src/spriteloader/grf.cpp
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8870 461ed7760525
parent 8626 440dfcd14c4a
child 10429 1b99254f9607
permissions -rw-r--r--
(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
/* $Id$ */

/** @file grf.cpp */

#include "../stdafx.h"
#include "../gfx_func.h"
#include "../fileio.h"
#include "../debug.h"
#include "../core/alloc_func.hpp"
#include "grf.hpp"

bool SpriteLoaderGrf::LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot, uint32 file_pos)
{
	/* Open the right file and go to the correct position */
	FioSeekToFile(file_slot, file_pos);

	/* Read the size and type */
	int num = FioReadWord();
	byte type = FioReadByte();

	/* Type 0xFF indicates either a colormap or some other non-sprite info; we do not handle them here */
	if (type == 0xFF) return false;

	sprite->height = FioReadByte();
	sprite->width  = FioReadWord();
	sprite->x_offs = FioReadWord();
	sprite->y_offs = FioReadWord();

	/* 0x02 indicates it is a compressed sprite, so we can't rely on 'num' to be valid.
	 *  In case it is uncompressed, the size is 'num' - 8 (header-size). */
	num = (type & 0x02) ? sprite->width * sprite->height : num - 8;

	/* XXX -- We should use a pre-located memory segment for this, malloc/free is pretty expensive */
	byte *dest_orig = MallocT<byte>(num);
	byte *dest = dest_orig;

	/* Read the file, which has some kind of compression */
	while (num > 0) {
		int8 code = FioReadByte();

		if (code >= 0) {
			/* Plain bytes to read */
			int size = (code == 0) ? 0x80 : code;
			num -= size;
			for (; size > 0; size--) {
				*dest = FioReadByte();
				dest++;
			}
		} else {
			/* Copy bytes from earlier in the sprite */
			const uint data_offset = ((code & 7) << 8) | FioReadByte();
			int size = -(code >> 3);
			num -= size;
			for (; size > 0; size--) {
				*dest = *(dest - data_offset);
				dest++;
			}
		}
	}

	assert(num == 0);

	sprite->data = CallocT<SpriteLoader::CommonPixel>(sprite->width * sprite->height);

	/* When there are transparency pixels, this format has an other trick.. decode it */
	if (type & 0x08) {
		for (int y = 0; y < sprite->height; y++) {
			bool last_item = false;
			/* Look up in the header-table where the real data is stored for this row */
			int offset = (dest_orig[y * 2 + 1] << 8) | dest_orig[y * 2];
			/* Go to that row */
			dest = &dest_orig[offset];

			do {
				SpriteLoader::CommonPixel *data;
				/* Read the header:
				 *  0 .. 14  - length
				 *  15       - last_item
				 *  16 .. 31 - transparency bytes */
				last_item  = ((*dest) & 0x80) != 0;
				int length =  (*dest++) & 0x7F;
				int skip   =   *dest++;

				data = &sprite->data[y * sprite->width + skip];

				for (int x = 0; x < length; x++) {
					data->m = *dest;
					dest++;
					data++;
				}
			} while (!last_item);
		}
	} else {
		dest = dest_orig;
		for (int i = 0; i < sprite->width * sprite->height; i++)
			sprite->data[i].m = dest[i];
	}

	/* Make sure to mark all transparent pixels transparent on the alpha channel too */
	for (int i = 0; i < sprite->width * sprite->height; i++)
		if (sprite->data[i].m != 0) sprite->data[i].a = 0xFF;

	free(dest_orig);
	return true;
}