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authorJonathan Gray2003-07-28 01:44:38 +0000
committerJonathan Gray2003-07-28 01:44:38 +0000
commitf020d28b5e9297f93d5bedae62885b380c23f517 (patch)
treed6e7dfbfe61bfab365f101cb5b87224cb4ebde71 /sword2/maketext.cpp
parentd592095fb942e961773e8177056d973eb1cff092 (diff)
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bs2
svn-id: r9211
Diffstat (limited to 'sword2/maketext.cpp')
-rw-r--r--sword2/maketext.cpp694
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diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp
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+/* Copyright (C) 1994-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ */
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+// 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.
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+#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 BORDER_PEN 194 // output colour for character border - should be black ( " ) but note that we have to use a different pen number during sequences
+
+#define NO_COL 0 // sprite background - 0 for transparency!
+#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
+//-----------------------------------------------------------------------------
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "driver/driver96.h"
+#include "console.h"
+#include "debug.h"
+#include "defs.h" // for SPEECH_FONT_ID & CONSOLE_FONT_ID
+#include "header.h"
+#include "maketext.h"
+#include "memory.h"
+#include "protocol.h" // for FetchFrameHeader()
+#include "resman.h"
+
+extern uint32 sequenceTextLines; // see anims.cpp
+
+//-----------------------------------------------------------------------------
+typedef struct // info for each line of words in the output text sprite
+{
+ uint16 width; // width of line in pixels
+ uint16 length; // length of line in characters
+} _lineInfo;
+//-----------------------------------------------------------------------------
+// PROTOTYPES
+uint16 AnalyseSentence( uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineInfo *line );
+mem* BuildTextSprite( uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line, uint16 noOfLines );
+uint16 CharWidth( uint8 ch, uint32 fontRes );
+uint16 CharHeight( uint32 fontRes );
+_frameHeader* FindChar( uint8 ch, uint8 *charSet );
+void CopyChar( _frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen );
+//-----------------------------------------------------------------------------
+// global layout variables - these used to be defines, but now we're dealing with 2 character sets (10dec96 JEL)
+
+int8 line_spacing; // no. of pixels to separate lines of characters in the output sprite - negative for overlap
+int8 char_spacing; // no. of pixels to separate characters along each line - negative for overlap
+uint8 border_pen; // output pen colour of character borders
+
+//-----------------------------------------------------------------------------
+// Global font resource id variables, set up in 'SetUpFontResources()' at bottom of this file
+
+uint32 speech_font_id;
+uint32 controls_font_id;
+uint32 red_font_id;
+uint32 death_font_id;
+
+//-----------------------------------------------------------------------------
+mem* MakeTextSprite( uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes )
+{
+ mem *line; // handle for the memory block which will contain the array of lineInfo structures
+ mem *textSprite; // handle for the block to contain the text sprite itself
+ uint16 noOfLines; // no of lines of text required to fit within a sprite of width 'maxWidth' pixels
+
+// Zdebug("MakeTextSprite( \"%s\", maxWidth=%u )", sentence, maxWidth );
+
+ /////////////////////////////////////////////////////////////////////////////
+ // NB. ensure sentence contains no leading/tailing/extra spaces
+ // - if necessary, copy to another array first, missing the extra spaces.
+ /////////////////////////////////////////////////////////////////////////////
+
+ //----------------------------------------------
+ // set the global layout variables (10dec96 JEL)
+
+ if (fontRes == speech_font_id)
+ {
+ line_spacing = -6; // overlap lines by 6 pixels
+ char_spacing = -3; // overlap characters by 3 pixels
+ }
+ else if (fontRes == CONSOLE_FONT_ID)
+ {
+ line_spacing = 0; // no space or overlap between lines
+ char_spacing = 1; // 1 pixel spacing between each character
+ }
+ else
+ {
+ line_spacing = 0;
+ char_spacing = 0;
+ }
+
+ if (sequenceTextLines) // if rendering text over a sequence
+ border_pen = 1; // need a different colour number to BORDER_PEN
+ else
+ border_pen = BORDER_PEN;
+
+ //----------------------------------------------
+
+ // allocate memory for array of lineInfo structures
+ line = Twalloc( MAX_LINES*sizeof(_lineInfo), MEM_locked, UID_temp ); // last param is an optional id for type of mem block
+
+ // get details of sentence breakdown into array of _lineInfo structures
+ // and get the no of lines involved
+ noOfLines = AnalyseSentence( sentence, maxWidth, fontRes, (_lineInfo *)line->ad );
+
+ // construct the sprite based on the info gathered - returns floating mem block
+ textSprite = BuildTextSprite( sentence, fontRes, pen, (_lineInfo *)line->ad, noOfLines );
+
+ // free up the lineInfo array now
+ Free_mem( line );
+
+ return( textSprite );
+}
+//-----------------------------------------------------------------------------
+uint16 AnalyseSentence( uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineInfo *line )
+{
+ uint16 pos=0, wordWidth, wordLength, spaceNeeded, firstWord=TRUE, lineNo=0;
+ uint8 ch;
+ // joinWidth = how much extra space is needed to append a word to a line
+ // NB. SPACE requires TWICE the 'char_spacing' to join a word to line
+ uint16 joinWidth = CharWidth( SPACE, fontRes ) + 2*char_spacing;
+
+
+ do
+ {
+ wordWidth = 0; // new word
+ wordLength = 0;
+
+ ch = sentence[pos++]; // get first char of word (at position 'pos')
+
+ while( (ch != SPACE) && ch ) // while not SPACE or NULL terminator
+ {
+ // inc wordWidth by (character width + char_spacing) pixels
+ wordWidth += CharWidth( ch, fontRes ) + char_spacing;
+ wordLength++;
+ ch = sentence[pos++]; // get next char
+ }
+
+ wordWidth -= char_spacing; // no char_spacing after final letter of word!
+
+ // 'ch' is now the SPACE or NULL following the word
+ // 'pos' indexes to the position following 'ch'
+
+
+ if( firstWord ) // first word on first line, so no separating SPACE 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)
+ spaceNeeded = joinWidth + wordWidth;
+
+ if( (line[lineNo].width + spaceNeeded) <= maxWidth ) // fits this line
+ {
+ line[lineNo].width += spaceNeeded;
+ line[lineNo].length += 1+wordLength; // NB. space+word characters
+ }
+ else // put word (without separating SPACE) at start of next line
+ {
+ lineNo++; // for next _lineInfo structure in the array
+ //debug_only( lineNo < MAX_LINES ); // exception if lineNo >= MAX_LINES
+ line[lineNo].width = wordWidth;
+ line[lineNo].length = wordLength;
+ }
+ }
+ }
+ while( ch ); // while not reached the NULL terminator
+
+ return lineNo+1; // return no of lines
+}
+
+//-----------------------------------------------------------------------------
+// Returns a handle to a floating memory block containing a text sprite, given
+// a pointer to a null-terminated string, pointer to required character set,
+// required text pen colour (or zero to use source colours), pointer to the
+// array of linInfo structures created by 'AnalyseSentence()', and the number
+// of lines (ie. no. of elements in the 'line' array).
+
+//
+//
+// PC Version of BuildTextSprite
+//
+//
+
+mem* BuildTextSprite( uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line, uint16 noOfLines )
+{
+ uint8 *linePtr, *spritePtr;
+ uint16 lineNo, pos=0, posInLine, spriteWidth=0, spriteHeight, sizeOfSprite;
+ uint16 charHeight = CharHeight(fontRes);
+ _frameHeader *frameHeadPtr, *charPtr;
+ mem *textSprite;
+ uint8 *charSet;
+
+ // spriteWidth = width of widest line of output text
+ for( lineNo=0; lineNo < noOfLines; lineNo++)
+ if( line[lineNo].width > spriteWidth )
+ spriteWidth = line[lineNo].width;
+
+ // spriteHeight = tot height of char lines + tot height of separating lines
+ spriteHeight = (charHeight*noOfLines + line_spacing*(noOfLines-1));
+
+ // total size (no of pixels)
+ sizeOfSprite = spriteWidth * spriteHeight;
+
+ // allocate memory for sprite, and lock it ready for use
+ // NB. 'textSprite' is the given pointer to the handle to be used
+ textSprite = Twalloc( sizeof(_frameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite );
+ // the handle (*textSprite) now points to UNMOVABLE memory block
+
+ // set up the frame header
+ frameHeadPtr = (_frameHeader *)textSprite->ad; // point to the start of our memory block
+
+ frameHeadPtr->compSize = 0;
+ frameHeadPtr->width = spriteWidth;
+ frameHeadPtr->height = spriteHeight;
+
+// Zdebug("spriteWidth=%u",spriteWidth);
+// Zdebug("spriteHeight=%u",spriteHeight);
+
+ // ok, now point to the start (of the first line) of the sprite data itelf
+ linePtr = textSprite->ad + sizeof(_frameHeader);
+
+ // start with transparent sprite (no colour)
+ memset( linePtr, NO_COL, sizeOfSprite );
+
+
+ charSet = res_man.Res_open(fontRes); // open font file
+
+
+ // fill sprite with characters, one line at a time
+ for( lineNo=0; lineNo < noOfLines; lineNo++ )
+ {
+ // position the start of the line so that it is centred across the sprite
+ spritePtr = linePtr + (spriteWidth - line[lineNo].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( posInLine=0; posInLine < line[lineNo].length; posInLine++ )
+ {
+ charPtr = FindChar( sentence[pos++], charSet );
+
+ #ifdef _DEBUG
+ if ((charPtr->height) != charHeight)
+ Con_fatal_error("FONT ERROR: '%c' is not same height as the space (%s line %u)",sentence[pos-1],__FILE__,__LINE__);
+ #endif
+
+ CopyChar( charPtr, spritePtr, spriteWidth, pen );
+ spritePtr += charPtr->width + char_spacing;
+ }
+
+ pos++; // skip space at end of last word in this line
+
+ // move to start of next character line in text sprite
+ linePtr += (charHeight + line_spacing) * spriteWidth;
+ }
+
+
+ res_man.Res_close(fontRes); // close font file
+
+
+ // unlock the sprite memory block, so it's movable
+ Float_mem( textSprite );
+
+ return( textSprite );
+}
+
+//-----------------------------------------------------------------------------
+// Returns the width of a character sprite, given the character's ASCII code
+// and a pointer to the start of the character set.
+
+uint16 CharWidth( uint8 ch, uint32 fontRes )
+{
+ _frameHeader *charFrame;
+ uint8 *charSet;
+ uint16 width;
+
+
+ charSet = res_man.Res_open(fontRes); // open font file
+
+ charFrame = FindChar( ch, charSet ); // move to approp. sprite (header)
+
+ width = charFrame->width;
+
+ res_man.Res_close(fontRes); // close font file
+
+ return (width); // return its width
+}
+//-----------------------------------------------------------------------------
+// Returns the height of a character sprite, given the character's ASCII code
+// and a pointer to the start of the character set.
+
+uint16 CharHeight( uint32 fontRes ) // assume all chars the same height!
+{
+ _frameHeader *charFrame;
+ uint8 *charSet;
+ uint16 height;
+
+
+ charSet = res_man.Res_open(fontRes); // open font file
+
+ charFrame = FindChar( FIRST_CHAR, charSet ); // FIRST_CHAR as good as any
+
+ height = charFrame->height;
+
+ res_man.Res_close(fontRes); // close font file
+
+ return (height); // return its height
+}
+//-----------------------------------------------------------------------------
+// Returns a pointer to the header of a character sprite, given the character's
+// ASCII code and a pointer to the start of the character set.
+
+_frameHeader* FindChar( uint8 ch, uint8 *charSet )
+{
+ // charSet details:
+ // ---------------
+ // starts with the standard file header ie. sizeof(_header) bytes
+ // then an int32 giving the no of sprites ie. 4 bytes
+ // then the offset table (an int32 offset for each sprite)
+ // - each offset counting from the start of the file
+
+ if( (ch<FIRST_CHAR) || (ch>LAST_CHAR) ) // if 'ch' out of range
+ ch = DUD; // then print the 'dud' character (chequered flag)
+
+ // address of char = address of charSet + offset to char
+ //return (charSet + *(int32 *)(charSet + sizeof(_header) + 4 + 4*(ch - FIRST_CHAR)));
+ return (FetchFrameHeader( charSet, ch-FIRST_CHAR ));
+}
+//-----------------------------------------------------------------------------
+// Copies a character sprite from 'charPtr' to the sprite buffer at 'spritePtr'
+// of width 'spriteWidth'. If pen is zero, it copies the data across directly,
+// otherwise it maps pixels of BORDER_COL to 'border_pen', and LETTER_COL to 'pen'.
+
+void CopyChar( _frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen )
+{
+ uint8 *rowPtr, *source, *dest;
+ uint16 rows, cols;
+
+
+ source = (uint8 *)charPtr + sizeof(_frameHeader); // now pts to sprite data for char 'ch'
+ rowPtr = spritePtr; // pts to start of first row of char within text sprite
+
+ for( rows=0; rows < charPtr->height; rows++ )
+ {
+ dest = rowPtr; // start at beginning of row
+
+
+ if (pen) // if required output pen is non-zero
+ {
+ for( cols=0; cols < charPtr->width; cols++ )
+ {
+ switch( *source++ ) // inc source ptr along sprite data
+ {
+ case LETTER_COL:
+ *dest = pen;
+ break;
+
+ case BORDER_COL:
+ if (!(*dest)) // don't do a border pixel if there already a bit of another character underneath (for overlapping!)
+ *dest = border_pen;
+ break;
+
+ // do nothing if source pixel is zero - ie. transparent
+ }
+ dest++; // inc dest ptr to next pixel along row
+ }
+ }
+
+ else // pen is zero, so just copy character sprites directly into text sprite without remapping colours
+ {
+ memcpy( dest, source, charPtr->width );
+ source += charPtr->width;
+ }
+
+ rowPtr += spriteWidth; // next row down (add width of text sprite)
+ }
+}
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+#if _DEBUG
+#define MAX_text_blocs MAX_DEBUG_TEXT_BLOCKS+1 // allow enough for all the debug text blocks (see debug.cpp)
+#else
+#define MAX_text_blocs 2 // only need one for speech, and possibly one for "PAUSED"
+#endif // _DEBUG
+
+typedef struct
+{
+ int16 x;
+ int16 y;
+ uint16 type; // RDSPR_ status bits - see defintion of _spriteInfo structure for correct size!
+ mem *text_mem;
+} text_bloc;
+
+text_bloc text_sprite_list[MAX_text_blocs];
+//-----------------------------------------------------------------------------
+void Init_text_bloc_system(void) //Tony16Oct96
+{
+ uint32 j;
+
+ for (j=0;j<MAX_text_blocs;j++)
+ text_sprite_list[j].text_mem=0;
+}
+//-----------------------------------------------------------------------------
+#define TEXT_MARGIN 12 // distance to keep speech text from edges of screen
+
+uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) //Tony31Oct96
+{
+//creates a text bloc in the list and returns the bloc number
+//the list of blocs are read and blitted at render time
+//choose alignment type RDSPR_DISPLAYALIGN or 0
+
+ uint32 j=0;
+ _frameHeader *frame_head;
+ int16 text_left_margin;
+ int16 text_right_margin;
+ int16 text_top_margin;
+ int16 text_bottom_margin;
+
+
+//find a free slot
+ while((j<MAX_text_blocs)&&(text_sprite_list[j].text_mem))
+ j++;
+
+#ifdef _DEBUG
+ if (j==MAX_text_blocs) //we've run out
+ Con_fatal_error("Build_new_block ran out of blocks! (%s line %u)",__FILE__,__LINE__); //might as well stop the system
+#endif
+
+
+ text_sprite_list[j].text_mem = MakeTextSprite( ascii, width, pen, fontRes ); // make the sprite!
+
+
+ // speech to be centred above point (x,y), but kept on-screen
+ // where (x,y) is a point somewhere just above the talker's head
+
+ // debug text just to be printed normally from point (x,y)
+
+ //-----------------------------------------------------------
+ // JUSTIFICATION & POSITIONING (James updated 20jun97)
+
+ if (justification != NO_JUSTIFICATION) // 'NO_JUSTIFICATION' means print sprite with top-left at (x,y) without margin checking - used for debug text
+ {
+ frame_head = (_frameHeader*) text_sprite_list[j].text_mem->ad;
+
+ switch (justification)
+ {
+ // this one is always used for SPEECH TEXT; possibly also for pointer text
+ 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)
+
+#ifndef _DEMO // normal game
+ #define NAME_LINE_NO 54 // local line number of game name (actor no. 3550)
+#else
+ #define NAME_LINE_NO 451 // local line number of demo game name
+#endif // _DEMO
+
+ //---------------------------------------------------------------------------------
+ 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
+
+ textLine = FetchTextLine(textFile, NAME_LINE_NO )+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;
+ }
+ }
+}
+//------------------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+
+
+
+
+
+