/* 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. * * $URL$ * $Id$ * */ #ifndef SCI_ENGINE_VM_H #define SCI_ENGINE_VM_H /* VM and kernel declarations */ #include "sci/engine/vm_types.h" // for reg_t #include "common/util.h" namespace Sci { class SegManager; struct EngineState; typedef int sci_version_t; struct IntMapper; struct Object; /** Number of bytes to be allocated for the stack */ #define VM_STACK_SIZE 0x1000 /** Maximum number of calls residing on the stack */ #define SCRIPT_MAX_EXEC_STACK 256 /** Maximum number of entries in the class table */ #define SCRIPT_MAX_CLASSTABLE_SIZE 256 /** Maximum number of cloned objects on the heap */ #define SCRIPT_MAX_CLONES 256 /** Object-relative offset of the selector area inside a script */ #define SCRIPT_SELECTOR_OFFSET 8 -8 /** Object-relative offset of the pointer to the underlying script's local variables */ #define SCRIPT_LOCALVARPTR_OFFSET 2 -8 /** Object-relative offset of the selector counter */ #define SCRIPT_SELECTORCTR_OFFSET 6 -8 /** Object-relative offset of the offset of the function area */ #define SCRIPT_FUNCTAREAPTR_OFFSET 4 -8 /** Offset that has to be added to the function area pointer */ #define SCRIPT_FUNCTAREAPTR_MAGIC 8 -8 /** Offset of the name pointer */ #define SCRIPT_NAME_OFFSET (s->_version < SCI_VERSION_1_1 ? 14 -8 : 16) #define SCRIPT_NAME_SELECTOR (s->_version < SCI_VERSION_1_1 ? 3 : 8) /** Object-relative offset of the -info- selector */ #define SCRIPT_INFO_OFFSET (s->_version < SCI_VERSION_1_1 ? 12 -8 : 14) #define SCRIPT_INFO_SELECTOR (s->_version < SCI_VERSION_1_1 ? 2 : 7) /** Flag fo the -info- selector */ #define SCRIPT_INFO_CLONE 0x0001 /** Flag for the -info- selector */ #define SCRIPT_INFO_CLASS 0x8000 /** Magical object identifier */ #define SCRIPT_OBJECT_MAGIC_NUMBER 0x1234 /** Offset of this identifier */ #define SCRIPT_OBJECT_MAGIC_OFFSET (s->_version < SCI_VERSION_1_1 ? -8 : 0) /** Script-relative offset of the species ID */ #define SCRIPT_SPECIES_OFFSET 8 -8 #define SCRIPT_SUPERCLASS_OFFSET (s->_version < SCI_VERSION_1_1 ? 10 -8 : 12) /*---------------------------------*/ /* Script selector index variables */ /*---------------------------------*/ #define SCRIPT_SPECIES_SELECTOR (s->_version < SCI_VERSION_1_1 ? 0 : 5) #define SCRIPT_SUPERCLASS_SELECTOR (s->_version < SCI_VERSION_1_1 ? 1 : 6) #define SCRIPT_CLASSSCRIPT_SELECTOR 4 /** Magic adjustment value for lofsa and lofss */ #define SCRIPT_LOFS_MAGIC 3 /** Stack pointer value: Use predecessor's value */ #define CALL_SP_CARRY NULL /** Types of selectors as returned by lookup_selector() below. */ enum SelectorType { kSelectorNone = 0, kSelectorVariable, kSelectorMethod }; struct Class { int script; /**< number of the script the class is in, -1 for non-existing */ reg_t reg; /**< offset; script-relative offset, segment: 0 if not instantiated */ }; #define RAW_GET_CLASS_INDEX(scr, reg) ((scr)->obj_indices->checkKey(reg.offset, false)) #define RAW_IS_OBJECT(datablock) (READ_LE_UINT16(((byte *) datablock) + SCRIPT_OBJECT_MAGIC_OFFSET) == SCRIPT_OBJECT_MAGIC_NUMBER) #define IS_CLASS(obj) (obj->_variables[SCRIPT_INFO_SELECTOR].offset & SCRIPT_INFO_CLASS) /** Contains selector IDs for a few selected selectors */ struct selector_map_t { Selector init; /**< Init function */ Selector play; /**< Play function (first function to be called) */ Selector replay; /**< Replay function */ Selector x, y, z; /**< Coordinates */ Selector priority; Selector view, loop, cel; /**< Description of a specific image */ Selector brLeft, brRight, brTop, brBottom; /**< Bounding Rectangle */ Selector xStep, yStep; /**< BR adjustments */ Selector nsLeft, nsRight, nsTop, nsBottom; /**< View boundaries ('now seen') */ Selector text, font; /**< Used by controls */ Selector type, state; /**< Used by contols as well */ Selector doit; /**< Called (!) by the Animate() system call */ Selector signal; /**< Used by Animate() to control a view's behaviour */ Selector underBits; /**< Used by the graphics subroutines to store backupped BG pic data */ /* The following selectors are used by the Bresenham syscalls: */ Selector canBeHere; /**< Funcselector: Checks for movement validity */ Selector client; /**< The object that wants to be moved */ Selector cycler; /**< The cycler of the client */ Selector dx, dy; /**< Deltas */ Selector edgeHit; Selector b_movCnt, b_i1, b_i2, b_di, b_xAxis, b_incr; /**< Various Bresenham vars */ Selector completed; Selector illegalBits; /**< Used by CanBeHere */ Selector dispose; Selector prevSignal; /**< Used by DoSound */ Selector message, modifiers; /**< Used by GetEvent */ Selector owner, handle; Selector cue; Selector number; Selector max, cursor; /**< Used by EditControl */ Selector mode; /**< Used by text controls (-> DrawControl()) */ Selector wordFail, syntaxFail, semanticFail; /**< Used by Parse() */ Selector claimed; /**< Used generally by the event mechanism */ Selector elements; /**< Used by SetSynonyms() */ Selector lsTop, lsBottom, lsRight, lsLeft; /**< Used by Animate() subfunctions and scroll list controls */ Selector baseSetter; /**< Alternative baseSetter */ Selector who, distance; /**< Used for 'chasing' movers */ Selector looper, mover, isBlocked, heading; /**< Used in DoAvoider */ Selector caller, moveDone, moveSpeed; /**< Used for DoBresen */ Selector delete_; /**< Called by Animate() to dispose a view object */ Selector vol; Selector pri; Selector min; /**< SMPTE time format */ Selector sec; Selector frame; Selector dataInc; Selector size; Selector palette; Selector cantBeHere; Selector nodePtr; Selector flags; Selector points; /**< Used by AvoidPath() */ Selector syncCue; /**< Used by DoSync() */ Selector syncTime; Selector printLang; /**< Used for i18n */ Selector subtitleLang; Selector parseLang; }; // A reference to an object's variable. // The object is stored as a reg_t, the variable as an index into _variables struct ObjVarRef { reg_t obj; int varindex; reg_t* getPointer(EngineState *s) const; }; struct ViewObject { reg_t obj; ObjVarRef signalp; /* Used only indirectly */ ObjVarRef underBitsp; /* The same goes for the handle storage */ int underBits; /* Copy of the underbits: Needed for cleanup */ int x, y; int priority; byte *view; int view_nr, loop, cel; /* view_nr is ised for save/restore */ int nsTop, nsLeft, nsRight, nsBottom; int real_y, z, index_nr; /* Used for sorting */ }; enum { VAR_GLOBAL = 0, VAR_LOCAL = 1, VAR_TEMP = 2, VAR_PARAM = 3 }; enum ExecStackType { EXEC_STACK_TYPE_CALL = 0, EXEC_STACK_TYPE_KERNEL = 1, EXEC_STACK_TYPE_VARSELECTOR = 2 }; struct ExecStack { reg_t objp; reg_t sendp; /**< Pointer to the object containing the invoked method */ union { ObjVarRef varp; /**< Variable pointer for r/w access */ reg_t pc; /**< Not accurate for the TOS element */ } addr; StackPtr fp; /**< Frame pointer */ StackPtr sp; /**< Stack pointer */ int argc; /* former variables[4]: [all other values are derived] */ StackPtr variables_argp; /**< Argument pointer */ SegmentId local_segment; /**< local variables etc. */ Selector selector; /**< The selector which was used to call or -1 if not applicable */ int origin; /**< The stack frame position the call was made from, or -1 if it was the initial call. */ ExecStackType type; reg_t* getVarPointer(EngineState *s) const; }; enum BreakpointType { /** * Break when selector is executed. data contains (char *) selector name * (in the format Object::Method) */ BREAK_SELECTOR, /** * Break when an exported function is called. data contains * script_no << 16 | export_no. */ BREAK_EXPORT }; struct Breakpoint { BreakpointType type; union { uint32 address; /**< Breakpoints on exports */ char *name; /**< Breakpoints on selector names */ } data; Breakpoint *next; }; /** * Set this to 1 to abort script execution immediately. Aborting will * leave the debug exec stack intact. * Set it to 2 to force a replay afterwards. */ extern int script_abort_flag; /** Number of kernel calls in between gcs; should be < 50000 */ enum { GC_INTERVAL = 32768 }; /** Initially GC_DELAY, can be set at runtime */ extern int script_gc_interval; /** Number of steps executed */ extern int script_step_counter; /** * Executes function pubfunct of the specified script. * @param[in] s The state which is to be executed with * @param[in] script The script which is called * @param[in] pubfunct The exported script function which is to * be called * @param[in] sp Stack pointer position * @param[in] calling_obj The heap address of the object that * executed the call * @param[in] argc Number of arguments supplied * @param[in] argp Pointer to the first supplied argument * @return A pointer to the new exec stack TOS entry */ ExecStack *execute_method(EngineState *s, uint16 script, uint16 pubfunct, StackPtr sp, reg_t calling_obj, uint16 argc, StackPtr argp); /** * Executes a "send" or related operation to a selector. * @param[in] s The EngineState to operate on * @param[in] send_obj Heap address of the object to send to * @param[in] work_obj Heap address of the object initiating the send * @param[in] sp Stack pointer position * @param[in] framesize Size of the send as determined by the "send" * operation * @param[in] argp Pointer to the beginning of the heap block * containing the data to be sent. This area is a * succession of one or more sequences of * [selector_number][argument_counter] and then * "argument_counter" word entries with the * parameter values. * @return A pointer to the new execution stack TOS entry */ ExecStack *send_selector(EngineState *s, reg_t send_obj, reg_t work_obj, StackPtr sp, int framesize, StackPtr argp); #define SCI_XS_CALLEE_LOCALS -1 /** * Adds an entry to the top of the execution stack. * * @param[in] s The state with which to execute * @param[in] pc The initial program counter * @param[in] sp The initial stack pointer * @param[in] objp Pointer to the beginning of the current object * @param[in] argc Number of parameters to call with * @param[in] argp Heap pointer to the first parameter * @param[in] selector The selector by which it was called or * NULL_SELECTOR if n.a. For debugging. * @param[in] sendp Pointer to the object which the message was * sent to. Equal to objp for anything but super. * @param[in] origin Number of the execution stack element this * entry was created by (usually the current TOS * number, except for multiple sends). * @param[in] local_segment The segment to use for local variables, * or SCI_XS_CALLEE_LOCALS to use obj's segment. * @return A pointer to the new exec stack TOS entry */ ExecStack *add_exec_stack_entry(EngineState *s, reg_t pc, StackPtr sp, reg_t objp, int argc, StackPtr argp, Selector selector, reg_t sendp, int origin, SegmentId local_segment); /** * Adds one varselector access to the execution stack. * This function is called from send_selector only. * @param[in] s The EngineState to use * @param[in] objp Pointer to the object owning the selector * @param[in] argc 1 for writing, 0 for reading * @param[in] argp Pointer to the address of the data to write -2 * @param[in] selector Selector name * @param[in] address Heap address of the selector * @param[in] origin Stack frame which the access originated from * @return Pointer to the new exec-TOS element */ ExecStack *add_exec_stack_varselector(EngineState *s, reg_t objp, int argc, StackPtr argp, Selector selector, const ObjVarRef& address, int origin); /** * This function executes SCI bytecode * It executes the code on s->heap[pc] until it hits a 'ret' operation * while (stack_base == stack_pos). Requires s to be set up correctly. * @param[in] s The state to use * @param[in] restoring 1 if s has just been restored, 0 otherwise */ void run_vm(EngineState *s, int restoring); /** * Handles a fatal error condition * @param[in] s The state to recover from * @param[in] line Source code line number the error occured in * @param[in] file File the error occured in */ void vm_handle_fatal_error(EngineState *s, int line, const char *file); /** * Debugger functionality * @param[in] s The state at which debugging should take * place * @param[in] pc Pointer to the program counter * @param[in] sp Pointer to the stack pointer * @param[in] pp Pointer to the frame pointer * @param[in] objp Pointer to the object base pointer * @param[in] restadjust Pointer to the &rest adjustment value * @param[in] segids four-element array containing segment IDs * for locals etc. * @param[in] variables four-element array referencing registers * for globals etc. * @param[in] variables_base four-element array referencing register * bases for temps etc. * @param[in] variables_nr four-element array giving sizes for params * etc. (may be NULL) * @param[in] bp Flag, set to 1 when a breakpoint is * triggered */ void script_debug(EngineState *s, reg_t *pc, StackPtr *sp, StackPtr *pp, reg_t *objp, int *restadjust, SegmentId *segids, reg_t **variables, reg_t **variables_base, int *variables_nr, int bp); /** * Initializes a EngineState block * @param[in] s The state to initialize * @return 0 on success, 1 if vocab.996 (the class table) is missing * or corrupted */ int script_init_engine(EngineState *s); /** * Sets the gamestate's save_dir to the parameter path * @param[in] s The state to set * @param[in] path Path where save_dir will point to */ void script_set_gamestate_save_dir(EngineState *s, const char *path); /** * Frees all additional memory associated with a EngineState block * @param[in] s The EngineState whose elements should be cleared */ void script_free_engine(EngineState *s); /** * Frees all script memory (heap, hunk, and class tables). * This operation is implicit in script_free_engine(), but is required for * restoring the game state. * @param[in] s The EngineState to free */ void script_free_vm_memory(EngineState *s); /** * Looks up a selector and returns its type and value * varindex is written to iff it is non-NULL and the selector indicates a property of the object. * @param[in] s The EngineState to use * @param[in] obj Address of the object to look the selector up in * @param[in] selectorid The selector to look up * @param[out] varp A reference to the selector, if it is a * variable. * @param[out] fptr A reference to the function described by that * selector, if it is a valid function selector. * fptr is written to iff it is non-NULL and the * selector indicates a member function of that * object. * @return kSelectorNone if the selector was not found in * the object or its superclasses. * kSelectorVariable if the selector represents an * object-relative variable. * kSelectorMethod if the selector represents a * method */ SelectorType lookup_selector(EngineState *s, reg_t obj, Selector selectorid, ObjVarRef *varp, reg_t *fptr); /** * Parameters for script_get_segment() */ typedef enum { SCRIPT_GET_DONT_LOAD = 0, /**< Fail if not loaded */ SCRIPT_GET_LOAD = 1, /**< Load, if neccessary */ SCRIPT_GET_LOCK = 3 /**< Load, if neccessary, and lock */ } SCRIPT_GET; /** * Determines the segment occupied by a certain script * @param[in] s The state to operate on * @param[in] script_id The script in question * @param[in] load One of SCRIPT_GET_* * @return The script's segment, or 0 on failure */ SegmentId script_get_segment(EngineState *s, int script_id, SCRIPT_GET load); /** * Looks up an entry of the exports table of a script * @param[in] s The state to operate on * @param[in] script_nr The script to look up in * @param[out] export_index The index of the export entry to look up * @return The handle */ reg_t script_lookup_export(EngineState *s, int script_nr, int export_index); /** * Makes sure that a script and its superclasses get loaded to the heap. * If the script already has been loaded, only the number of lockers is * increased. All scripts containing superclasses of this script are loaded * recursively as well, unless 'recursive' is set to zero. The * complementary function is "script_uninstantiate()" below. * @param[in] s The state to operate on * @param[in] script_nr The script number to load * @return The script's segment ID or 0 if out of heap */ int script_instantiate(EngineState *s, int script_nr); /** * Decreases the numer of lockers of a script and unloads it if that number * reaches zero. * This function will recursively unload scripts containing its * superclasses, if those aren't locked by other scripts as well. * @param[in] s The state to operate on * @param[in] script_nr The script number that is requestet to be unloaded */ void script_uninstantiate(EngineState *s, int script_nr); /** * Initializes an SCI game * This function must be run before script_run() is executed. Graphics data * is initialized iff s->gfx_state != NULL. * @param[in] s The state to operate on * @return 0 on success, 1 if an error occured. */ int game_init(EngineState *s); /** * Initializes the graphics part of an SCI game * This function may only be called if game_init() did not initialize * the graphics data. * @param[in] s The state to initialize the graphics in * @return 0 on success, 1 if an error occured */ int game_init_graphics(EngineState *s); /** * Initializes the sound part of an SCI game * This function may only be called if game_init() did not initialize * the sound data. * @param[in] s The state to initialize the sound in * @param[in] sound_flags Flags to pass to the sound subsystem * @return 0 on success, 1 if an error occured */ int game_init_sound(EngineState *s, int sound_flags); /** * Runs an SCI game * This is the main function for SCI games. It takes a valid state, loads * script 0 to it, finds the game object, allocates a stack, and runs the * init method of the game object. In layman's terms, this runs an SCI game. * Note that, EngineState *s may be changed during the game, e.g. if a game * state is restored. * @param[in] s Pointer to the pointer of the state to operate on * @return 0 on success, 1 if an error occured. */ int game_run(EngineState **s); /** * Restores an SCI game state and runs the game * This restores a savegame; otherwise, it behaves just like game_run(). * @param[in] s Pointer to the pointer of the state to * operate on * @param[in] savegame_name Name of the savegame to restore * @return 0 on success, 1 if an error occured. */ int game_restore(EngineState **s, char *savegame_name); /** * Uninitializes an initialized SCI game * This function should be run after each script_run() call. * @param[in] s The state to operate on * @return 0 on success, 1 if an error occured. */ int game_exit(EngineState *s); /** * Instructs the virtual machine to abort */ void quit_vm(); /** * Allocates "kernel" memory and returns a handle suitable to be passed on * to SCI scripts * @param[in] s Pointer to the EngineState to operate on * @param[in] type A free-form type description string (static) * @param[in] space The space to allocate * @return The handle */ reg_t kalloc(EngineState *s, const char *type, int space); /** * Returns a pointer to "kernel" memory based on the handle * @param[in] s Pointer to the EngineState to operate on * @param[in] handle The handle to use * @return A pointer to the allocated memory */ byte *kmem(EngineState *s, reg_t handle); /** * Frees all "kernel" memory associated with a handle * @param[in] s Pointer to the EngineState to operate on * @param[in] handle The handle to free * @return 0 on success, 1 otherwise */ int kfree(EngineState *s, reg_t handle); /** * Determines the name of an object * @param[in] s Pointer to the EngineState to operate on * @param[in] pos Location of the object whose name we want to inspect * @return A name for that object, or a string describing an error * that occured while looking it up. The string is stored * in a static buffer and need not be freed (neither may * it be modified). */ const char *obj_get_name(EngineState *s, reg_t pos); /** * Retrieves an object from the specified location * @param[in] s Pointer to the EngineState to operate on * @param[in] offset The object's offset * @return The object in question, or NULL if there is none */ Object *obj_get(EngineState *s, reg_t offset); /** * Shrink execution stack to size. * Contains an assert it is not already smaller. */ void shrink_execution_stack(EngineState *s, uint size); } // End of namespace Sci #endif // SCI_ENGINE_VM_H