scummvm/engines/agi/text.cpp

698 lines
16 KiB
C++

/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
#include "agi/sprite.h" /* for commit_both() */
#include "agi/graphics.h"
#include "agi/keyboard.h"
namespace Agi {
void AgiEngine::printText2(int l, const char *msg, int foff, int xoff, int yoff,
int len, int fg, int bg, bool checkerboard) {
int x1, y1;
int maxx, minx, ofoff;
int update;
/* Note: Must be unsigned to use AGDS cyrillic characters! */
#ifdef __DS__
// On the DS, a compiler bug causes the text to render incorrectly, because
// GCC tries to optimisie out writes to this pointer (tested on DevkitARM v19b and v20)
// Making this pointer volatile fixes this.
volatile const unsigned char *m;
#else
const unsigned char *m;
#endif
/* kludge! */
update = 1;
if (l == 2) {
update = l = 0;
}
/* FR: strings with len == 1 were not printed
*/
if (len == 1) {
_gfx->putTextCharacter(l, xoff + foff, yoff, *msg, fg, bg, checkerboard);
maxx = 1;
minx = 0;
ofoff = foff;
y1 = 0; /* Check this */
} else {
maxx = 0;
minx = GFX_WIDTH;
ofoff = foff;
for (m = (const unsigned char *)msg, x1 = y1 = 0; *m; m++) {
if (*m >= 0x20 || *m == 1 || *m == 2 || *m == 3) {
// FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
// needs fixing, or remove it!
/* FIXME */
int ypos;
ypos = (y1 * CHAR_LINES) + yoff;
if ((x1 != (len - 1) || x1 == 39) && (ypos <= (GFX_HEIGHT - CHAR_LINES))) {
int xpos;
xpos = (x1 * CHAR_COLS) + xoff + foff;
if (xpos >= GFX_WIDTH)
continue;
_gfx->putTextCharacter(l, xpos, ypos, *m, fg, bg, checkerboard);
if (x1 > maxx)
maxx = x1;
if (x1 < minx)
minx = x1;
}
x1++;
/* DF: changed the len-1 to len... */
if (x1 == len && m[1] != '\n')
y1++, x1 = foff = 0;
} else {
y1++;
x1 = foff = 0;
}
}
}
if (l)
return;
if (maxx < minx)
return;
maxx *= CHAR_COLS;
minx *= CHAR_COLS;
if (update) {
_gfx->scheduleUpdate(foff + xoff + minx, yoff, ofoff + xoff + maxx + CHAR_COLS - 1,
yoff + y1 * CHAR_LINES + CHAR_LINES + 1);
/* Making synchronous text updates reduces CPU load
* when updating status line and input area
*/
_gfx->doUpdate();
}
}
/* len is in characters, not pixels!!
*/
void AgiEngine::blitTextbox(const char *p, int y, int x, int len) {
/* if x | y = -1, then centre the box */
int xoff, yoff, lin, h, w;
char *msg, *m;
debugC(3, kDebugLevelText, "x=%d, y=%d, len=%d", x, y, len);
if (_game.window.active)
closeWindow();
if (x == 0 && y == 0 && len == 0)
x = y = -1;
if (len <= 0 || len >= 40)
len = 32;
xoff = x * CHAR_COLS;
yoff = y * CHAR_LINES;
len--;
m = msg = wordWrapString(agiSprintf(p), &len);
for (lin = 1; *m; m++) {
/* Test \r for MacOS 8 */
if (*m == '\n' || *m == '\r')
lin++;
}
if (lin * CHAR_LINES > GFX_HEIGHT)
lin = (GFX_HEIGHT / CHAR_LINES);
w = (len + 2) * CHAR_COLS;
h = (lin + 2) * CHAR_LINES;
if (xoff < 0)
xoff = (GFX_WIDTH - w - CHAR_COLS) / 2;
else
xoff -= CHAR_COLS;
if (yoff < 0)
yoff = (GFX_HEIGHT - 3 * CHAR_LINES - h) / 2;
drawWindow(xoff, yoff, xoff + w - 1, yoff + h - 1);
printText2(2, msg, 0, CHAR_COLS + xoff, CHAR_LINES + yoff,
len + 1, MSG_BOX_TEXT, MSG_BOX_COLOUR);
free(msg);
_gfx->doUpdate();
}
void AgiEngine::eraseTextbox() {
if (!_game.window.active) {
debugC(3, kDebugLevelText, "no window active");
return;
}
debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", _game.window.x1,
_game.window.y1, _game.window.x2, _game.window.y2);
_gfx->restoreBlock(_game.window.x1, _game.window.y1,
_game.window.x2, _game.window.y2, _game.window.buffer);
free(_game.window.buffer);
_game.window.active = false;
_gfx->doUpdate();
}
/*
* Public functions
*/
/**
* Print text in the AGI engine screen.
*/
void AgiEngine::printText(const char *msg, int f, int x, int y, int len, int fg, int bg, bool checkerboard) {
f *= CHAR_COLS;
x *= CHAR_COLS;
y *= CHAR_LINES;
debugC(4, kDebugLevelText, "%s, %d, %d, %d, %d, %d, %d", msg, f, x, y, len, fg, bg);
printText2(0, agiSprintf(msg), f, x, y, len, fg, bg, checkerboard);
}
/**
* Print text in the AGI engine console.
*/
void AgiEngine::printTextConsole(const char *msg, int x, int y, int len, int fg, int bg) {
x *= CHAR_COLS;
y *= 10;
printText2(1, msg, 0, x, y, len, fg, bg);
}
/**
* Wrap text line to the specified width.
* @param str String to wrap.
* @param len Length of line.
*/
char *AgiEngine::wordWrapString(char *str, int *len) {
/* If the message has a long word (longer than 31 character) then
* loop in line 239 (for (; *v != ' '; v--, c--);) can wrap
* around 0 and write large number in c. This causes returned
* length to be negative (!) and eventually crashes in calling
* code. The fix is simple -- remove unsigned in maxc, c, l
* declaration. --Vasyl
*/
char *msg, *v, *e;
int maxc, c, l = *len;
v = msg = strdup(str);
e = msg + strlen(msg);
maxc = 0;
for (;;) {
debugC(3, kDebugLevelText, "[%s], %d", msg, maxc);
if (strchr(v, ' ') == NULL && (int)strlen(v) > l) {
debugC(1, kDebugLevelText | kDebugLevelMain, "Word too long in message");
l = strlen(v);
}
/* Must include \r for MacOS 8 */
while ((c = strcspn(v, "\n\r")) <= l) {
debugC(3, kDebugLevelText, "c = %d, maxc = %d", c, maxc);
if (c > maxc)
maxc = c;
if ((v += c + 1) >= e)
goto end;
}
c = l;
if ((v += l) >= e)
break;
/* The same line that caused that bug I mentioned
* should also do another check:
* for (; *v != ' ' && *v != '\n'; v--, c--);
* While this does not matter in most cases, in the case of
* long words it caused extra \n inserted in the line
* preceding long word. This one is definitely non-critical;
* one might argue that the function is not supposed to deal
* with long words. BTW, that condition at the beginning of
* the while loop that checks word length does not make much
* sense -- it verifies the length of the first word but for
* the rest it does something odd. Overall, even with these
* changes the function is still not completely robust.
* --Vasyl
*/
if (*v != ' ')
for (; *v != ' ' && *v != '\n' && *v != '\r';
v--, c--);
if (c > maxc)
maxc = c;
*v++ = '\n';
}
end:
*len = maxc;
return msg;
}
/**
* Remove existing window, if any.
*/
void AgiEngine::closeWindow() {
debugC(4, kDebugLevelText, "close window");
_sprites->eraseBoth();
eraseTextbox(); /* remove window, if any */
_sprites->blitBoth();
_sprites->commitBoth(); /* redraw sprites */
_game.hasWindow = false;
}
/**
* Display a message box.
* This function displays the specified message in a text box
* centered in the screen and waits until a key is pressed.
* @param p The text to be displayed
*/
int AgiEngine::messageBox(const char *s) {
int k;
_sprites->eraseBoth();
blitTextbox(s, -1, -1, -1);
_sprites->blitBoth();
k = waitKey();
debugC(4, kDebugLevelText, "wait_key returned %02x", k);
closeWindow();
return k;
}
/**
* Display a message box with buttons.
* This function displays the specified message in a text box
* centered in the screen and waits until a button is pressed.
* @param p The text to be displayed
* @param b NULL-terminated list of button labels
*/
int AgiEngine::selectionBox(const char *m, const char **b) {
int numButtons = 0;
int x, y, i, s;
int key, active = 0;
int rc = -1;
int bx[5], by[5];
_sprites->eraseBoth();
blitTextbox(m, -1, -1, -1);
x = _game.window.x1 + 5 * CHAR_COLS / 2;
y = _game.window.y2 - 5 * CHAR_LINES / 2;
s = _game.window.x2 - _game.window.x1 + 1 - 5 * CHAR_COLS;
debugC(3, kDebugLevelText, "s = %d", s);
/* Automatically position buttons */
for (i = 0; b[i]; i++) {
numButtons++;
s -= CHAR_COLS * strlen(b[i]);
}
if (i > 1) {
debugC(3, kDebugLevelText, "s / %d = %d", i - 1, s / (i - 1));
s /= (i - 1);
} else {
x += s / 2;
}
for (i = 0; b[i]; i++) {
bx[i] = x;
by[i] = y;
x += CHAR_COLS * strlen(b[i]) + s;
}
_sprites->blitBoth();
/* clear key queue */
while (_gfx->keypress()) {
_gfx->getKey();
}
AllowSyntheticEvents on(this);
debugC(4, kDebugLevelText, "waiting...");
for (;;) {
for (i = 0; b[i]; i++)
_gfx->drawCurrentStyleButton(bx[i], by[i], b[i], i == active, false, i == 0);
_gfx->pollTimer(); /* msdos driver -> does nothing */
key = doPollKeyboard();
switch (key) {
case KEY_ENTER:
rc = active;
goto press;
case KEY_ESCAPE:
rc = -1;
goto getout;
case KEY_RIGHT:
active++;
if (active >= numButtons)
active = 0;
break;
case KEY_LEFT:
active--;
if (active < 0)
active = numButtons - 1;
break;
case BUTTON_LEFT:
for (i = 0; b[i]; i++) {
if (_gfx->testButton(bx[i], by[i], b[i])) {
rc = active = i;
goto press;
}
}
break;
case 0x09: /* Tab */
debugC(3, kDebugLevelText, "Focus change");
active++;
active %= i;
break;
}
_gfx->doUpdate();
}
press:
debugC(4, kDebugLevelText, "Button pressed: %d", rc);
getout:
closeWindow();
debugC(2, kDebugLevelText, "Result = %d", rc);
return rc;
}
/**
*
*/
int AgiEngine::print(const char *p, int lin, int col, int len) {
if (p == NULL)
return 0;
debugC(4, kDebugLevelText, "lin = %d, col = %d, len = %d", lin, col, len);
if (col == 0 && lin == 0 && len == 0)
lin = col = -1;
if (len == 0)
len = 30;
blitTextbox(p, lin, col, len);
if (getflag(fOutputMode)) {
/* non-blocking window */
setflag(fOutputMode, false);
return 1;
}
/* blocking */
if (_game.vars[vWindowReset] == 0) {
int k;
setvar(vKey, 0);
k = waitKey();
closeWindow();
return k;
}
/* timed window */
debugC(3, kDebugLevelText, "f15==0, v21==%d => timed", getvar(21));
_game.msgBoxTicks = getvar(vWindowReset) * 10;
setvar(vKey, 0);
do {
mainCycle();
if (_game.keypress == KEY_ENTER) {
debugC(4, kDebugLevelText, "KEY_ENTER");
setvar(vWindowReset, 0);
_game.keypress = 0;
break;
}
} while (_game.msgBoxTicks > 0);
setvar(vWindowReset, 0);
closeWindow();
return 0;
}
/**
*
*/
void AgiEngine::printStatus(const char *message, ...) {
char x[42];
va_list args;
va_start(args, message);
vsprintf(x, message, args);
va_end(args);
debugC(4, kDebugLevelText, "fg=%d, bg=%d", STATUS_FG, STATUS_BG);
printText(x, 0, 0, _game.lineStatus, 40, STATUS_FG, STATUS_BG);
}
char *AgiEngine::safeStrcat(char *s, const char *t) {
if (t != NULL)
strcat(s, t);
return s;
}
/**
* Formats AGI string.
* This function turns a AGI string into a real string expanding values
* according to the AGI format specifiers.
* @param s string containing the format specifier
* @param n logic number
*/
#define MAX_LEN 768
char *AgiEngine::agiSprintf(const char *s) {
static char y[MAX_LEN];
char x[MAX_LEN];
char z[16], *p;
debugC(3, kDebugLevelText, "logic %d, '%s'", _game.lognum, s);
p = x;
for (*p = 0; *s;) {
switch (*s) {
case '\\':
s++;
goto literal;
case '%':
s++;
switch (*s++) {
int i;
case 'v':
i = strtoul(s, NULL, 10);
while (*s >= '0' && *s <= '9')
s++;
sprintf(z, "%015i", getvar(i));
i = 99;
if (*s == '|') {
s++;
i = strtoul(s, NULL, 10);
while (*s >= '0' && *s <= '9')
s++;
}
if (i == 99) {
/* remove all leading 0 */
/* don't remove the 3rd zero if 000 */
for (i = 0;
z[i] == '0' && i < 14; i++);
} else {
i = 15 - i;
}
safeStrcat(p, z + i);
break;
case '0':
i = strtoul(s, NULL, 10) - 1;
safeStrcat(p, objectName(i));
break;
case 'g':
i = strtoul(s, NULL, 10) - 1;
safeStrcat(p, _game.logics[0].texts[i]);
break;
case 'w':
i = strtoul(s, NULL, 10) - 1;
safeStrcat(p, _game.egoWords[i].word);
break;
case 's':
i = strtoul(s, NULL, 10);
safeStrcat(p, agiSprintf(_game.strings[i]));
break;
case 'm':
i = strtoul(s, NULL, 10) - 1;
if (_game.logics[_game.lognum].numTexts > i)
safeStrcat(p, agiSprintf(_game. logics[_game.lognum].texts[i]));
break;
}
while (*s >= '0' && *s <= '9')
s++;
while (*p)
p++;
break;
default:
literal:
assert(p < x + MAX_LEN);
*p++ = *s++;
*p = 0;
break;
}
}
strcpy(y, x);
return y;
}
/**
* Write the status line.
*/
void AgiEngine::writeStatus() {
char x[64];
if (_debug.statusline) {
printStatus("%3d(%03d) %3d,%3d(%3d,%3d) ",
getvar(0), getvar(1), _game.viewTable[0].xPos,
_game.viewTable[0].yPos, WIN_TO_PIC_X(g_mouse.x),
WIN_TO_PIC_Y(g_mouse.y));
return;
}
if (!_game.statusLine) {
clearLines(_game.lineStatus, _game.lineStatus, 0);
flushLines(_game.lineStatus, _game.lineStatus);
// Clear the user input line as well when clearing the status line
// Fixes bug #1893564 - AGI: Texts messed out in Naturette 1
clearLines(_game.lineUserInput, _game.lineUserInput, 0);
flushLines(_game.lineUserInput, _game.lineUserInput);
return;
}
switch (getLanguage()) {
case Common::RU_RUS:
sprintf(x, " \x91\xe7\xa5\xe2: %i \xa8\xa7 %-3i", _game.vars[vScore], _game.vars[vMaxScore]);
printStatus("%-17s \x87\xa2\xe3\xaa:%s", x, getflag(fSoundOn) ? "\xa2\xaa\xab " : "\xa2\xeb\xaa\xab");
break;
default:
sprintf(x, " Score:%i of %-3i", _game.vars[vScore], _game.vars[vMaxScore]);
printStatus("%-17s Sound:%s ", x, getflag(fSoundOn) ? "on " : "off");
break;
}
}
/**
* Print user input prompt.
*/
void AgiEngine::writePrompt() {
int l, fg, bg, pos;
if (!_game.inputEnabled || _game.inputMode != INPUT_NORMAL)
return;
l = _game.lineUserInput;
fg = _game.colorFg;
bg = _game.colorBg;
pos = _game.cursorPos;
debugC(4, kDebugLevelText, "erase line %d", l);
clearLines(l, l, _game.colorBg);
debugC(4, kDebugLevelText, "prompt = '%s'", agiSprintf(_game.strings[0]));
printText(_game.strings[0], 0, 0, l, 1, fg, bg);
printText((char *)_game.inputBuffer, 0, 1, l, pos + 1, fg, bg);
_gfx->printCharacter(pos + 1, l, _game.cursorChar, fg, bg);
flushLines(l, l);
_gfx->doUpdate();
}
/**
* Clear text lines in the screen.
* @param l1 start line
* @param l2 end line
* @param c color
*/
void AgiEngine::clearLines(int l1, int l2, int c) {
/* do we need to adjust for +8 on topline?
* inc for endline so it matches the correct num
* ie, from 22 to 24 is 3 lines, not 2 lines.
*/
l1 *= CHAR_LINES;
l2 *= CHAR_LINES;
l2 += CHAR_LINES - 1;
_gfx->drawRectangle(0, l1, GFX_WIDTH - 1, l2, c);
}
/**
*
*/
void AgiEngine::flushLines(int l1, int l2) {
l1 *= CHAR_LINES;
l2 *= CHAR_LINES;
l2 += CHAR_LINES - 1;
_gfx->flushBlock(0, l1, GFX_WIDTH - 1, l2);
}
/**
*
*/
void AgiEngine::drawWindow(int x1, int y1, int x2, int y2) {
_game.window.active = true;
_game.window.x1 = x1;
_game.window.y1 = y1;
_game.window.x2 = x2;
_game.window.y2 = y2;
_game.window.buffer = (uint8 *)malloc((x2 - x1 + 1) * (y2 - y1 + 1));
debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", x1, y1, x2, y2);
_gfx->saveBlock(x1, y1, x2, y2, _game.window.buffer);
_gfx->drawBox(x1, y1, x2, y2, MSG_BOX_COLOUR, MSG_BOX_LINE, 2);
}
} // End of namespace Agi