SCI: storing game super class address now inside SciEngine

svn-id: r52311
This commit is contained in:
Martin Kiewitz 2010-08-23 20:29:13 +00:00
parent edea88cf54
commit 0c5561105c
4 changed files with 25 additions and 20 deletions

View file

@ -201,7 +201,8 @@ Common::Error SciEngine::run() {
// Add the after market GM patches for the specified game, if they exist
_resMan->addNewGMPatch(_gameId);
_gameObj = _resMan->findGameObject();
_gameObjectAddress = _resMan->findGameObject();
_gameSuperClassAddress = NULL_REG;
SegManager *segMan = new SegManager(_resMan);
@ -212,6 +213,7 @@ Common::Error SciEngine::run() {
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
_kernel = new Kernel(_resMan, segMan);
_features = new GameFeatures(segMan, _kernel);
// Only SCI0, SCI01 and SCI1 EGA games used a parser
_vocabulary = (getSciVersion() <= SCI_VERSION_1_EGA) ? new Vocabulary(_resMan, false) : NULL;
@ -231,6 +233,14 @@ Common::Error SciEngine::run() {
return Common::kUnknownError;
}
// we try to find the super class address of the game object, we can't do that earlier
const Object *gameObject = segMan->getObject(_gameObjectAddress);
if (!gameObject) {
warning("Could not get game object, aborting...");
return Common::kUnknownError;
}
_gameSuperClassAddress = gameObject->getSuperClassSelector();
script_adjust_opcode_formats();
// Must be called after game_init(), as they use _features
@ -250,9 +260,9 @@ Common::Error SciEngine::run() {
if (selectedLanguage == Common::EN_ANY) {
// and english was selected as language
if (SELECTOR(printLang) != -1) // set text language to english
writeSelectorValue(segMan, _gameObj, SELECTOR(printLang), 1);
writeSelectorValue(segMan, _gameObjectAddress, SELECTOR(printLang), 1);
if (SELECTOR(parseLang) != -1) // and set parser language to english as well
writeSelectorValue(segMan, _gameObj, SELECTOR(parseLang), 1);
writeSelectorValue(segMan, _gameObjectAddress, SELECTOR(parseLang), 1);
}
}
@ -444,8 +454,8 @@ void SciEngine::initStackBaseWithSelector(Selector selector) {
_gamestate->stack_base[1] = NULL_REG;
// Register the first element on the execution stack
if (!send_selector(_gamestate, _gameObj, _gameObj, _gamestate->stack_base, 2, _gamestate->stack_base)) {
_console->printObject(_gameObj);
if (!send_selector(_gamestate, _gameObjectAddress, _gameObjectAddress, _gamestate->stack_base, 2, _gamestate->stack_base)) {
_console->printObject(_gameObjectAddress);
error("initStackBaseWithSelector: error while registering the first selector in the call stack");
}