scummvm/engines/sword2/maketext.cpp
2009-05-24 15:17:42 +00:00

706 lines
20 KiB
C++

/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* 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.
*
* $URL$
* $Id$
*/
// MAKETEXT - Constructs a single-frame text sprite: returns a handle to a
// FLOATING memory block containing the sprite, given a
// null-terminated string, max width allowed, pen colour and
// pointer to required character set.
//
// NB 1) The routine does not create a standard file header or
// an anim header for the text sprite - the data simply begins
// with the frame header.
//
// NB 2) If pen colour is zero, it copies the characters into
// the sprite without remapping the colours.
// ie. It can handle both the standard 2-colour font for speech
// and any multicoloured fonts for control panels, etc.
//
// Based on textsprt.c as used for Broken Sword 1, but updated
// for new system by JEL on 9oct96 and updated again (for font
// as a resource) on 5dec96.
#include "common/system.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/screen.h"
namespace Sword2 {
#define MAX_LINES 30 // max character lines in output sprite
#define BORDER_COL 200 // source colour for character border (only
// needed for remapping colours)
#define LETTER_COL 193 // source colour for bulk of character ( " )
#define LETTER_COL_PSX1 33
#define LETTER_COL_PSX2 34
#define SPACE ' '
#define FIRST_CHAR SPACE // first character in character set
#define LAST_CHAR 255 // last character in character set
#define DUD 64 // the first "chequered flag" (dud) symbol in
// our character set is in the '@' position
/**
* This function creates a new text sprite. The sprite data contains a
* FrameHeader, but not a standard file header.
*
* @param sentence pointer to a null-terminated string
* @param maxWidth the maximum allowed text sprite width in pixels
* @param pen the text colour, or zero to use the source colours
* @param fontRes the font resource id
* @param border the border colour; black by default
* @return a handle to a floating memory block containing the text sprite
* @note The sentence must contain no leading, trailing or extra spaces.
* Out-of-range characters in the string are replaced by a special
* error-signal character (chequered flag)
*/
byte *FontRenderer::makeTextSprite(byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) {
debug(5, "makeTextSprite(\"%s\", maxWidth=%u)", sentence, maxWidth);
_borderPen = border;
// Line- and character spacing are hard-wired, rather than being part
// of the resource.
if (fontRes == _vm->_speechFontId) {
if (Sword2Engine::isPsx())
_lineSpacing = -4; // Text would be unreadable with psx font if linespacing is higher
else
_lineSpacing = -6;
_charSpacing = -3;
} else if (fontRes == CONSOLE_FONT_ID) {
_lineSpacing = 0;
_charSpacing = 1;
} else {
_lineSpacing = 0;
_charSpacing = 0;
}
// Allocate memory for array of lineInfo structures
byte *line = (byte *)malloc(MAX_LINES * sizeof(LineInfo));
// Get details of sentence breakdown into array of LineInfo structures
// and get the number of lines involved
uint16 noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *)line);
// Construct the sprite based on the info gathered - returns floating
// mem block
byte *textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *)line, noOfLines);
free(line);
return textSprite;
}
uint16 FontRenderer::analyseSentence(byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line) {
// joinWidth = how much extra space is needed to append a word to a
// line. NB. SPACE requires TWICE the '_charSpacing' to join a word
// to line
uint16 joinWidth = charWidth(SPACE, fontRes) + 2 * _charSpacing;
uint16 lineNo = 0;
uint16 pos = 0;
bool firstWord = true;
byte ch;
do {
uint16 wordWidth = 0;
uint16 wordLength = 0;
// Calculate the width of the word.
ch = sentence[pos++];
while (ch && ch != SPACE) {
wordWidth += charWidth(ch, fontRes) + _charSpacing;
wordLength++;
ch = sentence[pos++];
}
// Don't include any character spacing at the end of the word.
wordWidth -= _charSpacing;
// 'ch' is now the SPACE or NULL following the word
// 'pos' indexes to the position following 'ch'
if (firstWord) {
// This is the first word on the line, so no separating
// space is needed.
line[0].width = wordWidth;
line[0].length = wordLength;
firstWord = false;
} else {
// See how much extra space this word will need to
// fit on current line (with a separating space
// character - also overlapped)
uint16 spaceNeeded = joinWidth + wordWidth;
if (line[lineNo].width + spaceNeeded <= maxWidth) {
// The word fits on this line.
line[lineNo].width += spaceNeeded;
line[lineNo].length += (1 + wordLength);
} else {
// The word spills over to the next line, i.e.
// no separating space.
lineNo++;
assert(lineNo < MAX_LINES);
line[lineNo].width = wordWidth;
line[lineNo].length = wordLength;
}
}
} while (ch);
return lineNo + 1;
}
/**
* This function creates a new text sprite in a movable memory block. It must
* be locked before use, i.e. lock, draw sprite, unlock/free. The sprite data
* contains a FrameHeader, but not a standard file header.
*
* @param sentence pointer to a null-terminated string
* @param fontRes the font resource id
* @param pen the text colour, or zero to use the source colours
* @param line array of LineInfo structures, created by analyseSentence()
* @param noOfLines the number of lines, i.e. the number of elements in 'line'
* @return a handle to a floating memory block containing the text sprite
* @note The sentence must contain no leading, trailing or extra spaces.
* Out-of-range characters in the string are replaced by a special
* error-signal character (chequered flag)
*/
byte *FontRenderer::buildTextSprite(byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) {
uint16 i;
// Find the width of the widest line in the output text
uint16 spriteWidth = 0;
for (i = 0; i < noOfLines; i++)
if (line[i].width > spriteWidth)
spriteWidth = line[i].width;
// Check that text sprite has even horizontal resolution in PSX version
// (needed to work around a problem in some sprites, which reports an odd
// number as horiz resolution, but then have the next even number as true width)
if (Sword2Engine::isPsx())
spriteWidth = (spriteWidth % 2) ? spriteWidth + 1 : spriteWidth;
// Find the total height of the text sprite: the total height of the
// text lines, plus the total height of the spacing between them.
uint16 char_height = charHeight(fontRes);
uint16 spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1);
// Allocate memory for the text sprite
uint32 sizeOfSprite = spriteWidth * spriteHeight;
byte *textSprite = (byte *)malloc(FrameHeader::size() + sizeOfSprite);
// At this stage, textSprite points to an unmovable memory block. Set
// up the frame header.
FrameHeader frame_head;
frame_head.compSize = 0;
frame_head.width = spriteWidth;
frame_head.height = spriteHeight;
// Normally for PSX frame header we double the height
// of the sprite artificially to regain correct aspect
// ratio, but this is an "artificially generated" text
// sprite, which gets created with correct aspect, so
// fix the height.
if (Sword2Engine::isPsx())
frame_head.height /= 2;
frame_head.write(textSprite);
debug(4, "Text sprite size: %ux%u", spriteWidth, spriteHeight);
// Clear the entire sprite to make it transparent.
byte *linePtr = textSprite + FrameHeader::size();
memset(linePtr, 0, sizeOfSprite);
byte *charSet = _vm->_resman->openResource(fontRes);
// Build the sprite, one line at a time
uint16 pos = 0;
for (i = 0; i < noOfLines; i++) {
// Center each line
byte *spritePtr = linePtr + (spriteWidth - line[i].width) / 2;
// copy the sprite for each character in this line to the
// text sprite and inc the sprite ptr by the character's
// width minus the 'overlap'
for (uint j = 0; j < line[i].length; j++) {
byte *charPtr = findChar(sentence[pos++], charSet);
frame_head.read(charPtr);
assert(frame_head.height == char_height);
copyChar(charPtr, spritePtr, spriteWidth, pen);
// We must remember to free memory for generated character in psx,
// as it is extracted differently than pc version (copyed from a
// char atlas).
if (Sword2Engine::isPsx())
free(charPtr);
spritePtr += frame_head.width + _charSpacing;
}
// Skip space at end of last word in this line
pos++;
if (Sword2Engine::isPsx())
linePtr += (char_height / 2 + _lineSpacing) * spriteWidth;
else
linePtr += (char_height + _lineSpacing) * spriteWidth;
}
_vm->_resman->closeResource(fontRes);
return textSprite;
}
/**
* @param ch the ASCII code of the character
* @param fontRes the font resource id
* @return the width of the character
*/
uint16 FontRenderer::charWidth(byte ch, uint32 fontRes) {
byte *charSet = _vm->_resman->openResource(fontRes);
byte *charBuf;
FrameHeader frame_head;
charBuf = findChar(ch, charSet);
frame_head.read(charBuf);
if(Sword2Engine::isPsx())
free(charBuf);
_vm->_resman->closeResource(fontRes);
return frame_head.width;
}
/**
* @param fontRes the font resource id
* @return the height of a character sprite
* @note All characters in a font are assumed to have the same height, so
* there is no need to specify which one to look at.
*/
// Returns the height of a character sprite, given the character's ASCII code
// and a pointer to the start of the character set.
uint16 FontRenderer::charHeight(uint32 fontRes) {
byte *charSet = _vm->_resman->openResource(fontRes);
byte *charbuf;
FrameHeader frame_head;
charbuf = findChar(FIRST_CHAR, charSet);
frame_head.read(charbuf);
if(Sword2Engine::isPsx())
free(charbuf);
_vm->_resman->closeResource(fontRes);
return frame_head.height;
}
/**
* @param ch the ASCII code of the character to find
* @param charSet pointer to the start of the character set
* @return pointer to the requested character or, if it's out of range, the
* 'dud' character (chequered flag)
*/
byte *FontRenderer::findChar(byte ch, byte *charSet) {
// PSX version doesn't use an animation table to keep all letters,
// instead a big sprite (char atlas) is used, and the single char
// must be extracted from that.
if (Sword2Engine::isPsx()) {
byte *buffer;
PSXFontEntry header;
FrameHeader bogusHeader;
charSet += ResHeader::size() + 2;
if (ch < FIRST_CHAR)
ch = DUD;
// Read font entry of the corresponding char.
header.read(charSet + PSXFontEntry::size() * (ch - 32));
// We have no such character, generate an empty one
// on the fly, size 6x12.
if (header.charWidth == 0) {
// Prepare a "bogus" FrameHeader to be returned with
// "empty" character data.
bogusHeader.compSize = 0;
bogusHeader.width = 6;
bogusHeader.height = 12;
buffer = (byte *)malloc(24 * 3 + FrameHeader::size());
memset(buffer, 0, 24 * 3 + FrameHeader::size());
bogusHeader.write(buffer);
return buffer;
}
buffer = (byte *)malloc(FrameHeader::size() + header.charWidth * header.charHeight * 4);
byte *tempchar = (byte *)malloc(header.charWidth * header.charHeight);
// Prepare the "bogus" header to be returned with character
bogusHeader.compSize = 0;
bogusHeader.width = header.charWidth * 2;
bogusHeader.height = header.charHeight;
// Go to the beginning of char atlas
charSet += 2062;
memset(buffer, 0, FrameHeader::size() + header.charWidth * header.charHeight * 4);
bogusHeader.write(buffer);
// Copy and stretch the char into destination buffer
for (int idx = 0; idx < header.charHeight; idx++) {
memcpy(tempchar + header.charWidth * idx, charSet + header.offset + 128 * (header.skipLines + idx), header.charWidth);
}
for (int line = 0; line < header.charHeight; line++) {
for (int col = 0; col < header.charWidth; col++) {
*(buffer + FrameHeader::size() + line * bogusHeader.width + col * 2) = *(tempchar + line * header.charWidth + col);
*(buffer + FrameHeader::size() + line * bogusHeader.width + col * 2 + 1) = *(tempchar + line * header.charWidth + col);
}
}
free(tempchar);
return buffer;
} else {
if (ch < FIRST_CHAR)
ch = DUD;
return _vm->fetchFrameHeader(charSet, ch - FIRST_CHAR);
}
}
/**
* Copies a character sprite to the sprite buffer.
* @param charPtr pointer to the character sprite
* @param spritePtr pointer to the sprite buffer
* @param spriteWidth the width of the character
* @param pen If zero, copy the data directly. Otherwise remap the
* sprite's colours from BORDER_COL to _borderPen and from
* LETTER_COL to pen.
*/
void FontRenderer::copyChar(byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen) {
FrameHeader frame;
frame.read(charPtr);
byte *source = charPtr + FrameHeader::size();
byte *rowPtr = spritePtr;
for (uint i = 0; i < frame.height; i++) {
byte *dest = rowPtr;
if (pen) {
// Use the specified colours
for (uint j = 0; j < frame.width; j++) {
switch (*source++) {
case 0:
// Do nothing if source pixel is zero,
// ie. transparent
break;
case LETTER_COL_PSX1: // Values for colored zone
case LETTER_COL_PSX2:
case LETTER_COL:
*dest = pen;
break;
case BORDER_COL:
default:
// Don't do a border pixel if there's
// already a bit of another character
// underneath (for overlapping!)
if (!*dest)
*dest = _borderPen;
break;
}
dest++;
}
} else {
// Pen is zero, so just copy character sprites
// directly into text sprite without remapping colours.
// Apparently overlapping is never considered here?
memcpy(dest, source, frame.width);
source += frame.width;
}
rowPtr += spriteWidth;
}
}
// Distance to keep speech text from edges of screen
#define TEXT_MARGIN 12
/**
* Creates a text bloc in the list and returns the bloc number. The list of
* blocs is read and blitted at render time. Choose alignment type
* RDSPR_DISPLAYALIGN or 0
*/
uint32 FontRenderer::buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) {
uint32 i = 0;
while (i < MAX_text_blocs && _blocList[i].text_mem)
i++;
assert(i < MAX_text_blocs);
// Create and position the sprite
_blocList[i].text_mem = makeTextSprite(ascii, width, pen, fontRes);
// 'NO_JUSTIFICATION' means print sprite with top-left at (x,y)
// without margin checking - used for debug text
if (justification != NO_JUSTIFICATION) {
FrameHeader frame_head;
frame_head.read(_blocList[i].text_mem);
switch (justification) {
case POSITION_AT_CENTRE_OF_BASE:
// This one is always used for SPEECH TEXT; possibly
// also for pointer text
x -= (frame_head.width / 2);
y -= frame_head.height;
break;
case POSITION_AT_CENTRE_OF_TOP:
x -= (frame_head.width / 2);
break;
case POSITION_AT_LEFT_OF_TOP:
// The given coords are already correct for this!
break;
case POSITION_AT_RIGHT_OF_TOP:
x -= frame_head.width;
break;
case POSITION_AT_LEFT_OF_BASE:
y -= frame_head.height;
break;
case POSITION_AT_RIGHT_OF_BASE:
x -= frame_head.width;
y -= frame_head.height;
break;
case POSITION_AT_LEFT_OF_CENTRE:
y -= (frame_head.height / 2);
break;
case POSITION_AT_RIGHT_OF_CENTRE:
x -= frame_head.width;
y -= (frame_head.height) / 2;
break;
}
// Ensure text sprite is a few pixels inside the visible screen
// remember - it's RDSPR_DISPLAYALIGN
uint16 text_left_margin = TEXT_MARGIN;
uint16 text_right_margin = 640 - TEXT_MARGIN - frame_head.width;
uint16 text_top_margin = TEXT_MARGIN;
uint16 text_bottom_margin = 400 - TEXT_MARGIN - frame_head.height;
// Move if too far left or too far right
if (x < text_left_margin)
x = text_left_margin;
else if (x > text_right_margin)
x = text_right_margin;
// Move if too high or too low
if (y < text_top_margin)
y = text_top_margin;
else if (y > text_bottom_margin)
y = text_bottom_margin;
}
// The sprite is always uncompressed
_blocList[i].type = type | RDSPR_NOCOMPRESSION;
_blocList[i].x = x;
_blocList[i].y = y;
return i + 1;
}
/**
* Called by buildDisplay()
*/
void FontRenderer::printTextBlocs() {
for (uint i = 0; i < MAX_text_blocs; i++) {
if (_blocList[i].text_mem) {
FrameHeader frame_head;
SpriteInfo spriteInfo;
frame_head.read(_blocList[i].text_mem);
spriteInfo.x = _blocList[i].x;
spriteInfo.y = _blocList[i].y;
spriteInfo.w = frame_head.width;
spriteInfo.h = frame_head.height;
spriteInfo.scale = 0;
spriteInfo.scaledWidth = 0;
spriteInfo.scaledHeight = 0;
spriteInfo.type = _blocList[i].type;
spriteInfo.blend = 0;
spriteInfo.data = _blocList[i].text_mem + FrameHeader::size();
spriteInfo.colourTable = 0;
spriteInfo.isText = true;
uint32 rv = _vm->_screen->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x in printTextBlocs", rv);
}
}
}
void FontRenderer::killTextBloc(uint32 bloc_number) {
bloc_number--;
free(_blocList[bloc_number].text_mem);
_blocList[bloc_number].text_mem = NULL;
}
// Resource 3258 contains text from location script for 152 (install, save &
// restore text, etc)
#define TEXT_RES 3258
// Local line number of "save" (actor no. 1826)
#define SAVE_LINE_NO 1
void Sword2Engine::initialiseFontResourceFlags() {
byte *textFile = _resman->openResource(TEXT_RES);
// If language is Polish or Finnish it requires alternate fonts.
// Otherwise, use regular fonts
// "tallenna" Finnish for "save"
// "zapisz" Polish for "save"
// Get the text line (& skip the 2 chars containing the wavId)
char *textLine = (char *)fetchTextLine(textFile, SAVE_LINE_NO) + 2;
if (strcmp(textLine, "tallenna") == 0)
initialiseFontResourceFlags(FINNISH_TEXT);
else if (strcmp(textLine, "zapisz") == 0)
initialiseFontResourceFlags(POLISH_TEXT);
else
initialiseFontResourceFlags(DEFAULT_TEXT);
// Get the game name for the windows application
// According to the GetNameFunction(), which was never called and has
// therefore been removed, the name of the game is:
//
// ENGLISH: "Broken Sword II"
// AMERICAN: "Circle of Blood II"
// GERMAN: "Baphomet's Fluch II"
// default: "Some game or other, part 86"
//
// But we get it from the text resource instead.
if (_logic->readVar(DEMO))
textLine = (char *)fetchTextLine(textFile, 451) + 2;
else
textLine = (char *)fetchTextLine(textFile, 54) + 2;
_system->setWindowCaption(textLine);
_resman->closeResource(TEXT_RES);
}
/**
* Called from initialiseFontResourceFlags(), and also from console.cpp
*/
void Sword2Engine::initialiseFontResourceFlags(uint8 language) {
switch (language) {
case FINNISH_TEXT:
_speechFontId = FINNISH_SPEECH_FONT_ID;
_controlsFontId = FINNISH_CONTROLS_FONT_ID;
_redFontId = FINNISH_RED_FONT_ID;
break;
case POLISH_TEXT:
_speechFontId = POLISH_SPEECH_FONT_ID;
_controlsFontId = POLISH_CONTROLS_FONT_ID;
_redFontId = POLISH_RED_FONT_ID;
break;
default:
_speechFontId = ENGLISH_SPEECH_FONT_ID;
_controlsFontId = ENGLISH_CONTROLS_FONT_ID;
_redFontId = ENGLISH_RED_FONT_ID;
break;
}
}
} // End of namespace Sword2