/* Copyright (C) 1994-2003 Revolution Software Ltd * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ // MAKETEXT - Constructs a single-frame text sprite: returns a handle to a // FLOATING memory block containing the sprite, given a // null-terminated string, max width allowed, pen colour and // pointer to required character set. // // NB 1) The routine does not create a standard file header or // an anim header for the text sprite - the data simply begins // with the frame header. // // NB 2) If pen colour is zero, it copies the characters into // the sprite without remapping the colours. // ie. It can handle both the standard 2-colour font for speech // and any multicoloured fonts for control panels, etc. // // Based on textsprt.c as used for Broken Sword 1, but updated // for new system by JEL on 9oct96 and updated again (for font // as a resource) on 5dec96. #define MAX_LINES 30 // max character lines in output sprite #define BORDER_COL 200 // source colour for character border (only // needed for remapping colours) #define LETTER_COL 193 // source colour for bulk of character ( " ) #define NO_COL 0 // sprite background - 0 for transparency! #define SPACE ' ' #define FIRST_CHAR SPACE // first character in character set #define LAST_CHAR 255 // last character in character set #define DUD 64 // the first "chequered flag" (dud) symbol in // our character set is in the '@' position #include "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/defs.h" namespace Sword2 { // info for each line of words in the output text sprite mem* FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) { mem *line; // handle for the memory block which will // contain the array of lineInfo structures mem *textSprite; // handle for the block to contain the text // sprite itself uint16 noOfLines; // no of lines of text required to fit within // a sprite of width 'maxWidth' pixels debug(5, "makeTextSprite(\"%s\", maxWidth=%u)", sentence, maxWidth); _borderPen = border; // NB. ensure sentence contains no leading/tailing/extra spaces - if // necessary, copy to another array first, missing the extra spaces. // set the global layout variables if (fontRes == g_sword2->_speechFontId) { _lineSpacing = -6; // overlap lines by 6 pixels _charSpacing = -3; // overlap characters by 3 pixels } else if (fontRes == CONSOLE_FONT_ID) { _lineSpacing = 0; // no space or overlap between lines _charSpacing = 1; // 1 pixel spacing between each character } else { _lineSpacing = 0; _charSpacing = 0; } // allocate memory for array of lineInfo structures line = _vm->_memory->allocMemory(MAX_LINES * sizeof(LineInfo), MEM_locked, UID_temp); // get details of sentence breakdown into array of LineInfo structures // and get the no of lines involved noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *) line->ad); // construct the sprite based on the info gathered - returns floating // mem block textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *) line->ad, noOfLines); // free up the lineInfo array now _vm->_memory->freeMemory(line); return textSprite; } uint16 FontRenderer::analyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line) { uint16 pos = 0, wordWidth, wordLength, spaceNeeded; uint16 lineNo = 0; uint8 ch; bool firstWord = true; // 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; // while not reached the NULL terminator do { // new word wordWidth = 0; wordLength = 0; // get first char of word (at position 'pos') ch = sentence[pos++]; // while not SPACE or NULL terminator while ((ch != SPACE) && ch) { wordWidth += charWidth(ch, fontRes) + _charSpacing; wordLength++; ch = sentence[pos++]; } // no _charSpacing after final letter of word! wordWidth -= _charSpacing; // 'ch' is now the SPACE or NULL following the word // 'pos' indexes to the position following 'ch' if (firstWord) { // first word on first line, so no separating SPACE // needed line[0].width = wordWidth; line[0].length = wordLength; firstWord = false; } else { // see how much extra space this word will need to // fit on current line (with a separating space // character - also overlapped) spaceNeeded = joinWidth + wordWidth; if (line[lineNo].width + spaceNeeded <= maxWidth) { // fits this line line[lineNo].width += spaceNeeded; // NB. space+word characters line[lineNo].length += 1 + wordLength; } else { // put word (without separating SPACE) at // start of next line // for next LineInfo structure in the array lineNo++; // exception if lineNo >= MAX_LINES // debug_only( lineNo < MAX_LINES ); line[lineNo].width = wordWidth; line[lineNo].length = wordLength; } } } while (ch); // return no of lines return lineNo + 1; } // Returns a handle to a floating memory block containing a text sprite, given // a pointer to a null-terminated string, pointer to required character set, // required text pen colour (or zero to use source colours), pointer to the // array of linInfo structures created by 'analyseSentence()', and the number // of lines (ie. no. of elements in the 'line' array). // PC Version of BuildTextSprite mem* FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) { uint8 *linePtr, *spritePtr; uint16 lineNo, pos = 0, posInLine, spriteWidth = 0, spriteHeight; uint16 sizeOfSprite; uint16 char_height = charHeight(fontRes); _frameHeader *frameHeadPtr, *charPtr; mem *textSprite; uint8 *charSet; // spriteWidth = width of widest line of output text for (lineNo = 0; lineNo < noOfLines; lineNo++) if (line[lineNo].width > spriteWidth) spriteWidth = line[lineNo].width; // spriteHeight = tot height of char lines + tot height of separating // lines spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1); // total size (no of pixels) sizeOfSprite = spriteWidth * spriteHeight; // allocate memory for sprite, and lock it ready for use // NB. 'textSprite' is the given pointer to the handle to be used textSprite = _vm->_memory->allocMemory(sizeof(_frameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite); // the handle (*textSprite) now points to UNMOVABLE memory block // set up the frame header // point to the start of our memory block frameHeadPtr = (_frameHeader *) textSprite->ad; frameHeadPtr->compSize = 0; frameHeadPtr->width = spriteWidth; frameHeadPtr->height = spriteHeight; debug(5, "spriteWidth=%u", spriteWidth); debug(5, "spriteHeight=%u", spriteHeight); // ok, now point to the start (of the first line) of the sprite data // itelf linePtr = textSprite->ad + sizeof(_frameHeader); // start with transparent sprite (no colour) memset(linePtr, NO_COL, sizeOfSprite); // open font file charSet = _vm->_resman->openResource(fontRes); // fill sprite with characters, one line at a time for (lineNo = 0; lineNo < noOfLines; lineNo++) { // position the start of the line so that it is centred // across the sprite spritePtr = linePtr + (spriteWidth - line[lineNo].width) / 2; // copy the sprite for each character in this line to the // text sprite and inc the sprite ptr by the character's // width minus the 'overlap' for (posInLine = 0; posInLine < line[lineNo].length; posInLine++) { charPtr = findChar(sentence[pos++], charSet); #ifdef _SWORD2_DEBUG if (charPtr->height != char_height) error("FONT ERROR: '%c' is not same height as the space", sentence[pos - 1]); #endif copyChar(charPtr, spritePtr, spriteWidth, pen); spritePtr += charPtr->width + _charSpacing; } // skip space at end of last word in this line pos++; // move to start of next character line in text sprite linePtr += (char_height + _lineSpacing) * spriteWidth; } // close font file _vm->_resman->closeResource(fontRes); // unlock the sprite memory block, so it's movable _vm->_memory->floatMemory(textSprite); return textSprite; } // Returns the width of a character sprite, given the character's ASCII code // and a pointer to the start of the character set. uint16 FontRenderer::charWidth(uint8 ch, uint32 fontRes) { _frameHeader *charFrame; uint8 *charSet; uint16 width; // open font file charSet = _vm->_resman->openResource(fontRes); // move to approp. sprite (header) charFrame = findChar(ch, charSet); width = charFrame->width; // close font file _vm->_resman->closeResource(fontRes); // return its width return width; } // Returns the height of a character sprite, given the character's ASCII code // and a pointer to the start of the character set. uint16 FontRenderer::charHeight(uint32 fontRes) { _frameHeader *charFrame; uint8 *charSet; uint16 height; // open font file charSet = _vm->_resman->openResource(fontRes); // assume all chars the same height, i.e. FIRST_CHAR is as good as any charFrame = findChar(FIRST_CHAR, charSet); height = charFrame->height; // close font file _vm->_resman->closeResource(fontRes); // return its height return height; } // Returns a pointer to the header of a character sprite, given the character's // ASCII code and a pointer to the start of the character set. _frameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) { // if 'ch' out of range, print the 'dud' character (chequered flag) if (ch < FIRST_CHAR) ch = DUD; return g_sword2->fetchFrameHeader(charSet, ch - FIRST_CHAR); } // Copies a character sprite from 'charPtr' to the sprite buffer at 'spritePtr' // of width 'spriteWidth'. If pen is zero, it copies the data across directly, // otherwise it maps pixels of BORDER_COL to '_borderPen', and LETTER_COL to // 'pen'. void FontRenderer::copyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen) { uint8 *rowPtr, *source, *dest; uint16 rows, cols; // now pts to sprite data for char 'ch' source = (uint8 *) charPtr + sizeof(_frameHeader); // pts to start of first row of char within text sprite rowPtr = spritePtr; for (rows = 0; rows < charPtr->height; rows++) { // start at beginning of row dest = rowPtr; // if required output pen is non-zero if (pen) { for (cols = 0; cols < charPtr->width; cols++) { // inc source ptr along sprite data 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; // do nothing if source pixel is zero, // ie. transparent } // inc dest ptr to next pixel along row dest++; } } else { // pen is zero, so just copy character sprites // directly into text sprite without remapping colours memcpy(dest, source, charPtr->width); source += charPtr->width; } // next row down (add width of text sprite) 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 are read and blitted at render time choose alignment type // RDSPR_DISPLAYALIGN or 0 uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) { uint32 j = 0; _frameHeader *frame_head; int16 text_left_margin; int16 text_right_margin; int16 text_top_margin; int16 text_bottom_margin; // find a free slot while (j < MAX_text_blocs && _blocList[j].text_mem) j++; #ifdef _SWORD2_DEBUG // we've run out - might as well stop the system if (j == MAX_text_blocs) error("Build_new_block ran out of blocks!"); #endif // make the sprite! _blocList[j].text_mem = makeTextSprite(ascii, width, pen, fontRes); // speech to be centred above point (x,y), but kept on-screen // where (x,y) is a point somewhere just above the talker's head // debug text just to be printed normally from point (x,y) // JUSTIFICATION & POSITIONING // 'NO_JUSTIFICATION' means print sprite with top-left at (x,y) // without margin checking - used for debug text if (justification != NO_JUSTIFICATION) { frame_head = (_frameHeader *) _blocList[j].text_mem->ad; switch (justification) { // this one is always used for SPEECH TEXT; possibly // also for pointer text case POSITION_AT_CENTRE_OF_BASE: x -= (frame_head->width) / 2; 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 text_left_margin = TEXT_MARGIN; text_right_margin = 640 - TEXT_MARGIN - frame_head->width; text_top_margin = TEXT_MARGIN; 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; } _blocList[j].x = x; _blocList[j].y = y; // always uncompressed _blocList[j].type = type | RDSPR_NOCOMPRESSION; return j + 1; } void FontRenderer::printTextBlocs(void) { //called by build_display _frameHeader *frame; _spriteInfo spriteInfo; uint32 rv; uint32 j; for (j = 0; j < MAX_text_blocs; j++) { if (_blocList[j].text_mem) { frame = (_frameHeader*) _blocList[j].text_mem->ad; spriteInfo.x = _blocList[j].x; spriteInfo.y = _blocList[j].y; spriteInfo.w = frame->width; spriteInfo.h = frame->height; spriteInfo.scale = 0; spriteInfo.scaledWidth = 0; spriteInfo.scaledHeight = 0; spriteInfo.type = _blocList[j].type; spriteInfo.blend = 0; spriteInfo.data = _blocList[j].text_mem->ad + sizeof(_frameHeader); spriteInfo.colourTable = 0; rv = _vm->_graphics->drawSprite(&spriteInfo); if (rv) error("Driver Error %.8x in Print_text_blocs", rv); } } } void FontRenderer::killTextBloc(uint32 bloc_number) { //back to real bloc_number--; if (_blocList[bloc_number].text_mem) { // release the floating memory and mark it as free _vm->_memory->freeMemory(_blocList[bloc_number].text_mem); _blocList[bloc_number].text_mem = 0; } else { // illegal kill - stop the system error("closing closed text bloc number %d", bloc_number); } } // The rest of this file doesn't belong in the FontRenderer class! // called from InitialiseGame() in sword2.cpp // 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(void) { uint8 *textFile, *textLine; uint8 language; // open the text resource textFile = _resman->openResource(TEXT_RES); // If language is Polish or Finnish it requires alternate fonts. // Otherwise, use regular fonts // get the text line (& skip the 2 chars containing the wavId) textLine = fetchTextLine(textFile, SAVE_LINE_NO) + 2; // "talenna" Finnish for "save" // "zapisz" Polish for "save" if (strcmp((char *) textLine, "tallenna") == 0) language = FINNISH_TEXT; else if (strcmp((char *) textLine, "zapisz") == 0) language = POLISH_TEXT; else language = DEFAULT_TEXT; // Set the game to use the appropriate fonts initialiseFontResourceFlags(language); // Get the game name for the windows application // Get the text line - skip the 2 chars containing the wavId if (_features & GF_DEMO) textLine = fetchTextLine(textFile, 451) + 2; else textLine = fetchTextLine(textFile, 54) + 2; // 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" _graphics->setWindowName((char *) textLine); // now ok to close the text file _resman->closeResource(TEXT_RES); } // called from the above function, and also from console.cpp void Sword2Engine::initialiseFontResourceFlags(uint8 language) { switch (language) { case FINNISH_TEXT: // special Finnish fonts _speechFontId = FINNISH_SPEECH_FONT_ID; _controlsFontId = FINNISH_CONTROLS_FONT_ID; _redFontId = FINNISH_RED_FONT_ID; break; case POLISH_TEXT: // special Polish fonts _speechFontId = POLISH_SPEECH_FONT_ID; _controlsFontId = POLISH_CONTROLS_FONT_ID; _redFontId = POLISH_RED_FONT_ID; break; default: // DEFAULT_TEXT - regular fonts _speechFontId = ENGLISH_SPEECH_FONT_ID; _controlsFontId = ENGLISH_CONTROLS_FONT_ID; _redFontId = ENGLISH_RED_FONT_ID; break; } } } // End of namespace Sword2