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author Hop311 <hop3114@gmail.com>2023-09-14 09:52:25 +0200
committer Hop311 <hop3114@gmail.com>2023-09-14 09:52:25 +0200
commit70c040d042cb536e5ce16b0cfff0e0afa39e8ed7 (patch)
tree559681d5a2569adc307409d818311760edc12654 /extension/src/openvic-extension/LoadGameCompatibility.cpp
parent9dc8c3c89a86b8be2084890f3207adc6c9cda496 (diff)
Logger::warning, format cleanup + req comments
Diffstat (limited to 'extension/src/openvic-extension/LoadGameCompatibility.cpp')
-rw-r--r--extension/src/openvic-extension/LoadGameCompatibility.cpp110
1 files changed, 110 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/LoadGameCompatibility.cpp b/extension/src/openvic-extension/LoadGameCompatibility.cpp
new file mode 100644
index 0000000..e8e3314
--- /dev/null
+++ b/extension/src/openvic-extension/LoadGameCompatibility.cpp
@@ -0,0 +1,110 @@
+#include "GameSingleton.hpp"
+
+#include <godot_cpp/classes/file_access.hpp>
+#include <godot_cpp/variant/utility_functions.hpp>
+
+#include <openvic-simulation/utility/BMP.hpp>
+
+#include "openvic-extension/Utilities.hpp"
+
+using namespace godot;
+using namespace OpenVic;
+
+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_std_string(terrain_image_path).c_str()) && bmp.read_header() && bmp.read_palette())) {
+ 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 = load_godot_image(terrain_texturesheet_path);
+ if (terrain_sheet.is_null()) {
+ 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;
+
+ {
+ static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF;
+ 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({ 0.1f, 0.1f, 0.5f });
+ terrain_variants.add_item({ "terrain_water", TERRAIN_WATER_INDEX_COLOUR, 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 })) err = FAILED;
+ }
+ terrain_variants.lock();
+ if (_generate_terrain_texture_array() != OK) return FAILED;
+ return err;
+}
+
+Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
+ static const fs::path province_image_file = "map/provinces.bmp";
+ static const fs::path terrain_image_file = "map/terrain.bmp";
+ static const fs::path terrain_texture_file = "map/terrain/texturesheet.tga";
+
+ Dataloader::path_vector_t roots;
+ for (String const& path : file_paths) {
+ roots.push_back(godot_to_std_string(path));
+ }
+
+ Error err = OK;
+
+ if (!dataloader.set_roots(roots)) {
+ Logger::error("Failed to set dataloader roots!");
+ err = FAILED;
+ }
+
+ if (!dataloader.load_defines(game_manager)) {
+ UtilityFunctions::push_error("Failed to load defines!");
+ err = FAILED;
+ }
+
+ game_manager.map.lock_regions();
+ if (_load_terrain_variants_compatibility_mode(
+ std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()),
+ std_to_godot_string(dataloader.lookup_file(terrain_texture_file).string())
+ ) != OK) {
+ UtilityFunctions::push_error("Failed to load terrain variants!");
+ err = FAILED;
+ }
+ if (_load_map_images(
+ std_to_godot_string(dataloader.lookup_file(province_image_file).string()),
+ std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()),
+ true) != OK) {
+ UtilityFunctions::push_error("Failed to load map images!");
+ err = FAILED;
+ }
+ if (!game_manager.load_hardcoded_defines()) {
+ UtilityFunctions::push_error("Failed to hardcoded defines!");
+ err = FAILED;
+ }
+ return err;
+}
+
+String GameSingleton::lookup_file(String const& path) const {
+ return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
+}