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/* 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.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "common/translation.h"
#include "gui/gui-manager.h"
#include "gui/message.h"
#include "graphics/fonts/amigafont.h"
#include "graphics/fonts/dosfont.h"
#include "agi/agi.h"
#include "agi/font.h"
#include "agi/text.h"
namespace Agi {
GfxFont::GfxFont(AgiBase *vm) {
_vm = vm;
_fontData = nullptr;
_fontDataAllocated = nullptr;
_fontIsHires = false;
}
GfxFont::~GfxFont() {
free(_fontDataAllocated);
}
// Arrow to the right character, used for original saved game dialogs
// Needs to get patched into at least the Apple IIgs font, because the font didn't support
// that character and original AGI on Apple IIgs used Apple II menus for saving/restoring.
static const uint8 fontData_ArrowRightCharacter[8] = {
0x00, 0x18, 0x0C, 0xFE, 0x0C, 0x18, 0x00, 0x00,
};
void GfxFont::init() {
if (ConfMan.getBool("herculesfont")) {
// User wants, that we use Hercules hires font, try to load it
loadFontHercules();
} else {
switch (_vm->_renderMode) {
case Common::kRenderHercA:
case Common::kRenderHercG:
// Render mode is Hercules, we try to load Hercules hires font
loadFontHercules();
break;
default:
break;
}
}
if (!_fontData) {
switch (_vm->_renderMode) {
case Common::kRenderAmiga:
// Try user-file first, if that fails use our internal inaccurate topaz font
loadFontScummVMFile("agi-font-amiga.bin");
if (!_fontData) {
loadFontAmigaPseudoTopaz();
}
break;
case Common::kRenderApple2GS:
// Special font, stored in file AGIFONT
loadFontAppleIIgs();
break;
case Common::kRenderAtariST:
// TODO: Atari ST uses another font
// Seems to be the standard Atari ST 8x8 system font
loadFontScummVMFile("agi-font-atarist.bin");
if (!_fontData) {
loadFontAtariST("agi-font-atarist-system.fnt");
if (!_fontData) {
// TODO: in case we find a recreation of the font, add it in here
}
}
break;
case Common::kRenderHercA:
case Common::kRenderHercG:
case Common::kRenderCGA:
case Common::kRenderEGA:
case Common::kRenderVGA:
switch (_vm->getGameID()) {
case GID_MICKEY:
// load mickey mouse font from interpreter file
loadFontMickey();
break;
default:
loadFontScummVMFile("agi-font-dos.bin");
break;
}
break;
default:
break;
}
if (!_fontData) {
// no font assigned?
// use regular PC-BIOS font (taken from Dos-Box with a few modifications)
_fontData = Graphics::DosFont::fontData_PCBIOS;
debug("AGI: Using PC-BIOS font");
}
}
if (_vm->getLanguage() == Common::RU_RUS) {
// Russian versions need special extended set
overwriteExtendedWithRussianSet();
}
}
const byte *GfxFont::getFontData() {
assert(_fontData);
return _fontData;
}
bool GfxFont::isFontHires() {
return _fontIsHires;
}
void GfxFont::overwriteSaveRestoreDialogCharacter() {
// overwrite character 0x1A with the standard Sierra arrow to the right character
// required for the original save/restore dialogs
memcpy(_fontDataAllocated + (0x1A * 8), fontData_ArrowRightCharacter, sizeof(fontData_ArrowRightCharacter));
}
// Overwrite extended character set (0x80-0xFF) with Russian characters
void GfxFont::overwriteExtendedWithRussianSet() {
if (_fontIsHires) {
// TODO: Implement overwriting hires font characters too
return;
}
if (!_fontDataAllocated) {
// nothing allocated, we need to allocate space ourselves to be able to modify an internal font
_fontDataAllocated = (uint8 *)calloc(256, 8);
memcpy(_fontDataAllocated, _fontData, 128 * 8); // copy ASCII set over
_fontData = _fontDataAllocated;
}
// Overwrite extended set with Russian characters
memcpy(_fontDataAllocated + (128 * 8), Graphics::DosFont::fontData_ExtendedRussian, 128 * 8);
debug("AGI: Using Russian extended font set");
}
// This code loads a ScummVM-specific user-supplied binary font file
// It's assumed that it's a plain binary file, that contains 256 characters. 8 bytes per character.
// 8x8 pixels per character. File size 2048 bytes.
//
// Currently used for:
// Atari ST - "agi-font-atarist.bin" -> should be the Atari ST 8x8 system font
// Amiga - "agi-font-amiga.bin" -> should be the Amiga 8x8 Topaz font
// DOS - "agi-font-dos.bin"
void GfxFont::loadFontScummVMFile(const Common::Path &fontFilename) {
Common::File fontFile;
if (!fontFile.open(fontFilename)) {
// Continue, if file not found
// These ScummVM font files are totally optional, so don't show a warning
return;
}
int32 fontFileSize = fontFile.size();
if (fontFileSize != (256 * 8)) {
// unexpected file size
warning("Fontfile '%s': unexpected file size", fontFilename.toString(Common::Path::kNativeSeparator).c_str());
return;
}
// allocate space for font bitmap data
_fontDataAllocated = (uint8 *)calloc(256, 8);
_fontData = _fontDataAllocated;
// read font data, is already in the format that we need (plain bitmap 8x8)
fontFile.read(_fontDataAllocated, 256 * 8);
overwriteSaveRestoreDialogCharacter();
debug("AGI: Using user-supplied font");
}
// We load the Mickey Mouse font from MICKEY.EXE
void GfxFont::loadFontMickey() {
Common::File interpreterFile;
if (!interpreterFile.open("mickey.exe")) {
// Continue, if file not found
warning("Could not open file 'mickey.exe' for Mickey Mouse font");
return;
}
int32 interpreterFileSize = interpreterFile.size();
if (interpreterFileSize != 55136) {
// unexpected file size
warning("File 'mickey.exe': unexpected file size");
return;
}
interpreterFile.seek(32476); // offset of font data
// allocate space for font bitmap data
byte *fontData = (uint8 *)calloc(256, 8);
_fontData = fontData;
_fontDataAllocated = fontData;
// read font data, is already in the format that we need (plain bitmap 8x8)
interpreterFile.read(fontData, 256 * 8);
debug("AGI: Using Mickey Mouse font");
}
// we create a bitmap out of the topaz data used in parallaction (which is normally found in staticres.cpp)
// it's a recreation of the Amiga Topaz font but not really accurate
void GfxFont::loadFontAmigaPseudoTopaz() {
Graphics::Surface surf;
surf.create(8, 8, Graphics::PixelFormat::createFormatCLUT8());
byte *fontData = (uint8 *)calloc(256, 8);
_fontData = fontData;
_fontDataAllocated = fontData;
// copy first 32 PC-BIOS characters over
memcpy(fontData, Graphics::DosFont::fontData_PCBIOS, FONT_DISPLAY_WIDTH * 32);
fontData += FONT_DISPLAY_WIDTH * 32;
Graphics::AmigaFont topaz;
for (uint16 curChar = topaz.getLoChar(); curChar <= topaz.getHiChar(); curChar++) {
topaz.drawChar(&surf, curChar, 0, 0, 0xff);
// Turn it into 1bpp
for (int y = 0; y < 8; y++) {
byte line = 0;
byte *ptr = (byte *)surf.getBasePtr(0, y);
for (int x = 0; x < 8; x++, ptr++) {
line <<= 1;
line |= *ptr & 0x1;
}
*fontData++ = line;
}
memset(surf.getPixels(), 0, 8 * 8);
}
surf.free();
debug("AGI: Using recreation of Amiga Topaz font");
}
void GfxFont::loadFontAppleIIgs() {
Common::File fontFile;
uint16 headerIIgs_OffsetMacHeader = 0;
uint16 headerIIgs_Version = 0;
uint16 macRecord_FirstChar = 0;
uint16 macRecord_LastChar = 0;
int16 macRecord_MaxKern = 0;
uint16 macRecord_RectHeight = 0;
uint16 macRecord_StrikeWidth = 0;
uint16 strikeDataLen = 0;
byte *strikeDataPtr = nullptr;
uint16 actualCharacterCount = 0;
uint16 totalCharacterCount = 0;
uint16 *locationTablePtr = nullptr;
uint16 *offsetWidthTablePtr = nullptr;
uint16 curCharNr = 0;
uint16 curRow = 0;
uint16 curLocation = 0;
uint16 curLocationBytes = 0;
uint16 curLocationBits = 0;
uint16 curCharOffsetWidth = 0;
uint16 curCharOffset = 0;
uint16 curCharWidth = 0;
uint16 curStrikeWidth = 0;
uint16 curPixelNr = 0;
uint16 curBitMask = 0;
int16 positionAdjust = 0;
byte curByte = 0;
byte fontByte = 0;
uint16 strikeRowOffset = 0;
uint16 strikeCurOffset = 0;
byte *fontData = nullptr;
if (!fontFile.open("agifont")) {
// Continue,
// This also happens when the user selected Apple IIgs as render for the palette for non-AppleIIgs games
warning("Could not open file 'agifont' for Apple IIgs font");
return;
}
// Apple IIgs header
headerIIgs_OffsetMacHeader = fontFile.readUint16LE();
fontFile.skip(2); // font family
fontFile.skip(2); // font style
fontFile.skip(2); // point size
headerIIgs_Version = fontFile.readUint16LE();
fontFile.skip(2); // bounds type
// end of Apple IIgs header
// Macintosh font record
fontFile.skip(2); // font type
macRecord_FirstChar = fontFile.readUint16LE();
macRecord_LastChar = fontFile.readUint16LE();
fontFile.skip(2); // max width
macRecord_MaxKern = fontFile.readSint16LE();
fontFile.skip(2); // negative descent
fontFile.skip(2); // rect width
macRecord_RectHeight = fontFile.readUint16LE();
fontFile.skip(2); // low word ptr table
fontFile.skip(2); // font ascent
fontFile.skip(2); // font descent
fontFile.skip(2); // leading
macRecord_StrikeWidth = fontFile.readUint16LE();
// security-checks
if (headerIIgs_OffsetMacHeader != 6)
error("AppleIIgs-font: unexpected header");
if (headerIIgs_Version != 0x0101)
error("AppleIIgs-font: not a 1.1 font");
if ((macRecord_FirstChar != 0) || (macRecord_LastChar != 255))
error("AppleIIgs-font: unexpected characters");
if (macRecord_RectHeight != 8)
error("AppleIIgs-font: expected 8x8 font");
// Calculate table sizes
strikeDataLen = macRecord_StrikeWidth * macRecord_RectHeight * 2;
actualCharacterCount = (macRecord_LastChar - macRecord_FirstChar + 1);
totalCharacterCount = actualCharacterCount + 2; // replacement-char + extra character
// Allocate memory for tables
strikeDataPtr = (byte *)calloc(strikeDataLen, 1);
locationTablePtr = (uint16 *)calloc(totalCharacterCount, 2); // 1 word per character
offsetWidthTablePtr = (uint16 *)calloc(totalCharacterCount, 2); // ditto
// read tables
fontFile.read(strikeDataPtr, strikeDataLen);
for (curCharNr = 0; curCharNr < totalCharacterCount; curCharNr++) {
locationTablePtr[curCharNr] = fontFile.readUint16LE();
}
for (curCharNr = 0; curCharNr < totalCharacterCount; curCharNr++) {
offsetWidthTablePtr[curCharNr] = fontFile.readUint16LE();
}
fontFile.close();
// allocate space for font bitmap data
fontData = (uint8 *)calloc(256, 8);
_fontData = fontData;
_fontDataAllocated = fontData;
// extract font bitmap data
for (curCharNr = 0; curCharNr < actualCharacterCount; curCharNr++) {
curCharOffsetWidth = offsetWidthTablePtr[curCharNr];
curLocation = locationTablePtr[curCharNr];
if (curCharOffsetWidth == 0xFFFF) {
// character does not exist in font, use replacement character instead
curCharOffsetWidth = offsetWidthTablePtr[actualCharacterCount];
curLocation = locationTablePtr[actualCharacterCount];
curStrikeWidth = locationTablePtr[actualCharacterCount + 1] - curLocation;
} else {
curStrikeWidth = locationTablePtr[curCharNr + 1] - curLocation;
}
// Figure out bytes + bits location
curLocationBytes = curLocation >> 3;
curLocationBits = curLocation & 0x0007;
curCharWidth = curCharOffsetWidth & 0x00FF; // isolate width
curCharOffset = curCharOffsetWidth >> 8; // isolate offset
if (!curCharWidth) {
fontData += 8; // skip over this character
continue;
}
if (curCharWidth != 8) {
if (curCharNr != 0x3B)
error("AppleIIgs-font: expected 8x8 font");
}
// Get all rows of the current character
strikeRowOffset = 0;
for (curRow = 0; curRow < macRecord_RectHeight; curRow++) {
strikeCurOffset = strikeRowOffset + curLocationBytes;
// Copy over bits
fontByte = 0;
curByte = strikeDataPtr[strikeCurOffset];
curBitMask = 0x80 >> curLocationBits;
for (curPixelNr = 0; curPixelNr < curStrikeWidth; curPixelNr++) {
fontByte = fontByte << 1;
if (curByte & curBitMask) {
fontByte |= 0x01;
}
curBitMask = curBitMask >> 1;
if (!curBitMask) {
curByte = strikeDataPtr[strikeCurOffset + 1];
curBitMask = 0x80;
}
}
// adjust, so that it's aligned to the left (starting at 0x80 bit)
fontByte = fontByte << (8 - curStrikeWidth);
// now adjust according to offset + MaxKern
positionAdjust = macRecord_MaxKern + curCharOffset;
// adjust may be negative for space, or 8 for "empty" characters
if (positionAdjust > 8)
error("AppleIIgs-font: invalid character spacing");
if (positionAdjust < 0) {
// negative adjust strangely happens for empty characters like space
if (curStrikeWidth)
error("AppleIIgs-font: invalid character spacing");
}
if (positionAdjust > 0) {
// move the amount of pixels to the right
fontByte = fontByte >> positionAdjust;
}
*fontData = fontByte;
fontData++;
strikeRowOffset += macRecord_StrikeWidth * 2;
}
}
free(offsetWidthTablePtr);
free(locationTablePtr);
free(strikeDataPtr);
overwriteSaveRestoreDialogCharacter();
debug("AGI: Using Apple IIgs font");
}
// Loads Atari ST font file
// It's found inside Atari ST ROMs. Just search for "8x8 system font". Font starts 4 bytes before that.
void GfxFont::loadFontAtariST(const Common::Path &fontFilename) {
Common::File fontFile;
uint16 header_FirstChar = 0;
uint16 header_LastChar = 0;
uint16 header_MaxWidth = 0;
uint16 header_MaxHeight = 0;
uint16 header_Flags = 0;
//uint32 header_OffsetOfCharOffsets = 0;
//uint32 header_OffsetOfFontData = 0;
uint16 header_FormWidth = 0;
uint16 header_FormHeight = 0;
uint16 totalCharacterCount = 0;
uint16 *charOffsetTablePtr = nullptr;
byte *rawDataTablePtr = nullptr;
uint16 curCharNr = 0;
uint16 curCharRawOffset = 0;
uint16 curCharDestOffset = 0;
uint16 curRow = 0;
byte *fontData = nullptr;
if (!fontFile.open(fontFilename)) {
// Continue, if file not found
warning("Could not open file 'agi-font-atarist-system.bin' for Atari ST 8x8 system font");
return;
}
// Atari ST font header
fontFile.skip(2); // face identifier
fontFile.skip(2); // point size
fontFile.skip(32); // font name
header_FirstChar = fontFile.readUint16BE();
header_LastChar = fontFile.readUint16BE();
fontFile.skip(10); // aligntment of cells
header_MaxWidth = fontFile.readUint16BE();
header_MaxHeight = fontFile.readUint16BE();
fontFile.skip(2); // left offset cel
fontFile.skip(2); // right offset cel
fontFile.skip(2); // number of pixels to thicken pixels
fontFile.skip(2); // underline width
fontFile.skip(2); // lightning mask
fontFile.skip(2); // skewing mask
header_Flags = fontFile.readUint16BE();
// bit 0 - default system font
// bit 1 - horizontal offset table (not supported)
// bit 2 - byte orientation word is high->low
// bit 3 - mono spaced font
fontFile.skip(4); // horizontal table offset
fontFile.skip(4); // header_OffsetOfCharOffsets = fontFile.readUint32BE();
fontFile.skip(4); // header_OffsetOfFontData = fontFile.readUint32BE();
header_FormWidth = fontFile.readUint16BE();
header_FormHeight = fontFile.readUint16BE();
fontFile.skip(4); // pointer to next font
totalCharacterCount = header_LastChar - header_FirstChar + 1;
// security-checks
if (header_MaxWidth > 8)
error("AtariST-font: not a 8x8 font");
if (header_MaxHeight != 8)
error("AtariST-font: not a 8x8 font");
if (header_FormHeight != 8)
error("AtariST-font: not a 8x8 font");
if ((header_FirstChar != 0) || (header_LastChar != 255))
error("AtariST-font: unexpected characters");
if (header_FormWidth != totalCharacterCount)
error("AtariST-font: header inconsistency");
if (!(header_Flags & 0x04))
error("AtariST-font: font data not in high->low order");
if (!(header_Flags & 0x08))
error("AtariST-font: not a mono-spaced font");
// Now we should normally use the offsets, but they don't make sense to me
// So I just read the data directly. For the 8x8 system font that works
fontFile.skip(2); // extra bytes
// Allocate memory for tables
charOffsetTablePtr = (uint16 *)calloc(totalCharacterCount, 2); // 1 word per character
rawDataTablePtr = (byte *)calloc(header_FormWidth, header_FormHeight);
// Char-Offset Table (2 * total number of characters)
for (curCharNr = 0; curCharNr < totalCharacterCount; curCharNr++) {
charOffsetTablePtr[curCharNr] = fontFile.readUint16BE();
}
// Followed by actual font data
// Attention: Atari ST fonts contain every same row of all characters after each other.
// So it's basically like this:
// [character data of first row of first character]
// [character data of first row of second character]
// ...
// [character data of first row of last character]
// [character data of second row of first character]
fontFile.skip(2); // extra bytes
fontFile.read(rawDataTablePtr, header_FormWidth * header_FormHeight);
fontFile.close();
// allocate space for font bitmap data
fontData = (uint8 *)calloc(256, 8);
_fontData = fontData;
_fontDataAllocated = fontData;
// extract font bitmap data
for (curCharNr = 0; curCharNr < totalCharacterCount; curCharNr++) {
// Figure out base offset from char offset table
curCharRawOffset = charOffsetTablePtr[curCharNr] >> 3;
curCharDestOffset = curCharNr * 8; // destination offset into our font data
// now copy over every row of the character
for (curRow = 0; curRow < header_FormHeight; curRow++) {
fontData[curCharDestOffset] = rawDataTablePtr[curCharRawOffset];
curCharDestOffset++;
curCharRawOffset += header_FormWidth;
}
}
free(rawDataTablePtr);
free(charOffsetTablePtr);
overwriteSaveRestoreDialogCharacter();
debug("AGI: Using Atari ST 8x8 system font");
}
// Loads a Sierra Hercules font file
void GfxFont::loadFontHercules() {
if (_vm->getLanguage() == Common::RU_RUS) {
warning("Hercules font does not contain Russian characters, switching to default");
return;
}
Common::File fontFile;
int32 fontFileSize = 0;
byte *fontData = nullptr;
byte *rawData = nullptr;
uint16 rawDataPos = 0;
uint16 curCharNr = 0;
uint16 curCharLine = 0;
if (fontFile.open("hgc_font")) {
// hgc_font file found, this is interleaved font data 16x12, should be 3072 bytes
// 24 bytes per character, 128 characters
fontFileSize = fontFile.size();
if (fontFileSize == (128 * 24)) {
// size seems to be fine
fontData = (uint8 *)calloc(256, 32);
_fontDataAllocated = fontData;
rawData = (byte *)calloc(128, 24);
fontFile.read(rawData, 128 * 24);
// convert interleaved 16x12 -> non-interleaved 16x16
for (curCharNr = 0; curCharNr < 128; curCharNr++) {
fontData += 4; // skip the first 2 lines
for (curCharLine = 0; curCharLine < 6; curCharLine++) {
fontData[0] = rawData[rawDataPos + 2 + 0];
fontData[1] = rawData[rawDataPos + 2 + 1];
fontData[2] = rawData[rawDataPos + 0 + 0];
fontData[3] = rawData[rawDataPos + 0 + 1];
rawDataPos += 4;
fontData += 4;
}
fontData += 4; // skip the last 2 lines
}
free(rawData);
} else {
warning("Fontfile 'hgc_font': unexpected file size");
}
fontFile.close();
}
// It seems hgc_graf.ovl holds a low-res font. It makes no real sense to use it.
// This was only done to AGI3 games and those rendered differently (2 pixel lines -> 3 pixel lines instead of 4)
// User could copy hgc_font from another AGI game over to get the hires font working.
#if 0
if (!_fontDataAllocated) {
if (fontFile.open("hgc_graf.ovl")) {
// hgc_graf.ovl file found, this is font data + code. non-interleaved font data, should be 3075 bytes
// 16 bytes per character, 128 characters, 2048 bytes of font data, starting offset 21
fontFileSize = fontFile.size();
if (fontFileSize == 3075) {
// size seems to be fine
fontData = (uint8 *)calloc(256, 32);
_fontDataAllocated = fontData;
fontFile.seek(21);
rawData = (byte *)calloc(128, 16);
fontFile.read(rawData, 128 * 16);
// repeat every line 2 times to get 16x16 pixels
for (curCharNr = 0; curCharNr < 128; curCharNr++) {
for (curCharLine = 0; curCharLine < 8; curCharLine++) {
fontData[0] = rawData[rawDataPos + 0];
fontData[1] = rawData[rawDataPos + 1];
fontData[2] = rawData[rawDataPos + 0];
fontData[3] = rawData[rawDataPos + 1];
rawDataPos += 2;
fontData += 4;
}
}
free(rawData);
} else {
warning("Fontfile 'hgc_graf.ovl': unexpected file size");
}
fontFile.close();
}
}
#endif
if (_fontDataAllocated) {
// font loaded
_fontData = _fontDataAllocated;
_fontIsHires = true;
debug("AGI: Using Hercules hires font");
} else {
// Continue, if no file was not found
warning("Could not open/use file 'hgc_font' for Hercules hires font");
if (GUI::GuiManager::hasInstance()) {
GUI::MessageDialog dialog(_("Could not open/use file 'hgc_font' for Hercules hires font.\nIf you have such file in other AGI (Sierra) game, you can copy it to the game directory"));
dialog.runModal();
}
}
}
} // End of namespace Agi
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