aboutsummaryrefslogtreecommitdiff
path: root/engines/glk/frotz
diff options
context:
space:
mode:
authorTorbjörn Andersson2018-12-16 12:09:52 +0100
committerPaul Gilbert2018-12-17 21:04:28 -0800
commit77f2330755d3fc82a4e713765eee2b9966f8e22a (patch)
treec2040d37e01cfec2ca598ba24578de883b0eef27 /engines/glk/frotz
parenta163fee23bef7fbb78e4ca018333a44c6869ea76 (diff)
downloadscummvm-rg350-77f2330755d3fc82a4e713765eee2b9966f8e22a.tar.gz
scummvm-rg350-77f2330755d3fc82a4e713765eee2b9966f8e22a.tar.bz2
scummvm-rg350-77f2330755d3fc82a4e713765eee2b9966f8e22a.zip
GLK: FROTZ: Use the Noto runic font for runes
We already bundle other Noto fonts in the font.dat file, so using further Noto fonts makes sense to me. Also, map upper-case letters to lower-case runes since there are versions of Beyond Zork that uses that. (The version I played many years ago did, and it looked very strange. The version I tested with now did not, probably for that very reason. So that part is untested for now.)
Diffstat (limited to 'engines/glk/frotz')
-rw-r--r--engines/glk/frotz/processor_screen.cpp30
1 files changed, 18 insertions, 12 deletions
diff --git a/engines/glk/frotz/processor_screen.cpp b/engines/glk/frotz/processor_screen.cpp
index 76c10c05e4..97745a0e91 100644
--- a/engines/glk/frotz/processor_screen.cpp
+++ b/engines/glk/frotz/processor_screen.cpp
@@ -46,13 +46,6 @@ void Processor::screen_mssg_off() {
static const uint32 zchar_runes[] = {
// This mapping is based on the Amiga font in the Z-Machine
// specification, with some liberties taken.
- //
- // There are only runic characters for a-z. As I recall it, there was
- // at least one scene in Beyond Zork where it would use the runic font
- // to display text which contained upper case letters (if your
- // intelligence was too low to understand it), which came out as a
- // mixture of runes and map-drawing characters. Maybe that can be
- // fixed later?
0x16AA, // RUNIC LETTER AC A
0x16D2, // RUNIC LETTER BERKANAN BEORC BJARKAN B
@@ -83,7 +76,23 @@ static const uint32 zchar_runes[] = {
};
uint32 Processor::zchar_to_unicode_rune(zchar c) {
- return (c >= 'a' && c <= 'z') ? zchar_runes[c - 'a'] : 0;
+ // There are only runic characters for a-z. Some versions of Beyond
+ // Zork will render the conversation between Prince Foo and the black
+ // rider in runic script, even though it contained upper case letters.
+ // This produced an ugly mix of runes and map-drawing characters, etc.
+ // which is probably why it was removed in later versions.
+ //
+ // Apart from the runes, I believe the up/down arrows are the only
+ // special characters to be printed in the lower window. Maybe they,
+ // too, should be mapped to Unicode characters, but since they are
+ // mapped to \ and ] respectively that probably menas we can convert
+ // upper case to lower case and use the appropriate rune for that.
+ if (c >= 'a' && c <= 'z')
+ return zchar_runes[c - 'a'];
+ else if (c >= 'A' && c <= 'Z')
+ return zchar_runes[c - 'A'];
+ else
+ return 0;
}
void Processor::screen_char(zchar c) {
@@ -149,10 +158,7 @@ void Processor::screen_char(zchar c) {
if (curr_font == GRAPHICS_FONT) {
uint32 runic_char = zchar_to_unicode_rune(c);
if (runic_char != 0) {
- // FIXME: This will only work if we have a font which
- // supports the Unicode Runic block. We currently don't.
- // Perhaps Junicode is a good candidate for this?
- glk_set_style(style_Normal);
+ glk_set_style(style_User3);
glk_put_char_uni(runic_char);
glk_set_style(style_User1);
} else