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vcmi/client/CDefHandler.cpp
Ivan Savenko 1d9139303a introduced zip support into vcmi
- minizip library is now part of sources, located at lib/minizip
- cmakefiles will compile minizip as dynamic library (Note: only 2 files used by vcmi are included in minizip.so)
- zip files can be loaded similar to other archives via filesystem.json
- mods can use Content.zip instead of Content/ directory. Files in directory will replace files in archive.
2013-07-30 15:02:55 +00:00

383 lines
8.7 KiB
C++

#include "StdInc.h"
#include "SDL.h"
#include "CDefHandler.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/VCMI_Lib.h"
#include "CBitmapHandler.h"
/*
* CDefHandler.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
*
*/
#ifdef unused
static long long pow(long long a, int b)
{
if (!b) return 1;
long c = a;
while (--b)
a*=c;
return a;
}
#endif
CDefHandler::CDefHandler()
{
notFreeImgs = false;
}
CDefHandler::~CDefHandler()
{
if (notFreeImgs)
return;
for (auto & elem : ourImages)
{
if (elem.bitmap)
{
SDL_FreeSurface(elem.bitmap);
elem.bitmap=nullptr;
}
}
}
CDefEssential::~CDefEssential()
{
for(auto & elem : ourImages)
SDL_FreeSurface(elem.bitmap);
}
void CDefHandler::openFromMemory(ui8 *table, const std::string & name)
{
SDL_Color palette[256];
SDefEntry &de = * reinterpret_cast<SDefEntry *>(table);
ui8 *p;
defName = name;
DEFType = read_le_u32(&de.DEFType);
width = read_le_u32(&de.width);
height = read_le_u32(&de.height);
ui32 totalBlocks = read_le_u32(&de.totalBlocks);
for (ui32 it=0;it<256;it++)
{
palette[it].r = de.palette[it].R;
palette[it].g = de.palette[it].G;
palette[it].b = de.palette[it].B;
palette[it].unused = 255;
}
// The SDefEntryBlock starts just after the SDefEntry
p = reinterpret_cast<ui8 *>(&de);
p += sizeof(de);
int totalEntries=0;
for (ui32 z=0; z<totalBlocks; z++)
{
SDefEntryBlock &block = * reinterpret_cast<SDefEntryBlock *>(p);
ui32 totalInBlock;
totalInBlock = read_le_u32(&block.totalInBlock);
for (ui32 j=SEntries.size(); j<totalEntries+totalInBlock; j++)
SEntries.push_back(SEntry());
p = block.data;
for (ui32 j=0; j<totalInBlock; j++)
{
char Buffer[13];
memcpy(Buffer, p, 12);
Buffer[12] = 0;
SEntries[totalEntries+j].name=Buffer;
p += 13;
}
for (ui32 j=0; j<totalInBlock; j++)
{
SEntries[totalEntries+j].offset = read_le_u32(p);
p += 4;
}
//totalEntries+=totalInBlock;
for(ui32 hh=0; hh<totalInBlock; ++hh)
{
SEntries[totalEntries].group = z;
++totalEntries;
}
}
for(auto & elem : SEntries)
{
elem.name = elem.name.substr(0, elem.name.find('.')+4);
}
//RWEntries = new ui32[height];
for(ui32 i=0; i < SEntries.size(); ++i)
{
Cimage nimg;
nimg.bitmap = getSprite(i, table, palette);
nimg.imName = SEntries[i].name;
nimg.groupNumber = SEntries[i].group;
ourImages.push_back(nimg);
}
}
void CDefHandler::expand(ui8 N,ui8 & BL, ui8 & BR)
{
BL = (N & 0xE0) >> 5;
BR = N & 0x1F;
}
SDL_Surface * CDefHandler::getSprite (int SIndex, const ui8 * FDef, const SDL_Color * palette) const
{
SDL_Surface * ret=nullptr;
ui32 BaseOffset,
SpriteWidth, SpriteHeight, //format of sprite
TotalRowLength, // length of read segment
add, FullHeight,FullWidth,
RowAdd,
defType2;
int LeftMargin, RightMargin, TopMargin, BottomMargin;
ui8 SegmentType;
BaseOffset = SEntries[SIndex].offset;
SSpriteDef sd = * reinterpret_cast<const SSpriteDef *>(FDef + BaseOffset);
defType2 = read_le_u32(&sd.defType2);
FullWidth = read_le_u32(&sd.FullWidth);
FullHeight = read_le_u32(&sd.FullHeight);
SpriteWidth = read_le_u32(&sd.SpriteWidth);
SpriteHeight = read_le_u32(&sd.SpriteHeight);
LeftMargin = read_le_u32(&sd.LeftMargin);
TopMargin = read_le_u32(&sd.TopMargin);
RightMargin = FullWidth - SpriteWidth - LeftMargin;
BottomMargin = FullHeight - SpriteHeight - TopMargin;
//if(LeftMargin + RightMargin < 0)
// SpriteWidth += LeftMargin + RightMargin; //ugly construction... TODO: check how to do it nicer
if(LeftMargin<0)
SpriteWidth+=LeftMargin;
if(RightMargin<0)
SpriteWidth+=RightMargin;
// Note: this looks bogus because we allocate only FullWidth, not FullWidth+add
add = 4 - FullWidth%4;
if (add==4)
add=0;
ret = SDL_CreateRGBSurface(SDL_SWSURFACE, FullWidth, FullHeight, 8, 0, 0, 0, 0);
BaseOffset += sizeof(SSpriteDef);
int BaseOffsetor = BaseOffset;
for(int i=0; i<256; ++i)
{
SDL_Color pr;
pr.r = palette[i].r;
pr.g = palette[i].g;
pr.b = palette[i].b;
pr.unused = palette[i].unused;
(*(ret->format->palette->colors+i))=pr;
}
int ftcp=0;
// If there's a margin anywhere, just blank out the whole surface.
if (TopMargin > 0 || BottomMargin > 0 || LeftMargin > 0 || RightMargin > 0) {
memset( reinterpret_cast<char*>(ret->pixels), 0, FullHeight*FullWidth);
}
// Skip top margin
if (TopMargin > 0)
ftcp += TopMargin*(FullWidth+add);
switch(defType2)
{
case 0:
{
for (ui32 i=0;i<SpriteHeight;i++)
{
if (LeftMargin>0)
ftcp += LeftMargin;
memcpy(reinterpret_cast<char*>(ret->pixels)+ftcp, &FDef[BaseOffset], SpriteWidth);
ftcp += SpriteWidth;
BaseOffset += SpriteWidth;
if (RightMargin>0)
ftcp += RightMargin;
}
}
break;
case 1:
{
const ui32 * RWEntriesLoc = reinterpret_cast<const ui32 *>(FDef+BaseOffset);
BaseOffset += sizeof(int) * SpriteHeight;
for (ui32 i=0;i<SpriteHeight;i++)
{
BaseOffset=BaseOffsetor + read_le_u32(RWEntriesLoc + i);
if (LeftMargin>0)
ftcp += LeftMargin;
TotalRowLength=0;
do
{
ui32 SegmentLength;
SegmentType=FDef[BaseOffset++];
SegmentLength=FDef[BaseOffset++] + 1;
if (SegmentType==0xFF)
{
memcpy(reinterpret_cast<char*>(ret->pixels)+ftcp, FDef + BaseOffset, SegmentLength);
BaseOffset+=SegmentLength;
}
else
{
memset(reinterpret_cast<char*>(ret->pixels)+ftcp, SegmentType, SegmentLength);
}
ftcp += SegmentLength;
TotalRowLength += SegmentLength;
}while(TotalRowLength<SpriteWidth);
RowAdd=SpriteWidth-TotalRowLength;
if (RightMargin>0)
ftcp += RightMargin;
if (add>0)
ftcp += add+RowAdd;
}
}
break;
case 2:
{
BaseOffset = BaseOffsetor + read_le_u16(FDef + BaseOffsetor);
for (ui32 i=0;i<SpriteHeight;i++)
{
//BaseOffset = BaseOffsetor+RWEntries[i];
if (LeftMargin>0)
ftcp += LeftMargin;
TotalRowLength=0;
do
{
SegmentType=FDef[BaseOffset++];
ui8 code = SegmentType / 32;
ui8 value = (SegmentType & 31) + 1;
if(code==7)
{
memcpy(reinterpret_cast<char*>(ret->pixels)+ftcp, &FDef[BaseOffset], value);
ftcp += value;
BaseOffset += value;
}
else
{
memset(reinterpret_cast<char*>(ret->pixels)+ftcp, code, value);
ftcp += value;
}
TotalRowLength+=value;
} while(TotalRowLength<SpriteWidth);
if (RightMargin>0)
ftcp += RightMargin;
RowAdd=SpriteWidth-TotalRowLength;
if (add>0)
ftcp += add+RowAdd;
}
}
break;
case 3:
{
for (ui32 i=0;i<SpriteHeight;i++)
{
BaseOffset = BaseOffsetor + read_le_u16(FDef + BaseOffsetor+i*2*(SpriteWidth/32));
if (LeftMargin>0)
ftcp += LeftMargin;
TotalRowLength=0;
do
{
SegmentType=FDef[BaseOffset++];
ui8 code = SegmentType / 32;
ui8 value = (SegmentType & 31) + 1;
int len = std::min<ui32>(value, SpriteWidth - TotalRowLength) - std::max(0, -LeftMargin);
vstd::amax(len, 0);
if(code==7)
{
memcpy((ui8*)ret->pixels + ftcp, FDef + BaseOffset, len);
ftcp += len;
BaseOffset += len;
}
else
{
memset((ui8*)ret->pixels + ftcp, code, len);
ftcp += len;
}
TotalRowLength+=( LeftMargin>=0 ? value : value+LeftMargin );
}while(TotalRowLength<SpriteWidth);
if (RightMargin>0)
ftcp += RightMargin;
RowAdd=SpriteWidth-TotalRowLength;
if (add>0)
ftcp += add+RowAdd;
}
}
break;
default:
throw std::runtime_error("Unknown sprite format.");
break;
}
SDL_Color ttcol = ret->format->palette->colors[0];
Uint32 keycol = SDL_MapRGBA(ret->format, ttcol.r, ttcol.b, ttcol.g, ttcol.unused);
SDL_SetColorKey(ret, SDL_SRCCOLORKEY, keycol);
return ret;
}
CDefEssential * CDefHandler::essentialize()
{
auto ret = new CDefEssential;
ret->ourImages = ourImages;
notFreeImgs = true;
return ret;
}
CDefHandler * CDefHandler::giveDef(const std::string & defName)
{
ResourceID resID(std::string("SPRITES/") + defName, EResType::ANIMATION);
auto data = CResourceHandler::get()->load(resID)->readAll().first;
if(!data)
throw std::runtime_error("bad def name!");
auto nh = new CDefHandler();
nh->openFromMemory(data.get(), defName);
return nh;
}
CDefEssential * CDefHandler::giveDefEss(const std::string & defName)
{
CDefEssential * ret;
CDefHandler * temp = giveDef(defName);
ret = temp->essentialize();
delete temp;
return ret;
}