CnC_Remastered_Collection/REDALERT/JSHELL.CPP

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
// software: you can redistribute it and/or modify it under the terms of
// the GNU General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/JSHELL.CPP 2 3/13/97 2:05p Steve_tall $ */
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : JSHELL.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : April 2, 1994 *
* *
* Last Update : May 11, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Build_Translucent_Table -- Creates a translucent control table. *
* Conquer_Build_Translucent_Table -- Builds fading table for shadow colors only. *
* Fatal -- General purpose fatal error handler. *
* Load_Alloc_Data -- Allocates a buffer and loads the file into it. *
* Load_Uncompress -- Loads and uncompresses data to a buffer. *
* Set_Window -- Sets the window dimensions to that specified. *
* Small_Icon -- Create a small icon from a big one. *
* Translucent_Table_Size -- Determines the size of a translucent table. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "wwfile.h"
/***********************************************************************************************
* Small_Icon -- Create a small icon from a big one. *
* *
* This routine will extract the specified icon from the icon data file and convert that *
* icon into a small (3x3) representation. Typical use of this mini-icon is for the radar *
* map. *
* *
* INPUT: iconptr -- Pointer to the icon data file. *
* *
* iconnum -- The embedded icon number to convert into a small image. *
* *
* OUTPUT: Returns with a pointer to the small icon imagery. This is exactly 9 bytes long. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 05/11/1995 JLB : Created. *
*=============================================================================================*/
void * Small_Icon(void const * iconptr, int iconnum)
{
static unsigned char _icon[9];
IControl_Type const * iptr = (IControl_Type const *)iconptr;
unsigned char * data;
if (iconptr) {
iconnum = ((char *)((char *)iptr + iptr->Map))[iconnum];
data = &((unsigned char *)((unsigned char *)iptr + iptr->Icons))[iconnum*(24*24)];
// data = &iptr->Icons[iconnum*(24*24)];
for (int index = 0; index < 9; index++) {
int _offsets[9] = {
4+4*24,
12+4*24,
20+4*24,
4+12*24,
12+12*24,
20+12*24,
4+20*24,
12+20*24,
20+20*24
};
_icon[index] = data[_offsets[index]];
}
}
return(_icon);
}
/***********************************************************************************************
* Set_Window -- Sets the window dimensions to that specified. *
* *
* Use this routine to set the windows dimensions to the coordinates and dimensions *
* specified. *
* *
* INPUT: x -- Window X pixel position. *
* *
* y -- Window Y pixel position. *
* *
* w -- Window width in pixels. *
* *
* h -- Window height in pixels. *
* *
* OUTPUT: none *
* *
* WARNINGS: The X and width values are truncated to an even 8 pixel boundary. This is *
* the same as stripping off the lower 3 bits. *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
void Set_Window(int window, int x, int y, int w, int h)
{
WindowList[window][WINDOWWIDTH] = w;
WindowList[window][WINDOWHEIGHT] = h;
WindowList[window][WINDOWX] = x;
WindowList[window][WINDOWY] = y;
}
/***********************************************************************************************
* Fatal -- General purpose fatal error handler. *
* *
* This is a very simple general purpose fatal error handler. It goes directly to text *
* mode, prints the error, and then aborts with a failure code. *
* *
* INPUT: message -- The text message to display. *
* *
* ... -- Any optional parameters that are used in formatting the message. *
* *
* OUTPUT: none *
* *
* WARNINGS: This routine never returns. The game exits immediately. *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
void Fatal(char const * message, ...)
{
va_list va;
va_start(va, message);
Prog_End(message, true);
vfprintf(stderr, message, va);
Mono_Printf(message);
if (!RunningAsDLL) { //PG
Emergency_Exit(EXIT_FAILURE);
}
}
#ifdef NEVER
void File_Fatal(char const * message)
{
//Prog_End();
perror(message);
Emergency_Exit(EXIT_FAILURE);
}
#endif
/***********************************************************************************************
* Load_Uncompress -- Loads and uncompresses data to a buffer. *
* *
* This is the C++ counterpart to the Load_Uncompress function. It will load the file *
* specified into the graphic buffer indicated and uncompress it. *
* *
* INPUT: file -- The file to load and uncompress. *
* *
* uncomp_buff -- The graphic buffer that initial loading will use. *
* *
* dest_buff -- The buffer that will hold the uncompressed data. *
* *
* reserved_data -- This is an optional pointer to a buffer that will hold any *
* reserved data the compressed file may contain. This is *
* typically a palette. *
* *
* OUTPUT: Returns with the size of the uncompressed data in the destination buffer. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
long Load_Uncompress(FileClass &file, BuffType &uncomp_buff, BuffType &dest_buff, void * reserved_data)
{
unsigned short size;
void * sptr = uncomp_buff.Get_Buffer();
void * dptr = dest_buff.Get_Buffer();
int opened = false;
CompHeaderType header;
/*
** The file must be opened in order to be read from. If the file
** isn't opened, then open it. Record this fact so that it can be
** restored to its closed state at the end.
*/
if (!file.Is_Open()) {
if (!file.Open()) {
return(0);
}
opened = true;
}
/*
** Read in the size of the file (supposedly).
*/
file.Read(&size, sizeof(size));
/*
** Read in the header block. This block contains the compression type
** and skip data (among other things).
*/
file.Read(&header, sizeof(header));
size -= sizeof(header);
/*
** If there are skip bytes then they must be processed. Either read
** them into the buffer provided or skip past them. No check is made
** to ensure that the reserved data buffer is big enough (watch out!).
*/
if (header.Skip) {
size -= header.Skip;
if (reserved_data) {
file.Read(reserved_data, header.Skip);
} else {
file.Seek(header.Skip, SEEK_CUR);
}
header.Skip = 0;
}
/*
** Determine where is the proper place to load the data. If both buffers
** specified are identical, then the data should be loaded at the end of
** the buffer and decompressed at the beginning.
*/
if (uncomp_buff.Get_Buffer() == dest_buff.Get_Buffer()) {
sptr = (char *)sptr + uncomp_buff.Get_Size()-(size+sizeof(header));
}
/*
** Read in the bulk of the data.
*/
Mem_Copy(&header, sptr, sizeof(header));
file.Read((char *)sptr + sizeof(header), size);
/*
** Decompress the data.
*/
size = (unsigned int) Uncompress_Data(sptr, dptr);
/*
** Close the file if necessary.
*/
if (opened) {
file.Close();
}
return((long)size);
}
int Load_Picture(char const * filename, BufferClass& scratchbuf, BufferClass& destbuf, unsigned char * palette, PicturePlaneType )
{
return(Load_Uncompress(CCFileClass(filename), scratchbuf, destbuf, palette ) / 8000);
}
/***********************************************************************************************
* Load_Alloc_Data -- Allocates a buffer and loads the file into it. *
* *
* This is the C++ replacement for the Load_Alloc_Data function. It will allocate the *
* memory big enough to hold the file and then read the file into it. *
* *
* INPUT: file -- The file to read. *
* *
* mem -- The memory system to use for allocation. *
* *
* OUTPUT: Returns with a pointer to the allocated and filled memory block. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 10/17/1994 JLB : Created. *
*=============================================================================================*/
void * Load_Alloc_Data(FileClass &file)
{
void * ptr = 0;
long size = file.Size();
ptr = new char [size];
if (ptr) {
file.Read(ptr, size);
}
return(ptr);
}
/***********************************************************************************************
* Translucent_Table_Size -- Determines the size of a translucent table. *
* *
* Use this routine to determine how big the translucent table needs *
* to be given the specified number of colors. This value is typically *
* used when allocating the buffer for the translucent table. *
* *
* INPUT: count -- The number of colors that are translucent. *
* *
* OUTPUT: Returns the size of the translucent table. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 04/02/1994 JLB : Created. *
*=============================================================================================*/
long Translucent_Table_Size(int count)
{
return(256L + (256L * count));
}
/***********************************************************************************************
* Build_Translucent_Table -- Creates a translucent control table. *
* *
* The table created by this routine is used by Draw_Shape (GHOST) to *
* achieve a translucent affect. The original color of the shape will *
* show through. This differs from the fading effect, since that *
* affect only alters the background color toward a single destination *
* color. *
* *
* INPUT: palette -- Pointer to the control palette. *
* *
* control -- Pointer to array of structures that control how *
* the translucent table will be built. *
* *
* count -- The number of entries in the control array. *
* *
* buffer -- Pointer to buffer to place the translucent table. *
* If NULL is passed in, then the buffer will be *
* allocated. *
* *
* OUTPUT: Returns with pointer to the translucent table. *
* *
* WARNINGS: This routine is exceedingly slow. Use sparingly. *
* *
* HISTORY: *
* 04/02/1994 JLB : Created. *
*=============================================================================================*/
void * Build_Translucent_Table(PaletteClass const & palette, TLucentType const * control, int count, void * buffer)
{
unsigned char const *table; // Remap table pointer.
int index; // Working color index.
if (count && control/* && palette*/) { // palette can't be NULL... ST - 5/9/2019
if (!buffer) {
buffer = new char [Translucent_Table_Size(count)];
}
if (buffer) {
memset(buffer, -1, 256);
table = (unsigned char*)buffer + 256;
/*
** Build the individual remap tables for each translucent color.
*/
for (index = 0; index < count; index++) {
((unsigned char*)buffer)[control[index].SourceColor] = index;
Build_Fading_Table(palette.Get_Data(), (void*)table, control[index].DestColor, control[index].Fading);
table = (unsigned char*)table + 256;
}
}
}
return(buffer);
}
/***********************************************************************************************
* Conquer_Build_Translucent_Table -- Builds fading table for shadow colors only. *
* *
* This routine will build a translucent (fading) table to remap colors into the shadow *
* color region of the palette. Shadow colors are not affected by this translucent table. *
* This means that a shape can be overlapped any number of times and the imagery will *
* remain deterministic (and constant). *
* *
* INPUT: palette -- Pointer to the palette to base the translucent process on. *
* *
* control -- Pointer to special control structure that specifies the *
* target color, and percentage of fade. *
* *
* count -- The number of colors to be remapped (entries in the control array). *
* *
* buffer -- Pointer to the staging buffer that will hold the translucent table *
* data. If this parameter is NULL, then an appropriate sized table *
* will be allocated. *
* *
* OUTPUT: Returns with a pointer to the translucent table data. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/27/1994 JLB : Created. *
*=============================================================================================*/
void * Conquer_Build_Translucent_Table(PaletteClass const & palette, TLucentType const * control, int count, void * buffer)
{
unsigned char const *table; // Remap table pointer.
if (count && control) {
if (!buffer) {
buffer = new char [Translucent_Table_Size(count)];
}
if (buffer) {
memset(buffer, -1, 256);
table = (unsigned char*)buffer + 256;
/*
** Build the individual remap tables for each translucent color.
*/
for (int index = 0; index < count; index++) {
((unsigned char*)buffer)[control[index].SourceColor] = index;
Conquer_Build_Fading_Table(palette, (void*)table, control[index].DestColor, control[index].Fading);
table = (unsigned char*)table + 256;
}
}
}
return(buffer);
}
void * Make_Fading_Table(PaletteClass const & palette, void * dest, int color, int frac)
{
if (dest) {
unsigned char * ptr = (unsigned char *)dest;
/*
** Find an appropriate remap color index for every color in the palette.
** There are certain exceptions to this, but they are trapped within the
** loop.
*/
for (int index = 0; index < PaletteClass::COLOR_COUNT; index++) {
/*
** Find the color that, ideally, the working color should be remapped
** to in the special remap range.
*/
RGBClass trycolor = palette[index];
trycolor.Adjust(frac, palette[color]); // Try to match this color.
/*
** Search through the remap range to find the color that should be remapped
** to. This special range is used for shadows or other effects that are
** not compounded if additively applied.
*/
*ptr++ = palette.Closest_Color(trycolor);
}
}
return(dest);
}
void * Conquer_Build_Fading_Table(PaletteClass const & palette, void * dest, int color, int frac)
{
if (dest) {
unsigned char * ptr = (unsigned char *)dest;
// HSVClass desthsv = palette[color];
/*
** Find an appropriate remap color index for every color in the palette.
** There are certain exceptions to this, but they are trapped within the
** loop.
*/
for (int index = 0; index < PaletteClass::COLOR_COUNT; index++) {
/*
** If this color should not be remapped, then it will be stored as a remap
** to itself. This is effectively no remap.
*/
if (index > PaletteClass::COLOR_COUNT-16 || index == 0) {
*ptr++ = index;
} else {
/*
** Find the color that, ideally, the working color should be remapped
** to in the special remap range.
*/
RGBClass trycolor = palette[index];
trycolor.Adjust(frac, palette[color]); // Try to match this color.
/*
** Search through the remap range to find the color that should be remapped
** to. This special range is used for shadows or other effects that are
** not compounded if additively applied.
*/
int best = -1;
int bvalue = 0;
for (int id = PaletteClass::COLOR_COUNT-16; id < PaletteClass::COLOR_COUNT-1; id++) {
int diff = palette[id].Difference(trycolor);
if (best == -1 || diff < bvalue) {
best = id;
bvalue = diff;
}
}
*ptr++ = best;
}
}
}
return(dest);
}
#ifdef OBSOLETE
//int Desired_Facing8(int x1, int y1, int x2, int y2)
DirType xDesired_Facing8(int x1, int y1, int x2, int y2)
{
int index = 0; // Facing composite value.
/*
** Figure the absolute X difference. This determines
** if the facing is leftward or not.
*/
int xdiff = x2-x1;
if (xdiff < 0) {
index |= 0x00C0;
xdiff = -xdiff;
}
/*
** Figure the absolute Y difference. This determines
** if the facing is downward or not. This also clarifies
** exactly which quadrant the facing lies.
*/
int ydiff = y1-y2;
if (ydiff < 0) {
index ^= 0x0040;
ydiff = -ydiff;
}
/*
** Determine which of the two direction offsets it bigger. The
** offset direction that is bigger (X or Y) will indicate which
** orthogonal direction the facing is closer to.
*/
unsigned bigger;
unsigned smaller;
if (xdiff < ydiff) {
smaller = xdiff;
bigger = ydiff;
} else {
smaller = ydiff;
bigger = xdiff;
}
/*
** If on the diagonal, then incorporate this into the facing
** and then bail. The facing is known.
*/
if (((bigger+1)/2) <= smaller) {
index += 0x0020;
return(DirType(index));
}
/*
** Determine if the facing is closer to the Y axis or
** the X axis.
*/
int adder = (index & 0x0040);
if (xdiff == bigger) {
adder ^= 0x0040;
}
index += adder;
return(DirType(index));
}
//int Desired_Facing256(int srcx, int srcy, int dstx, int dsty)
DirType xDesired_Facing256(int srcx, int srcy, int dstx, int dsty)
{
int composite=0; // Facing built from intermediate calculations.
/*
** Fetch the absolute X difference. This also gives a clue as
** to which hemisphere the direction lies.
*/
int xdiff = dstx - srcx;
if (xdiff < 0) {
composite |= 0x00C0;
xdiff = -xdiff;
}
/*
** Fetch the absolute Y difference. This clarifies the exact
** quadrant that the direction lies.
*/
int ydiff = srcy - dsty;
if (ydiff < 0) {
composite ^= 0x0040;
ydiff = -ydiff;
}
/*
** Bail early if the coordinates are the same. This check also
** has the added bonus of ensuring that checking for division
** by zero is not needed in the following section.
*/
if (xdiff == 0 && ydiff == 0) return(DirType(0xFF));
/*
** Determine which of the two direction offsets it bigger. The
** offset direction that is bigger (X or Y) will indicate which
** orthogonal direction the facing is closer to.
*/
unsigned bigger;
unsigned smaller;
if (xdiff < ydiff) {
smaller = xdiff;
bigger = ydiff;
} else {
smaller = ydiff;
bigger = xdiff;
}
/*
** Now that the quadrant is known, we need to determine how far
** from the orthogonal directions, the facing lies. This value
** is calculated as a ratio from 0 (matches orthogonal) to 31
** (matches diagonal).
*/
int frac = (smaller * 32U) / bigger;
/*
** Given the quadrant and knowing whether the facing is closer
** to the X or Y axis, we must make an adjustment toward the
** subsequent quadrant if necessary.
*/
int adder = (composite & 0x0040);
if (xdiff > ydiff) {
adder ^= 0x0040;
}
if (adder) {
frac = (adder - frac)-1;
}
/*
** Integrate the fraction value into the quadrant.
*/
composite += frac;
/*
** Return with the final facing value.
*/
return(DirType(composite & 0x00FF));
}
#endif