scummvm/engines/sword1/objectman.cpp
2011-05-12 01:16:22 +02:00

193 lines
6.3 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.
*
*/
#include "common/textconsole.h"
#include "common/util.h"
#include "sword1/objectman.h"
#include "sword1/sworddefs.h"
#include "sword1/swordres.h"
#include "sword1/sword1.h"
namespace Sword1 {
ObjectMan::ObjectMan(ResMan *pResourceMan) {
_resMan = pResourceMan;
}
void ObjectMan::initialize() {
uint16 cnt;
for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
_liveList[cnt] = 0; // we don't need to close the files here. When this routine is
// called, the memory was flushed() anyways, so these resources
// already *are* closed.
_liveList[128] = _liveList[129] = _liveList[130] = _liveList[131] = _liveList[133] =
_liveList[134] = _liveList[145] = _liveList[146] = _liveList[TEXT_sect] = 1;
for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++) {
if (_liveList[cnt])
_cptData[cnt] = (uint8*)_resMan->cptResOpen(_objectList[cnt]) + sizeof(Header);
else
_cptData[cnt] = NULL;
}
}
ObjectMan::~ObjectMan() {
for (uint16 cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
if (_liveList[cnt])
_resMan->resClose(_objectList[cnt]);
}
bool ObjectMan::sectionAlive(uint16 section) {
return (_liveList[section] > 0);
}
void ObjectMan::megaEntering(uint16 section) {
_liveList[section]++;
if (_liveList[section] == 1)
_cptData[section] = ((uint8*)_resMan->cptResOpen(_objectList[section])) + sizeof(Header);
}
void ObjectMan::megaLeaving(uint16 section, int id) {
if (_liveList[section] == 0)
error("mega %d is leaving empty section %d", id, section);
_liveList[section]--;
if ((_liveList[section] == 0) && (id != PLAYER)) {
_resMan->resClose(_objectList[section]);
_cptData[section] = NULL;
}
/* if the player is leaving the section then we have to close the resources after
mainloop ends, because the screen will still need the resources*/
}
uint8 ObjectMan::fnCheckForTextLine(uint32 textId) {
uint8 retVal = 0;
if (!_textList[textId / ITM_PER_SEC][0])
return 0; // section does not exist
uint8 lang = SwordEngine::_systemVars.language;
uint32 *textData = (uint32*)((uint8*)_resMan->openFetchRes(_textList[textId / ITM_PER_SEC][lang]) + sizeof(Header));
if ((textId & ITM_ID) < _resMan->readUint32(textData)) {
textData++;
if (textData[textId & ITM_ID])
retVal = 1;
}
_resMan->resClose(_textList[textId / ITM_PER_SEC][lang]);
return retVal;
}
char *ObjectMan::lockText(uint32 textId) {
uint8 lang = SwordEngine::_systemVars.language;
char *addr = (char*)_resMan->openFetchRes(_textList[textId / ITM_PER_SEC][lang]);
if (addr == 0)
return _missingSubTitleStr;
addr += sizeof(Header);
if ((textId & ITM_ID) >= _resMan->readUint32(addr)) {
warning("ObjectMan::lockText(%d): only %d texts in file", textId & ITM_ID, _resMan->readUint32(addr));
textId = 0; // get first line instead
}
uint32 offset = _resMan->readUint32(addr + ((textId & ITM_ID) + 1)* 4);
if (offset == 0) {
// Workaround bug for missing sentence in some langages in Syria (see bug #1977094).
// We use the hardcoded text in this case.
if (textId == 2950145)
return const_cast<char*>(_translationId2950145[lang]);
warning("ObjectMan::lockText(%d): text number has no text lines", textId);
return _missingSubTitleStr;
}
return addr + offset;
}
void ObjectMan::unlockText(uint32 textId) {
_resMan->resClose(_textList[textId / ITM_PER_SEC][SwordEngine::_systemVars.language]);
}
uint32 ObjectMan::lastTextNumber(int section) {
uint8 *data = (uint8*)_resMan->openFetchRes(_textList[section][SwordEngine::_systemVars.language]) + sizeof(Header);
uint32 result = _resMan->readUint32(data) - 1;
_resMan->resClose(_textList[section][SwordEngine::_systemVars.language]);
return result;
}
Object *ObjectMan::fetchObject(uint32 id) {
uint8 *addr = _cptData[id / ITM_PER_SEC];
if (!addr)
error("fetchObject: section %d is not open", id / ITM_PER_SEC);
id &= ITM_ID;
// DON'T do endian conversion here. it's already done.
return (Object*)(addr + *(uint32*)(addr + (id + 1)*4));
}
uint32 ObjectMan::fetchNoObjects(int section) {
if (_cptData[section] == NULL)
error("fetchNoObjects: section %d is not open", section);
return *(uint32*)_cptData[section];
}
void ObjectMan::closeSection(uint32 screen) {
if (_liveList[screen] == 0) // close the section that PLAYER has just left, if it's empty now
_resMan->resClose(_objectList[screen]);
}
void ObjectMan::loadLiveList(uint16 *src) {
for (uint16 cnt = 0; cnt < TOTAL_SECTIONS; cnt++) {
if (_liveList[cnt]) {
_resMan->resClose(_objectList[cnt]);
_cptData[cnt] = NULL;
}
_liveList[cnt] = src[cnt];
if (_liveList[cnt])
_cptData[cnt] = ((uint8*)_resMan->cptResOpen(_objectList[cnt])) + sizeof(Header);
}
}
void ObjectMan::saveLiveList(uint16 *dest) {
memcpy(dest, _liveList, TOTAL_SECTIONS * sizeof(uint16));
}
// String displayed when a subtitle sentence is missing in the cluster file.
// It happens with at least one sentence in Syria in some langages (see bug
// #1977094).
// Note: an empty string or a null pointer causes a crash.
char ObjectMan::_missingSubTitleStr[] = " ";
// Missing translation for textId 2950145 (see bug #1977094).
// Currently text is missing for Portuguese languages. (It's possible that it
// is not needed. The English version of the game does not include Portuguese
// so I cannot check.)
const char *ObjectMan::_translationId2950145[7] = {
"Oh?", // English (not needed)
"Quoi?", // French
"Oh?", // German
"Eh?", // Italian
"\277Eh?", // Spanish
"Ano?", // Czech
" " // Portuguese
};
} // End of namespace Sword1