scummvm/engines/sci/engine/state.cpp

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/* 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, sci_version_t 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;
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_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;
r_amp_rest = 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;
_vocabulary = 0;
_kernel = 0;
successor = 0;
}
EngineState::~EngineState() {
}
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);
}
Common::String EngineState::strSplit(const char *str, const char *sep) {
EngineState *s = this;
kLanguage lang = (kLanguage)GET_SEL32V(s->game_obj, printLang);
kLanguage 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