// // 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: F:\projects\c&c\vcs\code\jshell.cpv 2.18 16 Oct 1995 16:51:12 JOE_BOSTIC $ */ /*********************************************************************************************** *** 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. * * Translucent_Table_Size -- Determines the size of a translucent table. * * Conquer_Build_Translucent_Table -- Builds fading table for shadow colors only. * * Load_Alloc_Data -- Allocates a buffer and loads the file into it. * * Load_Uncompress -- Loads and uncompresses data to a buffer. * * Fatal -- General purpose fatal error handler. * * Set_Window -- Sets the window dimensions to that specified. * * Small_Icon -- Create a small icon from a big one. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" #include "wwfile.h" #include /*********************************************************************************************** * 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 * * incon into a small (3x3) representation. Typicall 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 = iptr->Map[iconnum]; 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 >> 3; WindowList[window][WINDOWHEIGHT] = h; WindowList[window][WINDOWX] = x >> 3; 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(); vfprintf(stderr, message, va); Mono_Printf(message); GlyphX_Debug_Print("Fatal"); GlyphX_Debug_Print(message); if (!RunningAsDLL) { exit(EXIT_FAILURE); } else { *((int*)0) = 0; } } #ifdef NEVER void File_Fatal(char const *message) { Prog_End(); perror(message); if (!RunningAsDLL) { 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 = Add_Long_To_Pointer(sptr, uncomp_buff.Get_Size()-(size+sizeof(header))); } /* ** Read in the bulk of the data. */ Mem_Copy(&header, sptr, sizeof(header)); file.Read(Add_Long_To_Pointer(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); } /*********************************************************************************************** * 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(void 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) { if (!buffer) { buffer = new char [Translucent_Table_Size(count)]; } if (buffer) { memset(buffer, -1, 256); table = (unsigned char*)Add_Long_To_Pointer((void*)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, (void*)table, control[index].DestColor, control[index].Fading); table = (unsigned char*)Add_Long_To_Pointer((void*)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(void 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) { if (!buffer) { buffer = new char [Translucent_Table_Size(count)]; } if (buffer) { memset(buffer, -1, 256); table = (unsigned char*)Add_Long_To_Pointer((void*)buffer, 256); /* ** Build the individual remap tables for each translucent color. */ for (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*)Add_Long_To_Pointer((void*)table, 256); } } } return(buffer); }