/* 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 . * */ #include "graphics/font.h" #include "scumm/charset.h" #include "scumm/file.h" #include "scumm/scumm.h" #include "scumm/macgui/macgui.h" #include "scumm/nut_renderer.h" #include "scumm/util.h" #include "scumm/he/intern_he.h" #include "scumm/he/wiz_he.h" namespace Scumm { static const int kMaxRawJpCharNum = 1500; /* TODO: Right now our charset renderers directly access _textSurface, as well as the virtual screens of ScummEngine. Ideally, this would not be the case. Instead, ScummVM would simply pass the appropriate Surface to the resp. methods. Of course it is not quite as simple, various flags and offsets have to be taken into account for that. The advantage will be cleaner coder (easier to debug, in particular), and a better separation of the various modules. */ bool ScummEngine::isScummvmKorTarget() { if (_language == Common::KO_KOR && (_game.version < 7 || _game.id == GID_FT)) { return true; } return false; } void ScummEngine::loadCJKFont() { _useCJKMode = false; _textSurfaceMultiplier = 1; _newLineCharacter = 0; _useMultiFont = false; // Korean Multi-Font // Special case for Korean if (isScummvmKorTarget()) { loadKorFont(); return; } ScummFile fp(this); if (_game.version <= 5 && _game.platform == Common::kPlatformFMTowns && _language == Common::JA_JPN) { // FM-TOWNS v3 / v5 Kanji #if defined(DISABLE_TOWNS_DUAL_LAYER_MODE) || !defined(USE_RGB_COLOR) GUIErrorMessage("FM-Towns Kanji font drawing requires dual graphics layer support which is disabled in this build"); error("FM-Towns Kanji font drawing requires dual graphics layer support which is disabled in this build"); #else // use FM-TOWNS font rom, since game files don't have kanji font resources _cjkFont = Graphics::FontSJIS::createFont(_game.platform); if (!_cjkFont) error("SCUMM::Font: Could not open file 'FMT_FNT.ROM'"); _textSurfaceMultiplier = 2; _useCJKMode = true; #endif } else if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine && _language == Common::JA_JPN) { #ifdef USE_RGB_COLOR // use PC-Engine System Card, since game files don't have kanji font resources _cjkFont = Graphics::FontSJIS::createFont(_game.platform); if (!_cjkFont) error("SCUMM::Font: Could not open file 'pce.cdbios'"); _cjkFont->setDrawingMode(Graphics::FontSJIS::kShadowRightMode); _2byteWidth = _2byteHeight = 12; _useCJKMode = true; #endif } else if ((_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD && _language == Common::JA_JPN) || _isIndy4Jap) { _2byteWidth = 16; _2byteHeight = 16; _useCJKMode = true; _newLineCharacter = 0x5F; // charset resources are not inited yet, load charset later _2byteFontPtr = new byte[_2byteWidth * _2byteHeight * kMaxRawJpCharNum / 8]; // set byte 0 to 0xFF (0x00 when loaded) to indicate that the font was not loaded _2byteFontPtr[0] = 0xFF; } else if (_language == Common::KO_KOR || (_game.version >= 7 && (_language == Common::JA_JPN || _language == Common::ZH_TWN)) || (_game.version >= 3 && _language == Common::ZH_CHN)) { int numChar = 0; const char *fontFile = nullptr; switch (_language) { case Common::KO_KOR: fontFile = "korean.fnt"; numChar = 2350; break; case Common::JA_JPN: fontFile = (_game.id == GID_DIG) ? "kanji16.fnt" : "japanese.fnt"; numChar = 8192; break; case Common::ZH_TWN: // Both The DIG and COMI use same font fontFile = "chinese.fnt"; numChar = 13630; break; case Common::ZH_CHN: if (_game.id == GID_FT || _game.id == GID_LOOM || _game.id == GID_INDY3 || _game.id == GID_INDY4 || _game.id == GID_MONKEY || _game.id == GID_MONKEY2 || _game.id == GID_TENTACLE) { fontFile = "chinese_gb16x12.fnt"; numChar = 8178; } break; default: break; } if (fontFile && openFile(fp, fontFile)) { debug(2, "Loading CJK Font"); _useCJKMode = true; _textSurfaceMultiplier = 1; // No multiplication here switch (_language) { case Common::KO_KOR: fp.seek(2, SEEK_CUR); _2byteWidth = fp.readByte(); _2byteHeight = fp.readByte(); _newLineCharacter = (_game.id == GID_CMI) ? 0xff : 0xfe; break; case Common::JA_JPN: _2byteWidth = 16; _2byteHeight = 16; _newLineCharacter = 0xfe; break; case Common::ZH_TWN: _2byteWidth = 16; _2byteHeight = 15; _newLineCharacter = 0x21; break; case Common::ZH_CHN: _2byteWidth = 12; _2byteHeight = 12; _newLineCharacter = 0x21; break; default: break; } _2byteFontPtr = new byte[((_2byteWidth + 7) / 8) * _2byteHeight * numChar]; fp.read(_2byteFontPtr, ((_2byteWidth + 7) / 8) * _2byteHeight * numChar); fp.close(); } else { if (fontFile) error("SCUMM::Font: Could not open %s",fontFile); else error("SCUMM::Font: Could not load any font"); } } } void ScummEngine::loadKorFont() { Common::File fp; int numChar = 2350; _useCJKMode = true; if (_game.version < 7 || _game.id == GID_FT) _useMultiFont = true; if (_useMultiFont) { debug("Loading Korean Multi Font System"); _numLoadedFont = 0; _2byteFontPtr = nullptr; _2byteWidth = 0; _2byteHeight = 0; for (int i = 0; i < 20; i++) { char fontFile[256]; snprintf(fontFile, sizeof(fontFile), "korean%02d.fnt", i); _2byteMultiFontPtr[i] = nullptr; if (fp.open(fontFile)) { _numLoadedFont++; fp.readByte(); _2byteMultiShadow[i] = fp.readByte(); _2byteMultiWidth[i] = fp.readByte(); _2byteMultiHeight[i] = fp.readByte(); int fontSize = ((_2byteMultiWidth[i] + 7) / 8) * _2byteMultiHeight[i] * numChar; _2byteMultiFontPtr[i] = new byte[fontSize]; warning("#%d, size %d, height =%d", i, fontSize, _2byteMultiHeight[i]); fp.read(_2byteMultiFontPtr[i], fontSize); fp.close(); if (_2byteFontPtr == nullptr) { // for non-initialized Smushplayer drawChar _2byteFontPtr = _2byteMultiFontPtr[i]; _2byteWidth = _2byteMultiWidth[i]; _2byteHeight = _2byteMultiHeight[i]; _2byteShadow = _2byteMultiShadow[i]; } } } if (_numLoadedFont == 0) { warning("Cannot load any font for multi font"); _useMultiFont = false; } else { debug("%d fonts are loaded", _numLoadedFont); } } if (!_useMultiFont) { debug("Loading Korean Single Font System"); if (fp.open("korean.fnt")) { fp.seek(2, SEEK_CUR); _2byteWidth = fp.readByte(); _2byteHeight = fp.readByte(); _2byteFontPtr = new byte[((_2byteWidth + 7) / 8) * _2byteHeight * numChar]; fp.read(_2byteFontPtr, ((_2byteWidth + 7) / 8) * _2byteHeight * numChar); fp.close(); } else { error("Couldn't load any font: %s", fp.getName()); } } return; } byte *ScummEngine::get2byteCharPtr(int idx) { if (!isScummvmKorTarget() && (_game.platform == Common::kPlatformFMTowns || _game.platform == Common::kPlatformPCEngine)) return nullptr; switch (_language) { case Common::KO_KOR: idx = ((idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1; break; case Common::JA_JPN: if ((_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD) || _isIndy4Jap) { // init pointer to charset resource if (_2byteFontPtr[0] == 0xFF) { int charsetId = 5; int numChar = (getResourceSize(rtCharset, charsetId) - 14) / 32; assert(numChar <= kMaxRawJpCharNum); byte *charsetPtr = getResourceAddress(rtCharset, charsetId); if (charsetPtr == nullptr) error("ScummEngine::get2byteCharPtr: charset %d not found", charsetId); memcpy(_2byteFontPtr, charsetPtr + 14, _2byteWidth * _2byteHeight * numChar / 8); } idx = (SWAP_CONSTANT_16(idx) & 0x7fff); } else { idx = Graphics::FontTowns::getCharFMTChunk(idx); } break; case Common::ZH_TWN: { int base = 0; byte low = idx % 256; int high = 0; if (low >= 0x20 && low <= 0x7e) { base = (3 * low + 81012) * 5; } else { if (low >= 0xa1 && low <= 0xa3) { base = 392820; low += 0x5f; } else if (low >= 0xa4 && low <= 0xc6) { base = 0; low += 0x5c; } else if (low >= 0xc9 && low <= 0xf9) { base = 162030; low += 0x37; } else { base = 392820; low = 0xff; } if (low != 0xff) { high = idx / 256; if (high >= 0x40 && high <= 0x7e) { high -= 0x40; } else { high -= 0x62; } base += (low * 0x9d + high) * 30; } } return _2byteFontPtr + base; } case Common::ZH_CHN: idx = ((idx % 256) - 0xa1)* 94 + ((idx / 256) - 0xa1); break; default: idx = 0; } return _2byteFontPtr + ((_2byteWidth + 7) / 8) * _2byteHeight * idx; } #pragma mark - CharsetRenderer::CharsetRenderer(ScummEngine *vm) { _top = 0; _left = 0; _startLeft = 0; _right = 0; _color = 0; _center = false; _hasMask = false; _textScreenID = kMainVirtScreen; _blitAlso = false; _firstChar = false; _disableOffsX = false; _vm = vm; _curId = -1; } CharsetRenderer::~CharsetRenderer() { } CharsetRendererCommon::CharsetRendererCommon(ScummEngine *vm) : CharsetRenderer(vm), _fontPtr(nullptr), _bitsPerPixel(0), _fontHeight(0), _numChars(0), _shadowType(kNoShadowType) { _shadowColor = 0; } void CharsetRendererCommon::setCurID(int32 id) { if (id == -1) return; assertRange(0, id, _vm->_numCharsets - 1, "charset"); _curId = id; _fontPtr = _vm->getResourceAddress(rtCharset, id); if (_fontPtr == nullptr) error("CharsetRendererCommon::setCurID: charset %d not found", id); if (_vm->_game.version == 4) _fontPtr += 17; else _fontPtr += 29; _bitsPerPixel = _fontPtr[0]; _fontHeight = _fontPtr[1]; _numChars = READ_LE_UINT16(_fontPtr + 2); if (_vm->_useMultiFont) { if (id == 6) // HACK: Fix monkey1cd/monkey2/dott font error id = 0; if (_vm->_2byteMultiFontPtr[id]) { _vm->_2byteFontPtr = _vm->_2byteMultiFontPtr[id]; _vm->_2byteWidth = _vm->_2byteMultiWidth[id]; _vm->_2byteHeight = _vm->_2byteMultiHeight[id]; _vm->_2byteShadow = _vm->_2byteMultiShadow[id]; } else { // Get nearest font set (by height) debug(7, "Cannot find matching font set for charset #%d, use nearest font set", id); int dstHeight = _fontHeight; int nearest = 0; for (int i = 0; i < _vm->_numLoadedFont; i++) { if (ABS(_vm->_2byteMultiHeight[i] - dstHeight) <= ABS(_vm->_2byteMultiHeight[nearest] - dstHeight)) { nearest = i; } } debug(7, "Found #%d", nearest); _vm->_2byteFontPtr = _vm->_2byteMultiFontPtr[nearest]; _vm->_2byteWidth = _vm->_2byteMultiWidth[nearest]; _vm->_2byteHeight = _vm->_2byteMultiHeight[nearest]; _vm->_2byteShadow = _vm->_2byteMultiShadow[nearest]; } } } void CharsetRendererV3::setCurID(int32 id) { if (id == -1) return; assertRange(0, id, _vm->_numCharsets - 1, "charset"); _curId = id; _fontPtr = _vm->getResourceAddress(rtCharset, id); if (_fontPtr == nullptr) error("CharsetRendererCommon::setCurID: charset %d not found", id); _bitsPerPixel = 1; _numChars = _fontPtr[4]; _fontHeight = _fontPtr[5]; _fontPtr += 6; _widthTable = _fontPtr; _fontPtr += _numChars; if (_vm->_useMultiFont) { if (_vm->_2byteMultiFontPtr[id]) { _vm->_2byteFontPtr = _vm->_2byteMultiFontPtr[id]; _vm->_2byteWidth = _vm->_2byteMultiWidth[id]; _vm->_2byteHeight = _vm->_2byteMultiHeight[id]; _vm->_2byteShadow = _vm->_2byteMultiShadow[id]; } else { // Get nearest font set (by height) debug(7, "Cannot find matching font set for charset #%d, use nearest font set", id); int dstHeight = _fontHeight; int nearest = 0; for (int i = 0; i < _vm->_numLoadedFont; i++) { if (ABS(_vm->_2byteMultiHeight[i] - dstHeight) <= ABS(_vm->_2byteMultiHeight[nearest] - dstHeight)) { nearest = i; } } debug(7, "Found #%d", nearest); _vm->_2byteFontPtr = _vm->_2byteMultiFontPtr[nearest]; _vm->_2byteWidth = _vm->_2byteMultiWidth[nearest]; _vm->_2byteHeight = _vm->_2byteMultiHeight[nearest]; _vm->_2byteShadow = _vm->_2byteMultiShadow[nearest]; } } } int CharsetRendererCommon::getFontHeight() const { bool isSegaCD = _vm->_game.platform == Common::kPlatformSegaCD; if (isSegaCD) { return _vm->_force2ByteCharHeight ? _vm->_2byteHeight : _fontHeight; } else if (_vm->_isIndy4Jap) { return _vm->_force2ByteCharHeight ? 14 : _fontHeight; } else if (_vm->_useCJKMode && !isSegaCD) { return MAX(_vm->_2byteHeight + 1, _fontHeight); } else { return _fontHeight; } } // do spacing for variable width old-style font int CharsetRendererClassic::getCharWidth(uint16 chr) const { int spacing = 0; if (_vm->_useCJKMode && chr >= 0x80) return _vm->_2byteWidth / 2; int offs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); if (offs) spacing = _fontPtr[offs] + (signed char)_fontPtr[offs + 2]; return spacing; } int CharsetRenderer::getStringWidth(int arg, const byte *text) { int pos = 0; bool isV3Towns = _vm->_game.version == 3 && _vm->_game.platform == Common::kPlatformFMTowns; // I have confirmed from disasm that neither LOOM EGA and FM-TOWNS (EN/JP) nor any other games within the // v0-v3 version range add 1 to the width. There isn't even a getStringWidth method. And the v0-2 games don't // even support text rendering over strip borders. However, LOOM VGA Talkie and MONKEY1 EGA do have the // getStringWidth method and they do add 1 to the width. So that seems to have been introduced with version 4. int width = (_vm->_game.version < 4 || _vm->_game.id == GID_FT) ? 0 : 1; int chr; int oldID = getCurID(); int code = (_vm->_game.heversion >= 80) ? 127 : 64; while ((chr = text[pos++]) != 0) { // Given that the loop increments pos two times per loop in Towns games, // we risk missing the termination character. Let's catch it and break the loop. // This happens at least for the restart prompt message on INDY3 Towns JAP. if (isV3Towns && pos > 1 && text[pos - 2] == 0) break; if (chr == '\n' || chr == '\r' || chr == _vm->_newLineCharacter) break; if (_vm->_game.heversion >= 72) { if (chr == code) { chr = text[pos++]; if (chr == 84 || chr == 116) { // Strings of speech offset/size while (chr != code) chr = text[pos++]; continue; } if (chr == 119) // 'Wait' break; if (chr == 104|| chr == 110) // 'Newline' break; } } else { if (chr == '@') continue; if (chr == 255 || (_vm->_game.version <= 6 && chr == 254)) { chr = text[pos++]; if (chr == 3) // 'WAIT' break; if (chr == 8) { // 'Verb on next line' if (arg == 1) break; while (text[pos++] == ' ') {} continue; } if (chr == 10 || chr == 21 || chr == 12 || chr == 13) { pos += 2; continue; } if (chr == 9 || chr == 1 || chr == 2) // 'Newline' break; if (chr == 14) { int set = text[pos] | (text[pos + 1] << 8); pos += 2; setCurID(set); continue; } } } if (_vm->_useCJKMode) { if (_vm->_language == Common::JA_JPN && _vm->_game.platform == Common::kPlatformFMTowns) { if (checkSJISCode(chr)) // This strange character conversion is the exact way the original does it here. // This is the only way to get an accurate text formatting in the MI1 intro. chr = (int8)text[pos++] | (chr << 8); } else if (_vm->_isIndy4Jap) { if (checkSJISCode(chr)) { chr = text[pos++] | (chr << 8); if (chr >= 256) { width += 15; continue; } } } else if (chr & 0x80) { if (_vm->_game.platform == Common::kPlatformSegaCD) { // Special character: this one has to be rendered as a space (0x20) // and also inherits its rendering dimensions. if (chr == 0xFD && text[pos] == 0xFA) { width += getCharWidth(0x20); } else { width += _vm->_2byteWidth; } } else { width += _vm->_2byteWidth; // Original keeps glyph width and character dimensions separately if (_vm->_language == Common::KO_KOR || _vm->_language == Common::ZH_TWN) { width++; } } pos++; continue; } } width += getCharWidth(chr); } setCurID(oldID); return width; } void CharsetRenderer::addLinebreaks(int a, byte *str, int pos, int maxwidth) { int lastKoreanLineBreak = -1; int origPos = pos; int lastspace = -1; int curw = 1; int chr; int oldID = getCurID(); int code = (_vm->_game.heversion >= 80) ? 127 : 64; int strLength = _vm->resStrLen(str); while ((chr = str[pos++]) != 0) { if (_vm->_game.heversion >= 72) { if (chr == code) { chr = str[pos++]; if (chr == 84 || chr == 116) { // Strings of speech offset/size while (chr != code) chr = str[pos++]; continue; } if (chr == 119) // 'Wait' break; if (chr == 110) { // 'Newline' curw = 1; continue; } if (chr == 104) // 'Don't terminate with \n' break; } } else { if (chr == '@') continue; if (chr == 255 || (_vm->_game.version <= 6 && chr == 254)) { chr = str[pos++]; if (chr == 3) // 'Wait' break; if (chr == 8) { // 'Verb on next line' if (a == 1) { curw = 1; } else { while (str[pos] == ' ') str[pos++] = '@'; } continue; } if (chr == 10 || chr == 21 || chr == 12 || chr == 13) { pos += 2; continue; } if (chr == 1) { // 'Newline' curw = 1; continue; } if (chr == 2) // 'Don't terminate with \n' break; if (chr == 14) { int set = str[pos] | (str[pos + 1] << 8); pos += 2; setCurID(set); continue; } } } if (chr == ' ') lastspace = pos - 1; if (chr == _vm->_newLineCharacter) lastspace = pos - 1; if (_vm->_useCJKMode) { if (_vm->_language == Common::JA_JPN && _vm->_game.platform == Common::kPlatformFMTowns) { if (checkSJISCode(chr)) // This strange character conversion is the exact way the original does it here. // This is the only way to get an accurate text formatting in the MI1 intro. chr = (int8)str[pos++] | (chr << 8); curw += getCharWidth(chr); } else if (chr & 0x80) { pos++; curw += _vm->_2byteWidth; // Original keeps glyph width and character dimensions separately if (_vm->_language == Common::KO_KOR || _vm->_language == Common::ZH_TWN) { curw++; } } else if (chr != _vm->_newLineCharacter) { curw += getCharWidth(chr); } if (_vm->isScummvmKorTarget() && !_center) { // Break Korean words at any character // Used in Korean fan translated games if (chr & 0x80) { if (checkKSCode(chr, str[pos - 1]) && !(pos - 4 >= origPos && str[pos - 3] == '`' && str[pos - 4] == ' ') // prevents hanging quotation mark at the end of line && !(pos - 4 >= origPos && str[pos - 3] == '\'' && str[pos - 4] == ' ') // prevents hanging single quotation mark at the end of line && !(pos - 3 >= origPos && str[pos - 3] == '(')) // prevents hanging parenthesis at the end of line lastKoreanLineBreak = pos - 2; } else { if (chr == '(' && pos - 3 >= origPos && checkKSCode(str[pos - 3], str[pos - 2])) lastKoreanLineBreak = pos - 1; } } } else { curw += getCharWidth(chr); } if (lastspace == -1) { if (!_vm->isScummvmKorTarget() || lastKoreanLineBreak == -1) { continue; } } if (curw > maxwidth) { if (!_vm->isScummvmKorTarget()) { str[lastspace] = 0xD; curw = 1; pos = lastspace + 1; lastspace = -1; } else { // Handle Korean line break mode (break Korean words at any character) // Used in Korean fan translated games if (lastspace >= lastKoreanLineBreak) { str[lastspace] = 0xD; curw = 1; pos = lastspace + 1; lastspace = -1; lastKoreanLineBreak = -1; } else { byte *breakPtr = str + lastKoreanLineBreak; memmove(breakPtr + 1, breakPtr, strLength - lastKoreanLineBreak + 1); str[lastKoreanLineBreak] = 0xD; curw = 1; pos = lastKoreanLineBreak + 1; lastspace = -1; lastKoreanLineBreak = -1; } } } } setCurID(oldID); } int CharsetRendererV3::getCharWidth(uint16 chr) const { int spacing = 0; if (_vm->_useCJKMode && (chr & 0x80)) spacing = _vm->_2byteWidth / 2; if (!spacing) spacing = *(_widthTable + chr); return spacing; } void CharsetRendererPC::setShadowMode(ShadowType mode) { _shadowColor = 0; _shadowType = mode; } void CharsetRendererPC::drawBits1(Graphics::Surface &dest, int x, int y, const byte *src, int drawTop, int width, int height) { if (_vm->_useCJKMode && _vm->isScummvmKorTarget()) { drawBits1Kor(dest, x, y, src, drawTop, width, height); return; } if (_shadowType == kOutlineShadowType) { x++; y++; } byte *dst = (byte *)dest.getBasePtr(x, y); byte bits = 0; uint8 col = _color; int pitch = dest.pitch - width * dest.format.bytesPerPixel; byte *dst2 = dst + dest.pitch; byte *dst3 = dst - 1; byte *dst4 = dst - dest.pitch; byte prevBits = 0; bool leftShadePixel = false; int savedX = x; for (y = 0; y < height && y + drawTop < dest.h; y++) { for (x = 0; x < width; x++) { if ((x % 8) == 0) { prevBits = ~bits; bits = *src++; leftShadePixel = true; } if ((bits & revBitMask(x % 8)) && y + drawTop >= 0) { if (_shadowType == kNormalShadowType) { dst[1] = dst2[1] = _shadowColor; // Mac and DOS/V versions of Japanese INDY4 don't // draw a shadow pixel below the first pixel. // Verified from disasm. if (!_vm->_isIndy4Jap) dst2[0] = _shadowColor; } else if (_shadowType == kHorizontalShadowType) { dst[1] = _shadowColor; } else if (_shadowType == kOutlineShadowType) { dst[1] = dst2[0] = dst2[1] = _shadowColor; if (leftShadePixel) { dst3[0] = _shadowColor; leftShadePixel = false; } if (prevBits & revBitMask(x % 8)) dst4[0] = _shadowColor; } // Since C64 texts are moved one pixel forward in the X axis, let's avoid // any out-of-line pixel drawing... if (_vm->_game.platform != Common::kPlatformC64 || (savedX + x < dest.pitch)) { dst[0] = col; } } else if (!(bits & revBitMask(x % 8))) { leftShadePixel = true; if (y < height - 1 && _vm->_useCJKMode && _vm->_game.platform == Common::kPlatformSegaCD) dst[0] = 0; } dst += dest.format.bytesPerPixel; dst2 += dest.format.bytesPerPixel; dst3 += dest.format.bytesPerPixel; dst4 += dest.format.bytesPerPixel; } dst += pitch; dst2 += pitch; dst3 += pitch; dst4 += pitch; } } void CharsetRendererPC::drawBits1Kor(Graphics::Surface &dest, int x1, int y1, const byte *src, int drawTop, int width, int height) { byte *dst = (byte *)dest.getBasePtr(x1, y1); int y, x; byte bits = 0; // HACK: Since Korean fonts don't have shadow/stroke information, // we use NUT-Renderer-like shadow drawing method. int offsetX[14] = {-2, -2, -2, -1, 0, -1, 0, 1, -1, 1, -1, 0, 1, 0}; int offsetY[14] = {0, 1, 2, 2, 2, -1, -1, -1, 0, 0, 1, 1, 1, 0}; int cTable[14] = {_shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _shadowColor, _color}; int i = 0; switch (_vm->_2byteShadow) { case 1: // No shadow i = 13; break; case 2: // SE direction shadow i = 12; break; case 3: // Stroke & SW direction shadow ("Monkey2", "Indy4") i = 0; break; default: // Stroke i = 5; } const byte *origSrc = src; byte *origDst = dst; for (; i < 14; i++) { src = origSrc; dst = origDst; for (y = 0; y < height && y + drawTop + offsetY[i] < dest.h; y++) { for (x = 0; x < width && x + x1 + offsetX[i] < dest.w; x++) { if ((x % 8) == 0) bits = *src++; if ((bits & revBitMask(x % 8)) && y + drawTop + offsetY[i] >= 0 && x + x1 + offsetX[i] >= 0) { *(dst + (dest.pitch * offsetY[i]) + offsetX[i]) = cTable[i]; } dst++; } dst += dest.pitch - width; } } } int CharsetRendererV3::getDrawWidthIntern(uint16 chr) { return getCharWidth(chr); } int CharsetRendererV3::getDrawHeightIntern(uint16) { return 8; } void CharsetRendererV3::setColor(byte color, bool shadowModeSpecialFlag) { ShadowType mode = kNoShadowType; _color = color; if (_vm->_game.features & GF_OLD256) { if (_color & 0x80) mode = kNormalShadowType; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (_vm->_game.platform == Common::kPlatformFMTowns) { _color = (_color & 0x0f) | ((_color & 0x0f) << 4); if (_color == 0) _color = 0x88; } else #endif _color = (_vm->_game.id == GID_LOOM) ? _color & 0x0f : _color & 0x7f; } else if (_vm->_game.id == GID_LOOM && _vm->_game.version == 3) { mode = (_color & 0x40) ? (shadowModeSpecialFlag ? kNoShadowType : kOutlineShadowType) : ((_color & 0x80) ? kNormalShadowType : kNoShadowType); _color &= 0x0f; } else if (_vm->_game.version >= 2 && (_vm->_game.features & GF_16COLOR)) { mode = (_color & 0x80) ? kNormalShadowType : kNoShadowType; _color &= 0x0f; } setShadowMode(mode); translateColor(); } #ifdef USE_RGB_COLOR void CharsetRendererPCE::setColor(byte color, bool) { _vm->setPCETextPalette(color); _color = 15; setShadowMode(kNormalShadowType); } #endif void CharsetRendererV3::printChar(int chr, bool ignoreCharsetMask) { // WORKAROUND for bug #2703: Indy3 Mac does not show black // characters (such as in the grail diary) if ignoreCharsetMask // is true. See also bug #8759. if (_vm->_game.id == GID_INDY3 && _vm->_game.platform == Common::kPlatformMacintosh && _color == 0) ignoreCharsetMask = false; // Indy3 / Zak256 / Loom int width, height, origWidth = 0, origHeight; VirtScreen *vs; const byte *charPtr; int is2byte = (chr >= 256 && _vm->_useCJKMode) ? 1 : 0; assertRange(0, _curId, _vm->_numCharsets - 1, "charset"); if ((vs = _vm->findVirtScreen(_top)) == nullptr) { warning("findVirtScreen(%d) failed, therefore printChar cannot print '\\x%X'", _top, chr); return; } if (chr == '@') return; if (_vm->isScummvmKorTarget()) { if (is2byte) { charPtr = _vm->get2byteCharPtr(chr); width = _vm->_2byteWidth; height = _vm->_2byteHeight; } else { charPtr = _fontPtr + chr * 8; width = getDrawWidthIntern(chr); height = getDrawHeightIntern(chr); } } else { charPtr = (_vm->_useCJKMode && chr > 127) ? _vm->get2byteCharPtr(chr) : _fontPtr + chr * 8; width = getDrawWidthIntern(chr); height = getDrawHeightIntern(chr); } setDrawCharIntern(chr); origWidth = width; origHeight = height; // Clip at the right side (to avoid drawing "outside" the screen bounds). if (_left + origWidth > _right + 1) return; if (_shadowType == kNormalShadowType) { width++; height++; } else if (_shadowType == kOutlineShadowType) { width += 2; height += 2; } if (_firstChar) { _str.left = _left; _str.top = _top; _str.right = _left; _str.bottom = _top; _firstChar = false; } int drawTop = _top - vs->topline; _vm->markRectAsDirty(vs->number, _left, _left + width, drawTop, drawTop + height); if (!ignoreCharsetMask) { _hasMask = true; _textScreenID = vs->number; } if ((ignoreCharsetMask || !vs->hasTwoBuffers) #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE && (_vm->_game.platform != Common::kPlatformFMTowns) #endif ) drawBits1(*vs, _left + vs->xstart, drawTop, charPtr, drawTop, origWidth, origHeight); #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE else if (_vm->_game.platform == Common::kPlatformFMTowns && vs->number == kBannerVirtScreen) drawBits1(*vs, _left * _vm->_textSurfaceMultiplier, drawTop * _vm->_textSurfaceMultiplier, charPtr, drawTop, origWidth, origHeight); #endif else drawBits1(_vm->_textSurface, _left * _vm->_textSurfaceMultiplier, _top * _vm->_textSurfaceMultiplier, charPtr, drawTop, origWidth, origHeight); if (is2byte) { origWidth /= _vm->_textSurfaceMultiplier; height /= _vm->_textSurfaceMultiplier; } if (_str.left > _left) _str.left = _left; _left += origWidth; if (_str.right < _left) { _str.right = _left; if (_shadowType != kNoShadowType) _str.right++; } if (_str.bottom < _top + height) _str.bottom = _top + height; } void CharsetRendererV3::drawChar(int chr, Graphics::Surface &s, int x, int y) { const byte *charPtr; int width; int height; int is2byte = (chr > 0xff && _vm->_useCJKMode) ? 1 : 0; if (_vm->isScummvmKorTarget()) { if (is2byte) { charPtr = _vm->get2byteCharPtr(chr); width = _vm->_2byteWidth; height = _vm->_2byteHeight; } else { charPtr = _fontPtr + chr * 8; width = getDrawWidthIntern(chr); height = getDrawHeightIntern(chr); } } else { charPtr = (_vm->_useCJKMode && chr > 127) ? _vm->get2byteCharPtr(chr) : _fontPtr + chr * 8; width = getDrawWidthIntern(chr); height = getDrawHeightIntern(chr); } setDrawCharIntern(chr); drawBits1(s, x, y, charPtr, y, width, height); } void CharsetRenderer::translateColor() { // Don't do anything for v1 and v2 CGA and Hercules modes // here (and v0 doesn't have any of these modes). if (_vm->_game.version < 3) return; // Based on disassembly if (_vm->_renderMode == Common::kRenderCGA) { static const byte CGAtextColorMap[16] = {0, 3, 3, 3, 5, 5, 5, 15, 15, 3, 3, 3, 5, 5, 15, 15}; _color = CGAtextColorMap[_color & 0x0f]; } if (_vm->_renderMode == Common::kRenderHercA || _vm->_renderMode == Common::kRenderHercG) { static const byte HercTextColorMap[16] = {0, 15, 2, 15, 15, 5, 15, 15, 8, 15, 15, 15, 15, 15, 15, 15}; _color = HercTextColorMap[_color & 0x0f]; } } void CharsetRenderer::saveLoadWithSerializer(Common::Serializer &ser) { ser.syncAsByte(_curId, VER(73), VER(73)); ser.syncAsSint32LE(_curId, VER(74)); ser.syncAsByte(_color, VER(73)); if (ser.isLoading()) { setCurID(_curId); setColor(_color); } } void CharsetRendererClassic::printChar(int chr, bool ignoreCharsetMask) { VirtScreen *vs; bool is2byte = (chr >= 256 && _vm->_useCJKMode); if (_vm->_game.platform == Common::kPlatformSegaCD && chr == 0xFAFD) { is2byte = false; chr = 0x20; } assertRange(1, _curId, _vm->_numCharsets - 1, "charset"); if ((vs = _vm->findVirtScreen(_top)) == nullptr && (vs = _vm->findVirtScreen(_top + getFontHeight())) == nullptr) return; if (chr == '@') return; // This is an actual check from disasm: // it appears that a certain Japanese glyph was previously being drawn with the '_' character. // The executable now disables any attempt to draw this character. Removing this check draws // an additional '_' character where it should be drawn. // This, of course, disables the text cursor when writing a savegame name, but that's in the // original as well. if ((_vm->_isIndy4Jap || (_vm->_game.platform == Common::kPlatformSegaCD && _vm->_language == Common::JA_JPN)) && chr == '_') return; translateColor(); _vm->_charsetColorMap[1] = _color; if (_vm->isScummvmKorTarget() && is2byte) { setShadowMode(kNormalShadowType); _charPtr = _vm->get2byteCharPtr(chr); _width = _vm->_2byteWidth; _height = _vm->_2byteHeight; _offsX = _offsY = 0; } else { if (!prepareDraw(chr)) return; } if (_vm->isScummvmKorTarget()) { _origWidth = _width; _origHeight = _height; } if (_firstChar) { _str.left = 0; _str.top = 0; _str.right = 0; _str.bottom = 0; } _top += _offsY; _left += _offsX; if (_left + _origWidth > _right + 1 || _left < 0) { _left += _origWidth; _top -= _offsY; return; } _disableOffsX = false; if (_firstChar) { _str.left = _left; _str.top = _top; _str.right = _left; _str.bottom = _top; _firstChar = false; } if (_left < _str.left) _str.left = _left; if (_top < _str.top) _str.top = _top; int drawTop = _top - vs->topline; // Clip the dialog choices to a rectangle starting 35 pixels from the left // for Japanese Monkey Island 1 SegaCD. _scummVars[451] is set by script 187, // responsible for handling the dialog horizontal scrolling. bool isSegaCDDialogChoice = _vm->_game.platform == Common::kPlatformSegaCD && _vm->_language == Common::JA_JPN && vs->number == kVerbVirtScreen && _vm->_scummVars[451] == 1; if (isSegaCDDialogChoice && _left < 35) { _left += _origWidth; return; } else { _vm->markRectAsDirty(vs->number, _left, _left + _width, drawTop, drawTop + _height); } // This check for kPlatformFMTowns and kMainVirtScreen is at least required for the chat with // the navigator's head in front of the ghost ship in Monkey Island 1 if (!ignoreCharsetMask || (_vm->_game.platform == Common::kPlatformFMTowns && vs->number == kMainVirtScreen)) { _hasMask = true; _textScreenID = vs->number; } // We need to know the virtual screen we draw on for Indy 4 Amiga, since // it selects the palette map according to this. We furthermore can not // use _textScreenID here, since that will cause inventory graphics // glitches. if (_vm->_game.platform == Common::kPlatformAmiga && _vm->_game.id == GID_INDY4) _drawScreen = vs->number; // The following kerning corrections are taken from disasm. Originally they were // used as character widths (e.g. 13, 15, 16), but we adapt them to small negative // numbers using the formula:_cjkSpacing = japWidthCorrection - 16; where 16 is the // full width of a Japanese character in this version. if (_vm->_isIndy4Jap) { int japWidthCorrection = (_top == 161) ? 13 : 14; int japHeightCorrection = 15; if (_vm->findVirtScreen(_top)->number == kMainVirtScreen && !_vm->isMessageBannerActive()) { japWidthCorrection = 15; japHeightCorrection = 16; } else if (_vm->isMessageBannerActive()) { japWidthCorrection = 13; } if (is2byte) _height = _origHeight = japHeightCorrection; _cjkSpacing = japWidthCorrection - 16; } printCharIntern(is2byte, _charPtr, _origWidth, _origHeight, _width, _height, vs, ignoreCharsetMask); // Original keeps glyph width and character dimensions separately if ((_vm->_language == Common::ZH_TWN || _vm->_language == Common::KO_KOR) && is2byte) _origWidth++; _left += _origWidth; if (is2byte) _left += _cjkSpacing; if (_str.right < _left) { _str.right = _left; if (_vm->_game.platform != Common::kPlatformFMTowns && _shadowType != kNoShadowType) _str.right++; } if (_str.bottom < _top + _origHeight) _str.bottom = _top + _origHeight; _top -= _offsY; } void CharsetRendererClassic::printCharIntern(bool is2byte, const byte *charPtr, int origWidth, int origHeight, int width, int height, VirtScreen *vs, bool ignoreCharsetMask) { byte *dstPtr = nullptr; byte *back = nullptr; int drawTop = _top - vs->topline; if ((_vm->_game.heversion >= 71 && _bitsPerPixel >= 8) || (_vm->_game.heversion >= 90 && _bitsPerPixel == 0)) { #ifdef ENABLE_HE if (ignoreCharsetMask || !vs->hasTwoBuffers) { dstPtr = vs->getPixels(0, 0); } else { dstPtr = (byte *)_vm->_textSurface.getPixels(); } if (_blitAlso && vs->hasTwoBuffers) { dstPtr = vs->getBackPixels(0, 0); } byte *colorLookupTable; byte generalColorLookupTable[256]; int black = _vm->VAR_COLOR_BLACK != 0xFF ? _vm->VAR(_vm->VAR_COLOR_BLACK) : 0; memset(generalColorLookupTable, black, sizeof(generalColorLookupTable)); for (int i = 0; i < 4; i++) { generalColorLookupTable[i] = _vm->_charsetColorMap[i]; } generalColorLookupTable[1] = _color; if (_bitsPerPixel || _vm->_game.heversion < 90) { colorLookupTable = generalColorLookupTable; } else { colorLookupTable = nullptr; } if (ignoreCharsetMask && vs->hasTwoBuffers) { ((ScummEngine_v71he *)_vm)->_wiz->pgDrawWarpDrawLetter( (WizRawPixel *)dstPtr, vs->w, vs->h, charPtr, _left, drawTop, origWidth, origHeight, colorLookupTable); Common::Rect blitRect(_left, drawTop, _left + origWidth - 1, drawTop + origHeight); ((ScummEngine_v71he *)_vm)->backgroundToForegroundBlit(blitRect); } else { ((ScummEngine_v71he *)_vm)->_wiz->pgDrawWarpDrawLetter((WizRawPixel *)dstPtr, vs->w, vs->h, charPtr, _left, drawTop, origWidth, origHeight, colorLookupTable); } #endif } else { Graphics::Surface dstSurface; Graphics::Surface backSurface; if (ignoreCharsetMask || !vs->hasTwoBuffers) { dstSurface = *vs; dstPtr = vs->getPixels(_left, drawTop); } else { dstSurface = _vm->_textSurface; dstPtr = (byte *)_vm->_textSurface.getBasePtr(_left * _vm->_textSurfaceMultiplier, (_top - _vm->_screenTop) * _vm->_textSurfaceMultiplier); } if (_blitAlso && vs->hasTwoBuffers) { backSurface = dstSurface; back = dstPtr; dstSurface = *vs; dstPtr = vs->getBackPixels(_left, drawTop); } if (!ignoreCharsetMask && vs->hasTwoBuffers) { drawTop = _top - _vm->_screenTop; } if (is2byte && _vm->_game.platform != Common::kPlatformFMTowns) drawBits1(dstSurface, (ignoreCharsetMask || !vs->hasTwoBuffers) ? _left + vs->xstart : _left, drawTop, charPtr, drawTop, origWidth, origHeight); else drawBitsN(dstSurface, dstPtr, charPtr, *_fontPtr, drawTop, origWidth, origHeight); if (_blitAlso && vs->hasTwoBuffers) { // FIXME: Revisiting this code, I think the _blitAlso mode is likely broken // right now -- we are copying stuff from "dstPtr" to "back", but "dstPtr" really // only conatains charset data... // One way to fix this: don't copy etc.; rather simply render the char twice, // once to each of the two buffers. That should hypothetically yield // identical results, though I didn't try it and right now I don't know // any spots where I can test this... if (!ignoreCharsetMask) error("This might be broken -- please report where you encountered this to Fingolfin"); // Perform some clipping int w = MIN(width, dstSurface.w - _left); int h = MIN(height, dstSurface.h - drawTop); if (_left < 0) { w += _left; back -= _left; dstPtr -= _left; } if (drawTop < 0) { h += drawTop; back -= drawTop * backSurface.pitch; dstPtr -= drawTop * dstSurface.pitch; } // Blit the image data if (w > 0) { while (h-- > 0) { memcpy(back, dstPtr, w); back += backSurface.pitch; dstPtr += dstSurface.pitch; } } } } } bool CharsetRendererClassic::prepareDraw(uint16 chr) { bool is2byte = (chr >= 256 && _vm->_useCJKMode); if (is2byte) { _charPtr = _vm->get2byteCharPtr(chr); _width = _origWidth = _vm->_2byteWidth; _height = _origHeight = _vm->_2byteHeight; _offsX = _offsY = 0; if (_vm->_isIndy4Jap) { // Characters allow shadows only if this is the main virtual screen, and we are not drawing // a message on a GUI banner. The main menu is fine though, and allows shadows as well. VirtScreen *vs = _vm->findVirtScreen(_top); bool canDrawShadow = vs != nullptr && vs->number == kMainVirtScreen && !_vm->isMessageBannerActive(); setShadowMode(canDrawShadow ? kNormalShadowType : kNoShadowType); } if (_shadowType != kNoShadowType) { _width++; _height++; } return true; } else { setShadowMode(kNoShadowType); } uint32 charOffs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); assert(charOffs < 0x14000); if (!charOffs) return false; _charPtr = _fontPtr + charOffs; _width = _origWidth = _charPtr[0]; _height = _origHeight = _charPtr[1]; if (_disableOffsX) { _offsX = 0; } else { _offsX = (signed char)_charPtr[2]; } _offsY = (signed char)_charPtr[3]; _charPtr += 4; // Skip over char header return true; } void CharsetRendererClassic::drawChar(int chr, Graphics::Surface &s, int x, int y) { if (!prepareDraw(chr)) return; byte *dst = (byte *)s.getBasePtr(x, y); bool is2byte = (_vm->_useCJKMode && chr >= 256); if (is2byte) drawBits1(s, x, y, _charPtr, y, _width, _height); else drawBitsN(s, dst, _charPtr, *_fontPtr, y, _width, _height); } void CharsetRendererClassic::drawBitsN(const Graphics::Surface &s, byte *dst, const byte *src, byte bpp, int drawTop, int width, int height) { int y, x; int color; byte numbits, bits; int pitch = s.pitch - width; assert(bpp == 1 || bpp == 2 || bpp == 4 || bpp == 8); bits = *src++; numbits = 8; byte *cmap = _vm->_charsetColorMap; // Indy4 Amiga always uses the room or verb palette map to match colors to // the currently setup palette, thus we need to select it over here too. // Done like the original interpreter. byte *amigaMap = nullptr; if (_vm->_game.platform == Common::kPlatformAmiga && _vm->_game.id == GID_INDY4) { if (_drawScreen == kVerbVirtScreen) amigaMap = _vm->_verbPalette; else amigaMap = _vm->_roomPalette; } for (y = 0; y < height && y + drawTop < s.h; y++) { for (x = 0; x < width; x++) { color = (bits >> (8 - bpp)) & 0xFF; if (color && y + drawTop >= 0) { if (amigaMap) *dst = amigaMap[cmap[color]]; else *dst = cmap[color]; } dst++; bits <<= bpp; numbits -= bpp; if (numbits == 0) { bits = *src++; numbits = 8; } } dst += pitch; } } CharsetRendererTownsV3::CharsetRendererTownsV3(ScummEngine *vm) : CharsetRendererV3(vm), _sjisCurChar(0) { } int CharsetRendererTownsV3::getCharWidth(uint16 chr) const { if (_vm->isScummvmKorTarget()) { return CharsetRendererV3::getCharWidth(chr); } int spacing = 0; if (_vm->_useCJKMode) { if (chr >= 256) spacing = 8; else if (chr >= 128) spacing = 4; } if (!spacing) spacing = *(_widthTable + chr); return spacing; } int CharsetRendererTownsV3::getFontHeight() const { if (_vm->isScummvmKorTarget()) { return CharsetRendererV3::getFontHeight(); } return _vm->_useCJKMode ? 8 : _fontHeight; } void CharsetRendererTownsV3::setShadowMode(ShadowType mode) { if (_vm->isScummvmKorTarget()) { CharsetRendererV3::setShadowMode(mode); return; } _shadowColor = 8; _shadowType = mode; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE _shadowColor = 0x88; #ifdef USE_RGB_COLOR if (_vm->_cjkFont) _vm->_cjkFont->setDrawingMode(mode != kNoShadowType ? Graphics::FontSJIS::kFMTownsShadowMode : Graphics::FontSJIS::kDefaultMode); #endif #endif } void CharsetRendererTownsV3::drawBits1(Graphics::Surface &dest, int x, int y, const byte *src, int drawTop, int width, int height) { if (_vm->isScummvmKorTarget()) { CharsetRendererV3::drawBits1(dest, x, y, src, drawTop, width, height); return; } if (y + height > dest.h) error("Trying to draw below screen boundaries"); #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE #ifdef USE_RGB_COLOR if (_sjisCurChar) { assert(_vm->_cjkFont); _vm->_cjkFont->drawChar(dest, _sjisCurChar, x, y, _color, _shadowColor); return; } #endif bool scale2x = (_vm->_textSurfaceMultiplier == 2 && !(_sjisCurChar >= 256 && _vm->_useCJKMode) && (&dest == &_vm->_textSurface || &dest == &_vm->_virtscr[kBannerVirtScreen])); #endif byte bits = 0; uint8 col = _color; int pitch = dest.pitch - width * dest.format.bytesPerPixel; byte *dst = (byte *)dest.getBasePtr(x, y); byte *dst2 = dst + dest.pitch; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE byte *dst3 = dst2; byte *dst4 = dst2; if (scale2x) { dst3 = dst2 + dest.pitch; dst4 = dst3 + dest.pitch; pitch <<= 1; } #endif for (y = 0; y < height && y + drawTop < dest.h; y++) { for (x = 0; x < width; x++) { if ((x % 8) == 0) bits = *src++; if ((bits & revBitMask(x % 8)) && y + drawTop >= 0) { if (dest.format.bytesPerPixel == 2) { if (_shadowType != kNoShadowType) { WRITE_UINT16(dst + 2, _vm->_16BitPalette[_shadowColor]); WRITE_UINT16(dst + dest.pitch, _vm->_16BitPalette[_shadowColor]); } WRITE_UINT16(dst, _vm->_16BitPalette[_color]); } else { if (_shadowType != kNoShadowType) { #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) { dst[2] = dst[3] = dst2[2] = dst2[3] = _shadowColor; dst3[0] = dst4[0] = dst3[1] = dst4[1] = _shadowColor; } else #endif { dst[1] = dst2[0] = _shadowColor; } } dst[0] = col; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) dst[1] = dst2[0] = dst2[1] = col; #endif } } dst += dest.format.bytesPerPixel; dst2 += dest.format.bytesPerPixel; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE if (scale2x) { dst++; dst2++; dst3 += 2; dst4 += 2; } #endif } dst += pitch; dst2 += pitch; #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE dst3 += pitch; dst4 += pitch; #endif } } #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE int CharsetRendererTownsV3::getDrawWidthIntern(uint16 chr) { if (_vm->isScummvmKorTarget()) { return CharsetRendererV3::getDrawWidthIntern(chr); } #ifdef USE_RGB_COLOR if (_vm->_useCJKMode && chr > 127) { assert(_vm->_cjkFont); return _vm->_cjkFont->getCharWidth(chr); } #endif return CharsetRendererV3::getDrawWidthIntern(chr); } int CharsetRendererTownsV3::getDrawHeightIntern(uint16 chr) { if (_vm->isScummvmKorTarget()) { return CharsetRendererV3::getDrawHeightIntern(chr); } #ifdef USE_RGB_COLOR if (_vm->_useCJKMode && chr > 127) { assert(_vm->_cjkFont); return _vm->_cjkFont->getFontHeight(); } #endif return CharsetRendererV3::getDrawHeightIntern(chr); } void CharsetRendererTownsV3::setDrawCharIntern(uint16 chr) { _sjisCurChar = (!_vm->isScummvmKorTarget() && _vm->_useCJKMode && chr > 127) ? chr : 0; } #endif #ifdef USE_RGB_COLOR void CharsetRendererPCE::drawBits1(Graphics::Surface &dest, int x, int y, const byte *src, int drawTop, int width, int height) { byte *dst = (byte *)dest.getBasePtr(x, y); if (_sjisCurChar) { assert(_vm->_cjkFont); uint16 col1 = _color; uint16 col2 = _shadowColor; if (dest.format.bytesPerPixel == 2) { col1 = _vm->_16BitPalette[col1]; col2 = _vm->_16BitPalette[col2]; } _vm->_cjkFont->drawChar(dst, _sjisCurChar, dest.pitch, dest.format.bytesPerPixel, col1, col2, -1, -1); return; } byte bits = 0; for (y = 0; y < height && y + drawTop < dest.h; y++) { int bitCount = 0; for (x = 0; x < width; x++) { if ((bitCount % 8) == 0) bits = *src++; if ((bits & revBitMask(bitCount % 8)) && y + drawTop >= 0) { if (dest.format.bytesPerPixel == 2) { if (_shadowType != kNoShadowType) WRITE_UINT16(dst + dest.pitch + 2, _vm->_16BitPalette[_shadowColor]); WRITE_UINT16(dst, _vm->_16BitPalette[_color]); } else { if (_shadowType != kNoShadowType) *(dst + dest.pitch + 1) = _shadowColor; *dst = _color; } } dst += dest.format.bytesPerPixel; bitCount++; } dst += dest.pitch - width * dest.format.bytesPerPixel; } } int CharsetRendererPCE::getDrawWidthIntern(uint16 chr) { if (_vm->_useCJKMode && chr > 127) return _vm->_2byteWidth; return CharsetRendererV3::getDrawWidthIntern(chr); } int CharsetRendererPCE::getDrawHeightIntern(uint16 chr) { if (_vm->_useCJKMode && chr > 127) return _vm->_2byteHeight; return CharsetRendererV3::getDrawHeightIntern(chr); } void CharsetRendererPCE::setDrawCharIntern(uint16 chr) { _sjisCurChar = (_vm->_useCJKMode && chr > 127) ? chr : 0; } #endif CharsetRendererMac::CharsetRendererMac(ScummEngine *vm, const Common::Path &fontFile) : CharsetRendererCommon(vm), _lastTop(0) { // The original Macintosh interpreter didn't use the correct spacing // between characters for some of the text, e.g. the Grail Diary. This // appears to have been because of rounding errors, and was apparently // fixed in Loom. Enabling this allows ScummVM to draw the text more // correctly, at the cost of not matching the original quite as well. // (At the time of writing, there are still cases, at least in Loom, // where text isn't correctly positioned.) _useCorrectFontSpacing = _vm->_game.id == GID_LOOM || _vm->enhancementEnabled(kEnhSubFmtCntChanges); _pad = false; _glyphSurface = nullptr; if (_vm->_renderMode == Common::kRenderMacintoshBW) { const Graphics::Font *font = _vm->_macGui->getFontByScummId(0); _glyphSurface = new Graphics::Surface(); _glyphSurface->create(font->getMaxCharWidth(), font->getFontHeight(), Graphics::PixelFormat::createFormatCLUT8()); } } CharsetRendererMac::~CharsetRendererMac() { if (_glyphSurface) { _glyphSurface->free(); delete _glyphSurface; } } void CharsetRendererMac::setCurID(int32 id) { if (id == -1) return; // This should only happen, if it happens at all, with older savegames. // Font 0 is the sensible default font for both Loom and Indy 3. int numFonts = (_vm->_game.id == GID_LOOM) ? 1 : 2; if (id >= numFonts) { warning("CharsetRenderMac::setCurId: Invalid font id %d, using 0 instead", id); id = 0; } _curId = id; _font = _vm->_macGui->getFontByScummId(_curId); } int CharsetRendererMac::getStringWidth(int arg, const byte *text) { int pos = 0; int width = 0; int chr; while ((chr = text[pos++]) != 0) { // The only control codes I've seen in use are line breaks in // Loom. In Indy 3, I haven't seen anything at all like it. if (chr == 255) { chr = text[pos++]; if (chr == 1) // 'Newline' break; warning("getStringWidth: Unexpected escape sequence %d", chr); } else { width += getDrawWidthIntern(chr); } } return width / 2; } int CharsetRendererMac::getDrawWidthIntern(uint16 chr) const { return _font->getCharWidth(chr); } int CharsetRendererMac::getFontHeight() const { return _font->getFontHeight() / 2; } int CharsetRendererMac::getCharWidth(uint16 chr) const { return _font->getCharWidth(chr) / 2; } void CharsetRendererMac::printChar(int chr, bool ignoreCharsetMask) { // This function does most of the heavy lifting printing the game // text. // If this is the beginning of a line, assume the position will be // correct without any padding. if (_firstChar || _top != _lastTop) { _pad = false; } VirtScreen *vs; if ((vs = _vm->findVirtScreen(_top)) == nullptr) { warning("findVirtScreen(%d) failed, therefore printChar cannot print '\\x%X'", _top, chr); return; } if (chr == '@') return; // Scale up the virtual coordinates to get the high resolution ones. int macLeft = 2 * _left; int macTop = 2 * _top; // The last character ended on an odd X coordinate. This information // was lost in the rounding, so we compensate for it here. if (_pad) { macLeft++; _pad = false; } bool enableShadow = (_shadowType != kNoShadowType); int color = _color; // HACK: Notes and their names should always be drawn with a shadow. // Actually, this doesn't quite match the original but I can't // figure out what the original does here. The "c" looks like // it's shadowed in the normal way, but everything else looks // kind-of-but-not-quite outlined instead. Weird. // // Even weirder, I've seen screenshots where there is no // shadowing at all. I'll just keep it like this for now, // because it makes the notes stand out a bit better. if (_vm->_game.id == GID_LOOM) { if ((chr >= 16 && chr <= 23) || chr == 60 || chr == 95) { enableShadow = true; } // HACK: Apparently, note names are never drawn in light gray. // Only white for known notes, and dark gray for unknown ones. // This hack ensures that we won't be left with a mix of white // and light gray note names, because apparently the game never // changes them back to light gray once the draft is done? if (chr >= 16 && chr <= 23 && _color == 7) color = 15; } bool drawToTextBox = (vs->number == kTextVirtScreen && _vm->_game.id == GID_INDY3); if (drawToTextBox) _vm->_macGui->printCharToTextArea(chr, macLeft, macTop, color); else printCharInternal(chr, color, enableShadow, macLeft, macTop); // HACK: The way we combine high and low resolution graphics means // that sometimes, when a note name is drawn on the distaff, the // note itself gets overdrawn by the low-resolution graphics. // // The only workaround I can think of is to force the note to be // redrawn along with its name. It's enough to redraw it on the // text surface. We can assume the correct color is already on // screen. if (_vm->_game.id == GID_LOOM) { if (chr >= 16 && chr <= 23) { int xOffset[] = { 16, 14, 12, 8, 6, 2, 0, 8 }; int note = (chr == 23) ? 60 : 95; printCharInternal(note, -1, enableShadow, macLeft + 18, macTop + xOffset[chr - 16]); } } // Mark the virtual screen as dirty, using downscaled coordinates. int left, right, top, bottom, width; width = getDrawWidthIntern(chr); // HACK: Indiana Jones and the Last Crusade uses incorrect spacing // betweeen letters. Note that this incorrect spacing does not extend // to the text boxes, nor does it seem to be used when figuring out // the width of a string (e.g. to center text on screen). It is, // however, used for things like the Grail Diary. if (!_useCorrectFontSpacing && !drawToTextBox && (width & 1)) width++; if (enableShadow) { left = macLeft / 2; right = (macLeft + width + 3) / 2; top = macTop / 2; bottom = (macTop + _font->getFontHeight() + 3) / 2; } else { left = (macLeft + 1) / 2; right = (macLeft + width + 1) / 2; top = (macTop + 1) / 2; bottom = (macTop + _font->getFontHeight() + 1) / 2; } if (_firstChar) { _str.left = left; _str.top = top; _str.right = right; _str.bottom = top; _firstChar = false; } else { if (_str.left > left) _str.left = left; if (_str.right < right) _str.right = right; if (_str.bottom < bottom) _str.bottom = bottom; } if (!drawToTextBox) _vm->markRectAsDirty(vs->number, left, right, top - vs->topline, bottom - vs->topline); if (!ignoreCharsetMask) { _hasMask = true; _textScreenID = vs->number; } // The next character may have to be adjusted to compensate for // rounding errors. macLeft += width; if (macLeft & 1) _pad = true; _left = macLeft / 2; _lastTop = _top; } byte CharsetRendererMac::getTextColor() { if (_vm->_renderMode == Common::kRenderMacintoshBW) { // White and black can be rendered as is, and 8 is the color // used for disabled text (notes in Loom). Everything else // should be white. if (_color == 0 || _color == 15 || _color == 8) return _color; return 15; } return _color; } byte CharsetRendererMac::getTextShadowColor() { if (_vm->_renderMode == Common::kRenderMacintoshBW) { if (getTextColor() == 0) return 15; return 0; } return _shadowColor; } void CharsetRendererMac::printCharInternal(int chr, int color, bool shadow, int x, int y) { if (_vm->_game.id == GID_LOOM) { x++; y++; } if (shadow) { byte shadowColor = getTextShadowColor(); if (_vm->_game.id == GID_LOOM) { // Shadowing is a bit of guesswork. It doesn't look // like it's using the Mac's built-in form of shadowed // text (which, as I recall it, never looked // particularly good anyway). This seems to match the // original look for normal text. _font->drawChar(&_vm->_textSurface, chr, x + 1, y - 1, 0); _font->drawChar(&_vm->_textSurface, chr, x - 1, y + 1, 0); _font->drawChar(&_vm->_textSurface, chr, x + 2, y + 2, 0); if (color != -1) { _font->drawChar(_vm->_macScreen, chr, x + 1, y - 1 + 2 * _vm->_macScreenDrawOffset, shadowColor); _font->drawChar(_vm->_macScreen, chr, x - 1, y + 1 + 2 * _vm->_macScreenDrawOffset, shadowColor); _font->drawChar(_vm->_macScreen, chr, x + 2, y + 2 + 2 * _vm->_macScreenDrawOffset, shadowColor); } } else { // Indy 3 uses simpler shadowing, and doesn't need the // "draw only on text surface" hack. _font->drawChar(&_vm->_textSurface, chr, x + 1, y + 1, 0); _font->drawChar(_vm->_macScreen, chr, x + 1, y + 1 + 2 * _vm->_macScreenDrawOffset, shadowColor); } } _font->drawChar(&_vm->_textSurface, chr, x, y, 0); if (color != -1) { color = getTextColor(); if (_vm->_renderMode == Common::kRenderMacintoshBW && color != 0 && color != 15) { _glyphSurface->fillRect(Common::Rect(_glyphSurface->w, _glyphSurface->h), 0); _font->drawChar(_glyphSurface, chr, 0, 0, 15); for (int y0 = 0; y0 < _glyphSurface->h; y0++) { for (int x0 = 0; x0 < _glyphSurface->w; x0++) { if (_glyphSurface->getPixel(x0, y0)) { int x1 = x + x0; int y1 = y + y0 + 2 * _vm->_macScreenDrawOffset; _vm->_macScreen->setPixel(x1, y1, ((x1 + y1) & 1) ? 0 : 15); } } } } else { _font->drawChar(_vm->_macScreen, chr, x, y + 2 * _vm->_macScreenDrawOffset, color); } } } void CharsetRendererMac::setColor(byte color, bool) { _color = color; _shadowColor = 0; _shadowType = ((color & 0xF0) != 0) ? kNormalShadowType : kNoShadowType; // Anything outside the ordinary palette should be fine. _shadowColor = 255; _color &= 0x0F; } #ifdef ENABLE_SCUMM_7_8 CharsetRendererV7::CharsetRendererV7(ScummEngine *vm) : CharsetRendererClassic(vm, vm->_useCJKMode && vm->_language != Common::JA_JPN ? 1 : 0), _direction(vm->_language == Common::HE_ISR ? -1 : 1), _newStyle(vm->_useCJKMode) { } int CharsetRendererV7::draw2byte(byte *buffer, Common::Rect &clipRect, int x, int y, int pitch, int16 col, uint16 chr) { // I am aware of not doing anything with the clipRect here, but I currently see no need to upgrade the old rendering with that. const byte *src = _vm->get2byteCharPtr(chr); buffer += (y * pitch + x); _origWidth = _vm->_2byteWidth; _origHeight = _vm->_2byteHeight; uint8 bits = 0; pitch -= _origWidth; while (_origHeight--) { for (x = 0; x < _origWidth; ++x) { if ((x % 8) == 0) bits = *src++; if (bits & revBitMask(x % 8)) { buffer[0] = col; buffer[1] = _shadowColor; } buffer++; } buffer += pitch; } return _origWidth + _cjkSpacing; } int CharsetRendererV7::drawCharV7(byte *buffer, Common::Rect &clipRect, int x, int y, int pitch, int16 col, TextStyleFlags flags, byte chr) { if (!prepareDraw(chr)) return 0; _width = getCharWidth(chr); if (_direction < 0) x -= _width; int width = MIN(_origWidth, clipRect.right - x); int height = MIN(_origHeight, clipRect.bottom - (y + _offsY)); // This can happen e.g. on The Dig (PT-BR version) during the credits in which // the above calculation, done on character 0x80, results in a negative number; // this could spiral in an infinite loop and bad memory accesses (see #15067) if (height < 0) height = 0; _vm->_charsetColorMap[1] = col; byte *cmap = _vm->_charsetColorMap; const byte *src = _charPtr; byte *dst = buffer + (y + _offsY) * pitch + x; uint8 bpp = *_fontPtr; byte bits = *src++; byte numbits = 8; pitch -= _origWidth; while (height--) { for (int dx = x; dx < x + _origWidth; ++dx) { byte color = (bits >> (8 - bpp)) & 0xFF; if (color && dx >= 0 && dx < x + width && (y + _offsY) >= 0) *dst = cmap[color]; dst++; bits <<= bpp; numbits -= bpp; if (numbits == 0) { bits = *src++; numbits = 8; } } dst += pitch; ++y; } return _direction * width; } int CharsetRendererV7::getCharWidth(uint16 chr) const { if ((chr & 0x80) && _vm->_useCJKMode) return _vm->_2byteWidth + _cjkSpacing; int offs = READ_LE_UINT32(_fontPtr + (chr & 0xFF) * 4 + 4); // SCUMM7 does not use the "kerning" from _fontPtr[offs + 2] here (compare CharsetRendererClassic::getCharWidth() // to see the difference. Verfied from disasm and comparison with DOSBox (hard to notice, but e. g. the 'a' character // used to be too narrow by 1 pixel, so all lines containing that character were slightly off). return offs ? _fontPtr[offs] : 0; } CharsetRendererNut::CharsetRendererNut(ScummEngine *vm) : CharsetRenderer(vm) { _current = 0; for (int i = 0; i < 5; i++) { _fr[i] = NULL; } } CharsetRendererNut::~CharsetRendererNut() { for (int i = 0; i < 5; i++) { delete _fr[i]; } } void CharsetRendererNut::setCurID(int32 id) { if (id == -1) return; int numFonts = ((_vm->_game.id == GID_CMI) && (_vm->_game.features & GF_DEMO)) ? 4 : 5; assert(id < numFonts); _curId = id; if (!_fr[id]) { char fontname[11]; Common::sprintf_s(fontname, "font%d.nut", id); _fr[id] = new NutRenderer(_vm, fontname); } _current = _fr[id]; assert(_current); } int CharsetRendererNut::setFont(int id) { int old = _curId; if (id >= 0) setCurID(id); return old; } int CharsetRendererNut::getCharHeight(uint16 chr) const { assert(_current); return _current->getCharHeight(chr & 0xFF); } int CharsetRendererNut::getCharWidth(uint16 chr) const { assert(_current); return _current->getCharWidth(chr & 0xFF); } int CharsetRendererNut::getFontHeight() const { assert(_current); return _current->getFontHeight(); } int CharsetRendererNut::draw2byte(byte *buffer, Common::Rect &clipRect, int x, int y, int pitch, int16 col, uint16 chr) { assert(_current); return _current->draw2byte(buffer, clipRect, x, y, pitch, col, chr); } int CharsetRendererNut::drawCharV7(byte *buffer, Common::Rect &clipRect, int x, int y, int pitch, int16 col, TextStyleFlags flags, byte chr) { assert(_current); return _current->drawCharV7(buffer, clipRect, x, y, pitch, col, flags, chr); } #endif void CharsetRendererNES::printChar(int chr, bool ignoreCharsetMask) { int width, height, origWidth, origHeight; VirtScreen *vs; byte *charPtr; // Init it here each time since it is cheap and fixes bug with // charset after game load _trTable = _vm->getResourceAddress(rtCostume, 77) + 2; // HACK: how to set it properly? if (_top == 0) _top = 16; if ((vs = _vm->findVirtScreen(_top)) == nullptr) return; if (chr == '@') return; charPtr = _vm->_NESPatTable[1] + _trTable[chr - 32] * 16; width = getCharWidth(chr); height = 8; origWidth = width; origHeight = height; if (_firstChar) { _str.left = _left; _str.top = _top; _str.right = _left; _str.bottom = _top; _firstChar = false; } int drawTop = _top - vs->topline; int offset = vs->number == kTextVirtScreen ? 16 : 0; _vm->markRectAsDirty(vs->number, _left + offset, _left + width + offset, drawTop, drawTop + height); if (!ignoreCharsetMask) { _hasMask = true; _textScreenID = vs->number; } if (ignoreCharsetMask || !vs->hasTwoBuffers) drawBits1(*vs, _left + vs->xstart + offset, drawTop, charPtr, drawTop, origWidth, origHeight); else drawBits1(_vm->_textSurface, _left + offset, _top, charPtr, drawTop, origWidth, origHeight); if (_str.left > _left) _str.left = _left; _left += origWidth; if (_str.right < _left) { _str.right = _left; if (_shadowType != kNoShadowType) _str.right++; } if (_str.bottom < _top + height) _str.bottom = _top + height; } void CharsetRendererNES::drawChar(int chr, Graphics::Surface &s, int x, int y) { byte *charPtr; int width, height; if (!_trTable) _trTable = _vm->getResourceAddress(rtCostume, 77) + 2; charPtr = _vm->_NESPatTable[1] + _trTable[chr - 32] * 16; width = getCharWidth(chr); height = 8; drawBits1(s, x, y, charPtr, y, width, height); } #ifdef USE_RGB_COLOR #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE CharsetRendererTownsClassic::CharsetRendererTownsClassic(ScummEngine *vm) : CharsetRendererClassic(vm, 0), _sjisCurChar(0) { assert(vm->_game.platform == Common::kPlatformFMTowns); } int CharsetRendererTownsClassic::getCharWidth(uint16 chr) const { int spacing = 0; if (_vm->_useCJKMode) { if ((chr & 0xff00) == 0xfd00) { chr &= 0xff; } else if (chr >= 256) { spacing = 8; } else if (useFontRomCharacter(chr)) { spacing = 4; } if (spacing) { if (_vm->_game.id == GID_MONKEY) { spacing++; if (_curId == 2) spacing++; } else if (_vm->_game.id != GID_INDY4 && _curId == 1) { spacing++; } } } if (!spacing) { int offs = READ_LE_UINT32(_fontPtr + chr * 4 + 4); if (offs) spacing = _fontPtr[offs] + (signed char)_fontPtr[offs + 2]; } return spacing; } int CharsetRendererTownsClassic::getFontHeight() const { static const uint8 sjisFontHeightM1[] = { 0, 8, 9, 8, 9, 8, 9, 0, 0, 0 }; static const uint8 sjisFontHeightM2[] = { 0, 8, 9, 9, 9, 8, 9, 9, 9, 8 }; static const uint8 sjisFontHeightI4[] = { 0, 8, 9, 9, 9, 8, 8, 8, 8, 8 }; const uint8 *htbl = (_vm->_game.id == GID_MONKEY) ? sjisFontHeightM1 : ((_vm->_game.id == GID_INDY4) ? sjisFontHeightI4 : sjisFontHeightM2); return _vm->_useCJKMode ? htbl[_curId] : _fontHeight; } void CharsetRendererTownsClassic::drawBitsN(const Graphics::Surface&, byte *dst, const byte *src, byte bpp, int drawTop, int width, int height) { if (_sjisCurChar) { assert(_vm->_cjkFont); _vm->_cjkFont->drawChar(_vm->_textSurface, _sjisCurChar, _left * _vm->_textSurfaceMultiplier, (_top - _vm->_screenTop) * _vm->_textSurfaceMultiplier, _vm->_townsCharsetColorMap[1], _shadowColor); return; } bool scale2x = (_vm->_textSurfaceMultiplier == 2); dst = (byte *)_vm->_textSurface.getBasePtr(_left * _vm->_textSurfaceMultiplier, (_top - _vm->_screenTop) * _vm->_textSurfaceMultiplier); int y, x; int color; byte numbits, bits; int pitch = _vm->_textSurface.pitch - width; assert(bpp == 1 || bpp == 2 || bpp == 4 || bpp == 8); bits = *src++; numbits = 8; byte *cmap = _vm->_townsCharsetColorMap; byte *dst2 = dst; if (scale2x) { dst2 += _vm->_textSurface.pitch; pitch <<= 1; } for (y = 0; y < height && y + drawTop < _vm->_textSurface.h; y++) { for (x = 0; x < width; x++) { color = (bits >> (8 - bpp)) & 0xFF; if (color && y + drawTop >= 0) { *dst = cmap[color]; if (scale2x) dst[1] = dst2[0] = dst2[1] = dst[0]; } dst++; if (scale2x) { dst++; dst2 += 2; } bits <<= bpp; numbits -= bpp; if (numbits == 0) { bits = *src++; numbits = 8; } } dst += pitch; dst2 += pitch; } } bool CharsetRendererTownsClassic::prepareDraw(uint16 chr) { processCharsetColors(); bool noSjis = false; if (_vm->_useCJKMode) { if ((chr & 0x00ff) == 0x00fd) { chr >>= 8; noSjis = true; } } if (useFontRomCharacter(chr) && !noSjis) { setupShadowMode(); _charPtr = nullptr; _sjisCurChar = chr; _width = getCharWidth(chr); // For whatever reason MI1 uses a different font width // for alignment calculation and for drawing when // charset 2 is active. This fixes some subtle glitches. if (_vm->_game.id == GID_MONKEY && _curId == 2) _width--; _origWidth = _width; _origHeight = _height = getFontHeight(); _offsX = _offsY = 0; } else if (_vm->_useCJKMode && (chr >= 128) && !noSjis) { setupShadowMode(); _origWidth = _width = _vm->_2byteWidth; _origHeight = _height = _vm->_2byteHeight; _charPtr = _vm->get2byteCharPtr(chr); _offsX = _offsY = 0; if (_shadowType != kNoShadowType) { _width++; _height++; } } else { _sjisCurChar = 0; return CharsetRendererClassic::prepareDraw(chr); } return true; } void CharsetRendererTownsClassic::setupShadowMode() { _shadowType = kNormalShadowType; _shadowColor = _vm->_townsCharsetColorMap[0]; assert(_vm->_cjkFont); if (((_vm->_game.id == GID_MONKEY) && (_curId == 2 || _curId == 4 || _curId == 6)) || ((_vm->_game.id == GID_MONKEY2) && (_curId != 1 && _curId != 5 && _curId != 9)) || ((_vm->_game.id == GID_INDY4) && (_curId == 2 || _curId == 3 || _curId == 4))) { _vm->_cjkFont->setDrawingMode(Graphics::FontSJIS::kOutlineMode); } else { _vm->_cjkFont->setDrawingMode(Graphics::FontSJIS::kDefaultMode); } _vm->_cjkFont->toggleFlippedMode((_vm->_game.id == GID_MONKEY || _vm->_game.id == GID_MONKEY2) && _curId == 3); } bool CharsetRendererTownsClassic::useFontRomCharacter(uint16 chr) const { if (!_vm->_useCJKMode) return false; // Some SCUMM 5 games contain hard coded logic to determine whether to use // the SCUMM fonts or the FM-Towns font rom to draw a character. For the other // games we will simply check for a character greater 127. if (chr < 128) { if (((_vm->_game.id == GID_MONKEY2 && _curId != 0) || (_vm->_game.id == GID_INDY4 && _curId != 3)) && (chr > 31 && chr != 94 && chr != 95 && chr != 126 && chr != 127)) return true; return false; } return true; } void CharsetRendererTownsClassic::processCharsetColors() { for (int i = 0; i < (1 << _bitsPerPixel); i++) { uint8 c = _vm->_charsetColorMap[i]; if (c > 16) { uint8 t = (_vm->_currentPalette[c * 3] < 32) ? 4 : 12; t |= ((_vm->_currentPalette[c * 3 + 1] < 32) ? 2 : 10); t |= ((_vm->_currentPalette[c * 3 + 2] < 32) ? 1 : 9); c = t; } if (c == 0) c = _vm->_townsOverrideShadowColor; c = ((c & 0x0f) << 4) | (c & 0x0f); _vm->_townsCharsetColorMap[i] = c; } } #endif #endif void CharsetRendererNES::drawBits1(Graphics::Surface &dest, int x, int y, const byte *src, int drawTop, int width, int height) { byte *dst = (byte *)dest.getBasePtr(x, y); for (int i = 0; i < 8; i++) { byte c0 = src[i]; byte c1 = src[i + 8]; for (int j = 0; j < 8; j++) dst[j] = _vm->_NESPalette[0][((c0 >> (7 - j)) & 1) | (((c1 >> (7 - j)) & 1) << 1) | (_color ? 12 : 8)]; dst += dest.pitch; } } } // End of namespace Scumm