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authorFilippos Karapetis2010-06-01 15:48:17 +0000
committerFilippos Karapetis2010-06-01 15:48:17 +0000
commit65f3cfcbd816fe05437298cd46621d9f058aaea3 (patch)
tree69d8cbfa1ae41d4d43cfd611a71adf074a0a7a6b
parent1f54cdf90d5d14c4acee4cd2a358585b43abb188 (diff)
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Stop reconstructing the engine state when restoring, but reset it instead
svn-id: r49376
-rw-r--r--engines/sci/engine/game.cpp7
-rw-r--r--engines/sci/engine/savegame.cpp65
-rw-r--r--engines/sci/engine/state.cpp46
-rw-r--r--engines/sci/engine/state.h7
-rw-r--r--engines/sci/engine/vm.cpp19
5 files changed, 69 insertions, 75 deletions
diff --git a/engines/sci/engine/game.cpp b/engines/sci/engine/game.cpp
index 03c3594f03..bc10099e52 100644
--- a/engines/sci/engine/game.cpp
+++ b/engines/sci/engine/game.cpp
@@ -111,7 +111,7 @@ int game_init(EngineState *s) {
if (g_sci->_gfxMenu)
g_sci->_gfxMenu->reset();
- s->successor = NULL; // No successor
+ s->restoring = false;
s->game_start_time = g_system->getMillis();
s->last_wait_time = s->game_start_time;
@@ -134,9 +134,8 @@ int game_init(EngineState *s) {
}
int game_exit(EngineState *s) {
- s->_executionStack.clear();
-
- if (!s->successor) {
+ if (!s->restoring) {
+ s->_executionStack.clear();
#ifdef USE_OLD_MUSIC_FUNCTIONS
s->_sound.sfx_exit();
// Reinit because some other code depends on having a valid state
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp
index bba087d953..798f889460 100644
--- a/engines/sci/engine/savegame.cpp
+++ b/engines/sci/engine/savegame.cpp
@@ -821,7 +821,6 @@ static void reconstruct_sounds(EngineState *s) {
#endif
void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
- EngineState *retval;
#ifdef USE_OLD_MUSIC_FUNCTIONS
SongLibrary temp;
#endif
@@ -856,76 +855,66 @@ void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
thumbnail = 0;
}
- // Create a new EngineState object
- retval = new EngineState(s->_segMan);
- retval->_event = s->_event;
-
- // Copy some old data
- retval->_soundCmd = s->_soundCmd;
-
- // Copy memory segment
- retval->_memorySegmentSize = s->_memorySegmentSize;
- memcpy(retval->_memorySegment, s->_memorySegment, s->_memorySegmentSize);
-
- retval->saveLoadWithSerializer(ser); // FIXME: Error handling?
+ s->reset(true);
+ s->saveLoadWithSerializer(ser); // FIXME: Error handling?
#ifdef USE_OLD_MUSIC_FUNCTIONS
s->_sound.sfx_exit();
#endif
// Set exec stack base to zero
- retval->execution_stack_base = 0;
+ s->execution_stack_base = 0;
// Now copy all current state information
#ifdef USE_OLD_MUSIC_FUNCTIONS
- temp = retval->_sound._songlib;
- retval->_sound.sfx_init(g_sci->getResMan(), s->sfx_init_flags, g_sci->_features->detectDoSoundType());
- retval->sfx_init_flags = s->sfx_init_flags;
- retval->_sound._songlib.freeSounds();
- retval->_sound._songlib = temp;
- retval->_soundCmd->updateSfxState(&retval->_sound);
+ temp = s->_sound._songlib;
+ s->_sound.sfx_init(g_sci->getResMan(), s->sfx_init_flags, g_sci->_features->detectDoSoundType());
+ s->sfx_init_flags = s->sfx_init_flags;
+ s->_sound._songlib.freeSounds();
+ s->_sound._songlib = temp;
+ s->_soundCmd->updateSfxState(&retval->_sound);
#endif
- reconstruct_stack(retval);
- retval->_segMan->reconstructScripts(retval);
- retval->_segMan->reconstructClones();
- retval->_gameObj = s->_gameObj;
- retval->script_000 = retval->_segMan->getScript(retval->_segMan->getScriptSegment(0, SCRIPT_GET_DONT_LOAD));
- retval->gc_countdown = GC_INTERVAL - 1;
+ reconstruct_stack(s);
+ s->_segMan->reconstructScripts(s);
+ s->_segMan->reconstructClones();
+ s->_gameObj = s->_gameObj;
+ s->script_000 = s->_segMan->getScript(s->_segMan->getScriptSegment(0, SCRIPT_GET_DONT_LOAD));
+ s->gc_countdown = GC_INTERVAL - 1;
// Time state:
- retval->last_wait_time = g_system->getMillis();
- retval->game_start_time = g_system->getMillis();
+ s->last_wait_time = g_system->getMillis();
+ s->game_start_time = g_system->getMillis();
- retval->successor = NULL;
+ s->restoring = false;
#ifdef USE_OLD_MUSIC_FUNCTIONS
- retval->_sound._it = NULL;
- retval->_sound._flags = s->_sound._flags;
- retval->_sound._song = NULL;
- retval->_sound._suspended = s->_sound._suspended;
- reconstruct_sounds(retval);
+ s->_sound._it = NULL;
+ s->_sound._flags = s->_sound._flags;
+ s->_sound._song = NULL;
+ s->_sound._suspended = s->_sound._suspended;
+ reconstruct_sounds(s);
#else
- retval->_soundCmd->reconstructPlayList(meta.savegame_version);
+ s->_soundCmd->reconstructPlayList(meta.savegame_version);
#endif
// Message state:
- retval->_msgState = new MessageState(retval->_segMan);
+ s->_msgState = new MessageState(s->_segMan);
#ifdef ENABLE_SCI32
if (g_sci->_gui32) {
g_sci->_gui32->init();
} else {
#endif
- g_sci->_gui->resetEngineState(retval);
+ g_sci->_gui->resetEngineState(s);
g_sci->_gui->init(g_sci->_features->usesOldGfxFunctions());
#ifdef ENABLE_SCI32
}
#endif
- s->successor = retval; // Set successor
+ s->restoring = true;
script_abort_flag = 2; // Abort current game with replay
s->shrinkStackToBase();
}
diff --git a/engines/sci/engine/state.cpp b/engines/sci/engine/state.cpp
index 5325d128be..b642cd8dc9 100644
--- a/engines/sci/engine/state.cpp
+++ b/engines/sci/engine/state.cpp
@@ -72,45 +72,49 @@ static const uint16 s_halfWidthSJISMap[256] = {
EngineState::EngineState(SegManager *segMan)
: _segMan(segMan), _dirseeker() {
+ reset(false);
+}
+
+EngineState::~EngineState() {
+ delete _msgState;
+}
+
+void EngineState::reset(bool isRestoring) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
sfx_init_flags = 0;
#endif
- restarting_flags = 0;
+ if (!isRestoring) {
+ script_000 = 0;
+ _gameObj = NULL_REG;
- last_wait_time = 0;
+ _memorySegmentSize = 0;
+ _soundCmd = 0;
- _fileHandles.resize(5);
+ restarting_flags = 0;
- execution_stack_base = 0;
- _executionStackPosChanged = false;
+ execution_stack_base = 0;
+ _executionStackPosChanged = false;
- r_acc = NULL_REG;
- restAdjust = 0;
- r_prev = NULL_REG;
+ _fileHandles.resize(5);
- stack_base = 0;
- stack_top = 0;
+ r_acc = NULL_REG;
+ restAdjust = 0;
+ r_prev = NULL_REG;
- script_000 = 0;
+ stack_base = 0;
+ stack_top = 0;
+ }
- _gameObj = NULL_REG;
+ last_wait_time = 0;
gc_countdown = 0;
- successor = 0;
-
_throttleCounter = 0;
_throttleLastTime = 0;
_throttleTrigger = false;
- _memorySegmentSize = 0;
-
- _soundCmd = 0;
-}
-
-EngineState::~EngineState() {
- delete _msgState;
+ restoring = false;
}
void EngineState::wait(int16 ticks) {
diff --git a/engines/sci/engine/state.h b/engines/sci/engine/state.h
index 0746e8e0a8..431aac884e 100644
--- a/engines/sci/engine/state.h
+++ b/engines/sci/engine/state.h
@@ -174,7 +174,12 @@ public:
uint _memorySegmentSize;
byte _memorySegment[kMemorySegmentMax];
- EngineState *successor; /**< Successor of this state: Used for restoring */
+ /**
+ * Resets the engine state.
+ */
+ void reset(bool isRestoring);
+
+ bool restoring; /**< A flag to indicate if a game is being restored */
};
} // End of namespace Sci
diff --git a/engines/sci/engine/vm.cpp b/engines/sci/engine/vm.cpp
index 3aee20692a..36f5ec6893 100644
--- a/engines/sci/engine/vm.cpp
+++ b/engines/sci/engine/vm.cpp
@@ -1695,17 +1695,16 @@ static void _init_stack_base_with_selector(EngineState *s, Selector selector) {
}
static EngineState *_game_run(EngineState *&s) {
- EngineState *successor = NULL;
- int game_is_finished = 0;
+ bool restoring = false;
if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup))
g_sci->getSciDebugger()->attach();
do {
s->_executionStackPosChanged = false;
- run_vm(s, successor ? true : false);
+ run_vm(s, restoring);
if (s->restarting_flags & SCI_GAME_IS_RESTARTING_NOW) { // Restart was requested?
- successor = NULL;
+ restoring = false;
s->_executionStack.clear();
s->_executionStackPosChanged = false;
@@ -1723,12 +1722,10 @@ static EngineState *_game_run(EngineState *&s) {
s->restarting_flags = SCI_GAME_WAS_RESTARTED;
} else {
- successor = s->successor;
- if (successor) {
+ restoring = s->restoring;
+ if (restoring) {
game_exit(s);
- delete s;
- s = successor;
-
+ s->restoring = false;
if (script_abort_flag == 2) {
debugC(2, kDebugLevelVM, "Restarting with replay()");
s->_executionStack.clear(); // Restart with replay
@@ -1741,9 +1738,9 @@ static EngineState *_game_run(EngineState *&s) {
script_abort_flag = 0;
} else
- game_is_finished = 1;
+ break; // exit loop
}
- } while (!game_is_finished);
+ } while (true);
return s;
}