Files @ r6888:f2ab5d0e6596
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Location: cpp/openttd-patchpack/source/src/spriteloader/grf.cpp

rubidium
(svn r10131) -Fix [FS#810]: when removing a dock, a ship will always try to reach the old location of the dock even when it cannot anymore because it the old location of the dock is now land instead of water.
/* $Id$ */

/** @file grf.cpp */

#include "../stdafx.h"
#include "../gfx.h"
#include "../fileio.h"
#include "../debug.h"
#include "grf.hpp"

bool SpriteLoaderGrf::LoadSprite(SpriteLoader::Sprite *sprite, uint32 file_pos)
{
	/* Open the right file and go to the correct position */
	FioSeekToFile(file_pos);

	/* Read the size and type */
	int num = FioReadWord();
	byte type = FioReadByte();

	/* Type 0xFF indicates either a colormap or some other non-sprite info; we do not handle them here */
	if (type == 0xFF) return false;

	sprite->height = FioReadByte();
	sprite->width  = FioReadWord();
	sprite->x_offs = FioReadWord();
	sprite->y_offs = FioReadWord();

	/* 0x02 indicates it is a compressed sprite, so we can't rely on 'num' to be valid.
	 *  In case it is uncompressed, the size is 'num' - 8 (header-size). */
	num = (type & 0x02) ? sprite->width * sprite->height : num - 8;

	/* XXX -- We should use a pre-located memory segment for this, malloc/free is pretty expensive */
	byte *dest_orig = MallocT<byte>(num);
	byte *dest = dest_orig;

	/* Read the file, which has some kind of compression */
	while (num > 0) {
		int8 code = FioReadByte();

		if (code >= 0) {
			/* Plain bytes to read */
			int size = (code == 0) ? 0x80 : code;
			num -= size;
			for (; size > 0; size--) {
				*dest = FioReadByte();
				dest++;
			}
		} else {
			/* Copy bytes from earlier in the sprite */
			const uint data_offset = ((code & 7) << 8) | FioReadByte();
			int size = -(code >> 3);
			num -= size;
			for (; size > 0; size--) {
				*dest = *(dest - data_offset);
				dest++;
			}
		}
	}

	assert(num == 0);

	sprite->data = CallocT<SpriteLoader::CommonPixel>(sprite->width * sprite->height);

	/* When there are transparency pixels, this format has an other trick.. decode it */
	if (type & 0x08) {
		for (int y = 0; y < sprite->height; y++) {
			bool last_item = false;
			/* Look up in the header-table where the real data is stored for this row */
			int offset = (dest_orig[y * 2 + 1] << 8) | dest_orig[y * 2];
			/* Go to that row */
			dest = &dest_orig[offset];

			do {
				SpriteLoader::CommonPixel *data;
				/* Read the header:
				 *  0 .. 14  - length
				 *  15       - last_item
				 *  16 .. 31 - transparency bytes */
				last_item  = ((*dest) & 0x80) != 0;
				int length =  (*dest++) & 0x7F;
				int skip   =   *dest++;

				data = &sprite->data[y * sprite->width + skip];

				for (int x = 0; x < length; x++) {
					data->m = *dest;
					dest++;
					data++;
				}
			} while (!last_item);
		}
	} else {
		dest = dest_orig;
		for (int i = 0; i < sprite->width * sprite->height; i++)
			sprite->data[i].m = dest[i];
	}

	free(dest_orig);
	return true;
}