scummvm/engines/kyra/text/text_rpg.cpp
athrxx 5109cd081f KYRA: minor cleanup
(add/rename some constants, whitespace)
2024-11-24 17:06:32 +01:00

877 lines
26 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#if defined(ENABLE_EOB) || defined(ENABLE_LOL)
#include "kyra/engine/kyra_rpg.h"
#include "kyra/engine/timer.h"
#include "common/system.h"
namespace Kyra {
enum {
kEoBTextBufferSize = 2560
};
TextDisplayer_rpg::TextDisplayer_rpg(KyraRpgEngine *engine, Screen *scr) : _vm(engine), _screen(scr),
_lineCount(0), _printFlag(false), _lineWidth(0), _numCharsTotal(0), _allowPageBreak(true), _dimCount(scr ? scr->screenDimTableCount() : 0),
_numCharsLeft(0), _numCharsPrinted(0), _twoByteLineBreakFlag(false), _waitButtonMode(1),
_pc98TextMode(engine->gameFlags().use16ColorMode && engine->game() == GI_LOL),
_waitButtonFont(Screen::FID_6_FNT), _isChinese(_vm->gameFlags().lang == Common::Language::ZH_TWN || _vm->gameFlags().lang == Common::Language::ZH_CHN) {
_dialogueBuffer = new char[kEoBTextBufferSize]();
_currentLine = new char[85]();
if (_pc98TextMode)
_waitButtonFont = Screen::FID_SJIS_TEXTMODE_FNT;
else if ((_vm->game() == GI_EOB2 && _vm->gameFlags().platform == Common::kPlatformFMTowns))
_waitButtonFont = Screen::FID_8_FNT;
else if (_vm->gameFlags().platform == Common::kPlatformPC98)
_waitButtonFont = Screen::FID_SJIS_FNT;
else if ((_vm->game() == GI_LOL && _vm->gameFlags().lang == Common::Language::ZH_TWN))
_waitButtonFont = Screen::FID_CHINESE_FNT;
_textDimData = new TextDimData[_dimCount];
memset(_textDimData, 0, sizeof(TextDimData) * _dimCount);
applySetting(-1, kNoHalfWidthLineEnd, ((_vm->gameFlags().lang == Common::JA_JPN && _vm->game() == GI_EOB1) || (_vm->gameFlags().lang == Common::Language::ZH_TWN && _vm->game() == GI_EOB2)) ? 1 : 0);
for (int i = 0; i < 256; ++i)
_colorMap[i] = i;
for (int i = 0; i < _dimCount; ++i) {
const ScreenDim *d = _screen->getScreenDim(i);
_textDimData[i].color1= d->col1;
_textDimData[i].color2 = d->col2;
_textDimData[i].line = d->line;
_textDimData[i].column = d->column;
}
_table1 = new char[128]();
_table2 = new char[16]();
_tempString1 = _tempString2 = 0;
_ctrl[0] = _ctrl[1] = _ctrl[2] = '\0';
_waitButtonSpace = 0;
}
TextDisplayer_rpg::~TextDisplayer_rpg() {
setColorMapping(-1, 0 ,0);
delete[] _dialogueBuffer;
delete[] _currentLine;
delete[] _textDimData;
delete[] _table1;
delete[] _table2;
}
void TextDisplayer_rpg::setupField(int dim, bool mode) {
setPageBreakFlag();
_textDimData[dim].color2 = _vm->guiSettings()->colors.fill;
_screen->setScreenDim(dim);
if (mode) {
_screen->set16bitShadingLevel(4);
clearCurDim();
_screen->set16bitShadingLevel(0);
} else {
resetDimTextPositions(dim);
}
_vm->_dialogueFieldAmiga = false;
}
void TextDisplayer_rpg::resetDimTextPositions(int dim) {
_textDimData[dim].column = 0;
_textDimData[dim].line = 0;
}
void TextDisplayer_rpg::resetPageBreakString() {
if (_vm->_moreStrings)
_pageBreakString = _vm->_moreStrings[0];
}
void TextDisplayer_rpg::setPageBreakFlag() {
_allowPageBreak = true;
_lineCount = 0;
}
void TextDisplayer_rpg::removePageBreakFlag() {
_allowPageBreak = false;
}
void TextDisplayer_rpg::setColorMapping(int sd, uint8 from, uint8 to) {
if (sd < -1 || sd >= _dimCount)
error("TextDisplayer_rpg::mapColor(): arg out of range");
if (sd == -1) {
for (int i = 0; i < _dimCount; ++i) {
delete[] _textDimData[i].colorMap;
_textDimData[i].colorMap = nullptr;
}
_colorMap[from] = to;
} else {
if (_textDimData[sd].colorMap == nullptr) {
_textDimData[sd].colorMap = new uint8[256];
for (int i = 0; i < 256; ++i)
_textDimData[sd].colorMap[i] = i;
}
_textDimData[sd].colorMap[from] = to;
}
}
void TextDisplayer_rpg::displayText(char *str, ...) {
convertString(str);
_printFlag = false;
_lineWidth = 0;
_numCharsLeft = 0;
_numCharsPrinted = 0;
_tempString1 = str;
_tempString2 = 0;
_currentLine[0] = 0;
memset(_ctrl, 0, 3);
char c = parseCommand();
va_list args;
va_start(args, str);
const ScreenDim *sd = _screen->_curDim;
int sdx = _screen->curDimIndex();
bool sjisTextMode = (_pc98TextMode && (sdx == 3 || sdx == 4 || sdx == 5 || sdx == 15)) ? true : false;
Screen::FontId of = (_vm->game() == GI_EOB2 && _vm->gameFlags().platform == Common::kPlatformFMTowns) ? _screen->setFont(Screen::FID_8_FNT) : _screen->_currentFont;
uint16 charsPerLine = (sd->w << 3) / (_screen->getFontWidth() + _screen->_charSpacing);
while (c) {
char a = tolower((unsigned char)_ctrl[1]);
if (!_tempString2 && c == '%') {
if (a == 'd') {
_scriptParaString = Common::String::format("%d", va_arg(args, int));
_tempString2 = _scriptParaString.c_str();
} else if (a == 's') {
_tempString2 = va_arg(args, const char*);
} else {
break;
}
_ctrl[0] = _ctrl[2];
_ctrl[2] = _ctrl[1] = 0;
c = parseCommand();
}
if (isTwoByteChar(c)) {
char next = parseCommand();
int cw = _screen->getCharWidth((uint8)c | (uint8)next << 8) + _textDimData[sdx].charSpacing;
if (_textDimData[sdx].column + _lineWidth + cw > (sd->w << 3))
printLine(_currentLine);
_currentLine[_numCharsLeft++] = c;
_currentLine[_numCharsLeft++] = next;
_currentLine[_numCharsLeft] = '\0';
_lineWidth += cw;
if (_textDimData[sdx].noHalfWidthLineEnd && (_textDimData[sdx].column + _lineWidth + cw >= (sd->w << 3)))
printLine(_currentLine);
c = parseCommand();
continue;
}
uint16 dv = _textDimData[sdx].column / (_screen->getFontWidth() + _screen->_charSpacing);
switch (c - 1) {
case 0:
printLine(_currentLine);
_screen->updateScreen();
textPageBreak();
_numCharsPrinted = 0;
break;
case 1:
printLine(_currentLine);
_textDimData[sdx].color2 = parseCommand();
break;
case 5:
printLine(_currentLine);
_textDimData[sdx].color1= parseCommand();
break;
case 8:
printLine(_currentLine);
dv = _textDimData[sdx].column / (_screen->getFontWidth() + _screen->_charSpacing);
dv = ((dv + 8) & 0xFFF8) - 1;
if (dv >= charsPerLine)
dv = 0;
_textDimData[sdx].column = (_screen->getFontWidth() + _screen->_charSpacing) * dv;
break;
case 12:
if (sjisTextMode)
_twoByteLineBreakFlag = true;
printLine(_currentLine);
_twoByteLineBreakFlag = false;
//_lineWidth = 0;
_lineCount++;
_textDimData[sdx].column = 0;
_textDimData[sdx].line++;
break;
case 11: case 18: case 23:
case 24: case 26: case 28:
// These are at the time of writing this comment not known to be
// used. In case there is some use of them in some odd version
// we display this warning here.
warning("TextDisplayer_rpg::displayText: Triggered stub function %d", c - 1);
break;
default:
if (_vm->game() == GI_EOB1 || _vm->game() == GI_LOL || (unsigned char)c > 30) {
int cw = _screen->getCharWidth((uint8)c) + _textDimData[sdx].charSpacing;
_lineWidth += cw;
_currentLine[_numCharsLeft++] = c;
_currentLine[_numCharsLeft] = 0;
if ((_textDimData[sdx].column + _lineWidth) > (sd->w << 3))
printLine(_currentLine);
}
}
c = parseCommand();
}
va_end(args);
if (_numCharsLeft)
printLine(_currentLine);
_screen->setFont(of);
_screen->updateScreen();
}
char TextDisplayer_rpg::parseCommand() {
if (!_ctrl[1])
readNextPara();
char res = _ctrl[1];
_ctrl[1] = _ctrl[2];
_ctrl[2] = 0;
if (!_ctrl[1])
readNextPara();
return res;
}
void TextDisplayer_rpg::readNextPara() {
char c = 0;
char d = 0;
if (_tempString2) {
if (*_tempString2) {
d = *_tempString2++;
} else {
_tempString2 = 0;
d = _ctrl[0];
}
}
if (!d && _tempString1) {
if (*_tempString1)
d = *_tempString1++;
else
_tempString1 = 0;
}
// This seems to be some sort of character conversion mechanism. The original doesn't make any use of it, however.
// All necessary conversions take place somewhere else. This code actually causes issues if the character conversions
// don't take place before calling displayText(). So we disable it for now. If some (not yet supported) localized
// versions depend on this code we'll have to look at this again.
#if 0
if ((_vm->game() != GI_LOL) && (d & 0x80)) {
d &= 0x7F;
c = d & 7;
d = (d & 0x78) >> 3;
uint8 l = d;
c = _table1[(l << 3) + c];
d = _table2[l];
}
#endif
_ctrl[1] = d;
_ctrl[2] = c;
}
void TextDisplayer_rpg::printLine(char *str) {
const ScreenDim *sd = _screen->_curDim;
int sdx = _screen->curDimIndex();
bool sjisTextMode = _pc98TextMode && (sdx == 3 || sdx == 4 || sdx == 5 || sdx == 15) ? true : false;
int fh = _screen->getFontHeight() + _screen->_lineSpacing + _textDimData[sdx].lineSpacing;
int lines = (sd->h - _screen->_lineSpacing) / fh;
// Another hack for Chinese EOB II...The original prints text at the very bottom of the text field,
// even if there is a good risk of printing text over the dialogue buttons.
if (_isChinese && _allowPageBreak)
++lines;
while (_textDimData[sdx].line >= lines) {
if ((lines - _waitButtonSpace) <= _lineCount && _allowPageBreak) {
_lineCount = 0;
_screen->updateScreen();
textPageBreak();
_numCharsPrinted = 0;
}
int h1 = ((sd->h / fh) - 1) * fh;
int h2 = sd->h - fh;
int wOffs = (_textDimData[sdx].shadowColor && sd->sx > 0) ? 1 : 0;
if (h2)
_screen->copyRegion((sd->sx << 3) - wOffs, sd->sy + fh, (sd->sx << 3) - wOffs, sd->sy, (sd->w << 3) + wOffs, h2, _screen->_curPage, _screen->_curPage, Screen::CR_NO_P_CHECK);
// HACK: In Chinese EOBII some characters overdraw the valid boundaries by one pixel
// (at least the ',' does). So, the original redraws the border here. We do the same
// since for now I don't have any good idea how to do this less ugly...
if (_isChinese && _vm->_flags.gameID == GI_EOB2 && sdx == 7)
_screen->drawBox(3, 170, 290, 199, _vm->guiSettings()->colors.fill);
_screen->set16bitShadingLevel(4);
_screen->fillRect((sd->sx << 3) - wOffs, sd->sy + h1, ((sd->sx + sd->w) << 3) - 1, sd->sy + sd->h - 1, remapColor(sdx, _textDimData[sdx].color2));
_screen->set16bitShadingLevel(0);
if (_textDimData[sdx].line)
_textDimData[sdx].line--;
}
int x1 = (sd->sx << 3) + _textDimData[sdx].column;
int y = sd->sy + (fh + _textDimData[sdx].visualLineSpacingAdjust) * _textDimData[sdx].line;
int w = sd->w << 3;
int lw = _lineWidth;
int s = _numCharsLeft;
uint8 twoByteCharOffs = 0;
if (sjisTextMode) {
bool ct = true;
if ((lw + _textDimData[sdx].column) >= w) {
if ((lines - 1 - (_waitButtonSpace << 1)) <= _lineCount)
// cut off line to leave space for "MORE" button
w -= _vm->guiSettings()->buttons.waitReserve;
} else {
if (!_twoByteLineBreakFlag || (_lineCount + 1 < lines - 1))
ct = false;
else
// cut off line to leave space for "MORE" button
w -= _vm->guiSettings()->buttons.waitReserve;
}
if (ct) {
w -= _textDimData[sdx].column;
int n2 = 0;
int n1 = (w / 4) - 1;
while (n2 < n1 && n2 < s) {
if (isTwoByteChar(str[n2]))
n2++;
n2++;
}
s = n2;
}
} else {
for (int i = 0; i < s; ++i) {
if (isTwoByteChar(str[i]))
twoByteCharOffs = (_vm->game() == GI_EOB1 || _isChinese) ? 16 : 8;
}
if (_isChinese) {
s = strlen(str);
if ((lw + _textDimData[sdx].column) >= w) {
s -= ((lw + _textDimData[sdx].column - w) >> 3);
w -= _textDimData[sdx].column;
}
} else if ((lw + _textDimData[sdx].column) >= w) {
if ((lines - 1) <= _lineCount && _allowPageBreak)
// cut off line to leave space for "MORE" button
w -= _vm->guiSettings()->buttons.waitReserve;
w -= _textDimData[sdx].column;
int lineLastCharPos = 0;
int strPos = s - 1;
if (twoByteCharOffs) {
lw = 0;
int prevStrPos = 0;
for (strPos = 0; strPos < s; ++strPos) {
uint8 c = str[strPos];
if (isTwoByteChar(c))
lw += (_screen->getCharWidth(c | (uint8)str[++strPos] << 8) + _textDimData[sdx].charSpacing);
else
lw += _screen->getCharWidth(c);
if (!lineLastCharPos && w < lw + twoByteCharOffs)
lineLastCharPos = prevStrPos;
if (lineLastCharPos && c == ' ') {
s = strPos;
_printFlag = false;
break;
}
prevStrPos = strPos;
}
if (!lineLastCharPos) {
lineLastCharPos = s - 1;
if (lineLastCharPos && str[lineLastCharPos] == ' ') {
s = strPos;
_printFlag = false;
}
}
lw = _lineWidth;
} else {
while (strPos > 0) {
//cut off line after last space
uint8 c = str[strPos];
lw -= _screen->getCharWidth(c);
if (!lineLastCharPos && lw <= w)
lineLastCharPos = strPos;
if (lineLastCharPos && c == ' ') {
s = strPos;
_printFlag = false;
break;
}
strPos--;
}
}
if (!strPos) {
if (_textDimData[sdx].column && !_printFlag) {
s = lw = 0;
_printFlag = true;
} else {
s = lineLastCharPos;
}
}
}
}
char lastChr = str[s];
str[s] = 0;
uint8 col1 = remapColor(sdx, _textDimData[sdx].color1);
uint8 col2 = remapColor(sdx, _textDimData[sdx].color2);
if (sjisTextMode && (sdx == 2 || sdx == 3 || sdx == 4 || sdx == 5 || sdx == 15)) {
x1 &= ~3;
y = (y + 8) & ~7;
col2 = 0;
}
if (_textDimData[sdx].shadowColor) {
_screen->printText(str, x1 - 1, y, _textDimData[sdx].shadowColor, col2);
_screen->printText(str, x1, y + 1, _textDimData[sdx].shadowColor, 0);
_screen->printText(str, x1 - 1, y + 1, _textDimData[sdx].shadowColor, 0);
// Another hack for Chinese EOBII. Due to the reduced line spacing - while still drawing a shadow for the font - the
// lines will overdraw by one pixel if we don't clear the bottom line. This will otherwise cause glitches when doing line feeds.
for (int i = 0; i < -_textDimData[sdx].lineSpacing && y + fh + i < sd->sy + sd->h; ++i)
_screen->drawClippedLine(x1 - 1, y + fh + i, x1 + lw, y + fh + i, col2);
col2 = 0;
}
_screen->printText(str, x1, y, col1, col2);
_textDimData[sdx].column += lw;
_numCharsPrinted += strlen(str);
str[s] = lastChr;
if (lastChr == ' ')
s++;
if (str[s] == ' ')
s++;
uint32 len = strlen(&str[s]);
for (uint32 i = 0; i < len; i++)
str[i] = str[s + i];
str[len] = 0;
_numCharsLeft = strlen(str);
_lineWidth = _screen->getTextWidth(str) + _textDimData[sdx].charSpacing * _numCharsLeft;
if (!_numCharsLeft && (_textDimData[sdx].column + twoByteCharOffs) <= (sd->w << 3))
return;
_textDimData[sdx].column = 0;
_textDimData[sdx].line++;
_lineCount++;
if (_numCharsLeft || !_isChinese)
printLine(str);
}
void TextDisplayer_rpg::printDialogueText(int stringId, const char *pageBreakString, const char*) {
const char *str = (const char *)(_screen->getCPagePtr(5) + READ_LE_UINT16(&_screen->getCPagePtr(5)[(stringId - 1) << 1]));
assert(strlen(str) < kEoBTextBufferSize);
Common::strlcpy(_dialogueBuffer, str, kEoBTextBufferSize);
_screen->set16bitShadingLevel(4);
int cs = (_vm->gameFlags().platform == Common::kPlatformPC98 && !_vm->gameFlags().use16ColorMode) ? _screen->setFontStyles(_screen->_currentFont, Font::kStyleFat) : -1;
displayText(_dialogueBuffer);
if (cs != -1)
_screen->setFontStyles(_screen->_currentFont, cs);
_screen->set16bitShadingLevel(0);
if (pageBreakString) {
if (pageBreakString[0]) {
_pageBreakString = pageBreakString;
displayWaitButton();
resetPageBreakString();
}
}
_vm->_dialogueFieldAmiga = true;
}
void TextDisplayer_rpg::printDialogueText(const char *str, bool wait) {
assert(Common::strnlen(str, kEoBTextBufferSize) < kEoBTextBufferSize);
Common::strlcpy(_dialogueBuffer, str, kEoBTextBufferSize);
int cs = (_vm->gameFlags().platform == Common::kPlatformPC98 && !_vm->gameFlags().use16ColorMode) ? _screen->setFontStyles(_screen->_currentFont, Font::kStyleFat) : -1;
displayText(_dialogueBuffer);
if (cs != -1)
_screen->setFontStyles(_screen->_currentFont, cs);
if (wait)
displayWaitButton();
}
void TextDisplayer_rpg::printMessage(const char *str, int textColor, ...) {
int tc = _textDimData[_screen->curDimIndex()].color1;
if (textColor != -1)
_textDimData[_screen->curDimIndex()].color1= textColor;
va_list args;
va_start(args, textColor);
vsnprintf(_dialogueBuffer, kEoBTextBufferSize - 1, str, args);
va_end(args);
displayText(_dialogueBuffer, textColor);
if (_vm->game() != GI_EOB1)
_textDimData[_screen->curDimIndex()].color1= tc;
if (!_screen->_curPage)
_screen->updateScreen();
}
int TextDisplayer_rpg::clearDim(int dim) {
int res = _screen->curDimIndex();
_screen->setScreenDim(dim);
_textDimData[dim].color1 = _screen->_curDim->col1;
_textDimData[dim].color2 = (_vm->game() == GI_LOL || _vm->gameFlags().platform == Common::kPlatformAmiga) ? _screen->_curDim->col2 : _vm->guiSettings()->colors.fill;
clearCurDim();
return res;
}
void TextDisplayer_rpg::clearCurDim() {
int d = _screen->curDimIndex();
const ScreenDim *tmp = _screen->getScreenDim(d);
int xOffs = 0;
int wOffs = 0;
int hOffs = 0;
if (_textDimData[d].shadowColor) {
if (tmp->sx > 0)
xOffs = wOffs = 1;
}
if (_pc98TextMode) {
--wOffs;
--hOffs;
}
_screen->fillRect((tmp->sx << 3) - xOffs, tmp->sy, ((tmp->sx + tmp->w) << 3) - 1 + wOffs, (tmp->sy + tmp->h) - 1 + hOffs, _textDimData[d].color2);
_lineCount = 0;
_textDimData[d].column = _textDimData[d].line = 0;
}
void TextDisplayer_rpg::textPageBreak() {
if (_vm->game() != GI_LOL)
SWAP(_vm->_dialogueButtonLabelColor1, _vm->_dialogueButtonLabelColor2);
int cp = _screen->setCurPage(0);
Screen::FontId cf = _screen->setFont(_waitButtonFont);
int cs = (_vm->gameFlags().platform == Common::kPlatformPC98 && !_vm->gameFlags().use16ColorMode) ? _screen->setFontStyles(_waitButtonFont, Font::kStyleFat) : -1;
if (_vm->game() == GI_LOL)
_vm->_timer->pauseSingleTimer(11, true);
_vm->_fadeText = false;
int resetPortraitAfterSpeechAnim = 0;
int updatePortraitSpeechAnimDuration = 0;
if (_vm->_updateCharNum != -1) {
resetPortraitAfterSpeechAnim = _vm->_resetPortraitAfterSpeechAnim;
_vm->_resetPortraitAfterSpeechAnim = 0;
updatePortraitSpeechAnimDuration = _vm->_updatePortraitSpeechAnimDuration;
if (_vm->_updatePortraitSpeechAnimDuration > 36)
_vm->_updatePortraitSpeechAnimDuration = 36;
}
uint32 speechPartTime = 0;
if (_vm->speechEnabled() && _vm->_activeVoiceFileTotalTime && _numCharsTotal)
speechPartTime = _vm->_system->getMillis() + ((_numCharsPrinted * _vm->_activeVoiceFileTotalTime) / _numCharsTotal);
int sdx = _screen->curDimIndex();
const ScreenDim *dim = _screen->getScreenDim(sdx);
int x = ((dim->sx + dim->w) << 3) - (_vm->_dialogueButtonWidth + 3);
int y = 0;
int w = _vm->_dialogueButtonWidth;
if (_vm->game() == GI_LOL) {
if (_isChinese) {
y = dim->sy + dim->h - 15;
} else if (_vm->_needSceneRestore && (_vm->_updateFlags & 2)) {
if (_vm->_currentControlMode || !(_vm->_updateFlags & 2)) {
y = dim->sy + dim->h - 5;
} else {
x += 6;
y = dim->sy + dim->h - 2;
}
} else {
y = dim->sy + dim->h - 10;
}
} else {
y = _vm->guiSettings()->buttons.waitY[_waitButtonMode];
x = _vm->guiSettings()->buttons.waitX[_waitButtonMode];
w = _vm->guiSettings()->buttons.waitWidth[_waitButtonMode];
}
if (_vm->game() == GI_LOL && _vm->gameFlags().use16ColorMode) {
_vm->gui_drawBox(x + 8, (y & ~7) - 1, 66, 10, 0xEE, 0xCC, -1);
_screen->printText(_pageBreakString.c_str(), (x + 37 - (_pageBreakString.size() << 1) + 4) & ~3, (y + 2) & ~7, 0xC1, 0);
} else {
_screen->set16bitShadingLevel(4);
_vm->gui_drawBox(x, y, w, _vm->guiSettings()->buttons.height, _vm->guiSettings()->colors.frame1, _vm->guiSettings()->colors.frame2, _vm->guiSettings()->colors.fill);
_screen->set16bitShadingLevel(0);
#if defined(ENABLE_EOB)
if (_vm->guiSettings()->buttons.labelShadow && _vm->game() != GI_LOL)
((Screen_EoB*)screen())->printShadedText(_pageBreakString.c_str(), x + (w >> 1) - (_vm->screen()->getTextWidth(_pageBreakString.c_str()) >> 1), y + _vm->guiSettings()->buttons.txtOffsY, _vm->_dialogueButtonLabelColor1, 0, _vm->guiSettings()->colors.guiColorBlack);
else
#endif
_screen->printText(_pageBreakString.c_str(), x + (w >> 1) - (_vm->screen()->getTextWidth(_pageBreakString.c_str()) >> 1), y + _vm->guiSettings()->buttons.txtOffsY, _vm->_dialogueButtonLabelColor1, 0);
}
_vm->removeInputTop();
bool loop = true;
bool target = false;
do {
int inputFlag = _vm->checkInput(0, false) & 0xFF;
_vm->removeInputTop();
while (!inputFlag && !_vm->shouldQuit()) {
_vm->update();
if (_vm->speechEnabled()) {
if (((_vm->_system->getMillis() > speechPartTime) || (_vm->snd_updateCharacterSpeech() != 2)) && speechPartTime) {
loop = false;
inputFlag = _vm->_keyMap[Common::KEYCODE_RETURN];
break;
}
}
inputFlag = _vm->checkInput(0, false) & 0xFF;
_vm->removeInputTop();
}
_vm->gui_notifyButtonListChanged();
if (inputFlag == _vm->_keyMap[Common::KEYCODE_SPACE] || inputFlag == _vm->_keyMap[Common::KEYCODE_RETURN]) {
loop = false;
} else if (inputFlag == 199 || inputFlag == 201) {
if (_vm->posWithinRect(_vm->_mouseX, _vm->_mouseY, x, y, x + w, y + _vm->guiSettings()->buttons.height)) {
if (_vm->game() == GI_LOL)
target = true;
else
loop = false;
}
} else if (inputFlag == 200 || inputFlag == 202) {
if (target)
loop = false;
}
} while (loop && !_vm->shouldQuit());
_screen->set16bitShadingLevel(4);
if (_vm->game() == GI_LOL && _vm->gameFlags().use16ColorMode)
_screen->fillRect(x + 8, y, x + 57, y + _vm->guiSettings()->buttons.height, _textDimData[sdx].color2);
else
_screen->fillRect(x, y, x + w - 1, y + _vm->guiSettings()->buttons.height - 1, _textDimData[sdx].color2);
// Fix border overdraw glitch
if (_vm->game() == GI_EOB2 && _isChinese && y + _vm->guiSettings()->buttons.height == 200)
_screen->drawClippedLine(x, 199, x + w - 1, 199, _vm->guiSettings()->colors.frame1);
clearCurDim();
_screen->set16bitShadingLevel(0);
_screen->updateScreen();
if (_vm->game() == GI_LOL)
_vm->_timer->pauseSingleTimer(11, false);
if (_vm->_updateCharNum != -1) {
_vm->_resetPortraitAfterSpeechAnim = resetPortraitAfterSpeechAnim;
if (updatePortraitSpeechAnimDuration > 36)
updatePortraitSpeechAnimDuration -= 36;
else
updatePortraitSpeechAnimDuration >>= 1;
_vm->_updatePortraitSpeechAnimDuration = updatePortraitSpeechAnimDuration;
}
if (cs != -1)
_screen->setFontStyles(_waitButtonFont, cs);
_screen->setFont(cf);
_screen->setCurPage(cp);
if (_vm->game() != GI_LOL)
SWAP(_vm->_dialogueButtonLabelColor1, _vm->_dialogueButtonLabelColor2);
_vm->removeInputTop();
}
void TextDisplayer_rpg::displayWaitButton() {
_vm->_dialogueNumButtons = 1;
_vm->_dialogueButtonString[0] = _pageBreakString.c_str();
_vm->_dialogueButtonString[1] = 0;
_vm->_dialogueButtonString[2] = 0;
_vm->_dialogueHighlightedButton = 0;
_vm->_dialogueButtonPosX = &_vm->guiSettings()->buttons.waitX[_waitButtonMode];
_vm->_dialogueButtonPosY = &_vm->guiSettings()->buttons.waitY[_waitButtonMode];
_vm->_dialogueButtonWidth = _vm->guiSettings()->buttons.waitWidth[_waitButtonMode];
_vm->_dialogueButtonYoffs = 0;
SWAP(_vm->_dialogueButtonLabelColor1, _vm->_dialogueButtonLabelColor2);
_vm->drawDialogueButtons();
if (!_vm->shouldQuit())
_vm->removeInputTop();
while (!_vm->processDialogue() && !_vm->shouldQuit()) {}
_screen->set16bitShadingLevel(4);
_screen->fillRect(_vm->_dialogueButtonPosX[0], _vm->_dialogueButtonPosY[0], _vm->_dialogueButtonPosX[0] + _vm->_dialogueButtonWidth - 1, _vm->_dialogueButtonPosY[0] + _vm->guiSettings()->buttons.height - 1, _vm->guiSettings()->colors.fill);
clearCurDim();
_screen->set16bitShadingLevel(0);
_screen->updateScreen();
_vm->_dialogueButtonWidth = _vm->guiSettings()->buttons.width;
SWAP(_vm->_dialogueButtonLabelColor1, _vm->_dialogueButtonLabelColor2);
}
void TextDisplayer_rpg::convertString(char *str) {
static const char convertTable_EOB2_Amiga_DE[] = {
'\x84', '\x7F', '\x8E', '\x7F', '\x81', '\x7D', '\x9A', '\x7D', '\x94', '\x7E', '\x99', '\x7E', '\0', '\0'
};
const char *table = 0;
if (_vm->game() == GI_EOB2 && _vm->gameFlags().platform == Common::kPlatformAmiga && _vm->gameFlags().lang == Common::DE_DEU)
table = convertTable_EOB2_Amiga_DE;
if (!table)
return;
for (; *str; ++str) {
for (const char *c = table; *c; c += 2) {
if ((*str) == c[0])
*str = c[1];
}
}
}
bool TextDisplayer_rpg::isTwoByteChar(uint8 c) const {
if (_vm->gameFlags().lang == Common::JA_JPN)
return (c >= 0xE0 || (c > 0x80 && c < 0xA0));
else if (_isChinese)
return (c & 0x80);
return false;
}
void TextDisplayer_rpg::applySetting(int sd, int ix, int val) {
if (sd < -1 || sd >= _dimCount || ix >= kOutOfRange)
error("TextDisplayer_rpg::applySetting(): arg out of range");
const int *memberAddr[] = {
&_textDimData[0].lineSpacing,
&_textDimData[0].visualLineSpacingAdjust,
&_textDimData[0].charSpacing,
&_textDimData[0].shadowColor,
&_textDimData[0].noHalfWidthLineEnd
};
int offset = (const byte*)memberAddr[ix] - (const byte*)&_textDimData[0];
if (sd == -1) {
for (int i = 0; i < _dimCount; ++i)
*(int*)((byte*)&_textDimData[i] + offset) = val;
} else {
*(int*)((byte*)&_textDimData[sd] + offset) = val;
}
}
uint8 TextDisplayer_rpg::remapColor(int sd, uint8 color) const {
if (sd < -1 || sd >= _dimCount)
error("TextDisplayer_rpg::applySetting(): arg out of range");
// HACK: Apparently, this needs a better implementation (allowing to set
// mappings for col1 and col2 independently). But this will do for now...
if (_vm->gameFlags().platform == Common::kPlatformAmiga && sd != 7 && color == _textDimData[sd].color2)
return color;
if (sd != -1 && _textDimData[sd].colorMap != nullptr)
return _textDimData[sd].colorMap[color];
return _colorMap[color];
}
} // End of namespace Kyra
#endif // (ENABLE_EOB || ENABLE_LOL)