qzdoom/src/textures/rawpagetexture.cpp

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/*
** rawpagetexture.cpp
** Texture class for Raven's raw fullscreen pages
**
**---------------------------------------------------------------------------
** 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 "v_palette.h"
//==========================================================================
//
// A raw 320x200 graphic used by Heretic and Hexen fullscreen images
//
//==========================================================================
class FRawPageTexture : public FTexture
{
public:
FRawPageTexture (int lumpnum);
~FRawPageTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
BYTE *Pixels;
static const Span DummySpans[2];
void MakeTexture ();
};
//==========================================================================
//
// RAW textures must be exactly 64000 bytes long and not be identifiable
// as Doom patch
//
//==========================================================================
static bool CheckIfRaw(FileReader & data)
{
if (data.GetLength() != 64000) return false;
// This is probably a raw page graphic, but do some checking to be sure
patch_t *foo;
int height;
int width;
foo = (patch_t *)M_Malloc (data.GetLength());
data.Seek (0, SEEK_SET);
data.Read (foo, data.GetLength());
height = LittleShort(foo->height);
width = LittleShort(foo->width);
if (height > 0 && height < 510 && width > 0 && width < 15997)
{
// 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 >= 64000-1) // Need one byte for an empty column
{
free (foo);
return true;
}
else
{
// Ensure this column does not extend beyond the end of the patch
const BYTE *foo2 = (const BYTE *)foo;
while (ofs < 64000)
{
if (foo2[ofs] == 255)
{
free (foo);
return true;
}
ofs += foo2[ofs+1] + 4;
}
if (ofs >= 64000)
{
free (foo);
return true;
}
}
}
if (gapAtStart || (x != width))
{
M_Free (foo);
return true;
}
M_Free(foo);
return false;
}
else
{
M_Free (foo);
return true;
}
}
//==========================================================================
//
//
//
//==========================================================================
FTexture *RawPageTexture_TryCreate(FileReader & file, int lumpnum)
{
if (!CheckIfRaw(file)) return NULL;
return new FRawPageTexture(lumpnum);
}
//==========================================================================
//
//
//
//==========================================================================
const FTexture::Span FRawPageTexture::DummySpans[2] =
{
{ 0, 200 }, { 0, 0 }
};
//==========================================================================
//
//
//
//==========================================================================
FRawPageTexture::FRawPageTexture (int lumpnum)
: FTexture(NULL, lumpnum), Pixels(0)
{
Width = 320;
Height = 200;
WidthBits = 8;
HeightBits = 8;
WidthMask = 255;
}
//==========================================================================
//
//
//
//==========================================================================
FRawPageTexture::~FRawPageTexture ()
{
Unload ();
}
//==========================================================================
//
//
//
//==========================================================================
void FRawPageTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FRawPageTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
column %= 320;
}
if (spans_out != NULL)
{
*spans_out = DummySpans;
}
return Pixels + column*Height;
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FRawPageTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
void FRawPageTexture::MakeTexture ()
{
FMemLump lump = Wads.ReadLump (SourceLump);
const BYTE *source = (const BYTE *)lump.GetMem();
const BYTE *source_p = source;
BYTE *dest_p;
Pixels = new BYTE[Width*Height];
dest_p = Pixels;
// Convert the source image from row-major to column-major format
for (int y = 200; y != 0; --y)
{
for (int x = 320; x != 0; --x)
{
*dest_p = GPalette.Remap[*source_p];
dest_p += 200;
source_p++;
}
dest_p -= 200*320-1;
}
}