- moved the resourcefiles and textures folders into gamedata.
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69 changed files with 66 additions and 66 deletions
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/*
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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 "w_wad.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "bitmap.h"
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#include "image.h"
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#include "imagehelpers.h"
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// posts are runs of non masked source pixels
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struct column_t
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{
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uint8_t topdelta; // -1 is the last post in a column
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uint8_t length; // length data bytes follows
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};
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bool checkPatchForAlpha(const void *buffer, uint32_t length);
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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 FImageSource
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{
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bool badflag = false;
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bool isalpha = false;
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public:
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FPatchTexture (int lumpnum, patch_t *header, bool isalphatex);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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int CopyPixels(FBitmap *bmp, int conversion) override;
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void DetectBadPatches();
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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, bool &isalpha)
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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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file.Seek(0, FileReader::SeekSet);
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auto data = file.Read(file.GetLength());
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const patch_t *foo = (const patch_t *)data.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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uint32_t ofs = LittleLong(foo->columnofs[x]);
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if (ofs == (uint32_t)width * 4 + 8)
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{
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gapAtStart = false;
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}
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else if (ofs >= (uint32_t)(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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return false;
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}
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}
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if (!gapAtStart)
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{
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// only check this if the texture passed validation.
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// Here is a good point because we already have a valid buffer of the lump's data.
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isalpha = checkPatchForAlpha(data.Data(), (uint32_t)file.GetLength());
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}
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return !gapAtStart;
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}
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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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FImageSource *PatchImage_TryCreate(FileReader & file, int lumpnum)
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{
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patch_t header;
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bool isalpha;
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if (!CheckIfPatch(file, isalpha)) return NULL;
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file.Seek(0, FileReader::SeekSet);
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header.width = file.ReadUInt16();
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header.height = file.ReadUInt16();
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header.leftoffset = file.ReadInt16();
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header.topoffset = file.ReadInt16();
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return new FPatchTexture(lumpnum, &header, isalpha);
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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, bool isalphatex)
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: FImageSource(lumpnum)
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{
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bUseGamePalette = !isalphatex;
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isalpha = isalphatex;
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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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DetectBadPatches();
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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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TArray<uint8_t> FPatchTexture::CreatePalettedPixels(int conversion)
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{
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uint8_t *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 uint8_t *)patch + Wads.LumpLength (SourceLump) - 3);
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remap = ImageHelpers::GetRemap(conversion == luminance, isalpha);
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// Special case for skies
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if (conversion == noremap0 && remap == GPalette.Remap)
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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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if (badflag)
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{
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TArray<uint8_t> Pixels(Width * Height, true);
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uint8_t *out;
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// Draw the image to the buffer
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for (x = 0, out = Pixels.Data(); x < Width; ++x)
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{
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const uint8_t *in = (const uint8_t *)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 Pixels;
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}
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int numpix = Width * Height;
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numspans = Width;
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TArray<uint8_t> Pixels(numpix, true);
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memset (Pixels.Data(), 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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uint8_t *outtop = Pixels.Data() + x*Height;
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const column_t *column = (const column_t *)((const uint8_t *)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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uint8_t *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 uint8_t *in = (const uint8_t *)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 uint8_t *)column + column->length + 4);
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}
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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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int FPatchTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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if (!isalpha) return FImageSource::CopyPixels(bmp, conversion);
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else return CopyTranslatedPixels(bmp, translationtables[TRANSLATION_Standard][STD_Grayscale]->Palette);
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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::DetectBadPatches ()
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{
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// The patch must look like it is large enough for the rules to apply to avoid using this on truly empty patches.
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if (Wads.LumpLength(SourceLump) < Width * Height / 2) return;
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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 uint32_t *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*)((uint8_t*)realpatch+LittleLong(cofs[x]));
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if (col->topdelta != 0 || col->length != 0)
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{
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return; // It's not bad!
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}
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col = (column_t *)((uint8_t *)col + 256 + 4);
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if (col->topdelta != 0xFF)
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{
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return; // More than one post in a column!
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}
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}
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LeftOffset = 0;
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TopOffset = 0;
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badflag = 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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