Exemple #1
0
void ScummEngine_v0::decodeParseString() {
	byte buffer[512];
	byte *ptr = buffer;
	byte c;
	bool insertSpace = false;

	while ((c = fetchScriptByte())) {

		insertSpace = (c & 0x80) != 0;
		c &= 0x7f;

		if (c == '/') {
			*ptr++ = 13;
		} else {
			*ptr++ = c;
		}

		if (insertSpace)
			*ptr++ = ' ';

	}
	*ptr = 0;

	int textSlot = 0;
	_string[textSlot].xpos = 0;
	_string[textSlot].ypos = 0;
	_string[textSlot].right = _screenWidth - 1;
	_string[textSlot].center = false;
	_string[textSlot].overhead = false;

	if (_actorToPrintStrFor == 0xFF)
		_string[textSlot].color = 14;

	actorTalk(buffer);
}
Exemple #2
0
void ScummEngine_v2::decodeParseString() {
	byte buffer[512];
	byte *ptr = buffer;
	byte c;
	bool insertSpace = false;

	while ((c = fetchScriptByte())) {

		insertSpace = (c & 0x80) != 0;
		c &= 0x7f;

		if (c < 8) {
			// Special codes as seen in CHARSET_1 etc. My guess is that they
			// have a similar function as the corresponding embedded stuff in modern
			// games. Hence for now we convert them to the modern format.
			// This might allow us to reuse the existing code.
			*ptr++ = 0xFF;
			*ptr++ = c;
			if (c > 3) {
				*ptr++ = fetchScriptByte();
				*ptr++ = 0;
			}
		} else
			*ptr++ = c;

		if (insertSpace)
			*ptr++ = ' ';

	}
	*ptr = 0;

	int textSlot = 0;
	_string[textSlot].xpos = 0;
	_string[textSlot].ypos = 0;
	_string[textSlot].right = _screenWidth - 1;
	_string[textSlot].center = false;
	_string[textSlot].overhead = false;

	if (_game.id == GID_MANIAC && _actorToPrintStrFor == 0xFF) {
		if (_game.platform == Common::kPlatformC64) {
			_string[textSlot].color = 14;
		} else if (_game.features & GF_DEMO) {
			_string[textSlot].color = (_game.version == 2) ? 15 : 1;
		}
	}

	actorTalk(buffer);
}