mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-05 09:10:29 +00:00
b9a11ddb0b
svn-id: r48052
210 lines
5.0 KiB
C++
210 lines
5.0 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/sci.h" // for INCLUDE_OLDGFX
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#include "sci/engine/state.h"
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#include "sci/engine/selector.h"
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#include "sci/engine/vm.h"
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#include "sci/engine/script.h"
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#include "sci/engine/message.h"
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namespace Sci {
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EngineState::EngineState(Vocabulary *voc, SegManager *segMan, AudioPlayer *audio)
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: _voc(voc), _segMan(segMan), _audio(audio), _dirseeker() {
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#ifdef USE_OLD_MUSIC_FUNCTIONS
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sfx_init_flags = 0;
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#endif
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restarting_flags = 0;
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last_wait_time = 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_base = 0;
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stack_top = 0;
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script_000 = 0;
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_activeBreakpointTypes = 0;
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sys_strings_segment = 0;
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sys_strings = 0;
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_gameObj = NULL_REG;
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gc_countdown = 0;
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successor = 0;
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_throttleCounter = 0;
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_throttleLastTime = 0;
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_throttleTrigger = false;
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_memorySegmentSize = 0;
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_soundCmd = 0;
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}
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EngineState::~EngineState() {
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delete _msgState;
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}
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uint16 EngineState::currentRoomNumber() const {
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return script_000->_localsBlock->_locals[13].toUint16();
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}
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void EngineState::setRoomNumber(uint16 roomNumber) {
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script_000->_localsBlock->_locals[13] = make_reg(0, roomNumber);
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}
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static kLanguage charToLanguage(const char c) {
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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 SciEngine::getSciLanguageString(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 SciEngine::getSciLanguage() {
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kLanguage lang = (kLanguage)_resMan->getAudioLanguage();
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if (lang != K_LANG_NONE)
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return lang;
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lang = K_LANG_ENGLISH;
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if (_kernel->_selectorCache.printLang != -1) {
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lang = (kLanguage)GET_SEL32V(_gamestate->_segMan, _gamestate->_gameObj, SELECTOR(printLang));
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if ((getSciVersion() >= 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 (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(_gamestate->_segMan, _gamestate->_gameObj, SELECTOR(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 SciEngine::strSplit(const char *str, const char *sep) {
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kLanguage lang = getSciLanguage();
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kLanguage subLang = K_LANG_NONE;
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if (_kernel->_selectorCache.subtitleLang != -1) {
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subLang = (kLanguage)GET_SEL32V(_gamestate->_segMan, _gamestate->_gameObj, SELECTOR(subtitleLang));
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}
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Common::String retval = getSciLanguageString(str, lang);
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if ((subLang != K_LANG_NONE) && (sep != NULL)) {
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retval += sep;
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retval += getSciLanguageString(str, subLang);
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}
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return retval;
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}
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} // End of namespace Sci
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