/* ** w_wad.cpp ** **--------------------------------------------------------------------------- ** Copyright 1998-2009 Randy Heit ** Copyright 2005-2009 Christoph Oelckers ** 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. **--------------------------------------------------------------------------- ** ** */ // HEADER FILES ------------------------------------------------------------ #include #include #include #include #include #include "doomtype.h" #include "m_argv.h" #include "i_system.h" #include "cmdlib.h" #include "c_dispatch.h" #include "w_wad.h" #include "w_zip.h" #include "m_crc32.h" #include "v_text.h" #include "templates.h" #include "gi.h" #include "doomerrors.h" #include "resourcefiles/resourcefile.h" #include "md5.h" // MACROS ------------------------------------------------------------------ #define NULL_INDEX (0xffffffff) // // WADFILE I/O related stuff. // struct FWadCollection::LumpRecord { int wadnum; FResourceLump *lump; }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- extern bool nospriterename; // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void PrintLastError (); // PUBLIC DATA DEFINITIONS ------------------------------------------------- FWadCollection Wads; // PRIVATE DATA DEFINITIONS ------------------------------------------------ // CODE -------------------------------------------------------------------- //========================================================================== // // uppercoppy // // [RH] Copy up to 8 chars, upper-casing them in the process //========================================================================== void uppercopy (char *to, const char *from) { int i; for (i = 0; i < 8 && from[i]; i++) to[i] = toupper (from[i]); for (; i < 8; i++) to[i] = 0; } FWadCollection::FWadCollection () : FirstLumpIndex(NULL), NextLumpIndex(NULL), FirstLumpIndex_FullName(NULL), NextLumpIndex_FullName(NULL), NumLumps(0) { } FWadCollection::~FWadCollection () { DeleteAll(); } void FWadCollection::DeleteAll () { if (FirstLumpIndex != NULL) { delete[] FirstLumpIndex; FirstLumpIndex = NULL; } if (NextLumpIndex != NULL) { delete[] NextLumpIndex; NextLumpIndex = NULL; } if (FirstLumpIndex_FullName != NULL) { delete[] FirstLumpIndex_FullName; FirstLumpIndex_FullName = NULL; } if (NextLumpIndex_FullName != NULL) { delete[] NextLumpIndex_FullName; NextLumpIndex_FullName = NULL; } LumpInfo.Clear(); NumLumps = 0; // we must count backward to enssure that embedded WADs are deleted before // the ones that contain their data. for (int i = Files.Size() - 1; i >= 0; --i) { delete Files[i]; } Files.Clear(); } //========================================================================== // // W_InitMultipleFiles // // Pass a null terminated list of files to use. All files are optional, // but at least one file must be found. Lump names can appear multiple // times. The name searcher looks backwards, so a later file can // override an earlier one. // //========================================================================== void FWadCollection::InitMultipleFiles (TArray &filenames) { int numfiles; // open all the files, load headers, and count lumps DeleteAll(); numfiles = 0; for(unsigned i=0;ilump = lump; lumprec->wadnum = -1; return LumpInfo.Size()-1; // later } //========================================================================== // // W_AddFile // // Files with a .wad extension are wadlink files with multiple lumps, // other files are single lumps with the base filename for the lump name. // // [RH] Removed reload hack //========================================================================== void FWadCollection::AddFile (const char *filename, FileReader *wadinfo) { int startlump; bool isdir = false; if (wadinfo == NULL) { // Does this exist? If so, is it a directory? struct stat info; if (stat(filename, &info) != 0) { Printf(TEXTCOLOR_RED "Could not stat %s\n", filename); PrintLastError(); return; } isdir = (info.st_mode & S_IFDIR) != 0; if (!isdir) { try { wadinfo = new FileReader(filename); } catch (CRecoverableError &err) { // Didn't find file Printf (TEXTCOLOR_RED "%s\n", err.GetMessage()); PrintLastError (); return; } } } Printf (" adding %s", filename); startlump = NumLumps; FResourceFile *resfile; if (!isdir) resfile = FResourceFile::OpenResourceFile(filename, wadinfo); else resfile = FResourceFile::OpenDirectory(filename); if (resfile != NULL) { DWORD lumpstart = LumpInfo.Size(); resfile->SetFirstLump(lumpstart); for (DWORD i=0; i < resfile->LumpCount(); i++) { FResourceLump *lump = resfile->GetLump(i); FWadCollection::LumpRecord *lump_p = &LumpInfo[LumpInfo.Reserve(1)]; lump_p->lump = lump; lump_p->wadnum = Files.Size(); } if (Files.Size() == IWAD_FILENUM && gameinfo.gametype == GAME_Strife && gameinfo.flags & GI_SHAREWARE) { resfile->FindStrifeTeaserVoices(); } Files.Push(resfile); for (DWORD i=0; i < resfile->LumpCount(); i++) { FResourceLump *lump = resfile->GetLump(i); if (lump->Flags & LUMPF_EMBEDDED) { char path[256]; mysnprintf(path, countof(path), "%s:", filename); char *wadstr = path + strlen(path); FileReader *embedded = lump->NewReader(); strcpy(wadstr, lump->FullName); AddFile(path, embedded); } } return; } } //========================================================================== // // W_CheckIfWadLoaded // // Returns true if the specified wad is loaded, false otherwise. // If a fully-qualified path is specified, then the wad must match exactly. // Otherwise, any wad with that name will work, whatever its path. // Returns the wads index if found, or -1 if not. // //========================================================================== int FWadCollection::CheckIfWadLoaded (const char *name) { unsigned int i; if (strrchr (name, '/') != NULL) { for (i = 0; i < Files.Size(); ++i) { if (stricmp (GetWadFullName (i), name) == 0) { return i; } } } else { for (i = 0; i < Files.Size(); ++i) { if (stricmp (GetWadName (i), name) == 0) { return i; } } } return -1; } //========================================================================== // // W_NumLumps // //========================================================================== int FWadCollection::GetNumLumps () const { return NumLumps; } //========================================================================== // // GetNumFiles // //========================================================================== int FWadCollection::GetNumWads () const { return Files.Size(); } //========================================================================== // // W_CheckNumForName // // Returns -1 if name not found. The version with a third parameter will // look exclusively in the specified wad for the lump. // // [RH] Changed to use hash lookup ala BOOM instead of a linear search // and namespace parameter //========================================================================== int FWadCollection::CheckNumForName (const char *name, int space) { union { char uname[8]; QWORD qname; }; DWORD i; if (name == NULL) { return -1; } // Let's not search for names that are longer than 8 characters and contain path separators // They are almost certainly full path names passed to this function. if (strlen(name) > 8 && strpbrk(name, "/.")) { return -1; } uppercopy (uname, name); i = FirstLumpIndex[LumpNameHash (uname) % NumLumps]; while (i != NULL_INDEX) { FResourceLump *lump = LumpInfo[i].lump; if (lump->qwName == qname) { if (lump->Namespace == space) break; // If the lump is from one of the special namespaces exclusive to Zips // the check has to be done differently: // If we find a lump with this name in the global namespace that does not come // from a Zip return that. WADs don't know these namespaces and single lumps must // work as well. if (space > ns_specialzipdirectory && lump->Namespace == ns_global && !(lump->Flags & LUMPF_ZIPFILE)) break; } i = NextLumpIndex[i]; } return i != NULL_INDEX ? i : -1; } int FWadCollection::CheckNumForName (const char *name, int space, int wadnum, bool exact) { FResourceLump *lump; union { char uname[8]; QWORD qname; }; DWORD i; if (wadnum < 0) { return CheckNumForName (name, space); } uppercopy (uname, name); i = FirstLumpIndex[LumpNameHash (uname) % NumLumps]; // If exact is true if will only find lumps in the same WAD, otherwise // also those in earlier WADs. while (i != NULL_INDEX && (lump = LumpInfo[i].lump, lump->qwName != qname || lump->Namespace != space || (exact? (LumpInfo[i].wadnum != wadnum) : (LumpInfo[i].wadnum > wadnum)) )) { i = NextLumpIndex[i]; } return i != NULL_INDEX ? i : -1; } //========================================================================== // // W_GetNumForName // // Calls W_CheckNumForName, but bombs out if not found. // //========================================================================== int FWadCollection::GetNumForName (const char *name, int space) { int i; i = CheckNumForName (name, space); if (i == -1) I_Error ("W_GetNumForName: %s not found!", name); return i; } //========================================================================== // // W_CheckNumForFullName // // Same as above but looks for a fully qualified name from a .zip // These don't care about namespaces though because those are part // of the path. // //========================================================================== int FWadCollection::CheckNumForFullName (const char *name, bool trynormal, int namespc) { DWORD i; if (name == NULL) { return -1; } i = FirstLumpIndex_FullName[MakeKey (name) % NumLumps]; while (i != NULL_INDEX && stricmp(name, LumpInfo[i].lump->FullName)) { i = NextLumpIndex_FullName[i]; } if (i != NULL_INDEX) return i; if (trynormal && strlen(name) <= 8 && !strpbrk(name, "./")) { return CheckNumForName(name, namespc); } return -1; } int FWadCollection::CheckNumForFullName (const char *name, int wadnum) { DWORD i; if (wadnum < 0) { return CheckNumForFullName (name); } i = FirstLumpIndex_FullName[MakeKey (name) % NumLumps]; while (i != NULL_INDEX && (stricmp(name, LumpInfo[i].lump->FullName) || LumpInfo[i].wadnum != wadnum)) { i = NextLumpIndex_FullName[i]; } return i != NULL_INDEX ? i : -1; } //========================================================================== // // W_GetNumForFullName // // Calls W_CheckNumForFullName, but bombs out if not found. // //========================================================================== int FWadCollection::GetNumForFullName (const char *name) { int i; i = CheckNumForFullName (name); if (i == -1) I_Error ("GetNumForFullName: %s not found!", name); return i; } //========================================================================== // // link a texture with a given lump // //========================================================================== void FWadCollection::SetLinkedTexture(int lump, FTexture *tex) { if ((size_t)lump < NumLumps) { FResourceLump *reslump = LumpInfo[lump].lump; reslump->LinkedTexture = tex; } } //========================================================================== // // retrieve linked texture // //========================================================================== FTexture *FWadCollection::GetLinkedTexture(int lump) { if ((size_t)lump < NumLumps) { FResourceLump *reslump = LumpInfo[lump].lump; return reslump->LinkedTexture; } return NULL; } //========================================================================== // // W_LumpLength // // Returns the buffer size needed to load the given lump. // //========================================================================== int FWadCollection::LumpLength (int lump) const { if ((size_t)lump >= NumLumps) { I_Error ("W_LumpLength: %i >= NumLumps",lump); } return LumpInfo[lump].lump->LumpSize; } //========================================================================== // // GetLumpOffset // // Returns the offset from the beginning of the file to the lump. // Returns -1 if the lump is compressed or can't be read directly // //========================================================================== int FWadCollection::GetLumpOffset (int lump) { if ((size_t)lump >= NumLumps) { I_Error ("GetLumpOffset: %i >= NumLumps",lump); } return LumpInfo[lump].lump->GetFileOffset(); } //========================================================================== // // GetLumpOffset // //========================================================================== int FWadCollection::GetLumpFlags (int lump) { if ((size_t)lump >= NumLumps) { return 0; } return LumpInfo[lump].lump->Flags; } //========================================================================== // // W_LumpNameHash // // NOTE: s should already be uppercase, in contrast to the BOOM version. // // Hash function used for lump names. // Must be mod'ed with table size. // Can be used for any 8-character names. // //========================================================================== DWORD FWadCollection::LumpNameHash (const char *s) { const DWORD *table = GetCRCTable ();; DWORD hash = 0xffffffff; int i; for (i = 8; i > 0 && *s; --i, ++s) { hash = CRC1 (hash, *s, table); } return hash ^ 0xffffffff; } //========================================================================== // // W_InitHashChains // // Prepares the lumpinfos for hashing. // (Hey! This looks suspiciously like something from Boom! :-) // //========================================================================== void FWadCollection::InitHashChains (void) { char name[8]; unsigned int i, j; // Mark all buckets as empty memset (FirstLumpIndex, 255, NumLumps*sizeof(FirstLumpIndex[0])); memset (NextLumpIndex, 255, NumLumps*sizeof(NextLumpIndex[0])); memset (FirstLumpIndex_FullName, 255, NumLumps*sizeof(FirstLumpIndex_FullName[0])); memset (NextLumpIndex_FullName, 255, NumLumps*sizeof(NextLumpIndex_FullName[0])); // Now set up the chains for (i = 0; i < (unsigned)NumLumps; i++) { uppercopy (name, LumpInfo[i].lump->Name); j = LumpNameHash (name) % NumLumps; NextLumpIndex[i] = FirstLumpIndex[j]; FirstLumpIndex[j] = i; // Do the same for the full paths if (LumpInfo[i].lump->FullName!=NULL) { j = MakeKey(LumpInfo[i].lump->FullName) % NumLumps; NextLumpIndex_FullName[i] = FirstLumpIndex_FullName[j]; FirstLumpIndex_FullName[j] = i; } } } //========================================================================== // // RenameSprites // // Renames sprites in IWADs so that unique actors can have unique sprites, // making it possible to import any actor from any game into any other // game without jumping through hoops to resolve duplicate sprite names. // You just need to know what the sprite's new name is. // //========================================================================== void FWadCollection::RenameSprites () { bool renameAll; bool MNTRZfound = false; static const DWORD HereticRenames[] = { MAKE_ID('H','E','A','D'), MAKE_ID('L','I','C','H'), // Ironlich }; static const DWORD HexenRenames[] = { MAKE_ID('B','A','R','L'), MAKE_ID('Z','B','A','R'), // ZBarrel MAKE_ID('A','R','M','1'), MAKE_ID('A','R','_','1'), // MeshArmor MAKE_ID('A','R','M','2'), MAKE_ID('A','R','_','2'), // FalconShield MAKE_ID('A','R','M','3'), MAKE_ID('A','R','_','3'), // PlatinumHelm MAKE_ID('A','R','M','4'), MAKE_ID('A','R','_','4'), // AmuletOfWarding MAKE_ID('S','U','I','T'), MAKE_ID('Z','S','U','I'), // ZSuitOfArmor and ZArmorChunk MAKE_ID('T','R','E','1'), MAKE_ID('Z','T','R','E'), // ZTree and ZTreeDead MAKE_ID('T','R','E','2'), MAKE_ID('T','R','E','S'), // ZTreeSwamp150 MAKE_ID('C','A','N','D'), MAKE_ID('B','C','A','N'), // ZBlueCandle MAKE_ID('R','O','C','K'), MAKE_ID('R','O','K','K'), // rocks and dirt in a_debris.cpp MAKE_ID('W','A','T','R'), MAKE_ID('H','W','A','T'), // Strife also has WATR MAKE_ID('G','I','B','S'), MAKE_ID('P','O','L','5'), // RealGibs MAKE_ID('E','G','G','M'), MAKE_ID('P','R','K','M'), // PorkFX MAKE_ID('I','N','V','U'), MAKE_ID('D','E','F','N'), // Icon of the Defender }; static const DWORD StrifeRenames[] = { MAKE_ID('M','I','S','L'), MAKE_ID('S','M','I','S'), // lots of places MAKE_ID('A','R','M','1'), MAKE_ID('A','R','M','3'), // MetalArmor MAKE_ID('A','R','M','2'), MAKE_ID('A','R','M','4'), // LeatherArmor MAKE_ID('P','M','A','P'), MAKE_ID('S','M','A','P'), // StrifeMap MAKE_ID('T','L','M','P'), MAKE_ID('T','E','C','H'), // TechLampSilver and TechLampBrass MAKE_ID('T','R','E','1'), MAKE_ID('T','R','E','T'), // TreeStub MAKE_ID('B','A','R','1'), MAKE_ID('B','A','R','C'), // BarricadeColumn MAKE_ID('S','H','T','2'), MAKE_ID('M','P','U','F'), // MaulerPuff MAKE_ID('B','A','R','L'), MAKE_ID('B','B','A','R'), // StrifeBurningBarrel MAKE_ID('T','R','C','H'), MAKE_ID('T','R','H','L'), // SmallTorchLit MAKE_ID('S','H','R','D'), MAKE_ID('S','H','A','R'), // glass shards MAKE_ID('B','L','S','T'), MAKE_ID('M','A','U','L'), // Mauler MAKE_ID('L','O','G','G'), MAKE_ID('L','O','G','W'), // StickInWater MAKE_ID('V','A','S','E'), MAKE_ID('V','A','Z','E'), // Pot and Pitcher MAKE_ID('C','N','D','L'), MAKE_ID('K','N','D','L'), // Candle MAKE_ID('P','O','T','1'), MAKE_ID('M','P','O','T'), // MetalPot MAKE_ID('S','P','I','D'), MAKE_ID('S','T','L','K'), // Stalker }; const DWORD *renames; int numrenames; switch (gameinfo.gametype) { case GAME_Doom: default: // Doom's sprites don't get renamed. return; case GAME_Heretic: renames = HereticRenames; numrenames = sizeof(HereticRenames)/8; break; case GAME_Hexen: renames = HexenRenames; numrenames = sizeof(HexenRenames)/8; break; case GAME_Strife: renames = StrifeRenames; numrenames = sizeof(StrifeRenames)/8; break; } for (DWORD i=0; i< LumpInfo.Size(); i++) { // check for full Minotaur animations. If this is not found // some frames need to be renamed. if (LumpInfo[i].lump->Namespace == ns_sprites) { if (LumpInfo[i].lump->dwName == MAKE_ID('M', 'N', 'T', 'R') && LumpInfo[i].lump->Name[4] == 'Z' ) { MNTRZfound = true; break; } } } renameAll = !!Args->CheckParm ("-oldsprites") || nospriterename; for (DWORD i = 0; i < LumpInfo.Size(); i++) { if (LumpInfo[i].lump->Namespace == ns_sprites) { // Only sprites in the IWAD normally get renamed if (renameAll || LumpInfo[i].wadnum == IWAD_FILENUM) { for (int j = 0; j < numrenames; ++j) { if (LumpInfo[i].lump->dwName == renames[j*2]) { LumpInfo[i].lump->dwName = renames[j*2+1]; } } if (gameinfo.gametype == GAME_Hexen) { if (CheckLumpName (i, "ARTIINVU")) { LumpInfo[i].lump->Name[4]='D'; LumpInfo[i].lump->Name[5]='E'; LumpInfo[i].lump->Name[6]='F'; LumpInfo[i].lump->Name[7]='N'; } } } if (!MNTRZfound) { if (LumpInfo[i].lump->dwName == MAKE_ID('M', 'N', 'T', 'R')) { if (LumpInfo[i].lump->Name[4] >= 'F' && LumpInfo[i].lump->Name[4] <= 'K') { LumpInfo[i].lump->Name[4] += 'U' - 'F'; } } } // When not playing Doom rename all BLOD sprites to BLUD so that // the same blood states can be used everywhere if (!(gameinfo.gametype & GAME_DoomChex)) { if (LumpInfo[i].lump->dwName == MAKE_ID('B', 'L', 'O', 'D')) { LumpInfo[i].lump->dwName = MAKE_ID('B', 'L', 'U', 'D'); } } } } } //========================================================================== // // RenameNerve // // Renames map headers and map name pictures in nerve.wad so as to load it // alongside Doom II and offer both episodes without causing conflicts. // MD5 checksum for NERVE.WAD: 967d5ae23daf45196212ae1b605da3b0 // //========================================================================== void FWadCollection::RenameNerve () { if (gameinfo.gametype != GAME_Doom) return; bool found = false; BYTE cksum[16]; static const BYTE nerve[16] = { 0x96, 0x7d, 0x5a, 0xe2, 0x3d, 0xaf, 0x45, 0x19, 0x62, 0x12, 0xae, 0x1b, 0x60, 0x5d, 0xa3, 0xb0 }; size_t nervesize = 3819855; // NERVE.WAD's file size int w = IWAD_FILENUM; while (++w < GetNumWads()) { FileReader *fr = GetFileReader(w); if (fr == NULL) { continue; } if (fr->GetLength() != (long)nervesize) { // Skip MD5 computation when there is a // cheaper way to know this is not the file continue; } fr->Seek(0, SEEK_SET); MD5Context md5; md5.Update(fr, fr->GetLength()); md5.Final(cksum); if (memcmp(nerve, cksum, 16) == 0) { found = true; break; } } if (!found) return; for (int i = GetFirstLump(w); i <= GetLastLump(w); i++) { // Only rename the maps from NERVE.WAD assert(LumpInfo[i].wadnum == w); if (LumpInfo[i].lump->dwName == MAKE_ID('C', 'W', 'I', 'L')) { LumpInfo[i].lump->Name[0] = 'N'; } else if (LumpInfo[i].lump->dwName == MAKE_ID('M', 'A', 'P', '0')) { LumpInfo[i].lump->Name[6] = LumpInfo[i].lump->Name[4]; LumpInfo[i].lump->Name[5] = '0'; LumpInfo[i].lump->Name[4] = 'L'; LumpInfo[i].lump->dwName = MAKE_ID('L', 'E', 'V', 'E'); } } } //========================================================================== // // W_FindLump // // Find a named lump. Specifically allows duplicates for merging of e.g. // SNDINFO lumps. // //========================================================================== int FWadCollection::FindLump (const char *name, int *lastlump, bool anyns) { union { char name8[8]; QWORD qname; }; LumpRecord *lump_p; uppercopy (name8, name); assert(lastlump != NULL && *lastlump >= 0); lump_p = &LumpInfo[*lastlump]; while (lump_p < &LumpInfo[NumLumps]) { FResourceLump *lump = lump_p->lump; if ((anyns || lump->Namespace == ns_global) && lump->qwName == qname) { int lump = int(lump_p - &LumpInfo[0]); *lastlump = lump + 1; return lump; } lump_p++; } *lastlump = NumLumps; return -1; } //========================================================================== // // W_FindLumpMulti // // Find a named lump. Specifically allows duplicates for merging of e.g. // SNDINFO lumps. Returns everything having one of the passed names. // //========================================================================== int FWadCollection::FindLumpMulti (const char **names, int *lastlump, bool anyns, int *nameindex) { LumpRecord *lump_p; assert(lastlump != NULL && *lastlump >= 0); lump_p = &LumpInfo[*lastlump]; while (lump_p < &LumpInfo[NumLumps]) { FResourceLump *lump = lump_p->lump; if (anyns || lump->Namespace == ns_global) { for(const char **name = names; *name != NULL; name++) { if (!strnicmp(*name, lump->Name, 8)) { int lump = int(lump_p - &LumpInfo[0]); *lastlump = lump + 1; if (nameindex != NULL) *nameindex = int(name - names); return lump; } } } lump_p++; } *lastlump = NumLumps; return -1; } //========================================================================== // // W_CheckLumpName // //========================================================================== bool FWadCollection::CheckLumpName (int lump, const char *name) { if ((size_t)lump >= NumLumps) return false; return !strnicmp (LumpInfo[lump].lump->Name, name, 8); } //========================================================================== // // W_GetLumpName // //========================================================================== void FWadCollection::GetLumpName (char *to, int lump) const { if ((size_t)lump >= NumLumps) *to = 0; else uppercopy (to, LumpInfo[lump].lump->Name); } //========================================================================== // // FWadCollection :: GetLumpFullName // // Returns the lump's full name if it has one or its short name if not. // //========================================================================== const char *FWadCollection::GetLumpFullName (int lump) const { if ((size_t)lump >= NumLumps) return NULL; else if (LumpInfo[lump].lump->FullName != NULL) return LumpInfo[lump].lump->FullName; else return LumpInfo[lump].lump->Name; } //========================================================================== // // FWadCollection :: GetLumpFullPath // // Returns the name of the lump's wad prefixed to the lump's full name. // //========================================================================== FString FWadCollection::GetLumpFullPath(int lump) const { FString foo; if ((size_t) lump < NumLumps) { foo << GetWadName(LumpInfo[lump].wadnum) << ':' << GetLumpFullName(lump); } return foo; } //========================================================================== // // GetLumpNamespace // //========================================================================== int FWadCollection::GetLumpNamespace (int lump) const { if ((size_t)lump >= NumLumps) return ns_global; else return LumpInfo[lump].lump->Namespace; } //========================================================================== // // FWadCollection :: GetLumpIndexNum // // Returns the index number for this lump. This is *not* the lump's position // in the lump directory, but rather a special value that RFF can associate // with files. Other archive types will return 0, since they don't have it. // //========================================================================== int FWadCollection::GetLumpIndexNum(int lump) const { if ((size_t)lump >= NumLumps) return 0; else return LumpInfo[lump].lump->GetIndexNum(); } //========================================================================== // // W_GetLumpFile // //========================================================================== int FWadCollection::GetLumpFile (int lump) const { if ((size_t)lump >= LumpInfo.Size()) return -1; return LumpInfo[lump].wadnum; } //========================================================================== // // W_ReadLump // // Loads the lump into the given buffer, which must be >= W_LumpLength(). // //========================================================================== void FWadCollection::ReadLump (int lump, void *dest) { FWadLump lumpr = OpenLumpNum (lump); long size = lumpr.GetLength (); long numread = lumpr.Read (dest, size); if (numread != size) { I_Error ("W_ReadLump: only read %ld of %ld on lump %i\n", numread, size, lump); } } //========================================================================== // // ReadLump - variant 2 // // Loads the lump into a newly created buffer and returns it. // //========================================================================== FMemLump FWadCollection::ReadLump (int lump) { return FMemLump(FString(ELumpNum(lump))); } //========================================================================== // // OpenLumpNum // // Returns a copy of the file object for a lump's wad and positions its // file pointer at the beginning of the lump. // //========================================================================== FWadLump FWadCollection::OpenLumpNum (int lump) { if ((unsigned)lump >= (unsigned)LumpInfo.Size()) { I_Error ("W_OpenLumpNum: %u >= NumLumps", lump); } return FWadLump(LumpInfo[lump].lump); } //========================================================================== // // ReopenLumpNum // // Similar to OpenLumpNum, except a new, independant file object is created // for the lump's wad. Use this when you won't read the lump's data all at // once (e.g. for streaming an Ogg Vorbis stream from a wad as music). // //========================================================================== FWadLump *FWadCollection::ReopenLumpNum (int lump) { if ((unsigned)lump >= (unsigned)LumpInfo.Size()) { I_Error ("W_ReopenLumpNum: %u >= NumLumps", lump); } return new FWadLump(LumpInfo[lump].lump, true); } //========================================================================== // // GetFileReader // // Retrieves the FileReader object to access the given WAD // Careful: This is only useful for real WAD files! // //========================================================================== FileReader *FWadCollection::GetFileReader(int wadnum) { if ((DWORD)wadnum >= Files.Size()) { return NULL; } return Files[wadnum]->GetReader(); } //========================================================================== // // W_GetWadName // // Returns the name of the given wad. // //========================================================================== const char *FWadCollection::GetWadName (int wadnum) const { const char *name, *slash; if ((DWORD)wadnum >= Files.Size()) { return NULL; } name = Files[wadnum]->Filename; slash = strrchr (name, '/'); return slash != NULL ? slash+1 : name; } //========================================================================== // // //========================================================================== int FWadCollection::GetFirstLump (int wadnum) const { if ((DWORD)wadnum >= Files.Size()) { return 0; } return Files[wadnum]->GetFirstLump(); } //========================================================================== // // //========================================================================== int FWadCollection::GetLastLump (int wadnum) const { if ((DWORD)wadnum >= Files.Size()) { return 0; } return Files[wadnum]->GetFirstLump() + Files[wadnum]->LumpCount() - 1; } //========================================================================== // // W_GetWadFullName // // Returns the name of the given wad, including any path // //========================================================================== const char *FWadCollection::GetWadFullName (int wadnum) const { if ((unsigned int)wadnum >= Files.Size()) { return NULL; } return Files[wadnum]->Filename; } //========================================================================== // // IsUncompressedFile // // Returns true when the lump is available as an uncompressed portion of // a file. The music player can play such lumps by streaming but anything // else has to be loaded into memory first. // //========================================================================== bool FWadCollection::IsUncompressedFile(int lump) const { if ((unsigned)lump >= (unsigned)NumLumps) { I_Error ("IsUncompressedFile: %u >= NumLumps",lump); } FResourceLump *l = LumpInfo[lump].lump; FileReader *f = l->GetReader(); // We can access the file only if we get the FILE pointer from the FileReader here. // Any other case means it won't work. return (f != NULL && f->GetFile() != NULL); } //========================================================================== // // IsEncryptedFile // // Returns true if the first 256 bytes of the lump are encrypted for Blood. // //========================================================================== bool FWadCollection::IsEncryptedFile(int lump) const { if ((unsigned)lump >= (unsigned)NumLumps) { return false; } return !!(LumpInfo[lump].lump->Flags & LUMPF_BLOODCRYPT); } // FWadLump ----------------------------------------------------------------- FWadLump::FWadLump () : FileReader(), Lump(NULL) { } FWadLump::FWadLump (const FWadLump ©) : FileReader() { // This must be defined isn't called. File = copy.File; Length = copy.Length; FilePos = copy.FilePos; StartPos = copy.StartPos; CloseOnDestruct = false; if ((Lump = copy.Lump)) Lump->CacheLump(); } #ifdef _DEBUG FWadLump & FWadLump::operator= (const FWadLump ©) { // Only the debug build actually calls this! File = copy.File; Length = copy.Length; FilePos = copy.FilePos; StartPos = copy.StartPos; CloseOnDestruct = false; if ((Lump = copy.Lump)) Lump->CacheLump(); return *this; } #endif FWadLump::FWadLump(FResourceLump *lump, bool alwayscache) : FileReader() { FileReader *f = lump->GetReader(); if (f != NULL && f->GetFile() != NULL && !alwayscache) { // Uncompressed lump in a file File = f->GetFile(); Length = lump->LumpSize; StartPos = FilePos = lump->GetFileOffset(); Lump = NULL; } else { File = NULL; Length = lump->LumpSize; StartPos = FilePos = 0; Lump = lump; Lump->CacheLump(); } } FWadLump::~FWadLump() { if (Lump != NULL) { Lump->ReleaseCache(); } } long FWadLump::Seek (long offset, int origin) { if (Lump != NULL) { switch (origin) { case SEEK_CUR: offset += FilePos; break; case SEEK_END: offset += Length; break; default: break; } FilePos = clamp (offset, 0, Length); return 0; } return FileReader::Seek(offset, origin); } long FWadLump::Read (void *buffer, long len) { long numread; long startread = FilePos; if (Lump != NULL) { if (FilePos + len > Length) { len = Length - FilePos; } memcpy(buffer, Lump->Cache + FilePos, len); FilePos += len; numread = len; } else { numread = FileReader::Read(buffer, len); } return numread; } char *FWadLump::Gets(char *strbuf, int len) { if (Lump != NULL) { return GetsFromBuffer(Lump->Cache, strbuf, len); } else { return FileReader::Gets(strbuf, len); } return strbuf; } // FMemLump ----------------------------------------------------------------- FMemLump::FMemLump () { } FMemLump::FMemLump (const FMemLump ©) { Block = copy.Block; } FMemLump &FMemLump::operator = (const FMemLump ©) { Block = copy.Block; return *this; } FMemLump::FMemLump (const FString &source) : Block (source) { } FMemLump::~FMemLump () { } FString::FString (ELumpNum lumpnum) { FWadLump lumpr = Wads.OpenLumpNum ((int)lumpnum); long size = lumpr.GetLength (); AllocBuffer (1 + size); long numread = lumpr.Read (&Chars[0], size); Chars[size] = '\0'; if (numread != size) { I_Error ("ConstructStringFromLump: Only read %ld of %ld bytes on lump %i (%s)\n", numread, size, lumpnum, Wads.GetLumpFullName((int)lumpnum)); } } //========================================================================== // // PrintLastError // //========================================================================== #ifdef _WIN32 //#define WIN32_LEAN_AND_MEAN //#include extern "C" { __declspec(dllimport) unsigned long __stdcall FormatMessageA( unsigned long dwFlags, const void *lpSource, unsigned long dwMessageId, unsigned long dwLanguageId, char **lpBuffer, unsigned long nSize, va_list *Arguments ); __declspec(dllimport) void * __stdcall LocalFree (void *); __declspec(dllimport) unsigned long __stdcall GetLastError (); } static void PrintLastError () { char *lpMsgBuf; FormatMessageA(0x1300 /*FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS*/, NULL, GetLastError(), 1 << 10 /*MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT)*/, // Default language &lpMsgBuf, 0, NULL ); Printf (TEXTCOLOR_RED " %s\n", lpMsgBuf); // Free the buffer. LocalFree( lpMsgBuf ); } #else static void PrintLastError () { Printf (TEXTCOLOR_RED " %s\n", strerror(errno)); } #endif