scummvm/scumm/string.cpp

880 lines
21 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001/2002 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "actor.h"
#include "charset.h"
#include "dialogs.h"
#include "verbs.h"
#include "scumm/sound.h"
void Scumm::unkMessage1()
{
byte buffer[100];
_msgPtrToAdd = buffer;
_messagePtr = addMessageToStack(_messagePtr);
if (buffer[0] == 0xFF && buffer[1] == 10) {
uint32 a, b;
a = buffer[2] | (buffer[3] << 8) | (buffer[6] << 16) | (buffer[7] << 24);
b = buffer[10] | (buffer[11] << 8) | (buffer[14] << 16) | (buffer[15] << 24);
// Sam and Max uses a caching system, printing empty messages
// and setting VAR_V6_SOUNDMODE beforehand. See patch 609791.
// FIXME: There are other VAR_V6_SOUNDMODE states, as
// mentioned in the patch. FIXME after iMUSE is done.
if (_gameId != GID_SAMNMAX || (_vars[VAR_V6_SOUNDMODE] != 2))
_sound->talkSound(a, b, 1, -1);
}
}
void Scumm::unkMessage2()
{
byte buf[100], *tmp;
_msgPtrToAdd = buf;
tmp = _messagePtr = addMessageToStack(_messagePtr);
if (_string[3].color == 0)
_string[3].color = 4;
InfoDialog* dialog = new InfoDialog(_newgui, this, (char*)buf);
// FIXME: I know this is the right thing to do for MI1 and MI2. For
// all other games it's just a guess.
_vars[VAR_KEYPRESS] = runDialog (dialog);
delete dialog;
_messagePtr = tmp;
}
void Scumm::CHARSET_1()
{
uint32 talk_sound_a = 0;
uint32 talk_sound_b = 0;
int s, i, t, c;
int frme = -1;
Actor *a;
byte *buffer;
bool has_talk_sound = false;
bool has_anim = false;
if (!_haveMsg)
return;
// FIXME: This Zak check fixes several hangs (Yak hang, and opening
// 'secret room while walking' hang. It doesn't do the camera check
// when the talk target isn't an actor. The question is, can we make
// this a more general case? Does it really need to be Zak specific?
if (!(_features & GF_AFTER_V7) && !(_gameId==GID_ZAK256 && _vars[VAR_TALK_ACTOR] == 0xFF)) {
if ((camera._dest.x >> 3) != (camera._cur.x >> 3) || camera._cur.x != camera._last.x)
return;
}
a = NULL;
if (_vars[VAR_TALK_ACTOR] != 0xFF)
a = derefActorSafe(_vars[VAR_TALK_ACTOR], "CHARSET_1");
if (a && _string[0].overhead != 0) {
if (!(_features & GF_AFTER_V6)) {
_string[0].xpos = a->x - camera._cur.x + (_realWidth / 2);
if (_vars[VAR_V5_TALK_STRING_Y] < 0) {
s = (a->scaley * (int)_vars[VAR_V5_TALK_STRING_Y]) / 0xFF;
_string[0].ypos = ((_vars[VAR_V5_TALK_STRING_Y] - s) >> 1) + s - a->elevation + a->y;
} else {
_string[0].ypos = _vars[VAR_V5_TALK_STRING_Y];
}
if (_string[0].ypos < 1)
_string[0].ypos = 1;
if (_string[0].xpos < 80)
_string[0].xpos = 80;
if (_string[0].xpos > _realWidth - 80)
_string[0].xpos = _realWidth - 80;
} else {
s = a->scaley * a->talkPosX / 0xFF;
_string[0].ypos = ((a->talkPosX - s) >> 1) + s - a->elevation + a->y;
if (_string[0].ypos < 1)
_string[0].ypos = 1;
if (_string[0].ypos < camera._cur.y - (_realHeight / 2))
_string[0].ypos = camera._cur.y - (_realHeight / 2);
s = a->scalex * a->talkPosY / 0xFF;
_string[0].xpos = ((a->talkPosY - s) >> 1) + s + a->x - camera._cur.x + (_realWidth / 2);
if (_string[0].xpos < 80)
_string[0].xpos = 80;
if (_string[0].xpos > _realWidth - 80)
_string[0].xpos = _realWidth - 80;
}
}
_charset->_top = _string[0].ypos;
_charset->_startLeft = _charset->_left = _string[0].xpos;
if (a && a->charset)
_charset->setCurID(a->charset);
else
_charset->setCurID(_string[0].charset);
_charset->_center = _string[0].center;
_charset->_right = _string[0].right;
_charset->_color = _charsetColor;
if (!(_features & GF_OLD256)) // FIXME
for (i = 0; i < 4; i++)
_charset->_colorMap[i] = _charsetData[_charset->getCurID()][i];
if (_keepText) {
_charset->_strLeft = gdi._mask_left;
_charset->_strRight = gdi._mask_right;
_charset->_strTop = gdi._mask_top;
_charset->_strBottom = gdi._mask_bottom;
}
if (_talkDelay)
return;
if (_haveMsg != 0xFF && _haveMsg != 0xFE) {
if (_sound->_sfxMode == 0)
stopTalk();
return;
}
if (a && !_string[0].no_talk_anim) {
has_anim = true;
_useTalkAnims = true;
}
// HACK: Most of the audio sync in Loom is handled by the "MI1
// timer", but some of it depends on text strings timing out at
// the right moment.
if (_gameId == GID_LOOM256) {
_defaultTalkDelay = 100;
_vars[VAR_CHARINC] = 5;
}
_talkDelay = _defaultTalkDelay;
if (!_keepText) {
if (_features & GF_OLD256) {
gdi._mask_left = _string[0].xpos;
gdi._mask_top = _string[0].ypos;
gdi._mask_bottom = _string[0].ypos + 8;
gdi._mask_right = _realWidth;
if (_string[0].ypos <= 16) // If we are cleaning the text line, clean 2 lines.
gdi._mask_bottom = 16;
}
restoreCharsetBg();
}
t = _charset->_right - _string[0].xpos - 1;
if (_charset->_center) {
if (t > _charset->_nextLeft)
t = _charset->_nextLeft;
t <<= 1;
}
buffer = _charset->_buffer + _charset->_bufPos;
_charset->addLinebreaks(0, buffer, 0, t);
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, buffer, 0) >> 1;
if (_charset->_nextLeft < 0)
_charset->_nextLeft = 0;
}
_charset->_disableOffsX = _charset->_firstChar = !_keepText;
do {
c = *buffer++;
if (c == 0) {
// End of text reached, set _haveMsg to 1 so that the text will be
// removed next time CHARSET_1 is called.
_haveMsg = 1;
_keepText = false;
break;
}
if (c == 13) {
newLine:;
if (_features & GF_OLD256) {
_charset->_nextTop = 8;
_charset->_nextLeft = 0;
continue;
} else {
_charset->_nextLeft = _string[0].xpos;
if (_charset->_center) {
_charset->_nextLeft -= _charset->getStringWidth(0, buffer, 0) >> 1;
}
_charset->_nextTop += _charset->getFontPtr()[1];
_charset->_disableOffsX = true;
continue;
}
}
if (c == 0xFE)
c = 0xFF;
if (c != 0xFF) {
_charset->_left = _charset->_nextLeft;
_charset->_top = _charset->_nextTop;
if (_features & GF_OLD256)
_charset->printCharOld(c);
else if (!(_features & GF_AFTER_V6)) {
if (!(_haveMsg == 0xFE && _noSubtitles))
_charset->printChar(c);
} else {
if (!((_haveMsg == 0xFE || _haveMsg == 0xFF) && _noSubtitles))
_charset->printChar(c);
}
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
_talkDelay += _vars[VAR_CHARINC];
continue;
}
c = *buffer++;
switch(c) {
case 1:
goto newLine;
case 2:
_haveMsg = 0;
_keepText = true;
break;
case 3:
if (_haveMsg != 0xFE)
_haveMsg = 0xFF;
_keepText = false;
break;
case 9:
frme = *buffer++;
frme |= *buffer++ << 8;
has_anim = true;
break;
case 10:
talk_sound_a = buffer[0] | (buffer[1] << 8) | (buffer[4] << 16) | (buffer[5] << 24);
talk_sound_b = buffer[8] | (buffer[9] << 8) | (buffer[12] << 16) | (buffer[13] << 24);
has_talk_sound = true;
buffer += 14;
// Set flag that speech variant exist of this msg
if (_haveMsg == 0xFF)
_haveMsg = 0xFE;
break;
case 12:
int color;
color = *buffer++;
color |= *buffer++ << 8;
if (color == 0xFF)
_charset->_color = _charsetColor;
else
_charset->_color = color;
break;
case 13:
buffer += 2;
break;
case 14: {
int oldy = _charset->getFontPtr()[1];
_charset->setCurID(*buffer++);
buffer += 2;
for (i = 0; i < 4; i++)
_charset->_colorMap[i] = _charsetData[_charset->getCurID()][i];
_charset->_nextTop -= _charset->getFontPtr()[1] - oldy;
break;
}
default:
warning("CHARSET_1: invalid code %d", c);
}
if (c == 3 || c == 2)
break;
} while (1);
// Even if talkSound() is called, we may still have to call
// startAnimActor() since actorTalk() may already have caused the
// wrong animation frame to be drawn, and the talkSound() won't be
// processed until after the next screen update. Bleah.
if (has_talk_sound)
_sound->talkSound(talk_sound_a, talk_sound_b, 2, frme);
if (a && has_anim)
a->startAnimActor(frme != -1 ? frme : a->talkFrame1);
_charset->_bufPos = buffer - _charset->_buffer;
gdi._mask_left = _charset->_strLeft;
gdi._mask_right = _charset->_strRight;
gdi._mask_top = _charset->_strTop;
gdi._mask_bottom = _charset->_strBottom;
}
void Scumm::description()
{
int c;
byte *buffer;
buffer = _charset->_buffer;
_string[0].ypos = camera._cur.y + 88;
_string[0].xpos = (_realWidth / 2) - (_charset->getStringWidth(0, buffer, 0) >> 1);
if (_string[0].xpos < 0)
_string[0].xpos = 0;
_charset->_bufPos = 0;
_charset->_top = _string[0].ypos;
_charset->_startLeft = _charset->_left = _string[0].xpos;
_charset->_right = _realWidth - 1;
_charset->_center = false;
_charset->_color = 15;
_charset->_disableOffsX = _charset->_firstChar = true;
_charset->setCurID(3);
_charset->_nextLeft = _string[0].xpos;
_charset->_nextTop = _string[0].ypos;
// FIXME: _talkdelay = 1 - display description, not correct ego actor talking,
// 0 - no display, correct ego actor talking
_talkDelay = 0;
restoreCharsetBg();
do {
c = *buffer++;
if (c == 0) {
_haveMsg = 1;
break;
}
if (c != 0xFF) {
_charset->_left = _charset->_nextLeft;
_charset->_top = _charset->_nextTop;
_charset->printChar(c);
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
continue;
}
} while (1);
gdi._mask_left = _charset->_strLeft;
gdi._mask_right = _charset->_strRight;
gdi._mask_top = _charset->_strTop;
gdi._mask_bottom = _charset->_strBottom;
}
void Scumm::drawDescString(byte *msg)
{
byte c, *buf, buffer[256];
buf = _msgPtrToAdd = buffer;
addMessageToStack(msg);
_charset->_bufPos = 0;
_charset->_top = _string[0].ypos;
_charset->_startLeft = _charset->_left = _string[0].xpos;
_charset->_right = _realWidth - 1;
_charset->_center = _string[0].center;
_charset->_color = _string[0].color;
_charset->_disableOffsX = _charset->_firstChar = true;
_charset->setCurID(_string[0].charset);
_charset->_nextLeft = _string[0].xpos;
_charset->_nextTop = _string[0].ypos;
// Center text
_charset->_nextLeft -= _charset->getStringWidth(0, buffer, 0) >> 1;
if (_charset->_nextLeft < 0)
_charset->_nextLeft = 0;
_talkDelay = 1;
restoreCharsetBg();
do {
c = *buf++;
if (c == 0) {
_haveMsg = 1;
break;
}
if (c != 0xFF) {
_charset->_left = _charset->_nextLeft;
_charset->_top = _charset->_nextTop;
_charset->printChar(c);
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
continue;
}
} while (1);
gdi._mask_left = _charset->_strLeft;
gdi._mask_right = _charset->_strRight;
gdi._mask_top = _charset->_strTop;
gdi._mask_bottom = _charset->_strBottom;
}
void Scumm::drawString(int a)
{
byte buf[256];
byte *space;
int i;
byte fontHeight = 0, chr;
uint color;
_msgPtrToAdd = buf;
_messagePtr = addMessageToStack(_messagePtr);
_charset->_top = _string[a].ypos;
_charset->_startLeft = _charset->_left = _string[a].xpos;
_charset->_right = _string[a].right;
_charset->_center = _string[a].center;
_charset->_color = _string[a].color;
_charset->_disableOffsX = _charset->_firstChar = true;
_charset->setCurID(_string[a].charset);
if (!(_features & GF_OLD256)) {
for (i = 0; i < 4; i++)
_charset->_colorMap[i] = _charsetData[_charset->getCurID()][i];
fontHeight = _charset->getFontPtr()[1];
}
_msgPtrToAdd = buf;
// trim from the right
space = NULL;
while (*_msgPtrToAdd) {
if (*_msgPtrToAdd == ' ') {
if (!space)
space = _msgPtrToAdd;
} else {
space = NULL;
}
_msgPtrToAdd++;
}
if (space)
*space = '\0';
if (_charset->_center) {
_charset->_left -= _charset->getStringWidth(a, buf, 0) >> 1;
}
if (!(_features & GF_AFTER_V7))
_charset->_ignoreCharsetMask = true;
// In Full Throttle (and other games?), verb text should always mask
// and never time out. We can't do it blindly for all games, because
// it causes problem with the FOA intro.
if (_gameId == GID_FT && a == 4)
_talkDelay = -1;
if (!buf[0]) {
buf[0] = ' ';
buf[1] = 0;
}
for (i = 0; (chr = buf[i++]) != 0;) {
if (chr == 254 || chr == 255) {
chr = buf[i++];
switch (chr) {
case 9:
case 10:
case 13:
case 14:
i += 2;
break;
case 1:
case 8:
if (_charset->_center) {
_charset->_left = _charset->_startLeft - _charset->getStringWidth(a, buf, i);
} else {
_charset->_left = _charset->_startLeft;
}
_charset->_top += fontHeight;
break;
case 12:
color = buf[i] + (buf[i + 1] << 8);
i += 2;
if (color == 0xFF)
_charset->_color = _string[a].color;
else
_charset->_color = color;
break;
}
} else {
if (a == 1 && (_features & GF_AFTER_V6)) {
if (_string[a].no_talk_anim == 0)
_charset->_blitAlso = true;
}
if (_features & GF_OLD256)
_charset->printCharOld(chr);
else
_charset->printChar(chr);
_charset->_blitAlso = false;
}
}
_charset->_ignoreCharsetMask = false;
if (a == 0) {
_charset->_nextLeft = _charset->_left;
_charset->_nextTop = _charset->_top;
}
_string[a].xpos = _charset->_strRight + 8; // Indy3: Fixes Grail Diary text positioning
if (_features & GF_AFTER_V7) {
_charset->_hasMask = true;
if (_charset->_strLeft < gdi._mask_left)
gdi._mask_left = _charset->_strLeft;
if (_charset->_strRight > gdi._mask_right)
gdi._mask_right = _charset->_strRight;
if (_charset->_strTop < gdi._mask_top)
gdi._mask_top = _charset->_strTop;
if (_charset->_strBottom > gdi._mask_bottom)
gdi._mask_bottom = _charset->_strBottom;
}
}
byte *Scumm::addMessageToStack(byte *msg)
{
int num, numorg;
unsigned char *ptr, chr;
numorg = num = _numInMsgStack;
ptr = getResourceAddress(rtTemp, 6);
if (ptr == NULL)
error("Message stack not allocated");
if (msg == NULL) {
warning("Bad message in addMessageToStack, ignoring");
return NULL;
}
while ((ptr[num++] = chr = *msg++) != 0) {
if (num >= 500)
error("Message stack overflow");
if (chr == 0xff) { // 0xff is an escape character
ptr[num++] = chr = *msg++; // followed by a "command" code
if (chr != 1 && chr != 2 && chr != 3 && chr != 8) {
ptr[num++] = *msg++; // and some commands are followed by parameters to the functions below
ptr[num++] = *msg++; // these are numbers of names, strings, verbs, variables, etc
if (_features & GF_AFTER_V8) {
ptr[num++] = *msg++;
ptr[num++] = *msg++;
}
}
}
}
_numInMsgStack = num;
num = numorg;
while (1) {
ptr = getResourceAddress(rtTemp, 6);
chr = ptr[num++];
if (chr == 0)
break;
if (chr == 0xFF) {
chr = ptr[num++];
switch (chr) {
case 4:
if (_features & GF_AFTER_V8) {
addIntToStack(READ_LE_UINT32(ptr + num));
num += 4;
} else {
addIntToStack(READ_LE_UINT16(ptr + num));
num += 2;
}
break;
case 5:
if (_features & GF_AFTER_V8) {
addVerbToStack(READ_LE_UINT32(ptr + num));
num += 4;
} else {
addVerbToStack(READ_LE_UINT16(ptr + num));
num += 2;
}
break;
case 6:
if (_features & GF_AFTER_V8) {
addNameToStack(READ_LE_UINT32(ptr + num));
num += 4;
} else {
addNameToStack(READ_LE_UINT16(ptr + num));
num += 2;
}
break;
case 7:
if (_features & GF_AFTER_V8) {
addStringToStack(READ_LE_UINT32(ptr + num));
num += 4;
} else {
addStringToStack(READ_LE_UINT16(ptr + num));
num += 2;
}
break;
case 3:
case 9:
//#if defined(DOTT)
case 10:
case 12:
case 13:
case 14:
//#endif
*_msgPtrToAdd++ = 0xFF;
*_msgPtrToAdd++ = chr;
*_msgPtrToAdd++ = ptr[num++];
*_msgPtrToAdd++ = ptr[num++];
break;
default:
debug(2, "addMessageToStack(): string escape sequence %d unknown", chr);
*_msgPtrToAdd++ = 0xFF;
*_msgPtrToAdd++ = chr;
break;
}
} else {
if (chr != '@') {
*_msgPtrToAdd++ = chr;
}
}
}
*_msgPtrToAdd = 0;
_numInMsgStack = numorg;
return msg;
}
void Scumm::addIntToStack(int var)
{
int num, max;
byte flag;
num = readVar(var);
if (num < 0) {
*_msgPtrToAdd++ = '-';
num = -num;
}
flag = 0;
max = 10000;
do {
if (num >= max || flag) {
*_msgPtrToAdd++ = num / max + '0';
num -= (num / max) * max;
flag = 1;
}
max /= 10;
if (max == 1)
flag = 1;
} while (max);
}
void Scumm::addVerbToStack(int var)
{
int num, i;
num = readVar(var);
if (num) {
for (i = 1; i < _maxVerbs; i++) {
if (num == _verbs[i].verbid && !_verbs[i].type && !_verbs[i].saveid) {
addMessageToStack(getResourceAddress(rtVerb, i));
break;
}
}
} else {
addMessageToStack((byte *)"");
}
}
void Scumm::addNameToStack(int var)
{
int num;
num = readVar(var);
if (num) {
addMessageToStack(getObjOrActorName(num));
} else {
addMessageToStack((byte *)"");
}
}
void Scumm::addStringToStack(int var)
{
byte *ptr;
if (_features & GF_AFTER_V6 || _gameId == GID_INDY3_256)
var = readVar(var);
if (var) {
ptr = getStringAddress(var);
if (ptr) {
addMessageToStack(ptr);
return;
}
}
addMessageToStack((byte *)"");
}
void Scumm::initCharset(int charsetno)
{
int i;
if (_features & GF_OLD256)
charsetno = !charsetno;
if (_features & GF_SMALL_HEADER)
loadCharset(charsetno);
else if (!getResourceAddress(rtCharset, charsetno))
loadCharset(charsetno);
_string[0].t_charset = charsetno;
_string[1].t_charset = charsetno;
for (i = 0; i < 16; i++)
_charset->_colorMap[i] = _charsetData[_charset->getCurID()][i];
}
void Scumm::loadLanguageBundle() {
File file;
file.open("language.bnd", _gameDataPath);
if(file.isOpen() == false) {
_existLanguageFile = false;
return;
}
_languageBuffer = (char*)malloc(file.size());
file.read(_languageBuffer, file.size());
file.close();
_existLanguageFile = true;
}
void Scumm::translateText(byte *text, byte *trans_buff) {
if ((_existLanguageFile == true) && (text[0] == '/') && (text[1] != ' ')) {
char name[20], tmp[20], tmp2[20], num_s[20];
int32 num, l, j, k, r, pos;
char enc;
// copy name from text /..../
for (l = 0; (l < 20) && (*(text + l + 1) != '.'); l++) {
name[l] = *(text + l + 1);
}
name[l] = 0;
l++;
// get number from text /..../
char number[4];
number[0] = *(text + l + 1);
number[1] = *(text + l + 2);
number[2] = *(text + l + 3);
number[3] = 0;
num = atol(number);
sprintf(num_s, "%d", num);
char * buf = _languageBuffer;
pos = 0;
// determine is file encoded
if (*buf == 'e') {
enc = 0x13;
pos += 3;
} else {
enc = 0;
}
// skip translation if flag 'h' exist
if (*(buf + pos) == 'h') {
pos += 3;
char *pointer = strchr((char*)text + 1, '/');
if (pointer != NULL)
strcpy((char *)trans_buff, pointer + 1);
else
strcpy((char *)trans_buff, "");
return;
}
for(;;) {
// search char @
if (*(buf + pos++) == '@') {
// copy name after @ to endline
l = 0;
do {
tmp[l++] = *(buf + pos++);
} while((*(buf + pos) != 0x0d) && (*(buf + pos + 1) != 0x0a) && (l < 19));
tmp[l] = 0;
pos += 2;
// compare 'name' with above name
if (strcmp(tmp, name) == 0) {
// get number lines of 'name' after '#'
l = 0;
if (*(buf + pos++) == '#') {
do {
tmp[l++] = *(buf + pos++);
} while((*(buf + pos) != 0x0d) && (*(buf + pos + 1) != 0x0a) && (l < 19));
tmp[l] = 0;
pos += 2;
l = atol(tmp);
// get number of line
for(r = 0; r < l; r++) {
j = 0;
do {
tmp2[j++] = *(buf + pos++);
} while(*(buf + pos) != '/');
tmp2[j] = 0;
// compare if is right line
if (strcmp(tmp2, num_s) == 0) {
k = 0;
pos++;
// copy translated text to tran_buffer
do {
*(trans_buff + k++) = (*(buf + pos++)) ^ enc;
} while((*(buf + pos) != 0x0d) && (*(buf + pos + 1) != 0x0a));
*(trans_buff + k) = 0;
return;
}
// goto next line
do {
pos++;
} while((*(buf + pos) != 0x0d) && (*(buf + pos + 1) != 0x0a));
pos += 2;
}
}
}
}
}
}
if (text[0] == '/') {
char *pointer = strchr((char*)text + 1, '/');
if (pointer != NULL)
strcpy((char *)trans_buff, pointer + 1);
else
strcpy((char *)trans_buff, "");
return;
}
strcpy((char *)trans_buff, (char *)text);
}