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
|
/* Copyright (C) 1994-2004 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
Memory *FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) {
Memory *line; // handle for the memory block which will
// contain the array of lineInfo structures
Memory *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 == _vm->_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
Memory *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;
Memory *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 _vm->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++;
assert(j < MAX_text_blocs);
// 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 (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
|