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