scummvm/engines/sci/engine/game.cpp

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2009-02-17 15:02:16 +00:00
/* 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 "common/system.h"
#include "common/file.h"
#include "sci/sci.h"
#include "sci/resource.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/kernel_types.h"
#include "sci/gfx/gfx_widgets.h"
#include "sci/gfx/gfx_state_internal.h" // required for GfxPort, GfxVisual
#include "sci/gfx/menubar.h"
namespace Sci {
int _reset_graphics_input(EngineState *s) {
Resource *resource;
int font_nr;
gfx_color_t transparent = { PaletteEntry(), 0, -1, -1, 0 };
debug(2, "Initializing graphics");
if (s->resourceManager->getViewType() == kViewEga) {
for (int i = 0; i < 16; i++) {
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if (gfxop_set_color(s->gfx_state, &(s->ega_colors[i]), gfx_sci0_image_colors[sci0_palette][i].r,
gfx_sci0_image_colors[sci0_palette][i].g, gfx_sci0_image_colors[sci0_palette][i].b, 0, -1, -1)) {
return 1;
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}
gfxop_set_system_color(s->gfx_state, i, &(s->ega_colors[i]));
}
} else {
// Allocate SCI1 system colors
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gfx_color_t black = { PaletteEntry(0, 0, 0), 0, 0, 0, GFX_MASK_VISUAL };
gfxop_set_system_color(s->gfx_state, 0, &black);
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// Check for Amiga palette file.
Common::File file;
if (file.open("spal")) {
s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal1_amiga(file));
file.close();
} else {
resource = s->resourceManager->findResource(ResourceId(kResourceTypePalette, 999), 1);
if (resource) {
if (s->resourceManager->sciVersion() < SCI_VERSION_1_1)
s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal1(999, resource->data, resource->size));
else
s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal11(999, resource->data, resource->size));
s->resourceManager->unlockResource(resource);
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} else {
debug(2, "Couldn't find the default palette!");
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}
}
}
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gfxop_fill_box(s->gfx_state, gfx_rect(0, 0, 320, 200), s->ega_colors[0]); // Fill screen black
gfxop_update(s->gfx_state);
gfxop_set_pointer_position(s->gfx_state, Common::Point(160, 150));
s->pic_is_new = 0;
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s->pic_visible_map = GFX_MASK_NONE; // Other values only make sense for debugging
s->dyn_views = NULL; // no DynViews
s->drop_views = NULL; // And, consequently, no list for dropped views
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s->priority_first = 42; // Priority zone 0 ends here
if (((SciEngine*)g_engine)->getKernel()->usesOldGfxFunctions())
s->priority_last = 200;
else
s->priority_last = 190;
font_nr = -1;
do {
resource = s->resourceManager->testResource(ResourceId(kResourceTypeFont, ++font_nr));
} while ((!resource) && (font_nr < 65536));
if (!resource) {
debug(2, "No text font was found.");
return 1;
}
s->visual = new GfxVisual(s->gfx_state, font_nr);
s->wm_port = new GfxPort(s->visual, s->gfx_state->pic_port_bounds, s->ega_colors[0], transparent);
s->iconbar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 200), s->ega_colors[0], transparent);
s->iconbar_port->_flags |= GFXW_FLAG_NO_IMPLICIT_SWITCH;
if (s->resourceManager->isVGA()) {
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// This bit sets the foreground and background colors in VGA SCI games
gfx_color_t fgcolor;
gfx_color_t bgcolor;
memset(&fgcolor, 0, sizeof(gfx_color_t));
memset(&bgcolor, 0, sizeof(gfx_color_t));
#if 0
fgcolor.visual = s->gfx_state->resstate->static_palette[0];
fgcolor.mask = GFX_MASK_VISUAL;
bgcolor.visual = s->gfx_state->resstate->static_palette[255];
bgcolor.mask = GFX_MASK_VISUAL;
#endif
s->titlebar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 10), fgcolor, bgcolor);
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} else {
s->titlebar_port = new GfxPort(s->visual, gfx_rect(0, 0, 320, 10), s->ega_colors[0], s->ega_colors[15]);
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}
s->titlebar_port->_color.mask |= GFX_MASK_PRIORITY;
s->titlebar_port->_color.priority = 11;
s->titlebar_port->_bgcolor.mask |= GFX_MASK_PRIORITY;
s->titlebar_port->_bgcolor.priority = 11;
s->titlebar_port->_flags |= GFXW_FLAG_NO_IMPLICIT_SWITCH;
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// but this is correct
s->picture_port = new GfxPort(s->visual, s->gfx_state->pic_port_bounds, s->ega_colors[0], transparent);
s->_pics.clear();
s->visual->add((GfxContainer *)s->visual, s->wm_port);
s->visual->add((GfxContainer *)s->visual, s->titlebar_port);
s->visual->add((GfxContainer *)s->visual, s->picture_port);
s->visual->add((GfxContainer *)s->visual, s->iconbar_port);
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// Add ports to visual
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s->port = s->picture_port; // Currently using the picture port
#if 0
s->titlebar_port->_bgcolor.mask |= GFX_MASK_PRIORITY;
s->titlebar_port->_bgcolor.priority = 11; // Standard priority for the titlebar port
#endif
return 0;
}
int game_init_graphics(EngineState *s) {
#ifdef CUSTOM_GRAPHICS_OPTIONS
#ifndef WITH_PIC_SCALING
if (s->gfx_state->options->pic0_unscaled == 0)
warning("Pic scaling was disabled; your version of ScummVM has no support for scaled pic drawing built in.");
s->gfx_state->options->pic0_unscaled = 1;
#endif
#endif
return _reset_graphics_input(s);
}
static void _free_graphics_input(EngineState *s) {
debug(2, "Freeing graphics");
delete s->visual;
s->wm_port = s->titlebar_port = s->picture_port = NULL;
s->visual = NULL;
s->dyn_views = NULL;
s->port = NULL;
s->_pics.clear();
}
int game_init_sound(EngineState *s, int sound_flags) {
if (s->resourceManager->sciVersion() > SCI_VERSION_0_LATE)
sound_flags |= SFX_STATE_FLAG_MULTIPLAY;
s->sfx_init_flags = sound_flags;
s->_sound.sfx_init(s->resourceManager, sound_flags);
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return 0;
}
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// Architectural stuff: Init/Unintialize engine
int script_init_engine(EngineState *s) {
s->kernel_opt_flags = 0;
s->segmentManager = new SegManager(s->resourceManager);
s->gc_countdown = GC_INTERVAL - 1;
SegmentId script_000_segment = s->segmentManager->getSegment(0, SCRIPT_GET_LOCK);
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if (script_000_segment <= 0) {
debug(2, "Failed to instantiate script.000");
return 1;
}
s->script_000 = s->segmentManager->getScript(script_000_segment);
s->sys_strings = s->segmentManager->allocateSysStrings(&s->sys_strings_segment);
s->string_frag_segment = s->segmentManager->allocateStringFrags();
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// Allocate static buffer for savegame and CWD directories
SystemString *str = &s->sys_strings->strings[SYS_STRING_SAVEDIR];
str->name = strdup("savedir");
str->max_size = MAX_SAVE_DIR_SIZE;
str->value = (reg_t *)calloc(MAX_SAVE_DIR_SIZE, sizeof(reg_t)); // FIXME -- sizeof(char) or sizeof(reg_t) ??
str->value[0].segment = s->string_frag_segment; // Set to empty string
str->value[0].offset = 0;
s->r_acc = s->r_prev = NULL_REG;
s->restAdjust = 0;
s->_executionStack.clear(); // Start without any execution stack
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s->execution_stack_base = -1; // No vm is running yet
s->restarting_flags = SCI_GAME_IS_NOT_RESTARTING;
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s->bp_list = NULL; // No breakpoints defined
s->have_bp = 0;
if (s->detectLofsType() == SCI_VERSION_1_MIDDLE)
s->segmentManager->setExportWidth(1);
else
s->segmentManager->setExportWidth(0);
debug(2, "Engine initialized");
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s->pic_priority_table = NULL;
s->_pics.clear();
return 0;
}
void script_set_gamestate_save_dir(EngineState *s, const char *path) {
SystemString *str = &s->sys_strings->strings[SYS_STRING_SAVEDIR];
strncpy((char *)str->value, path, str->max_size); // FIXME -- strncpy or internal_stringfrag_strncpy ?
str->value[str->max_size - 1].segment = s->string_frag_segment; // Make sure to terminate
str->value[str->max_size - 1].offset &= 0xff00; // Make sure to terminate
}
void internal_stringfrag_strncpy(EngineState *s, reg_t *dest, reg_t *src, int len);
void script_free_vm_memory(EngineState *s) {
debug(2, "Freeing VM memory");
if (s->segmentManager)
s->segmentManager->_classtable.clear();
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// Close all opened file handles
s->_fileHandles.clear();
s->_fileHandles.resize(5);
}
void script_free_engine(EngineState *s) {
script_free_vm_memory(s);
debug(2, "Freeing state-dependant data");
}
void script_free_breakpoints(EngineState *s) {
Breakpoint *bp, *bp_next;
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// Free breakpoint list
bp = s->bp_list;
while (bp) {
bp_next = bp->next;
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if (bp->type == BREAK_SELECTOR)
free(bp->data.name);
free(bp);
bp = bp_next;
}
s->bp_list = NULL;
}
/*************************************************************/
/* Game instance stuff: Init/Unitialize state-dependant data */
/*************************************************************/
int game_init(EngineState *s) {
// FIXME Use new VM instantiation code all over the place"
DataStack *stack;
stack = s->segmentManager->allocateStack(VM_STACK_SIZE, &s->stack_segment);
s->stack_base = stack->entries;
s->stack_top = s->stack_base + VM_STACK_SIZE;
if (!script_instantiate(s->resourceManager, s->segmentManager, 0)) {
warning("game_init(): Could not instantiate script 0");
return 1;
}
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s->parser_valid = 0; // Invalidate parser
s->parser_event = NULL_REG; // Invalidate parser event
s->_synonyms.clear(); // No synonyms
if (s->gfx_state && _reset_graphics_input(s))
return 1;
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s->successor = NULL; // No successor
s->_statusBarText.clear(); // Status bar is blank
s->status_bar_foreground = 0;
s->status_bar_background = !s->resourceManager->isVGA() ? 15 : 255;
SystemString *str = &s->sys_strings->strings[SYS_STRING_PARSER_BASE];
str->name = strdup("parser-base");
str->max_size = MAX_PARSER_BASE;
str->value = (reg_t *)calloc(MAX_PARSER_BASE + 1, sizeof(char)); // FIXME -- sizeof(char) or sizeof(reg_t) ??
str->value[0].segment = s->string_frag_segment; // Set to empty string
str->value[0].offset = 0; // Set to empty string
s->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE);
s->game_start_time = g_system->getMillis();
s->last_wait_time = s->game_start_time;
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srand(g_system->getMillis()); // Initialize random number generator
// script_dissect(0, s->_selectorNames);
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// The first entry in the export table of script 0 points to the game object
s->game_obj = script_lookup_export(s->segmentManager, 0, 0);
s->_gameName = obj_get_name(s->segmentManager, s->game_obj);
debug(2, " \"%s\" at %04x:%04x", s->_gameName.c_str(), PRINT_REG(s->game_obj));
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// Mark parse tree as unused
s->parser_nodes[0].type = kParseTreeLeafNode;
s->parser_nodes[0].content.value = 0;
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s->_menubar = new Menubar(); // Create menu bar
if (s->sfx_init_flags & SFX_STATE_FLAG_NOSOUND)
game_init_sound(s, 0);
// Load game language into printLang property of game object
s->getLanguage();
return 0;
}
int game_exit(EngineState *s) {
s->_executionStack.clear();
if (!s->successor) {
s->_sound.sfx_exit();
// Reinit because some other code depends on having a valid state
game_init_sound(s, SFX_STATE_FLAG_NOSOUND);
}
s->segmentManager->_classtable.clear();
delete s->segmentManager;
s->segmentManager = 0;
s->_synonyms.clear();
debug(2, "Freeing miscellaneous data...");
// TODO Free parser segment here
// TODO Free scripts here
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delete s->_menubar;
_free_graphics_input(s);
return 0;
}
} // End of namespace Sci