gzdoom/src/textures/buildtexture.cpp

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2016-03-01 15:47:10 +00:00
/*
** buildtexture.cpp
** Handling Build textures
**
**---------------------------------------------------------------------------
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "doomtype.h"
#include "files.h"
#include "w_wad.h"
#include "templates.h"
#include "cmdlib.h"
#include "st_start.h"
#include "textures/textures.h"
#include "r_data/sprites.h"
//==========================================================================
//
// A texture defined in a Build TILESxxx.ART file
//
//==========================================================================
class FBuildTexture : public FTexture
{
public:
FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top);
~FBuildTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
const BYTE *Pixels;
Span **Spans;
};
//==========================================================================
//
//
//
//==========================================================================
FBuildTexture::FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top)
: Pixels (pixels), Spans (NULL)
{
Width = width;
Height = height;
LeftOffset = left;
TopOffset = top;
CalcBitSize ();
Name.Format("BTIL%04d", tilenum);
UseType = TEX_Build;
}
//==========================================================================
//
//
//
//==========================================================================
FBuildTexture::~FBuildTexture ()
{
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FBuildTexture::Unload ()
{
// Nothing to do, since the pixels are accessed from memory-mapped files directly
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FBuildTexture::GetPixels ()
{
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FBuildTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (column >= Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
//===========================================================================
//
// AddTiles
//
// Adds all the tiles in an artfile to the texture manager.
//
//===========================================================================
void FTextureManager::AddTiles (void *tiles)
{
// int numtiles = LittleLong(((DWORD *)tiles)[1]); // This value is not reliable
int tilestart = LittleLong(((DWORD *)tiles)[2]);
int tileend = LittleLong(((DWORD *)tiles)[3]);
const WORD *tilesizx = &((const WORD *)tiles)[8];
const WORD *tilesizy = &tilesizx[tileend - tilestart + 1];
const DWORD *picanm = (const DWORD *)&tilesizy[tileend - tilestart + 1];
BYTE *tiledata = (BYTE *)&picanm[tileend - tilestart + 1];
for (int i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
DWORD anm = LittleLong(picanm[pic]);
int xoffs = (SBYTE)((anm >> 8) & 255) + width/2;
int yoffs = (SBYTE)((anm >> 16) & 255) + height/2;
int size = width*height;
FTextureID texnum;
FTexture *tex;
if (width <= 0 || height <= 0) continue;
tex = new FBuildTexture (i, tiledata, width, height, xoffs, yoffs);
texnum = AddTexture (tex);
while (size > 0)
{
*tiledata = 255 - *tiledata;
tiledata++;
size--;
}
StartScreen->Progress();
if ((picanm[pic] & 63) && (picanm[pic] & 192))
{
int type, speed;
switch (picanm[pic] & 192)
{
case 64: type = 2; break;
case 128: type = 0; break;
case 192: type = 1; break;
default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
}
speed = (anm >> 24) & 15;
speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
}
// Blood's rotation types:
// 0 - Single
// 1 - 5 Full
// 2 - 8 Full
// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
// 4 - 5 Half (not used in game)
// 5 - 3 Flat (not used in game)
// 6 - Voxel
// 7 - Spin Voxel
int rotType = (anm >> 28) & 7;
if (rotType == 1)
{
spriteframe_t rot;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 4; ++j)
{
rot.Texture[j*2] =
rot.Texture[j*2+1] =
rot.Texture[16-j*2] =
rot.Texture[17-j*2] = texnum.GetIndex() + j;
}
rot.Texture[8] =
rot.Texture[9] = texnum.GetIndex() + 4;
rot.Flip = 0x00FC;
rot.Voxel = NULL;
tex->Rotations = SpriteFrames.Push (rot);
}
else if (rotType == 2)
{
spriteframe_t rot;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 8; ++j)
{
rot.Texture[16-j*2] =
rot.Texture[17-j*2] = texnum.GetIndex() + j;
}
rot.Flip = 0;
rot.Voxel = NULL;
tex->Rotations = SpriteFrames.Push (rot);
}
}
}
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
int FTextureManager::CountTiles (void *tiles)
{
int version = LittleLong(*(DWORD *)tiles);
if (version != 1)
{
return 0;
}
int tilestart = LittleLong(((DWORD *)tiles)[2]);
int tileend = LittleLong(((DWORD *)tiles)[3]);
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
}
//===========================================================================
//
// R_CountBuildTiles
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
//
//===========================================================================
int FTextureManager::CountBuildTiles ()
{
int numartfiles = 0;
char artfile[] = "tilesXXX.art";
int lumpnum;
int numtiles;
int totaltiles = 0;
lumpnum = Wads.CheckNumForFullName ("blood.pal");
if (lumpnum >= 0)
{
// Blood's tiles are external resources. (Why did they do it like that?)
FString rffpath = Wads.GetWadFullName (Wads.GetLumpFile (lumpnum));
int slashat = rffpath.LastIndexOf ('/');
if (slashat >= 0)
{
rffpath.Truncate (slashat + 1);
}
else
{
rffpath += '/';
}
for (; numartfiles < 1000; numartfiles++)
{
artfile[5] = numartfiles / 100 + '0';
artfile[6] = numartfiles / 10 % 10 + '0';
artfile[7] = numartfiles % 10 + '0';
FString artpath = rffpath;
artpath += artfile;
FILE *f = fopen (artpath, "rb");
if (f == NULL)
{
break;
}
size_t len = Q_filelength (f);
BYTE *art = new BYTE[len];
if (fread (art, 1, len, f) != len || (numtiles = CountTiles(art)) == 0)
{
delete[] art;
}
else
{
BuildTileFiles.Push (art);
totaltiles += numtiles;
}
fclose (f);
}
}
for (; numartfiles < 1000; numartfiles++)
{
artfile[5] = numartfiles / 100 + '0';
artfile[6] = numartfiles / 10 % 10 + '0';
artfile[7] = numartfiles % 10 + '0';
lumpnum = Wads.CheckNumForFullName (artfile);
if (lumpnum < 0)
{
break;
}
BYTE *art = new BYTE[Wads.LumpLength (lumpnum)];
Wads.ReadLump (lumpnum, art);
if ((numtiles = CountTiles(art)) == 0)
{
delete[] art;
}
else
{
BuildTileFiles.Push (art);
totaltiles += numtiles;
}
}
return totaltiles;
}
//===========================================================================
//
// R_InitBuildTiles
//
// [RH] Support Build tiles!
//
//===========================================================================
void FTextureManager::InitBuildTiles ()
{
for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i)
{
AddTiles (BuildTileFiles[i]);
}
}