gzdoom-gles/src/textures/automaptexture.cpp
Christoph Oelckers 3f2d5db348 - Changed: Textures without a name no longer get added to the texture manager's
hash chains.
- Fixed: specifying texture patches or font characters by full lump name instead
  of texture name didn't work. To do this properly the texture manager needs
  an option to look for a texture by lump number so that such textures can
  be maintained without interfering with regular operation.
- added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects
  of 'noautosequences' and 'forcenoskystretch' can be cancelled.
- Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap'
  gets reset for each MAPINFO. A global section is needed to define a game's
  default setting in zdoom.pk3. The gamedefaults should normally not be changed 
  by PWADs but it can be done if some mod intends to change gameplay settings 
  but wants to allow custom add-ons on its own.


SVN r1300 (trunk)
2008-11-30 12:49:27 +00:00

186 lines
5.2 KiB
C++

/*
** automaptexture.cpp
** Texture class for Raven's automap parchment
**
**---------------------------------------------------------------------------
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This texture type is only used as a last resort when everything else has failed for creating
** the AUTOPAGE texture. That's because Raven used a raw lump of non-standard proportions to define it.
**
*/
#include "doomtype.h"
#include "files.h"
#include "r_data.h"
#include "w_wad.h"
//==========================================================================
//
// A raw 320x? graphic used by Heretic and Hexen for the automap parchment
//
//==========================================================================
class FAutomapTexture : public FTexture
{
public:
~FAutomapTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
void MakeTexture ();
FAutomapTexture (int lumpnum);
private:
BYTE *Pixels;
Span DummySpan[2];
};
//==========================================================================
//
// This texture type will only be used for the AUTOPAGE lump if no other
// format matches.
//
//==========================================================================
FTexture *AutomapTexture_TryCreate(FileReader &data, int lumpnum)
{
if (data.GetLength() < 320) return NULL;
if (!Wads.CheckLumpName(lumpnum, "AUTOPAGE")) return NULL;
return new FAutomapTexture(lumpnum);
}
//==========================================================================
//
//
//
//==========================================================================
FAutomapTexture::FAutomapTexture (int lumpnum)
: FTexture(NULL, lumpnum), Pixels(NULL)
{
Width = 320;
Height = WORD(Wads.LumpLength(lumpnum) / 320);
CalcBitSize ();
DummySpan[0].TopOffset = 0;
DummySpan[0].Length = Height;
DummySpan[1].TopOffset = 0;
DummySpan[1].Length = 0;
}
//==========================================================================
//
//
//
//==========================================================================
FAutomapTexture::~FAutomapTexture ()
{
Unload ();
}
//==========================================================================
//
//
//
//==========================================================================
void FAutomapTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FAutomapTexture::MakeTexture ()
{
int x, y;
FMemLump data = Wads.ReadLump (SourceLump);
const BYTE *indata = (const BYTE *)data.GetMem();
Pixels = new BYTE[Width * Height];
for (x = 0; x < Width; ++x)
{
for (y = 0; y < Height; ++y)
{
Pixels[x*Height+y] = indata[x+320*y];
}
}
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FAutomapTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FAutomapTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
column %= Width;
}
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*Height;
}