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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.
*
*/
#ifndef SCI_ENGINE_SEGMAN_H
#define SCI_ENGINE_SEGMAN_H
#include "common/scummsys.h"
#include "common/serializer.h"
#include "sci/engine/script.h"
#include "sci/engine/vm.h"
#include "sci/engine/vm_types.h"
#include "sci/engine/segment.h"
#ifdef ENABLE_SCI32
#include "sci/graphics/celobj32.h" // kLowResX, kLowResY
#endif
namespace Sci {
/**
* Parameters for getScriptSegment().
*/
enum ScriptLoadType {
SCRIPT_GET_DONT_LOAD = 0, /**< Fail if not loaded */
SCRIPT_GET_LOAD = 1, /**< Load, if neccessary */
SCRIPT_GET_LOCK = 3 /**< Load, if neccessary, and lock */
};
class Script;
class SegManager : public Common::Serializable {
friend class Console;
public:
/**
* Initialize the segment manager.
*/
SegManager(ResourceManager *resMan, ScriptPatcher *scriptPatcher);
/**
* Deallocate all memory associated with the segment manager.
*/
~SegManager() override;
void resetSegMan();
void saveLoadWithSerializer(Common::Serializer &ser) override;
// 1. Scripts
/**
* Allocate a script into the segment manager.
* @param script_nr The number of the script to load
* @param seg_id The segment ID of the newly allocated segment,
* on success
* @return 0 on failure, 1 on success
*/
Script *allocateScript(int script_nr, SegmentId *seg_id);
// The script must then be initialized; see section (1b.), below.
/**
* Forcefully deallocate a previously allocated script.
* @param script_nr number of the script to deallocate
*/
void deallocateScript(int script_nr);
/**
* Reconstructs the stack. Used when restoring saved games
*/
void reconstructStack(EngineState *s);
/**
* Determines the segment occupied by a certain script, if any.
* @param script_nr Number of the script to look up
* @return The script's segment ID, or 0 on failure
*/
SegmentId getScriptSegment(int script_nr) const;
/**
* Determines the segment occupied by a certain script. Optionally
* load it, or load & lock it.
* @param[in] script_nr Number of the script to look up
* @param[in] load Flag determining whether to load/lock the script
* @param[in] applyScriptPatches Apply patches for the script, if available
* @return The script's segment ID, or 0 on failure
*/
SegmentId getScriptSegment(int script_nr, ScriptLoadType load, bool applyScriptPatches = true);
/**
* 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 "uninstantiateScript()" below.
* @param[in] script_nr The script number to load
* @param[in] applyScriptPatches Apply patches for the script, if available
* @return The script's segment ID or 0 if out of heap
*/
int instantiateScript(int script_nr, bool applyScriptPatches = true);
/**
* 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] script_nr The script number that is requestet to be unloaded
*/
void uninstantiateScript(int script_nr);
private:
void uninstantiateScriptSci0(int script_nr);
public:
// TODO: document this
reg_t getClassAddress(int classnr, ScriptLoadType lock, uint16 callerSegment, bool applyScriptPatches = true);
/**
* Return a pointer to the specified script.
* If the id is invalid, does not refer to a script or the script is
* not loaded, this will invoke error().
* @param seg ID of the script segment to check for
* @return A pointer to the Script object
*/
Script *getScript(SegmentId seg);
/**
* Return a pointer to the specified script.
* If the id is invalid, does not refer to a script, or
* the script is not loaded, this will return NULL
* @param seg ID of the script segment to check for
* @return A pointer to the Script object, or NULL
*/
Script *getScriptIfLoaded(SegmentId seg) const;
// 2. Clones
/**
* Allocate a fresh clone
* @param addr The offset of the freshly allocated clone
* @return Reference to the memory allocated for the clone
*/
Clone *allocateClone(reg_t *addr);
/**
* Reconstructs clones. Used when restoring saved games
*/
void reconstructClones();
// 4. Stack
/**
* Allocates a data stack
* @param size Number of stack entries to reserve
* @param segid Segment ID of the stack
* @return The physical stack
*/
DataStack *allocateStack(int size, SegmentId *segid);
// 5. System Strings
/**
* Initializes the system string table.
*/
void initSysStrings();
// 6, 7. Lists and Nodes
/**
* Allocate a fresh list
* @param[in] addr The offset of the freshly allocated list
* @return Reference to the memory allocated for the list
*/
List *allocateList(reg_t *addr);
/**
* Allocate a fresh node
* @param[in] addr The offset of the freshly allocated node
* @return Reference to the memory allocated for the node
*/
Node *allocateNode(reg_t *addr);
/**
* Allocate and initialize a new list node.
* @param[in] value The value to set the node to
* @param[in] key The key to set
* @return Pointer to the newly initialized list node
*/
reg_t newNode(reg_t value, reg_t key);
/**
* Resolves a list pointer to a list.
* @param addr The address to resolve
* @return The list referenced, or NULL on error
*/
List *lookupList(reg_t addr);
/**
* Resolves an address into a list node.
* @param addr The address to resolve
* @return The list node referenced, or NULL on error
*/
Node *lookupNode(reg_t addr, bool stopOnDiscarded = true);
// 8. Hunk Memory
/**
* Allocate a fresh chunk of the hunk
* @param[in] size Number of bytes to allocate for the hunk entry
* @param[in] hunk_type A descriptive string for the hunk entry, for
* debugging purposes
* @return The offset of the freshly allocated hunk entry
*/
reg_t allocateHunkEntry(const char *hunk_type, int size);
/**
* Deallocates a hunk entry
* @param[in] addr Offset of the hunk entry to delete
*/
void freeHunkEntry(reg_t addr);
/**
* Gets a pointer to the hunk memory referenced by a specified handle
* @param[in] addr Offset of the hunk entry
*/
byte *getHunkPointer(reg_t addr);
// 9. Dynamic Memory
/**
* Allocate some dynamic memory
* @param[in] size Number of bytes to allocate
* @param[in] description A descriptive string for debugging purposes
* @param[out] addr The offset of the freshly allocated X
* @return Raw pointer into the allocated dynamic
* memory
*/
byte *allocDynmem(int size, const char *description, reg_t *addr);
/**
* Deallocates a piece of dynamic memory
* @param[in] addr Offset of the dynmem chunk to free
*/
bool freeDynmem(reg_t addr);
// Generic Operations on Segments and Addresses
/**
* Dereferences a raw memory pointer
* @param[in] reg The reference to dereference
* @return The data block referenced
*/
SegmentRef dereference(reg_t pointer);
/**
* Dereferences a heap pointer pointing to raw memory.
* @param pointer The pointer to dereference
* @parm entries The number of values expected (for checkingO
* @return A physical reference to the address pointed to, or NULL on error or
* if not enough entries were available.
*/
byte *derefBulkPtr(reg_t pointer, int entries);
/**
* Dereferences a heap pointer pointing to a (list of) register(s).
* Ensures alignedness of data.
* @param pointer The pointer to dereference
* @parm entries The number of values expected (for checking)
* @return A physical reference to the address pointed to, or NULL on error or
* if not enough entries were available.
*/
reg_t *derefRegPtr(reg_t pointer, int entries);
/**
* Dereferences a heap pointer pointing to raw memory.
* @param pointer The pointer to dereference
* @parm entries The number of values expected (for checking)
* @return A physical reference to the address pointed to, or NULL on error or
* if not enough entries were available.
*/
char *derefString(reg_t pointer, int entries = 0);
/**
* Return the string referenced by pointer.
* pointer can point to either a raw or non-raw segment.
* @param pointer The pointer to dereference
* @return The string referenced, or an empty string if not enough
* entries were available.
*/
Common::String getString(reg_t pointer);
/**
* Copies a string from src to dest.
* src and dest can point to raw and non-raw segments.
* Conversion is performed as required.
*/
void strcpy(reg_t dest, reg_t src);
/**
* Copies a string from src to dest.
* dest can point to a raw or non-raw segment.
* Conversion is performed as required.
*/
void strcpy(reg_t dest, const char *src);
/**
* Copies a string from src to dest.
* src and dest can point to raw and non-raw segments.
* Conversion is performed as required. At most n characters are copied.
* TODO: determine if dest should always be null-terminated.
*/
void strncpy(reg_t dest, reg_t src, size_t n);
/**
* Copies a string from src to dest.
* dest can point to a raw or non-raw segment.
* Conversion is performed as required. At most n characters are copied.
* TODO: determine if dest should always be null-terminated.
*/
void strncpy(reg_t dest, const char *src, size_t n);
/**
* Copies n bytes of data from src to dest.
* src and dest can point to raw and non-raw segments.
* Conversion is performed as required.
*/
void memcpy(reg_t dest, reg_t src, size_t n);
/**
* Copies n bytes of data from src to dest.
* dest can point to a raw or non-raw segment.
* Conversion is performed as required.
*/
void memcpy(reg_t dest, const byte* src, size_t n);
/**
* Copies n bytes of data from src to dest.
* src can point to raw and non-raw segments.
* Conversion is performed as required.
*/
void memcpy(byte *dest, reg_t src, size_t n);
/**
* Determine length of string at str.
* str can point to a raw or non-raw segment.
*/
size_t strlen(reg_t str);
/**
* Finds a unique segment by type
* @param type The type of the segment to find
* @return The segment number, or -1 if the segment wasn't found
*/
SegmentId findSegmentByType(int type) const;
// TODO: document this
SegmentObj *getSegmentObj(SegmentId seg) const;
// TODO: document this
SegmentType getSegmentType(SegmentId seg) const;
// TODO: document this
SegmentObj *getSegment(SegmentId seg, SegmentType type) const;
/**
* Retrieves an object from the specified location
* @param[in] offset Location (segment, offset) of the object
* @return The object in question, or NULL if there is none
*/
Object *getObject(reg_t pos) const;
/**
* Checks whether a heap address contains an object
* @parm obj The address to check
* @return True if it is an object, false otherwise
*/
bool isObject(reg_t obj) const { return getObject(obj) != NULL; }
// TODO: document this
bool isHeapObject(reg_t pos) const;
/**
* Determines the name of an object
* @param[in] pos Location (segment, offset) of the object
* @return A name for that object, or a string describing an error
* that occurred while looking it up. The string is stored
* in a static buffer and need not be freed (neither may
* it be modified).
*/
const char *getObjectName(reg_t pos);
/**
* Finds the addresses of all objects with the given name.
*/
Common::Array<reg_t> findObjectsByName(const Common::String &name);
/**
* Find the address of an object by its name. In case multiple objects
* with the same name occur, the optional index parameter can be used
* to distinguish between them. If index is -1, then if there is a
* unique object with the specified name, its address is returned;
* if there are multiple matches, or none, then NULL_REG is returned.
*
* @param name the name of the object we are looking for
* @param index the index of the object in case there are multiple
* @return the address of the object, or NULL_REG
*/
reg_t findObjectByName(const Common::String &name, int index = -1);
uint32 classTableSize() const { return _classTable.size(); }
Class getClass(int index) const { return _classTable[index]; }
void setClassOffset(int index, reg_t offset) { _classTable[index].reg = offset; }
void resizeClassTable(uint32 size) { _classTable.resize(size); }
reg_t getSaveDirPtr() const { return _saveDirPtr; }
reg_t getParserPtr() const { return _parserPtr; }
#ifdef ENABLE_SCI32
bool isValidAddr(reg_t reg, SegmentType expected) const {
SegmentObj *mobj = getSegmentObj(reg.getSegment());
return (mobj &&
mobj->getType() == expected &&
mobj->isValidOffset(reg.getOffset()));
}
SciArray *allocateArray(SciArrayType type, uint16 size, reg_t *addr);
SciArray *lookupArray(reg_t addr);
void freeArray(reg_t addr);
bool isArray(reg_t addr) const;
SciBitmap *allocateBitmap(reg_t *addr, const int16 width, const int16 height, const uint8 skipColor = kDefaultSkipColor, const int16 originX = 0, const int16 originY = 0, const int16 xResolution = kLowResX, const int16 yResolution = kLowResY, const uint32 paletteSize = 0, const bool remap = false, const bool gc = true);
SciBitmap *lookupBitmap(reg_t addr);
void freeBitmap(reg_t addr);
#endif
const Common::Array<SegmentObj *> &getSegments() const { return _heap; }
private:
Common::Array<SegmentObj *> _heap;
Common::Array<Class> _classTable; /**< Table of all classes */
/** Map script ids to segment ids. */
Common::HashMap<int, SegmentId> _scriptSegMap;
ResourceManager *_resMan;
ScriptPatcher *_scriptPatcher;
SegmentId _clonesSegId; ///< ID of the (a) clones segment
SegmentId _listsSegId; ///< ID of the (a) list segment
SegmentId _nodesSegId; ///< ID of the (a) node segment
SegmentId _hunksSegId; ///< ID of the (a) hunk segment
// Statically allocated memory for system strings
reg_t _saveDirPtr;
reg_t _parserPtr;
#ifdef ENABLE_SCI32
SegmentId _arraysSegId;
SegmentId _bitmapSegId;
#endif
public:
SegmentObj *allocSegment(SegmentObj *mem, SegmentId *segid);
private:
void deallocate(SegmentId seg);
void createClassTable();
SegmentId findFreeSegment() const;
/**
* This implements our handling of scripts greater than 64K in size.
* They occur sporadically in SCI3 games (and in The Realm (SCI2.1),
* if we ever decide to support it). It works by "stealing" the upper
* two bits of the segment value to use as extra offset bits, making
* the maximum offset 0x3FFFF (262143). This is enough.
*
* The "actual" segment, then, is the segment value with the upper two
* bits masked out.
*/
SegmentId getActualSegment(SegmentId seg) const;
};
} // End of namespace Sci
#endif // SCI_ENGINE_SEGMAN_H
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