/* 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. * */ #ifndef SCI_INCLUDE_ENGINE_H #define SCI_INCLUDE_ENGINE_H #include "common/scummsys.h" #include "common/array.h" #include "common/serializer.h" #include "common/str-array.h" namespace Common { class SeekableReadStream; class WriteStream; } #include "sci/sci.h" #include "sci/engine/file.h" #include "sci/engine/seg_manager.h" #include "sci/parser/vocabulary.h" #include "sci/sound/soundcmd.h" namespace Sci { class FileHandle; class DirSeeker; class EventManager; class MessageState; class SoundCommandParser; class VirtualIndexFile; enum AbortGameState { kAbortNone = 0, kAbortLoadGame = 1, kAbortRestartGame = 2, kAbortQuitGame = 3 }; // We assume that scripts give us savegameId 0->99 for creating a new save slot // and savegameId 100->199 for existing save slots ffs. kfile.cpp enum { SAVEGAMEID_OFFICIALRANGE_START = 100, SAVEGAMEID_OFFICIALRANGE_END = 199 }; enum { GAMEISRESTARTING_NONE = 0, GAMEISRESTARTING_RESTART = 1, GAMEISRESTARTING_RESTORE = 2 }; enum VideoFlags { kNone = 0, kDoubled = 1 << 0, kDropFrames = 1 << 1, kBlackLines = 1 << 2, kUnkBit3 = 1 << 3, kGammaBoost = 1 << 4, kHoldBlackFrame = 1 << 5, kHoldLastFrame = 1 << 6, kUnkBit7 = 1 << 7, kStretch = 1 << 8 }; struct VideoState { Common::String fileName; uint16 x; uint16 y; uint16 flags; void reset() { fileName = ""; x = y = flags = 0; } }; struct EngineState : public Common::Serializable { public: EngineState(SegManager *segMan); virtual ~EngineState(); virtual void saveLoadWithSerializer(Common::Serializer &ser); public: SegManager *_segMan; /**< The segment manager */ /* Non-VM information */ uint32 lastWaitTime; /**< The last time the game invoked Wait() */ uint32 _screenUpdateTime; /**< The last time the game updated the screen */ void speedThrottler(uint32 neededSleep); void wait(int16 ticks); uint32 _throttleCounter; /**< total times kAnimate was invoked */ uint32 _throttleLastTime; /**< last time kAnimate was invoked */ bool _throttleTrigger; bool _gameIsBenchmarking; /* Kernel File IO stuff */ Common::Array _fileHandles; /**< Array of file handles. Dynamically increased if required. */ DirSeeker _dirseeker; int16 _lastSaveVirtualId; // last virtual id fed to kSaveGame, if no kGetSaveFiles was called inbetween int16 _lastSaveNewId; // last newly created filename-id by kSaveGame #ifdef ENABLE_SCI32 VirtualIndexFile *_virtualIndexFile; #endif uint _chosenQfGImportItem; // Remembers the item selected in QfG import rooms bool _cursorWorkaroundActive; // ffs. GfxCursor::setPosition() Common::Point _cursorWorkaroundPoint; Common::Rect _cursorWorkaroundRect; public: /* VM Information */ Common::List _executionStack; /**< The execution stack */ /** * When called from kernel functions, the vm is re-started recursively on * the same stack. This variable contains the stack base for the current vm. */ int executionStackBase; bool _executionStackPosChanged; /**< Set to true if the execution stack position should be re-evaluated by the vm */ // Registers reg_t r_acc; /**< Accumulator */ reg_t r_prev; /**< previous comparison result */ int16 r_rest; /**< current &rest register */ StackPtr stack_base; /**< Pointer to the least stack element */ StackPtr stack_top; /**< First invalid stack element */ // Script state ExecStack *xs; reg_t *variables[4]; ///< global, local, temp, param, as immediate pointers reg_t *variablesBase[4]; ///< Used for referencing VM ops SegmentId variablesSegment[4]; ///< Same as above, contains segment IDs int variablesMax[4]; ///< Max. values for all variables AbortGameState abortScriptProcessing; int16 gameIsRestarting; // is set when restarting (=1) or restoring the game (=2) int scriptStepCounter; // Counts the number of steps executed int scriptGCInterval; // Number of steps in between gcs uint16 currentRoomNumber() const; void setRoomNumber(uint16 roomNumber); /** * Sets global variables from script 0 */ void initGlobals(); /** * Shrink execution stack to size. * Contains an assert if it is not already smaller. */ void shrinkStackToBase(); int gcCountDown; /**< Number of kernel calls until next gc */ MessageState *_msgState; // MemorySegment provides access to a 256-byte block of memory that remains // intact across restarts and restores enum { kMemorySegmentMax = 256 }; uint16 _memorySegmentSize; byte _memorySegment[kMemorySegmentMax]; VideoState _videoState; uint16 _vmdPalStart, _vmdPalEnd; bool _syncedAudioOptions; /** * Resets the engine state. */ void reset(bool isRestoring); }; } // End of namespace Sci #endif // SCI_INCLUDE_ENGINE_H