/* ** patchtexture.cpp ** Texture class for single Doom patches ** **--------------------------------------------------------------------------- ** 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 "r_data.h" #include "w_wad.h" #include "templates.h" #include "v_palette.h" //========================================================================== // // A texture that is just a single Doom format patch // //========================================================================== class FPatchTexture : public FTexture { public: FPatchTexture (int lumpnum, patch_t *header); ~FPatchTexture (); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); protected: BYTE *Pixels; Span **Spans; bool hackflag; virtual void MakeTexture (); void HackHack (int newheight); }; //========================================================================== // // Checks if the currently open lump can be a Doom patch // //========================================================================== static bool CheckIfPatch(FileReader & file) { if (file.GetLength() < 13) return false; // minimum length of a valid Doom patch BYTE *data = new BYTE[file.GetLength()]; file.Seek(0, SEEK_SET); file.Read(data, file.GetLength()); const patch_t * foo = (const patch_t *)data; int height = LittleShort(foo->height); int width = LittleShort(foo->width); if (height > 0 && height < 2048 && width > 0 && width <= 2048 && width < file.GetLength()/4) { // 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 >= (DWORD)(file.GetLength())) // Need one byte for an empty column (but there's patches that don't know that!) { delete [] data; return false; } } delete [] data; return !gapAtStart; } delete [] data; return false; } //========================================================================== // // // //========================================================================== FTexture *PatchTexture_TryCreate(FileReader & file, int lumpnum) { patch_t header; if (!CheckIfPatch(file)) return NULL; file.Seek(0, SEEK_SET); file >> header.width >> header.height >> header.leftoffset >> header.topoffset; return new FPatchTexture(lumpnum, &header); } //========================================================================== // // // //========================================================================== FPatchTexture::FPatchTexture (int lumpnum, patch_t * header) : FTexture(NULL, lumpnum), Pixels(0), Spans(0), hackflag(false) { Width = header->width; Height = header->height; LeftOffset = header->leftoffset; TopOffset = header->topoffset; CalcBitSize (); } //========================================================================== // // // //========================================================================== FPatchTexture::~FPatchTexture () { Unload (); if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } } //========================================================================== // // // //========================================================================== void FPatchTexture::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } } //========================================================================== // // // //========================================================================== const BYTE *FPatchTexture::GetPixels () { if (Pixels == NULL) { MakeTexture (); } return Pixels; } //========================================================================== // // // //========================================================================== const BYTE *FPatchTexture::GetColumn (unsigned int column, const Span **spans_out) { if (Pixels == NULL) { MakeTexture (); } if ((unsigned)column >= (unsigned)Width) { if (WidthMask + 1 == Width) { column &= WidthMask; } else { column %= Width; } } if (spans_out != NULL) { if (Spans == NULL) { Spans = CreateSpans(Pixels); } *spans_out = Spans[column]; } return Pixels + column*Height; } //========================================================================== // // // //========================================================================== void FPatchTexture::MakeTexture () { BYTE *remap, remaptable[256]; int numspans; const column_t *maxcol; int x; FMemLump lump = Wads.ReadLump (SourceLump); const patch_t *patch = (const patch_t *)lump.GetMem(); maxcol = (const column_t *)((const BYTE *)patch + Wads.LumpLength (SourceLump) - 3); // Check for badly-sized patches #if 0 // Such textures won't be created so there's no need to check here if (LittleShort(patch->width) <= 0 || LittleShort(patch->height) <= 0) { lump = Wads.ReadLump ("-BADPATC"); patch = (const patch_t *)lump.GetMem(); Printf (PRINT_BOLD, "Patch %s has a non-positive size.\n", Name); } else if (LittleShort(patch->width) > 2048 || LittleShort(patch->height) > 2048) { lump = Wads.ReadLump ("-BADPATC"); patch = (const patch_t *)lump.GetMem(); Printf (PRINT_BOLD, "Patch %s is too big.\n", Name); } #endif if (bNoRemap0) { memcpy (remaptable, GPalette.Remap, 256); remaptable[0] = 0; remap = remaptable; } else { remap = GPalette.Remap; } if (hackflag) { Pixels = new BYTE[Width * Height]; BYTE *out; // Draw the image to the buffer for (x = 0, out = Pixels; x < Width; ++x) { const BYTE *in = (const BYTE *)patch + LittleLong(patch->columnofs[x]) + 3; for (int y = Height; y > 0; --y) { *out = remap[*in]; out++, in++; } } return; } // Add a little extra space at the end if the texture's height is not // a power of 2, in case somebody accidentally makes it repeat vertically. int numpix = Width * Height + (1 << HeightBits) - Height; numspans = Width; Pixels = new BYTE[numpix]; memset (Pixels, 0, numpix); // Draw the image to the buffer for (x = 0; x < Width; ++x) { BYTE *outtop = Pixels + x*Height; const column_t *column = (const column_t *)((const BYTE *)patch + LittleLong(patch->columnofs[x])); int top = -1; while (column < maxcol && column->topdelta != 0xFF) { if (column->topdelta <= top) { top += column->topdelta; } else { top = column->topdelta; } int len = column->length; BYTE *out = outtop + top; if (len != 0) { if (top + len > Height) // Clip posts that extend past the bottom { len = Height - top; } if (len > 0) { numspans++; const BYTE *in = (const BYTE *)column + 3; for (int i = 0; i < len; ++i) { out[i] = remap[in[i]]; } } } column = (const column_t *)((const BYTE *)column + column->length + 4); } } } //========================================================================== // // Fix for certain special patches on single-patch textures. // //========================================================================== void FPatchTexture::HackHack (int newheight) { // Check if this patch is likely to be a problem. // It must be 256 pixels tall, and all its columns must have exactly // one post, where each post has a supposed length of 0. FMemLump lump = Wads.ReadLump (SourceLump); const patch_t *realpatch = (patch_t *)lump.GetMem(); const DWORD *cofs = realpatch->columnofs; int x, x2 = LittleShort(realpatch->width); if (LittleShort(realpatch->height) == 256) { for (x = 0; x < x2; ++x) { const column_t *col = (column_t*)((BYTE*)realpatch+LittleLong(cofs[x])); if (col->topdelta != 0 || col->length != 0) { break; // It's not bad! } col = (column_t *)((BYTE *)col + 256 + 4); if (col->topdelta != 0xFF) { break; // More than one post in a column! } } if (x == x2) { // If all the columns were checked, it needs fixing. Unload (); if (Spans != NULL) { FreeSpans (Spans); } Height = newheight; LeftOffset = 0; TopOffset = 0; hackflag = true; bMasked = false; // Hacked textures don't have transparent parts. } } }