scummvm/engines/sci/engine/state.cpp
Filippos Karapetis ac025f4294 - Replaced more cases of EngineState parameters
- Made some version comparisons for old SCI0 versions easier to read
- Removed the GET_SEL32SV macro

svn-id: r43729
2009-08-25 15:14:29 +00:00

321 lines
7.4 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 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.
*
* $URL$
* $Id$
*
*/
#include "sci/engine/state.h"
#include "sci/engine/vm.h"
#include "sci/console.h" // For parse_reg_t
namespace Sci {
EngineState::EngineState(ResourceManager *res, uint32 flags)
: resourceManager(res), _flags(flags), _dirseeker(this) {
widget_serial_counter = 0;
game_version = 0;
gfx_state = 0;
old_screen = 0;
sfx_init_flags = 0;
sound_volume = 0;
sound_mute = 0;
restarting_flags = 0;
pic_not_valid = 0;
pic_is_new = 0;
pic_priority_table = 0;
status_bar_foreground = 0;
status_bar_background = 0;
game_time = 0;
port = 0;
memset(ega_colors, 0, sizeof(ega_colors));
visual = 0;
titlebar_port = 0;
wm_port = 0;
picture_port = 0;
iconbar_port = 0;
pic_visible_map = GFX_MASK_NONE;
pic_animate = 0;
dyn_views = 0;
drop_views = 0;
animation_granularity = 0;
_menubar = 0;
priority_first = 0;
priority_last = 0;
last_wait_time = 0;
kernel_opt_flags = 0;
_fileHandles.resize(5);
execution_stack_base = 0;
_executionStackPosChanged = false;
r_acc = NULL_REG;
restAdjust = 0;
r_prev = NULL_REG;
stack_segment = 0;
stack_base = 0;
stack_top = 0;
parser_base = NULL_REG;
parser_event = NULL_REG;
script_000 = 0;
bp_list = 0;
have_bp = 0;
sys_strings_segment = 0;
sys_strings = 0;
string_frag_segment = 0;
memset(parser_nodes, 0, sizeof(parser_nodes));
parser_valid = 0;
game_obj = NULL_REG;
segmentManager = 0;
gc_countdown = 0;
successor = 0;
speedThrottler = new SpeedThrottler(res->sciVersion());
_doSoundType = kDoSoundTypeUnknown;
}
EngineState::~EngineState() {
delete speedThrottler;
}
uint16 EngineState::currentRoomNumber() const {
return script_000->locals_block->_locals[13].toUint16();
}
kLanguage EngineState::charToLanguage(const char c) const {
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 EngineState::getLanguageString(const char *str, kLanguage lang) const {
kLanguage secondLang = K_LANG_NONE;
const char *seeker = str;
while (*seeker) {
if ((*seeker == '%') || (*seeker == '#')) {
secondLang = charToLanguage(*(seeker + 1));
if (secondLang != K_LANG_NONE)
break;
}
seeker++;
}
if ((secondLang == K_LANG_JAPANESE) && (*(seeker + 1) == 'J')) {
// FIXME: Add Kanji support
lang = K_LANG_ENGLISH;
}
if (secondLang == lang)
return Common::String(seeker + 2);
if (seeker)
return Common::String(str, seeker - str);
else
return Common::String(str);
}
kLanguage EngineState::getLanguage() {
kLanguage lang = K_LANG_ENGLISH;
if (((SciEngine*)g_engine)->getKernel()->_selectorMap.printLang != -1) {
SegManager *segManager = this->segmentManager;
lang = (kLanguage)GET_SEL32V(this->game_obj, printLang);
if ((segManager->sciVersion() == 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 (((Sci::SciEngine*)g_engine)->getLanguage()) {
case Common::FR_FRA:
lang = K_LANG_FRENCH;
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;
}
// Store language in printLang selector
PUT_SEL32V(this->game_obj, printLang, lang);
}
}
return lang;
}
Common::String EngineState::strSplit(const char *str, const char *sep) {
SegManager *segManager = this->segmentManager;
kLanguage lang = getLanguage();
kLanguage subLang = K_LANG_NONE;
if (((SciEngine*)g_engine)->getKernel()->_selectorMap.subtitleLang != -1)
subLang = (kLanguage)GET_SEL32V(this->game_obj, subtitleLang);
Common::String retval = getLanguageString(str, lang);
if ((subLang != K_LANG_NONE) && (sep != NULL)) {
retval += sep;
retval += getLanguageString(str, subLang);
}
return retval;
}
EngineState::DoSoundType EngineState::detectDoSoundType() {
if (_doSoundType == kDoSoundTypeUnknown) {
reg_t soundClass;
const uint checkBytes = 6; // Number of bytes to check
if (!parse_reg_t(this, "?Sound", &soundClass)) {
reg_t fptr;
Object *obj = obj_get(segmentManager, soundClass);
SelectorType sel = lookup_selector(this->segmentManager, soundClass, ((SciEngine*)g_engine)->getKernel()->_selectorMap.play, NULL, &fptr);
if (obj && (sel == kSelectorMethod)) {
Script *script = segmentManager->getScript(fptr.segment);
if (fptr.offset > checkBytes) {
// Go to the last portion of Sound::init, should be right before the play function
fptr.offset -= checkBytes;
byte *buf = script->buf + fptr.offset;
// Check the call to DoSound's INIT_HANDLE function.
// It's either subfunction 0, 5 or 6, depending on the version of DoSound.
uint sum = 0;
for (uint i = 0; i < checkBytes; i++)
sum += buf[i];
switch(sum) {
case 0x1B2: // SCI0
case 0x1AE: // SCI01
_doSoundType = kDoSoundTypeSci0;
break;
case 0x13D:
_doSoundType = kDoSoundTypeSci1Early;
break;
case 0x13E:
_doSoundType = kDoSoundTypeSci1Late;
}
}
}
}
if (_doSoundType == kDoSoundTypeUnknown) {
warning("DoSound detection failed, taking an educated guess");
if (resourceManager->sciVersion() >= SCI_VERSION_1_MIDDLE)
_doSoundType = kDoSoundTypeSci1Late;
else if (resourceManager->sciVersion() > SCI_VERSION_01)
_doSoundType = kDoSoundTypeSci1Early;
else
_doSoundType = kDoSoundTypeSci0;
}
debugCN(1, kDebugLevelSound, "Detected DoSound type: ");
switch(_doSoundType) {
case kDoSoundTypeSci0:
debugC(1, kDebugLevelSound, "SCI0");
break;
case kDoSoundTypeSci1Early:
debugC(1, kDebugLevelSound, "SCI1 Early");
break;
case kDoSoundTypeSci1Late:
debugC(1, kDebugLevelSound, "SCI1 Late");
break;
default:
break;
}
}
return _doSoundType;
}
} // End of namespace Sci