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https://github.com/ZDoom/gzdoom.git
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28db2d9f15
if present. - Modified GZDoom's true color texture copy functions and added them to generate 32 bit D3D textures. Paletted TGAs and PCXs are also handled this way but I don't think these 2 formats are worth some more special handling. (Question: Is it worth it to implement special handling for paletted PNGs so that they are used as 8 bit textures internally?) SVN r608 (trunk)
564 lines
15 KiB
C++
564 lines
15 KiB
C++
/*
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** multipatchtexture.cpp
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** Texture class for standard Doom multipatch textures
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "doomtype.h"
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#include "files.h"
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#include "r_data.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "gi.h"
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#include "st_start.h"
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// On the Alpha, accessing the shorts directly if they aren't aligned on a
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// 4-byte boundary causes unaligned access warnings. Why it does this at
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// all and only while initing the textures is beyond me.
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#ifdef ALPHA
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#define SAFESHORT(s) ((short)(((BYTE *)&(s))[0] + ((BYTE *)&(s))[1] * 256))
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#else
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#define SAFESHORT(s) LittleShort(s)
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#endif
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FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife)
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: Pixels (0), Spans(0), Parts(0), bRedirect(false)
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{
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union
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{
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const maptexture_t *d;
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const strifemaptexture_t *s;
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}
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mtexture;
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union
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{
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const mappatch_t *d;
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const strifemappatch_t *s;
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}
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mpatch;
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int i;
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mtexture.d = (const maptexture_t *)texdef;
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if (strife)
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{
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NumParts = SAFESHORT(mtexture.s->patchcount);
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}
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else
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{
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NumParts = SAFESHORT(mtexture.d->patchcount);
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}
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if (NumParts <= 0)
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{
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I_FatalError ("Bad texture directory");
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}
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UseType = FTexture::TEX_Wall;
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Parts = new TexPart[NumParts];
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Width = SAFESHORT(mtexture.d->width);
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Height = SAFESHORT(mtexture.d->height);
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strncpy (Name, (const char *)mtexture.d->name, 8);
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Name[8] = 0;
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CalcBitSize ();
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xScale = mtexture.d->ScaleX ? mtexture.d->ScaleX*(FRACUNIT/8) : FRACUNIT;
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yScale = mtexture.d->ScaleY ? mtexture.d->ScaleY*(FRACUNIT/8) : FRACUNIT;
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if (mtexture.d->Flags & MAPTEXF_WORLDPANNING)
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{
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bWorldPanning = true;
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}
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if (strife)
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{
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mpatch.s = &mtexture.s->patches[0];
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}
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else
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{
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mpatch.d = &mtexture.d->patches[0];
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}
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for (i = 0; i < NumParts; ++i)
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{
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if (unsigned(LittleShort(mpatch.d->patch)) >= unsigned(maxpatchnum))
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{
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I_FatalError ("Bad PNAMES and/or texture directory:\n\nPNAMES has %d entries, but\n%s wants to use entry %d.",
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maxpatchnum, Name, LittleShort(mpatch.d->patch)+1);
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}
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Parts[i].OriginX = LittleShort(mpatch.d->originx);
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Parts[i].OriginY = LittleShort(mpatch.d->originy);
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Parts[i].Texture = patchlookup[LittleShort(mpatch.d->patch)].Texture;
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if (Parts[i].Texture == NULL)
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{
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Printf ("Unknown patch %s in texture %s\n", patchlookup[LittleShort(mpatch.d->patch)].Name, Name);
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NumParts--;
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i--;
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}
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if (strife)
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mpatch.s++;
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else
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mpatch.d++;
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}
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if (NumParts == 0)
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{
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Printf ("Texture %s is left without any patches\n", Name);
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}
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CheckForHacks ();
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// If this texture is just a wrapper around a single patch, we can simply
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// forward GetPixels() and GetColumn() calls to that patch.
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if (NumParts == 1)
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{
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if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
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Parts->Texture->GetWidth() == Width &&
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Parts->Texture->GetHeight() == Height)
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{
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bRedirect = true;
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}
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}
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}
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FMultiPatchTexture::~FMultiPatchTexture ()
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{
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Unload ();
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if (Parts != NULL)
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{
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delete[] Parts;
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Parts = NULL;
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}
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if (Spans != NULL)
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{
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FreeSpans (Spans);
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Spans = NULL;
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}
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}
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void FMultiPatchTexture::SetFrontSkyLayer ()
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{
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for (int i = 0; i < NumParts; ++i)
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{
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Parts[i].Texture->SetFrontSkyLayer ();
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}
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bNoRemap0 = true;
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}
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void FMultiPatchTexture::Unload ()
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{
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if (Pixels != NULL)
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{
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delete[] Pixels;
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Pixels = NULL;
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}
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}
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const BYTE *FMultiPatchTexture::GetPixels ()
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{
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if (bRedirect)
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{
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return Parts->Texture->GetPixels ();
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}
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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return Pixels;
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}
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const BYTE *FMultiPatchTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (bRedirect)
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{
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return Parts->Texture->GetColumn (column, spans_out);
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}
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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if ((unsigned)column >= (unsigned)Width)
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{
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if (WidthMask + 1 == Width)
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{
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column &= WidthMask;
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}
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else
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{
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column %= Width;
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}
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}
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if (spans_out != NULL)
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{
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*spans_out = Spans[column];
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}
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return Pixels + column*Height;
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}
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void FMultiPatchTexture::MakeTexture ()
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{
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// Add a little extra space at the end if the texture's height is not
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// a power of 2, in case somebody accidentally makes it repeat vertically.
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int numpix = Width * Height + (1 << HeightBits) - Height;
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Pixels = new BYTE[numpix];
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memset (Pixels, 0, numpix);
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for (int i = 0; i < NumParts; ++i)
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{
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Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
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Parts[i].OriginX, Parts[i].OriginY);
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}
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if (Spans == NULL)
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{
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Spans = CreateSpans (Pixels);
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}
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}
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void FMultiPatchTexture::CheckForHacks ()
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{
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if (NumParts <= 0)
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{
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return;
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}
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// Heretic sky textures are marked as only 128 pixels tall,
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// even though they are really 200 pixels tall.
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if (gameinfo.gametype == GAME_Heretic &&
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Name[0] == 'S' &&
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Name[1] == 'K' &&
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Name[2] == 'Y' &&
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Name[4] == 0 &&
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Name[3] >= '1' &&
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Name[3] <= '3' &&
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Height == 128)
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{
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Height = 200;
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HeightBits = 8;
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return;
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}
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// The Doom E1 sky has its patch's y offset at -8 instead of 0.
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if (gameinfo.gametype == GAME_Doom &&
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!(gameinfo.flags & GI_MAPxx) &&
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NumParts == 1 &&
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Height == 128 &&
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Parts->OriginY == -8 &&
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Name[0] == 'S' &&
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Name[1] == 'K' &&
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Name[2] == 'Y' &&
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Name[3] == '1' &&
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Name[4] == 0)
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{
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Parts->OriginY = 0;
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return;
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}
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// BIGDOOR7 in Doom also has patches at y offset -4 instead of 0.
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if (gameinfo.gametype == GAME_Doom &&
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!(gameinfo.flags & GI_MAPxx) &&
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NumParts == 2 &&
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Height == 128 &&
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Parts[0].OriginY == -4 &&
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Parts[1].OriginY == -4 &&
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Name[0] == 'B' &&
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Name[1] == 'I' &&
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Name[2] == 'G' &&
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Name[3] == 'D' &&
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Name[4] == 'O' &&
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Name[5] == 'O' &&
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Name[6] == 'R' &&
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Name[7] == '7')
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{
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Parts[0].OriginY = 0;
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Parts[1].OriginY = 0;
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return;
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}
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// [RH] Some wads (I forget which!) have single-patch textures 256
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// pixels tall that have patch lengths recorded as 0. I can't think of
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// any good reason for them to do this, and since I didn't make note
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// of which wad made me hack in support for them, the hack is gone
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// because I've added support for DeePsea's true tall patches.
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//
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// Okay, I found a wad with crap patches: Pleiades.wad's sky patches almost
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// fit this description and are a big mess, but they're not single patch!
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if (Height == 256)
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{
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int i;
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// All patches must be at the top of the texture for this fix
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for (i = 0; i < NumParts; ++i)
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{
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if (Parts[i].OriginX != 0)
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{
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break;
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}
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}
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if (i == NumParts)
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{
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// This really must check whether the texture in question is
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// actually an FPatchTexture before casting the pointer.
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for (i = 0; i < NumParts; ++i) if (Parts[i].Texture->bIsPatch)
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{
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FPatchTexture *tex = (FPatchTexture *)Parts[i].Texture;
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// Check if this patch is likely to be a problem.
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// It must be 256 pixels tall, and all its columns must have exactly
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// one post, where each post has a supposed length of 0.
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FMemLump lump = Wads.ReadLump (tex->SourceLump);
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const patch_t *realpatch = (patch_t *)lump.GetMem();
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const DWORD *cofs = realpatch->columnofs;
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int x, x2 = LittleShort(realpatch->width);
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if (LittleShort(realpatch->height) == 256)
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{
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for (x = 0; x < x2; ++x)
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{
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const column_t *col = (column_t*)((BYTE*)realpatch+LittleLong(cofs[x]));
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if (col->topdelta != 0 || col->length != 0)
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{
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break; // It's not bad!
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}
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col = (column_t *)((BYTE *)col + 256 + 4);
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if (col->topdelta != 0xFF)
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{
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break; // More than one post in a column!
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}
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}
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if (x == x2)
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{ // If all the columns were checked, it needs fixing.
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tex->HackHack (Height);
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}
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}
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}
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}
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}
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}
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//===========================================================================
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//
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// FMultipatchTexture::CopyTrueColorPixels
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//
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// Preserves the palettes of each individual patch
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//
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//===========================================================================
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int FMultiPatchTexture::CopyTrueColorPixels(BYTE * buffer, int buf_width, int buf_height, int x, int y)
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{
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int retv = -1;
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for(int i=0;i<NumParts;i++)
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{
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int ret = Parts[i].Texture->CopyTrueColorPixels(buffer, buf_width, buf_height,
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x+Parts[i].OriginX, y+Parts[i].OriginY);
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if (ret > retv) retv = ret;
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}
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return retv;
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}
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FTextureFormat FMultiPatchTexture::GetFormat()
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{
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if (NumParts == 1) return Parts[0].Texture->GetFormat();
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for(int i=0;i<NumParts;i++)
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{
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if (!Parts[i].Texture->UseBasePalette()) return TEX_RGB;
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}
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return TEX_Pal;
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}
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void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int patcheslump, int firstdup, bool texture1)
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{
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FPatchLookup *patchlookup;
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int i, j;
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DWORD numpatches;
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if (firstdup == 0)
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{
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firstdup = (int)Textures.Size();
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}
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{
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FWadLump pnames = Wads.OpenLumpNum (patcheslump);
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pnames >> numpatches;
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// Check whether the amount of names reported is correct.
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if (numpatches < 0)
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{
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Printf("Corrupt PNAMES lump found (negative amount of entries reported)");
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return;
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}
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// Check whether the amount of names reported is correct.
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int lumplength = Wads.LumpLength(patcheslump);
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if (numpatches > DWORD((lumplength-4)/8))
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{
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Printf("PNAMES lump is shorter than required (%u entries reported but only %d bytes (%d entries) long\n",
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numpatches, lumplength, (lumplength-4)/8);
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// Truncate but continue reading. Who knows how many such lumps exist?
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numpatches = (lumplength-4)/8;
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}
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// Catalog the patches these textures use so we know which
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// textures they represent.
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patchlookup = (FPatchLookup *)alloca (numpatches * sizeof(*patchlookup));
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for (DWORD i = 0; i < numpatches; ++i)
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{
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pnames.Read (patchlookup[i].Name, 8);
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patchlookup[i].Name[8] = 0;
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j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
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if (j >= 0)
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{
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patchlookup[i].Texture = Textures[j].Texture;
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}
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else
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{
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// Shareware Doom has the same PNAMES lump as the registered
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// Doom, so printing warnings for patches that don't really
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// exist isn't such a good idea.
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//Printf ("Patch %s not found.\n", patchlookup[i].Name);
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patchlookup[i].Texture = NULL;
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}
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}
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}
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bool isStrife = false;
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const DWORD *maptex, *directory;
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DWORD maxoff;
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int numtextures;
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DWORD offset = 0; // Shut up, GCC!
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maptex = (const DWORD *)lumpdata;
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numtextures = LittleLong(*maptex);
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maxoff = lumpsize;
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if (maxoff < DWORD(numtextures+1)*4)
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{
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Printf ("Texture directory is too short");
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return;
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}
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// Scan the texture lump to decide if it contains Doom or Strife textures
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for (i = 0, directory = maptex+1; i < numtextures; ++i)
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{
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offset = LittleLong(directory[i]);
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if (offset > maxoff)
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{
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Printf ("Bad texture directory");
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return;
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}
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maptexture_t *tex = (maptexture_t *)((BYTE *)maptex + offset);
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// There is bizzarely a Doom editing tool that writes to the
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// first two elements of columndirectory, so I can't check those.
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if (SAFESHORT(tex->patchcount) <= 0 ||
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tex->columndirectory[2] != 0 ||
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tex->columndirectory[3] != 0)
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{
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isStrife = true;
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break;
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}
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}
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// Textures defined earlier in the lump take precedence over those defined later,
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// but later TEXTUREx lumps take precedence over earlier ones.
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for (i = 1, directory = maptex; i <= numtextures; ++i)
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{
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if (i == 1 && texture1)
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{
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// The very first texture is just a dummy. Copy its dimensions to texture 0.
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// It still needs to be created in case someone uses it by name.
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offset = LittleLong(directory[1]);
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const maptexture_t *tex = (const maptexture_t *)((const BYTE *)maptex + offset);
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FDummyTexture *tex0 = static_cast<FDummyTexture *>(Textures[0].Texture);
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tex0->SetSize (SAFESHORT(tex->width), SAFESHORT(tex->height));
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}
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offset = LittleLong(directory[i]);
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if (offset > maxoff)
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{
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Printf ("Bad texture directory");
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return;
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}
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// If this texture was defined already in this lump, skip it
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// This could cause problems with animations that use the same name for intermediate
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// textures. Should I be worried?
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for (j = (int)Textures.Size() - 1; j >= firstdup; --j)
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{
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if (strnicmp (Textures[j].Texture->Name, (const char *)maptex + offset, 8) == 0)
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break;
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}
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if (j + 1 == firstdup)
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{
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|
FTexture *tex = new FMultiPatchTexture ((const BYTE *)maptex + offset, patchlookup, numpatches, isStrife);
|
|
if (i == 1 && texture1)
|
|
{
|
|
tex->UseType = FTexture::TEX_Null;
|
|
}
|
|
TexMan.AddTexture (tex);
|
|
StartScreen->Progress();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump)
|
|
{
|
|
int firstdup = (int)Textures.Size();
|
|
|
|
if (lump1 >= 0)
|
|
{
|
|
FMemLump texdir = Wads.ReadLump (lump1);
|
|
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump1), patcheslump, firstdup, true);
|
|
}
|
|
if (lump2 >= 0)
|
|
{
|
|
FMemLump texdir = Wads.ReadLump (lump2);
|
|
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump2), patcheslump, firstdup, false);
|
|
}
|
|
}
|
|
|