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Diffstat (limited to 'engines/sci/engine/vm.cpp')
-rw-r--r--engines/sci/engine/vm.cpp52
1 files changed, 19 insertions, 33 deletions
diff --git a/engines/sci/engine/vm.cpp b/engines/sci/engine/vm.cpp
index 1dcdf450ba..9ee2db71b4 100644
--- a/engines/sci/engine/vm.cpp
+++ b/engines/sci/engine/vm.cpp
@@ -1687,17 +1687,31 @@ static void _init_stack_base_with_selector(EngineState *s, Selector selector) {
s->stack_base[1] = NULL_REG;
}
-static EngineState *_game_run(EngineState *&s) {
- bool restoring = false;
+void game_run(EngineState **_s) {
+ EngineState *s = *_s;
+
+ debugC(2, kDebugLevelVM, "Calling %s::play()", g_sci->getGameID());
+ _init_stack_base_with_selector(s, g_sci->getKernel()->_selectorCache.play); // Call the play selector
+
+ // Now: Register the first element on the execution stack
+ if (!send_selector(s, s->_gameObj, s->_gameObj, s->stack_base, 2, s->stack_base)) {
+ g_sci->getSciDebugger()->printObject(s->_gameObj);
+ error("Failed to run the game! Aborting...");
+ return;
+ }
+ // and ENGAGE!
+
+ // Attach the debug console on game startup, if requested
if (DebugMan.isDebugChannelEnabled(kDebugLevelOnStartup))
g_sci->getSciDebugger()->attach();
do {
s->_executionStackPosChanged = false;
- run_vm(s, restoring);
+ run_vm(s, s->restoring);
+
if (s->restarting_flags & SCI_GAME_IS_RESTARTING_NOW) { // Restart was requested?
- restoring = false;
+ s->restoring = false;
s->_executionStack.clear();
s->_executionStackPosChanged = false;
@@ -1715,8 +1729,7 @@ static EngineState *_game_run(EngineState *&s) {
s->restarting_flags = SCI_GAME_WAS_RESTARTED;
} else {
- restoring = s->restoring;
- if (restoring) {
+ if (s->restoring) {
game_exit(s);
s->restoring = false;
if (s->script_abort_flag == 2) {
@@ -1735,34 +1748,7 @@ static EngineState *_game_run(EngineState *&s) {
}
} while (true);
- return s;
-}
-
-int game_run(EngineState **_s) {
- EngineState *s = *_s;
-
- debugC(2, kDebugLevelVM, "Calling %s::play()", g_sci->getGameID());
- _init_stack_base_with_selector(s, g_sci->getKernel()->_selectorCache.play); // Call the play selector
-
- // Now: Register the first element on the execution stack-
- if (!send_selector(s, s->_gameObj, s->_gameObj, s->stack_base, 2, s->stack_base)) {
- Console *con = g_sci->getSciDebugger();
- con->printObject(s->_gameObj);
- warning("Failed to run the game! Aborting...");
- return 1;
- }
- // and ENGAGE!
- _game_run(*_s);
-
debugC(2, kDebugLevelVM, "Game::play() finished.");
-
- return 0;
-}
-
-void quit_vm(EngineState *s) {
- s->script_abort_flag = 1; // Terminate VM
- g_debugState.seeking = kDebugSeekNothing;
- g_debugState.runningStep = 0;
}
reg_t *ObjVarRef::getPointer(SegManager *segMan) const {