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/* $Id$ */
/** @file grf.cpp */
#include "../stdafx.h"
#include "../gfx.h"
#include "../fileio.h"
#include "../debug.h"
#include "grf.hpp"
bool SpriteLoaderGrf::LoadSprite(SpriteLoader::Sprite *sprite, const char *filename, 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;
}
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