/* * CDefFile.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CDefFile.h" #include "IImageLoader.h" #include "../../lib/filesystem/Filesystem.h" #include "../../lib/Point.h" #include // Extremely simple file cache. TODO: smarter, more general solution class CFileCache { static const int cacheSize = 50; //Max number of cached files struct FileData { AnimationPath name; size_t size; std::unique_ptr data; std::unique_ptr getCopy() { auto ret = std::unique_ptr(new ui8[size]); std::copy(data.get(), data.get() + size, ret.get()); return ret; } FileData(AnimationPath name_, size_t size_, std::unique_ptr data_): name{std::move(name_)}, size{size_}, data{std::move(data_)} {} }; std::deque cache; public: std::unique_ptr getCachedFile(AnimationPath rid) { for(auto & file : cache) { if (file.name == rid) return file.getCopy(); } // Still here? Cache miss if (cache.size() > cacheSize) cache.pop_front(); auto data = CResourceHandler::get()->load(rid)->readAll(); cache.emplace_back(std::move(rid), data.second, std::move(data.first)); return cache.back().getCopy(); } }; enum class DefType : uint32_t { SPELL = 0x40, SPRITE = 0x41, CREATURE = 0x42, MAP = 0x43, MAP_HERO = 0x44, TERRAIN = 0x45, CURSOR = 0x46, INTERFACE = 0x47, SPRITE_FRAME = 0x48, BATTLE_HERO = 0x49 }; static CFileCache animationCache; /************************************************************************* * DefFile, class used for def loading * *************************************************************************/ static bool colorsSimilar (const SDL_Color & lhs, const SDL_Color & rhs) { // it seems that H3 does not requires exact match to replace colors -> (255, 103, 255) gets interpreted as shadow // exact logic is not clear and requires extensive testing with image editing // potential reason is that H3 uses 16-bit color format (565 RGB bits), meaning that 3 least significant bits are lost in red and blue component static const int threshold = 8; int diffR = static_cast(lhs.r) - rhs.r; int diffG = static_cast(lhs.g) - rhs.g; int diffB = static_cast(lhs.b) - rhs.b; int diffA = static_cast(lhs.a) - rhs.a; return std::abs(diffR) < threshold && std::abs(diffG) < threshold && std::abs(diffB) < threshold && std::abs(diffA) < threshold; } CDefFile::CDefFile(const AnimationPath & Name): data(nullptr), palette(nullptr) { //First 8 colors in def palette used for transparency static const SDL_Color sourcePalette[8] = { {0, 255, 255, SDL_ALPHA_OPAQUE}, {255, 150, 255, SDL_ALPHA_OPAQUE}, {255, 100, 255, SDL_ALPHA_OPAQUE}, {255, 50, 255, SDL_ALPHA_OPAQUE}, {255, 0, 255, SDL_ALPHA_OPAQUE}, {255, 255, 0, SDL_ALPHA_OPAQUE}, {180, 0, 255, SDL_ALPHA_OPAQUE}, {0, 255, 0, SDL_ALPHA_OPAQUE} }; static const SDL_Color targetPalette[8] = { {0, 0, 0, 0 }, // transparency ( used in most images ) {0, 0, 0, 64 }, // shadow border ( used in battle, adventure map def's ) {0, 0, 0, 64 }, // shadow border ( used in fog-of-war def's ) {0, 0, 0, 128}, // shadow body ( used in fog-of-war def's ) {0, 0, 0, 128}, // shadow body ( used in battle, adventure map def's ) {0, 0, 0, 0 }, // selection / owner flag ( used in battle, adventure map def's ) {0, 0, 0, 128}, // shadow body below selection ( used in battle def's ) {0, 0, 0, 64 } // shadow border below selection ( used in battle def's ) }; data = animationCache.getCachedFile(Name); palette = std::unique_ptr(new SDL_Color[256]); int it = 0; //ui32 type = read_le_u32(data.get() + it); it+=4; //int width = read_le_u32(data + it); it+=4;//not used //int height = read_le_u32(data + it); it+=4; it+=8; ui32 totalBlocks = read_le_u32(data.get() + it); it+=4; for (ui32 i= 0; i<256; i++) { palette[i].r = data[it++]; palette[i].g = data[it++]; palette[i].b = data[it++]; palette[i].a = SDL_ALPHA_OPAQUE; } // these colors seems to be used unconditionally palette[0] = targetPalette[0]; palette[1] = targetPalette[1]; palette[4] = targetPalette[4]; // rest of special colors are used only if their RGB values are close to H3 for (uint32_t i = 0; i < 8; ++i) { if (colorsSimilar(sourcePalette[i], palette[i])) palette[i] = targetPalette[i]; } for (ui32 i=0; i >::const_iterator it; it = offset.find(group); assert (it != offset.end()); const ui8 * FDef = data.get()+it->second[frame]; const SSpriteDef sd = * reinterpret_cast(FDef); SSpriteDef sprite; sprite.format = read_le_u32(&sd.format); sprite.fullWidth = read_le_u32(&sd.fullWidth); sprite.fullHeight = read_le_u32(&sd.fullHeight); sprite.width = read_le_u32(&sd.width); sprite.height = read_le_u32(&sd.height); sprite.leftMargin = read_le_u32(&sd.leftMargin); sprite.topMargin = read_le_u32(&sd.topMargin); ui32 currentOffset = sizeof(SSpriteDef); //special case for some "old" format defs (SGTWMTA.DEF and SGTWMTB.DEF) if(sprite.format == 1 && sprite.width > sprite.fullWidth && sprite.height > sprite.fullHeight) { sprite.leftMargin = 0; sprite.topMargin = 0; sprite.width = sprite.fullWidth; sprite.height = sprite.fullHeight; currentOffset -= 16; } const ui32 BaseOffset = currentOffset; loader.init(Point(sprite.width, sprite.height), Point(sprite.leftMargin, sprite.topMargin), Point(sprite.fullWidth, sprite.fullHeight), palette.get()); switch(sprite.format) { case 0: { //pixel data is not compressed, copy data to surface for(ui32 i=0; i(FDef+currentOffset); currentOffset += sizeof(ui32) * sprite.height; for(ui32 i=0; ierror("Error: unsupported format of def file: %d", sprite.format); break; } } CDefFile::~CDefFile() = default; const std::map CDefFile::getEntries() const { std::map ret; for (auto & elem : offset) ret[elem.first] = elem.second.size(); return ret; }