1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
|
/* 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
/** 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 (getSciVersion() < SCI_VERSION_1_1 ? 14 -8 : 16)
/** Object-relative offset of the -info- selector */
#define SCRIPT_INFO_OFFSET (getSciVersion() < SCI_VERSION_1_1 ? 12 -8 : 14)
/** 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 (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)
/** 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 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
Selector setCursor; ///< For cursor semantics autodetection
// 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
};
/**
* Structure for storing the current internal state of the VM.
*/
struct ScriptState {
ExecStack *xs;
int16 restAdjust;
reg_t *variables[4]; ///< global, local, temp, param, as immediate pointers
reg_t *variables_base[4]; ///< Used for referencing VM ops
SegmentId variables_seg[4]; ///< Same as above, contains segment IDs
int variables_max[4]; ///< Max. values for all variables
};
/**
* The current internal state of the VM.
*/
extern ScriptState scriptState;
/**
* 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);
/**
* 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();
/**
* 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
|