mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
d6f5d93dbf
svn-id: r44878
588 lines
19 KiB
C++
588 lines
19 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef SCI_ENGINE_VM_H
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#define SCI_ENGINE_VM_H
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/* VM and kernel declarations */
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#include "sci/engine/vm_types.h" // for reg_t
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#include "sci/resource.h" // for SciVersion
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#include "common/util.h"
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namespace Sci {
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class SegManager;
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struct EngineState;
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class Object;
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class ResourceManager;
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/** Number of bytes to be allocated for the stack */
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#define VM_STACK_SIZE 0x1000
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/** Maximum number of calls residing on the stack */
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#define SCRIPT_MAX_EXEC_STACK 256
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/** Maximum number of entries in the class table */
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#define SCRIPT_MAX_CLASSTABLE_SIZE 256
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/** Maximum number of cloned objects on the heap */
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#define SCRIPT_MAX_CLONES 256
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/** Object-relative offset of the selector area inside a script */
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#define SCRIPT_SELECTOR_OFFSET 8 -8
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/** Object-relative offset of the pointer to the underlying script's local variables */
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#define SCRIPT_LOCALVARPTR_OFFSET 2 -8
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/** Object-relative offset of the selector counter */
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#define SCRIPT_SELECTORCTR_OFFSET 6 -8
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/** Object-relative offset of the offset of the function area */
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#define SCRIPT_FUNCTAREAPTR_OFFSET 4 -8
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/** Offset that has to be added to the function area pointer */
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#define SCRIPT_FUNCTAREAPTR_MAGIC 8 -8
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/** Offset of the name pointer */
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#define SCRIPT_NAME_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? 14 -8 : 16)
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/** Object-relative offset of the -info- selector */
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#define SCRIPT_INFO_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? 12 -8 : 14)
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/** Flag fo the -info- selector */
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#define SCRIPT_INFO_CLONE 0x0001
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/** Flag for the -info- selector */
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#define SCRIPT_INFO_CLASS 0x8000
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/** Magical object identifier */
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#define SCRIPT_OBJECT_MAGIC_NUMBER 0x1234
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/** Offset of this identifier */
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#define SCRIPT_OBJECT_MAGIC_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? -8 : 0)
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/** Script-relative offset of the species ID */
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#define SCRIPT_SPECIES_OFFSET 8 -8
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#define SCRIPT_SUPERCLASS_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? 10 -8 : 12)
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/** Magic adjustment value for lofsa and lofss */
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#define SCRIPT_LOFS_MAGIC 3
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/** Stack pointer value: Use predecessor's value */
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#define CALL_SP_CARRY NULL
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/** Types of selectors as returned by lookup_selector() below. */
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enum SelectorType {
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kSelectorNone = 0,
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kSelectorVariable,
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kSelectorMethod
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};
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struct Class {
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int script; /**< number of the script the class is in, -1 for non-existing */
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reg_t reg; /**< offset; script-relative offset, segment: 0 if not instantiated */
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};
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#define RAW_IS_OBJECT(datablock) (READ_LE_UINT16(((byte *) datablock) + SCRIPT_OBJECT_MAGIC_OFFSET) == SCRIPT_OBJECT_MAGIC_NUMBER)
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/** Contains selector IDs for a few selected selectors */
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struct SelectorCache {
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SelectorCache() {
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memset(this, 0, sizeof(*this));
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}
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Selector init; /**< Init function */
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Selector play; /**< Play function (first function to be called) */
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Selector replay; /**< Replay function */
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Selector x, y, z; /**< Coordinates */
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Selector priority;
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Selector view, loop, cel; /**< Description of a specific image */
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Selector brLeft, brRight, brTop, brBottom; /**< Bounding Rectangle */
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Selector xStep, yStep; /**< BR adjustments */
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Selector nsLeft, nsRight, nsTop, nsBottom; /**< View boundaries ('now seen') */
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Selector text, font; /**< Used by controls */
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Selector type, state; /**< Used by contols as well */
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Selector doit; /**< Called (!) by the Animate() system call */
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Selector signal; /**< Used by Animate() to control a view's behaviour */
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Selector underBits; /**< Used by the graphics subroutines to store backupped BG pic data */
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/* The following selectors are used by the Bresenham syscalls: */
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Selector canBeHere; /**< Funcselector: Checks for movement validity */
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Selector client; /**< The object that wants to be moved */
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Selector cycler; /**< The cycler of the client */
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Selector dx, dy; /**< Deltas */
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Selector b_movCnt, b_i1, b_i2, b_di, b_xAxis, b_incr; /**< Various Bresenham vars */
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Selector completed;
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Selector illegalBits; /**< Used by CanBeHere */
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Selector dispose;
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Selector message, modifiers; /**< Used by GetEvent */
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Selector owner, handle;
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Selector cue;
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Selector number;
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Selector max, cursor; /**< Used by EditControl */
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Selector mode; /**< Used by text controls (-> DrawControl()) */
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Selector wordFail, syntaxFail; /**< Used by Parse() */
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Selector claimed; /**< Used generally by the event mechanism */
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Selector elements; /**< Used by SetSynonyms() */
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Selector lsTop, lsBottom, lsRight, lsLeft; /**< Used by Animate() subfunctions and scroll list controls */
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Selector topString; /**< SCI1 scroll lists use this instead of lsTop */
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Selector looper, mover, isBlocked, heading; /**< Used in DoAvoider */
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Selector caller, moveDone, moveSpeed; /**< Used for DoBresen */
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Selector delete_; /**< Called by Animate() to dispose a view object */
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Selector vol;
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Selector pri;
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Selector min; /**< SMPTE time format */
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Selector sec;
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Selector frame;
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Selector dataInc;
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Selector size;
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Selector palette;
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Selector cantBeHere;
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Selector nodePtr;
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Selector flags;
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Selector overlay; /**< Used to determine if a game is using old gfx functions or not */
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Selector points; /**< Used by AvoidPath() */
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Selector syncCue; /**< Used by DoSync() */
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Selector syncTime;
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Selector printLang; /**< Used for i18n */
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Selector subtitleLang;
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Selector parseLang;
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Selector setCursor; /** For autodetection */
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};
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// A reference to an object's variable.
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// The object is stored as a reg_t, the variable as an index into _variables
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struct ObjVarRef {
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reg_t obj;
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int varindex;
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reg_t* getPointer(SegManager *segMan) const;
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};
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struct ViewObject {
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reg_t obj;
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ObjVarRef signalp; /* Used only indirectly */
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ObjVarRef underBitsp; /* The same goes for the handle storage */
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int underBits; /* Copy of the underbits: Needed for cleanup */
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int x, y;
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int priority;
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byte *view;
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int view_nr, loop, cel; /* view_nr is ised for save/restore */
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int nsTop, nsLeft, nsRight, nsBottom;
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int real_y, z, index_nr; /* Used for sorting */
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};
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enum ExecStackType {
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EXEC_STACK_TYPE_CALL = 0,
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EXEC_STACK_TYPE_KERNEL = 1,
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EXEC_STACK_TYPE_VARSELECTOR = 2
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};
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struct ExecStack {
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reg_t objp; // Pointer to the beginning of the current object
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reg_t sendp; // Pointer to the object containing the invoked method
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union {
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ObjVarRef varp; // Variable pointer for r/w access
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reg_t pc; // Pointer to the initial program counter. Not accurate for the TOS element
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} addr;
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StackPtr fp; // Frame pointer
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StackPtr sp; // Stack pointer
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int argc;
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StackPtr variables_argp; // Argument pointer
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SegmentId local_segment; // local variables etc
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Selector selector; // The selector which was used to call or -1 if not applicable
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int origin; // The stack frame position the call was made from, or -1 if it was the initial call
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ExecStackType type;
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reg_t* getVarPointer(SegManager *segMan) const;
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};
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enum {
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VAR_GLOBAL = 0,
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VAR_LOCAL = 1,
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VAR_TEMP = 2,
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VAR_PARAM = 3
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};
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/**
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* Structure for storing the current internal state of the VM.
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*/
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struct ScriptState {
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ExecStack *xs;
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int16 restAdjust;
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reg_t *variables[4]; // global, local, temp, param, as immediate pointers
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reg_t *variables_base[4]; // Used for referencing VM ops
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SegmentId variables_seg[4]; // Same as above, contains segment IDs
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int variables_max[4]; // Max. values for all variables
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};
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/**
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* The current internal state of the VM.
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*/
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extern ScriptState scriptState;
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// These types are used both as identifiers and as elements of bitfields
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enum BreakpointType {
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/**
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* Break when selector is executed. data contains (char *) selector name
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* (in the format Object::Method)
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*/
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BREAK_SELECTOR = 1,
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/**
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* Break when an exported function is called. data contains
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* script_no << 16 | export_no.
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*/
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BREAK_EXPORT = 2
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};
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struct Breakpoint {
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BreakpointType type;
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union {
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uint32 address; /**< Breakpoints on exports */
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char *name; /**< Breakpoints on selector names */
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} data;
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Breakpoint *next;
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};
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/**
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* Set this to 1 to abort script execution immediately. Aborting will
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* leave the debug exec stack intact.
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* Set it to 2 to force a replay afterwards.
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*/
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extern int script_abort_flag;
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/** Number of kernel calls in between gcs; should be < 50000 */
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enum {
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GC_INTERVAL = 32768
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};
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/** Initially GC_DELAY, can be set at runtime */
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extern int script_gc_interval;
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/** Number of steps executed */
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extern int script_step_counter;
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/**
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* Executes function pubfunct of the specified script.
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* @param[in] s The state which is to be executed with
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* @param[in] script The script which is called
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* @param[in] pubfunct The exported script function which is to
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* be called
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* @param[in] sp Stack pointer position
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* @param[in] calling_obj The heap address of the object that
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* executed the call
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* @param[in] argc Number of arguments supplied
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* @param[in] argp Pointer to the first supplied argument
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* @return A pointer to the new exec stack TOS entry
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*/
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ExecStack *execute_method(EngineState *s, uint16 script, uint16 pubfunct,
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StackPtr sp, reg_t calling_obj, uint16 argc, StackPtr argp);
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/**
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* Executes a "send" or related operation to a selector.
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* @param[in] s The EngineState to operate on
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* @param[in] send_obj Heap address of the object to send to
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* @param[in] work_obj Heap address of the object initiating the send
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* @param[in] sp Stack pointer position
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* @param[in] framesize Size of the send as determined by the "send"
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* operation
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* @param[in] argp Pointer to the beginning of the heap block
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* containing the data to be sent. This area is a
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* succession of one or more sequences of
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* [selector_number][argument_counter] and then
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* "argument_counter" word entries with the
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* parameter values.
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* @return A pointer to the new execution stack TOS entry
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*/
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ExecStack *send_selector(EngineState *s, reg_t send_obj, reg_t work_obj,
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StackPtr sp, int framesize, StackPtr argp);
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#define SCI_XS_CALLEE_LOCALS ((SegmentId)-1)
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/**
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* Adds an entry to the top of the execution stack.
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*
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* @param[in] s The state with which to execute
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* @param[in] pc The initial program counter
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* @param[in] sp The initial stack pointer
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* @param[in] objp Pointer to the beginning of the current object
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* @param[in] argc Number of parameters to call with
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* @param[in] argp Heap pointer to the first parameter
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* @param[in] selector The selector by which it was called or
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* NULL_SELECTOR if n.a. For debugging.
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* @param[in] sendp Pointer to the object which the message was
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* sent to. Equal to objp for anything but super.
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* @param[in] origin Number of the execution stack element this
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* entry was created by (usually the current TOS
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* number, except for multiple sends).
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* @param[in] local_segment The segment to use for local variables,
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* or SCI_XS_CALLEE_LOCALS to use obj's segment.
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* @return A pointer to the new exec stack TOS entry
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*/
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ExecStack *add_exec_stack_entry(EngineState *s, reg_t pc, StackPtr sp,
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reg_t objp, int argc, StackPtr argp, Selector selector,
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reg_t sendp, int origin, SegmentId local_segment);
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/**
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* Adds one varselector access to the execution stack.
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* This function is called from send_selector only.
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* @param[in] s The EngineState to use
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* @param[in] objp Pointer to the object owning the selector
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* @param[in] argc 1 for writing, 0 for reading
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* @param[in] argp Pointer to the address of the data to write -2
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* @param[in] selector Selector name
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* @param[in] address Heap address of the selector
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* @param[in] origin Stack frame which the access originated from
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* @return Pointer to the new exec-TOS element
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*/
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ExecStack *add_exec_stack_varselector(EngineState *s, reg_t objp, int argc,
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StackPtr argp, Selector selector, const ObjVarRef& address,
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int origin);
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/**
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* This function executes SCI bytecode
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* It executes the code on s->heap[pc] until it hits a 'ret' operation
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* while (stack_base == stack_pos). Requires s to be set up correctly.
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* @param[in] s The state to use
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* @param[in] restoring 1 if s has just been restored, 0 otherwise
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*/
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void run_vm(EngineState *s, int restoring);
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/**
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* Debugger functionality
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* @param[in] s The state at which debugging should take place
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* @param[in] bp Flag, set to true when a breakpoint is triggered
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*/
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void script_debug(EngineState *s, bool bp);
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/**
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* Initializes a EngineState block
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* @param[in] s The state to initialize
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* @return 0 on success, 1 if vocab.996 (the class table) is missing
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* or corrupted
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*/
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int script_init_engine(EngineState *);
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/**
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* Frees all additional memory associated with a EngineState block
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* @param[in] s The EngineState whose elements should be cleared
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*/
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void script_free_engine(EngineState *s);
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/**
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* Frees all script memory (heap, hunk, and class tables).
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* This operation is implicit in script_free_engine(), but is required for
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* restoring the game state.
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* @param[in] s The EngineState to free
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*/
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void script_free_vm_memory(EngineState *s);
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/**
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* Looks up a selector and returns its type and value
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* varindex is written to iff it is non-NULL and the selector indicates a property of the object.
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* @param[in] segMan The Segment Manager
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* @param[in] obj Address of the object to look the selector up in
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* @param[in] selectorid The selector to look up
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* @param[out] varp A reference to the selector, if it is a
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* variable.
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* @param[out] fptr A reference to the function described by that
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* selector, if it is a valid function selector.
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* fptr is written to iff it is non-NULL and the
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* selector indicates a member function of that
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* object.
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* @return kSelectorNone if the selector was not found in
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* the object or its superclasses.
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* kSelectorVariable if the selector represents an
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* object-relative variable.
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* kSelectorMethod if the selector represents a
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* method
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*/
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SelectorType lookup_selector(SegManager *segMan, reg_t obj, Selector selectorid,
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ObjVarRef *varp, reg_t *fptr);
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/**
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* Makes sure that a script and its superclasses get loaded to the heap.
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* If the script already has been loaded, only the number of lockers is
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* increased. All scripts containing superclasses of this script are loaded
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* recursively as well, unless 'recursive' is set to zero. The
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* complementary function is "script_uninstantiate()" below.
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* @param[in] resMan The resource manager
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* @param[in] segMan The segment manager
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* @param[in] script_nr The script number to load
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* @return The script's segment ID or 0 if out of heap
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*/
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int script_instantiate(ResourceManager *resMan, SegManager *segMan, int script_nr);
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/**
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* Decreases the numer of lockers of a script and unloads it if that number
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* reaches zero.
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* This function will recursively unload scripts containing its
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* superclasses, if those aren't locked by other scripts as well.
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* @param[in] segMan The segment manager
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* @param[in] version The SCI version to use
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* @param[in] script_nr The script number that is requestet to be unloaded
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*/
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void script_uninstantiate(SegManager *segMan, int script_nr);
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/**
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* Converts the builtin Sierra game IDs to the ones we use in ScummVM
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* @param[in] gameName The internal game name
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* @param[in] gameFlags The game's flags, which are adjusted accordingly for demos
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* @return The equivalent ScummVM game id
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*/
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const char *convertSierraGameId(const char *gameName, uint32 *gameFlags);
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/**
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* Initializes an SCI game
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* This function must be run before script_run() is executed. Graphics data
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* is initialized iff s->gfx_state != NULL.
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* @param[in] s The state to operate on
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* @return 0 on success, 1 if an error occured.
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*/
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int game_init(EngineState *s);
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/**
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* Initializes the graphics part of an SCI game
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* This function may only be called if game_init() did not initialize
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* the graphics data.
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* @param[in] s The state to initialize the graphics in
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* @return 0 on success, 1 if an error occured
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*/
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int game_init_graphics(EngineState *s);
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/**
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* Initializes the sound part of an SCI game
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* This function may only be called if game_init() did not initialize
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* the sound data.
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* @param[in] s The state to initialize the sound in
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* @param[in] sound_flags Flags to pass to the sound subsystem
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* @return 0 on success, 1 if an error occured
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*/
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int game_init_sound(EngineState *s, int sound_flags);
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/**
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* Runs an SCI game
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* This is the main function for SCI games. It takes a valid state, loads
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* script 0 to it, finds the game object, allocates a stack, and runs the
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* init method of the game object. In layman's terms, this runs an SCI game.
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* Note that, EngineState *s may be changed during the game, e.g. if a game
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* state is restored.
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* @param[in] s Pointer to the pointer of the state to operate on
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* @return 0 on success, 1 if an error occured.
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|
*/
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int game_run(EngineState **s);
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|
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/**
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* Restores an SCI game state and runs the game
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* This restores a savegame; otherwise, it behaves just like game_run().
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* @param[in] s Pointer to the pointer of the state to
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|
* operate on
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|
* @param[in] savegame_name Name of the savegame to restore
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* @return 0 on success, 1 if an error occured.
|
|
*/
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int game_restore(EngineState **s, char *savegame_name);
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|
|
|
/**
|
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* Uninitializes an initialized SCI game
|
|
* This function should be run after each script_run() call.
|
|
* @param[in] s The state to operate on
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|
* @return 0 on success, 1 if an error occured.
|
|
*/
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int game_exit(EngineState *s);
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|
|
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/**
|
|
* Instructs the virtual machine to abort
|
|
*/
|
|
void quit_vm();
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|
|
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/**
|
|
* Allocates "kernel" memory and returns a handle suitable to be passed on
|
|
* to SCI scripts
|
|
* @param[in] segMan The Segment Manager
|
|
* @param[in] type A free-form type description string (static)
|
|
* @param[in] space The space to allocate
|
|
* @return The handle
|
|
*/
|
|
reg_t kalloc(SegManager *segMan, const char *type, int space);
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|
|
|
/**
|
|
* Returns a pointer to "kernel" memory based on the handle
|
|
* @param[in] segMan The Segment Manager
|
|
* @param[in] handle The handle to use
|
|
* @return A pointer to the allocated memory
|
|
*/
|
|
byte *kmem(SegManager *segMan, reg_t handle);
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|
|
|
/**
|
|
* Frees all "kernel" memory associated with a handle
|
|
* @param[in] segMan The Segment Manager
|
|
* @param[in] handle The handle to free
|
|
* @return 0 on success, 1 otherwise
|
|
*/
|
|
int kfree(SegManager *segMan, reg_t handle);
|
|
|
|
/**
|
|
* Shrink execution stack to size.
|
|
* Contains an assert it is not already smaller.
|
|
*/
|
|
void shrink_execution_stack(EngineState *s, uint size);
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|
|
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} // End of namespace Sci
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#endif // SCI_ENGINE_VM_H
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