gzdoom/src/w_wad.cpp

1492 lines
38 KiB
C++
Raw Normal View History

//**************************************************************************
//**
//** w_wad.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: w_wad.c,v $
//** $Revision: 1.6 $
//** $Date: 95/10/06 20:56:47 $
//** $Author: cjr $
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <ctype.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <string.h>
#include "m_alloc.h"
#include "doomtype.h"
#include "m_argv.h"
#include "i_system.h"
#include "cmdlib.h"
#include "w_wad.h"
#include "m_crc32.h"
#include "v_text.h"
#include "templates.h"
#include "gi.h"
// MACROS ------------------------------------------------------------------
#define NULL_INDEX (0xffff)
// TYPES -------------------------------------------------------------------
struct rffinfo_t
{
// Should be "RFF\x18"
DWORD Magic;
DWORD Version;
DWORD DirOfs;
DWORD NumLumps;
};
union MergedHeader
{
DWORD magic;
wadinfo_t wad;
rffinfo_t rff;
};
struct rfflump_t
{
BYTE IDontKnow[16];
DWORD FilePos;
DWORD Size;
BYTE IStillDontKnow[8];
BYTE Flags;
char Extension[3];
char Name[8];
BYTE WhatIsThis[4];
};
//
// WADFILE I/O related stuff.
//
struct FWadCollection::LumpRecord
{
char name[8];
int position;
int size;
int namespc;
short wadnum;
WORD flags;
};
enum
{
LUMPF_BLOODCRYPT = 1 // Lump uses Blood-style encryption
};
class FWadCollection::WadFileRecord : public FileReader
{
public:
WadFileRecord (FILE *file);
~WadFileRecord ();
char *Name;
DWORD FirstLump;
DWORD LastLump;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void W_SysWadInit ();
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void BloodCrypt (void *data, int key, int len);
static void PrintLastError ();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FWadCollection Wads;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
// strupr
//
// Suprisingly, glibc lacks this
//==========================================================================
#ifndef HAVE_STRUPR
void strupr (char *s)
{
while (*s)
{
*s = toupper (*s);
s++;
}
}
#endif
//==========================================================================
//
// filelength
//
// Suprisingly, glibc lacks this
//==========================================================================
#ifndef HAVE_FILELENGTH
int filelength (int handle)
{
struct stat fileinfo;
if (fstat (handle, &fileinfo) == -1)
{
close (handle);
I_Error ("Error fstating");
}
return fileinfo.st_size;
}
#endif
//==========================================================================
//
// uppercoppy
//
// [RH] Copy up to 8 chars, upper-casing them in the process
//==========================================================================
void uppercopy (char *to, const char *from)
{
int i;
for (i = 0; i < 8 && from[i]; i++)
to[i] = toupper (from[i]);
for (; i < 8; i++)
to[i] = 0;
}
FWadCollection::FWadCollection ()
: FirstLumpIndex(NULL), NextLumpIndex(NULL), LumpInfo(NULL), Wads(NULL),
NumLumps(0), NumWads(0)
{
}
//==========================================================================
//
// W_InitMultipleFiles
//
// Pass a null terminated list of files to use. All files are optional,
// but at least one file must be found. Lump names can appear multiple
// times. The name searcher looks backwards, so a later file can
// override an earlier one.
//
//==========================================================================
void FWadCollection::InitMultipleFiles (wadlist_t **filenames)
{
int numfiles;
// open all the files, load headers, and count lumps
numfiles = 0;
NumWads = 0;
NumLumps = 0;
LumpInfo = NULL; // will be realloced as lumps are added
while (*filenames)
{
wadlist_t *next = (*filenames)->next;
int baselump = NumLumps;
char name[PATH_MAX];
// [RH] Automatically append .wad extension if none is specified.
strcpy (name, (*filenames)->name);
FixPathSeperator (name);
DefaultExtension (name, ".wad");
AddFile (name);
free (*filenames);
*filenames = next;
// The first two files are always zdoom.wad and the IWAD, which
// do not contain skins.
if (++numfiles > 2)
SkinHack (baselump);
}
if (NumLumps == 0)
{
I_FatalError ("W_InitMultipleFiles: no files found");
}
// [RH] Merge sprite and flat groups.
// (We don't need to bother with patches, since
// Doom doesn't use markers to identify them.)
RenameSprites (MergeLumps ("S_START", "S_END", ns_sprites));
MergeLumps ("F_START", "F_END", ns_flats);
MergeLumps ("C_START", "C_END", ns_colormaps);
MergeLumps ("A_START", "A_END", ns_acslibrary);
MergeLumps ("TX_START", "TX_END", ns_newtextures);
MergeLumps ("V_START", "V_END", ns_strifevoices);
// [RH] Set up hash table
FirstLumpIndex = new WORD[NumLumps];
NextLumpIndex = new WORD[NumLumps];
InitHashChains ();
}
//==========================================================================
//
// W_AddFile
//
// Files with a .wad extension are wadlink files with multiple lumps,
// other files are single lumps with the base filename for the lump name.
//
// [RH] Removed reload hack
//==========================================================================
void FWadCollection::AddFile (const char *filename)
{
WadFileRecord *wadinfo;
MergedHeader header;
LumpRecord* lump_p;
unsigned i;
FILE* handle;
int startlump;
wadlump_t* fileinfo = NULL, *fileinfo2free = NULL;
wadlump_t singleinfo;
// open the file and add to directory
handle = fopen (filename, "rb");
if (handle == NULL)
{ // Didn't find file
Printf (TEXTCOLOR_RED " couldn't open %s\n", filename);
PrintLastError ();
return;
}
Printf (" adding %s", filename);
startlump = NumLumps;
wadinfo = new WadFileRecord (handle);
// [RH] Determine if file is a WAD based on its signature, not its name.
if (wadinfo->Read (&header, sizeof(header)) == 0)
{
Printf (TEXTCOLOR_RED " couldn't read %s\n", filename);
PrintLastError ();
delete wadinfo;
return;
}
wadinfo->Name = copystring (filename);
if (header.magic == IWAD_ID || header.magic == PWAD_ID)
{ // This is a WAD file
header.wad.NumLumps = LittleLong(header.wad.NumLumps);
header.wad.InfoTableOfs = LittleLong(header.wad.InfoTableOfs);
fileinfo = fileinfo2free = new wadlump_t[header.wad.NumLumps];
wadinfo->Seek (header.wad.InfoTableOfs, SEEK_SET);
wadinfo->Read (fileinfo, header.wad.NumLumps * sizeof(wadlump_t));
NumLumps += header.wad.NumLumps;
Printf (" (%ld lumps)", header.wad.NumLumps);
}
else if (header.magic == RFF_ID)
{ // This is a Blood RFF file
rfflump_t *lumps, *rff_p;
int skipped = 0;
header.rff.NumLumps = LittleLong(header.rff.NumLumps);
header.rff.DirOfs = LittleLong(header.rff.DirOfs);
lumps = new rfflump_t[header.rff.NumLumps];
wadinfo->Seek (header.rff.DirOfs, SEEK_SET);
wadinfo->Read (lumps, header.rff.NumLumps * sizeof(rfflump_t));
BloodCrypt (lumps, header.rff.DirOfs, header.rff.NumLumps * sizeof(rfflump_t));
NumLumps += header.rff.NumLumps;
LumpInfo = (LumpRecord *)Realloc (LumpInfo, NumLumps*sizeof(LumpRecord));
lump_p = &LumpInfo[startlump];
for (i = 0, rff_p = lumps; i < header.rff.NumLumps; ++i, ++rff_p)
{
if (rff_p->Extension[0] == 'S' && rff_p->Extension[1] == 'F' &&
rff_p->Extension[2] == 'X')
{
lump_p->namespc = ns_bloodsfx;
}
else if (rff_p->Extension[0] == 'R' && rff_p->Extension[1] == 'A' &&
rff_p->Extension[2] == 'W')
{
lump_p->namespc = ns_bloodraw;
}
else
{
//lump_p->namespc = ns_bloodmisc;
--NumLumps;
++skipped;
continue;
}
uppercopy (lump_p->name, rff_p->Name);
lump_p->wadnum = (WORD)NumWads;
lump_p->position = LittleLong(rff_p->FilePos);
lump_p->size = LittleLong(rff_p->Size);
lump_p->flags = (rff_p->Flags & 0x10) >> 4;
lump_p++;
}
delete[] lumps;
if (skipped != 0)
{
LumpInfo = (LumpRecord *)Realloc (LumpInfo, NumLumps*sizeof(LumpRecord));
}
}
else
{ // This is just a single lump file
char name[PATH_MAX];
fileinfo2free = NULL;
fileinfo = &singleinfo;
singleinfo.FilePos = 0;
singleinfo.Size = LittleLong(wadinfo->GetLength());
ExtractFileBase (filename, name);
strupr (name);
strncpy (singleinfo.Name, name, 8);
NumLumps++;
}
Printf ("\n");
// Fill in lumpinfo
if (header.magic != RFF_ID)
{
LumpInfo = (LumpRecord *)Realloc (LumpInfo, NumLumps*sizeof(LumpRecord));
lump_p = &LumpInfo[startlump];
for (i = startlump; i < (unsigned)NumLumps; i++, lump_p++, fileinfo++)
{
// [RH] Convert name to uppercase during copy
uppercopy (lump_p->name, fileinfo->Name);
lump_p->wadnum = (WORD)NumWads;
lump_p->position = LittleLong(fileinfo->FilePos);
lump_p->size = LittleLong(fileinfo->Size);
lump_p->namespc = ns_global;
lump_p->flags = 0;
}
if (fileinfo2free)
{
delete[] fileinfo2free;
}
ScanForFlatHack (startlump);
}
wadinfo->FirstLump = startlump;
wadinfo->LastLump = NumLumps - 1;
Wads = (WadFileRecord **)Realloc (Wads, (++NumWads)*sizeof(WadFileRecord*));
Wads[NumWads-1] = wadinfo;
// [RH] Put the Strife Teaser voices into the voices namespace
if (NumWads == IWAD_FILENUM+1 && gameinfo.gametype == GAME_Strife && gameinfo.flags & GI_SHAREWARE)
{
FindStrifeTeaserVoices ();
}
}
//==========================================================================
//
// W_CheckIfWadLoaded
//
// Returns true if the specified wad is loaded, false otherwise.
// If a fully-qualified path is specified, then the wad must match exactly.
// Otherwise, any wad with that name will work, whatever its path.
//
//==========================================================================
bool FWadCollection::CheckIfWadLoaded (const char *name)
{
unsigned int i;
if (strrchr (name, '/') != NULL)
{
for (i = 0; i < NumWads; ++i)
{
if (stricmp (GetWadFullName (i), name) == 0)
{
return true;
}
}
}
else
{
for (i = 0; i < NumWads; ++i)
{
if (stricmp (GetWadName (i), name) == 0)
{
return true;
}
}
}
return false;
}
//==========================================================================
//
// W_NumLumps
//
//==========================================================================
int FWadCollection::GetNumLumps () const
{
return NumLumps;
}
//==========================================================================
//
// W_CheckNumForName
//
// Returns -1 if name not found. The version with a third parameter will
// look exclusively in the specified wad for the lump.
//
// [RH] Changed to use hash lookup ala BOOM instead of a linear search
// and namespace parameter
//==========================================================================
int FWadCollection::CheckNumForName (const char *name, int space)
{
char uname[8];
WORD i;
if (name == NULL)
{
return -1;
}
uppercopy (uname, name);
i = FirstLumpIndex[LumpNameHash (uname) % NumLumps];
while (i != NULL_INDEX &&
(*(__int64 *)&LumpInfo[i].name != *(__int64 *)&uname ||
LumpInfo[i].namespc != space))
{
i = NextLumpIndex[i];
}
return i != NULL_INDEX ? i : -1;
}
int FWadCollection::CheckNumForName (const char *name, int space, int wadnum)
{
char uname[8];
WORD i;
if (wadnum < 0)
{
return CheckNumForName (name, space);
}
uppercopy (uname, name);
i = FirstLumpIndex[LumpNameHash (uname) % NumLumps];
while (i != NULL_INDEX &&
(*(__int64 *)&LumpInfo[i].name != *(__int64 *)&uname ||
LumpInfo[i].namespc != space ||
LumpInfo[i].wadnum != wadnum))
{
i = NextLumpIndex[i];
}
return i != NULL_INDEX ? i : -1;
}
//==========================================================================
//
// W_GetNumForName
//
// Calls W_CheckNumForName, but bombs out if not found.
//
//==========================================================================
int FWadCollection::GetNumForName (const char *name)
{
int i;
i = CheckNumForName (name);
if (i == -1)
I_Error ("W_GetNumForName: %s not found!", name);
return i;
}
//==========================================================================
//
// W_LumpLength
//
// Returns the buffer size needed to load the given lump.
//
//==========================================================================
int FWadCollection::LumpLength (int lump) const
{
if ((size_t)lump >= NumLumps)
{
I_Error ("W_LumpLength: %i >= NumLumps",lump);
}
return LumpInfo[lump].size;
}
//==========================================================================
//
// GetLumpOffset
//
// Returns the offset from the beginning of the file to the lump.
//
//==========================================================================
int FWadCollection::GetLumpOffset (int lump) const
{
if ((size_t)lump >= NumLumps)
{
I_Error ("W_LumpLength: %i >= NumLumps",lump);
}
return LumpInfo[lump].position;
}
//==========================================================================
//
// W_LumpNameHash
//
// NOTE: s should already be uppercase, in contrast to the BOOM version.
//
// Hash function used for lump names.
// Must be mod'ed with table size.
// Can be used for any 8-character names.
//
//==========================================================================
DWORD FWadCollection::LumpNameHash (const char *s)
{
const DWORD *table = GetCRCTable ();;
DWORD hash = 0xffffffff;
int i;
for (i = 8; i > 0 && *s; --i, ++s)
{
hash = CRC1 (hash, *s, table);
}
return hash ^ 0xffffffff;
}
//==========================================================================
//
// W_InitHashChains
//
// Prepares the lumpinfos for hashing.
// (Hey! This looks suspiciously like something from Boom! :-)
//
//==========================================================================
void FWadCollection::InitHashChains (void)
{
char name[8];
unsigned int i, j;
// Mark all buckets as empty
memset (FirstLumpIndex, 255, NumLumps*sizeof(FirstLumpIndex[0]));
memset (NextLumpIndex, 255, NumLumps*sizeof(FirstLumpIndex[0]));
// Now set up the chains
for (i = 0; i < (unsigned)NumLumps; i++)
{
uppercopy (name, LumpInfo[i].name);
j = LumpNameHash (name) % NumLumps;
NextLumpIndex[i] = FirstLumpIndex[j];
FirstLumpIndex[j] = i;
}
}
//==========================================================================
//
// IsMarker
//
// (from BOOM)
//
//==========================================================================
bool FWadCollection::IsMarker (const FWadCollection::LumpRecord *lump, const char *marker) const
{
if (lump->namespc != ns_global)
{
return false;
}
if (strncmp (lump->name, marker, 8) == 0)
{
// If the previous lump was of the form FF_END and this one is
// of the form F_END, ignore this as a marker
if (marker[2] == 'E' && lump > LumpInfo)
{
if ((lump - 1)->name[0] == *marker &&
strncmp ((lump - 1)->name + 1, marker, 7) == 0)
{
return false;
}
}
return true;
}
// Treat double-character markers the same as single-character markers.
// (So if FF_START appears in the wad, it will be treated as if it is F_START.
// However, TTX_STAR will not be treated the same as TX_START because it
// is not a single-character marker.)
if (marker[1] == '_' &&
lump->name[0] == *marker &&
strncmp (lump->name + 1, marker, 7) == 0)
{
return true;
}
return false;
}
//==========================================================================
//
// ScanForFlatHack
//
// Try to detect wads that add extra flats by sticking an extra F_END
// at the end of the flat list without any corresponding FF_START.
// In other words, fix gothic2.wad.
//
//==========================================================================
void FWadCollection::ScanForFlatHack (int startlump)
{
if (Args.CheckParm ("-noflathack"))
{
return;
}
for (int i = startlump; (DWORD)i < NumLumps; ++i)
{
if (LumpInfo[i].name[0] == 'F')
{
int j;
if (strcmp (LumpInfo[i].name + 1, "_START") == 0 ||
strncmp (LumpInfo[i].name + 1, "F_START", 7) == 0)
{
// If the wad has a F_START/FF_START marker, check for
// a FF_START-flats-FF_END-flats-F_END pattern as seen
// in darkhour.wad. At what point do I stop making hacks
// for wads that are incorrect?
for (i = i + 1; (DWORD)i < NumLumps; ++i)
{
if (LumpInfo[i].name[0] == 'F' && strcmp (LumpInfo[i].name + 1, "F_END") == 0)
{
// Found FF_END
break;
}
if (LumpInfo[i].size != 4096)
{
return;
}
}
if (i < (int)NumLumps)
{
// Look for flats-F_END
for (j = ++i; (DWORD)j < NumLumps; ++j)
{
if (LumpInfo[j].name[0] == 'F' && strcmp (LumpInfo[j].name + 1, "_END") == 0)
{
// Found F_END, so bump all the flats between FF_END/F_END up and move the
// FF_END so it immediately precedes F_END.
if (i != j - 1)
{
for (; i < j; ++i)
{
LumpInfo[i - 1] = LumpInfo[i];
}
--i;
strcpy (LumpInfo[i].name, "FF_END");
LumpInfo[i].size = 0;
LumpInfo[i].namespc = ns_global;
LumpInfo[i].flags = 0;
}
return;
}
if (LumpInfo[j].size != 4096)
{
return;
}
}
}
return;
}
// No need to look for FF_END, because Doom doesn't. One minor
// nitpick: Doom will look for the last F_END; this finds the first
// one if there is more than one in the file. Too bad. If there's
// more than one F_END, this algorithm won't be able to properly
// determine where to put the F_START anyway.
if (strcmp (LumpInfo[i].name + 1, "_END") == 0)
{
// When F_END is found, back up past any lumps of length
// 4096, then insert an F_START marker.
for (j = i - 1; j >= startlump && LumpInfo[j].size == 4096; --j)
{
}
if (j == i - 1)
{
// Oh no! There are no flats immediately before F_END. Maybe they are
// at the beginning of the wad (e.g. slipgate.wad).
for (j = startlump; LumpInfo[j].size == 4096; ++j)
{
}
if (j > startlump)
{
// Okay, there are probably flats at the beginning of the wad.
// Move the F_END marker so it immediately follows them, and
// then add an F_START marker at the start of the wad.
for (; i > j; --i)
{
LumpInfo[i] = LumpInfo[i-1];
}
strcpy (LumpInfo[j].name, "F_END");
LumpInfo[j].size = 0;
LumpInfo[j].namespc = ns_global;
LumpInfo[j].flags = 0;
j = startlump - 1;
}
else
{
// Oh well. There won't be any flats loaded from this wad, I guess.
j = i - 1;
}
}
++NumLumps;
LumpInfo = (LumpRecord *)Realloc (LumpInfo, NumLumps*sizeof(LumpRecord));
for (; i > j; --i)
{
LumpInfo[i+1] = LumpInfo[i];
}
++i;
strcpy (LumpInfo[i].name, "F_START");
LumpInfo[i].size = 0;
LumpInfo[i].namespc = ns_global;
LumpInfo[i].flags = 0;
return;
}
}
}
}
//==========================================================================
//
// RenameSprites
//
// Renames sprites in IWADs so that unique actors can have unique sprites,
// making it possible to import any actor from any game into any other
// game without jumping through hoops to resolve duplicate sprite names.
// You just need to know what the sprite's new name is.
//
//==========================================================================
void FWadCollection::RenameSprites (int startlump)
{
bool renameAll;
static const DWORD HereticRenames[] =
{ MAKE_ID('H','E','A','D'), MAKE_ID('L','I','C','H'), // Ironlich
};
static const DWORD HexenRenames[] =
{ MAKE_ID('B','A','R','L'), MAKE_ID('Z','B','A','R'), // ZBarrel
MAKE_ID('A','R','M','1'), MAKE_ID('A','R','_','1'), // MeshArmor
MAKE_ID('A','R','M','2'), MAKE_ID('A','R','_','2'), // FalconShield
MAKE_ID('A','R','M','3'), MAKE_ID('A','R','_','3'), // PlatinumHelm
MAKE_ID('A','R','M','4'), MAKE_ID('A','R','_','4'), // AmuletOfWarding
MAKE_ID('S','U','I','T'), MAKE_ID('Z','S','U','I'), // ZSuitOfArmor and ZArmorChunk
MAKE_ID('T','R','E','1'), MAKE_ID('Z','T','R','E'), // ZTree and ZTreeDead
MAKE_ID('T','R','E','2'), MAKE_ID('T','R','E','S'), // ZTreeSwamp150
MAKE_ID('C','A','N','D'), MAKE_ID('B','C','A','N'), // ZBlueCandle
MAKE_ID('R','O','C','K'), MAKE_ID('R','O','K','K'), // rocks and dirt in a_debris.cpp
MAKE_ID('W','A','T','R'), MAKE_ID('H','W','A','T'), // Strife also has WATR
MAKE_ID('G','I','B','S'), MAKE_ID('P','O','L','5'), // RealGibs
MAKE_ID('E','G','G','M'), MAKE_ID('P','R','K','M'), // PorkFX
};
static const DWORD StrifeRenames[] =
{ MAKE_ID('M','I','S','L'), MAKE_ID('S','M','I','S'), // lots of places
MAKE_ID('A','R','M','1'), MAKE_ID('A','R','M','3'), // MetalArmor
MAKE_ID('A','R','M','2'), MAKE_ID('A','R','M','4'), // LeatherArmor
MAKE_ID('P','M','A','P'), MAKE_ID('S','M','A','P'), // StrifeMap
MAKE_ID('T','L','M','P'), MAKE_ID('T','E','C','H'), // TechLampSilver and TechLampBrass
MAKE_ID('T','R','E','1'), MAKE_ID('T','R','E','T'), // TreeStub
MAKE_ID('B','A','R','1'), MAKE_ID('B','A','R','C'), // BarricadeColumn
MAKE_ID('S','H','T','2'), MAKE_ID('M','P','U','F'), // MaulerPuff
MAKE_ID('B','A','R','L'), MAKE_ID('B','B','A','R'), // StrifeBurningBarrel
MAKE_ID('T','R','C','H'), MAKE_ID('T','R','H','L'), // SmallTorchLit
MAKE_ID('S','H','R','D'), MAKE_ID('S','H','A','R'), // glass shards
MAKE_ID('B','L','S','T'), MAKE_ID('M','A','U','L'), // Mauler
MAKE_ID('L','O','G','G'), MAKE_ID('L','O','G','W'), // StickInWater
MAKE_ID('V','A','S','E'), MAKE_ID('V','A','Z','E'), // Pot and Pitcher
MAKE_ID('C','N','D','L'), MAKE_ID('K','N','D','L'), // Candle
MAKE_ID('P','O','T','1'), MAKE_ID('M','P','O','T'), // MetalPot
MAKE_ID('S','P','I','D'), MAKE_ID('S','T','L','K'), // Stalker
};
const DWORD *renames;
int numrenames;
switch (gameinfo.gametype)
{
case GAME_Doom:
default:
// Doom's sprites don't get renamed.
return;
case GAME_Heretic:
renames = HereticRenames;
numrenames = sizeof(HereticRenames)/8;
break;
case GAME_Hexen:
renames = HexenRenames;
numrenames = sizeof(HexenRenames)/8;
break;
case GAME_Strife:
renames = StrifeRenames;
numrenames = sizeof(StrifeRenames)/8;
break;
}
renameAll = !!Args.CheckParm ("-oldsprites");
for (DWORD i = startlump + 1;
i < NumLumps &&
*(DWORD *)LumpInfo[i].name != MAKE_ID('S','_','E','N') &&
*(((DWORD *)LumpInfo[i].name) + 1) != MAKE_ID('D',0,0,0);
++i)
{
// Only sprites in the IWAD normally get renamed
if (renameAll || LumpInfo[i].wadnum == IWAD_FILENUM)
{
for (int j = 0; j < numrenames; ++j)
{
if (*(DWORD *)LumpInfo[i].name == renames[j*2])
{
*(DWORD *)LumpInfo[i].name = renames[j*2+1];
}
}
}
}
}
//==========================================================================
//
// MergeLumps
//
// Merge multiple tagged groups into one
// Basically from BOOM, too, although I tried to write it independently.
//
//==========================================================================
int FWadCollection::MergeLumps (const char *start, const char *end, int space)
{
char ustart[8], uend[8];
LumpRecord *newlumpinfos;
int newlumps, oldlumps;
int markerpos = -1;
unsigned int i;
BOOL insideBlock;
uppercopy (ustart, start);
uppercopy (uend, end);
newlumpinfos = new LumpRecord[NumLumps];
newlumps = 0;
oldlumps = 0;
insideBlock = false;
for (i = 0; i < NumLumps; i++)
{
if (!insideBlock)
{
// Check if this is the start of a block
if (IsMarker (LumpInfo + i, ustart))
{
insideBlock = true;
markerpos = i;
// Create start marker if we haven't already
if (!newlumps)
{
newlumps++;
strncpy (newlumpinfos[0].name, ustart, 8);
newlumpinfos[0].wadnum = -1;
newlumpinfos[0].position =
newlumpinfos[0].size = 0;
newlumpinfos[0].namespc = ns_global;
}
}
else
{
// Copy lumpinfo down this list
LumpInfo[oldlumps++] = LumpInfo[i];
}
}
else
{
if (i && LumpInfo[i].wadnum != LumpInfo[i-1].wadnum)
{
// Blocks cannot span multiple files
insideBlock = false;
LumpInfo[oldlumps++] = LumpInfo[i];
}
else if (IsMarker (LumpInfo + i, uend))
{
// It is the end of a block. We'll add the end marker once
// we've processed everything.
insideBlock = false;
}
else
{
newlumpinfos[newlumps] = LumpInfo[i];
newlumpinfos[newlumps++].namespc = space;
}
}
}
// Now copy the merged lumps to the end of the old list
// and create the end marker entry.
if (newlumps)
{
2006-04-12 01:50:09 +00:00
if (size_t(oldlumps + newlumps) >= NumLumps)
LumpInfo = (LumpRecord *)Realloc (LumpInfo, (oldlumps + newlumps + 1) * sizeof(LumpRecord));
memcpy (LumpInfo + oldlumps, newlumpinfos, sizeof(LumpRecord) * newlumps);
markerpos = oldlumps;
NumLumps = oldlumps + newlumps;
strncpy (LumpInfo[NumLumps].name, uend, 8);
LumpInfo[NumLumps].wadnum = -1;
LumpInfo[NumLumps].position =
LumpInfo[NumLumps].size = 0;
LumpInfo[NumLumps].namespc = ns_global;
NumLumps++;
}
delete[] newlumpinfos;
return markerpos;
}
//==========================================================================
//
// FindStrifeTeaserVoices
//
// Strife0.wad does not have the voices between V_START/V_END markers, so
// figure out which lumps are voices based on their names.
//
//==========================================================================
void FWadCollection::FindStrifeTeaserVoices ()
{
for (DWORD i = Wads[IWAD_FILENUM]->FirstLump; i <= Wads[IWAD_FILENUM]->LastLump; ++i)
{
if (LumpInfo[i].name[0] == 'V' &&
LumpInfo[i].name[1] == 'O' &&
LumpInfo[i].name[2] == 'C')
{
int j;
for (j = 3; j < 8; ++j)
{
if (LumpInfo[i].name[j] != 0 && !isdigit(LumpInfo[i].name[j]))
break;
}
if (j == 8)
{
LumpInfo[i].namespc = ns_strifevoices;
}
}
}
}
//==========================================================================
//
// W_FindLump
//
// Find a named lump. Specifically allows duplicates for merging of e.g.
// SNDINFO lumps.
//
//==========================================================================
int FWadCollection::FindLump (const char *name, int *lastlump, bool anyns)
{
char name8[8];
LumpRecord *lump_p;
uppercopy (name8, name);
lump_p = LumpInfo + *lastlump;
while (lump_p < LumpInfo + NumLumps)
{
if ((anyns || lump_p->namespc == ns_global) &&
*(__int64 *)&lump_p->name == *(__int64 *)&name8)
{
int lump = lump_p - LumpInfo;
*lastlump = lump + 1;
return lump;
}
lump_p++;
}
*lastlump = NumLumps;
return -1;
}
//==========================================================================
//
// W_CheckLumpName
//
//==========================================================================
bool FWadCollection::CheckLumpName (int lump, const char *name)
{
if ((size_t)lump >= NumLumps)
return false;
return !strnicmp (LumpInfo[lump].name, name, 8);
}
//==========================================================================
//
// W_GetLumpName
//
//==========================================================================
void FWadCollection::GetLumpName (char *to, int lump) const
{
if ((size_t)lump >= NumLumps)
*to = 0;
else
uppercopy (to, LumpInfo[lump].name);
}
//==========================================================================
//
// GetLumpNamespace
//
//==========================================================================
int FWadCollection::GetLumpNamespace (int lump) const
{
if ((size_t)lump >= NumLumps)
return ns_global;
else
return LumpInfo[lump].namespc;
}
//==========================================================================
//
// W_GetLumpFile
//
//==========================================================================
int FWadCollection::GetLumpFile (int lump) const
{
if ((size_t)lump >= NumLumps)
return -1;
return LumpInfo[lump].wadnum;
}
//==========================================================================
//
// W_ReadLump
//
// Loads the lump into the given buffer, which must be >= W_LumpLength().
//
//==========================================================================
void FWadCollection::ReadLump (int lump, void *dest)
{
FWadLump lumpr = OpenLumpNum (lump);
long size = lumpr.GetLength ();
long numread = lumpr.Read (dest, size);
if (numread != size)
{
I_Error ("W_ReadLump: only read %ld of %ld on lump %i\n",
numread, size, lump);
}
if (LumpInfo[lump].flags & LUMPF_BLOODCRYPT)
{
BloodCrypt (dest, 0, MIN<int> (size, 256));
}
}
//==========================================================================
//
// ReadLump - variant 2
//
// Loads the lump into a newly created buffer and returns it.
//
//==========================================================================
FMemLump FWadCollection::ReadLump (int lump)
{
FWadLump lumpr = OpenLumpNum (lump);
long size = lumpr.GetLength ();
BYTE *dest = new BYTE[size];
long numread = lumpr.Read (dest, size);
if (numread != size)
{
I_Error ("W_ReadLump: only read %ld of %ld on lump %i\n",
numread, size, lump);
}
if (LumpInfo[lump].flags & LUMPF_BLOODCRYPT)
{
BloodCrypt (dest, 0, MIN<int> (size, 256));
}
return FMemLump (dest);
}
//==========================================================================
//
// OpenLumpNum
//
// Returns a copy of the file object for a lump's wad and positions its
// file pointer at the beginning of the lump.
//
//==========================================================================
FWadLump FWadCollection::OpenLumpNum (int lump)
{
LumpRecord *l;
WadFileRecord *wad;
if ((unsigned)lump >= (unsigned)NumLumps)
{
I_Error ("W_MapLumpNum: %u >= NumLumps",lump);
}
l = &LumpInfo[lump];
wad = Wads[l->wadnum];
#if 0
// Blood encryption?
if (writeable || l->flags & LUMPF_BLOODCRYPT)
{
ptr = Malloc (l->size);
NonMappedPointers.insert (ptr);
W_ReadLump (lump, ptr);
return ptr;
}
#endif
wad->Seek (l->position, SEEK_SET);
return FWadLump (*wad, l->size);
}
//==========================================================================
//
// ReopenLumpNum
//
// Similar to OpenLumpNum, except a new, independant file object is created
// for the lump's wad. Use this when you won't read the lump's data all at
// once (e.g. for streaming an Ogg Vorbis stream from a wad as music).
//
//==========================================================================
FWadLump *FWadCollection::ReopenLumpNum (int lump)
{
LumpRecord *l;
WadFileRecord *wad;
FILE *f;
if ((unsigned)lump >= (unsigned)NumLumps)
{
I_Error ("W_MapLumpNum: %u >= NumLumps",lump);
}
l = &LumpInfo[lump];
wad = Wads[l->wadnum];
f = fopen (wad->Name, "rb");
if (f == NULL)
{
I_Error ("Could not reopen %s\n", wad->Name);
}
fseek (f, l->position, SEEK_SET);
return new FWadLump (f, l->size);
}
//==========================================================================
//
// W_GetWadName
//
// Returns the name of the given wad.
//
//==========================================================================
const char *FWadCollection::GetWadName (int wadnum) const
{
const char *name, *slash;
if ((DWORD)wadnum >= NumWads)
{
return NULL;
}
name = Wads[wadnum]->Name;
slash = strrchr (name, '/');
return slash != NULL ? slash+1 : name;
}
//==========================================================================
//
// W_GetWadFullName
//
// Returns the name of the given wad, including any path
//
//==========================================================================
const char *FWadCollection::GetWadFullName (int wadnum) const
{
if ((unsigned int)wadnum >= NumWads)
{
return NULL;
}
return Wads[wadnum]->Name;
}
2006-04-14 12:58:52 +00:00
//==========================================================================
//
// IsUncompressedFile
//
// Returns true when the lump is available as an uncompressed portion of
// a file. The music player can play such lumps by streaming but anything
// else has to be loaded into memory first.
//
//==========================================================================
bool FWadCollection::IsUncompressedFile(int lump) const
{
/*
if ((unsigned)lump >= (unsigned)NumLumps)
{
I_Error ("IsUncompressedFile: %u >= NumLumps",lump);
}
LumpRecord * l = &LumpInfo[lump];
if (l->flags & LUMPF_COMPRESSED) return false;
else if (Wads[l->wadnum]->MemoryData!=NULL) return false;
*/
return true;
}
//==========================================================================
//
// W_SkinHack
//
// Tests a wad file to see if it contains an S_SKIN marker. If it does,
// every lump in the wad is moved into a new namespace. Because skins are
// only supposed to replace player sprites, sounds, or faces, this should
// not be a problem. Yes, there are skins that replace more than that, but
// they are such a pain, and breaking them like this was done on purpose.
// This also renames any S_SKINxx lumps to just S_SKIN.
//
//==========================================================================
void FWadCollection::SkinHack (int baselump)
{
bool skinned = false;
bool hasmap = false;
size_t i;
for (i = baselump; i < NumLumps; i++)
{
if (LumpInfo[i].name[0] == 'S' &&
LumpInfo[i].name[1] == '_' &&
LumpInfo[i].name[2] == 'S' &&
LumpInfo[i].name[3] == 'K' &&
LumpInfo[i].name[4] == 'I' &&
LumpInfo[i].name[5] == 'N')
{ // Wad has at least one skin.
LumpInfo[i].name[6] = LumpInfo[i].name[7] = 0;
if (!skinned)
{
skinned = true;
size_t j;
for (j = baselump; j < NumLumps; j++)
{
// Using the baselump as the namespace is safe, because
// zdoom.wad guarantees the first possible baselump
// passed to this function is a largish number.
LumpInfo[j].namespc = baselump;
}
}
}
if (LumpInfo[i].name[0] == 'M' &&
LumpInfo[i].name[1] == 'A' &&
LumpInfo[i].name[2] == 'P')
{
hasmap = true;
}
}
if (skinned && hasmap)
{
Printf (TEXTCOLOR_BLUE
"The maps in %s will not be loaded because it has a skin.\n"
TEXTCOLOR_BLUE
"You should remove the skin from the wad to play these maps.\n",
Wads[LumpInfo[baselump].wadnum]->Name);
}
}
//==========================================================================
//
// BloodCrypt
//
//==========================================================================
static void BloodCrypt (void *data, int key, int len)
{
int p = (BYTE)key, i;
for (i = 0; i < len; ++i)
{
((BYTE *)data)[i] ^= (unsigned char)(p+(i>>1));
}
}
//==========================================================================
//
// PrintLastError
//
//==========================================================================
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
static void PrintLastError ()
{
char *lpMsgBuf;
FormatMessageA(
FORMAT_MESSAGE_ALLOCATE_BUFFER |
FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
GetLastError(),
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
(LPTSTR)&lpMsgBuf,
0,
NULL
);
Printf (TEXTCOLOR_RED " %s\n", lpMsgBuf);
// Free the buffer.
LocalFree( lpMsgBuf );
}
#else
static void PrintLastError ()
{
Printf (TEXTCOLOR_RED " %s\n", strerror(errno));
}
#endif
// WadFileRecord ------------------------------------------------------------
FWadCollection::WadFileRecord::WadFileRecord (FILE *file)
: FileReader(file), Name(NULL), FirstLump(0), LastLump(0)
{
}
FWadCollection::WadFileRecord::~WadFileRecord ()
{
if (Name != NULL)
{
delete[] Name;
}
}
// FWadLump -----------------------------------------------------------------
FWadLump::FWadLump ()
: FileReader ()
{
}
FWadLump::FWadLump (const FWadLump &copy)
{
File = copy.File;
}
FWadLump::FWadLump (const FileReader &other, long length)
: FileReader (other, length)
{
}
FWadLump::FWadLump (FILE *file, long length)
: FileReader (file, length)
{
}
// FMemLump -----------------------------------------------------------------
FMemLump::FMemLump ()
: Block (NULL)
{
}
#ifdef __GNUC__
FMemLump::FMemLump (const FMemLump &copy)
#else
FMemLump::FMemLump (FMemLump &copy)
#endif
{
Block = copy.Block;
const_cast<FMemLump *>(&copy)->Block = NULL;
}
#ifdef __GNUC__
FMemLump &FMemLump::operator = (const FMemLump &copy)
#else
FMemLump &FMemLump::operator = (FMemLump &copy)
#endif
{
if (Block != NULL)
{
delete[] Block;
}
Block = copy.Block;
const_cast<FMemLump *>(&copy)->Block = NULL;
return *this;
}
FMemLump::FMemLump (BYTE *data)
: Block (data)
{
}
FMemLump::~FMemLump ()
{
if (Block != NULL)
{
delete[] Block;
}
}