/* 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 "sci/sci.h" #include "sci/resource.h" #include "sci/engine/state.h" #include "sci/engine/kernel.h" #include "sci/engine/kernel_types.h" #include "sci/gfx/gfx_widgets.h" #include "sci/gfx/gfx_state_internal.h" // required for GfxPort, GfxVisual #include "sci/gfx/menubar.h" namespace Sci { static int _init_vocabulary(EngineState *s) { // initialize vocabulary and related resources s->parser_lastmatch_word = SAID_NO_MATCH; s->parser_rules = NULL; debug(2, "Initializing vocabulary"); if (s->resmgr->_sciVersion < SCI_VERSION_01_VGA && vocab_get_words(s->resmgr, s->_parserWords)) { vocab_get_suffixes(s->resmgr, s->_parserSuffixes); if (vocab_get_branches(s->resmgr, s->_parserBranches)) // Now build a GNF grammar out of this s->parser_rules = vocab_build_gnf(s->_parserBranches); } else { debug(2, "Assuming that this game does not use a parser."); s->parser_rules = NULL; } vocab_get_opcodes(s->resmgr, s->_opcodes); if (!vocab_get_snames(s->resmgr, (s->flags & GF_SCI0_OLD), s->_selectorNames)) { warning("_init_vocabulary(): Could not retrieve selector names"); return 1; } script_map_selectors(s, &(s->selector_map)); // Maps a few special selectors for later use return 0; } int _reset_graphics_input(EngineState *s) { Resource *resource; int font_nr; gfx_color_t transparent = { PaletteEntry(), 0, -1, -1, 0 }; debug(2, "Initializing graphics"); if (s->resmgr->_sciVersion <= SCI_VERSION_01 || (s->flags & GF_SCI1_EGA)) { int i; for (i = 0; i < 16; i++) { if (gfxop_set_color(s->gfx_state, &(s->ega_colors[i]), gfx_sci0_image_colors[sci0_palette][i].r, gfx_sci0_image_colors[sci0_palette][i].g, gfx_sci0_image_colors[sci0_palette][i].b, 0, -1, -1)) { return 1; } gfxop_set_system_color(s->gfx_state, i, &(s->ega_colors[i])); } } else { // Allocate SCI1 system colors gfx_color_t black = { PaletteEntry(0, 0, 0), 0, 0, 0, GFX_MASK_VISUAL }; gfxop_set_system_color(s->gfx_state, 0, &black); // Check for Amiga palette file. Common::File file; if (file.open("spal")) { s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal1_amiga(file)); file.close(); } else { resource = s->resmgr->findResource(kResourceTypePalette, 999, 1); if (resource) { if (s->version < SCI_VERSION_1_1) s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal1(999, resource->data, resource->size)); else s->gfx_state->gfxResMan->setStaticPalette(gfxr_read_pal11(999, resource->data, resource->size)); s->resmgr->unlockResource(resource, 999, kResourceTypePalette); } else { debug(2, "Couldn't find the default palette!"); } } } gfxop_fill_box(s->gfx_state, gfx_rect(0, 0, 320, 200), s->ega_colors[0]); // Fill screen black gfxop_update(s->gfx_state); gfxop_set_pointer_position(s->gfx_state, Common::Point(160, 150)); s->pic_is_new = 0; s->pic_visible_map = GFX_MASK_NONE; // Other values only make sense for debugging s->dyn_views = NULL; // no DynViews s->drop_views = NULL; // And, consequently, no list for dropped views s->priority_first = 42; // Priority zone 0 ends here if (s->flags & GF_SCI0_OLDGFXFUNCS) s->priority_last = 200; else s->priority_last = 190; font_nr = -1; do { resource = s->resmgr->testResource(kResourceTypeFont, ++font_nr); } while ((!resource) && (font_nr < sci_max_resource_nr[s->resmgr->_sciVersion])); if (!resource) { debug(2, "No text font was found."); return 1; } s->visual = gfxw_new_visual(s->gfx_state, font_nr); s->wm_port = gfxw_new_port(s->visual, NULL, s->gfx_state->pic_port_bounds, s->ega_colors[0], transparent); s->iconbar_port = gfxw_new_port(s->visual, NULL, gfx_rect(0, 0, 320, 200), s->ega_colors[0], transparent); s->iconbar_port->_flags |= GFXW_FLAG_NO_IMPLICIT_SWITCH; if (s->resmgr->_sciVersion >= SCI_VERSION_01_VGA) { // This bit sets the foreground and background colors in VGA SCI games gfx_color_t fgcolor; gfx_color_t bgcolor; memset(&fgcolor, 0, sizeof(gfx_color_t)); memset(&bgcolor, 0, sizeof(gfx_color_t)); #if 0 fgcolor.visual = s->gfx_state->resstate->static_palette[0]; fgcolor.mask = GFX_MASK_VISUAL; bgcolor.visual = s->gfx_state->resstate->static_palette[255]; bgcolor.mask = GFX_MASK_VISUAL; #endif s->titlebar_port = gfxw_new_port(s->visual, NULL, gfx_rect(0, 0, 320, 10), fgcolor, bgcolor); } else { s->titlebar_port = gfxw_new_port(s->visual, NULL, gfx_rect(0, 0, 320, 10), s->ega_colors[0], s->ega_colors[15]); } s->titlebar_port->_color.mask |= GFX_MASK_PRIORITY; s->titlebar_port->_color.priority = 11; s->titlebar_port->_bgcolor.mask |= GFX_MASK_PRIORITY; s->titlebar_port->_bgcolor.priority = 11; s->titlebar_port->_flags |= GFXW_FLAG_NO_IMPLICIT_SWITCH; // but this is correct s->picture_port = gfxw_new_port(s->visual, NULL, s->gfx_state->pic_port_bounds, s->ega_colors[0], transparent); s->_pics.clear(); s->visual->add(GFXWC(s->visual), s->wm_port); s->visual->add(GFXWC(s->visual), s->titlebar_port); s->visual->add(GFXWC(s->visual), s->picture_port); s->visual->add(GFXWC(s->visual), s->iconbar_port); // Add ports to visual s->port = s->picture_port; // Currently using the picture port #if 0 s->titlebar_port->_bgcolor.mask |= GFX_MASK_PRIORITY; s->titlebar_port->_bgcolor.priority = 11; // Standard priority for the titlebar port #endif return 0; } int game_init_graphics(EngineState *s) { #ifdef CUSTOM_GRAPHICS_OPTIONS #ifndef WITH_PIC_SCALING if (s->gfx_state->options->pic0_unscaled == 0) warning("Pic scaling was disabled; your version of ScummVM has no support for scaled pic drawing built in."); s->gfx_state->options->pic0_unscaled = 1; #endif #endif return _reset_graphics_input(s); } static void _free_graphics_input(EngineState *s) { debug(2, "Freeing graphics"); delete s->visual; s->wm_port = s->titlebar_port = s->picture_port = NULL; s->visual = NULL; s->dyn_views = NULL; s->port = NULL; s->_pics.clear(); } int game_init_sound(EngineState *s, int sound_flags) { if (s->resmgr->_sciVersion >= SCI_VERSION_01) sound_flags |= SFX_STATE_FLAG_MULTIPLAY; s->sfx_init_flags = sound_flags; s->_sound.sfx_init(s->resmgr, sound_flags); return 0; } int create_class_table_sci11(EngineState *s) { int scriptnr; unsigned int seeker_offset; char *seeker_ptr; int classnr; Resource *vocab996 = s->resmgr->findResource(kResourceTypeVocab, 996, 1); if (!vocab996) s->_classtable.resize(20); else s->_classtable.resize(vocab996->size >> 2); for (scriptnr = 0; scriptnr < 1000; scriptnr++) { Resource *heap = s->resmgr->findResource(kResourceTypeHeap, scriptnr, 0); if (heap) { int global_vars = READ_LE_UINT16(heap->data + 2); seeker_ptr = (char*)heap->data + 4 + global_vars * 2; seeker_offset = 4 + global_vars * 2; while (READ_LE_UINT16((byte*)seeker_ptr) == SCRIPT_OBJECT_MAGIC_NUMBER) { if (READ_LE_UINT16((byte*)seeker_ptr + 14) & SCRIPT_INFO_CLASS) { classnr = READ_LE_UINT16((byte*)seeker_ptr + 10); if (classnr >= (int)s->_classtable.size()) { if (classnr >= SCRIPT_MAX_CLASSTABLE_SIZE) { warning("Invalid class number 0x%x in script.%d(0x%x), offset %04x", classnr, scriptnr, scriptnr, seeker_offset); return 1; } s->_classtable.resize(classnr + 1); // Adjust maximum number of entries } s->_classtable[classnr].reg.offset = seeker_offset; s->_classtable[classnr].reg.segment = 0; s->_classtable[classnr].script = scriptnr; } seeker_ptr += READ_LE_UINT16((byte*)seeker_ptr + 2) * 2; seeker_offset += READ_LE_UINT16((byte*)seeker_ptr + 2) * 2; } } } s->resmgr->unlockResource(vocab996, 996, kResourceTypeVocab); vocab996 = NULL; return 0; } static int create_class_table_sci0(EngineState *s) { int scriptnr; unsigned int seeker; int classnr; int magic_offset; // For strange scripts in older SCI versions Resource *vocab996 = s->resmgr->findResource(kResourceTypeVocab, 996, 1); if (!vocab996) s->_classtable.resize(20); else s->_classtable.resize(vocab996->size >> 2); for (scriptnr = 0; scriptnr < 1000; scriptnr++) { int objtype = 0; Resource *script = s->resmgr->findResource(kResourceTypeScript, scriptnr, 0); if (script) { if (s->flags & GF_SCI0_OLD) magic_offset = seeker = 2; else magic_offset = seeker = 0; do { while (seeker < script->size) { unsigned int lastseeker = seeker; objtype = (int16)READ_LE_UINT16(script->data + seeker); if (objtype == SCI_OBJ_CLASS || objtype == SCI_OBJ_TERMINATOR) break; seeker += (int16)READ_LE_UINT16(script->data + seeker + 2); if (seeker <= lastseeker) { s->_classtable.clear(); error("Script version is invalid"); } } if (objtype == SCI_OBJ_CLASS) { int sugg_script; seeker -= SCRIPT_OBJECT_MAGIC_OFFSET; // Adjust position; script home is base +8 bytes classnr = (int16)READ_LE_UINT16(script->data + seeker + 4 + SCRIPT_SPECIES_OFFSET); if (classnr >= (int)s->_classtable.size()) { if (classnr >= SCRIPT_MAX_CLASSTABLE_SIZE) { warning("Invalid class number 0x%x in script.%d(0x%x), offset %04x", classnr, scriptnr, scriptnr, seeker); return 1; } s->_classtable.resize(classnr + 1); // Adjust maximum number of entries } // Map the class ID to the script the corresponding class is contained in // The script number is found in vocab.996, if it exists if (!vocab996 || (uint32)classnr >= vocab996->size >> 2) sugg_script = -1; else sugg_script = (int16)READ_LE_UINT16(vocab996->data + 2 + (classnr << 2)); // First, test whether the script hasn't been claimed, or if it's been claimed by the wrong script if (sugg_script == -1 || scriptnr == sugg_script /*|| !s->_classtable[classnr].reg.segment*/) { // Now set the home script of the class s->_classtable[classnr].reg.offset = seeker + 4 - magic_offset; s->_classtable[classnr].reg.segment = 0; s->_classtable[classnr].script = scriptnr; } seeker += SCRIPT_OBJECT_MAGIC_OFFSET; // Re-adjust position seeker += (int16)READ_LE_UINT16(script->data + seeker + 2); // Move to next } } while (objtype != SCI_OBJ_TERMINATOR && seeker <= script->size); } } s->resmgr->unlockResource(vocab996, 996, kResourceTypeVocab); vocab996 = NULL; return 0; } // Architectural stuff: Init/Unintialize engine int script_init_engine(EngineState *s, sci_version_t version) { int result; s->kernel_opt_flags = 0; s->version = version; if (s->version >= SCI_VERSION_1_1) result = create_class_table_sci11(s); else result = create_class_table_sci0(s); if (result) { debug(2, "Failed to initialize class table"); return 1; } s->seg_manager = new SegManager(s->version >= SCI_VERSION_1_1); s->gc_countdown = GC_INTERVAL - 1; SegmentId script_000_segment = script_get_segment(s, 0, SCRIPT_GET_LOCK); if (script_000_segment <= 0) { debug(2, "Failed to instantiate script.000"); return 1; } s->script_000 = s->seg_manager->getScript(script_000_segment); s->sys_strings = s->seg_manager->allocateSysStrings(&s->sys_strings_segment); s->string_frag_segment = s->seg_manager->allocateStringFrags(); // Allocate static buffer for savegame and CWD directories SystemString *str = &s->sys_strings->strings[SYS_STRING_SAVEDIR]; str->name = strdup("savedir"); str->max_size = MAX_SAVE_DIR_SIZE; str->value = (reg_t *)calloc(MAX_SAVE_DIR_SIZE, sizeof(reg_t)); // FIXME -- sizeof(char) or sizeof(reg_t) ?? str->value[0].segment = s->string_frag_segment; // Set to empty string str->value[0].offset = 0; s->r_acc = s->r_prev = NULL_REG; s->r_amp_rest = 0; s->_executionStack.clear(); // Start without any execution stack s->execution_stack_base = -1; // No vm is running yet vocab_get_knames(s->resmgr, s->_kernelNames); script_map_kernel(s); // Maps the kernel functions if (_init_vocabulary(s)) return 1; s->restarting_flags = SCI_GAME_IS_NOT_RESTARTING; s->bp_list = NULL; // No breakpoints defined s->have_bp = 0; if ((s->flags & GF_SCI1_LOFSABSOLUTE) && s->version < SCI_VERSION_1_1) s->seg_manager->setExportWidth(1); else s->seg_manager->setExportWidth(0); debug(2, "Engine initialized"); s->pic_priority_table = NULL; s->_pics.clear(); return 0; } void script_set_gamestate_save_dir(EngineState *s, const char *path) { SystemString *str = &s->sys_strings->strings[SYS_STRING_SAVEDIR]; strncpy((char *)str->value, path, str->max_size); // FIXME -- strncpy or internal_stringfrag_strncpy ? str->value[str->max_size - 1].segment = s->string_frag_segment; // Make sure to terminate str->value[str->max_size - 1].offset &= 0xff00; // Make sure to terminate } void internal_stringfrag_strncpy(EngineState *s, reg_t *dest, reg_t *src, int len); void script_free_vm_memory(EngineState *s) { debug(2, "Freeing VM memory"); s->_classtable.clear(); // Close all opened file handles s->_fileHandles.clear(); s->_fileHandles.resize(5); } void script_free_engine(EngineState *s) { script_free_vm_memory(s); debug(2, "Freeing state-dependant data"); s->_kfuncTable.clear(); s->_parserWords.clear(); vocab_free_suffixes(s->resmgr, s->_parserSuffixes); s->_parserBranches.clear(); vocab_free_rule_list(s->parser_rules); s->_selectorNames.clear(); s->_kernelNames.clear(); s->_opcodes.clear(); } void script_free_breakpoints(EngineState *s) { Breakpoint *bp, *bp_next; // Free breakpoint list bp = s->bp_list; while (bp) { bp_next = bp->next; if (bp->type == BREAK_SELECTOR) free(bp->data.name); free(bp); bp = bp_next; } s->bp_list = NULL; } /*************************************************************/ /* Game instance stuff: Init/Unitialize state-dependant data */ /*************************************************************/ int game_init(EngineState *s) { // FIXME Use new VM instantiation code all over the place" reg_t game_obj; // Address of the game object DataStack *stack; stack = s->seg_manager->allocateStack(VM_STACK_SIZE, &s->stack_segment); s->stack_base = stack->entries; s->stack_top = s->stack_base + VM_STACK_SIZE; if (!script_instantiate(s, 0)) { warning("game_init(): Could not instantiate script 0"); return 1; } s->parser_valid = 0; // Invalidate parser s->parser_event = NULL_REG; // Invalidate parser event s->_synonyms.clear(); // No synonyms if (s->gfx_state && _reset_graphics_input(s)) return 1; s->successor = NULL; // No successor s->_statusBarText.clear(); // Status bar is blank s->status_bar_foreground = 0; s->status_bar_background = (s->resmgr->_sciVersion >= SCI_VERSION_01_VGA) ? 255 : 15; SystemString *str = &s->sys_strings->strings[SYS_STRING_PARSER_BASE]; str->name = strdup("parser-base"); str->max_size = MAX_PARSER_BASE; str->value = (reg_t *)calloc(MAX_PARSER_BASE + 1, sizeof(char)); // FIXME -- sizeof(char) or sizeof(reg_t) ?? str->value[0].segment = s->string_frag_segment; // Set to empty string str->value[0].offset = 0; // Set to empty string s->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE); s->game_start_time = g_system->getMillis(); s->last_wait_time = s->game_start_time; s->debug_mode = 0x0; // Disable all debugging s->onscreen_console = 0; // No onscreen console unless explicitly requested srand(g_system->getMillis()); // Initialize random number generator // script_dissect(0, s->_selectorNames); game_obj = script_lookup_export(s, 0, 0); // The first entry in the export table of script 0 points to the game object const char *tmp = obj_get_name(s, game_obj); if (!tmp) { warning("Error: script.000, export 0 (%04x:%04x) does not yield an object with a name -> sanity check failed", PRINT_REG(game_obj)); return 1; } s->_gameName = tmp; debug(2, " \"%s\" at %04x:%04x", s->_gameName.c_str(), PRINT_REG(game_obj)); s->game_obj = game_obj; // Mark parse tree as unused s->parser_nodes[0].type = PARSE_TREE_NODE_LEAF; s->parser_nodes[0].content.value = 0; s->_menubar = new Menubar(); // Create menu bar if (s->sfx_init_flags & SFX_STATE_FLAG_NOSOUND) game_init_sound(s, 0); return 0; } int game_exit(EngineState *s) { s->_executionStack.clear(); if (!s->successor) { s->_sound.sfx_exit(); // Reinit because some other code depends on having a valid state game_init_sound(s, SFX_STATE_FLAG_NOSOUND); } delete s->seg_manager; s->_synonyms.clear(); debug(2, "Freeing miscellaneous data..."); // TODO Free parser segment here // TODO Free scripts here delete s->_menubar; _free_graphics_input(s); return 0; } } // End of namespace Sci