/* 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 "common/system.h" #include "sci/sci.h" // for INCLUDE_OLDGFX #include "sci/debug.h" // for g_debug_sleeptime_factor #include "sci/event.h" #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 { // Maps half-width single-byte SJIS to full-width double-byte SJIS // Note: SSCI maps 0x5C (the Yen symbol) to 0x005C, which terminates // the string with the leading 0x00 byte. We map Yen to 0x818F. static const uint16 s_halfWidthSJISMap[256] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x81A8, 0x81A9, 0x81AA, 0x81AB, 0x8140, 0x8149, 0x818D, 0x8194, 0x8190, 0x8193, 0x8195, 0x818C, 0x8169, 0x816A, 0x8196, 0x817B, 0x8143, 0x817C, 0x8144, 0x815E, 0x824F, 0x8250, 0x8251, 0x8252, 0x8253, 0x8254, 0x8255, 0x8256, 0x8257, 0x8258, 0x8146, 0x8147, 0x8183, 0x8181, 0x8184, 0x8148, 0x8197, 0x8260, 0x8261, 0x8262, 0x8263, 0x8264, 0x8265, 0x8266, 0x8267, 0x8268, 0x8269, 0x826A, 0x826B, 0x826C, 0x826D, 0x826E, 0x826F, 0x8270, 0x8271, 0x8272, 0x8273, 0x8274, 0x8275, 0x8276, 0x8277, 0x8278, 0x8279, 0x816D, 0x818F /* 0x005C */, 0x816E, 0x814F, 0x8151, 0x8280, 0x8281, 0x8282, 0x8283, 0x8284, 0x8285, 0x8286, 0x8287, 0x8288, 0x8289, 0x828A, 0x828B, 0x828C, 0x828D, 0x828E, 0x828F, 0x8290, 0x8291, 0x8292, 0x8293, 0x8294, 0x8295, 0x8296, 0x8297, 0x8298, 0x8299, 0x829A, 0x816F, 0x8162, 0x8170, 0x8160, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x8140, 0x8142, 0x8175, 0x8176, 0x8141, 0x8145, 0x8392, 0x8340, 0x8342, 0x8344, 0x8346, 0x8348, 0x8383, 0x8385, 0x8387, 0x8362, 0x815C, 0x8341, 0x8343, 0x8345, 0x8347, 0x8349, 0x834A, 0x834C, 0x834E, 0x8350, 0x8352, 0x8354, 0x8356, 0x8358, 0x835A, 0x835C, 0x835E, 0x8360, 0x8363, 0x8365, 0x8367, 0x8369, 0x836A, 0x836B, 0x836C, 0x836D, 0x836E, 0x8371, 0x8374, 0x8377, 0x837A, 0x837D, 0x837E, 0x8380, 0x8381, 0x8382, 0x8384, 0x8386, 0x8388, 0x8389, 0x838A, 0x838B, 0x838C, 0x838D, 0x838F, 0x8393, 0x814A, 0x814B, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; EngineState::EngineState(Vocabulary *voc, SegManager *segMan) : _voc(voc), _segMan(segMan), _dirseeker() { #ifdef USE_OLD_MUSIC_FUNCTIONS sfx_init_flags = 0; #endif 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 _msgState; } void EngineState::wait(int16 ticks) { uint32 time; time = g_system->getMillis(); r_acc = make_reg(0, ((long)time - (long)last_wait_time) * 60 / 1000); last_wait_time = time; ticks *= g_debug_sleeptime_factor; _event->sleep(ticks * 1000 / 60); } 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); } static kLanguage charToLanguage(const char c) { 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 SciEngine::getSciLanguageString(const char *str, kLanguage lang, kLanguage *lang2) 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; } // Return the secondary language found in the string if (lang2) *lang2 = secondLang; if (secondLang == lang) { if (*(++seeker) == 'J') { // Japanese including Kanji, displayed with system font // Convert half-width characters to full-width equivalents Common::String fullWidth; byte c; while ((c = *(++seeker))) { uint16 mappedChar = s_halfWidthSJISMap[c]; if (mappedChar) { fullWidth += mappedChar >> 8; fullWidth += mappedChar & 0xFF; } else { // Copy double-byte character char c2 = *(++seeker); if (!c2) { warning("SJIS character %02X is missing second byte", c); break; } fullWidth += c; fullWidth += c2; } } return fullWidth; } else { return Common::String(seeker + 1); } } if (seeker) return Common::String(str, seeker - str); else return Common::String(str); } kLanguage SciEngine::getSciLanguage() { 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(_gamestate->_segMan, _gamestate->_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 (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(_gamestate->_segMan, _gamestate->_gameObj, SELECTOR(printLang), lang); } } return lang; } Common::String SciEngine::strSplit(const char *str, const char *sep) { kLanguage lang = getSciLanguage(); kLanguage subLang = K_LANG_NONE; if (_kernel->_selectorCache.subtitleLang != -1) { subLang = (kLanguage)GET_SEL32V(_gamestate->_segMan, _gamestate->_gameObj, SELECTOR(subtitleLang)); } kLanguage secondLang; Common::String retval = getSciLanguageString(str, lang, &secondLang); // Don't add subtitle when separator is not set, subtitle language is not set, or // string contains only one language if ((sep == NULL) || (subLang == K_LANG_NONE) || (secondLang == K_LANG_NONE)) return retval; // Add subtitle, unless the subtitle language doesn't match the languages in the string if ((subLang == K_LANG_ENGLISH) || (subLang == secondLang)) { retval += sep; retval += getSciLanguageString(str, subLang); } return retval; } } // End of namespace Sci