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125
engines/sludge/language.cpp
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125
engines/sludge/language.cpp
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/debug.h"
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#include "sludge/fileset.h"
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#include "sludge/language.h"
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#include "sludge/moreio.h"
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#include "sludge/newfatal.h"
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#include "sludge/sludge.h"
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#include "sludge/version.h"
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namespace Sludge {
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LanguageManager::LanguageManager() {
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init();
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}
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LanguageManager::~LanguageManager() {
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kill();
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}
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void LanguageManager::init() {
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_languageID = 0;
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_languageIdx = -1;
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_numLanguages = 0;
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_languageTable = nullptr;
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_languageNames = nullptr;
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}
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void LanguageManager::kill() {
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if (_languageTable) {
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delete []_languageTable;
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_languageTable = nullptr;
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}
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if (_languageNames) {
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delete []_languageNames;
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_languageNames = nullptr;
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}
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}
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void LanguageManager::createTable(Common::File *fp) {
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// get number of languages
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_numLanguages =
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(gameVersion >= VERSION(1, 3)) ? (fp->readByte()) : 0;
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debugC(2, kSludgeDebugDataLoad, "numLanguages : %c", _numLanguages);
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// make language table
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_languageTable = new uint[_numLanguages + 1];
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if (!checkNew(_languageTable))
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return;
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_languageNames = new Common::String[_numLanguages + 1];
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if (!checkNew(_languageNames))
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return;
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for (uint i = 0; i <= _numLanguages; i++) {
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_languageTable[i] = i ? fp->readUint16BE() : 0;
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debugC(2, kSludgeDebugDataLoad, "languageTable %i: %i", i, _languageTable[i]);
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_languageNames[i].clear();
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if (gameVersion >= VERSION(2, 0)) {
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if (_numLanguages) {
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_languageNames[i] = readString(fp);
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debugC(2, kSludgeDebugDataLoad, "languageName %i: %s\n", i, _languageNames[i].c_str());
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}
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}
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}
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}
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void LanguageManager::setLanguageID(uint id) {
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_languageID = id;
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// get index of language
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setLanguageIndex(getLanguageForFileB());
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}
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int LanguageManager::getLanguageForFileB() {
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int indexNum = -1;
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for (uint i = 0; i <= _numLanguages; i++) {
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if (_languageTable[i] == _languageID)
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indexNum = i;
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}
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return indexNum;
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}
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void LanguageManager::saveLanguageSetting(Common::WriteStream *writeStream) {
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writeStream->writeByte(_numLanguages);
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}
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void LanguageManager::loadLanguageSetting(Common::SeekableReadStream *readStream) {
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uint languageIdx = readStream->readByte();
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setLanguageIndex(languageIdx);
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}
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void LanguageManager::setLanguageIndex(int idx) {
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if (idx < 0)
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fatal("Can't find the translation data specified!");
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if (idx != _languageIdx) {
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// Load the saved language!
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_languageIdx = idx;
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// Now set file indices properly to the chosen language.
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g_sludge->_resMan->setFileIndices(_numLanguages, _languageIdx);
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}
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}
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} // End of namespace Sludge
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