qzdoom-gpl/src/textures/automaptexture.cpp

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/*
** 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 "r_data.h"
#include "w_wad.h"
bool FAutomapTexture::Check(FileReader & data)
{
if (data.GetLength() < 320) return false;
return true;
}
FTexture *FAutomapTexture::Create(FileReader & file, int lumpnum)
{
return new FAutomapTexture(lumpnum);
}
FAutomapTexture::FAutomapTexture (int lumpnum)
: Pixels(NULL), LumpNum(lumpnum)
{
Width = 320;
Height = 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 (LumpNum);
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;
}