scummvm/engines/agi/words.cpp
2011-05-18 13:06:33 +02:00

213 lines
4.6 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 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.
*
*/
//
// New find_word algorithm by Thomas Akesson <tapilot@home.se>
//
#include "agi/agi.h"
#include "common/textconsole.h"
namespace Agi {
static uint8 *words; // words in the game
static uint32 wordsFlen; // length of word memory
//
// 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(const char *fname) {
Common::File fp;
uint32 flen;
uint8 *mem = NULL;
words = NULL;
if (!fp.open(fname)) {
warning("loadWords: can't open %s", fname);
return errOK; // err_BadFileOpen
}
debug(0, "Loading dictionary: %s", fname);
fp.seek(0, SEEK_END);
flen = fp.pos();
wordsFlen = flen;
fp.seek(0, SEEK_SET);
if ((mem = (uint8 *)calloc(1, flen + 32)) == NULL) {
fp.close();
return errNotEnoughMemory;
}
fp.read(mem, flen);
fp.close();
words = mem;
return errOK;
}
void AgiEngine::unloadWords() {
free(words);
words = NULL;
}
/**
* 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.
*
* Thomas Akesson, November 2001
*/
int AgiEngine::findWord(const char *word, int *flen) {
int mchr = 0; // matched chars
int len, fchr, id = -1;
const uint8 *p = words;
const uint8 *q = words + wordsFlen;
*flen = 0;
debugC(2, kDebugLevelScripts, "find_word(%s)", word);
if (word[0] >= 'a' && word[0] <= 'z')
fchr = word[0] - 'a';
else
return -1;
len = strlen(word);
// Get the offset to the first word beginning with the
// right character
p += READ_BE_UINT16(p + 2 * fchr);
while (p[0] >= mchr) {
if (p[0] == mchr) {
p++;
// Loop through all matching characters
while ((p[0] ^ word[mchr]) == 0x7F && mchr < len) {
mchr++;
p++;
}
// Check if this is the last character of the word
// and if it matches
if ((p[0] ^ word[mchr]) == 0xFF && mchr < len) {
mchr++;
if (word[mchr] == 0 || word[mchr] == 0x20) {
id = READ_BE_UINT16(p + 1);
*flen = mchr;
}
}
}
if (p >= q)
return -1;
// Step to the next word
while (p[0] < 0x80)
p++;
p += 3;
}
return id;
}
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