/* 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. * * $URL$ * $Id$ * */ #include "common/system.h" #include "common/file.h" #include "engines/advancedDetector.h" // for ADGF_DEMO #include "sci/sci.h" #include "sci/resource.h" #include "sci/engine/features.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/engine/message.h" #include "sci/graphics/gui.h" #include "sci/graphics/menu.h" #include "sci/sound/audio.h" #include "sci/sound/music.h" namespace Sci { #ifdef USE_OLD_MUSIC_FUNCTIONS int game_init_sound(EngineState *s, int sound_flags, SciVersion soundVersion) { if (getSciVersion() > SCI_VERSION_0_LATE) sound_flags |= SFX_STATE_FLAG_MULTIPLAY; s->sfx_init_flags = sound_flags; s->_sound.sfx_init(g_sci->getResMan(), sound_flags, soundVersion); return 0; } #endif // Architectural stuff: Init/Unintialize engine int script_init_engine(EngineState *s) { s->_msgState = new MessageState(s->_segMan); s->gc_countdown = GC_INTERVAL - 1; SegmentId script_000_segment = s->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK); if (script_000_segment <= 0) { debug(2, "Failed to instantiate script.000"); return 1; } s->script_000 = s->_segMan->getScript(script_000_segment); s->_segMan->initSysStrings(); s->r_acc = s->r_prev = NULL_REG; s->restAdjust = 0; s->_executionStack.clear(); // Start without any execution stack s->execution_stack_base = -1; // No vm is running yet s->restarting_flags = SCI_GAME_IS_NOT_RESTARTING; debug(2, "Engine initialized"); return 0; } /*************************************************************/ /* Game instance stuff: Init/Unitialize state-dependant data */ /*************************************************************/ int game_init(EngineState *s) { // FIXME Use new VM instantiation code all over the place DataStack *stack; stack = s->_segMan->allocateStack(VM_STACK_SIZE, NULL); s->stack_base = stack->_entries; s->stack_top = stack->_entries + stack->_capacity; if (!script_instantiate(g_sci->getResMan(), s->_segMan, 0)) { warning("game_init(): Could not instantiate script 0"); return 1; } // Reset parser Vocabulary *voc = g_sci->getVocabulary(); if (voc) { voc->parserIsValid = false; // Invalidate parser voc->parser_event = NULL_REG; // Invalidate parser event voc->parser_base = make_reg(s->_segMan->getSysStringsSegment(), SYS_STRING_PARSER_BASE); } // Initialize menu TODO: Actually this should be another init() if (g_sci->_gfxMenu) g_sci->_gfxMenu->reset(); s->restoring = false; s->game_start_time = g_system->getMillis(); s->last_wait_time = s->game_start_time; srand(g_system->getMillis()); // Initialize random number generator s->_gameObj = g_sci->getResMan()->findGameObject(); #ifdef USE_OLD_MUSIC_FUNCTIONS if (s->sfx_init_flags & SFX_STATE_FLAG_NOSOUND) game_init_sound(s, 0, g_sci->_features->detectDoSoundType()); #endif // Load game language into printLang property of game object // FIXME: It's evil to achieve this as a side effect of a getter. // Much better to have an explicit init method for this. g_sci->getSciLanguage(); return 0; } int game_exit(EngineState *s) { 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 game_init_sound(s, SFX_STATE_FLAG_NOSOUND, g_sci->_features->detectDoSoundType()); #else g_sci->_audio->stopAllAudio(); s->_soundCmd->clearPlayList(); #endif } // Note: It's a bad idea to delete the segment manager here // when loading a game. // This function is called right after a game is loaded, and // the segment manager has already been initialized from the // save game. Deleting or resetting it here will result in // invalidating the loaded save state if (s->restarting_flags & SCI_GAME_IS_RESTARTING_NOW) s->_segMan->resetSegMan(); // TODO Free parser segment here // TODO Free scripts here // Close all opened file handles s->_fileHandles.clear(); s->_fileHandles.resize(5); return 0; } } // End of namespace Sci