mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
347 lines
9.8 KiB
C++
347 lines
9.8 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 "common/system.h"
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#include "sci/sci.h" // for INCLUDE_OLDGFX
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#include "sci/debug.h" // for g_debug_sleeptime_factor
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#include "sci/event.h"
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#include "sci/engine/kernel.h"
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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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// Maps half-width single-byte SJIS to full-width double-byte SJIS
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// Note: SSCI maps 0x5C (the Yen symbol) to 0x005C, which terminates
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// the string with the leading 0x00 byte. We map Yen to 0x818F.
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static const uint16 s_halfWidthSJISMap[256] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x81A8, 0x81A9, 0x81AA, 0x81AB,
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0x8140, 0x8149, 0x818D, 0x8194, 0x8190, 0x8193, 0x8195, 0x818C,
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0x8169, 0x816A, 0x8196, 0x817B, 0x8143, 0x817C, 0x8144, 0x815E,
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0x824F, 0x8250, 0x8251, 0x8252, 0x8253, 0x8254, 0x8255, 0x8256,
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0x8257, 0x8258, 0x8146, 0x8147, 0x8183, 0x8181, 0x8184, 0x8148,
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0x8197, 0x8260, 0x8261, 0x8262, 0x8263, 0x8264, 0x8265, 0x8266,
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0x8267, 0x8268, 0x8269, 0x826A, 0x826B, 0x826C, 0x826D, 0x826E,
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0x826F, 0x8270, 0x8271, 0x8272, 0x8273, 0x8274, 0x8275, 0x8276,
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0x8277, 0x8278, 0x8279, 0x816D, 0x818F /* 0x005C */, 0x816E, 0x814F, 0x8151,
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0x8280, 0x8281, 0x8282, 0x8283, 0x8284, 0x8285, 0x8286, 0x8287,
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0x8288, 0x8289, 0x828A, 0x828B, 0x828C, 0x828D, 0x828E, 0x828F,
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0x8290, 0x8291, 0x8292, 0x8293, 0x8294, 0x8295, 0x8296, 0x8297,
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0x8298, 0x8299, 0x829A, 0x816F, 0x8162, 0x8170, 0x8160, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0x8140, 0x8142, 0x8175, 0x8176, 0x8141, 0x8145, 0x8392, 0x8340,
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0x8342, 0x8344, 0x8346, 0x8348, 0x8383, 0x8385, 0x8387, 0x8362,
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0x815C, 0x8341, 0x8343, 0x8345, 0x8347, 0x8349, 0x834A, 0x834C,
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0x834E, 0x8350, 0x8352, 0x8354, 0x8356, 0x8358, 0x835A, 0x835C,
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0x835E, 0x8360, 0x8363, 0x8365, 0x8367, 0x8369, 0x836A, 0x836B,
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0x836C, 0x836D, 0x836E, 0x8371, 0x8374, 0x8377, 0x837A, 0x837D,
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0x837E, 0x8380, 0x8381, 0x8382, 0x8384, 0x8386, 0x8388, 0x8389,
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0x838A, 0x838B, 0x838C, 0x838D, 0x838F, 0x8393, 0x814A, 0x814B,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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EngineState::EngineState(SegManager *segMan)
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: _segMan(segMan), _dirseeker() {
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reset(false);
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}
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EngineState::~EngineState() {
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delete _msgState;
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}
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void EngineState::reset(bool isRestoring) {
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if (!isRestoring) {
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_memorySegmentSize = 0;
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_fileHandles.resize(5);
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abortScriptProcessing = kAbortNone;
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}
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executionStackBase = 0;
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_executionStackPosChanged = false;
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stack_base = 0;
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stack_top = 0;
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r_acc = NULL_REG;
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r_prev = NULL_REG;
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r_rest = 0;
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lastWaitTime = 0;
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gcCountDown = 0;
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_throttleCounter = 0;
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_throttleLastTime = 0;
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_throttleTrigger = false;
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_gameIsBenchmarking = false;
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_lastSaveVirtualId = SAVEGAMEID_OFFICIALRANGE_START;
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_lastSaveNewId = 0;
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_chosenQfGImportItem = 0;
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_cursorWorkaroundActive = false;
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scriptStepCounter = 0;
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scriptGCInterval = GC_INTERVAL;
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_videoState.reset();
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_syncedAudioOptions = false;
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}
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void EngineState::speedThrottler(uint32 neededSleep) {
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if (_throttleTrigger) {
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uint32 curTime = g_system->getMillis();
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uint32 duration = curTime - _throttleLastTime;
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if (duration < neededSleep) {
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g_sci->sleep(neededSleep - duration);
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_throttleLastTime = g_system->getMillis();
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} else {
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_throttleLastTime = curTime;
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}
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_throttleTrigger = false;
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}
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}
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void EngineState::wait(int16 ticks) {
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uint32 time = g_system->getMillis();
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r_acc = make_reg(0, ((long)time - (long)lastWaitTime) * 60 / 1000);
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lastWaitTime = time;
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ticks *= g_debug_sleeptime_factor;
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g_sci->sleep(ticks * 1000 / 60);
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}
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void EngineState::initGlobals() {
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Script *script_000 = _segMan->getScript(1);
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if (!script_000->_localsBlock)
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error("Script 0 has no locals block");
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variablesSegment[VAR_GLOBAL] = script_000->_localsSegment;
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variablesBase[VAR_GLOBAL] = variables[VAR_GLOBAL] = script_000->_localsBlock->_locals.begin();
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variablesMax[VAR_GLOBAL] = script_000->_localsBlock->_locals.size();
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}
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uint16 EngineState::currentRoomNumber() const {
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return variables[VAR_GLOBAL][13].toUint16();
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}
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void EngineState::setRoomNumber(uint16 roomNumber) {
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variables[VAR_GLOBAL][13] = make_reg(0, roomNumber);
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}
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void EngineState::shrinkStackToBase() {
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if (_executionStack.size() > 0) {
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uint size = executionStackBase + 1;
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assert(_executionStack.size() >= size);
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Common::List<ExecStack>::iterator iter = _executionStack.begin();
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for (uint i = 0; i < size; ++i)
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++iter;
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_executionStack.erase(iter, _executionStack.end());
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}
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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, kLanguage *lang2) 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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// Return the secondary language found in the string
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if (lang2)
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*lang2 = secondLang;
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if (secondLang == lang) {
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if (*(++seeker) == 'J') {
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// Japanese including Kanji, displayed with system font
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// Convert half-width characters to full-width equivalents
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Common::String fullWidth;
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byte c;
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while ((c = *(++seeker))) {
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uint16 mappedChar = s_halfWidthSJISMap[c];
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if (mappedChar) {
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fullWidth += mappedChar >> 8;
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fullWidth += mappedChar & 0xFF;
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} else {
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// Copy double-byte character
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char c2 = *(++seeker);
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if (!c2) {
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error("SJIS character %02X is missing second byte", c);
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break;
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}
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fullWidth += c;
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fullWidth += c2;
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}
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}
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return fullWidth;
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} else {
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return Common::String(seeker + 1);
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}
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}
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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 (SELECTOR(printLang) != -1) {
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lang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, 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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}
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}
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return lang;
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}
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void SciEngine::setSciLanguage(kLanguage lang) {
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if (SELECTOR(printLang) != -1)
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writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), lang);
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}
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void SciEngine::setSciLanguage() {
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setSciLanguage(getSciLanguage());
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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 (SELECTOR(subtitleLang) != -1)
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subLang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(subtitleLang));
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kLanguage secondLang;
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Common::String retval = getSciLanguageString(str, lang, &secondLang);
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// Don't add subtitle when separator is not set, subtitle language is not set, or
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// string contains only one language
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if ((sep == NULL) || (subLang == K_LANG_NONE) || (secondLang == K_LANG_NONE))
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return retval;
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// Add subtitle, unless the subtitle language doesn't match the languages in the string
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if ((subLang == K_LANG_ENGLISH) || (subLang == secondLang)) {
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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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void SciEngine::checkVocabularySwitch() {
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uint16 parserLanguage = 1;
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if (SELECTOR(parseLang) != -1)
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parserLanguage = readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang));
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if (parserLanguage != _vocabularyLanguage) {
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delete _vocabulary;
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_vocabulary = new Vocabulary(_resMan, parserLanguage > 1 ? true : false);
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_vocabulary->reset();
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_vocabularyLanguage = parserLanguage;
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}
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}
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} // End of namespace Sci
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