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authorMax Horn2006-02-11 22:45:04 +0000
committerMax Horn2006-02-11 22:45:04 +0000
commit26ee630756ebdd7c96bccede0881a8c8b98e8f2b (patch)
tree26e378d5cf990a2b81c2c96e9e683a7f333b62e8 /engines/scumm/string.cpp
parent2a9a0d4211b1ea5723f1409d91cb95de8984429e (diff)
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Moved engines to the new engines/ directory
svn-id: r20582
Diffstat (limited to 'engines/scumm/string.cpp')
-rw-r--r--engines/scumm/string.cpp1247
1 files changed, 1247 insertions, 0 deletions
diff --git a/engines/scumm/string.cpp b/engines/scumm/string.cpp
new file mode 100644
index 0000000000..c32413542d
--- /dev/null
+++ b/engines/scumm/string.cpp
@@ -0,0 +1,1247 @@
+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2001 Ludvig Strigeus
+ * Copyright (C) 2001-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "common/stdafx.h"
+
+#include "common/config-manager.h"
+
+#include "scumm/scumm.h"
+#include "scumm/actor.h"
+#include "scumm/charset.h"
+#include "scumm/dialogs.h"
+#include "scumm/imuse_digi/dimuse.h"
+#include "scumm/intern.h"
+#ifndef DISABLE_HE
+#include "scumm/intern_he.h"
+#endif
+#include "scumm/verbs.h"
+#include "scumm/sound.h"
+#include "scumm/util.h"
+
+namespace Scumm {
+
+
+
+#pragma mark -
+#pragma mark --- "High level" message code ---
+#pragma mark -
+
+
+void ScummEngine::printString(int m, const byte *msg) {
+ switch (m) {
+ case 0:
+ actorTalk(msg);
+ break;
+ case 1:
+ drawString(1, msg);
+ break;
+ case 2:
+ debugMessage(msg);
+ break;
+ case 3:
+ showMessageDialog(msg);
+ break;
+ }
+}
+
+
+void ScummEngine::debugMessage(const byte *msg) {
+ byte buffer[500];
+ convertMessageToString(msg, buffer, sizeof(buffer));
+
+// if ((_gameId == GID_CMI) && _debugMode) { // In CMI, debugMessage is used for printDebug output
+ if ((buffer[0] != 0xFF) && _debugMode) {
+ debug(0, "DEBUG: %s", buffer);
+ return;
+ }
+
+ if (buffer[0] == 0xFF && buffer[1] == 10) {
+ uint32 a, b;
+ int channel = 0;
+
+ 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.
+ if (_gameId == GID_SAMNMAX)
+ channel = VAR(VAR_V6_SOUNDMODE);
+
+ if (channel != 2)
+ _sound->talkSound(a, b, 1, channel);
+ }
+}
+
+void ScummEngine::showMessageDialog(const byte *msg) {
+ // Original COMI used different code at this point.
+ // Seemed to use blastText for the messages
+ byte buf[500];
+
+ convertMessageToString(msg, buf, sizeof(buf));
+
+ if (_string[3].color == 0)
+ _string[3].color = 4;
+
+ InfoDialog dialog(this, (char*)buf);
+ VAR(VAR_KEYPRESS) = runDialog(dialog);
+}
+
+
+#pragma mark -
+#pragma mark --- V6 blast text queue code ---
+#pragma mark -
+
+
+void ScummEngine_v6::enqueueText(const byte *text, int x, int y, byte color, byte charset, bool center) {
+ BlastText &bt = _blastTextQueue[_blastTextQueuePos++];
+ assert(_blastTextQueuePos <= ARRAYSIZE(_blastTextQueue));
+
+ convertMessageToString(text, bt.text, sizeof(bt.text));
+ bt.xpos = x;
+ bt.ypos = y;
+ bt.color = color;
+ bt.charset = charset;
+ bt.center = center;
+}
+
+void ScummEngine_v6::drawBlastTexts() {
+ byte *buf;
+ int c;
+ int i;
+
+ for (i = 0; i < _blastTextQueuePos; i++) {
+
+ buf = _blastTextQueue[i].text;
+
+ _charset->_top = _blastTextQueue[i].ypos + _screenTop;
+ _charset->_right = _screenWidth - 1;
+ _charset->_center = _blastTextQueue[i].center;
+ _charset->setColor(_blastTextQueue[i].color);
+ _charset->_disableOffsX = _charset->_firstChar = true;
+ _charset->setCurID(_blastTextQueue[i].charset);
+
+ do {
+ _charset->_left = _blastTextQueue[i].xpos;
+
+ // Center text if necessary
+ if (_charset->_center) {
+ _charset->_left -= _charset->getStringWidth(0, buf) / 2;
+ if (_charset->_left < 0)
+ _charset->_left = 0;
+ }
+
+ do {
+ c = *buf++;
+
+ // FIXME: This is a workaround for bugs #864030 and #1399843:
+ // In COMI, some text contains ASCII character 11 = 0xB. It's
+ // not quite clear what it is good for; so for now we just ignore
+ // it, which seems to match the original engine (BTW, traditionally,
+ // this is a 'vertical tab').
+ if (c == 0x0B)
+ continue;
+
+ if (c != 0 && c != 0xFF && c != '\n') {
+ if (c & 0x80 && _useCJKMode) {
+ if (_language == Common::JA_JPN && !checkSJISCode(c)) {
+ c = 0x20; //not in S-JIS
+ } else {
+ c += *buf++ * 256;
+ }
+ }
+ _charset->printChar(c, true);
+ }
+ } while (c && c != '\n');
+
+ _charset->_top += _charset->getFontHeight();
+ } while (c);
+
+ _blastTextQueue[i].rect = _charset->_str;
+ }
+}
+
+void ScummEngine_v6::removeBlastTexts() {
+ int i;
+
+ for (i = 0; i < _blastTextQueuePos; i++) {
+ restoreBG(_blastTextQueue[i].rect);
+ }
+ _blastTextQueuePos = 0;
+}
+
+
+#pragma mark -
+#pragma mark --- V7 subtitle queue code ---
+#pragma mark -
+
+
+#ifndef DISABLE_SCUMM_7_8
+void ScummEngine_v7::processSubtitleQueue() {
+ for (int i = 0; i < _subtitleQueuePos; ++i) {
+ SubtitleText *st = &_subtitleQueue[i];
+ if (!ConfMan.getBool("subtitles") || VAR(VAR_VOICE_MODE) == 0)
+ // subtitles are disabled, don't display the text
+ continue;
+ if (!ConfMan.getBool("subtitles") && (!st->actorSpeechMsg || _mixer->isSoundHandleActive(_sound->_talkChannelHandle)))
+ // no subtitles and there's a speech variant of the message, don't display the text
+ continue;
+ enqueueText(st->text, st->xpos, st->ypos, st->color, st->charset, false);
+ }
+}
+
+void ScummEngine_v7::addSubtitleToQueue(const byte *text, const Common::Point &pos, byte color, byte charset) {
+ if (text[0] && strcmp((const char *)text, " ") != 0) {
+ assert(_subtitleQueuePos < ARRAYSIZE(_subtitleQueue));
+ SubtitleText *st = &_subtitleQueue[_subtitleQueuePos];
+ int i = 0;
+ while (1) {
+ st->text[i] = text[i];
+ if (!text[i])
+ break;
+ ++i;
+ }
+ st->xpos = pos.x;
+ st->ypos = pos.y;
+ st->color = color;
+ st->charset = charset;
+ st->actorSpeechMsg = _haveActorSpeechMsg;
+ ++_subtitleQueuePos;
+ }
+}
+
+void ScummEngine_v7::clearSubtitleQueue() {
+ memset(_subtitleQueue, 0, sizeof(_subtitleQueue));
+ _subtitleQueuePos = 0;
+}
+#endif
+
+
+
+#pragma mark -
+#pragma mark --- Core message/subtitle code ---
+#pragma mark -
+
+
+bool ScummEngine::handleNextCharsetCode(Actor *a, int *code) {
+ uint32 talk_sound_a = 0;
+ uint32 talk_sound_b = 0;
+ int color, frme, c = 0, oldy;
+ bool endLoop = false;
+ byte *buffer = _charsetBuffer + _charsetBufPos;
+ while (!endLoop) {
+ c = *buffer++;
+ if (!(c == 0xFF || (_version <= 6 && c == 0xFE))) {
+ break;
+ }
+ c = *buffer++;
+ switch (c) {
+ case 1:
+ c = 13; // new line
+ endLoop = true;
+ break;
+ case 2:
+ _haveMsg = 0;
+ _keepText = true;
+ endLoop = true;
+ break;
+ case 3:
+ _haveMsg = (_version >= 7) ? 1 : 0xFF;
+ _keepText = false;
+ endLoop = true;
+ break;
+ case 8:
+ // Ignore this code here. Occurs e.g. in MI2 when you
+ // talk to the carpenter on scabb island. It works like
+ // code 1 (=newline) in verb texts, but is ignored in
+ // spoken text (i.e. here). Used for very long verb
+ // sentences.
+ break;
+ case 9:
+ frme = buffer[0] | (buffer[1] << 8);
+ buffer += 2;
+ if (a)
+ a->startAnimActor(frme);
+ break;
+ case 10:
+ // Note the similarity to the code in debugMessage()
+ 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);
+ buffer += 14;
+ if (_heversion >= 60) {
+ _sound->startHETalkSound(talk_sound_a);
+ } else {
+ _sound->talkSound(talk_sound_a, talk_sound_b, 2);
+ }
+ _haveActorSpeechMsg = false;
+ break;
+ case 12:
+ color = buffer[0] | (buffer[1] << 8);
+ buffer += 2;
+ if (color == 0xFF)
+ _charset->setColor(_charsetColor);
+ else
+ _charset->setColor(color);
+ break;
+ case 13:
+ debug(0, "handleNextCharsetCode: Unknown opcode 13 %d", READ_LE_UINT16(buffer));
+ buffer += 2;
+ break;
+ case 14:
+ oldy = _charset->getFontHeight();
+ _charset->setCurID(*buffer++);
+ buffer += 2;
+ memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
+ _charset->_nextTop -= _charset->getFontHeight() - oldy;
+ break;
+ default:
+ error("handleNextCharsetCode: invalid code %d", c);
+ }
+ }
+ _charsetBufPos = buffer - _charsetBuffer;
+ *code = c;
+ return (c != 2 && c != 3);
+}
+
+#ifndef DISABLE_HE
+bool ScummEngine_v72he::handleNextCharsetCode(Actor *a, int *code) {
+ const int charsetCode = (_heversion >= 80) ? 127 : 64;
+ uint32 talk_sound_a = 0;
+ uint32 talk_sound_b = 0;
+ int i, c = 0;
+ char value[32];
+ bool endLoop = false;
+ bool endText = false;
+ byte *buffer = _charsetBuffer + _charsetBufPos;
+ while (!endLoop) {
+ c = *buffer++;
+ if (c != charsetCode) {
+ break;
+ }
+ c = *buffer++;
+ switch (c) {
+ case 84:
+ i = 0;
+ c = *buffer++;
+ while (c != 44) {
+ value[i] = c;
+ c = *buffer++;
+ i++;
+ }
+ value[i] = 0;
+ talk_sound_a = atoi(value);
+ i = 0;
+ c = *buffer++;
+ while (c != charsetCode) {
+ value[i] = c;
+ c = *buffer++;
+ i++;
+ }
+ value[i] = 0;
+ talk_sound_b = atoi(value);
+ _sound->startHETalkSound(talk_sound_a);
+ break;
+ case 104:
+ _haveMsg = 0;
+ _keepText = true;
+ endLoop = endText = true;
+ break;
+ case 110:
+ c = 13; // new line
+ endLoop = true;
+ break;
+ case 116:
+ i = 0;
+ memset(value, 0, sizeof(value));
+ c = *buffer++;
+ while (c != charsetCode) {
+ value[i] = c;
+ c = *buffer++;
+ i++;
+ }
+ value[i] = 0;
+ talk_sound_a = atoi(value);
+ talk_sound_b = 0;
+ _sound->startHETalkSound(talk_sound_a);
+ break;
+ case 119:
+ _haveMsg = 0xFF;
+ _keepText = false;
+ endLoop = endText = true;
+ break;
+ default:
+ error("handleNextCharsetCode: invalid code %d", c);
+ }
+ }
+ _charsetBufPos = buffer - _charsetBuffer;
+ *code = c;
+ return (endText == 0);
+}
+#endif
+
+void ScummEngine::CHARSET_1() {
+ Actor *a;
+ int t, c = 0;
+#ifndef DISABLE_SCUMM_7_8
+ byte subtitleBuffer[200];
+ byte *subtitleLine = subtitleBuffer;
+ Common::Point subtitlePos;
+
+ if (_version >= 7) {
+ ((ScummEngine_v7 *)this)->processSubtitleQueue();
+ }
+#endif
+
+ if (!_haveMsg)
+ return;
+
+ if (!(_features & GF_NEW_CAMERA) && !(_gameId == GID_ZAK && (_platform == Common::kPlatformFMTowns) && getTalkingActor() == 0xFF)) {
+ if ((camera._dest.x / 8) != (camera._cur.x / 8) || camera._cur.x != camera._last.x)
+ return;
+ }
+
+ a = NULL;
+ if (getTalkingActor() != 0xFF)
+ a = derefActorSafe(getTalkingActor(), "CHARSET_1");
+
+ if (a && _string[0].overhead != 0) {
+ int s;
+
+ _string[0].xpos = a->_pos.x - virtscr[0].xstart;
+ _string[0].ypos = a->_pos.y - a->getElevation() - _screenTop;
+
+ if (_version <= 5) {
+
+ if (VAR(VAR_V5_TALK_STRING_Y) < 0) {
+ s = (a->_scaley * (int)VAR(VAR_V5_TALK_STRING_Y)) / 0xFF;
+ _string[0].ypos += (int)(((VAR(VAR_V5_TALK_STRING_Y) - s) / 2) + s);
+ } else {
+ _string[0].ypos = (int)VAR(VAR_V5_TALK_STRING_Y);
+ }
+
+ } else {
+ s = a->_scalex * a->_talkPosX / 0xFF;
+ _string[0].xpos += ((a->_talkPosX - s) / 2) + s;
+
+ s = a->_scaley * a->_talkPosY / 0xFF;
+ _string[0].ypos += ((a->_talkPosY - s) / 2) + s;
+
+ if (_string[0].ypos > _screenHeight - 40)
+ _string[0].ypos = _screenHeight - 40;
+ }
+
+ if (_string[0].ypos < 1)
+ _string[0].ypos = 1;
+
+ if (_string[0].xpos < 80)
+ _string[0].xpos = 80;
+ if (_string[0].xpos > _screenWidth - 80)
+ _string[0].xpos = _screenWidth - 80;
+ }
+
+ _charset->_top = _string[0].ypos + _screenTop;
+ _charset->_startLeft = _charset->_left = _string[0].xpos;
+ _charset->_right = _string[0].right;
+ _charset->_center = _string[0].center;
+ _charset->setColor(_charsetColor);
+
+ if (a && a->_charset)
+ _charset->setCurID(a->_charset);
+ else
+ _charset->setCurID(_string[0].charset);
+
+ if (_version >= 5)
+ memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
+
+ if (_talkDelay)
+ return;
+
+ if ((_version <= 6 && _haveMsg == 1) || (_version == 7 && _haveMsg != 1) || (_version == 8 && VAR(VAR_HAVE_MSG))) {
+ if ((_sound->_sfxMode & 2) == 0)
+ stopTalk();
+ return;
+ }
+
+ if (a && !_string[0].no_talk_anim) {
+ a->runActorTalkScript(a->_talkStartFrame);
+ _useTalkAnims = true;
+ }
+
+ _talkDelay = (VAR_DEFAULT_TALK_DELAY != 0xFF) ? VAR(VAR_DEFAULT_TALK_DELAY) : 60;
+
+ if (!_keepText) {
+ if (_version >= 7) {
+#ifndef DISABLE_SCUMM_7_8
+ ((ScummEngine_v7 *)this)->clearSubtitleQueue();
+ _charset->_nextLeft = _string[0].xpos;
+ _charset->_nextTop = _string[0].ypos;
+#endif
+ } else {
+ _charset->restoreCharsetBg();
+ }
+ }
+
+ t = _charset->_right - _string[0].xpos - 1;
+ if (_charset->_center) {
+ if (t > _charset->_nextLeft)
+ t = _charset->_nextLeft;
+ t *= 2;
+ }
+
+ if (_version > 3)
+ _charset->addLinebreaks(0, _charsetBuffer + _charsetBufPos, 0, t);
+
+ if (_charset->_center) {
+ _charset->_nextLeft -= _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) / 2;
+ if (_charset->_nextLeft < 0)
+ _charset->_nextLeft = 0;
+ }
+
+ _charset->_disableOffsX = _charset->_firstChar = !_keepText;
+
+ while (handleNextCharsetCode(a, &c)) {
+ if (c == 0) {
+ // End of text reached, set _haveMsg accordingly
+ _haveMsg = (_version >= 7) ? 2 : 1;
+ _keepText = false;
+ break;
+ }
+
+ if (c == 13) {
+ newLine:;
+ _charset->_nextLeft = _string[0].xpos;
+#ifndef DISABLE_SCUMM_7_8
+ if (_version >= 7 && subtitleLine != subtitleBuffer) {
+ ((ScummEngine_v7 *)this)->addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID());
+ subtitleLine = subtitleBuffer;
+ }
+#endif
+ if (_charset->_center) {
+ _charset->_nextLeft -= _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) / 2;
+ }
+
+ if (_platform == Common::kPlatformC64 && _gameId == GID_MANIAC) {
+ break;
+ } else if (!(_platform == Common::kPlatformFMTowns) && _string[0].height) {
+ _charset->_nextTop += _string[0].height;
+ } else {
+ _charset->_nextTop += _charset->getFontHeight();
+ }
+ if (_version > 3) {
+ // FIXME - is this really needed?
+ _charset->_disableOffsX = true;
+ }
+ continue;
+ }
+
+ _charset->_left = _charset->_nextLeft;
+ _charset->_top = _charset->_nextTop;
+
+ if (_version >= 7) {
+#ifndef DISABLE_SCUMM_7_8
+ if (subtitleLine == subtitleBuffer) {
+ subtitlePos.x = _charset->_left;
+ subtitlePos.y = _charset->_top;
+ }
+ *subtitleLine++ = c;
+ *subtitleLine = '\0';
+#endif
+ } else {
+ if (c & 0x80 && _useCJKMode) {
+ if (_language == Common::JA_JPN && !checkSJISCode(c)) {
+ c = 0x20; //not in S-JIS
+ } else {
+ byte *buffer = _charsetBuffer + _charsetBufPos;
+ c += *buffer++ * 256; //LE
+ _charsetBufPos = buffer - _charsetBuffer;
+ }
+ }
+ if (_version <= 3) {
+ _charset->printChar(c, false);
+ } else {
+ if (_features & GF_HE_NOSUBTITLES) {
+ // HE games which use sprites for subtitles
+ } else if (_heversion >= 60 && !ConfMan.getBool("subtitles") && _sound->isSoundRunning(1)) {
+ // Special case for HE games
+ } else if (_gameId == GID_LOOM && !ConfMan.getBool("subtitles") && (_sound->pollCD())) {
+ // Special case for Loom (CD), since it only uses CD audio.for sound
+ } else if (!ConfMan.getBool("subtitles") && (!_haveActorSpeechMsg || _mixer->isSoundHandleActive(_sound->_talkChannelHandle))) {
+ // Subtitles are turned off, and there is a voice version
+ // of this message -> don't print it.
+ } else {
+ _charset->printChar(c, false);
+ }
+ }
+ _charset->_nextLeft = _charset->_left;
+ _charset->_nextTop = _charset->_top;
+ }
+
+ if (_version <= 2) {
+ _talkDelay += _defaultTalkDelay;
+ VAR(VAR_CHARCOUNT)++;
+ } else {
+ _talkDelay += (int)VAR(VAR_CHARINC);
+ }
+ // Handle line overflow for V3
+ if (_version == 3 && _charset->_nextLeft > _screenWidth) {
+ _charset->_nextLeft = _screenWidth;
+ }
+ // Handle line breaks for V1-V2
+ if (_version <= 2 && _charset->_nextLeft > _screenWidth) {
+ goto newLine;
+ }
+ }
+
+#ifndef DISABLE_SCUMM_7_8
+ if (_version >= 7 && subtitleLine != subtitleBuffer) {
+ ((ScummEngine_v7 *)this)->addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID());
+ }
+#endif
+}
+
+void ScummEngine::drawString(int a, const byte *msg) {
+ byte buf[270];
+ byte *space;
+ int i, c;
+ byte fontHeight = 0;
+ uint color;
+ int code = (_heversion >= 80) ? 127 : 64;
+
+ bool cmi_pos_hack = false;
+
+ convertMessageToString(msg, buf, sizeof(buf));
+
+ if (_version >= 7) {
+ // I recently disabled charset mask related code for V7+ games, thinking
+ // that it should never be needed there. Well, I missed on case: In this
+ // method, it could potentially still be used. Now the question is:
+ // Does this actually ever happen? Basically, drawString is called from
+ // two spots: First off, from drawVerb, which I *think* is not used for
+ // V7+ games (but I am not 100% sure), and secondly from printString().
+ // The latter is much harder to predict. Maybe in some obscure place it
+ // is used after all?
+ //
+ // Hence I am adding this error message, hoping that either somebody
+ // triggers it (at which point I can investigate), or, if nobody ever
+ // triggers it, we can assume that it's safe to keep this error even
+ // after the release.
+ //
+ // TODO/FIXME: Remove or update this hack before the next release!
+ error("drawString(%d, '%s') -- please inform Fingolfin about this crash!", a, buf);
+ }
+
+ _charset->_top = _string[a].ypos + _screenTop;
+ _charset->_startLeft = _charset->_left = _string[a].xpos;
+ _charset->_right = _string[a].right;
+ _charset->_center = _string[a].center;
+ _charset->setColor(_string[a].color);
+ _charset->_disableOffsX = _charset->_firstChar = true;
+ _charset->setCurID(_string[a].charset);
+
+ if (_version >= 5)
+ memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
+
+ fontHeight = _charset->getFontHeight();
+
+ // trim from the right
+ byte *tmp = buf;
+ space = NULL;
+ while (*tmp) {
+ if (*tmp == ' ') {
+ if (!space)
+ space = tmp;
+ } else {
+ space = NULL;
+ }
+ tmp++;
+ }
+ if (space)
+ *space = '\0';
+ if (_charset->_center) {
+ _charset->_left -= _charset->getStringWidth(a, buf) / 2;
+ }
+
+ const bool ignoreCharsetMask = (_version < 7);
+
+ if (!buf[0]) {
+ buf[0] = ' ';
+ buf[1] = 0;
+ }
+
+ for (i = 0; (c = buf[i++]) != 0;) {
+ if (_heversion >= 72 && c == code) {
+ c = buf[i++];
+ switch (c) {
+ case 110:
+ if (_charset->_center) {
+ _charset->_left = _charset->_startLeft - _charset->getStringWidth(a, buf + i);
+ } else {
+ _charset->_left = _charset->_startLeft;
+ }
+ _charset->_top += fontHeight;
+ break;
+ }
+ } else if (c == 0xFF || (_version <= 6 && c == 0xFE)) {
+ c = buf[i++];
+ switch (c) {
+ 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;
+ }
+ if (!(_platform == Common::kPlatformFMTowns) && _string[0].height) {
+ _charset->_nextTop += _string[0].height;
+ } else {
+ _charset->_top += fontHeight;
+ }
+ break;
+ case 12:
+ color = buf[i] + (buf[i + 1] << 8);
+ i += 2;
+ if (color == 0xFF)
+ _charset->setColor(_string[a].color);
+ else
+ _charset->setColor(color);
+ break;
+ }
+ } else {
+ if (a == 1 && _version >= 6) {
+ // FIXME: The following code is a bit nasty. It is used for the
+ // Highway surfing game in Sam&Max; there, _blitAlso is set to
+ // true when writing the highscore numbers. It is also in DOTT
+ // for parts the intro and for drawing newspaper headlines. It
+ // is also used for scores in bowling mini game in fbear and
+ // for names in load/save screen of all HE games. Maybe it is
+ // also being used in other places.
+ //
+ // A better name for _blitAlso might be _imprintOnBackground
+
+ if (_string[a].no_talk_anim == false) {
+ //debug(0, "Would have set _charset->_blitAlso = true (wanted to print '%c' = %d)", c, c);
+ _charset->_blitAlso = true;
+ }
+ }
+ if (c & 0x80 && _useCJKMode) {
+ if (_language == Common::JA_JPN && !checkSJISCode(c)) {
+ c = 0x20; //not in S-JIS
+ } else {
+ c += buf[i++] * 256;
+ if (_gameId == GID_CMI) {
+ cmi_pos_hack = true;
+ _charset->_top += 6;
+ }
+ }
+ }
+ _charset->printChar(c, ignoreCharsetMask);
+ _charset->_blitAlso = false;
+
+ if (cmi_pos_hack) {
+ cmi_pos_hack = false;
+ _charset->_top -= 6;
+ }
+ }
+ }
+
+ if (a == 0) {
+ _charset->_nextLeft = _charset->_left;
+ _charset->_nextTop = _charset->_top;
+ }
+
+ _string[a].xpos = _charset->_str.right + 8; // Indy3: Fixes Grail Diary text positioning
+}
+
+int ScummEngine::convertMessageToString(const byte *msg, byte *dst, int dstSize) {
+ uint num = 0;
+ uint32 val;
+ byte chr;
+ const byte *src;
+ byte *end;
+ byte transBuf[384];
+
+ assert(dst);
+ end = dst + dstSize;
+
+ if (msg == NULL) {
+ debug(0, "Bad message in convertMessageToString, ignoring");
+ return 0;
+ }
+
+ if (_version >= 7) {
+ translateText(msg, transBuf);
+ src = transBuf;
+ } else {
+ src = msg;
+ }
+
+ num = 0;
+
+ while (1) {
+ chr = src[num++];
+ if (_heversion >= 80 && (src[num - 1] == '(' && src[num] == 'P' && src[num + 1] == 'U')) {
+ while (src[num++] != ')');
+ continue;
+ }
+ if ((_features & GF_HE_LOCALIZED) && 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 += convertIntMessage(dst, end - dst, val);
+ break;
+ case 5:
+ dst += convertVerbMessage(dst, end - dst, val);
+ break;
+ case 6:
+ dst += convertNameMessage(dst, end - dst, val);
+ break;
+ case 7:
+ dst += convertStringMessage(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:
+ error("convertMessageToString(): string escape sequence %d unknown", chr);
+ }
+ num += (_version == 8) ? 4 : 2;
+ }
+ } else {
+ if (!(chr == '@' && _heversion <= 71)) {
+ *dst++ = chr;
+ }
+ }
+
+ // Check for a buffer overflow
+ if (dst >= end)
+ error("convertMessageToString: buffer overflow!");
+ }
+ *dst = 0;
+
+ return dstSize - (end - dst);
+}
+
+int ScummEngine::convertIntMessage(byte *dst, int dstSize, int var) {
+ int num;
+
+ num = readVar(var);
+ return snprintf((char *)dst, dstSize, "%d", num);
+}
+
+int ScummEngine::convertVerbMessage(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 convertMessageToString(ptr, dst, dstSize);
+ }
+ }
+ }
+ return 0;
+}
+
+int ScummEngine::convertNameMessage(byte *dst, int dstSize, int var) {
+ int num;
+
+ num = readVar(var);
+ if (num) {
+ const byte *ptr = getObjOrActorName(num);
+ if (ptr) {
+ return convertMessageToString(ptr, dst, dstSize);
+ }
+ }
+ return 0;
+}
+
+int ScummEngine::convertStringMessage(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 convertMessageToString(ptr, dst, dstSize);
+ }
+ }
+ return 0;
+}
+
+
+#pragma mark -
+#pragma mark --- Charset initialisation ---
+#pragma mark -
+
+
+#ifndef DISABLE_HE
+void ScummEngine_v80he::initCharset(int charsetno) {
+ ScummEngine::initCharset(charsetno);
+ VAR(VAR_CURRENT_CHARSET) = charsetno;
+}
+#endif
+
+void ScummEngine::initCharset(int charsetno) {
+ if (_gameId == GID_FT) {
+ if (!res.isResourceLoaded(rtCharset, charsetno))
+ loadCharset(charsetno);
+ } else {
+ if (!getResourceAddress(rtCharset, charsetno))
+ loadCharset(charsetno);
+ }
+
+ _string[0]._default.charset = charsetno;
+ _string[1]._default.charset = charsetno;
+
+ memcpy(_charsetColorMap, _charsetData[charsetno], sizeof(_charsetColorMap));
+}
+
+
+#pragma mark -
+#pragma mark --- Translation/localization code ---
+#pragma mark -
+
+
+#ifndef DISABLE_SCUMM_7_8
+static int indexCompare(const void *p1, const void *p2) {
+ const ScummEngine_v7::LangIndexNode *i1 = (const ScummEngine_v7::LangIndexNode *) p1;
+ const ScummEngine_v7::LangIndexNode *i2 = (const ScummEngine_v7::LangIndexNode *) p2;
+
+ return strcmp(i1->tag, i2->tag);
+}
+
+// Create an index of the language file.
+void ScummEngine_v7::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.
+ // And anyway, using qsort + bsearch gives us the exact same
+ // O(log(n)) access time anyway ;-).
+
+ _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 == 'h') {
+ // File contains Korean text (Hangul). 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++;
+ } else {
+ error("Unknwon languag.bnd entry found: '%s'\n", ptr);
+ }
+
+ // 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;
+
+ // Convert '\n' code to a newline. See also bug #902415.
+ char *src, *dst;
+ src = dst = _languageBuffer + _languageIndex[i].offset;
+ while (*src) {
+ if (src[0] == '\\' && src[1] == 'n') {
+ *dst++ = '\n';
+ src += 2;
+ } else {
+ *dst++ = *src++;
+ }
+ }
+ *dst = 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_v7::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_v7::translateText(const byte *text, byte *trans_buff) {
+ LangIndexNode target;
+ LangIndexNode *found = NULL;
+ int i;
+
+ trans_buff[0] = 0;
+ _lastStringTag[0] = 0;
+
+ // WORKAROUND for bug #1172655.
+ if (_gameId == GID_DIG && text[0] != '/') {
+ if (!strcmp((const char *)text, "faint light"))
+ text = (const byte *)"/NEW.007/faint light";
+ else if (!strcmp((const char *)text, "glowing crystal"))
+ text = (const byte *)"/NEW.008/glowing crystal";
+ else if (!strcmp((const char *)text, "glowing crystals"))
+ text = (const byte *)"/NEW.009/glowing crystals";
+ else if (!strcmp((const char *)text, "pit"))
+ text = (const byte *)"/NEW.010/pit";
+ else if (!strcmp((const char *)text, "You wish."))
+ text = (const byte *)"/NEW.011/You wish.";
+ else if (!strcmp((const char *)text, "In your dreams."))
+ text = (const byte *)"/NEW.012/In your dreams";
+ else if (!strcmp((const char *)text, "left"))
+ text = (const byte *)"/CATHPLAT.068/left";
+ else if (!strcmp((const char *)text, "right"))
+ text = (const byte *)"/CATHPLAT.070/right";
+ else if (!strcmp((const char *)text, "right"))
+ text = (const byte *)"/CATHPLAT.067/top";
+ else if (!strcmp((const char *)text, "exit"))
+ text = (const byte *)"/SKY.008/exit";
+ else if (!strcmp((const char *)text, "unattached lens"))
+ text = (const byte *)"/NEW.013/unattached lens";
+ else if (!strcmp((const char *)text, "lens slot"))
+ text = (const byte *)"/NEW.014/lens slot";
+ }
+
+
+ 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 in COMI 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 (*text && 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);
+ }
+}
+
+#endif
+
+void ScummEngine::translateText(const byte *text, byte *trans_buff) {
+ // Default: just copy the string
+ memcpy(trans_buff, text, resStrLen(text) + 1);
+}
+
+} // End of namespace Scumm