/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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. * * $URL$ * $Id$ */ #include "scumm/charset.h" #include "scumm/scumm.h" #include "scumm/nut_renderer.h" #include "scumm/util.h" #include "scumm/he/intern_he.h" #include "scumm/he/wiz_he.h" namespace Scumm { /* TODO: Right now our charset renderers directly access _textSurface, as well as the virtual screens of ScummEngine. Ideally, this would not be the case. Instead, ScummVM would simply pass the appropriate Surface to the resp. methods. Of course it is not quite as simple, various flags and offsets have to be taken into account for that. The advantage will be cleaner coder (easier to debug, in particular), and a better separation of the various modules. */ void ScummEngine::loadCJKFont() { Common::File fp; _useCJKMode = false; _textSurfaceMultiplier = 1; _newLineCharacter = 0; if (_game.version <= 5 && _game.platform == Common::kPlatformFMTowns && _language == Common::JA_JPN) { // FM-TOWNS v3 / v5 Kanji #ifdef DISABLE_TOWNS_DUAL_LAYER_MODE error("FM-Towns Kanji font drawing requires dual graphics layer support which is disabled in this build"); #endif // use FM-TOWNS font rom, since game files don't have kanji font resources _cjkFont = Graphics::FontSJIS::createFont(Common::kPlatformFMTowns); if (!_cjkFont) error("SCUMM::Font: Could not open file 'FMT_FNT.ROM'"); _textSurfaceMultiplier = 2; _useCJKMode = true; } else if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine && _language == Common::JA_JPN) { int numChar = 3418; _2byteWidth = 12; _2byteHeight = 12; // use PC-Engine System Card, since game files don't have kanji font resources if (!fp.open("pce.cdbios")) { error("SCUMM::Font: Could not open System Card pce.cdbios"); } else { _useCJKMode = true; debug(2, "Loading PC-Engine System Card"); // A 0x200 byte header can be present at the beginning of the syscard. Seek past it too. fp.seek((fp.size() & 0x200) ? 0x30200 : 0x30000); _2byteFontPtr = new byte[_2byteWidth * _2byteHeight * numChar / 8]; fp.read(_2byteFontPtr, _2byteWidth * _2byteHeight * numChar / 8); fp.close(); } } else if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD && _language == Common::JA_JPN) { int numChar = 1413; _2byteWidth = 16; _2byteHeight = 16; _useCJKMode = true; _newLineCharacter = 0x5F; // charset resources are not inited yet, load charset later _2byteFontPtr = new byte[_2byteWidth * _2byteHeight * numChar / 8]; // set byte 0 to 0xFF (0x00 when loaded) to indicate that the font was not loaded _2byteFontPtr[0] = 0xFF; } else if ((_game.version >= 7 && (_language == Common::KO_KOR || _language == Common::JA_JPN || _language == Common::ZH_TWN)) || (_game.version >= 3 && _language == Common::ZH_CNA)) { int numChar = 0; const char *fontFile = NULL; switch (_language) { case Common::KO_KOR: fontFile = "korean.fnt"; numChar = 2350; break; case Common::JA_JPN: fontFile = (_game.id == GID_DIG) ? "kanji16.fnt" : "japanese.fnt"; numChar = 8192; break; case Common::ZH_TWN: // Both The DIG and COMI use same font fontFile = "chinese.fnt"; numChar = 13630; break; case Common::ZH_CNA: if (_game.id == GID_FT || _game.id == GID_LOOM || _game.id == GID_INDY3 || _game.id == GID_INDY4 || _game.id == GID_MONKEY || _game.id == GID_MONKEY2 || _game.id == GID_TENTACLE) { fontFile = "chinese_gb16x12.fnt"; numChar = 8178; } break; default: break; } if (fontFile && fp.open(fontFile)) { debug(2, "Loading CJK Font"); _useCJKMode = true; _textSurfaceMultiplier = 1; // No multiplication here switch (_language) { case Common::KO_KOR: fp.seek(2, SEEK_CUR); _2byteWidth = fp.readByte(); _2byteHeight = fp.readByte(); _newLineCharacter = 0xff; break; case Common::JA_JPN: _2byteWidth = 16; _2byteHeight = 16; _newLineCharacter = 0xfe; break; case Common::ZH_TWN: _2byteWidth = 16; _2byteHeight = 15; _newLineCharacter = 0x21; break; case Common::ZH_CNA: _2byteWidth = 12; _2byteHeight = 12; _newLineCharacter = 0x21; break; default: break; } _2byteFontPtr = new byte[((_2byteWidth + 7) / 8) * _2byteHeight * numChar]; fp.read(_2byteFontPtr, ((_2byteWidth + 7) / 8) * _2byteHeight * numChar); fp.close(); } else { if (fontFile) error("SCUMM::Font: Could not open %s",fontFile); else error("SCUMM::Font: Could not load any font"); } } } static int SJIStoPCEChunk(int f, int s) { //converts sjis code to pce font offset // rangeTbl maps SJIS char-codes to the PCE System Card font rom. // Each pair {,} in the array represents a SJIS range. const int rangeCnt = 45; static const uint16 rangeTbl[rangeCnt][2] = { // Symbols {0x8140,0x817E},{0x8180,0x81AC}, // 0-9 {0x824F,0x8258}, // Latin upper {0x8260,0x8279}, // Latin lower {0x8281,0x829A}, // Kana {0x829F,0x82F1},{0x8340,0x837E},{0x8380,0x8396}, // Greek upper {0x839F,0x83B6}, // Greek lower {0x83BF,0x83D6}, // Cyrillic upper {0x8440,0x8460}, // Cyrillic lower {0x8470,0x847E},{0x8480,0x8491}, // Kanji {0x889F,0x88FC}, {0x8940,0x897E},{0x8980,0x89FC}, {0x8A40,0x8A7E},{0x8A80,0x8AFC}, {0x8B40,0x8B7E},{0x8B80,0x8BFC}, {0x8C40,0x8C7E},{0x8C80,0x8CFC}, {0x8D40,0x8D7E},{0x8D80,0x8DFC}, {0x8E40,0x8E7E},{0x8E80,0x8EFC}, {0x8F40,0x8F7E},{0x8F80,0x8FFC}, {0x9040,0x907E},{0x9080,0x90FC}, {0x9140,0x917E},{0x9180,0x91FC}, {0x9240,0x927E},{0x9280,0x92FC}, {0x9340,0x937E},{0x9380,0x93FC}, {0x9440,0x947E},{0x9480,0x94FC}, {0x9540,0x957E},{0x9580,0x95FC}, {0x9640,0x967E},{0x9680,0x96FC}, {0x9740,0x977E},{0x9780,0x97FC}, {0x9840,0x9872} }; int ch = (f << 8) | (s & 0xFF); int offset = 0; for (int i = 0; i < rangeCnt; ++i) { if (ch >= rangeTbl[i][0] && ch <= rangeTbl[i][1]) return offset + ch - rangeTbl[i][0]; offset += rangeTbl[i][1] - rangeTbl[i][0] + 1; } debug(4, "Invalid Char: 0x%x", ch); return 0; } byte *ScummEngine::get2byteCharPtr(int idx) { switch (_language) { case Common::KO_KOR: idx = ((idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1; break; case Common::JA_JPN: if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) { idx = SJIStoPCEChunk((idx % 256), (idx / 256)); return _2byteFontPtr + (_2byteWidth * _2byteHeight / 8) * idx; } else if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD && _language == Common::JA_JPN) { // init pointer to charset resource if (_2byteFontPtr[0] == 0xFF) { int charsetId = 5; int numChar = 1413; byte *charsetPtr = getResourceAddress(rtCharset, charsetId); if (charsetPtr == 0) error("ScummEngine::get2byteCharPtr: charset %d not found", charsetId); memcpy(_2byteFontPtr, charsetPtr + 46, _2byteWidth * _2byteHeight * numChar / 8); } idx = (SWAP_CONSTANT_16(idx) & 0x7fff) - 1; } break; case Common::ZH_TWN: { int base = 0; byte low = idx % 256; int high = 0; if (low >= 0x20 && low <= 0x7e) { base = (3 * low + 81012) * 5; } else { if (low >= 0xa1 && low <= 0xa3) { base = 392820; low += 0x5f; } else if (low >= 0xa4 && low <= 0xc6) { base = 0; low += 0x5c; } else if (low >= 0xc9 && low <= 0xf9) { base = 162030; low += 0x37; } else { base = 392820; low = 0xff; } if (low != 0xff) { high = idx / 256; if (high >= 0x40 && high <= 0x7e) { high -= 0x40; } else { high -= 0x62; } base += (low * 0x9d + high) * 30; } } return _2byteFontPtr + base; } case Common::ZH_CNA: idx = ((idx % 256) - 0xa1)* 94 + ((idx / 256) - 0xa1); break; default: idx = 0; } return _2byteFontPtr + ((_2byteWidth + 7) / 8) * _2byteHeight * idx; } #pragma mark - CharsetRenderer::CharsetRenderer(ScummEngine *vm) { _top = 0; _left = 0; _startLeft = 0; _right = 0; _color = 0; _center = false; _hasMask = false; _textScreenID = kMainVirtScreen; _blitAlso = false; _firstChar = false; _disableOffsX = false; _vm = vm; _curId = -1; } CharsetRenderer::~CharsetRenderer() { } CharsetRendererCommon::CharsetRendererCommon(ScummEngine *vm) : CharsetRenderer(vm), _bytesPerPixel(0), _fontHeight(0), _numChars(0) { _shadowMode = kNoShadowMode; _shadowColor = 0; } void CharsetRendererCommon::setCurID(int32 id) { if (id == -1) return; assertRange(0, id, _vm->_numCharsets - 1, "charset"); _curId = id; _fontPtr = _vm->getResourceAddress(rtCharset, id); if (_fontPtr == 0) error("CharsetRendererCommon::setCurID: charset %d not found", id); if (_vm->_game.version == 4) _fontPtr += 17; else _fontPtr += 29; _bytesPerPixel = _fontPtr[0]; _fontHeight = _fontPtr[1]; _numChars = READ_LE_UINT16(_fontPtr + 2); } void CharsetRendererV3::setCurID(int32 id) { if (id == -1) return; assertRange(0, id, _vm->_numCharsets - 1, "charset"); _curId = id; _fontPtr = _vm->getResourceAddress(rtCharset, id); if (_fontPtr == 0) error("CharsetRendererCommon::setCurID: charset %d not found", id); _bytesPerPixel = 1; _numChars = _fontPtr[4]; _fontHeight = _fontPtr[5]; _fontPtr += 6; _widthTable = _fontPtr; _fontPtr += _numChars; } int CharsetRendererCommon::getFontHeight() { if (_vm->_useCJKMode) { if (_vm->_game.platform == Common::kPlatformFMTowns) { static const uint8 sjisFontHeightM1[] = { 0, 8, 9, 8, 9, 8, 9, 0, 0, 0 }; static const uint8 sjisFontHeightM2[] = { 0, 8, 9, 9, 9, 8, 9, 9, 9, 8 }; static const uint8 sjisFontHeightI4[] = { 0, 8, 9, 9, 9, 8, 8, 8, 8, 8 }; const uint8 *htbl = (_vm->_game.id == GID_MONKEY) ? sjisFontHeightM1 : ((_vm->_game.id == GID_INDY4) ? sjisFontHeightI4 : sjisFontHeightM2); return (_vm->_game.version == 3) ? 8 : htbl[_curId]; } else { return MAX(_vm->_2byteHeight + 1, _fontHeight); } } else return _fontHeight; } // do spacing for variable width old-style font int CharsetRendererClassic::getCharWidth(uint16 chr) { int spacing = 0; if (_vm->_useCJKMode) { if (_vm->_game.platform == Common::kPlatformFMTowns) { if ((chr & 0xff00) == 0xfd00) { chr &= 0xff; } else if (chr >= 256) { spacing = 8; } else if (useTownsFontRomCharacter(chr)) { spacing = 4; } if (spacing) { if (_vm->_game.id == GID_MONKEY) { spacing++; if (_curId == 2) spacing++; } else if (_vm->_game.id != GID_INDY4 && _curId == 1) { spacing++; } } } else if (chr >= 0x80) { return _vm->_2byteWidth / 2; } } if (!spacing) { int offs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); if (offs) { spacing = _fontPtr[offs] + (signed char)_fontPtr[offs + 2]; } } return spacing; } bool CharsetRendererClassic::useTownsFontRomCharacter(uint16 chr) { #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (_vm->_game.platform != Common::kPlatformFMTowns || !_vm->_useCJKMode) return false; if (chr < 128) { if (((_vm->_game.id == GID_MONKEY2 && _curId != 0) || (_vm->_game.id == GID_INDY4 && _curId != 3)) && (chr > 31 && chr != 94 && chr != 95 && chr != 126 && chr != 127)) return true; return false; } return true; #else return false; #endif } int CharsetRenderer::getStringWidth(int arg, const byte *text) { int pos = 0; int width = 1; int chr; int oldID = getCurID(); int code = (_vm->_game.heversion >= 80) ? 127 : 64; while ((chr = text[pos++]) != 0) { if (chr == '\n' || chr == '\r' || chr == _vm->_newLineCharacter) break; if (_vm->_game.heversion >= 72) { if (chr == code) { chr = text[pos++]; if (chr == 84 || chr == 116) { // Strings of speech offset/size while (chr != code) chr = text[pos++]; continue; } if (chr == 119) // 'Wait' break; if (chr == 104|| chr == 110) // 'Newline' break; } } else { if (chr == '@' && !(_vm->_game.id == GID_CMI && _vm->_language == Common::ZH_TWN)) continue; if (chr == 255 || (_vm->_game.version <= 6 && chr == 254)) { chr = text[pos++]; if (chr == 3) // 'WAIT' break; if (chr == 8) { // 'Verb on next line' if (arg == 1) break; while (text[pos++] == ' ') ; continue; } if (chr == 10 || chr == 21 || chr == 12 || chr == 13) { pos += 2; continue; } if (chr == 9 || chr == 1 || chr == 2) // 'Newline' break; if (chr == 14) { int set = text[pos] | (text[pos + 1] << 8); pos += 2; setCurID(set); continue; } } // Some localizations may override colors // See credits in Chinese COMI if (_vm->_game.id == GID_CMI && _vm->_language == Common::ZH_TWN && chr == '^' && pos == 1) { if (text[pos] == 'c') { pos += 4; chr = text[pos++]; } } } if (_vm->_useCJKMode) { if (_vm->_game.platform == Common::kPlatformFMTowns) { if (checkSJISCode(chr)) // This strange character conversion is the exact way the original does it here. // This is the only way to get an accurate text formatting in the MI1 intro. chr = (int8)text[pos++] | (chr << 8); } else if (chr & 0x80) { pos++; width += _vm->_2byteWidth; continue; } } width += getCharWidth(chr); } setCurID(oldID); return width; } void CharsetRenderer::addLinebreaks(int a, byte *str, int pos, int maxwidth) { int lastspace = -1; int curw = 1; int chr; int oldID = getCurID(); int code = (_vm->_game.heversion >= 80) ? 127 : 64; while ((chr = str[pos++]) != 0) { if (_vm->_game.heversion >= 72) { if (chr == code) { chr = str[pos++]; if (chr == 84 || chr == 116) { // Strings of speech offset/size while (chr != code) chr = str[pos++]; continue; } if (chr == 119) // 'Wait' break; if (chr == 110) { // 'Newline' curw = 1; continue; } if (chr == 104) // 'Don't terminate with \n' break; } } else { if (chr == '@') continue; if (chr == 255 || (_vm->_game.version <= 6 && chr == 254)) { chr = str[pos++]; if (chr == 3) // 'Wait' break; if (chr == 8) { // 'Verb on next line' if (a == 1) { curw = 1; } else { while (str[pos] == ' ') str[pos++] = '@'; } continue; } if (chr == 10 || chr == 21 || chr == 12 || chr == 13) { pos += 2; continue; } if (chr == 1) { // 'Newline' curw = 1; continue; } if (chr == 2) // 'Don't terminate with \n' break; if (chr == 14) { int set = str[pos] | (str[pos + 1] << 8); pos += 2; setCurID(set); continue; } } } if (chr == ' ') lastspace = pos - 1; if (chr == _vm->_newLineCharacter) lastspace = pos - 1; if (_vm->_useCJKMode) { if (_vm->_game.platform == Common::kPlatformFMTowns) { if (checkSJISCode(chr)) // This strange character conversion is the exact way the original does it here. // This is the only way to get an accurate text formatting in the MI1 intro. chr = (int8)str[pos++] | (chr << 8); curw += getCharWidth(chr); } else if (chr & 0x80) { pos++; curw += _vm->_2byteWidth; } } else { curw += getCharWidth(chr); } if (lastspace == -1) continue; if (curw > maxwidth) { str[lastspace] = 0xD; curw = 1; pos = lastspace + 1; lastspace = -1; } } setCurID(oldID); } int CharsetRendererV3::getCharWidth(uint16 chr) { int spacing = 0; if (_vm->_useCJKMode) { if (_vm->_game.platform == Common::kPlatformFMTowns) { if (chr >= 256) spacing = 8; else if (chr >= 128) spacing = 4; } else if (chr & 0x80) { spacing = _vm->_2byteWidth / 2; } } if (!spacing) spacing = *(_widthTable + chr); return spacing; } void CharsetRendererV3::setColor(byte color) { bool useShadow = false; _color = color; // FM-TOWNS version of Loom uses old color method as well if ((_vm->_game.version >= 2) && ((_vm->_game.features & GF_16COLOR) || (_vm->_game.id == GID_LOOM && _vm->_game.version == 3))) { useShadow = ((_color & 0xF0) != 0); _color &= 0x0f; } else if (_vm->_game.features & GF_OLD256) { useShadow = ((_color & 0x80) != 0); _color &= 0x7f; } else useShadow = false; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (_vm->_game.platform == Common::kPlatformFMTowns) { _color = (_color & 0x0f) | ((_color & 0x0f) << 4); if (_color == 0) _color = 0x88; } #endif enableShadow(useShadow); translateColor(); } #ifdef USE_RGB_COLOR void CharsetRendererPCE::setColor(byte color) { _vm->setPCETextPalette(color); _color = 15; enableShadow(true); } #endif void CharsetRendererCommon::enableShadow(bool enable) { if (enable) { if (_vm->_game.platform == Common::kPlatformFMTowns) { _shadowColor = 8; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE _shadowColor = _vm->_game.version == 5 ? _vm->_townsCharsetColorMap[0] : 0x88; if (_vm->_cjkFont) { if (_vm->_game.version == 5) { if (((_vm->_game.id == GID_MONKEY) && (_curId == 2 || _curId == 4 || _curId == 6)) || ((_vm->_game.id == GID_MONKEY2) && (_curId != 1 && _curId != 5 && _curId != 9)) || ((_vm->_game.id == GID_INDY4) && (_curId == 2 || _curId == 3 || _curId == 4))) { _vm->_cjkFont->setDrawingMode(Graphics::FontSJIS::kOutlineMode); } else { _vm->_cjkFont->setDrawingMode(Graphics::FontSJIS::kDefaultMode); } _vm->_cjkFont->toggleFlippedMode((_vm->_game.id == GID_MONKEY || _vm->_game.id == GID_MONKEY2) && _curId == 3); } else { _vm->_cjkFont->setDrawingMode(Graphics::FontSJIS::kShadowMode); } } #endif _shadowMode = kFMTOWNSShadowMode; } else { _shadowColor = 0; _shadowMode = kNormalShadowMode; } } else { if (_vm->_cjkFont) { _vm->_cjkFont->setDrawingMode(Graphics::FontSJIS::kDefaultMode); _vm->_cjkFont->toggleFlippedMode(false); } _shadowMode = kNoShadowMode; } } void CharsetRendererV3::printChar(int chr, bool ignoreCharsetMask) { // WORKAROUND for bug #1509509: Indy3 Mac does not show black // characters (such as in the grail diary) if ignoreCharsetMask // is true. See also patch #1851568. if (_vm->_game.id == GID_INDY3 && _vm->_game.platform == Common::kPlatformMacintosh && _color == 0) ignoreCharsetMask = false; // Indy3 / Zak256 / Loom int width, height, origWidth = 0, origHeight; VirtScreen *vs; const byte *charPtr; byte *dst; int is2byte = (chr >= 256 && _vm->_useCJKMode) ? 1 : 0; assertRange(0, _curId, _vm->_numCharsets - 1, "charset"); if ((vs = _vm->findVirtScreen(_top)) == NULL) return; if (chr == '@') return; if (_vm->_useCJKMode && chr > 127) { if (_vm->_game.platform == Common::kPlatformFMTowns) { charPtr = 0; width = _vm->_cjkFont->getCharWidth(chr); height = _vm->_cjkFont->getFontHeight(); } else { width = _vm->_2byteWidth; height = _vm->_2byteHeight; charPtr = _vm->get2byteCharPtr(chr); } } else { charPtr = _fontPtr + chr * 8; width = getCharWidth(chr); height = 8; } // Clip at the right side (to avoid drawing "outside" the screen bounds). if (_left + origWidth > _right + 1) return; origWidth = width; origHeight = height; if (_shadowMode != kNoShadowMode) { width++; height++; } if (_firstChar) { _str.left = _left; _str.top = _top; _str.right = _left; _str.bottom = _top; _firstChar = false; } int drawTop = _top - vs->topline; _vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height); if (!ignoreCharsetMask) { _hasMask = true; _textScreenID = vs->number; } if ( #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE (_vm->_game.platform != Common::kPlatformFMTowns) && #endif (ignoreCharsetMask || !vs->hasTwoBuffers)) { dst = vs->getPixels(_left, drawTop); if (charPtr) drawBits1(*vs, dst, charPtr, drawTop, origWidth, origHeight, vs->bytesPerPixel); else if (_vm->_cjkFont) _vm->_cjkFont->drawChar(vs, chr, _left, drawTop, _color, _shadowColor); } else { dst = (byte *)_vm->_textSurface.getBasePtr(_left * _vm->_textSurfaceMultiplier, _top * _vm->_textSurfaceMultiplier); if (charPtr) drawBits1(_vm->_textSurface, dst, charPtr, drawTop, origWidth, origHeight, _vm->_textSurface.bytesPerPixel, (_vm->_textSurfaceMultiplier == 2 && !is2byte)); else if (_vm->_cjkFont) _vm->_cjkFont->drawChar(_vm->_textSurface, chr, _left * _vm->_textSurfaceMultiplier, _top * _vm->_textSurfaceMultiplier, _color, _shadowColor); if (is2byte) origWidth /= _vm->_textSurfaceMultiplier; } if (_str.left > _left) _str.left = _left; _left += origWidth; if (_str.right < _left) { _str.right = _left; if (_shadowMode != kNoShadowMode) _str.right++; } if (_str.bottom < _top + height / _vm->_textSurfaceMultiplier) _str.bottom = _top + height / _vm->_textSurfaceMultiplier; } void CharsetRendererV3::drawChar(int chr, Graphics::Surface &s, int x, int y) { const byte *charPtr; byte *dst; int width, height; int is2byte = (chr >= 0x80 && _vm->_useCJKMode) ? 1 : 0; if (is2byte) { if (_vm->_game.platform == Common::kPlatformFMTowns) { _vm->_cjkFont->drawChar(s, chr, x * _vm->_textSurfaceMultiplier, y * _vm->_textSurfaceMultiplier, _color, _shadowColor); return; } else { charPtr = _vm->get2byteCharPtr(chr); width = _vm->_2byteWidth; height = _vm->_2byteHeight; } } else { charPtr = _fontPtr + chr * 8; // width = height = 8; width = getCharWidth(chr); height = 8; } dst = (byte *)s.pixels + y * s.pitch + x; drawBits1(s, dst, charPtr, y, width, height, s.bytesPerPixel); } void CharsetRenderer::translateColor() { // Based on disassembly if (_vm->_renderMode == Common::kRenderCGA) { static const byte CGAtextColorMap[16] = {0, 3, 3, 3, 5, 5, 5, 15, 15, 3, 3, 3, 5, 5, 15, 15}; _color = CGAtextColorMap[_color & 0x0f]; } if (_vm->_renderMode == Common::kRenderHercA || _vm->_renderMode == Common::kRenderHercG) { static const byte HercTextColorMap[16] = {0, 15, 2, 15, 15, 5, 15, 15, 8, 15, 15, 15, 15, 15, 15, 15}; _color = HercTextColorMap[_color & 0x0f]; } } #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE void CharsetRenderer::processTownsCharsetColors(uint8 bytesPerPixel) { if (_vm->_game.platform == Common::kPlatformFMTowns) { for (int i = 0; i < (1 << bytesPerPixel); i++) { uint8 c = _vm->_charsetColorMap[i]; if (c > 16) { uint8 t = (_vm->_currentPalette[c * 3] < 32) ? 4 : 12; t |= ((_vm->_currentPalette[c * 3 + 1] < 32) ? 2 : 10); t |= ((_vm->_currentPalette[c * 3 + 1] < 32) ? 1 : 9); c = t; } if (c == 0) c = _vm->_townsOverrideShadowColor; c = ((c & 0x0f) << 4) | (c & 0x0f); _vm->_townsCharsetColorMap[i] = c; } } } #endif void CharsetRenderer::saveLoadWithSerializer(Serializer *ser) { static const SaveLoadEntry charsetRendererEntries[] = { MKLINE_OLD(CharsetRenderer, _curId, sleByte, VER(73), VER(73)), MKLINE(CharsetRenderer, _curId, sleInt32, VER(74)), MKLINE(CharsetRenderer, _color, sleByte, VER(73)), MKEND() }; ser->saveLoadEntries(this, charsetRendererEntries); if (ser->isLoading()) { setCurID(_curId); setColor(_color); } } void CharsetRendererClassic::printChar(int chr, bool ignoreCharsetMask) { int width, height, origWidth, origHeight; int offsX, offsY; VirtScreen *vs; const byte *charPtr; bool is2byte = (chr >= 256 && _vm->_useCJKMode); assertRange(1, _curId, _vm->_numCharsets - 1, "charset"); if ((vs = _vm->findVirtScreen(_top)) == NULL && (vs = _vm->findVirtScreen(_top + getFontHeight())) == NULL) return; if (chr == '@') return; translateColor(); _vm->_charsetColorMap[1] = _color; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE processTownsCharsetColors(_bytesPerPixel); bool noSjis = false; if (_vm->_game.platform == Common::kPlatformFMTowns && _vm->_useCJKMode) { if ((chr & 0x00ff) == 0x00fd) { chr >>= 8; noSjis = true; } } if (useTownsFontRomCharacter(chr) && !noSjis) { charPtr = 0; _vm->_cjkChar = chr; enableShadow(true); width = getCharWidth(chr); // For whatever reason MI1 uses a different font width // for alignment calculation and for drawing when // charset 2 is active. This fixes some subtle glitches. if (_vm->_game.id == GID_MONKEY && _curId == 2) width--; origWidth = width; origHeight = height = getFontHeight(); offsX = offsY = 0; } else #endif if (_vm->_useCJKMode && (chr >= 128) && !noSjis) { enableShadow(true); origWidth = width = _vm->_2byteWidth; origHeight = height = _vm->_2byteHeight; charPtr = _vm->get2byteCharPtr(chr); offsX = offsY = 0; if (_shadowMode != kNoShadowMode) { width++; height++; } } else { uint32 charOffs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); assert(charOffs < 0x14000); if (!charOffs) return; charPtr = _fontPtr + charOffs; width = origWidth = charPtr[0]; height = origHeight = charPtr[1]; if (_disableOffsX) { offsX = 0; } else { offsX = (signed char)charPtr[2]; } offsY = (signed char)charPtr[3]; charPtr += 4; // Skip over char header } if (_firstChar) { _str.left = 0; _str.top = 0; _str.right = 0; _str.bottom = 0; } _top += offsY; _left += offsX; if (_left + origWidth > _right + 1 || _left < 0) { _left += origWidth; _top -= offsY; return; } _disableOffsX = false; if (_firstChar) { _str.left = _left; _str.top = _top; _str.right = _left; _str.bottom = _top; _firstChar = false; } if (_left < _str.left) _str.left = _left; if (_top < _str.top) _str.top = _top; int drawTop = _top - vs->topline; _vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height); // This check for kPlatformFMTowns and kMainVirtScreen is at least required for the chat with // the navigator's head in front of the ghost ship in Monkey Island 1 if (!ignoreCharsetMask #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE || (_vm->_game.platform == Common::kPlatformFMTowns && vs->number == kMainVirtScreen) #endif ) { _hasMask = true; _textScreenID = vs->number; } printCharIntern(is2byte, charPtr, origWidth, origHeight, width, height, vs, ignoreCharsetMask); _left += origWidth; if (_str.right < _left) { _str.right = _left; if (_vm->_game.platform != Common::kPlatformFMTowns && _shadowMode != kNoShadowMode) _str.right++; } if (_str.bottom < _top + origHeight) _str.bottom = _top + origHeight; _top -= offsY; } void CharsetRendererClassic::printCharIntern(bool is2byte, const byte *charPtr, int origWidth, int origHeight, int width, int height, VirtScreen *vs, bool ignoreCharsetMask) { byte *dstPtr; byte *back = NULL; int drawTop = _top - vs->topline; if ((_vm->_game.heversion >= 71 && _bytesPerPixel >= 8) || (_vm->_game.heversion >= 90 && _bytesPerPixel == 0)) { #ifdef ENABLE_HE if (ignoreCharsetMask || !vs->hasTwoBuffers) { dstPtr = vs->getPixels(0, 0); } else { dstPtr = (byte *)_vm->_textSurface.pixels; } if (_blitAlso && vs->hasTwoBuffers) { dstPtr = vs->getBackPixels(0, 0); } Common::Rect rScreen(vs->w, vs->h); if (_bytesPerPixel >= 8) { byte imagePalette[256]; memset(imagePalette, 0, sizeof(imagePalette)); memcpy(imagePalette, _vm->_charsetColorMap, 4); Wiz::copyWizImage(dstPtr, charPtr, vs->pitch, kDstScreen, vs->w, vs->h, _left, _top, origWidth, origHeight, &rScreen, 0, imagePalette, NULL, _vm->_bytesPerPixel); } else { Wiz::copyWizImage(dstPtr, charPtr, vs->pitch, kDstScreen, vs->w, vs->h, _left, _top, origWidth, origHeight, &rScreen, 0, NULL, NULL, _vm->_bytesPerPixel); } if (_blitAlso && vs->hasTwoBuffers) { Common::Rect dst(_left, _top, _left + origWidth, _top + origHeight); ((ScummEngine_v71he *)_vm)->restoreBackgroundHE(dst); } #endif } else { Graphics::Surface dstSurface; Graphics::Surface backSurface; if ((ignoreCharsetMask || !vs->hasTwoBuffers) #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE && (_vm->_game.platform != Common::kPlatformFMTowns) #endif ) { dstSurface = *vs; dstPtr = vs->getPixels(_left, drawTop); } else { dstSurface = _vm->_textSurface; dstPtr = (byte *)_vm->_textSurface.pixels + (_top - _vm->_screenTop) * _vm->_textSurface.pitch * _vm->_textSurfaceMultiplier + _left * _vm->_textSurfaceMultiplier; } if (_blitAlso && vs->hasTwoBuffers) { backSurface = dstSurface; back = dstPtr; dstSurface = *vs; dstPtr = vs->getBackPixels(_left, drawTop); } if (!ignoreCharsetMask && vs->hasTwoBuffers) { drawTop = _top - _vm->_screenTop; } if (!charPtr && _vm->_cjkFont) { _vm->_cjkFont->drawChar(dstSurface, _vm->_cjkChar, _left * _vm->_textSurfaceMultiplier, (_top - _vm->_screenTop) * _vm->_textSurfaceMultiplier, _vm->_townsCharsetColorMap[1], _shadowColor); } else if (is2byte) { drawBits1(dstSurface, dstPtr, charPtr, drawTop, origWidth, origHeight, dstSurface.bytesPerPixel); } else { drawBitsN(dstSurface, dstPtr, charPtr, *_fontPtr, drawTop, origWidth, origHeight, _vm->_textSurfaceMultiplier == 2); } if (_blitAlso && vs->hasTwoBuffers) { // FIXME: Revisiting this code, I think the _blitAlso mode is likely broken // right now -- we are copying stuff from "dstPtr" to "back", but "dstPtr" really // only conatains charset data... // One way to fix this: don't copy etc.; rather simply render the char twice, // once to each of the two buffers. That should hypothetically yield // identical results, though I didn't try it and right now I don't know // any spots where I can test this... if (!ignoreCharsetMask) error("This might be broken -- please report where you encountered this to Fingolfin"); // Perform some clipping int w = MIN(width, dstSurface.w - _left); int h = MIN(height, dstSurface.h - drawTop); if (_left < 0) { w += _left; back -= _left; dstPtr -= _left; } if (drawTop < 0) { h += drawTop; back -= drawTop * backSurface.pitch; dstPtr -= drawTop * dstSurface.pitch; } // Blit the image data if (w > 0) { while (h-- > 0) { memcpy(back, dstPtr, w); back += backSurface.pitch; dstPtr += dstSurface.pitch; } } } } } void CharsetRendererClassic::drawChar(int chr, Graphics::Surface &s, int x, int y) { const byte *charPtr; byte *dst; int width, height; int is2byte = (chr >= 0x80 && _vm->_useCJKMode) ? 1 : 0; if (is2byte) { enableShadow(true); if (_vm->_game.platform == Common::kPlatformFMTowns) { _vm->_cjkFont->drawChar(s, chr, x * _vm->_textSurfaceMultiplier, y * _vm->_textSurfaceMultiplier, _color, _shadowColor); return; } else { charPtr = _vm->get2byteCharPtr(chr); width = _vm->_2byteWidth; height = _vm->_2byteHeight; } } else { uint32 charOffs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); assert(charOffs < 0x10000); if (!charOffs) return; charPtr = _fontPtr + charOffs; width = charPtr[0]; height = charPtr[1]; charPtr += 4; // Skip over char header } dst = (byte *)s.pixels + y * s.pitch + x; if (is2byte) { drawBits1(s, dst, charPtr, y, width, height, s.bytesPerPixel); } else { drawBitsN(s, dst, charPtr, *_fontPtr, y, width, height); } } void CharsetRendererClassic::drawBitsN(const Graphics::Surface &s, byte *dst, const byte *src, byte bpp, int drawTop, int width, int height, #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE bool scale2x) { #else bool) { #endif int y, x; int color; byte numbits, bits; byte *dst2 = dst; int pitch = s.pitch - width; assert(bpp == 1 || bpp == 2 || bpp == 4 || bpp == 8); bits = *src++; numbits = 8; byte *cmap = _vm->_charsetColorMap; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (_vm->_game.platform == Common::kPlatformFMTowns) cmap = _vm->_townsCharsetColorMap; if (scale2x) { dst2 += s.pitch; pitch <<= 1; } #endif for (y = 0; y < height && y + drawTop < s.h; y++) { for (x = 0; x < width; x++) { color = (bits >> (8 - bpp)) & 0xFF; if (color && y + drawTop >= 0) { *dst = cmap[color]; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) dst[1] = dst2[0] = dst2[1] = dst[0]; #endif } dst++; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) { dst++; dst2 += 2; } #endif bits <<= bpp; numbits -= bpp; if (numbits == 0) { bits = *src++; numbits = 8; } } dst += pitch; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE dst2 += pitch; #endif } } void CharsetRendererCommon::drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE bool scale2x) { #else bool) { #endif int y, x; byte bits = 0; uint8 col = _color; int pitch = s.pitch - width * bitDepth; byte *dst2 = dst + s.pitch; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE byte *dst3 = dst2; byte *dst4 = dst2; if (scale2x) { dst3 = dst2 + s.pitch; dst4 = dst3 + s.pitch; pitch <<= 1; } if (_vm->_game.platform == Common::kPlatformFMTowns && _vm->_game.version == 5) col = _vm->_townsCharsetColorMap[1]; #endif for (y = 0; y < height && y + drawTop < s.h; y++) { for (x = 0; x < width; x++) { if ((x % 8) == 0) bits = *src++; if ((bits & revBitMask(x % 8)) && y + drawTop >= 0) { if (bitDepth == 2) { if (_shadowMode != kNoShadowMode) { WRITE_UINT16(dst + 2, _vm->_16BitPalette[_shadowColor]); WRITE_UINT16(dst + s.pitch, _vm->_16BitPalette[_shadowColor]); if (_shadowMode != kFMTOWNSShadowMode) WRITE_UINT16(dst + s.pitch + 2, _vm->_16BitPalette[_shadowColor]); } WRITE_UINT16(dst, _vm->_16BitPalette[_color]); } else { if (_shadowMode != kNoShadowMode) { #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) { dst[2] = dst[3] = dst2[2] = dst2[3] = _shadowColor; dst3[0] = dst4[0] = dst3[1] = dst4[1] = _shadowColor; } else #endif { dst[1] = dst2[0] = _shadowColor; if (_shadowMode != kFMTOWNSShadowMode) dst2[1] = _shadowColor; } } dst[0] = col; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) dst[1] = dst2[0] = dst2[1] = col; #endif } } dst += bitDepth; dst2 += bitDepth; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) { dst++; dst2++; dst3 += 2; dst4 += 2; } #endif } dst += pitch; dst2 += pitch; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE dst3 += pitch; dst4 += pitch; #endif } } #ifdef USE_RGB_COLOR void CharsetRendererPCE::drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scalex) { int y, x; int bitCount = 0; byte bits = 0; const bool resetLineBitCount = (_vm->_language != Common::JA_JPN || width != 12); for (y = 0; y < height && y + drawTop < s.h; y++) { if (resetLineBitCount) bitCount = 0; for (x = 0; x < width; x++) { if ((bitCount % 8) == 0) bits = *src++; if ((bits & revBitMask(bitCount % 8)) && y + drawTop >= 0) { if (bitDepth == 2) { if (_shadowMode != kNoShadowMode) { WRITE_UINT16(dst + s.pitch + 2, _vm->_16BitPalette[_shadowColor]); } WRITE_UINT16(dst, _vm->_16BitPalette[_color]); } else { if (_shadowMode != kNoShadowMode) { *(dst + s.pitch + 1) = _shadowColor; } *dst = _color; } } dst += bitDepth; bitCount++; } dst += s.pitch - width * bitDepth; } } #endif #ifdef ENABLE_SCUMM_7_8 CharsetRendererNut::CharsetRendererNut(ScummEngine *vm) : CharsetRenderer(vm) { _current = 0; for (int i = 0; i < 5; i++) { _fr[i] = NULL; } } CharsetRendererNut::~CharsetRendererNut() { for (int i = 0; i < 5; i++) { delete _fr[i]; } } void CharsetRendererNut::setCurID(int32 id) { if (id == -1) return; int numFonts = ((_vm->_game.id == GID_CMI) && (_vm->_game.features & GF_DEMO)) ? 4 : 5; assert(id < numFonts); _curId = id; if (!_fr[id]) { char fontname[11]; sprintf(fontname, "font%d.nut", id); _fr[id] = new NutRenderer(_vm, fontname); } _current = _fr[id]; assert(_current); } int CharsetRendererNut::getCharHeight(byte chr) { assert(_current); return _current->getCharHeight(chr); } int CharsetRendererNut::getCharWidth(uint16 chr) { assert(_current); return _current->getCharWidth(chr); } int CharsetRendererNut::getFontHeight() { // FIXME / TODO: how to implement this properly??? assert(_current); return _current->getCharHeight('|'); } void CharsetRendererNut::printChar(int chr, bool ignoreCharsetMask) { Common::Rect shadow; assert(_current); if (chr == '@') return; shadow.left = _left; shadow.top = _top; if (_firstChar) { _str.left = (shadow.left >= 0) ? shadow.left : 0; _str.top = (shadow.top >= 0) ? shadow.top : 0; _str.right = _str.left; _str.bottom = _str.top; _firstChar = false; } int width = _current->getCharWidth(chr); int height = _current->getCharHeight(chr); if (chr >= 256 && _vm->_useCJKMode) width = _vm->_2byteWidth; shadow.right = _left + width; shadow.bottom = _top + height; Graphics::Surface s; if (!ignoreCharsetMask) { _hasMask = true; _textScreenID = kMainVirtScreen; } int drawTop = _top; if (ignoreCharsetMask) { VirtScreen *vs = &_vm->_virtscr[kMainVirtScreen]; s = *vs; s.pixels = vs->getPixels(0, 0); } else { s = _vm->_textSurface; drawTop -= _vm->_screenTop; } if (chr >= 256 && _vm->_useCJKMode) _current->draw2byte(s, chr, _left, drawTop, _color); else _current->drawChar(s, (byte)chr, _left, drawTop, _color); _vm->markRectAsDirty(kMainVirtScreen, shadow); if (_str.left > _left) _str.left = _left; // Original keeps glyph width and character dimensions separately if (_vm->_language == Common::ZH_TWN && width == 16) width = 17; _left += width; if (_str.right < shadow.right) _str.right = shadow.right; if (_str.bottom < shadow.bottom) _str.bottom = shadow.bottom; } #endif void CharsetRendererNES::printChar(int chr, bool ignoreCharsetMask) { int width, height, origWidth, origHeight; VirtScreen *vs; byte *charPtr, *dst; // Init it here each time since it is cheap and fixes bug with // charset after game load _trTable = _vm->getResourceAddress(rtCostume, 77) + 2; // HACK: how to set it properly? if (_top == 0) _top = 16; if ((vs = _vm->findVirtScreen(_top)) == NULL) return; if (chr == '@') return; charPtr = _vm->_NESPatTable[1] + _trTable[chr - 32] * 16; width = getCharWidth(chr); height = 8; origWidth = width; origHeight = height; if (_firstChar) { _str.left = _left; _str.top = _top; _str.right = _left; _str.bottom = _top; _firstChar = false; } int drawTop = _top - vs->topline; _vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height); if (!ignoreCharsetMask) { _hasMask = true; _textScreenID = vs->number; } if (ignoreCharsetMask || !vs->hasTwoBuffers) { dst = vs->getPixels(_left, drawTop); drawBits1(*vs, dst, charPtr, drawTop, origWidth, origHeight, vs->bytesPerPixel); } else { dst = (byte *)_vm->_textSurface.pixels + _top * _vm->_textSurface.pitch + _left; drawBits1(_vm->_textSurface, dst, charPtr, drawTop, origWidth, origHeight, _vm->_textSurface.bytesPerPixel); } if (_str.left > _left) _str.left = _left; _left += origWidth; if (_str.right < _left) { _str.right = _left; if (_shadowMode != kNoShadowMode) _str.right++; } if (_str.bottom < _top + height) _str.bottom = _top + height; } void CharsetRendererNES::drawChar(int chr, Graphics::Surface &s, int x, int y) { byte *charPtr, *dst; int width, height; if (!_trTable) _trTable = _vm->getResourceAddress(rtCostume, 77) + 2; charPtr = _vm->_NESPatTable[1] + _trTable[chr - 32] * 16; width = getCharWidth(chr); height = 8; dst = (byte *)s.pixels + y * s.pitch + x; drawBits1(s, dst, charPtr, y, width, height, s.bytesPerPixel); } void CharsetRendererNES::drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scalex) { for (int i = 0; i < 8; i++) { byte c0 = src[i]; byte c1 = src[i + 8]; for (int j = 0; j < 8; j++) dst[j] = _vm->_NESPalette[0][((c0 >> (7 - j)) & 1) | (((c1 >> (7 - j)) & 1) << 1) | (_color ? 12 : 8)]; dst += s.pitch; } } } // End of namespace Scumm