#include "GameSingleton.hpp" #include #include #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 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_std_string(terrain_image_path).c_str()) != 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 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(palette.size()), " (expected ", PALETTE_SIZE, ")"); return FAILED; } // Load the terrain texture sheet and prepare to slice it up Ref 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; { Ref 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 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; }