author | peter1138 |
Sun, 03 Aug 2008 17:35:08 +0000 | |
changeset 9834 | 7474149531c1 |
parent 9390 | 88d36f907e96 |
child 10031 | a787bda1be6f |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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/** @file grf.cpp Reading graphics data from (New)GRF files. */ |
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#include "../stdafx.h" |
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#include "../gfx_func.h" |
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#include "../fileio.h" |
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#include "../debug.h" |
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#include "../core/alloc_func.hpp" |
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#include "grf.hpp" |
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bool SpriteLoaderGrf::LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot, size_t file_pos) |
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{ |
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/* Open the right file and go to the correct position */ |
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FioSeekToFile(file_slot, file_pos); |
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/* Read the size and type */ |
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int num = FioReadWord(); |
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byte type = FioReadByte(); |
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/* Type 0xFF indicates either a colormap or some other non-sprite info; we do not handle them here */ |
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if (type == 0xFF) return false; |
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sprite->height = FioReadByte(); |
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sprite->width = FioReadWord(); |
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sprite->x_offs = FioReadWord(); |
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sprite->y_offs = FioReadWord(); |
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/* 0x02 indicates it is a compressed sprite, so we can't rely on 'num' to be valid. |
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* In case it is uncompressed, the size is 'num' - 8 (header-size). */ |
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num = (type & 0x02) ? sprite->width * sprite->height : num - 8; |
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/* XXX -- We should use a pre-located memory segment for this, malloc/free is pretty expensive */ |
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byte *dest_orig = MallocT<byte>(num); |
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byte *dest = dest_orig; |
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/* Read the file, which has some kind of compression */ |
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while (num > 0) { |
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int8 code = FioReadByte(); |
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if (code >= 0) { |
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/* Plain bytes to read */ |
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int size = (code == 0) ? 0x80 : code; |
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num -= size; |
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for (; size > 0; size--) { |
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*dest = FioReadByte(); |
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dest++; |
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} |
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} else { |
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/* Copy bytes from earlier in the sprite */ |
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const uint data_offset = ((code & 7) << 8) | FioReadByte(); |
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int size = -(code >> 3); |
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num -= size; |
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for (; size > 0; size--) { |
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*dest = *(dest - data_offset); |
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dest++; |
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} |
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} |
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} |
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assert(num == 0); |
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sprite->data = CallocT<SpriteLoader::CommonPixel>(sprite->width * sprite->height); |
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/* When there are transparency pixels, this format has an other trick.. decode it */ |
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if (type & 0x08) { |
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for (int y = 0; y < sprite->height; y++) { |
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bool last_item = false; |
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/* Look up in the header-table where the real data is stored for this row */ |
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int offset = (dest_orig[y * 2 + 1] << 8) | dest_orig[y * 2]; |
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/* Go to that row */ |
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dest = &dest_orig[offset]; |
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do { |
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SpriteLoader::CommonPixel *data; |
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/* Read the header: |
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* 0 .. 14 - length |
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* 15 - last_item |
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* 16 .. 31 - transparency bytes */ |
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last_item = ((*dest) & 0x80) != 0; |
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int length = (*dest++) & 0x7F; |
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int skip = *dest++; |
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data = &sprite->data[y * sprite->width + skip]; |
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for (int x = 0; x < length; x++) { |
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data->m = *dest; |
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dest++; |
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data++; |
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} |
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} while (!last_item); |
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} |
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} else { |
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dest = dest_orig; |
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for (int i = 0; i < sprite->width * sprite->height; i++) |
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sprite->data[i].m = dest[i]; |
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} |
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/* Make sure to mark all transparent pixels transparent on the alpha channel too */ |
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for (int i = 0; i < sprite->width * sprite->height; i++) |
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if (sprite->data[i].m != 0) sprite->data[i].a = 0xFF; |
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free(dest_orig); |
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return true; |
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} |