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0f85cc3061
besides this way all our engines start with an "s" ;) svn-id: r9301
696 lines
24 KiB
C++
696 lines
24 KiB
C++
/* Copyright (C) 1994-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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//-----------------------------------------------------------------------------
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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 colour 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 colour is zero, it copies the characters into the
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// sprite without remapping the colours.
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// ie. It can handle both the standard 2-colour font for speech
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// and any multicoloured 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 for new system
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// by JEL on 9oct96 and updated again (for font as a resource) on 5dec96.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#define MAX_LINES 30 // max character lines in output sprite
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#define BORDER_COL 200 // source colour for character border (only needed for remapping colours)
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#define LETTER_COL 193 // source colour for bulk of character ( " )
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#define BORDER_PEN 194 // output colour for character border - should be black ( " ) but note that we have to use a different pen number during sequences
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#define NO_COL 0 // sprite background - 0 for transparency!
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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 our character set is in the '@' position
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "console.h"
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#include "debug.h"
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#include "defs.h" // for SPEECH_FONT_ID & CONSOLE_FONT_ID
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#include "header.h"
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#include "maketext.h"
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#include "memory.h"
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#include "protocol.h" // for FetchFrameHeader()
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#include "resman.h"
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#include "sword2.h"
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extern uint32 sequenceTextLines; // see anims.cpp
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//-----------------------------------------------------------------------------
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typedef struct // info for each line of words in the output text sprite
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{
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uint16 width; // width of line in pixels
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uint16 length; // length of line in characters
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} _lineInfo;
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//-----------------------------------------------------------------------------
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// PROTOTYPES
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uint16 AnalyseSentence( uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineInfo *line );
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mem* BuildTextSprite( uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line, uint16 noOfLines );
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uint16 CharWidth( uint8 ch, uint32 fontRes );
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uint16 CharHeight( uint32 fontRes );
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_frameHeader* FindChar( uint8 ch, uint8 *charSet );
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void CopyChar( _frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen );
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//-----------------------------------------------------------------------------
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// global layout variables - these used to be defines, but now we're dealing with 2 character sets (10dec96 JEL)
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int8 line_spacing; // no. of pixels to separate lines of characters in the output sprite - negative for overlap
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int8 char_spacing; // no. of pixels to separate characters along each line - negative for overlap
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uint8 border_pen; // output pen colour of character borders
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//-----------------------------------------------------------------------------
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// Global font resource id variables, set up in 'SetUpFontResources()' at bottom of this file
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uint32 speech_font_id;
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uint32 controls_font_id;
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uint32 red_font_id;
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uint32 death_font_id;
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//-----------------------------------------------------------------------------
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mem* MakeTextSprite( uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes )
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{
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mem *line; // handle for the memory block which will contain the array of lineInfo structures
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mem *textSprite; // handle for the block to contain the text sprite itself
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uint16 noOfLines; // no of lines of text required to fit within a sprite of width 'maxWidth' pixels
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// Zdebug("MakeTextSprite( \"%s\", maxWidth=%u )", sentence, maxWidth );
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/////////////////////////////////////////////////////////////////////////////
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// NB. ensure sentence contains no leading/tailing/extra spaces
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// - if necessary, copy to another array first, missing the extra spaces.
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/////////////////////////////////////////////////////////////////////////////
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//----------------------------------------------
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// set the global layout variables (10dec96 JEL)
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if (fontRes == speech_font_id)
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{
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line_spacing = -6; // overlap lines by 6 pixels
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char_spacing = -3; // overlap characters by 3 pixels
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}
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else if (fontRes == CONSOLE_FONT_ID)
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{
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line_spacing = 0; // no space or overlap between lines
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char_spacing = 1; // 1 pixel spacing between each character
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}
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else
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{
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line_spacing = 0;
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char_spacing = 0;
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}
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if (sequenceTextLines) // if rendering text over a sequence
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border_pen = 1; // need a different colour number to BORDER_PEN
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else
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border_pen = BORDER_PEN;
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//----------------------------------------------
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// allocate memory for array of lineInfo structures
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line = Twalloc( MAX_LINES*sizeof(_lineInfo), MEM_locked, UID_temp ); // last param is an optional id for type of mem block
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// get details of sentence breakdown into array of _lineInfo structures
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// and get the no of lines involved
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noOfLines = AnalyseSentence( sentence, maxWidth, fontRes, (_lineInfo *)line->ad );
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// construct the sprite based on the info gathered - returns floating mem block
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textSprite = BuildTextSprite( sentence, fontRes, pen, (_lineInfo *)line->ad, noOfLines );
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// free up the lineInfo array now
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Free_mem( line );
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return( textSprite );
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}
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//-----------------------------------------------------------------------------
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uint16 AnalyseSentence( uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineInfo *line )
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{
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uint16 pos=0, wordWidth, wordLength, spaceNeeded, firstWord=TRUE, lineNo=0;
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uint8 ch;
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// joinWidth = how much extra space is needed to append a word to a line
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// NB. SPACE requires TWICE the 'char_spacing' to join a word to line
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uint16 joinWidth = CharWidth( SPACE, fontRes ) + 2*char_spacing;
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do
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{
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wordWidth = 0; // new word
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wordLength = 0;
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ch = sentence[pos++]; // get first char of word (at position 'pos')
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while( (ch != SPACE) && ch ) // while not SPACE or NULL terminator
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{
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// inc wordWidth by (character width + char_spacing) pixels
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wordWidth += CharWidth( ch, fontRes ) + char_spacing;
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wordLength++;
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ch = sentence[pos++]; // get next char
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}
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wordWidth -= char_spacing; // no char_spacing after final letter of word!
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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 ) // first word on first line, so no separating SPACE needed
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{
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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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}
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else
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{
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// see how much extra space this word will need to fit on current line
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// (with a separating space character - also overlapped)
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spaceNeeded = joinWidth + wordWidth;
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if( (line[lineNo].width + spaceNeeded) <= maxWidth ) // fits this line
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{
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line[lineNo].width += spaceNeeded;
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line[lineNo].length += 1+wordLength; // NB. space+word characters
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}
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else // put word (without separating SPACE) at start of next line
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{
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lineNo++; // for next _lineInfo structure in the array
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//debug_only( lineNo < MAX_LINES ); // exception if 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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}
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while( ch ); // while not reached the NULL terminator
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return lineNo+1; // return no of lines
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}
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//-----------------------------------------------------------------------------
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// Returns a handle to a floating memory block containing a text sprite, given
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// a pointer to a null-terminated string, pointer to required character set,
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// required text pen colour (or zero to use source colours), pointer to the
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// array of linInfo structures created by 'AnalyseSentence()', and the number
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// of lines (ie. no. of elements in the 'line' array).
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//
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//
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// PC Version of BuildTextSprite
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//
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//
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mem* BuildTextSprite( uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line, uint16 noOfLines )
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{
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uint8 *linePtr, *spritePtr;
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uint16 lineNo, pos=0, posInLine, spriteWidth=0, spriteHeight, sizeOfSprite;
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uint16 charHeight = CharHeight(fontRes);
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_frameHeader *frameHeadPtr, *charPtr;
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mem *textSprite;
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uint8 *charSet;
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// spriteWidth = width of widest line of output text
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for( lineNo=0; lineNo < noOfLines; lineNo++)
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if( line[lineNo].width > spriteWidth )
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spriteWidth = line[lineNo].width;
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// spriteHeight = tot height of char lines + tot height of separating lines
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spriteHeight = (charHeight*noOfLines + line_spacing*(noOfLines-1));
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// total size (no of pixels)
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sizeOfSprite = spriteWidth * spriteHeight;
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// allocate memory for sprite, and lock it ready for use
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// NB. 'textSprite' is the given pointer to the handle to be used
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textSprite = Twalloc( sizeof(_frameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite );
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// the handle (*textSprite) now points to UNMOVABLE memory block
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// set up the frame header
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frameHeadPtr = (_frameHeader *)textSprite->ad; // point to the start of our memory block
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frameHeadPtr->compSize = 0;
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frameHeadPtr->width = spriteWidth;
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frameHeadPtr->height = spriteHeight;
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// Zdebug("spriteWidth=%u",spriteWidth);
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// Zdebug("spriteHeight=%u",spriteHeight);
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// ok, now point to the start (of the first line) of the sprite data itelf
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linePtr = textSprite->ad + sizeof(_frameHeader);
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// start with transparent sprite (no colour)
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memset( linePtr, NO_COL, sizeOfSprite );
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charSet = res_man.Res_open(fontRes); // open font file
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// fill sprite with characters, one line at a time
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for( lineNo=0; lineNo < noOfLines; lineNo++ )
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{
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// position the start of the line so that it is centred across the sprite
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spritePtr = linePtr + (spriteWidth - line[lineNo].width) / 2;
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// copy the sprite for each character in this line to the text sprite
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// and inc the sprite ptr by the character's width minus the 'overlap'
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for( posInLine=0; posInLine < line[lineNo].length; posInLine++ )
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{
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charPtr = FindChar( sentence[pos++], charSet );
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#ifdef _SWORD2_DEBUG
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if ((charPtr->height) != charHeight)
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Con_fatal_error("FONT ERROR: '%c' is not same height as the space (%s line %u)",sentence[pos-1],__FILE__,__LINE__);
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#endif
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CopyChar( charPtr, spritePtr, spriteWidth, pen );
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spritePtr += charPtr->width + char_spacing;
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}
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pos++; // skip space at end of last word in this line
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// move to start of next character line in text sprite
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linePtr += (charHeight + line_spacing) * spriteWidth;
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}
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res_man.Res_close(fontRes); // close font file
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// unlock the sprite memory block, so it's movable
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Float_mem( textSprite );
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return( textSprite );
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}
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//-----------------------------------------------------------------------------
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// Returns the width 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 CharWidth( uint8 ch, uint32 fontRes )
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{
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_frameHeader *charFrame;
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uint8 *charSet;
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uint16 width;
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charSet = res_man.Res_open(fontRes); // open font file
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charFrame = FindChar( ch, charSet ); // move to approp. sprite (header)
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width = charFrame->width;
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res_man.Res_close(fontRes); // close font file
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return (width); // return its width
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}
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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 CharHeight( uint32 fontRes ) // assume all chars the same height!
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{
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_frameHeader *charFrame;
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uint8 *charSet;
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uint16 height;
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charSet = res_man.Res_open(fontRes); // open font file
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charFrame = FindChar( FIRST_CHAR, charSet ); // FIRST_CHAR as good as any
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height = charFrame->height;
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res_man.Res_close(fontRes); // close font file
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return (height); // return its height
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}
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//-----------------------------------------------------------------------------
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// Returns a pointer to the header of a character sprite, given the character's
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// ASCII code and a pointer to the start of the character set.
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_frameHeader* FindChar( uint8 ch, uint8 *charSet )
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{
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// charSet details:
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// ---------------
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// starts with the standard file header ie. sizeof(_header) bytes
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// then an int32 giving the no of sprites ie. 4 bytes
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// then the offset table (an int32 offset for each sprite)
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// - each offset counting from the start of the file
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if( (ch<FIRST_CHAR) ) // if 'ch' out of range
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// if( (ch<FIRST_CHAR) || (ch>LAST_CHAR) ) // if 'ch' out of range
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ch = DUD; // then print the 'dud' character (chequered flag)
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// address of char = address of charSet + offset to char
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//return (charSet + *(int32 *)(charSet + sizeof(_header) + 4 + 4*(ch - FIRST_CHAR)));
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return (FetchFrameHeader( charSet, ch-FIRST_CHAR ));
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}
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//-----------------------------------------------------------------------------
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// Copies a character sprite from 'charPtr' to the sprite buffer at 'spritePtr'
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// of width 'spriteWidth'. If pen is zero, it copies the data across directly,
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// otherwise it maps pixels of BORDER_COL to 'border_pen', and LETTER_COL to 'pen'.
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void CopyChar( _frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen )
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{
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uint8 *rowPtr, *source, *dest;
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uint16 rows, cols;
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source = (uint8 *)charPtr + sizeof(_frameHeader); // now pts to sprite data for char 'ch'
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rowPtr = spritePtr; // pts to start of first row of char within text sprite
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for( rows=0; rows < charPtr->height; rows++ )
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{
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dest = rowPtr; // start at beginning of row
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if (pen) // if required output pen is non-zero
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{
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for( cols=0; cols < charPtr->width; cols++ )
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{
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switch( *source++ ) // inc source ptr along sprite data
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{
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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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if (!(*dest)) // don't do a border pixel if there already a bit of another character underneath (for overlapping!)
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*dest = border_pen;
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break;
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// do nothing if source pixel is zero - ie. transparent
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}
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dest++; // inc dest ptr to next pixel along row
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}
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}
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else // pen is zero, so just copy character sprites directly into text sprite without remapping colours
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{
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memcpy( dest, source, charPtr->width );
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source += charPtr->width;
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}
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rowPtr += spriteWidth; // next row down (add width of text sprite)
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#ifdef _SWORD2_DEBUG
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#define MAX_text_blocs MAX_DEBUG_TEXT_BLOCKS+1 // allow enough for all the debug text blocks (see debug.cpp)
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#else
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#define MAX_text_blocs 2 // only need one for speech, and possibly one for "PAUSED"
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#endif // _SWORD2_DEBUG
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typedef struct
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{
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int16 x;
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int16 y;
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uint16 type; // RDSPR_ status bits - see defintion of _spriteInfo structure for correct size!
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mem *text_mem;
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} text_bloc;
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text_bloc text_sprite_list[MAX_text_blocs];
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//-----------------------------------------------------------------------------
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void Init_text_bloc_system(void) //Tony16Oct96
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{
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uint32 j;
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for (j=0;j<MAX_text_blocs;j++)
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text_sprite_list[j].text_mem=0;
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}
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//-----------------------------------------------------------------------------
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#define TEXT_MARGIN 12 // distance to keep speech text from edges of screen
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uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) //Tony31Oct96
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{
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//creates a text bloc in the list and returns the bloc number
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//the list of blocs are read and blitted at render time
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//choose alignment type RDSPR_DISPLAYALIGN or 0
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uint32 j=0;
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_frameHeader *frame_head;
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int16 text_left_margin;
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int16 text_right_margin;
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int16 text_top_margin;
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int16 text_bottom_margin;
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//find a free slot
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while((j<MAX_text_blocs)&&(text_sprite_list[j].text_mem))
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j++;
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#ifdef _SWORD2_DEBUG
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if (j==MAX_text_blocs) //we've run out
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Con_fatal_error("Build_new_block ran out of blocks! (%s line %u)",__FILE__,__LINE__); //might as well stop the system
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#endif
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text_sprite_list[j].text_mem = MakeTextSprite( ascii, width, pen, fontRes ); // make the sprite!
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// speech to be centred above point (x,y), but kept on-screen
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// where (x,y) is a point somewhere just above the talker's head
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// debug text just to be printed normally from point (x,y)
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//-----------------------------------------------------------
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// JUSTIFICATION & POSITIONING (James updated 20jun97)
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if (justification != NO_JUSTIFICATION) // 'NO_JUSTIFICATION' means print sprite with top-left at (x,y) without margin checking - used for debug text
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{
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frame_head = (_frameHeader*) text_sprite_list[j].text_mem->ad;
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switch (justification)
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{
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// this one is always used for SPEECH TEXT; possibly also for pointer text
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case POSITION_AT_CENTRE_OF_BASE:
|
|
x -= (frame_head->width)/2; // subtract half the sprite-width from the given x-coord
|
|
y -= frame_head->height; // and the sprite-height from the given y-coord
|
|
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
|
|
text_left_margin = TEXT_MARGIN;
|
|
text_right_margin = 640 - TEXT_MARGIN - frame_head->width;
|
|
text_top_margin = 0 + TEXT_MARGIN; // remember - it's RDSPR_DISPLAYALIGN
|
|
text_bottom_margin = 400 - TEXT_MARGIN - frame_head->height;
|
|
|
|
if (x < text_left_margin) // move if too far left or too far right
|
|
x = text_left_margin;
|
|
else if (x > text_right_margin)
|
|
x = text_right_margin;
|
|
|
|
if (y < text_top_margin) // move if too high or too low
|
|
y = text_top_margin;
|
|
else if (y > text_bottom_margin)
|
|
y = text_bottom_margin;
|
|
}
|
|
//-----------------------------------------------------------
|
|
|
|
text_sprite_list[j].x = x;
|
|
text_sprite_list[j].y = y;
|
|
text_sprite_list[j].type = type+RDSPR_NOCOMPRESSION; // always uncompressed
|
|
|
|
|
|
return(j+1);
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
//
|
|
// PC Version of Print_text_blocs
|
|
//
|
|
//
|
|
|
|
void Print_text_blocs(void) //Tony16Oct96
|
|
{
|
|
//called by build_display
|
|
|
|
_frameHeader *frame;
|
|
_spriteInfo spriteInfo;
|
|
uint32 j;
|
|
uint32 rv;
|
|
|
|
for (j=0;j<MAX_text_blocs;j++)
|
|
{
|
|
if (text_sprite_list[j].text_mem)
|
|
{
|
|
frame = (_frameHeader*) text_sprite_list[j].text_mem->ad;
|
|
|
|
spriteInfo.x = text_sprite_list[j].x;
|
|
spriteInfo.y = text_sprite_list[j].y;
|
|
spriteInfo.w = frame->width;
|
|
spriteInfo.h = frame->height;
|
|
spriteInfo.scale = 0;
|
|
spriteInfo.scaledWidth = 0;
|
|
spriteInfo.scaledHeight = 0;
|
|
spriteInfo.type = text_sprite_list[j].type;
|
|
spriteInfo.blend = 0;
|
|
spriteInfo.data = text_sprite_list[j].text_mem->ad+sizeof(_frameHeader);
|
|
spriteInfo.colourTable = 0;
|
|
|
|
rv = DrawSprite( &spriteInfo );
|
|
if (rv)
|
|
ExitWithReport("Driver Error %.8x in Print_text_blocs [%s line %u]", rv, __FILE__, __LINE__);
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void Kill_text_bloc(uint32 bloc_number) //Tony18Oct96
|
|
{
|
|
bloc_number--; //back to real
|
|
|
|
if (text_sprite_list[bloc_number].text_mem)
|
|
{
|
|
Free_mem(text_sprite_list[bloc_number].text_mem); //release the floating memory
|
|
text_sprite_list[bloc_number].text_mem=0; //this is how we know the bloc is free
|
|
}
|
|
else
|
|
Con_fatal_error("closing closed text bloc number %d", bloc_number); //illegal kill - stop the system
|
|
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
// called from InitialiseGame() in sword2.cpp
|
|
void InitialiseFontResourceFlags(void) // (James31july97)
|
|
{
|
|
uint8 *textFile, *textLine;
|
|
uint8 language;
|
|
|
|
#define TEXT_RES 3258 // resource 3258 contains text from location script for 152 (install, save & restore text, etc)
|
|
#define SAVE_LINE_NO 1 // local line number of "save" (actor no. 1826)
|
|
|
|
//---------------------------------------------------------------------------------
|
|
textFile = res_man.Res_open(TEXT_RES); // open the text resource
|
|
//---------------------------------------------------------------------------------
|
|
// check if language is Polish or Finnish, and therefore requires alternate fonts
|
|
|
|
textLine = FetchTextLine(textFile, SAVE_LINE_NO )+2; // get the text line (& skip the 2 chars containing the wavId)
|
|
|
|
if (strcmp((char*)textLine,"tallenna")==0) // if this line contains the Finnish for "save"
|
|
language = FINNISH_TEXT; // - then this version must be Finnish
|
|
else if (strcmp((char*)textLine,"zapisz")==0) // if this line contains the Polish for "save"
|
|
language = POLISH_TEXT; // - then this version must be Polish
|
|
else // neither Finnish nor Polish
|
|
language = DEFAULT_TEXT; // - use regular fonts
|
|
|
|
InitialiseFontResourceFlags(language); // Set the game to use the appropriate fonts
|
|
|
|
//---------------------------------------------------------------------------------
|
|
// Get the game name for the windows application
|
|
|
|
if (g_sword2->_gameId == GID_SWORD2_DEMO)
|
|
textLine = FetchTextLine(textFile, 451 )+2; // get the text line (& skip the 2 chars containing the wavId)
|
|
else
|
|
textLine = FetchTextLine(textFile, 54 )+2; // get the text line (& skip the 2 chars containing the wavId)
|
|
|
|
SetWindowName((char*)textLine); // driver function
|
|
//---------------------------------------------------------------------------------
|
|
res_man.Res_close(TEXT_RES); // now ok to close the text file
|
|
//---------------------------------------------------------------------------------
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
// called from the above function, and also from console.cpp
|
|
void InitialiseFontResourceFlags(uint8 language) // (James31july97)
|
|
{
|
|
switch (language)
|
|
{
|
|
case FINNISH_TEXT: // special Finnish fonts
|
|
{
|
|
speech_font_id = FINNISH_SPEECH_FONT_ID;
|
|
controls_font_id = FINNISH_CONTROLS_FONT_ID;
|
|
red_font_id = FINNISH_RED_FONT_ID;
|
|
break;
|
|
}
|
|
|
|
case POLISH_TEXT: // special Polish fonts
|
|
{
|
|
speech_font_id = POLISH_SPEECH_FONT_ID;
|
|
controls_font_id = POLISH_CONTROLS_FONT_ID;
|
|
red_font_id = POLISH_RED_FONT_ID;
|
|
break;
|
|
}
|
|
|
|
default:// DEFAULT_TEXT // regular fonts
|
|
{
|
|
speech_font_id = ENGLISH_SPEECH_FONT_ID;
|
|
controls_font_id = ENGLISH_CONTROLS_FONT_ID;
|
|
red_font_id = ENGLISH_RED_FONT_ID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|