mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
258 lines
7.5 KiB
C++
258 lines
7.5 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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/*
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========================
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idSWFSprite::idSWFSprite
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========================
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*/
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idSWFSprite::idSWFSprite( idSWF * _swf ) :
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frameCount( 0 ),
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swf( _swf ),
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commandBuffer( NULL )
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{
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}
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/*
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========================
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idSWFSprite::~idSWFSprite
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========================
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*/
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idSWFSprite::~idSWFSprite() {
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Mem_Free( commandBuffer );
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}
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/*
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========================
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idSWF::DefineSprite
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========================
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*/
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void idSWF::DefineSprite( idSWFBitStream & bitstream ) {
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uint16 characterID = bitstream.ReadU16();
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idSWFDictionaryEntry * entry = AddDictionaryEntry( characterID, SWF_DICT_SPRITE );
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if ( entry == NULL ) {
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return;
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}
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entry->sprite->Load( bitstream, false );
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}
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/*
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========================
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idSWFSprite::Load
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========================
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*/
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void idSWFSprite::Load( idSWFBitStream & bitstream, bool parseDictionary ) {
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frameCount = bitstream.ReadU16();
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// run through the file once, building the dictionary and accumulating control tags
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frameOffsets.SetNum( frameCount + 1 );
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frameOffsets[0] = 0;
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unsigned int currentFrame = 1;
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while ( true ) {
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uint16 codeAndLength = bitstream.ReadU16();
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uint32 recordLength = ( codeAndLength & 0x3F );
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if ( recordLength == 0x3F ) {
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recordLength = bitstream.ReadU32();
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}
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idSWFBitStream tagStream( bitstream.ReadData( recordLength ), recordLength, false );
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swfTag_t tag = (swfTag_t)( codeAndLength >> 6 );
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// ----------------------
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// Definition tags
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// definition tags are only allowed in the main sprite
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// ----------------------
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if ( parseDictionary ) {
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bool handled = true;
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switch ( tag ) {
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#define HANDLE_SWF_TAG( x ) case Tag_##x: swf->x( tagStream ); break;
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HANDLE_SWF_TAG( JPEGTables );
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HANDLE_SWF_TAG( DefineBits );
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HANDLE_SWF_TAG( DefineBitsJPEG2 );
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HANDLE_SWF_TAG( DefineBitsJPEG3 );
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HANDLE_SWF_TAG( DefineBitsLossless );
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HANDLE_SWF_TAG( DefineBitsLossless2 );
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HANDLE_SWF_TAG( DefineShape );
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HANDLE_SWF_TAG( DefineShape2 );
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HANDLE_SWF_TAG( DefineShape3 );
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HANDLE_SWF_TAG( DefineShape4 );
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HANDLE_SWF_TAG( DefineSprite );
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HANDLE_SWF_TAG( DefineSound );
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//HANDLE_SWF_TAG( DefineMorphShape ); // these don't work right
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HANDLE_SWF_TAG( DefineFont2 );
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HANDLE_SWF_TAG( DefineFont3 );
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HANDLE_SWF_TAG( DefineText );
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HANDLE_SWF_TAG( DefineText2 );
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HANDLE_SWF_TAG( DefineEditText );
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#undef HANDLE_SWF_TAG
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default: handled = false;
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}
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if ( handled ) {
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continue;
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}
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}
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// ----------------------
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// Control tags
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// control tags are stored off in the commands list and processed at run time
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// except for a couple really special control tags like "End" and "FrameLabel"
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// ----------------------
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switch ( tag ) {
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case Tag_End:
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return;
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case Tag_ShowFrame:
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frameOffsets[ currentFrame ] = commands.Num();
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currentFrame++;
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break;
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case Tag_FrameLabel: {
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swfFrameLabel_t & label = frameLabels.Alloc();
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label.frameNum = currentFrame;
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label.frameLabel = tagStream.ReadString();
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}
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break;
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case Tag_DoInitAction: {
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tagStream.ReadU16();
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idSWFBitStream &initaction = doInitActions.Alloc();
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initaction.Load( tagStream.ReadData( recordLength - 2 ), recordLength - 2, true );
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}
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break;
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case Tag_DoAction:
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case Tag_PlaceObject2:
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case Tag_PlaceObject3:
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case Tag_RemoveObject2: {
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swfSpriteCommand_t & command = commands.Alloc();
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command.tag = tag;
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command.stream.Load( tagStream.ReadData( recordLength ), recordLength, true );
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}
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break;
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default:
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// We don't care, about sprite tags we don't support ... RobA
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//idLib::Printf( "Load Sprite: Unhandled tag %s\n", idSWF::GetTagName( tag ) );
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break;
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}
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}
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}
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/*
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========================
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idSWFSprite::Read
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========================
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*/
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void idSWFSprite::Read( idFile * f ) {
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int num = 0;
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f->ReadBig( frameCount );
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f->ReadBig( num ); frameOffsets.SetNum( num );
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f->ReadBigArray( frameOffsets.Ptr(), frameOffsets.Num() );
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f->ReadBig( num ); frameLabels.SetNum( num );
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for ( int i = 0; i < frameLabels.Num(); i++ ) {
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f->ReadBig( frameLabels[i].frameNum );
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f->ReadString( frameLabels[i].frameLabel );
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}
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uint32 bufferSize;
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f->ReadBig( bufferSize );
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commandBuffer = (byte *)Mem_Alloc( bufferSize, TAG_SWF );
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f->Read( commandBuffer, bufferSize );
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byte * currentBuffer = commandBuffer;
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f->ReadBig( num ); commands.SetNum( num );
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for ( int i = 0; i < commands.Num(); i++ ) {
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uint32 streamLength = 0;
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f->ReadBig( commands[i].tag );
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f->ReadBig( streamLength );
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commands[i].stream.Load( currentBuffer, streamLength, false );
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currentBuffer += streamLength;
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}
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uint32 doInitActionLength = 0;
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f->ReadBig( num );
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doInitActions.SetNum( num );
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for ( int i = 0; i < num; i++ ) {
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f->ReadBig( doInitActionLength );
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idSWFBitStream &initaction = doInitActions[i];
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initaction.Load( currentBuffer, doInitActionLength, true );
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currentBuffer += doInitActionLength;
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}
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}
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/*
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========================
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idSWFSprite::Write
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========================
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*/
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void idSWFSprite::Write( idFile * f ) {
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f->WriteBig( frameCount );
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f->WriteBig( frameOffsets.Num() );
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f->WriteBigArray( frameOffsets.Ptr(), frameOffsets.Num() );
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f->WriteBig( frameLabels.Num() );
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for ( int i = 0; i < frameLabels.Num(); i++ ) {
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f->WriteBig( frameLabels[i].frameNum );
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f->WriteString( frameLabels[i].frameLabel );
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}
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uint32 totalLength = 0;
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for ( int i = 0; i < commands.Num(); i++ ) {
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totalLength += commands[i].stream.Length();
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}
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for (int i = 0; i < doInitActions.Num(); i++ ) {
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totalLength += doInitActions[i].Length();
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}
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f->WriteBig( totalLength );
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for ( int i = 0; i < commands.Num(); i++ ) {
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f->Write( commands[i].stream.Ptr(), commands[i].stream.Length() );
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}
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for ( int i = 0; i < doInitActions.Num(); i++ ){
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f->Write( doInitActions[i].Ptr(), doInitActions[i].Length() );
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}
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f->WriteBig( commands.Num() );
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for ( int i = 0; i < commands.Num(); i++ ) {
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f->WriteBig( commands[i].tag );
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f->WriteBig( commands[i].stream.Length() );
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}
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f->WriteBig( doInitActions.Num() );
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for ( int i = 0; i < doInitActions.Num(); i++ ){
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f->WriteBig( doInitActions[i].Length() );
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}
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}
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