aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/maketext.cpp
blob: ccfeda24a221615119a6e35c979ed6ebeff66f0b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
/* 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.
 *
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 */

// 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.


#include "common/system.h"

#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/screen.h"

namespace Sword2 {

#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 LETTER_COL_PSX1 33
#define LETTER_COL_PSX2 34
#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

/**
 * This function creates a new text sprite. The sprite data contains a
 * FrameHeader, but not a standard file header.
 *
 * @param  sentence  pointer to a null-terminated string
 * @param  maxWidth  the maximum allowed text sprite width in pixels
 * @param  pen       the text colour, or zero to use the source colours
 * @param  fontRes   the font resource id
 * @param  border    the border colour; black by default
 * @return a handle to a floating memory block containing the text sprite
 * @note   The sentence must contain no leading, trailing or extra spaces.
 *         Out-of-range characters in the string are replaced by a special
 *         error-signal character (chequered flag)
 */

byte *FontRenderer::makeTextSprite(byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) {
	debug(5, "makeTextSprite(\"%s\", maxWidth=%u)", sentence, maxWidth);

	_borderPen = border;

	// Line- and character spacing are hard-wired, rather than being part
	// of the resource.

	if (fontRes == _vm->_speechFontId) {
		if (Sword2Engine::isPsx())
			_lineSpacing = -4; // Text would be unreadable with psx font if linespacing is higher
		else
			_lineSpacing = -6;
		_charSpacing = -3;
	} else if (fontRes == CONSOLE_FONT_ID) {
		_lineSpacing = 0;
		_charSpacing = 1;
	} else {
		_lineSpacing = 0;
		_charSpacing = 0;
	}

	// Allocate memory for array of lineInfo structures

	byte *line = (byte *)malloc(MAX_LINES * sizeof(LineInfo));

	// Get details of sentence breakdown into array of LineInfo structures
	// and get the number of lines involved

	uint16 noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *)line);

	// Construct the sprite based on the info gathered - returns floating
	// mem block

	byte *textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *)line, noOfLines);

	free(line);
	return textSprite;
}

uint16 FontRenderer::analyseSentence(byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line) {
	// 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;

	uint16 lineNo = 0;
	uint16 pos = 0;
	bool firstWord = true;

	byte ch;

	do {
		uint16 wordWidth = 0;
		uint16 wordLength = 0;

		// Calculate the width of the word.

		ch = sentence[pos++];

		while (ch && ch != SPACE) {
			wordWidth += charWidth(ch, fontRes) + _charSpacing;
			wordLength++;
			ch = sentence[pos++];
		}

		// Don't include any character spacing at the end of the word.
		wordWidth -= _charSpacing;

		// 'ch' is now the SPACE or NULL following the word
		// 'pos' indexes to the position following 'ch'

		if (firstWord) {
			// This is the first word on the line, so no separating
			// space is 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)

			uint16 spaceNeeded = joinWidth + wordWidth;

			if (line[lineNo].width + spaceNeeded <= maxWidth) {
				// The word fits on this line.
				line[lineNo].width += spaceNeeded;
				line[lineNo].length += (1 + wordLength);
			} else {
				// The word spills over to the next line, i.e.
				// no separating space.

				lineNo++;

				assert(lineNo < MAX_LINES);

				line[lineNo].width = wordWidth;
				line[lineNo].length = wordLength;
			}
		}
	} while (ch);

	return lineNo + 1;
}

/**
 * This function creates a new text sprite in a movable memory block. It must
 * be locked before use, i.e. lock, draw sprite, unlock/free. The sprite data
 * contains a FrameHeader, but not a standard file header.
 *
 * @param  sentence  pointer to a null-terminated string
 * @param  fontRes   the font resource id
 * @param  pen       the text colour, or zero to use the source colours
 * @param  line      array of LineInfo structures, created by analyseSentence()
 * @param  noOfLines the number of lines, i.e. the number of elements in 'line'
 * @return a handle to a floating memory block containing the text sprite
 * @note   The sentence must contain no leading, trailing or extra spaces.
 *         Out-of-range characters in the string are replaced by a special
 *         error-signal character (chequered flag)
 */

byte *FontRenderer::buildTextSprite(byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) {
	uint16 i;

	// Find the width of the widest line in the output text

	uint16 spriteWidth = 0;

	for (i = 0; i < noOfLines; i++)
		if (line[i].width > spriteWidth)
			spriteWidth = line[i].width;


	// Check that text sprite has even horizontal resolution in PSX version
	// (needed to work around a problem in some sprites, which reports an odd
	// number as horiz resolution, but then have the next even number as true width)
	if (Sword2Engine::isPsx()) 
		spriteWidth = (spriteWidth % 2) ? spriteWidth + 1 : spriteWidth;

	// Find the total height of the text sprite: the total height of the
	// text lines, plus the total height of the spacing between them.

	uint16 char_height = charHeight(fontRes);
	uint16 spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1);

	// Allocate memory for the text sprite

	uint32 sizeOfSprite = spriteWidth * spriteHeight;
	byte *textSprite = (byte *)malloc(FrameHeader::size() + sizeOfSprite);

	// At this stage, textSprite points to an unmovable memory block. Set
	// up the frame header.

	FrameHeader frame_head;

	frame_head.compSize = 0;
	frame_head.width = spriteWidth;
	frame_head.height = spriteHeight;

	// Normally for PSX frame header we double the height
	// of the sprite artificially to regain correct aspect
	// ratio, but this is an "artificially generated" text
	// sprite, which gets created with correct aspect, so
	// fix the height.
	if (Sword2Engine::isPsx())
		frame_head.height /= 2;

	frame_head.write(textSprite);

	debug(4, "Text sprite size: %ux%u", spriteWidth, spriteHeight);

	// Clear the entire sprite to make it transparent.

	byte *linePtr = textSprite + FrameHeader::size();
	memset(linePtr, 0, sizeOfSprite);

	byte *charSet = _vm->_resman->openResource(fontRes);

	// Build the sprite, one line at a time

	uint16 pos = 0;

	for (i = 0; i < noOfLines; i++) {
		// Center each line
		byte *spritePtr = linePtr + (spriteWidth - line[i].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 (uint j = 0; j < line[i].length; j++) {
			byte *charPtr = findChar(sentence[pos++], charSet);

			frame_head.read(charPtr);

			assert(frame_head.height == char_height);
			copyChar(charPtr, spritePtr, spriteWidth, pen);

			// We must remember to free memory for generated character in psx,
			// as it is extracted differently than pc version (copyed from a
			// char atlas).
			if (Sword2Engine::isPsx())
				free(charPtr);

			spritePtr += frame_head.width + _charSpacing;
		}

		// Skip space at end of last word in this line
		pos++;
		
		if (Sword2Engine::isPsx())
			linePtr += (char_height / 2 + _lineSpacing) * spriteWidth;
		else
			linePtr += (char_height + _lineSpacing) * spriteWidth;
	}

	_vm->_resman->closeResource(fontRes);

	return textSprite;
}

/**
 * @param  ch      the ASCII code of the character
 * @param  fontRes the font resource id
 * @return the width of the character
 */

uint16 FontRenderer::charWidth(byte ch, uint32 fontRes) {
	byte *charSet = _vm->_resman->openResource(fontRes);
	byte *charBuf;

	FrameHeader frame_head;

	charBuf = findChar(ch, charSet);

	frame_head.read(charBuf);

	if(Sword2Engine::isPsx())
		free(charBuf);

	_vm->_resman->closeResource(fontRes);

	return frame_head.width;
}

/**
 * @param  fontRes the font resource id
 * @return the height of a character sprite
 * @note   All characters in a font are assumed to have the same height, so
 *         there is no need to specify which one to look at.
 */

// 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) {
	byte *charSet = _vm->_resman->openResource(fontRes);
	byte *charbuf;

	FrameHeader frame_head;

	charbuf = findChar(FIRST_CHAR, charSet);

	frame_head.read(charbuf);

	if(Sword2Engine::isPsx())
		free(charbuf);

	_vm->_resman->closeResource(fontRes);

	return frame_head.height;
}

/**
 * @param  ch      the ASCII code of the character to find
 * @param  charSet pointer to the start of the character set
 * @return pointer to the requested character or, if it's out of range, the
 *         'dud' character (chequered flag)
 */

byte *FontRenderer::findChar(byte ch, byte *charSet) {
	
	// PSX version doesn't use an animation table to keep all letters,
	// instead a big sprite (char atlas) is used, and the single char
	// must be extracted from that.
	
	if (Sword2Engine::isPsx()) {
		byte *buffer;
		PSXFontEntry header;
		FrameHeader bogusHeader;

		charSet += ResHeader::size() + 2;

		if (ch < FIRST_CHAR)
			ch = DUD;

		// Read font entry of the corresponding char.
		header.read(charSet + PSXFontEntry::size() * (ch - 32));

		// We have no such character, generate an empty one
		// on the fly, size 6x12.
		if (header.charWidth == 0) {
			
			// Prepare a "bogus" FrameHeader to be returned with
			// "empty" character data.
			bogusHeader.compSize = 0;
			bogusHeader.width = 6;
			bogusHeader.height = 12;

			buffer = (byte *)malloc(24 * 3 + FrameHeader::size());
			memset(buffer, 0, 24 * 3 + FrameHeader::size());
			bogusHeader.write(buffer);
			
			return buffer;
		}

		buffer = (byte *)malloc(FrameHeader::size() + header.charWidth * header.charHeight * 4);
		byte *tempchar = (byte *)malloc(header.charWidth * header.charHeight);

		// Prepare the "bogus" header to be returned with character
		bogusHeader.compSize = 0;
		bogusHeader.width = header.charWidth * 2;
		bogusHeader.height = header.charHeight;

		// Go to the beginning of char atlas
		charSet += 2062;

		memset(buffer, 0, FrameHeader::size() + header.charWidth * header.charHeight * 4);

		bogusHeader.write(buffer);

		// Copy and stretch the char into destination buffer
		for (int idx = 0; idx < header.charHeight; idx++) {
			memcpy(tempchar + header.charWidth * idx, charSet + header.offset + 128 * (header.skipLines + idx), header.charWidth);
		}

		for (int line = 0; line < header.charHeight; line++) {
			for (int col = 0; col < header.charWidth; col++) {
				*(buffer + FrameHeader::size() + line * bogusHeader.width + col * 2) = *(tempchar + line * header.charWidth + col);
				*(buffer + FrameHeader::size() + line * bogusHeader.width + col * 2 + 1) = *(tempchar + line * header.charWidth + col);
			}
		}

		free(tempchar);

		return buffer;

	} else {
		if (ch < FIRST_CHAR)
			ch = DUD;
		return _vm->fetchFrameHeader(charSet, ch - FIRST_CHAR);
	}
}

/**
 * Copies a character sprite to the sprite buffer.
 * @param charPtr     pointer to the character sprite
 * @param spritePtr   pointer to the sprite buffer
 * @param spriteWidth the width of the character
 * @param pen         If zero, copy the data directly. Otherwise remap the
 *                    sprite's colours from BORDER_COL to _borderPen and from
 *                    LETTER_COL to pen.
 */

void FontRenderer::copyChar(byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen) {
	FrameHeader frame;

	frame.read(charPtr);

	byte *source = charPtr + FrameHeader::size();
	byte *rowPtr = spritePtr;

	for (uint i = 0; i < frame.height; i++) {
		byte *dest = rowPtr;

		if (pen) {
			// Use the specified colours
			for (uint j = 0; j < frame.width; j++) {
				switch (*source++) {
				case 0:
					// Do nothing if source pixel is zero,
					// ie. transparent
					break;
				case LETTER_COL_PSX1: // Values for colored zone 
				case LETTER_COL_PSX2: 
				case LETTER_COL:
					*dest = pen;
					break;
				case BORDER_COL:
				default:
					// Don't do a border pixel if there's
					// already a bit of another character
					// underneath (for overlapping!)
					if (!*dest)
						*dest = _borderPen;
					break;
				}
				dest++;
			}
		} else {
			// Pen is zero, so just copy character sprites
			// directly into text sprite without remapping colours.
			// Apparently overlapping is never considered here?
			memcpy(dest, source, frame.width);
			source += frame.width;
		}
		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 is read and blitted at render time. Choose alignment type
 * RDSPR_DISPLAYALIGN or 0
 */

uint32 FontRenderer::buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) {
	uint32 i = 0;

	while (i < MAX_text_blocs && _blocList[i].text_mem)
		i++;

	assert(i < MAX_text_blocs);

	// Create and position the sprite
	
	_blocList[i].text_mem = makeTextSprite(ascii, width, pen, fontRes);

	// 'NO_JUSTIFICATION' means print sprite with top-left at (x,y)
	// without margin checking - used for debug text

	if (justification != NO_JUSTIFICATION) {
		FrameHeader frame_head;

		frame_head.read(_blocList[i].text_mem);

		switch (justification) {
		case POSITION_AT_CENTRE_OF_BASE:
			// This one is always used for SPEECH TEXT; possibly
			// also for pointer text
			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

		uint16 text_left_margin = TEXT_MARGIN;
		uint16 text_right_margin = 640 - TEXT_MARGIN - frame_head.width;
		uint16 text_top_margin = TEXT_MARGIN;
		uint16 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;
	}

	// The sprite is always uncompressed
	_blocList[i].type = type | RDSPR_NOCOMPRESSION;

	_blocList[i].x = x;
	_blocList[i].y = y;

	return i + 1;
}

/**
 * Called by buildDisplay()
 */

void FontRenderer::printTextBlocs() {
	for (uint i = 0; i < MAX_text_blocs; i++) {
		if (_blocList[i].text_mem) {
			FrameHeader frame_head;
			SpriteInfo spriteInfo;

			frame_head.read(_blocList[i].text_mem);

			spriteInfo.x = _blocList[i].x;
			spriteInfo.y = _blocList[i].y;
			spriteInfo.w = frame_head.width;
			spriteInfo.h = frame_head.height;
			spriteInfo.scale = 0;
			spriteInfo.scaledWidth = 0;
			spriteInfo.scaledHeight = 0;
			spriteInfo.type = _blocList[i].type;
			spriteInfo.blend = 0;
			spriteInfo.data = _blocList[i].text_mem + FrameHeader::size();
			spriteInfo.colourTable = 0;
			spriteInfo.isText = true;

			uint32 rv = _vm->_screen->drawSprite(&spriteInfo);
			if (rv)
				error("Driver Error %.8x in printTextBlocs", rv);
		}
	}
}

void FontRenderer::killTextBloc(uint32 bloc_number) {
	bloc_number--;
	free(_blocList[bloc_number].text_mem);
	_blocList[bloc_number].text_mem = NULL;
}

// 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() {
	byte *textFile = _resman->openResource(TEXT_RES);

	// If language is Polish or Finnish it requires alternate fonts.
	// Otherwise, use regular fonts

	// "tallenna"   Finnish for "save"
	// "zapisz"     Polish for "save"

	// Get the text line (& skip the 2 chars containing the wavId)
	char *textLine = (char *)fetchTextLine(textFile, SAVE_LINE_NO) + 2;

	if (strcmp(textLine, "tallenna") == 0)
		initialiseFontResourceFlags(FINNISH_TEXT);
	else if (strcmp(textLine, "zapisz") == 0)
		initialiseFontResourceFlags(POLISH_TEXT);
	else
		initialiseFontResourceFlags(DEFAULT_TEXT);

	// Get the game name for the windows application

	// 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"
	//
	// But we get it from the text resource instead.

	if (_logic->readVar(DEMO))
		textLine = (char *)fetchTextLine(textFile, 451) + 2;
	else
		textLine = (char *)fetchTextLine(textFile, 54) + 2;

	_system->setWindowCaption(textLine);
	_resman->closeResource(TEXT_RES);
}

/**
 * Called from initialiseFontResourceFlags(), and also from console.cpp
 */

void Sword2Engine::initialiseFontResourceFlags(uint8 language) {
	switch (language) {
	case FINNISH_TEXT:
		_speechFontId = FINNISH_SPEECH_FONT_ID;
		_controlsFontId = FINNISH_CONTROLS_FONT_ID;
		_redFontId = FINNISH_RED_FONT_ID;
		break;
	case POLISH_TEXT:
		_speechFontId = POLISH_SPEECH_FONT_ID;
		_controlsFontId = POLISH_CONTROLS_FONT_ID;
		_redFontId = POLISH_RED_FONT_ID;
		break;
	default:
		_speechFontId = ENGLISH_SPEECH_FONT_ID;
		_controlsFontId = ENGLISH_CONTROLS_FONT_ID;
		_redFontId = ENGLISH_RED_FONT_ID;
		break;
	}
}

} // End of namespace Sword2