/* 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" namespace Sci { EngineState::EngineState(ResourceManager *res, SciVersion version, uint32 flags) : resmgr(res), _version(version), _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; seg_manager = 0; gc_countdown = 0; successor = 0; speedThrottler = new SpeedThrottler(version); } 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) { EngineState *s = this; lang = (kLanguage)GET_SEL32V(s->game_obj, printLang); if ((_version == 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(s->game_obj, printLang, lang); } } return lang; } Common::String EngineState::strSplit(const char *str, const char *sep) { EngineState *s = this; kLanguage lang = getLanguage(); kLanguage subLang = K_LANG_NONE; if (((SciEngine*)g_engine)->getKernel()->_selectorMap.subtitleLang != -1) subLang = (kLanguage)GET_SEL32V(s->game_obj, 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