/* 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 BORDER_PEN 194 // output colour for character border - should be black ( " ) but note that we have to use a different pen number during sequences #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 #include #include #include "stdafx.h" #include "driver/driver96.h" #include "console.h" #include "debug.h" #include "defs.h" // for SPEECH_FONT_ID & CONSOLE_FONT_ID #include "header.h" #include "maketext.h" #include "memory.h" #include "protocol.h" // for FetchFrameHeader() #include "resman.h" #include "sword2.h" extern uint32 sequenceTextLines; // see anims.cpp //----------------------------------------------------------------------------- typedef struct // info for each line of words in the output text sprite { uint16 width; // width of line in pixels uint16 length; // length of line in characters } _lineInfo; //----------------------------------------------------------------------------- // PROTOTYPES uint16 AnalyseSentence( uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineInfo *line ); mem* BuildTextSprite( uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line, uint16 noOfLines ); uint16 CharWidth( uint8 ch, uint32 fontRes ); uint16 CharHeight( uint32 fontRes ); _frameHeader* FindChar( uint8 ch, uint8 *charSet ); void CopyChar( _frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen ); //----------------------------------------------------------------------------- // global layout variables - these used to be defines, but now we're dealing with 2 character sets (10dec96 JEL) int8 line_spacing; // no. of pixels to separate lines of characters in the output sprite - negative for overlap int8 char_spacing; // no. of pixels to separate characters along each line - negative for overlap uint8 border_pen; // output pen colour of character borders //----------------------------------------------------------------------------- // Global font resource id variables, set up in 'SetUpFontResources()' at bottom of this file uint32 speech_font_id; uint32 controls_font_id; uint32 red_font_id; uint32 death_font_id; //----------------------------------------------------------------------------- mem* MakeTextSprite( uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes ) { 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 // Zdebug("MakeTextSprite( \"%s\", maxWidth=%u )", sentence, maxWidth ); ///////////////////////////////////////////////////////////////////////////// // 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 (10dec96 JEL) if (fontRes == speech_font_id) { line_spacing = -6; // overlap lines by 6 pixels char_spacing = -3; // overlap characters by 3 pixels } else if (fontRes == CONSOLE_FONT_ID) { line_spacing = 0; // no space or overlap between lines char_spacing = 1; // 1 pixel spacing between each character } else { line_spacing = 0; char_spacing = 0; } if (sequenceTextLines) // if rendering text over a sequence border_pen = 1; // need a different colour number to BORDER_PEN else border_pen = BORDER_PEN; //---------------------------------------------- // allocate memory for array of lineInfo structures line = Twalloc( MAX_LINES*sizeof(_lineInfo), MEM_locked, UID_temp ); // last param is an optional id for type of mem block // 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 Free_mem( line ); return( textSprite ); } //----------------------------------------------------------------------------- uint16 AnalyseSentence( uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineInfo *line ) { uint16 pos=0, wordWidth, wordLength, spaceNeeded, firstWord=TRUE, lineNo=0; uint8 ch; // joinWidth = how much extra space is needed to append a word to a line // NB. SPACE requires TWICE the 'char_spacing' to join a word to line uint16 joinWidth = CharWidth( SPACE, fontRes ) + 2*char_spacing; do { wordWidth = 0; // new word wordLength = 0; ch = sentence[pos++]; // get first char of word (at position 'pos') while( (ch != SPACE) && ch ) // while not SPACE or NULL terminator { // inc wordWidth by (character width + char_spacing) pixels wordWidth += CharWidth( ch, fontRes ) + char_spacing; wordLength++; ch = sentence[pos++]; // get next char } wordWidth -= char_spacing; // no char_spacing after final letter of word! // '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; line[lineNo].length += 1+wordLength; // NB. space+word characters } else // put word (without separating SPACE) at start of next line { lineNo++; // for next _lineInfo structure in the array //debug_only( lineNo < MAX_LINES ); // exception if lineNo >= MAX_LINES line[lineNo].width = wordWidth; line[lineNo].length = wordLength; } } } while( ch ); // while not reached the NULL terminator return lineNo+1; // return no of lines } //----------------------------------------------------------------------------- // 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* BuildTextSprite( uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line, uint16 noOfLines ) { uint8 *linePtr, *spritePtr; uint16 lineNo, pos=0, posInLine, spriteWidth=0, spriteHeight, sizeOfSprite; uint16 charHeight = 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 = (charHeight*noOfLines + line_spacing*(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 = Twalloc( sizeof(_frameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite ); // the handle (*textSprite) now points to UNMOVABLE memory block // set up the frame header frameHeadPtr = (_frameHeader *)textSprite->ad; // point to the start of our memory block frameHeadPtr->compSize = 0; frameHeadPtr->width = spriteWidth; frameHeadPtr->height = spriteHeight; // Zdebug("spriteWidth=%u",spriteWidth); // Zdebug("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 ); charSet = res_man.Res_open(fontRes); // open font file // 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) != charHeight) Con_fatal_error("FONT ERROR: '%c' is not same height as the space (%s line %u)",sentence[pos-1],__FILE__,__LINE__); #endif CopyChar( charPtr, spritePtr, spriteWidth, pen ); spritePtr += charPtr->width + char_spacing; } pos++; // skip space at end of last word in this line // move to start of next character line in text sprite linePtr += (charHeight + line_spacing) * spriteWidth; } res_man.Res_close(fontRes); // close font file // unlock the sprite memory block, so it's movable Float_mem( 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 CharWidth( uint8 ch, uint32 fontRes ) { _frameHeader *charFrame; uint8 *charSet; uint16 width; charSet = res_man.Res_open(fontRes); // open font file charFrame = FindChar( ch, charSet ); // move to approp. sprite (header) width = charFrame->width; res_man.Res_close(fontRes); // close font file return (width); // return its 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 CharHeight( uint32 fontRes ) // assume all chars the same height! { _frameHeader *charFrame; uint8 *charSet; uint16 height; charSet = res_man.Res_open(fontRes); // open font file charFrame = FindChar( FIRST_CHAR, charSet ); // FIRST_CHAR as good as any height = charFrame->height; res_man.Res_close(fontRes); // close font file return (height); // return its 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* FindChar( uint8 ch, uint8 *charSet ) { // charSet details: // --------------- // starts with the standard file header ie. sizeof(_header) bytes // then an int32 giving the no of sprites ie. 4 bytes // then the offset table (an int32 offset for each sprite) // - each offset counting from the start of the file if( (chLAST_CHAR) ) // if 'ch' out of range ch = DUD; // then print the 'dud' character (chequered flag) // address of char = address of charSet + offset to char //return (charSet + *(int32 *)(charSet + sizeof(_header) + 4 + 4*(ch - FIRST_CHAR))); return (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 'border_pen', and LETTER_COL to 'pen'. void CopyChar( _frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen ) { uint8 *rowPtr, *source, *dest; uint16 rows, cols; source = (uint8 *)charPtr + sizeof(_frameHeader); // now pts to sprite data for char 'ch' rowPtr = spritePtr; // pts to start of first row of char within text sprite for( rows=0; rows < charPtr->height; rows++ ) { dest = rowPtr; // start at beginning of row if (pen) // if required output pen is non-zero { for( cols=0; cols < charPtr->width; cols++ ) { switch( *source++ ) // inc source ptr along sprite data { case LETTER_COL: *dest = pen; break; case BORDER_COL: if (!(*dest)) // don't do a border pixel if there already a bit of another character underneath (for overlapping!) *dest = border_pen; break; // do nothing if source pixel is zero - ie. transparent } dest++; // inc dest ptr to next pixel along row } } else // pen is zero, so just copy character sprites directly into text sprite without remapping colours { memcpy( dest, source, charPtr->width ); source += charPtr->width; } rowPtr += spriteWidth; // next row down (add width of text sprite) } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- #ifdef _SWORD2_DEBUG #define MAX_text_blocs MAX_DEBUG_TEXT_BLOCKS+1 // allow enough for all the debug text blocks (see debug.cpp) #else #define MAX_text_blocs 2 // only need one for speech, and possibly one for "PAUSED" #endif // _SWORD2_DEBUG typedef struct { int16 x; int16 y; uint16 type; // RDSPR_ status bits - see defintion of _spriteInfo structure for correct size! mem *text_mem; } text_bloc; text_bloc text_sprite_list[MAX_text_blocs]; //----------------------------------------------------------------------------- void Init_text_bloc_system(void) //Tony16Oct96 { uint32 j; for (j=0;jad; 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; // subtract half the sprite-width from the given x-coord y -= frame_head->height; // and the sprite-height from the given y-coord 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 text_left_margin = TEXT_MARGIN; text_right_margin = 640 - TEXT_MARGIN - frame_head->width; text_top_margin = 0 + TEXT_MARGIN; // remember - it's RDSPR_DISPLAYALIGN text_bottom_margin = 400 - TEXT_MARGIN - frame_head->height; if (x < text_left_margin) // move if too far left or too far right x = text_left_margin; else if (x > text_right_margin) x = text_right_margin; if (y < text_top_margin) // move if too high or too low y = text_top_margin; else if (y > text_bottom_margin) y = text_bottom_margin; } //----------------------------------------------------------- text_sprite_list[j].x = x; text_sprite_list[j].y = y; text_sprite_list[j].type = type+RDSPR_NOCOMPRESSION; // always uncompressed return(j+1); } //----------------------------------------------------------------------------- // // // PC Version of Print_text_blocs // // void Print_text_blocs(void) //Tony16Oct96 { //called by build_display _frameHeader *frame; _spriteInfo spriteInfo; uint32 j; uint32 rv; for (j=0;jad; spriteInfo.x = text_sprite_list[j].x; spriteInfo.y = text_sprite_list[j].y; spriteInfo.w = frame->width; spriteInfo.h = frame->height; spriteInfo.scale = 0; spriteInfo.scaledWidth = 0; spriteInfo.scaledHeight = 0; spriteInfo.type = text_sprite_list[j].type; spriteInfo.blend = 0; spriteInfo.data = text_sprite_list[j].text_mem->ad+sizeof(_frameHeader); spriteInfo.colourTable = 0; rv = DrawSprite( &spriteInfo ); if (rv) ExitWithReport("Driver Error %.8x in Print_text_blocs [%s line %u]", rv, __FILE__, __LINE__); } } } //----------------------------------------------------------------------------- void Kill_text_bloc(uint32 bloc_number) //Tony18Oct96 { bloc_number--; //back to real if (text_sprite_list[bloc_number].text_mem) { Free_mem(text_sprite_list[bloc_number].text_mem); //release the floating memory text_sprite_list[bloc_number].text_mem=0; //this is how we know the bloc is free } else Con_fatal_error("closing closed text bloc number %d", bloc_number); //illegal kill - stop the system } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // called from InitialiseGame() in sword2.cpp void InitialiseFontResourceFlags(void) // (James31july97) { uint8 *textFile, *textLine; uint8 language; #define TEXT_RES 3258 // resource 3258 contains text from location script for 152 (install, save & restore text, etc) #define SAVE_LINE_NO 1 // local line number of "save" (actor no. 1826) //--------------------------------------------------------------------------------- textFile = res_man.Res_open(TEXT_RES); // open the text resource //--------------------------------------------------------------------------------- // check if language is Polish or Finnish, and therefore requires alternate fonts textLine = FetchTextLine(textFile, SAVE_LINE_NO )+2; // get the text line (& skip the 2 chars containing the wavId) if (strcmp((char*)textLine,"tallenna")==0) // if this line contains the Finnish for "save" language = FINNISH_TEXT; // - then this version must be Finnish else if (strcmp((char*)textLine,"zapisz")==0) // if this line contains the Polish for "save" language = POLISH_TEXT; // - then this version must be Polish else // neither Finnish nor Polish language = DEFAULT_TEXT; // - use regular fonts InitialiseFontResourceFlags(language); // Set the game to use the appropriate fonts //--------------------------------------------------------------------------------- // Get the game name for the windows application if (g_sword2->_gameId == GID_SWORD2_DEMO) textLine = FetchTextLine(textFile, 451 )+2; // get the text line (& skip the 2 chars containing the wavId) else textLine = FetchTextLine(textFile, 54 )+2; // get the text line (& skip the 2 chars containing the wavId) SetWindowName((char*)textLine); // driver function //--------------------------------------------------------------------------------- res_man.Res_close(TEXT_RES); // now ok to close the text file //--------------------------------------------------------------------------------- } //------------------------------------------------------------------------------------ // called from the above function, and also from console.cpp void InitialiseFontResourceFlags(uint8 language) // (James31july97) { switch (language) { case FINNISH_TEXT: // special Finnish fonts { speech_font_id = FINNISH_SPEECH_FONT_ID; controls_font_id = FINNISH_CONTROLS_FONT_ID; red_font_id = FINNISH_RED_FONT_ID; break; } case POLISH_TEXT: // special Polish fonts { speech_font_id = POLISH_SPEECH_FONT_ID; controls_font_id = POLISH_CONTROLS_FONT_ID; red_font_id = POLISH_RED_FONT_ID; break; } default:// DEFAULT_TEXT // regular fonts { speech_font_id = ENGLISH_SPEECH_FONT_ID; controls_font_id = ENGLISH_CONTROLS_FONT_ID; red_font_id = ENGLISH_RED_FONT_ID; break; } } } //------------------------------------------------------------------------------------ //-----------------------------------------------------------------------------