mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
c689416ecc
svn-id: r12986
939 lines
24 KiB
C++
939 lines
24 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2004 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "common/config-manager.h"
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#include "scumm/scumm.h"
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#include "scumm/dialogs.h"
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#include "scumm/imuse_digi/dimuse.h"
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#include "scumm/verbs.h"
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#include "scumm/sound.h"
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namespace Scumm {
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void ScummEngine::setStringVars(int slot) {
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StringTab *st = &_string[slot];
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st->xpos = st->t_xpos;
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st->ypos = st->t_ypos;
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st->center = st->t_center;
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st->overhead = st->t_overhead;
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st->no_talk_anim = st->t_no_talk_anim;
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st->right = st->t_right;
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st->color = st->t_color;
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st->charset = st->t_charset;
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}
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void ScummEngine::unkMessage1() {
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byte buffer[100];
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_msgPtrToAdd = buffer;
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_messagePtr = addMessageToStack(_messagePtr);
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// if ((_gameId == GID_CMI) && _debugMode) { // In CMI, unkMessage1 is used for printDebug output
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if ((buffer[0] != 0xFF) && _debugMode) {
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debug(0, "DEBUG: %s", buffer);
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return;
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}
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if (buffer[0] == 0xFF && buffer[1] == 10) {
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uint32 a, b;
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a = buffer[2] | (buffer[3] << 8) | (buffer[6] << 16) | (buffer[7] << 24);
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b = buffer[10] | (buffer[11] << 8) | (buffer[14] << 16) | (buffer[15] << 24);
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// Sam and Max uses a caching system, printing empty messages
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// and setting VAR_V6_SOUNDMODE beforehand. See patch 609791.
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// FIXME: There are other VAR_V6_SOUNDMODE states, as
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// mentioned in the patch. FIXME after iMUSE is done.
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if (_gameId != GID_SAMNMAX || (VAR(VAR_V6_SOUNDMODE) != 2))
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_sound->talkSound(a, b, 1, -1);
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}
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}
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void ScummEngine::unkMessage2() {
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// Original COMI used different code at this point.
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// Seemed to use blastText for the messages
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byte buf[100];
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const byte *tmp;
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_msgPtrToAdd = buf;
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tmp = _messagePtr = addMessageToStack(_messagePtr);
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if (_string[3].color == 0)
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_string[3].color = 4;
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InfoDialog dialog(this, (char*)buf);
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VAR(VAR_KEYPRESS) = runDialog(dialog);
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_messagePtr = tmp;
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}
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void ScummEngine::CHARSET_1() {
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uint32 talk_sound_a = 0;
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uint32 talk_sound_b = 0;
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int s, i, t, c;
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int frme = -1;
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Actor *a;
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byte *buffer;
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bool has_talk_sound = false;
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bool has_anim = false;
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if (!_haveMsg)
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return;
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if (!(_features & GF_NEW_CAMERA) && !(_gameId == GID_ZAK256 && talkingActor() == 0xFF)) {
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if ((camera._dest.x / 8) != (camera._cur.x / 8) || camera._cur.x != camera._last.x)
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return;
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}
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a = NULL;
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if (talkingActor() != 0xFF)
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a = derefActorSafe(talkingActor(), "CHARSET_1");
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if (a && _string[0].overhead != 0) {
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if (_version <= 5) {
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_string[0].xpos = a->_pos.x - camera._cur.x + (_screenWidth / 2);
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if (VAR(VAR_V5_TALK_STRING_Y) < 0) {
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s = (a->scaley * (int)VAR(VAR_V5_TALK_STRING_Y)) / 0xFF;
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_string[0].ypos = (int)(((VAR(VAR_V5_TALK_STRING_Y) - s) / 2) + s - a->getElevation() + a->_pos.y);
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} else {
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_string[0].ypos = (int)VAR(VAR_V5_TALK_STRING_Y);
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}
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} else {
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s = a->scaley * a->talkPosY / 0xFF;
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_string[0].ypos = ((a->talkPosY - s) / 2) + s - a->getElevation() + a->_pos.y;
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if (_string[0].ypos < _screenTop)
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_string[0].ypos = _screenTop;
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s = a->scalex * a->talkPosX / 0xFF;
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_string[0].xpos = ((a->talkPosX - s) / 2) + s + a->_pos.x - camera._cur.x + (_screenWidth / 2);
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}
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if (_string[0].ypos < 1)
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_string[0].ypos = 1;
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if (_string[0].xpos < 80)
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_string[0].xpos = 80;
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if (_string[0].xpos > _screenWidth - 80)
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_string[0].xpos = _screenWidth - 80;
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}
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_charset->_top = _string[0].ypos + _screenTop;
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_charset->_startLeft = _charset->_left = _string[0].xpos;
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if (a && a->charset)
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_charset->setCurID(a->charset);
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else
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_charset->setCurID(_string[0].charset);
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_charset->_center = _string[0].center;
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_charset->_right = _string[0].right;
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_charset->setColor(_charsetColor);
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if (_version > 3) // FIXME
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for (i = 0; i < 4; i++)
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_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
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if (_keepText) {
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_charset->_str = _charset->_mask;
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}
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if (_talkDelay)
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return;
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if (_haveMsg == 1) {
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if ((_sound->_sfxMode & 2) == 0)
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stopTalk();
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return;
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}
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if (a && !_string[0].no_talk_anim) {
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has_anim = true;
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_useTalkAnims = true;
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}
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// Always set to 60
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_talkDelay = 60;
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if (!_keepText) {
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if (_version <= 3 && _gameId != GID_LOOM) {
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_charset->_hasMask = true;
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_charset->_mask.left = _string[0].xpos;
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_charset->_mask.top = _string[0].ypos;
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_charset->_mask.bottom = _string[0].ypos + 8;
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_charset->_mask.right = _screenWidth;
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if (_string[0].ypos <= 16) // If we are cleaning the text line, clean 2 lines.
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_charset->_mask.bottom = 16;
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}
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_charset->restoreCharsetBg();
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}
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t = _charset->_right - _string[0].xpos - 1;
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if (_charset->_center) {
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if (t > _charset->_nextLeft)
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t = _charset->_nextLeft;
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t *= 2;
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}
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buffer = _charsetBuffer + _charsetBufPos;
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if (_version > 3)
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_charset->addLinebreaks(0, buffer, 0, t);
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if (_charset->_center) {
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_charset->_nextLeft -= _charset->getStringWidth(0, buffer) / 2;
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if (_charset->_nextLeft < 0)
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_charset->_nextLeft = 0;
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}
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_charset->_disableOffsX = _charset->_firstChar = !_keepText;
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do {
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c = *buffer++;
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if (c == 0) {
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// End of text reached, set _haveMsg to 1 so that the text will be
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// removed next time CHARSET_1 is called.
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_haveMsg = 1;
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_keepText = false;
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break;
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}
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if (c == 13) {
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newLine:;
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_charset->_nextLeft = _string[0].xpos;
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if (_charset->_center) {
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_charset->_nextLeft -= _charset->getStringWidth(0, buffer) / 2;
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}
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_charset->_nextTop += _charset->getFontHeight();
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if (_version > 3) {
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// FIXME - is this really needed?
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_charset->_disableOffsX = true;
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}
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continue;
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}
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if (c == 0xFE || c == 0xFF) {
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c = *buffer++;
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switch(c) {
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case 1:
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goto newLine;
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case 2:
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_haveMsg = 0;
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_keepText = true;
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break;
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case 3:
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if (_haveMsg != 0xFE)
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_haveMsg = 0xFF;
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_keepText = false;
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break;
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case 9:
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frme = *buffer++;
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frme |= *buffer++ << 8;
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has_anim = true;
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break;
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case 10:
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talk_sound_a = buffer[0] | (buffer[1] << 8) | (buffer[4] << 16) | (buffer[5] << 24);
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talk_sound_b = buffer[8] | (buffer[9] << 8) | (buffer[12] << 16) | (buffer[13] << 24);
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has_talk_sound = true;
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buffer += 14;
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// Set flag that speech variant exist of this msg.
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// TODO: This does not work for the speech system in V7+ games
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// since they encode the voice information differently, and it
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// is being stripped from the string before it ever gets here.
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if (_haveMsg == 0xFF)
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_haveMsg = 0xFE;
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break;
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case 12:
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int color;
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color = *buffer++;
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color |= *buffer++ << 8;
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if (color == 0xFF)
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_charset->setColor(_charsetColor);
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else
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_charset->setColor(color);
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break;
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case 13:
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warning("CHARSET_1: Unknown opcode 13 %d", READ_LE_UINT16(buffer));
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buffer += 2;
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break;
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case 14: {
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int oldy = _charset->getFontHeight();
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_charset->setCurID(*buffer++);
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buffer += 2;
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for (i = 0; i < 4; i++)
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_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
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_charset->_nextTop -= _charset->getFontHeight() - oldy;
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break;
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}
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default:
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warning("CHARSET_1: invalid code %d", c);
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}
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} else {
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_charset->_left = _charset->_nextLeft;
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_charset->_top = _charset->_nextTop;
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if (c & 0x80 && _CJKMode)
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if (_language == 6 && ((c > 0x84 && c < 0x88) || (c > 0x9f && c < 0xe0) || (c > 0xea && c <= 0xff)))
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c = 0x20; //not in S-JIS
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else
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c += *buffer++ * 256;
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if (_version <= 3) {
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_charset->printChar(c);
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} else {
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if (!ConfMan.getBool("subtitles") && (_imuseDigital && _sound->isSoundRunning(kTalkSoundID))) {
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// Special case for games using imuse digital.for sound
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} else if ((_gameId == GID_LOOM256) && !ConfMan.getBool("subtitles") && (_sound->pollCD())) {
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// Special case for loomcd, since it only uses CD audio.for sound
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} else if (!ConfMan.getBool("subtitles") && (_haveMsg == 0xFE || _sound->_talkChannelHandle.isActive())) {
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// Subtitles are turned off, and there is a voice version
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// of this message -> don't print it.
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} else
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_charset->printChar(c);
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}
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_charset->_nextLeft = _charset->_left;
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_charset->_nextTop = _charset->_top;
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if (_version <= 2) {
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_talkDelay += _defaultTalkDelay;
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VAR(VAR_CHARCOUNT)++;
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} else
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_talkDelay += (int)VAR(VAR_CHARINC);
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}
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} while (c != 2 && c != 3);
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// Even if talkSound() is called, we may still have to call
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// startAnimActor() since actorTalk() may already have caused the
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// wrong animation frame to be drawn, and the talkSound() won't be
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// processed until after the next screen update. Bleah.
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if (has_talk_sound)
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_sound->talkSound(talk_sound_a, talk_sound_b, 2, frme);
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if (a && has_anim)
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a->startAnimActor(frme != -1 ? frme : a->talkStartFrame);
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_charsetBufPos = buffer - _charsetBuffer;
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_charset->_hasMask = (_charset->_str.left != -1);
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_charset->_mask = _charset->_str;
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}
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void ScummEngine::drawString(int a) {
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byte buf[256];
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byte *space;
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int i, c;
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byte fontHeight = 0;
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uint color;
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_msgPtrToAdd = buf;
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_messagePtr = addMessageToStack(_messagePtr);
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_charset->_top = _string[a].ypos + _screenTop;
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_charset->_startLeft = _charset->_left = _string[a].xpos;
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_charset->_right = _string[a].right;
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_charset->_center = _string[a].center;
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_charset->setColor(_string[a].color);
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_charset->_disableOffsX = _charset->_firstChar = true;
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_charset->setCurID(_string[a].charset);
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if (_version > 3) {
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for (i = 0; i < 4; i++)
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_charsetColorMap[i] = _charsetData[_charset->getCurID()][i];
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}
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fontHeight = _charset->getFontHeight();
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_msgPtrToAdd = buf;
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// trim from the right
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space = NULL;
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while (*_msgPtrToAdd) {
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if (*_msgPtrToAdd == ' ') {
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if (!space)
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space = _msgPtrToAdd;
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} else {
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space = NULL;
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}
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_msgPtrToAdd++;
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}
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if (space)
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*space = '\0';
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if (_charset->_center) {
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_charset->_left -= _charset->getStringWidth(a, buf) / 2;
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}
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if (_version < 7)
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_charset->_ignoreCharsetMask = true;
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// In Full Throttle (and other games?), verb text should always mask
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// and never time out. We can't do it blindly for all games, because
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// it causes problem with the FOA intro.
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if ((_gameId == GID_FT) && a == 4)
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_talkDelay = -1;
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if (!buf[0]) {
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buf[0] = ' ';
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buf[1] = 0;
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}
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for (i = 0; (c = buf[i++]) != 0;) {
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if (c == 0xFE || c == 0xFF) {
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c = buf[i++];
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switch (c) {
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case 9:
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case 10:
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case 13:
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case 14:
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i += 2;
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break;
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case 1:
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case 8:
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if (_charset->_center) {
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_charset->_left = _charset->_startLeft - _charset->getStringWidth(a, buf + i);
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} else {
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_charset->_left = _charset->_startLeft;
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}
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_charset->_top += fontHeight;
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break;
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case 12:
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color = buf[i] + (buf[i + 1] << 8);
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i += 2;
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if (color == 0xFF)
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_charset->setColor(_string[a].color);
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else
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_charset->setColor(color);
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break;
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}
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} else {
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if (a == 1 && _version >= 6) {
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// FIXME: The following code is a bit nasty. It is used for the
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// Highway surfing game in Sam&Max; there, _blitAlso is set to
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// true when writing the highscore numbers. It is also in DOTT
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// for parts the intro and for drawing newspaper headlines. It
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// is also used for scores in bowling mini game in fbear and
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// for names in load/save screen of all HE games. Maybe it is
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// also being used in other places.
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//
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// A better name for _blitAlso might be _imprintOnBackground
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if (_string[a].no_talk_anim == false) {
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// Sam and Max seems to blitAlso 32 a lot, which does
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// nothing anyway. So just hide that one for brevity.
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if (c != 32)
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warning("Would have set _charset->_blitAlso = true (wanted to print '%c' = %d)", c, c);
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_charset->_blitAlso = true;
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}
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}
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if (c >= 0x80 && _CJKMode)
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c += buf[i++] * 256;
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_charset->printChar(c);
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_charset->_blitAlso = false;
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}
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}
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_charset->_ignoreCharsetMask = false;
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if (a == 0) {
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_charset->_nextLeft = _charset->_left;
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_charset->_nextTop = _charset->_top;
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}
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_string[a].xpos = _charset->_str.right + 8; // Indy3: Fixes Grail Diary text positioning
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if (_version >= 7) {
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_charset->_hasMask = true;
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_charset->_mask.extend(_charset->_str);
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}
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}
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const byte *ScummEngine::addMessageToStack(const byte *msg) {
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uint num = 0;
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uint32 val;
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byte chr;
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byte buf[512];
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if (msg == NULL) {
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warning("Bad message in addMessageToStack, ignoring");
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return NULL;
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}
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while ((buf[num++] = chr = *msg++) != 0) {
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if (num >= sizeof(buf))
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error("Message stack overflow");
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if (chr == 0xff) { // 0xff is an escape character
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buf[num++] = chr = *msg++; // followed by a "command" code
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if (chr != 1 && chr != 2 && chr != 3 && chr != 8) {
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buf[num++] = *msg++; // and some commands are followed by parameters to the functions below
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buf[num++] = *msg++; // these are numbers of names, strings, verbs, variables, etc
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if (_version == 8) {
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buf[num++] = *msg++;
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buf[num++] = *msg++;
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}
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}
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}
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}
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num = 0;
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while (1) {
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chr = buf[num++];
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if (chr == 0)
|
|
break;
|
|
if (chr == 0xFF) {
|
|
chr = buf[num++];
|
|
if (chr == 1 || chr == 2 || chr == 3 || chr == 8) {
|
|
// Simply copy these special codes
|
|
*_msgPtrToAdd++ = 0xFF;
|
|
*_msgPtrToAdd++ = chr;
|
|
} else {
|
|
val = (_version == 8) ? READ_LE_UINT32(buf + num) : READ_LE_UINT16(buf + num);
|
|
switch (chr) {
|
|
case 4:
|
|
addIntToStack(val);
|
|
break;
|
|
case 5:
|
|
addVerbToStack(val);
|
|
break;
|
|
case 6:
|
|
addNameToStack(val);
|
|
break;
|
|
case 7:
|
|
if (_version <= 2) {
|
|
while ((chr = (byte) _scummVars[val++])) {
|
|
if (chr != '@')
|
|
*_msgPtrToAdd++ = chr;
|
|
}
|
|
} else {
|
|
addStringToStack(val);
|
|
}
|
|
break;
|
|
case 9:
|
|
case 10:
|
|
case 12:
|
|
case 13:
|
|
case 14:
|
|
// Simply copy these special codes
|
|
*_msgPtrToAdd++ = 0xFF;
|
|
*_msgPtrToAdd++ = chr;
|
|
*_msgPtrToAdd++ = buf[num+0];
|
|
*_msgPtrToAdd++ = buf[num+1];
|
|
if (_version == 8) {
|
|
*_msgPtrToAdd++ = buf[num+2];
|
|
*_msgPtrToAdd++ = buf[num+3];
|
|
}
|
|
break;
|
|
default:
|
|
warning("addMessageToStack(): string escape sequence %d unknown", chr);
|
|
break;
|
|
}
|
|
num += (_version == 8) ? 4 : 2;
|
|
}
|
|
} else {
|
|
if (chr != '@') {
|
|
*_msgPtrToAdd++ = chr;
|
|
}
|
|
}
|
|
}
|
|
*_msgPtrToAdd = 0;
|
|
|
|
return msg;
|
|
}
|
|
|
|
void ScummEngine::addIntToStack(int var) {
|
|
int num;
|
|
|
|
num = readVar(var);
|
|
_msgPtrToAdd += sprintf((char *)_msgPtrToAdd, "%d", num);
|
|
}
|
|
|
|
void ScummEngine::addVerbToStack(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);
|
|
ptr = translateTextAndPlaySpeech(ptr);
|
|
addMessageToStack(ptr);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::addNameToStack(int var) {
|
|
int num;
|
|
const byte *ptr = 0;
|
|
|
|
num = readVar(var);
|
|
if (num)
|
|
ptr = getObjOrActorName(num);
|
|
if (ptr) {
|
|
if ((_version == 8) && (ptr[0] == '/')) {
|
|
translateText(ptr, _transText);
|
|
addMessageToStack(_transText);
|
|
} else {
|
|
addMessageToStack(ptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::addStringToStack(int var) {
|
|
const byte *ptr;
|
|
|
|
if (_version == 3 || _version >= 6)
|
|
var = readVar(var);
|
|
|
|
if (var) {
|
|
ptr = getStringAddress(var);
|
|
if (ptr) {
|
|
if ((_version == 8) && (ptr[0] == '/')) {
|
|
translateText(ptr, _transText);
|
|
addMessageToStack(_transText);
|
|
} else {
|
|
addMessageToStack(ptr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::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[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);
|
|
}
|
|
|
|
void ScummEngine::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);
|
|
}
|
|
|
|
const byte *ScummEngine::translateTextAndPlaySpeech(const byte *ptr) {
|
|
if ((_gameId == GID_DIG || _gameId == GID_CMI) && (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;
|
|
|
|
// Play speech
|
|
if (!(_features & GF_DEMO) && (_gameId == GID_CMI)) // CMI demo does not have .IMX for voice
|
|
strcat(pointer, ".IMX");
|
|
// FIXME: This is a hack to distinguish between 'real' actor speech and
|
|
// some odd (?) other strings... there is probably a better way to do this.
|
|
// I just don't know which (yet).
|
|
if ((_gameId == GID_DIG) || (_gameId == GID_CMI && ptr[i+1] != 0 && ptr[i+1] != 255)) {
|
|
_sound->stopTalkSound();
|
|
_imuseDigital->startVoice(kTalkSoundID, pointer);
|
|
_sound->talkSound(0, 0, 2, -1);
|
|
}
|
|
|
|
ptr = _transText;
|
|
}
|
|
return ptr;
|
|
}
|
|
|
|
void ScummEngine::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);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scumm
|