scummvm/engines/sci/engine/state.cpp
Max Horn f86618f92b SCI: Add a 'SELECTOR' macro
svn-id: r47918
2010-02-05 22:55:18 +00:00

213 lines
5.1 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/sci.h" // for INCLUDE_OLDGFX
#include "sci/engine/state.h"
#include "sci/engine/selector.h"
#include "sci/engine/vm.h"
#include "sci/engine/script.h"
#include "sci/engine/message.h"
namespace Sci {
EngineState::EngineState(ResourceManager *res, Kernel *kernel, Vocabulary *voc, SegManager *segMan, SciGui *gui, AudioPlayer *audio)
: resMan(res), _kernel(kernel), _voc(voc), _segMan(segMan), _gui(gui), _audio(audio), _dirseeker() {
#ifdef USE_OLD_MUSIC_FUNCTIONS
sfx_init_flags = 0;
#endif
_features = new GameFeatures(_segMan, _kernel);
restarting_flags = 0;
last_wait_time = 0;
_fileHandles.resize(5);
execution_stack_base = 0;
_executionStackPosChanged = false;
r_acc = NULL_REG;
restAdjust = 0;
r_prev = NULL_REG;
stack_base = 0;
stack_top = 0;
script_000 = 0;
_activeBreakpointTypes = 0;
sys_strings_segment = 0;
sys_strings = 0;
_gameObj = NULL_REG;
gc_countdown = 0;
successor = 0;
_throttleCounter = 0;
_throttleLastTime = 0;
_throttleTrigger = false;
_memorySegmentSize = 0;
_soundCmd = 0;
}
EngineState::~EngineState() {
delete _features;
delete _msgState;
}
uint16 EngineState::currentRoomNumber() const {
return script_000->_localsBlock->_locals[13].toUint16();
}
void EngineState::setRoomNumber(uint16 roomNumber) {
script_000->_localsBlock->_locals[13] = make_reg(0, roomNumber);
}
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 = (kLanguage)resMan->getAudioLanguage();
if (lang != K_LANG_NONE)
return lang;
lang = K_LANG_ENGLISH;
if (_kernel->_selectorCache.printLang != -1) {
lang = (kLanguage)GET_SEL32V(_segMan, _gameObj, SELECTOR(printLang));
if ((getSciVersion() >= 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(_segMan, _gameObj, SELECTOR(printLang), lang);
}
}
return lang;
}
Common::String EngineState::strSplit(const char *str, const char *sep) {
kLanguage lang = getLanguage();
kLanguage subLang = K_LANG_NONE;
if (_kernel->_selectorCache.subtitleLang != -1) {
subLang = (kLanguage)GET_SEL32V(_segMan, _gameObj, SELECTOR(subtitleLang));
}
Common::String retval = getLanguageString(str, lang);
if ((subLang != K_LANG_NONE) && (sep != NULL)) {
retval += sep;
retval += getLanguageString(str, subLang);
}
return retval;
}
} // End of namespace Sci