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704 lines
20 KiB
C++
704 lines
20 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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// MAKETEXT - Constructs a single-frame text sprite: returns a handle to a
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// FLOATING memory block containing the sprite, given a
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// null-terminated string, max width allowed, pen color and
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// pointer to required character set.
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//
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// NB 1) The routine does not create a standard file header or
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// an anim header for the text sprite - the data simply begins
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// with the frame header.
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//
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// NB 2) If pen color is zero, it copies the characters into
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// the sprite without remapping the colors.
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// ie. It can handle both the standard 2-color font for speech
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// and any multicolored fonts for control panels, etc.
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//
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// Based on textsprt.c as used for Broken Sword 1, but updated
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// for new system by JEL on 9oct96 and updated again (for font
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// as a resource) on 5dec96.
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#include "common/system.h"
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#include "common/textconsole.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/screen.h"
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namespace Sword2 {
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#define MAX_LINES 30 // max character lines in output sprite
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#define BORDER_COL 200 // source color for character border (only
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// needed for remapping colors)
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#define LETTER_COL 193 // source color for bulk of character ( " )
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#define LETTER_COL_PSX1 33
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#define LETTER_COL_PSX2 34
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#define SPACE ' '
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#define FIRST_CHAR SPACE // first character in character set
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#define LAST_CHAR 255 // last character in character set
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#define DUD 64 // the first "chequered flag" (dud) symbol in
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// our character set is in the '@' position
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/**
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* This function creates a new text sprite. The sprite data contains a
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* FrameHeader, but not a standard file header.
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*
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* @param sentence pointer to a null-terminated string
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* @param maxWidth the maximum allowed text sprite width in pixels
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* @param pen the text color, or zero to use the source colors
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* @param fontRes the font resource id
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* @param border the border color; black by default
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* @return a handle to a floating memory block containing the text sprite
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* @note The sentence must contain no leading, trailing or extra spaces.
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* Out-of-range characters in the string are replaced by a special
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* error-signal character (chequered flag)
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*/
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byte *FontRenderer::makeTextSprite(byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) {
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debug(5, "makeTextSprite(\"%s\", maxWidth=%u)", sentence, maxWidth);
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_borderPen = border;
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// Line- and character spacing are hard-wired, rather than being part
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// of the resource.
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if (fontRes == _vm->_speechFontId) {
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if (Sword2Engine::isPsx())
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_lineSpacing = -4; // Text would be unreadable with psx font if linespacing is higher
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else
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_lineSpacing = -6;
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_charSpacing = -3;
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} else if (fontRes == CONSOLE_FONT_ID) {
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_lineSpacing = 0;
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_charSpacing = 1;
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} else {
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_lineSpacing = 0;
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_charSpacing = 0;
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}
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// Allocate memory for array of lineInfo structures
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byte *line = (byte *)malloc(MAX_LINES * sizeof(LineInfo));
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// Get details of sentence breakdown into array of LineInfo structures
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// and get the number of lines involved
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uint16 noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *)line);
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// Construct the sprite based on the info gathered - returns floating
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// mem block
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byte *textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *)line, noOfLines);
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free(line);
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return textSprite;
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}
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uint16 FontRenderer::analyseSentence(byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line) {
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// joinWidth = how much extra space is needed to append a word to a
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// line. NB. SPACE requires TWICE the '_charSpacing' to join a word
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// to line
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uint16 joinWidth = charWidth(SPACE, fontRes) + 2 * _charSpacing;
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uint16 lineNo = 0;
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uint16 pos = 0;
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bool firstWord = true;
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byte ch;
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do {
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uint16 wordWidth = 0;
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uint16 wordLength = 0;
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// Calculate the width of the word.
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ch = sentence[pos++];
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while (ch && ch != SPACE) {
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wordWidth += charWidth(ch, fontRes) + _charSpacing;
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wordLength++;
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ch = sentence[pos++];
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}
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// Don't include any character spacing at the end of the word.
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wordWidth -= _charSpacing;
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// 'ch' is now the SPACE or NULL following the word
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// 'pos' indexes to the position following 'ch'
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if (firstWord) {
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// This is the first word on the line, so no separating
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// space is needed.
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line[0].width = wordWidth;
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line[0].length = wordLength;
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firstWord = false;
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} else {
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// See how much extra space this word will need to
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// fit on current line (with a separating space
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// character - also overlapped)
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uint16 spaceNeeded = joinWidth + wordWidth;
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if (line[lineNo].width + spaceNeeded <= maxWidth) {
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// The word fits on this line.
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line[lineNo].width += spaceNeeded;
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line[lineNo].length += (1 + wordLength);
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} else {
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// The word spills over to the next line, i.e.
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// no separating space.
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lineNo++;
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assert(lineNo < MAX_LINES);
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line[lineNo].width = wordWidth;
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line[lineNo].length = wordLength;
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}
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}
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} while (ch);
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return lineNo + 1;
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}
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/**
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* This function creates a new text sprite in a movable memory block. It must
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* be locked before use, i.e. lock, draw sprite, unlock/free. The sprite data
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* contains a FrameHeader, but not a standard file header.
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*
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* @param sentence pointer to a null-terminated string
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* @param fontRes the font resource id
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* @param pen the text color, or zero to use the source colors
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* @param line array of LineInfo structures, created by analyseSentence()
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* @param noOfLines the number of lines, i.e. the number of elements in 'line'
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* @return a handle to a floating memory block containing the text sprite
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* @note The sentence must contain no leading, trailing or extra spaces.
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* Out-of-range characters in the string are replaced by a special
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* error-signal character (chequered flag)
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*/
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byte *FontRenderer::buildTextSprite(byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) {
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uint16 i;
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// Find the width of the widest line in the output text
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uint16 spriteWidth = 0;
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for (i = 0; i < noOfLines; i++)
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if (line[i].width > spriteWidth)
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spriteWidth = line[i].width;
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// Check that text sprite has even horizontal resolution in PSX version
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// (needed to work around a problem in some sprites, which reports an odd
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// number as horiz resolution, but then have the next even number as true width)
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if (Sword2Engine::isPsx())
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spriteWidth = (spriteWidth % 2) ? spriteWidth + 1 : spriteWidth;
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// Find the total height of the text sprite: the total height of the
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// text lines, plus the total height of the spacing between them.
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uint16 char_height = charHeight(fontRes);
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uint16 spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1);
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// Allocate memory for the text sprite
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uint32 sizeOfSprite = spriteWidth * spriteHeight;
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byte *textSprite = (byte *)malloc(FrameHeader::size() + sizeOfSprite);
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// At this stage, textSprite points to an unmovable memory block. Set
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// up the frame header.
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FrameHeader frame_head;
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frame_head.compSize = 0;
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frame_head.width = spriteWidth;
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frame_head.height = spriteHeight;
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// Normally for PSX frame header we double the height
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// of the sprite artificially to regain correct aspect
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// ratio, but this is an "artificially generated" text
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// sprite, which gets created with correct aspect, so
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// fix the height.
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if (Sword2Engine::isPsx())
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frame_head.height /= 2;
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frame_head.write(textSprite);
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debug(4, "Text sprite size: %ux%u", spriteWidth, spriteHeight);
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// Clear the entire sprite to make it transparent.
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byte *linePtr = textSprite + FrameHeader::size();
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memset(linePtr, 0, sizeOfSprite);
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byte *charSet = _vm->_resman->openResource(fontRes);
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// Build the sprite, one line at a time
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uint16 pos = 0;
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for (i = 0; i < noOfLines; i++) {
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// Center each line
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byte *spritePtr = linePtr + (spriteWidth - line[i].width) / 2;
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// copy the sprite for each character in this line to the
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// text sprite and inc the sprite ptr by the character's
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// width minus the 'overlap'
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for (uint j = 0; j < line[i].length; j++) {
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byte *charPtr = findChar(sentence[pos++], charSet);
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frame_head.read(charPtr);
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assert(frame_head.height == char_height);
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copyChar(charPtr, spritePtr, spriteWidth, pen);
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// We must remember to free memory for generated character in psx,
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// as it is extracted differently than pc version (copyed from a
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// char atlas).
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if (Sword2Engine::isPsx())
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free(charPtr);
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spritePtr += frame_head.width + _charSpacing;
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}
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// Skip space at end of last word in this line
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pos++;
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if (Sword2Engine::isPsx())
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linePtr += (char_height / 2 + _lineSpacing) * spriteWidth;
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else
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linePtr += (char_height + _lineSpacing) * spriteWidth;
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}
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_vm->_resman->closeResource(fontRes);
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return textSprite;
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}
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/**
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* @param ch the ASCII code of the character
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* @param fontRes the font resource id
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* @return the width of the character
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*/
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uint16 FontRenderer::charWidth(byte ch, uint32 fontRes) {
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byte *charSet = _vm->_resman->openResource(fontRes);
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byte *charBuf;
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FrameHeader frame_head;
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charBuf = findChar(ch, charSet);
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frame_head.read(charBuf);
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if (Sword2Engine::isPsx())
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free(charBuf);
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_vm->_resman->closeResource(fontRes);
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return frame_head.width;
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}
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/**
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* @param fontRes the font resource id
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* @return the height of a character sprite
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* @note All characters in a font are assumed to have the same height, so
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* there is no need to specify which one to look at.
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*/
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// Returns the height of a character sprite, given the character's ASCII code
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// and a pointer to the start of the character set.
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uint16 FontRenderer::charHeight(uint32 fontRes) {
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byte *charSet = _vm->_resman->openResource(fontRes);
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byte *charbuf;
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FrameHeader frame_head;
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charbuf = findChar(FIRST_CHAR, charSet);
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frame_head.read(charbuf);
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if (Sword2Engine::isPsx())
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free(charbuf);
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_vm->_resman->closeResource(fontRes);
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return frame_head.height;
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}
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/**
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* @param ch the ASCII code of the character to find
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* @param charSet pointer to the start of the character set
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* @return pointer to the requested character or, if it's out of range, the
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* 'dud' character (chequered flag)
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*/
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byte *FontRenderer::findChar(byte ch, byte *charSet) {
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// PSX version doesn't use an animation table to keep all letters,
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// instead a big sprite (char atlas) is used, and the single char
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// must be extracted from that.
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if (Sword2Engine::isPsx()) {
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byte *buffer;
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PSXFontEntry header;
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FrameHeader bogusHeader;
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charSet += ResHeader::size() + 2;
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if (ch < FIRST_CHAR)
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ch = DUD;
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// Read font entry of the corresponding char.
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header.read(charSet + PSXFontEntry::size() * (ch - 32));
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// We have no such character, generate an empty one
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// on the fly, size 6x12.
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if (header.charWidth == 0) {
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// Prepare a "bogus" FrameHeader to be returned with
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// "empty" character data.
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bogusHeader.compSize = 0;
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bogusHeader.width = 6;
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bogusHeader.height = 12;
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buffer = (byte *)malloc(24 * 3 + FrameHeader::size());
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memset(buffer, 0, 24 * 3 + FrameHeader::size());
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bogusHeader.write(buffer);
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return buffer;
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}
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buffer = (byte *)malloc(FrameHeader::size() + header.charWidth * header.charHeight * 4);
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byte *tempchar = (byte *)malloc(header.charWidth * header.charHeight);
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// Prepare the "bogus" header to be returned with character
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bogusHeader.compSize = 0;
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bogusHeader.width = header.charWidth * 2;
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bogusHeader.height = header.charHeight;
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// Go to the beginning of char atlas
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charSet += 2062;
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memset(buffer, 0, FrameHeader::size() + header.charWidth * header.charHeight * 4);
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bogusHeader.write(buffer);
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// Copy and stretch the char into destination buffer
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for (int idx = 0; idx < header.charHeight; idx++) {
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memcpy(tempchar + header.charWidth * idx, charSet + header.offset + 128 * (header.skipLines + idx), header.charWidth);
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}
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for (int line = 0; line < header.charHeight; line++) {
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for (int col = 0; col < header.charWidth; col++) {
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*(buffer + FrameHeader::size() + line * bogusHeader.width + col * 2) = *(tempchar + line * header.charWidth + col);
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*(buffer + FrameHeader::size() + line * bogusHeader.width + col * 2 + 1) = *(tempchar + line * header.charWidth + col);
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}
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}
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free(tempchar);
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return buffer;
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} else {
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if (ch < FIRST_CHAR)
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ch = DUD;
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return _vm->fetchFrameHeader(charSet, ch - FIRST_CHAR);
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}
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}
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/**
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* Copies a character sprite to the sprite buffer.
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* @param charPtr pointer to the character sprite
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* @param spritePtr pointer to the sprite buffer
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* @param spriteWidth the width of the character
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* @param pen If zero, copy the data directly. Otherwise remap the
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* sprite's colors from BORDER_COL to _borderPen and from
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* LETTER_COL to pen.
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*/
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void FontRenderer::copyChar(byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen) {
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FrameHeader frame;
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frame.read(charPtr);
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byte *source = charPtr + FrameHeader::size();
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byte *rowPtr = spritePtr;
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for (uint i = 0; i < frame.height; i++) {
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byte *dest = rowPtr;
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if (pen) {
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// Use the specified colors
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for (uint j = 0; j < frame.width; j++) {
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switch (*source++) {
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case 0:
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// Do nothing if source pixel is zero,
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// ie. transparent
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break;
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case LETTER_COL_PSX1: // Values for colored zone
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case LETTER_COL_PSX2:
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case LETTER_COL:
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*dest = pen;
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break;
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case BORDER_COL:
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default:
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// Don't do a border pixel if there's
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// already a bit of another character
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// underneath (for overlapping!)
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if (!*dest)
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*dest = _borderPen;
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break;
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}
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dest++;
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}
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} else {
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// Pen is zero, so just copy character sprites
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// directly into text sprite without remapping colors.
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// Apparently overlapping is never considered here?
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memcpy(dest, source, frame.width);
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source += frame.width;
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}
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rowPtr += spriteWidth;
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}
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}
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// Distance to keep speech text from edges of screen
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#define TEXT_MARGIN 12
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/**
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* Creates a text bloc in the list and returns the bloc number. The list of
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* blocs is read and blitted at render time. Choose alignment type
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* RDSPR_DISPLAYALIGN or 0
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*/
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uint32 FontRenderer::buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) {
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uint32 i = 0;
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while (i < MAX_text_blocs && _blocList[i].text_mem)
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i++;
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assert(i < MAX_text_blocs);
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// Create and position the sprite
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_blocList[i].text_mem = makeTextSprite(ascii, width, pen, fontRes);
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// 'NO_JUSTIFICATION' means print sprite with top-left at (x,y)
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// without margin checking - used for debug text
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if (justification != NO_JUSTIFICATION) {
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FrameHeader frame_head;
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frame_head.read(_blocList[i].text_mem);
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switch (justification) {
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case POSITION_AT_CENTER_OF_BASE:
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// This one is always used for SPEECH TEXT; possibly
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// also for pointer text
|
|
x -= (frame_head.width / 2);
|
|
y -= frame_head.height;
|
|
break;
|
|
case POSITION_AT_CENTER_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_CENTER:
|
|
y -= (frame_head.height / 2);
|
|
break;
|
|
case POSITION_AT_RIGHT_OF_CENTER:
|
|
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.colorTable = 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 GetGameName(), 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
|