scummvm/scumm/string.cpp

932 lines
24 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 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 ((_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 Scumm::unkMessage2() {
byte buf[100];
const byte *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.
VAR(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 && VAR(VAR_TALK_ACTOR) == 0xFF)) {
if ((camera._dest.x >> 3) != (camera._cur.x >> 3) || camera._cur.x != camera._last.x)
return;
}
a = NULL;
if (VAR(VAR_TALK_ACTOR) != 0xFF)
a = derefActorSafe(VAR(VAR_TALK_ACTOR), "CHARSET_1");
if (a && _string[0].overhead != 0) {
if (!(_features & GF_AFTER_V6)) {
_string[0].xpos = a->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 = ((VAR(VAR_V5_TALK_STRING_Y) - s) >> 1) + s - a->elevation + a->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) >> 1) + s - a->elevation + a->y;
if (_string[0].ypos < camera._cur.y - (_screenHeight / 2))
_string[0].ypos = camera._cur.y - (_screenHeight / 2);
s = a->scalex * a->talkPosX / 0xFF;
_string[0].xpos = ((a->talkPosX - s) >> 1) + s + a->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;
_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 (!(_features & GF_AFTER_V2 || _features & GF_AFTER_V3)) // FIXME
for (i = 0; i < 4; i++)
_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
if (_keepText) {
_charset->_str = gdi._mask;
}
if (_talkDelay)
return;
if (_haveMsg != 0xFF && _haveMsg != 0xFE) {
// FIXME: DIG and CMI never set sfxMode or any actor talk data...
// This hack will force the backup cutoff system to be used instead,
// unless the talkChannel is null (eg, this string has no sound attached)
if ((_gameId == GID_CMI || _gameId == GID_DIG) && (_sound->_talkChannel > 0))
return;
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;
VAR(VAR_CHARINC) = 5;
}
_talkDelay = _defaultTalkDelay;
if (!_keepText) {
if ((_features & GF_AFTER_V2 || _features & GF_AFTER_V3) && _gameId != GID_LOOM) {
gdi._mask.left = _string[0].xpos;
gdi._mask.top = _string[0].ypos;
gdi._mask.bottom = _string[0].ypos + 8;
gdi._mask.right = _screenWidth;
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 = _charsetBuffer + _charsetBufPos;
if (!(_features & GF_AFTER_V2 || _features & GF_AFTER_V3))
_charset->addLinebreaks(0, buffer, 0, t);
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, buffer) >> 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:;
_charset->_nextLeft = _string[0].xpos;
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, buffer) >> 1;
}
_charset->_nextTop += _charset->getFontHeight();
if (!(_features & GF_AFTER_V2 || _features & GF_AFTER_V3)) {
// FIXME - is this really needed?
_charset->_disableOffsX = true;
}
continue;
}
if (c == 0xFE)
c = 0xFF;
if (c != 0xFF) {
_charset->_left = _charset->_nextLeft;
_charset->_top = _charset->_nextTop;
if (_features & GF_AFTER_V2 || _features & GF_AFTER_V3) {
_charset->printChar(c);
} else if (_features & GF_AFTER_V6) {
if (!_noSubtitles || (_haveMsg != 0xFE && _haveMsg != 0xFF))
_charset->printChar(c);
} else {
if (!_noSubtitles || _haveMsg != 0xFE)
_charset->printChar(c);
}
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
if (_features & GF_AFTER_V2) {
_talkDelay += _defaultTalkDelay / 20;
VAR(VAR_CHARCOUNT)++;
} else
_talkDelay += (int)VAR(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->setColor(_charsetColor);
else
_charset->setColor(color);
break;
case 13:
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);
}
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->talkStartFrame);
_charsetBufPos = buffer - _charsetBuffer;
gdi._mask = _charset->_str;
}
void Scumm::drawDescString(const byte *msg) {
byte c, *buf, buffer[256];
buf = _msgPtrToAdd = buffer;
addMessageToStack(msg);
_charsetBufPos = 0;
_string[0].ypos += camera._cur.y - (_screenHeight / 2);
_charset->_top = _string[0].ypos;
_charset->_startLeft = _charset->_left = _string[0].xpos;
_charset->_right = _screenWidth - 1;
_charset->_center = _string[0].center;
_charset->setColor(_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
_string[0].xpos -= _charset->getStringWidth(0, buffer) >> 1;
if (_string[0].xpos < 0) {
_string[0].xpos = 0;
}
_talkDelay = 1;
if (_string[0].ypos + _charset->getFontHeight() > 0)
restoreBG(ScummVM::Rect(0, _string[0].ypos, _screenWidth - 1, _string[0].ypos + _charset->getFontHeight()));
_charset->_nextLeft = _string[0].xpos;
_charset->_nextTop = _string[0].ypos;
do {
c = *buf++;
if (c != 0 && c != 0xFF) {
_charset->_left = _charset->_nextLeft;
_charset->_top = _charset->_nextTop;
_charset->printChar(c);
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
}
} while (c);
_haveMsg = 1;
// hack: more 8 pixels at width and height while redraw
// for proper description redraw while scrolling room
gdi._mask = _charset->_str;
gdi._mask.grow(8);
}
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->setColor(_string[a].color);
_charset->_disableOffsX = _charset->_firstChar = true;
_charset->setCurID(_string[a].charset);
if (!(_features & GF_AFTER_V2 || _features & GF_AFTER_V3)) {
for (i = 0; i < 4; i++)
_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
}
fontHeight = _charset->getFontHeight();
_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) >> 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 == 0xFE || chr == 0xFF) {
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->setColor(_string[a].color);
else
_charset->setColor(color);
break;
}
} else {
if (a == 1 && (_features & GF_AFTER_V6)) {
if (_string[a].no_talk_anim == 0)
_charset->_blitAlso = true;
}
_charset->printChar(chr);
_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 (_features & GF_AFTER_V7) {
_charset->_hasMask = true;
// FIXME - how is this supposed to ever work, since gdi._mask_left is by default set
// to -1 to mark it as invalid. Hence this comparision will always leave it at -1,
// which implies that if the mask was marked invalid, it will always stay so.
// That seems odd and not at all to be the intended thing... or is it?
if (_charset->_str.left < gdi._mask.left)
gdi._mask.left = _charset->_str.left;
if (_charset->_str.right > gdi._mask.right)
gdi._mask.right = _charset->_str.right;
if (_charset->_str.top < gdi._mask.top)
gdi._mask.top = _charset->_str.top;
if (_charset->_str.bottom > gdi._mask.bottom)
gdi._mask.bottom = _charset->_str.bottom;
}
}
const byte *Scumm::addMessageToStack(const 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 if (_features & GF_AFTER_V2) {
int var = READ_LE_UINT16(ptr + num);
num += 2;
char c;
while ((c = (char) _scummVars[var++])) {
if (c != '@')
*_msgPtrToAdd++ = c;
}
} 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++];
if (_features & GF_AFTER_V8) {
// FIXME - is this right?!?
*_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;
num = readVar(var);
_msgPtrToAdd += sprintf((char *)_msgPtrToAdd, "%d", num);
}
void Scumm::addVerbToStack(int var)
{
int num, k;
num = readVar(var);
if (num) {
for (k = 1; k < _maxVerbs; k++) {
if (num == _verbs[k].verbid && !_verbs[k].type && !_verbs[k].saveid) {
byte *ptr = getResourceAddress(rtVerb, k);
if ((_features & GF_AFTER_V8) && (ptr[0] == '/')) {
char pointer[20];
int i, j;
translateText(ptr, _transText);
for (i = 0, j = 0; (ptr[i] != '/' || j == 0) && j < 19; i++) {
if (ptr[i] != '/')
pointer[j++] = ptr[i];
}
pointer[j] = 0;
_sound->_talkChannel = _sound->playBundleSound(pointer);
addMessageToStack(_transText);
} else {
addMessageToStack(ptr);
}
break;
}
}
} else {
addMessageToStack((const byte *)"");
}
}
void Scumm::addNameToStack(int var)
{
int num;
const byte *ptr = 0;
num = readVar(var);
if (num)
ptr = getObjOrActorName(num);
if (ptr) {
if ((_features & GF_AFTER_V8) && (ptr[0] == '/')) {
char pointer[20];
int i, j;
translateText(ptr, _transText);
for (i = 0, j = 0; (ptr[i] != '/' || j == 0) && j < 19; i++) {
if (ptr[i] != '/')
pointer[j++] = ptr[i];
}
pointer[j] = 0;
addMessageToStack(_transText);
} else {
addMessageToStack(ptr);
}
} else {
addMessageToStack((const 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) {
if ((_features & GF_AFTER_V8) && (ptr[0] == '/')) {
char pointer[20];
int i, j;
translateText(ptr, _transText);
for (i = 0, j = 0; (ptr[i] != '/' || j == 0) && j < 19; i++) {
if (ptr[i] != '/')
pointer[j++] = ptr[i];
}
pointer[j] = 0;
addMessageToStack(_transText);
} else {
addMessageToStack(ptr);
}
}
} else
addMessageToStack((const byte *)"");
}
void Scumm::initCharset(int charsetno) {
int i;
if (!getResourceAddress(rtCharset, charsetno))
loadCharset(charsetno);
_string[0].t_charset = charsetno;
_string[1].t_charset = charsetno;
for (i = 0; i < 16; i++)
_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
}
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);
}
void Scumm::loadLanguageBundle() {
File file;
int32 size;
if (_gameId == GID_DIG) {
file.open("language.bnd", getGameDataPath());
} else if (_gameId == GID_CMI) {
file.open("language.tab", getGameDataPath());
} 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();
// Create an index of the language file.
// FIXME: Extend this mechanism to also cover The Dig?
int32 i;
char *ptr = _languageBuffer;
// Count the number of lines in the language file.
_languageIndexSize = 0;
for (;;) {
ptr = strpbrk(ptr, "\n\r");
if (ptr == NULL)
break;
while (*ptr == '\n' || *ptr == '\r')
ptr++;
_languageIndexSize++;
}
// 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 Scumm::translateText(const byte *text, byte *trans_buff) {
int l;
if ((text[0] == '/') && _existLanguageFile) {
LangIndexNode target;
LangIndexNode *found = NULL;
// copy name from text /..../
for (l = 0; (l < 12) && (text[l + 1] != '/'); l++)
target.tag[l] = toupper(text[l + 1]);
target.tag[l] = 0;
// 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);
return;
}
}
byte *pointer = (byte *)strchr((const char *)text + 1, '/');
if (pointer != NULL) {
pointer++;
if (_gameId == GID_CMI) {
memcpy(trans_buff, pointer, resStrLen(pointer) + 1);
} else if (_gameId == GID_DIG) {
l = 0;
while (*pointer != '/' && *pointer != 0xff && *pointer != 0) {
trans_buff[l++] = *pointer++;
}
trans_buff[l] = '\0';
}
} else {
memcpy(trans_buff, text, resStrLen(text) + 1);
}
}