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authorFilippos Karapetis2010-06-27 23:20:08 +0000
committerFilippos Karapetis2010-06-27 23:20:08 +0000
commit048ceb73d36e4729cb9c8dde292043c32a554234 (patch)
treeb060e72c936d24063c5d2ea243c6a677f18f8bf1
parenta887d4898db9c954f29972e8bfb5155659069e4b (diff)
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SCI: Removed the hack for loading games from the launcher from run_vm(). This is now done on startup. This should fix loading from the launcher for LSL6
svn-id: r50406
-rw-r--r--engines/sci/engine/selector.cpp1
-rw-r--r--engines/sci/engine/selector.h2
-rw-r--r--engines/sci/engine/state.cpp14
-rw-r--r--engines/sci/engine/state.h2
-rw-r--r--engines/sci/engine/vm.cpp50
-rw-r--r--engines/sci/sci.cpp27
6 files changed, 48 insertions, 48 deletions
diff --git a/engines/sci/engine/selector.cpp b/engines/sci/engine/selector.cpp
index 00480743cc..155aa83883 100644
--- a/engines/sci/engine/selector.cpp
+++ b/engines/sci/engine/selector.cpp
@@ -161,6 +161,7 @@ void Kernel::mapSelectors() {
FIND_SELECTOR(maxScale);
FIND_SELECTOR(vanishingX);
FIND_SELECTOR(vanishingY);
+ FIND_SELECTOR(init);
FIND_SELECTOR(iconIndex);
#ifdef ENABLE_SCI32
diff --git a/engines/sci/engine/selector.h b/engines/sci/engine/selector.h
index acb7912d8d..1fff7caac8 100644
--- a/engines/sci/engine/selector.h
+++ b/engines/sci/engine/selector.h
@@ -103,6 +103,8 @@ struct SelectorCache {
// perform
Selector moveDone; ///< used for DoBresen
+ Selector init; ///< Used for menu initialization when loading from the launcher
+
// SCI1 selectors which have been moved a bit in SCI1.1, but otherwise static
Selector cantBeHere; ///< Checks for movement avoidance in SCI1+. Replaces canBeHere
Selector topString; ///< SCI1 scroll lists use this instead of lsTop
diff --git a/engines/sci/engine/state.cpp b/engines/sci/engine/state.cpp
index 4b99097476..9bd8f380a1 100644
--- a/engines/sci/engine/state.cpp
+++ b/engines/sci/engine/state.cpp
@@ -145,12 +145,14 @@ void EngineState::setRoomNumber(uint16 roomNumber) {
}
void EngineState::shrinkStackToBase() {
- 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());
+ 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) {
diff --git a/engines/sci/engine/state.h b/engines/sci/engine/state.h
index b47b739007..2fcad5b2e4 100644
--- a/engines/sci/engine/state.h
+++ b/engines/sci/engine/state.h
@@ -152,8 +152,6 @@ public:
SegmentId variablesSegment[4]; ///< Same as above, contains segment IDs
int variablesMax[4]; ///< Max. values for all variables
- int loadFromLauncher;
-
AbortGameState abortScriptProcessing;
bool gameWasRestarted;
diff --git a/engines/sci/engine/vm.cpp b/engines/sci/engine/vm.cpp
index a69a142e10..d819db3d08 100644
--- a/engines/sci/engine/vm.cpp
+++ b/engines/sci/engine/vm.cpp
@@ -758,48 +758,24 @@ static void callKernelFunc(EngineState *s, int kernelFuncNr, int argc) {
xstack->selector = kernelFuncNr;
xstack->type = EXEC_STACK_TYPE_KERNEL;
- //warning("callk %s", kernelFunc.origName.c_str());
-
- // TODO: SCI2.1 equivalent
- if (s->loadFromLauncher >= 0 && (
- (kernelFuncNr == 0x8 && getSciVersion() <= SCI_VERSION_1_1) || // DrawPic
- (kernelFuncNr == 0x3d && getSciVersion() == SCI_VERSION_2) // GetSaveDir
- //(kernelFuncNum == 0x28 && getSciVersion() == SCI_VERSION_2_1) // AddPlane
- )) {
-
- // A game is being loaded from the launcher, and the game is about to draw something on
- // screen, hence all initialization has taken place (i.e. menus have been constructed etc).
- // Therefore, inject a kRestoreGame call here, instead of the requested function.
- // The restore call is injected here mainly for games which have a menu, as the menu is
- // constructed when the game starts and is not reconstructed when a saved game is loaded.
- int saveSlot = s->loadFromLauncher;
- s->loadFromLauncher = -1; // invalidate slot, so that we don't load again
-
- if (saveSlot < 0)
- error("Requested to load invalid save slot"); // should never happen, really
-
- reg_t restoreArgv[2] = { NULL_REG, make_reg(0, saveSlot) }; // special call (argv[0] is NULL)
- kRestoreGame(s, 2, restoreArgv);
- } else {
- // Call kernel function
- s->r_acc = kernelFunc.func(s, argc, argv);
+ // Call kernel function
+ s->r_acc = kernelFunc.func(s, argc, argv);
#if 0
- // Used for debugging
- Common::String debugMsg = kernelFunc.origName +
- Common::String::printf("[0x%x]", kernelFuncNum) +
- Common::String::printf(", %d params: ", argc) +
- " (";
+ // Used for debugging
+ Common::String debugMsg = kernelFunc.origName +
+ Common::String::printf("[0x%x]", kernelFuncNum) +
+ Common::String::printf(", %d params: ", argc) +
+ " (";
- for (int i = 0; i < argc; i++) {
- debugMsg += Common::String::printf("%04x:%04x", PRINT_REG(argv[i]));
- debugMsg += (i == argc - 1 ? ")" : ", ");
- }
+ for (int i = 0; i < argc; i++) {
+ debugMsg += Common::String::printf("%04x:%04x", PRINT_REG(argv[i]));
+ debugMsg += (i == argc - 1 ? ")" : ", ");
+ }
- debugMsg += ", result: " + Common::String::printf("%04x:%04x", PRINT_REG(s->r_acc));
- debug("%s", debugMsg.c_str());
+ debugMsg += ", result: " + Common::String::printf("%04x:%04x", PRINT_REG(s->r_acc));
+ debug("%s", debugMsg.c_str());
#endif
- }
// Remove callk stack frame again, if there's still an execution stack
if (s->_executionStack.begin() != s->_executionStack.end())
diff --git a/engines/sci/sci.cpp b/engines/sci/sci.cpp
index 8a41d74b7f..9a80420a12 100644
--- a/engines/sci/sci.cpp
+++ b/engines/sci/sci.cpp
@@ -306,9 +306,30 @@ Common::Error SciEngine::run() {
// Check whether loading a savestate was requested
if (ConfMan.hasKey("save_slot")) {
- _gamestate->loadFromLauncher = ConfMan.getInt("save_slot");
- } else {
- _gamestate->loadFromLauncher = -1;
+ reg_t restoreArgv[2] = { NULL_REG, make_reg(0, ConfMan.getInt("save_slot")) }; // special call (argv[0] is NULL)
+ kRestoreGame(_gamestate, 2, restoreArgv);
+
+ // Initialize the game menu, if there is one.
+ // This is not done when loading, so we must do it manually.
+ reg_t menuBarObj = _gamestate->_segMan->findObjectByName("MenuBar");
+ if (menuBarObj.isNull())
+ menuBarObj = _gamestate->_segMan->findObjectByName("menuBar"); // LSL6
+ if (!menuBarObj.isNull()) {
+ // Game menus are found in SCI0-SCI01 games (but not in demos), which had a selector vocabulary,
+ // thus the following code should always work (at least theoretically).
+ // The init selector is being moved around in all games, thus adding it to the list of static
+ // selectors can be tricky. An alternative way would be to call the first method of the
+ // MenuBar object (which is init), but this will require refactoring.
+ if (_kernel->_selectorCache.init != -1) {
+ // Reset abortScriptProcessing before initializing the game menu, so that the
+ // VM call performed by invokeSelector will actually run.
+ _gamestate->abortScriptProcessing = kAbortNone;
+ invokeSelector(_gamestate, menuBarObj, SELECTOR(init), 0, _gamestate->stack_base);
+ _gamestate->abortScriptProcessing = kAbortLoadGame;
+ } else {
+ warning("Game has a menu but not a selector vocabulary, skipping menu initialization");
+ }
+ }
}
runGame();