scummvm/engines/scumm/charset.cpp

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "scumm/charset.h"
#include "scumm/scumm.h"
#include "scumm/nut_renderer.h"
#include "scumm/util.h"
#include "scumm/he/intern_he.h"
#include "scumm/he/wiz_he.h"
namespace Scumm {
/*
TODO:
Right now our charset renderers directly access _textSurface, as well as the
virtual screens of ScummEngine. Ideally, this would not be the case. Instead,
ScummVM would simply pass the appropriate Surface to the resp. methods.
Of course it is not quite as simple, various flags and offsets have to
be taken into account for that.
The advantage will be cleaner coder (easier to debug, in particular), and a
better separation of the various modules.
*/
void ScummEngine::loadCJKFont() {
Common::File fp;
_useCJKMode = false;
_textSurfaceMultiplier = 1;
_newLineCharacter = 0;
if (_game.version <= 5 && _game.platform == Common::kPlatformFMTowns && _language == Common::JA_JPN) { // FM-TOWNS v3 / v5 Kanji
#ifdef DISABLE_TOWNS_DUAL_LAYER_MODE
error("FM-Towns Kanji font drawing requires dual graphics layer support which is disabled in this build");
#endif
int numChar = 256 * 32;
_2byteWidth = 16;
_2byteHeight = 16;
// use FM-TOWNS font rom, since game files don't have kanji font resources
if (!fp.open("fmt_fnt.rom")) {
error("SCUMM::Font: Couldn't open fmt_fnt.rom");
} else {
_useCJKMode = true;
debug(2, "Loading FM-TOWNS Kanji rom");
_2byteFontPtr = new byte[((_2byteWidth + 7) / 8) * _2byteHeight * numChar];
fp.read(_2byteFontPtr, ((_2byteWidth + 7) / 8) * _2byteHeight * numChar);
fp.close();
}
_textSurfaceMultiplier = 2;
} else if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine && _language == Common::JA_JPN) {
int numChar = 3418;
_2byteWidth = 12;
_2byteHeight = 12;
// use PC-Engine System Card, since game files don't have kanji font resources
if (!fp.open("pce.cdbios")) {
error("SCUMM::Font: Couldn't open System Card pce.cdbios");
} else {
_useCJKMode = true;
debug(2, "Loading PC-Engine System Card");
// A 0x200 byte header can be present at the beginning of the syscard. Seek past it too.
fp.seek((fp.size() & 0x200) ? 0x30200 : 0x30000);
_2byteFontPtr = new byte[_2byteWidth * _2byteHeight * numChar / 8];
fp.read(_2byteFontPtr, _2byteWidth * _2byteHeight * numChar / 8);
fp.close();
}
} else if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD && _language == Common::JA_JPN) {
int numChar = 1413;
_2byteWidth = 16;
_2byteHeight = 16;
_useCJKMode = true;
_newLineCharacter = 0x5F;
// charset resources are not inited yet, load charset later
_2byteFontPtr = new byte[_2byteWidth * _2byteHeight * numChar / 8];
// set byte 0 to 0xFF (0x00 when loaded) to indicate that the font was not loaded
_2byteFontPtr[0] = 0xFF;
} else if ((_game.version >= 7 && (_language == Common::KO_KOR || _language == Common::JA_JPN || _language == Common::ZH_TWN)) ||
(_game.version >= 3 && _language == Common::ZH_CNA)) {
int numChar = 0;
const char *fontFile = NULL;
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switch (_language) {
case Common::KO_KOR:
fontFile = "korean.fnt";
numChar = 2350;
break;
case Common::JA_JPN:
fontFile = (_game.id == GID_DIG) ? "kanji16.fnt" : "japanese.fnt";
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numChar = 8192;
break;
case Common::ZH_TWN:
// Both The DIG and COMI use same font
fontFile = "chinese.fnt";
numChar = 13630;
break;
case Common::ZH_CNA:
if (_game.id == GID_FT || _game.id == GID_LOOM || _game.id == GID_INDY3 ||
_game.id == GID_INDY4 || _game.id == GID_MONKEY || _game.id == GID_MONKEY2 ||
_game.id == GID_TENTACLE) {
fontFile = "chinese_gb16x12.fnt";
numChar = 8178;
}
break;
default:
break;
}
if (fontFile && fp.open(fontFile)) {
debug(2, "Loading CJK Font");
_useCJKMode = true;
_textSurfaceMultiplier = 1; // No multiplication here
switch (_language) {
case Common::KO_KOR:
fp.seek(2, SEEK_CUR);
_2byteWidth = fp.readByte();
_2byteHeight = fp.readByte();
_newLineCharacter = 0xff;
break;
case Common::JA_JPN:
_2byteWidth = 16;
_2byteHeight = 16;
_newLineCharacter = 0xfe;
break;
case Common::ZH_TWN:
_2byteWidth = 16;
_2byteHeight = 15;
_newLineCharacter = 0x21;
break;
case Common::ZH_CNA:
_2byteWidth = 12;
_2byteHeight = 12;
_newLineCharacter = 0x21;
break;
default:
break;
}
_2byteFontPtr = new byte[((_2byteWidth + 7) / 8) * _2byteHeight * numChar];
fp.read(_2byteFontPtr, ((_2byteWidth + 7) / 8) * _2byteHeight * numChar);
fp.close();
} else {
if (fontFile)
error("SCUMM::Font: Couldn't open %s",fontFile);
else
error("SCUMM::Font: Couldn't load any font");
}
}
}
static int SJIStoFMTChunk(int f, int s) { //converts sjis code to fmt font offset
enum {
KANA = 0,
KANJI = 1,
EKANJI = 2
};
int base = s - ((s + 1) % 32);
int c = 0, p = 0, chunk_f = 0, chunk = 0, cr = 0, kanjiType = KANA;
if (f >= 0x81 && f <= 0x84) kanjiType = KANA;
if (f >= 0x88 && f <= 0x9f) kanjiType = KANJI;
if (f >= 0xe0 && f <= 0xea) kanjiType = EKANJI;
if ((f > 0xe8 || (f == 0xe8 && base >= 0x9f)) || (f > 0x90 || (f == 0x90 && base >= 0x9f))) {
c = 48; //correction
p = -8; //correction
}
if (kanjiType == KANA) {//Kana
chunk_f = (f - 0x81) * 2;
} else if (kanjiType == KANJI) {//Standard Kanji
p += f - 0x88;
chunk_f = c + 2 * p;
} else if (kanjiType == EKANJI) {//Enhanced Kanji
p += f - 0xe0;
chunk_f = c + 2 * p;
}
// Base corrections
if (base == 0x7f && s == 0x7f)
base -= 0x20;
if (base == 0x9f && s == 0xbe)
base += 0x20;
if (base == 0xbf && s == 0xde)
base += 0x20;
//if (base == 0x7f && s == 0x9e)
// base += 0x20;
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switch (base) {
case 0x3f:
cr = 0; //3f
if (kanjiType == KANA) chunk = 1;
else if (kanjiType == KANJI) chunk = 31;
else if (kanjiType == EKANJI) chunk = 111;
break;
case 0x5f:
cr = 0; //5f
if (kanjiType == KANA) chunk = 17;
else if (kanjiType == KANJI) chunk = 47;
else if (kanjiType == EKANJI) chunk = 127;
break;
case 0x7f:
cr = -1; //80
if (kanjiType == KANA) chunk = 9;
else if (kanjiType == KANJI) chunk = 63;
else if (kanjiType == EKANJI) chunk = 143;
break;
case 0x9f:
cr = 1; //9e
if (kanjiType == KANA) chunk = 2;
else if (kanjiType == KANJI) chunk = 32;
else if (kanjiType == EKANJI) chunk = 112;
break;
case 0xbf:
cr = 1; //be
if (kanjiType == KANA) chunk = 18;
else if (kanjiType == KANJI) chunk = 48;
else if (kanjiType == EKANJI) chunk = 128;
break;
case 0xdf:
cr = 1; //de
if (kanjiType == KANA) chunk = 10;
else if (kanjiType == KANJI) chunk = 64;
else if (kanjiType == EKANJI) chunk = 144;
break;
default:
debug(4, "Invalid Char! f %x s %x base %x c %d p %d", f, s, base, c, p);
return 0;
}
debug(6, "Kanji: %c%c f 0x%x s 0x%x base 0x%x c %d p %d chunk %d cr %d index %d", f, s, f, s, base, c, p, chunk, cr, ((chunk_f + chunk) * 32 + (s - base)) + cr);
return ((chunk_f + chunk) * 32 + (s - base)) + cr;
}
static int SJIStoPCEChunk(int f, int s) { //converts sjis code to pce font offset
// rangeTbl maps SJIS char-codes to the PCE System Card font rom.
// Each pair {<upperBound>,<lowerBound>} in the array represents a SJIS range.
const int rangeCnt = 45;
static const uint16 rangeTbl[rangeCnt][2] = {
// Symbols
{0x8140,0x817E},{0x8180,0x81AC},
// 0-9
{0x824F,0x8258},
// Latin upper
{0x8260,0x8279},
// Latin lower
{0x8281,0x829A},
// Kana
{0x829F,0x82F1},{0x8340,0x837E},{0x8380,0x8396},
// Greek upper
{0x839F,0x83B6},
// Greek lower
{0x83BF,0x83D6},
// Cyrillic upper
{0x8440,0x8460},
// Cyrillic lower
{0x8470,0x847E},{0x8480,0x8491},
// Kanji
{0x889F,0x88FC},
{0x8940,0x897E},{0x8980,0x89FC},
{0x8A40,0x8A7E},{0x8A80,0x8AFC},
{0x8B40,0x8B7E},{0x8B80,0x8BFC},
{0x8C40,0x8C7E},{0x8C80,0x8CFC},
{0x8D40,0x8D7E},{0x8D80,0x8DFC},
{0x8E40,0x8E7E},{0x8E80,0x8EFC},
{0x8F40,0x8F7E},{0x8F80,0x8FFC},
{0x9040,0x907E},{0x9080,0x90FC},
{0x9140,0x917E},{0x9180,0x91FC},
{0x9240,0x927E},{0x9280,0x92FC},
{0x9340,0x937E},{0x9380,0x93FC},
{0x9440,0x947E},{0x9480,0x94FC},
{0x9540,0x957E},{0x9580,0x95FC},
{0x9640,0x967E},{0x9680,0x96FC},
{0x9740,0x977E},{0x9780,0x97FC},
{0x9840,0x9872}
};
int ch = (f << 8) | (s & 0xFF);
int offset = 0;
for (int i = 0; i < rangeCnt; ++i) {
if (ch >= rangeTbl[i][0] && ch <= rangeTbl[i][1])
return offset + ch - rangeTbl[i][0];
offset += rangeTbl[i][1] - rangeTbl[i][0] + 1;
}
debug(4, "Invalid Char: 0x%x", ch);
return 0;
}
byte *ScummEngine::get2byteCharPtr(int idx) {
switch (_language) {
case Common::KO_KOR:
idx = ((idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1;
break;
case Common::JA_JPN:
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
idx = SJIStoPCEChunk((idx % 256), (idx / 256));
return _2byteFontPtr + (_2byteWidth * _2byteHeight / 8) * idx;
} else if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD && _language == Common::JA_JPN) {
// init pointer to charset resource
if (_2byteFontPtr[0] == 0xFF) {
int charsetId = 5;
int numChar = 1413;
byte *charsetPtr = getResourceAddress(rtCharset, charsetId);
if (charsetPtr == 0)
error("ScummEngine::get2byteCharPtr: charset %d not found", charsetId);
memcpy(_2byteFontPtr, charsetPtr + 46, _2byteWidth * _2byteHeight * numChar / 8);
}
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idx = (SWAP_CONSTANT_16(idx) & 0x7fff) - 1;
} else {
idx = SJIStoFMTChunk((idx % 256), (idx / 256));
}
break;
case Common::ZH_TWN:
{
int base = 0;
byte low = idx % 256;
int high = 0;
if (low >= 0x20 && low <= 0x7e) {
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base = (3 * low + 81012) * 5;
} else {
if (low >= 0xa1 && low <= 0xa3) {
base = 392820;
low += 0x5f;
} else if (low >= 0xa4 && low <= 0xc6) {
base = 0;
low += 0x5c;
} else if (low >= 0xc9 && low <= 0xf9) {
base = 162030;
low += 0x37;
} else {
base = 392820;
low = 0xff;
}
if (low != 0xff) {
high = idx / 256;
if (high >= 0x40 && high <= 0x7e) {
high -= 0x40;
} else {
high -= 0x62;
}
base += (low * 0x9d + high) * 30;
}
}
return _2byteFontPtr + base;
}
case Common::ZH_CNA:
idx = ((idx % 256) - 0xa1)* 94 + ((idx / 256) - 0xa1);
break;
default:
idx = 0;
}
return _2byteFontPtr + ((_2byteWidth + 7) / 8) * _2byteHeight * idx;
}
#pragma mark -
CharsetRenderer::CharsetRenderer(ScummEngine *vm) {
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_top = 0;
_left = 0;
_startLeft = 0;
_right = 0;
_color = 0;
_center = false;
_hasMask = false;
_textScreenID = kMainVirtScreen;
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_blitAlso = false;
_firstChar = false;
_disableOffsX = false;
_vm = vm;
_curId = -1;
}
CharsetRenderer::~CharsetRenderer() {
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}
CharsetRendererCommon::CharsetRendererCommon(ScummEngine *vm)
: CharsetRenderer(vm), _bytesPerPixel(0), _fontHeight(0), _numChars(0) {
_shadowMode = kNoShadowMode;
_shadowColor = 0;
}
void CharsetRendererCommon::setCurID(int32 id) {
if (id == -1)
return;
assertRange(0, id, _vm->_numCharsets - 1, "charset");
_curId = id;
_fontPtr = _vm->getResourceAddress(rtCharset, id);
if (_fontPtr == 0)
error("CharsetRendererCommon::setCurID: charset %d not found", id);
if (_vm->_game.version == 4)
_fontPtr += 17;
else
_fontPtr += 29;
_bytesPerPixel = _fontPtr[0];
_fontHeight = _fontPtr[1];
_numChars = READ_LE_UINT16(_fontPtr + 2);
}
void CharsetRendererV3::setCurID(int32 id) {
if (id == -1)
return;
assertRange(0, id, _vm->_numCharsets - 1, "charset");
_curId = id;
_fontPtr = _vm->getResourceAddress(rtCharset, id);
if (_fontPtr == 0)
error("CharsetRendererCommon::setCurID: charset %d not found", id);
_bytesPerPixel = 1;
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_numChars = _fontPtr[4];
_fontHeight = _fontPtr[5];
_fontPtr += 6;
_widthTable = _fontPtr;
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_fontPtr += _numChars;
}
int CharsetRendererCommon::getFontHeight() {
if (_vm->_useCJKMode) {
if (_vm->_game.platform == Common::kPlatformFMTowns) {
static const uint8 sjisFontHeightM1[] = { 0, 9, 10, 9, 10, 9, 10, 0, 0 };
static const uint8 sjisFontHeightM2[] = { 8, 8, 9, 9, 9, 8, 9, 9, 9, 8 };
static const uint8 sjisFontHeightI4[] = { 8, 8, 9, 9, 9, 8, 8, 8, 8, 8 };
const uint8 *htbl = (_vm->_game.id == GID_MONKEY) ? sjisFontHeightM1 : ((_vm->_game.id == GID_INDY4) ? sjisFontHeightI4 : sjisFontHeightM2);
return (_vm->_game.version == 3) ? 8 : htbl[_curId];
} else {
return MAX(_vm->_2byteHeight + 1, _fontHeight);
}
} else
return _fontHeight;
}
// do spacing for variable width old-style font
int CharsetRendererClassic::getCharWidth(uint16 chr) {
int spacing = 0;
if (_vm->_useCJKMode) {
if (_vm->_game.platform == Common::kPlatformFMTowns) {
if ((chr & 0xff00) == 0xfd00) {
chr &= 0xff;
} else if (chr >= 256) {
spacing = 9;
} else if (chr >= 128) {
spacing = 5;
}
if (spacing) {
static const uint8 sjisWidthM1[] = { 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 };
static const uint8 sjisWidthM2[] = { 0, 1, 1, 1, 1, 0, 1, 1, 1, 0 };
static const uint8 sjisWidthI4[] = { 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 };
const uint8 *wtbl = (_vm->_game.id == GID_MONKEY) ? sjisWidthM1 : ((_vm->_game.id == GID_INDY4) ? sjisWidthI4 : sjisWidthM2);
spacing += wtbl[_curId];
}
} else if (chr >= 0x80) {
return _vm->_2byteWidth / 2;
}
}
if (!spacing) {
int offs = READ_LE_UINT32(_fontPtr + chr * 4 + 4);
if (offs) {
spacing = _fontPtr[offs] + (signed char)_fontPtr[offs + 2];
}
}
return spacing;
}
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int CharsetRenderer::getStringWidth(int arg, const byte *text) {
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int pos = 0;
int width = 1;
uint16 chr;
int oldID = getCurID();
int code = (_vm->_game.heversion >= 80) ? 127 : 64;
while ((chr = text[pos++]) != 0) {
if (chr == '\n' || chr == '\r' || chr == _vm->_newLineCharacter)
break;
if (_vm->_game.heversion >= 72) {
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if (chr == code) {
chr = text[pos++];
if (chr == 84 || chr == 116) { // Strings of speech offset/size
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while (chr != code)
chr = text[pos++];
continue;
}
if (chr == 119) // 'Wait'
break;
if (chr == 104|| chr == 110) // 'Newline'
break;
}
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} else {
if (chr == '@' && !(_vm->_game.id == GID_CMI && _vm->_language == Common::ZH_TWN))
continue;
if (chr == 255 || (_vm->_game.version <= 6 && chr == 254)) {
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chr = text[pos++];
if (chr == 3) // 'WAIT'
break;
if (chr == 8) { // 'Verb on next line'
if (arg == 1)
break;
while (text[pos++] == ' ')
;
continue;
}
if (chr == 10 || chr == 21 || chr == 12 || chr == 13) {
pos += 2;
continue;
}
if (chr == 9 || chr == 1 || chr == 2) // 'Newline'
break;
if (chr == 14) {
int set = text[pos] | (text[pos + 1] << 8);
pos += 2;
setCurID(set);
continue;
}
}
// Some localizations may override colors
// See credits in Chinese COMI
if (_vm->_game.id == GID_CMI && _vm->_language == Common::ZH_TWN &&
chr == '^' && pos == 1) {
if (text[pos] == 'c') {
pos += 4;
chr = text[pos++];
}
}
}
if (_vm->_useCJKMode) {
if (_vm->_game.platform == Common::kPlatformFMTowns) {
if ((chr >= 0x80 && chr <= 0x9f) || (chr >= 0xe0 && chr <= 0xfd))
chr = (chr << 8) | text[pos++];
} else if (chr & 0x80) {
pos++;
width += _vm->_2byteWidth;
continue;
}
}
width += getCharWidth(chr);
}
setCurID(oldID);
return width;
}
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void CharsetRenderer::addLinebreaks(int a, byte *str, int pos, int maxwidth) {
int lastspace = -1;
int curw = 1;
byte chr;
int oldID = getCurID();
int code = (_vm->_game.heversion >= 80) ? 127 : 64;
while ((chr = str[pos++]) != 0) {
if (_vm->_game.heversion >= 72) {
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if (chr == code) {
chr = str[pos++];
if (chr == 84 || chr == 116) { // Strings of speech offset/size
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while (chr != code)
chr = str[pos++];
continue;
}
if (chr == 119) // 'Wait'
break;
if (chr == 110) { // 'Newline'
curw = 1;
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continue;
}
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if (chr == 104) // 'Don't terminate with \n'
break;
}
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} else {
if (chr == '@')
continue;
if (chr == 255 || (_vm->_game.version <= 6 && chr == 254)) {
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chr = str[pos++];
if (chr == 3) // 'Wait'
break;
if (chr == 8) { // 'Verb on next line'
if (a == 1) {
curw = 1;
} else {
while (str[pos] == ' ')
str[pos++] = '@';
}
continue;
}
if (chr == 10 || chr == 21 || chr == 12 || chr == 13) {
pos += 2;
continue;
}
if (chr == 1) { // 'Newline'
curw = 1;
continue;
}
if (chr == 2) // 'Don't terminate with \n'
break;
if (chr == 14) {
int set = str[pos] | (str[pos + 1] << 8);
pos += 2;
setCurID(set);
continue;
}
}
}
if (chr == ' ')
lastspace = pos - 1;
if (chr == _vm->_newLineCharacter)
lastspace = pos - 1;
if (_vm->_useCJKMode) {
if (_vm->_game.platform == Common::kPlatformFMTowns) {
if ((chr >= 0x80 && chr <= 0x9f) || (chr >= 0xe0 && chr <= 0xfd))
chr = (chr << 8) | str[pos++];
curw += getCharWidth(chr);
} else if (chr & 0x80) {
pos++;
curw += _vm->_2byteWidth;
}
} else {
curw += getCharWidth(chr);
}
if (lastspace == -1)
continue;
if (curw > maxwidth) {
str[lastspace] = 0xD;
curw = 1;
pos = lastspace + 1;
lastspace = -1;
}
}
setCurID(oldID);
}
int CharsetRendererV3::getCharWidth(uint16 chr) {
int spacing = 0;
if (_vm->_useCJKMode) {
if (_vm->_game.platform == Common::kPlatformFMTowns) {
if (chr >= 256)
spacing = 8;
else if (chr >= 128)
spacing = 4;
} else if (chr & 0x80) {
spacing = _vm->_2byteWidth / 2;
}
}
if (!spacing)
spacing = *(_widthTable + chr);
return spacing;
}
void CharsetRendererV3::setColor(byte color) {
bool useShadow = false;
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_color = color;
// FM-TOWNS version of Loom uses old color method as well
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if ((_vm->_game.version >= 2) && ((_vm->_game.features & GF_16COLOR) || (_vm->_game.id == GID_LOOM && _vm->_game.version == 3))) {
useShadow = ((_color & 0xF0) != 0);
2003-04-27 18:49:27 +00:00
_color &= 0x0f;
} else if (_vm->_game.features & GF_OLD256) {
useShadow = ((_color & 0x80) != 0);
_color &= 0x7f;
2003-04-27 18:49:27 +00:00
} else
useShadow = false;
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
if (_vm->_game.platform == Common::kPlatformFMTowns) {
_color = (_color & 0x0f) | ((_color & 0x0f) << 4);
if (_color == 0)
_color = 0x88;
}
#endif
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
enableShadow(useShadow);
translateColor();
2003-04-27 18:49:27 +00:00
}
#ifdef USE_RGB_COLOR
void CharsetRendererPCE::setColor(byte color) {
_vm->setPCETextPalette(color);
_color = 15;
enableShadow(true);
}
#endif
void CharsetRendererCommon::enableShadow(bool enable) {
if (enable) {
if (_vm->_game.platform == Common::kPlatformFMTowns) {
_shadowColor =
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
_vm->_game.version == 5 ? _vm->_townsCharsetColorMap[0] : 0x88;
#else
8;
#endif
_shadowMode = kFMTOWNSShadowMode;
} else {
_shadowColor = 0;
_shadowMode = kNormalShadowMode;
}
} else {
_shadowMode = kNoShadowMode;
}
}
void CharsetRendererV3::printChar(int chr, bool ignoreCharsetMask) {
// WORKAROUND for bug #1509509: Indy3 Mac does not show black
// characters (such as in the grail diary) if ignoreCharsetMask
// is true. See also patch #1851568.
if (_vm->_game.id == GID_INDY3 && _vm->_game.platform == Common::kPlatformMacintosh && _color == 0)
ignoreCharsetMask = false;
// Indy3 / Zak256 / Loom
int width, height, origWidth = 0, origHeight;
VirtScreen *vs;
const byte *charPtr;
byte *dst;
int is2byte = (chr >= 256 && _vm->_useCJKMode) ? 1 : 0;
assertRange(0, _curId, _vm->_numCharsets - 1, "charset");
if ((vs = _vm->findVirtScreen(_top)) == NULL)
return;
if (chr == '@')
return;
if (_vm->_useCJKMode && chr > 127) {
charPtr = _vm->get2byteCharPtr(chr);
width = _vm->_2byteWidth;
height = _vm->_2byteHeight;
if (!is2byte) {
width >>= 1;
height >>= 1;
}
} else {
charPtr = _fontPtr + chr * 8;
width = getCharWidth(chr);
height = 8;
}
// Clip at the right side (to avoid drawing "outside" the screen bounds).
if (_left + origWidth > _right + 1)
return;
origWidth = width;
origHeight = height;
if (_shadowMode != kNoShadowMode) {
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
width += _vm->_textSurfaceMultiplier;
height += _vm->_textSurfaceMultiplier;
}
if (_firstChar) {
_str.left = _left;
_str.top = _top;
_str.right = _left;
_str.bottom = _top;
_firstChar = false;
}
int drawTop = _top - vs->topline;
2004-04-06 22:02:02 +00:00
_vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height);
if (!ignoreCharsetMask) {
_hasMask = true;
_textScreenID = vs->number;
}
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
if (
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
(_vm->_game.platform != Common::kPlatformFMTowns) &&
#endif
(ignoreCharsetMask || !vs->hasTwoBuffers)) {
dst = vs->getPixels(_left, drawTop);
drawBits1(*vs, dst, charPtr, drawTop, origWidth, origHeight, vs->bytesPerPixel);
} else {
dst = (byte *)_vm->_textSurface.getBasePtr(_left * _vm->_textSurfaceMultiplier, _top * _vm->_textSurfaceMultiplier);
drawBits1(_vm->_textSurface, dst, charPtr, drawTop, origWidth, origHeight, _vm->_textSurface.bytesPerPixel, !is2byte);
if (is2byte)
origWidth /= _vm->_textSurfaceMultiplier;
}
if (_str.left > _left)
_str.left = _left;
_left += origWidth;
if (_str.right < _left) {
_str.right = _left;
if (_shadowMode != kNoShadowMode)
_str.right++;
}
if (_str.bottom < _top + height / _vm->_textSurfaceMultiplier)
_str.bottom = _top + height / _vm->_textSurfaceMultiplier;
}
2004-08-23 08:37:55 +00:00
void CharsetRendererV3::drawChar(int chr, const Graphics::Surface &s, int x, int y) {
const byte *charPtr;
byte *dst;
int width, height;
int is2byte = (chr >= 0x80 && _vm->_useCJKMode) ? 1 : 0;
if (is2byte) {
charPtr = _vm->get2byteCharPtr(chr);
width = _vm->_2byteWidth;
height = _vm->_2byteHeight;
} else {
charPtr = _fontPtr + chr * 8;
// width = height = 8;
width = getCharWidth(chr);
height = 8;
}
dst = (byte *)s.pixels + y * s.pitch + x;
drawBits1(s, dst, charPtr, y, width, height, s.bytesPerPixel);
2004-08-23 08:37:55 +00:00
}
void CharsetRenderer::translateColor() {
// Based on disassembly
if (_vm->_renderMode == Common::kRenderCGA) {
static const byte CGAtextColorMap[16] = {0, 3, 3, 3, 5, 5, 5, 15,
15, 3, 3, 3, 5, 5, 15, 15};
_color = CGAtextColorMap[_color & 0x0f];
}
if (_vm->_renderMode == Common::kRenderHercA || _vm->_renderMode == Common::kRenderHercG) {
static const byte HercTextColorMap[16] = {0, 15, 2, 15, 15, 5, 15, 15,
8, 15, 15, 15, 15, 15, 15, 15};
_color = HercTextColorMap[_color & 0x0f];
}
}
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
void CharsetRenderer::processTownsCharsetColors(uint8 bytesPerPixel) {
if (_vm->_game.platform == Common::kPlatformFMTowns) {
for (int i = 0; i < (1 << bytesPerPixel); i++) {
uint8 c = _vm->_charsetColorMap[i];
if (c > 16) {
uint8 t = (_vm->_currentPalette[c * 3] < 32) ? 4 : 12;
t |= ((_vm->_currentPalette[c * 3 + 1] < 32) ? 2 : 10);
t |= ((_vm->_currentPalette[c * 3 + 1] < 32) ? 1 : 9);
c = t;
}
if (c == 0)
c = _vm->_townsOverrideShadowColor;
c = ((c & 0x0f) << 4) | (c & 0x0f);
_vm->_townsCharsetColorMap[i] = c;
}
}
}
#endif
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
void CharsetRenderer::saveLoadWithSerializer(Serializer *ser) {
static const SaveLoadEntry charsetRendererEntries[] = {
MKLINE_OLD(CharsetRenderer, _curId, sleByte, VER(73), VER(73)),
MKLINE(CharsetRenderer, _curId, sleInt32, VER(74)),
MKLINE(CharsetRenderer, _color, sleByte, VER(73)),
MKEND()
};
ser->saveLoadEntries(this, charsetRendererEntries);
if (ser->isLoading()) {
setCurID(_curId);
setColor(_color);
}
}
2004-08-23 08:37:55 +00:00
void CharsetRendererClassic::printChar(int chr, bool ignoreCharsetMask) {
int width, height, origWidth, origHeight;
2002-12-25 21:14:26 +00:00
int offsX, offsY;
VirtScreen *vs;
const byte *charPtr;
bool is2byte = (chr >= 256 && _vm->_useCJKMode);
assertRange(1, _curId, _vm->_numCharsets - 1, "charset");
if ((vs = _vm->findVirtScreen(_top)) == NULL && (vs = _vm->findVirtScreen(_top + getFontHeight())) == NULL)
return;
if (chr == '@')
return;
translateColor();
_vm->_charsetColorMap[1] = _color;
2003-11-08 21:59:32 +00:00
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
processTownsCharsetColors(_bytesPerPixel);
#endif
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
if (_vm->_useCJKMode && chr >= 256) {
2003-12-27 14:03:07 +00:00
charPtr = _vm->get2byteCharPtr(chr);
enableShadow(true);
if (chr >= 256) {
width = _vm->_2byteWidth;
height = _vm->_2byteHeight;
} else {
width = _vm->_2byteWidth / 2;
height = _vm->_2byteHeight / 2;
}
offsX = offsY = 0;
} else {
uint32 charOffs = READ_LE_UINT32(_fontPtr + chr * 4 + 4);
assert(charOffs < 0x14000);
if (!charOffs)
return;
charPtr = _fontPtr + charOffs;
width = charPtr[0];
height = charPtr[1];
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
if (_disableOffsX) {
offsX = 0;
} else {
offsX = (signed char)charPtr[2];
}
offsY = (signed char)charPtr[3];
charPtr += 4; // Skip over char header
}
origWidth = width;
origHeight = height;
if (_shadowMode != kNoShadowMode) {
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
width += _vm->_textSurfaceMultiplier;
height += _vm->_textSurfaceMultiplier;
}
if (_firstChar) {
_str.left = 0;
_str.top = 0;
_str.right = 0;
_str.bottom = 0;
}
2002-12-25 21:14:26 +00:00
_top += offsY;
_left += offsX;
if (_left + origWidth / _vm->_textSurfaceMultiplier > _right + 1 || _left < 0) {
_left += origWidth / _vm->_textSurfaceMultiplier;
2002-12-25 21:14:26 +00:00
_top -= offsY;
return;
}
_disableOffsX = false;
if (_firstChar) {
_str.left = _left;
_str.top = _top;
_str.right = _left;
_str.bottom = _top;
_firstChar = false;
}
if (_left < _str.left)
_str.left = _left;
if (_top < _str.top)
_str.top = _top;
int drawTop = _top - vs->topline;
_vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height);
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
// This check for kPlatformFMTowns and kMainVirtScreen is at least required for the chat with
// the navigator's head in front of the ghost ship in Monkey Island 1
if (!ignoreCharsetMask
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
|| (_vm->_game.platform == Common::kPlatformFMTowns && vs->number == kMainVirtScreen)
#endif
) {
_hasMask = true;
_textScreenID = vs->number;
}
printCharIntern(is2byte, charPtr, origWidth, origHeight, width, height, vs, ignoreCharsetMask);
_left += origWidth / _vm->_textSurfaceMultiplier;
if (_str.right < _left) {
_str.right = _left;
if (_shadowMode != kNoShadowMode)
_str.right++;
}
if (_str.bottom < _top + height / _vm->_textSurfaceMultiplier)
_str.bottom = _top + height / _vm->_textSurfaceMultiplier;
_top -= offsY;
}
void CharsetRendererClassic::printCharIntern(bool is2byte, const byte *charPtr, int origWidth, int origHeight, int width, int height, VirtScreen *vs, bool ignoreCharsetMask) {
byte *dstPtr;
byte *back = NULL;
int drawTop = _top - vs->topline;
if ((_vm->_game.heversion >= 71 && _bytesPerPixel >= 8) || (_vm->_game.heversion >= 90 && _bytesPerPixel == 0)) {
#ifdef ENABLE_HE
if (ignoreCharsetMask || !vs->hasTwoBuffers) {
dstPtr = vs->getPixels(0, 0);
} else {
dstPtr = (byte *)_vm->_textSurface.pixels;
2004-10-06 01:01:44 +00:00
}
2004-10-05 23:37:59 +00:00
if (_blitAlso && vs->hasTwoBuffers) {
dstPtr = vs->getBackPixels(0, 0);
2004-10-06 01:01:44 +00:00
}
2004-10-05 23:37:59 +00:00
Common::Rect rScreen(vs->w, vs->h);
if (_bytesPerPixel >= 8) {
byte imagePalette[256];
memset(imagePalette, 0, sizeof(imagePalette));
memcpy(imagePalette, _vm->_charsetColorMap, 4);
Wiz::copyWizImage(dstPtr, charPtr, vs->pitch, kDstScreen, vs->w, vs->h, _left, _top, origWidth, origHeight, &rScreen, 0, imagePalette, NULL, _vm->_bytesPerPixel);
} else {
Wiz::copyWizImage(dstPtr, charPtr, vs->pitch, kDstScreen, vs->w, vs->h, _left, _top, origWidth, origHeight, &rScreen, 0, NULL, NULL, _vm->_bytesPerPixel);
}
if (_blitAlso && vs->hasTwoBuffers) {
Common::Rect dst(_left, _top, _left + origWidth, _top + origHeight);
((ScummEngine_v71he *)_vm)->restoreBackgroundHE(dst);
}
#endif
} else {
Graphics::Surface dstSurface;
Graphics::Surface backSurface;
if ((ignoreCharsetMask || !vs->hasTwoBuffers)
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
&& (_vm->_game.platform != Common::kPlatformFMTowns)
#endif
) {
dstSurface = *vs;
dstPtr = vs->getPixels(_left, drawTop);
} else {
dstSurface = _vm->_textSurface;
dstPtr = (byte *)_vm->_textSurface.pixels + (_top - _vm->_screenTop) * _vm->_textSurface.pitch * _vm->_textSurfaceMultiplier + _left * _vm->_textSurfaceMultiplier;
}
if (_blitAlso && vs->hasTwoBuffers) {
backSurface = dstSurface;
back = dstPtr;
dstSurface = *vs;
dstPtr = vs->getBackPixels(_left, drawTop);
}
if (!ignoreCharsetMask && vs->hasTwoBuffers) {
drawTop = _top - _vm->_screenTop;
}
if (is2byte) {
drawBits1(dstSurface, dstPtr, charPtr, drawTop, origWidth, origHeight, dstSurface.bytesPerPixel);
} else {
drawBitsN(dstSurface, dstPtr, charPtr, *_fontPtr, drawTop, origWidth, origHeight);
}
if (_blitAlso && vs->hasTwoBuffers) {
// FIXME: Revisiting this code, I think the _blitAlso mode is likely broken
// right now -- we are copying stuff from "dstPtr" to "back", but "dstPtr" really
// only conatains charset data...
// One way to fix this: don't copy etc.; rather simply render the char twice,
// once to each of the two buffers. That should hypothetically yield
// identical results, though I didn't try it and right now I don't know
// any spots where I can test this...
if (!ignoreCharsetMask)
error("This might be broken -- please report where you encountered this to Fingolfin");
// Perform some clipping
int w = MIN(width, dstSurface.w - _left);
int h = MIN(height, dstSurface.h - drawTop);
if (_left < 0) {
w += _left;
back -= _left;
dstPtr -= _left;
}
if (drawTop < 0) {
h += drawTop;
back -= drawTop * backSurface.pitch;
dstPtr -= drawTop * dstSurface.pitch;
}
// Blit the image data
if (w > 0) {
while (h-- > 0) {
memcpy(back, dstPtr, w);
back += backSurface.pitch;
dstPtr += dstSurface.pitch;
}
}
}
}
}
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void CharsetRendererClassic::drawChar(int chr, const Graphics::Surface &s, int x, int y) {
const byte *charPtr;
byte *dst;
int width, height;
int is2byte = (chr >= 0x80 && _vm->_useCJKMode) ? 1 : 0;
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if (is2byte) {
enableShadow(true);
charPtr = _vm->get2byteCharPtr(chr);
width = _vm->_2byteWidth;
height = _vm->_2byteHeight;
} else {
uint32 charOffs = READ_LE_UINT32(_fontPtr + chr * 4 + 4);
assert(charOffs < 0x10000);
if (!charOffs)
return;
charPtr = _fontPtr + charOffs;
width = charPtr[0];
height = charPtr[1];
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charPtr += 4; // Skip over char header
}
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dst = (byte *)s.pixels + y * s.pitch + x;
if (is2byte) {
drawBits1(s, dst, charPtr, y, width, height, s.bytesPerPixel);
} else {
drawBitsN(s, dst, charPtr, *_fontPtr, y, width, height);
}
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}
void CharsetRendererClassic::drawBitsN(const Graphics::Surface &s, byte *dst, const byte *src, byte bpp, int drawTop, int width, int height) {
int y, x;
int color;
byte numbits, bits;
assert(bpp == 1 || bpp == 2 || bpp == 4 || bpp == 8);
bits = *src++;
numbits = 8;
byte *cmap =
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
(_vm->_game.platform == Common::kPlatformFMTowns) ? _vm->_townsCharsetColorMap :
#endif
_vm->_charsetColorMap;
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for (y = 0; y < height && y + drawTop < s.h; y++) {
for (x = 0; x < width; x++) {
color = (bits >> (8 - bpp)) & 0xFF;
if (color && y + drawTop >= 0) {
SCUMM/FM-TOWNS: fix palette and other graphics issues This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-10-01 19:24:52 +00:00
*dst = cmap[color];
}
dst++;
bits <<= bpp;
numbits -= bpp;
if (numbits == 0) {
bits = *src++;
numbits = 8;
}
}
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dst += s.pitch - width;
}
}
void CharsetRendererCommon::drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth,
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
bool scale2x) {
#else
bool) {
#endif
int y, x;
byte bits = 0;
uint8 col = _color;
int pitch = s.pitch - width * bitDepth;
byte *dst2 = dst + s.pitch;
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
byte *dst3 = dst2;
byte *dst4 = dst2;
if (scale2x) {
dst3 = dst2 + s.pitch;
dst4 = dst3 + s.pitch;
pitch <<= 1;
}
if (_vm->_game.platform == Common::kPlatformFMTowns && _vm->_game.version == 5)
col = _vm->_townsCharsetColorMap[1];
#endif
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for (y = 0; y < height && y + drawTop < s.h; y++) {
for (x = 0; x < width; x++) {
if ((x % 8) == 0)
bits = *src++;
if ((bits & revBitMask(x % 8)) && y + drawTop >= 0) {
if (bitDepth == 2) {
if (_shadowMode != kNoShadowMode) {
WRITE_UINT16(dst + 2, _vm->_16BitPalette[_shadowColor]);
WRITE_UINT16(dst + s.pitch, _vm->_16BitPalette[_shadowColor]);
if (_shadowMode != kFMTOWNSShadowMode)
WRITE_UINT16(dst + s.pitch + 2, _vm->_16BitPalette[_shadowColor]);
}
WRITE_UINT16(dst, _vm->_16BitPalette[_color]);
} else {
if (_shadowMode != kNoShadowMode) {
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
if (scale2x) {
dst[2] = dst[3] = dst2[2] = dst2[3] = _shadowColor;
dst3[0] = dst4[0] = dst3[1] = dst4[1] = _shadowColor;
} else
#endif
{
dst[1] = dst2[0] = _shadowColor;
if (_shadowMode != kFMTOWNSShadowMode)
dst2[1] = _shadowColor;
}
}
dst[0] = col;
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
if (scale2x)
dst[1] = dst2[0] = dst2[1] = col;
#endif
}
}
dst += bitDepth;
dst2 += bitDepth;
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
if (scale2x) {
dst++;
dst2++;
dst3 += 2;
dst4 += 2;
}
#endif
}
dst += pitch;
dst2 += pitch;
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
dst3 += pitch;
dst4 += pitch;
#endif
}
}
#ifdef USE_RGB_COLOR
void CharsetRendererPCE::drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scalex) {
int y, x;
int bitCount = 0;
byte bits = 0;
const bool resetLineBitCount = (_vm->_language != Common::JA_JPN || width != 12);
for (y = 0; y < height && y + drawTop < s.h; y++) {
if (resetLineBitCount)
bitCount = 0;
for (x = 0; x < width; x++) {
if ((bitCount % 8) == 0)
bits = *src++;
if ((bits & revBitMask(bitCount % 8)) && y + drawTop >= 0) {
if (bitDepth == 2) {
if (_shadowMode != kNoShadowMode) {
WRITE_UINT16(dst + s.pitch + 2, _vm->_16BitPalette[_shadowColor]);
}
WRITE_UINT16(dst, _vm->_16BitPalette[_color]);
} else {
if (_shadowMode != kNoShadowMode) {
*(dst + s.pitch + 1) = _shadowColor;
}
*dst = _color;
}
}
dst += bitDepth;
bitCount++;
}
dst += s.pitch - width * bitDepth;
}
}
#endif
#ifdef ENABLE_SCUMM_7_8
CharsetRendererNut::CharsetRendererNut(ScummEngine *vm)
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: CharsetRenderer(vm) {
_current = 0;
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for (int i = 0; i < 5; i++) {
_fr[i] = NULL;
}
}
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CharsetRendererNut::~CharsetRendererNut() {
for (int i = 0; i < 5; i++) {
delete _fr[i];
}
}
void CharsetRendererNut::setCurID(int32 id) {
if (id == -1)
return;
int numFonts = ((_vm->_game.id == GID_CMI) && (_vm->_game.features & GF_DEMO)) ? 4 : 5;
assert(id < numFonts);
_curId = id;
if (!_fr[id]) {
char fontname[11];
sprintf(fontname, "font%d.nut", id);
_fr[id] = new NutRenderer(_vm, fontname);
}
_current = _fr[id];
assert(_current);
}
int CharsetRendererNut::getCharHeight(byte chr) {
assert(_current);
return _current->getCharHeight(chr);
}
int CharsetRendererNut::getCharWidth(uint16 chr) {
assert(_current);
return _current->getCharWidth(chr);
}
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int CharsetRendererNut::getFontHeight() {
// FIXME / TODO: how to implement this properly???
assert(_current);
return _current->getCharHeight('|');
}
void CharsetRendererNut::printChar(int chr, bool ignoreCharsetMask) {
Common::Rect shadow;
assert(_current);
if (chr == '@')
return;
shadow.left = _left;
shadow.top = _top;
if (_firstChar) {
_str.left = (shadow.left >= 0) ? shadow.left : 0;
_str.top = (shadow.top >= 0) ? shadow.top : 0;
_str.right = _str.left;
_str.bottom = _str.top;
_firstChar = false;
}
int width = _current->getCharWidth(chr);
int height = _current->getCharHeight(chr);
if (chr >= 256 && _vm->_useCJKMode)
width = _vm->_2byteWidth;
shadow.right = _left + width;
shadow.bottom = _top + height;
Graphics::Surface s;
if (!ignoreCharsetMask) {
_hasMask = true;
_textScreenID = kMainVirtScreen;
}
int drawTop = _top;
if (ignoreCharsetMask) {
VirtScreen *vs = &_vm->_virtscr[kMainVirtScreen];
s = *vs;
s.pixels = vs->getPixels(0, 0);
} else {
s = _vm->_textSurface;
drawTop -= _vm->_screenTop;
}
if (chr >= 256 && _vm->_useCJKMode)
_current->draw2byte(s, chr, _left, drawTop, _color);
else
_current->drawChar(s, (byte)chr, _left, drawTop, _color);
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_vm->markRectAsDirty(kMainVirtScreen, shadow);
if (_str.left > _left)
_str.left = _left;
// Original keeps glyph width and character dimensions separately
if (_vm->_language == Common::ZH_TWN && width == 16)
width = 17;
_left += width;
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if (_str.right < shadow.right)
_str.right = shadow.right;
if (_str.bottom < shadow.bottom)
_str.bottom = shadow.bottom;
}
#endif
void CharsetRendererNES::printChar(int chr, bool ignoreCharsetMask) {
int width, height, origWidth, origHeight;
VirtScreen *vs;
byte *charPtr, *dst;
// Init it here each time since it is cheap and fixes bug with
// charset after game load
_trTable = _vm->getResourceAddress(rtCostume, 77) + 2;
// HACK: how to set it properly?
if (_top == 0)
_top = 16;
if ((vs = _vm->findVirtScreen(_top)) == NULL)
return;
if (chr == '@')
return;
charPtr = _vm->_NESPatTable[1] + _trTable[chr - 32] * 16;
width = getCharWidth(chr);
height = 8;
origWidth = width;
origHeight = height;
if (_firstChar) {
_str.left = _left;
_str.top = _top;
_str.right = _left;
_str.bottom = _top;
_firstChar = false;
}
int drawTop = _top - vs->topline;
_vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height);
if (!ignoreCharsetMask) {
_hasMask = true;
_textScreenID = vs->number;
}
if (ignoreCharsetMask || !vs->hasTwoBuffers) {
dst = vs->getPixels(_left, drawTop);
drawBits1(*vs, dst, charPtr, drawTop, origWidth, origHeight, vs->bytesPerPixel);
} else {
dst = (byte *)_vm->_textSurface.pixels + _top * _vm->_textSurface.pitch + _left;
drawBits1(_vm->_textSurface, dst, charPtr, drawTop, origWidth, origHeight, _vm->_textSurface.bytesPerPixel);
}
if (_str.left > _left)
_str.left = _left;
_left += origWidth;
if (_str.right < _left) {
_str.right = _left;
if (_shadowMode != kNoShadowMode)
_str.right++;
}
if (_str.bottom < _top + height)
_str.bottom = _top + height;
}
void CharsetRendererNES::drawChar(int chr, const Graphics::Surface &s, int x, int y) {
byte *charPtr, *dst;
int width, height;
if (!_trTable)
_trTable = _vm->getResourceAddress(rtCostume, 77) + 2;
charPtr = _vm->_NESPatTable[1] + _trTable[chr - 32] * 16;
width = getCharWidth(chr);
height = 8;
dst = (byte *)s.pixels + y * s.pitch + x;
drawBits1(s, dst, charPtr, y, width, height, s.bytesPerPixel);
}
void CharsetRendererNES::drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scalex) {
for (int i = 0; i < 8; i++) {
byte c0 = src[i];
byte c1 = src[i + 8];
for (int j = 0; j < 8; j++)
dst[j] = _vm->_NESPalette[0][((c0 >> (7 - j)) & 1) | (((c1 >> (7 - j)) & 1) << 1) |
(_color ? 12 : 8)];
dst += s.pitch;
}
}
} // End of namespace Scumm