scummvm/scumm/string.cpp

900 lines
23 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 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 "common/config-manager.h"
#include "scumm/scumm.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/dialogs.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/verbs.h"
#include "scumm/sound.h"
namespace Scumm {
void ScummEngine::unkMessage1(const byte *msg) {
byte buffer[100];
addMessageToStack(msg, buffer, sizeof(buffer));
// if ((_gameId == GID_CMI) && _debugMode) { // In CMI, unkMessage1 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;
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 || (VAR(VAR_V6_SOUNDMODE) != 2))
_sound->talkSound(a, b, 1, -1);
}
}
void ScummEngine::unkMessage2(const byte *msg) {
// Original COMI used different code at this point.
// Seemed to use blastText for the messages
byte buf[100];
addMessageToStack(msg, buf, sizeof(buf));
if (_string[3].color == 0)
_string[3].color = 4;
InfoDialog dialog(this, (char*)buf);
VAR(VAR_KEYPRESS) = runDialog(dialog);
}
void ScummEngine::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;
if (!(_features & GF_NEW_CAMERA) && !(_gameId == GID_ZAK256 && 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 && a->isInCurrentRoom() && _string[0].overhead != 0) {
if (_version <= 5) {
_string[0].xpos = a->_pos.x - camera._cur.x + (_screenWidth / 2);
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 - a->getElevation() + a->_pos.y);
} else {
_string[0].ypos = (int)VAR(VAR_V5_TALK_STRING_Y);
}
} else {
s = a->scaley * a->talkPosY / 0xFF;
_string[0].ypos = ((a->talkPosY - s) / 2) + s - a->getElevation() + a->_pos.y;
if (_string[0].ypos < _screenTop)
_string[0].ypos = _screenTop;
s = a->scalex * a->talkPosX / 0xFF;
_string[0].xpos = ((a->talkPosX - s) / 2) + s + a->_pos.x - camera._cur.x + (_screenWidth / 2);
}
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;
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->setColor(_charsetColor);
if (_version > 3) // FIXME
for (i = 0; i < 4; i++)
_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
if (_talkDelay)
return;
if (_haveMsg == 1) {
if ((_sound->_sfxMode & 2) == 0)
stopTalk();
return;
}
if (a && !_string[0].no_talk_anim) {
has_anim = true;
_useTalkAnims = true;
}
// Always set to 60
_talkDelay = 60;
if (!_keepText) {
if (_version <= 3 && _gameId != GID_LOOM) {
_charset->_hasMask = true;
}
_charset->restoreCharsetBg();
}
t = _charset->_right - _string[0].xpos - 1;
if (_charset->_center) {
if (t > _charset->_nextLeft)
t = _charset->_nextLeft;
t *= 2;
}
buffer = _charsetBuffer + _charsetBufPos;
if (_version > 3)
_charset->addLinebreaks(0, buffer, 0, t);
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, buffer) / 2;
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:;
_charset->_nextLeft = _string[0].xpos;
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, buffer) / 2;
}
_charset->_nextTop += _charset->getFontHeight();
if (_version > 3) {
// FIXME - is this really needed?
_charset->_disableOffsX = true;
}
continue;
}
if (c == 0xFE || c == 0xFF) {
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.
// TODO: This does not work for the speech system in V7+ games
// since they encode the voice information differently, and it
// is being stripped from the string before it ever gets here.
if (_haveMsg == 0xFF)
_haveMsg = 0xFE;
break;
case 12:
int color;
color = *buffer++;
color |= *buffer++ << 8;
if (color == 0xFF)
_charset->setColor(_charsetColor);
else
_charset->setColor(color);
break;
case 13:
warning("CHARSET_1: Unknown opcode 13 %d", READ_LE_UINT16(buffer));
buffer += 2;
break;
case 14: {
int oldy = _charset->getFontHeight();
_charset->setCurID(*buffer++);
buffer += 2;
for (i = 0; i < 4; i++)
_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
_charset->_nextTop -= _charset->getFontHeight() - oldy;
break;
}
default:
warning("CHARSET_1: invalid code %d", c);
}
} else {
_charset->_left = _charset->_nextLeft;
_charset->_top = _charset->_nextTop;
if (c & 0x80 && _CJKMode)
if (_language == 6 && ((c > 0x84 && c < 0x88) || (c > 0x9f && c < 0xe0) || (c > 0xea && c <= 0xff)))
c = 0x20; //not in S-JIS
else
c += *buffer++ * 256;
if (_version <= 3) {
_charset->printChar(c);
} else {
if (!ConfMan.getBool("subtitles") && (_imuseDigital && _sound->isSoundRunning(kTalkSoundID))) {
// Special case for games using imuse digital.for sound
} else if ((_gameId == GID_LOOM256) && !ConfMan.getBool("subtitles") && (_sound->pollCD())) {
// Special case for loomcd, since it only uses CD audio.for sound
} else if (!ConfMan.getBool("subtitles") && (_haveMsg == 0xFE || _sound->_talkChannelHandle.isActive())) {
// Subtitles are turned off, and there is a voice version
// of this message -> don't print it.
} else
_charset->printChar(c);
}
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
if (_version <= 2) {
_talkDelay += _defaultTalkDelay;
VAR(VAR_CHARCOUNT)++;
} else
_talkDelay += (int)VAR(VAR_CHARINC);
}
} while (c != 2 && c != 3);
// 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->talkStartFrame);
_charsetBufPos = buffer - _charsetBuffer;
_charset->_hasMask = (_charset->_str.left != -1);
}
void ScummEngine::drawString(int a, const byte *msg) {
byte buf[256];
byte *space;
int i, c;
byte fontHeight = 0;
uint color;
addMessageToStack(msg, buf, sizeof(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 (_version > 3) {
for (i = 0; i < 4; i++)
_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
}
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;
}
if (_version < 7)
_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; (c = buf[i++]) != 0;) {
if (c == 0xFE || c == 0xFF) {
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;
}
_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 && _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) {
// Sam and Max seems to blitAlso 32 a lot, which does
// nothing anyway. So just hide that one for brevity.
if (c != 32)
warning("Would have set _charset->_blitAlso = true (wanted to print '%c' = %d)", c, c);
_charset->_blitAlso = true;
}
}
if (c >= 0x80 && _CJKMode)
c += buf[i++] * 256;
_charset->printChar(c);
_charset->_blitAlso = false;
}
}
_charset->_ignoreCharsetMask = false;
if (a == 0) {
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
}
_string[a].xpos = _charset->_str.right + 8; // Indy3: Fixes Grail Diary text positioning
if (_version >= 7) {
_charset->_hasMask = true;
}
}
int ScummEngine::addMessageToStack(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) {
warning("Bad message in addMessageToStack, ignoring");
return 0;
}
if (_version >= 7 && msg[0] == '/') {
translateText(msg, transBuf);
src = transBuf;
} else {
src = msg;
}
num = 0;
while (1) {
chr = src[num++];
if (chr == 0)
break;
if (chr == 0xFF) {
chr = src[num++];
if (chr == 1 || chr == 2 || chr == 3 || chr == 8) {
// Simply copy these special codes
*dst++ = 0xFF;
*dst++ = chr;
} else {
val = (_version == 8) ? READ_LE_UINT32(src + num) : READ_LE_UINT16(src + num);
switch (chr) {
case 4:
dst += addIntToStack(dst, end - dst, val);
break;
case 5:
dst += addVerbToStack(dst, end - dst, val);
break;
case 6:
dst += addNameToStack(dst, end - dst, val);
break;
case 7:
dst += addStringToStack(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 (_version == 8) {
*dst++ = src[num+2];
*dst++ = src[num+3];
}
break;
default:
warning("addMessageToStack(): string escape sequence %d unknown", chr);
break;
}
num += (_version == 8) ? 4 : 2;
}
} else {
if (chr != '@') {
*dst++ = chr;
}
}
// Check for a buffer overflow
if (dst >= end)
error("addMessageToStack: buffer overflow!");
}
*dst = 0;
return dstSize - (end - dst);
}
int ScummEngine::addIntToStack(byte *dst, int dstSize, int var) {
int num;
num = readVar(var);
return snprintf((char *)dst, dstSize, "%d", num);
}
int ScummEngine::addVerbToStack(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 addMessageToStack(ptr, dst, dstSize);
}
}
}
return 0;
}
int ScummEngine::addNameToStack(byte *dst, int dstSize, int var) {
int num;
num = readVar(var);
if (num) {
const byte *ptr = getObjOrActorName(num);
if (ptr) {
return addMessageToStack(ptr, dst, dstSize);
}
}
return 0;
}
int ScummEngine::addStringToStack(byte *dst, int dstSize, int var) {
const byte *ptr;
if (_version <= 2) {
byte chr;
int i = 0;
while ((chr = (byte)_scummVars[var++])) {
if (chr != '@') {
*dst++ = chr;
i++;
}
}
return i;
}
if (_version == 3 || _version >= 6)
var = readVar(var);
if (var) {
ptr = getStringAddress(var);
if (ptr) {
return addMessageToStack(ptr, dst, dstSize);
}
}
return 0;
}
void ScummEngine::initCharset(int charsetno) {
int i;
if (!getResourceAddress(rtCharset, charsetno))
loadCharset(charsetno);
_string[0].backup.charset = charsetno;
_string[1].backup.charset = charsetno;
for (i = 0; i < 16; i++)
_charsetColorMap[i] = _charsetData[charsetno][i];
}
void ScummEngine::enqueueText(const byte *text, int x, int y, byte color, byte charset, bool center) {
// The Dig will keep enqueueing texts long after they've scrolled off
// the screen, eventually overflowing the blast text queue if left
// unchecked.
if (y < 0) {
byte old_charset;
int font_height;
old_charset = _charset->getCurID();
_charset->setCurID(charset);
font_height = _charset->getFontHeight();
_charset->setCurID(old_charset);
if (y <= -font_height)
return;
}
BlastText &bt = _blastTextQueue[_blastTextQueuePos++];
assert(_blastTextQueuePos <= ARRAYSIZE(_blastTextQueue));
strcpy((char *)bt.text, (const char *)text);
bt.xpos = x;
bt.ypos = y;
bt.color = color;
bt.charset = charset;
bt.center = center;
}
void ScummEngine::drawBlastTexts() {
byte *buf;
int c;
int i;
_charset->_ignoreCharsetMask = true;
for (i = 0; i < _blastTextQueuePos; i++) {
buf = _blastTextQueue[i].text;
_charset->_top = _blastTextQueue[i].ypos + _screenTop;
_charset->_startLeft = _charset->_left = _blastTextQueue[i].xpos;
_charset->_right = _screenWidth - 1;
_charset->_center = _blastTextQueue[i].center;
_charset->setColor(_blastTextQueue[i].color);
_charset->_disableOffsX = _charset->_firstChar = true;
_charset->setCurID(_blastTextQueue[i].charset);
_charset->_nextLeft = _blastTextQueue[i].xpos;
_charset->_nextTop = _charset->_top;
// Center text if necessary
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, buf) / 2;
if (_charset->_nextLeft < 0)
_charset->_nextLeft = 0;
}
do {
c = *buf++;
if (c != 0 && c != 0xFF) {
_charset->_left = _charset->_nextLeft;
_charset->_top = _charset->_nextTop;
if (c >= 0x80 && _CJKMode)
c += *buf++ * 256;
_charset->printChar(c);
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
}
} while (c);
_blastTextQueue[i].rect = _charset->_str;
}
_charset->_ignoreCharsetMask = false;
}
void ScummEngine::removeBlastTexts() {
int i;
for (i = 0; i < _blastTextQueuePos; i++) {
restoreBG(_blastTextQueue[i].rect);
}
_blastTextQueuePos = 0;
}
int indexCompare(const void *p1, const void *p2) {
const LangIndexNode *i1 = (const LangIndexNode *) p1;
const LangIndexNode *i2 = (const LangIndexNode *) p2;
return strcmp(i1->tag, i2->tag);
}
// Create an index of the language file.
void ScummEngine::loadLanguageBundle() {
File file;
int32 size;
if (_gameId == GID_DIG) {
file.open("language.bnd");
} else if (_gameId == GID_CMI) {
file.open("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.
_languageIndex = (LangIndexNode *)calloc(_languageIndexSize, sizeof(LangIndexNode));
ptr = _languageBuffer;
if (_gameId == 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 == '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++;
}
// 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;
}
}
// 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::playSpeech(const byte *ptr) {
if ((_gameId == GID_DIG || _gameId == GID_CMI) && ptr[0]) {
char pointer[20];
strcpy(pointer, (const char *)ptr);
// Play speech
if (!(_features & GF_DEMO) && (_gameId == GID_CMI)) // CMI demo does not have .IMX for voice
strcat(pointer, ".IMX");
_sound->stopTalkSound();
_imuseDigital->startVoice(kTalkSoundID, pointer);
_sound->talkSound(0, 0, 2, -1);
}
}
void ScummEngine::translateText(const byte *text, byte *trans_buff) {
LangIndexNode target;
LangIndexNode *found = NULL;
int i;
if (_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 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 (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);
// FIXME / TODO: Maybe this should be enabled for Full Throttle, too?
if ((_gameId == GID_DIG) && !(_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);
}
}
} // End of namespace Scumm