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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
// Architectural stuff: Init/Unintialize engine
int script_init_engine(EngineState *s) {
s->_msgState = new MessageState(s->_segMan);
s->gc_countdown = GC_INTERVAL - 1;
SegmentId script_000_segment = s->_segMan->getScriptSegment(0, SCRIPT_GET_LOCK);
if (script_000_segment <= 0) {
debug(2, "Failed to instantiate script.000");
return 1;
}
s->script_000 = s->_segMan->getScript(script_000_segment);
s->sys_strings = s->_segMan->allocateSysStrings(&s->sys_strings_segment);
// Allocate static buffer for savegame and CWD directories
SystemString *str = &s->sys_strings->_strings[SYS_STRING_SAVEDIR];
str->_name = "savedir";
str->_maxSize = MAX_SAVE_DIR_SIZE;
str->_value = (char *)calloc(MAX_SAVE_DIR_SIZE, sizeof(char));
s->r_acc = s->r_prev = NULL_REG;
s->restAdjust = 0;
s->_executionStack.clear(); // Start without any execution stack
s->execution_stack_base = -1; // No vm is running yet
s->restarting_flags = SCI_GAME_IS_NOT_RESTARTING;
debug(2, "Engine initialized");
return 0;
}
/*************************************************************/
/* Game instance stuff: Init/Unitialize state-dependant data */
/*************************************************************/
int game_init(EngineState *s) {
// FIXME Use new VM instantiation code all over the place
DataStack *stack;
stack = s->_segMan->allocateStack(VM_STACK_SIZE, NULL);
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;
}
if (s->_voc) {
s->_voc->parserIsValid = false; // Invalidate parser
s->_voc->parser_event = NULL_REG; // Invalidate parser event
s->_voc->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE);
}
// Initialize menu TODO: Actually this should be another init()
if (g_sci->_gfxMenu)
g_sci->_gfxMenu->reset();
s->successor = NULL; // No successor
SystemString *str = &s->sys_strings->_strings[SYS_STRING_PARSER_BASE];
str->_name = "parser-base";
str->_maxSize = MAX_PARSER_BASE;
str->_value = (char *)calloc(MAX_PARSER_BASE, sizeof(char));
s->game_start_time = g_system->getMillis();
s->last_wait_time = s->game_start_time;
srand(g_system->getMillis()); // Initialize random number generator
// script_dissect(0, s->_selectorNames);
// The first entry in the export table of script 0 points to the game object
s->_gameObj = s->_segMan->lookupScriptExport(0, 0);
#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) {
s->_executionStack.clear();
if (!s->successor) {
#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
}
// Note: It's a bad idea to delete the segment manager here
// when loading a game.
// This function is called right after a game is loaded, and
// the segment manager has already been initialized from the
// save game. Deleting or resetting it here will result in
// invalidating the loaded save state
if (s->restarting_flags & SCI_GAME_IS_RESTARTING_NOW)
s->_segMan->resetSegMan();
// 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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