mirror of
https://github.com/libretro/scummvm.git
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217 lines
5.0 KiB
C++
217 lines
5.0 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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#include "agi/agi.h"
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#include "common/textconsole.h"
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namespace Agi {
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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_v1(Common::File &f) {
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char str[64];
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int k;
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debug(0, "Loading dictionary");
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// Loop through alphabet, as words in the dictionary file are sorted by
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// first character
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f.seek(f.pos() + 26 * 2, SEEK_SET);
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do {
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// Read next word
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for (k = 0; k < (int)sizeof(str) - 1; k++) {
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str[k] = f.readByte();
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if (str[k] == 0 || (uint8)str[k] == 0xFF)
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break;
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}
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// And store it in our internal dictionary
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if (k > 0) {
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AgiWord *w = new AgiWord;
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w->word = myStrndup(str, k + 1);
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w->id = f.readUint16LE();
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_game.words[str[0] - 'a'].push_back(w);
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debug(3, "'%s' (%d)", w->word, w->id);
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}
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} while((uint8)str[0] != 0xFF);
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return errOK;
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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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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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// Loop through alphabet, as words in the dictionary file are sorted by
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// first character
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for (int i = 0; i < 26; i++) {
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fp.seek(i * 2, SEEK_SET);
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int offset = fp.readUint16BE();
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if (offset == 0)
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continue;
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fp.seek(offset, SEEK_SET);
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int k = fp.readByte();
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while (!fp.eos() && !fp.err()) {
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// Read next word
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char c, str[64];
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do {
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c = fp.readByte();
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str[k++] = (c ^ 0x7F) & 0x7F;
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} while (!(c & 0x80) && k < (int)sizeof(str) - 1);
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str[k] = 0;
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// And store it in our internal dictionary
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AgiWord *w = new AgiWord;
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w->word = myStrndup(str, k);
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w->id = fp.readUint16BE();
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_game.words[i].push_back(w);
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// Are there more words with an already known prefix?
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if (!(k = fp.readByte()))
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break;
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}
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}
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return errOK;
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}
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void AgiEngine::unloadWords() {
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for (int i = 0; i < 26; i++)
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_game.words[i].clear();
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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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int AgiEngine::findWord(const char *word, int *flen) {
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int c;
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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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c = word[0] - 'a';
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else
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return -1;
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*flen = 0;
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Common::Array<AgiWord*> &a = _game.words[c];
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for (int i = 0; i < (int)a.size(); i++) {
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int wlen = strlen(a[i]->word);
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if (!strncmp(a[i]->word, word, wlen) && (word[wlen] == 0 || word[wlen] == 0x20)) {
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*flen = wlen;
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return a[i]->id;
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}
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}
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return -1;
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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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