/* 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 3 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, see .
*
*/
#ifdef ENABLE_SCUMM_7_8
#include "common/config-manager.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/scumm_v8.h"
#include "scumm/sound.h"
#include "scumm/string_v7.h"
namespace Scumm {
TextRenderer_v7::TextRenderer_v7(ScummEngine *vm, GlyphRenderer_v7 *gr) :
_gameId(vm->_game.id),
_lang(vm->_language),
_2byteCharWidth(vm->_2byteWidth),
_screenWidth(vm->_screenWidth),
_useCJKMode(vm->_useCJKMode),
_direction(vm->_language == Common::HE_ISR ? -1 : 1),
_rtlCenteredOffset(vm->_language == Common::HE_ISR ? 1 : 0),
_spacing(vm->_language != Common::JA_JPN ? 1 : 0),
_lineBreakMarker((char)vm->_newLineCharacter),
_newStyle (gr->newStyleWrapping()),
_gr(gr) {
}
int TextRenderer_v7::getStringWidth(const char *str, uint numBytesMax) {
assert(str);
if (!numBytesMax)
return 0;
int maxWidth = 0;
int width = 0;
while (*str && numBytesMax) {
if (_newStyle && *str == '^') {
if (str[1] == 'f') {
_gr->setFont(str[3] - '0');
str += 4;
numBytesMax -= 4;
continue;
} else if (str[1] == 'c') {
str += 5;
numBytesMax -= 5;
continue;
} else if (str[1] == 'l') {
str += 2;
numBytesMax -= 2;
continue;
}
} else if (!_newStyle && *str == '@') {
str++;
numBytesMax--;
continue;
}
if (is2ByteCharacter(_lang, *str)) {
width += _2byteCharWidth + _spacing;
++str;
--numBytesMax;
} else if (_newStyle && *str == '\n') {
maxWidth = MAX(width, maxWidth);
width = 0;
} else if (!_newStyle && *str == '\r') {
break;
} else if (!_newStyle && *str == '\xff') {
++str;
--numBytesMax;
if (*str == 0 || *str == 3 || *str == 9 || *str == 1 || *str == 2)
return width;
} else if (*str != '\r' && !(_newStyle && *str == _lineBreakMarker)) {
width += _gr->getCharWidth((uint8)*str);
}
++str;
--numBytesMax;
}
return MAX(width, maxWidth);
}
int TextRenderer_v7::getStringHeight(const char *str, uint numBytesMax) {
assert(str);
if (!numBytesMax)
return 0;
int totalHeight = 0;
int lineHeight = 0;
while (*str && numBytesMax) {
if (_newStyle && *str == '^') {
if (str[1] == 'f') {
_gr->setFont(str[3] - '0');
str += 4;
numBytesMax -= 4;
continue;
} else if (str[1] == 'c') {
str += 5;
numBytesMax -= 5;
continue;
} else if (str[1] == 'l') {
str += 2;
numBytesMax -= 2;
continue;
}
}
if (*str == '\n') {
totalHeight += (lineHeight ? lineHeight : _gr->getFontHeight()) + 1;
lineHeight = 0;
} else if (*str != '\r' && *str != _lineBreakMarker) {
lineHeight = MAX(lineHeight, _gr->getCharHeight(*str));
if (is2ByteCharacter(_lang, *str)) {
++str;
--numBytesMax;
}
}
++str;
--numBytesMax;
}
return totalHeight + (lineHeight ? lineHeight : _gr->getFontHeight()) + (_newStyle ? 1 : 0);
}
void TextRenderer_v7::drawSubstring(const char *str, uint numBytesMax, byte *buffer, Common::Rect &clipRect, int x, int y, int pitch, int16 &col, TextStyleFlags flags) {
for (int i = 0; str[i] != 0 && numBytesMax; ++i) {
if (_newStyle && str[i] == '^') {
if (str[i + 1] == 'f') {
_gr->setFont(str[i + 3] - '0');
i += 3;
numBytesMax -= 4;
continue;
} else if (str[i + 1] == 'c') {
col = str[i + 4] - '0' + 10 *(str[i + 3] - '0');
i += 4;
numBytesMax -= 5;
continue;
} else if (str[i + 1] == 'l') {
i++;
numBytesMax -= 2;
continue;
}
}
if (is2ByteCharacter(_lang, str[i])) {
x += _gr->draw2byte(buffer, clipRect, x, y, pitch, col, (byte)str[i] + 256 * (byte)str[i + 1]);
++i;
--numBytesMax;
} else if (str[i] != '\n' && str[i] != _lineBreakMarker) {
x += _gr->drawCharV7(buffer, clipRect, x, y, pitch, col, flags, str[i]);
}
--numBytesMax;
}
}
#define SCUMM7_MAX_STRINGS 80
void TextRenderer_v7::drawString(const char *str, byte *buffer, Common::Rect &clipRect, int x, int y, int pitch, int16 col, TextStyleFlags flags) {
debugC(DEBUG_GENERAL, "TextRenderer_v7::drawString(str: '%s', x: %d, y: %d, col: %d, clipRect: (%d, %d, %d, %d), flags: 0x%02x)", str, x, y, col, clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, flags);
int totalLen = (int)strlen(str);
int lineStart = 0;
int xAdj = 0;
// COMI always does this for CJK strings (before any other possible yPos fixes).
if (_gameId == GID_CMI) {
if (_useCJKMode) {
y += 2;
if (col != 0)
xAdj = 1; // x-adjust for left side glyph shadow
}
// No idea whether it is actually used. We currently don't handle this flag.
/*if (flags & 0x40)
y -= (getStringHeight(str, totalLen) / 2);*/
}
int y2 = y;
int maxWidth = 0;
for (int pos = 0; pos <= totalLen; ++pos) {
if (str[pos] != '\0' && str[pos] != '\n')
continue;
int len = pos - lineStart;
int height = getStringHeight(str + lineStart, len);
if (y < clipRect.bottom) {
int width = getStringWidth(str + lineStart, len);
maxWidth = MAX(maxWidth, width);
int xpos = x;
if (flags & kStyleAlignCenter)
xpos = x - _direction * width / 2 + (_rtlCenteredOffset & width);
else if (((flags & kStyleAlignRight) && _direction == 1) || (!(flags & kStyleAlignRight) && _direction == -1))
// The original interpreter apparently does not expect a right-to-left written language when the kStyleAlignRight flag is set.
// It just right-aligns a left-to-right string. So we now move xpos to the left like the original interpreter would if it is a
// left-to-right string, but leave it on the right in case of a right-to-left string (and vice versa for right-to-left strings
// with kStyleAlignLeft flag).
xpos = x - _direction * width;
drawSubstring(str + lineStart, len, buffer, clipRect, xpos, y, pitch, col, flags);
y += height;
}
lineStart = pos + 1;
}
clipRect.left = MAX(0, ((flags & kStyleAlignCenter) ? x - maxWidth / 2 : ((flags & kStyleAlignRight) ? x - maxWidth : x)) - xAdj);
clipRect.right = MIN(clipRect.right, clipRect.left + xAdj + maxWidth);
clipRect.top = y2 - (_newStyle ? 0 : 2);
clipRect.bottom = y + (_newStyle ? 0 : 2);
}
void TextRenderer_v7::drawStringWrap(const char *str, byte *buffer, Common::Rect &clipRect, int x, int y, int pitch, int16 col, TextStyleFlags flags) {
debugC(DEBUG_GENERAL, "TextRenderer_v7::drawStringWrap(str: '%s', x: %d, y: %d, col: %d, clipRect: (%d, %d, %d, %d), flags: 0x%02x)", str, x, y, col, clipRect.left, clipRect.top, clipRect.right, clipRect.bottom, flags);
// This implementation is from COMI. Things are done a bit differently than in the older implementations.
// In particular, the older version would insert '\0' chars into the string to cut off the sub strings
// before calling getStringWidth(), getStringHeight() or drawSubstring() and replace these chars with the
// original values afterwards. COMI allows a byte length limitation in all the functions so that the sub
// string length can be passed and no cut off '\0' chars are needed.
int len = (int)strlen(str);
Common::String spaceSeparators(Common::String::format(" %c", (char)_lineBreakMarker));
Common::String breakSeparators(Common::String::format(" \n%c", (char)_lineBreakMarker));
// We have already handled the escape codes used by FT and DIG (demo),
// so the following assertion is there just for good measure.
if (!_newStyle) {
Common::String invalidChars("@\xff\x03\x09\x01\x02\x08");
for (int i = 0; i < len; ++i) {
assert(!invalidChars.contains(str[i]));
}
}
int16 substrByteLength[SCUMM7_MAX_STRINGS];
memset(substrByteLength, 0, sizeof(substrByteLength));
int16 substrWidths[SCUMM7_MAX_STRINGS];
memset(substrWidths, 0, sizeof(substrWidths));
int16 substrStart[SCUMM7_MAX_STRINGS];
memset(substrStart, 0, sizeof(substrStart));
int16 numSubstrings = 0;
int height = 0;
int lastSubstrHeight = 0;
int maxWidth = 0;
int curWidth = 0;
int curPos = -1;
int xAdj = 0;
// COMI does this for CJK strings (before any other possible yPos fixes, see lines 343 - 355).
if (_gameId == GID_CMI && _useCJKMode) {
y += 2;
if (col != 0)
xAdj = 1; // x-adjust for left side glyph shadow
}
while (curPos < len) {
int textStart = curPos + 1;
while (str[textStart] && spaceSeparators.contains(str[textStart]))
++textStart;
int separatorWidth = curPos > 0 ? getStringWidth(str + curPos, textStart - curPos) : 0;
int nextSeparatorPos = textStart;
while (!breakSeparators.contains(str[nextSeparatorPos])) {
if (++nextSeparatorPos == len)
break;
}
int wordWidth = getStringWidth(str + textStart, nextSeparatorPos - textStart);
int newWidth = curWidth + separatorWidth + wordWidth;
if (curWidth && newWidth > clipRect.width()) {
if (numSubstrings < SCUMM7_MAX_STRINGS) {
substrWidths[numSubstrings] = curWidth;
substrByteLength[numSubstrings] = curPos - substrStart[numSubstrings];
numSubstrings++;
}
newWidth = wordWidth;
substrStart[numSubstrings] = textStart;
}
curWidth = newWidth;
curPos = nextSeparatorPos;
if (!spaceSeparators.contains(str[curPos])) {
// This one is only triggered by '\n' (which frequently happens in COMI/English).
if (numSubstrings < SCUMM7_MAX_STRINGS) {
substrWidths[numSubstrings] = curWidth;
substrByteLength[numSubstrings] = curPos - substrStart[numSubstrings];
numSubstrings++;
substrStart[numSubstrings] = curPos + 1;
}
curWidth = 0;
}
}
if (curWidth && numSubstrings < SCUMM7_MAX_STRINGS) {
substrWidths[numSubstrings] = curWidth;
substrByteLength[numSubstrings] = curPos - substrStart[numSubstrings];
numSubstrings++;
}
for (int i = 0; i < numSubstrings; ++i) {
maxWidth = MAX(maxWidth, substrWidths[i]);
lastSubstrHeight = substrByteLength[i] > 0 ? getStringHeight(str + substrStart[i], substrByteLength[i]) : 0;
height += lastSubstrHeight;
}
// I have verified these y-corrections for DIG (English and Chinese), COMI (English and Chinese) and FT (English).
// In COMI there seem to be more text flags which we don't support and for which I haven't seen use cases yet. I
// put some commented-out code in here as a reminder...
int clipHeight = height + lastSubstrHeight / 2;
/*if (_vm->_game.id == GID_CMI && (flags & 0x40))
y -= (lastSubstrHeight / 2);*/
if (y > clipRect.bottom - clipHeight /*&& !(_vm->_game.id == GID_CMI && (flags & 0x100))*/)
y = clipRect.bottom - clipHeight;
if (y < clipRect.top)
y = clipRect.top;
if (_newStyle) {
if (flags & kStyleAlignCenter) {
if (x + (maxWidth >> 1) > clipRect.right)
x = clipRect.right - (maxWidth >> 1);
if (x - (maxWidth >> 1) < clipRect.left)
x = clipRect.left + (maxWidth >> 1);
} else if (flags & kStyleAlignRight) {
if (x > clipRect.right)
x = clipRect.right;
if (x < clipRect.left + maxWidth)
x = clipRect.left + maxWidth;
} else {
if (x > clipRect.right - maxWidth)
x = clipRect.right - maxWidth;
if (x < clipRect.left)
x = clipRect.left;
}
}
int y2 = y;
for (int i = 0; i < numSubstrings; i++) {
int xpos = x;
if (flags & kStyleAlignCenter)
xpos = x - _direction * substrWidths[i] / 2 + (_rtlCenteredOffset & substrWidths[i]);
else if (((flags & kStyleAlignRight) && _direction == 1) || (!(flags & kStyleAlignRight) && _direction == -1))
// The original interpreter apparently does not expect a right-to-left written language when the kStyleAlignRight flag is set.
// It just right-aligns a left-to-right string. So we now move xpos to the left like the original interpreter would if it is a
// left-to-right string, but leave it on the right in case of a right-to-left string (and vice versa for right-to-left strings
// with kStyleAlignLeft flag).
xpos = x - _direction * substrWidths[i];
if (!_newStyle)
xpos = (_direction == 1) ? CLIP(xpos, clipRect.left, _screenWidth - substrWidths[i]) : CLIP(xpos, clipRect.left + substrWidths[i], _screenWidth - 1);
len = substrByteLength[i] > 0 ? substrByteLength[i] : 0;
drawSubstring(str + substrStart[i], len, buffer, clipRect, xpos, y, pitch, col, flags);
y += getStringHeight(str + substrStart[i], len);
}
clipRect.left = MAX(0, ((flags & kStyleAlignCenter) ? x - maxWidth / 2 : ((flags & kStyleAlignRight) ? x - maxWidth : x)) - xAdj);
clipRect.right = MIN(clipRect.right, clipRect.left + xAdj + maxWidth);
clipRect.top = y2 - (_newStyle ? 0 : 2);
clipRect.bottom = y + (_newStyle ? 0 : 2);
}
Common::Rect TextRenderer_v7::calcStringDimensions(const char *str, int x, int y, TextStyleFlags flags) {
int width = getStringWidth(str);
if (_gameId == GID_CMI && _useCJKMode)
y += 2;
if (flags & kStyleAlignCenter)
x -= width / 2;
else if (flags & kStyleAlignRight)
x -= width;
return Common::Rect(x, y, x + width, y + getStringHeight(str));
}
void ScummEngine_v7::createTextRenderer(GlyphRenderer_v7 *gr) {
assert(gr);
_textV7 = new TextRenderer_v7(this, gr);
}
#pragma mark -
#pragma mark --- V7 blast text queue code ---
#pragma mark -
void ScummEngine_v7::enqueueText(const byte *text, int x, int y, byte color, byte charset, TextStyleFlags flags) {
assert(_blastTextQueuePos + 1 <= 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 were forgotten in the CJK converting
// process.
if (_game.id == GID_DIG && x == 160 && y == 189 && charset == 3)
y -= 6;
}
BlastText &bt = _blastTextQueue[_blastTextQueuePos];
convertMessageToString(text, bt.text, sizeof(bt.text));
// The original DIG interpreter expressly checks for " " strings here. And the game also sends these quite frequently...
if (!bt.text[0] || (bt.text[0] == (byte)' ' && !bt.text[1]))
return;
_blastTextQueuePos++;
bt.xpos = x;
bt.ypos = y;
bt.color = color;
bt.charset = charset;
bt.flags = flags;
}
void ScummEngine_v7::drawTextImmediately(const byte *text, Common::Rect *clipRect, int x, int y, byte color, byte charset, TextStyleFlags flags) {
// This function allows for a string to be immediately
// drawn on the screen without having to enqueueing it.
byte msg[256];
Common::Rect rect = clipRect ? *clipRect : _defaultTextClipRect;
int effX = x;
TextStyleFlags effFlags = flags;
VirtScreen *vs = &_virtscr[kMainVirtScreen];
convertMessageToString(text, msg, sizeof(msg));
_charset->setCurID(charset);
_textV7->drawString((const char *)msg, (byte *)vs->getPixels(0, _screenTop), rect, effX, y, vs->pitch, color, effFlags);
rect.top += _screenTop;
rect.bottom += _screenTop;
markRectAsDirty(vs->number, rect);
}
void ScummEngine_v7::drawBlastTexts() {
VirtScreen *vs = &_virtscr[kMainVirtScreen];
for (int i = 0; i < _blastTextQueuePos; i++) {
BlastText &bt = _blastTextQueue[i];
_charset->setCurID(_blastTextQueue[i].charset);
if (bt.flags & kStyleWordWrap) {
bt.rect = _wrappedTextClipRect;
// This is for the "narrow" paragraph wrapping type that the older interpreters (e. g. FT, DIG English) do.
if (!_newTextRenderStyle) {
bt.xpos = CLIP(bt.xpos, 80, 240);
bt.ypos = CLIP(bt.ypos, 1, 160);
int maxWidth = _string[0].right - bt.xpos - 1;
if (bt.flags & kStyleAlignCenter) {
if (maxWidth > bt.xpos)
maxWidth = bt.xpos;
bt.rect.left = MAX(0, bt.xpos - maxWidth);
bt.rect.right = MIN(_screenWidth, bt.xpos + maxWidth);
}
}
_textV7->drawStringWrap((const char*)bt.text, (byte*)vs->getPixels(0, _screenTop), bt.rect, bt.xpos, bt.ypos, vs->pitch, bt.color, bt.flags);
} else {
bt.rect = _defaultTextClipRect;
_textV7->drawString((const char*)bt.text, (byte*)vs->getPixels(0, _screenTop), bt.rect, bt.xpos, bt.ypos, vs->pitch, bt.color, bt.flags);
}
bt.rect.top += _screenTop;
bt.rect.bottom += _screenTop;
markRectAsDirty(vs->number, bt.rect);
}
}
void ScummEngine_v7::removeBlastTexts() {
if (_game.version == 8) {
if (_blastTextQueuePos != 0)
_blastTextRectsQueue = _blastTextQueuePos;
_blastTextQueuePos = 0;
return;
}
for (int i = 0; i < _blastTextQueuePos; i++) {
restoreBackground(_blastTextQueue[i].rect);
}
_blastTextQueuePos = 0;
}
void ScummEngine_v7::restoreBlastTextsRects() {
if (_game.version < 8)
return;
for (int i = 0; i < _blastTextRectsQueue; i++) {
// Did the camera X coordinate change (i.e. because of an override)?
// If so, adjust the rects.
// Please note this wasn't done on the original, but we handle things
// a little bit differently on our end, so we need to account for this
// case manually.
if (camera._cur.x != camera._last.x) {
int rightDiff = _blastTextQueue[i].rect.right - (camera._cur.x - camera._last.x);
int leftDiff = _blastTextQueue[i].rect.left - (camera._cur.x - camera._last.x);
// The nominal calculations are meant to be used for camera movements
// inside the same room. If this is not true, we might end up with
// negative rect values, so in that case the worse that can happen
// it's just that the rect will be as large as the screen itself.
_blastTextQueue[i].rect.left = (leftDiff < 0) ? 0 : leftDiff;
_blastTextQueue[i].rect.right = (rightDiff < 0) ? _screenWidth : rightDiff;
}
restoreBackground(_blastTextQueue[i].rect);
}
_blastTextRectsQueue = 0;
}
void ScummEngine_v8::printString(int m, const byte *msg) {
if (m == 4) {
const StringTab &st = _string[m];
int flags = st.wrapping ? kStyleWordWrap : 0;
if (st.center)
flags |= kStyleAlignCenter;
enqueueText(msg, st.xpos, st.ypos, st.color, st.charset, (TextStyleFlags)flags);
} else {
ScummEngine::printString(m, msg);
}
}
void ScummEngine_v7::showMessageDialog(const byte *msg) {
if (isUsingOriginalGUI()) {
int textColor = _string[3].color;
if (textColor)
setBannerColors(
26,
_currentPalette[3 * textColor],
_currentPalette[3 * textColor + 1],
_currentPalette[3 * textColor + 2]);
Common::KeyState ks = showBannerAndPause(2, -1, (const char *)msg);
if (VAR_KEYPRESS != 0xFF)
VAR(VAR_KEYPRESS) = ks.ascii;
} else {
ScummEngine::showMessageDialog(msg);
}
}
#pragma mark -
#pragma mark --- V7 subtitle queue code ---
#pragma mark -
void ScummEngine_v7::processSubtitleQueue() {
bool usingOldSystem = (_game.id == GID_FT) || (_game.id == GID_DIG && _game.features & GF_DEMO);
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;
if (usingOldSystem) {
if (st->center || VAR(VAR_VOICE_MODE)) {
enqueueText(st->text, st->xpos, st->ypos, st->color, st->charset, (TextStyleFlags)0);
}
} else {
int flags = st->wrap ? kStyleWordWrap : 0;
if (st->center)
flags |= kStyleAlignCenter;
enqueueText(st->text, st->xpos, st->ypos, st->color, st->charset, (TextStyleFlags)flags);
}
}
}
void ScummEngine_v7::addSubtitleToQueue(const byte *text, const Common::Point &pos, byte color, byte charset, bool center, bool wrap) {
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;
st->center = center;
st->wrap = wrap;
++_subtitleQueuePos;
}
}
void ScummEngine_v7::clearSubtitleQueue() {
memset(_subtitleQueue, 0, sizeof(_subtitleQueue));
_subtitleQueuePos = 0;
}
void ScummEngine_v7::CHARSET_1() {
processSubtitleQueue();
bool usingOldSystem = (_game.id == GID_FT) || (_game.id == GID_DIG && _game.features & GF_DEMO);
byte subtitleBuffer[200];
byte *subtitleLine = subtitleBuffer;
Common::Point subtitlePos;
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 + (_screenWidth / 2) - camera._cur.x;
s = a->_scalex * a->_talkPosX / 255;
_string[0].xpos += (a->_talkPosX - s) / 2 + s;
_string[0].ypos = a->getPos().y - a->getElevation() + (_screenHeight / 2) - camera._cur.y;
s = a->_scaley * a->_talkPosY / 255;
_string[0].ypos += (a->_talkPosY - s) / 2 + s;
if (usingOldSystem) {
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->setColor(_charsetColor);
if (usingOldSystem) {
_charset->_top = _string[0].ypos + _screenTop;
_charset->_startLeft = _charset->_left = _string[0].xpos;
_charset->_right = _string[0].right;
_charset->_center = _string[0].center;
memcpy(_charsetColorMap, _charsetData[_charset->getCurID()], 4);
}
if (usingOldSystem && a && a->_charset) {
_charset->setCurID(a->_charset);
} else {
_charset->setCurID(_string[0].charset);
}
if (_talkDelay)
return;
if ((!usingOldSystem && VAR(VAR_HAVE_MSG)) || (usingOldSystem && _haveMsg != 1)) {
if ((_sound->_sfxMode & 2) == 0) {
stopTalk();
}
return;
}
if (a && !_string[0].no_talk_anim) {
a->runActorTalkScript(a->_talkStartFrame);
}
int tmpNextLeft = _string[0].xpos;
if (!_keepText) {
clearSubtitleQueue();
if (usingOldSystem) {
_nextLeft = _string[0].xpos;
_nextTop = _string[0].ypos + _screenTop;
}
} else {
tmpNextLeft = _nextLeft;
}
if (usingOldSystem) {
_talkDelay = VAR(VAR_DEFAULT_TALK_DELAY);
int maxwidth = _charset->_right - tmpNextLeft - 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 = 0;
}
int c = 0;
while (handleNextCharsetCode(a, &c)) {
if (c == 0) {
// End of text
_haveMsg = 2;
_keepText = false;
break;
}
if (c == 13) {
// New line
if (subtitleLine != subtitleBuffer) {
addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID(), false, false);
subtitleLine = subtitleBuffer;
}
if (!newLine())
break;
continue;
}
_charset->_left = _nextLeft;
_charset->_top = _nextTop;
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';
_talkDelay += (int)VAR(VAR_CHARINC);
}
if (subtitleLine != subtitleBuffer) {
addSubtitleToQueue(subtitleBuffer, subtitlePos, _charsetColor, _charset->getCurID(), false, false);
}
} else {
_talkDelay = VAR(VAR_DEFAULT_TALK_DELAY);
int newPos = _charsetBufPos;
while (_charsetBuffer[newPos++])
_talkDelay += VAR(VAR_CHARINC);
subtitlePos.x = _string[0].xpos;
subtitlePos.y = _string[0].ypos;
addSubtitleToQueue(_charsetBuffer + _charsetBufPos, subtitlePos, _charsetColor, _charset->getCurID(), _string[0].center, _string[0].wrapping);
_charsetBufPos = newPos;
_haveMsg = VAR(VAR_HAVE_MSG) = (_game.version == 8 && _string[0].no_talk_anim) ? 2 : 1;
_keepText = false;
}
_string[0] = saveStr;
}
} // End of namespace Scumm
#endif