2009-02-27 02:23:40 +00:00
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/* 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 "sci/engine/state.h"
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namespace Sci {
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2009-06-04 21:44:39 +00:00
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EngineState::EngineState(ResourceManager *res, sci_version_t version, uint32 flags)
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: resmgr(res), _version(version), _flags(flags), _dirseeker(this) {
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2009-02-27 02:23:40 +00:00
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widget_serial_counter = 0;
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game_version = 0;
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gfx_state = 0;
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old_screen = 0;
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sfx_init_flags = 0;
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sound_volume = 0;
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sound_mute = 0;
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restarting_flags = 0;
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pic_not_valid = 0;
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pic_is_new = 0;
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2009-05-30 18:22:55 +00:00
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2009-02-27 02:23:40 +00:00
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pic_priority_table = 0;
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status_bar_foreground = 0;
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status_bar_background = 0;
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game_time = 0;
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port = 0;
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memset(ega_colors, 0, sizeof(ega_colors));
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visual = 0;
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titlebar_port = 0;
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wm_port = 0;
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picture_port = 0;
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iconbar_port = 0;
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2009-05-19 00:33:48 +00:00
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pic_visible_map = GFX_MASK_NONE;
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2009-02-27 02:23:40 +00:00
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pic_animate = 0;
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dyn_views = 0;
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drop_views = 0;
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animation_granularity = 0;
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2009-03-24 11:31:16 +00:00
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_menubar = 0;
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2009-02-27 02:23:40 +00:00
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priority_first = 0;
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priority_last = 0;
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last_wait_time = 0;
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kernel_opt_flags = 0;
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2009-05-19 00:02:44 +00:00
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_fileHandles.resize(5);
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2009-02-27 02:23:40 +00:00
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execution_stack_base = 0;
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2009-04-28 15:58:19 +00:00
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_executionStackPosChanged = false;
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2009-02-27 02:23:40 +00:00
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r_acc = NULL_REG;
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r_amp_rest = 0;
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r_prev = NULL_REG;
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stack_segment = 0;
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stack_base = 0;
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stack_top = 0;
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parser_base = NULL_REG;
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parser_event = NULL_REG;
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script_000 = 0;
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bp_list = 0;
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have_bp = 0;
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sys_strings_segment = 0;
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sys_strings = 0;
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2009-05-19 00:02:44 +00:00
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string_frag_segment = 0;
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2009-02-27 02:23:40 +00:00
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memset(parser_nodes, 0, sizeof(parser_nodes));
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parser_valid = 0;
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game_obj = NULL_REG;
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seg_manager = 0;
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gc_countdown = 0;
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2009-05-31 15:08:16 +00:00
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_vocabulary = 0;
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2009-06-01 14:12:43 +00:00
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_kernel = 0;
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2009-05-31 15:08:16 +00:00
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2009-02-27 02:23:40 +00:00
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successor = 0;
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}
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2009-03-15 20:31:29 +00:00
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EngineState::~EngineState() {
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}
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2009-06-04 20:50:51 +00:00
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uint16 EngineState::currentRoomNumber() const {
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2009-06-07 15:53:30 +00:00
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return script_000->locals_block->_locals[13].toUint16();
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2009-06-04 20:50:51 +00:00
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}
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2009-03-15 20:31:29 +00:00
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2009-06-24 19:12:45 +00:00
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kLanguage EngineState::charToLanguage(const char c) const {
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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 EngineState::getLanguageString(const char *str, kLanguage lang) 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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if ((secondLang == K_LANG_JAPANESE) && (*(seeker + 1) == 'J')) {
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// FIXME: Add Kanji support
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lang = K_LANG_ENGLISH;
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}
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if (secondLang == lang)
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return Common::String(seeker + 2);
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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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Common::String EngineState::strSplit(const char *str, const char *sep) {
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EngineState *s = this;
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kLanguage lang = (kLanguage)GET_SEL32V(s->game_obj, printLang);
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kLanguage subLang = (kLanguage)GET_SEL32V(s->game_obj, subtitleLang);
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Common::String retval = getLanguageString(str, lang);
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if ((subLang != K_LANG_NONE) && (sep != NULL)) {
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retval += sep;
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retval += getLanguageString(str, subLang);
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}
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return retval;
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}
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2009-02-27 02:23:40 +00:00
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} // End of namespace Sci
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