/* 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 "sci/resource.h" // for SciVersion #include "common/util.h" namespace Sci { class SegManager; struct EngineState; class Object; class ResourceManager; /** Number of bytes to be allocated for the stack */ #define VM_STACK_SIZE 0x1000 /** Magical object identifier */ #define SCRIPT_OBJECT_MAGIC_NUMBER 0x1234 /** Offset of this identifier */ #define SCRIPT_OBJECT_MAGIC_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? -8 : 0) /** Script-relative offset of the species ID */ #define SCRIPT_SPECIES_OFFSET 8 -8 #define SCRIPT_SUPERCLASS_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? 10 -8 : 12) /** Stack pointer value: Use predecessor's value */ #define CALL_SP_CARRY NULL /** Types of selectors as returned by lookupSelector() 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_IS_OBJECT(datablock) (READ_SCI11ENDIAN_UINT16(((byte *) datablock) + SCRIPT_OBJECT_MAGIC_OFFSET) == SCRIPT_OBJECT_MAGIC_NUMBER) /** Contains selector IDs for a few selected selectors */ struct SelectorCache { SelectorCache() { memset(this, 0, sizeof(*this)); } // Statically defined selectors, (almost the) same in all SCI versions Selector y; Selector x; Selector view, loop, cel; ///< Description of a specific image Selector underBits; ///< Used by the graphics subroutines to store backupped BG pic data Selector nsTop, nsLeft, nsBottom, nsRight; ///< View boundaries ('now seen') Selector lsTop, lsLeft, lsBottom, lsRight; ///< Used by Animate() subfunctions and scroll list controls Selector signal; ///< Used by Animate() to control a view's behaviour Selector illegalBits; ///< Used by CanBeHere Selector brTop, brLeft, brBottom, brRight; ///< Bounding Rectangle // name, key, time Selector text; ///< Used by controls Selector elements; ///< Used by SetSynonyms() // color, back Selector mode; ///< Used by text controls (-> DrawControl()) // style Selector state, font, type;///< Used by controls // window Selector cursor, max; ///< Used by EditControl // mark, who Selector message; ///< Used by GetEvent // edit Selector play; ///< Play function (first function to be called) Selector number; Selector handle; ///< Replaced by nodePtr in SCI1+ Selector nodePtr; ///< Replaces handle in SCI1+ Selector client; ///< The object that wants to be moved Selector dx, dy; ///< Deltas Selector b_movCnt, b_i1, b_i2, b_di, b_xAxis, b_incr; ///< Various Bresenham vars Selector xStep, yStep; ///< BR adjustments Selector moveSpeed; ///< Used for DoBresen Selector canBeHere; ///< Funcselector: Checks for movement validity in SCI0 Selector heading, mover; ///< Used in DoAvoider Selector doit; ///< Called (!) by the Animate() system call Selector isBlocked, looper; ///< Used in DoAvoider Selector priority; Selector modifiers; ///< Used by GetEvent Selector replay; ///< Replay function // setPri, at, next, done, width Selector wordFail, syntaxFail; ///< Used by Parse() // semanticFail, pragmaFail // said Selector claimed; ///< Used generally by the event mechanism // value, save, restore, title, button, icon, draw Selector delete_; ///< Called by Animate() to dispose a view object Selector z; // SCI1+ static selectors Selector parseLang; Selector printLang; ///< Used for i18n Selector subtitleLang; Selector size; Selector points; ///< Used by AvoidPath() Selector palette; Selector dataInc; // handle (in SCI1) Selector min; ///< SMPTE time format Selector sec; Selector frame; Selector vol; Selector pri; // perform Selector moveDone; ///< used for DoBresen // SCI1 selectors which have been moved a bit in SCI1.1, but otherwise static Selector cantBeHere; ///< Checks for movement avoidance in SCI1+. Replaces canBeHere Selector topString; ///< SCI1 scroll lists use this instead of lsTop Selector flags; // SCI1+ audio sync related selectors, not static. They're used for lip syncing in // CD talkie games Selector syncCue; ///< Used by DoSync() Selector syncTime; // SCI1.1 specific selectors Selector scaleSignal; // < Used by Animate() for cel scaling (SCI1.1+) Selector scaleX, scaleY; ///< SCI1.1 view scaling // Used for auto detection purposes Selector overlay; ///< Used to determine if a game is using old gfx functions or not // SCI1.1 Mac icon bar selectors Selector iconIndex; ///< Used to index icon bar objects #ifdef ENABLE_SCI32 Selector data; // Used by Array()/String() Selector picture; // Used to hold the picture ID for SCI32 pictures Selector plane; Selector top; Selector left; Selector bottom; Selector right; Selector resX; Selector resY; Selector fore; Selector back; Selector dimmed; #endif }; // 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(SegManager *segMan) const; }; enum ExecStackType { EXEC_STACK_TYPE_CALL = 0, EXEC_STACK_TYPE_KERNEL = 1, EXEC_STACK_TYPE_VARSELECTOR = 2 }; struct ExecStack { reg_t objp; ///< Pointer to the beginning of the current object reg_t sendp; ///< Pointer to the object containing the invoked method union { ObjVarRef varp; // Variable pointer for r/w access reg_t pc; // Pointer to the initial program counter. Not accurate for the TOS element } addr; StackPtr fp; // Frame pointer StackPtr sp; // Stack pointer int argc; 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(SegManager *segMan) const; }; enum { VAR_GLOBAL = 0, VAR_LOCAL = 1, VAR_TEMP = 2, VAR_PARAM = 3 }; /** Number of kernel calls in between gcs; should be < 50000 */ enum { GC_INTERVAL = 32768 }; /** * 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); /** * 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 true if s has just been restored, false otherwise */ void run_vm(EngineState *s, bool restoring); /** * Debugger functionality * @param[in] s The state at which debugging should take place */ void script_debug(EngineState *s); /** * 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 *); /** * 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] segMan The Segment Manager * @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 lookupSelector(SegManager *segMan, reg_t obj, Selector selectorid, ObjVarRef *varp, reg_t *fptr); /** * 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] resMan The resource manager * @param[in] segMan The segment manager * @param[in] script_nr The script number to load * @return The script's segment ID or 0 if out of heap */ int script_instantiate(ResourceManager *resMan, SegManager *segMan, 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] segMan The segment manager * @param[in] version The SCI version to use * @param[in] script_nr The script number that is requestet to be unloaded */ void script_uninstantiate(SegManager *segMan, int script_nr); /** * Converts the builtin Sierra game IDs to the ones we use in ScummVM * @param[in] gameId The internal game ID * @param[in] gameFlags The game's flags, which are adjusted accordingly for demos * @return The equivalent ScummVM game id */ Common::String convertSierraGameId(const char *gameId, uint32 *gameFlags, ResourceManager *resMan); /** * 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); #ifdef USE_OLD_MUSIC_FUNCTIONS /** * 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 * @param[in] soundVersion sound-version that got detected during game init * @return 0 on success, 1 if an error occured */ int game_init_sound(EngineState *s, int sound_flags, SciVersion soundVersion); #endif /** * 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(EngineState *s); /** * Read a PMachine instruction from a memory buffer and return its length. * * @param[in] src address from which to start parsing * @param[out] extOpcode "extended" opcode of the parsed instruction * @param[out] opparams parameter for the parsed instruction * @return the length in bytes of the instruction * * @todo How about changing opparams from int16 to int / int32 to preserve * unsigned 16bit words as read for Script_Word? In the past, this * was irrelevant as only a debug opcode used Script_Word. But with * SCI32 we are now using Script_Word for more opcodes. Maybe this is * just a mistake and those opcodes should used Script_SWord -- but if * not then we definitely should change this to int, else we might run * into trouble if we encounter high value words. *If* those exist at all. */ int readPMachineInstruction(const byte *src, byte &extOpcode, int16 opparams[4]); } // End of namespace Sci #endif // SCI_ENGINE_VM_H