mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
ff975beeee
svn-id: r15366
961 lines
24 KiB
C++
961 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::printString(int m, const byte *msg) {
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switch (m) {
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case 0:
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actorTalk(msg);
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break;
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case 1:
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drawString(1, msg);
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break;
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case 2:
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unkMessage1(msg);
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break;
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case 3:
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unkMessage2(msg);
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break;
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}
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}
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void ScummEngine::unkMessage1(const byte *msg) {
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byte buffer[100];
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addMessageToStack(msg, buffer, sizeof(buffer));
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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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int channel = 0;
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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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if (_gameId == GID_SAMNMAX)
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channel = VAR(VAR_V6_SOUNDMODE);
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if (channel != 2)
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_sound->talkSound(a, b, 1, channel);
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}
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}
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void ScummEngine::unkMessage2(const byte *msg) {
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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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addMessageToStack(msg, buf, sizeof(buf));
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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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}
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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 i, t, c;
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int frme;
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Actor *a;
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byte *buffer;
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int code = (_heversion >= 80) ? 127 : 64;
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char value[32];
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if (!_haveMsg)
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return;
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if (!(_features & GF_NEW_CAMERA) && !(_gameId == GID_ZAK256 && getTalkingActor() == 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 (getTalkingActor() != 0xFF)
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a = derefActorSafe(getTalkingActor(), "CHARSET_1");
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if (a && _string[0].overhead != 0) {
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int s;
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_string[0].xpos = a->_pos.x - virtscr[0].xstart;
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_string[0].ypos = a->_pos.y - a->getElevation() - _screenTop;
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if (_version <= 5) {
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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);
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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->scalex * a->talkPosX / 0xFF;
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_string[0].xpos += ((a->talkPosX - s) / 2) + s;
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s = a->scaley * a->talkPosY / 0xFF;
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_string[0].ypos += ((a->talkPosY - s) / 2) + s;
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if (_string[0].ypos > _screenHeight - 40)
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_string[0].ypos = _screenHeight - 40;
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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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_charset->_right = _string[0].right;
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_charset->_center = _string[0].center;
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_charset->setColor(_charsetColor);
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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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if (_version >= 5)
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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 (_talkDelay)
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return;
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if ((_version <= 7 && _haveMsg == 1) || (_version == 8 && VAR(VAR_HAVE_MSG))) {
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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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a->runActorTalkScript(a->_talkStartFrame);
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_useTalkAnims = true;
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}
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// Always set to 60
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if (_version <= 6)
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_talkDelay = 60;
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else
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_talkDelay = VAR(VAR_DEFAULT_TALK_DELAY);
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if (!_keepText) {
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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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// FIXME: This is a workaround for bug #864030: In COMI, some text
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// contains ASCII character 11 = 0xB. It's not quite clear what it is
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// good for; so for now we just ignore it, which seems to match the
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// original engine (BTW, traditionally, this is a 'vertical tab').
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if (c == 0x0B)
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continue;
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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 (_heversion >= 72 && c == code) {
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c = *buffer++;
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switch(c) {
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case 84:
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i = 0;
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memset(value, 0, 32);
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c = *buffer++;
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while(c != 44) {
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value[i] = c;
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c = *buffer++;
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i++;
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}
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value[i] = 0;
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talk_sound_a = atoi(value);
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i = 0;
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memset(value, 0, 32);
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c = *buffer++;
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while(c != code) {
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value[i] = c;
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c = *buffer++;
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i++;
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}
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value[i] = 0;
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talk_sound_b = atoi(value);
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_sound->talkSound(talk_sound_a, talk_sound_b, 2);
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break;
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case 104:
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_haveMsg = 0;
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_keepText = true;
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break;
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case 110:
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goto newLine;
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case 119:
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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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default:
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warning("CHARSET_1: invalid code %d", c);
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}
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} else 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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if (a)
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a->startAnimActor(frme);
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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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buffer += 14;
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_sound->talkSound(talk_sound_a, talk_sound_b, 2);
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// Set flag that speech variant exist of this msg.
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// This is actually a hack added by ScummVM; the original did
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// subtitle hiding in some other way. I am not sure exactly
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// how, though.
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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 && _useCJKMode)
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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 ((_imuseDigital && _sound->isSoundRunning(kTalkSoundID)) && (!ConfMan.getBool("subtitles") || VAR(VAR_VOICE_MODE) == 0)) {
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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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_charsetBufPos = buffer - _charsetBuffer;
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// TODO Verify this is correct spot
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if (_version == 8)
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VAR(VAR_HAVE_MSG) = (_string[0].no_talk_anim) ? 2 : 1;
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}
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void ScummEngine::drawString(int a, const byte *msg) {
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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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int code = (_heversion >= 80) ? 127 : 64;
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addMessageToStack(msg, buf, sizeof(buf));
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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 >= 5) {
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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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// trim from the right
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byte *tmp = buf;
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space = NULL;
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while (*tmp) {
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if (*tmp == ' ') {
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if (!space)
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space = tmp;
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} else {
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space = NULL;
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}
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tmp++;
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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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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 (_heversion >= 72 && c == code) {
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c = buf[i++];
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switch (c) {
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case 110:
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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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}
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} else 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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//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 && _useCJKMode)
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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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}
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int ScummEngine::addMessageToStack(const byte *msg, byte *dst, int dstSize) {
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uint num = 0;
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uint32 val;
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byte chr;
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const byte *src;
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byte *end;
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byte transBuf[384];
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assert(dst);
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end = dst + dstSize;
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if (msg == NULL) {
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warning("Bad message in addMessageToStack, ignoring");
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return 0;
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}
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|
|
if (_version >= 7 && msg[0] == '/') {
|
|
translateText(msg, transBuf);
|
|
src = transBuf;
|
|
} else {
|
|
src = msg;
|
|
}
|
|
|
|
num = 0;
|
|
|
|
while (1) {
|
|
chr = src[num++];
|
|
if (_heversion >= 99 && chr == '[') {
|
|
while (src[num++] != ']');
|
|
continue;
|
|
}
|
|
|
|
if (chr == 0)
|
|
break;
|
|
if (chr == 0xFF) {
|
|
chr = src[num++];
|
|
|
|
// WORKAROUND for bug #985948, a script bug in Indy3. Apparently,
|
|
// a german 'sz' was encoded incorrectly as 0xFF2E. We replace
|
|
// this by the correct encoding here. See also ScummEngine::resStrLen().
|
|
if (_gameId == GID_INDY3 && chr == 0x2E) {
|
|
*dst++ = 0xE1;
|
|
continue;
|
|
}
|
|
|
|
if (chr == 1 || chr == 2 || chr == 3 || chr == 8) {
|
|
// Simply copy these special codes
|
|
*dst++ = 0xFF;
|
|
*dst++ = chr;
|
|
} else {
|
|
val = (_version == 8) ? READ_LE_UINT32(src + num) : READ_LE_UINT16(src + num);
|
|
switch (chr) {
|
|
case 4:
|
|
dst += addIntToStack(dst, end - dst, val);
|
|
break;
|
|
case 5:
|
|
dst += addVerbToStack(dst, end - dst, val);
|
|
break;
|
|
case 6:
|
|
dst += addNameToStack(dst, end - dst, val);
|
|
break;
|
|
case 7:
|
|
dst += addStringToStack(dst, end - dst, val);
|
|
break;
|
|
case 9:
|
|
case 10:
|
|
case 12:
|
|
case 13:
|
|
case 14:
|
|
// Simply copy these special codes
|
|
*dst++ = 0xFF;
|
|
*dst++ = chr;
|
|
*dst++ = src[num+0];
|
|
*dst++ = src[num+1];
|
|
if (_version == 8) {
|
|
*dst++ = src[num+2];
|
|
*dst++ = src[num+3];
|
|
}
|
|
break;
|
|
default:
|
|
warning("addMessageToStack(): string escape sequence %d unknown", chr);
|
|
break;
|
|
}
|
|
num += (_version == 8) ? 4 : 2;
|
|
}
|
|
} else {
|
|
if (!(chr == '@' && _heversion <= 71)) {
|
|
*dst++ = chr;
|
|
}
|
|
}
|
|
|
|
// Check for a buffer overflow
|
|
if (dst >= end)
|
|
error("addMessageToStack: buffer overflow!");
|
|
}
|
|
*dst = 0;
|
|
|
|
return dstSize - (end - dst);
|
|
}
|
|
|
|
int ScummEngine::addIntToStack(byte *dst, int dstSize, int var) {
|
|
int num;
|
|
|
|
num = readVar(var);
|
|
return snprintf((char *)dst, dstSize, "%d", num);
|
|
}
|
|
|
|
int ScummEngine::addVerbToStack(byte *dst, int dstSize, 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);
|
|
return addMessageToStack(ptr, dst, dstSize);
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int ScummEngine::addNameToStack(byte *dst, int dstSize, int var) {
|
|
int num;
|
|
|
|
num = readVar(var);
|
|
if (num) {
|
|
const byte *ptr = getObjOrActorName(num);
|
|
if (ptr) {
|
|
return addMessageToStack(ptr, dst, dstSize);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int ScummEngine::addStringToStack(byte *dst, int dstSize, int var) {
|
|
const byte *ptr;
|
|
|
|
if (_version <= 2) {
|
|
byte chr;
|
|
int i = 0;
|
|
while ((chr = (byte)_scummVars[var++])) {
|
|
if (chr != '@') {
|
|
*dst++ = chr;
|
|
i++;
|
|
}
|
|
}
|
|
|
|
return i;
|
|
}
|
|
|
|
if (_version == 3 || (_version >= 6 && _heversion < 72))
|
|
var = readVar(var);
|
|
|
|
if (var) {
|
|
ptr = getStringAddress(var);
|
|
if (ptr) {
|
|
return addMessageToStack(ptr, dst, dstSize);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void ScummEngine::initCharset(int charsetno) {
|
|
int i;
|
|
|
|
if (_gameId == GID_FT) {
|
|
if (!isResourceLoaded(rtCharset, charsetno))
|
|
loadCharset(charsetno);
|
|
} else {
|
|
if (!getResourceAddress(rtCharset, charsetno))
|
|
loadCharset(charsetno);
|
|
}
|
|
|
|
_string[0]._default.charset = charsetno;
|
|
_string[1]._default.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) {
|
|
BlastText &bt = _blastTextQueue[_blastTextQueuePos++];
|
|
assert(_blastTextQueuePos <= ARRAYSIZE(_blastTextQueue));
|
|
|
|
addMessageToStack(text, bt.text, sizeof(bt.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->_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);
|
|
|
|
// Center text if necessary
|
|
if (_charset->_center) {
|
|
_charset->_left -= _charset->getStringWidth(0, buf) / 2;
|
|
if (_charset->_left < 0)
|
|
_charset->_left = 0;
|
|
}
|
|
|
|
do {
|
|
c = *buf++;
|
|
if (c != 0 && c != 0xFF) {
|
|
if (c >= 0x80 && _useCJKMode)
|
|
c += *buf++ * 256;
|
|
_charset->printChar(c);
|
|
}
|
|
} 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);
|
|
}
|
|
|
|
// Create an index of the language file.
|
|
void ScummEngine::loadLanguageBundle() {
|
|
ScummFile file;
|
|
int32 size;
|
|
|
|
if (_gameId == GID_DIG) {
|
|
openFile(file, "language.bnd");
|
|
} else if (_gameId == GID_CMI) {
|
|
openFile(file, "language.tab");
|
|
} 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();
|
|
|
|
int32 i;
|
|
char *ptr = _languageBuffer;
|
|
|
|
// Count the number of lines in the language file.
|
|
for (_languageIndexSize = 0; ; _languageIndexSize++) {
|
|
ptr = strpbrk(ptr, "\n\r");
|
|
if (ptr == NULL)
|
|
break;
|
|
while (*ptr == '\n' || *ptr == '\r')
|
|
ptr++;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
void ScummEngine::playSpeech(const byte *ptr) {
|
|
if ((_gameId == GID_DIG || _gameId == GID_CMI) && ptr[0]) {
|
|
char pointer[20];
|
|
strcpy(pointer, (const char *)ptr);
|
|
|
|
// Play speech
|
|
if (!(_features & GF_DEMO) && (_gameId == GID_CMI)) // CMI demo does not have .IMX for voice
|
|
strcat(pointer, ".IMX");
|
|
|
|
_sound->stopTalkSound();
|
|
_imuseDigital->stopSound(kTalkSoundID);
|
|
_imuseDigital->startVoice(kTalkSoundID, pointer);
|
|
_sound->talkSound(0, 0, 2);
|
|
}
|
|
}
|
|
|
|
void ScummEngine::translateText(const byte *text, byte *trans_buff) {
|
|
LangIndexNode target;
|
|
LangIndexNode *found = NULL;
|
|
int i;
|
|
|
|
if (_version >= 7 && text[0] == '/') {
|
|
// Extract the string tag from the text: /..../
|
|
for (i = 0; (i < 12) && (text[i + 1] != '/'); i++)
|
|
_lastStringTag[i] = target.tag[i] = toupper(text[i + 1]);
|
|
_lastStringTag[i] = target.tag[i] = 0;
|
|
text += i + 2;
|
|
|
|
// If a language file was loaded, try to find a translated version
|
|
// by doing a lookup on the string tag.
|
|
if (_existLanguageFile) {
|
|
// 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);
|
|
|
|
if ((_gameId == GID_DIG) && !(_features & GF_DEMO)) {
|
|
// Replace any '%___' by the corresponding special codes in the source text
|
|
const byte *src = text;
|
|
char *dst = (char *)trans_buff;
|
|
|
|
while ((dst = strstr(dst, "%___"))) {
|
|
// Search for a special code in the message.
|
|
while (*src && *src != 0xFF) {
|
|
src++;
|
|
}
|
|
|
|
// Replace the %___ by the special code. Luckily, we can do
|
|
// that in-place.
|
|
if (*src == 0xFF) {
|
|
memcpy(dst, src, 4);
|
|
src += 4;
|
|
dst += 4;
|
|
} else
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
// Default: just copy the string
|
|
memcpy(trans_buff, text, resStrLen(text) + 1);
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scumm
|