/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001/2002 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "scumm.h" #include "actor.h" #include "charset.h" #include "dialogs.h" #include "verbs.h" #include "scumm/sound.h" void Scumm::unkMessage1() { byte buffer[100]; _msgPtrToAdd = buffer; _messagePtr = addMessageToStack(_messagePtr); if (buffer[0] == 0xFF && buffer[1] == 10) { uint32 a, b; a = buffer[2] | (buffer[3] << 8) | (buffer[6] << 16) | (buffer[7] << 24); b = buffer[10] | (buffer[11] << 8) | (buffer[14] << 16) | (buffer[15] << 24); // Sam and Max uses a caching system, printing empty messages // and setting VAR_V6_SOUNDMODE beforehand. See patch 609791. // FIXME: There are other VAR_V6_SOUNDMODE states, as // mentioned in the patch. FIXME after iMUSE is done. if (_gameId != GID_SAMNMAX || (_vars[VAR_V6_SOUNDMODE] != 2)) _sound->talkSound(a, b, 1, -1); } } void Scumm::unkMessage2() { byte buf[100], *tmp; _msgPtrToAdd = buf; tmp = _messagePtr = addMessageToStack(_messagePtr); if (_string[3].color == 0) _string[3].color = 4; InfoDialog* dialog = new InfoDialog(_newgui, this, (char*)buf); // FIXME: I know this is the right thing to do for MI1 and MI2. For // all other games it's just a guess. _vars[VAR_KEYPRESS] = runDialog (dialog); delete dialog; _messagePtr = tmp; } void Scumm::CHARSET_1() { uint32 talk_sound_a = 0; uint32 talk_sound_b = 0; int s, i, t, c; int frme = -1; Actor *a; byte *buffer; bool has_talk_sound = false; bool has_anim = false; if (!_haveMsg) return; // FIXME: This Zak check fixes several hangs (Yak hang, and opening // 'secret room while walking' hang. It doesn't do the camera check // when the talk target isn't an actor. The question is, can we make // this a more general case? Does it really need to be Zak specific? if (!(_features & GF_AFTER_V7) && !(_gameId==GID_ZAK256 && _vars[VAR_TALK_ACTOR] == 0xFF)) { if ((camera._dest.x >> 3) != (camera._cur.x >> 3) || camera._cur.x != camera._last.x) return; } a = NULL; if (_vars[VAR_TALK_ACTOR] != 0xFF) a = derefActorSafe(_vars[VAR_TALK_ACTOR], "CHARSET_1"); if (a && _string[0].overhead != 0) { if (!(_features & GF_AFTER_V6)) { _string[0].xpos = a->x - camera._cur.x + (_realWidth / 2); if (_vars[VAR_V5_TALK_STRING_Y] < 0) { s = (a->scaley * (int)_vars[VAR_V5_TALK_STRING_Y]) / 0xFF; _string[0].ypos = ((_vars[VAR_V5_TALK_STRING_Y] - s) >> 1) + s - a->elevation + a->y; } else { _string[0].ypos = _vars[VAR_V5_TALK_STRING_Y]; } if (_string[0].ypos < 1) _string[0].ypos = 1; if (_string[0].xpos < 80) _string[0].xpos = 80; if (_string[0].xpos > _realWidth - 80) _string[0].xpos = _realWidth - 80; } else { s = a->scaley * a->talkPosX / 0xFF; _string[0].ypos = ((a->talkPosX - s) >> 1) + s - a->elevation + a->y; if (_string[0].ypos < 1) _string[0].ypos = 1; if (_string[0].ypos < camera._cur.y - (_realHeight / 2)) _string[0].ypos = camera._cur.y - (_realHeight / 2); s = a->scalex * a->talkPosY / 0xFF; _string[0].xpos = ((a->talkPosY - s) >> 1) + s + a->x - camera._cur.x + (_realWidth / 2); if (_string[0].xpos < 80) _string[0].xpos = 80; if (_string[0].xpos > _realWidth - 80) _string[0].xpos = _realWidth - 80; } } _charset->_top = _string[0].ypos; _charset->_startLeft = _charset->_left = _string[0].xpos; if (a && a->charset) _charset->setCurID(a->charset); else _charset->setCurID(_string[0].charset); _charset->_center = _string[0].center; _charset->_right = _string[0].right; _charset->_color = _charsetColor; if (!(_features & GF_OLD256)) // FIXME for (i = 0; i < 4; i++) _charset->_colorMap[i] = _charsetData[_charset->getCurID()][i]; if (_keepText) { _charset->_strLeft = gdi._mask_left; _charset->_strRight = gdi._mask_right; _charset->_strTop = gdi._mask_top; _charset->_strBottom = gdi._mask_bottom; } if (_talkDelay) return; if (_haveMsg != 0xFF && _haveMsg != 0xFE) { if (_sound->_sfxMode == 0) stopTalk(); return; } if (a && !_string[0].no_talk_anim) { has_anim = true; _useTalkAnims = true; } // HACK: Most of the audio sync in Loom is handled by the "MI1 // timer", but some of it depends on text strings timing out at // the right moment. if (_gameId == GID_LOOM256) { _defaultTalkDelay = 100; _vars[VAR_CHARINC] = 5; } _talkDelay = _defaultTalkDelay; if (!_keepText) { if (_features & GF_OLD256) { gdi._mask_left = _string[0].xpos; gdi._mask_top = _string[0].ypos; gdi._mask_bottom = _string[0].ypos + 8; gdi._mask_right = _realWidth; if (_string[0].ypos <= 16) // If we are cleaning the text line, clean 2 lines. gdi._mask_bottom = 16; } restoreCharsetBg(); } t = _charset->_right - _string[0].xpos - 1; if (_charset->_center) { if (t > _charset->_nextLeft) t = _charset->_nextLeft; t <<= 1; } buffer = _charset->_buffer + _charset->_bufPos; _charset->addLinebreaks(0, buffer, 0, t); if (_charset->_center) { _charset->_nextLeft -= _charset->getStringWidth(0, buffer, 0) >> 1; if (_charset->_nextLeft < 0) _charset->_nextLeft = 0; } _charset->_disableOffsX = _charset->_firstChar = !_keepText; do { c = *buffer++; if (c == 0) { // End of text reached, set _haveMsg to 1 so that the text will be // removed next time CHARSET_1 is called. _haveMsg = 1; _keepText = false; break; } if (c == 13) { newLine:; if (_features & GF_OLD256) { _charset->_nextTop = 8; _charset->_nextLeft = 0; continue; } else { _charset->_nextLeft = _string[0].xpos; if (_charset->_center) { _charset->_nextLeft -= _charset->getStringWidth(0, buffer, 0) >> 1; } _charset->_nextTop += _charset->getFontPtr()[1]; _charset->_disableOffsX = true; continue; } } if (c == 0xFE) c = 0xFF; if (c != 0xFF) { _charset->_left = _charset->_nextLeft; _charset->_top = _charset->_nextTop; if (_features & GF_OLD256) _charset->printCharOld(c); else if (!(_features & GF_AFTER_V6)) { if (!(_haveMsg == 0xFE && _noSubtitles)) _charset->printChar(c); } else { if (!((_haveMsg == 0xFE || _haveMsg == 0xFF) && _noSubtitles)) _charset->printChar(c); } _charset->_nextLeft = _charset->_left; _charset->_nextTop = _charset->_top; _talkDelay += _vars[VAR_CHARINC]; continue; } c = *buffer++; switch(c) { case 1: goto newLine; case 2: _haveMsg = 0; _keepText = true; break; case 3: if (_haveMsg != 0xFE) _haveMsg = 0xFF; _keepText = false; break; case 9: frme = *buffer++; frme |= *buffer++ << 8; has_anim = true; break; case 10: talk_sound_a = buffer[0] | (buffer[1] << 8) | (buffer[4] << 16) | (buffer[5] << 24); talk_sound_b = buffer[8] | (buffer[9] << 8) | (buffer[12] << 16) | (buffer[13] << 24); has_talk_sound = true; buffer += 14; // Set flag that speech variant exist of this msg if (_haveMsg == 0xFF) _haveMsg = 0xFE; break; case 12: int color; color = *buffer++; color |= *buffer++ << 8; if (color == 0xFF) _charset->_color = _charsetColor; else _charset->_color = color; break; case 13: buffer += 2; break; case 14: { int oldy = _charset->getFontPtr()[1]; _charset->setCurID(*buffer++); buffer += 2; for (i = 0; i < 4; i++) _charset->_colorMap[i] = _charsetData[_charset->getCurID()][i]; _charset->_nextTop -= _charset->getFontPtr()[1] - oldy; break; } default: warning("CHARSET_1: invalid code %d", c); } if (c == 3 || c == 2) break; } while (1); // Even if talkSound() is called, we may still have to call // startAnimActor() since actorTalk() may already have caused the // wrong animation frame to be drawn, and the talkSound() won't be // processed until after the next screen update. Bleah. if (has_talk_sound) _sound->talkSound(talk_sound_a, talk_sound_b, 2, frme); if (a && has_anim) a->startAnimActor(frme != -1 ? frme : a->talkFrame1); _charset->_bufPos = buffer - _charset->_buffer; gdi._mask_left = _charset->_strLeft; gdi._mask_right = _charset->_strRight; gdi._mask_top = _charset->_strTop; gdi._mask_bottom = _charset->_strBottom; } void Scumm::description() { int c; byte *buffer; buffer = _charset->_buffer; _string[0].ypos = camera._cur.y + 88; _string[0].xpos = (_realWidth / 2) - (_charset->getStringWidth(0, buffer, 0) >> 1); if (_string[0].xpos < 0) _string[0].xpos = 0; _charset->_bufPos = 0; _charset->_top = _string[0].ypos; _charset->_startLeft = _charset->_left = _string[0].xpos; _charset->_right = _realWidth - 1; _charset->_center = false; _charset->_color = 15; _charset->_disableOffsX = _charset->_firstChar = true; _charset->setCurID(3); _charset->_nextLeft = _string[0].xpos; _charset->_nextTop = _string[0].ypos; // FIXME: _talkdelay = 1 - display description, not correct ego actor talking, // 0 - no display, correct ego actor talking _talkDelay = 0; restoreCharsetBg(); do { c = *buffer++; if (c == 0) { _haveMsg = 1; break; } if (c != 0xFF) { _charset->_left = _charset->_nextLeft; _charset->_top = _charset->_nextTop; _charset->printChar(c); _charset->_nextLeft = _charset->_left; _charset->_nextTop = _charset->_top; continue; } } while (1); gdi._mask_left = _charset->_strLeft; gdi._mask_right = _charset->_strRight; gdi._mask_top = _charset->_strTop; gdi._mask_bottom = _charset->_strBottom; } void Scumm::drawDescString(byte *msg) { byte c, *buf, buffer[256]; buf = _msgPtrToAdd = buffer; addMessageToStack(msg); _charset->_bufPos = 0; _charset->_top = _string[0].ypos; _charset->_startLeft = _charset->_left = _string[0].xpos; _charset->_right = _realWidth - 1; _charset->_center = _string[0].center; _charset->_color = _string[0].color; _charset->_disableOffsX = _charset->_firstChar = true; _charset->setCurID(_string[0].charset); _charset->_nextLeft = _string[0].xpos; _charset->_nextTop = _string[0].ypos; // Center text _charset->_nextLeft -= _charset->getStringWidth(0, buffer, 0) >> 1; if (_charset->_nextLeft < 0) _charset->_nextLeft = 0; _talkDelay = 1; restoreCharsetBg(); do { c = *buf++; if (c == 0) { _haveMsg = 1; break; } if (c != 0xFF) { _charset->_left = _charset->_nextLeft; _charset->_top = _charset->_nextTop; _charset->printChar(c); _charset->_nextLeft = _charset->_left; _charset->_nextTop = _charset->_top; continue; } } while (1); gdi._mask_left = _charset->_strLeft; gdi._mask_right = _charset->_strRight; gdi._mask_top = _charset->_strTop; gdi._mask_bottom = _charset->_strBottom; } void Scumm::drawString(int a) { byte buf[256]; byte *space; int i; byte fontHeight = 0, chr; uint color; _msgPtrToAdd = buf; _messagePtr = addMessageToStack(_messagePtr); _charset->_top = _string[a].ypos; _charset->_startLeft = _charset->_left = _string[a].xpos; _charset->_right = _string[a].right; _charset->_center = _string[a].center; _charset->_color = _string[a].color; _charset->_disableOffsX = _charset->_firstChar = true; _charset->setCurID(_string[a].charset); if (!(_features & GF_OLD256)) { for (i = 0; i < 4; i++) _charset->_colorMap[i] = _charsetData[_charset->getCurID()][i]; fontHeight = _charset->getFontPtr()[1]; } _msgPtrToAdd = buf; // trim from the right space = NULL; while (*_msgPtrToAdd) { if (*_msgPtrToAdd == ' ') { if (!space) space = _msgPtrToAdd; } else { space = NULL; } _msgPtrToAdd++; } if (space) *space = '\0'; if (_charset->_center) { _charset->_left -= _charset->getStringWidth(a, buf, 0) >> 1; } if (!(_features & GF_AFTER_V7)) _charset->_ignoreCharsetMask = true; // In Full Throttle (and other games?), verb text should always mask // and never time out. We can't do it blindly for all games, because // it causes problem with the FOA intro. if (_gameId == GID_FT && a == 4) _talkDelay = -1; if (!buf[0]) { buf[0] = ' '; buf[1] = 0; } for (i = 0; (chr = buf[i++]) != 0;) { if (chr == 254 || chr == 255) { chr = buf[i++]; switch (chr) { case 9: case 10: case 13: case 14: i += 2; break; case 1: case 8: if (_charset->_center) { _charset->_left = _charset->_startLeft - _charset->getStringWidth(a, buf, i); } else { _charset->_left = _charset->_startLeft; } _charset->_top += fontHeight; break; case 12: color = buf[i] + (buf[i + 1] << 8); i += 2; if (color == 0xFF) _charset->_color = _string[a].color; else _charset->_color = color; break; } } else { if (a == 1 && (_features & GF_AFTER_V6)) { if (_string[a].no_talk_anim == 0) _charset->_blitAlso = true; } if (_features & GF_OLD256) _charset->printCharOld(chr); else _charset->printChar(chr); _charset->_blitAlso = false; } } _charset->_ignoreCharsetMask = false; if (a == 0) { _charset->_nextLeft = _charset->_left; _charset->_nextTop = _charset->_top; } _string[a].xpos = _charset->_strRight + 8; // Indy3: Fixes Grail Diary text positioning if (_features & GF_AFTER_V7) { _charset->_hasMask = true; if (_charset->_strLeft < gdi._mask_left) gdi._mask_left = _charset->_strLeft; if (_charset->_strRight > gdi._mask_right) gdi._mask_right = _charset->_strRight; if (_charset->_strTop < gdi._mask_top) gdi._mask_top = _charset->_strTop; if (_charset->_strBottom > gdi._mask_bottom) gdi._mask_bottom = _charset->_strBottom; } } byte *Scumm::addMessageToStack(byte *msg) { int num, numorg; unsigned char *ptr, chr; numorg = num = _numInMsgStack; ptr = getResourceAddress(rtTemp, 6); if (ptr == NULL) error("Message stack not allocated"); if (msg == NULL) { warning("Bad message in addMessageToStack, ignoring"); return NULL; } while ((ptr[num++] = chr = *msg++) != 0) { if (num >= 500) error("Message stack overflow"); if (chr == 0xff) { // 0xff is an escape character ptr[num++] = chr = *msg++; // followed by a "command" code if (chr != 1 && chr != 2 && chr != 3 && chr != 8) { ptr[num++] = *msg++; // and some commands are followed by parameters to the functions below ptr[num++] = *msg++; // these are numbers of names, strings, verbs, variables, etc if (_features & GF_AFTER_V8) { ptr[num++] = *msg++; ptr[num++] = *msg++; } } } } _numInMsgStack = num; num = numorg; while (1) { ptr = getResourceAddress(rtTemp, 6); chr = ptr[num++]; if (chr == 0) break; if (chr == 0xFF) { chr = ptr[num++]; switch (chr) { case 4: if (_features & GF_AFTER_V8) { addIntToStack(READ_LE_UINT32(ptr + num)); num += 4; } else { addIntToStack(READ_LE_UINT16(ptr + num)); num += 2; } break; case 5: if (_features & GF_AFTER_V8) { addVerbToStack(READ_LE_UINT32(ptr + num)); num += 4; } else { addVerbToStack(READ_LE_UINT16(ptr + num)); num += 2; } break; case 6: if (_features & GF_AFTER_V8) { addNameToStack(READ_LE_UINT32(ptr + num)); num += 4; } else { addNameToStack(READ_LE_UINT16(ptr + num)); num += 2; } break; case 7: if (_features & GF_AFTER_V8) { addStringToStack(READ_LE_UINT32(ptr + num)); num += 4; } else { addStringToStack(READ_LE_UINT16(ptr + num)); num += 2; } break; case 3: case 9: //#if defined(DOTT) case 10: case 12: case 13: case 14: //#endif *_msgPtrToAdd++ = 0xFF; *_msgPtrToAdd++ = chr; *_msgPtrToAdd++ = ptr[num++]; *_msgPtrToAdd++ = ptr[num++]; break; default: debug(2, "addMessageToStack(): string escape sequence %d unknown", chr); *_msgPtrToAdd++ = 0xFF; *_msgPtrToAdd++ = chr; break; } } else { if (chr != '@') { *_msgPtrToAdd++ = chr; } } } *_msgPtrToAdd = 0; _numInMsgStack = numorg; return msg; } void Scumm::addIntToStack(int var) { int num, max; byte flag; num = readVar(var); if (num < 0) { *_msgPtrToAdd++ = '-'; num = -num; } flag = 0; max = 10000; do { if (num >= max || flag) { *_msgPtrToAdd++ = num / max + '0'; num -= (num / max) * max; flag = 1; } max /= 10; if (max == 1) flag = 1; } while (max); } void Scumm::addVerbToStack(int var) { int num, i; num = readVar(var); if (num) { for (i = 1; i < _maxVerbs; i++) { if (num == _verbs[i].verbid && !_verbs[i].type && !_verbs[i].saveid) { addMessageToStack(getResourceAddress(rtVerb, i)); break; } } } else { addMessageToStack((byte *)""); } } void Scumm::addNameToStack(int var) { int num; num = readVar(var); if (num) { addMessageToStack(getObjOrActorName(num)); } else { addMessageToStack((byte *)""); } } void Scumm::addStringToStack(int var) { byte *ptr; if (_features & GF_AFTER_V6 || _gameId == GID_INDY3_256) var = readVar(var); if (var) { ptr = getStringAddress(var); if (ptr) { addMessageToStack(ptr); return; } } addMessageToStack((byte *)""); } void Scumm::initCharset(int charsetno) { int i; if (_features & GF_OLD256) charsetno = !charsetno; if (_features & GF_SMALL_HEADER) loadCharset(charsetno); else if (!getResourceAddress(rtCharset, charsetno)) loadCharset(charsetno); _string[0].t_charset = charsetno; _string[1].t_charset = charsetno; for (i = 0; i < 16; i++) _charset->_colorMap[i] = _charsetData[_charset->getCurID()][i]; } void Scumm::loadLanguageBundle() { File file; file.open("language.bnd", _gameDataPath); if(file.isOpen() == false) { _existLanguageFile = false; return; } _languageBuffer = (char*)malloc(file.size()); file.read(_languageBuffer, file.size()); file.close(); _existLanguageFile = true; } void Scumm::translateText(byte *text, byte *trans_buff) { if ((_existLanguageFile == true) && (text[0] == '/') && (text[1] != ' ')) { char name[20], tmp[20], tmp2[20], num_s[20]; int32 num, l, j, k, r, pos; char enc; // copy name from text /..../ for (l = 0; (l < 20) && (*(text + l + 1) != '.'); l++) { name[l] = *(text + l + 1); } name[l] = 0; l++; // get number from text /..../ char number[4]; number[0] = *(text + l + 1); number[1] = *(text + l + 2); number[2] = *(text + l + 3); number[3] = 0; num = atol(number); sprintf(num_s, "%d", num); char * buf = _languageBuffer; pos = 0; // determine is file encoded if (*buf == 'e') { enc = 0x13; pos += 3; } else { enc = 0; } // skip translation if flag 'h' exist if (*(buf + pos) == 'h') { pos += 3; char *pointer = strchr((char*)text + 1, '/'); if (pointer != NULL) strcpy((char *)trans_buff, pointer + 1); else strcpy((char *)trans_buff, ""); return; } for(;;) { // search char @ if (*(buf + pos++) == '@') { // copy name after @ to endline l = 0; do { tmp[l++] = *(buf + pos++); } while((*(buf + pos) != 0x0d) && (*(buf + pos + 1) != 0x0a) && (l < 19)); tmp[l] = 0; pos += 2; // compare 'name' with above name if (strcmp(tmp, name) == 0) { // get number lines of 'name' after '#' l = 0; if (*(buf + pos++) == '#') { do { tmp[l++] = *(buf + pos++); } while((*(buf + pos) != 0x0d) && (*(buf + pos + 1) != 0x0a) && (l < 19)); tmp[l] = 0; pos += 2; l = atol(tmp); // get number of line for(r = 0; r < l; r++) { j = 0; do { tmp2[j++] = *(buf + pos++); } while(*(buf + pos) != '/'); tmp2[j] = 0; // compare if is right line if (strcmp(tmp2, num_s) == 0) { k = 0; pos++; // copy translated text to tran_buffer do { *(trans_buff + k++) = (*(buf + pos++)) ^ enc; } while((*(buf + pos) != 0x0d) && (*(buf + pos + 1) != 0x0a)); *(trans_buff + k) = 0; return; } // goto next line do { pos++; } while((*(buf + pos) != 0x0d) && (*(buf + pos + 1) != 0x0a)); pos += 2; } } } } } } if (text[0] == '/') { char *pointer = strchr((char*)text + 1, '/'); if (pointer != NULL) strcpy((char *)trans_buff, pointer + 1); else strcpy((char *)trans_buff, ""); return; } strcpy((char *)trans_buff, (char *)text); }