/* 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 "sci/sci.h" #include "sci/resource.h" #include "sci/engine/state.h" #include "sci/engine/selector.h" #include "sci/engine/kernel.h" #include "common/file.h" namespace Sci { // Loads arbitrary resources of type 'restype' with resource numbers 'resnrs' // This implementation ignores all resource numbers except the first one. reg_t kLoad(EngineState *s, int argc, reg_t *argv) { ResourceType restype = (ResourceType)(argv[0].toUint16() & 0x7f); int resnr = argv[1].toUint16(); // Request to dynamically allocate hunk memory for later use if (restype == kResourceTypeMemory) return s->_segMan->allocateHunkEntry("kLoad()", resnr); return make_reg(0, ((restype << 11) | resnr)); // Return the resource identifier as handle } // Unloads an arbitrary resource of type 'restype' with resource numbber 'resnr' reg_t kUnLoad(EngineState *s, int argc, reg_t *argv) { if (argc >= 2) { ResourceType restype = (ResourceType)(argv[0].toUint16() & 0x7f); reg_t resnr = argv[1]; // WORKAROUND for a broken script in room 320 in Castle of Dr. Brain. // Script 377 tries to free the hunk memory allocated for the saved area // (underbits) beneath the pop up window, which results in having the // window stay on screen even when it's closed. Ignore this request here. if (restype == kResourceTypeMemory && g_sci->getGameId() == GID_CASTLEBRAIN && s->currentRoomNumber() == 320) return s->r_acc; if (restype == kResourceTypeMemory) s->_segMan->freeHunkEntry(resnr); if (argc > 2) warning("kUnload called with more than 2 parameters (%d)", argc); } else { warning("kUnload called with less than 2 parameters (%d) - ignoring", argc); } return s->r_acc; } reg_t kLock(EngineState *s, int argc, reg_t *argv) { int state = argc > 2 ? argv[2].toUint16() : 1; ResourceType type = (ResourceType)(argv[0].toUint16() & 0x7f); ResourceId id = ResourceId(type, argv[1].toUint16()); Resource *which; switch (state) { case 1 : g_sci->getResMan()->findResource(id, 1); break; case 0 : which = g_sci->getResMan()->findResource(id, 0); if (which) g_sci->getResMan()->unlockResource(which); else { if (id.getType() == kResourceTypeInvalid) warning("[resMan] Attempt to unlock resource %i of invalid type %i", id.getNumber(), type); else // Happens in CD games (e.g. LSL6CD) with the message resource warning("[resMan] Attempt to unlock non-existant resource %s", id.toString().c_str()); } break; } return s->r_acc; } reg_t kResCheck(EngineState *s, int argc, reg_t *argv) { Resource *res = NULL; ResourceType restype = (ResourceType)(argv[0].toUint16() & 0x7f); if (restype == kResourceTypeVMD) { char fileName[10]; sprintf(fileName, "%d.vmd", argv[1].toUint16()); return make_reg(0, Common::File::exists(fileName)); } if ((restype == kResourceTypeAudio36) || (restype == kResourceTypeSync36)) { if (argc >= 6) { uint noun = argv[2].toUint16() & 0xff; uint verb = argv[3].toUint16() & 0xff; uint cond = argv[4].toUint16() & 0xff; uint seq = argv[5].toUint16() & 0xff; res = g_sci->getResMan()->testResource(ResourceId(restype, argv[1].toUint16(), noun, verb, cond, seq)); } } else { res = g_sci->getResMan()->testResource(ResourceId(restype, argv[1].toUint16())); } return make_reg(0, res != NULL); } reg_t kClone(EngineState *s, int argc, reg_t *argv) { reg_t parent_addr = argv[0]; const Object *parent_obj = s->_segMan->getObject(parent_addr); reg_t clone_addr; Clone *clone_obj; // same as Object* if (!parent_obj) { error("Attempt to clone non-object/class at %04x:%04x failed", PRINT_REG(parent_addr)); return NULL_REG; } debugC(2, kDebugLevelMemory, "Attempting to clone from %04x:%04x", PRINT_REG(parent_addr)); clone_obj = s->_segMan->allocateClone(&clone_addr); if (!clone_obj) { error("Cloning %04x:%04x failed-- internal error", PRINT_REG(parent_addr)); return NULL_REG; } *clone_obj = *parent_obj; // Mark as clone clone_obj->markAsClone(); clone_obj->setSpeciesSelector(clone_obj->getPos()); if (parent_obj->isClass()) clone_obj->setSuperClassSelector(parent_obj->getPos()); s->_segMan->getScript(parent_obj->getPos().segment)->incrementLockers(); s->_segMan->getScript(clone_obj->getPos().segment)->incrementLockers(); return clone_addr; } extern void _k_view_list_mark_free(EngineState *s, reg_t off); reg_t kDisposeClone(EngineState *s, int argc, reg_t *argv) { reg_t victim_addr = argv[0]; Clone *victim_obj = s->_segMan->getObject(victim_addr); if (!victim_obj) { error("Attempt to dispose non-class/object at %04x:%04x", PRINT_REG(victim_addr)); return s->r_acc; } if (!victim_obj->isClone()) { // SCI silently ignores this behaviour; some games actually depend on it return s->r_acc; } victim_obj->markAsFreed(); return s->r_acc; } // Returns script dispatch address index in the supplied script reg_t kScriptID(EngineState *s, int argc, reg_t *argv) { int script = argv[0].toUint16(); uint16 index = (argc > 1) ? argv[1].toUint16() : 0; if (argv[0].segment) return argv[0]; SegmentId scriptSeg = s->_segMan->getScriptSegment(script, SCRIPT_GET_LOAD); if (!scriptSeg) return NULL_REG; Script *scr = s->_segMan->getScript(scriptSeg); if (!scr->getExportsNr()) { // This is normal. Some scripts don't have a dispatch (exports) table, // and this call is probably used to load them in memory, ignoring // the return value. If only one argument is passed, this call is done // only to load the script in memory. Thus, don't show any warning, // as no return value is expected. If an export is requested, then // it will most certainly fail with OOB access. if (argc == 2) error("Script 0x%x does not have a dispatch table and export %d " "was requested from it", script, index); return NULL_REG; } if (index > scr->getExportsNr()) { error("Dispatch index too big: %d > %d", index, scr->getExportsNr()); return NULL_REG; } uint16 address = scr->validateExportFunc(index); // Point to the heap for SCI1.1+ games if (getSciVersion() >= SCI_VERSION_1_1) address += scr->getScriptSize(); return make_reg(scriptSeg, address); } reg_t kDisposeScript(EngineState *s, int argc, reg_t *argv) { int script = argv[0].offset; // Work around QfG1 graveyard bug if (argv[0].segment) return s->r_acc; SegmentId id = s->_segMan->getScriptSegment(script); Script *scr = s->_segMan->getScriptIfLoaded(id); if (scr) { if (s->_executionStack.back().addr.pc.segment != id) scr->setLockers(1); } script_uninstantiate(s->_segMan, script); if (argc != 2) { return s->r_acc; } else { // This exists in the KQ5CD and GK1 interpreter. We know it is used // when GK1 starts up, before the Sierra logo. warning("kDisposeScript called with 2 parameters, still untested"); return argv[1]; } } reg_t kIsObject(EngineState *s, int argc, reg_t *argv) { if (argv[0].offset == SIGNAL_OFFSET) // Treated specially return NULL_REG; else return make_reg(0, s->_segMan->isHeapObject(argv[0])); } reg_t kRespondsTo(EngineState *s, int argc, reg_t *argv) { reg_t obj = argv[0]; int selector = argv[1].toUint16(); return make_reg(0, s->_segMan->isHeapObject(obj) && lookupSelector(s->_segMan, obj, selector, NULL, NULL) != kSelectorNone); } } // End of namespace Sci