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diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp
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-/* Copyright (C) 1994-1998 Revolution Software Ltd.
- * Copyright (C) 2003-2006 The ScummVM project
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- */
-
-// MAKETEXT - Constructs a single-frame text sprite: returns a handle to a
-// FLOATING memory block containing the sprite, given a
-// null-terminated string, max width allowed, pen colour and
-// pointer to required character set.
-//
-// NB 1) The routine does not create a standard file header or
-// an anim header for the text sprite - the data simply begins
-// with the frame header.
-//
-// NB 2) If pen colour is zero, it copies the characters into
-// the sprite without remapping the colours.
-// ie. It can handle both the standard 2-colour font for speech
-// and any multicoloured fonts for control panels, etc.
-//
-// Based on textsprt.c as used for Broken Sword 1, but updated
-// for new system by JEL on 9oct96 and updated again (for font
-// as a resource) on 5dec96.
-
-#include "common/stdafx.h"
-#include "common/system.h"
-#include "sword2/sword2.h"
-#include "sword2/defs.h"
-#include "sword2/logic.h"
-#include "sword2/maketext.h"
-#include "sword2/resman.h"
-
-namespace Sword2 {
-
-#define MAX_LINES 30 // max character lines in output sprite
-
-#define BORDER_COL 200 // source colour for character border (only
- // needed for remapping colours)
-#define LETTER_COL 193 // source colour for bulk of character ( " )
-#define SPACE ' '
-#define FIRST_CHAR SPACE // first character in character set
-#define LAST_CHAR 255 // last character in character set
-#define DUD 64 // the first "chequered flag" (dud) symbol in
- // our character set is in the '@' position
-
-/**
- * This function creates a new text sprite. The sprite data contains a
- * FrameHeader, but not a standard file header.
- *
- * @param sentence pointer to a null-terminated string
- * @param maxWidth the maximum allowed text sprite width in pixels
- * @param pen the text colour, or zero to use the source colours
- * @param fontRes the font resource id
- * @param border the border colour; black by default
- * @return a handle to a floating memory block containing the text sprite
- * @note The sentence must contain no leading, trailing or extra spaces.
- * Out-of-range characters in the string are replaced by a special
- * error-signal character (chequered flag)
- */
-
-byte *FontRenderer::makeTextSprite(byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) {
- debug(5, "makeTextSprite(\"%s\", maxWidth=%u)", sentence, maxWidth);
-
- _borderPen = border;
-
- // Line- and character spacing are hard-wired, rather than being part
- // of the resource.
-
- if (fontRes == _vm->_speechFontId) {
- _lineSpacing = -6;
- _charSpacing = -3;
- } else if (fontRes == CONSOLE_FONT_ID) {
- _lineSpacing = 0;
- _charSpacing = 1;
- } else {
- _lineSpacing = 0;
- _charSpacing = 0;
- }
-
- // Allocate memory for array of lineInfo structures
-
- byte *line = (byte *)malloc(MAX_LINES * sizeof(LineInfo));
-
- // Get details of sentence breakdown into array of LineInfo structures
- // and get the number of lines involved
-
- uint16 noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *)line);
-
- // Construct the sprite based on the info gathered - returns floating
- // mem block
-
- byte *textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *)line, noOfLines);
-
- free(line);
- return textSprite;
-}
-
-uint16 FontRenderer::analyseSentence(byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line) {
- // joinWidth = how much extra space is needed to append a word to a
- // line. NB. SPACE requires TWICE the '_charSpacing' to join a word
- // to line
-
- uint16 joinWidth = charWidth(SPACE, fontRes) + 2 * _charSpacing;
-
- uint16 lineNo = 0;
- uint16 pos = 0;
- bool firstWord = true;
-
- byte ch;
-
- do {
- uint16 wordWidth = 0;
- uint16 wordLength = 0;
-
- // Calculate the width of the word.
-
- ch = sentence[pos++];
-
- while (ch && ch != SPACE) {
- wordWidth += charWidth(ch, fontRes) + _charSpacing;
- wordLength++;
- ch = sentence[pos++];
- }
-
- // Don't include any character spacing at the end of the word.
- wordWidth -= _charSpacing;
-
- // 'ch' is now the SPACE or NULL following the word
- // 'pos' indexes to the position following 'ch'
-
- if (firstWord) {
- // This is the first word on the line, so no separating
- // space is needed.
-
- line[0].width = wordWidth;
- line[0].length = wordLength;
- firstWord = false;
- } else {
- // See how much extra space this word will need to
- // fit on current line (with a separating space
- // character - also overlapped)
-
- uint16 spaceNeeded = joinWidth + wordWidth;
-
- if (line[lineNo].width + spaceNeeded <= maxWidth) {
- // The word fits on this line.
- line[lineNo].width += spaceNeeded;
- line[lineNo].length += (1 + wordLength);
- } else {
- // The word spills over to the next line, i.e.
- // no separating space.
-
- lineNo++;
-
- assert(lineNo < MAX_LINES);
-
- line[lineNo].width = wordWidth;
- line[lineNo].length = wordLength;
- }
- }
- } while (ch);
-
- return lineNo + 1;
-}
-
-/**
- * This function creates a new text sprite in a movable memory block. It must
- * be locked before use, i.e. lock, draw sprite, unlock/free. The sprite data
- * contains a FrameHeader, but not a standard file header.
- *
- * @param sentence pointer to a null-terminated string
- * @param fontRes the font resource id
- * @param pen the text colour, or zero to use the source colours
- * @param line array of LineInfo structures, created by analyseSentence()
- * @param noOfLines the number of lines, i.e. the number of elements in 'line'
- * @return a handle to a floating memory block containing the text sprite
- * @note The sentence must contain no leading, trailing or extra spaces.
- * Out-of-range characters in the string are replaced by a special
- * error-signal character (chequered flag)
- */
-
-byte *FontRenderer::buildTextSprite(byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) {
- uint16 i;
-
- // Find the width of the widest line in the output text
-
- uint16 spriteWidth = 0;
-
- for (i = 0; i < noOfLines; i++)
- if (line[i].width > spriteWidth)
- spriteWidth = line[i].width;
-
- // Find the total height of the text sprite: the total height of the
- // text lines, plus the total height of the spacing between them.
-
- uint16 char_height = charHeight(fontRes);
- uint16 spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1);
-
- // Allocate memory for the text sprite
-
- uint32 sizeOfSprite = spriteWidth * spriteHeight;
- byte *textSprite = (byte *)malloc(FrameHeader::size() + sizeOfSprite);
-
- // At this stage, textSprite points to an unmovable memory block. Set
- // up the frame header.
-
- FrameHeader frame_head;
-
- frame_head.compSize = 0;
- frame_head.width = spriteWidth;
- frame_head.height = spriteHeight;
-
- frame_head.write(textSprite);
-
- debug(4, "Text sprite size: %ux%u", spriteWidth, spriteHeight);
-
- // Clear the entire sprite to make it transparent.
-
- byte *linePtr = textSprite + FrameHeader::size();
- memset(linePtr, 0, sizeOfSprite);
-
- byte *charSet = _vm->_resman->openResource(fontRes);
-
- // Build the sprite, one line at a time
-
- uint16 pos = 0;
-
- for (i = 0; i < noOfLines; i++) {
- // Center each line
- byte *spritePtr = linePtr + (spriteWidth - line[i].width) / 2;
-
- // copy the sprite for each character in this line to the
- // text sprite and inc the sprite ptr by the character's
- // width minus the 'overlap'
-
- for (uint j = 0; j < line[i].length; j++) {
- byte *charPtr = findChar(sentence[pos++], charSet);
-
- frame_head.read(charPtr);
-
- assert(frame_head.height == char_height);
- copyChar(charPtr, spritePtr, spriteWidth, pen);
- spritePtr += frame_head.width + _charSpacing;
- }
-
- // Skip space at end of last word in this line
- pos++;
-
- linePtr += (char_height + _lineSpacing) * spriteWidth;
- }
-
- _vm->_resman->closeResource(fontRes);
-
- return textSprite;
-}
-
-/**
- * @param ch the ASCII code of the character
- * @param fontRes the font resource id
- * @return the width of the character
- */
-
-uint16 FontRenderer::charWidth(byte ch, uint32 fontRes) {
- byte *charSet = _vm->_resman->openResource(fontRes);
-
- FrameHeader frame_head;
-
- frame_head.read(findChar(ch, charSet));
- _vm->_resman->closeResource(fontRes);
-
- return frame_head.width;
-}
-
-/**
- * @param fontRes the font resource id
- * @return the height of a character sprite
- * @note All characters in a font are assumed to have the same height, so
- * there is no need to specify which one to look at.
- */
-
-// Returns the height of a character sprite, given the character's ASCII code
-// and a pointer to the start of the character set.
-
-uint16 FontRenderer::charHeight(uint32 fontRes) {
- byte *charSet = _vm->_resman->openResource(fontRes);
-
- FrameHeader frame_head;
-
- frame_head.read(findChar(FIRST_CHAR, charSet));
- _vm->_resman->closeResource(fontRes);
-
- return frame_head.height;
-}
-
-/**
- * @param ch the ASCII code of the character to find
- * @param charSet pointer to the start of the character set
- * @return pointer to the requested character or, if it's out of range, the
- * 'dud' character (chequered flag)
- */
-
-byte *FontRenderer::findChar(byte ch, byte *charSet) {
- if (ch < FIRST_CHAR)
- ch = DUD;
- return _vm->fetchFrameHeader(charSet, ch - FIRST_CHAR);
-}
-
-/**
- * Copies a character sprite to the sprite buffer.
- * @param charPtr pointer to the character sprite
- * @param spritePtr pointer to the sprite buffer
- * @param spriteWidth the width of the character
- * @param pen If zero, copy the data directly. Otherwise remap the
- * sprite's colours from BORDER_COL to _borderPen and from
- * LETTER_COL to pen.
- */
-
-void FontRenderer::copyChar(byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen) {
- FrameHeader frame;
-
- frame.read(charPtr);
-
- byte *source = charPtr + FrameHeader::size();
- byte *rowPtr = spritePtr;
-
- for (uint i = 0; i < frame.height; i++) {
- byte *dest = rowPtr;
-
- if (pen) {
- // Use the specified colours
- for (uint j = 0; j < frame.width; j++) {
- switch (*source++) {
- case LETTER_COL:
- *dest = pen;
- break;
- case BORDER_COL:
- // Don't do a border pixel if there's
- // already a bit of another character
- // underneath (for overlapping!)
- if (!*dest)
- *dest = _borderPen;
- break;
- default:
- // Do nothing if source pixel is zero,
- // ie. transparent
- break;
- }
- dest++;
- }
- } else {
- // Pen is zero, so just copy character sprites
- // directly into text sprite without remapping colours.
- // Apparently overlapping is never considered here?
- memcpy(dest, source, frame.width);
- source += frame.width;
- }
- rowPtr += spriteWidth;
- }
-}
-
-// Distance to keep speech text from edges of screen
-#define TEXT_MARGIN 12
-
-/**
- * Creates a text bloc in the list and returns the bloc number. The list of
- * blocs is read and blitted at render time. Choose alignment type
- * RDSPR_DISPLAYALIGN or 0
- */
-
-uint32 FontRenderer::buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) {
- uint32 i = 0;
-
- while (i < MAX_text_blocs && _blocList[i].text_mem)
- i++;
-
- assert(i < MAX_text_blocs);
-
- // Create and position the sprite
-
- _blocList[i].text_mem = makeTextSprite(ascii, width, pen, fontRes);
-
- // 'NO_JUSTIFICATION' means print sprite with top-left at (x,y)
- // without margin checking - used for debug text
-
- if (justification != NO_JUSTIFICATION) {
- FrameHeader frame_head;
-
- frame_head.read(_blocList[i].text_mem);
-
- switch (justification) {
- case POSITION_AT_CENTRE_OF_BASE:
- // This one is always used for SPEECH TEXT; possibly
- // also for pointer text
- x -= (frame_head.width / 2);
- y -= frame_head.height;
- break;
- case POSITION_AT_CENTRE_OF_TOP:
- x -= (frame_head.width / 2);
- break;
- case POSITION_AT_LEFT_OF_TOP:
- // The given coords are already correct for this!
- break;
- case POSITION_AT_RIGHT_OF_TOP:
- x -= frame_head.width;
- break;
- case POSITION_AT_LEFT_OF_BASE:
- y -= frame_head.height;
- break;
- case POSITION_AT_RIGHT_OF_BASE:
- x -= frame_head.width;
- y -= frame_head.height;
- break;
- case POSITION_AT_LEFT_OF_CENTRE:
- y -= (frame_head.height / 2);
- break;
- case POSITION_AT_RIGHT_OF_CENTRE:
- x -= frame_head.width;
- y -= (frame_head.height) / 2;
- break;
- }
-
- // Ensure text sprite is a few pixels inside the visible screen
- // remember - it's RDSPR_DISPLAYALIGN
-
- uint16 text_left_margin = TEXT_MARGIN;
- uint16 text_right_margin = 640 - TEXT_MARGIN - frame_head.width;
- uint16 text_top_margin = TEXT_MARGIN;
- uint16 text_bottom_margin = 400 - TEXT_MARGIN - frame_head.height;
-
- // Move if too far left or too far right
-
- if (x < text_left_margin)
- x = text_left_margin;
- else if (x > text_right_margin)
- x = text_right_margin;
-
- // Move if too high or too low
-
- if (y < text_top_margin)
- y = text_top_margin;
- else if (y > text_bottom_margin)
- y = text_bottom_margin;
- }
-
- // The sprite is always uncompressed
- _blocList[i].type = type | RDSPR_NOCOMPRESSION;
-
- _blocList[i].x = x;
- _blocList[i].y = y;
-
- return i + 1;
-}
-
-/**
- * Called by buildDisplay()
- */
-
-void FontRenderer::printTextBlocs() {
- for (uint i = 0; i < MAX_text_blocs; i++) {
- if (_blocList[i].text_mem) {
- FrameHeader frame_head;
- SpriteInfo spriteInfo;
-
- frame_head.read(_blocList[i].text_mem);
-
- spriteInfo.x = _blocList[i].x;
- spriteInfo.y = _blocList[i].y;
- spriteInfo.w = frame_head.width;
- spriteInfo.h = frame_head.height;
- spriteInfo.scale = 0;
- spriteInfo.scaledWidth = 0;
- spriteInfo.scaledHeight = 0;
- spriteInfo.type = _blocList[i].type;
- spriteInfo.blend = 0;
- spriteInfo.data = _blocList[i].text_mem + FrameHeader::size();
- spriteInfo.colourTable = 0;
-
- uint32 rv = _vm->_screen->drawSprite(&spriteInfo);
- if (rv)
- error("Driver Error %.8x in printTextBlocs", rv);
- }
- }
-}
-
-void FontRenderer::killTextBloc(uint32 bloc_number) {
- bloc_number--;
- free(_blocList[bloc_number].text_mem);
- _blocList[bloc_number].text_mem = NULL;
-}
-
-// Resource 3258 contains text from location script for 152 (install, save &
-// restore text, etc)
-
-#define TEXT_RES 3258
-
-// Local line number of "save" (actor no. 1826)
-
-#define SAVE_LINE_NO 1
-
-void Sword2Engine::initialiseFontResourceFlags() {
- byte *textFile = _resman->openResource(TEXT_RES);
-
- // If language is Polish or Finnish it requires alternate fonts.
- // Otherwise, use regular fonts
-
- // "tallenna" Finnish for "save"
- // "zapisz" Polish for "save"
-
- // Get the text line (& skip the 2 chars containing the wavId)
- char *textLine = (char *)fetchTextLine(textFile, SAVE_LINE_NO) + 2;
-
- if (strcmp(textLine, "tallenna") == 0)
- initialiseFontResourceFlags(FINNISH_TEXT);
- else if (strcmp(textLine, "zapisz") == 0)
- initialiseFontResourceFlags(POLISH_TEXT);
- else
- initialiseFontResourceFlags(DEFAULT_TEXT);
-
- // Get the game name for the windows application
-
- // According to the GetNameFunction(), which was never called and has
- // therefore been removed, the name of the game is:
- //
- // ENGLISH: "Broken Sword II"
- // AMERICAN: "Circle of Blood II"
- // GERMAN: "Baphomet's Fluch II"
- // default: "Some game or other, part 86"
- //
- // But we get it from the text resource instead.
-
- if (_logic->readVar(DEMO))
- textLine = (char *)fetchTextLine(textFile, 451) + 2;
- else
- textLine = (char *)fetchTextLine(textFile, 54) + 2;
-
- _system->setWindowCaption(textLine);
- _resman->closeResource(TEXT_RES);
-}
-
-/**
- * Called from initialiseFontResourceFlags(), and also from console.cpp
- */
-
-void Sword2Engine::initialiseFontResourceFlags(uint8 language) {
- switch (language) {
- case FINNISH_TEXT:
- _speechFontId = FINNISH_SPEECH_FONT_ID;
- _controlsFontId = FINNISH_CONTROLS_FONT_ID;
- _redFontId = FINNISH_RED_FONT_ID;
- break;
- case POLISH_TEXT:
- _speechFontId = POLISH_SPEECH_FONT_ID;
- _controlsFontId = POLISH_CONTROLS_FONT_ID;
- _redFontId = POLISH_RED_FONT_ID;
- break;
- default:
- _speechFontId = ENGLISH_SPEECH_FONT_ID;
- _controlsFontId = ENGLISH_CONTROLS_FONT_ID;
- _redFontId = ENGLISH_RED_FONT_ID;
- break;
- }
-}
-
-} // End of namespace Sword2