#ifdef RCSID
static char RCSid[] =
"$Header: d:/cvsroot/tads/TADS2/cmap.c,v 1.2 1999/05/17 02:52:14 MJRoberts Exp $";
#endif

/* 
 *   Copyright (c) 1998, 2002 Michael J. Roberts.  All Rights Reserved.
 *   
 *   Please see the accompanying license file, LICENSE.TXT, for information
 *   on using and copying this software.  
 */
/*
Name
  cmap.c - character mapping implementation
Function
  
Notes
  
Modified
  05/31/98 MJRoberts  - Creation
*/

#include <string.h>

#include "os.h"
#include "cmap.h"
#include "err.h"
#include "tio.h"


/* ------------------------------------------------------------------------ */
/*
 *   Global variables for character mapping tables 
 */

unsigned char G_cmap_input[256];
unsigned char G_cmap_output[256];
char G_cmap_id[5];
char G_cmap_ldesc[CMAP_LDESC_MAX_LEN + 1];


/* 
 *   static variables 
 */

/* 
 *   flag: true -> a character set has been explicitly loaded, so we
 *   should ignore any game character set setting 
 */
static int S_cmap_loaded;


/* ------------------------------------------------------------------------ */
/*
 *   Initialize the default character mappings 
 */
void cmap_init_default(void)
{
    size_t i;

    /* initialize the input table */
    for (i = 0 ; i < sizeof(G_cmap_input)/sizeof(G_cmap_input[0]) ; ++i)
        G_cmap_input[i] = (unsigned char)i;

    /* initialize the output table */
    for (i = 0 ; i < sizeof(G_cmap_output)/sizeof(G_cmap_output[0]) ; ++i)
        G_cmap_output[i] = (unsigned char)i;

    /* we have a null ID */
    memset(G_cmap_id, 0, sizeof(G_cmap_id));

    /* indicate that it's the default */
    strcpy(G_cmap_ldesc, "(native/no mapping)");

    /* note that we have no character set loaded */
    S_cmap_loaded = FALSE;
}

/* ------------------------------------------------------------------------ */
/*
 *   Internal routine to load a character map from a file 
 */
static int cmap_load_internal(char *filename)
{
    osfildef *fp;
    static char sig1[] = CMAP_SIG_S100;
    char buf[256];
    uchar lenbuf[2];
    size_t len;
    int sysblk;

    /* if there's no mapping file, use the default mapping */
    if (filename == 0)
    {
        /* initialize with the default mapping */
        cmap_init_default();

        /* return success */
        return 0;
    }
    
    /* open the file */
    fp = osfoprb(filename, OSFTCMAP);
    if (fp == 0)
        return 1;

    /* check the signature */
    if (osfrb(fp, buf, sizeof(sig1))
        || memcmp(buf, sig1, sizeof(sig1)) != 0)
    {
        osfcls(fp);
        return 2;
    }

    /* load the ID */
    G_cmap_id[4] = '\0';
    if (osfrb(fp, G_cmap_id, 4))
    {
        osfcls(fp);
        return 3;
    }

    /* load the long description */
    if (osfrb(fp, lenbuf, 2)
        || (len = osrp2(lenbuf)) > sizeof(G_cmap_ldesc)
        || osfrb(fp, G_cmap_ldesc, len))
    {
        osfcls(fp);
        return 4;
    }

    /* load the two tables - input, then output */
    if (osfrb(fp, G_cmap_input, sizeof(G_cmap_input))
        || osfrb(fp, G_cmap_output, sizeof(G_cmap_output)))
    {
        osfcls(fp);
        return 5;
    }

    /* read the next section header */
    if (osfrb(fp, buf, 4))
    {
        osfcls(fp);
        return 6;
    }

    /* if it's "SYSI", read the system information string */
    if (!memcmp(buf, "SYSI", 4))
    {
        /* read the length prefix, then the string */
        if (osfrb(fp, lenbuf, 2)
            || (len = osrp2(lenbuf)) > sizeof(buf)
            || osfrb(fp, buf, len))
        {
            osfcls(fp);
            return 7;
        }

        /* we have a system information block */
        sysblk = TRUE;
    }
    else
    {
        /* there's no system information block */
        sysblk = FALSE;
    }

    /* 
     *   call the OS code, so that it can do any system-dependent
     *   initialization for the new character mapping 
     */
    os_advise_load_charmap(G_cmap_id, G_cmap_ldesc, sysblk ? buf : "");

    /* read the next section header */
    if (sysblk && osfrb(fp, buf, 4))
    {
        osfcls(fp);
        return 8;
    }

    /* see if we have an entity list */
    if (!memcmp(buf, "ENTY", 4))
    {
        /* read the entities */
        for (;;)
        {
            size_t len;
            unsigned int cval;
            char expansion[CMAP_MAX_ENTITY_EXPANSION];
            
            /* read the next item's length and character value */
            if (osfrb(fp, buf, 4))
            {
                osfcls(fp);
                return 9; 
            }

            /* decode the values */
            len = osrp2(buf);
            cval = osrp2(buf+2);

            /* if we've reached the zero marker, we're done */
            if (len == 0 && cval == 0)
                break;

            /* read the string */
            if (len > CMAP_MAX_ENTITY_EXPANSION
                || osfrb(fp, expansion, len))
            {
                osfcls(fp);
                return 10;
            }

            /* tell the output code about the expansion */
            tio_set_html_expansion(cval, expansion, len);
        }
    }

    /* 
     *   ignore anything else we find - if the file format is updated to
     *   include extra information in the future, and this old code tries
     *   to load an updated file, we'll just ignore the new information,
     *   which should always be placed after the "SYSI" block (if present)
     *   to ensure compatibility with past versions (such as this code)
     */

    /* no problems - close the file and return success */
    osfcls(fp);
    return 0;
}


/* ------------------------------------------------------------------------ */
/*
 *   Explicitly load a character set from a file.  This character set
 *   mapping will override any implicit character set mapping that we read
 *   from a game file.  This should be called when the player explicitly
 *   loads a character set (via a command line option or similar action).  
 */
int cmap_load(char *filename)
{
    int err;
    
    /* try loading the file */
    if ((err = cmap_load_internal(filename)) != 0)
        return err;

    /* 
     *   note that we've explicitly loaded a character set, if they named
     *   a character set (if not, this simply establishes the default
     *   setting, so we haven't explicitly loaded anything) 
     */
    if (filename != 0)
        S_cmap_loaded = TRUE;

    /* success */
    return 0;
}


/* ------------------------------------------------------------------------ */
/*
 *   Explicitly override any game character set and use no character set
 *   instead. 
 */
void cmap_override(void)
{
    /* apply the default mapping */
    cmap_init_default();

    /* 
     *   pretend we have a character map loaded, so that we don't try to
     *   load another one if the game specifies a character set
     */
    S_cmap_loaded = TRUE;
}


/* ------------------------------------------------------------------------ */
/*
 *   Set the game's internal character set.  This is called when a game is
 *   loaded, and the game specifies a character set. 
 */
void cmap_set_game_charset(errcxdef *ec,
                           char *internal_id, char *internal_ldesc,
                           char *argv0)
{
    char filename[OSFNMAX];
    
    /* 
     *   If a character set is already explicitly loaded, ignore the
     *   game's character set - the player asked us to use a particular
     *   mapping, so ignore what the game wants.  (This will probably
     *   result in incorrect display of non-ASCII character values, but
     *   the player is most likely to use this to avoid errors when an
     *   appropriate mapping file for the game is not available.  In this
     *   case, the player informs us by setting the option that he or she
     *   knows and accepts that the game will not look exactly right.)  
     */
    if (S_cmap_loaded)
        return;

    /* 
     *   ask the operating system to name the mapping file -- this routine
     *   will determine, if possible, the current native character set,
     *   and apply a system-specific naming convention to tell us what
     *   mapping file we should open 
     */
    os_gen_charmap_filename(filename, internal_id, argv0);

    /* try loading the mapping file */
    if (cmap_load_internal(filename))
        errsig2(ec, ERR_CHRNOFILE,
                ERRTSTR, errstr(ec, filename, strlen(filename)),
                ERRTSTR, errstr(ec, internal_ldesc, strlen(internal_ldesc)));

    /*
     *   We were successful - the game's internal character set is now
     *   mapped to the current native character set.  Even though we
     *   loaded an ldesc from the mapping file, forget that and store the
     *   internal ldesc that the game specified.  The reason we do this is
     *   that it's possible that the player will dynamically switch native
     *   character sets in the future, at which point we'll need to
     *   re-load the mapping table, which could raise an error if a
     *   mapping file for the new character set isn't available.  So, we
     *   may need to provide the same explanation later that we needed to
     *   provide here.  Save the game's character set ldesc for that
     *   eventuality, since it describes exactly what the *game* wanted.  
     */
    strcpy(G_cmap_ldesc, internal_ldesc);
}

