diff options
author | Hop311 <hop3114@gmail.com> | 2023-09-14 09:52:25 +0200 |
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committer | Hop311 <hop3114@gmail.com> | 2023-09-14 09:52:25 +0200 |
commit | 70c040d042cb536e5ce16b0cfff0e0afa39e8ed7 (patch) | |
tree | 559681d5a2569adc307409d818311760edc12654 /extension/src/openvic-extension/LoadGameCompatibility.cpp | |
parent | 9dc8c3c89a86b8be2084890f3207adc6c9cda496 (diff) |
Logger::warning, format cleanup + req comments
Diffstat (limited to 'extension/src/openvic-extension/LoadGameCompatibility.cpp')
-rw-r--r-- | extension/src/openvic-extension/LoadGameCompatibility.cpp | 110 |
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()); +} |