/* 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. */ #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 #if defined(DISABLE_TOWNS_DUAL_LAYER_MODE) || !defined(USE_RGB_COLOR) GUIErrorMessage("FM-Towns Kanji font drawing requires dual graphics layer support which is disabled in this build"); error("FM-Towns Kanji font drawing requires dual graphics layer support which is disabled in this build"); #else // use FM-TOWNS font rom, since game files don't have kanji font resources _cjkFont = Graphics::FontSJIS::createFont(_game.platform); if (!_cjkFont) error("SCUMM::Font: Could not open file 'FMT_FNT.ROM'"); _textSurfaceMultiplier = 2; _useCJKMode = true; #endif } else if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine && _language == Common::JA_JPN) { #ifdef USE_RGB_COLOR // use PC-Engine System Card, since game files don't have kanji font resources _cjkFont = Graphics::FontSJIS::createFont(_game.platform); if (!_cjkFont) error("SCUMM::Font: Could not open file 'pce.cdbios'"); _cjkFont->setDrawingMode(Graphics::FontSJIS::kShadowMode); _2byteWidth = _2byteHeight = 12; _useCJKMode = true; #endif } 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"); } } } byte *ScummEngine::get2byteCharPtr(int idx) { if (_game.platform == Common::kPlatformFMTowns || _game.platform == Common::kPlatformPCEngine) return 0; switch (_language) { case Common::KO_KOR: idx = ((idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1; break; case Common::JA_JPN: 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 = false; _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) 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 && chr >= 0x80) return _vm->_2byteWidth / 2; int offs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); if (offs) spacing = _fontPtr[offs] + (signed char)_fontPtr[offs + 2]; return spacing; } 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 && (chr & 0x80)) spacing = _vm->_2byteWidth / 2; if (!spacing) spacing = *(_widthTable + chr); return spacing; } void CharsetRendererV3::enableShadow(bool enable) { _shadowColor = 0; _shadowMode = enable; } void CharsetRendererV3::drawBits1(Graphics::Surface &dest, int x, int y, const byte *src, int drawTop, int width, int height) { byte *dst = (byte *)dest.getBasePtr(x, y); byte bits = 0; uint8 col = _color; int pitch = dest.pitch - width * dest.format.bytesPerPixel; byte *dst2 = dst + dest.pitch; for (y = 0; y < height && y + drawTop < dest.h; y++) { for (x = 0; x < width; x++) { if ((x % 8) == 0) bits = *src++; if ((bits & revBitMask(x % 8)) && y + drawTop >= 0) { if (_shadowMode) dst[1] = dst2[0] = dst2[1] = _shadowColor; dst[0] = col; } dst += dest.format.bytesPerPixel; dst2 += dest.format.bytesPerPixel; } dst += pitch; dst2 += pitch; } } int CharsetRendererV3::getDrawWidthIntern(uint16 chr) { return getCharWidth(chr); } int CharsetRendererV3::getDrawHeightIntern(uint16) { return 8; } 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 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; 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; charPtr = (_vm->_useCJKMode && chr > 127) ? _vm->get2byteCharPtr(chr) : _fontPtr + chr * 8; width = getDrawWidthIntern(chr); height = getDrawHeightIntern(chr); setDrawCharIntern(chr); origWidth = width; origHeight = height; // Clip at the right side (to avoid drawing "outside" the screen bounds). if (_left + origWidth > _right + 1) return; if (_shadowMode) { 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 ((ignoreCharsetMask || !vs->hasTwoBuffers) #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE && (_vm->_game.platform != Common::kPlatformFMTowns) #endif ) drawBits1(*vs, _left + vs->xstart, drawTop, charPtr, drawTop, origWidth, origHeight); else drawBits1(_vm->_textSurface, _left * _vm->_textSurfaceMultiplier, _top * _vm->_textSurfaceMultiplier, charPtr, drawTop, origWidth, origHeight); if (is2byte) { origWidth /= _vm->_textSurfaceMultiplier; height /= _vm->_textSurfaceMultiplier; } if (_str.left > _left) _str.left = _left; _left += origWidth; if (_str.right < _left) { _str.right = _left; if (_shadowMode) _str.right++; } if (_str.bottom < _top + height) _str.bottom = _top + height; } void CharsetRendererV3::drawChar(int chr, Graphics::Surface &s, int x, int y) { const byte *charPtr = (_vm->_useCJKMode && chr > 127) ? _vm->get2byteCharPtr(chr) : _fontPtr + chr * 8; int width = getDrawWidthIntern(chr); int height = getDrawHeightIntern(chr); setDrawCharIntern(chr); drawBits1(s, x, y, charPtr, y, width, height); } 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]; } } 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) { VirtScreen *vs; 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; if (!prepareDraw(chr)) return; 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 || (_vm->_game.platform == Common::kPlatformFMTowns && vs->number == kMainVirtScreen)) { _hasMask = true; _textScreenID = vs->number; } // We need to know the virtual screen we draw on for Indy 4 Amiga, since // it selects the palette map according to this. We furthermore can not // use _textScreenID here, since that will cause inventory graphics // glitches. if (_vm->_game.platform == Common::kPlatformAmiga && _vm->_game.id == GID_INDY4) _drawScreen = 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) _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.getPixels(); } 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)) { dstSurface = *vs; dstPtr = vs->getPixels(_left, drawTop); } else { dstSurface = _vm->_textSurface; dstPtr = (byte *)_vm->_textSurface.getBasePtr(_left * _vm->_textSurfaceMultiplier, (_top - _vm->_screenTop) * _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; } drawBitsN(dstSurface, dstPtr, charPtr, *_fontPtr, drawTop, origWidth, origHeight); 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; } } } } } bool CharsetRendererClassic::prepareDraw(uint16 chr) { uint32 charOffs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); assert(charOffs < 0x14000); if (!charOffs) return false; _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 return true; } void CharsetRendererClassic::drawChar(int chr, Graphics::Surface &s, int x, int y) { if (!prepareDraw(chr)) return; byte *dst = (byte *)s.getBasePtr(x, y); 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) { int y, x; int color; byte numbits, bits; int pitch = s.pitch - width; assert(bpp == 1 || bpp == 2 || bpp == 4 || bpp == 8); bits = *src++; numbits = 8; byte *cmap = _vm->_charsetColorMap; // Indy4 Amiga always uses the room or verb palette map to match colors to // the currently setup palette, thus we need to select it over here too. // Done like the original interpreter. byte *amigaMap = 0; if (_vm->_game.platform == Common::kPlatformAmiga && _vm->_game.id == GID_INDY4) { if (_drawScreen == kVerbVirtScreen) amigaMap = _vm->_verbPalette; else amigaMap = _vm->_roomPalette; } 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) { if (amigaMap) *dst = amigaMap[cmap[color]]; else *dst = cmap[color]; } dst++; bits <<= bpp; numbits -= bpp; if (numbits == 0) { bits = *src++; numbits = 8; } } dst += pitch; } } CharsetRendererTownsV3::CharsetRendererTownsV3(ScummEngine *vm) : CharsetRendererV3(vm), _sjisCurChar(0) { } int CharsetRendererTownsV3::getCharWidth(uint16 chr) { int spacing = 0; if (_vm->_useCJKMode) { if (chr >= 256) spacing = 8; else if (chr >= 128) spacing = 4; } if (!spacing) spacing = *(_widthTable + chr); return spacing; } int CharsetRendererTownsV3::getFontHeight() { return _vm->_useCJKMode ? 8 : _fontHeight; } void CharsetRendererTownsV3::enableShadow(bool enable) { _shadowColor = 8; _shadowMode = enable; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE _shadowColor = 0x88; #ifdef USE_RGB_COLOR if (_vm->_cjkFont) _vm->_cjkFont->setDrawingMode(enable ? Graphics::FontSJIS::kFMTownsShadowMode : Graphics::FontSJIS::kDefaultMode); #endif #endif } void CharsetRendererTownsV3::drawBits1(Graphics::Surface &dest, int x, int y, const byte *src, int drawTop, int width, int height) { #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE #ifdef USE_RGB_COLOR if (_sjisCurChar) { assert(_vm->_cjkFont); _vm->_cjkFont->drawChar(dest, _sjisCurChar, x, y, _color, _shadowColor); return; } #endif bool scale2x = ((&dest == &_vm->_textSurface) && (_vm->_textSurfaceMultiplier == 2) && !(_sjisCurChar >= 256 && _vm->_useCJKMode)); #endif byte bits = 0; uint8 col = _color; int pitch = dest.pitch - width * dest.format.bytesPerPixel; byte *dst = (byte *)dest.getBasePtr(x, y); byte *dst2 = dst + dest.pitch; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE byte *dst3 = dst2; byte *dst4 = dst2; if (scale2x) { dst3 = dst2 + dest.pitch; dst4 = dst3 + dest.pitch; pitch <<= 1; } #endif for (y = 0; y < height && y + drawTop < dest.h; y++) { for (x = 0; x < width; x++) { if ((x % 8) == 0) bits = *src++; if ((bits & revBitMask(x % 8)) && y + drawTop >= 0) { if (dest.format.bytesPerPixel == 2) { if (_shadowMode) { WRITE_UINT16(dst + 2, _vm->_16BitPalette[_shadowColor]); WRITE_UINT16(dst + dest.pitch, _vm->_16BitPalette[_shadowColor]); } WRITE_UINT16(dst, _vm->_16BitPalette[_color]); } else { if (_shadowMode) { #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; } } dst[0] = col; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) dst[1] = dst2[0] = dst2[1] = col; #endif } } dst += dest.format.bytesPerPixel; dst2 += dest.format.bytesPerPixel; #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 } } #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE int CharsetRendererTownsV3::getDrawWidthIntern(uint16 chr) { #ifdef USE_RGB_COLOR if (_vm->_useCJKMode && chr > 127) { assert(_vm->_cjkFont); return _vm->_cjkFont->getCharWidth(chr); } #endif return CharsetRendererV3::getDrawWidthIntern(chr); } int CharsetRendererTownsV3::getDrawHeightIntern(uint16 chr) { #ifdef USE_RGB_COLOR if (_vm->_useCJKMode && chr > 127) { assert(_vm->_cjkFont); return _vm->_cjkFont->getFontHeight(); } #endif return CharsetRendererV3::getDrawHeightIntern(chr); } void CharsetRendererTownsV3::setDrawCharIntern(uint16 chr) { _sjisCurChar = (_vm->_useCJKMode && chr > 127) ? chr : 0; } #endif #ifdef USE_RGB_COLOR void CharsetRendererPCE::drawBits1(Graphics::Surface &dest, int x, int y, const byte *src, int drawTop, int width, int height) { byte *dst = (byte *)dest.getBasePtr(x, y); if (_sjisCurChar) { assert(_vm->_cjkFont); uint16 col1 = _color; uint16 col2 = _shadowColor; if (dest.format.bytesPerPixel == 2) { col1 = _vm->_16BitPalette[col1]; col2 = _vm->_16BitPalette[col2]; } _vm->_cjkFont->drawChar(dst, _sjisCurChar, dest.pitch, dest.format.bytesPerPixel, col1, col2, -1, -1); return; } byte bits = 0; for (y = 0; y < height && y + drawTop < dest.h; y++) { int bitCount = 0; for (x = 0; x < width; x++) { if ((bitCount % 8) == 0) bits = *src++; if ((bits & revBitMask(bitCount % 8)) && y + drawTop >= 0) { if (dest.format.bytesPerPixel == 2) { if (_shadowMode) WRITE_UINT16(dst + dest.pitch + 2, _vm->_16BitPalette[_shadowColor]); WRITE_UINT16(dst, _vm->_16BitPalette[_color]); } else { if (_shadowMode) *(dst + dest.pitch + 1) = _shadowColor; *dst = _color; } } dst += dest.format.bytesPerPixel; bitCount++; } dst += dest.pitch - width * dest.format.bytesPerPixel; } } int CharsetRendererPCE::getDrawWidthIntern(uint16 chr) { if (_vm->_useCJKMode && chr > 127) return _vm->_2byteWidth; return CharsetRendererV3::getDrawWidthIntern(chr); } int CharsetRendererPCE::getDrawHeightIntern(uint16 chr) { if (_vm->_useCJKMode && chr > 127) return _vm->_2byteHeight; return CharsetRendererV3::getDrawHeightIntern(chr); } void CharsetRendererPCE::setDrawCharIntern(uint16 chr) { _sjisCurChar = (_vm->_useCJKMode && chr > 127) ? chr : 0; } #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; } 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; // 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) drawBits1(*vs, _left + vs->xstart, drawTop, charPtr, drawTop, origWidth, origHeight); else drawBits1(_vm->_textSurface, _left, _top, charPtr, drawTop, origWidth, origHeight); if (_str.left > _left) _str.left = _left; _left += origWidth; if (_str.right < _left) { _str.right = _left; if (_shadowMode) _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; int width, height; if (!_trTable) _trTable = _vm->getResourceAddress(rtCostume, 77) + 2; charPtr = _vm->_NESPatTable[1] + _trTable[chr - 32] * 16; width = getCharWidth(chr); height = 8; drawBits1(s, x, y, charPtr, y, width, height); } #ifdef USE_RGB_COLOR #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE CharsetRendererTownsClassic::CharsetRendererTownsClassic(ScummEngine *vm) : CharsetRendererClassic(vm), _sjisCurChar(0) { } int CharsetRendererTownsClassic::getCharWidth(uint16 chr) { int spacing = 0; if (_vm->_useCJKMode) { if ((chr & 0xff00) == 0xfd00) { chr &= 0xff; } else if (chr >= 256) { spacing = 8; } else if (useFontRomCharacter(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++; } } } if (!spacing) { int offs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); if (offs) spacing = _fontPtr[offs] + (signed char)_fontPtr[offs + 2]; } return spacing; } int CharsetRendererTownsClassic::getFontHeight() { 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->_useCJKMode ? htbl[_curId] : _fontHeight; } void CharsetRendererTownsClassic::drawBitsN(const Graphics::Surface&, byte *dst, const byte *src, byte bpp, int drawTop, int width, int height) { if (_sjisCurChar) { assert(_vm->_cjkFont); _vm->_cjkFont->drawChar(_vm->_textSurface, _sjisCurChar, _left * _vm->_textSurfaceMultiplier, (_top - _vm->_screenTop) * _vm->_textSurfaceMultiplier, _vm->_townsCharsetColorMap[1], _shadowColor); return; } bool scale2x = (_vm->_textSurfaceMultiplier == 2); dst = (byte *)_vm->_textSurface.getBasePtr(_left * _vm->_textSurfaceMultiplier, (_top - _vm->_screenTop) * _vm->_textSurfaceMultiplier); int y, x; int color; byte numbits, bits; int pitch = _vm->_textSurface.pitch - width; assert(bpp == 1 || bpp == 2 || bpp == 4 || bpp == 8); bits = *src++; numbits = 8; byte *cmap = _vm->_charsetColorMap; byte *dst2 = dst; if (_vm->_game.platform == Common::kPlatformFMTowns) cmap = _vm->_townsCharsetColorMap; if (scale2x) { dst2 += _vm->_textSurface.pitch; pitch <<= 1; } for (y = 0; y < height && y + drawTop < _vm->_textSurface.h; y++) { for (x = 0; x < width; x++) { color = (bits >> (8 - bpp)) & 0xFF; if (color && y + drawTop >= 0) { *dst = cmap[color]; if (scale2x) dst[1] = dst2[0] = dst2[1] = dst[0]; } dst++; if (scale2x) { dst++; dst2 += 2; } bits <<= bpp; numbits -= bpp; if (numbits == 0) { bits = *src++; numbits = 8; } } dst += pitch; dst2 += pitch; } } bool CharsetRendererTownsClassic::prepareDraw(uint16 chr) { processCharsetColors(); bool noSjis = false; if (_vm->_game.platform == Common::kPlatformFMTowns && _vm->_useCJKMode) { if ((chr & 0x00ff) == 0x00fd) { chr >>= 8; noSjis = true; } } if (useFontRomCharacter(chr) && !noSjis) { setupShadowMode(); _charPtr = 0; _sjisCurChar = chr; _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 if (_vm->_useCJKMode && (chr >= 128) && !noSjis) { setupShadowMode(); _origWidth = _width = _vm->_2byteWidth; _origHeight = _height = _vm->_2byteHeight; _charPtr = _vm->get2byteCharPtr(chr); _offsX = _offsY = 0; if (_shadowMode) { _width++; _height++; } } else { _sjisCurChar = 0; return CharsetRendererClassic::prepareDraw(chr); } return true; } void CharsetRendererTownsClassic::setupShadowMode() { _shadowMode = true; _shadowColor = _vm->_townsCharsetColorMap[0]; assert(_vm->_cjkFont); 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); } bool CharsetRendererTownsClassic::useFontRomCharacter(uint16 chr) { if (!_vm->_useCJKMode) return false; // Some SCUMM 5 games contain hard coded logic to determine whether to use // the SCUMM fonts or the FM-Towns font rom to draw a character. For the other // games we will simply check for a character greater 127. 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; } void CharsetRendererTownsClassic::processCharsetColors() { 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 #endif void CharsetRendererNES::drawBits1(Graphics::Surface &dest, int x, int y, const byte *src, int drawTop, int width, int height) { byte *dst = (byte *)dest.getBasePtr(x, y); 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 += dest.pitch; } } } // End of namespace Scumm