scummvm/engines/scumm/string.cpp

1253 lines
32 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/config-manager.h"
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/dialogs.h"
#include "scumm/file.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/intern.h"
#ifndef DISABLE_HE
#include "scumm/he/intern_he.h"
#endif
#include "scumm/verbs.h"
#include "scumm/sound.h"
namespace Scumm {
#pragma mark -
#pragma mark --- "High level" message code ---
#pragma mark -
void ScummEngine::printString(int m, const byte *msg) {
switch (m) {
case 0:
actorTalk(msg);
break;
case 1:
drawString(1, msg);
break;
case 2:
debugMessage(msg);
break;
case 3:
showMessageDialog(msg);
break;
}
}
void ScummEngine::debugMessage(const byte *msg) {
byte buffer[500];
convertMessageToString(msg, buffer, sizeof(buffer));
// if ((_game.id == GID_CMI) && _debugMode) { // In CMI, debugMessage is used for printDebug output
if ((buffer[0] != 0xFF) && _debugMode) {
debug(0, "DEBUG: %s", buffer);
return;
}
if (buffer[0] == 0xFF && buffer[1] == 10) {
uint32 a, b;
int channel = 0;
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.
if (_game.id == GID_SAMNMAX)
channel = VAR(VAR_V6_SOUNDMODE);
if (channel != 2)
_sound->talkSound(a, b, 1, channel);
}
}
void ScummEngine::showMessageDialog(const byte *msg) {
// Original COMI used different code at this point.
// Seemed to use blastText for the messages
byte buf[500];
convertMessageToString(msg, buf, sizeof(buf));
if (_string[3].color == 0)
_string[3].color = 4;
InfoDialog dialog(this, (char*)buf);
VAR(VAR_KEYPRESS) = runDialog(dialog);
}
#pragma mark -
#pragma mark --- V6 blast text queue code ---
#pragma mark -
void ScummEngine_v6::enqueueText(const byte *text, int x, int y, byte color, byte charset, bool center) {
BlastText &bt = _blastTextQueue[_blastTextQueuePos++];
assert(_blastTextQueuePos <= ARRAYSIZE(_blastTextQueue));
convertMessageToString(text, bt.text, sizeof(bt.text));
bt.xpos = x;
bt.ypos = y;
bt.color = color;
bt.charset = charset;
bt.center = center;
}
void ScummEngine_v6::drawBlastTexts() {
byte *buf;
int c;
int i;
for (i = 0; i < _blastTextQueuePos; i++) {
buf = _blastTextQueue[i].text;
_charset->_top = _blastTextQueue[i].ypos + _screenTop;
_charset->_right = _screenWidth - 1;
_charset->_center = _blastTextQueue[i].center;
_charset->setColor(_blastTextQueue[i].color);
_charset->_disableOffsX = _charset->_firstChar = true;
_charset->setCurID(_blastTextQueue[i].charset);
do {
_charset->_left = _blastTextQueue[i].xpos;
// Center text if necessary
if (_charset->_center) {
_charset->_left -= _charset->getStringWidth(0, buf) / 2;
if (_charset->_left < 0)
_charset->_left = 0;
}
do {
c = *buf++;
// FIXME: This is a workaround for bugs #864030 and #1399843:
// In COMI, some text contains ASCII character 11 = 0xB. It's
// not quite clear what it is good for; so for now we just ignore
// it, which seems to match the original engine (BTW, traditionally,
// this is a 'vertical tab').
if (c == 0x0B)
continue;
if (c != 0 && c != 0xFF && c != '\n') {
if (c & 0x80 && _useCJKMode) {
if (_language == Common::JA_JPN && !checkSJISCode(c)) {
c = 0x20; //not in S-JIS
} else {
c += *buf++ * 256;
}
}
_charset->printChar(c, true);
}
} while (c && c != '\n');
_charset->_top += _charset->getFontHeight();
} while (c);
_blastTextQueue[i].rect = _charset->_str;
}
}
void ScummEngine_v6::removeBlastTexts() {
int i;
for (i = 0; i < _blastTextQueuePos; i++) {
restoreBG(_blastTextQueue[i].rect);
}
_blastTextQueuePos = 0;
}
#pragma mark -
#pragma mark --- V7 subtitle queue code ---
#pragma mark -
#ifndef DISABLE_SCUMM_7_8
void ScummEngine_v7::processSubtitleQueue() {
for (int i = 0; i < _subtitleQueuePos; ++i) {
SubtitleText *st = &_subtitleQueue[i];
if (!ConfMan.getBool("subtitles") || VAR(VAR_VOICE_MODE) == 0)
// subtitles are disabled, don't display the text
continue;
if (!ConfMan.getBool("subtitles") && (!st->actorSpeechMsg || _mixer->isSoundHandleActive(_sound->_talkChannelHandle)))
// no subtitles and there's a speech variant of the message, don't display the text
continue;
enqueueText(st->text, st->xpos, st->ypos, st->color, st->charset, false);
}
}
void ScummEngine_v7::addSubtitleToQueue(const byte *text, const Common::Point &pos, byte color, byte charset) {
if (text[0] && strcmp((const char *)text, " ") != 0) {
assert(_subtitleQueuePos < ARRAYSIZE(_subtitleQueue));
SubtitleText *st = &_subtitleQueue[_subtitleQueuePos];
int i = 0;
while (1) {
st->text[i] = text[i];
if (!text[i])
break;
++i;
}
st->xpos = pos.x;
st->ypos = pos.y;
st->color = color;
st->charset = charset;
st->actorSpeechMsg = _haveActorSpeechMsg;
++_subtitleQueuePos;
}
}
void ScummEngine_v7::clearSubtitleQueue() {
memset(_subtitleQueue, 0, sizeof(_subtitleQueue));
_subtitleQueuePos = 0;
}
#endif
#pragma mark -
#pragma mark --- Core message/subtitle code ---
#pragma mark -
bool ScummEngine::handleNextCharsetCode(Actor *a, int *code) {
uint32 talk_sound_a = 0;
uint32 talk_sound_b = 0;
int color, frme, c = 0, oldy;
bool endLoop = false;
byte *buffer = _charsetBuffer + _charsetBufPos;
while (!endLoop) {
c = *buffer++;
if (!(c == 0xFF || (_game.version <= 6 && c == 0xFE))) {
break;
}
c = *buffer++;
switch (c) {
case 1:
c = 13; // new line
endLoop = true;
break;
case 2:
_haveMsg = 0;
_keepText = true;
endLoop = true;
break;
case 3:
_haveMsg = (_game.version >= 7) ? 1 : 0xFF;
_keepText = false;
endLoop = true;
break;
case 8:
// Ignore this code here. Occurs e.g. in MI2 when you
// talk to the carpenter on scabb island. It works like
// code 1 (=newline) in verb texts, but is ignored in
// spoken text (i.e. here). Used for very long verb
// sentences.
break;
case 9:
frme = buffer[0] | (buffer[1] << 8);
buffer += 2;
if (a)
a->startAnimActor(frme);
break;
case 10:
// Note the similarity to the code in debugMessage()
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);
buffer += 14;
if (_game.heversion >= 60) {
_sound->startHETalkSound(talk_sound_a);
} else {
_sound->talkSound(talk_sound_a, talk_sound_b, 2);
}
_haveActorSpeechMsg = false;
break;
case 12:
color = buffer[0] | (buffer[1] << 8);
buffer += 2;
if (color == 0xFF)
_charset->setColor(_charsetColor);
else
_charset->setColor(color);
break;
case 13:
debug(0, "handleNextCharsetCode: Unknown opcode 13 %d", READ_LE_UINT16(buffer));
buffer += 2;
break;
case 14:
oldy = _charset->getFontHeight();
_charset->setCurID(*buffer++);
buffer += 2;
memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
_charset->_nextTop -= _charset->getFontHeight() - oldy;
break;
default:
error("handleNextCharsetCode: invalid code %d", c);
}
}
_charsetBufPos = buffer - _charsetBuffer;
*code = c;
return (c != 2 && c != 3);
}
#ifndef DISABLE_HE
bool ScummEngine_v72he::handleNextCharsetCode(Actor *a, int *code) {
const int charsetCode = (_game.heversion >= 80) ? 127 : 64;
uint32 talk_sound_a = 0;
uint32 talk_sound_b = 0;
int i, c = 0;
char value[32];
bool endLoop = false;
bool endText = false;
byte *buffer = _charsetBuffer + _charsetBufPos;
while (!endLoop) {
c = *buffer++;
if (c != charsetCode) {
break;
}
c = *buffer++;
switch (c) {
case 84:
i = 0;
c = *buffer++;
while (c != 44) {
value[i] = c;
c = *buffer++;
i++;
}
value[i] = 0;
talk_sound_a = atoi(value);
i = 0;
c = *buffer++;
while (c != charsetCode) {
value[i] = c;
c = *buffer++;
i++;
}
value[i] = 0;
talk_sound_b = atoi(value);
_sound->startHETalkSound(talk_sound_a);
break;
case 104:
_haveMsg = 0;
_keepText = true;
endLoop = endText = true;
break;
case 110:
c = 13; // new line
endLoop = true;
break;
case 116:
i = 0;
memset(value, 0, sizeof(value));
c = *buffer++;
while (c != charsetCode) {
value[i] = c;
c = *buffer++;
i++;
}
value[i] = 0;
talk_sound_a = atoi(value);
talk_sound_b = 0;
_sound->startHETalkSound(talk_sound_a);
break;
case 119:
_haveMsg = 0xFF;
_keepText = false;
endLoop = endText = true;
break;
default:
error("handleNextCharsetCode: invalid code %d", c);
}
}
_charsetBufPos = buffer - _charsetBuffer;
*code = c;
return (endText == 0);
}
#endif
void ScummEngine::CHARSET_1() {
Actor *a;
int t, c = 0;
#ifndef DISABLE_SCUMM_7_8
byte subtitleBuffer[200];
byte *subtitleLine = subtitleBuffer;
Common::Point subtitlePos;
if (_game.version >= 7) {
((ScummEngine_v7 *)this)->processSubtitleQueue();
}
#endif
if (!_haveMsg)
return;
if (!(_game.features & GF_NEW_CAMERA) && !(_game.id == GID_ZAK && (_game.platform == Common::kPlatformFMTowns) && getTalkingActor() == 0xFF)) {
if ((camera._dest.x / 8) != (camera._cur.x / 8) || camera._cur.x != camera._last.x)
return;
}
a = NULL;
if (getTalkingActor() != 0xFF)
a = derefActorSafe(getTalkingActor(), "CHARSET_1");
if (a && _string[0].overhead != 0) {
int s;
_string[0].xpos = a->_pos.x - virtscr[0].xstart;
_string[0].ypos = a->_pos.y - a->getElevation() - _screenTop;
if (_game.version <= 5) {
if (VAR(VAR_V5_TALK_STRING_Y) < 0) {
s = (a->_scaley * (int)VAR(VAR_V5_TALK_STRING_Y)) / 0xFF;
_string[0].ypos += (int)(((VAR(VAR_V5_TALK_STRING_Y) - s) / 2) + s);
} else {
_string[0].ypos = (int)VAR(VAR_V5_TALK_STRING_Y);
}
} else {
s = a->_scalex * a->_talkPosX / 0xFF;
_string[0].xpos += ((a->_talkPosX - s) / 2) + s;
s = a->_scaley * a->_talkPosY / 0xFF;
_string[0].ypos += ((a->_talkPosY - s) / 2) + s;
if (_string[0].ypos > _screenHeight - 40)
_string[0].ypos = _screenHeight - 40;
}
if (_string[0].ypos < 1)
_string[0].ypos = 1;
if (_string[0].xpos < 80)
_string[0].xpos = 80;
if (_string[0].xpos > _screenWidth - 80)
_string[0].xpos = _screenWidth - 80;
}
_charset->_top = _string[0].ypos + _screenTop;
_charset->_startLeft = _charset->_left = _string[0].xpos;
_charset->_right = _string[0].right;
_charset->_center = _string[0].center;
_charset->setColor(_charsetColor);
if (a && a->_charset)
_charset->setCurID(a->_charset);
else
_charset->setCurID(_string[0].charset);
if (_game.version >= 5)
memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
if (_talkDelay)
return;
if ((_game.version <= 6 && _haveMsg == 1) || (_game.version == 7 && _haveMsg != 1) || (_game.version == 8 && VAR(VAR_HAVE_MSG))) {
if (_game.heversion >= 60) {
if (_sound->isSoundRunning(1) == 0)
stopTalk();
} else {
if ((_sound->_sfxMode & 2) == 0)
stopTalk();
}
return;
}
if (a && !_string[0].no_talk_anim) {
a->runActorTalkScript(a->_talkStartFrame);
_useTalkAnims = true;
}
_talkDelay = (VAR_DEFAULT_TALK_DELAY != 0xFF) ? VAR(VAR_DEFAULT_TALK_DELAY) : 60;
if (!_keepText) {
if (_game.version >= 7) {
#ifndef DISABLE_SCUMM_7_8
((ScummEngine_v7 *)this)->clearSubtitleQueue();
_charset->_nextLeft = _string[0].xpos;
_charset->_nextTop = _string[0].ypos;
#endif
} else {
_charset->restoreCharsetBg();
}
}
t = _charset->_right - _string[0].xpos - 1;
if (_charset->_center) {
if (t > _charset->_nextLeft)
t = _charset->_nextLeft;
t *= 2;
}
if (_game.version > 3)
_charset->addLinebreaks(0, _charsetBuffer + _charsetBufPos, 0, t);
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) / 2;
if (_charset->_nextLeft < 0)
_charset->_nextLeft = 0;
}
_charset->_disableOffsX = _charset->_firstChar = !_keepText;
while (handleNextCharsetCode(a, &c)) {
if (c == 0) {
// End of text reached, set _haveMsg accordingly
_haveMsg = (_game.version >= 7) ? 2 : 1;
_keepText = false;
break;
}
if (c == 13) {
newLine:;
_charset->_nextLeft = _string[0].xpos;
#ifndef DISABLE_SCUMM_7_8
if (_game.version >= 7 && subtitleLine != subtitleBuffer) {
((ScummEngine_v7 *)this)->addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID());
subtitleLine = subtitleBuffer;
}
#endif
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) / 2;
}
if (_game.platform == Common::kPlatformC64 && _game.id == GID_MANIAC) {
break;
} else if (!(_game.platform == Common::kPlatformFMTowns) && _string[0].height) {
_charset->_nextTop += _string[0].height;
} else {
_charset->_nextTop += _charset->getFontHeight();
}
if (_game.version > 3) {
// FIXME - is this really needed?
_charset->_disableOffsX = true;
}
continue;
}
_charset->_left = _charset->_nextLeft;
_charset->_top = _charset->_nextTop;
if (_game.version >= 7) {
#ifndef DISABLE_SCUMM_7_8
if (subtitleLine == subtitleBuffer) {
subtitlePos.x = _charset->_left;
subtitlePos.y = _charset->_top;
}
*subtitleLine++ = c;
*subtitleLine = '\0';
#endif
} else {
if (c & 0x80 && _useCJKMode) {
if (_language == Common::JA_JPN && !checkSJISCode(c)) {
c = 0x20; //not in S-JIS
} else {
byte *buffer = _charsetBuffer + _charsetBufPos;
c += *buffer++ * 256; //LE
_charsetBufPos = buffer - _charsetBuffer;
}
}
if (_game.version <= 3) {
_charset->printChar(c, false);
} else {
if (_game.features & GF_HE_NOSUBTITLES) {
// HE games which use sprites for subtitles
} else if (_game.heversion >= 60 && !ConfMan.getBool("subtitles") && _sound->isSoundRunning(1)) {
// Special case for HE games
} else if (_game.id == GID_LOOM && !ConfMan.getBool("subtitles") && (_sound->pollCD())) {
// Special case for Loom (CD), since it only uses CD audio.for sound
} else if (!ConfMan.getBool("subtitles") && (!_haveActorSpeechMsg || _mixer->isSoundHandleActive(_sound->_talkChannelHandle))) {
// Subtitles are turned off, and there is a voice version
// of this message -> don't print it.
} else {
_charset->printChar(c, false);
}
}
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
}
if (_game.version <= 2) {
_talkDelay += _defaultTalkDelay;
VAR(VAR_CHARCOUNT)++;
} else {
_talkDelay += (int)VAR(VAR_CHARINC);
}
// Handle line overflow for V3
if (_game.version == 3 && _charset->_nextLeft > _screenWidth) {
_charset->_nextLeft = _screenWidth;
}
// Handle line breaks for V1-V2
if (_game.version <= 2 && _charset->_nextLeft > _screenWidth) {
goto newLine;
}
}
#ifndef DISABLE_SCUMM_7_8
if (_game.version >= 7 && subtitleLine != subtitleBuffer) {
((ScummEngine_v7 *)this)->addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID());
}
#endif
}
void ScummEngine::drawString(int a, const byte *msg) {
byte buf[270];
byte *space;
int i, c;
byte fontHeight = 0;
uint color;
int code = (_game.heversion >= 80) ? 127 : 64;
bool cmi_pos_hack = false;
convertMessageToString(msg, buf, sizeof(buf));
if (_game.version >= 7) {
// I recently disabled charset mask related code for V7+ games, thinking
// that it should never be needed there. Well, I missed on case: In this
// method, it could potentially still be used. Now the question is:
// Does this actually ever happen? Basically, drawString is called from
// two spots: First off, from drawVerb, which I *think* is not used for
// V7+ games (but I am not 100% sure), and secondly from printString().
// The latter is much harder to predict. Maybe in some obscure place it
// is used after all?
//
// Hence I am adding this error message, hoping that either somebody
// triggers it (at which point I can investigate), or, if nobody ever
// triggers it, we can assume that it's safe to keep this error even
// after the release.
//
// TODO/FIXME: Remove or update this hack before the next release!
error("drawString(%d, '%s') -- please inform Fingolfin about this crash!", a, buf);
}
_charset->_top = _string[a].ypos + _screenTop;
_charset->_startLeft = _charset->_left = _string[a].xpos;
_charset->_right = _string[a].right;
_charset->_center = _string[a].center;
_charset->setColor(_string[a].color);
_charset->_disableOffsX = _charset->_firstChar = true;
_charset->setCurID(_string[a].charset);
if (_game.version >= 5)
memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
fontHeight = _charset->getFontHeight();
// trim from the right
byte *tmp = buf;
space = NULL;
while (*tmp) {
if (*tmp == ' ') {
if (!space)
space = tmp;
} else {
space = NULL;
}
tmp++;
}
if (space)
*space = '\0';
if (_charset->_center) {
_charset->_left -= _charset->getStringWidth(a, buf) / 2;
}
const bool ignoreCharsetMask = (_game.version < 7);
if (!buf[0]) {
buf[0] = ' ';
buf[1] = 0;
}
for (i = 0; (c = buf[i++]) != 0;) {
if (_game.heversion >= 72 && c == code) {
c = buf[i++];
switch (c) {
case 110:
if (_charset->_center) {
_charset->_left = _charset->_startLeft - _charset->getStringWidth(a, buf + i);
} else {
_charset->_left = _charset->_startLeft;
}
_charset->_top += fontHeight;
break;
}
} else if (c == 0xFF || (_game.version <= 6 && c == 0xFE)) {
c = buf[i++];
switch (c) {
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;
}
if (!(_game.platform == Common::kPlatformFMTowns) && _string[0].height) {
_charset->_nextTop += _string[0].height;
} else {
_charset->_top += fontHeight;
}
break;
case 12:
color = buf[i] + (buf[i + 1] << 8);
i += 2;
if (color == 0xFF)
_charset->setColor(_string[a].color);
else
_charset->setColor(color);
break;
}
} else {
if (a == 1 && _game.version >= 6) {
// FIXME: The following code is a bit nasty. It is used for the
// Highway surfing game in Sam&Max; there, _blitAlso is set to
// true when writing the highscore numbers. It is also in DOTT
// for parts the intro and for drawing newspaper headlines. It
// is also used for scores in bowling mini game in fbear and
// for names in load/save screen of all HE games. Maybe it is
// also being used in other places.
//
// A better name for _blitAlso might be _imprintOnBackground
if (_string[a].no_talk_anim == false) {
//debug(0, "Would have set _charset->_blitAlso = true (wanted to print '%c' = %d)", c, c);
_charset->_blitAlso = true;
}
}
if (c & 0x80 && _useCJKMode) {
if (_language == Common::JA_JPN && !checkSJISCode(c)) {
c = 0x20; //not in S-JIS
} else {
c += buf[i++] * 256;
if (_game.id == GID_CMI) {
cmi_pos_hack = true;
_charset->_top += 6;
}
}
}
_charset->printChar(c, ignoreCharsetMask);
_charset->_blitAlso = false;
if (cmi_pos_hack) {
cmi_pos_hack = false;
_charset->_top -= 6;
}
}
}
if (a == 0) {
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
}
_string[a].xpos = _charset->_str.right + 8; // Indy3: Fixes Grail Diary text positioning
}
int ScummEngine::convertMessageToString(const byte *msg, byte *dst, int dstSize) {
uint num = 0;
uint32 val;
byte chr;
const byte *src;
byte *end;
byte transBuf[384];
assert(dst);
end = dst + dstSize;
if (msg == NULL) {
debug(0, "Bad message in convertMessageToString, ignoring");
return 0;
}
if (_game.version >= 7) {
translateText(msg, transBuf);
src = transBuf;
} else {
src = msg;
}
num = 0;
while (1) {
chr = src[num++];
if (_game.heversion >= 80 && (src[num - 1] == '(' && src[num] == 'P' && src[num + 1] == 'U')) {
while (src[num++] != ')');
continue;
}
if ((_game.features & GF_HE_LOCALIZED) && chr == '[') {
while (src[num++] != ']');
continue;
}
if (chr == 0)
break;
if (chr == 0xFF) {
chr = src[num++];
// WORKAROUND for bug #985948, a script bug in Indy3. Apparently,
// a german 'sz' was encoded incorrectly as 0xFF2E. We replace
// this by the correct encoding here. See also ScummEngine::resStrLen().
if (_game.id == GID_INDY3 && chr == 0x2E) {
*dst++ = 0xE1;
continue;
}
if (chr == 1 || chr == 2 || chr == 3 || chr == 8) {
// Simply copy these special codes
*dst++ = 0xFF;
*dst++ = chr;
} else {
val = (_game.version == 8) ? READ_LE_UINT32(src + num) : READ_LE_UINT16(src + num);
switch (chr) {
case 4:
dst += convertIntMessage(dst, end - dst, val);
break;
case 5:
dst += convertVerbMessage(dst, end - dst, val);
break;
case 6:
dst += convertNameMessage(dst, end - dst, val);
break;
case 7:
dst += convertStringMessage(dst, end - dst, val);
break;
case 9:
case 10:
case 12:
case 13:
case 14:
// Simply copy these special codes
*dst++ = 0xFF;
*dst++ = chr;
*dst++ = src[num+0];
*dst++ = src[num+1];
if (_game.version == 8) {
*dst++ = src[num+2];
*dst++ = src[num+3];
}
break;
default:
error("convertMessageToString(): string escape sequence %d unknown", chr);
}
num += (_game.version == 8) ? 4 : 2;
}
} else {
if (!(chr == '@' && _game.heversion <= 71)) {
*dst++ = chr;
}
}
// Check for a buffer overflow
if (dst >= end)
error("convertMessageToString: buffer overflow!");
}
*dst = 0;
return dstSize - (end - dst);
}
int ScummEngine::convertIntMessage(byte *dst, int dstSize, int var) {
int num;
num = readVar(var);
return snprintf((char *)dst, dstSize, "%d", num);
}
int ScummEngine::convertVerbMessage(byte *dst, int dstSize, int var) {
int num, k;
num = readVar(var);
if (num) {
for (k = 1; k < _numVerbs; k++) {
if (num == _verbs[k].verbid && !_verbs[k].type && !_verbs[k].saveid) {
const byte *ptr = getResourceAddress(rtVerb, k);
return convertMessageToString(ptr, dst, dstSize);
}
}
}
return 0;
}
int ScummEngine::convertNameMessage(byte *dst, int dstSize, int var) {
int num;
num = readVar(var);
if (num) {
const byte *ptr = getObjOrActorName(num);
if (ptr) {
return convertMessageToString(ptr, dst, dstSize);
}
}
return 0;
}
int ScummEngine::convertStringMessage(byte *dst, int dstSize, int var) {
const byte *ptr;
if (_game.version <= 2) {
byte chr;
int i = 0;
while ((chr = (byte)_scummVars[var++])) {
if (chr != '@') {
*dst++ = chr;
i++;
}
}
return i;
}
if (_game.version == 3 || (_game.version >= 6 && _game.heversion < 72))
var = readVar(var);
if (var) {
ptr = getStringAddress(var);
if (ptr) {
return convertMessageToString(ptr, dst, dstSize);
}
}
return 0;
}
#pragma mark -
#pragma mark --- Charset initialisation ---
#pragma mark -
#ifndef DISABLE_HE
void ScummEngine_v80he::initCharset(int charsetno) {
ScummEngine::initCharset(charsetno);
VAR(VAR_CURRENT_CHARSET) = charsetno;
}
#endif
void ScummEngine::initCharset(int charsetno) {
if (_game.id == GID_FT) {
if (!res.isResourceLoaded(rtCharset, charsetno))
loadCharset(charsetno);
} else {
if (!getResourceAddress(rtCharset, charsetno))
loadCharset(charsetno);
}
_string[0]._default.charset = charsetno;
_string[1]._default.charset = charsetno;
memcpy(_charsetColorMap, _charsetData[charsetno], sizeof(_charsetColorMap));
}
#pragma mark -
#pragma mark --- Translation/localization code ---
#pragma mark -
#ifndef DISABLE_SCUMM_7_8
static int indexCompare(const void *p1, const void *p2) {
const ScummEngine_v7::LangIndexNode *i1 = (const ScummEngine_v7::LangIndexNode *) p1;
const ScummEngine_v7::LangIndexNode *i2 = (const ScummEngine_v7::LangIndexNode *) p2;
return strcmp(i1->tag, i2->tag);
}
// Create an index of the language file.
void ScummEngine_v7::loadLanguageBundle() {
ScummFile file;
int32 size;
if (_game.id == GID_DIG) {
openFile(file, "language.bnd");
} else if (_game.id == GID_CMI) {
openFile(file, "language.tab");
} else {
return;
}
if (file.isOpen() == false) {
_existLanguageFile = false;
return;
}
_existLanguageFile = true;
size = file.size();
_languageBuffer = (char *)calloc(1, size+1);
file.read(_languageBuffer, size);
file.close();
int32 i;
char *ptr = _languageBuffer;
// Count the number of lines in the language file.
for (_languageIndexSize = 0; ; _languageIndexSize++) {
ptr = strpbrk(ptr, "\n\r");
if (ptr == NULL)
break;
while (*ptr == '\n' || *ptr == '\r')
ptr++;
}
// Fill the language file index. This is just an array of
// tags and offsets. I did consider using a balanced tree
// instead, but the extra overhead in the node structure would
// easily have doubled the memory consumption of the index.
// And anyway, using qsort + bsearch gives us the exact same
// O(log(n)) access time anyway ;-).
_languageIndex = (LangIndexNode *)calloc(_languageIndexSize, sizeof(LangIndexNode));
ptr = _languageBuffer;
if (_game.id == GID_DIG) {
int lineCount = _languageIndexSize;
const char *baseTag = "";
byte enc = 0; // Initially assume the language file is not encoded
// We'll determine the real index size as we go.
_languageIndexSize = 0;
for (i = 0; i < lineCount; i++) {
if (*ptr == '!') {
// Don't know what a line with '!' means, just ignore it
} else if (*ptr == 'h') {
// File contains Korean text (Hangul). just ignore it
} else if (*ptr == 'e') {
// File is encoded!
enc = 0x13;
} else if (*ptr == '@') {
// A new 'base tag'
baseTag = ptr + 1;
} else if (*ptr == '#') {
// Number of subtags following a given basetag. We don't need that
// information so we just skip it
} else if (isdigit(*ptr)) {
int idx = 0;
// A number (up to three digits)...
while (isdigit(*ptr)) {
idx = idx * 10 + (*ptr - '0');
ptr++;
}
// ...followed by a slash...
assert(*ptr == '/');
ptr++;
// ...and then the translated message, possibly encoded
_languageIndex[_languageIndexSize].offset = ptr - _languageBuffer;
// Decode string if necessary.
if (enc) {
while (*ptr != '\n' && *ptr != '\r')
*ptr++ ^= enc;
}
// The tag is the basetag, followed by a dot and then the index
sprintf(_languageIndex[_languageIndexSize].tag, "%s.%03d", baseTag, idx);
// That was another index entry
_languageIndexSize++;
} else {
error("Unknwon languag.bnd entry found: '%s'\n", ptr);
}
// Skip over newlines (and turn them into null bytes)
ptr = strpbrk(ptr, "\n\r");
if (ptr == NULL)
break;
while (*ptr == '\n' || *ptr == '\r')
*ptr++ = 0;
}
} else {
for (i = 0; i < _languageIndexSize; i++) {
// First 8 chars in the line give the string ID / 'tag'
int j;
for (j = 0; j < 8 && !isspace(*ptr); j++, ptr++)
_languageIndex[i].tag[j] = toupper(*ptr);
_languageIndex[i].tag[j] = 0;
// After that follows a single space which we skip
assert(isspace(*ptr));
ptr++;
// Then comes the translated string: we record an offset to that.
_languageIndex[i].offset = ptr - _languageBuffer;
// Skip over newlines (and turn them into null bytes)
ptr = strpbrk(ptr, "\n\r");
if (ptr == NULL)
break;
while (*ptr == '\n' || *ptr == '\r')
*ptr++ = 0;
// Convert '\n' code to a newline. See also bug #902415.
char *src, *dst;
src = dst = _languageBuffer + _languageIndex[i].offset;
while (*src) {
if (src[0] == '\\' && src[1] == 'n') {
*dst++ = '\n';
src += 2;
} else {
*dst++ = *src++;
}
}
*dst = 0;
}
}
// Sort the index nodes. We'll later use bsearch on it, which is just as efficient
// as using a binary tree, speed wise.
qsort(_languageIndex, _languageIndexSize, sizeof(LangIndexNode), indexCompare);
}
void ScummEngine_v7::playSpeech(const byte *ptr) {
if ((_game.id == GID_DIG || _game.id == GID_CMI) && ptr[0]) {
char pointer[20];
strcpy(pointer, (const char *)ptr);
// Play speech
if (!(_game.features & GF_DEMO) && (_game.id == GID_CMI)) // CMI demo does not have .IMX for voice
strcat(pointer, ".IMX");
_sound->stopTalkSound();
_imuseDigital->stopSound(kTalkSoundID);
_imuseDigital->startVoice(kTalkSoundID, pointer);
_sound->talkSound(0, 0, 2);
}
}
void ScummEngine_v7::translateText(const byte *text, byte *trans_buff) {
LangIndexNode target;
LangIndexNode *found = NULL;
int i;
trans_buff[0] = 0;
_lastStringTag[0] = 0;
// WORKAROUND for bug #1172655.
if (_game.id == GID_DIG && text[0] != '/') {
if (!strcmp((const char *)text, "faint light"))
text = (const byte *)"/NEW.007/faint light";
else if (!strcmp((const char *)text, "glowing crystal"))
text = (const byte *)"/NEW.008/glowing crystal";
else if (!strcmp((const char *)text, "glowing crystals"))
text = (const byte *)"/NEW.009/glowing crystals";
else if (!strcmp((const char *)text, "pit"))
text = (const byte *)"/NEW.010/pit";
else if (!strcmp((const char *)text, "You wish."))
text = (const byte *)"/NEW.011/You wish.";
else if (!strcmp((const char *)text, "In your dreams."))
text = (const byte *)"/NEW.012/In your dreams";
else if (!strcmp((const char *)text, "left"))
text = (const byte *)"/CATHPLAT.068/left";
else if (!strcmp((const char *)text, "right"))
text = (const byte *)"/CATHPLAT.070/right";
else if (!strcmp((const char *)text, "right"))
text = (const byte *)"/CATHPLAT.067/top";
else if (!strcmp((const char *)text, "exit"))
text = (const byte *)"/SKY.008/exit";
else if (!strcmp((const char *)text, "unattached lens"))
text = (const byte *)"/NEW.013/unattached lens";
else if (!strcmp((const char *)text, "lens slot"))
text = (const byte *)"/NEW.014/lens slot";
}
if (_game.version >= 7 && text[0] == '/') {
// Extract the string tag from the text: /..../
for (i = 0; (i < 12) && (text[i + 1] != '/'); i++)
_lastStringTag[i] = target.tag[i] = toupper(text[i + 1]);
_lastStringTag[i] = target.tag[i] = 0;
text += i + 2;
// If a language file was loaded, try to find a translated version
// by doing a lookup on the string tag.
if (_existLanguageFile) {
// HACK: These are used for the object line in COMI when
// using one object on another. I don't know if the
// text in the language file is a placeholder or if
// we're supposed to use it, but at least in the
// English version things will work so much better if
// we can't find translations for these.
if (*text && strcmp(target.tag, "PU_M001") != 0 && strcmp(target.tag, "PU_M002") != 0)
found = (LangIndexNode *)bsearch(&target, _languageIndex, _languageIndexSize, sizeof(LangIndexNode), indexCompare);
}
}
if (found != NULL) {
strcpy((char *)trans_buff, _languageBuffer + found->offset);
if ((_game.id == GID_DIG) && !(_game.features & GF_DEMO)) {
// Replace any '%___' by the corresponding special codes in the source text
const byte *src = text;
char *dst = (char *)trans_buff;
while ((dst = strstr(dst, "%___"))) {
// Search for a special code in the message.
while (*src && *src != 0xFF) {
src++;
}
// Replace the %___ by the special code. Luckily, we can do
// that in-place.
if (*src == 0xFF) {
memcpy(dst, src, 4);
src += 4;
dst += 4;
} else
break;
}
}
} else {
// Default: just copy the string
memcpy(trans_buff, text, resStrLen(text) + 1);
}
}
#endif
void ScummEngine::translateText(const byte *text, byte *trans_buff) {
// Default: just copy the string
memcpy(trans_buff, text, resStrLen(text) + 1);
}
} // End of namespace Scumm