mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-13 05:30:54 +00:00
3f2d5db348
hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. SVN r1300 (trunk)
397 lines
10 KiB
C++
397 lines
10 KiB
C++
/*
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** patchtexture.cpp
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** Texture class for single Doom patches
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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 "templates.h"
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#include "v_palette.h"
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//==========================================================================
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//
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// A texture that is just a single Doom format patch
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//
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//==========================================================================
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class FPatchTexture : public FTexture
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{
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public:
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FPatchTexture (int lumpnum, patch_t *header);
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~FPatchTexture ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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protected:
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BYTE *Pixels;
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Span **Spans;
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bool hackflag;
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virtual void MakeTexture ();
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void HackHack (int newheight);
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};
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//==========================================================================
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//
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// Checks if the currently open lump can be a Doom patch
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//
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//==========================================================================
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static bool CheckIfPatch(FileReader & file)
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{
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if (file.GetLength() < 13) return false; // minimum length of a valid Doom patch
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BYTE *data = new BYTE[file.GetLength()];
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file.Seek(0, SEEK_SET);
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file.Read(data, file.GetLength());
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const patch_t * foo = (const patch_t *)data;
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int height = LittleShort(foo->height);
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int width = LittleShort(foo->width);
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if (height > 0 && height < 2048 && width > 0 && width <= 2048 && width < file.GetLength()/4)
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{
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// The dimensions seem like they might be valid for a patch, so
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// check the column directory for extra security. At least one
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// column must begin exactly at the end of the column directory,
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// and none of them must point past the end of the patch.
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bool gapAtStart = true;
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int x;
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for (x = 0; x < width; ++x)
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{
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DWORD ofs = LittleLong(foo->columnofs[x]);
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if (ofs == (DWORD)width * 4 + 8)
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{
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gapAtStart = false;
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}
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else if (ofs >= (DWORD)(file.GetLength())) // Need one byte for an empty column (but there's patches that don't know that!)
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{
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delete [] data;
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return false;
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}
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}
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delete [] data;
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return !gapAtStart;
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}
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delete [] data;
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return false;
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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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FTexture *PatchTexture_TryCreate(FileReader & file, int lumpnum)
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{
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patch_t header;
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if (!CheckIfPatch(file)) return NULL;
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file.Seek(0, SEEK_SET);
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file >> header.width >> header.height >> header.leftoffset >> header.topoffset;
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return new FPatchTexture(lumpnum, &header);
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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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FPatchTexture::FPatchTexture (int lumpnum, patch_t * header)
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: FTexture(NULL, lumpnum), Pixels(0), Spans(0), hackflag(false)
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{
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Width = header->width;
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Height = header->height;
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LeftOffset = header->leftoffset;
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TopOffset = header->topoffset;
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CalcBitSize ();
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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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FPatchTexture::~FPatchTexture ()
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{
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Unload ();
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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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void FPatchTexture::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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//==========================================================================
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//
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//
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//
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//==========================================================================
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const BYTE *FPatchTexture::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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//==========================================================================
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//
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//
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//
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//==========================================================================
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const BYTE *FPatchTexture::GetColumn (unsigned int column, const Span **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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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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//
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//
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//==========================================================================
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void FPatchTexture::MakeTexture ()
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{
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BYTE *remap, remaptable[256];
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int numspans;
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const column_t *maxcol;
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int x;
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FMemLump lump = Wads.ReadLump (SourceLump);
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const patch_t *patch = (const patch_t *)lump.GetMem();
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maxcol = (const column_t *)((const BYTE *)patch + Wads.LumpLength (SourceLump) - 3);
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// Check for badly-sized patches
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#if 0 // Such textures won't be created so there's no need to check here
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if (LittleShort(patch->width) <= 0 || LittleShort(patch->height) <= 0)
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{
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lump = Wads.ReadLump ("-BADPATC");
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patch = (const patch_t *)lump.GetMem();
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Printf (PRINT_BOLD, "Patch %s has a non-positive size.\n", Name);
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}
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else if (LittleShort(patch->width) > 2048 || LittleShort(patch->height) > 2048)
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{
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lump = Wads.ReadLump ("-BADPATC");
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patch = (const patch_t *)lump.GetMem();
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Printf (PRINT_BOLD, "Patch %s is too big.\n", Name);
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}
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#endif
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if (bNoRemap0)
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{
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memcpy (remaptable, GPalette.Remap, 256);
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remaptable[0] = 0;
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remap = remaptable;
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}
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else
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{
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remap = GPalette.Remap;
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}
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if (hackflag)
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{
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Pixels = new BYTE[Width * Height];
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BYTE *out;
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// Draw the image to the buffer
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for (x = 0, out = Pixels; x < Width; ++x)
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{
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const BYTE *in = (const BYTE *)patch + LittleLong(patch->columnofs[x]) + 3;
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for (int y = Height; y > 0; --y)
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{
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*out = remap[*in];
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out++, in++;
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}
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}
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return;
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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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numspans = Width;
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Pixels = new BYTE[numpix];
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memset (Pixels, 0, numpix);
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// Draw the image to the buffer
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for (x = 0; x < Width; ++x)
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{
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BYTE *outtop = Pixels + x*Height;
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const column_t *column = (const column_t *)((const BYTE *)patch + LittleLong(patch->columnofs[x]));
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int top = -1;
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while (column < maxcol && column->topdelta != 0xFF)
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{
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if (column->topdelta <= top)
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{
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top += column->topdelta;
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}
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else
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{
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top = column->topdelta;
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}
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int len = column->length;
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BYTE *out = outtop + top;
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if (len != 0)
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{
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if (top + len > Height) // Clip posts that extend past the bottom
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{
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len = Height - top;
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}
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if (len > 0)
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{
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numspans++;
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const BYTE *in = (const BYTE *)column + 3;
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for (int i = 0; i < len; ++i)
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{
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out[i] = remap[in[i]];
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}
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}
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}
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column = (const column_t *)((const BYTE *)column + column->length + 4);
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}
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}
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}
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//==========================================================================
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//
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// Fix for certain special patches on single-patch textures.
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//
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//==========================================================================
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void FPatchTexture::HackHack (int newheight)
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{
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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 (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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{
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// If all the columns were checked, it needs fixing.
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Unload ();
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if (Spans != NULL)
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{
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FreeSpans (Spans);
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}
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Height = newheight;
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LeftOffset = 0;
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TopOffset = 0;
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hackflag = true;
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bMasked = false; // Hacked textures don't have transparent parts.
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}
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}
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}
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