/*! * @file game_text.cpp * Builds the XCOMMON.TXT text files. Each file contains all the strings that appear in the game * translated into a language. * * The decompiler/data/game_text.cpp file extracts text from the game and creates a file that * can be read with these functions. * * Also builds the XSUBTIT.TXT text files. Each file contains all the strings used as subtitles for * cutscenes, hints and ambient speech, along with the timings. * This kind of file is completely custom. */ #include "game_text_common.h" #include #include #include "DataObjectGenerator.h" #include "common/goos/ParseHelpers.h" #include "common/goos/Reader.h" #include "common/util/FileUtil.h" #include "common/util/FontUtils.h" #include "third-party/fmt/core.h" namespace { std::string uppercase(const std::string& in) { std::string result; result.reserve(in.size()); for (auto c : in) { if (c >= 'a' && c <= 'z') { c -= ('a' - 'A'); } result.push_back(c); } return result; } /* (deftype game-text (structure) ((id uint32 :offset-assert 0) (text basic :offset-assert 4) ) ) (deftype game-text-info (basic) ((length int32 :offset-assert 4) (language-id int32 :offset-assert 8) (group-name basic :offset-assert 12) (data game-text :dynamic :offset-assert 16) ) ) */ /*! * Write game text data to a file. Uses the V2 object format which is identical between GOAL and * OpenGOAL, so this should produce exactly identical files to what is found in the game. */ void compile_text(GameTextDB& db, const std::string& output_prefix) { for (const auto& [group_name, banks] : db.groups()) { for (const auto& [lang, bank] : banks) { DataObjectGenerator gen; gen.add_type_tag("game-text-info"); // type gen.add_word(bank->lines().size()); // length gen.add_word(lang); // language-id // this string is found in the string pool. gen.add_ref_to_string_in_pool(group_name); // group-name // now add all the datas: (the lines are already sorted by id) for (auto& [id, line] : bank->lines()) { gen.add_word(id); // id // these strings must be in the string pool, as sometimes there are duplicate // strings in a single language, and these strings should be stored once and have multiple // references to them. gen.add_ref_to_string_in_pool(line); // text } auto data = gen.generate_v2(); file_util::create_dir_if_needed(file_util::get_file_path({"out", output_prefix, "iso"})); file_util::write_binary_file( file_util::get_file_path( {"out", output_prefix, "iso", fmt::format("{}{}.TXT", lang, uppercase(group_name))}), data.data(), data.size()); } } } /*! * Write game subtitle data to a file. Uses the V2 object format which is identical between GOAL and * OpenGOAL. */ void compile_subtitle(GameSubtitleDB& db, const std::string& output_prefix) { for (const auto& [lang, bank] : db.banks()) { DataObjectGenerator gen; gen.add_type_tag("subtitle-text-info"); // type gen.add_word(bank->scenes().size()); // length gen.add_word(lang); // lang gen.add_word(0); // dummy // fifo queue for scene data arrays std::queue array_link_sources; // now add all the scene infos for (auto& [name, scene] : bank->scenes()) { gen.add_word((u16)scene.kind() | (scene.lines().size() << 16)); // kind (lower 16 bits), length (upper 16 bits) array_link_sources.push(gen.words()); gen.add_word(0); // keyframes (linked later) if (scene.kind() == SubtitleSceneKind::Movie || scene.kind() == SubtitleSceneKind::HintNamed) { gen.add_ref_to_string_in_pool(scene.name()); // name } else if (scene.kind() == SubtitleSceneKind::Hint) { gen.add_word(0); // nothing } gen.add_word(scene.id()); } // now add all the scene *data!* (keyframes) for (auto& [name, scene] : bank->scenes()) { // link inline-array with reference from earlier gen.link_word_to_word(array_link_sources.front(), gen.words()); array_link_sources.pop(); for (auto& subtitle : scene.lines()) { gen.add_word(subtitle.frame); // frame gen.add_ref_to_string_in_pool(subtitle.line); // line gen.add_ref_to_string_in_pool(subtitle.speaker); // speaker gen.add_word(subtitle.offscreen); // offscreen } } auto data = gen.generate_v2(); file_util::create_dir_if_needed(file_util::get_file_path({"out", output_prefix, "iso"})); file_util::write_binary_file( file_util::get_file_path( {"out", output_prefix, "iso", fmt::format("{}{}.TXT", lang, uppercase("subtit"))}), data.data(), data.size()); } } } // namespace /*! * Read a game text description file and generate GOAL objects. */ void compile_game_text(const std::vector& filenames, GameTextDB& db, const std::string& output_prefix) { goos::Reader reader; for (auto& filename : filenames) { lg::print("[Build Game Text] {}\n", filename.c_str()); auto code = reader.read_from_file({filename}); parse_text(code, db); } compile_text(db, output_prefix); } void compile_game_subtitle(const std::vector& filenames, GameSubtitleDB& db, const std::string& output_prefix) { goos::Reader reader; for (auto& filename : filenames) { lg::print("[Build Game Subtitle] {}\n", filename.c_str()); auto code = reader.read_from_file({filename}); parse_subtitle(code, db, filename); } compile_subtitle(db, output_prefix); }