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authorMax Horn2003-05-30 23:24:29 +0000
committerMax Horn2003-05-30 23:24:29 +0000
commit9b8f49e9007abac85630d77d2bfdf202f7c86539 (patch)
tree6b9cadd9d09d84c43eeb28dc771c3ed5513b718e /scumm
parent3efdd3ad6b86694dfdcca701e5ec968395a28ff1 (diff)
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Use language index for The Dig, too
svn-id: r8159
Diffstat (limited to 'scumm')
-rw-r--r--scumm/scumm.h4
-rw-r--r--scumm/scummvm.cpp1
-rw-r--r--scumm/string.cpp251
3 files changed, 104 insertions, 152 deletions
diff --git a/scumm/scumm.h b/scumm/scumm.h
index 35837ccaa6..73fe9af455 100644
--- a/scumm/scumm.h
+++ b/scumm/scumm.h
@@ -255,7 +255,7 @@ enum MouseButtonStatus {
};
struct LangIndexNode {
- char tag[9];
+ char tag[12+1];
int32 offset;
};
@@ -1065,7 +1065,7 @@ protected:
bool _existLanguageFile;
char *_languageBuffer;
LangIndexNode *_languageIndex;
- int _languageStrCount;
+ int _languageIndexSize;
byte _transText[500];
void loadLanguageBundle();
diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp
index 123064f19f..c492739dbc 100644
--- a/scumm/scummvm.cpp
+++ b/scumm/scummvm.cpp
@@ -390,7 +390,6 @@ Scumm::Scumm (GameDetector *detector, OSystem *syst)
_existLanguageFile = false;
_languageBuffer = NULL;
_languageIndex = NULL;
- _languageStrCount = 0;
memset(_transText,0,sizeof(_transText));
//
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;
}
}