diff options
author | Hop311 <hop3114@gmail.com> | 2023-05-22 19:06:25 +0200 |
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committer | Hop311 <hop3114@gmail.com> | 2023-05-22 19:06:25 +0200 |
commit | 42b4b45d7d1216770077e0676cd66750cae26932 (patch) | |
tree | 04c25f263a2364eab5bc3647b9e1a4ccc9fc3bf2 /extension/src/LoadGameCompatibility.cpp | |
parent | bd9b0206bcfc8848c865055a933d1e207521ac8e (diff) |
Map compatibility mode
Diffstat (limited to 'extension/src/LoadGameCompatibility.cpp')
-rw-r--r-- | extension/src/LoadGameCompatibility.cpp | 154 |
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; +} |