/* 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 3 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, see .
*
*/
#include "common/debug.h"
#include "m4/riddle/vars.h"
#include "m4/riddle/inventory.h"
#include "m4/gui/gui_sys.h"
#include "m4/platform/keys.h"
#include "m4/m4.h"
namespace M4 {
namespace Riddle {
Vars *g_vars;
/**
* Structure for accented character replacement
*/
struct ConverterEntry {
const char *_find;
byte _replace;
};
static const ConverterEntry SPANISH_ASCII_CONVERTERS[] = {
{ "\xc7", 1 },
{ "\xfc", 2 },
{ "\xe9", 3 },
{ "\xe2", 4 },
{ "\xe4", 5 },
{ "\xe0", 6 },
{ "\xe7", 0x0C },
{ "\xea", 0x0D },
{ "\xeb", 0x0E },
{ "\xe8", 0x0F },
{ "\xef", 0x69 },
{ "\xee", 0x25 },
{ "\xec", 0x12 },
{ "\xc1", 0x23 },
{ "\xc9", 0x14 },
{ "\xf4", 0x15 },
{ "\xf6", 0x16 },
{ "\xf2", 0x17 },
{ "\xfb", 0x18 },
{ "\xf9", 0x19 },
{ "\xcd", 0x3C },
{ "\xd3", 0x3E },
{ "\xda", 0x1C },
{ "\xe1", 0x1D },
{ "\xed", 0x1E },
{ "\xf3", 0x1F },
{ "\xfa", 0x40 },
{ "\xf1", 0x5F },
{ "\xd1", 0x7E },
{ "\xbf", 0x7C },
{ "\xa1", 0x7F },
{ nullptr, 0 }
};
Vars::Vars() {
g_vars = this;
Inventory *inv = new Inventory();
_inventory = inv;
}
Vars::~Vars() {
g_vars = nullptr;
delete _inventory;
}
void Vars::main_cold_data_init() {
_player.walker_loads_first = false;
_player.walker_visible = true;
_global_sound_room = 997;
_kernel.letter_box_y = LETTERBOX_Y;
_kernel.first_fade = 0;
_kernel.first_non_walker_cel_hash = 32;
_i_just_hyperwalked = false;
conv_set_default_hv(6, 4);
_game.previous_room = 0;
_game.room_id = 0;
if (_game.new_room == 0)
_game.setRoom(901);
initMouseSeries("cursor", nullptr);
conv_set_default_text_colour(7, 8);
if (g_engine->getLanguage() == Common::ES_ESP) {
_custom_ascii_converter = spanish_ascii_converter_proc;
}
}
void Vars::global_menu_system_init() {
AddSystemHotkey(KEY_ESCAPE, Hotkeys::escape_key_pressed);
AddSystemHotkey(KEY_F2, Hotkeys::saveGame);
AddSystemHotkey(KEY_F3, Hotkeys::loadGame);
if (_interface.init(0, 5, 6, 8, 9))
static_cast(_inventory)->init();
}
void Vars::initialize_game() {
// Put all the inventory items back in their original scenes
for (const auto &item : _inventory->_objects)
inv_put_thing_in(item->name, item->scene);
_G(flags).reset();
}
void Vars::spanish_ascii_converter_proc(char *string) {
char *str;
for (const auto *entry = SPANISH_ASCII_CONVERTERS; entry->_find; entry++) {
while ((str = strstr(string, entry->_find)) != nullptr)
*str = entry->_replace;
}
}
} // namespace Riddle
} // namespace M4