2020-01-26 00:39:13 -05:00
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package d2dcc
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import (
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"errors"
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2020-09-12 16:25:09 -04:00
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2020-09-08 15:58:35 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2datautils"
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2020-01-26 00:39:13 -05:00
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)
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2020-06-28 22:32:34 -04:00
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const dccFileSignature = 0x74
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const directionOffsetMultiplier = 8
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// DCC represents a DCC file.
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2020-01-26 00:39:13 -05:00
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type DCC struct {
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Signature int
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Version int
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NumberOfDirections int
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FramesPerDirection int
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Decouple asset manager from renderer (#730)
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* Decouple d2asset from d2render
Notable changes in d2common:
* d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
* un-exported dcc.decodeDirection, it is only used in d2dcc
* removed font interface from d2interface, we only have one font implementation
* added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
* added `BindRenderer` method to animation interface
Notable changes in d2common/d2asset:
* **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
* exported Animation
* Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
* font, dcc, dc6 initialization logic moved out of asset_manager.go
* for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
* the d2asset.Font struct now stores font table data for initialization purposes
Notable changes in d2core/d2render:
* Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time
**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
* ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments
Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
2020-09-14 17:31:45 -04:00
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Directions []*DCCDirection
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2020-07-06 20:13:06 -04:00
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directionOffsets []int
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fileData []byte
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2020-01-26 00:39:13 -05:00
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}
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2020-06-28 22:32:34 -04:00
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// Load loads a DCC file.
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func Load(fileData []byte) (*DCC, error) {
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2020-07-06 20:13:06 -04:00
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result := &DCC{
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fileData: fileData,
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}
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2020-06-28 22:32:34 -04:00
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2020-09-08 15:58:35 -04:00
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var bm = d2datautils.CreateBitMuncher(fileData, 0)
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2020-06-28 22:32:34 -04:00
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2020-01-26 00:39:13 -05:00
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result.Signature = int(bm.GetByte())
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2020-06-28 22:32:34 -04:00
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if result.Signature != dccFileSignature {
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2020-02-01 21:51:49 -05:00
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return nil, errors.New("signature expected to be 0x74 but it is not")
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2020-01-26 00:39:13 -05:00
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}
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2020-06-28 22:32:34 -04:00
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2020-01-26 00:39:13 -05:00
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result.Version = int(bm.GetByte())
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result.NumberOfDirections = int(bm.GetByte())
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result.FramesPerDirection = int(bm.GetInt32())
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2020-06-28 22:32:34 -04:00
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Decouple asset manager from renderer (#730)
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* Decouple d2asset from d2render
Notable changes in d2common:
* d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
* un-exported dcc.decodeDirection, it is only used in d2dcc
* removed font interface from d2interface, we only have one font implementation
* added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
* added `BindRenderer` method to animation interface
Notable changes in d2common/d2asset:
* **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
* exported Animation
* Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
* font, dcc, dc6 initialization logic moved out of asset_manager.go
* for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
* the d2asset.Font struct now stores font table data for initialization purposes
Notable changes in d2core/d2render:
* Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time
**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
* ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments
Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
2020-09-14 17:31:45 -04:00
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result.Directions = make([]*DCCDirection, result.NumberOfDirections)
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2020-01-26 00:39:13 -05:00
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if bm.GetInt32() != 1 {
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2020-02-01 21:51:49 -05:00
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return nil, errors.New("this value isn't 1. It has to be 1")
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2020-01-26 00:39:13 -05:00
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}
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2020-06-28 22:32:34 -04:00
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2020-01-26 00:39:13 -05:00
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bm.GetInt32() // TotalSizeCoded
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2020-06-28 22:32:34 -04:00
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2020-07-06 20:13:06 -04:00
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result.directionOffsets = make([]int, result.NumberOfDirections)
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2020-06-28 22:32:34 -04:00
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2020-01-26 00:39:13 -05:00
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for i := 0; i < result.NumberOfDirections; i++ {
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2020-07-06 20:13:06 -04:00
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result.directionOffsets[i] = int(bm.GetInt32())
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Decouple asset manager from renderer (#730)
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* Decouple d2asset from d2render
Notable changes in d2common:
* d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
* un-exported dcc.decodeDirection, it is only used in d2dcc
* removed font interface from d2interface, we only have one font implementation
* added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
* added `BindRenderer` method to animation interface
Notable changes in d2common/d2asset:
* **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
* exported Animation
* Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
* font, dcc, dc6 initialization logic moved out of asset_manager.go
* for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
* the d2asset.Font struct now stores font table data for initialization purposes
Notable changes in d2core/d2render:
* Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time
**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
* ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments
Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
2020-09-14 17:31:45 -04:00
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result.Directions[i] = result.decodeDirection(i)
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2020-01-26 00:39:13 -05:00
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}
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2020-06-28 22:32:34 -04:00
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2020-01-26 00:39:13 -05:00
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return result, nil
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}
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2020-07-06 20:13:06 -04:00
|
|
|
|
Decouple asset manager from renderer (#730)
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* Decouple d2asset from d2render
Notable changes in d2common:
* d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
* un-exported dcc.decodeDirection, it is only used in d2dcc
* removed font interface from d2interface, we only have one font implementation
* added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
* added `BindRenderer` method to animation interface
Notable changes in d2common/d2asset:
* **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
* exported Animation
* Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
* font, dcc, dc6 initialization logic moved out of asset_manager.go
* for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
* the d2asset.Font struct now stores font table data for initialization purposes
Notable changes in d2core/d2render:
* Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time
**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
* ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments
Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
2020-09-14 17:31:45 -04:00
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// decodeDirection decodes and returns the given direction
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2020-10-26 09:13:08 -04:00
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func (d *DCC) decodeDirection(direction int) *DCCDirection {
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return CreateDCCDirection(d2datautils.CreateBitMuncher(d.fileData,
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d.directionOffsets[direction]*directionOffsetMultiplier), d)
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}
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// Clone creates a copy of the DCC
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func (d *DCC) Clone() *DCC {
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clone := *d
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copy(clone.directionOffsets, d.directionOffsets)
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copy(clone.fileData, d.fileData)
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clone.Directions = make([]*DCCDirection, len(d.Directions))
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for i := range d.Directions {
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cloneDirection := *d.Directions[i]
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clone.Directions = append(clone.Directions, &cloneDirection)
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}
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return &clone
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2020-07-06 20:13:06 -04:00
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}
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