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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/textconsole.h"
#include "common/str.h"
#include "common/unicode-bidi.h"
#include "sword1/logic.h"
#include "sword1/text.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "sword1/swordres.h"
#include "sword1/sworddefs.h"
#include "sword1/screen.h"
#include "sword1/sword1.h"
namespace Sword1 {
#define OVERLAP 3
#define DEMO_OVERLAP 1
#define DEBUG_OVERLAP 2
#define SPACE ' '
#define MAX_LINES 30
Text::Text(SwordEngine *vm, Logic *pLogic, ObjectMan *pObjMan, ResMan *pResMan, Screen *pScreen, bool czechVersion) {
_vm = vm;
_logic = pLogic;
_objMan = pObjMan;
_resMan = pResMan;
_screen = pScreen;
_textCount = 0;
_fontId = (czechVersion) ? CZECH_GAME_FONT : GAME_FONT;
_font = (uint8 *)_resMan->openFetchRes(_fontId);
_joinWidth = charWidth(SPACE);
if (!SwordEngine::_systemVars.isDemo) {
_joinWidth -= 2 * OVERLAP;
} else {
_joinWidth -= 2 * DEMO_OVERLAP;
}
_charHeight = _resMan->getUint16(_resMan->fetchFrame(_font, 0)->height); // all chars have the same height
if (SwordEngine::isPsx())
_charHeight /= 2;
for (int i = 0; i < MAX_TEXT_OBS; i++)
_textBlocks[i] = NULL;
}
Text::~Text() {
for (int i = 0; i < MAX_TEXT_OBS; i++)
free(_textBlocks[i]);
//_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, const 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;
if (SwordEngine::isPsx()) {
sprHeight = 2 * _charHeight * numLines - 4 * (numLines - 1);
sprWidth = (sprWidth + 1) & 0xFFFE;
}
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 = _resMan->toUint16(sprWidth);
_textBlocks[slot]->height = _resMan->toUint16(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
Common::String textString;
const uint8 *curTextLine = text;
if (SwordEngine::_systemVars.isLangRtl) {
Common::String textLogical = Common::String((const char *)text, (uint32)lines[lineCnt].length);
textString = Common::convertBiDiString(textLogical, Common::kWindows1255);
curTextLine = (const uint8 *)textString.c_str();
}
for (uint16 pos = 0; pos < lines[lineCnt].length; pos++) {
if (isKoreanChar(*curTextLine, *(curTextLine + 1))) {
sprPtr += copyWChar(*curTextLine, *(curTextLine + 1), sprPtr, sprWidth, pen) - OVERLAP;
curTextLine += 2;
pos++;
} else {
sprPtr += copyChar(*curTextLine++, sprPtr, sprWidth, pen);
if (!SwordEngine::_systemVars.isDemo) {
sprPtr -= OVERLAP;
} else {
sprPtr -= DEMO_OVERLAP;
}
}
}
curTextLine++; // skip space at the end of the line
text += lines[lineCnt].length + 1;
if (SwordEngine::isPsx())
linePtr += (_charHeight - 4) * sprWidth;
else
linePtr += _charHeight * sprWidth;
}
}
uint16 Text::charWidth(uint8 ch) {
if (ch < SPACE)
ch = 64;
return _resMan->getUint16(_resMan->fetchFrame(_font, ch - SPACE)->width);
}
uint16 Text::analyzeSentence(const uint8 *text, uint16 maxWidth, LineInfo *line) {
uint16 lineNo = 0;
bool firstWord = true;
if (SwordEngine::isPsx())
maxWidth = 254;
while (*text) {
uint16 wordWidth = 0;
uint16 wordLength = 0;
while ((*text != SPACE) && *text) {
if (isKoreanChar(*text, *(text + 1))) {
wordWidth += wCharWidth(*text, *(text + 1)) - OVERLAP;
wordLength += 2;
text += 2;
} else {
wordWidth += charWidth(*text);
if (!SwordEngine::_systemVars.isDemo) {
wordWidth -= OVERLAP;
} else {
wordWidth -= DEMO_OVERLAP;
}
wordLength++;
text++;
}
}
if (*text == SPACE)
text++;
// no overlap on final letter of word!
if (!SwordEngine::_systemVars.isDemo) {
wordWidth += OVERLAP;
} else {
wordWidth += DEMO_OVERLAP;
}
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) {
if (ch < SPACE)
ch = 64;
FrameHeader *chFrame = _resMan->fetchFrame(_font, ch - SPACE);
uint8 *chData = ((uint8 *)chFrame) + sizeof(FrameHeader);
uint8 *dest = sprPtr;
uint8 *decBuf = NULL;
uint8 *decChr;
uint16 frameHeight = 0;
if (SwordEngine::isPsx()) {
frameHeight = _resMan->getUint16(chFrame->height) / 2;
if (_fontId == CZECH_GAME_FONT) { //Czech game fonts are compressed
decBuf = (uint8 *)malloc((_resMan->getUint16(chFrame->width)) * (_resMan->getUint16(chFrame->height) / 2));
Screen::decompressHIF(chData, decBuf);
decChr = decBuf;
} else //Normal game fonts are not compressed
decChr = chData;
} else {
frameHeight = _resMan->getUint16(chFrame->height);
decChr = chData;
}
for (uint16 cnty = 0; cnty < frameHeight; cnty++) {
for (uint16 cntx = 0; cntx < _resMan->getUint16(chFrame->width); cntx++) {
if (*decChr == LETTER_COL)
dest[cntx] = pen;
else if (((*decChr == BORDER_COL) || (*decChr == BORDER_COL_PSX)) && (!dest[cntx])) // don't do a border if there's already a color underneath (chars can overlap)
dest[cntx] = BORDER_COL;
decChr++;
}
dest += sprWidth;
}
free(decBuf);
return _resMan->getUint16(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 < MAX_TEXT_OBS);
return _textBlocks[textTarget];
}
void Text::releaseText(uint32 id, bool updateCount) {
id &= ITM_ID;
assert(id < MAX_TEXT_OBS);
if (_textBlocks[id]) {
free(_textBlocks[id]);
_textBlocks[id] = NULL;
if (updateCount)
_textCount--;
}
}
void Text::printDebugLine(uint8 *ascii, uint8 first, int x, int y) {
FrameHeader *head;
int chr;
do {
chr = (int)*(ascii);
chr -= first;
head = (FrameHeader *)_resMan->fetchFrame(_font, chr);
uint8 *sprData = (uint8 *)head + sizeof(FrameHeader);
// The original drawSprite routine also clipped the sprite, so
// let's do that as well in order to produce an accurate result...
uint16 newCoordsX = x;
uint16 newCoordsY = y;
uint16 newWidth = _resMan->getUint16(head->width);
uint16 newHeight = SwordEngine::isPsx() ?
_resMan->getUint16(head->height) / 2 : _resMan->getUint16(head->height);
uint16 incr;
_screen->spriteClipAndSet(&newCoordsX, &newCoordsY, &newWidth, &newHeight, &incr);
_screen->drawSprite(sprData + incr, newCoordsX, newCoordsY, newWidth, newHeight, newWidth);
x += _resMan->getUint16(head->width);
if (SwordEngine::isPsx()) {
x -= OVERLAP;
} else {
// The very first executable version didn't use any overlap (verified on UK disasm)
if (SwordEngine::_systemVars.realLanguage != Common::EN_ANY)
x -= DEBUG_OVERLAP;
}
ascii++;
} while (*ascii);
}
uint16 Text::wCharWidth(uint8 hi, uint8 lo) {
if (isKoreanChar(hi, lo)) {
return 20; // fixed width : 20
}
return charWidth(hi) + charWidth(lo);
}
uint16 Text::copyWChar(uint8 hi, uint8 lo, uint8 *sprPtr, uint16 sprWidth, uint8 pen) {
if (!isKoreanChar(hi, lo)) {
return copyChar(hi, sprPtr, sprWidth, pen) + copyChar(lo, sprPtr, sprWidth, pen);
}
uint16 frameWidth = 20;
uint16 frameHeight = 26;
FrameHeader *chFrame = _resMan->fetchFrame(_font, 0xFF - SPACE);
uint8 *dest = sprPtr;
uint8 *decChr = ((uint8 *)chFrame) + sizeof(FrameHeader) + chFrame->width * chFrame->height + ((hi - 0xB0) * 94 + (lo - 0xA1)) * frameWidth * frameHeight;
for (uint16 cnty = 0; cnty < frameHeight; cnty++) {
for (uint16 cntx = 0; cntx < frameWidth; cntx++) {
if (*decChr == LETTER_COL)
dest[cntx] = pen;
else if (((*decChr == BORDER_COL) || (*decChr == BORDER_COL_PSX)) && (!dest[cntx])) // don't do a border if there's already a color underneath (chars can overlap)
dest[cntx] = BORDER_COL;
decChr++;
}
dest += sprWidth;
}
return frameWidth;
}
bool Text::isKoreanChar(uint8 hi, uint8 lo) {
if (SwordEngine::_systemVars.realLanguage != Common::KO_KOR)
return false;
if (hi >= 0xB0 && hi <= 0xC8 && lo >= 0xA1 && lo <= 0xFE)
return true;
return false;
}
} // End of namespace Sword1
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