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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 "sci/sci.h"	// for INCLUDE_OLDGFX

#include "sci/engine/state.h"
#include "sci/engine/vm.h"
#include "sci/engine/script.h"
#include "sci/engine/message.h"

namespace Sci {

EngineState::EngineState(ResourceManager *res, Kernel *kernel, Vocabulary *voc, SegManager *segMan, SciGui *gui, AudioPlayer *audio)
: resMan(res), _kernel(kernel), _voc(voc), _segMan(segMan), _gui(gui), _audio(audio), _dirseeker(this) {

	gfx_state = 0;

	sfx_init_flags = 0;

	restarting_flags = 0;

#ifdef INCLUDE_OLDGFX
	pic_priority_table = 0;
	pic_not_valid = 0;
	pic_is_new = 0;
	old_screen = 0;
	port = 0;
	memset(ega_colors, 0, sizeof(ega_colors));
	visual = 0;
	titlebar_port = 0;
	wm_port = 0;
	picture_port = 0;
	iconbar_port = 0;

	pic_visible_map = GFX_MASK_NONE;
	pic_animate = 0;

	dyn_views = 0;
	drop_views = 0;

	priority_first = 0;
	priority_last = 0;

	_menubar = 0;
#endif

	last_wait_time = 0;

	_fileHandles.resize(5);

	execution_stack_base = 0;
	_executionStackPosChanged = false;

	r_acc = NULL_REG;
	restAdjust = 0;
	r_prev = NULL_REG;

	stack_segment = 0;
	stack_base = 0;
	stack_top = 0;

	parser_base = NULL_REG;
	parser_event = NULL_REG;
	script_000 = 0;

	bp_list = 0;
	have_bp = 0;
	sys_strings_segment = 0;
	sys_strings = 0;

	parserIsValid = false;

	_gameObj = NULL_REG;

	gc_countdown = 0;

	successor = 0;

	_lastAnimateCounter = 0;
	_lastAnimateTime = 0;

	_setCursorType = SCI_VERSION_AUTODETECT;
	_doSoundType = SCI_VERSION_AUTODETECT;
	_lofsType = SCI_VERSION_AUTODETECT;
	_gfxFunctionsType = SCI_VERSION_AUTODETECT;
	_moveCountType = kMoveCountUninitialized;
	
	_usesCdTrack = Common::File::exists("cdaudio.map");

	_soundCmd = 0;
}

EngineState::~EngineState() {
	delete _msgState;
}

uint16 EngineState::currentRoomNumber() const {
	return script_000->_localsBlock->_locals[13].toUint16();
}

kLanguage EngineState::charToLanguage(const char c) const {
	switch (c) {
	case 'F':
		return K_LANG_FRENCH;
	case 'S':
		return K_LANG_SPANISH;
	case 'I':
		return K_LANG_ITALIAN;
	case 'G':
		return K_LANG_GERMAN;
	case 'J':
	case 'j':
		return K_LANG_JAPANESE;
	case 'P':
		return K_LANG_PORTUGUESE;
	default:
		return K_LANG_NONE;
	}
}

Common::String EngineState::getLanguageString(const char *str, kLanguage lang) const {
	kLanguage secondLang = K_LANG_NONE;

	const char *seeker = str;
	while (*seeker) {
		if ((*seeker == '%') || (*seeker == '#')) {
			secondLang = charToLanguage(*(seeker + 1));

			if (secondLang != K_LANG_NONE)
				break;
		}

		seeker++;
	}

	if ((secondLang == K_LANG_JAPANESE) && (*(seeker + 1) == 'J')) {
		// FIXME: Add Kanji support
		lang = K_LANG_ENGLISH;
	}

	if (secondLang == lang)
		return Common::String(seeker + 2);

	if (seeker)
		return Common::String(str, seeker - str);
	else
		return Common::String(str);
}

kLanguage EngineState::getLanguage() {
	kLanguage lang = K_LANG_ENGLISH;

	if (_kernel->_selectorCache.printLang != -1) {
		lang = (kLanguage)GET_SEL32V(_segMan, _gameObj, printLang);

		if ((getSciVersion() == SCI_VERSION_1_1) || (lang == K_LANG_NONE)) {
			// If language is set to none, we use the language from the game detector.
			// SSCI reads this from resource.cfg (early games do not have a language
			// setting in resource.cfg, but instead have the secondary language number
			// hardcoded in the game script).
			// SCI1.1 games always use the language setting from the config file
			// (essentially disabling runtime language switching).
			// Note: only a limited number of multilanguage games have been tested
			// so far, so this information may not be 100% accurate.
			switch (((Sci::SciEngine*)g_engine)->getLanguage()) {
			case Common::FR_FRA:
				lang = K_LANG_FRENCH;
				break;
			case Common::ES_ESP:
				lang = K_LANG_SPANISH;
				break;
			case Common::IT_ITA:
				lang = K_LANG_ITALIAN;
				break;
			case Common::DE_DEU:
				lang = K_LANG_GERMAN;
				break;
			case Common::JA_JPN:
				lang = K_LANG_JAPANESE;
				break;
			case Common::PT_BRA:
				lang = K_LANG_PORTUGUESE;
				break;
			default:
				lang = K_LANG_ENGLISH;
			}

			// Store language in printLang selector
			PUT_SEL32V(_segMan, _gameObj, printLang, lang);
		}
	}

	return lang;
}

Common::String EngineState::strSplit(const char *str, const char *sep) {
	kLanguage lang = getLanguage();
	kLanguage subLang = K_LANG_NONE;

	if (_kernel->_selectorCache.subtitleLang != -1) {
		subLang = (kLanguage)GET_SEL32V(_segMan, _gameObj, subtitleLang);
	}

	Common::String retval = getLanguageString(str, lang);

	if ((subLang != K_LANG_NONE) && (sep != NULL)) {
		retval += sep;
		retval += getLanguageString(str, subLang);
	}

	return retval;
}

bool EngineState::autoDetectFeature(FeatureDetection featureDetection, int methodNum) {
	Common::String objName;
	Selector slc;
	reg_t objAddr;
	bool foundTarget = false;

	// Get address of target script
	switch (featureDetection) {
	case kDetectGfxFunctions:
		objName = "Rm";
		objAddr = _segMan->findObjectByName(objName);
		slc = _kernel->_selectorCache.overlay;
		break;			
	case kDetectMoveCountType:
		objName = "Motion";
		objAddr = _segMan->findObjectByName(objName);
		slc = _kernel->_selectorCache.doit;
		break;
	case kDetectSoundType:
		objName = "Sound";
		objAddr = _segMan->findObjectByName(objName);
		slc = _kernel->_selectorCache.play;
		break;
	case kDetectSetCursorType:
		objName = "Game";
		// We need to check the overridden game object here. Fixes KQ5CD setCursor detection,
		// as KQ5CD overrides the default setCursor selector of the Game object
		objAddr = _gameObj;
		slc = _kernel->_selectorCache.setCursor;
		break;
	case kDetectLofsType:
		objName = "Game";
		objAddr = _segMan->findObjectByName(objName);
		break;
	default:
		break;
	}

	reg_t addr;
	if (objAddr.isNull()) {
		warning("autoDetectFeature: %s object couldn't be found", objName.c_str());
		return false;
	}

	if (methodNum == -1) {
		if (lookup_selector(_segMan, objAddr, slc, NULL, &addr) != kSelectorMethod) {
			warning("autoDetectFeature: target selector is not a method of object %s", objName.c_str());
			return false;
		}
	} else {
		addr = _segMan->getObject(objAddr)->getFunction(methodNum);
	}

	uint16 offset = addr.offset;
	Script *script = _segMan->getScript(addr.segment);
	uint16 intParam = 0xFFFF;

	do {
		uint16 kFuncNum;
		int opsize = script->_buf[offset++];
		uint opcode = opsize >> 1;
		int i = 0;
		byte argc;

		if (featureDetection == kDetectLofsType) {
			if (opcode == op_lofsa || opcode == op_lofss) {
				uint16 lofs;

				// Load lofs operand
				if (opsize & 1) {
					if (offset >= script->_bufSize)
						break;
					lofs = script->_buf[offset++];
				} else {
					if ((uint32)offset + 1 >= (uint32)script->_bufSize)
						break;
					lofs = READ_LE_UINT16(script->_buf + offset);
					offset += 2;
				}

				// Check for going out of bounds when interpreting as abs/rel
				if (lofs >= script->_bufSize)
					_lofsType = SCI_VERSION_0_EARLY;

				if ((signed)offset + (int16)lofs < 0)
					_lofsType = SCI_VERSION_1_MIDDLE;

				if ((signed)offset + (int16)lofs >= (signed)script->_bufSize)
					_lofsType = SCI_VERSION_1_MIDDLE;

				if (_lofsType != SCI_VERSION_AUTODETECT)
					return true;

				// If we reach here, we haven't been able to deduce the lofs parameter
				// type, but we have advanced the offset pointer already. So move on
				// to the next opcode
				continue;
			}
		}

		if (featureDetection == kDetectSoundType) {
			// The play method of the Sound object pushes the DoSound command
			// that it'll use just before it calls DoSound. We intercept that here
			// in order to check what sound semantics are used, cause the position
			// of the sound commands has changed at some point during SCI1 middle
			if (opcode == op_pushi) {
				// Load the pushi parameter
				if (opsize & 1) {
					if (offset >= script->_bufSize)
						break;
					intParam = script->_buf[offset++];
				} else {
					if ((uint32)offset + 1 >= (uint32)script->_bufSize)
						break;
					intParam = READ_LE_UINT16(script->_buf + offset);
					offset += 2;
				}

				continue;
			}
		}

		while (g_opcode_formats[opcode][i]) {
			switch (g_opcode_formats[opcode][i++]) {
			case Script_Invalid:
				break;
			case Script_SByte:
			case Script_Byte:
				offset++;
				break;
			case Script_Word:
			case Script_SWord:
				offset += 2;
				break;
			case Script_SVariable:
			case Script_Variable:
			case Script_Property:
			case Script_Global:
			case Script_Local:
			case Script_Temp:
			case Script_Param:
				if (opsize & 1)
					kFuncNum = script->_buf[offset++];
				else {
					kFuncNum = 0xffff & (script->_buf[offset] | (script->_buf[offset + 1] << 8));
					offset += 2;
				}

				if (opcode == op_callk) {
					argc = script->_buf[offset++];

					switch (featureDetection) {
					case kDetectGfxFunctions:
						if (kFuncNum == 8) {	// kDrawPic	(SCI0 - SCI11)
							// If kDrawPic is called with 6 parameters from the
							// overlay selector, the game is using old graphics functions.
							// Otherwise, if it's called with 8 parameters, it's using new
							// graphics functions
							_gfxFunctionsType = (argc == 8) ? SCI_VERSION_0_LATE : SCI_VERSION_0_EARLY;
							return true;
						}
						break;
					case kDetectMoveCountType:
						// Games which ignore move count call kAbs before calling kDoBresen
						if (kFuncNum == 61) {	// kAbs (SCI1)
							foundTarget = true;
						} else if (kFuncNum == 80) {	// kDoBresen (SCI1)
							_moveCountType = foundTarget ? kIgnoreMoveCount : kIncrementMoveCount;
							return true;
						}
						break;
					case kDetectSoundType:
						// Late SCI1 games call kIsObject before kDoSound
						if (kFuncNum == 6) {	// kIsObject (SCI0-SCI11)
							foundTarget = true;
						} else if (kFuncNum == 45) {	// kDoSound (SCI1)
							// First, check which DoSound function is called by the play method of
							// the Sound object
							switch (intParam) {
							case 1:
								_doSoundType = SCI_VERSION_0_EARLY;
								break;
							case 7:
								_doSoundType = SCI_VERSION_1_EARLY;
								break;
							case 8:
								_doSoundType = SCI_VERSION_1_LATE;
								break;
							default:
								// Unknown case... should never happen. We fall back to
								// alternative detection here, which works in general, apart from
								// some transitive games like Jones CD
								_doSoundType = foundTarget ? SCI_VERSION_1_LATE : SCI_VERSION_1_EARLY;
								break;
							}

							if (_doSoundType != SCI_VERSION_AUTODETECT)
								return true;
						}
						break;
					case kDetectSetCursorType:
						// Games with colored mouse cursors call kIsObject before kSetCursor
						if (kFuncNum == 6) {	// kIsObject (SCI0-SCI11)
							foundTarget = true;
						} else if (kFuncNum == 40) {	// kSetCursor (SCI0-SCI11)
							_setCursorType = foundTarget ? SCI_VERSION_1_1 : SCI_VERSION_0_EARLY;
							return true;
						}
						break;
					default:
						break;
					}
				}
				break;

			case Script_Offset:
			case Script_SRelative:
				offset++;
				if (!opsize & 1)
					offset++;
				break;
			case Script_End:
				offset = 0;	// exit loop
				break;
			default:
				warning("opcode %02x: Invalid", opcode);

			}
		}
	} while (offset > 0);

	// Some games, like KQ5CD, never actually call SetCursor inside Game::setCursor
	// but call isObject. Cover this case here, if we're actually reading the selector
	// itself, and not iterating through the Game object (i.e. when the selector
	// dictionary is missing)
	if (featureDetection == kDetectSetCursorType && methodNum == -1 && foundTarget) {
		_setCursorType = SCI_VERSION_1_1;
		return true;
	}

	return false;	// not found
}

SciVersion EngineState::detectDoSoundType() {
	if (_doSoundType == SCI_VERSION_AUTODETECT) {
		if (_kernel->_selectorCache.nodePtr == -1) {
			// No nodePtr selector, so this game is definitely using
			// SCI0 sound code (i.e. SCI_VERSION_0_EARLY)
			_doSoundType = SCI_VERSION_0_EARLY;
		} else {
			if (getSciVersion() >= SCI_VERSION_1_LATE) {
				// All SCI1 late games use the newer doSound semantics
				_doSoundType = SCI_VERSION_1_LATE;
			} else {
				if (!autoDetectFeature(kDetectSoundType)) {
					warning("DoSound detection failed, taking an educated guess");

					if (getSciVersion() >= SCI_VERSION_1_MIDDLE)
						_doSoundType = SCI_VERSION_1_LATE;
					else if (getSciVersion() > SCI_VERSION_01)
						_doSoundType = SCI_VERSION_1_EARLY;
				}
			}
		}

		debugC(1, kDebugLevelSound, "Detected DoSound type: %s", getSciVersionDesc(_doSoundType).c_str());
	}

	return _doSoundType;
}

SciVersion EngineState::detectSetCursorType() {
	if (_setCursorType == SCI_VERSION_AUTODETECT) {
		if (getSciVersion() <= SCI_VERSION_01) {
			// SCI0/SCI01 games never use cursor views
			_setCursorType = SCI_VERSION_0_EARLY;
		} else if (getSciVersion() >= SCI_VERSION_1_1) {
			// SCI1.1 games always use cursor views
			_setCursorType = SCI_VERSION_1_1;
		} else {
			bool found = false;

			if (_kernel->_selectorCache.setCursor == -1) {
				// Find which function of the Game object calls setCursor

				Object *obj = _segMan->getObject(_gameObj);
				for (uint m = 0; m < obj->getMethodCount(); m++) {
					found = autoDetectFeature(kDetectSetCursorType, m);
					if (found)
						break;
				}
			} else {
				found = autoDetectFeature(kDetectSetCursorType);
			}

			if (!found) {
				// Quite normal in several demos which don't have a cursor
				warning("SetCursor detection failed, taking an educated guess");

				if (getSciVersion() >= SCI_VERSION_1_1)
					_setCursorType = SCI_VERSION_1_1;
				else
					_setCursorType = SCI_VERSION_0_EARLY;
			}
		}

		debugC(1, kDebugLevelGraphics, "Detected SetCursor type: %s", getSciVersionDesc(_setCursorType).c_str());
	}

	return _setCursorType;
}

SciVersion EngineState::detectLofsType() {
	if (_lofsType == SCI_VERSION_AUTODETECT) {
		// This detection only works (and is only needed) for SCI 1
		if (getSciVersion() <= SCI_VERSION_01) {
			_lofsType = SCI_VERSION_0_EARLY;
			return _lofsType;
		}

		if (getSciVersion() >= SCI_VERSION_1_1) {
			_lofsType = SCI_VERSION_1_1;
			return _lofsType;
		}

		// Find a function of the game object which invokes lofsa/lofss
		reg_t gameClass = _segMan->findObjectByName("Game");
		Object *obj = _segMan->getObject(gameClass);
		bool found = false;

		for (uint m = 0; m < obj->getMethodCount(); m++) {
			found = autoDetectFeature(kDetectLofsType, m);

			if (found)
				break;
		}

		if (!found) {
			warning("Lofs detection failed, taking an educated guess");

			if (getSciVersion() >= SCI_VERSION_1_MIDDLE)
				_lofsType = SCI_VERSION_1_MIDDLE;
			else
				_lofsType = SCI_VERSION_0_EARLY;
		}

		debugC(1, kDebugLevelVM, "Detected Lofs type: %s", getSciVersionDesc(_lofsType).c_str());
	}

	return _lofsType;
}

SciVersion EngineState::detectGfxFunctionsType() {
	if (_gfxFunctionsType == SCI_VERSION_AUTODETECT) {
		// This detection only works (and is only needed) for SCI0 games
		if (getSciVersion() >= SCI_VERSION_01) {
			_gfxFunctionsType = SCI_VERSION_0_LATE;
			return _gfxFunctionsType;
		}

		if (getSciVersion() > SCI_VERSION_0_EARLY) {
			if (_kernel->findSelector("shiftParser") != -1) {
				// The shiftParser selector was introduced just a bit after the
				// changes to the graphics functions, so if it exists, the game is
				// definitely using newer graphics functions
				_gfxFunctionsType = SCI_VERSION_0_LATE;
			} else {
				// No shiftparser selector, check if the game is using an overlay
				bool found = false;

				if (_kernel->_selectorCache.overlay == -1) {
					// No overlay selector found, check if any method of the Rm object
					// is calling kDrawPic, as the overlay selector might be missing in demos
					
					Object *obj = _segMan->getObject(_segMan->findObjectByName("Rm"));
					for (uint m = 0; m < obj->getMethodCount(); m++) {
						found = autoDetectFeature(kDetectGfxFunctions, m);
						if (found)
							break;
					}
				}

				if (_kernel->_selectorCache.overlay == -1 && !found) {
					// No overlay selector found, therefore the game is definitely
					// using old graphics functions
					_gfxFunctionsType = SCI_VERSION_0_EARLY;
				} else if (_kernel->_selectorCache.overlay == -1 && found) {
					// Detection already done above
				} else {	// _kernel->_selectorCache.overlay != -1
					// An in-between case: The game does not have a shiftParser
					// selector, but it does have an overlay selector, so it uses an
					// overlay. Therefore, check it to see how it calls kDrawPic to
					// determine the graphics functions type used

					if (!autoDetectFeature(kDetectGfxFunctions)) {
						warning("Graphics functions detection failed, taking an educated guess");

						// Try detecting the graphics function types from the existence of the motionCue
						// selector (which is a bit of a hack)
						if (_kernel->findSelector("motionCue") != -1)
							_gfxFunctionsType = SCI_VERSION_0_LATE;
						else
							_gfxFunctionsType = SCI_VERSION_0_EARLY;
					}
				}
			}
		} else {	// (getSciVersion() == SCI_VERSION_0_EARLY)
			// Old SCI0 games always used old graphics functions
			_gfxFunctionsType = SCI_VERSION_0_EARLY;
		}

		debugC(1, kDebugLevelVM, "Detected graphics functions type: %s", getSciVersionDesc(_gfxFunctionsType).c_str());
	}

	return _gfxFunctionsType;
}

MoveCountType EngineState::detectMoveCountType() {
	if (_moveCountType == kMoveCountUninitialized) {
		// SCI0/SCI01 games always increment move count
		if (getSciVersion() <= SCI_VERSION_01) {
			_moveCountType = kIncrementMoveCount;
		} else {
			if (!autoDetectFeature(kDetectMoveCountType)) {
				warning("Move count autodetection failed");
				_moveCountType = kIncrementMoveCount;	// Most games do this, so best guess
			}
		}

		debugC(1, kDebugLevelVM, "Detected move count handling: %s", (_moveCountType == kIncrementMoveCount) ? "increment" : "ignore");
	}

	return _moveCountType;
}

} // End of namespace Sci