mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-07 02:12:14 +00:00
ac025f4294
- Made some version comparisons for old SCI0 versions easier to read - Removed the GET_SEL32SV macro svn-id: r43729
321 lines
7.4 KiB
C++
321 lines
7.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "sci/engine/state.h"
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#include "sci/engine/vm.h"
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#include "sci/console.h" // For parse_reg_t
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namespace Sci {
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EngineState::EngineState(ResourceManager *res, uint32 flags)
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: resourceManager(res), _flags(flags), _dirseeker(this) {
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widget_serial_counter = 0;
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game_version = 0;
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gfx_state = 0;
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old_screen = 0;
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sfx_init_flags = 0;
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sound_volume = 0;
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sound_mute = 0;
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restarting_flags = 0;
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pic_not_valid = 0;
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pic_is_new = 0;
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pic_priority_table = 0;
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status_bar_foreground = 0;
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status_bar_background = 0;
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game_time = 0;
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port = 0;
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memset(ega_colors, 0, sizeof(ega_colors));
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visual = 0;
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titlebar_port = 0;
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wm_port = 0;
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picture_port = 0;
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iconbar_port = 0;
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pic_visible_map = GFX_MASK_NONE;
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pic_animate = 0;
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dyn_views = 0;
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drop_views = 0;
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animation_granularity = 0;
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_menubar = 0;
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priority_first = 0;
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priority_last = 0;
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last_wait_time = 0;
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kernel_opt_flags = 0;
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_fileHandles.resize(5);
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execution_stack_base = 0;
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_executionStackPosChanged = false;
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r_acc = NULL_REG;
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restAdjust = 0;
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r_prev = NULL_REG;
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stack_segment = 0;
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stack_base = 0;
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stack_top = 0;
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parser_base = NULL_REG;
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parser_event = NULL_REG;
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script_000 = 0;
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bp_list = 0;
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have_bp = 0;
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sys_strings_segment = 0;
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sys_strings = 0;
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string_frag_segment = 0;
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memset(parser_nodes, 0, sizeof(parser_nodes));
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parser_valid = 0;
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game_obj = NULL_REG;
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segmentManager = 0;
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gc_countdown = 0;
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successor = 0;
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speedThrottler = new SpeedThrottler(res->sciVersion());
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_doSoundType = kDoSoundTypeUnknown;
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}
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EngineState::~EngineState() {
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delete speedThrottler;
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}
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uint16 EngineState::currentRoomNumber() const {
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return script_000->locals_block->_locals[13].toUint16();
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}
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kLanguage EngineState::charToLanguage(const char c) const {
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switch (c) {
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case 'F':
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return K_LANG_FRENCH;
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case 'S':
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return K_LANG_SPANISH;
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case 'I':
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return K_LANG_ITALIAN;
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case 'G':
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return K_LANG_GERMAN;
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case 'J':
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case 'j':
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return K_LANG_JAPANESE;
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case 'P':
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return K_LANG_PORTUGUESE;
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default:
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return K_LANG_NONE;
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}
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}
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Common::String EngineState::getLanguageString(const char *str, kLanguage lang) const {
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kLanguage secondLang = K_LANG_NONE;
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const char *seeker = str;
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while (*seeker) {
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if ((*seeker == '%') || (*seeker == '#')) {
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secondLang = charToLanguage(*(seeker + 1));
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if (secondLang != K_LANG_NONE)
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break;
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}
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seeker++;
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}
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if ((secondLang == K_LANG_JAPANESE) && (*(seeker + 1) == 'J')) {
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// FIXME: Add Kanji support
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lang = K_LANG_ENGLISH;
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}
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if (secondLang == lang)
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return Common::String(seeker + 2);
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if (seeker)
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return Common::String(str, seeker - str);
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else
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return Common::String(str);
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}
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kLanguage EngineState::getLanguage() {
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kLanguage lang = K_LANG_ENGLISH;
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if (((SciEngine*)g_engine)->getKernel()->_selectorMap.printLang != -1) {
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SegManager *segManager = this->segmentManager;
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lang = (kLanguage)GET_SEL32V(this->game_obj, printLang);
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if ((segManager->sciVersion() == SCI_VERSION_1_1) || (lang == K_LANG_NONE)) {
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// If language is set to none, we use the language from the game detector.
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// SSCI reads this from resource.cfg (early games do not have a language
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// setting in resource.cfg, but instead have the secondary language number
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// hardcoded in the game script).
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// SCI1.1 games always use the language setting from the config file
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// (essentially disabling runtime language switching).
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// Note: only a limited number of multilanguage games have been tested
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// so far, so this information may not be 100% accurate.
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switch (((Sci::SciEngine*)g_engine)->getLanguage()) {
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case Common::FR_FRA:
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lang = K_LANG_FRENCH;
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break;
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case Common::ES_ESP:
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lang = K_LANG_SPANISH;
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break;
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case Common::IT_ITA:
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lang = K_LANG_ITALIAN;
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break;
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case Common::DE_DEU:
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lang = K_LANG_GERMAN;
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break;
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case Common::JA_JPN:
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lang = K_LANG_JAPANESE;
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break;
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case Common::PT_BRA:
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lang = K_LANG_PORTUGUESE;
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break;
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default:
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lang = K_LANG_ENGLISH;
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}
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// Store language in printLang selector
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PUT_SEL32V(this->game_obj, printLang, lang);
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}
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}
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return lang;
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}
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Common::String EngineState::strSplit(const char *str, const char *sep) {
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SegManager *segManager = this->segmentManager;
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kLanguage lang = getLanguage();
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kLanguage subLang = K_LANG_NONE;
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if (((SciEngine*)g_engine)->getKernel()->_selectorMap.subtitleLang != -1)
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subLang = (kLanguage)GET_SEL32V(this->game_obj, subtitleLang);
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Common::String retval = getLanguageString(str, lang);
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if ((subLang != K_LANG_NONE) && (sep != NULL)) {
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retval += sep;
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retval += getLanguageString(str, subLang);
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}
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return retval;
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}
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EngineState::DoSoundType EngineState::detectDoSoundType() {
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if (_doSoundType == kDoSoundTypeUnknown) {
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reg_t soundClass;
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const uint checkBytes = 6; // Number of bytes to check
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if (!parse_reg_t(this, "?Sound", &soundClass)) {
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reg_t fptr;
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Object *obj = obj_get(segmentManager, soundClass);
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SelectorType sel = lookup_selector(this->segmentManager, soundClass, ((SciEngine*)g_engine)->getKernel()->_selectorMap.play, NULL, &fptr);
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if (obj && (sel == kSelectorMethod)) {
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Script *script = segmentManager->getScript(fptr.segment);
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if (fptr.offset > checkBytes) {
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// Go to the last portion of Sound::init, should be right before the play function
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fptr.offset -= checkBytes;
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byte *buf = script->buf + fptr.offset;
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// Check the call to DoSound's INIT_HANDLE function.
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// It's either subfunction 0, 5 or 6, depending on the version of DoSound.
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uint sum = 0;
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for (uint i = 0; i < checkBytes; i++)
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sum += buf[i];
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switch(sum) {
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case 0x1B2: // SCI0
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case 0x1AE: // SCI01
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_doSoundType = kDoSoundTypeSci0;
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break;
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case 0x13D:
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_doSoundType = kDoSoundTypeSci1Early;
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break;
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case 0x13E:
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_doSoundType = kDoSoundTypeSci1Late;
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}
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}
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}
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}
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if (_doSoundType == kDoSoundTypeUnknown) {
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warning("DoSound detection failed, taking an educated guess");
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if (resourceManager->sciVersion() >= SCI_VERSION_1_MIDDLE)
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_doSoundType = kDoSoundTypeSci1Late;
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else if (resourceManager->sciVersion() > SCI_VERSION_01)
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_doSoundType = kDoSoundTypeSci1Early;
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else
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_doSoundType = kDoSoundTypeSci0;
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}
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debugCN(1, kDebugLevelSound, "Detected DoSound type: ");
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switch(_doSoundType) {
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case kDoSoundTypeSci0:
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debugC(1, kDebugLevelSound, "SCI0");
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break;
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case kDoSoundTypeSci1Early:
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debugC(1, kDebugLevelSound, "SCI1 Early");
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break;
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case kDoSoundTypeSci1Late:
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debugC(1, kDebugLevelSound, "SCI1 Late");
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break;
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default:
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break;
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}
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}
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return _doSoundType;
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}
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} // End of namespace Sci
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