154 lines
3.9 KiB
C++
154 lines
3.9 KiB
C++
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/*
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Copyright (C) 1999-2006 Id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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// by Hydra - hydra@hydras-world.com
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//
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// HLW = Half-Life-WAD, I don't know if the actual in data in the WAD files
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// has it's own name, so I'm just calling the individal textures .HLW files :)
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//
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// Thanks to the guys that made Wally for releasing an example WAD loader.
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// without it this would not have been possible.
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#include "hlw.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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typedef unsigned char byte;
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#include "ifilesystem.h"
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#include "imagelib.h"
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/*
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============================================================================
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HLW IMAGE
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HalfLife WAD files contain files that look like this:
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Mip section
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First mip
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Mip header
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First mip (width * height)
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Second mip (width * height / 4)
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Third mip (width * height / 16)
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Fourth mip (width * height / 64)
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Palette size (WORD)
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Palette (Palette size * 3)
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Padding (WORD)
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============================================================================
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*/
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#define GET_MIP_DATA_SIZE( WIDTH, HEIGHT ) ( sizeof( WAD3_MIP ) + ( WIDTH * HEIGHT ) + ( WIDTH * HEIGHT / 4 ) + ( WIDTH * HEIGHT / 16 ) + ( WIDTH * HEIGHT / 64 ) )
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typedef struct
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{
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char name[16];
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unsigned int width, height;
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unsigned int offsets[4]; // four mip maps stored
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} WAD3_MIP, *LPWAD3_MIP;
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/*
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=========================================================
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HLW LOADING
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Hydra: this code isn't bullet proof and probably won't
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like corrupt WAD files, but it works for now.
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TODO: make it more robust.
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=========================================================
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*/
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/*
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=============
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LoadHLW
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=============
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*/
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Image* LoadHLWBuff( byte* buffer ){
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byte *buf_p;
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unsigned long mipdatasize;
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int columns, rows;
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byte *pixbuf;
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int row, column;
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byte *palette;
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LPWAD3_MIP lpMip;
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unsigned char red, green, blue, alphabyte;
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lpMip = (LPWAD3_MIP)buffer; //!\todo Make endian-safe.
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mipdatasize = GET_MIP_DATA_SIZE( lpMip->width,lpMip->height );
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palette = buffer + mipdatasize + 2;
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buf_p = buffer + lpMip->offsets[0];
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columns = lpMip->width;
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rows = lpMip->height;
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RGBAImage* image = new RGBAImage( columns, rows );
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for ( row = 0; row < rows; row++ )
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{
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pixbuf = image->getRGBAPixels() + row * columns * 4;
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for ( column = 0; column < columns; column++ )
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{
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int palIndex;
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palIndex = *buf_p++;
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red = *( palette + ( palIndex * 3 ) );
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green = *( palette + ( palIndex * 3 ) + 1 );
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blue = *( palette + ( palIndex * 3 ) + 2 );
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// HalfLife engine makes pixels that are BLUE transparent.
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// So show them that way in the editor.
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if ( blue == 0xff && red == 0x00 && green == 0x00 ) {
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alphabyte = 0x00;
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blue = 0x00; // don't set the resulting pixel to blue
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}
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else
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{
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alphabyte = 0xff;
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}
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*pixbuf++ = red;
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*pixbuf++ = green;
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*pixbuf++ = blue;
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*pixbuf++ = alphabyte;
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}
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}
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return image;
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}
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Image* LoadHLW( ArchiveFile& file ){
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ScopedArchiveBuffer buffer( file );
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return LoadHLWBuff( buffer.buffer );
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}
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