/* Copyright (C) 1996-1997 Id Software, Inc. This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // wad.c #include "quakedef.h" int wad_numlumps; lumpinfo_t *wad_lumps; qbyte *wad_base; void SwapPic (qpic_t *pic); /* ================== W_CleanupName Lowercases name and pads with spaces and a terminating 0 to the length of lumpinfo_t->name. Used so lumpname lookups can proceed rapidly by comparing 4 chars at a time Space padding is so names can be printed nicely in tables. Can safely be performed in place. ================== */ void W_CleanupName (char *in, char *out) { int i; int c; for (i=0 ; i<16 ; i++ ) { c = in[i]; if (!c) break; if (c >= 'A' && c <= 'Z') c += ('a' - 'A'); out[i] = c; } for ( ; i< 16 ; i++ ) out[i] = 0; } /* ==================== W_LoadWadFile ==================== */ qbyte *COM_LoadFile (char *path, int usehunk); void W_LoadWadFile (char *filename) { lumpinfo_t *lump_p; wadinfo_t *header; unsigned i; int infotableofs; if (wad_base) Z_Free(wad_base); wad_base = COM_LoadFile (filename, 0); if (!wad_base) { wad_numlumps = 0; Con_Printf ("W_LoadWadFile: couldn't load %s", filename); return; } header = (wadinfo_t *)wad_base; if (header->identification[0] != 'W' || header->identification[1] != 'A' || header->identification[2] != 'D' || header->identification[3] != '2') Sys_Error ("Wad file %s doesn't have WAD2 id\n",filename); wad_numlumps = LittleLong(header->numlumps); infotableofs = LittleLong(header->infotableofs); wad_lumps = (lumpinfo_t *)(wad_base + infotableofs); for (i=0, lump_p = wad_lumps ; ifilepos = LittleLong(lump_p->filepos); lump_p->size = LittleLong(lump_p->size); W_CleanupName (lump_p->name, lump_p->name); if (lump_p->type == TYP_QPIC) SwapPic ( (qpic_t *)(wad_base + lump_p->filepos)); } } /* ============= W_GetLumpinfo ============= */ lumpinfo_t *W_GetLumpinfo (char *name) { int i; lumpinfo_t *lump_p; char clean[16]; W_CleanupName (name, clean); for (lump_p=wad_lumps, i=0 ; iname)) return lump_p; } Sys_Error ("W_GetLumpinfo: %s not found", name); return NULL; } void *W_SafeGetLumpName (char *name) { int i; lumpinfo_t *lump_p; char clean[16]; W_CleanupName (name, clean); for (lump_p=wad_lumps, i=0 ; iname)) return (void *)(wad_base+lump_p->filepos); } return NULL; } void *W_GetLumpName (char *name) { lumpinfo_t *lump; lump = W_GetLumpinfo (name); return (void *)(wad_base + lump->filepos); } void *W_GetLumpNum (int num) { lumpinfo_t *lump; if (num < 0 || num >= wad_numlumps) Sys_Error ("W_GetLumpNum: bad number: %i", num); lump = wad_lumps + num; return (void *)(wad_base + lump->filepos); } /* ============================================================================= automatic qbyte swapping ============================================================================= */ void SwapPic (qpic_t *pic) { pic->width = LittleLong(pic->width); pic->height = LittleLong(pic->height); } // based on origional code by LordHavoc //FIXME: convert to linked list. is hunk possible? //hash tables? #define TEXWAD_MAXIMAGES 16384 typedef struct { char name[16]; FILE *file; int position; int size; } texwadlump_t; int numwadtextures; static texwadlump_t texwadlump[TEXWAD_MAXIMAGES]; typedef struct wadfile_s { char name[64]; FILE *file; struct wadfile_s *next; } wadfile_t; wadfile_t *openwadfiles; void Wads_Flush (void) { wadfile_t *wf; while(openwadfiles) { fclose(openwadfiles->file); wf = openwadfiles->next; Z_Free(openwadfiles); openwadfiles = wf; } numwadtextures=0; } /* ==================== W_LoadTextureWadFile ==================== */ void W_LoadTextureWadFile (char *filename, int complain) { lumpinfo_t *lumps, *lump_p; wadinfo_t header; int i, j; int infotableofs; FILE *file; int numlumps; wadfile_t *wf = openwadfiles; while(wf) { if (!strcmp(wf->name, filename)) //already loaded return; wf = wf->next; } COM_FOpenFile (filename, &file); if (!file) COM_FOpenFile (va("textures/halflife/%s", filename), &file); if (!file) { if (complain) Con_Printf ("W_LoadTextureWadFile: couldn't find %s", filename); return; } if (fread(&header, 1, sizeof(wadinfo_t), file) != sizeof(wadinfo_t)) {Con_Printf ("W_LoadTextureWadFile: unable to read wad header");return;} if(memcmp(header.identification, "WAD3", 4)) {Con_Printf ("W_LoadTextureWadFile: Wad file %s doesn't have WAD3 id\n",filename);return;} numlumps = LittleLong(header.numlumps); if (numlumps < 1 || numlumps > TEXWAD_MAXIMAGES) {Con_Printf ("W_LoadTextureWadFile: invalid number of lumps (%i)\n", numlumps);return;} infotableofs = LittleLong(header.infotableofs); if (fseek(file, infotableofs, SEEK_SET)) {Con_Printf ("W_LoadTextureWadFile: unable to seek to lump table");return;} if (!((lumps = Hunk_TempAlloc(sizeof(lumpinfo_t)*numlumps)))) {Con_Printf ("W_LoadTextureWadFile: unable to allocate temporary memory for lump table");return;} if (fread(lumps, 1, sizeof(lumpinfo_t)*numlumps, file) != (int)sizeof(lumpinfo_t) * numlumps) {Con_Printf ("W_LoadTextureWadFile: unable to read lump table");return;} for (i=0, lump_p = lumps ; iname, lump_p->name); for (j = 0;j < numwadtextures;j++) { if (!strcmp(lump_p->name, texwadlump[j].name)) // name match, replace old one break; } if (j >= TEXWAD_MAXIMAGES) break; // abort loading if (j == numwadtextures) { W_CleanupName (lump_p->name, texwadlump[j].name); texwadlump[j].file = file; texwadlump[j].position = LittleLong(lump_p->filepos); texwadlump[j].size = LittleLong(lump_p->disksize); numwadtextures++; } } // leaves the file open } /* void W_ApplyGamma (qbyte *data, int len, int skipalpha) { int i, inf; qbyte gammatable[256]; if (v_gamma.value == 1.0) { for (i=0 ; i<256 ; i++) gammatable[i] = i; } else { for (i=0 ; i<256 ; i++) { inf = 255 * pow ( (i+0.5)/255.5 , v_gamma.value ) + 0.5; if (inf < 0) inf = 0; if (inf > 255) inf = 255; gammatable[i] = inf; } } } */ qbyte *W_ConvertWAD3Texture(miptex_t *tex, int *width, int *height, qboolean *usesalpha) //returns rgba { qbyte *in, *data, *out, *pal; int d, p; int alpha = 0; if (tex->name[0] == '{') alpha = 1; else if (!strncmp(tex->name, "window", 6) || !strncmp(tex->name, "glass", 5)) alpha = 2; //use malloc here if you want, but you'll have to free it again... NUR! #ifndef SWQUAKE //quantity optimisation. data = out = Hunk_TempAllocMore(tex->width * tex->height * 4); #else data = out = Hunk_TempAllocMore(((tex->width*4 * tex->height) * 85)/64); //sw mip #endif if (!data) return NULL; in = (qbyte *)tex + tex->offsets[0]; *width = tex->width; *height = tex->height; pal = in + (((tex->width * tex->height) * 85) >> 6); pal += 2; #ifndef SWQUAKE for (d = 0;d < tex->width * tex->height;d++) #else for (d = 0;d < (tex->width * tex->height* 85)/64;d++) //sw mip #endif { p = *in++; if (alpha==1 && p == 255) //only allow alpha on '{' textures out[0] = out[1] = out[2] = out[3] = 0; else if (alpha == 2) { p *= 3; out[0] = pal[p]; out[1] = pal[p+1]; out[2] = pal[p+2]; out[3] = (out[0]+out[1]+out[2])/3; } else { p *= 3; out[0] = pal[p]; out[1] = pal[p+1]; out[2] = pal[p+2]; out[3] = 255; } out += 4; } BoostGamma(data, tex->width, tex->height); *usesalpha = !!alpha; return data; } qbyte *W_GetTexture(char *name, int *width, int *height, qboolean *usesalpha)//returns rgba { char texname[17]; int i, j; FILE *file; miptex_t *tex; qbyte *data; texname[16] = 0; W_CleanupName (name, texname); for (i = 0;i < numwadtextures;i++) { if (!strcmp(texname, texwadlump[i].name)) // found it { file = texwadlump[i].file; if (fseek(file, texwadlump[i].position, SEEK_SET)) {Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;} tex = BZ_Malloc(texwadlump[i].size); //temp buffer for disk info (was hunk_tempalloc, but that wiped loading maps and the like if (!tex) return NULL; if (fread(tex, 1, texwadlump[i].size, file) < texwadlump[i].size) {Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;} tex->width = LittleLong(tex->width); tex->height = LittleLong(tex->height); for (j = 0;j < MIPLEVELS;j++) tex->offsets[j] = LittleLong(tex->offsets[j]); data = W_ConvertWAD3Texture(tex, width, height, usesalpha); //this will add to the temp BZ_Free(tex); return data; } } return NULL; } char *COM_ParseToken (char *data); //extern model_t *loadmodel; char wads[4096]; void Mod_ParseInfoFromEntityLump(char *data) //actually, this should be in the model code. { extern model_t *loadmodel; char key[128]; wads[0] = '\0'; #ifndef CLIENTONLY if (isDedicated) //don't bother return; #endif R_SetSky("", 0, r_origin); if (!data) return; if (!(data=COM_ParseToken(data))) //read the map info. return; // error if (com_token[0] != '{') return; // error while (1) { if (!(data=COM_ParseToken(data))) return; // error if (com_token[0] == '}') break; // end of worldspawn if (com_token[0] == '_') strcpy(key, com_token + 1); //_ vars are for comments/utility stuff that arn't visible to progs. Ignore them. else strcpy(key, com_token); if (!((data=COM_ParseToken(data)))) return; // error if (!strcmp("wad", key)) // for HalfLife maps { if (loadmodel->fromgame == fg_halflife) { strncat(wads, ";", 4095); //cache it for later (so that we don't play with any temp memory yet) strncat(wads, com_token, 4095); //cache it for later (so that we don't play with any temp memory yet) } } else if (!strcmp("skyname", key)) // for HalfLife maps { R_SetSky(com_token, 0, r_origin); } else if (!strcmp("sky", key)) // for Quake2 maps { R_SetSky(com_token, 0, r_origin); } } } //textures/fred.wad is the DP standard - I wanna go for that one. //textures/halfline/fred.wad is what fuhquake can use (yuck). //fred.wad is what half-life supports. //we only try one download, for textures/fred.wad //but we will load wads from the other two paths if we have them locally. qboolean Wad_NextDownload (void) { char wadname[4096+9]="textures/"; int i, j, k; if (*wads) //now go about checking the wads { j = 0; wads[4095] = '\0'; for (i = 0;i < 4095;i++) if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':') break; if (wads[i]) { j=i; for (;i < 4095;i++) { // ignore path... if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':') j = i+1; else if (wads[i] == ';' || wads[i] == 0) { k = wads[i]; wads[i] = 0; strcpy(wadname, &wads[j]); if (wadname[9]) { if (COM_FCheckExists(wadname+9)) //wad is in root dir, so we don't need to try textures. if (!CL_CheckOrDownloadFile(wadname, true)) return false; } wads[i] = k; j = i+1; if (!k) break; } } } } Wads_Flush(); if (*wads) //now go about loading the wads, we are now safe from tempallocs { j = 0; wads[4095] = '\0'; for (i = 0;i < 4095;i++) if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':') break; if (wads[i]) { j=i; for (;i < 4095;i++) { // ignore path... if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':') j = i+1; else if (wads[i] == ';' || wads[i] == 0) { k = wads[i]; wads[i] = 0; strcpy(wadname+9, &wads[j]); if (wadname[9]) { if (COM_FCheckExists(wadname+9)) W_LoadTextureWadFile (wadname+9, false); else W_LoadTextureWadFile (wadname, false); } j = i+1; if (!k) break; } } } } return true; }