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author Hop311 <Hop3114@gmail.com>2023-05-22 19:44:27 +0200
committer GitHub <noreply@github.com>2023-05-22 19:44:27 +0200
commitac36a373139e3e815f70720b37d4ffc8d9062df9 (patch)
tree04c25f263a2364eab5bc3647b9e1a4ccc9fc3bf2 /extension/src/LoadGameCompatibility.cpp
parent30fa7d74ddcfd4e64a5526995a392f7b51feb869 (diff)
parent42b4b45d7d1216770077e0676cd66750cae26932 (diff)
Merge pull request #123 from OpenVicProject/compatibility-mode
Map compatibility mode
Diffstat (limited to 'extension/src/LoadGameCompatibility.cpp')
-rw-r--r--extension/src/LoadGameCompatibility.cpp154
1 files changed, 154 insertions, 0 deletions
diff --git a/extension/src/LoadGameCompatibility.cpp b/extension/src/LoadGameCompatibility.cpp
new file mode 100644
index 0000000..29b773e
--- /dev/null
+++ b/extension/src/LoadGameCompatibility.cpp
@@ -0,0 +1,154 @@
+#include "GameSingleton.hpp"
+
+#include <godot_cpp/classes/file_access.hpp>
+#include <godot_cpp/variant/utility_functions.hpp>
+
+#include "openvic/utility/BMP.hpp"
+
+#include "Utilities.hpp"
+
+using namespace godot;
+using namespace OpenVic;
+
+Error GameSingleton::_load_province_identifier_file_compatibility_mode(String const& file_path) {
+ UtilityFunctions::print("Loading compatibility mode province identifier file: ", file_path);
+
+ const Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::ModeFlags::READ);
+ Error err = FileAccess::get_open_error();
+ if (err != OK || file.is_null()) {
+ UtilityFunctions::push_error("Failed to load compatibility mode province identifier file: ", file_path);
+ return err == OK ? FAILED : err;
+ }
+
+ int line_number = 0;
+ while (!file->eof_reached()) {
+ const PackedStringArray line = file->get_csv_line(";");
+ line_number++;
+
+ if (line.is_empty() || (line.size() == 1 && line[0].is_empty()))
+ continue;
+
+ if (line_number < 2) continue; // skip header line
+ index_t id = NULL_INDEX;
+ colour_t colour = NULL_COLOUR;
+ if (line.size() > 0) {
+ if (line[0].is_empty()) {
+ id = game_manager.map.get_province_count() + 1;
+ } else if (line[0].is_valid_int()) {
+ const int64_t val = line[0].to_int();
+ if (val > NULL_INDEX && val <= MAX_INDEX) id = val;
+ }
+ for (int i = 1; i < 4; ++i) {
+ if (line.size() > i) {
+ if (line[i].is_valid_int()) {
+ const int64_t int_val = line[i].to_int();
+ if (int_val >= NULL_COLOUR && int_val <= FULL_COLOUR) {
+ colour = (colour << 8) | int_val;
+ continue;
+ }
+ } else if (line[i].is_valid_float()) {
+ const double double_val = line[i].to_float();
+ if (std::trunc(double_val) == double_val) {
+ const int64_t int_val = double_val;
+ if (int_val >= NULL_COLOUR && int_val <= FULL_COLOUR) {
+ colour = (colour << 8) | int_val;
+ continue;
+ }
+ }
+ }
+ }
+ colour = NULL_COLOUR;
+ break;
+ }
+ }
+ if (id == NULL_INDEX || colour == NULL_COLOUR) {
+ UtilityFunctions::push_error("Invalid province ID-colour entry \"", line, "\" on line ", line_number, " in file: ", file_path);
+ err = FAILED;
+ continue;
+ }
+ static const std::string province_prefix = "PROV";
+ if (game_manager.map.add_province(province_prefix + std::to_string(id), colour) != SUCCESS) err = FAILED;
+ }
+ game_manager.map.lock_provinces();
+ return err;
+}
+
+Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_image_path, String const& terrain_texturesheet_path) {
+ // Read BMP's palette to determine terrain variant colours which texture they're associated with
+ BMP bmp;
+ if (bmp.open(godot_to_c_string(terrain_image_path)) != SUCCESS || bmp.read_header() != SUCCESS || bmp.read_palette() != SUCCESS) {
+ UtilityFunctions::push_error("Failed to read BMP palette from compatibility mode terrain image: ", terrain_image_path);
+ return FAILED;
+ }
+ std::vector<colour_t> const& palette = bmp.get_palette();
+ static constexpr int32_t SHEET_DIMS = 8, PALETTE_SIZE = SHEET_DIMS * SHEET_DIMS;
+ if (palette.size() == 0 || palette.size() < PALETTE_SIZE) {
+ UtilityFunctions::push_error("Invalid BMP palette size for terrain image: ", static_cast<uint64_t>(palette.size()), " (expected ", PALETTE_SIZE, ")");
+ return FAILED;
+ }
+
+ // Load the terrain texture sheet and prepare to slice it up
+ Ref<Image> terrain_sheet;
+ terrain_sheet.instantiate();
+ if (terrain_sheet->load(terrain_texturesheet_path) != OK) {
+ UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path);
+ return FAILED;
+ }
+ terrain_sheet->flip_y();
+ const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
+ if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) {
+ UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, " (must be square with dims positive multiples of ", SHEET_DIMS, ")");
+ return FAILED;
+ }
+ const int32_t slice_size = sheet_width / SHEET_DIMS;
+
+ {
+ Ref<Image> water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format());
+ ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
+ water_image->fill({ 0.0f, 0.0f, 1.0f });
+ terrain_variants.add_item({ "terrain_water", 0xFFFFFF, water_image });
+ }
+ Error err = OK;
+ for (int32_t idx = 0; idx < PALETTE_SIZE; ++idx) {
+ const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size };
+ const Ref<Image> terrain_image = terrain_sheet->get_region(slice);
+ if (terrain_image.is_null() || terrain_image->is_empty()) {
+ UtilityFunctions::push_error("Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path);
+ err = FAILED;
+ continue;
+ }
+ if (terrain_variants.add_item({ "terrain_" + std::to_string(idx), palette[idx], terrain_image }) != SUCCESS) err = FAILED;
+ }
+ terrain_variants.lock();
+ if (_generate_terrain_texture_array() != OK) return FAILED;
+ return err;
+}
+
+Error GameSingleton::load_defines_compatibility_mode(String const& file_path) {
+ static const String province_identifier_file = "/map/definition.csv";
+ static const String province_image_file = "/map/provinces.bmp";
+ static const String terrain_image_file = "/map/terrain.bmp";
+ static const String terrain_texture_dir = "/map/terrain/texturesheet.tga";
+
+ Error err = OK;
+ if (_load_province_identifier_file_compatibility_mode(file_path + province_identifier_file) != OK) {
+ UtilityFunctions::push_error("Failed to load province identifiers!");
+ err = FAILED;
+ }
+ game_manager.map.lock_water_provinces();
+ game_manager.map.lock_regions();
+ if (_load_terrain_variants_compatibility_mode(file_path + terrain_image_file, file_path + terrain_texture_dir) != OK) {
+ UtilityFunctions::push_error("Failed to load terrain variants!");
+ err = FAILED;
+ }
+ if (_load_map_images(file_path + province_image_file, file_path + terrain_image_file, true) != OK) {
+ UtilityFunctions::push_error("Failed to load map images!");
+ err = FAILED;
+ }
+ game_manager.good_manager.lock_goods();
+ if (_load_hardcoded_defines() != OK) {
+ UtilityFunctions::push_error("Failed to hardcoded defines!");
+ err = FAILED;
+ }
+ return err;
+}