scummvm/engines/sci/engine/state.cpp

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/* 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.
*
*/
#include "common/system.h"
#include "sci/sci.h" // for INCLUDE_OLDGFX
#include "sci/debug.h" // for g_debug_sleeptime_factor
#include "sci/engine/file.h"
#include "sci/engine/guest_additions.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/engine/selector.h"
#include "sci/engine/vm.h"
#include "sci/engine/script.h"
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#include "sci/engine/message.h"
namespace Sci {
// Maps half-width single-byte SJIS to full-width double-byte SJIS
// Note: SSCI maps 0x5C (the Yen symbol) to 0x005C, which terminates
// the string with the leading 0x00 byte. We map Yen to 0x818F.
static const uint16 s_halfWidthSJISMap[256] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x81A8, 0x81A9, 0x81AA, 0x81AB,
0x8140, 0x8149, 0x818D, 0x8194, 0x8190, 0x8193, 0x8195, 0x818C,
0x8169, 0x816A, 0x8196, 0x817B, 0x8143, 0x817C, 0x8144, 0x815E,
0x824F, 0x8250, 0x8251, 0x8252, 0x8253, 0x8254, 0x8255, 0x8256,
0x8257, 0x8258, 0x8146, 0x8147, 0x8183, 0x8181, 0x8184, 0x8148,
0x8197, 0x8260, 0x8261, 0x8262, 0x8263, 0x8264, 0x8265, 0x8266,
0x8267, 0x8268, 0x8269, 0x826A, 0x826B, 0x826C, 0x826D, 0x826E,
0x826F, 0x8270, 0x8271, 0x8272, 0x8273, 0x8274, 0x8275, 0x8276,
0x8277, 0x8278, 0x8279, 0x816D, 0x818F /* 0x005C */, 0x816E, 0x814F, 0x8151,
0x8280, 0x8281, 0x8282, 0x8283, 0x8284, 0x8285, 0x8286, 0x8287,
0x8288, 0x8289, 0x828A, 0x828B, 0x828C, 0x828D, 0x828E, 0x828F,
0x8290, 0x8291, 0x8292, 0x8293, 0x8294, 0x8295, 0x8296, 0x8297,
0x8298, 0x8299, 0x829A, 0x816F, 0x8162, 0x8170, 0x8160, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0x8140, 0x8142, 0x8175, 0x8176, 0x8141, 0x8145, 0x8392, 0x8340,
0x8342, 0x8344, 0x8346, 0x8348, 0x8383, 0x8385, 0x8387, 0x8362,
0x815C, 0x8341, 0x8343, 0x8345, 0x8347, 0x8349, 0x834A, 0x834C,
0x834E, 0x8350, 0x8352, 0x8354, 0x8356, 0x8358, 0x835A, 0x835C,
0x835E, 0x8360, 0x8363, 0x8365, 0x8367, 0x8369, 0x836A, 0x836B,
0x836C, 0x836D, 0x836E, 0x8371, 0x8374, 0x8377, 0x837A, 0x837D,
0x837E, 0x8380, 0x8381, 0x8382, 0x8384, 0x8386, 0x8388, 0x8389,
0x838A, 0x838B, 0x838C, 0x838D, 0x838F, 0x8393, 0x814A, 0x814B,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
EngineState::EngineState(SegManager *segMan)
: _segMan(segMan),
_dirseeker() {
reset(false);
}
EngineState::~EngineState() {
delete _msgState;
}
void EngineState::reset(bool isRestoring) {
if (!isRestoring) {
_memorySegmentSize = 0;
_fileHandles.resize(5);
abortScriptProcessing = kAbortNone;
} else {
g_sci->_guestAdditions->reset();
}
_delayedRestoreGameId = -1;
executionStackBase = 0;
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_executionStackPosChanged = false;
stack_base = 0;
stack_top = 0;
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r_acc = NULL_REG;
r_prev = NULL_REG;
r_rest = 0;
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lastWaitTime = 0;
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gcCountDown = 0;
#ifdef ENABLE_SCI32
SCI32: Detect and handle tight loops around kGetEvent In SSCI, mouse events are received through a hardware interrupt and the cursor is drawn directly to the graphics card by the interrupt handler. This allows game scripts to omit calls to kFrameOut without stopping the mouse cursor from being redrawn in response to mouse movement. ScummVM, in contrast, needs to poll for events and submit screen updates explicitly from the main thread. Submitting screen updates may block on vsync, which means that this call should really only be made once per frame, just after the game has finished updating its back buffer. The closest signal in SCI32 for having completed drawing a frame is the kFrameOut call, so this is where the update is submitted (by calling OSystem::updateScreen). The problem with the approach in ScummVM is that, even though the mouse position is being updated (by calls to kGetEvent) and drawn to the backend's back buffer (by GfxCursor32::drawToHardware), OSystem::updateScreen is never called during game loops that omit calls to kFrameOut. This commit introduces a workaround that looks at the number of times kGetEvent is called between calls to kFrameOut. If the number of kGetEvent calls is higher than usual (where "usual" seems to be 0 or 1), we assume that the game is running one of these tight event loops, and kGetEvent starts calling OSystem::updateScreen until the next kFrameOut call. We also then start throttling the calls to kGetEvent to keep CPU usage down. This fixes at least two such known loops: 1. When interacting with the menu bar at the top of the screen in LSL6hires; 2. When restoring a game in Phant2 and sitting on the "click mouse" screen. A similar workaround may also be needed for kGetTime, though loops around kGetTime should preferably be replaced using a script patch to call kWait instead.
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_eventCounter = 0;
#endif
_throttleLastTime = 0;
_throttleTrigger = false;
_gameIsBenchmarking = false;
_lastSaveVirtualId = SAVEGAMEID_OFFICIALRANGE_START;
_lastSaveNewId = 0;
_chosenQfGImportItem = 0;
_cursorWorkaroundActive = false;
scriptStepCounter = 0;
scriptGCInterval = GC_INTERVAL;
_videoState.reset();
}
void EngineState::speedThrottler(uint32 neededSleep) {
if (_throttleTrigger) {
uint32 curTime = g_system->getMillis();
uint32 duration = curTime - _throttleLastTime;
if (duration < neededSleep) {
g_sci->sleep(neededSleep - duration);
_throttleLastTime = g_system->getMillis();
} else {
_throttleLastTime = curTime;
}
_throttleTrigger = false;
}
}
void EngineState::wait(int16 ticks) {
uint32 time = g_system->getMillis();
r_acc = make_reg(0, ((long)time - (long)lastWaitTime) * 60 / 1000);
lastWaitTime = time;
ticks *= g_debug_sleeptime_factor;
g_sci->sleep(ticks * 1000 / 60);
}
void EngineState::initGlobals() {
Script *script_000 = _segMan->getScript(1);
if (script_000->getLocalsCount() == 0)
error("Script 0 has no locals block");
variablesSegment[VAR_GLOBAL] = script_000->getLocalsSegment();
variablesBase[VAR_GLOBAL] = variables[VAR_GLOBAL] = script_000->getLocalsBegin();
variablesMax[VAR_GLOBAL] = script_000->getLocalsCount();
}
uint16 EngineState::currentRoomNumber() const {
return variables[VAR_GLOBAL][kGlobalVarNewRoomNo].toUint16();
}
void EngineState::setRoomNumber(uint16 roomNumber) {
variables[VAR_GLOBAL][kGlobalVarNewRoomNo] = make_reg(0, roomNumber);
}
void EngineState::shrinkStackToBase() {
if (_executionStack.size() > 0) {
uint size = executionStackBase + 1;
assert(_executionStack.size() >= size);
Common::List<ExecStack>::iterator iter = _executionStack.begin();
for (uint i = 0; i < size; ++i)
++iter;
_executionStack.erase(iter, _executionStack.end());
}
}
static kLanguage charToLanguage(const char c) {
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 SciEngine::getSciLanguageString(const Common::String &str, kLanguage requestedLanguage, kLanguage *secondaryLanguage, uint16 *languageSplitter) const {
kLanguage foundLanguage = K_LANG_NONE;
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const byte *textPtr = (const byte *)str.c_str();
byte curChar = 0;
byte curChar2 = 0;
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while (1) {
curChar = *textPtr;
if (!curChar)
break;
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if ((curChar == '%') || (curChar == '#')) {
curChar2 = *(textPtr + 1);
foundLanguage = charToLanguage(curChar2);
if (foundLanguage != K_LANG_NONE) {
// Return language splitter
if (languageSplitter)
*languageSplitter = curChar | ( curChar2 << 8 );
// Return the secondary language found in the string
if (secondaryLanguage)
*secondaryLanguage = foundLanguage;
break;
}
}
textPtr++;
}
if (foundLanguage == requestedLanguage) {
if (curChar2 == 'J') {
// Japanese including Kanji, displayed with system font
// Convert half-width characters to full-width equivalents
Common::String fullWidth;
uint16 mappedChar;
textPtr += 2; // skip over language splitter
while (1) {
curChar = *textPtr;
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switch (curChar) {
case 0: // Terminator NUL
return fullWidth;
case '\\':
// "\n", "\N", "\r" and "\R" were overwritten with SPACE + 0x0D in PC-9801 SSCI
// inside GetLongest() (text16). We do it here, because it's much cleaner and
// we have to process the text here anyway.
// Occurs for example in Police Quest 2 intro
curChar2 = *(textPtr + 1);
switch (curChar2) {
case 'n':
case 'N':
case 'r':
case 'R':
fullWidth += ' ';
fullWidth += 0x0D; // CR
textPtr += 2;
continue;
}
}
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textPtr++;
mappedChar = s_halfWidthSJISMap[curChar];
if (mappedChar) {
fullWidth += mappedChar >> 8;
fullWidth += mappedChar & 0xFF;
} else {
// Copy double-byte character
curChar2 = *(textPtr++);
if (!curChar) {
error("SJIS character %02X is missing second byte", curChar);
break;
}
fullWidth += curChar;
fullWidth += curChar2;
}
}
} else {
return Common::String((const char *)(textPtr + 2));
}
}
if (curChar)
return Common::String(str.c_str(), (const char *)textPtr - str.c_str());
return str;
}
kLanguage SciEngine::getSciLanguage() {
kLanguage lang = (kLanguage)_resMan->getAudioLanguage();
if (lang != K_LANG_NONE)
return lang;
lang = K_LANG_ENGLISH;
if (SELECTOR(printLang) != -1) {
lang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(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 (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;
}
}
}
return lang;
}
void SciEngine::setSciLanguage(kLanguage lang) {
if (SELECTOR(printLang) != -1)
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), lang);
}
void SciEngine::setSciLanguage() {
setSciLanguage(getSciLanguage());
}
Common::String SciEngine::strSplitLanguage(const char *str, uint16 *languageSplitter, const char *sep) {
kLanguage activeLanguage = getSciLanguage();
kLanguage subtitleLanguage = K_LANG_NONE;
if (SELECTOR(subtitleLang) != -1)
subtitleLanguage = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(subtitleLang));
kLanguage foundLanguage;
Common::String retval = getSciLanguageString(str, activeLanguage, &foundLanguage, languageSplitter);
// Don't add subtitle when separator is not set, subtitle language is not set, or
// string contains only one language
if ((sep == NULL) || (subtitleLanguage == K_LANG_NONE) || (foundLanguage == K_LANG_NONE))
return retval;
// Add subtitle, unless the subtitle language doesn't match the languages in the string
if ((subtitleLanguage == K_LANG_ENGLISH) || (subtitleLanguage == foundLanguage)) {
retval += sep;
retval += getSciLanguageString(str, subtitleLanguage);
}
return retval;
}
void SciEngine::checkVocabularySwitch() {
uint16 parserLanguage = 1;
if (SELECTOR(parseLang) != -1)
parserLanguage = readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang));
if (parserLanguage != _vocabularyLanguage) {
delete _vocabulary;
_vocabulary = new Vocabulary(_resMan, parserLanguage > 1 ? true : false);
_vocabulary->reset();
_vocabularyLanguage = parserLanguage;
}
}
SciCallOrigin EngineState::getCurrentCallOrigin() const {
// IMPORTANT: This method must always return values that match *exactly* the
// values in the workaround tables in workarounds.cpp, or workarounds will
// be broken
Common::String curObjectName = _segMan->getObjectName(xs->sendp);
Common::String curMethodName;
const Script *localScript = _segMan->getScriptIfLoaded(xs->local_segment);
int curScriptNr = localScript->getScriptNumber();
Selector debugSelector = xs->debugSelector;
int debugExportId = xs->debugExportId;
if (xs->debugLocalCallOffset != -1) {
// if lastcall was actually a local call search back for a real call
Common::List<ExecStack>::const_iterator callIterator = _executionStack.end();
while (callIterator != _executionStack.begin()) {
callIterator--;
const ExecStack &loopCall = *callIterator;
if (loopCall.debugSelector != -1 || loopCall.debugExportId != -1) {
debugSelector = loopCall.debugSelector;
debugExportId = loopCall.debugExportId;
break;
}
}
}
if (xs->type == EXEC_STACK_TYPE_CALL) {
if (debugSelector != -1) {
curMethodName = g_sci->getKernel()->getSelectorName(debugSelector);
} else if (debugExportId != -1) {
curObjectName = "";
curMethodName = Common::String::format("export %d", debugExportId);
}
}
SciCallOrigin reply;
reply.objectName = curObjectName;
reply.methodName = curMethodName;
reply.scriptNr = curScriptNr;
reply.localCallOffset = xs->debugLocalCallOffset;
reply.roomNr = currentRoomNumber();
return reply;
}
} // End of namespace Sci