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author | Max Horn | 2003-05-30 23:24:29 +0000 |
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committer | Max Horn | 2003-05-30 23:24:29 +0000 |
commit | 9b8f49e9007abac85630d77d2bfdf202f7c86539 (patch) | |
tree | 6b9cadd9d09d84c43eeb28dc771c3ed5513b718e /scumm/string.cpp | |
parent | 3efdd3ad6b86694dfdcca701e5ec968395a28ff1 (diff) | |
download | scummvm-rg350-9b8f49e9007abac85630d77d2bfdf202f7c86539.tar.gz scummvm-rg350-9b8f49e9007abac85630d77d2bfdf202f7c86539.tar.bz2 scummvm-rg350-9b8f49e9007abac85630d77d2bfdf202f7c86539.zip |
Use language index for The Dig, too
svn-id: r8159
Diffstat (limited to 'scumm/string.cpp')
-rw-r--r-- | scumm/string.cpp | 251 |
1 files changed, 102 insertions, 149 deletions
diff --git a/scumm/string.cpp b/scumm/string.cpp index 11888da8fa..a96e1c7e78 100644 --- a/scumm/string.cpp +++ b/scumm/string.cpp @@ -766,6 +766,8 @@ void Scumm::loadLanguageBundle() { _existLanguageFile = false; return; } + + _existLanguageFile = true; size = file.size(); _languageBuffer = (char *)calloc(1, size+1); @@ -775,48 +777,99 @@ void Scumm::loadLanguageBundle() { // Create an index of the language file. // FIXME: Extend this mechanism to also cover The Dig? - if (_gameId == GID_CMI) { - int32 i; - char *ptr = _languageBuffer; + int32 i; + char *ptr = _languageBuffer; - // Count the number of lines in the language file. + // Count the number of lines in the language file. - _languageStrCount = 0; + _languageIndexSize = 0; - for (;;) { - ptr = strpbrk(ptr, "\n\r"); - if (ptr == NULL) - break; - while (*ptr == '\n' || *ptr == '\r') - ptr++; - _languageStrCount++; - } + for (;;) { + ptr = strpbrk(ptr, "\n\r"); + if (ptr == NULL) + break; + while (*ptr == '\n' || *ptr == '\r') + ptr++; + _languageIndexSize++; + } - // 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. + // 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(_languageStrCount, sizeof(LangIndexNode)); + _languageIndex = (LangIndexNode *)calloc(_languageIndexSize, sizeof(LangIndexNode)); - ptr = _languageBuffer; + ptr = _languageBuffer; - for (i = 0; i < _languageStrCount; i++) { - int j; + 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' - for (j = 0; j < 8 && !isspace(*ptr); j++, ptr++) + for (int 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: + // Skip over newlines (and turn them into null bytes) ptr = strpbrk(ptr, "\n\r"); if (ptr == NULL) @@ -824,137 +877,37 @@ void Scumm::loadLanguageBundle() { while (*ptr == '\n' || *ptr == '\r') *ptr++ = 0; } - - // Conceptually, it may be more elegant to construct the - // index so that it is sorted, or otherwise ordered, from the - // start. However, this is less error-prone and likely to be - // much more optimized than anything I might implement. - - qsort(_languageIndex, _languageStrCount, sizeof(LangIndexNode), indexCompare); } - - _existLanguageFile = true; + + // 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 Scumm::translateText(const byte *text, byte *trans_buff) { int l; if ((text[0] == '/') && _existLanguageFile) { - if (_gameId == GID_CMI) { - LangIndexNode target; - LangIndexNode *found = NULL; - - // copy name from text /..../ - for (l = 0; (l < 8) && (text[l + 1] != '/'); l++) - target.tag[l] = toupper(text[l + 1]); - target.tag[l] = 0; - - // 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, _languageStrCount, sizeof(LangIndexNode), indexCompare); - if (found != NULL) { - strcpy((char *)trans_buff, _languageBuffer + found->offset); - return; - } - } else if (_gameId == GID_DIG) { - // FIXME: This code really could stand a rewrite - // It's rather inefficient and if a string isn't found it'll read past the - // end of the _languageBuffer. - char name[12+1], tmp[500], tmp2[20], num_s[20], number[4], enc; - int32 num, j, k, r, pos = 0; - char *buf = _languageBuffer; - - // copy name from text /..../ - for (l = 0; (l < 12) && (text[l + 1] != '.'); l++) { - name[l] = text[l + 1]; - } - name[l] = 0; - l++; - // get number from text /..../ - 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); - - // determine is file encoded - if (buf[0] == 'e') { - enc = 0x13; - pos += 3; - } else if (buf[3] == 'e') { - enc = 0x13; - pos += 6; - } else { - enc = 0; - } - - // skip translation if flag 'h' exist - if (buf[pos] == 'h') { - pos += 3; - byte *pointer = (byte *)strchr((const char *)text + 1, '/'); - if (pointer != NULL) - memcpy(trans_buff, pointer + 1, resStrLen(pointer + 1) + 1); - else - trans_buff[0] = '\0'; - 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; - } - } - } - } - } + LangIndexNode target; + LangIndexNode *found = NULL; + + // copy name from text /..../ + for (l = 0; (l < 12) && (text[l + 1] != '/'); l++) + target.tag[l] = toupper(text[l + 1]); + target.tag[l] = 0; + + // 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); + return; } } |