/* 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" #include "scumm/he/localizer.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" #include "scumm/ks_check.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; default: 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 #8051. 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, Common::U32String((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)); if (_useCJKMode) { // The Dig expressly checks for x == 160 && y == 189 && charset == 3. Usually, if the game wants to print CJK text at the bottom // of the screen it will use y = 183. So maybe this is a hack to fix some script texts that weren forgotten in the CJK converting // process. if (_game.id == GID_DIG && x == 160 && y == 189 && charset == 3) y -= 6; // COMI always adds a y-offset of 2 in CJK mode. if (_game.id == GID_CMI) y += 2; } 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); if (_game.version >= 7 && _language == Common::HE_ISR) { fakeBidiString(buf, false); } 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 #1347 and #2440: // 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' && c != _newLineCharacter) { 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) { #ifdef ENABLE_HE ((SoundHE *)_sound)->startHETalkSound(_localizer ? _localizer->mapTalk(talk_sound_a) : talk_sound_a); #else ((SoundHE *)_sound)->startHETalkSound(talk_sound_a); #endif } 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(_localizer ? _localizer->mapTalk(talk_sound_a) : 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(_localizer ? _localizer->mapTalk(talk_sound_a) : 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) // The commented out part of the next line was meant as a fix for Kanji text glitches in DIG. // But these glitches couldn't be reproduced in recent tests. So the underlying issue might // have been taken care of in a different manner. And the fix actually caused other text glitches // (FT/German, if you look at the sign on the container at game start). After counterchecking // the original code it seems that setting _nextLeft to 0 is the right thing to do here. _nextLeft = /*_game.version >= 6 ? _string[0].xpos :*/ 0; } else if (_game.version >= 4 && _game.version < 7 && _game.heversion == 0 && _language == Common::HE_ISR) { if (_game.id == GID_MONKEY && _charset->getCurID() == 4) { _nextLeft = _screenWidth - _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) - _nextLeft; } } 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::fakeBidiString(byte *ltext, bool ignoreVerb) const { // Provides custom made BiDi mechanism. // Reverses texts on each line marked by control characters (considering different control characters used in verbs panel) // While preserving original order of numbers (also negative numbers and comma separated) int32 ll = 0; if (_game.id == GID_INDY4 && ltext[ll] == 0x7F) { ll++; } while (ltext[ll] == 0xFF) { ll += 4; } int32 ipos = 0; int32 start = 0; byte *text = ltext + ll; byte *current = text; int32 bufferSize = 384; byte * const buff = (byte *)calloc(sizeof(byte), bufferSize); assert(buff); byte * const stack = (byte *)calloc(sizeof(byte), bufferSize); assert(stack); while (1) { if (*current == 0x0D || *current == 0 || *current == 0xFF || *current == 0xFE) { // ignore the line break for verbs texts if (ignoreVerb && (*(current + 1) == 8)) { *(current + 1) = *current; *current = 0x08; ipos += 2; current += 2; continue; } memset(buff, 0, bufferSize); memset(stack, 0, bufferSize); // Reverse string on current line (between start and ipos). int32 sthead = 0; byte last = 0; for (int32 j = 0; j < ipos; j++) { byte *curr = text + start + ipos - j - 1; // Special cases to preserve original ordering (numbers). if (Common::isDigit(*curr) || (*curr == (byte)',' && j + 1 < ipos && Common::isDigit(*(curr - 1)) && Common::isDigit(last)) || (*curr == (byte)'-' && (j + 1 == ipos || Common::isSpace(*(curr - 1))) && Common::isDigit(last))) { ++sthead; stack[sthead] = *curr; } else { while (sthead > 0) { buff[j - sthead] = stack[sthead]; --sthead; } buff[j] = *curr; } last = *curr; } while (sthead > 0) { buff[ipos - sthead] = stack[sthead]; --sthead; } memcpy(text + start, buff, ipos); start += ipos + 1; ipos = -1; if (*current == 0xFF || *current == 0xFE) { current++; if (*current == 0x03 || *current == 0x02) { break; } if (*current == 0x0A || *current == 0x0C) { start += 2; current += 2; } start++; ipos++; current++; continue; } } if (*current) { ipos++; current++; continue; } break; } if (!ignoreVerb && _game.id == GID_INDY4 && ltext[0] == 0x7F) { ltext[start + ipos + ll] = 0x80; ltext[start + ipos + ll + 1] = 0; } free(buff); free(stack); } 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 (_game.platform == Common::kPlatformFMTowns && (_keepText || _haveMsg == 0xFF)) 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; } // The second check is from LOOM DOS EGA disasm. It prevents weird speech animations // with empty strings (bug #990). The same code is present in actorTalk(). The FM-Towns // versions don't have such code, but I do not get the weird speech animations either. // So apparently it is not needed there. if (a && !_string[0].no_talk_anim && !(_game.id == GID_LOOM && _game.platform != Common::kPlatformFMTowns && !_charsetBuffer[_charsetBufPos])) { 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; } else if (_game.version >= 4 && _game.version < 7 && _game.heversion == 0 && _language == Common::HE_ISR) { if (_game.id == GID_MONKEY && _charset->getCurID() == 4) { _nextLeft = _screenWidth - _charset->getStringWidth(0, _charsetBuffer + _charsetBufPos) - _nextLeft; } } _charset->_disableOffsX = _charset->_firstChar = !_keepText; int c = 0; if (_game.version >= 4 && _game.version < 7 && _game.heversion == 0 && _language == Common::HE_ISR) { fakeBidiString(_charsetBuffer + _charsetBufPos, true); } bool createTextBox = (_macScreen && _game.id == GID_INDY3); bool drawTextBox = false; 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 #2213. 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 (createTextBox) { if (!_keepText) mac_createIndy3TextBox(a); createTextBox = false; drawTextBox = true; } 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 (is2ByteCharacter(_language, 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 (drawTextBox) mac_drawIndy3TextBox(); 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)); if (_game.version >= 4 && _game.version < 7 && _game.heversion == 0 && _language == Common::HE_ISR) { fakeBidiString(buf, false); } _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 bug #8759. Not needed when using the Mac font. if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh && a == 1 && !_macScreen) { 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; } else if (_game.version >= 4 && _game.version < 7 && _game.heversion == 0 && _game.id != GID_SAMNMAX && _language == Common::HE_ISR) { // Ignore INDY4 verbs (but allow dialogue) if (_game.id != GID_INDY4 || buf[0] == 127) { if (_game.id == GID_INDY4) buf[0] = 32; _charset->_left = _screenWidth - _charset->_startLeft - _charset->getStringWidth(a, buf); } } 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; default: 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 if (_game.version >= 4 && _game.version < 7 && _game.heversion == 0 && _language == Common::HE_ISR) { _charset->_left = _screenWidth - _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; default: 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 (is2ByteCharacter(_language, 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[2048]; assert(dst); end = dst + dstSize; if (msg == NULL) { debug(0, "Bad message in convertMessageToString, ignoring"); return 0; } if (_game.version >= 7 || isScummvmKorTarget()) { 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 #1675, 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 #2715: 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.version >= 7 && is2ByteCharacter(_language, lastChr)) || (_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; bool isKorVerbGlue = false; if (isScummvmKorTarget() && _useCJKMode && var & (1 << 15)) { isKorVerbGlue = true; var &= ~(1 << 15); } num = readVar(var); if (num) { for (k = 1; k < _numVerbs; k++) { // Fix ZAK FM-TOWNS bug #1734 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))) { // Process variation of Korean postpositions // Used by Korean fan translated games (monkey1, monkey2) if (isKorVerbGlue) { static const byte code0380[4] = {0xFF, 0x07, 0x03, 0x80}; // "eul/reul" static const byte code0480[4] = {0xFF, 0x07, 0x04, 0x80}; // "wa/gwa" static const byte codeWalkTo[9] = {0xFF, 0x07, 0x03, 0x80, 0x20, 0xC7, 0xE2, 0xC7, 0xD8}; // "eul/reul hyang-hae" byte _transText[10]; memset(_transText, 0, sizeof(_transText)); // WORKAROUND: MI Korean verb parser if (_game.id == GID_MONKEY_VGA) { switch (_verbs[k].verbid) { case 1: // Open case 2: // Close case 3: // Give case 4: // Turn on case 5: // Turn off case 6: // Push case 7: // Pull case 8: // Use case 9: // Look at case 10: // Walk to memcpy(_transText, codeWalkTo, 9); break; case 11: // Pick up memcpy(_transText, code0380, 4); break; case 13: // Talk to memcpy(_transText, code0480, 4); break; } return convertMessageToString(_transText, dst, dstSize); } // WORKAROUND: MI2 Korean verb parser if (_game.id == GID_MONKEY2) { if (_verbs[k].verbid <= 11) { switch (_verbs[k].verbid) { case 2: // Open case 3: // Close case 4: // Give case 5: // Push case 6: // Pull case 7: // Use case 8: // Look at case 9: // Pick up memcpy(_transText, code0380, 4); break; case 10: // Talk to memcpy(_transText, code0480, 4); break; case 11: // Walk to memcpy(_transText, codeWalkTo, 9); break; } return convertMessageToString(_transText, dst, dstSize); } } } else { 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) { int increment = convertMessageToString(ptr, dst, dstSize); // Save the final consonant (jongsung) of the last Korean character // Used by Korean fan translated games (monkey1, monkey2) if (isScummvmKorTarget() && _useCJKMode) { _krStrPost = 0; int len = resStrLen(ptr); if (len >= 2) { for (int i = len; i > 1; i--) { byte k1 = ptr[i - 2]; byte k2 = ptr[i - 1]; if (checkKSCode(k1, k2)) { int jongsung = checkJongsung(k1, k2); if (jongsung) _krStrPost |= 1; if (jongsung == 8) // 'ri-eul' final consonant _krStrPost |= (1 << 1); break; } } } } return increment; } } 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); // Process variation of Korean postpositions // Used by Korean fan translated games (monkey1, monkey2) if (isScummvmKorTarget() && _useCJKMode && (var & (1 << 15))) { int idx; static const byte codeIdx[] = {0x00, 0x00, 0xC0, 0xB8, 0x00, 0x00, 0xC0, 0xCC, 0xB0, 0xA1, 0xC0, 0xCC, 0xB8, 0xA6, 0xC0, 0xBB, 0xBF, 0xCD, 0xB0, 0xFA, 0xB4, 0xC2, 0xC0, 0xBA}; if ((var & ~(1 << 15)) == 0) idx = (2 * (var & ~(1 << 15)) + (_krStrPost & 1) - bool(_krStrPost & 2)) * 2; else idx = (2 * (var & ~(1 << 15)) + (_krStrPost & 1)) * 2; byte _transText[3]; const byte byteIdx[] = {codeIdx[idx], codeIdx[idx + 1]}; memset(_transText, 0, sizeof(_transText)); memcpy(_transText, byteIdx, 2); return convertMessageToString(_transText, dst, dstSize); } else if (var) { ptr = getStringAddress(var); if (ptr) { int increment = convertMessageToString(ptr, dst, dstSize); // Save the final consonant (jongsung) of the last Korean character // Used by Korean fan translated games (monkey1, monkey2) if (isScummvmKorTarget() && _useCJKMode) { _krStrPost = 0; for (int i = resStrLen(ptr); i > 1; i--) { byte k1 = ptr[i - 2]; byte k2 = ptr[i - 1]; if (checkKSCode(k1, k2)) { int jongsung = checkJongsung(k1, k2); if (jongsung) _krStrPost |= 1; if (jongsung == 8) // 'ri-eul' final consonant _krStrPost |= (1 << 1); break; } } } return increment; } } 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() { if (isScummvmKorTarget()) { // Support language bundle for FT ScummEngine::loadLanguageBundle(); return; } ScummFile file; int32 size; 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 #1487. 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]) { Common::String pointerStr((const char *)ptr); // Play speech if (!(_game.features & GF_DEMO) && (_game.id == GID_CMI)) // CMI demo does not have .IMX for voice pointerStr += ".IMX"; _sound->stopTalkSound(); _imuseDigital->stopSound(kTalkSoundID); _imuseDigital->startVoice(kTalkSoundID, pointerStr.c_str()); _sound->talkSound(0, 0, 2); } } void ScummEngine_v7::translateText(const byte *text, byte *trans_buff) { if (isScummvmKorTarget()) { // Support language bundle for FT ScummEngine::translateText(text, trans_buff); return; } 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 #1977. 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::loadLanguageBundle() { if (!isScummvmKorTarget()) { _existLanguageFile = false; return; } ScummFile file; openFile(file, "korean.trs"); if (!file.isOpen()) { _existLanguageFile = false; return; } _existLanguageFile = true; int size = file.size(); uint32 magic1 = file.readUint32BE(); uint32 magic2 = file.readUint32BE(); if (magic1 != MKTAG('S', 'C', 'V', 'M') || magic2 != MKTAG('T', 'R', 'S', ' ')) { _existLanguageFile = false; return; } _numTranslatedLines = file.readUint16LE(); _translatedLines = new TranslatedLine[_numTranslatedLines]; _languageLineIndex = new uint16[_numTranslatedLines]; // sanity check for (int i = 0; i < _numTranslatedLines; i++) { _languageLineIndex[i] = 0xffff; } for (int i = 0; i < _numTranslatedLines; i++) { int idx = file.readUint16LE(); assert(idx < _numTranslatedLines); _languageLineIndex[idx] = i; _translatedLines[i].originalTextOffset = file.readUint32LE(); _translatedLines[i].translatedTextOffset = file.readUint32LE(); } // sanity check for (int i = 0; i < _numTranslatedLines; i++) { if (_languageLineIndex[i] == 0xffff) { error("Invalid language bundle file"); } } // Room byte numTranslatedRoom = file.readByte(); for (uint32 i = 0; i < numTranslatedRoom; i++) { byte roomId = file.readByte(); TranslationRoom &room = _roomIndex.getOrCreateVal(roomId); uint16 numScript = file.readUint16LE(); for (int sc = 0; sc < numScript; sc++) { uint32 scrpKey = file.readUint32LE(); uint16 scrpLeft = file.readUint16LE(); uint16 scrpRight = file.readUint16LE(); room.scriptRanges.setVal(scrpKey, TranslationRange(scrpLeft, scrpRight)); } } int bodyPos = file.pos(); for (int i = 0; i < _numTranslatedLines; i++) { _translatedLines[i].originalTextOffset -= bodyPos; _translatedLines[i].translatedTextOffset -= bodyPos; } _languageBuffer = new byte[size - bodyPos]; file.read(_languageBuffer, size - bodyPos); file.close(); debug(2, "loadLanguageBundle: Loaded %d entries", _numTranslatedLines); } const byte *ScummEngine::searchTranslatedLine(const byte *text, const TranslationRange &range, bool useIndex) { int textLen = resStrLen(text); int left = range.left; int right = range.right; int dbgIterationCount = 0; while (left <= right) { dbgIterationCount++; debug(8, "searchTranslatedLine: Range: %d - %d", left, right); int mid = (left + right) / 2; int idx = useIndex ? _languageLineIndex[mid] : mid; const byte *originalText = &_languageBuffer[_translatedLines[idx].originalTextOffset]; int originalLen = resStrLen(originalText); int compare = memcmp(text, originalText, MIN(textLen + 1, originalLen + 1)); if (compare == 0) { debug(8, "searchTranslatedLine: Found in %d iteration", dbgIterationCount); const byte *translatedText = &_languageBuffer[_translatedLines[idx].translatedTextOffset]; return translatedText; } else if (compare < 0) { right = mid - 1; } else if (compare > 0) { left = mid + 1; } } debug(8, "searchTranslatedLine: Not found in %d iteration", dbgIterationCount); return nullptr; } void ScummEngine::translateText(const byte *text, byte *trans_buff) { if (_existLanguageFile) { if (_currentScript == 0xff) { // used in drawVerb(), etc debug(7, "translateText: Room=%d, CurrentScript == 0xff", _currentRoom); } else { // Use series of heuristics to preserve "the context of the conversation", // since one English text can be translated differently depending on the context. ScriptSlot *slot = &vm.slot[_currentScript]; debug(7, "translateText: Room=%d, Script=%d, WIO=%d", _currentRoom, slot->number, slot->where); byte roomKey = 0; if (slot->where != WIO_GLOBAL) { roomKey = _currentRoom; } uint32 scriptKey = slot->where << 16 | slot->number; if (slot->where == WIO_ROOM) { scriptKey = slot->where << 16; } // First search by _currentRoom and _currentScript Common::HashMap::const_iterator iterator = _roomIndex.find(roomKey); if (iterator != _roomIndex.end()) { const TranslationRoom &room = iterator->_value; TranslationRange scrpRange; if (room.scriptRanges.tryGetVal(scriptKey, scrpRange)) { const byte *translatedText = searchTranslatedLine(text, scrpRange, true); if (translatedText) { debug(7, "translateText: Found by heuristic #1"); memcpy(trans_buff, translatedText, resStrLen(translatedText) + 1); return; } } } // If not found, search for current room roomKey = _currentRoom; scriptKey = WIO_ROOM << 16; iterator = _roomIndex.find(roomKey); if (iterator != _roomIndex.end()) { const TranslationRoom &room = iterator->_value; TranslationRange scrpRange; if (room.scriptRanges.tryGetVal(scriptKey, scrpRange)) { const byte *translatedText = searchTranslatedLine(text, scrpRange, true); if (translatedText) { debug(7, "translateText: Found by heuristic #2"); memcpy(trans_buff, translatedText, resStrLen(translatedText) + 1); return; } } } } // Try full search const byte *translatedText = searchTranslatedLine(text, TranslationRange(0, _numTranslatedLines - 1), false); if (translatedText) { debug(7, "translateText: Found by full search"); memcpy(trans_buff, translatedText, resStrLen(translatedText) + 1); return; } debug(7, "translateText: Not found"); } // Default: just copy the string memcpy(trans_buff, text, resStrLen(text) + 1); } bool ScummEngine::reverseIfNeeded(const byte *text, byte *reverseBuf) const { if (_language != Common::HE_ISR) return false; if (_game.id != GID_LOOM && _game.id != GID_ZAK) return false; strcpy(reinterpret_cast(reverseBuf), reinterpret_cast(text)); fakeBidiString(reverseBuf, true); return true; } Common::CodePage ScummEngine::getDialogCodePage() const { switch (_language) { case Common::KO_KOR: return Common::kWindows949; case Common::JA_JPN: return Common::kWindows932; case Common::ZH_TWN: case Common::ZH_CNA: return Common::kWindows950; case Common::RU_RUS: return Common::kDos866; case Common::HE_ISR: switch (_game.id) { case GID_LOOM: case GID_ZAK: return Common::kDos862; default: return Common::kWindows1255; } default: return Common::kCodePageInvalid; } } } // End of namespace Scumm