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/* 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 "engines/advancedDetector.h" // for ADGF_DEMO
#include "sci/sci.h"
#include "sci/resource.h"
#include "sci/engine/features.h"
#include "sci/engine/state.h"
#include "sci/engine/kernel.h"
#include "sci/engine/message.h"
#include "sci/graphics/gui.h"
#include "sci/graphics/menu.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
namespace Sci {
#ifdef USE_OLD_MUSIC_FUNCTIONS
int game_init_sound(EngineState *s, int sound_flags, SciVersion soundVersion) {
if (getSciVersion() > SCI_VERSION_0_LATE)
sound_flags |= SFX_STATE_FLAG_MULTIPLAY;
s->sfx_init_flags = sound_flags;
s->_sound.sfx_init(g_sci->getResMan(), sound_flags, soundVersion);
return 0;
}
#endif
/*************************************************************/
/* Game instance stuff: Init/Unitialize state-dependant data */
/*************************************************************/
int game_init(EngineState *s) {
// FIXME Use new VM instantiation code all over the place
// Script 0 needs to be allocated here before anything else!
int script0Segment = s->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
DataStack *stack = s->_segMan->allocateStack(VM_STACK_SIZE, NULL);
s->_msgState = new MessageState(s->_segMan);
s->gc_countdown = GC_INTERVAL - 1;
// Script 0 should always be at segment 1
if (script0Segment != 1) {
debug(2, "Failed to instantiate script.000");
return 1;
}
s->initGlobals();
if (s->abortScriptProcessing == kAbortRestartGame && g_sci->_gfxMenu)
g_sci->_gfxMenu->reset();
s->_segMan->initSysStrings();
s->r_acc = s->r_prev = NULL_REG;
s->_executionStack.clear(); // Start without any execution stack
s->execution_stack_base = -1; // No vm is running yet
s->_executionStackPosChanged = false;
s->abortScriptProcessing = kAbortNone;
s->gameWasRestarted = false;
s->stack_base = stack->_entries;
s->stack_top = stack->_entries + stack->_capacity;
if (!script_instantiate(g_sci->getResMan(), s->_segMan, 0)) {
warning("game_init(): Could not instantiate script 0");
return 1;
}
// Reset parser
Vocabulary *voc = g_sci->getVocabulary();
if (voc) {
voc->parserIsValid = false; // Invalidate parser
voc->parser_event = NULL_REG; // Invalidate parser event
voc->parser_base = make_reg(s->_segMan->getSysStringsSegment(), SYS_STRING_PARSER_BASE);
}
s->game_start_time = g_system->getMillis();
s->last_wait_time = s->game_start_time;
srand(g_system->getMillis()); // Initialize random number generator
s->_gameObj = g_sci->getResMan()->findGameObject();
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (s->sfx_init_flags & SFX_STATE_FLAG_NOSOUND)
game_init_sound(s, 0, g_sci->_features->detectDoSoundType());
#endif
// Load game language into printLang property of game object
// FIXME: It's evil to achieve this as a side effect of a getter.
// Much better to have an explicit init method for this.
g_sci->getSciLanguage();
return 0;
}
int game_exit(EngineState *s) {
if (s->abortScriptProcessing != kAbortLoadGame) {
s->_executionStack.clear();
#ifdef USE_OLD_MUSIC_FUNCTIONS
s->_sound.sfx_exit();
// Reinit because some other code depends on having a valid state
game_init_sound(s, SFX_STATE_FLAG_NOSOUND, g_sci->_features->detectDoSoundType());
#else
g_sci->_audio->stopAllAudio();
s->_soundCmd->clearPlayList();
#endif
}
// TODO Free parser segment here
// TODO Free scripts here
// Close all opened file handles
s->_fileHandles.clear();
s->_fileHandles.resize(5);
return 0;
}
} // End of namespace Sci
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