aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/words.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/agi/words.cpp')
-rw-r--r--engines/agi/words.cpp106
1 files changed, 40 insertions, 66 deletions
diff --git a/engines/agi/words.cpp b/engines/agi/words.cpp
index 4b96fdf711..4004abd697 100644
--- a/engines/agi/words.cpp
+++ b/engines/agi/words.cpp
@@ -20,19 +20,12 @@
*
*/
-//
-// New find_word algorithm by Thomas Akesson <tapilot@home.se>
-//
-
#include "agi/agi.h"
#include "common/textconsole.h"
namespace Agi {
-static uint8 *words; // words in the game
-static uint32 wordsFlen; // length of word memory
-
//
// Local implementation to avoid problems with strndup() used by
// gcc 3.2 Cygwin (see #635984)
@@ -45,10 +38,6 @@ static char *myStrndup(const char *src, int n) {
int AgiEngine::loadWords(const char *fname) {
Common::File fp;
- uint32 flen;
- uint8 *mem = NULL;
-
- words = NULL;
if (!fp.open(fname)) {
warning("loadWords: can't open %s", fname);
@@ -56,85 +45,70 @@ int AgiEngine::loadWords(const char *fname) {
}
debug(0, "Loading dictionary: %s", fname);
- fp.seek(0, SEEK_END);
- flen = fp.pos();
- wordsFlen = flen;
- fp.seek(0, SEEK_SET);
-
- if ((mem = (uint8 *)calloc(1, flen + 32)) == NULL) {
- fp.close();
- return errNotEnoughMemory;
+ // Loop through alphabet, as words in the dictionary file are sorted by
+ // first character
+ for (int i = 0; i < 26; i++) {
+ fp.seek(i * 2, SEEK_SET);
+ int offset = fp.readUint16BE();
+ if (offset == 0)
+ continue;
+ fp.seek(offset, SEEK_SET);
+ int k = fp.readByte();
+ while (!fp.eos() && !fp.err()) {
+ // Read next word
+ char c, str[64];
+ do {
+ c = fp.readByte();
+ str[k++] = (c ^ 0x7F) & 0x7F;
+ } while (!(c & 0x80) && k < (int)sizeof(str) - 1);
+ str[k] = 0;
+
+ // And store it in our internal dictionary
+ AgiWord *w = new AgiWord;
+ w->word = myStrndup(str, k);
+ w->id = fp.readUint16BE();
+ _game.words[i].push_back(w);
+
+ // Are there more words with an already known prefix?
+ if (!(k = fp.readByte()))
+ break;
+ }
}
- fp.read(mem, flen);
- fp.close();
-
- words = mem;
-
return errOK;
}
void AgiEngine::unloadWords() {
- free(words);
- words = NULL;
+ for (int i = 0; i < 26; i++)
+ _game.words[i].clear();
}
/**
* Find a word in the dictionary
* Uses an algorithm hopefully like the one Sierra used. Returns the ID
* of the word and the length in flen. Returns -1 if not found.
- *
- * Thomas Akesson, November 2001
*/
int AgiEngine::findWord(const char *word, int *flen) {
- int mchr = 0; // matched chars
- int len, fchr, id = -1;
- const uint8 *p = words;
- const uint8 *q = words + wordsFlen;
- *flen = 0;
+ int c;
debugC(2, kDebugLevelScripts, "find_word(%s)", word);
if (word[0] >= 'a' && word[0] <= 'z')
- fchr = word[0] - 'a';
+ c = word[0] - 'a';
else
return -1;
- len = strlen(word);
-
- // Get the offset to the first word beginning with the
- // right character
- p += READ_BE_UINT16(p + 2 * fchr);
-
- while (p[0] >= mchr) {
- if (p[0] == mchr) {
- p++;
- // Loop through all matching characters
- while ((p[0] ^ word[mchr]) == 0x7F && mchr < len) {
- mchr++;
- p++;
- }
- // Check if this is the last character of the word
- // and if it matches
- if ((p[0] ^ word[mchr]) == 0xFF && mchr < len) {
- mchr++;
- if (word[mchr] == 0 || word[mchr] == 0x20) {
- id = READ_BE_UINT16(p + 1);
- *flen = mchr;
- }
- }
+ *flen = 0;
+ Common::Array<AgiWord*> &a = _game.words[c];
+ for (int i = 0; i < (int)a.size(); i++) {
+ int wlen = strlen(a[i]->word);
+ if (!strncmp(a[i]->word, word, wlen) && (word[wlen] == 0 || word[wlen] == 0x20)) {
+ *flen = wlen;
+ return a[i]->id;
}
- if (p >= q)
- return -1;
-
- // Step to the next word
- while (p[0] < 0x80)
- p++;
-
- p += 3;
}
- return id;
+ return -1;
}
void AgiEngine::dictionaryWords(char *msg) {