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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.
*
*/
#include "common/system.h"
#include "sci/sci.h" // for INCLUDE_OLDGFX
#include "sci/debug.h" // for g_debug_sleeptime_factor
#include "sci/engine/file.h"
#include "sci/engine/guest_additions.h"
#include "sci/engine/kernel.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(SegManager *segMan)
: _segMan(segMan),
_dirseeker() {
reset(false);
}
EngineState::~EngineState() {
delete _msgState;
}
void EngineState::reset(bool isRestoring) {
if (!isRestoring) {
_memorySegmentSize = 0;
_fileHandles.resize(5);
abortScriptProcessing = kAbortNone;
} else {
g_sci->_guestAdditions->reset();
}
_delayedRestoreGameId = -1;
_kq7MacSaveGameId = -1;
_kq7MacSaveGameDescription.clear();
executionStackBase = 0;
_executionStackPosChanged = false;
stack_base = 0;
stack_top = 0;
r_acc = NULL_REG;
r_prev = NULL_REG;
r_rest = 0;
lastWaitTime = 0;
gcCountDown = 0;
#ifdef ENABLE_SCI32
_eventCounter = 0;
#endif
_throttleLastTime = 0;
_throttleTrigger = false;
_gameIsBenchmarking = false;
_lastSaveVirtualId = SAVEGAMEID_OFFICIALRANGE_START;
_lastSaveNewId = 0;
_chosenQfGImportItem = 0;
_cursorWorkaroundActive = false;
scriptStepCounter = 0;
scriptGCInterval = GC_INTERVAL;
}
void EngineState::speedThrottler(uint32 neededSleep) {
if (_throttleTrigger) {
uint32 curTime = g_system->getMillis();
uint32 duration = curTime - _throttleLastTime;
if (duration < neededSleep) {
g_sci->sleep(neededSleep - duration);
_throttleLastTime = g_system->getMillis();
} else {
_throttleLastTime = curTime;
}
_throttleTrigger = false;
}
}
uint16 EngineState::wait(uint16 ticks) {
uint32 time = g_system->getMillis();
uint32 ms = ticks * 1000 / 60;
uint32 duration = time - lastWaitTime;
if (ms > duration) {
uint32 sleepTime = ms - duration;
sleepTime *= g_debug_sleeptime_factor;
g_sci->sleep(sleepTime);
time += sleepTime;
}
uint16 tickDelta = (uint16)(((long)time - lastWaitTime) * 60 / 1000);
lastWaitTime = time;
return tickDelta;
}
void EngineState::sleep(uint16 ticks) {
ticks *= g_debug_sleeptime_factor;
g_sci->sleep(ticks * 1000 / 60);
}
void EngineState::initGlobals() {
Script *script_000 = _segMan->getScript(1);
if (script_000->getLocalsCount() == 0)
error("Script 0 has no locals block");
variablesSegment[VAR_GLOBAL] = script_000->getLocalsSegment();
variablesBase[VAR_GLOBAL] = variables[VAR_GLOBAL] = script_000->getLocalsBegin();
variablesMax[VAR_GLOBAL] = script_000->getLocalsCount();
}
uint16 EngineState::currentRoomNumber() const {
return variables[VAR_GLOBAL][kGlobalVarNewRoomNo].toUint16();
}
void EngineState::setRoomNumber(uint16 roomNumber) {
variables[VAR_GLOBAL][kGlobalVarNewRoomNo] = make_reg(0, roomNumber);
}
void EngineState::shrinkStackToBase() {
if (_executionStack.size() > 0) {
uint size = executionStackBase + 1;
assert(_executionStack.size() >= size);
Common::List<ExecStack>::iterator iter = _executionStack.begin();
for (uint i = 0; i < size; ++i)
++iter;
_executionStack.erase(iter, _executionStack.end());
}
}
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 Common::String &str, kLanguage requestedLanguage, kLanguage *secondaryLanguage, uint16 *languageSplitter) const {
kLanguage foundLanguage = K_LANG_NONE;
const byte *textPtr = (const byte *)str.c_str();
byte curChar = 0;
byte curChar2 = 0;
while (1) {
curChar = *textPtr;
if (!curChar)
break;
if ((curChar == '%') || (curChar == '#')) {
curChar2 = *(textPtr + 1);
foundLanguage = charToLanguage(curChar2);
if (foundLanguage != K_LANG_NONE) {
// Return language splitter
if (languageSplitter)
*languageSplitter = curChar | ( curChar2 << 8 );
// Return the secondary language found in the string
if (secondaryLanguage)
*secondaryLanguage = foundLanguage;
break;
}
}
textPtr++;
}
if (foundLanguage == requestedLanguage) {
if (curChar2 == 'J') {
// Japanese including Kanji, displayed with system font
// Convert half-width characters to full-width equivalents
Common::String fullWidth;
uint16 mappedChar;
textPtr += 2; // skip over language splitter
while (1) {
curChar = *textPtr;
switch (curChar) {
case 0: // Terminator NUL
return fullWidth;
case '\\':
// "\n", "\N", "\r" and "\R" were overwritten with SPACE + 0x0D in PC-9801 SSCI
// inside GetLongest() (text16). We do it here, because it's much cleaner and
// we have to process the text here anyway.
// Occurs for example in Police Quest 2 intro
curChar2 = *(textPtr + 1);
switch (curChar2) {
case 'n':
case 'N':
case 'r':
case 'R':
fullWidth += ' ';
fullWidth += 0x0D; // CR
textPtr += 2;
continue;
default:
break;
}
default:
break;
}
textPtr++;
mappedChar = s_halfWidthSJISMap[curChar];
if (mappedChar) {
fullWidth += mappedChar >> 8;
fullWidth += mappedChar & 0xFF;
} else {
// Copy double-byte character
curChar2 = *(textPtr++);
if (!curChar) {
error("SJIS character %02X is missing second byte", curChar);
break;
}
fullWidth += curChar;
fullWidth += curChar2;
}
}
} else {
return Common::String((const char *)(textPtr + 2));
}
}
if (curChar)
return Common::String(str.c_str(), (const char *)textPtr - str.c_str());
return str;
}
kLanguage SciEngine::getSciLanguage() {
kLanguage lang = (kLanguage)_resMan->getAudioLanguage();
if (lang != K_LANG_NONE)
return lang;
lang = K_LANG_ENGLISH;
if (SELECTOR(printLang) != -1) {
lang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, 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;
}
}
}
return lang;
}
void SciEngine::setSciLanguage(kLanguage lang) {
if (SELECTOR(printLang) != -1)
writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), lang);
}
void SciEngine::setSciLanguage() {
setSciLanguage(getSciLanguage());
}
Common::String SciEngine::strSplitLanguage(const char *str, uint16 *languageSplitter, const char *sep) {
kLanguage activeLanguage = getSciLanguage();
kLanguage subtitleLanguage = K_LANG_NONE;
if (SELECTOR(subtitleLang) != -1)
subtitleLanguage = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(subtitleLang));
kLanguage foundLanguage;
Common::String retval = getSciLanguageString(str, activeLanguage, &foundLanguage, languageSplitter);
// Don't add subtitle when separator is not set, subtitle language is not set, or
// string contains only one language
if ((sep == NULL) || (subtitleLanguage == K_LANG_NONE) || (foundLanguage == K_LANG_NONE))
return retval;
// Add subtitle, unless the subtitle language doesn't match the languages in the string
if ((subtitleLanguage == K_LANG_ENGLISH) || (subtitleLanguage == foundLanguage)) {
retval += sep;
retval += getSciLanguageString(str, subtitleLanguage);
}
return retval;
}
void SciEngine::checkVocabularySwitch() {
uint16 parserLanguage = 1;
if (SELECTOR(parseLang) != -1)
parserLanguage = readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang));
if (parserLanguage != _vocabularyLanguage) {
delete _vocabulary;
_vocabulary = new Vocabulary(_resMan, parserLanguage > 1 ? true : false);
_vocabulary->reset();
_vocabularyLanguage = parserLanguage;
}
}
SciCallOrigin EngineState::getCurrentCallOrigin() const {
// IMPORTANT: This method must always return values that match *exactly* the
// values in the workaround tables in workarounds.cpp, or workarounds will
// be broken
Common::String curObjectName = _segMan->getObjectName(xs->sendp);
Common::String curMethodName;
const Script *localScript = _segMan->getScriptIfLoaded(xs->local_segment);
int curScriptNr = localScript->getScriptNumber();
Selector debugSelector = xs->debugSelector;
int debugExportId = xs->debugExportId;
if (xs->debugLocalCallOffset != -1) {
// if lastcall was actually a local call search back for a real call
Common::List<ExecStack>::const_iterator callIterator = _executionStack.end();
while (callIterator != _executionStack.begin()) {
callIterator--;
const ExecStack &loopCall = *callIterator;
if (loopCall.debugSelector != -1 || loopCall.debugExportId != -1) {
debugSelector = loopCall.debugSelector;
debugExportId = loopCall.debugExportId;
break;
}
}
}
if (xs->type == EXEC_STACK_TYPE_CALL) {
if (debugSelector != -1) {
curMethodName = g_sci->getKernel()->getSelectorName(debugSelector);
} else if (debugExportId != -1) {
curObjectName = "";
curMethodName = Common::String::format("export %d", debugExportId);
}
}
SciCallOrigin reply;
reply.objectName = curObjectName;
reply.methodName = curMethodName;
reply.scriptNr = curScriptNr;
reply.localCallOffset = xs->debugLocalCallOffset;
reply.roomNr = currentRoomNumber();
return reply;
}
bool EngineState::callInStack(const reg_t object, const Selector selector) const {
Common::List<ExecStack>::const_iterator it;
for (it = _executionStack.begin(); it != _executionStack.end(); ++it) {
const ExecStack &call = *it;
if (call.sendp == object && call.debugSelector == selector) {
return true;
}
}
return false;
}
} // End of namespace Sci
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