scummvm/engines/glk/comprehend/dictionary.cpp

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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 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 <http://www.gnu.org/licenses/>.
*
*/
#include "glk/comprehend/comprehend.h"
#include "glk/comprehend/game.h"
#include "glk/comprehend/game_data.h"
#include "glk/comprehend/dictionary.h"
namespace Glk {
namespace Comprehend {
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static bool word_match(Word *word, const char *string) {
/* Words less than 6 characters must match exactly */
if (strlen(word->_word) < 6 && strlen(string) != strlen(word->_word))
return false;
return strncmp(word->_word, string, strlen(word->_word)) == 0;
}
Word *dict_find_word_by_string(ComprehendGame *game,
const char *string) {
uint i;
if (!string)
return nullptr;
for (i = 0; i < game->_words.size(); i++)
if (word_match(&game->_words[i], string))
return &game->_words[i];
return nullptr;
}
Word *dict_find_word_by_index_type(ComprehendGame *game,
uint8 index, uint8 type) {
uint i;
for (i = 0; i < game->_words.size(); i++) {
if (game->_words[i]._index == index &&
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game->_words[i]._type == type)
return &game->_words[i];
}
return nullptr;
}
Word *find_dict_word_by_index(ComprehendGame *game,
uint8 index, uint8 type_mask) {
uint i;
for (i = 0; i < game->_words.size(); i++) {
if (game->_words[i]._index == index &&
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(game->_words[i]._type & type_mask) != 0)
return &game->_words[i];
}
return nullptr;
}
bool dict_match_index_type(ComprehendGame *game, const char *word,
uint8 index, uint8 type_mask) {
uint i;
for (i = 0; i < game->_words.size(); i++)
if (game->_words[i]._index == index &&
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((game->_words[i]._type & type_mask) != 0) &&
word_match(&game->_words[i], word))
return true;
return false;
}
} // namespace Comprehend
} // namespace Glk