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-rw-r--r--engines/scumm/string-orig.cpp1609
-rw-r--r--engines/scumm/string.cpp89
-rw-r--r--engines/scumm/verbs.cpp19
3 files changed, 9 insertions, 1708 deletions
diff --git a/engines/scumm/string-orig.cpp b/engines/scumm/string-orig.cpp
deleted file mode 100644
index b76529650c..0000000000
--- a/engines/scumm/string-orig.cpp
+++ /dev/null
@@ -1,1609 +0,0 @@
-/* ScummVM - Graphic Adventure Engine
- *
- * ScummVM is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * 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.
- *
- */
-
-
-
-#include "common/config-manager.h"
-#include "audio/mixer.h"
-
-#include "scumm/actor.h"
-#include "scumm/charset.h"
-#include "scumm/dialogs.h"
-#include "scumm/file.h"
-#include "scumm/imuse_digi/dimuse.h"
-#ifdef ENABLE_HE
-#include "scumm/he/intern_he.h"
-#endif
-#include "scumm/resource.h"
-#include "scumm/scumm.h"
-#include "scumm/scumm_v6.h"
-#include "scumm/scumm_v8.h"
-#include "scumm/verbs.h"
-#include "scumm/he/sound_he.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;
- }
-}
-
-#ifdef ENABLE_SCUMM_7_8
-void ScummEngine_v8::printString(int m, const byte *msg) {
- if (m == 4) {
- const StringTab &st = _string[m];
- enqueueText(msg, st.xpos, st.ypos, st.color, st.charset, st.center);
- } else {
- ScummEngine::printString(m, msg);
- }
-}
-#endif
-
-void ScummEngine::debugMessage(const byte *msg) {
- byte buffer[500];
- convertMessageToString(msg, buffer, sizeof(buffer));
-
- 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 (_game.id == 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;
-
- // Some localizations may override colors
- // See credits in Chinese COMI
- if (_game.id == GID_CMI && _language == Common::ZH_TWN &&
- c == '^' && (buf == _blastTextQueue[i].text + 1)) {
- if (*buf == 'c') {
- int color = buf[3] - '0' + 10 *(buf[2] - '0');
- _charset->setColor(color);
-
- buf += 4;
- c = *buf++;
- }
- }
-
- 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++) {
- restoreBackground(_blastTextQueue[i].rect);
- }
- _blastTextQueuePos = 0;
-}
-
-
-#pragma mark -
-#pragma mark --- V7 subtitle queue code ---
-#pragma mark -
-
-
-#ifdef ENABLE_SCUMM_7_8
-void ScummEngine_v7::processSubtitleQueue() {
- for (int i = 0; i < _subtitleQueuePos; ++i) {
- SubtitleText *st = &_subtitleQueue[i];
- if (!st->actorSpeechMsg && (!ConfMan.getBool("subtitles") || VAR(VAR_VOICE_MODE) == 0))
- // 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 || (_game.version <= 6 && c == 0xFE))) {
- break;
- }
- c = *buffer++;
-
- if (_newLineCharacter != 0 && c == _newLineCharacter) {
- c = 13;
- break;
- }
-
- switch (c) {
- case 1:
- c = 13; // new line
- _msgCount = _screenWidth;
- endLoop = true;
- break;
- case 2:
- _haveMsg = 0;
- _keepText = true;
- endLoop = true;
- break;
- case 3:
- _haveMsg = (_game.version >= 7) ? 1 : 0xFF;
- _keepText = false;
- _msgCount = 0;
- 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 (_game.heversion >= 60) {
- ((SoundHE *)_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);
- _nextTop -= _charset->getFontHeight() - oldy;
- break;
- default:
- error("handleNextCharsetCode: invalid code %d", c);
- }
- }
- _charsetBufPos = buffer - _charsetBuffer;
- *code = c;
- return (c != 2 && c != 3);
-}
-
-#ifdef ENABLE_HE
-bool ScummEngine_v72he::handleNextCharsetCode(Actor *a, int *code) {
- const int charsetCode = (_game.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);
- ((SoundHE *)_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;
- ((SoundHE *)_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
-
-bool ScummEngine::newLine() {
- _nextLeft = _string[0].xpos;
- if (_charset->_center) {
- _nextLeft -= _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) / 2;
- if (_nextLeft < 0)
- _nextLeft = _game.version >= 6 ? _string[0].xpos : 0;
- }
-
- if (_game.version == 0) {
- return false;
- } else if (!(_game.platform == Common::kPlatformFMTowns) && _string[0].height) {
- _nextTop += _string[0].height;
- } else {
- bool useCJK = _useCJKMode;
- // SCUMM5 FM-Towns doesn't use the height of the ROM font here.
- if (_game.platform == Common::kPlatformFMTowns && _game.version == 5)
- _useCJKMode = false;
- _nextTop += _charset->getFontHeight();
- _useCJKMode = useCJK;
- }
- if (_game.version > 3) {
- // FIXME: is this really needed?
- _charset->_disableOffsX = true;
- }
- return true;
-}
-
-void ScummEngine::CHARSET_1() {
- Actor *a;
-#ifdef ENABLE_SCUMM_7_8
- byte subtitleBuffer[200];
- byte *subtitleLine = subtitleBuffer;
- Common::Point subtitlePos;
-
- if (_game.version >= 7) {
- ((ScummEngine_v7 *)this)->processSubtitleQueue();
- }
-#endif
-
- if (_game.heversion >= 70 && _haveMsg == 3) {
- stopTalk();
- return;
- }
-
- if (!_haveMsg)
- return;
-
- if (_game.version >= 4 && _game.version <= 6) {
- // Do nothing while the camera is moving
- 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) {
- int s;
-
- _string[0].xpos = a->getPos().x - _virtscr[kMainVirtScreen].xstart;
- _string[0].ypos = a->getPos().y - a->getElevation() - _screenTop;
-
- if (_game.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 (_game.version >= 5)
- memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
-
-#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
- if (_keepText && _game.platform == Common::kPlatformFMTowns)
- memcpy(&_charset->_str, &_curStringRect, sizeof(Common::Rect));
-#endif
-
- if (_talkDelay)
- return;
-
- if ((_game.version <= 6 && _haveMsg == 1) ||
- (_game.version == 7 && _haveMsg != 1)) {
-
- if (_game.heversion >= 60) {
- if (_sound->isSoundRunning(1) == 0)
- stopTalk();
- } else {
- 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 (_game.version >= 7) {
-#ifdef ENABLE_SCUMM_7_8
- ((ScummEngine_v7 *)this)->clearSubtitleQueue();
- _nextLeft = _string[0].xpos;
- _nextTop = _string[0].ypos + _screenTop;
-#endif
- } else {
-#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
- if (_game.platform == Common::kPlatformFMTowns)
- towns_restoreCharsetBg();
- else
-#endif
- restoreCharsetBg();
- }
- _msgCount = 0;
- } else if (_game.version <= 2) {
- _talkDelay += _msgCount * _defaultTalkDelay;
- }
-
- if (_game.version > 3) {
- int maxwidth = _charset->_right - _string[0].xpos - 1;
- if (_charset->_center) {
- if (maxwidth > _nextLeft)
- maxwidth = _nextLeft;
- maxwidth *= 2;
- }
-
- _charset->addLinebreaks(0, _charsetBuffer + _charsetBufPos, 0, maxwidth);
- }
-
- if (_charset->_center) {
- _nextLeft -= _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) / 2;
- if (_nextLeft < 0)
- _nextLeft = _game.version >= 6 ? _string[0].xpos : 0;
- }
-
- _charset->_disableOffsX = _charset->_firstChar = !_keepText;
-
- int c = 0;
- while (handleNextCharsetCode(a, &c)) {
- if (c == 0) {
- // End of text reached, set _haveMsg accordingly
- _haveMsg = (_game.version >= 7) ? 2 : 1;
- _keepText = false;
- _msgCount = 0;
- break;
- }
-
- if (c == 13) {
-#ifdef ENABLE_SCUMM_7_8
- if (_game.version >= 7 && subtitleLine != subtitleBuffer) {
- ((ScummEngine_v7 *)this)->addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID());
- subtitleLine = subtitleBuffer;
- }
-#endif
- if (!newLine())
- break;
- continue;
- }
-
- // Handle line overflow for V3. See also bug #1306269.
- if (_game.version == 3 && _nextLeft >= _screenWidth) {
- _nextLeft = _screenWidth;
- }
- // Handle line breaks for V1-V2
- if (_game.version <= 2 && _nextLeft >= _screenWidth) {
- if (!newLine())
- break; // FIXME: Is this necessary? Only would be relevant for v0 games
- }
-
- _charset->_left = _nextLeft;
- _charset->_top = _nextTop;
-
- if (_game.version >= 7) {
-#ifdef ENABLE_SCUMM_7_8
- if (subtitleLine == subtitleBuffer) {
- subtitlePos.x = _charset->_left;
- // BlastText position is relative to the top of the screen, adjust y-coordinate
- subtitlePos.y = _charset->_top - _screenTop;
- }
- *subtitleLine++ = c;
- *subtitleLine = '\0';
-#endif
- } else {
- if (c & 0x80 && _useCJKMode) {
- if (checkSJISCode(c)) {
- byte *buffer = _charsetBuffer + _charsetBufPos;
- c += *buffer++ * 256; //LE
- _charsetBufPos = buffer - _charsetBuffer;
- }
- }
- if (_game.version <= 3) {
- _charset->printChar(c, false);
- _msgCount += 1;
- } else {
- if (_game.features & GF_16BIT_COLOR) {
- // HE games which use sprites for subtitles
- } else if (_game.heversion >= 60 && !ConfMan.getBool("subtitles") && _sound->isSoundRunning(1)) {
- // Special case for HE games
- } else if (_game.id == 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);
- }
- }
- _nextLeft = _charset->_left;
- _nextTop = _charset->_top;
- }
-
- if (_game.version <= 2) {
- _talkDelay += _defaultTalkDelay;
- VAR(VAR_CHARCOUNT)++;
- } else {
- _talkDelay += (int)VAR(VAR_CHARINC);
- }
- }
-
-#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
- if (_game.platform == Common::kPlatformFMTowns && (c == 0 || c == 2 || c == 3))
- memcpy(&_curStringRect, &_charset->_str, sizeof(Common::Rect));
-#endif
-
-#ifdef ENABLE_SCUMM_7_8
- if (_game.version >= 7 && subtitleLine != subtitleBuffer) {
- ((ScummEngine_v7 *)this)->addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID());
- }
-#endif
-}
-
-#ifdef ENABLE_SCUMM_7_8
-void ScummEngine_v7::CHARSET_1() {
- if (_game.id == GID_FT) {
- ScummEngine::CHARSET_1();
- return;
- }
-
- byte subtitleBuffer[2048];
- byte *subtitleLine = subtitleBuffer;
- Common::Point subtitlePos;
-
- processSubtitleQueue();
-
- if (!_haveMsg)
- return;
-
- Actor *a = NULL;
- if (getTalkingActor() != 0xFF)
- a = derefActorSafe(getTalkingActor(), "CHARSET_1");
-
- StringTab saveStr = _string[0];
- if (a && _string[0].overhead) {
- int s;
-
- _string[0].xpos = a->getPos().x - _virtscr[kMainVirtScreen].xstart;
- s = a->_scalex * a->_talkPosX / 255;
- _string[0].xpos += (a->_talkPosX - s) / 2 + s;
-
- _string[0].ypos = a->getPos().y - a->getElevation() - _screenTop;
- s = a->_scaley * a->_talkPosY / 255;
- _string[0].ypos += (a->_talkPosY - s) / 2 + s;
- }
-
- _charset->setColor(_charsetColor);
-
- if (a && a->_charset)
- _charset->setCurID(a->_charset);
- else
- _charset->setCurID(_string[0].charset);
-
- if (_talkDelay)
- return;
-
- if (VAR(VAR_HAVE_MSG)) {
- if ((_sound->_sfxMode & 2) == 0) {
- stopTalk();
- }
- return;
- }
-
- if (a && !_string[0].no_talk_anim) {
- a->runActorTalkScript(a->_talkStartFrame);
- }
-
- if (!_keepText) {
- clearSubtitleQueue();
- _nextLeft = _string[0].xpos;
- _nextTop = _string[0].ypos + _screenTop;
- }
-
- _charset->_disableOffsX = _charset->_firstChar = !_keepText;
-
- _talkDelay = VAR(VAR_DEFAULT_TALK_DELAY);
- for (int i = _charsetBufPos; _charsetBuffer[i]; ++i) {
- _talkDelay += VAR(VAR_CHARINC);
- }
-
- if (_string[0].wrapping) {
- _charset->addLinebreaks(0, _charsetBuffer, _charsetBufPos, _screenWidth - 20);
-
- struct { int pos, w; } substring[10];
- int count = 0;
- int maxLineWidth = 0;
- int lastPos = 0;
- int code = 0;
- while (handleNextCharsetCode(a, &code)) {
- if (code == 13 || code == 0) {
- *subtitleLine++ = '\0';
- assert(count < 10);
- substring[count].w = _charset->getStringWidth(0, subtitleBuffer + lastPos);
- if (maxLineWidth < substring[count].w) {
- maxLineWidth = substring[count].w;
- }
- substring[count].pos = lastPos;
- ++count;
- lastPos = subtitleLine - subtitleBuffer;
- } else {
- *subtitleLine++ = code;
- *subtitleLine = '\0';
- }
- if (code == 0) {
- break;
- }
- }
-
- int h = count * _charset->getFontHeight();
- h += _charset->getFontHeight() / 2;
- subtitlePos.y = _string[0].ypos;
- if (subtitlePos.y + h > _screenHeight - 10) {
- subtitlePos.y = _screenHeight - 10 - h;
- }
- if (subtitlePos.y < 10) {
- subtitlePos.y = 10;
- }
-
- for (int i = 0; i < count; ++i) {
- subtitlePos.x = _string[0].xpos;
- if (_string[0].center) {
- if (subtitlePos.x + maxLineWidth / 2 > _screenWidth - 10) {
- subtitlePos.x = _screenWidth - 10 - maxLineWidth / 2;
- }
- if (subtitlePos.x - maxLineWidth / 2 < 10) {
- subtitlePos.x = 10 + maxLineWidth / 2;
- }
- subtitlePos.x -= substring[i].w / 2;
- } else {
- if (subtitlePos.x + maxLineWidth > _screenWidth - 10) {
- subtitlePos.x = _screenWidth - 10 - maxLineWidth;
- }
- if (subtitlePos.x - maxLineWidth < 10) {
- subtitlePos.x = 10;
- }
- }
- if (subtitlePos.y < _screenHeight - 10) {
- addSubtitleToQueue(subtitleBuffer + substring[i].pos, subtitlePos, _charsetColor, _charset->getCurID());
- }
- subtitlePos.y += _charset->getFontHeight();
- }
- } else {
- int code = 0;
- subtitlePos.y = _string[0].ypos;
- if (subtitlePos.y < 10) {
- subtitlePos.y = 10;
- }
- while (handleNextCharsetCode(a, &code)) {
- if (code == 13 || code == 0) {
- subtitlePos.x = _string[0].xpos;
- if (_string[0].center) {
- subtitlePos.x -= _charset->getStringWidth(0, subtitleBuffer) / 2;
- }
- if (subtitlePos.x < 10) {
- subtitlePos.x = 10;
- }
- if (subtitlePos.y < _screenHeight - 10) {
- addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID());
- subtitlePos.y += _charset->getFontHeight();
- }
- subtitleLine = subtitleBuffer;
- } else {
- *subtitleLine++ = code;
- }
- *subtitleLine = '\0';
- if (code == 0) {
- break;
- }
- }
- }
- _haveMsg = (_game.version == 8) ? 2 : 1;
- _keepText = false;
- _string[0] = saveStr;
-}
-#endif
-
-void ScummEngine::drawString(int a, const byte *msg) {
- byte buf[270];
- byte *space;
- int i, c;
- byte fontHeight = 0;
- uint color;
- int code = (_game.heversion >= 80) ? 127 : 64;
-
- // drawString is not used in SCUMM v7 and v8
- assert(_game.version < 7);
-
- convertMessageToString(msg, buf, sizeof(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);
-
- // HACK: Correct positions of text in books in Indy3 Mac.
- // See also patch #1851568.
- if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh && a == 1) {
- if (_currentRoom == 75) {
- // Grail Diary Page 1 (Library)
- if (_charset->_startLeft < 160)
- _charset->_startLeft = _charset->_left = _string[a].xpos - 22;
- else if (_charset->_startLeft < 200)
- _charset->_startLeft = _charset->_left = _string[a].xpos - 10;
- } else if (_currentRoom == 90) {
- // Grail Diary Page 2 (Catacombs - Engravings)
- if (_charset->_startLeft < 160)
- _charset->_startLeft = _charset->_left = _string[a].xpos - 21;
- else if (_charset->_startLeft < 200)
- _charset->_startLeft = _charset->_left = _string[a].xpos - 15;
- } else if (_currentRoom == 69) {
- // Grail Diary Page 3 (Catacombs - Music)
- if (_charset->_startLeft < 160)
- _charset->_startLeft = _charset->_left = _string[a].xpos - 15;
- else if (_charset->_startLeft < 200)
- _charset->_startLeft = _charset->_left = _string[a].xpos - 10;
- } else if (_currentRoom == 74) {
- // Biplane Manual
- _charset->_startLeft = _charset->_left = _string[a].xpos - 35;
- }
- }
-
- if (_game.version >= 5)
- memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
-
- fontHeight = _charset->getFontHeight();
-
- if (_game.version >= 4) {
- // 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;
- }
-
- if (!buf[0]) {
- if (_game.version >= 5) {
- buf[0] = ' ';
- buf[1] = 0;
- } else {
- _charset->_str.left = _charset->_left;
- _charset->_str.top = _charset->_top;
- _charset->_str.right = _charset->_left;
- _charset->_str.bottom = _charset->_top;
- }
- }
-
- for (i = 0; (c = buf[i++]) != 0;) {
- if (_game.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 || (_game.version <= 6 && c == 0xFE)) && (_game.heversion <= 71)) {
- 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 (!(_game.platform == Common::kPlatformFMTowns) && _string[0].height) {
- _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 && _game.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 (checkSJISCode(c))
- c += buf[i++] * 256;
- }
- _charset->printChar(c, true);
- _charset->_blitAlso = false;
- }
- }
-
- if (a == 0) {
- _nextLeft = _charset->_left;
- _nextTop = _charset->_top;
- }
-
- _string[a].xpos = _charset->_str.right;
-
- if (_game.heversion >= 60) {
- _string[a]._default.xpos = _string[a].xpos;
- _string[a]._default.ypos = _string[a].ypos;
- }
-}
-
-int ScummEngine::convertMessageToString(const byte *msg, byte *dst, int dstSize) {
- uint num = 0;
- uint32 val;
- byte chr;
- byte lastChr = 0;
- 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 (_game.version >= 7) {
- translateText(msg, transBuf);
- src = transBuf;
- } else {
- src = msg;
- }
-
- num = 0;
-
- while (1) {
- chr = src[num++];
- if (chr == 0)
- break;
-
- if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
- // Code for TM character
- if (chr == 0x0F && src[num] == 0x20) {
- *dst++ = 0x5D;
- *dst++ = 0x5E;
- continue;
- // Code for (C) character
- } else if (chr == 0x1C && src[num] == 0x20) {
- *dst++ = 0x3E;
- *dst++ = 0x2A;
- continue;
- // Code for " character
- } else if (chr == 0x19) {
- *dst++ = 0x2F;
- continue;
- }
- }
-
- 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 (_game.id == GID_INDY3 && chr == 0x2E) {
- *dst++ = 0xE1;
- continue;
- }
-
- // WORKAROUND for bug #1514457: Yet another script bug in Indy3.
- // Once more a german 'sz' was encoded incorrectly, but this time
- // they simply encoded it as 0xFF instead of 0xE1. Happens twice
- // in script 71.
- if (_game.id == GID_INDY3 && chr == 0x20 && vm.slot[_currentScript].number == 71) {
- num--;
- *dst++ = 0xE1;
- continue;
- }
-
- if (chr == 1 || chr == 2 || chr == 3 || chr == 8) {
- // Simply copy these special codes
- *dst++ = 0xFF;
- *dst++ = chr;
- } else {
- val = (_game.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 (_game.version == 8) {
- *dst++ = src[num+2];
- *dst++ = src[num+3];
- }
- break;
- default:
- error("convertMessageToString(): string escape sequence %d unknown", chr);
- }
- num += (_game.version == 8) ? 4 : 2;
- }
- } else {
- if ((chr != '@') || (_game.id == GID_CMI && _language == Common::ZH_TWN) ||
- (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine && _language == Common::JA_JPN) ||
- (_game.platform == Common::kPlatformFMTowns && _language == Common::JA_JPN && checkSJISCode(lastChr))) {
- *dst++ = chr;
- }
- lastChr = chr;
- }
-
- // Check for a buffer overflow
- if (dst >= end)
- error("convertMessageToString: buffer overflow");
- }
-
- // WORKAROUND: Russian The Dig pads messages with 03. No idea why
- // it does not work as is with our rendering code, thus fixing it
- // with a workaround.
- if (_game.id == GID_DIG) {
- while (*(dst - 1) == 0x03)
- dst--;
- }
- *dst = 0;
-
- return dstSize - (end - dst);
-}
-
-#ifdef ENABLE_HE
-int ScummEngine_v72he::convertMessageToString(const byte *msg, byte *dst, int dstSize) {
- uint num = 0;
- byte chr;
- const byte *src;
- byte *end;
-
- assert(dst);
- end = dst + dstSize;
-
- if (msg == NULL) {
- debug(0, "Bad message in convertMessageToString, ignoring");
- return 0;
- }
-
- src = msg;
- num = 0;
-
- while (1) {
- chr = src[num++];
- if (_game.heversion >= 80 && src[num - 1] == '(' && (src[num] == 'p' || src[num] == 'P')) {
- // Filter out the following prefixes in subtitles
- // (pickup4)
- // (PU1)
- // (PU2)
- while (src[num++] != ')')
- ;
- continue;
- }
- if ((_game.features & GF_HE_LOCALIZED) && chr == '[') {
- while (src[num++] != ']')
- ;
- continue;
- }
-
- if (chr == 0)
- break;
-
- *dst++ = chr;
-
- // Check for a buffer overflow
- if (dst >= end)
- error("convertMessageToString: buffer overflow");
- }
- *dst = 0;
-
- return dstSize - (end - dst);
-}
-#endif
-
-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++) {
- // Fix ZAK FM-TOWNS bug #1013617 by emulating exact (inconsistant?) behavior of the original code
- if (num == _verbs[k].verbid && !_verbs[k].type && (!_verbs[k].saveid || (_game.version == 3 && _game.platform == Common::kPlatformFMTowns))) {
- 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 (_game.version <= 2) {
- byte chr;
- int i = 0;
- while ((chr = (byte)_scummVars[var++])) {
- if (chr != '@') {
- *dst++ = chr;
- i++;
- }
- }
-
- return i;
- }
-
- if (_game.version == 3 || (_game.version >= 6 && _game.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 -
-
-
-#ifdef ENABLE_HE
-void ScummEngine_v80he::initCharset(int charsetno) {
- ScummEngine::initCharset(charsetno);
- VAR(VAR_CURRENT_CHARSET) = charsetno;
-}
-#endif
-
-void ScummEngine::initCharset(int charsetno) {
- if (_game.id == 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 -
-
-
-#ifdef ENABLE_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 game is manually set to English, don't try to load localized text
- if ((_language == Common::EN_ANY) || (_language == Common::EN_USA) || (_language == Common::EN_GRB)) {
- warning("Language file is forced to be ignored");
-
- _existLanguageFile = false;
- return;
- }
-
- if (_game.id == GID_DIG) {
- openFile(file, "language.bnd");
- } else if (_game.id == 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 (_game.id == 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 == 'j') {
- // File contains Japanese text. just ignore it
- } else if (*ptr == 'c') {
- // File contains Chinese text. 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 (Common::isDigit(*ptr)) {
- int idx = 0;
- // A number (up to three digits)...
- while (Common::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("Unknown language.bnd entry found: '%s'", 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 && !Common::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(Common::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 (_game.id == GID_DIG && (ConfMan.getBool("speech_mute") || VAR(VAR_VOICE_MODE) == 2))
- return;
-
- if ((_game.id == GID_DIG || _game.id == GID_CMI) && ptr[0]) {
- char pointer[20];
- strcpy(pointer, (const char *)ptr);
-
- // Play speech
- if (!(_game.features & GF_DEMO) && (_game.id == 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;
-
- if (_game.version >= 7 && text[0] == '/') {
- // Extract the string tag from the text: /..../
- for (i = 0; (i < 12) && (text[i + 1] != '/'); i++)
- _lastStringTag[i] = toupper(text[i + 1]);
- _lastStringTag[i] = 0;
- }
-
- // WORKAROUND for bug #1172655.
- if (_game.id == GID_DIG) {
- // Based on the second release of The Dig
- // Only applies to the subtitles and not speech
- 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, "top"))
- 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";
- else if (!strcmp((const char *)text, "Jonathon Jackson"))
- text = (const byte *)"Aram Gutowski";
- else if (!strcmp((const char *)text, "Brink"))
- text = (const byte *)"/CREVICE.049/Brink";
- else if (!strcmp((const char *)text, "Robbins"))
- text = (const byte *)"/NEST.061/Robbins";
- }
-
-
- if (_game.version >= 7 && text[0] == '/') {
- // Extract the string tag from the text: /..../
- for (i = 0; (i < 12) && (text[i + 1] != '/'); i++)
- target.tag[i] = toupper(text[i + 1]);
- 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 ((_game.id == GID_DIG) && !(_game.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 \ No newline at end of file
diff --git a/engines/scumm/string.cpp b/engines/scumm/string.cpp
index c8e7db2ab1..f50bcac697 100644
--- a/engines/scumm/string.cpp
+++ b/engines/scumm/string.cpp
@@ -248,10 +248,8 @@ void ScummEngine_v7::addSubtitleToQueue(const byte *text, const Common::Point &p
assert(_subtitleQueuePos < ARRAYSIZE(_subtitleQueue));
SubtitleText *st = &_subtitleQueue[_subtitleQueuePos];
int i = 0;
-
- // int len = strlen((const char *)text);
while (1) {
- st->text[i] = text[i]; // text[len - i - 1];
+ st->text[i] = text[i];
if (!text[i])
break;
++i;
@@ -609,6 +607,7 @@ void ScummEngine::CHARSET_1() {
_charset->addLinebreaks(0, _charsetBuffer + _charsetBufPos, 0, maxwidth);
}
+
if (_charset->_center) {
_nextLeft -= _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) / 2;
if (_nextLeft < 0)
@@ -637,21 +636,10 @@ void ScummEngine::CHARSET_1() {
int start = 0;
char* text = ltext + ll;
-
-
- // for (int u = 0; u < strlen(text); u++) {
- // char buffy[30] = {0};
- // sprintf(buffy, "[%d-%c],", text[u], text[u]);
- // debugN(buffy);
- // }
- // debugN("\n");
-
-
char* current = text;
while(1) {
if (*current == 13 || *current == 0 || *current == -1 || *current == -2) {
-
- // ignore the line break for interface texts
+ // ignore the line break for verbs texts
if (*(current + 1) == 8) {
*(current + 1) = *current;
*current = 8;
@@ -690,9 +678,8 @@ void ScummEngine::CHARSET_1() {
if (*current == 3) {
break;
}
- if (*current == 0x0A) {
+ if (*current == 0x0A || *current == 0x0C) {
start += 2;
- i +=2;
current += 2;
}
start++;
@@ -708,17 +695,6 @@ void ScummEngine::CHARSET_1() {
}
break;
}
-
-
- // warning("REVERSED");
- // for (int u = 0; u < strlen(text); u++) {
- // char buffy[30] = {0};
- // sprintf(buffy, "[%d-%c],", text[u], text[u]);
- // debugN(buffy);
- // }
- // debugN("\n\n\n\n\n");
-
-
}
while (handleNextCharsetCode(a, &c)) {
@@ -752,7 +728,6 @@ void ScummEngine::CHARSET_1() {
break; // FIXME: Is this necessary? Only would be relevant for v0 games
}
- // warning("SETTING");
_charset->_left = _nextLeft;
_charset->_top = _nextTop;
@@ -791,7 +766,6 @@ void ScummEngine::CHARSET_1() {
_charset->printChar(c, false);
}
}
- // warning("RESETING");
_nextLeft = _charset->_left;
_nextTop = _charset->_top;
}
@@ -1001,14 +975,9 @@ void ScummEngine::drawString(int a, const byte *msg) {
while (ltext[ll] == -1) {
ll += 4;
}
- byte fin[270] = {0};
-
- memcpy(fin, ltext, ll);
int pos = 0;
int start = 0;
char* text = (char*)ltext + ll;
-
- strncpy((char*)fin + ll, text, strlen(text));
char* current = text;
while(1) {
if (*current == 13 || *current == 0 || *current == -1 || *current == -2) {
@@ -1032,7 +1001,7 @@ void ScummEngine::drawString(int a, const byte *msg) {
buff[pos - sthead] = stack[sthead];
--sthead;
}
- memcpy(fin + ll + start, buff, pos);
+ memcpy(text + start, buff, pos);
start += pos + 1;
pos = -1;
if (*current == -1 || *current == -2) {
@@ -1040,9 +1009,8 @@ void ScummEngine::drawString(int a, const byte *msg) {
if (*current == 3) {
break;
}
- if (*current == 0x0A) {
+ if (*current == 0x0A || *current == 0x0C) {
start += 2;
- pos +=2;
current += 2;
}
start++;
@@ -1058,7 +1026,6 @@ void ScummEngine::drawString(int a, const byte *msg) {
}
break;
}
- memcpy(buf, fin, start + pos + ll);
if (_game.id == GID_INDY4 && ltext[0] == 127) {
buf[start + pos + ll] = 127;
@@ -1067,7 +1034,6 @@ void ScummEngine::drawString(int a, const byte *msg) {
}
-
_charset->_top = _string[a].ypos + _screenTop;
_charset->_startLeft = _charset->_left = _string[a].xpos;
_charset->_right = _string[a].right;
@@ -1128,7 +1094,6 @@ void ScummEngine::drawString(int a, const byte *msg) {
if (_charset->_center) {
_charset->_left -= _charset->getStringWidth(a, buf) / 2;
} else if (_game.version >= 4 && _game.version < 7 && _game.id != GID_SAMNMAX && (_language == Common::HE_ISR || true)) {
- // warning("FIRST BOTTTOMd");
if (_game.id != GID_INDY4 || buf[0] == 127) {
if (_game.id == GID_INDY4 && buf[0] == 127) {
buf[0] = 32;
@@ -1198,7 +1163,6 @@ void ScummEngine::drawString(int a, const byte *msg) {
if (_charset->_center) {
_charset->_left = _charset->_startLeft - _charset->getStringWidth(a, buf + i);
} else if (_game.version >= 4 && _game.version < 7 && (_language == Common::HE_ISR || true)) {
- // warning("SECOND BOTTOM");
if (_charset->getStringWidth(a, buf + i) > _screenWidth) {
int ll = 0;
byte* ltext = buf + i;
@@ -1493,20 +1457,7 @@ int ScummEngine::convertNameMessage(byte *dst, int dstSize, int var) {
if (num) {
const byte *ptr = getObjOrActorName(num);
if (ptr) {
- int retval = convertMessageToString(ptr, dst, dstSize);
-
- // if (_game.version >= 7 && (_language == Common::HE_ISR || true)) {
- // byte rev[384] = {0};
- // int lens = strlen((const char *)dst);
-
- // for (int l = 0; l < lens; l++) {
- // rev[l] = dst[lens - l - 1];
- // }
- // rev[lens] = '\0';
- // strcpy((char *)dst, (const char *)rev);
- // }
-
- return retval;
+ return convertMessageToString(ptr, dst, dstSize);
}
}
return 0;
@@ -1534,19 +1485,7 @@ int ScummEngine::convertStringMessage(byte *dst, int dstSize, int var) {
if (var) {
ptr = getStringAddress(var);
if (ptr) {
- int retval = convertMessageToString(ptr, dst, dstSize);
-
- // if (_game.version >= 7 && (_language == Common::HE_ISR || true)) {
- // byte rev[384] = {0};
- // int lens = strlen((const char *)dst);
-
- // for (int l = 0; l < lens; l++) {
- // rev[l] = dst[lens - l - 1];
- // }
- // rev[lens] = '\0';
- // strcpy((char *)dst, (const char *)rev);
- // }
- return retval;
+ return convertMessageToString(ptr, dst, dstSize);
}
}
return 0;
@@ -1846,16 +1785,6 @@ void ScummEngine_v7::translateText(const byte *text, byte *trans_buff) {
}
if (found != NULL) {
- //char rev[384] = {0};
- //strcpy(rev, _languageBuffer + found->offset);
- //int len = strlen(rev);
- //for (int l = 0; l < len; l++) {
- // trans_buff[l] = rev[len - l - 1];
- //}
- //trans_buff[len] = '\0';
-
- // OR
-
strcpy((char *)trans_buff, _languageBuffer + found->offset);
if ((_game.id == GID_DIG) && !(_game.features & GF_DEMO)) {
@@ -1892,4 +1821,4 @@ void ScummEngine::translateText(const byte *text, byte *trans_buff) {
memcpy(trans_buff, text, resStrLen(text) + 1);
}
-} // End of namespace Scumm
+} // End of namespace Scumm \ No newline at end of file
diff --git a/engines/scumm/verbs.cpp b/engines/scumm/verbs.cpp
index 7e1809408a..aca28a67a4 100644
--- a/engines/scumm/verbs.cpp
+++ b/engines/scumm/verbs.cpp
@@ -1002,8 +1002,6 @@ void ScummEngine_v7::drawVerb(int verb, int mode) {
// occur in FT; subtype 10, which is used for the speech associated
// with the string).
byte buf[384] = {0};
- // byte rev[384] = {0};
-
convertMessageToString(msg, buf, sizeof(buf));
msg = buf;
while (*msg == 0xFF)
@@ -1013,23 +1011,6 @@ void ScummEngine_v7::drawVerb(int verb, int mode) {
int oldID = _charset->getCurID();
_charset->setCurID(vs->charset_nr);
- // // reverse string for rtl support
- // if ((_language == Common::HE_ISR || true)/* && !(_game.id == GID_FT && (_charset->getCurID() == 6 || _charset->getCurID() == 7))*/) {
-
- // int lens = strlen((const char *)msg);
-
- // for (int l = 0; l < lens; l++) {
- // rev[l] = msg[lens - l - 1];
- // }
- // rev[lens] = '\0';
- // msg = rev;
- // }
-
- // char numt[10] ={0};
- // sprintf(numt, "%d, %d\n", _charset->getCurID(), oldID);
- // warning(numt);
-
-
// Compute the text rect
if ((_language == Common::HE_ISR || true)/* && !(_game.id == GID_FT && (_charset->getCurID() == 6 || _charset->getCurID() == 7))*/) {
vs->curRect.left = _screenWidth - _charset->getStringWidth(0, buf);