qzdoom/src/textures/buildtexture.cpp
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

397 lines
10 KiB
C++

/*
** buildtexture.cpp
** Handling Build textures
**
**---------------------------------------------------------------------------
** 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_local.h"
#include "w_wad.h"
#include "templates.h"
#include "cmdlib.h"
#include "st_start.h"
static TArray<BYTE *> BuildTileFiles;
//==========================================================================
//
// A texture defined in a Build TILESxxx.ART file
//
//==========================================================================
class FBuildTexture : public FTexture
{
public:
FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top);
~FBuildTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
const BYTE *Pixels;
Span **Spans;
};
//==========================================================================
//
//
//
//==========================================================================
FBuildTexture::FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top)
: Pixels (pixels), Spans (NULL)
{
Width = width;
Height = height;
LeftOffset = left;
TopOffset = top;
CalcBitSize ();
mysnprintf (Name, countof(Name), "BTIL%04d", tilenum);
UseType = TEX_Build;
}
//==========================================================================
//
//
//
//==========================================================================
FBuildTexture::~FBuildTexture ()
{
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FBuildTexture::Unload ()
{
// Nothing to do, since the pixels are accessed from memory-mapped files directly
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FBuildTexture::GetPixels ()
{
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FBuildTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (column >= 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;
}
//===========================================================================
//
// AddTiles
//
// Adds all the tiles in an artfile to the texture manager.
//
//===========================================================================
static void AddTiles (void *tiles)
{
// int numtiles = LittleLong(((DWORD *)tiles)[1]); // This value is not reliable
int tilestart = LittleLong(((DWORD *)tiles)[2]);
int tileend = LittleLong(((DWORD *)tiles)[3]);
const WORD *tilesizx = &((const WORD *)tiles)[8];
const WORD *tilesizy = &tilesizx[tileend - tilestart + 1];
const DWORD *picanm = (const DWORD *)&tilesizy[tileend - tilestart + 1];
BYTE *tiledata = (BYTE *)&picanm[tileend - tilestart + 1];
for (int i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
DWORD anm = LittleLong(picanm[pic]);
int xoffs = (SBYTE)((anm >> 8) & 255) + width/2;
int yoffs = (SBYTE)((anm >> 16) & 255) + height/2;
int size = width*height;
FTextureID texnum;
FTexture *tex;
if (width <= 0 || height <= 0) continue;
tex = new FBuildTexture (i, tiledata, width, height, xoffs, yoffs);
texnum = TexMan.AddTexture (tex);
while (size > 0)
{
*tiledata = 255 - *tiledata;
tiledata++;
size--;
}
StartScreen->Progress();
if ((picanm[pic] & 63) && (picanm[pic] & 192))
{
int type, speed;
switch (picanm[pic] & 192)
{
case 64: type = 2; break;
case 128: type = 0; break;
case 192: type = 1; break;
default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
}
speed = (anm >> 24) & 15;
speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
R_AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
}
// Blood's rotation types:
// 0 - Single
// 1 - 5 Full
// 2 - 8 Full
// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
// 4 - 5 Half (not used in game)
// 5 - 3 Flat (not used in game)
// 6 - Voxel
// 7 - Spin Voxel
int rotType = (anm >> 28) & 7;
if (rotType == 1)
{
spriteframe_t rot;
rot.Texture[0] = texnum;
rot.Texture[1] = texnum;
for (int j = 1; j < 4; ++j)
{
rot.Texture[j*2] = texnum + j;
rot.Texture[j*2+1] = texnum + j;
rot.Texture[16-j*2] = texnum + j;
rot.Texture[17-j*2] = texnum + j;
}
rot.Texture[8] = texnum + 4;
rot.Texture[9] = texnum + 4;
rot.Flip = 0x00FC;
tex->Rotations = SpriteFrames.Push (rot);
}
else if (rotType == 2)
{
spriteframe_t rot;
rot.Texture[0] = texnum;
rot.Texture[1] = texnum;
for (int j = 1; j < 8; ++j)
{
rot.Texture[16-j*2] = texnum + j;
rot.Texture[17-j*2] = texnum + j;
}
rot.Flip = 0;
tex->Rotations = SpriteFrames.Push (rot);
}
}
}
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
static int CountTiles (void *tiles)
{
int version = LittleLong(*(DWORD *)tiles);
if (version != 1)
{
return 0;
}
int tilestart = LittleLong(((DWORD *)tiles)[2]);
int tileend = LittleLong(((DWORD *)tiles)[3]);
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
}
//===========================================================================
//
// R_CountBuildTiles
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
//
//===========================================================================
int R_CountBuildTiles ()
{
int numartfiles = 0;
char artfile[] = "tilesXXX.art";
int lumpnum;
int numtiles;
int totaltiles = 0;
lumpnum = Wads.CheckNumForFullName ("blood.pal");
if (lumpnum >= 0)
{
// Blood's tiles are external resources. (Why did they do it like that?)
FString rffpath = Wads.GetWadFullName (Wads.GetLumpFile (lumpnum));
int slashat = rffpath.LastIndexOf ('/');
if (slashat >= 0)
{
rffpath.Truncate (slashat + 1);
}
else
{
rffpath += '/';
}
for (; numartfiles < 1000; numartfiles++)
{
artfile[5] = numartfiles / 100 + '0';
artfile[6] = numartfiles / 10 % 10 + '0';
artfile[7] = numartfiles % 10 + '0';
FString artpath = rffpath;
artpath += artfile;
FILE *f = fopen (artpath, "rb");
if (f == NULL)
{
break;
}
size_t len = Q_filelength (f);
BYTE *art = new BYTE[len];
if (fread (art, 1, len, f) != len || (numtiles = CountTiles(art)) == 0)
{
delete[] art;
}
else
{
BuildTileFiles.Push (art);
totaltiles += numtiles;
}
fclose (f);
}
}
for (; numartfiles < 1000; numartfiles++)
{
artfile[5] = numartfiles / 100 + '0';
artfile[6] = numartfiles / 10 % 10 + '0';
artfile[7] = numartfiles % 10 + '0';
lumpnum = Wads.CheckNumForFullName (artfile);
if (lumpnum < 0)
{
break;
}
BYTE *art = new BYTE[Wads.LumpLength (lumpnum)];
Wads.ReadLump (lumpnum, art);
if ((numtiles = CountTiles(art)) == 0)
{
delete[] art;
}
else
{
BuildTileFiles.Push (art);
totaltiles += numtiles;
}
}
return totaltiles;
}
//===========================================================================
//
// R_InitBuildTiles
//
// [RH] Support Build tiles!
//
//===========================================================================
void R_InitBuildTiles ()
{
for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i)
{
AddTiles (BuildTileFiles[i]);
}
}
//===========================================================================
//
// R_DeinitBuildTiles
//
//===========================================================================
void R_DeinitBuildTiles ()
{
for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i)
{
delete[] BuildTileFiles[i];
}
BuildTileFiles.Clear();
}