Files
jak-project/goalc/data_compiler/game_text_common.cpp
T
water111 ad5cec1bb4 [jak2] Floating point blerc (#2715)
This moves the blerc math from mips2c to the Merc2 renderer, and uses
floats instead.

We could potentially do this on the GPU, which would be even faster, but
this isn't that slow in the first place.
2023-06-11 12:35:08 -04:00

274 lines
10 KiB
C++

/*!
* @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 <algorithm>
#include <queue>
#include "DataObjectGenerator.h"
#include "common/goos/ParseHelpers.h"
#include "common/goos/Reader.h"
#include "common/util/FileUtil.h"
#include "common/util/FontUtils.h"
#include "common/util/json_util.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<int> 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());
}
}
/*!
* Write game subtitle2 data to a file. Uses the V2 object format which is identical between GOAL
* and OpenGOAL.
*/
void compile_subtitle2(GameSubtitle2DB& db, const std::string& output_prefix) {
auto& speaker_names = get_speaker_names(db.version());
for (const auto& [lang, bank] : db.banks()) {
auto font = get_font_bank(bank->text_version);
DataObjectGenerator gen;
gen.add_type_tag("subtitle2-text-info"); // type
gen.add_word((bank->scenes.size() & 0xffff) | (1 << 16)); // length (lo) + version (hi)
// note: we add 1 because "none" isn't included
gen.add_word((lang & 0xffff) | ((speaker_names.size() + 1) << 16)); // lang + speaker-length
int speaker_array_link = gen.add_word(0); // speaker array (dummy for now)
auto speaker_index_by_name = [&speaker_names](const std::string& name) {
for (int i = 0; i < (int)speaker_names.size(); ++i) {
if (speaker_names.at(i) == name) {
return i + 1;
}
}
return 0;
};
// fifo queue for scene data arrays
std::queue<int> array_link_sources;
// now add all the scenes inline
for (auto& [name, scene] : bank->scenes) {
gen.add_ref_to_string_in_pool(name); // scene name
gen.add_word(scene.lines.size()); // line amount
array_link_sources.push(gen.words());
gen.add_word(0); // line array (linked later)
}
// now add all the line arrays and link them to their scene
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& line : scene.lines) {
gen.add_word_float(line.start); // start frame
gen.add_word_float(line.end); // end frame
if (!line.merge) {
gen.add_ref_to_string_in_pool(font->convert_utf8_to_game(line.text)); // line text
} else {
gen.add_symbol_link("#f");
}
u16 speaker = speaker_index_by_name(line.speaker);
u16 flags = 0;
flags |= line.offscreen << 0;
flags |= line.merge << 1;
gen.add_word(speaker | (flags << 16)); // speaker (lo) + flags (hi)
}
}
// now write the array of strings for the speakers
gen.link_word_to_word(speaker_array_link, gen.words());
// we write #f for invalid entries, including the "none" at the start
gen.add_symbol_link("#f");
for (auto& speaker_name : speaker_names) {
if (bank->speakers.count(speaker_name) == 0) {
// no speaker for this
gen.add_symbol_link("#f");
} else {
gen.add_ref_to_string_in_pool(font->convert_utf8_to_game(bank->speakers.at(speaker_name)));
}
}
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("subti2"))}),
data.data(), data.size());
}
}
} // namespace
/*!
* Read a game text description file and generate GOAL objects.
*/
void compile_game_text(const std::vector<GameTextDefinitionFile>& files,
GameTextDB& db,
const std::string& output_prefix) {
goos::Reader reader;
for (auto& file : files) {
if (file.format == GameTextDefinitionFile::Format::GOAL) {
lg::print("[Build Game Text] GOAL {}\n", file.file_path);
auto code = reader.read_from_file({file.file_path});
parse_text(code, db, file);
} else if (file.format == GameTextDefinitionFile::Format::JSON) {
lg::print("[Build Game Text] JSON {}\n", file.file_path);
auto file_path = file_util::get_jak_project_dir() / file.file_path;
auto json = parse_commented_json(file_util::read_text_file(file_path), file.file_path);
parse_text_json(json, db, file);
}
}
compile_text(db, output_prefix);
}
void compile_game_subtitle(const std::vector<GameSubtitleDefinitionFile>& files,
GameSubtitleDB& db,
const std::string& output_prefix) {
goos::Reader reader;
for (auto& file : files) {
if (file.format == GameSubtitleDefinitionFile::Format::GOAL) {
lg::print("[Build Game Subtitle] GOAL {}\n", file.lines_path);
auto code = reader.read_from_file({file.lines_path});
parse_subtitle(code, db, file.lines_path);
} else if (file.format == GameSubtitleDefinitionFile::Format::JSON) {
lg::print("[Build Game Subtitle] JSON {}:{}\n", file.lines_path, file.meta_path);
parse_subtitle_json(db, file);
}
}
compile_subtitle(db, output_prefix);
}
void compile_game_subtitle2(const std::vector<GameSubtitle2DefinitionFile>& files,
GameSubtitle2DB& db,
const std::string& output_prefix) {
goos::Reader reader;
for (auto& file : files) {
lg::print("[Build Game Subtitle] JSON {}\n", file.file_path);
parse_subtitle2_json(db, file);
}
compile_subtitle2(db, output_prefix);
}