/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2004 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "common/config-manager.h" #include "scumm/scumm.h" #include "scumm/actor.h" #include "scumm/charset.h" #include "scumm/dialogs.h" #include "scumm/imuse_digi/dimuse.h" #include "scumm/verbs.h" #include "scumm/sound.h" namespace Scumm { void ScummEngine::setStringVars(int slot) { StringTab *st = &_string[slot]; st->xpos = st->t_xpos; st->ypos = st->t_ypos; st->center = st->t_center; st->overhead = st->t_overhead; st->no_talk_anim = st->t_no_talk_anim; st->right = st->t_right; st->color = st->t_color; st->charset = st->t_charset; } void ScummEngine::unkMessage1() { byte buffer[100]; _msgPtrToAdd = buffer; _messagePtr = addMessageToStack(_messagePtr); // if ((_gameId == GID_CMI) && _debugMode) { // In CMI, unkMessage1 is used for printDebug output if ((buffer[0] != 0xFF) && _debugMode) { debug(0, "DEBUG: %s", buffer); return; } if (buffer[0] == 0xFF && buffer[1] == 10) { uint32 a, b; 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. // FIXME: There are other VAR_V6_SOUNDMODE states, as // mentioned in the patch. FIXME after iMUSE is done. if (_gameId != GID_SAMNMAX || (VAR(VAR_V6_SOUNDMODE) != 2)) _sound->talkSound(a, b, 1, -1); } } void ScummEngine::unkMessage2() { byte buf[100]; const byte *tmp; _msgPtrToAdd = buf; tmp = _messagePtr = addMessageToStack(_messagePtr); if (_string[3].color == 0) _string[3].color = 4; // FIXME: I know this is the right thing to do for MI1 and MI2. For // all other games it's just a guess. InfoDialog dialog(this, (char*)buf); VAR(VAR_KEYPRESS) = runDialog(dialog); _messagePtr = tmp; } void ScummEngine::CHARSET_1() { uint32 talk_sound_a = 0; uint32 talk_sound_b = 0; int s, i, t, c; int frme = -1; Actor *a; byte *buffer; bool has_talk_sound = false; bool has_anim = false; if (!_haveMsg) return; if (!(_features & GF_NEW_CAMERA) && !(_gameId == GID_ZAK256 && talkingActor() == 0xFF)) { if ((camera._dest.x / 8) != (camera._cur.x / 8) || camera._cur.x != camera._last.x) return; } a = NULL; if (talkingActor() != 0xFF) a = derefActorSafe(talkingActor(), "CHARSET_1"); if (a && _string[0].overhead != 0) { if (_version <= 5) { _string[0].xpos = a->_pos.x - camera._cur.x + (_screenWidth / 2); 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 - a->getElevation() + a->_pos.y); } else { _string[0].ypos = (int)VAR(VAR_V5_TALK_STRING_Y); } } else { s = a->scaley * a->talkPosY / 0xFF; _string[0].ypos = ((a->talkPosY - s) / 2) + s - a->getElevation() + a->_pos.y; if (_string[0].ypos < _screenTop) _string[0].ypos = _screenTop; s = a->scalex * a->talkPosX / 0xFF; _string[0].xpos = ((a->talkPosX - s) / 2) + s + a->_pos.x - camera._cur.x + (_screenWidth / 2); } 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; if (a && a->charset) _charset->setCurID(a->charset); else _charset->setCurID(_string[0].charset); _charset->_center = _string[0].center; _charset->_right = _string[0].right; _charset->setColor(_charsetColor); if (_version > 3) // FIXME for (i = 0; i < 4; i++) _charsetColorMap[i] = _charsetData[_charset->getCurID()][i]; if (_keepText) { _charset->_str = _charset->_mask; } if (_talkDelay) return; if (_haveMsg == 1) { if ((_sound->_sfxMode & 2) == 0) stopTalk(); return; } if (a && !_string[0].no_talk_anim) { has_anim = true; _useTalkAnims = true; } // HACK: Most of the audio sync in Loom is handled by the "MI1 // timer", but some of it depends on text strings timing out at // the right moment. if (_gameId == GID_LOOM256) { _defaultTalkDelay = 100; VAR(VAR_CHARINC) = 5; } _talkDelay = _defaultTalkDelay; if (!_keepText) { if (_version <= 3 && _gameId != GID_LOOM) { _charset->_hasMask = true; _charset->_mask.left = _string[0].xpos; _charset->_mask.top = _string[0].ypos; _charset->_mask.bottom = _string[0].ypos + 8; _charset->_mask.right = _screenWidth; if (_string[0].ypos <= 16) // If we are cleaning the text line, clean 2 lines. _charset->_mask.bottom = 16; } _charset->restoreCharsetBg(); } t = _charset->_right - _string[0].xpos - 1; if (_charset->_center) { if (t > _charset->_nextLeft) t = _charset->_nextLeft; t *= 2; } buffer = _charsetBuffer + _charsetBufPos; if (_version > 3) _charset->addLinebreaks(0, buffer, 0, t); if (_charset->_center) { _charset->_nextLeft -= _charset->getStringWidth(0, buffer) / 2; if (_charset->_nextLeft < 0) _charset->_nextLeft = 0; } _charset->_disableOffsX = _charset->_firstChar = !_keepText; do { c = *buffer++; if (c == 0) { // End of text reached, set _haveMsg to 1 so that the text will be // removed next time CHARSET_1 is called. _haveMsg = 1; _keepText = false; break; } if (c == 13) { newLine:; _charset->_nextLeft = _string[0].xpos; if (_charset->_center) { _charset->_nextLeft -= _charset->getStringWidth(0, buffer) / 2; } _charset->_nextTop += _charset->getFontHeight(); if (_version > 3) { // FIXME - is this really needed? _charset->_disableOffsX = true; } continue; } if (c == 0xFE || c == 0xFF) { c = *buffer++; switch(c) { case 1: goto newLine; case 2: _haveMsg = 0; _keepText = true; break; case 3: if (_haveMsg != 0xFE) _haveMsg = 0xFF; _keepText = false; break; case 9: frme = *buffer++; frme |= *buffer++ << 8; has_anim = true; break; case 10: 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); has_talk_sound = true; buffer += 14; // Set flag that speech variant exist of this msg. // TODO: This does not work for the speech system in V7+ games // since they encode the voice information differently, and it // is being stripped from the string before it ever gets here. if (_haveMsg == 0xFF) _haveMsg = 0xFE; break; case 12: int color; color = *buffer++; color |= *buffer++ << 8; if (color == 0xFF) _charset->setColor(_charsetColor); else _charset->setColor(color); break; case 13: warning("CHARSET_1: Unknown opcode 13 %d", READ_LE_UINT16(buffer)); buffer += 2; break; case 14: { int oldy = _charset->getFontHeight(); _charset->setCurID(*buffer++); buffer += 2; for (i = 0; i < 4; i++) _charsetColorMap[i] = _charsetData[_charset->getCurID()][i]; _charset->_nextTop -= _charset->getFontHeight() - oldy; break; } default: warning("CHARSET_1: invalid code %d", c); } } else { _charset->_left = _charset->_nextLeft; _charset->_top = _charset->_nextTop; if (c & 0x80 && _CJKMode) if (_language == 6 && ((c > 0x84 && c < 0x88) || (c > 0x9f && c < 0xe0) || (c > 0xea && c <= 0xff))) c = 0x20; //not in S-JIS else c += *buffer++ * 256; if (_version <= 3) { _charset->printChar(c); } else { if (!ConfMan.getBool("subtitles") && (_imuseDigital && _sound->isSoundRunning(kTalkSoundID))) { // Special case for games using imuse digital.for sound } else if ((_gameId == GID_LOOM256) && !ConfMan.getBool("subtitles") && (_sound->pollCD())) { // Special case for loomcd, since it only uses CD audio.for sound } else if (!ConfMan.getBool("subtitles") && (_haveMsg == 0xFE || _sound->_talkChannelHandle.isActive())) { // Subtitles are turned off, and there is a voice version // of this message -> don't print it. } else _charset->printChar(c); } _charset->_nextLeft = _charset->_left; _charset->_nextTop = _charset->_top; if (_version <= 2) { _talkDelay += _defaultTalkDelay / 20; VAR(VAR_CHARCOUNT)++; } else _talkDelay += (int)VAR(VAR_CHARINC); } } while (c != 2 && c != 3); // Even if talkSound() is called, we may still have to call // startAnimActor() since actorTalk() may already have caused the // wrong animation frame to be drawn, and the talkSound() won't be // processed until after the next screen update. Bleah. if (has_talk_sound) _sound->talkSound(talk_sound_a, talk_sound_b, 2, frme); if (a && has_anim) a->startAnimActor(frme != -1 ? frme : a->talkStartFrame); _charsetBufPos = buffer - _charsetBuffer; _charset->_hasMask = (_charset->_str.left != -1); _charset->_mask = _charset->_str; } void ScummEngine::drawString(int a) { byte buf[256]; byte *space; int i, c; byte fontHeight = 0; uint color; _msgPtrToAdd = buf; _messagePtr = addMessageToStack(_messagePtr); _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); if (_version > 3) { for (i = 0; i < 4; i++) _charsetColorMap[i] = _charsetData[_charset->getCurID()][i]; } fontHeight = _charset->getFontHeight(); _msgPtrToAdd = buf; // trim from the right space = NULL; while (*_msgPtrToAdd) { if (*_msgPtrToAdd == ' ') { if (!space) space = _msgPtrToAdd; } else { space = NULL; } _msgPtrToAdd++; } if (space) *space = '\0'; if (_charset->_center) { _charset->_left -= _charset->getStringWidth(a, buf) / 2; } if (_version < 7) _charset->_ignoreCharsetMask = true; // In Full Throttle (and other games?), verb text should always mask // and never time out. We can't do it blindly for all games, because // it causes problem with the FOA intro. if ((_gameId == GID_FT) && a == 4) _talkDelay = -1; if (!buf[0]) { buf[0] = ' '; buf[1] = 0; } for (i = 0; (c = buf[i++]) != 0;) { if (c == 0xFE || c == 0xFF) { 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; } _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 && _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) { // Sam and Max seems to blitAlso 32 a lot, which does // nothing anyway. So just hide that one for brevity. if (c != 32) debug(1, "Would have set _charset->_blitAlso = true (wanted to print '%c' = %d)", c, c); _charset->_blitAlso = true; } } if (c >= 0x80 && _CJKMode) c += buf[i++] * 256; _charset->printChar(c); _charset->_blitAlso = false; } } _charset->_ignoreCharsetMask = false; if (a == 0) { _charset->_nextLeft = _charset->_left; _charset->_nextTop = _charset->_top; } _string[a].xpos = _charset->_str.right + 8; // Indy3: Fixes Grail Diary text positioning if (_version >= 7) { _charset->_hasMask = true; _charset->_mask.extend(_charset->_str); } } const byte *ScummEngine::addMessageToStack(const byte *msg) { uint num = 0; uint32 val; byte chr; byte buf[512]; if (msg == NULL) { warning("Bad message in addMessageToStack, ignoring"); return NULL; } while ((buf[num++] = chr = *msg++) != 0) { if (num >= sizeof(buf)) error("Message stack overflow"); if (chr == 0xff) { // 0xff is an escape character buf[num++] = chr = *msg++; // followed by a "command" code if (chr != 1 && chr != 2 && chr != 3 && chr != 8) { buf[num++] = *msg++; // and some commands are followed by parameters to the functions below buf[num++] = *msg++; // these are numbers of names, strings, verbs, variables, etc if (_version == 8) { buf[num++] = *msg++; buf[num++] = *msg++; } } } } num = 0; while (1) { chr = buf[num++]; if (chr == 0) break; if (chr == 0xFF) { chr = buf[num++]; if (chr == 1 || chr == 2 || chr == 3 || chr == 8) { // Simply copy these special codes *_msgPtrToAdd++ = 0xFF; *_msgPtrToAdd++ = chr; } else { val = (_version == 8) ? READ_LE_UINT32(buf + num) : READ_LE_UINT16(buf + num); switch (chr) { case 4: addIntToStack(val); break; case 5: addVerbToStack(val); break; case 6: addNameToStack(val); break; case 7: if (_version <= 2) { while ((chr = (byte) _scummVars[val++])) { if (chr != '@') *_msgPtrToAdd++ = chr; } } else { addStringToStack(val); } break; case 9: case 10: case 12: case 13: case 14: // Simply copy these special codes *_msgPtrToAdd++ = 0xFF; *_msgPtrToAdd++ = chr; *_msgPtrToAdd++ = buf[num+0]; *_msgPtrToAdd++ = buf[num+1]; if (_version == 8) { *_msgPtrToAdd++ = buf[num+2]; *_msgPtrToAdd++ = buf[num+3]; } break; default: warning("addMessageToStack(): string escape sequence %d unknown", chr); break; } num += (_version == 8) ? 4 : 2; } } else { if (chr != '@') { *_msgPtrToAdd++ = chr; } } } *_msgPtrToAdd = 0; return msg; } void ScummEngine::addIntToStack(int var) { int num; num = readVar(var); _msgPtrToAdd += sprintf((char *)_msgPtrToAdd, "%d", num); } void ScummEngine::addVerbToStack(int var) { int num, k; num = readVar(var); if (num) { for (k = 1; k < _numVerbs; k++) { if (num == _verbs[k].verbid && !_verbs[k].type && !_verbs[k].saveid) { const byte *ptr = getResourceAddress(rtVerb, k); ptr = translateTextAndPlaySpeech(ptr); addMessageToStack(ptr); break; } } } } void ScummEngine::addNameToStack(int var) { int num; const byte *ptr = 0; num = readVar(var); if (num) ptr = getObjOrActorName(num); if (ptr) { if ((_version == 8) && (ptr[0] == '/')) { translateText(ptr, _transText); addMessageToStack(_transText); } else { addMessageToStack(ptr); } } } void ScummEngine::addStringToStack(int var) { const byte *ptr; if (_version == 3 || _version >= 6) var = readVar(var); if (var) { ptr = getStringAddress(var); if (ptr) { if ((_version == 8) && (ptr[0] == '/')) { translateText(ptr, _transText); addMessageToStack(_transText); } else { addMessageToStack(ptr); } } } } void ScummEngine::initCharset(int charsetno) { int i; if (!getResourceAddress(rtCharset, charsetno)) loadCharset(charsetno); _string[0].t_charset = charsetno; _string[1].t_charset = charsetno; for (i = 0; i < 16; i++) _charsetColorMap[i] = _charsetData[charsetno][i]; } void ScummEngine::enqueueText(const byte *text, int x, int y, byte color, byte charset, bool center) { // The Dig will keep enqueueing texts long after they've scrolled off // the screen, eventually overflowing the blast text queue if left // unchecked. if (y < 0) { byte old_charset; int font_height; old_charset = _charset->getCurID(); _charset->setCurID(charset); font_height = _charset->getFontHeight(); _charset->setCurID(old_charset); if (y <= -font_height) return; } BlastText &bt = _blastTextQueue[_blastTextQueuePos++]; assert(_blastTextQueuePos <= ARRAYSIZE(_blastTextQueue)); strcpy((char *)bt.text, (const char *)text); bt.xpos = x; bt.ypos = y; bt.color = color; bt.charset = charset; bt.center = center; } void ScummEngine::drawBlastTexts() { byte *buf; int c; int i; _charset->_ignoreCharsetMask = true; for (i = 0; i < _blastTextQueuePos; i++) { buf = _blastTextQueue[i].text; _charset->_top = _blastTextQueue[i].ypos + _screenTop; _charset->_startLeft = _charset->_left = _blastTextQueue[i].xpos; _charset->_right = _screenWidth - 1; _charset->_center = _blastTextQueue[i].center; _charset->setColor(_blastTextQueue[i].color); _charset->_disableOffsX = _charset->_firstChar = true; _charset->setCurID(_blastTextQueue[i].charset); _charset->_nextLeft = _blastTextQueue[i].xpos; _charset->_nextTop = _charset->_top; // Center text if necessary if (_charset->_center) { _charset->_nextLeft -= _charset->getStringWidth(0, buf) / 2; if (_charset->_nextLeft < 0) _charset->_nextLeft = 0; } do { c = *buf++; if (c != 0 && c != 0xFF) { _charset->_left = _charset->_nextLeft; _charset->_top = _charset->_nextTop; if (c >= 0x80 && _CJKMode) c += *buf++ * 256; _charset->printChar(c); _charset->_nextLeft = _charset->_left; _charset->_nextTop = _charset->_top; } } while (c); _blastTextQueue[i].rect = _charset->_str; } _charset->_ignoreCharsetMask = false; } void ScummEngine::removeBlastTexts() { int i; for (i = 0; i < _blastTextQueuePos; i++) { restoreBG(_blastTextQueue[i].rect); } _blastTextQueuePos = 0; } int indexCompare(const void *p1, const void *p2) { const LangIndexNode *i1 = (const LangIndexNode *) p1; const LangIndexNode *i2 = (const LangIndexNode *) p2; return strcmp(i1->tag, i2->tag); } void ScummEngine::loadLanguageBundle() { File file; int32 size; if (_gameId == GID_DIG) { file.open("language.bnd", getGameDataPath()); } else if (_gameId == GID_CMI) { file.open("language.tab", getGameDataPath()); } 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(); // Create an index of the language file. // FIXME: Extend this mechanism to also cover The Dig? int32 i; char *ptr = _languageBuffer; // Count the number of lines in the language file. _languageIndexSize = 0; 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. _languageIndex = (LangIndexNode *)calloc(_languageIndexSize, sizeof(LangIndexNode)); ptr = _languageBuffer; 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' int j; for (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 over newlines (and turn them into null bytes) ptr = strpbrk(ptr, "\n\r"); if (ptr == NULL) break; while (*ptr == '\n' || *ptr == '\r') *ptr++ = 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); } const byte *ScummEngine::translateTextAndPlaySpeech(const byte *ptr) { if ((_gameId == GID_DIG || _gameId == GID_CMI) && (ptr[0] == '/')) { char pointer[20]; int i, j; translateText(ptr, _transText); for (i = 0, j = 0; (ptr[i] != '/' || j == 0) && j < 19; i++) { if (ptr[i] != '/') pointer[j++] = ptr[i]; } pointer[j] = 0; // Play speech if (!(_features & GF_DEMO) && (_gameId == GID_CMI)) // CMI demo does not have .IMX for voice strcat(pointer, ".IMX"); // FIXME: This is a hack to distinguish between 'real' actor speech and // some odd (?) other strings... there is probably a better way to do this. // I just don't know which (yet). if (ptr[i+1] != 0 && ptr[i+1] != 255) { _sound->stopTalkSound(); _imuseDigital->startVoice(kTalkSoundID, pointer); _sound->talkSound(0, 0, 2, -1); } ptr = _transText; } return ptr; } void ScummEngine::translateText(const byte *text, byte *trans_buff) { int l; if ((text[0] == '/') && _existLanguageFile) { 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; } } byte *pointer = (byte *)strchr((const char *)text + 1, '/'); if (pointer != NULL) { pointer++; if (_gameId == GID_CMI) { memcpy(trans_buff, pointer, resStrLen(pointer) + 1); } else if (_gameId == GID_DIG) { l = 0; while (*pointer != '/' && *pointer != 0xff && *pointer != 0) { trans_buff[l++] = *pointer++; } trans_buff[l] = '\0'; } } else { memcpy(trans_buff, text, resStrLen(text) + 1); } } } // End of namespace Scumm