/* 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 "common/system.h" #include "common/platform.h" #include "sherlock/fonts.h" #include "sherlock/image_file.h" #include "sherlock/surface.h" #include "sherlock/sherlock.h" namespace Sherlock { SherlockEngine *Fonts::_vm; ImageFile *Fonts::_font; int Fonts::_fontNumber; int Fonts::_fontHeight; int Fonts::_widestChar; uint16 Fonts::_charCount; byte Fonts::_yOffsets[255]; void Fonts::setVm(SherlockEngine *vm) { _vm = vm; _font = nullptr; _charCount = 0; } void Fonts::freeFont() { delete _font; } void Fonts::setFont(int fontNum) { _fontNumber = fontNum; // Discard previous font delete _font; if (IS_SERRATED_SCALPEL) { // Scalpel if ((_vm->isDemo()) && (!_vm->_interactiveFl)) { // Do not set up any font for the non-interactive demo of scalpel // The non-interactive demo does not contain any font at all return; } } Common::String fontFilename; if (_vm->getPlatform() != Common::kPlatform3DO) { // PC // use FONT[number].VGS, which is a regular sherlock graphic file fontFilename = Common::String::format("FONT%d.VGS", fontNum + 1); // load font data _font = new ImageFile(fontFilename); if (IS_SERRATED_SCALPEL) { if (_vm->getLanguage() == Common::ES_ESP) { if (_fontNumber == 1) { // Create a new character - inverted exclamation mark (0x88) // Seems this wasn't included originally, but some text has it // This was obviously not done in the original game interpreter ImageFrame &frameExclamationMark = (*_font)[0]; // get actual exclamation mark ImageFrame frameRevExclamationMark; frameRevExclamationMark._width = frameExclamationMark._width; frameRevExclamationMark._height = frameExclamationMark._height; frameRevExclamationMark._paletteBase = frameExclamationMark._paletteBase; frameRevExclamationMark._rleEncoded = frameExclamationMark._rleEncoded; frameRevExclamationMark._size = frameExclamationMark._size; frameRevExclamationMark._frame.create(frameExclamationMark._width, frameExclamationMark._height, Graphics::PixelFormat::createFormatCLUT8()); byte *frameExclMarkPixels = (byte *)frameExclamationMark._frame.getPixels(); byte *frameRevExclMarkPixels = (byte *)frameRevExclamationMark._frame.getPixels(); uint16 revExclMarkY = frameExclamationMark._height - 1; frameRevExclMarkPixels += frameExclamationMark._width * (frameExclamationMark._height - 1); for (uint16 exclMarkY = 0; exclMarkY < frameExclamationMark._height; exclMarkY++) { memcpy(frameRevExclMarkPixels, frameExclMarkPixels, frameExclamationMark._width); revExclMarkY--; frameRevExclMarkPixels -= frameExclamationMark._width; frameExclMarkPixels += frameExclamationMark._width; } frameRevExclamationMark._offset.x = frameExclamationMark._offset.x; frameRevExclamationMark._offset.y = frameExclamationMark._offset.y + 1; _font->push_back(frameRevExclamationMark); } } } } else { // 3DO switch (fontNum) { case 0: case 1: fontFilename = "helvetica14.font"; break; case 2: fontFilename = "darts.font"; break; default: error("setFont(): unsupported 3DO font number"); } // load font data _font = new ImageFile3DO(fontFilename, kImageFile3DOType_Font); } _charCount = _font->size(); // Iterate through the frames to find the widest and tallest font characters _fontHeight = _widestChar = 0; for (uint idx = 0; idx < MIN(_charCount, 128 - 32); ++idx) { _fontHeight = MAX((uint16)_fontHeight, (*_font)[idx]._frame.h); _widestChar = MAX((uint16)_widestChar, (*_font)[idx]._frame.w); } // Initialize the Y offset table for the extended character set for (int idx = 0; idx < 255; ++idx) { _yOffsets[idx] = 0; if (IS_ROSE_TATTOO) { if ((idx >= 129 && idx < 135) || (idx >= 136 && idx < 143) || (idx >= 147 && idx < 155) || (idx >= 156 && idx < 165)) _yOffsets[idx] = 1; else if ((idx >= 143 && idx < 146) || idx == 165) _yOffsets[idx] = 2; } } } inline byte Fonts::translateChar(byte c) { switch (c) { case ' ': return 0; // translate to first actual character case 225: // This was done in the German interpreter // SH1: happens, when talking to the kid in the 2nd room // SH2: happens, when looking at the newspaper right at the start in the backalley // Special handling for 0xE1 (German Sharp-S character) if (IS_ROSE_TATTOO) { return 136; // it got translated to this for SH2 } return 135; // and this for SH1 default: if (IS_SERRATED_SCALPEL) { if (_vm->getLanguage() == Common::ES_ESP) { if (_fontNumber == 1) { // Special workarounds for translated game text, which was skipped because of effectively a bug // This was not done in the original interpreter // It seems at least the inverted exclamation mark was skipped by the original interpreter / // wasn't shown at all. // This character is used for example in the alley room, when talking with the inspector after // searching the corpse. "[0xAD]Claro! Mi experiencia profesional revela que esta mujer fue asesinada..." // The same text gets put inside Watson's journal as well and should be on page 10 right after // talking with the inspector. For further study see bug #6931 // Inverted question mark was also skipped, but at least that character is inside the font already. if (c == 0xAD) { // inverted exclamation mark return 0x88; // our own font character, created during setFont() } // Inverted question mask is 0x86 (mapped from 0x88) } } if (c >= 0x80) { // German SH1 version did this, but not German SH2 c--; } // Spanish SH1 did this (reverse engineered code) //if ((c >= 0xA0) && (c <= 0xAD) || (c == 0x82)) { // c--; //} } assert(c > 32); // anything above space is allowed return c - 33; } } void Fonts::writeString(BaseSurface *surface, const Common::String &str, const Common::Point &pt, int overrideColor) { Common::Point charPos = pt; if (!_font) return; for (const char *curCharPtr = str.c_str(); *curCharPtr; ++curCharPtr) { byte curChar = *curCharPtr; if (curChar == ' ') { charPos.x += 5; // hardcoded space continue; } curChar = translateChar(curChar); if (curChar < _charCount) { ImageFrame &frame = (*_font)[curChar]; surface->SHtransBlitFrom(frame, Common::Point(charPos.x, charPos.y + _yOffsets[curChar]), false, overrideColor); charPos.x += frame._frame.w + 1; } else { warning("Invalid character encountered - %d", (int)curChar); } } } int Fonts::stringWidth(const Common::String &str) { int width = 0; if (!_font) return 0; for (const char *c = str.c_str(); *c; ++c) width += charWidth(*c); return width; } int Fonts::stringHeight(const Common::String &str) { int height = 0; if (!_font) return 0; for (const char *c = str.c_str(); *c; ++c) height = MAX(height, charHeight(*c)); return height; } int Fonts::charWidth(unsigned char c) { byte curChar; if (!_font) return 0; if (c == ' ') { return 5; // hardcoded space } curChar = translateChar(c); if (curChar < _charCount) return (*_font)[curChar]._frame.w + 1; return 0; } int Fonts::charHeight(unsigned char c) { byte curChar; if (!_font) return 0; // Space is supposed to be handled like the first actual character (which is decimal 33) curChar = translateChar(c); assert(curChar < _charCount); const ImageFrame &img = (*_font)[curChar]; return img._height + img._offset.y + 1; } } // End of namespace Sherlock