/* 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. * * $URL$ * $Id$ * */ #include "agi/agi.h" #include "agi/sprite.h" /* for commit_both() */ #include "agi/graphics.h" #include "agi/keyboard.h" namespace Agi { void AgiEngine::printText2(int l, const char *msg, int foff, int xoff, int yoff, int len, int fg, int bg, bool checkerboard) { int x1, y1; int maxx, minx, ofoff; int update; /* Note: Must be unsigned to use AGDS cyrillic characters! */ #ifdef __DS__ // On the DS, a compiler bug causes the text to render incorrectly, because // GCC tries to optimisie out writes to this pointer (tested on DevkitARM v19b and v20) // Making this pointer volatile fixes this. volatile const unsigned char *m; #else const unsigned char *m; #endif /* kludge! */ update = 1; if (l == 2) { update = l = 0; } /* FR: strings with len == 1 were not printed */ if (len == 1) { _gfx->putTextCharacter(l, xoff + foff, yoff, *msg, fg, bg, checkerboard); maxx = 1; minx = 0; ofoff = foff; y1 = 0; /* Check this */ } else { maxx = 0; minx = GFX_WIDTH; ofoff = foff; for (m = (const unsigned char *)msg, x1 = y1 = 0; *m; m++) { if (*m >= 0x20 || *m == 1 || *m == 2 || *m == 3) { // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what // needs fixing, or remove it! /* FIXME */ int ypos; ypos = (y1 * CHAR_LINES) + yoff; if ((x1 != (len - 1) || x1 == 39) && (ypos <= (GFX_HEIGHT - CHAR_LINES))) { int xpos; xpos = (x1 * CHAR_COLS) + xoff + foff; if (xpos >= GFX_WIDTH) continue; _gfx->putTextCharacter(l, xpos, ypos, *m, fg, bg, checkerboard); if (x1 > maxx) maxx = x1; if (x1 < minx) minx = x1; } x1++; /* DF: changed the len-1 to len... */ if (x1 == len && m[1] != '\n') y1++, x1 = foff = 0; } else { y1++; x1 = foff = 0; } } } if (l) return; if (maxx < minx) return; maxx *= CHAR_COLS; minx *= CHAR_COLS; if (update) { _gfx->scheduleUpdate(foff + xoff + minx, yoff, ofoff + xoff + maxx + CHAR_COLS - 1, yoff + y1 * CHAR_LINES + CHAR_LINES + 1); /* Making synchronous text updates reduces CPU load * when updating status line and input area */ _gfx->doUpdate(); } } /* len is in characters, not pixels!! */ void AgiEngine::blitTextbox(const char *p, int y, int x, int len) { /* if x | y = -1, then centre the box */ int xoff, yoff, lin, h, w; char *msg, *m; debugC(3, kDebugLevelText, "x=%d, y=%d, len=%d", x, y, len); if (_game.window.active) closeWindow(); if (x == 0 && y == 0 && len == 0) x = y = -1; if (len <= 0 || len >= 40) len = 32; xoff = x * CHAR_COLS; yoff = y * CHAR_LINES; len--; m = msg = wordWrapString(agiSprintf(p), &len); for (lin = 1; *m; m++) { /* Test \r for MacOS 8 */ if (*m == '\n' || *m == '\r') lin++; } if (lin * CHAR_LINES > GFX_HEIGHT) lin = (GFX_HEIGHT / CHAR_LINES); w = (len + 2) * CHAR_COLS; h = (lin + 2) * CHAR_LINES; if (xoff < 0) xoff = (GFX_WIDTH - w - CHAR_COLS) / 2; else xoff -= CHAR_COLS; if (yoff < 0) yoff = (GFX_HEIGHT - 3 * CHAR_LINES - h) / 2; drawWindow(xoff, yoff, xoff + w - 1, yoff + h - 1); printText2(2, msg, 0, CHAR_COLS + xoff, CHAR_LINES + yoff, len + 1, MSG_BOX_TEXT, MSG_BOX_COLOUR); free(msg); _gfx->doUpdate(); } void AgiEngine::eraseTextbox() { if (!_game.window.active) { debugC(3, kDebugLevelText, "no window active"); return; } debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", _game.window.x1, _game.window.y1, _game.window.x2, _game.window.y2); _gfx->restoreBlock(_game.window.x1, _game.window.y1, _game.window.x2, _game.window.y2, _game.window.buffer); free(_game.window.buffer); _game.window.active = false; _gfx->doUpdate(); } /* * Public functions */ /** * Print text in the AGI engine screen. */ void AgiEngine::printText(const char *msg, int f, int x, int y, int len, int fg, int bg, bool checkerboard) { f *= CHAR_COLS; x *= CHAR_COLS; y *= CHAR_LINES; debugC(4, kDebugLevelText, "%s, %d, %d, %d, %d, %d, %d", msg, f, x, y, len, fg, bg); printText2(0, agiSprintf(msg), f, x, y, len, fg, bg, checkerboard); } /** * Print text in the AGI engine console. */ void AgiEngine::printTextConsole(const char *msg, int x, int y, int len, int fg, int bg) { x *= CHAR_COLS; y *= 10; printText2(1, msg, 0, x, y, len, fg, bg); } /** * Wrap text line to the specified width. * @param str String to wrap. * @param len Length of line. */ char *AgiEngine::wordWrapString(char *str, int *len) { /* If the message has a long word (longer than 31 character) then * loop in line 239 (for (; *v != ' '; v--, c--);) can wrap * around 0 and write large number in c. This causes returned * length to be negative (!) and eventually crashes in calling * code. The fix is simple -- remove unsigned in maxc, c, l * declaration. --Vasyl */ char *msg, *v, *e; int maxc, c, l = *len; v = msg = strdup(str); e = msg + strlen(msg); maxc = 0; for (;;) { debugC(3, kDebugLevelText, "[%s], %d", msg, maxc); if (strchr(v, ' ') == NULL && (int)strlen(v) > l) { debugC(1, kDebugLevelText | kDebugLevelMain, "Word too long in message"); l = strlen(v); } /* Must include \r for MacOS 8 */ while ((c = strcspn(v, "\n\r")) <= l) { debugC(3, kDebugLevelText, "c = %d, maxc = %d", c, maxc); if (c > maxc) maxc = c; if ((v += c + 1) >= e) goto end; } c = l; if ((v += l) >= e) break; /* The same line that caused that bug I mentioned * should also do another check: * for (; *v != ' ' && *v != '\n'; v--, c--); * While this does not matter in most cases, in the case of * long words it caused extra \n inserted in the line * preceding long word. This one is definitely non-critical; * one might argue that the function is not supposed to deal * with long words. BTW, that condition at the beginning of * the while loop that checks word length does not make much * sense -- it verifies the length of the first word but for * the rest it does something odd. Overall, even with these * changes the function is still not completely robust. * --Vasyl */ if (*v != ' ') for (; *v != ' ' && *v != '\n' && *v != '\r'; v--, c--); if (c > maxc) maxc = c; *v++ = '\n'; } end: *len = maxc; return msg; } /** * Remove existing window, if any. */ void AgiEngine::closeWindow() { debugC(4, kDebugLevelText, "close window"); _sprites->eraseBoth(); eraseTextbox(); /* remove window, if any */ _sprites->blitBoth(); _sprites->commitBoth(); /* redraw sprites */ _game.hasWindow = false; } /** * Display a message box. * This function displays the specified message in a text box * centered in the screen and waits until a key is pressed. * @param p The text to be displayed */ int AgiEngine::messageBox(const char *s) { int k; _sprites->eraseBoth(); blitTextbox(s, -1, -1, -1); _sprites->blitBoth(); k = waitKey(); debugC(4, kDebugLevelText, "wait_key returned %02x", k); closeWindow(); return k; } /** * Display a message box with buttons. * This function displays the specified message in a text box * centered in the screen and waits until a button is pressed. * @param p The text to be displayed * @param b NULL-terminated list of button labels */ int AgiEngine::selectionBox(const char *m, const char **b) { int numButtons = 0; int x, y, i, s; int key, active = 0; int rc = -1; int bx[5], by[5]; _sprites->eraseBoth(); blitTextbox(m, -1, -1, -1); x = _game.window.x1 + 5 * CHAR_COLS / 2; y = _game.window.y2 - 5 * CHAR_LINES / 2; s = _game.window.x2 - _game.window.x1 + 1 - 5 * CHAR_COLS; debugC(3, kDebugLevelText, "s = %d", s); /* Automatically position buttons */ for (i = 0; b[i]; i++) { numButtons++; s -= CHAR_COLS * strlen(b[i]); } if (i > 1) { debugC(3, kDebugLevelText, "s / %d = %d", i - 1, s / (i - 1)); s /= (i - 1); } else { x += s / 2; } for (i = 0; b[i]; i++) { bx[i] = x; by[i] = y; x += CHAR_COLS * strlen(b[i]) + s; } _sprites->blitBoth(); /* clear key queue */ while (_gfx->keypress()) { _gfx->getKey(); } AllowSyntheticEvents on(this); debugC(4, kDebugLevelText, "waiting..."); for (;;) { for (i = 0; b[i]; i++) _gfx->drawCurrentStyleButton(bx[i], by[i], b[i], i == active, false, i == 0); _gfx->pollTimer(); /* msdos driver -> does nothing */ key = doPollKeyboard(); switch (key) { case KEY_ENTER: rc = active; goto press; case KEY_ESCAPE: rc = -1; goto getout; case KEY_RIGHT: active++; if (active >= numButtons) active = 0; break; case KEY_LEFT: active--; if (active < 0) active = numButtons - 1; break; case BUTTON_LEFT: for (i = 0; b[i]; i++) { if (_gfx->testButton(bx[i], by[i], b[i])) { rc = active = i; goto press; } } break; case 0x09: /* Tab */ debugC(3, kDebugLevelText, "Focus change"); active++; active %= i; break; } _gfx->doUpdate(); } press: debugC(4, kDebugLevelText, "Button pressed: %d", rc); getout: closeWindow(); debugC(2, kDebugLevelText, "Result = %d", rc); return rc; } /** * */ int AgiEngine::print(const char *p, int lin, int col, int len) { if (p == NULL) return 0; debugC(4, kDebugLevelText, "lin = %d, col = %d, len = %d", lin, col, len); if (col == 0 && lin == 0 && len == 0) lin = col = -1; if (len == 0) len = 30; blitTextbox(p, lin, col, len); if (getflag(fOutputMode)) { /* non-blocking window */ setflag(fOutputMode, false); return 1; } /* blocking */ if (_game.vars[vWindowReset] == 0) { int k; setvar(vKey, 0); k = waitKey(); closeWindow(); return k; } /* timed window */ debugC(3, kDebugLevelText, "f15==0, v21==%d => timed", getvar(21)); _game.msgBoxTicks = getvar(vWindowReset) * 10; setvar(vKey, 0); do { mainCycle(); if (_game.keypress == KEY_ENTER) { debugC(4, kDebugLevelText, "KEY_ENTER"); setvar(vWindowReset, 0); _game.keypress = 0; break; } } while (_game.msgBoxTicks > 0); setvar(vWindowReset, 0); closeWindow(); return 0; } /** * */ void AgiEngine::printStatus(const char *message, ...) { char x[42]; va_list args; va_start(args, message); vsprintf(x, message, args); va_end(args); debugC(4, kDebugLevelText, "fg=%d, bg=%d", STATUS_FG, STATUS_BG); printText(x, 0, 0, _game.lineStatus, 40, STATUS_FG, STATUS_BG); } char *AgiEngine::safeStrcat(char *s, const char *t) { if (t != NULL) strcat(s, t); return s; } /** * Formats AGI string. * This function turns a AGI string into a real string expanding values * according to the AGI format specifiers. * @param s string containing the format specifier * @param n logic number */ #define MAX_LEN 768 char *AgiEngine::agiSprintf(const char *s) { static char y[MAX_LEN]; char x[MAX_LEN]; char z[16], *p; debugC(3, kDebugLevelText, "logic %d, '%s'", _game.lognum, s); p = x; for (*p = 0; *s;) { switch (*s) { case '\\': s++; goto literal; case '%': s++; switch (*s++) { int i; case 'v': i = strtoul(s, NULL, 10); while (*s >= '0' && *s <= '9') s++; sprintf(z, "%015i", getvar(i)); i = 99; if (*s == '|') { s++; i = strtoul(s, NULL, 10); while (*s >= '0' && *s <= '9') s++; } if (i == 99) { /* remove all leading 0 */ /* don't remove the 3rd zero if 000 */ for (i = 0; z[i] == '0' && i < 14; i++); } else { i = 15 - i; } safeStrcat(p, z + i); break; case '0': i = strtoul(s, NULL, 10) - 1; safeStrcat(p, objectName(i)); break; case 'g': i = strtoul(s, NULL, 10) - 1; safeStrcat(p, _game.logics[0].texts[i]); break; case 'w': i = strtoul(s, NULL, 10) - 1; safeStrcat(p, _game.egoWords[i].word); break; case 's': i = strtoul(s, NULL, 10); safeStrcat(p, agiSprintf(_game.strings[i])); break; case 'm': i = strtoul(s, NULL, 10) - 1; if (_game.logics[_game.lognum].numTexts > i) safeStrcat(p, agiSprintf(_game. logics[_game.lognum].texts[i])); break; } while (*s >= '0' && *s <= '9') s++; while (*p) p++; break; default: literal: assert(p < x + MAX_LEN); *p++ = *s++; *p = 0; break; } } strcpy(y, x); return y; } /** * Write the status line. */ void AgiEngine::writeStatus() { char x[64]; if (_debug.statusline) { printStatus("%3d(%03d) %3d,%3d(%3d,%3d) ", getvar(0), getvar(1), _game.viewTable[0].xPos, _game.viewTable[0].yPos, WIN_TO_PIC_X(g_mouse.x), WIN_TO_PIC_Y(g_mouse.y)); return; } if (!_game.statusLine) { int l = _game.lineStatus; clearLines(l, l, 0); flushLines(l, l); return; } switch (getLanguage()) { case Common::RU_RUS: sprintf(x, " \x91\xe7\xa5\xe2: %i \xa8\xa7 %-3i", _game.vars[vScore], _game.vars[vMaxScore]); printStatus("%-17s \x87\xa2\xe3\xaa:%s", x, getflag(fSoundOn) ? "\xa2\xaa\xab " : "\xa2\xeb\xaa\xab"); break; default: sprintf(x, " Score:%i of %-3i", _game.vars[vScore], _game.vars[vMaxScore]); printStatus("%-17s Sound:%s ", x, getflag(fSoundOn) ? "on " : "off"); break; } } /** * Print user input prompt. */ void AgiEngine::writePrompt() { int l, fg, bg, pos; if (!_game.inputEnabled || _game.inputMode != INPUT_NORMAL) return; l = _game.lineUserInput; fg = _game.colorFg; bg = _game.colorBg; pos = _game.cursorPos; debugC(4, kDebugLevelText, "erase line %d", l); clearLines(l, l, _game.colorBg); debugC(4, kDebugLevelText, "prompt = '%s'", agiSprintf(_game.strings[0])); printText(_game.strings[0], 0, 0, l, 1, fg, bg); printText((char *)_game.inputBuffer, 0, 1, l, pos + 1, fg, bg); _gfx->printCharacter(pos + 1, l, _game.cursorChar, fg, bg); flushLines(l, l); _gfx->doUpdate(); } /** * Clear text lines in the screen. * @param l1 start line * @param l2 end line * @param c color */ void AgiEngine::clearLines(int l1, int l2, int c) { /* do we need to adjust for +8 on topline? * inc for endline so it matches the correct num * ie, from 22 to 24 is 3 lines, not 2 lines. */ l1 *= CHAR_LINES; l2 *= CHAR_LINES; l2 += CHAR_LINES - 1; _gfx->drawRectangle(0, l1, GFX_WIDTH - 1, l2, c); } /** * */ void AgiEngine::flushLines(int l1, int l2) { l1 *= CHAR_LINES; l2 *= CHAR_LINES; l2 += CHAR_LINES - 1; _gfx->flushBlock(0, l1, GFX_WIDTH - 1, l2); } /** * */ void AgiEngine::drawWindow(int x1, int y1, int x2, int y2) { _game.window.active = true; _game.window.x1 = x1; _game.window.y1 = y1; _game.window.x2 = x2; _game.window.y2 = y2; _game.window.buffer = (uint8 *)malloc((x2 - x1 + 1) * (y2 - y1 + 1)); debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", x1, y1, x2, y2); _gfx->saveBlock(x1, y1, x2, y2, _game.window.buffer); _gfx->drawBox(x1, y1, x2, y2, MSG_BOX_COLOUR, MSG_BOX_LINE, 2); } } // End of namespace Agi