scummvm/engines/sword1/objectman.cpp
AndywinXp ebaa3857bb SWORD1: Change NULL to nullptr
This engine has somehow escaped the big NULL
purge from when we switched to C++11
2023-10-16 08:45:15 +02:00

469 lines
22 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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] = nullptr;
}
}
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] = nullptr;
}
/* 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 *text = lockText(textId, lang);
if (text == 0) {
if (lang != BS1_ENGLISH) {
text = lockText(textId, BS1_ENGLISH);
if (text != 0)
warning("Missing translation for textId %u (\"%s\")", textId, text);
unlockText(textId, BS1_ENGLISH);
}
return _missingSubTitleStr;
}
return text;
}
char *ObjectMan::lockText(uint32 textId, uint8 lang) {
char *addr = (char *)_resMan->openFetchRes(_textList[textId / ITM_PER_SEC][lang]);
if (addr == nullptr)
return nullptr;
addr += sizeof(Header);
if ((textId & ITM_ID) >= _resMan->readUint32(addr)) {
// Workaround for missing sentences in some languages in the demo.
switch(textId) {
case 8455194:
return const_cast<char *>(_translationId8455194[lang]);
case 8455195:
return const_cast<char *>(_translationId8455195[lang]);
case 8455196:
return const_cast<char *>(_translationId8455196[lang]);
case 8455197:
return const_cast<char *>(_translationId8455197[lang]);
case 8455198:
return const_cast<char *>(_translationId8455198[lang]);
case 8455199:
return const_cast<char *>(_translationId8455199[lang]);
case 8455200:
return const_cast<char *>(_translationId8455200[lang]);
case 8455201:
return const_cast<char *>(_translationId8455201[lang]);
case 8455202:
return const_cast<char *>(_translationId8455202[lang]);
case 8455203:
return const_cast<char *>(_translationId8455203[lang]);
case 8455204:
return const_cast<char *>(_translationId8455204[lang]);
case 8455205:
return const_cast<char *>(_translationId8455205[lang]);
case 6488080:
return const_cast<char *>(_translationId6488080[lang]);
case 6488081:
return const_cast<char *>(_translationId6488081[lang]);
case 6488082:
return const_cast<char *>(_translationId6488082[lang]);
case 6488083:
return const_cast<char *>(_translationId6488083[lang]);
default:
break;
}
warning("ObjectMan::lockText(%d): only %d texts in file", textId & ITM_ID, _resMan->readUint32(addr));
return nullptr;
}
uint32 offset = _resMan->readUint32(addr + ((textId & ITM_ID) + 1) * 4);
if (offset == 0) {
switch(textId) {
// Workaround bug for missing sentence in some languages in Syria (see bug #3753).
// We use the hardcoded text in this case.
case 2950145:
return const_cast<char *>(_translationId2950145[lang]);
// Workaround for some strings in spanish demo
case 6488080:
return const_cast<char *>(_translationId6488080[lang]);
case 6488081:
return const_cast<char *>(_translationId6488081[lang]);
case 6488082:
return const_cast<char *>(_translationId6488082[lang]);
case 6488083:
return const_cast<char *>(_translationId6488083[lang]);
}
warning("ObjectMan::lockText(%d): text number has no text lines", textId);
return nullptr;
}
return addr + offset;
}
void ObjectMan::unlockText(uint32 textId) {
unlockText(textId, SwordEngine::_systemVars.language);
}
void ObjectMan::unlockText(uint32 textId, uint8 lang) {
_resMan->resClose(_textList[textId / ITM_PER_SEC][lang]);
}
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)
addr = _cptData[id / ITM_PER_SEC] = ((uint8 *)_resMan->cptResOpen(_objectList[id / ITM_PER_SEC])) + sizeof(Header);
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] == nullptr)
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] = nullptr;
}
_liveList[cnt] = src[cnt];
if (_liveList[cnt])
_cptData[cnt] = ((uint8 *)_resMan->cptResOpen(_objectList[cnt])) + sizeof(Header);
}
}
void ObjectMan::mainLoopPatch() {
// This patch is available in every executable after the
// original UK one. Its purpose is to turn off scripts which
// were causing issues by continuing running past their scope.
// The patch, as descripted within the original source
// code, checks if the game is past the Syria section,
// and if so it checks if the Market Stall section is still
// alive, and if so it closes both the section (45) and
// the Mega object for Duane (134), effectively terminating
// their scripts.
if (_liveList[45] > 0) {
_liveList[45] = 0; // Turn off the Syria Market Stall
_resMan->resClose(_objectList[45]);
if (_liveList[134] > 0) {
_liveList[134] = 0; // Turn off Duane
_resMan->resClose(_objectList[134]);
}
}
}
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 languages (see bug
// #3753).
// Note: an empty string or a null pointer causes a crash.
char ObjectMan::_missingSubTitleStr[] = " ";
// Missing translation for textId 2950145 (see bug #3753).
// 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 *const ObjectMan::_translationId2950145[7] = {
"Oh?", // English (not needed)
"Quoi?", // French
"Oh?", // German
"Eh?", // Italian
"\277Eh?", // Spanish
"Ano?", // Czech
nullptr // Portuguese
};
// The translations for the next texts are missing in the demo but are present
// in the full game. The translations were therefore extracted from the full game.
// Missing translation for textId 8455194 (in the demo).
const char *const ObjectMan::_translationId8455194[7] = {
nullptr, // "Who was the guy you were supposed to meet?", // English (not needed)
"Qui \351tait l'homme que vous deviez rencontrer?", // French
"Wer war der Typ, den Du treffen wolltest?", // German
"Chi dovevi incontrare?", // Italian
"\277Qui\351n era el hombre con el que ten\355as que encontrarte?", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455195 (in the demo).
const char *const ObjectMan::_translationId8455195[7] = {
nullptr, // "His name was Plantard. I didn't know him, but he called me last night.", // English (not needed)
"Son nom \351tait Plantard. Je ne le connaissais pas, mais il m'avait t\351l\351phon\351 la veille.", // French
"Sein Name war Plantard. Ich kannte ihn nicht, aber er hat mich letzte Nacht angerufen.", // German
"Si chiamava Plantard. Mi ha chiamato ieri sera, ma non lo conoscevo.", // Italian
"Su nombre era Plantard. Yo no lo conoc\355a pero \351l me llam\363 ayer por la noche.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455196 (in the demo).
const char *const ObjectMan::_translationId8455196[7] = {
nullptr, // "He said he had a story which would interest me.", // English (not needed)
"Il a dit qu'il avait une histoire qui devrait m'int\351resser.", // French
"Er sagte, er h\344tte eine Story, die mich interessieren w\374rde.", // German
"Mi disse che aveva una storia che mi poteva interessare.", // Italian
"Dijo que ten\355a una historia que me interesar\355a.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455197 (in the demo).
const char *const ObjectMan::_translationId8455197[7] = {
nullptr, // "He asked me to meet him at the caf\351.", // English (not needed)
"Il m'a demand\351 de le rencontrer au caf\351.", // French
"Er fragte mich, ob wir uns im Caf\351 treffen k\366nnten.", // German
"Mi chiese di incontrarci al bar.", // Italian
"Me pidi\363 que nos encontr\341ramos en el caf\351.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455198 (in the demo).
const char *const ObjectMan::_translationId8455198[7] = {
nullptr, // "I guess I'll never know what he wanted to tell me...", // English (not needed)
"Je suppose que je ne saurai jamais ce qu'il voulait me dire...", // French
"Ich werde wohl nie erfahren, was er mir sagen wollte...", // German
"Penso che non sapr\362 mai che cosa voleva dirmi...", // Italian
"Supongo que nunca sabr\351 qu\351 me quer\355a contar...", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455199 (in the demo).
const char *const ObjectMan::_translationId8455199[7] = {
nullptr, // "Not unless you have Rosso's gift for psychic interrogation.", // English (not needed)
"Non, \340 moins d'avoir les dons de Rosso pour les interrogatoires psychiques.", // French
"Es sei denn, Du h\344ttest Rosso's Gabe der parapsychologischen Befragung.", // German
"A meno che tu non riesca a fare interrogatori telepatici come Rosso.", // Italian
"A no ser que tengas el don de Rosso para la interrogaci\363n ps\355quica.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455200 (in the demo).
const char *const ObjectMan::_translationId8455200[7] = {
nullptr, // "How did Plantard get your name?", // English (not needed)
"Comment Plantard a-t-il obtenu votre nom?", // French
"Woher hat Plantard Deinen Namen?", // German
"Come ha fatto Plantard a sapere il tuo nome?", // Italian
"\277C\363mo consigui\363 Plantard tu nombre?", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455201 (in the demo).
const char *const ObjectMan::_translationId8455201[7] = {
nullptr, // "Through the newspaper - La Libert\351.", // English (not needed)
"Par mon journal... La Libert\351.", // French
"\334ber die Zeitung - La Libert\351.", // German
"Tramite il giornale La Libert\351.", // Italian
"Por el peri\363dico - La Libert\351.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455202 (in the demo).
const char *const ObjectMan::_translationId8455202[7] = {
nullptr, // "I'd written an article linking two unsolved murders, one in Italy, the other in Japan.", // English (not needed)
"J'ai \351crit un article o\371 je faisais le lien entre deux meurtres inexpliqu\351s, en Italie et au japon.", // French
"Ich habe einen Artikel geschrieben, in dem ich zwei ungel\366ste Morde miteinander in Verbindung bringe, einen in Italien, einen anderen in Japan.", // German
"Ho scritto un articolo che metteva in collegamento due omicidi insoluti in Italia e Giappone.", // Italian
"Yo hab\355a escrito un art\355culo conectando dos asesinatos sin resolver, uno en Italia, el otro en Jap\363n.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455203 (in the demo).
const char *const ObjectMan::_translationId8455203[7] = {
nullptr, // "The cases were remarkably similar...", // English (not needed)
"Les affaires \351taient quasiment identiques...", // French
"Die F\344lle sind sich bemerkenswert \344hnlich...", // German
"I casi erano sorprendentemente uguali...", // Italian
"Los casos eran incre\355blemente parecidos...", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455204 (in the demo).
const char *const ObjectMan::_translationId8455204[7] = {
nullptr, // "...a wealthy victim, no apparent motive, and a costumed killer.", // English (not needed)
"...une victime riche, pas de motif apparent, et un tueur d\351guis\351.", // French
"...ein wohlhabendes Opfer, kein offensichtliches Motiv, und ein verkleideter Killer.", // German
"...una vittima ricca, nessun motivo apparente e un assassino in costume.", // Italian
"...una v\355ctima rica, sin motivo aparente, y un asesino disfrazado.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 8455205 (in the demo).
const char *const ObjectMan::_translationId8455205[7] = {
nullptr, // "Plantard said he could supply me with more information.", // English (not needed)
"Plantard m'a dit qu'il pourrait me fournir des renseignements.", // French
"Plantard sagte, er k\366nne mir weitere Informationen beschaffen.", // German
"Plantard mi disse che mi avrebbe fornito ulteriori informazioni.", // Italian
"Plantard dijo que \351l me pod\355a proporcionar m\341s informaci\363n.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 6488080 (in the demo).
const char *const ObjectMan::_translationId6488080[7] = {
nullptr, // "I wasn't going to head off all over Paris until I'd investigated some more.", // English (not needed)
"Je ferais mieux d'enqu\351ter un peu par ici avant d'aller me promener ailleurs.", // French
"Ich durchquere nicht ganz Paris, bevor ich etwas mehr herausgefunden habe.", // German
"Non mi sarei incamminato per tutta Parigi prima di ulteriori indagini.", // Italian
"No iba a empezar a recorrerme todo Par\355s hasta haber investigado algo m\341s.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// The next three sentences are specific to the demo and only the english text is present.
// The translations were provided by:
// French: Thierry Crozat
// German: Simon Sawatzki
// Italian: Matteo Angelino
// Spanish: Tomás Maidagan
// Missing translation for textId 6488081 (in the demo).
const char *const ObjectMan::_translationId6488081[7] = {
nullptr, // "I wasn't sure what I was going to do when I caught up with that clown...", // English (not needed)
"Je ne savais pas ce que je ferais quand je rattraperais le clown...", // French
"Ich wu\337te nicht, worauf ich mich einlie\337, als ich dem Clown nachjagte...", // German
"Non sapevo cosa avrei fatto una volta raggiunto quel clown...", // Italian
"No estaba seguro de qu\351 iba a hacer cuando alcanzara a ese payaso...", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 6488082 (in the demo).
const char *const ObjectMan::_translationId6488082[7] = {
nullptr, // "...but before I knew it, I was drawn into a desperate race between two ruthless enemies.", // English (not needed)
"...mais avant de m'en rendre compte je me retrouvais happ\351 dans une course effr\351n\351e entre deux ennemis impitoyables.", // French
"... doch bevor ich mich versah, war ich inmitten eines Wettlaufs von zwei r\374cksichtslosen Feinden.", // German
"... ma prima che me ne rendessi conto, fui trascinato in una corsa disperata con due spietati nemici.", // Italian
"... pero antes de que me diera tiempo a pensarlo, me encontr\351 metido en una carrera desesperada entre dos enemigos sin piedad.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
// Missing translation for textId 6488083 (in the demo).
const char *const ObjectMan::_translationId6488083[7] = {
nullptr, // "The goal: the mysterious power of the Broken Sword.", // English (not needed)
"Le but: les pouvoirs myst\351rieux de l'\351p\351e bris\351e.", // French
"Das Ziel: die geheimnisvolle Macht des zerbrochenen Schwertes.", // German
"Obiettivo: il misterioso potere della Spada spezzata.", // Italian
"El objetivo: el misterioso poder de la Espada Rota.", // Spanish
nullptr, // Czech
nullptr // Portuguese
};
} // End of namespace Sword1