/* ** rawpagetexture.cpp ** Texture class for Raven's raw fullscreen pages ** **--------------------------------------------------------------------------- ** 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 "v_palette.h" #include "textures/textures.h" //========================================================================== // // A raw 320x200 graphic used by Heretic and Hexen fullscreen images // //========================================================================== class FRawPageTexture : public FTexture { public: FRawPageTexture (int lumpnum); ~FRawPageTexture (); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); protected: BYTE *Pixels; static const Span DummySpans[2]; void MakeTexture (); }; //========================================================================== // // RAW textures must be exactly 64000 bytes long and not be identifiable // as Doom patch // //========================================================================== static bool CheckIfRaw(FileReader & data) { if (data.GetLength() != 64000) return false; // This is probably a raw page graphic, but do some checking to be sure patch_t *foo; int height; int width; foo = (patch_t *)M_Malloc (data.GetLength()); data.Seek (0, SEEK_SET); data.Read (foo, data.GetLength()); height = LittleShort(foo->height); width = LittleShort(foo->width); if (height > 0 && height < 510 && width > 0 && width < 15997) { // The dimensions seem like they might be valid for a patch, so // check the column directory for extra security. At least one // column must begin exactly at the end of the column directory, // and none of them must point past the end of the patch. bool gapAtStart = true; int x; for (x = 0; x < width; ++x) { DWORD ofs = LittleLong(foo->columnofs[x]); if (ofs == (DWORD)width * 4 + 8) { gapAtStart = false; } else if (ofs >= 64000-1) // Need one byte for an empty column { free (foo); return true; } else { // Ensure this column does not extend beyond the end of the patch const BYTE *foo2 = (const BYTE *)foo; while (ofs < 64000) { if (foo2[ofs] == 255) { free (foo); return true; } ofs += foo2[ofs+1] + 4; } if (ofs >= 64000) { free (foo); return true; } } } if (gapAtStart || (x != width)) { M_Free (foo); return true; } M_Free(foo); return false; } else { M_Free (foo); return true; } } //========================================================================== // // // //========================================================================== FTexture *RawPageTexture_TryCreate(FileReader & file, int lumpnum) { if (!CheckIfRaw(file)) return NULL; return new FRawPageTexture(lumpnum); } //========================================================================== // // // //========================================================================== const FTexture::Span FRawPageTexture::DummySpans[2] = { { 0, 200 }, { 0, 0 } }; //========================================================================== // // // //========================================================================== FRawPageTexture::FRawPageTexture (int lumpnum) : FTexture(NULL, lumpnum), Pixels(0) { Width = 320; Height = 200; WidthBits = 8; HeightBits = 8; WidthMask = 255; } //========================================================================== // // // //========================================================================== FRawPageTexture::~FRawPageTexture () { Unload (); } //========================================================================== // // // //========================================================================== void FRawPageTexture::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } FTexture::Unload(); } //========================================================================== // // // //========================================================================== const BYTE *FRawPageTexture::GetColumn (unsigned int column, const Span **spans_out) { if (Pixels == NULL) { MakeTexture (); } if ((unsigned)column >= (unsigned)Width) { column %= 320; } if (spans_out != NULL) { *spans_out = DummySpans; } return Pixels + column*Height; } //========================================================================== // // // //========================================================================== const BYTE *FRawPageTexture::GetPixels () { if (Pixels == NULL) { MakeTexture (); } return Pixels; } //========================================================================== // // // //========================================================================== void FRawPageTexture::MakeTexture () { FMemLump lump = Wads.ReadLump (SourceLump); const BYTE *source = (const BYTE *)lump.GetMem(); const BYTE *source_p = source; BYTE *dest_p; Pixels = new BYTE[Width*Height]; dest_p = Pixels; // Convert the source image from row-major to column-major format for (int y = 200; y != 0; --y) { for (int x = 320; x != 0; --x) { *dest_p = GPalette.Remap[*source_p]; dest_p += 200; source_p++; } dest_p -= 200*320-1; } }