/* ** file_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. **--------------------------------------------------------------------------- ** ** */ #include #include "resourcefile.h" #include "v_text.h" #include "filesystem.h" #include "engineerrors.h" struct wadinfo_t { // Should be "IWAD" or "PWAD". uint32_t Magic; uint32_t NumLumps; uint32_t InfoTableOfs; }; struct wadlump_t { uint32_t FilePos; uint32_t Size; char Name[8]; }; //========================================================================== // // Wad Lump (with console doom LZSS support) // //========================================================================== class FWadFileLump : public FResourceLump { public: bool Compressed; int Position; int Namespace; int GetNamespace() const override { return Namespace; } int GetFileOffset() override { return Position; } FileReader *GetReader() override { if(!Compressed) { Owner->Reader.Seek(Position, FileReader::SeekSet); return &Owner->Reader; } return NULL; } int FillCache() override { if(!Compressed) { const char * buffer = Owner->Reader.GetBuffer(); if (buffer != NULL) { // This is an in-memory file so the cache can point directly to the file's data. Cache = const_cast(buffer) + Position; RefCount = -1; return -1; } } Owner->Reader.Seek(Position, FileReader::SeekSet); Cache = new char[LumpSize]; if(Compressed) { FileReader lzss; if (lzss.OpenDecompressor(Owner->Reader, LumpSize, METHOD_LZSS, false, [](const char* err) { I_Error("%s", err); })) { lzss.Read(Cache, LumpSize); } } else Owner->Reader.Read(Cache, LumpSize); RefCount = 1; return 1; } }; //========================================================================== // // Wad file // //========================================================================== class FWadFile : public FResourceFile { TArray Lumps; bool IsMarker(int lump, const char *marker); void SetNamespace(const char *startmarker, const char *endmarker, namespace_t space, bool flathack=false); void SkinHack (); public: FWadFile(const char * filename, FileReader &file); FResourceLump *GetLump(int lump) { return &Lumps[lump]; } bool Open(bool quiet, LumpFilterInfo* filter); }; //========================================================================== // // FWadFile::FWadFile // // Initializes a WAD file // //========================================================================== FWadFile::FWadFile(const char *filename, FileReader &file) : FResourceFile(filename, file) { } //========================================================================== // // Open it // //========================================================================== bool FWadFile::Open(bool quiet, LumpFilterInfo*) { wadinfo_t header; uint32_t InfoTableOfs; bool isBigEndian = false; // Little endian is assumed until proven otherwise auto wadSize = Reader.GetLength(); Reader.Read(&header, sizeof(header)); NumLumps = LittleLong(header.NumLumps); InfoTableOfs = LittleLong(header.InfoTableOfs); // Check to see if the little endian interpretation is valid // This should be sufficient to detect big endian wads. if (InfoTableOfs + NumLumps*sizeof(wadlump_t) > (unsigned)wadSize) { NumLumps = BigLong(header.NumLumps); InfoTableOfs = BigLong(header.InfoTableOfs); isBigEndian = true; // Check again to detect broken wads if (InfoTableOfs + NumLumps*sizeof(wadlump_t) > (unsigned)wadSize) { I_Error("Cannot load broken WAD file %s\n", FileName.GetChars()); } } TArray fileinfo(NumLumps, true); Reader.Seek (InfoTableOfs, FileReader::SeekSet); Reader.Read (fileinfo.Data(), NumLumps * sizeof(wadlump_t)); Lumps.Resize(NumLumps); for(uint32_t i = 0; i < NumLumps; i++) { char n[9]; uppercopy(n, fileinfo[i].Name); n[8] = 0; // This needs to be done differently. We cannot simply assume that all lumps where the first character's high bit is set are compressed without verification. // This requires explicit toggling for precisely the files that need it. #if 0 Lumps[i].Compressed = !(gameinfo.flags & GI_SHAREWARE) && (n[0] & 0x80) == 0x80; #else Lumps[i].Compressed = false; #endif n[0] &= ~0x80; Lumps[i].LumpNameSetup(n); Lumps[i].Owner = this; Lumps[i].Position = isBigEndian ? BigLong(fileinfo[i].FilePos) : LittleLong(fileinfo[i].FilePos); Lumps[i].LumpSize = isBigEndian ? BigLong(fileinfo[i].Size) : LittleLong(fileinfo[i].Size); Lumps[i].Namespace = ns_global; Lumps[i].Flags = Lumps[i].Compressed ? LUMPF_COMPRESSED | LUMPF_SHORTNAME : LUMPF_SHORTNAME; // Check if the lump is within the WAD file and print a warning if not. if (Lumps[i].Position + Lumps[i].LumpSize > wadSize || Lumps[i].Position < 0 || Lumps[i].LumpSize < 0) { if (Lumps[i].LumpSize != 0) { Printf(PRINT_HIGH, "%s: Lump %s contains invalid positioning info and will be ignored\n", FileName.GetChars(), Lumps[i].getName()); Lumps[i].LumpNameSetup(""); } Lumps[i].LumpSize = Lumps[i].Position = 0; } } GenerateHash(); // Do this before the lump processing below. if (!quiet) // don't bother with namespaces in quiet mode. We won't need them. { SetNamespace("S_START", "S_END", ns_sprites); SetNamespace("F_START", "F_END", ns_flats, true); SetNamespace("C_START", "C_END", ns_colormaps); SetNamespace("A_START", "A_END", ns_acslibrary); SetNamespace("TX_START", "TX_END", ns_newtextures); SetNamespace("V_START", "V_END", ns_strifevoices); SetNamespace("HI_START", "HI_END", ns_hires); SetNamespace("VX_START", "VX_END", ns_voxels); SkinHack(); } return true; } //========================================================================== // // IsMarker // // (from BOOM) // //========================================================================== inline bool FWadFile::IsMarker(int lump, const char *marker) { if (Lumps[lump].getName()[0] == marker[0]) { return (!strcmp(Lumps[lump].getName(), marker) || (marker[1] == '_' && !strcmp(Lumps[lump].getName() +1, marker))); } else return false; } //========================================================================== // // SetNameSpace // // Sets namespace information for the lumps. It always looks for the first // x_START and the last x_END lump, except when loading flats. In this case // F_START may be absent and if that is the case all lumps with a size of // 4096 will be flagged appropriately. // //========================================================================== // This class was supposed to be local in the function but GCC // does not like that. struct Marker { int markertype; unsigned int index; }; void FWadFile::SetNamespace(const char *startmarker, const char *endmarker, namespace_t space, bool flathack) { bool warned = false; int numstartmarkers = 0, numendmarkers = 0; unsigned int i; TArray markers; for(i = 0; i < NumLumps; i++) { if (IsMarker(i, startmarker)) { Marker m = { 0, i }; markers.Push(m); numstartmarkers++; } else if (IsMarker(i, endmarker)) { Marker m = { 1, i }; markers.Push(m); numendmarkers++; } } if (numstartmarkers == 0) { if (numendmarkers == 0) return; // no markers found Printf(TEXTCOLOR_YELLOW"WARNING: %s marker without corresponding %s found.\n", endmarker, startmarker); if (flathack) { // We have found no F_START but one or more F_END markers. // mark all lumps before the last F_END marker as potential flats. unsigned int end = markers[markers.Size()-1].index; for(unsigned int i = 0; i < end; i++) { if (Lumps[i].LumpSize == 4096) { // We can't add this to the flats namespace but // it needs to be flagged for the texture manager. DPrintf(DMSG_NOTIFY, "Marking %s as potential flat\n", Lumps[i].getName()); Lumps[i].Flags |= LUMPF_MAYBEFLAT; } } } return; } i = 0; while (i < markers.Size()) { int start, end; if (markers[i].markertype != 0) { Printf(TEXTCOLOR_YELLOW"WARNING: %s marker without corresponding %s found.\n", endmarker, startmarker); i++; continue; } start = i++; // skip over subsequent x_START markers while (i < markers.Size() && markers[i].markertype == 0) { Printf(TEXTCOLOR_YELLOW"WARNING: duplicate %s marker found.\n", startmarker); i++; continue; } // same for x_END markers while (i < markers.Size()-1 && (markers[i].markertype == 1 && markers[i+1].markertype == 1)) { Printf(TEXTCOLOR_YELLOW"WARNING: duplicate %s marker found.\n", endmarker); i++; continue; } // We found a starting marker but no end marker. Ignore this block. if (i >= markers.Size()) { Printf(TEXTCOLOR_YELLOW"WARNING: %s marker without corresponding %s found.\n", startmarker, endmarker); end = NumLumps; } else { end = markers[i++].index; } // we found a marked block DPrintf(DMSG_NOTIFY, "Found %s block at (%d-%d)\n", startmarker, markers[start].index, end); for(int j = markers[start].index + 1; j < end; j++) { if (Lumps[j].Namespace != ns_global) { if (!warned) { Printf(TEXTCOLOR_YELLOW"WARNING: Overlapping namespaces found (lump %d)\n", j); } warned = true; } else if (space == ns_sprites && Lumps[j].LumpSize < 8) { // sf 26/10/99: // ignore sprite lumps smaller than 8 bytes (the smallest possible) // in size -- this was used by some dmadds wads // as an 'empty' graphics resource DPrintf(DMSG_WARNING, " Skipped empty sprite %s (lump %d)\n", Lumps[j].getName(), j); } else { Lumps[j].Namespace = space; } } } } //========================================================================== // // W_SkinHack // // Tests a wad file to see if it contains an S_SKIN marker. If it does, // every lump in the wad is moved into a new namespace. Because skins are // only supposed to replace player sprites, sounds, or faces, this should // not be a problem. Yes, there are skins that replace more than that, but // they are such a pain, and breaking them like this was done on purpose. // This also renames any S_SKINxx lumps to just S_SKIN. // //========================================================================== void FWadFile::SkinHack () { // this being static is not a problem. The only relevant thing is that each skin gets a different number. static int namespc = ns_firstskin; bool skinned = false; bool hasmap = false; uint32_t i; for (i = 0; i < NumLumps; i++) { FResourceLump *lump = &Lumps[i]; if (!strnicmp(lump->getName(), "S_SKIN", 6)) { // Wad has at least one skin. lump->LumpNameSetup("S_SKIN"); if (!skinned) { skinned = true; uint32_t j; for (j = 0; j < NumLumps; j++) { Lumps[j].Namespace = namespc; } namespc++; } } if ((lump->getName()[0] == 'M' && lump->getName()[1] == 'A' && lump->getName()[2] == 'P' && lump->getName()[3] >= '0' && lump->getName()[3] <= '9' && lump->getName()[4] >= '0' && lump->getName()[4] <= '9' && lump->getName()[5] >= '\0') || (lump->getName()[0] == 'E' && lump->getName()[1] >= '0' && lump->getName()[1] <= '9' && lump->getName()[2] == 'M' && lump->getName()[3] >= '0' && lump->getName()[3] <= '9' && lump->getName()[4] >= '\0')) { hasmap = true; } } if (skinned && hasmap) { Printf (TEXTCOLOR_BLUE "The maps in %s will not be loaded because it has a skin.\n" TEXTCOLOR_BLUE "You should remove the skin from the wad to play these maps.\n", FileName.GetChars()); } } //========================================================================== // // File open // //========================================================================== FResourceFile *CheckWad(const char *filename, FileReader &file, bool quiet, LumpFilterInfo* filter) { char head[4]; if (file.GetLength() >= 12) { file.Seek(0, FileReader::SeekSet); file.Read(&head, 4); file.Seek(0, FileReader::SeekSet); if (!memcmp(head, "IWAD", 4) || !memcmp(head, "PWAD", 4)) { auto rf = new FWadFile(filename, file); if (rf->Open(quiet, filter)) return rf; file = std::move(rf->Reader); // to avoid destruction of reader delete rf; } } return NULL; }