scummvm/engines/sci/engine/state.cpp
2009-10-08 14:37:55 +00:00

500 lines
12 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/engine/state.h"
#include "sci/engine/vm.h"
#include "sci/engine/script.h"
namespace Sci {
EngineState::EngineState(ResourceManager *res, Kernel *kernel, Vocabulary *voc, SciGui *gui, SciGuiCursor *cursor, uint32 flags)
: resMan(res), _kernel(kernel), _voc(voc), _gui(gui), _cursor(cursor), _flags(flags), _dirseeker(this) {
gfx_state = 0;
old_screen = 0;
sfx_init_flags = 0;
sound_volume = 0;
sound_mute = 0;
restarting_flags = 0;
pic_not_valid = 0;
pic_is_new = 0;
pic_priority_table = 0;
status_bar_foreground = 0;
status_bar_background = 0;
port = 0;
memset(ega_colors, 0, sizeof(ega_colors));
visual = 0;
titlebar_port = 0;
wm_port = 0;
picture_port = 0;
iconbar_port = 0;
pic_visible_map = GFX_MASK_NONE;
pic_animate = 0;
dyn_views = 0;
drop_views = 0;
_menubar = 0;
priority_first = 0;
priority_last = 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;
parser_base = NULL_REG;
parser_event = NULL_REG;
script_000 = 0;
bp_list = 0;
have_bp = 0;
sys_strings_segment = 0;
sys_strings = 0;
string_frag_segment = 0;
parserIsValid = false;
game_obj = NULL_REG;
_segMan = 0;
gc_countdown = 0;
successor = 0;
speedThrottler = new SpeedThrottler(getSciVersion());
_setCursorType = SCI_VERSION_AUTODETECT;
_doSoundType = SCI_VERSION_AUTODETECT;
_lofsType = SCI_VERSION_AUTODETECT;
_gfxFunctionsType = SCI_VERSION_AUTODETECT;
}
EngineState::~EngineState() {
delete speedThrottler;
}
uint16 EngineState::currentRoomNumber() const {
return script_000->_localsBlock->_locals[13].toUint16();
}
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 = K_LANG_ENGLISH;
if (_kernel->_selectorCache.printLang != -1) {
SegManager *segMan = _segMan;
lang = (kLanguage)GET_SEL32V(this->game_obj, 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(this->game_obj, 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) {
SegManager *segMan = _segMan;
subLang = (kLanguage)GET_SEL32V(this->game_obj, subtitleLang);
}
Common::String retval = getLanguageString(str, lang);
if ((subLang != K_LANG_NONE) && (sep != NULL)) {
retval += sep;
retval += getLanguageString(str, subLang);
}
return retval;
}
int EngineState::methodChecksum(reg_t objAddress, Selector sel, int offset, uint size) const {
reg_t fptr;
Object *obj = _segMan->getObject(objAddress);
SelectorType selType = lookup_selector(_segMan, objAddress, sel, NULL, &fptr);
if (!obj || (selType != kSelectorMethod))
return -1;
Script *script = _segMan->getScript(fptr.segment);
if (!script->_buf || (fptr.offset + offset < 0))
return -1;
fptr.offset += offset;
if (fptr.offset + size > script->_bufSize)
return -1;
byte *buf = script->_buf + fptr.offset;
uint sum = 0;
for (uint i = 0; i < size; i++)
sum += buf[i];
return sum;
}
SciVersion EngineState::detectDoSoundType() {
if (_doSoundType == SCI_VERSION_AUTODETECT) {
reg_t soundClass = _segMan->findObjectByName("Sound");
if (!soundClass.isNull()) {
int sum = methodChecksum(soundClass, _kernel->_selectorCache.play, -6, 6);
switch (sum) {
case 0x1B2: // SCI0
case 0x1AE: // SCI01
_doSoundType = SCI_VERSION_0_EARLY;
break;
case 0x13D:
_doSoundType = SCI_VERSION_1_EARLY;
break;
case 0x13E:
#ifdef ENABLE_SCI32
case 0x14B:
#endif
_doSoundType = SCI_VERSION_1_LATE;
}
}
if (_doSoundType == SCI_VERSION_AUTODETECT) {
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;
else
_doSoundType = SCI_VERSION_0_EARLY;
}
debugC(1, kDebugLevelSound, "Detected DoSound type: %s", getSciVersionDesc(_doSoundType).c_str());
}
return _doSoundType;
}
SciVersion EngineState::detectSetCursorType() {
if (_setCursorType == SCI_VERSION_AUTODETECT) {
int sum = methodChecksum(game_obj, _kernel->_selectorCache.setCursor, 0, 21);
if ((sum == 0x4D5) || (sum == 0x552)) {
// Standard setCursor
_setCursorType = SCI_VERSION_0_EARLY;
} else if (sum != -1) {
// Assume that others use fancy cursors
_setCursorType = SCI_VERSION_1_1;
} else {
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_AUTODETECT) {
// This detection only works (and is only needed) pre-SCI1.1
if (getSciVersion() >= SCI_VERSION_1_1) {
_lofsType = SCI_VERSION_1_1;
return _lofsType;
}
Object *obj = NULL;
reg_t gameClass = _segMan->findObjectByName("Game");
if (!gameClass.isNull())
obj = _segMan->getObject(gameClass);
bool couldBeAbs = true;
bool couldBeRel = true;
// Check methods of the Game class for lofs operations
if (obj) {
for (int m = 0; m < obj->methods_nr; m++) {
reg_t fptr = obj->getFunction(m);
Script *script = _segMan->getScript(fptr.segment);
if ((script == NULL) || (script->_buf == NULL))
continue;
uint offset = fptr.offset;
bool done = false;
while (!done) {
// Read opcode
if (offset >= script->_bufSize)
break;
byte opcode = script->_buf[offset++];
byte opnumber = opcode >> 1;
if ((opnumber == 0x39) || (opnumber == 0x3a)) {
uint16 lofs;
// Load lofs operand
if (opcode & 1) {
if (offset >= script->_bufSize)
break;
lofs = script->_buf[offset++];
} else {
if (offset + 1 >= 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)
couldBeAbs = false;
if ((signed)offset + (int16)lofs < 0)
couldBeRel = false;
if ((signed)offset + (int16)lofs >= (signed)script->_bufSize)
couldBeRel = false;
continue;
}
// Skip operands for non-lofs opcodes
for (int i = 0; g_opcode_formats[opnumber][i]; i++) {
switch (g_opcode_formats[opnumber][i]) {
case Script_Byte:
case Script_SByte:
offset++;
break;
case Script_Word:
case Script_SWord:
offset += 2;
break;
case Script_Variable:
case Script_Property:
case Script_Local:
case Script_Temp:
case Script_Global:
case Script_Param:
case Script_SVariable:
case Script_SRelative:
case Script_Offset:
offset++;
if (!(opcode & 1))
offset++;
break;
case Script_End:
done = true;
break;
case Script_Invalid:
default:
warning("opcode %02x: Invalid", opcode);
}
}
}
}
}
if (couldBeRel == couldBeAbs) {
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;
} else if (couldBeAbs) {
_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_AUTODETECT) {
// 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) {
if (_kernel->findSelector("shiftParser") != -1) {
// The shiftParser selector was introduced just a bit after the
// changes to the graphics functions, so if it exists, the game is
// definitely using newer graphics functions
_gfxFunctionsType = SCI_VERSION_0_LATE;
} else {
// No shiftparser selector, check if the game is using an overlay
if (_kernel->_selectorCache.overlay == -1) {
// No overlay selector found, therefore the game is definitely
// using old graphics functions
_gfxFunctionsType = SCI_VERSION_0_EARLY;
} else {
// An in-between case: The game does not have a shiftParser
// selector, but it does have an overlay selector. Therefore,
// check it to see how it calls kDisplay to determine the
// graphics functions type used
// TODO: Finish this!
// For now, we're using the old hack of detecting for the motionCue selector
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;
}
} // End of namespace Sci