aboutsummaryrefslogtreecommitdiff
path: root/sword1/text.cpp
blob: 5ff35811dd3251b6b185ff1da6b7d15fce7697c1 (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
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2003-2005 The ScummVM project
 *
 * 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.
 *
 * $Header$
 *
 */

#include "common/stdafx.h"
#include "sword1/text.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "common/util.h"
#include "sword1/swordres.h"
#include "sword1/sworddefs.h"

namespace Sword1 {

#define OVERLAP 3
#define SPACE ' '
#define BORDER_COL		200
#define LETTER_COL		193
#define NO_COL			0		// sprite background - 0 for transparency
#define MAX_LINES		30


Text::Text(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion) {
	_objMan = pObjMan;
	_resMan = pResMan;
	_textCount = 0;
	_fontId = (czechVersion) ? CZECH_GAME_FONT : GAME_FONT;
	_font = (uint8*)_resMan->openFetchRes(_fontId);

	_joinWidth = charWidth( SPACE ) - 2 * OVERLAP;
	_charHeight = FROM_LE_16(_resMan->fetchFrame(_font, 0)->height); // all chars have the same height
	_textBlocks[0] = _textBlocks[1] = NULL;
}

Text::~Text(void) {
	if (_textBlocks[0])
		free(_textBlocks[0]);
	if (_textBlocks[1])
		free(_textBlocks[1]);
	//_resMan->resClose(_fontId); => wiped automatically by _resMan->flush();
}

uint32 Text::lowTextManager(uint8 *ascii, int32 width, uint8 pen) {
	_textCount++;
	if (_textCount > MAX_TEXT_OBS)
		error("Text::lowTextManager: MAX_TEXT_OBS exceeded!");
	uint32 textObjId = (TEXT_sect * ITM_PER_SEC) - 1;
	do {
		textObjId++;
	} while (_objMan->fetchObject(textObjId)->o_status);
	// okay, found a free text object

	_objMan->fetchObject(textObjId)->o_status = STAT_FORE;
	makeTextSprite((uint8)textObjId, ascii, (uint16)width, pen);

	return textObjId;
}

void Text::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 pen) {
	LineInfo lines[MAX_LINES];
	uint16 numLines = analyzeSentence(text, maxWidth, lines);
	
	uint16 sprWidth = 0;
	uint16 lineCnt;
	for (lineCnt = 0; lineCnt < numLines; lineCnt++)
		if (lines[lineCnt].width > sprWidth)
			sprWidth = lines[lineCnt].width;
	uint16 sprHeight = _charHeight * numLines;
	uint32 sprSize = sprWidth * sprHeight;
	assert(!_textBlocks[slot]); // if this triggers, the speechDriver failed to call Text::releaseText.
	_textBlocks[slot] = (FrameHeader*)malloc(sprSize + sizeof(FrameHeader));

	memcpy( _textBlocks[slot]->runTimeComp, "Nu  ", 4);
	_textBlocks[slot]->compSize	= 0;
	_textBlocks[slot]->width	= TO_LE_16(sprWidth);
	_textBlocks[slot]->height	= TO_LE_16(sprHeight);
	_textBlocks[slot]->offsetX	= 0;
	_textBlocks[slot]->offsetY	= 0;

	uint8 *linePtr = ((uint8*)_textBlocks[slot]) + sizeof(FrameHeader);
	memset(linePtr, NO_COL, sprSize);
	for (lineCnt = 0; lineCnt < numLines; lineCnt++) {
		uint8 *sprPtr = linePtr + (sprWidth - lines[lineCnt].width) / 2; // center the text
		for (uint16 pos = 0; pos < lines[lineCnt].length; pos++)
			sprPtr += copyChar(*text++, sprPtr, sprWidth, pen) - OVERLAP;
		text++; // skip space at the end of the line
		linePtr += _charHeight * sprWidth;
	}
}

uint16 Text::charWidth(uint8 ch) {
	if (ch < SPACE)
		ch = 64;
	return FROM_LE_16(_resMan->fetchFrame(_font, ch - SPACE)->width);
}

uint16 Text::analyzeSentence(uint8 *text, uint16 maxWidth, LineInfo *line) {
	uint16 lineNo = 0;

	bool firstWord = true;
	while (*text) {
		uint16 wordWidth = 0;
		uint16 wordLength = 0;

		while ((*text != SPACE) && *text) {
			wordWidth += charWidth(*text) - OVERLAP;
			wordLength++;
			text++;
		}
		if (*text == SPACE)
			text++;

		wordWidth += OVERLAP; // no overlap on final letter of word!
		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)
			uint16 spaceNeeded = _joinWidth + wordWidth;

			if (line[lineNo].width + spaceNeeded <= maxWidth ) {
				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++;
				assert( lineNo < MAX_LINES );
				line[lineNo].width = wordWidth;
				line[lineNo].length = wordLength;
			}
		}
	}
	return lineNo+1;	// return no of lines
}

uint16 Text::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) {
	FrameHeader *chFrame = _resMan->fetchFrame(_font, ch - SPACE);
	uint8 *chData = ((uint8*)chFrame) + sizeof(FrameHeader);
	uint8 *dest = sprPtr;
	for (uint16 cnty = 0; cnty < FROM_LE_16(chFrame->height); cnty++) {
		for (uint16 cntx = 0; cntx < FROM_LE_16(chFrame->width); cntx++) {
			if (*chData == LETTER_COL)
				dest[cntx] = pen;
			else if ((*chData == BORDER_COL) && (!dest[cntx])) // don't do a border if there's already a color underneath (chars can overlap)
				dest[cntx] = BORDER_COL;
			chData++;
		}
		dest += sprWidth;
	}
	return FROM_LE_16(chFrame->width);
}

FrameHeader *Text::giveSpriteData(uint32 textTarget) {
	// textTarget is the resource ID of the Compact linking the textdata.
	// that's 0x950000 for slot 0 and 0x950001 for slot 1. easy, huh? :)
	textTarget &= ITM_ID;
	assert(textTarget <= 1);

	return _textBlocks[textTarget];
}

void Text::releaseText(uint32 id) {
	id &= ITM_ID;
	assert(id <= 1);
	if (_textBlocks[id]) {
		free(_textBlocks[id]);
		_textBlocks[id] = NULL;
		_textCount--;
	}
}

} // End of namespace Sword1