gzdoom/src/textures/multipatchtexture.cpp

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/*
** multipatchtexture.cpp
** Texture class for standard Doom multipatch textures
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
**
*/
#include "doomtype.h"
#include "files.h"
#include "r_data.h"
#include "w_wad.h"
#include "i_system.h"
#include "gi.h"
// On the Alpha, accessing the shorts directly if they aren't aligned on a
// 4-byte boundary causes unaligned access warnings. Why it does this at
// all and only while initing the textures is beyond me.
#ifdef ALPHA
#define SAFESHORT(s) ((short)(((byte *)&(s))[0] + ((byte *)&(s))[1] * 256))
#else
#define SAFESHORT(s) LittleShort(s)
#endif
FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife)
: Pixels (0), Spans(0), Parts(0), bRedirect(false)
{
union
{
const maptexture_t *d;
const strifemaptexture_t *s;
}
mtexture;
union
{
const mappatch_t *d;
const strifemappatch_t *s;
}
mpatch;
int i;
mtexture.d = (const maptexture_t *)texdef;
if (strife)
{
NumParts = SAFESHORT(mtexture.s->patchcount);
}
else
{
NumParts = SAFESHORT(mtexture.d->patchcount);
}
if (NumParts <= 0)
{
I_FatalError ("Bad texture directory");
}
UseType = FTexture::TEX_Wall;
Parts = new TexPart[NumParts];
Width = SAFESHORT(mtexture.d->width);
Height = SAFESHORT(mtexture.d->height);
strncpy (Name, mtexture.d->name, 8);
Name[8] = 0;
CalcBitSize ();
// [RH] Special for beta 29: Values of 0 will use the tx/ty cvars
// to determine scaling instead of defaulting to 8. I will likely
// remove this once I finish the betas, because by then, users
// should be able to actually create scaled textures.
// 10-June-2003: It's still here long after beta 29. Heh.
ScaleX = mtexture.d->ScaleX ? mtexture.d->ScaleX : 0;
ScaleY = mtexture.d->ScaleY ? mtexture.d->ScaleY : 0;
if (mtexture.d->Flags & MAPTEXF_WORLDPANNING)
{
bWorldPanning = true;
}
if (strife)
{
mpatch.s = &mtexture.s->patches[0];
}
else
{
mpatch.d = &mtexture.d->patches[0];
}
for (i = 0; i < NumParts; ++i)
{
if (unsigned(LittleShort(mpatch.d->patch)) >= unsigned(maxpatchnum))
{
I_FatalError ("Bad PNAMES and/or texture directory:\n\nPNAMES has %d entries, but\n%s wants to use entry %d.",
maxpatchnum, Name, LittleShort(mpatch.d->patch)+1);
}
Parts[i].OriginX = LittleShort(mpatch.d->originx);
Parts[i].OriginY = LittleShort(mpatch.d->originy);
Parts[i].Texture = patchlookup[LittleShort(mpatch.d->patch)].Texture;
if (Parts[i].Texture == NULL)
{
Printf ("Unknown patch %s in texture %s\n", patchlookup[LittleShort(mpatch.d->patch)].Name, Name);
NumParts--;
i--;
}
if (strife)
mpatch.s++;
else
mpatch.d++;
}
if (NumParts == 0)
{
Printf ("Texture %s is left without any patches\n", Name);
}
CheckForHacks ();
// If this texture is just a wrapper around a single patch, we can simply
// forward GetPixels() and GetColumn() calls to that patch.
if (NumParts == 1)
{
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
Parts->Texture->GetWidth() == Width &&
Parts->Texture->GetHeight() == Height)
{
bRedirect = true;
}
}
}
FMultiPatchTexture::~FMultiPatchTexture ()
{
Unload ();
if (Parts != NULL)
{
delete[] Parts;
Parts = NULL;
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
void FMultiPatchTexture::SetFrontSkyLayer ()
{
for (int i = 0; i < NumParts; ++i)
{
Parts[i].Texture->SetFrontSkyLayer ();
}
bNoRemap0 = true;
}
void FMultiPatchTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FMultiPatchTexture::GetPixels ()
{
if (bRedirect)
{
return Parts->Texture->GetPixels ();
}
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
const BYTE *FMultiPatchTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (bRedirect)
{
return Parts->Texture->GetColumn (column, spans_out);
}
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
void FMultiPatchTexture::MakeTexture ()
{
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
for (int i = 0; i < NumParts; ++i)
{
Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
Parts[i].OriginX, Parts[i].OriginY);
}
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
}
void FMultiPatchTexture::CheckForHacks ()
{
if (NumParts <= 0)
{
return;
}
// Heretic sky textures are marked as only 128 pixels tall,
// even though they are really 200 pixels tall.
if (gameinfo.gametype == GAME_Heretic &&
Name[0] == 'S' &&
Name[1] == 'K' &&
Name[2] == 'Y' &&
Name[4] == 0 &&
Name[3] >= '1' &&
Name[3] <= '3' &&
Height == 128)
{
Height = 200;
HeightBits = 8;
return;
}
// The Doom E1 sky has its patch's y offset at -8 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
NumParts == 1 &&
Height == 128 &&
Parts->OriginY == -8 &&
Name[0] == 'S' &&
Name[1] == 'K' &&
Name[2] == 'Y' &&
Name[3] == '1' &&
Name[4] == 0)
{
Parts->OriginY = 0;
return;
}
// BIGDOOR7 in Doom also has patches at y offset -4 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
NumParts == 2 &&
Height == 128 &&
Parts[0].OriginY == -4 &&
Parts[1].OriginY == -4 &&
Name[0] == 'B' &&
Name[1] == 'I' &&
Name[2] == 'G' &&
Name[3] == 'D' &&
Name[4] == 'O' &&
Name[5] == 'O' &&
Name[6] == 'R' &&
Name[7] == '7')
{
Parts[0].OriginY = 0;
Parts[1].OriginY = 0;
return;
}
// [RH] Some wads (I forget which!) have single-patch textures 256
// pixels tall that have patch lengths recorded as 0. I can't think of
// any good reason for them to do this, and since I didn't make note
// of which wad made me hack in support for them, the hack is gone
// because I've added support for DeePsea's true tall patches.
//
// Okay, I found a wad with crap patches: Pleiades.wad's sky patches almost
// fit this description and are a big mess, but they're not single patch!
if (Height == 256)
{
int i;
// All patches must be at the top of the texture for this fix
for (i = 0; i < NumParts; ++i)
{
if (Parts[i].OriginX != 0)
{
break;
}
}
if (i == NumParts)
{
// This really must check whether the texture in question is
// actually an FPatchTexture before casting the pointer.
for (i = 0; i < NumParts; ++i) if (Parts[i].Texture->bIsPatch)
{
FPatchTexture *tex = (FPatchTexture *)Parts[i].Texture;
// Check if this patch is likely to be a problem.
// It must be 256 pixels tall, and all its columns must have exactly
// one post, where each post has a supposed length of 0.
FMemLump lump = Wads.ReadLump (tex->SourceLump);
const patch_t *realpatch = (patch_t *)lump.GetMem();
const DWORD *cofs = realpatch->columnofs;
int x, x2 = LittleShort(realpatch->width);
if (LittleShort(realpatch->height) == 256)
{
for (x = 0; x < x2; ++x)
{
const column_t *col = (column_t*)((byte*)realpatch+LittleLong(cofs[x]));
if (col->topdelta != 0 || col->length != 0)
{
break; // It's not bad!
}
col = (column_t *)((byte *)col + 256 + 4);
if (col->topdelta != 0xFF)
{
break; // More than one post in a column!
}
}
if (x == x2)
{ // If all the columns were checked, it needs fixing.
tex->HackHack (Height);
}
}
}
}
}
}
void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int patcheslump, int firstdup, bool texture1)
{
FPatchLookup *patchlookup;
int i, j;
DWORD numpatches;
if (firstdup == 0)
{
firstdup = (int)Textures.Size();
}
{
FWadLump pnames = Wads.OpenLumpNum (patcheslump);
pnames >> numpatches;
// Check whether the amount of names reported is correct.
if (numpatches < 0)
{
Printf("Corrupt PNAMES lump found (negative amount of entries reported)");
return;
}
// Check whether the amount of names reported is correct.
int lumplength = Wads.LumpLength(patcheslump);
if (numpatches > DWORD((lumplength-4)/8))
{
Printf("PNAMES lump is shorter than required (%ld entries reported but only %d bytes (%d entries) long\n",
numpatches, lumplength, (lumplength-4)/8);
// Truncate but continue reading. Who knows how many such lumps exist?
numpatches = (lumplength-4)/8;
}
// Catalog the patches these textures use so we know which
// textures they represent.
patchlookup = (FPatchLookup *)alloca (numpatches * sizeof(*patchlookup));
for (DWORD i = 0; i < numpatches; ++i)
{
pnames.Read (patchlookup[i].Name, 8);
patchlookup[i].Name[8] = 0;
j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
if (j >= 0)
{
patchlookup[i].Texture = Textures[j].Texture;
}
else
{
// Shareware Doom has the same PNAMES lump as the registered
// Doom, so printing warnings for patches that don't really
// exist isn't such a good idea.
//Printf ("Patch %s not found.\n", patchlookup[i].Name);
patchlookup[i].Texture = NULL;
}
}
}
bool isStrife = false;
const DWORD *maptex, *directory;
DWORD maxoff;
int numtextures;
DWORD offset = 0; // Shut up, GCC!
maptex = (const DWORD *)lumpdata;
numtextures = LittleLong(*maptex);
maxoff = lumpsize;
if (maxoff < DWORD(numtextures+1)*4)
{
Printf ("Texture directory is too short");
return;
}
// Scan the texture lump to decide if it contains Doom or Strife textures
for (i = 0, directory = maptex+1; i < numtextures; ++i)
{
offset = LittleLong(directory[i]);
if (offset > maxoff)
{
Printf ("Bad texture directory");
return;
}
maptexture_t *tex = (maptexture_t *)((BYTE *)maptex + offset);
// There is bizzarely a Doom editing tool that writes to the
// first two elements of columndirectory, so I can't check those.
if (SAFESHORT(tex->patchcount) <= 0 ||
tex->columndirectory[2] != 0 ||
tex->columndirectory[3] != 0)
{
isStrife = true;
break;
}
}
// Textures defined earlier in the lump take precedence over those defined later,
// but later TEXTUREx lumps take precedence over earlier ones.
for (i = 1, directory = maptex; i <= numtextures; ++i)
{
if (i == 1 && texture1)
{
// The very first texture is just a dummy. Copy its dimensions to texture 0.
// It still needs to be created in case someone uses it by name.
offset = LittleLong(directory[1]);
const maptexture_t *tex = (const maptexture_t *)((const BYTE *)maptex + offset);
FDummyTexture *tex0 = static_cast<FDummyTexture *>(Textures[0].Texture);
tex0->SetSize (SAFESHORT(tex->width), SAFESHORT(tex->height));
}
offset = LittleLong(directory[i]);
if (offset > maxoff)
{
Printf ("Bad texture directory");
return;
}
// If this texture was defined already in this lump, skip it
// This could cause problems with animations that use the same name for intermediate
// textures. Should I be worried?
for (j = (int)Textures.Size() - 1; j >= firstdup; --j)
{
if (strnicmp (Textures[j].Texture->Name, (const char *)maptex + offset, 8) == 0)
break;
}
if (j + 1 == firstdup)
{
FTexture *tex = new FMultiPatchTexture ((const BYTE *)maptex + offset, patchlookup, numpatches, isStrife);
if (i == 1 && texture1)
{
tex->UseType = FTexture::TEX_Null;
}
TexMan.AddTexture (tex);
}
}
}
void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump)
{
int firstdup = (int)Textures.Size();
if (lump1 >= 0)
{
FMemLump texdir = Wads.ReadLump (lump1);
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump1), patcheslump, firstdup, true);
}
if (lump2 >= 0)
{
FMemLump texdir = Wads.ReadLump (lump2);
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump2), patcheslump, firstdup, false);
}
}