doom3-bfg/neo/swf/SWF_Sprites.cpp

286 lines
7.6 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
/*
========================
idSWFSprite::idSWFSprite
========================
*/
idSWFSprite::idSWFSprite( idSWF* _swf ) :
frameCount( 0 ),
swf( _swf ),
commandBuffer( NULL )
{
}
/*
========================
idSWFSprite::~idSWFSprite
========================
*/
idSWFSprite::~idSWFSprite()
{
Mem_Free( commandBuffer );
}
/*
========================
idSWF::DefineSprite
========================
*/
void idSWF::DefineSprite( idSWFBitStream& bitstream )
{
uint16 characterID = bitstream.ReadU16();
idSWFDictionaryEntry* entry = AddDictionaryEntry( characterID, SWF_DICT_SPRITE );
if( entry == NULL )
{
return;
}
entry->sprite->Load( bitstream, false );
}
/*
========================
idSWFSprite::Load
========================
*/
void idSWFSprite::Load( idSWFBitStream& bitstream, bool parseDictionary )
{
frameCount = bitstream.ReadU16();
// run through the file once, building the dictionary and accumulating control tags
frameOffsets.SetNum( frameCount + 1 );
frameOffsets[0] = 0;
unsigned int currentFrame = 1;
while( true )
{
uint16 codeAndLength = bitstream.ReadU16();
uint32 recordLength = ( codeAndLength & 0x3F );
if( recordLength == 0x3F )
{
recordLength = bitstream.ReadU32();
}
idSWFBitStream tagStream( bitstream.ReadData( recordLength ), recordLength, false );
swfTag_t tag = ( swfTag_t )( codeAndLength >> 6 );
// ----------------------
// Definition tags
// definition tags are only allowed in the main sprite
// ----------------------
if( parseDictionary )
{
bool handled = true;
switch( tag )
{
#define HANDLE_SWF_TAG( x ) case Tag_##x: swf->x( tagStream ); break;
HANDLE_SWF_TAG( JPEGTables );
HANDLE_SWF_TAG( DefineBits );
HANDLE_SWF_TAG( DefineBitsJPEG2 );
HANDLE_SWF_TAG( DefineBitsJPEG3 );
HANDLE_SWF_TAG( DefineBitsLossless );
HANDLE_SWF_TAG( DefineBitsLossless2 );
HANDLE_SWF_TAG( DefineShape );
HANDLE_SWF_TAG( DefineShape2 );
HANDLE_SWF_TAG( DefineShape3 );
HANDLE_SWF_TAG( DefineShape4 );
HANDLE_SWF_TAG( DefineSprite );
HANDLE_SWF_TAG( DefineSound );
//HANDLE_SWF_TAG( DefineMorphShape ); // these don't work right
HANDLE_SWF_TAG( DefineFont2 );
HANDLE_SWF_TAG( DefineFont3 );
HANDLE_SWF_TAG( DefineText );
HANDLE_SWF_TAG( DefineText2 );
HANDLE_SWF_TAG( DefineEditText );
#undef HANDLE_SWF_TAG
default:
handled = false;
}
if( handled )
{
continue;
}
}
// ----------------------
// Control tags
// control tags are stored off in the commands list and processed at run time
// except for a couple really special control tags like "End" and "FrameLabel"
// ----------------------
switch( tag )
{
case Tag_End:
return;
case Tag_ShowFrame:
frameOffsets[ currentFrame ] = commands.Num();
currentFrame++;
break;
case Tag_FrameLabel:
{
swfFrameLabel_t& label = frameLabels.Alloc();
label.frameNum = currentFrame;
label.frameLabel = tagStream.ReadString();
}
break;
case Tag_DoInitAction:
{
tagStream.ReadU16();
idSWFBitStream& initaction = doInitActions.Alloc();
initaction.Load( tagStream.ReadData( recordLength - 2 ), recordLength - 2, true );
}
break;
case Tag_DoAction:
case Tag_PlaceObject2:
case Tag_PlaceObject3:
case Tag_RemoveObject2:
{
swfSpriteCommand_t& command = commands.Alloc();
command.tag = tag;
command.stream.Load( tagStream.ReadData( recordLength ), recordLength, true );
}
break;
default:
// We don't care, about sprite tags we don't support ... RobA
//idLib::Printf( "Load Sprite: Unhandled tag %s\n", idSWF::GetTagName( tag ) );
break;
}
}
}
/*
========================
idSWFSprite::Read
========================
*/
void idSWFSprite::Read( idFile* f )
{
int num = 0;
f->ReadBig( frameCount );
f->ReadBig( num );
frameOffsets.SetNum( num );
f->ReadBigArray( frameOffsets.Ptr(), frameOffsets.Num() );
f->ReadBig( num );
frameLabels.SetNum( num );
for( int i = 0; i < frameLabels.Num(); i++ )
{
f->ReadBig( frameLabels[i].frameNum );
f->ReadString( frameLabels[i].frameLabel );
}
uint32 bufferSize;
f->ReadBig( bufferSize );
commandBuffer = ( byte* )Mem_Alloc( bufferSize, TAG_SWF );
f->Read( commandBuffer, bufferSize );
byte* currentBuffer = commandBuffer;
f->ReadBig( num );
commands.SetNum( num );
for( int i = 0; i < commands.Num(); i++ )
{
uint32 streamLength = 0;
f->ReadBig( commands[i].tag );
f->ReadBig( streamLength );
commands[i].stream.Load( currentBuffer, streamLength, false );
currentBuffer += streamLength;
}
uint32 doInitActionLength = 0;
f->ReadBig( num );
doInitActions.SetNum( num );
for( int i = 0; i < num; i++ )
{
f->ReadBig( doInitActionLength );
idSWFBitStream& initaction = doInitActions[i];
initaction.Load( currentBuffer, doInitActionLength, true );
currentBuffer += doInitActionLength;
}
}
/*
========================
idSWFSprite::Write
========================
*/
void idSWFSprite::Write( idFile* f )
{
f->WriteBig( frameCount );
f->WriteBig( frameOffsets.Num() );
f->WriteBigArray( frameOffsets.Ptr(), frameOffsets.Num() );
f->WriteBig( frameLabels.Num() );
for( int i = 0; i < frameLabels.Num(); i++ )
{
f->WriteBig( frameLabels[i].frameNum );
f->WriteString( frameLabels[i].frameLabel );
}
uint32 totalLength = 0;
for( int i = 0; i < commands.Num(); i++ )
{
totalLength += commands[i].stream.Length();
}
for( int i = 0; i < doInitActions.Num(); i++ )
{
totalLength += doInitActions[i].Length();
}
f->WriteBig( totalLength );
for( int i = 0; i < commands.Num(); i++ )
{
f->Write( commands[i].stream.Ptr(), commands[i].stream.Length() );
}
for( int i = 0; i < doInitActions.Num(); i++ )
{
f->Write( doInitActions[i].Ptr(), doInitActions[i].Length() );
}
f->WriteBig( commands.Num() );
for( int i = 0; i < commands.Num(); i++ )
{
f->WriteBig( commands[i].tag );
f->WriteBig( commands[i].stream.Length() );
}
f->WriteBig( doInitActions.Num() );
for( int i = 0; i < doInitActions.Num(); i++ )
{
f->WriteBig( doInitActions[i].Length() );
}
}