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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
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