mirror of
https://github.com/open-goal/jak-project.git
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8bb5fa7f04
- fix speaker names and time frames being uneditable in Jak 1 - added toggle to auto-selected a newly created scene as current - changed the subtitle summary format slightly. - current scene's name now appears in the UI
271 lines
10 KiB
C++
271 lines
10 KiB
C++
/*!
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* @file game_text.cpp
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* Builds the XCOMMON.TXT text files. Each file contains all the strings that appear in the game
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* translated into a language.
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*
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* The decompiler/data/game_text.cpp file extracts text from the game and creates a file that
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* can be read with these functions.
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*
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* Also builds the XSUBTIT.TXT text files. Each file contains all the strings used as subtitles for
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* cutscenes, hints and ambient speech, along with the timings.
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* This kind of file is completely custom.
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*/
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#include "game_text_common.h"
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#include <algorithm>
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#include <queue>
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#include "DataObjectGenerator.h"
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#include "common/goos/ParseHelpers.h"
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#include "common/goos/Reader.h"
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#include "common/util/FileUtil.h"
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#include "common/util/FontUtils.h"
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#include "common/util/json_util.h"
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#include "game/runtime.h"
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#include "third-party/fmt/core.h"
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namespace {
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// TODO - replace with str_util::to_upper?
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std::string uppercase(const std::string& in) {
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std::string result;
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result.reserve(in.size());
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for (auto c : in) {
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if (c >= 'a' && c <= 'z') {
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c -= ('a' - 'A');
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}
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result.push_back(c);
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}
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return result;
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}
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/*
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(deftype game-text (structure)
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((id uint32 :offset-assert 0)
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(text basic :offset-assert 4)
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)
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)
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(deftype game-text-info (basic)
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((length int32 :offset-assert 4)
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(language-id int32 :offset-assert 8)
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(group-name basic :offset-assert 12)
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(data game-text :dynamic :offset-assert 16)
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)
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)
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*/
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/*!
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* Write game text data to a file. Uses the V2 object format which is identical between GOAL and
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* OpenGOAL, so this should produce exactly identical files to what is found in the game.
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*/
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void compile_text(GameTextDB& db, const std::string& output_prefix) {
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for (const auto& [group_name, banks] : db.groups()) {
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for (const auto& [lang, bank] : banks) {
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DataObjectGenerator gen;
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gen.add_type_tag("game-text-info"); // type
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gen.add_word(bank->lines().size()); // length
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gen.add_word(lang); // language-id
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// this string is found in the string pool.
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gen.add_ref_to_string_in_pool(group_name); // group-name
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// now add all the datas: (the lines are already sorted by id)
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for (auto& [id, line] : bank->lines()) {
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gen.add_word(id); // id
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// these strings must be in the string pool, as sometimes there are duplicate
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// strings in a single language, and these strings should be stored once and have multiple
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// references to them.
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gen.add_ref_to_string_in_pool(line); // text
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}
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auto data = gen.generate_v2();
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file_util::create_dir_if_needed(file_util::get_file_path({"out", output_prefix, "iso"}));
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file_util::write_binary_file(
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file_util::get_file_path(
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{"out", output_prefix, "iso", fmt::format("{}{}.TXT", lang, uppercase(group_name))}),
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data.data(), data.size());
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}
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}
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}
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/*!
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* Write game subtitle data to a file. Uses the V2 object format which is identical between GOAL and
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* OpenGOAL.
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*/
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void compile_subtitles_v1(GameSubtitleDB& db, const std::string& output_prefix) {
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for (const auto& [lang, bank] : db.m_banks) {
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// get font encoding information
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auto font = get_font_bank(bank->m_text_version);
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// convert speakers once.
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auto speakers_converted = bank->m_speakers;
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for (auto& [id, name] : speakers_converted) {
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// convert name in-place. we copied the map earlier so this is safe.
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// the subtitle lines have the speaker "id" stored in them, which is the map key here.
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name = font->convert_utf8_to_game(name);
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}
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DataObjectGenerator gen;
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gen.add_type_tag("subtitle-text-info"); // type
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gen.add_word(bank->m_scenes.size()); // length
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gen.add_word(lang); // lang
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gen.add_word(0); // dummy
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// fifo queue for scene data arrays
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std::queue<int> array_link_sources;
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// now add all the scene infos
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for (auto& [name, scene] : bank->m_scenes) {
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gen.add_word((u16)(scene.is_cutscene ? 0 : 2) |
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(scene.m_lines.size() << 16)); // kind (lower 16 bits), length (upper 16 bits)
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array_link_sources.push(gen.words());
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gen.add_word(0); // keyframes (linked later)
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gen.add_ref_to_string_in_pool(name);
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gen.add_word(scene.m_hint_id);
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}
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// now add all the scene *data!* (keyframes)
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for (auto& [name, scene] : bank->m_scenes) {
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// link inline-array with reference from earlier
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gen.link_word_to_word(array_link_sources.front(), gen.words());
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array_link_sources.pop();
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for (auto& subtitle : scene.m_lines) {
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gen.add_word(subtitle.metadata.frame_start); // frame
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gen.add_ref_to_string_in_pool(font->convert_utf8_to_game(subtitle.text)); // line
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// speaker
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if (subtitle.metadata.speaker.empty()) {
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gen.add_ref_to_string_in_pool("");
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} else {
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auto it = speakers_converted.find(subtitle.metadata.speaker);
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if (it == speakers_converted.end()) {
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throw std::runtime_error(fmt::format("in file `{}`: could not find speaker {}",
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bank->m_file_path, subtitle.metadata.speaker));
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}
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gen.add_ref_to_string_in_pool(it->second);
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}
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gen.add_word(subtitle.metadata.offscreen); // offscreen
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}
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}
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auto data = gen.generate_v2();
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file_util::create_dir_if_needed(file_util::get_file_path({"out", output_prefix, "iso"}));
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file_util::write_binary_file(
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file_util::get_file_path(
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{"out", output_prefix, "iso", fmt::format("{}{}.TXT", lang, uppercase("subtit"))}),
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data.data(), data.size());
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}
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}
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/*!
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* Write game subtitle2 data to a file. Uses the V2 object format which is identical between GOAL
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* and OpenGOAL.
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*/
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void compile_subtitles_v2(GameSubtitleDB& db, const std::string& output_prefix) {
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for (const auto& [lang, bank] : db.m_banks) {
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auto font = get_font_bank(bank->m_text_version);
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DataObjectGenerator gen;
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gen.add_type_tag("subtitle2-text-info"); // type
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gen.add_word((bank->m_scenes.size() & 0xffff) | (1 << 16)); // length (lo) + version (hi)
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// note: we add 1 because "none" isn't included
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gen.add_word((lang & 0xffff) | ((bank->m_speakers.size() + 1) << 16)); // lang + speaker-length
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int speaker_array_link = gen.add_word(0); // speaker array (dummy for now)
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// fifo queue for scene data arrays
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std::queue<int> array_link_sources;
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// now add all the scenes inline
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for (auto& [name, scene] : bank->m_scenes) {
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gen.add_ref_to_string_in_pool(name); // scene name
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gen.add_word(scene.m_lines.size()); // line amount
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array_link_sources.push(gen.words());
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gen.add_word(0); // line array (linked later)
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}
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// now add all the line arrays and link them to their scene
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for (auto& [name, scene] : bank->m_scenes) {
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// link inline-array with reference from earlier
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gen.link_word_to_word(array_link_sources.front(), gen.words());
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array_link_sources.pop();
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for (auto& line : scene.m_lines) {
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gen.add_word_float(static_cast<float>(line.metadata.frame_start)); // start frame
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gen.add_word_float(static_cast<float>(line.metadata.frame_end)); // end frame
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if (line.metadata.merge) {
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gen.add_symbol_link("#f");
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} else {
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gen.add_ref_to_string_in_pool(font->convert_utf8_to_game(line.text)); // line text
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}
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u16 speaker = bank->speaker_enum_value_from_name(line.metadata.speaker);
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u16 flags = 0;
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flags |= line.metadata.offscreen << 0;
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flags |= line.metadata.merge << 1;
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gen.add_word(speaker | (flags << 16)); // speaker (lo) + flags (hi)
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}
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}
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// now write the array of strings for the speakers
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// key word array -- it has to be in the right order.
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gen.link_word_to_word(speaker_array_link, gen.words());
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const auto localized_speakers = bank->speaker_names_ordered_by_enum_value();
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for (auto& speaker_localized : localized_speakers) {
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// No need to check for invalid speakers here, they are checked at the scene line level above
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// and throw an error
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gen.add_ref_to_string_in_pool(font->convert_utf8_to_game(speaker_localized));
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}
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auto data = gen.generate_v2();
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file_util::create_dir_if_needed(file_util::get_file_path({"out", output_prefix, "iso"}));
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file_util::write_binary_file(
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file_util::get_file_path(
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{"out", output_prefix, "iso", fmt::format("{}{}.TXT", lang, uppercase("subti2"))}),
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data.data(), data.size());
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}
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}
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} // namespace
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/*!
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* Read a game text description file and generate GOAL objects.
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*/
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void compile_game_text(const std::vector<GameTextDefinitionFile>& files,
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GameTextDB& db,
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const std::string& output_prefix) {
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goos::Reader reader;
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for (auto& file : files) {
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if (file.format == GameTextDefinitionFile::Format::GOAL) {
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lg::print("[Build Game Text] GOAL {}\n", file.file_path);
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auto code = reader.read_from_file({file.file_path});
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parse_text_goal(code, db, file);
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} else if (file.format == GameTextDefinitionFile::Format::JSON) {
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lg::print("[Build Game Text] JSON {}\n", file.file_path);
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auto file_path = file_util::get_jak_project_dir() / file.file_path;
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auto json = parse_commented_json(file_util::read_text_file(file_path), file.file_path);
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parse_text_json(json, db, file);
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}
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}
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compile_text(db, output_prefix);
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}
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void compile_game_subtitles(const std::vector<GameSubtitleDefinitionFile>& files,
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GameSubtitleDB& db,
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const std::string& output_prefix) {
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goos::Reader reader;
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if (db.m_subtitle_version == GameSubtitleDB::SubtitleFormat::V1) {
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for (auto& file : files) {
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lg::print("[Build Game Subtitle V1] {}:{}\n", file.lines_path, file.meta_path);
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db.init_banks_from_file(file);
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}
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compile_subtitles_v1(db, output_prefix);
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} else {
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for (auto& file : files) {
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lg::print("[Build Game Subtitle V2] {}:{}\n", file.lines_path, file.meta_path);
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db.init_banks_from_file(file);
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}
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compile_subtitles_v2(db, output_prefix);
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}
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}
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