gzdoom/src/w_wad.cpp

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//**************************************************************************
//**
//** 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"
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#include "c_dispatch.h"
#include "w_wad.h"
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#include "w_zip.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;
};
struct rfflump_t
{
BYTE IDontKnow[16];
DWORD FilePos;
DWORD Size;
BYTE IStillDontKnow[8];
BYTE Flags;
char Extension[3];
char Name[8];
BYTE WhatIsThis[4];
};
struct grpinfo_t
{
DWORD Magic[3];
DWORD NumLumps;
};
struct grplump_t
{
char Name[12];
DWORD Size;
};
union MergedHeader
{
DWORD magic[3];
wadinfo_t wad;
rffinfo_t rff;
grpinfo_t grp;
};
//
// WADFILE I/O related stuff.
//
struct FWadCollection::LumpRecord
{
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char * fullname; // only valid for files loaded from a .zip file
char name[9];
short wadnum;
WORD flags;
int position;
int size;
int namespc;
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int compressedsize;
};
class FWadCollection::WadFileRecord : public FileReader
{
public:
WadFileRecord (FILE *file);
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WadFileRecord (const char * buffer, int length);
~WadFileRecord ();
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long Seek (long offset, int origin);
long Read (void *buffer, long len);
const char * MemoryData;
char *Name;
DWORD FirstLump;
DWORD LastLump;
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};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void W_SysWadInit ();
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void PrintLastError ();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FWadCollection Wads;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
// 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 ()
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
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: FirstLumpIndex(NULL), NextLumpIndex(NULL),
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FirstLumpIndex_FullName(NULL), NextLumpIndex_FullName(NULL),
NumLumps(0)
{
}
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FWadCollection::~FWadCollection ()
{
if (FirstLumpIndex != NULL)
{
delete[] FirstLumpIndex;
FirstLumpIndex = NULL;
}
if (NextLumpIndex != NULL)
{
delete[] NextLumpIndex;
NextLumpIndex = NULL;
}
if (FirstLumpIndex_FullName != NULL)
{
delete[] FirstLumpIndex_FullName;
FirstLumpIndex_FullName = NULL;
}
if (NextLumpIndex_FullName != NULL)
{
delete[] NextLumpIndex_FullName;
NextLumpIndex_FullName = NULL;
}
for (DWORD i = 0; i < LumpInfo.Size(); ++i)
{
if (LumpInfo[i].fullname != NULL)
{
delete[] LumpInfo[i].fullname;
}
}
LumpInfo.Clear();
for (DWORD i = 0; i < Wads.Size(); ++i)
{
delete Wads[i];
}
Wads.Clear();
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}
//==========================================================================
//
// 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;
Wads.Clear();
LumpInfo.Clear();
NumLumps = 0;
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);
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MergeLumps ("HI_START", "HI_END", ns_hires);
// [RH] Set up hash table
FirstLumpIndex = new WORD[NumLumps];
NextLumpIndex = new WORD[NumLumps];
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FirstLumpIndex_FullName = new WORD[NumLumps];
NextLumpIndex_FullName = new WORD[NumLumps];
InitHashChains ();
}
//-----------------------------------------------------------------------
//
// Adds an external file to the lump list but not to the hash chains
// It's just a simple means to assign a lump number to some file so that
// the texture manager can read from it.
//
//-----------------------------------------------------------------------
int FWadCollection::AddExternalFile(const char *filename)
{
LumpRecord lump;
lump.fullname = copystring(filename);
memset(lump.name, 0, sizeof(lump.name));
lump.wadnum=-1;
lump.flags = LUMPF_EXTERNAL;
lump.position = 0;
lump.namespc = ns_global;
lump.compressedsize = 0;
return LumpInfo.Push(lump);
}
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#define BUFREADCOMMENT (0x400)
//-----------------------------------------------------------------------
//
// Finds the central directory end record in the end of the file.
// Taken from Quake3 source but the file in question is not GPL'ed. ;)
//
//-----------------------------------------------------------------------
static DWORD Zip_FindCentralDir(FileReader * fin)
{
unsigned char* buf;
DWORD FileSize;
DWORD uBackRead;
DWORD uMaxBack; // maximum size of global comment
DWORD uPosFound=0;
fin->Seek(0, SEEK_END);
FileSize = fin->Tell();
uMaxBack = MIN<DWORD>(0xffff, FileSize);
buf = (unsigned char*)M_Malloc(BUFREADCOMMENT+4);
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if (buf == NULL) return 0;
uBackRead = 4;
while (uBackRead < uMaxBack)
{
DWORD uReadSize, uReadPos;
int i;
if (uBackRead +BUFREADCOMMENT > uMaxBack)
uBackRead = uMaxBack;
else
uBackRead += BUFREADCOMMENT;
uReadPos = FileSize - uBackRead ;
uReadSize = MIN<DWORD>((BUFREADCOMMENT+4) , (FileSize-uReadPos));
if (fin->Seek(uReadPos,SEEK_SET) != 0) break;
if (fin->Read(buf, (SDWORD)uReadSize) != (SDWORD)uReadSize) break;
for (i=(int)uReadSize-3; (i--)>0;)
if (((*(buf+i))==0x50) && ((*(buf+i+1))==0x4b) &&
((*(buf+i+2))==0x05) && ((*(buf+i+3))==0x06))
{
uPosFound = uReadPos+i;
break;
}
if (uPosFound!=0)
break;
}
free(buf);
return uPosFound;
}
//==========================================================================
//
// 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
//==========================================================================
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int STACK_ARGS FWadCollection::lumpcmp(const void * a, const void * b)
{
FWadCollection::LumpRecord * rec1 = (FWadCollection::LumpRecord *)a;
FWadCollection::LumpRecord * rec2 = (FWadCollection::LumpRecord *)b;
return stricmp(rec1->fullname, rec2->fullname);
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}
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void FWadCollection::AddFile (const char *filename, const char * data, int length)
{
WadFileRecord *wadinfo;
MergedHeader header;
LumpRecord* lump_p;
unsigned i;
FILE* handle;
int startlump;
wadlump_t* fileinfo = NULL, *fileinfo2free = NULL;
wadlump_t singleinfo;
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TArray<FZipFileInfo *> EmbeddedWADs;
void * directory = NULL;
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if (length==-1)
{
// 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;
}
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wadinfo = new WadFileRecord (handle);
}
else
{
// This is an in-memory WAD created from a WAD inside a .zip
wadinfo = new WadFileRecord(data, length);
}
Printf (" adding %s", filename);
startlump = NumLumps;
// [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[0] == IWAD_ID || header.magic[0] == 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 (" (%u lumps)", header.wad.NumLumps);
}
else if (header.magic[0] == RFF_ID)
{ // This is a Blood RFF file
rfflump_t *lumps, *rff_p;
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.Resize(NumLumps);
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_global;
}
uppercopy (lump_p->name, rff_p->Name);
lump_p->name[8] = 0;
lump_p->wadnum = (WORD)Wads.Size();
lump_p->position = LittleLong(rff_p->FilePos);
lump_p->size = LittleLong(rff_p->Size);
lump_p->flags = (rff_p->Flags & 0x10) >> 4;
lump_p->compressedsize = -1;
// Rearrange the name and extension in a part of the lump record
// that I don't have any use for in order to cnstruct the fullname.
rff_p->Name[8] = '\0';
sprintf ((char *)rff_p->IDontKnow, "%s.", rff_p->Name);
rff_p->Name[0] = '\0';
strcat ((char *)rff_p->IDontKnow, rff_p->Extension);
lump_p->fullname = copystring ((char *)rff_p->IDontKnow);
if (strstr ((char *)rff_p->IDontKnow, "TILE"))
rff_p = rff_p;
lump_p++;
}
Printf (" (%u files)", header.rff.NumLumps);
delete[] lumps;
}
else if (header.magic[0] == GRP_ID_0 && header.magic[1] == GRP_ID_1 && header.magic[2] == GRP_ID_2)
{
grplump_t *lumps, *grp_p;
int pos;
header.grp.NumLumps = LittleLong(header.grp.NumLumps);
lumps = new grplump_t[header.grp.NumLumps];
wadinfo->Read (lumps, header.grp.NumLumps * sizeof(grplump_t));
pos = sizeof(grpinfo_t) + header.grp.NumLumps * sizeof(grplump_t);
NumLumps += header.grp.NumLumps;
LumpInfo.Resize(NumLumps);
lump_p = &LumpInfo[startlump];
for (i = 0, grp_p = lumps; i < header.grp.NumLumps; ++i, ++grp_p)
{
lump_p->wadnum = (WORD)Wads.Size();
lump_p->position = pos;
lump_p->size = LittleLong(grp_p->Size);
pos += lump_p->size;
grp_p->Name[12] = '\0'; // Be sure filename is null-terminated
lump_p->fullname = copystring(grp_p->Name);
uppercopy (lump_p->name, grp_p->Name);
lump_p->name[8] = 0;
lump_p->compressedsize = -1;
lump_p->flags = 0;
lump_p->namespc = ns_global;
lump_p++;
}
Printf (" (%u files)", header.grp.NumLumps);
delete[] lumps;
}
else if (header.magic[0] == ZIP_ID)
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{
DWORD centraldir = Zip_FindCentralDir(wadinfo);
FZipCentralInfo info;
int skipped = 0;
if (centraldir==0)
{
Printf("\n%s: ZIP file corrupt!\n", filename);
return;
}
// Read the central directory info.
wadinfo->Seek(centraldir, SEEK_SET);
wadinfo->Read(&info, sizeof(FZipCentralInfo));
// No multi-disk zips!
if (info.wEntryCount != info.wTotalEntryCount ||
info.wNumberDiskWithCD != 0 || info.wNumberDisk != 0)
{
Printf("\n%s: Multipart Zip files are not supported.\n", filename);
return;
}
NumLumps += LittleShort(info.wEntryCount);
LumpInfo.Resize(NumLumps);
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lump_p = &LumpInfo[startlump];
// Load the entire central directory. Too bad that this contains variable length entries...
directory = malloc(LittleLong(info.dwCDSize));
wadinfo->Seek(LittleLong(info.dwCDOffset), SEEK_SET);
wadinfo->Read(directory, LittleLong(info.dwCDSize));
char * dirptr =(char*)directory;
for (int i = 0; i < LittleShort(info.wEntryCount); i++)
{
FZipFileInfo * zip_fh = (FZipFileInfo*)dirptr;
char name[256];
char base[256];
int len = LittleShort(zip_fh->wFileNameSize);
strncpy(name, dirptr + sizeof(FZipFileInfo), MIN<int>(len, 255));
name[len]=0;
dirptr += sizeof(FZipFileInfo) +
LittleShort(zip_fh->wFileNameSize) +
LittleShort(zip_fh->wExtraSize) +
LittleShort(zip_fh->wCommentSize);
// skip Directories
if(name[len - 1] == '/' && LittleLong(zip_fh->dwSize) == 0)
{
skipped++;
continue;
}
// Ignore obsolete compression formats
if(LittleShort(zip_fh->wCompression) != 0 && LittleShort(zip_fh->wCompression) != Z_DEFLATED)
{
Printf("\n: %s: '%s' uses an unsupported compression algorithm.\n", filename, name);
skipped++;
continue;
}
// Also ignore encrypted entries
if(LittleShort(zip_fh->wFlags) & ZF_ENCRYPTED)
{
Printf("\n%s: '%s' is encrypted. Encryption is not supported.\n", filename, name);
skipped++;
continue;
}
FixPathSeperator(name);
strlwr(name);
// Check for embedded WADs in the root directory.
// They must be extracted and added separately to the lump list.
// WADs in subdirectories are added to the lump directory.
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// Embedded .zips are ignored for now. But they should be allowed later!
char * c = strstr(name, ".wad");
if (c && strlen(c)==4 && !strchr(name, '/'))
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{
EmbeddedWADs.Push(zip_fh);
skipped++;
continue;
}
//ExtractFileBase(name, base);
char * lname=strrchr(name,'/');
if (!lname) lname=name;
else lname++;
strcpy(base, lname);
char * dot = strrchr(base,'.');
if (dot) *dot=0;
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uppercopy(lump_p->name, base);
lump_p->name[8] = 0;
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lump_p->fullname = copystring(name);
lump_p->size = zip_fh->dwSize;
// Map some directories to WAD namespaces.
// Note that some of these namespaces don't exist in WADS.
// CheckNumForName will handle any request for these namespaces accordingly.
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lump_p->namespc = !strncmp(name, "flats/", 6) ? ns_flats :
!strncmp(name, "textures/", 9) ? ns_newtextures :
!strncmp(name, "hires/", 6) ? ns_hires :
!strncmp(name, "sprites/", 8) ? ns_sprites :
!strncmp(name, "colormaps/", 10) ? ns_colormaps :
!strncmp(name, "acs/", 4) ? ns_acslibrary :
!strncmp(name, "voices/", 7) ? ns_strifevoices :
!strncmp(name, "patches/", 8) ? ns_patches :
!strncmp(name, "graphics/", 9) ? ns_graphics :
!strncmp(name, "sounds/", 7) ? ns_sounds :
!strncmp(name, "music/", 6) ? ns_music :
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!strchr(name, '/') ? ns_global : -1;
// Anything that is not in one of these subdirectories or the main directory
// should not be accessible through the standard WAD functions but only through
// the ones which look for the full name.
if (lump_p->namespc==-1)
{
memset(lump_p->name, 0, 8);
}
lump_p->wadnum = (WORD)Wads.Size();
lump_p->flags = LittleShort(zip_fh->wCompression) == Z_DEFLATED?
LUMPF_COMPRESSED|LUMPF_ZIPFILE : LUMPF_ZIPFILE;
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lump_p->compressedsize = LittleLong(zip_fh->dwCompressedSize);
// Since '\' can't be used as a file name's part inside a ZIP
// we have to work around this for sprites because it is a valid
// frame character.
if (lump_p->namespc == ns_sprites)
{
char * c;
while ((c=(char*)memchr(lump_p->name, '^', 8)))
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{
*c='\\';
}
}
// The start of the file will be determined the first time it is accessed.
lump_p->flags |= LUMPF_NEEDFILESTART;
lump_p->position = LittleLong(zip_fh->dwFileOffset);
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lump_p++;
}
// Resize the lump record array to its actual size
NumLumps -= skipped;
LumpInfo.Resize(NumLumps);
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// Entries in Zips are sorted alphabetically.
qsort(&LumpInfo[startlump], NumLumps - startlump, sizeof(LumpRecord), lumpcmp);
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}
else
{ // This is just a single lump file
fileinfo2free = NULL;
fileinfo = &singleinfo;
singleinfo.FilePos = 0;
singleinfo.Size = LittleLong(wadinfo->GetLength());
FString name(ExtractFileBase (filename));
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uppercopy(singleinfo.Name, name);
NumLumps++;
}
Printf ("\n");
// Fill in lumpinfo
if (header.magic[0] != RFF_ID &&
header.magic[0] != ZIP_ID &&
(header.magic[0] != GRP_ID_0 || header.magic[1] != GRP_ID_1 || header.magic[2] != GRP_ID_2))
{
LumpInfo.Resize(NumLumps);
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->name[8] = 0;
lump_p->wadnum = (WORD)Wads.Size();
lump_p->position = LittleLong(fileinfo->FilePos);
lump_p->size = LittleLong(fileinfo->Size);
lump_p->namespc = ns_global;
lump_p->flags = 0;
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lump_p->fullname = NULL;
lump_p->compressedsize=-1;
}
if (fileinfo2free)
{
delete[] fileinfo2free;
}
ScanForFlatHack (startlump);
}
wadinfo->FirstLump = startlump;
wadinfo->LastLump = NumLumps - 1;
Wads.Push(wadinfo);
// [RH] Put the Strife Teaser voices into the voices namespace
if (Wads.Size() == IWAD_FILENUM+1 && gameinfo.gametype == GAME_Strife && gameinfo.flags & GI_SHAREWARE)
{
FindStrifeTeaserVoices ();
}
2006-04-14 16:25:57 +00:00
if (EmbeddedWADs.Size())
{
char path[256];
sprintf(path, "%s:", filename);
char * wadstr = path+strlen(path);
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for(unsigned int i = 0; i < EmbeddedWADs.Size(); i++)
2006-04-14 16:25:57 +00:00
{
FZipFileInfo * zip_fh = EmbeddedWADs[i];
FZipLocalHeader localHeader;
*wadstr=0;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
size_t len = LittleShort(zip_fh->wFileNameSize);
2006-04-14 16:25:57 +00:00
if (len+strlen(path) > 255) len = 255-strlen(path);
strncpy(wadstr, ((char*)zip_fh) + sizeof(FZipFileInfo), len);
wadstr[len]=0;
DWORD size = LittleLong(zip_fh->dwSize);
char * buffer = new char[size];
int position = LittleLong(zip_fh->dwFileOffset) ;
wadinfo->Seek(position, SEEK_SET);
wadinfo->Read(&localHeader, sizeof(localHeader));
position += LittleShort(localHeader.wExtraSize) + sizeof(FZipLocalHeader) + LittleShort(zip_fh->wFileNameSize);
wadinfo->Seek(position, SEEK_SET);
if (zip_fh->wCompression == Z_DEFLATED)
{
FileReaderZ frz(*wadinfo, true);
frz.Read(buffer, size);
}
else
{
wadinfo->Read(buffer, size);
}
AddFile(path, buffer, size);
}
}
if (directory != NULL) free(directory);
}
//==========================================================================
//
// 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.
// Returns the wads index if found, or -1 if not.
//
//==========================================================================
int FWadCollection::CheckIfWadLoaded (const char *name)
{
unsigned int i;
if (strrchr (name, '/') != NULL)
{
for (i = 0; i < Wads.Size(); ++i)
{
if (stricmp (GetWadFullName (i), name) == 0)
{
return i;
}
}
}
else
{
for (i = 0; i < Wads.Size(); ++i)
{
if (stricmp (GetWadName (i), name) == 0)
{
return i;
}
}
}
return -1;
}
//==========================================================================
//
// W_NumLumps
//
//==========================================================================
int FWadCollection::GetNumLumps () const
{
return NumLumps;
}
//==========================================================================
//
// GetNumFiles
//
//==========================================================================
int FWadCollection::GetNumWads () const
{
return Wads.Size();
}
//==========================================================================
//
// 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;
}
// Let's not search for names that are longer than 8 characters and contain path separators
// They are almost certainly full path names passed to this function.
if (strlen(name) > 8 && strpbrk(name, "/."))
{
return -1;
}
uppercopy (uname, name);
i = FirstLumpIndex[LumpNameHash (uname) % NumLumps];
while (i != NULL_INDEX)
{
if (*(QWORD *)&LumpInfo[i].name == *(QWORD *)&uname)
{
if (LumpInfo[i].namespc == space) break;
// If the lump is from one of the special namespaces exclusive to Zips
// the check has to be done differently:
// If we find a lump with this name in the global namespace that does not come
// from a Zip return that. WADs don't know these namespaces and single lumps must
// work as well.
if (space > ns_specialzipdirectory &&
LumpInfo[i].namespc == ns_global &&
!(LumpInfo[i].flags & LUMPF_ZIPFILE)) break;
}
i = NextLumpIndex[i];
}
return i != NULL_INDEX ? i : -1;
}
int FWadCollection::CheckNumForName (const char *name, int space, int wadnum, bool exact)
{
char uname[8];
WORD i;
if (wadnum < 0)
{
return CheckNumForName (name, space);
}
uppercopy (uname, name);
i = FirstLumpIndex[LumpNameHash (uname) % NumLumps];
// If exact is true if will only find lumps in the same WAD, otherwise
// also those in earlier WADs.
while (i != NULL_INDEX &&
(*(QWORD *)&LumpInfo[i].name != *(QWORD *)&uname ||
LumpInfo[i].namespc != space ||
(exact? (LumpInfo[i].wadnum != wadnum) : (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 space)
{
int i;
i = CheckNumForName (name, space);
if (i == -1)
I_Error ("W_GetNumForName: %s not found!", name);
return i;
}
2006-04-14 16:25:57 +00:00
//==========================================================================
//
// W_CheckNumForFullName
//
// Same as above but looks for a fully qualified name from a .zip
// These don't care about namespaces though because those are part
// of the path.
//
//==========================================================================
int FWadCollection::CheckNumForFullName (const char *name)
{
WORD i;
if (name == NULL)
{
return -1;
}
i = FirstLumpIndex_FullName[MakeKey (name) % NumLumps];
while (i != NULL_INDEX && stricmp(name, LumpInfo[i].fullname))
{
i = NextLumpIndex_FullName[i];
}
return i != NULL_INDEX ? i : -1;
}
int FWadCollection::CheckNumForFullName (const char *name, int wadnum)
{
WORD i;
if (wadnum < 0)
{
return CheckNumForFullName (name);
}
i = FirstLumpIndex[MakeKey (name) % NumLumps];
while (i != NULL_INDEX &&
(stricmp(name, LumpInfo[i].fullname) || LumpInfo[i].wadnum != wadnum))
{
i = NextLumpIndex[i];
}
return i != NULL_INDEX ? i : -1;
}
//==========================================================================
//
// W_GetNumForFullName
//
// Calls W_CheckNumForFullName, but bombs out if not found.
//
//==========================================================================
int FWadCollection::GetNumForFullName (const char *name)
{
int i;
i = CheckNumForFullName (name);
if (i == -1)
I_Error ("GetNumForFullName: %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)
{
if ((size_t)lump >= NumLumps)
{
I_Error ("GetLumpOffset: %i >= NumLumps",lump);
}
if (LumpInfo[lump].flags & LUMPF_NEEDFILESTART)
{
SetLumpAddress(&LumpInfo[lump]);
}
return LumpInfo[lump].position;
}
//==========================================================================
//
// GetLumpOffset
//
//==========================================================================
int FWadCollection::GetLumpFlags (int lump)
{
if ((size_t)lump >= NumLumps)
{
return 0;
}
return LumpInfo[lump].flags;
}
//==========================================================================
//
// 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]));
2006-04-14 16:25:57 +00:00
memset (NextLumpIndex, 255, NumLumps*sizeof(NextLumpIndex[0]));
memset (FirstLumpIndex_FullName, 255, NumLumps*sizeof(FirstLumpIndex_FullName[0]));
memset (NextLumpIndex_FullName, 255, NumLumps*sizeof(NextLumpIndex_FullName[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;
2006-04-14 16:25:57 +00:00
// Do the same for the full paths
if (LumpInfo[i].fullname!=NULL)
{
j = MakeKey(LumpInfo[i].fullname) % NumLumps;
NextLumpIndex_FullName[i] = FirstLumpIndex_FullName[j];
FirstLumpIndex_FullName[j] = i;
}
}
}
//==========================================================================
//
// IsMarker
//
// (from BOOM)
//
//==========================================================================
bool FWadCollection::IsMarker (const FWadCollection::LumpRecord *lump, const char *marker) const
{
if (lump->namespc != ns_global || (lump->flags & LUMPF_ZIPFILE))
{
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[0])
{
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.Resize(NumLumps);
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];
}
}
}
// When not playing Doom rename all BLOD sprites to BLUD so that
// the same blood states can be used everywhere
if (gameinfo.gametype != GAME_Doom)
{
if (*(DWORD *)LumpInfo[i].name == MAKE_ID('B', 'L', 'O', 'D'))
{
*(DWORD *)LumpInfo[i].name = MAKE_ID('B', 'L', 'U', 'D');
}
}
}
}
//==========================================================================
//
// 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)
{
2006-04-14 16:25:57 +00:00
// The lump already has the desired namespace
// (This happens for lumps coming from .zips)
if (LumpInfo[i].namespc == space)
{
// Create start marker if we haven't already
if (!newlumps)
{
newlumps++;
strncpy (newlumpinfos[0].name, ustart, 8);
newlumpinfos[0].fullname=NULL;
newlumpinfos[0].wadnum = -1;
newlumpinfos[0].position =
newlumpinfos[0].size = 0;
newlumpinfos[0].namespc = ns_global;
}
newlumpinfos[newlumps++] = LumpInfo[i];
}
else
// 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);
2006-04-14 16:25:57 +00:00
newlumpinfos[0].fullname=NULL;
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)
{
LumpInfo.Resize(oldlumps+newlumps+1);
memcpy (&LumpInfo[oldlumps], newlumpinfos, sizeof(LumpRecord) * newlumps);
markerpos = oldlumps;
NumLumps = oldlumps + newlumps;
strncpy (LumpInfo[NumLumps].name, uend, 8);
2006-04-14 16:25:57 +00:00
LumpInfo[NumLumps].fullname=NULL;
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) &&
*(QWORD *)&lump_p->name == *(QWORD *)&name8)
{
int lump = lump_p - &LumpInfo[0];
*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);
}
//==========================================================================
//
// FWadCollection :: GetLumpFullName
//
// Returns the lump's full name if it has one or its short name if not.
//
//==========================================================================
const char *FWadCollection::GetLumpFullName (int lump) const
{
if ((size_t)lump >= NumLumps)
return NULL;
else if (LumpInfo[lump].fullname != NULL)
return LumpInfo[lump].fullname;
else
return 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 >= LumpInfo.Size())
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);
}
}
//==========================================================================
//
// ReadLump - variant 2
//
// Loads the lump into a newly created buffer and returns it.
//
//==========================================================================
FMemLump FWadCollection::ReadLump (int lump)
{
return FMemLump(FString(ELumpNum(lump)));
}
//==========================================================================
//
// SetLumpAddress
//
//==========================================================================
void FWadCollection::SetLumpAddress(LumpRecord *l)
{
// This file is inside a zip and has not been opened before.
// Position points to the start of the local file header, which we must
// read and skip so that we can get to the actual file data.
FZipLocalHeader localHeader;
int skiplen;
int address;
WadFileRecord *wad = Wads[l->wadnum];
address = wad->Tell();
wad->Seek (l->position, SEEK_SET);
wad->Read (&localHeader, sizeof(localHeader));
skiplen = LittleShort(localHeader.wFileNameSize) + LittleShort(localHeader.wExtraSize);
l->position += sizeof(localHeader) + skiplen;
l->flags &= ~LUMPF_NEEDFILESTART;
}
//==========================================================================
//
// 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)LumpInfo.Size())
{
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
I_Error ("W_OpenLumpNum: %u >= NumLumps", lump);
}
l = &LumpInfo[lump];
wad = l->wadnum >= 0? Wads[l->wadnum] : NULL;
if (l->flags & LUMPF_NEEDFILESTART)
{
SetLumpAddress(l);
}
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if (wad != NULL) wad->Seek (l->position, SEEK_SET);
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if (l->flags & LUMPF_COMPRESSED)
{
// A compressed entry in a .zip file
char * buffer = new char[l->size+1]; // the last byte is used as a reference counter
2006-06-15 03:31:19 +00:00
buffer[l->size] = 0;
2006-04-14 16:25:57 +00:00
FileReaderZ frz(*wad, true);
frz.Read(buffer, l->size);
return FWadLump(buffer, l->size, true);
}
else if (l->flags & LUMPF_EXTERNAL)
{
static char zero = '\0';
FILE *f;
if (wad != NULL) // The WadRecord in this case is just a means to store a path
{
FString name;
name.Format("%s/%s", wad->Name, l->fullname);
f = fopen(name, "rb");
}
else
{
f = fopen(l->fullname, "rb");
}
// This is an external file that cannot be kept open so we have to read
// the complete contents into a memory buffer first
if (f != NULL)
{
char *buffer = new char[l->size+1]; // the last byte is used as a reference counter
buffer[l->size] = 0;
fread(buffer, 1, l->size, f);
fclose(f);
return FWadLump(buffer, l->size, true);
}
// The file got deleted or worse. At least return something.
Printf("%s: Unable to open file\n", l->fullname);
return FWadLump(&zero, 1, false);
}
2006-06-15 03:31:19 +00:00
else if (wad->MemoryData != NULL)
2006-04-14 16:25:57 +00:00
{
// A lump from an embedded WAD
// Handling this here creates less overhead than trying
// to do it inside the FWadLump class.
2006-06-15 03:31:19 +00:00
return FWadLump((char*)wad->MemoryData + l->position, l->size, false);
2006-04-14 16:25:57 +00:00
}
else
{
// An uncompressed lump in a .wad or .zip
2006-06-15 03:31:19 +00:00
return FWadLump (*wad, l->size, !!(l->flags & LUMPF_BLOODCRYPT));
2006-04-14 16:25:57 +00:00
}
}
//==========================================================================
//
// 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)LumpInfo.Size())
{
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
I_Error ("W_ReopenLumpNum: %u >= NumLumps", lump);
}
l = &LumpInfo[lump];
wad = l->wadnum >= 0? Wads[l->wadnum] : NULL;
if (l->flags & LUMPF_NEEDFILESTART)
{
SetLumpAddress(l);
}
2006-04-14 16:25:57 +00:00
if (l->flags & LUMPF_COMPRESSED)
{
2006-04-14 16:25:57 +00:00
// A compressed entry in a .zip file
int address = wad->Tell(); // read from the existing WadFileRecord without reopening
char * buffer = new char[l->size+1]; // the last byte is used as a reference counter
wad->Seek(l->position, SEEK_SET);
FileReaderZ frz(*wad, true);
frz.Read(buffer, l->size);
wad->Seek(address, SEEK_SET);
return new FWadLump(buffer, l->size, true); //... but restore the file pointer afterward!
}
else if (l->flags & LUMPF_EXTERNAL)
{
static char zero = '\0';
FILE *f;
if (wad != NULL) // The WadRecord in this case is just a means to store a path
{
FString name;
name.Format("%s/%s", wad->Name, l->fullname);
f = fopen(name, "rb");
}
else
{
f = fopen(l->fullname, "rb");
}
// This is an external file that cannot be kept open so we have to read
// the complete contents into a memory buffer first
if (f != NULL)
{
char *buffer = new char[l->size+1]; // the last byte is used as a reference counter
buffer[l->size] = 0;
fread(buffer, 1, l->size, f);
fclose(f);
return new FWadLump(buffer, l->size, true);
}
// The file got deleted or worse. At least return something.
Printf("%s: Unable to open file\n", l->fullname);
return new FWadLump(&zero, 1, false);
}
2006-04-14 16:25:57 +00:00
else if (wad->MemoryData!=NULL)
{
// A lump from an embedded WAD
// Handling this here creates less overhead than trying
// to do it inside the FWadLump class.
return new FWadLump((char*)wad->MemoryData+l->position, l->size, false);
}
else
{
// An uncompressed lump in a .wad or .zip
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);
}
}
//==========================================================================
//
// GetFileReader
//
// Retrieves the FileReader object to access the given WAD
// Careful: This is only useful for real WAD files!
//
//==========================================================================
FileReader *FWadCollection::GetFileReader(int wadnum)
{
if ((DWORD)wadnum >= Wads.Size())
{
return NULL;
}
return Wads[wadnum];
}
//==========================================================================
//
// W_GetWadName
//
// Returns the name of the given wad.
//
//==========================================================================
const char *FWadCollection::GetWadName (int wadnum) const
{
const char *name, *slash;
if ((DWORD)wadnum >= Wads.Size())
{
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 >= Wads.Size())
{
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|LUMPF_EXTERNAL)) return false;
2006-04-14 12:58:52 +00:00
else if (Wads[l->wadnum]->MemoryData!=NULL) return false;
2006-04-14 16:25:57 +00:00
else return true;
2006-04-14 12:58:52 +00:00
}
2006-06-15 03:31:19 +00:00
//==========================================================================
//
// IsEncryptedFile
//
// Returns true if the first 256 bytes of the lump are encrypted for Blood.
//
//==========================================================================
bool FWadCollection::IsEncryptedFile(int lump) const
{
if ((unsigned)lump >= (unsigned)NumLumps)
{
return false;
}
return !!(LumpInfo[lump].flags & LUMPF_BLOODCRYPT);
}
//==========================================================================
//
// 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;
DWORD 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;
DWORD 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
//
//==========================================================================
2006-06-15 03:31:19 +00:00
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));
}
}
// WadFileRecord ------------------------------------------------------------
FWadCollection::WadFileRecord::WadFileRecord (FILE *file)
: FileReader(file), Name(NULL), FirstLump(0), LastLump(0)
{
2006-04-14 16:25:57 +00:00
MemoryData=NULL;
}
FWadCollection::WadFileRecord::WadFileRecord (const char * mem, int len)
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
: FileReader(), MemoryData(mem), Name(NULL), FirstLump(0), LastLump(0)
2006-04-14 16:25:57 +00:00
{
Length = len;
FilePos = StartPos = 0;
}
FWadCollection::WadFileRecord::~WadFileRecord ()
{
if (Name != NULL)
{
delete[] Name;
}
if (MemoryData != NULL)
{
delete [] MemoryData;
}
}
2006-04-14 16:25:57 +00:00
long FWadCollection::WadFileRecord::Seek (long offset, int origin)
{
if (MemoryData==NULL) return FileReader::Seek(offset, origin);
else
{
switch (origin)
{
case SEEK_CUR:
offset+=FilePos;
break;
case SEEK_END:
offset+=Length;
break;
default:
break;
}
if (offset<0) offset=0;
else if (offset>Length) offset=Length;
FilePos=offset;
return 0;
}
}
long FWadCollection::WadFileRecord::Read (void *buffer, long len)
{
if (MemoryData==NULL) return FileReader::Read(buffer, len);
else
{
if (FilePos+len>Length) len=Length-FilePos;
memcpy(buffer, MemoryData+FilePos, len);
FilePos+=len;
return len;
}
}
// FWadLump -----------------------------------------------------------------
// FWadLump -----------------------------------------------------------------
FWadLump::FWadLump ()
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: FileReader(), SourceData(NULL), DestroySource(false), Encrypted(false)
{
}
FWadLump::FWadLump (const FWadLump &copy)
{
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// This must be defined isn't called.
File = copy.File;
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Length = copy.Length;
FilePos = copy.FilePos;
StartPos = copy.StartPos;
CloseOnDestruct = false;
SourceData = copy.SourceData;
DestroySource = copy.DestroySource;
if (SourceData != NULL && DestroySource)
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{
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SourceData[copy.Length]++;
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}
}
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#ifdef _DEBUG
FWadLump & FWadLump::operator= (const FWadLump &copy)
{
// Only the debug build actually calls this!
File = copy.File;
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Length = copy.Length;
FilePos = copy.FilePos;
StartPos = copy.StartPos;
CloseOnDestruct = false; // For WAD lumps this is always false!
SourceData = copy.SourceData;
DestroySource = copy.DestroySource;
if (SourceData != NULL && DestroySource)
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{
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SourceData[copy.Length]++;
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}
return *this;
}
#endif
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FWadLump::FWadLump (const FileReader &other, long length, bool encrypted)
: FileReader(other, length), SourceData(NULL), DestroySource(false), Encrypted(encrypted)
{
}
FWadLump::FWadLump (FILE *file, long length)
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: FileReader(file, length), SourceData(NULL), DestroySource(false), Encrypted(false)
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{
}
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FWadLump::FWadLump (char *data, long length, bool destroy)
: FileReader(), SourceData(data), DestroySource(destroy), Encrypted(false)
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{
FilePos = StartPos = 0;
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Length = length;
if (destroy)
{
data[length] = 0;
}
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}
FWadLump::~FWadLump()
{
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if (SourceData && DestroySource)
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{
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if (SourceData[Length] == 0)
{
delete[] SourceData;
}
else
{
SourceData[Length]--;
}
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}
}
long FWadLump::Seek (long offset, int origin)
{
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if (SourceData)
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{
switch (origin)
{
case SEEK_CUR:
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offset += FilePos;
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break;
case SEEK_END:
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offset += Length;
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break;
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default:
break;
}
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FilePos = clamp<long> (offset, 0, Length);
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return 0;
}
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return FileReader::Seek(offset, origin);
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}
long FWadLump::Read (void *buffer, long len)
{
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long numread;
long startread = FilePos;
if (SourceData != NULL)
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{
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if (FilePos + len > Length)
{
len = Length - FilePos;
}
memcpy(buffer, SourceData + FilePos, len);
FilePos += len;
numread = len;
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}
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else
{
numread = FileReader::Read(buffer, len);
}
// Blood, you are so mean to me with your encryption.
if (Encrypted && startread - StartPos < 256)
{
int cryptstart = startread - StartPos;
int cryptlen = MIN<int> (FilePos - StartPos, 256);
BYTE *data = (BYTE *)buffer - cryptstart;
for (int i = cryptstart; i < cryptlen; ++i)
{
data[i] ^= i >> 1;
}
}
return numread;
}
// FMemLump -----------------------------------------------------------------
FMemLump::FMemLump ()
{
}
FMemLump::FMemLump (const FMemLump &copy)
{
Block = copy.Block;
}
FMemLump &FMemLump::operator = (const FMemLump &copy)
{
Block = copy.Block;
return *this;
}
FMemLump::FMemLump (const FString &source)
: Block (source)
{
}
FMemLump::~FMemLump ()
{
}
FString::FString (ELumpNum lumpnum)
{
FWadLump lumpr = Wads.OpenLumpNum ((int)lumpnum);
long size = lumpr.GetLength ();
AllocBuffer (1 + size);
long numread = lumpr.Read (&Chars[0], size);
Chars[size] = '\0';
if (numread != size)
{
I_Error ("ConstructStringFromLump: Only read %ld of %ld bytes on lump %i (%s)\n",
numread, size, lumpnum, Wads.GetLumpFullName((int)lumpnum));
}
}
//==========================================================================
//
// PrintLastError
//
//==========================================================================
#ifdef _WIN32
//#define WIN32_LEAN_AND_MEAN
//#include <windows.h>
extern "C" {
__declspec(dllimport) unsigned long __stdcall FormatMessageA(
unsigned long dwFlags,
const void *lpSource,
unsigned long dwMessageId,
unsigned long dwLanguageId,
char **lpBuffer,
unsigned long nSize,
va_list *Arguments
);
__declspec(dllimport) void * __stdcall LocalFree (void *);
__declspec(dllimport) unsigned long __stdcall GetLastError ();
}
static void PrintLastError ()
{
char *lpMsgBuf;
FormatMessageA(0x1300 /*FORMAT_MESSAGE_ALLOCATE_BUFFER |
FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS*/,
NULL,
GetLastError(),
1 << 10 /*MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT)*/, // Default language
&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