mirror of
https://github.com/libretro/scummvm.git
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213 lines
4.6 KiB
C++
213 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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//
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// New find_word algorithm by Thomas Akesson <tapilot@home.se>
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//
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#include "agi/agi.h"
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#include "common/textconsole.h"
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namespace Agi {
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static uint8 *words; // words in the game
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static uint32 wordsFlen; // length of word memory
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//
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// Local implementation to avoid problems with strndup() used by
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// gcc 3.2 Cygwin (see #635984)
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//
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static char *myStrndup(const char *src, int n) {
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char *tmp = strncpy((char *)malloc(n + 1), src, n);
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tmp[n] = 0;
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return tmp;
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}
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int AgiEngine::loadWords(const char *fname) {
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Common::File fp;
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uint32 flen;
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uint8 *mem = NULL;
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words = NULL;
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if (!fp.open(fname)) {
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warning("loadWords: can't open %s", fname);
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return errOK; // err_BadFileOpen
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}
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debug(0, "Loading dictionary: %s", fname);
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fp.seek(0, SEEK_END);
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flen = fp.pos();
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wordsFlen = flen;
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fp.seek(0, SEEK_SET);
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if ((mem = (uint8 *)calloc(1, flen + 32)) == NULL) {
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fp.close();
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return errNotEnoughMemory;
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}
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fp.read(mem, flen);
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fp.close();
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words = mem;
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return errOK;
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}
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void AgiEngine::unloadWords() {
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free(words);
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words = NULL;
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}
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/**
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* Find a word in the dictionary
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* Uses an algorithm hopefully like the one Sierra used. Returns the ID
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* of the word and the length in flen. Returns -1 if not found.
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*
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* Thomas Akesson, November 2001
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*/
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int AgiEngine::findWord(const char *word, int *flen) {
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int mchr = 0; // matched chars
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int len, fchr, id = -1;
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const uint8 *p = words;
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const uint8 *q = words + wordsFlen;
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*flen = 0;
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debugC(2, kDebugLevelScripts, "find_word(%s)", word);
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if (word[0] >= 'a' && word[0] <= 'z')
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fchr = word[0] - 'a';
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else
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return -1;
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len = strlen(word);
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// Get the offset to the first word beginning with the
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// right character
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p += READ_BE_UINT16(p + 2 * fchr);
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while (p[0] >= mchr) {
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if (p[0] == mchr) {
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p++;
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// Loop through all matching characters
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while ((p[0] ^ word[mchr]) == 0x7F && mchr < len) {
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mchr++;
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p++;
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}
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// Check if this is the last character of the word
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// and if it matches
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if ((p[0] ^ word[mchr]) == 0xFF && mchr < len) {
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mchr++;
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if (word[mchr] == 0 || word[mchr] == 0x20) {
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id = READ_BE_UINT16(p + 1);
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*flen = mchr;
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}
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}
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}
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if (p >= q)
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return -1;
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// Step to the next word
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while (p[0] < 0x80)
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p++;
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p += 3;
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}
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return id;
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}
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void AgiEngine::dictionaryWords(char *msg) {
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char *p = NULL;
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char *q = NULL;
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int wid, wlen;
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debugC(2, kDebugLevelScripts, "msg = \"%s\"", msg);
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cleanInput();
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for (p = msg; p && *p && getvar(vWordNotFound) == 0;) {
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if (*p == 0x20)
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p++;
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if (*p == 0)
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break;
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wid = findWord(p, &wlen);
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debugC(2, kDebugLevelScripts, "find_word(p) == %d", wid);
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switch (wid) {
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case -1:
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debugC(2, kDebugLevelScripts, "unknown word");
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_game.egoWords[_game.numEgoWords].word = strdup(p);
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q = _game.egoWords[_game.numEgoWords].word;
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_game.egoWords[_game.numEgoWords].id = 19999;
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setvar(vWordNotFound, 1 + _game.numEgoWords);
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_game.numEgoWords++;
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p += strlen(p);
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break;
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case 0:
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// ignore this word
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debugC(2, kDebugLevelScripts, "ignore word");
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p += wlen;
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q = NULL;
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break;
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default:
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// an OK word
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debugC(3, kDebugLevelScripts, "ok word (%d)", wid);
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_game.egoWords[_game.numEgoWords].id = wid;
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_game.egoWords[_game.numEgoWords].word = myStrndup(p, wlen);
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_game.numEgoWords++;
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p += wlen;
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break;
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}
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if (p != NULL && *p) {
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debugC(2, kDebugLevelScripts, "p = %s", p);
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*p = 0;
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p++;
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}
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if (q != NULL) {
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for (; (*q != 0 && *q != 0x20); q++)
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;
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if (*q) {
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*q = 0;
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q++;
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}
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}
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}
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debugC(4, kDebugLevelScripts, "num_ego_words = %d", _game.numEgoWords);
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if (_game.numEgoWords > 0) {
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setflag(fEnteredCli, true);
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setflag(fSaidAcceptedInput, false);
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}
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}
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} // End of namespace Agi
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