scummvm/engines/agi/words.cpp
Johannes Schickel 89abab97e3 JANITORIAL: Remove trailing whitespaces.
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2012-09-26 04:17:55 +02:00

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/* 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 "agi/agi.h"
#include "common/textconsole.h"
namespace Agi {
//
// Local implementation to avoid problems with strndup() used by
// gcc 3.2 Cygwin (see #635984)
//
static char *myStrndup(const char *src, int n) {
char *tmp = strncpy((char *)malloc(n + 1), src, n);
tmp[n] = 0;
return tmp;
}
int AgiEngine::loadWords_v1(Common::File &f) {
char str[64];
int k;
debug(0, "Loading dictionary");
// Loop through alphabet, as words in the dictionary file are sorted by
// first character
f.seek(f.pos() + 26 * 2, SEEK_SET);
do {
// Read next word
for (k = 0; k < (int)sizeof(str) - 1; k++) {
str[k] = f.readByte();
if (str[k] == 0 || (uint8)str[k] == 0xFF)
break;
}
// And store it in our internal dictionary
if (k > 0) {
AgiWord *w = new AgiWord;
w->word = myStrndup(str, k + 1);
w->id = f.readUint16LE();
_game.words[str[0] - 'a'].push_back(w);
debug(3, "'%s' (%d)", w->word, w->id);
}
} while((uint8)str[0] != 0xFF);
return errOK;
}
int AgiEngine::loadWords(const char *fname) {
Common::File fp;
if (!fp.open(fname)) {
warning("loadWords: can't open %s", fname);
return errOK; // err_BadFileOpen
}
debug(0, "Loading dictionary: %s", fname);
// Loop through alphabet, as words in the dictionary file are sorted by
// first character
for (int i = 0; i < 26; i++) {
fp.seek(i * 2, SEEK_SET);
int offset = fp.readUint16BE();
if (offset == 0)
continue;
fp.seek(offset, SEEK_SET);
int k = fp.readByte();
while (!fp.eos() && !fp.err()) {
// Read next word
char c, str[64];
do {
c = fp.readByte();
str[k++] = (c ^ 0x7F) & 0x7F;
} while (!(c & 0x80) && k < (int)sizeof(str) - 1);
str[k] = 0;
// And store it in our internal dictionary
AgiWord *w = new AgiWord;
w->word = myStrndup(str, k);
w->id = fp.readUint16BE();
_game.words[i].push_back(w);
// Are there more words with an already known prefix?
if (!(k = fp.readByte()))
break;
}
}
return errOK;
}
void AgiEngine::unloadWords() {
for (int i = 0; i < 26; i++)
_game.words[i].clear();
}
/**
* Find a word in the dictionary
* Uses an algorithm hopefully like the one Sierra used. Returns the ID
* of the word and the length in flen. Returns -1 if not found.
*/
int AgiEngine::findWord(const char *word, int *flen) {
int c;
int result = -1;
debugC(2, kDebugLevelScripts, "find_word(%s)", word);
if (word[0] >= 'a' && word[0] <= 'z')
c = word[0] - 'a';
else
return -1;
*flen = 0;
Common::Array<AgiWord *> &a = _game.words[c];
for (int i = 0; i < (int)a.size(); i++) {
int wlen = strlen(a[i]->word);
// Keep looking till we find the word itself, or the whole phrase.
// Try to find the best match (i.e. the longest matching phrase).
if (!strncmp(a[i]->word, word, wlen) && (word[wlen] == 0 || word[wlen] == 0x20) && wlen >= *flen) {
*flen = wlen;
result = a[i]->id;
}
}
return result;
}
void AgiEngine::dictionaryWords(char *msg) {
char *p = NULL;
char *q = NULL;
int wid, wlen;
debugC(2, kDebugLevelScripts, "msg = \"%s\"", msg);
cleanInput();
for (p = msg; p && *p && getvar(vWordNotFound) == 0;) {
if (*p == 0x20)
p++;
if (*p == 0)
break;
wid = findWord(p, &wlen);
debugC(2, kDebugLevelScripts, "find_word(p) == %d", wid);
switch (wid) {
case -1:
debugC(2, kDebugLevelScripts, "unknown word");
_game.egoWords[_game.numEgoWords].word = strdup(p);
q = _game.egoWords[_game.numEgoWords].word;
_game.egoWords[_game.numEgoWords].id = 19999;
setvar(vWordNotFound, 1 + _game.numEgoWords);
_game.numEgoWords++;
p += strlen(p);
break;
case 0:
// ignore this word
debugC(2, kDebugLevelScripts, "ignore word");
p += wlen;
q = NULL;
break;
default:
// an OK word
debugC(3, kDebugLevelScripts, "ok word (%d)", wid);
_game.egoWords[_game.numEgoWords].id = wid;
_game.egoWords[_game.numEgoWords].word = myStrndup(p, wlen);
_game.numEgoWords++;
p += wlen;
break;
}
if (p != NULL && *p) {
debugC(2, kDebugLevelScripts, "p = %s", p);
*p = 0;
p++;
}
if (q != NULL) {
for (; (*q != 0 && *q != 0x20); q++)
;
if (*q) {
*q = 0;
q++;
}
}
}
debugC(4, kDebugLevelScripts, "num_ego_words = %d", _game.numEgoWords);
if (_game.numEgoWords > 0) {
setflag(fEnteredCli, true);
setflag(fSaidAcceptedInput, false);
}
}
} // End of namespace Agi