ASSERT(codeBase);
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ASSERT(strSeg);
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return strSeg + ((uint16 *)strSeg)[ strNum ];
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}
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//-----------------------------------------------------------------------
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// RandomGenerator class - a random number generator class for function
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// objects which each maintain a local seed.
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class RandomGenerator {
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uint32 a; // seed
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static const uint32 b; // arbitrary constant
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public:
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RandomGenerator(void) {
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a = 1;
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}
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RandomGenerator(uint16 seed) {
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a = (uint32)seed << 16;
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}
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void seed(uint16 seed) {
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a = (uint32)seed << 16;
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}
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uint16 operator()(void) {
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a = (a * b) + 1;
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return a >> 16;
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}
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};
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const uint32 RandomGenerator::b = 31415821;
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//-----------------------------------------------------------------------
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// A restricted random function
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int16 RRandom(int16 c, int16 s, int16 id) {
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// Create a local random number generator with a seed calculated
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// with a non-deterministic portion generated by the standard
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// library rand() function and a deterministic potion based upon
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// the "id" argument
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RandomGenerator random((rand() % s) + (id * s));
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return random() % c;
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}
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/* ============================================================================ *
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Main interpreter
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* ============================================================================ */
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|
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void print_script_name(uint8 *codePtr, char *descr = NULL) {
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char scriptName[ 32 ];
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uint8 *sym = codePtr - 1;
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uint8 length = MIN<uint>(*sym, sizeof scriptName - 1);
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memcpy(scriptName, sym - *sym, length);
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scriptName[ length ] = '\0';
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if (descr)
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debugC(1, kDebugScripts, "Scripts: op_enter: [%s].%s ", descr, scriptName);
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else
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debugC(1, kDebugScripts, "Scripts: op_enter: ::%s ", scriptName);
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}
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char *objectName(int16 segNum, uint16 segOff) {
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//static nameBuf[ 64 ];
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uint8 *objAddr;
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if (segNum >= 0)
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return "SagaObject";
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objAddr = builtinObjectAddress(segNum, segOff);
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switch (segNum) {
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case builtinTypeObject:
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return ((GameObject *)objAddr)->objName();
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case builtinTypeTAG:
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return "Tag";
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case builtinAbstract:
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return "@";
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case builtinTypeMission:
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return "Mission";
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}
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return "???";
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}
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|
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bool Thread::interpret(void) {
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uint8 *pc,
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*addr;
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int16 *stack = (int16 *)stackPtr;
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int16 instruction_count;
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uint8 op;
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int16 w,
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n;
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C_Call *cfunc;
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|
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pc = (*codeSeg) + programCounter.offset;
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thisThread = this; // set current thread address
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for (instruction_count = 0;
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instruction_count < maxTimeSlice;
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instruction_count++) {
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switch (op = *pc++) {
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|
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// case op_nextblock:
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// n = (pc-1-(*codeSeg)) / 1024; // calculate address of this block
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// BRANCH((n + 1) * 1024); // jump to next block
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// break;
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case op_dup:
|
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*--stack = stack[ 0 ]; // duplicate value on stack
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break;
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case op_drop: // drop word on stack
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stack++;
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break;
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|
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case op_zero: // constant integer of zero
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*--stack = 0; // push integer on stack
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break;
|
|
|
|
case op_one: // constant integer of one
|
|
*--stack = 1; // push integer on stack
|
|
break;
|
|
|
|
case op_strlit: // string literal (also pushes word)
|
|
case op_constint: // constant integer
|
|
IMMED_WORD(w); // pick up word after opcode
|
|
*--stack = w; // push integer on stack
|
|
break;
|
|
|
|
case op_getflag: // get a flag
|
|
addr = bitAddress(this, &pc, &w); // get address of bit
|
|
*--stack = (*addr) & w ? 1 : 0; // true or false if bit set
|
|
break;
|
|
|
|
case op_getint: // read from integer field (mode)
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*--stack = *(uint16 *)addr; // get integer from address
|
|
break;
|
|
|
|
case op_getbyte: // read from integer field (mode)
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*--stack = *addr; // get byte from address
|
|
break;
|
|
|
|
#if 0
|
|
op_getstr, // read from string field (mode)
|
|
#endif
|
|
|
|
// Note that in the current implementation, "put" ops leave
|
|
// the value that was stored on the stack. We mat also do a
|
|
// 'vput' which consumes the variable.
|
|
|
|
case op_putflag: // put to flag bit (mode)
|
|
addr = bitAddress(this, &pc, &w); // get address of bit
|
|
if (*stack) *addr |= w; // set bit if stack non-zero
|
|
else *addr &= ~w; // else clear it
|
|
break;
|
|
|
|
case op_putflag_v: // put to flag bit (mode)
|
|
addr = bitAddress(this, &pc, &w); // get address of bit
|
|
if (*stack++) *addr |= w; // set bit if stack non-zero
|
|
else *addr &= ~w; // else clear it
|
|
break;
|
|
|
|
case op_putint: // put to integer field (mode)
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*(uint16 *)addr = *stack; // put integer to address
|
|
break;
|
|
|
|
case op_putint_v: // put to integer field (mode)
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*(uint16 *)addr = *stack++; // put integer to address
|
|
break;
|
|
|
|
case op_putbyte: // put to byte field (mode)
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*addr = *stack; // put integer to address
|
|
break;
|
|
|
|
case op_putbyte_v: // put to byte field (mode)
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*addr = *stack++; // put integer to address
|
|
break;
|
|
|
|
#if 0
|
|
op_putstr, // put to string field (mode)
|
|
#endif
|
|
|
|
case op_enter:
|
|
|
|
//#if DEBUG
|
|
// print_script_name( pc - 1 );
|
|
//#endif
|
|
*--stack = framePtr; // save old frame ptr on stack
|
|
framePtr = (uint8 *)stack - stackBase; // new frame pointer
|
|
IMMED_WORD(w); // pick up word after address
|
|
stack -= w / 2; // make room for the locals!
|
|
break;
|
|
|
|
// function calls
|
|
|
|
case op_return: // return with value
|
|
returnVal = *stack++;
|
|
case op_return_v: // return with void
|
|
|
|
debugC(1, kDebugScripts, "Scripts: op_return");
|
|
|
|
// REM: When we implement dynamic strings we'll want to clean up first.
|
|
|
|
stack = (int16 *)(stackBase + framePtr); // pop autos
|
|
framePtr = *stack++; // restore frame pointer
|
|
|
|
if (stack >= (int16 *)(stackBase + stackSize - initialStackFrameSize)) {
|
|
// Halt the thread here, wait for death
|
|
programCounter.offset = (pc - (*codeSeg));
|
|
stackPtr = (uint8 *)stack;
|
|
flags |= finished;
|
|
return TRUE;
|
|
} else {
|
|
programCounter.segment = *stack++;
|
|
programCounter.offset = *stack++;
|
|
|
|
RUnlockHandle((RHANDLE)codeSeg);
|
|
codeSeg = (UByteHandle)
|
|
scriptRes->loadIndex(programCounter.segment, "saga code segment");
|
|
pc = (*codeSeg) + programCounter.offset;
|
|
|
|
n = *stack++; // get argument count from call
|
|
stack += n; // pop that many args
|
|
|
|
if (op == op_return) // if not void
|
|
*--stack = returnVal;// push return value
|
|
}
|
|
break;
|
|
|
|
case op_call_near: // call function in same seg
|
|
|
|
n = *pc++; // get argument count
|
|
|
|
programCounter.offset = (pc + 2 - *codeSeg);
|
|
|
|
*--stack = n; // push number of args (16 bits)
|
|
// push the program counter
|
|
*--stack = programCounter.offset;
|
|
*--stack = programCounter.segment;
|
|
|
|
IMMED_WORD(w); // pick up segment offset
|
|
programCounter.offset = w; // store into pc
|
|
|
|
pc = *codeSeg + w; // calculate PC address
|
|
|
|
print_script_name(pc);
|
|
break;
|
|
|
|
case op_call_far: // call function in other seg
|
|
|
|
n = *pc++; // get argument count
|
|
|
|
programCounter.offset = (pc + 4 - *codeSeg);
|
|
|
|
*--stack = n; // push number of args (16 bits)
|
|
// push the program counter
|
|
*--stack = programCounter.offset;
|
|
*--stack = programCounter.segment;
|
|
|
|
IMMED_WORD(w); // pick up segment number
|
|
programCounter.segment = w; // set current segment
|
|
RUnlockHandle((RHANDLE)codeSeg);
|
|
codeSeg = (UByteHandle)scriptRes->loadIndex(w, "saga code segment");
|
|
IMMED_WORD(w); // pick up segment offset
|
|
programCounter.offset = w; // store into pc
|
|
|
|
pc = *codeSeg + w; // calculate PC address
|
|
print_script_name(pc);
|
|
break;
|
|
|
|
case op_ccall: // call C function
|
|
case op_ccall_v: // call C function
|
|
|
|
n = *pc++; // get argument count
|
|
IMMED_WORD(w); // get function number
|
|
if (w < 0 || w >= globalCFuncs.numEntries)
|
|
error("Invalid function number");
|
|
|
|
cfunc = globalCFuncs.table[ w ];
|
|
argCount = n;
|
|
returnVal = cfunc(stack); // call the function
|
|
|
|
stack += n; // pop args of of the stack
|
|
|
|
if (op == op_ccall) { // push the return value
|
|
*--stack = returnVal; // onto the stack
|
|
flags |= expectResult; // script expecting result
|
|
} else flags &= ~expectResult; // script not expecting result
|
|
|
|
// if the thread is asleep, then no more instructions
|
|
|
|
if (flags & asleep)
|
|
instruction_count = maxTimeSlice; // break out of loop!
|
|
|
|
break;
|
|
|
|
case op_call_member: // call member function
|
|
case op_call_member_v: // call member function (void)
|
|
n = *pc++; // get argument count
|
|
w = *pc++; // index of member function
|
|
|
|
{
|
|
uint16 *vtable,
|
|
*vtableEntry,
|
|
seg,
|
|
offset;
|
|
|
|
// REM: We need a more deterministic way to
|
|
// set up the c function tables.
|
|
|
|
CallTable *callTab = &globalCFuncs;
|
|
|
|
// Get the address of the object
|
|
addr = objectAddress(this, &pc, seg, offset);
|
|
|
|
// Handle the case of a builtin object which computes the
|
|
// vtable address in a different way.
|
|
|
|
if ((int16)seg < 0) {
|
|
vtable = builtinVTableAddress((int16)seg, addr, &callTab);
|
|
} else {
|
|
vtable = (uint16 *)segmentAddress(((int16 *)addr)[ 0 ],
|
|
((int16 *)addr)[ 1 ]);
|
|
}
|
|
|
|
vtableEntry = vtable + (w * 2);
|
|
|
|
if (vtable == NULL) {
|
|
// Do nothing...
|
|
} else if (vtableEntry[ 0 ] != 0xffff) { // It's a SAGA func
|
|
programCounter.offset = (pc - *codeSeg);
|
|
|
|
// Push the address of the object
|
|
*--stack = offset;
|
|
*--stack = seg;
|
|
// Push number of args. including 'this'
|
|
*--stack = n + 2;
|
|
|
|
// push the program counter
|
|
*--stack = programCounter.offset;
|
|
*--stack = programCounter.segment;
|
|
|
|
// Get the segment of the member function, and
|
|
// determine it's real address (save segment number
|
|
// into thread).
|
|
w = vtableEntry[ 0 ];
|
|
programCounter.segment = w;
|
|
RUnlockHandle((RHANDLE)codeSeg);
|
|
codeSeg = (UByteHandle)scriptRes->loadIndex(w, "saga code segment");
|
|
|
|
// store pc-offset into pc
|
|
programCounter.offset = vtableEntry[ 1 ];
|
|
|
|
// calculate PC address
|
|
pc = (*codeSeg) + programCounter.offset;
|
|
print_script_name(pc, objectName(seg, offset));
|
|
break;
|
|
} else if (vtableEntry[ 1 ] != 0xffff) { // It's a C func
|
|
// Save the ID of the invoked object
|
|
ObjectID saveID = threadArgs.invokedObject;
|
|
|
|
// Get the function number
|
|
w = vtableEntry[ 1 ];
|
|
if (w < 0 || w >= callTab->numEntries)
|
|
error("Invalid member function number");
|
|
|
|
// Set up thread-specific vars
|
|
thisObject = addr;
|
|
argCount = n;
|
|
threadArgs.invokedObject = offset;
|
|
|
|
// Get address of function and call it.
|
|
cfunc = callTab->table[ w ];
|
|
returnVal = cfunc(stack); // call the function
|
|
|
|
// Restore object ID from thread args
|
|
threadArgs.invokedObject = saveID;
|
|
|
|
// Pop args off of the stack
|
|
stack += n;
|
|
|
|
// Push the return value onto the stack if it's
|
|
// not a 'void' call.
|
|
if (op == op_call_member) {
|
|
*--stack = returnVal; // onto the stack
|
|
flags |= expectResult; // script expecting result
|
|
} else flags &= ~expectResult; // script not expecting result
|
|
|
|
// if the thread is asleep, then break interpret loop
|
|
if (flags & asleep) instruction_count = maxTimeSlice;
|
|
break;
|
|
}
|
|
// else it's a NULL function (i.e. pure virtual)
|
|
}
|
|
|
|
// REM: Call the member function
|
|
|
|
if (op == op_call_member) // push the return value
|
|
*--stack = 0; // onto the stack
|
|
|
|
break;
|
|
|
|
case op_jmp_true_v:
|
|
|
|
IMMED_WORD(w); // pick up word after address
|
|
if (*stack++ != 0) BRANCH(w); // if stack is non-zero, jump
|
|
break;
|
|
|
|
case op_jmp_false_v:
|
|
|
|
IMMED_WORD(w); // pick up word after address
|
|
if (*stack++ == 0) BRANCH(w); // if stack is zero, jump
|
|
break;
|
|
|
|
case op_jmp_true:
|
|
|
|
IMMED_WORD(w); // pick up word after address
|
|
if (*stack != 0) BRANCH(w); // if stack is non-zero. jump
|
|
break;
|
|
|
|
case op_jmp_false:
|
|
|
|
IMMED_WORD(w); // pick up word after address
|
|
if (*stack == 0) BRANCH(w); // if stack is zero, jump
|
|
break;
|
|
|
|
case op_jmp:
|
|
|
|
IMMED_WORD(w); // pick up word after address
|
|
BRANCH(w); // jump relative to module
|
|
break;
|
|
|
|
case op_jmp_switch:
|
|
IMMED_WORD(n); // n = number of cases
|
|
w = *stack++; // w = value on stack
|
|
{
|
|
uint16 val,
|
|
jmp;
|
|
|
|
while (n--) {
|
|
IMMED_WORD(val); // val = case value
|
|
IMMED_WORD(jmp); // jmp = address to jump to
|
|
|
|
if (w == val) { // if case values match
|
|
BRANCH(jmp); // jump to case
|
|
break;
|
|
}
|
|
}
|
|
if (n < 0) {
|
|
IMMED_WORD(jmp); // def = jump offset for default
|
|
BRANCH(jmp); // take default jump
|
|
}
|
|
}
|
|
break;
|
|
|
|
// case op_jmp_sswitch: // string-based case/switch
|
|
|
|
case op_jmp_seedrandom: // seeded random jump
|
|
case op_jmp_random: // random jump
|
|
|
|
if (op == op_jmp_random) {
|
|
IMMED_WORD(n); // n = number of cases
|
|
IMMED_WORD(n); // total probability
|
|
n = (uint16)rand() % n; // random number between 0 and n-1
|
|
} else {
|
|
int16 seed,
|
|
r;
|
|
|
|
seed = *stack++; // the seed value
|
|
IMMED_WORD(r); // n = restriction
|
|
IMMED_WORD(n); // n = number of cases
|
|
IMMED_WORD(n); // total probability
|
|
|
|
n = RRandom(n, r, seed);
|
|
}
|
|
|
|
for (;;) {
|
|
uint16 val,
|
|
jmp;
|
|
|
|
IMMED_WORD(val); // val = probability of this case
|
|
IMMED_WORD(jmp); // jmp = address to jump to
|
|
|
|
n -= val; // subtract prob from overall prob
|
|
if (n < 0) { // if number within range
|
|
BRANCH(jmp); // jump to prob
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case op_negate:
|
|
*stack = - *stack;
|
|
break; // negate TOS
|
|
case op_not:
|
|
*stack = ! *stack;
|
|
break; // not TOS
|
|
case op_compl:
|
|
*stack = ~ *stack;
|
|
break; // complement TOS
|
|
|
|
case op_inc_v:
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*(uint16 *)addr += 1; // bump value by one
|
|
break;
|
|
|
|
case op_dec_v:
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*(uint16 *)addr -= 1; // bump value by one
|
|
break;
|
|
|
|
case op_postinc:
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*--stack = *(uint16 *)addr; // get integer from address
|
|
*(uint16 *)addr += 1; // bump value by one
|
|
break;
|
|
|
|
case op_postdec:
|
|
addr = byteAddress(this, &pc); // get address of integer
|
|
*--stack = *(uint16 *)addr; // get integer from address
|
|
*(uint16 *)addr -= 1; // bump value by one
|
|
break;
|
|
|
|
// Binary ops. Since I don't know the order of evaluation of
|
|
// These C operations, I use a temp variable. Note that
|
|
// stack is incremented before storing to skip over the
|
|
// dropped variable.
|
|
|
|
case op_add:
|
|
w = (stack[ 1 ] + stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_sub:
|
|
w = (stack[ 1 ] - stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_mul:
|
|
w = (stack[ 1 ] * stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_div:
|
|
w = (stack[ 1 ] / stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_mod:
|
|
w = (stack[ 1 ] % stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_eq:
|
|
w = (stack[ 1 ] == stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_ne:
|
|
w = (stack[ 1 ] != stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_gt:
|
|
w = (stack[ 1 ] > stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_lt:
|
|
w = (stack[ 1 ] < stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_ge:
|
|
w = (stack[ 1 ] >= stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_le:
|
|
w = (stack[ 1 ] <= stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_rsh:
|
|
w = (stack[ 1 ] >> stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_lsh:
|
|
w = (stack[ 1 ] << stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_and:
|
|
w = (stack[ 1 ] & stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_or:
|
|
w = (stack[ 1 ] | stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_xor:
|
|
w = (stack[ 1 ] ^ stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_land:
|
|
w = (stack[ 1 ] && stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_lor:
|
|
w = (stack[ 1 ] || stack [ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
case op_lxor:
|
|
w = (stack[ 1 ] && !stack [ 0 ]) || (!stack[ 1 ] && stack[ 0 ]);
|
|
*++stack = w;
|
|
break;
|
|
|
|
#if 0
|
|
// String functions. First figure out how strings are going to be
|
|
// stored!!
|
|
|
|
op_str_eq,
|
|
op_str_ne,
|
|
op_str_gt,
|
|
op_str_lt,
|
|
op_str_ge,
|
|
op_str_le,
|
|
op_strcat, // string concatenation
|
|
op_strformat, // string formatting
|
|
#endif
|
|
case op_speak:
|
|
case op_dialog_begin:
|
|
case op_dialog_end:
|
|
case op_reply:
|
|
case op_animate:
|
|
script_error("Feature not implemented.\n");
|
|
|
|
default:
|
|
script_error("fatal error: undefined opcode");
|
|
break;
|
|
}
|
|
}
|
|
|
|
programCounter.offset = (pc - (*codeSeg));
|
|
stackPtr = (uint8 *)stack;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/* ============================================================================ *
|
|
ThreadList class
|
|
* ============================================================================ */
|
|
|
|
class ThreadList {
|
|
|
|
struct ThreadPlaceHolder : public DNode {
|
|
uint8 buf[ sizeof(Thread) ];
|
|
|
|
Thread *getThread(void) {
|
|
return (Thread *)&buf;
|
|
}
|
|
};
|
|
|
|
DList list, // List of active Threads
|
|
free; // List of available Threads
|
|
|
|
ThreadPlaceHolder array[ 32 ]; // Memory buffer for thread
|
|
// instantiation
|
|
|
|
public:
|
|
// Constructor
|
|
ThreadList(void);
|
|
|
|
// Reconstruct from archive buffer
|
|
void *restore(void *buf);
|
|
|
|
// Return the number of bytes needed to archive this thread list
|
|
// in an archive buffer
|
|
int32 archiveSize(void);
|
|
|
|
// Create an archive of this thread list in an archive buffer
|
|
void *archive(void *buf);
|
|
|
|
// Cleanup the active threads
|
|
void cleanup(void);
|
|
|
|
// Place a new thread into the active list and return its pointer
|
|
void *newThread(void);
|
|
void *newThread(ThreadID id);
|
|
|
|
// Place a thread back into the inactive list
|
|
void deleteThread(void *p);
|
|
|
|
// Return the specified thread's ID
|
|
ThreadID getThreadID(Thread *thread) {
|
|
ThreadPlaceHolder *tp;
|
|
|
|
tp = ((ThreadPlaceHolder *)(
|
|
(uint8 *)thread
|
|
- offsetof(ThreadPlaceHolder, buf)));
|
|
return tp - array;
|
|
}
|
|
|
|
// Return a pointer to a thread, given an ID
|
|
Thread *getThreadAddress(ThreadID id) {
|
|
ASSERT(id >= 0 && id < elementsof(array));
|
|
return array[ id ].getThread();
|
|
}
|
|
|
|
// Return a pointer to the first active thread
|
|
Thread *first(void);
|
|
|
|
// Return a pointer to the next active thread
|
|
Thread *next(Thread *thread);
|
|
};
|
|
|
|
//-------------------------------------------------------------------
|
|
// Constructor
|
|
|
|
ThreadList::ThreadList(void) {
|
|
int i;
|
|
|
|
for (i = 0; i < elementsof(array); i++)
|
|
free.addTail(array[ i ]);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Reconstruct from archive buffer
|
|
|
|
void *ThreadList::restore(void *buf) {
|
|
int16 i,
|
|
threadCount;
|
|
|
|
// Get the count of threads and increment the buffer pointer
|
|
threadCount = *((int16 *)buf);
|
|
buf = (int16 *)buf + 1;
|
|
|
|
// Iterate through the archive data, reconstructing the Threads
|
|
for (i = 0; i < threadCount; i++) {
|
|
ThreadID id;
|
|
|
|
// Retreive the Thread's id number
|
|
id = *((ThreadID *)buf);
|
|
buf = (ThreadID *)buf + 1;
|
|
|
|
new (id) Thread(&buf);
|
|
}
|
|
|
|
return buf;
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Return the number of bytes needed to archive this thead list
|
|
// in an archive buffer
|
|
|
|
int32 ThreadList::archiveSize(void) {
|
|
int32 size = sizeof(int16);
|
|
ThreadPlaceHolder *tp;
|
|
|
|
for (tp = (ThreadPlaceHolder *)list.first();
|
|
tp != NULL;
|
|
tp = (ThreadPlaceHolder *)tp->next())
|
|
size += sizeof(ThreadID) + tp->getThread()->archiveSize();
|
|
|
|
return size;
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Create an archive of this thread list in an archive buffer
|
|
|
|
void *ThreadList::archive(void *buf) {
|
|
int16 threadCount = 0;
|
|
ThreadPlaceHolder *tp;
|
|
|
|
// Count the active threads
|
|
for (tp = (ThreadPlaceHolder *)list.first();
|
|
tp != NULL;
|
|
tp = (ThreadPlaceHolder *)tp->next())
|
|
threadCount++;
|
|
|
|
// Store the thread count in the archive buffer
|
|
*((int16 *)buf) = threadCount;
|
|
buf = (int16 *)buf + 1;
|
|
|
|
// Iterate through the threads, archiving each
|
|
for (tp = (ThreadPlaceHolder *)list.first();
|
|
tp != NULL;
|
|
tp = (ThreadPlaceHolder *)tp->next()) {
|
|
Thread *thread = tp->getThread();
|
|
|
|
// Store the Thread's id number
|
|
*((ThreadID *)buf) = tp - array;
|
|
buf = (ThreadID *)buf + 1;
|
|
|
|
buf = thread->archive(buf);
|
|
}
|
|
|
|
return buf;
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Cleanup the active threads
|
|
|
|
void ThreadList::cleanup(void) {
|
|
ThreadPlaceHolder *tp;
|
|
ThreadPlaceHolder *nextTP;
|
|
|
|
for (tp = (ThreadPlaceHolder *)list.first();
|
|
tp != NULL;
|
|
tp = nextTP) {
|
|
// Save the address of the next in the list
|
|
nextTP = (ThreadPlaceHolder *)tp->next();
|
|
|
|
delete tp->getThread();
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Place a new thread into the active list and return its pointer
|
|
|
|
void *ThreadList::newThread(void) {
|
|
ThreadPlaceHolder *tp;
|
|
|
|
// Grab a thread place holder from the inactive list
|
|
tp = (ThreadPlaceHolder *)free.remHead();
|
|
|
|
if (tp != NULL) {
|
|
// Place the place holder into the active list
|
|
list.addTail(*tp);
|
|
|
|
return tp->buf;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Place a new thread into the active list and return its pointer
|
|
|
|
void *ThreadList::newThread(ThreadID id) {
|
|
ASSERT(id >= 0 && id < elementsof(array));
|
|
|
|
ThreadPlaceHolder *tp;
|
|
|
|
// Grab the thread place holder from the inactive list
|
|
tp = (ThreadPlaceHolder *)&array[ id ];
|
|
tp->remove();
|
|
|
|
// Place the place holder into the active list
|
|
list.addTail(*tp);
|
|
|
|
return tp->buf;
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Place a thread back into the inactive list
|
|
|
|
void ThreadList::deleteThread(void *p) {
|
|
ThreadPlaceHolder *tp;
|
|
|
|
// Convert the pointer to the Thread to a pointer to the
|
|
// ThreadPlaceHolder
|
|
tp = (ThreadPlaceHolder *)(
|
|
(uint8 *)p
|
|
- offsetof(ThreadPlaceHolder, buf));
|
|
|
|
// Remove the thread place holder from the active list
|
|
tp->remove();
|
|
|
|
// Place it into the inactive list
|
|
free.addTail(*tp);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Return a pointer to the first active thread
|
|
|
|
Thread *ThreadList::first(void) {
|
|
ThreadPlaceHolder *tp = (ThreadPlaceHolder *)list.first();
|
|
|
|
return tp != NULL ? tp->getThread() : NULL;
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Return a pointer to the next active thread
|
|
|
|
Thread *ThreadList::next(Thread *thread) {
|
|
ThreadPlaceHolder *tp;
|
|
|
|
// Convert the pointer to the Thread to a pointer to the
|
|
// ThreadPlaceHolder
|
|
tp = (ThreadPlaceHolder *)(
|
|
(uint8 *)thread
|
|
- offsetof(ThreadPlaceHolder, buf));
|
|
|
|
tp = (ThreadPlaceHolder *)tp->next();
|
|
|
|
return tp != NULL ? tp->getThread() : NULL;
|
|
}
|
|
|
|
/* ===================================================================== *
|
|
Global thread list instantiation
|
|
* ===================================================================== */
|
|
|
|
// The thread list is instantiated like this in order to keep the
|
|
// constructor from being called until it is explicitly called with
|
|
// the overloaded new operator.
|
|
|
|
static uint8 threadListBuffer[ sizeof(ThreadList) ];
|
|
static ThreadList &threadList = *((ThreadList *)threadListBuffer);
|
|
|
|
/* ============================================================================ *
|
|
ThreadList management functions
|
|
* ============================================================================ */
|
|
|
|
//-------------------------------------------------------------------
|
|
// Initialize the SAGA thread list
|
|
|
|
void initSAGAThreads(void) {
|
|
// Simply call the Thread List default constructor
|
|
new (&threadList) ThreadList;
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Save the active SAGA threads to a save file
|
|
|
|
void saveSAGAThreads(SaveFileConstructor &saveGame) {
|
|
int32 archiveBufSize;
|
|
void *archiveBuffer;
|
|
|
|
archiveBufSize = threadList.archiveSize();
|
|
|
|
archiveBuffer = RNewPtr(archiveBufSize, NULL, "archive buffer");
|
|
if (archiveBuffer == NULL)
|
|
error("Unable to allocate SAGA thread archive buffer");
|
|
|
|
threadList.archive(archiveBuffer);
|
|
|
|
saveGame.writeChunk(
|
|
MakeID('S', 'A', 'G', 'A'),
|
|
archiveBuffer,
|
|
archiveBufSize);
|
|
|
|
RDisposePtr(archiveBuffer);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Load the active SAGA threads from a save file
|
|
|
|
void loadSAGAThreads(SaveFileReader &saveGame) {
|
|
// If there is no saved data, simply call the default constructor
|
|
if (saveGame.getChunkSize() == 0) {
|
|
new (&threadList) ThreadList;
|
|
return;
|
|
}
|
|
|
|
void *archiveBuffer;
|
|
void *bufferPtr;
|
|
|
|
archiveBuffer = RNewPtr(saveGame.getChunkSize(), NULL, "archive buffer");
|
|
if (archiveBuffer == NULL)
|
|
error("Unable to allocate SAGA thread archive buffer");
|
|
|
|
// Read the archived thread data
|
|
saveGame.read(archiveBuffer, saveGame.getChunkSize());
|
|
|
|
bufferPtr = archiveBuffer;
|
|
|
|
// Reconstruct stackList from archived data
|
|
new (&threadList) ThreadList;
|
|
bufferPtr = threadList.restore(bufferPtr);
|
|
|
|
ASSERT((char *)bufferPtr == (char *)archiveBuffer
|
|
+ saveGame.getChunkSize());
|
|
|
|
RDisposePtr(archiveBuffer);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Dispose of the active SAGA threads
|
|
|
|
void cleanupSAGAThreads(void) {
|
|
// Simply call the ThreadList cleanup() function
|
|
threadList.cleanup();
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Get a new SAGA thread from the global thread list
|
|
|
|
void *newThread(void) {
|
|
return threadList.newThread();
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Get a specific SAGA thread from the global thread list
|
|
|
|
void *newThread(ThreadID id) {
|
|
return threadList.newThread(id);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Dispose of an active SAGA thread
|
|
|
|
void deleteThread(void *thread) {
|
|
threadList.deleteThread(thread);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Return the ID of the specified SAGA thread
|
|
|
|
ThreadID getThreadID(Thread *thread) {
|
|
return threadList.getThreadID(thread);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Return a pointer to a SAGA thread, given a thread ID
|
|
|
|
Thread *getThreadAddress(ThreadID id) {
|
|
return threadList.getThreadAddress(id);
|
|
}
|
|
|
|
/* ============================================================================ *
|
|
Thread member functions
|
|
* ============================================================================ */
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Thread constructor
|
|
|
|
Thread::Thread(uint16 segNum, uint16 segOff, scriptCallFrame &args) {
|
|
codeSeg = (UByteHandle)scriptRes->loadIndex(segNum, "saga code segment");
|
|
|
|
// initialize the thread
|
|
stackSize = kStackSize;
|
|
flags = 0;
|
|
returnVal = 0;
|
|
programCounter.segment = segNum;
|
|
programCounter.offset = segOff;
|
|
threadArgs = args;
|
|
stackBase = (UBytePtr)RNewPtr(stackSize, NULL, "saga stack");
|
|
stackPtr = stackBase + stackSize - initialStackFrameSize;
|
|
((uint16 *)stackPtr)[ 0 ] = 0; // 0 args
|
|
((uint16 *)stackPtr)[ 1 ] = 0; // dummy return address
|
|
((uint16 *)stackPtr)[ 2 ] = 0; // dummy return address
|
|
framePtr = stackSize;
|
|
|
|
if ((*codeSeg)[ programCounter.offset ] != op_enter)
|
|
error("SAGA failure: Invalid script entry point (export=%d) [segment=%d:%d]\n", lastExport, segNum, segOff);
|
|
// VERIFY ((*codeSeg)[ programCounter.offset ] == op_enter);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Constructor -- reconstruct from archive buffer
|
|
|
|
Thread::Thread(void **buf) {
|
|
void *bufferPtr = *buf;
|
|
|
|
int16 stackOffset;
|
|
|
|
programCounter = *((SegmentRef *)bufferPtr);
|
|
bufferPtr = (SegmentRef *)bufferPtr + 1;
|
|
|
|
stackSize = *((int16 *)bufferPtr);
|
|
flags = *((int16 *)bufferPtr + 1);
|
|
framePtr = *((int16 *)bufferPtr + 2);
|
|
returnVal = *((int16 *)bufferPtr + 3);
|
|
bufferPtr = (int16 *)bufferPtr + 4;
|
|
|
|
waitAlarm = *((Alarm *)bufferPtr);
|
|
bufferPtr = (Alarm *)bufferPtr + 1;
|
|
|
|
stackOffset = *((int16 *)bufferPtr);
|
|
bufferPtr = (int16 *)bufferPtr + 1;
|
|
|
|
codeSeg = (UByteHandle)scriptRes->loadIndex(
|
|
programCounter.segment, "saga code segment");
|
|
|
|
stackBase = (UBytePtr)RNewPtr(stackSize, NULL, "saga stack");
|
|
stackPtr = stackBase + stackSize - stackOffset;
|
|
|
|
memcpy(stackPtr, bufferPtr, stackOffset);
|
|
bufferPtr = (uint8 *)bufferPtr + stackOffset;
|
|
|
|
*buf = bufferPtr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Thread destructor
|
|
|
|
Thread::~Thread() {
|
|
// Clear extended bit if it was set
|
|
clearExtended();
|
|
|
|
// Free the thread's code segment
|
|
RUnlockHandle((RHANDLE)codeSeg);
|
|
|
|
// Deallocate the thread stack
|
|
RDisposePtr(stackBase);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Return the number of bytes need to archive this thread in an arhive
|
|
// buffer
|
|
|
|
int32 Thread::archiveSize(void) {
|
|
return sizeof(programCounter)
|
|
+ sizeof(stackSize)
|
|
+ sizeof(flags)
|
|
+ sizeof(framePtr)
|
|
+ sizeof(returnVal)
|
|
+ sizeof(waitAlarm)
|
|
+ sizeof(int16) // stack offset
|
|
+ (stackBase + stackSize) - stackPtr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Create an archive of this thread in an archive buffer
|
|
|
|
void *Thread::archive(void *buf) {
|
|
int16 stackOffset;
|
|
|
|
*((SegmentRef *)buf) = programCounter;
|
|
buf = (SegmentRef *)buf + 1;
|
|
|
|
*((int16 *)buf) = stackSize;
|
|
*((int16 *)buf + 1) = flags;
|
|
*((int16 *)buf + 2) = framePtr;
|
|
*((int16 *)buf + 3) = returnVal;
|
|
buf = (int16 *)buf + 4;
|
|
|
|
*((Alarm *)buf) = waitAlarm;
|
|
buf = (Alarm *)buf + 1;
|
|
|
|
stackOffset = (stackBase + stackSize) - stackPtr;
|
|
*((int16 *)buf) = stackOffset;
|
|
buf = (int16 *)buf + 1;
|
|
|
|
memcpy(buf, stackPtr, stackOffset);
|
|
buf = (uint8 *)buf + stackOffset;
|
|
|
|
return buf;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Thread dispatcher
|
|
|
|
void Thread::dispatch(void) {
|
|
Thread *th,
|
|
*nextThread;
|
|
|
|
int numThreads = 0,
|
|
numExecute = 0,
|
|
numWaitDelay = 0,
|
|
numWaitFrames = 0,
|
|
numWaitSemi = 0,
|
|
numWaitOther = 0;
|
|
|
|
#if DEBUG
|
|
for (th = threadList.first(); th; th = threadList.next(th)) {
|
|
if (th->flags & waiting) {
|
|
switch (th->waitType) {
|
|
|
|
case waitDelay:
|
|
numWaitDelay++;
|
|
break;
|
|
case waitFrameDelay:
|
|
numWaitFrames++;
|
|
break;
|
|
case waitTagSemaphore:
|
|
numWaitSemi++;
|
|
break;
|
|
default:
|
|
numWaitOther++;
|
|
break;
|
|
}
|
|
} else numExecute++;
|
|
numThreads++;
|
|
}
|
|
|
|
WriteStatusF(17, "Threads:%d X:%d D:%d F:%d T:%d O:%d", numThreads, numExecute, numWaitDelay, numWaitFrames, numWaitSemi, numWaitOther);
|
|
#endif
|
|
|
|
for (th = threadList.first(); th; th = nextThread) {
|
|
nextThread = threadList.next(th);
|
|
|
|
if (th->flags & (finished | aborted)) {
|
|
delete th;
|
|
continue;
|
|
}
|
|
|
|
if (th->flags & waiting) {
|
|
switch (th->waitType) {
|
|
|
|
case waitDelay:
|
|
|
|
// Wake up the thread!
|
|
|
|
if (th->waitAlarm.check())
|
|
th->flags &= ~waiting;
|
|
break;
|
|
|
|
case waitFrameDelay:
|
|
|
|
if (th->waitFrameAlarm.check())
|
|
th->flags &= ~waiting;
|
|
break;
|
|
|
|
case waitTagSemaphore:
|
|
if (((ActiveItem *)th->waitParam)->isExclusive() == FALSE) {
|
|
th->flags &= ~waiting;
|
|
((ActiveItem *)th->waitParam)->setExclusive(TRUE);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
do {
|
|
if (th->flags & (waiting | finished | aborted))
|
|
break;
|
|
|
|
if (th->interpret())
|
|
goto break_thread_loop;
|
|
} while (th->flags & synchronous);
|
|
}
|
|
break_thread_loop:
|
|
;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Run scripts which are on the queue
|
|
|
|
void dispatchScripts(void) {
|
|
Thread::dispatch();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Run a script until finished
|
|
|
|
scriptResult Thread::run(void) {
|
|
int i = 4000;
|
|
|
|
while (i--) {
|
|
// If script stopped, then return
|
|
if (flags & (waiting | finished | aborted)) {
|
|
if (flags & finished) return scriptResultFinished;
|
|
if (flags & waiting) return scriptResultAsync;
|
|
return scriptResultAborted;
|
|
// can't ever fall thru here...
|
|
}
|
|
|
|
// run the script some more...
|
|
interpret();
|
|
}
|
|
error("Thread timed out!\n");
|
|
#ifdef _WIN32
|
|
return scriptResultFinished;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Convert to extended thread
|
|
|
|
void Thread::setExtended(void) {
|
|
if (!(flags & extended)) {
|
|
flags |= extended;
|
|
extendedThreadLevel++;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Convert back to regular thread
|
|
|
|
void Thread::clearExtended(void) {
|
|
if (flags & extended) {
|
|
flags &= ~extended;
|
|
extendedThreadLevel--;
|
|
}
|
|
}
|
|
|
|
/* ============================================================================ *
|
|
Script Management functions
|
|
* ============================================================================ */
|
|
|
|
void initScripts(void) {
|
|
// Open the script resource group
|
|
scriptRes = scriptResFile->newContext(sagaID, "script resources");
|
|
if (scriptRes == NULL)
|
|
error("Unable to open script resource file!\n");
|
|
|
|
// Load the data segment
|
|
dataSegment = (UByteHandle)scriptRes->load(
|
|
dataSegID,
|
|
"saga data segment");
|
|
|
|
if (dataSegment == NULL)
|
|
error("Unable to load the SAGA data segment");
|
|
|
|
dataSegSize = RPtrSize(*dataSegment);
|
|
|
|
exportSegment = (UByteHandle)scriptRes->load(exportSegID, "saga export segmant");
|
|
ASSERT(exportSegment != NULL);
|
|
|
|
exportCount = (scriptRes->size(exportSegID) / sizeof(uint32)) + 1;
|
|
}
|
|
|
|
void cleanupScripts(void) {
|
|
if (exportSegment) scriptRes->release((RHANDLE)exportSegment);
|
|
|
|
if (dataSegment) scriptRes->release((RHANDLE)dataSegment);
|
|
|
|
if (scriptRes) scriptResFile->disposeContext(scriptRes);
|
|
scriptRes = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Load the SAGA data segment from the resource file
|
|
|
|
void initSAGADataSeg(void) {
|
|
// Load the data segment
|
|
scriptRes->seek(dataSegID);
|
|
scriptRes->read(*dataSegment, dataSegSize);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Save the SAGA data segment to a save file
|
|
|
|
void saveSAGADataSeg(SaveFileConstructor &saveGame) {
|
|
saveGame.writeChunk(
|
|
MakeID('S', 'D', 'T', 'A'),
|
|
*dataSegment,
|
|
dataSegSize);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Load the SAGA data segment from a save file
|
|
|
|
void loadSAGADataSeg(SaveFileReader &saveGame) {
|
|
saveGame.read(*dataSegment, dataSegSize);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Look up an entry in the SAGA export table
|
|
|
|
static bool lookupExport(
|
|
uint16 entry,
|
|
uint16 &segNum,
|
|
uint16 &segOff) {
|
|
uint32 segRef,
|
|
*exportBase = (uint32 *)(*exportSegment - 2);
|
|
|
|
ASSERT(entry > 0);
|
|
ASSERT(entry <= exportCount);
|
|
|
|
segRef = exportBase[ entry ];
|
|
segOff = segRef >> 16,
|
|
segNum = segRef & 0x0000ffff;
|
|
|
|
lastExport = entry;
|
|
if (segNum > 1000)
|
|
error("SAGA failure: Bad data in export table entry #%d (see scripts.r)", entry);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Run a script to completion (or until it forks)
|
|
|
|
scriptResult runScript(uint16 exportEntryNum, scriptCallFrame &args) {
|
|
uint16 segNum,
|
|
segOff;
|
|
Thread *th;
|
|
scriptResult result;
|
|
Thread *saveThread = thisThread;
|
|
|
|
// Lookup function entry point in export table
|
|
if (exportEntryNum < 0)
|
|
error("SAGA failure: Attempt to run script with invalid export ID %d.", exportEntryNum);
|
|
|
|
ASSERT(exportEntryNum > 0);
|
|
lookupExport(exportEntryNum, segNum, segOff);
|
|
|
|
// Create a new thread
|
|
th = new Thread(segNum, segOff, args);
|
|
thisThread = th;
|
|
print_script_name((*th->codeSeg) + th->programCounter.offset, objectName(segNum, segOff));
|
|
|
|
// Run the thread to completion
|
|
result = th->run();
|
|
args.returnVal = th->returnVal;
|
|
|
|
// If the thread is not still running, then delete it
|
|
if (result != scriptResultAsync) delete th;
|
|
|
|
// restore "thisThread" ptr.
|
|
thisThread = saveThread;
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Run a class member function to completion (or until it forks)
|
|
|
|
scriptResult runMethod(
|
|
uint16 scriptClassID, // which script class
|
|
int16 bType, // builtin type
|
|
uint16 index, // object index
|
|
uint16 methodNum,
|
|
scriptCallFrame &args) {
|
|
uint16 segNum,
|
|
segOff;
|
|
uint16 *vTable;
|
|
Thread *th;
|
|
scriptResult result = scriptResultNoScript;
|
|
Thread *saveThread = thisThread;
|
|
|
|
// For abstract classes, the object index is also the class
|
|
// index.
|
|
if (bType == builtinAbstract) index = scriptClassID;
|
|
|
|
// Lookup class function table in export table
|
|
if (scriptClassID < 0)
|
|
error("SAGA failure: Attempt to run object script with invalid export ID %d.\n", scriptClassID);
|
|
|
|
lookupExport(scriptClassID, segNum, segOff);
|
|
|
|
// Get address of class function table
|
|
vTable = (uint16 *)
|
|
segmentAddress(segNum, segOff + methodNum * sizeof(uint32));
|
|
|
|
segNum = vTable[ 0 ];
|
|
segOff = vTable[ 1 ];
|
|
|
|
if (segNum == 0xffff) { // it's a CFUNC or NULL func
|
|
if (segOff == 0xffff) { // it's a NULL function
|
|
return scriptResultNoScript;
|
|
} else { // It's a C function
|
|
int16 funcNum = segOff; // function number
|
|
int16 stack[ 1 ]; // dummy stack argument
|
|
C_Call *cfunc;
|
|
|
|
// Make sure the C function number is OK
|
|
ASSERT(funcNum >= 0);
|
|
ASSERT(funcNum < globalCFuncs.numEntries);
|
|
cfunc = globalCFuncs.table[ funcNum ];
|
|
|
|
// Build a temporary dummy thread
|
|
th = new Thread(0, 0, args);
|
|
thisThread = th;
|
|
|
|
result = (scriptResult)cfunc(stack); // call the function
|
|
delete th;
|
|
}
|
|
} else {
|
|
// Create a new thread
|
|
th = new Thread(segNum, segOff, args);
|
|
thisThread = th;
|
|
print_script_name((*th->codeSeg) + th->programCounter.offset, objectName(bType, index));
|
|
|
|
// Put the object segment and ID onto the dummy stack frame
|
|
((uint16 *)th->stackPtr)[ 3 ] = bType;
|
|
((uint16 *)th->stackPtr)[ 4 ] = index;
|
|
|
|
// Run the thread to completion
|
|
result = th->run();
|
|
args.returnVal = th->returnVal;
|
|
|
|
if (result != scriptResultAsync) delete th;
|
|
}
|
|
|
|
thisThread = saveThread; // restore "thisThread" ptr.
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Run a class member function to completion (or until it forks)
|
|
|
|
scriptResult runObjectMethod(
|
|
ObjectID id,
|
|
uint16 methodNum,
|
|
scriptCallFrame &args) {
|
|
GameObject *obj;
|
|
|
|
VERIFY(obj = GameObject::objectAddress(id));
|
|
|
|
return runMethod(obj->scriptClass(),
|
|
builtinTypeObject,
|
|
id,
|
|
methodNum,
|
|
args);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Run a class member function to completion (or until it forks)
|
|
|
|
scriptResult runTagMethod(
|
|
uint16 index, // tag number
|
|
uint16 methodNum,
|
|
scriptCallFrame &args) {
|
|
ActiveItemPtr aItem;
|
|
|
|
VERIFY(aItem = ActiveItem::activeItemAddress(index));
|
|
if (!aItem->scriptClassID)
|
|
return scriptResultNoScript;
|
|
|
|
return runMethod(aItem->scriptClassID,
|
|
builtinTypeTAG,
|
|
index,
|
|
methodNum,
|
|
args);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Wake up a thread unconditionally
|
|
|
|
void wakeUpThread(ThreadID id) {
|
|
if (id != NoThread) {
|
|
Thread *thread = getThreadAddress(id);
|
|
|
|
thread->flags &= ~Thread::waiting;
|
|
}
|
|
}
|
|
|
|
void wakeUpThread(ThreadID id, int16 returnVal) {
|
|
if (id != NoThread) {
|
|
Thread *thread = getThreadAddress(id);
|
|
|
|
if (thread->flags & Thread::expectResult) {
|
|
WriteStatusF(8, "Result %d", returnVal);
|
|
thread->returnVal = returnVal;
|
|
*(int16 *)thread->stackPtr = returnVal;
|
|
} else WriteStatusF(8, "Thread not expecting result!");
|
|
|
|
thread->flags &= ~(Thread::waiting | Thread::expectResult);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Old routines
|
|
|
|
#if 0
|
|
void wakeUpThreadsDelayed(enum WaitTypes wakeupType, int newdelay) {
|
|
Thread *th;
|
|
|
|
for (th = threadList.first(); th; th = th->next) {
|
|
if ((th->flags & THREADF_WAITING) && th->waitType == wakeupType) {
|
|
// Set thread to delayed mode.
|
|
|
|
SetAlarm(&th->waitAlarm, newdelay); // set the alarm
|
|
th->waitType = TWAIT_DELAY;
|
|
}
|
|
}
|
|
}
|
|
|
|
void abortObjectThreads(Thread *keep, uint16 objID) {
|
|
Thread *th;
|
|
|
|
for (th = threadList.first(); th; th = th->next) {
|
|
if (th != keep && objID == th->threadArgs.theActor) {
|
|
th->flags &= ~THREADF_WAITING;
|
|
th->flags |= THREADF_ABORTED;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool abortAllThreads(void) {
|
|
bool result = TRUE;
|
|
Thread *th;
|
|
|
|
for (th = threadList.first(); th; th = th->next) {
|
|
#if 0
|
|
if (th->flags & THREADF_WAITING) {
|
|
switch (th->waitType) {
|
|
|
|
case TWAIT_DELAY:
|
|
case TWAIT_SPEECH:
|
|
break;
|
|
|
|
case TWAIT_DIALOG_BEGIN:
|
|
case TWAIT_DIALOG_END:
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
th->flags |= THREADF_ABORTED;
|
|
}
|
|
dispatchThreads();
|
|
return result;
|
|
}
|
|
#endif
|
|
|
|
} // end of namespace Saga2
|