mirror of
https://github.com/simtactics/mysimulation.git
synced 2025-03-15 14:51:21 +00:00
Sprite formats are now completely supported (PNGs work great too)!
The sprite loader code has been prettied up and rennovated quite a bit. *NOTE: Fatbag, TSO sometimes has palette (PALT) resources that are not the same as those described at simtec. Since you want to do the real figuring out, well, have fun :)
This commit is contained in:
parent
6c85920535
commit
2a87e619ae
3 changed files with 240 additions and 189 deletions
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@ -165,7 +165,7 @@ IFFChunk *iff_find_first_chunk(IFFFile *IFFFileInfo, const char *type, uint16_t
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currentNode = currentNode->NextChunk;
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}
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while (currentNode != IFFFileInfo->LastChunk);
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while (currentNode != IFFFileInfo->LastChunk && currentNode != NULL);
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return NULL;
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}
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@ -12,10 +12,11 @@
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int sprite_frame_set_texel(IFFSpriteFrame *frame, uint32_t column, uint32_t row, IFFSpriteColor color);
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int sprite_frame_set_texel_alpha(IFFSpriteFrame *frame, uint32_t column, uint32_t row, IFFSpriteColor color, uint8_t alpha);
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int sprite_frame_export_as_targa(IFFSpriteFrame *frame, const char *filename);
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int sprite_frame_export_as_png(IFFSpriteFrame *frame, const char *filename);
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int iff_parse_sprite(IFFChunk * ChunkInfo, const uint8_t * Buffer, IFFFile *SourceFile)
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int iff_parse_sprite(IFFChunk * ChunkInfo, const uint8_t * pBuffer, IFFFile *SourceFile)
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{
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uint32_t frameCount = 0;
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uint32_t paletteID = 0;
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@ -30,28 +31,23 @@ int iff_parse_sprite(IFFChunk * ChunkInfo, const uint8_t * Buffer, IFFFile *Sour
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uint32_t i = 0;
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uint32_t l = 0;
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uint32_t j = 0;
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uint32_t row = 0;
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uint32_t column = 0;
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uint8_t quit = 0;
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uint32_t numCodesTillNewline = 0;
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uint32_t iRow = 0;
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uint32_t cPixelsSet = 0;
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uint8_t bQuit = 0;
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uint16_t encrypted = 0;
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uint16_t encryptedb = 0;
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uint16_t decrypted1 = 0;
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uint16_t decrypted2 = 0;
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uint16_t decryptedb3 = 0;
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uint16_t decryptedb4 = 0;
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uint32_t cBytesReadInitial = 0;
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uint32_t cBytesRead = 0;
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uint16_t mRowHeader = 0;
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uint16_t mColumnHeader = 0;
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uint16_t eRowControlCode = 0;
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uint16_t eColumnControlCode = 0;
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uint16_t cBytesInThisRow = 0;
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uint16_t cPixelCount = 0; /* Per-control-code pixel count*/
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uint32_t bytesRead = 0;
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uint8_t Z;
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IFFSpriteColor clr;
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uint32_t rowHeader[2];
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uint32_t rowHeader2[2];
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uint8_t b;
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uint8_t b1;
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#ifdef IFF2HTML
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@ -60,34 +56,46 @@ int iff_parse_sprite(IFFChunk * ChunkInfo, const uint8_t * Buffer, IFFFile *Sour
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char *folderName;
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#endif
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uint32_t version = read_uint32le(Buffer);
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Buffer += 4;
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uint32_t version = read_uint32le(pBuffer);
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pBuffer += 4;
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if (version == 1001)
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{
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paletteID = read_uint32le(Buffer);
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Buffer += 4;
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frameCount = read_uint32le(Buffer);
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Buffer += 4;
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paletteID = read_uint32le(pBuffer);
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pBuffer += 4;
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frameCount = read_uint32le(pBuffer);
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pBuffer += 4;
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}
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else
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{
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frameCount = read_uint32le(Buffer);
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Buffer += 4;
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paletteID = read_uint32le(Buffer);
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Buffer += 4;
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frameCount = read_uint32le(pBuffer);
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pBuffer += 4;
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paletteID = read_uint32le(pBuffer);
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pBuffer += 4;
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}
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/* Try to load the appropriate palette */
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PaletteMap = iff_find_first_chunk(SourceFile, "PALT", paletteID);
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/* If that didn't work, try loading any palette from the IFF file */
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/* Some sprites in IFFs containing only one PALT don't bother to specify a correct PALT ID */
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if (PaletteMap == NULL)
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{
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printf("ERR");
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fflush(stdout);
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PaletteMap = iff_find_first_chunk(SourceFile, "PALT", 0);
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/* If there is no existing palette data, there can be no coherent image. */
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if (PaletteMap == NULL)
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{
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return 0;
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}
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}
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if (PaletteMap->FormattedData == NULL)
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{
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printf("HERE");
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fflush(stdout);
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iff_parse_pmap(PaletteMap, PaletteMap->Data);
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}
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PMap = (IFFPMap *)PaletteMap->FormattedData;
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@ -98,8 +106,8 @@ int iff_parse_sprite(IFFChunk * ChunkInfo, const uint8_t * Buffer, IFFFile *Sour
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{
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for (i = 0; i < frameCount; i++)
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{
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offsets[i] = read_uint32le(Buffer);
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Buffer += 4;
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offsets[i] = read_uint32le(pBuffer);
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pBuffer += 4;
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}
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}
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@ -117,248 +125,275 @@ int iff_parse_sprite(IFFChunk * ChunkInfo, const uint8_t * Buffer, IFFFile *Sour
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/* Version 1000 specifies offsets for each frame of image data */
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if (version == 1000)
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Buffer = ChunkInfo->Data + offsets[l];
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pBuffer = ChunkInfo->Data + offsets[l];
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/* There are two "+=" statements here for clarity. That is optimized away by a decent compiler */
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if (version == 1001)
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{
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Buffer += 4; /* Version */
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Buffer += 4; /* Size */
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pBuffer += 4; /* Version */
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pBuffer += 4; /* Size */
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}
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if (version != 1000 && version != 1001) /* for SPR# resources */
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{
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Frame->YLocation = read_uint16le(Buffer);
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Buffer += 2;
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Frame->YLocation = read_uint16le(Buffer);
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Buffer += 2;
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Frame->Height = read_uint16le(Buffer);
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Buffer += 2;
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Frame->Width = read_uint16le(Buffer);
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Buffer += 2;
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Frame->YLocation = read_uint16le(pBuffer);
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pBuffer += 2;
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Frame->YLocation = read_uint16le(pBuffer);
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pBuffer += 2;
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Frame->Height = read_uint16le(pBuffer);
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pBuffer += 2;
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Frame->Width = read_uint16le(pBuffer);
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pBuffer += 2;
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}
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else
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{
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Frame->Width = read_uint16le(Buffer);
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Buffer += 2;
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Frame->Height = read_uint16le(Buffer);
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Buffer += 2;
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Frame->Width = read_uint16le(pBuffer);
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pBuffer += 2;
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Frame->Height = read_uint16le(pBuffer);
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pBuffer += 2;
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}
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Frame->Flag = read_uint16le(Buffer);
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Buffer += 2;
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Frame->Flag = read_uint16le(pBuffer);
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pBuffer += 2;
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if (version == 1000 || version == 1001)
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{
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Buffer += 2;
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Frame->PaletteID = read_uint16le(Buffer); /* This is unused or the same as the master PALT ID */
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Buffer += 2;
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Frame->TransparentPixel = PMap->Colors[read_uint16le(Buffer)];
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Buffer += 2;
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Frame->YLocation = read_uint16le(Buffer);
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Buffer += 2;
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Frame->XLocation = read_uint16le(Buffer);
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Buffer += 2;
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pBuffer += 2;
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Frame->PaletteID = read_uint16le(pBuffer); /* This is unused or the same as the master PALT ID */
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pBuffer += 2;
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Frame->TransparentPixel = PMap->Colors[read_uint16le(pBuffer)];
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pBuffer += 2;
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Frame->YLocation = read_uint16le(pBuffer);
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pBuffer += 2;
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Frame->XLocation = read_uint16le(pBuffer);
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pBuffer += 2;
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}
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if (Frame->PaletteID != 0xA3A3)
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{
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/* Try to load the appropriate palette */
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PaletteMap = iff_find_first_chunk(SourceFile, "PALT", Frame->PaletteID);
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/* If that didn't work, try loading any palette from the IFF file */
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/* Some sprites in IFFs containing only one PALT don't bother to specify a correct PALT ID */
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if (PaletteMap == NULL)
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{
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PaletteMap = iff_find_first_chunk(SourceFile, "PALT", 0);
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/* If there is no existing palette data, there can be no coherent image. */
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if (PaletteMap == NULL)
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return 0;
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}
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PMap = (IFFPMap *)PaletteMap->FormattedData;
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}
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/* Now that we know the frame size, allocate the buffer to hold its texels */
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Frame->Texels = (IFFSpriteColor *)malloc(sizeof(IFFSpriteColor) * Frame->Width * Frame->Height);
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iRow = 0;
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cPixelsSet = 0;
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bQuit = 0;
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cBytesReadInitial = 0;
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cBytesRead = 0;
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mRowHeader = 0;
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mColumnHeader = 0;
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eRowControlCode = 0;
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eColumnControlCode = 0;
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cBytesInThisRow = 0;
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cPixelCount = 0;
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if (version == 1000 || version == 1001)
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{
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while (quit == 0)
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while (!bQuit)
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{
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encrypted = read_uint16le(Buffer);
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encryptedb = 0;
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decrypted1 = encrypted>>13;
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decrypted2 = encrypted&0x1FFF;
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decryptedb3 = 0;
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decryptedb4 = 0;
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Buffer += 2;
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switch (decrypted1)
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mRowHeader = read_uint16le(pBuffer);
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eRowControlCode = mRowHeader>>13;
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cBytesInThisRow = mRowHeader&0x1FFF;
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pBuffer += 2;
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cBytesRead = 2; /* We just read the row header, which is included in cBytesInThisRow */
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cPixelsSet = 0;
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switch (eRowControlCode)
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{
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case 0:
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column = 0;
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numCodesTillNewline = decrypted2;
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bytesRead = 0;
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for (bytesRead = 0; bytesRead < numCodesTillNewline - 2; bytesRead += 2)
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while (cBytesRead < cBytesInThisRow)
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{
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encryptedb = read_uint16le(Buffer);
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Buffer += 2;
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mColumnHeader = read_uint16le(pBuffer);
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eColumnControlCode = mColumnHeader>>13;
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cPixelCount = mColumnHeader&0x1FFF;
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pBuffer += 2;
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cBytesRead += 2;
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decryptedb3 = encryptedb>>13;
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decryptedb4 = encryptedb&0x1FFF;
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switch (decryptedb3)
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switch (eColumnControlCode)
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{
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case 1:
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case 1: /* Add cPixelCount ZRGB pixels */
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for (i = 0; i < decryptedb4; i++)
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for (i = 0; i < cPixelCount; i++)
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{
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Z = *Buffer++; /* TODO: Use the z-buffer */
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b = *Buffer++;
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sprite_frame_set_texel(Frame, column++, row, PMap->Colors[b]);
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/*c = PMap->Colors[b]; This variable is not used */
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bytesRead += 2;
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Z = *pBuffer++; /* TODO: Use the z-buffer */
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sprite_frame_set_texel(Frame, cPixelsSet++, iRow, PMap->Colors[*pBuffer++]);
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cBytesRead += 2;
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}
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break;
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case 2:
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case 2: /* Add cPixelCount ZRGBA pixels */
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i = 0;
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for (i = 0; i < decryptedb4; i++)
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for (i = 0; i < cPixelCount; i++)
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{
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Z = *Buffer++; /* TODO: Use the z-buffer */
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b = *Buffer++;
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clr = PMap->Colors[b];
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clr.A = *Buffer++;
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sprite_frame_set_texel(Frame, column++, row, clr);
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bytesRead += 3;
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Z = *pBuffer++; /* TODO: Use the z-buffer */
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sprite_frame_set_texel_alpha(Frame, cPixelsSet++, iRow, PMap->Colors[*pBuffer++], (uint8_t)*pBuffer++);/* Read and set the alpha channel's value */
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cBytesRead += 3;
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}
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if ((Buffer - ChunkInfo->Data) % 2 == 1)
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/* Read EA's padding byte if the current position is not a multiple of 2 */
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if ((pBuffer - ChunkInfo->Data) % 2 == 1)
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{
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Buffer++;
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bytesRead++;
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pBuffer++;
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cBytesRead++;
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}
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break;
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case 3:
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column += decryptedb4;
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case 3: /* Add cPixelCount transparent pixels */
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for (i = 0; i < cPixelCount; i++)
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{
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sprite_frame_set_texel(Frame, cPixelsSet++, iRow, Frame->TransparentPixel);
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}
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break;
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case 6:
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case 6: /* Add cPixelCount RGB pixels */
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i = 0;
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for (i = 0; i < decryptedb4; i++)
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for (i = 0; i < cPixelCount; i++)
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{
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b = *Buffer++;
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sprite_frame_set_texel(Frame, column++, row, PMap->Colors[b]);
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bytesRead++;
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sprite_frame_set_texel(Frame, cPixelsSet++, iRow, PMap->Colors[*pBuffer++]);
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cBytesRead++;
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}
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if ((Buffer - ChunkInfo->Data) % 2 == 1)
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/* Read EA's padding byte if the current position is not a multiple of 2 */
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if ((pBuffer - ChunkInfo->Data) % 2 == 1)
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{
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Buffer++;
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bytesRead++;
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pBuffer++;
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cBytesRead++;
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}
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break;
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default:
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break;
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/* Error reading column code */
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return 0;
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}
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}
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row++;
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/* Set any extra (unread) texels in the current row to transparent */
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while (cPixelsSet < Frame->Width) { sprite_frame_set_texel(Frame, cPixelsSet++, iRow, Frame->TransparentPixel); }
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iRow++;
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break;
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case 4:
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i = 0;
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for (i = 0; i < decrypted2; i++)
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for (i = 0; i < cBytesInThisRow; i++) /* cBytesInThisRow is used as the count of rows to fill with the transparent color in this case */
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{
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row++;
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column = 0;
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for (cPixelsSet = 0; cPixelsSet < Frame->Width; cPixelsSet++)
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{
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sprite_frame_set_texel(Frame, cPixelsSet++, iRow, Frame->TransparentPixel);
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}
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iRow++;
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}
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break;
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case 5:
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quit = 1;
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case 5: /* This means to stop reading */
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bQuit = 1;
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break;
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default:
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/* Error reading code */
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/* Error reading row code */
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return 0;
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}
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if ((uint32_t)(Buffer - ChunkInfo->Data) == ChunkInfo->Size)
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if ((uint32_t)(pBuffer - ChunkInfo->Data) == ChunkInfo->Size)
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break;
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}
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}
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else
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{
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while (quit == 0)
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while (bQuit == 0)
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{
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b = 0;
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b1 = 0;
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/*b2 = 0; This variable is unused */
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rowHeader[0] = *Buffer++;
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rowHeader[1] = *Buffer++;
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switch (rowHeader[0])
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eRowControlCode = *pBuffer++;
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cBytesInThisRow = *pBuffer++;
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cBytesRead = 2;
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cPixelsSet = 0;
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switch (eRowControlCode)
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{
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case 4:
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column = 0;
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numCodesTillNewline = rowHeader[1];
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bytesRead = 0;
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for (bytesRead = 0; bytesRead < numCodesTillNewline - 2; bytesRead += 2)
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for (cBytesInThisRow = 0; cBytesInThisRow < cBytesInThisRow;)
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{
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rowHeader2[0] = *Buffer++;
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rowHeader2[1] = *Buffer++;
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eColumnControlCode = *pBuffer++;
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cPixelCount = *pBuffer++;
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cBytesRead += 2;
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switch (rowHeader2[0])
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switch (eColumnControlCode)
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{
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case 3:
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i = 0;
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for (i = 0; i < rowHeader2[1]; i++)
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for (i = 0; i < cPixelCount; i++)
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{
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b = *Buffer++;
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sprite_frame_set_texel(Frame, column++, row, PMap->Colors[b]);
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/*c = PMap->Colors[b]; This variable is not used */
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bytesRead += 1;
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sprite_frame_set_texel(Frame, cPixelsSet++, iRow, PMap->Colors[*pBuffer++]);
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cBytesRead++;
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}
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if ((Buffer - ChunkInfo->Data) % 2 == 1)
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if ((pBuffer - ChunkInfo->Data) % 2 == 1)
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{
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Buffer++;
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bytesRead++;
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pBuffer++;
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cBytesRead++;
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}
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break;
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case 2:
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b1 = *Buffer++;
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/*b2 = *Buffer++; this variable is unused */
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Buffer++;
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clr = PMap->Colors[b1];
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i = 0;
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for (i = 0; i < rowHeader2[1]; i++)
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for (i = 0; i < cPixelCount; i++)
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{
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sprite_frame_set_texel(Frame, column++, row, clr);
|
||||
sprite_frame_set_texel(Frame, cPixelsSet++, iRow, PMap->Colors[*pBuffer++]);
|
||||
pBuffer++; /* Unused value */
|
||||
cBytesRead += 2;
|
||||
}
|
||||
|
||||
bytesRead += 2;
|
||||
break;
|
||||
case 1:
|
||||
column += rowHeader2[1];
|
||||
for (i = 0; i < cPixelCount; i++)
|
||||
{
|
||||
sprite_frame_set_texel(Frame, cPixelsSet++, iRow, Frame->TransparentPixel);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
/* Error */
|
||||
/* Error reading column code */
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
row++;
|
||||
/* Set any extra (unread) texels in the current row to transparent */
|
||||
while (cPixelsSet < Frame->Width) { sprite_frame_set_texel(Frame, cPixelsSet++, iRow, Frame->TransparentPixel); }
|
||||
iRow++;
|
||||
break;
|
||||
case 9:
|
||||
i = 0;
|
||||
for (i = 0; i < rowHeader[1]; i++)
|
||||
for (i = 0; i < cBytesInThisRow; i++) /* cBytesInThisRow is used as the count of rows to fill with the transparent color in this case */
|
||||
{
|
||||
row++;
|
||||
column = 0;
|
||||
for (cPixelsSet = 0; cPixelsSet < Frame->Width; cPixelsSet++)
|
||||
{
|
||||
sprite_frame_set_texel(Frame, cPixelsSet++, iRow, Frame->TransparentPixel);
|
||||
}
|
||||
iRow++;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
quit = 1;
|
||||
bQuit = 1;
|
||||
printf("END");
|
||||
fflush(stdout);
|
||||
break;
|
||||
default:
|
||||
/* Error */
|
||||
/* Error reading row code */
|
||||
return 0;
|
||||
}
|
||||
|
||||
if ((uint32_t)(Buffer - ChunkInfo->Data) == ChunkInfo->Size)
|
||||
break;
|
||||
/*if ((uint32_t)(pBuffer - ChunkInfo->Data) == ChunkInfo->Size)
|
||||
break; */
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < Frame->Height; i++) /* cBytesInThisRow is used as the count of rows to fill with the transparent color in this case */
|
||||
{
|
||||
for (j = 0; j < Frame->Width; j++)
|
||||
{
|
||||
if (sprite_are_colors_equal_rgb(Frame->Texels[i*Frame->Width+j], Frame->TransparentPixel))
|
||||
Frame->Texels[i*Frame->Width+j].A = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#ifdef IFF2HTML
|
||||
outputPath = (char *)malloc(sizeof(char) * 255);
|
||||
|
@ -383,28 +418,36 @@ int iff_parse_sprite(IFFChunk * ChunkInfo, const uint8_t * Buffer, IFFFile *Sour
|
|||
}
|
||||
|
||||
/* This function never returns zero because it is capable of producing logical output independent of the input's validity. */
|
||||
int iff_parse_pmap(IFFChunk * ChunkInfo, uint8_t * Buffer)
|
||||
int sprite_are_colors_equal_rgb(IFFSpriteColor clr1, IFFSpriteColor clr2)
|
||||
{
|
||||
return clr1.R == clr2.R && clr1.G == clr2.G && clr1.B == clr2.B;
|
||||
}
|
||||
|
||||
/* This function never returns zero because it is capable of producing logical output independent of the input's validity. */
|
||||
int iff_parse_pmap(IFFChunk * ChunkInfo, uint8_t * pBuffer)
|
||||
{
|
||||
uint32_t i;
|
||||
|
||||
uint32_t indicator;
|
||||
|
||||
IFFPMap *PMap = malloc(sizeof(IFFPMap));
|
||||
Buffer = ChunkInfo->Data;
|
||||
pBuffer = ChunkInfo->Data;
|
||||
|
||||
PMap->Colors = (IFFSpriteColor *)malloc(sizeof(IFFSpriteColor) * 256);
|
||||
|
||||
Buffer += 16;
|
||||
if (*Buffer == 0)
|
||||
Buffer += 64; /* TSO-only (this took a while to figure out) Why EA does this is beyond me... */
|
||||
|
||||
indicator = read_uint32le(pBuffer);
|
||||
if (indicator != 1)
|
||||
pBuffer += (indicator>>24) - 8;
|
||||
else
|
||||
pBuffer += 12;
|
||||
|
||||
/* In every single one of EA's PALT resources, there have been 256 colors. */
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
if ((uint32_t)(Buffer - ChunkInfo->Data) < ChunkInfo->Size + 3) /* Are there 3 more bytes left to read? */
|
||||
if ((uint32_t)(pBuffer - ChunkInfo->Data) < ChunkInfo->Size + 3) /* Are there 3 more bytes left to read? */
|
||||
{
|
||||
PMap->Colors[i].R = *(Buffer++);
|
||||
PMap->Colors[i].G = *(Buffer++);
|
||||
PMap->Colors[i].B = *(Buffer++);
|
||||
PMap->Colors[i].R = *(pBuffer++);
|
||||
PMap->Colors[i].G = *(pBuffer++);
|
||||
PMap->Colors[i].B = *(pBuffer++);
|
||||
PMap->Colors[i].A = 255;
|
||||
}
|
||||
else
|
||||
|
@ -430,6 +473,16 @@ int sprite_frame_set_texel(IFFSpriteFrame *frame, uint32_t column, uint32_t row,
|
|||
return 1;
|
||||
}
|
||||
|
||||
int sprite_frame_set_texel_alpha(IFFSpriteFrame *frame, uint32_t column, uint32_t row, IFFSpriteColor color, uint8_t alpha)
|
||||
{
|
||||
/*printf("Index: %d out of %d", frame->Width * row + column, frame->Width*frame->Height);*/
|
||||
|
||||
memcpy(&frame->Texels[frame->Width * row + column], &color, sizeof(IFFSpriteColor));
|
||||
frame->Texels[frame->Width * row + column].A = alpha;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int sprite_frame_export_as_targa(IFFSpriteFrame *frame, const char *filename)
|
||||
{
|
||||
int i;
|
||||
|
@ -492,12 +545,12 @@ int sprite_frame_export_as_png(IFFSpriteFrame *frame, const char *filename)
|
|||
|
||||
row_pointers = (png_bytepp) malloc (frame->Height * sizeof (png_bytep));
|
||||
for (h = 0; h < frame->Height; h++) {
|
||||
row_pointers[frame->Height-h-1] = (png_bytep) malloc (frame->Width*4);
|
||||
row_pointers[h] = (png_bytep) malloc (frame->Width*4);
|
||||
for (w = 0; w < frame->Width; w++) {
|
||||
row_pointers[frame->Height-h-1][w*4] = frame->Texels[frame->Width*h + w].R;
|
||||
row_pointers[frame->Height-h-1][w*4+1] = frame->Texels[frame->Width*h + w].G;
|
||||
row_pointers[frame->Height-h-1][w*4+2] = frame->Texels[frame->Width*h + w].B;
|
||||
row_pointers[frame->Height-h-1][w*4+3] = frame->Texels[frame->Width*h + w].A;
|
||||
row_pointers[h][w*4] = frame->Texels[frame->Width*h + w].R;
|
||||
row_pointers[h][w*4+1] = frame->Texels[frame->Width*h + w].G;
|
||||
row_pointers[h][w*4+2] = frame->Texels[frame->Width*h + w].B;
|
||||
row_pointers[h][w*4+3] = frame->Texels[frame->Width*h + w].A;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -106,8 +106,6 @@ int main(int argc, char *argv[]){
|
|||
resourceDir[0] = '.';
|
||||
resourceDir[1] = '/';
|
||||
CreateDirectory(resourceDir, NULL);
|
||||
printf(resourceDir);
|
||||
fflush(stdout);
|
||||
|
||||
hFile = CreateFile(InFile, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
|
||||
hFile = fopen(InFile, "rb");
|
||||
|
|
Loading…
Add table
Reference in a new issue