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scummvm/engines/sci/engine/state.cpp
T
sluicebox 6eea9e517b SCI: Detect SCI16 unthrottled inner loops
This restores kGetEvent throttling (10ms delay) during inner loops that
don't throttle themselves. For example, the event processing loop in
Dialog:doit doesn't include a kWait(1) call in some games.
In these games, dialogs max out CPU, and if they run animations then
they run too fast. This happens in the CD version of JONES, bug #14020.

I had considered doing something like this earlier, but it wasn't clear
how to best detect these loops. What I didn't realize is that the SCI32
code already does this by counting kGetEvent calls in between kFrameout.
Now that technique is adapted for SCI16. Combined with the existing
"fast cast" detection, this throttles event-polling inner loops while
keeping the kGetEvent and kGameIsRestarting throttling separate so that
they don't overlap and conflict.

See: e09010f7d8
2023-01-10 14:50:51 -08:00

454 lines
14 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/system.h"
#include "sci/sci.h" // for INCLUDE_OLDGFX
#include "sci/debug.h" // for g_debug_sleeptime_factor
#include "sci/engine/features.h"
#include "sci/engine/file.h"
#include "sci/engine/guest_additions.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/engine/selector.h"
#include "sci/engine/vm.h"
#include "sci/engine/script.h"
#include "sci/engine/message.h"
namespace Sci {
// Maps half-width single-byte SJIS to full-width double-byte SJIS
// Note: SSCI maps 0x5C (the Yen symbol) to 0x005C, which terminates
// the string with the leading 0x00 byte. We map Yen to 0x818F.
static const uint16 s_halfWidthSJISMap[256] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x81A8, 0x81A9, 0x81AA, 0x81AB,
0x8140, 0x8149, 0x818D, 0x8194, 0x8190, 0x8193, 0x8195, 0x818C,
0x8169, 0x816A, 0x8196, 0x817B, 0x8143, 0x817C, 0x8144, 0x815E,
0x824F, 0x8250, 0x8251, 0x8252, 0x8253, 0x8254, 0x8255, 0x8256,
0x8257, 0x8258, 0x8146, 0x8147, 0x8183, 0x8181, 0x8184, 0x8148,
0x8197, 0x8260, 0x8261, 0x8262, 0x8263, 0x8264, 0x8265, 0x8266,
0x8267, 0x8268, 0x8269, 0x826A, 0x826B, 0x826C, 0x826D, 0x826E,
0x826F, 0x8270, 0x8271, 0x8272, 0x8273, 0x8274, 0x8275, 0x8276,
0x8277, 0x8278, 0x8279, 0x816D, 0x818F /* 0x005C */, 0x816E, 0x814F, 0x8151,
0x8280, 0x8281, 0x8282, 0x8283, 0x8284, 0x8285, 0x8286, 0x8287,
0x8288, 0x8289, 0x828A, 0x828B, 0x828C, 0x828D, 0x828E, 0x828F,
0x8290, 0x8291, 0x8292, 0x8293, 0x8294, 0x8295, 0x8296, 0x8297,
0x8298, 0x8299, 0x829A, 0x816F, 0x8162, 0x8170, 0x8160, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0x8140, 0x8142, 0x8175, 0x8176, 0x8141, 0x8145, 0x8392, 0x8340,
0x8342, 0x8344, 0x8346, 0x8348, 0x8383, 0x8385, 0x8387, 0x8362,
0x815C, 0x8341, 0x8343, 0x8345, 0x8347, 0x8349, 0x834A, 0x834C,
0x834E, 0x8350, 0x8352, 0x8354, 0x8356, 0x8358, 0x835A, 0x835C,
0x835E, 0x8360, 0x8363, 0x8365, 0x8367, 0x8369, 0x836A, 0x836B,
0x836C, 0x836D, 0x836E, 0x8371, 0x8374, 0x8377, 0x837A, 0x837D,
0x837E, 0x8380, 0x8381, 0x8382, 0x8384, 0x8386, 0x8388, 0x8389,
0x838A, 0x838B, 0x838C, 0x838D, 0x838F, 0x8393, 0x814A, 0x814B,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
EngineState::EngineState(SegManager *segMan)
: _segMan(segMan),
_dirseeker() {
reset(false);
}
EngineState::~EngineState() {
delete _msgState;
}
void EngineState::reset(bool isRestoring) {
if (!isRestoring) {
_memorySegmentSize = 0;
_fileHandles.resize(5);
abortScriptProcessing = kAbortNone;
} else {
g_sci->_guestAdditions->reset();
}
_delayedRestoreGameId = -1;
_kq7MacSaveGameId = -1;
_kq7MacSaveGameDescription.clear();
executionStackBase = 0;
_executionStackPosChanged = false;
stack_base = nullptr;
stack_top = nullptr;
r_acc = NULL_REG;
r_prev = NULL_REG;
r_rest = 0;
lastWaitTime = 0;
gcCountDown = 0;
_eventCounter = 0;
_paletteSetIntensityCounter = 0;
_throttleLastTime = 0;
_throttleTrigger = false;
_lastSaveVirtualId = SAVEGAMEID_OFFICIALRANGE_START;
_lastSaveNewId = 0;
_chosenQfGImportItem = 0;
_cursorWorkaroundActive = false;
scriptStepCounter = 0;
scriptGCInterval = GC_INTERVAL;
}
void EngineState::speedThrottler(uint32 neededSleep) {
if (_throttleTrigger) {
uint32 curTime = g_system->getMillis();
uint32 duration = curTime - _throttleLastTime;
if (duration < neededSleep) {
g_sci->sleep(neededSleep - duration);
_throttleLastTime = g_system->getMillis();
} else {
_throttleLastTime = curTime;
}
_throttleTrigger = false;
}
}
uint16 EngineState::wait(uint16 ticks) {
uint32 time = g_system->getMillis();
uint32 ms = ticks * 1000 / 60;
uint32 duration = time - lastWaitTime;
if (ms > duration) {
uint32 sleepTime = ms - duration;
sleepTime *= g_debug_sleeptime_factor;
g_sci->sleep(sleepTime);
time += sleepTime;
}
uint16 tickDelta = (uint16)(((long)time - lastWaitTime) * 60 / 1000);
lastWaitTime = time;
return tickDelta;
}
void EngineState::sleep(uint16 ticks) {
ticks *= g_debug_sleeptime_factor;
g_sci->sleep(ticks * 1000 / 60);
}
void EngineState::initGlobals() {
Script *script_000 = _segMan->getScript(1);
if (script_000->getLocalsCount() == 0)
error("Script 0 has no locals block");
variablesSegment[VAR_GLOBAL] = script_000->getLocalsSegment();
variablesBase[VAR_GLOBAL] = variables[VAR_GLOBAL] = script_000->getLocalsBegin();
variablesMax[VAR_GLOBAL] = script_000->getLocalsCount();
// The KQ5 CD Windows interpreter set global 400 to tell the scripts that the
// platform was Windows. The global determines which cursors the scripts use,
// so we only set this if the user has chosen to use Windows cursors.
if (g_sci->getGameId() == GID_KQ5 && g_sci->isCD()) {
variables[VAR_GLOBAL][400].setOffset(g_sci->_features->useWindowsCursors());
}
}
uint16 EngineState::currentRoomNumber() const {
return variables[VAR_GLOBAL][kGlobalVarNewRoomNo].toUint16();
}
void EngineState::setRoomNumber(uint16 roomNumber) {
variables[VAR_GLOBAL][kGlobalVarNewRoomNo] = make_reg(0, roomNumber);
}
void EngineState::shrinkStackToBase() {
if (_executionStack.size() > 0) {
uint size = executionStackBase + 1;
assert(_executionStack.size() >= size);
Common::List<ExecStack>::iterator iter = _executionStack.begin();
for (uint i = 0; i < size; ++i)
++iter;
_executionStack.erase(iter, _executionStack.end());
}
}
static kLanguage charToLanguage(const char c) {
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 SciEngine::getSciLanguageString(const Common::String &str, kLanguage requestedLanguage, kLanguage *secondaryLanguage, uint16 *languageSplitter) const {
kLanguage foundLanguage = K_LANG_NONE;
const byte *textPtr = (const byte *)str.c_str();
if (secondaryLanguage) {
*secondaryLanguage = K_LANG_NONE;
}
byte curChar = 0;
byte curChar2 = 0;
while (1) {
curChar = *textPtr;
if (!curChar)
break;
if ((curChar == '%') || (curChar == '#')) {
curChar2 = *(textPtr + 1);
foundLanguage = charToLanguage(curChar2);
if (foundLanguage != K_LANG_NONE) {
// Return language splitter
if (languageSplitter)
*languageSplitter = curChar | ( curChar2 << 8 );
// Return the secondary language found in the string
if (secondaryLanguage)
*secondaryLanguage = foundLanguage;
break;
}
}
textPtr++;
}
if (foundLanguage == requestedLanguage) {
if (curChar2 == 'J') {
// Japanese including Kanji, displayed with system font
// Convert half-width characters to full-width equivalents
Common::String fullWidth;
uint16 mappedChar;
textPtr += 2; // skip over language splitter
while (1) {
curChar = *textPtr;
switch (curChar) {
case 0: // Terminator NUL
return fullWidth;
default:
break;
}
textPtr++;
mappedChar = s_halfWidthSJISMap[curChar];
if (mappedChar) {
fullWidth += mappedChar >> 8;
fullWidth += mappedChar & 0xFF;
} else {
// Copy double-byte character
curChar2 = *(textPtr++);
if (!curChar) {
error("SJIS character %02X is missing second byte", curChar);
break;
}
fullWidth += curChar;
fullWidth += curChar2;
}
}
} else {
return Common::String((const char *)(textPtr + 2));
}
}
if (curChar)
return Common::String(str.c_str(), (const char *)textPtr - str.c_str());
return str;
}
kLanguage SciEngine::getSciLanguage() {
kLanguage lang = (kLanguage)_resMan->getAudioLanguage();
if (lang != K_LANG_NONE)
return lang;
lang = K_LANG_ENGLISH;
if (SELECTOR(printLang) != -1) {
lang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(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 (getLanguage()) {
case Common::FR_FRA:
lang = K_LANG_FRENCH;
// WORKAROUND: The French version of LSL1VGA is a fan patch that's based
// on the official Spanish version, with the Spanish content replaced
// with French content. The game scripts require printLang to be Spanish
// in order to use the French text and load the correct views.
if (g_sci->getGameId() == GID_LSL1) {
lang = K_LANG_SPANISH;
}
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;
}
}
}
return lang;
}
void SciEngine::setSciLanguage(kLanguage lang) {
if (SELECTOR(printLang) != -1)
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), lang);
}
void SciEngine::setSciLanguage() {
setSciLanguage(getSciLanguage());
}
Common::String SciEngine::strSplitLanguage(const char *str, uint16 *languageSplitter, const char *sep) {
kLanguage activeLanguage = getSciLanguage();
kLanguage subtitleLanguage = K_LANG_NONE;
if (SELECTOR(subtitleLang) != -1)
subtitleLanguage = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(subtitleLang));
kLanguage foundLanguage;
Common::String retval = getSciLanguageString(str, activeLanguage, &foundLanguage, languageSplitter);
// Don't add subtitle when separator is not set, subtitle language is not set, or
// string contains only one language
if ((sep == nullptr) || (subtitleLanguage == K_LANG_NONE) || (foundLanguage == K_LANG_NONE))
return retval;
// Add subtitle, unless the subtitle language doesn't match the languages in the string
if ((subtitleLanguage == K_LANG_ENGLISH) || (subtitleLanguage == foundLanguage)) {
retval += sep;
retval += getSciLanguageString(str, subtitleLanguage);
}
return retval;
}
void SciEngine::checkVocabularySwitch() {
uint16 parserLanguage = 1;
if (SELECTOR(parseLang) != -1)
parserLanguage = readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang));
if (parserLanguage != _vocabularyLanguage) {
delete _vocabulary;
_vocabulary = new Vocabulary(_resMan, parserLanguage > 1 ? true : false);
_vocabulary->reset();
_vocabularyLanguage = parserLanguage;
}
}
SciCallOrigin EngineState::getCurrentCallOrigin() const {
// IMPORTANT: This method must always return values that match *exactly* the
// values in the workaround tables in workarounds.cpp, or workarounds will
// be broken
Common::String curObjectName = _segMan->getObjectName(xs->sendp);
Common::String curMethodName;
const Script *localScript = _segMan->getScriptIfLoaded(xs->local_segment);
int curScriptNr = localScript->getScriptNumber();
Selector debugSelector = xs->debugSelector;
int debugExportId = xs->debugExportId;
if (xs->debugLocalCallOffset != -1) {
// if lastcall was actually a local call search back for a real call
Common::List<ExecStack>::const_iterator callIterator = _executionStack.end();
while (callIterator != _executionStack.begin()) {
callIterator--;
const ExecStack &loopCall = *callIterator;
if (loopCall.debugSelector != -1 || loopCall.debugExportId != -1) {
debugSelector = loopCall.debugSelector;
debugExportId = loopCall.debugExportId;
break;
}
}
}
if (xs->type == EXEC_STACK_TYPE_CALL) {
if (debugSelector != -1) {
curMethodName = g_sci->getKernel()->getSelectorName(debugSelector);
} else if (debugExportId != -1) {
curObjectName = "";
curMethodName = Common::String::format("export %d", debugExportId);
}
}
SciCallOrigin reply;
reply.objectName = curObjectName;
reply.methodName = curMethodName;
reply.scriptNr = curScriptNr;
reply.localCallOffset = xs->debugLocalCallOffset;
reply.roomNr = currentRoomNumber();
return reply;
}
bool EngineState::callInStack(const reg_t object, const Selector selector) const {
Common::List<ExecStack>::const_iterator it;
for (it = _executionStack.begin(); it != _executionStack.end(); ++it) {
const ExecStack &call = *it;
if (call.sendp == object && call.debugSelector == selector) {
return true;
}
}
return false;
}
} // End of namespace Sci