niotso/Libraries/FileHandler/iff/sprite.c
thnor 6c85920535 Support for sprites was added to libiff.
Support for SPR# and SPR2 was added to iff2html.

*NOTE: The default exporter used is the PNG one, since web browsers
don't like targa. However, since there is a bug in my PNG exporter, I would
recommend that you use the targa exporter for a precise representation of the
loaded sprite frame(s). Feel free to fix the PNG exporter, btw :)
2012-04-04 00:24:25 -05:00

518 lines
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17 KiB
C

#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include <stdio.h>
#include <unistd.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <stdarg.h>
#include <png.h>
#include "iff.h"
int sprite_frame_set_texel(IFFSpriteFrame *frame, uint32_t column, uint32_t row, IFFSpriteColor color);
int sprite_frame_export_as_targa(IFFSpriteFrame *frame, const char *filename);
int sprite_frame_export_as_png(IFFSpriteFrame *frame, const char *filename);
int iff_parse_sprite(IFFChunk * ChunkInfo, const uint8_t * Buffer, IFFFile *SourceFile)
{
uint32_t frameCount = 0;
uint32_t paletteID = 0;
uint32_t *offsets;
IFFChunk *PaletteMap;
IFFPMap *PMap;
IFFSprite *Sprite;
IFFSpriteFrame *Frame;
uint32_t i = 0;
uint32_t l = 0;
uint32_t row = 0;
uint32_t column = 0;
uint8_t quit = 0;
uint32_t numCodesTillNewline = 0;
uint16_t encrypted = 0;
uint16_t encryptedb = 0;
uint16_t decrypted1 = 0;
uint16_t decrypted2 = 0;
uint16_t decryptedb3 = 0;
uint16_t decryptedb4 = 0;
uint32_t bytesRead = 0;
uint8_t Z;
IFFSpriteColor clr;
uint32_t rowHeader[2];
uint32_t rowHeader2[2];
uint8_t b;
uint8_t b1;
#ifdef IFF2HTML
char *outputPath;
char *dummyName;
char *folderName;
#endif
uint32_t version = read_uint32le(Buffer);
Buffer += 4;
if (version == 1001)
{
paletteID = read_uint32le(Buffer);
Buffer += 4;
frameCount = read_uint32le(Buffer);
Buffer += 4;
}
else
{
frameCount = read_uint32le(Buffer);
Buffer += 4;
paletteID = read_uint32le(Buffer);
Buffer += 4;
}
/* Try to load the appropriate palette */
PaletteMap = iff_find_first_chunk(SourceFile, "PALT", paletteID);
/* If that didn't work, try loading any palette from the IFF file */
/* Some sprites in IFFs containing only one PALT don't bother to specify a correct PALT ID */
if (PaletteMap == NULL)
{
PaletteMap = iff_find_first_chunk(SourceFile, "PALT", 0);
/* If there is no existing palette data, there can be no coherent image. */
if (PaletteMap == NULL)
return 0;
}
PMap = (IFFPMap *)PaletteMap->FormattedData;
offsets = (uint32_t *)malloc(sizeof(uint32_t) * frameCount);
memset(offsets, 0, sizeof(uint32_t) * frameCount);
if (version == 1000)
{
for (i = 0; i < frameCount; i++)
{
offsets[i] = read_uint32le(Buffer);
Buffer += 4;
}
}
Sprite = (IFFSprite *)malloc(sizeof(IFFSprite));
Sprite->FrameCount = frameCount;
Sprite->Frames = (IFFSpriteFrame **)malloc(sizeof (IFFSpriteFrame *) * frameCount);
#ifdef IFF2HTML
Sprite->Version = version;
#endif
for (l = 0; l < frameCount; l++)
{
Frame = (IFFSpriteFrame *)malloc(sizeof(IFFSpriteFrame));
/* Version 1000 specifies offsets for each frame of image data */
if (version == 1000)
Buffer = ChunkInfo->Data + offsets[l];
/* There are two "+=" statements here for clarity. That is optimized away by a decent compiler */
if (version == 1001)
{
Buffer += 4; /* Version */
Buffer += 4; /* Size */
}
if (version != 1000 && version != 1001) /* for SPR# resources */
{
Frame->YLocation = read_uint16le(Buffer);
Buffer += 2;
Frame->YLocation = read_uint16le(Buffer);
Buffer += 2;
Frame->Height = read_uint16le(Buffer);
Buffer += 2;
Frame->Width = read_uint16le(Buffer);
Buffer += 2;
}
else
{
Frame->Width = read_uint16le(Buffer);
Buffer += 2;
Frame->Height = read_uint16le(Buffer);
Buffer += 2;
}
Frame->Flag = read_uint16le(Buffer);
Buffer += 2;
if (version == 1000 || version == 1001)
{
Buffer += 2;
Frame->PaletteID = read_uint16le(Buffer); /* This is unused or the same as the master PALT ID */
Buffer += 2;
Frame->TransparentPixel = PMap->Colors[read_uint16le(Buffer)];
Buffer += 2;
Frame->YLocation = read_uint16le(Buffer);
Buffer += 2;
Frame->XLocation = read_uint16le(Buffer);
Buffer += 2;
}
/* Now that we know the frame size, allocate the buffer to hold its texels */
Frame->Texels = (IFFSpriteColor *)malloc(sizeof(IFFSpriteColor) * Frame->Width * Frame->Height);
if (version == 1000 || version == 1001)
{
while (quit == 0)
{
encrypted = read_uint16le(Buffer);
encryptedb = 0;
decrypted1 = encrypted>>13;
decrypted2 = encrypted&0x1FFF;
decryptedb3 = 0;
decryptedb4 = 0;
Buffer += 2;
switch (decrypted1)
{
case 0:
column = 0;
numCodesTillNewline = decrypted2;
bytesRead = 0;
for (bytesRead = 0; bytesRead < numCodesTillNewline - 2; bytesRead += 2)
{
encryptedb = read_uint16le(Buffer);
Buffer += 2;
decryptedb3 = encryptedb>>13;
decryptedb4 = encryptedb&0x1FFF;
switch (decryptedb3)
{
case 1:
for (i = 0; i < decryptedb4; i++)
{
Z = *Buffer++; /* TODO: Use the z-buffer */
b = *Buffer++;
sprite_frame_set_texel(Frame, column++, row, PMap->Colors[b]);
/*c = PMap->Colors[b]; This variable is not used */
bytesRead += 2;
}
break;
case 2:
i = 0;
for (i = 0; i < decryptedb4; i++)
{
Z = *Buffer++; /* TODO: Use the z-buffer */
b = *Buffer++;
clr = PMap->Colors[b];
clr.A = *Buffer++;
sprite_frame_set_texel(Frame, column++, row, clr);
bytesRead += 3;
}
if ((Buffer - ChunkInfo->Data) % 2 == 1)
{
Buffer++;
bytesRead++;
}
break;
case 3:
column += decryptedb4;
break;
case 6:
i = 0;
for (i = 0; i < decryptedb4; i++)
{
b = *Buffer++;
sprite_frame_set_texel(Frame, column++, row, PMap->Colors[b]);
bytesRead++;
}
if ((Buffer - ChunkInfo->Data) % 2 == 1)
{
Buffer++;
bytesRead++;
}
break;
default:
break;
}
}
row++;
break;
case 4:
i = 0;
for (i = 0; i < decrypted2; i++)
{
row++;
column = 0;
}
break;
case 5:
quit = 1;
break;
default:
/* Error reading code */
return 0;
}
if ((uint32_t)(Buffer - ChunkInfo->Data) == ChunkInfo->Size)
break;
}
}
else
{
while (quit == 0)
{
b = 0;
b1 = 0;
/*b2 = 0; This variable is unused */
rowHeader[0] = *Buffer++;
rowHeader[1] = *Buffer++;
switch (rowHeader[0])
{
case 4:
column = 0;
numCodesTillNewline = rowHeader[1];
bytesRead = 0;
for (bytesRead = 0; bytesRead < numCodesTillNewline - 2; bytesRead += 2)
{
rowHeader2[0] = *Buffer++;
rowHeader2[1] = *Buffer++;
switch (rowHeader2[0])
{
case 3:
i = 0;
for (i = 0; i < rowHeader2[1]; i++)
{
b = *Buffer++;
sprite_frame_set_texel(Frame, column++, row, PMap->Colors[b]);
/*c = PMap->Colors[b]; This variable is not used */
bytesRead += 1;
}
if ((Buffer - ChunkInfo->Data) % 2 == 1)
{
Buffer++;
bytesRead++;
}
break;
case 2:
b1 = *Buffer++;
/*b2 = *Buffer++; this variable is unused */
Buffer++;
clr = PMap->Colors[b1];
i = 0;
for (i = 0; i < rowHeader2[1]; i++)
{
sprite_frame_set_texel(Frame, column++, row, clr);
}
bytesRead += 2;
break;
case 1:
column += rowHeader2[1];
break;
default:
/* Error */
return 0;
}
}
row++;
break;
case 9:
i = 0;
for (i = 0; i < rowHeader[1]; i++)
{
row++;
column = 0;
}
break;
case 5:
quit = 1;
break;
default:
/* Error */
return 0;
}
if ((uint32_t)(Buffer - ChunkInfo->Data) == ChunkInfo->Size)
break;
}
}
#ifdef IFF2HTML
outputPath = (char *)malloc(sizeof(char) * 255);
folderName = (char *)malloc(sizeof(char) * 255);
dummyName = (char *)malloc(sizeof(char) * 255);
strcpy(folderName, SourceFile->FileName);
*strchr(folderName, (int)'.') = '\0';
sprintf(outputPath, "./%s/%s (%d) Frame %d.png", folderName, ChunkInfo->Label, ChunkInfo->ChunkID, l);
/*printf(outputPath);
fflush(stdout);*/
sprite_frame_export_as_png (Frame, outputPath); /* The images export faster and look better as targa. This tells me I'm doing something wrong in the PNG exporter code */
Sprite->Frames[l] = Frame;
Sprite->Frames[l]->filePath = outputPath;
#endif
}
/* By adding this to the ChunkInfo at the success point, we ensure that no corrupt or partial sprite appears ingame */
ChunkInfo->FormattedData = Sprite;
return 1;
}
/* 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)
{
uint32_t i;
IFFPMap *PMap = malloc(sizeof(IFFPMap));
Buffer = 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... */
/* 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? */
{
PMap->Colors[i].R = *(Buffer++);
PMap->Colors[i].G = *(Buffer++);
PMap->Colors[i].B = *(Buffer++);
PMap->Colors[i].A = 255;
}
else
{
PMap->Colors[i].R = 128;
PMap->Colors[i].G = 128;
PMap->Colors[i].B = 128;
PMap->Colors[i].A = 255;
}
}
ChunkInfo->FormattedData = PMap;
return 1;
}
int sprite_frame_set_texel(IFFSpriteFrame *frame, uint32_t column, uint32_t row, IFFSpriteColor color)
{
/*printf("Index: %d out of %d", frame->Width * row + column, frame->Width*frame->Height);*/
memcpy(&frame->Texels[frame->Width * row + column], &color, sizeof(IFFSpriteColor));
return 1;
}
int sprite_frame_export_as_targa(IFFSpriteFrame *frame, const char *filename)
{
int i;
FILE *targaFile = fopen(filename, "w");
putc(0, targaFile);
putc(0, targaFile);
putc(2, targaFile);
putc(0, targaFile); putc(0, targaFile);
putc(0, targaFile); putc(0, targaFile);
putc(0, targaFile);
fwrite(&frame->XLocation, 2, 1, targaFile);
fwrite(&frame->YLocation, 2, 1, targaFile);
fwrite(&frame->Width, 2, 1, targaFile);
fwrite(&frame->Height, 2, 1, targaFile);
putc(32, targaFile);
putc(0, targaFile);
for (i = 0; i < frame->Width * frame->Height; i++)
{
putc(frame->Texels[i].B, targaFile);
putc(frame->Texels[i].G, targaFile);
putc(frame->Texels[i].R, targaFile);
putc(frame->Texels[i].A, targaFile);
}
fclose(targaFile);
return 1;
}
int sprite_frame_export_as_png(IFFSpriteFrame *frame, const char *filename)
{
png_structp png_ptr;
png_infop info_ptr;
png_bytepp row_pointers;
int h;
int w;
FILE *pngFile = fopen(filename, "wb");
png_ptr = png_create_write_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
info_ptr = png_create_info_struct(png_ptr);
setjmp(png_jmpbuf(png_ptr));
png_init_io(png_ptr, pngFile);
setjmp(png_jmpbuf(png_ptr));
png_set_IHDR(png_ptr, info_ptr, frame->Width, frame->Height,
8, 6, PNG_INTERLACE_NONE,
PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE);
png_write_info(png_ptr, info_ptr);
setjmp(png_jmpbuf(png_ptr));
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);
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;
}
}
png_write_image(png_ptr, row_pointers);
setjmp(png_jmpbuf(png_ptr));
png_write_end(png_ptr, NULL);
for (h = 0; h < frame->Height; h++) {
free((row_pointers)[h]);
}
free(row_pointers);
fclose(pngFile);
return 1;
}