mirror of
https://github.com/ZDoom/gzdoom.git
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9b87a167d7
Most of those which still rely on ZDoom's own definition should be gone, unfortunately the code in files that include Windows headers is a gigantic mess with DWORDs being longs there intead of ints, so this needs to be done with care. DWORD should only remain where the Windows type is actually wanted.
371 lines
9.3 KiB
C++
371 lines
9.3 KiB
C++
/*
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** buildtexture.cpp
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** Handling Build 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 "w_wad.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "st_start.h"
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#include "textures/textures.h"
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#include "r_data/sprites.h"
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//==========================================================================
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//
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// A texture defined in a Build TILESxxx.ART file
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//
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//==========================================================================
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class FBuildTexture : public FTexture
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{
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public:
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FBuildTexture (int tilenum, const uint8_t *pixels, int width, int height, int left, int top);
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~FBuildTexture ();
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const uint8_t *GetColumn (unsigned int column, const Span **spans_out);
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const uint8_t *GetPixels ();
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protected:
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const uint8_t *Pixels;
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Span **Spans;
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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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FBuildTexture::FBuildTexture (int tilenum, const uint8_t *pixels, int width, int height, int left, int top)
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: Pixels (pixels), Spans (NULL)
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{
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Width = width;
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Height = height;
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LeftOffset = left;
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TopOffset = top;
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CalcBitSize ();
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Name.Format("BTIL%04d", tilenum);
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UseType = TEX_Build;
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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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FBuildTexture::~FBuildTexture ()
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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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//==========================================================================
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//
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//
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//
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//==========================================================================
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const uint8_t *FBuildTexture::GetPixels ()
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{
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return Pixels;
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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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const uint8_t *FBuildTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (column >= 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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if (Spans == NULL)
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{
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Spans = CreateSpans (Pixels);
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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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//===========================================================================
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//
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// AddTiles
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//
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// Adds all the tiles in an artfile to the texture manager.
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//
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//===========================================================================
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void FTextureManager::AddTiles (void *tiles)
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{
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// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((uint32_t *)tiles)[2]);
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int tileend = LittleLong(((uint32_t *)tiles)[3]);
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const uint16_t *tilesizx = &((const uint16_t *)tiles)[8];
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const uint16_t *tilesizy = &tilesizx[tileend - tilestart + 1];
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const uint32_t *picanm = (const uint32_t *)&tilesizy[tileend - tilestart + 1];
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uint8_t *tiledata = (uint8_t *)&picanm[tileend - tilestart + 1];
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for (int i = tilestart; i <= tileend; ++i)
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{
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int pic = i - tilestart;
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int width = LittleShort(tilesizx[pic]);
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int height = LittleShort(tilesizy[pic]);
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uint32_t anm = LittleLong(picanm[pic]);
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int xoffs = (int8_t)((anm >> 8) & 255) + width/2;
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int yoffs = (int8_t)((anm >> 16) & 255) + height/2;
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int size = width*height;
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FTextureID texnum;
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FTexture *tex;
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if (width <= 0 || height <= 0) continue;
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tex = new FBuildTexture (i, tiledata, width, height, xoffs, yoffs);
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texnum = AddTexture (tex);
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while (size > 0)
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{
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*tiledata = 255 - *tiledata;
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tiledata++;
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size--;
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}
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StartScreen->Progress();
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if ((picanm[pic] & 63) && (picanm[pic] & 192))
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{
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int type, speed;
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switch (picanm[pic] & 192)
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{
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case 64: type = 2; break;
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case 128: type = 0; break;
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case 192: type = 1; break;
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default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
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}
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speed = (anm >> 24) & 15;
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speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
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AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
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}
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// Blood's rotation types:
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// 0 - Single
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// 1 - 5 Full
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// 2 - 8 Full
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// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
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// 4 - 5 Half (not used in game)
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// 5 - 3 Flat (not used in game)
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// 6 - Voxel
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// 7 - Spin Voxel
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int rotType = (anm >> 28) & 7;
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if (rotType == 1)
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{
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spriteframe_t rot;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 4; ++j)
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{
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rot.Texture[j*2] =
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rot.Texture[j*2+1] =
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Texture[8] =
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rot.Texture[9] = texnum.GetIndex() + 4;
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rot.Flip = 0x00FC;
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rot.Voxel = NULL;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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else if (rotType == 2)
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{
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spriteframe_t rot;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 8; ++j)
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{
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Flip = 0;
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rot.Voxel = NULL;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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}
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}
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//===========================================================================
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//
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// CountTiles
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//
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// Returns the number of tiles provided by an artfile
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//
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//===========================================================================
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int FTextureManager::CountTiles (void *tiles)
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{
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int version = LittleLong(*(uint32_t *)tiles);
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if (version != 1)
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{
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return 0;
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}
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int tilestart = LittleLong(((uint32_t *)tiles)[2]);
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int tileend = LittleLong(((uint32_t *)tiles)[3]);
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return tileend >= tilestart ? tileend - tilestart + 1 : 0;
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}
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//===========================================================================
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//
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// R_CountBuildTiles
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//
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// Returns the number of tiles found. Also loads all the data for
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// R_InitBuildTiles() to process later.
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//
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//===========================================================================
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int FTextureManager::CountBuildTiles ()
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{
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int numartfiles = 0;
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char artfile[] = "tilesXXX.art";
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int lumpnum;
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int numtiles;
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int totaltiles = 0;
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lumpnum = Wads.CheckNumForFullName ("blood.pal");
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if (lumpnum >= 0)
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{
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// Blood's tiles are external resources. (Why did they do it like that?)
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FString rffpath = Wads.GetWadFullName (Wads.GetLumpFile (lumpnum));
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int slashat = rffpath.LastIndexOf ('/');
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if (slashat >= 0)
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{
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rffpath.Truncate (slashat + 1);
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}
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else
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{
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rffpath += '/';
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}
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for (; numartfiles < 1000; numartfiles++)
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{
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artfile[5] = numartfiles / 100 + '0';
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artfile[6] = numartfiles / 10 % 10 + '0';
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artfile[7] = numartfiles % 10 + '0';
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FString artpath = rffpath;
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artpath += artfile;
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FILE *f = fopen (artpath, "rb");
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if (f == NULL)
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{
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break;
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}
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size_t len = Q_filelength (f);
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uint8_t *art = new uint8_t[len];
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if (fread (art, 1, len, f) != len || (numtiles = CountTiles(art)) == 0)
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{
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delete[] art;
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}
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else
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{
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BuildTileFiles.Push (art);
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totaltiles += numtiles;
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}
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fclose (f);
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}
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}
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for (; numartfiles < 1000; numartfiles++)
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{
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artfile[5] = numartfiles / 100 + '0';
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artfile[6] = numartfiles / 10 % 10 + '0';
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artfile[7] = numartfiles % 10 + '0';
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lumpnum = Wads.CheckNumForFullName (artfile);
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if (lumpnum < 0)
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{
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break;
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}
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uint8_t *art = new uint8_t[Wads.LumpLength (lumpnum)];
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Wads.ReadLump (lumpnum, art);
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if ((numtiles = CountTiles(art)) == 0)
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{
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delete[] art;
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}
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else
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{
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BuildTileFiles.Push (art);
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totaltiles += numtiles;
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}
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}
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return totaltiles;
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}
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//===========================================================================
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//
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// R_InitBuildTiles
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//
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// [RH] Support Build tiles!
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//
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//===========================================================================
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void FTextureManager::InitBuildTiles ()
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{
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for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i)
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{
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AddTiles (BuildTileFiles[i]);
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}
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}
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