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/* 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/textconsole.h"
#include "common/util.h"

#include "sword1/objectman.h"
#include "sword1/sworddefs.h"
#include "sword1/swordres.h"
#include "sword1/sword1.h"

namespace Sword1 {

ObjectMan::ObjectMan(ResMan *pResourceMan) {
	_resMan = pResourceMan;
}

void ObjectMan::initialize() {
	uint16 cnt;
	for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
		_liveList[cnt] = 0; // we don't need to close the files here. When this routine is
	                        // called, the memory was flushed() anyways, so these resources
	                        // already *are* closed.

	_liveList[128] = _liveList[129] = _liveList[130] = _liveList[131] = _liveList[133] =
	                                      _liveList[134] = _liveList[145] = _liveList[146] = _liveList[TEXT_sect] = 1;

	for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++) {
		if (_liveList[cnt])
			_cptData[cnt] = (uint8 *)_resMan->cptResOpen(_objectList[cnt]) + sizeof(Header);
		else
			_cptData[cnt] = NULL;
	}
}

ObjectMan::~ObjectMan() {
	for (uint16 cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
		if (_liveList[cnt])
			_resMan->resClose(_objectList[cnt]);
}

bool ObjectMan::sectionAlive(uint16 section) {
	return (_liveList[section] > 0);
}

void ObjectMan::megaEntering(uint16 section) {
	_liveList[section]++;
	if (_liveList[section] == 1)
		_cptData[section] = ((uint8 *)_resMan->cptResOpen(_objectList[section])) + sizeof(Header);
}

void ObjectMan::megaLeaving(uint16 section, int id) {
	if (_liveList[section] == 0)
		error("mega %d is leaving empty section %d", id, section);
	_liveList[section]--;
	if ((_liveList[section] == 0) && (id != PLAYER)) {
		_resMan->resClose(_objectList[section]);
		_cptData[section] = NULL;
	}
	/* if the player is leaving the section then we have to close the resources after
	   mainloop ends, because the screen will still need the resources*/
}

uint8 ObjectMan::fnCheckForTextLine(uint32 textId) {
	uint8 retVal = 0;
	if (!_textList[textId / ITM_PER_SEC][0])
		return 0; // section does not exist

	uint8 lang = SwordEngine::_systemVars.language;
	uint32 *textData = (uint32 *)((uint8 *)_resMan->openFetchRes(_textList[textId / ITM_PER_SEC][lang]) + sizeof(Header));
	if ((textId & ITM_ID) < _resMan->readUint32(textData)) {
		textData++;
		if (textData[textId & ITM_ID])
			retVal = 1;
	}
	_resMan->resClose(_textList[textId / ITM_PER_SEC][lang]);
	return retVal;
}

char *ObjectMan::lockText(uint32 textId) {
	uint8 lang = SwordEngine::_systemVars.language;
	char *addr = (char *)_resMan->openFetchRes(_textList[textId / ITM_PER_SEC][lang]);
	if (addr == 0)
		return _missingSubTitleStr;
	addr += sizeof(Header);
	if ((textId & ITM_ID) >= _resMan->readUint32(addr)) {
		warning("ObjectMan::lockText(%d): only %d texts in file", textId & ITM_ID, _resMan->readUint32(addr));
		textId = 0; // get first line instead
	}
	uint32 offset = _resMan->readUint32(addr + ((textId & ITM_ID) + 1) * 4);
	if (offset == 0) {
		// Workaround bug for missing sentence in some langages in Syria (see bug #1977094).
		// We use the hardcoded text in this case.
		if (textId == 2950145)
			return const_cast<char *>(_translationId2950145[lang]);

		warning("ObjectMan::lockText(%d): text number has no text lines", textId);
		return _missingSubTitleStr;
	}
	return addr + offset;
}

void ObjectMan::unlockText(uint32 textId) {
	_resMan->resClose(_textList[textId / ITM_PER_SEC][SwordEngine::_systemVars.language]);
}

uint32 ObjectMan::lastTextNumber(int section) {
	uint8 *data = (uint8 *)_resMan->openFetchRes(_textList[section][SwordEngine::_systemVars.language]) + sizeof(Header);
	uint32 result = _resMan->readUint32(data) - 1;
	_resMan->resClose(_textList[section][SwordEngine::_systemVars.language]);
	return result;
}

Object *ObjectMan::fetchObject(uint32 id) {
	uint8 *addr = _cptData[id / ITM_PER_SEC];
	if (!addr)
		error("fetchObject: section %d is not open", id / ITM_PER_SEC);
	id &= ITM_ID;
	// DON'T do endian conversion here. it's already done.
	return (Object *)(addr + * (uint32 *)(addr + (id + 1) * 4));
}

uint32 ObjectMan::fetchNoObjects(int section) {
	if (_cptData[section] == NULL)
		error("fetchNoObjects: section %d is not open", section);
	return *(uint32 *)_cptData[section];
}

void ObjectMan::closeSection(uint32 screen) {
	if (_liveList[screen] == 0)  // close the section that PLAYER has just left, if it's empty now
		_resMan->resClose(_objectList[screen]);
}

void ObjectMan::loadLiveList(uint16 *src) {
	for (uint16 cnt = 0; cnt < TOTAL_SECTIONS; cnt++) {
		if (_liveList[cnt]) {
			_resMan->resClose(_objectList[cnt]);
			_cptData[cnt] = NULL;
		}
		_liveList[cnt] = src[cnt];
		if (_liveList[cnt])
			_cptData[cnt] = ((uint8 *)_resMan->cptResOpen(_objectList[cnt])) + sizeof(Header);
	}
}

void ObjectMan::saveLiveList(uint16 *dest) {
	memcpy(dest, _liveList, TOTAL_SECTIONS * sizeof(uint16));
}

// String displayed when a subtitle sentence is missing in the cluster file.
// It happens with at least one sentence in Syria in some langages (see bug
// #1977094).
// Note: an empty string or a null pointer causes a crash.

char ObjectMan::_missingSubTitleStr[] = " ";

// Missing translation for textId 2950145 (see bug #1977094).
// Currently text is missing for Portuguese languages. (It's possible that it
// is not needed. The English version of the game does not include Portuguese
// so I cannot check.)

const char *const ObjectMan::_translationId2950145[7] = {
	"Oh?",     // English (not needed)
	"Quoi?",   // French
	"Oh?",     // German
	"Eh?",     // Italian
	"\277Eh?", // Spanish
	"Ano?",    // Czech
	" "        // Portuguese
};

} // End of namespace Sword1