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https://github.com/holub/mame
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relative to -state_directory (whose usage remains unchanged). Syntax is basically the same as snapname, allowing for the / character as path separator, %g as the driver name, and %d_[media] as the image name mounted in the "media" device. For example, using -statename foo/%g when running "mame wrally" will store save states into the folder sta/foo/wrally/ ; using -statename %g/%d_cart when running "mess nes -cart smb" will store save states into the folder sta/nes/smb/ ; using -statename %g/%d_cdrm when running "mess pce -cart cdsys -cdrm draculax" will store save states into sta/pce/draculax/ Specifying a media switch which is not available (e.g. %d_cdrm in a c64) or a media switch where no image is mounted (e.g. %d_cdrm in pce while playing a hucard game) will revert the option to its default value %g and save states will be stored in sta/*gamename*/ as in previous versions. [Fabio Priuli] Needless to say, this option is very useful with home computers and consoles in MESS since it allows to have 36 save slots for each game instead of 36 for the whole system library Notice that a clean compile is required, due to the addition to the running_machine class
431 lines
16 KiB
C++
431 lines
16 KiB
C++
/***************************************************************************
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machine.h
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Controls execution of the core MAME system.
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****************************************************************************
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Copyright Aaron Giles
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in
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the documentation and/or other materials provided with the
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distribution.
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* Neither the name 'MAME' nor the names of its contributors may be
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used to endorse or promote products derived from this software
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without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND ANY EXPRESS OR
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IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT,
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INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
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STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
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IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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***************************************************************************/
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#pragma once
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#ifndef __EMU_H__
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#error Dont include this file directly; include emu.h instead.
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#endif
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#ifndef __MACHINE_H__
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#define __MACHINE_H__
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#include <time.h>
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//**************************************************************************
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// CONSTANTS
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//**************************************************************************
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const int MAX_GFX_ELEMENTS = 32;
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// machine phases
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enum machine_phase
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{
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MACHINE_PHASE_PREINIT,
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MACHINE_PHASE_INIT,
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MACHINE_PHASE_RESET,
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MACHINE_PHASE_RUNNING,
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MACHINE_PHASE_EXIT
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};
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// notification callback types
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enum machine_notification
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{
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MACHINE_NOTIFY_FRAME,
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MACHINE_NOTIFY_RESET,
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MACHINE_NOTIFY_PAUSE,
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MACHINE_NOTIFY_RESUME,
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MACHINE_NOTIFY_EXIT,
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MACHINE_NOTIFY_COUNT
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};
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// output channels
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enum output_channel
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{
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OUTPUT_CHANNEL_ERROR,
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OUTPUT_CHANNEL_WARNING,
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OUTPUT_CHANNEL_INFO,
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OUTPUT_CHANNEL_DEBUG,
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OUTPUT_CHANNEL_VERBOSE,
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OUTPUT_CHANNEL_LOG,
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OUTPUT_CHANNEL_COUNT
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};
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// debug flags
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const int DEBUG_FLAG_ENABLED = 0x00000001; // debugging is enabled
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const int DEBUG_FLAG_CALL_HOOK = 0x00000002; // CPU cores must call instruction hook
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const int DEBUG_FLAG_WPR_PROGRAM = 0x00000010; // watchpoints are enabled for PROGRAM memory reads
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const int DEBUG_FLAG_WPR_DATA = 0x00000020; // watchpoints are enabled for DATA memory reads
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const int DEBUG_FLAG_WPR_IO = 0x00000040; // watchpoints are enabled for IO memory reads
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const int DEBUG_FLAG_WPW_PROGRAM = 0x00000100; // watchpoints are enabled for PROGRAM memory writes
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const int DEBUG_FLAG_WPW_DATA = 0x00000200; // watchpoints are enabled for DATA memory writes
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const int DEBUG_FLAG_WPW_IO = 0x00000400; // watchpoints are enabled for IO memory writes
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const int DEBUG_FLAG_OSD_ENABLED = 0x00001000; // The OSD debugger is enabled
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//**************************************************************************
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// MACROS
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//**************************************************************************
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// NULL versions
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#define machine_start_0 NULL
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#define machine_reset_0 NULL
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#define sound_start_0 NULL
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#define sound_reset_0 NULL
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#define video_start_0 NULL
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#define video_reset_0 NULL
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#define palette_init_0 NULL
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// global allocation helpers
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#define auto_alloc(m, t) pool_alloc(static_cast<running_machine &>(m).respool(), t)
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#define auto_alloc_clear(m, t) pool_alloc_clear(static_cast<running_machine &>(m).respool(), t)
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#define auto_alloc_array(m, t, c) pool_alloc_array(static_cast<running_machine &>(m).respool(), t, c)
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#define auto_alloc_array_clear(m, t, c) pool_alloc_array_clear(static_cast<running_machine &>(m).respool(), t, c)
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#define auto_free(m, v) pool_free(static_cast<running_machine &>(m).respool(), v)
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#define auto_bitmap_alloc(m, w, h, f) auto_alloc(m, bitmap_t(w, h, f))
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#define auto_bitmap_ind8_alloc(m, w, h) auto_alloc(m, bitmap_ind8(w, h))
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#define auto_bitmap_ind16_alloc(m, w, h) auto_alloc(m, bitmap_ind16(w, h))
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#define auto_bitmap_ind32_alloc(m, w, h) auto_alloc(m, bitmap_ind32(w, h))
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#define auto_bitmap_rgb32_alloc(m, w, h) auto_alloc(m, bitmap_rgb32(w, h))
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#define auto_strdup(m, s) strcpy(auto_alloc_array(m, char, strlen(s) + 1), s)
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//**************************************************************************
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// TYPE DEFINITIONS
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//**************************************************************************
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// forward declarations
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class gfx_element;
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class colortable_t;
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class cheat_manager;
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class render_manager;
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class sound_manager;
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class video_manager;
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class tilemap_manager;
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class debug_view_manager;
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class osd_interface;
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struct palette_private;
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struct romload_private;
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struct ui_input_private;
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struct debugcpu_private;
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struct generic_machine_private;
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// ======================> system_time
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// system time description, both local and UTC
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class system_time
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{
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public:
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system_time();
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void set(time_t t);
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struct full_time
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{
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void set(struct tm &t);
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UINT8 second; // seconds (0-59)
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UINT8 minute; // minutes (0-59)
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UINT8 hour; // hours (0-23)
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UINT8 mday; // day of month (1-31)
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UINT8 month; // month (0-11)
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INT32 year; // year (1=1 AD)
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UINT8 weekday; // day of week (0-6)
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UINT16 day; // day of year (0-365)
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UINT8 is_dst; // is this daylight savings?
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};
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INT64 time; // number of seconds elapsed since midnight, January 1 1970 UTC
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full_time local_time; // local time
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full_time utc_time; // UTC coordinated time
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};
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// ======================> running_machine
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typedef delegate<void ()> machine_notify_delegate;
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// description of the currently-running machine
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class running_machine
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{
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DISABLE_COPYING(running_machine);
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friend void debugger_init(running_machine &machine);
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friend class sound_manager;
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typedef void (*logerror_callback)(running_machine &machine, const char *string);
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// must be at top of member variables
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resource_pool m_respool; // pool of resources for this machine
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public:
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// construction/destruction
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running_machine(const machine_config &config, osd_interface &osd, bool exit_to_game_select = false);
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~running_machine();
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// getters
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const machine_config &config() const { return m_config; }
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device_t &root_device() const { return m_config.root_device(); }
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const game_driver &system() const { return m_system; }
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osd_interface &osd() const { return m_osd; }
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resource_pool &respool() { return m_respool; }
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device_scheduler &scheduler() { return m_scheduler; }
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save_manager &save() { return m_save; }
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memory_manager &memory() { return m_memory; }
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ioport_manager &ioport() { return m_ioport; }
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cheat_manager &cheat() const { assert(m_cheat != NULL); return *m_cheat; }
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render_manager &render() const { assert(m_render != NULL); return *m_render; }
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input_manager &input() const { assert(m_input != NULL); return *m_input; }
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sound_manager &sound() const { assert(m_sound != NULL); return *m_sound; }
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video_manager &video() const { assert(m_video != NULL); return *m_video; }
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tilemap_manager &tilemap() const { assert(m_tilemap != NULL); return *m_tilemap; }
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debug_view_manager &debug_view() const { assert(m_debug_view != NULL); return *m_debug_view; }
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driver_device *driver_data() const { return &downcast<driver_device &>(root_device()); }
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template<class _DriverClass> _DriverClass *driver_data() const { return &downcast<_DriverClass &>(root_device()); }
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machine_phase phase() const { return m_current_phase; }
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bool paused() const { return m_paused || (m_current_phase != MACHINE_PHASE_RUNNING); }
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bool exit_pending() const { return m_exit_pending; }
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bool new_driver_pending() const { return (m_new_driver_pending != NULL); }
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const char *new_driver_name() const { return m_new_driver_pending->name; }
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bool ui_active() const { return m_ui_active; }
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const char *basename() const { return m_basename; }
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int sample_rate() const { return m_sample_rate; }
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bool save_or_load_pending() const { return m_saveload_pending_file; }
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screen_device *first_screen() const { return primary_screen; }
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// additional helpers
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emu_options &options() const { return m_config.options(); }
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attotime time() const { return m_scheduler.time(); }
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bool scheduled_event_pending() const { return m_exit_pending || m_hard_reset_pending; }
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// fetch items by name
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inline device_t *device(const char *tag) { return root_device().subdevice(tag); }
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template<class _DeviceClass> inline _DeviceClass *device(const char *tag) { return downcast<_DeviceClass *>(device(tag)); }
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// configuration helpers
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device_t &add_dynamic_device(device_t &owner, device_type type, const char *tag, UINT32 clock);
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UINT32 total_colors() const { return m_config.m_total_colors; }
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// immediate operations
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int run(bool firstrun);
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void pause();
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void resume();
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void add_notifier(machine_notification event, machine_notify_delegate callback);
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void call_notifiers(machine_notification which);
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void add_logerror_callback(logerror_callback callback);
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void set_ui_active(bool active) { m_ui_active = active; }
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// TODO: Do saves and loads still require scheduling?
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void immediate_save(const char *filename);
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void immediate_load(const char *filename);
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// scheduled operations
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void schedule_exit();
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void schedule_hard_reset();
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void schedule_soft_reset();
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void schedule_new_driver(const game_driver &driver);
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void schedule_save(const char *filename);
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void schedule_load(const char *filename);
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// date & time
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void base_datetime(system_time &systime);
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void current_datetime(system_time &systime);
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// watchdog control
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void watchdog_reset();
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void watchdog_enable(bool enable = true);
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// misc
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void CLIB_DECL logerror(const char *format, ...);
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void CLIB_DECL vlogerror(const char *format, va_list args);
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UINT32 rand();
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const char *describe_context();
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// CPU information
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cpu_device * firstcpu; // first CPU
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// video-related information
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gfx_element * gfx[MAX_GFX_ELEMENTS];// array of pointers to graphic sets (chars, sprites)
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screen_device * primary_screen; // the primary screen device, or NULL if screenless
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palette_t * palette; // global palette object
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// palette-related information
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const pen_t * pens; // remapped palette pen numbers
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colortable_t * colortable; // global colortable for remapping
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pen_t * shadow_table; // table for looking up a shadowed pen
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bitmap_ind8 priority_bitmap; // priority bitmap
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// debugger-related information
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UINT32 debug_flags; // the current debug flags
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// internal core information
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palette_private * palette_data; // internal data from palette.c
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romload_private * romload_data; // internal data from romload.c
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ui_input_private * ui_input_data; // internal data from uiinput.c
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debugcpu_private * debugcpu_data; // internal data from debugcpu.c
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generic_machine_private *generic_machine_data; // internal data from machine/generic.c
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private:
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// internal helpers
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void start();
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void set_saveload_filename(const char *filename);
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astring get_statename(const char *statename_opt);
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void fill_systime(system_time &systime, time_t t);
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void handle_saveload();
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void soft_reset(void *ptr = NULL, INT32 param = 0);
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void watchdog_fired(void *ptr = NULL, INT32 param = 0);
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void watchdog_vblank(screen_device &screen, bool vblank_state);
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// internal callbacks
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static void logfile_callback(running_machine &machine, const char *buffer);
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// internal device helpers
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void start_all_devices();
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void reset_all_devices();
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void stop_all_devices();
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void presave_all_devices();
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void postload_all_devices();
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TIMER_CALLBACK_MEMBER(autoboot_callback);
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// internal state
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const machine_config & m_config; // reference to the constructed machine_config
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const game_driver & m_system; // reference to the definition of the game machine
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osd_interface & m_osd; // reference to OSD system
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// managers
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cheat_manager * m_cheat; // internal data from cheat.c
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render_manager * m_render; // internal data from render.c
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input_manager * m_input; // internal data from input.c
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sound_manager * m_sound; // internal data from sound.c
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video_manager * m_video; // internal data from video.c
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tilemap_manager * m_tilemap; // internal data from tilemap.c
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debug_view_manager * m_debug_view; // internal data from debugvw.c
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// system state
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machine_phase m_current_phase; // current execution phase
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bool m_paused; // paused?
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bool m_hard_reset_pending; // is a hard reset pending?
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bool m_exit_pending; // is an exit pending?
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bool m_exit_to_game_select; // when we exit, go we go back to the game select?
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const game_driver * m_new_driver_pending; // pointer to the next pending driver
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emu_timer * m_soft_reset_timer; // timer used to schedule a soft reset
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// watchdog state
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bool m_watchdog_enabled; // is the watchdog enabled?
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INT32 m_watchdog_counter; // counter for watchdog tracking
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emu_timer * m_watchdog_timer; // timer for watchdog tracking
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// misc state
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UINT32 m_rand_seed; // current random number seed
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bool m_ui_active; // ui active or not (useful for games / systems with keyboard inputs)
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time_t m_base_time; // real time at initial emulation time
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astring m_basename; // basename used for game-related paths
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astring m_context; // context string buffer
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int m_sample_rate; // the digital audio sample rate
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emu_file * m_logfile; // pointer to the active log file
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// load/save management
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enum saveload_schedule
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{
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SLS_NONE,
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SLS_SAVE,
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SLS_LOAD
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};
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saveload_schedule m_saveload_schedule;
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attotime m_saveload_schedule_time;
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astring m_saveload_pending_file;
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const char * m_saveload_searchpath;
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// notifier callbacks
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struct notifier_callback_item
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{
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// construction/destruction
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notifier_callback_item(machine_notify_delegate func);
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// getters
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notifier_callback_item *next() const { return m_next; }
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// state
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notifier_callback_item * m_next;
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machine_notify_delegate m_func;
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};
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simple_list<notifier_callback_item> m_notifier_list[MACHINE_NOTIFY_COUNT];
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// logerror callbacks
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class logerror_callback_item
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{
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public:
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// construction/destruction
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logerror_callback_item(logerror_callback func);
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// getters
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logerror_callback_item *next() const { return m_next; }
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// state
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logerror_callback_item * m_next;
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logerror_callback m_func;
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};
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simple_list<logerror_callback_item> m_logerror_list;
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// embedded managers and objects
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save_manager m_save; // save manager
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memory_manager m_memory; // memory manager
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ioport_manager m_ioport; // I/O port manager
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device_scheduler m_scheduler; // scheduler object
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emu_timer *m_autoboot_timer; // autoboot timer
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lua_engine m_lua_engine; // LUA engine
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};
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#endif /* __MACHINE_H__ */
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