298 lines
9.5 KiB
C++
298 lines
9.5 KiB
C++
/*
|
|
** buildtexture.cpp
|
|
** Handling Build textures (now as a usable editing feature!)
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2004-2006 Randy Heit
|
|
** Copyright 2018 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 "files.h"
|
|
#include "filesystem.h"
|
|
|
|
#include "cmdlib.h"
|
|
#include "colormatcher.h"
|
|
#include "bitmap.h"
|
|
#include "textures.h"
|
|
#include "fs_filesystem.h"
|
|
#include "image.h"
|
|
#include "animations.h"
|
|
#include "texturemanager.h"
|
|
#include "r_translate.h"
|
|
#include "r_data/sprites.h"
|
|
#include "m_swap.h"
|
|
|
|
//===========================================================================
|
|
//
|
|
// CountTiles
|
|
//
|
|
// Returns the number of tiles provided by an artfile
|
|
//
|
|
//===========================================================================
|
|
|
|
static int CountTiles (const void *tiles)
|
|
{
|
|
int version = LittleLong(*(uint32_t *)tiles);
|
|
if (version != 1)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
int tilestart = LittleLong(((uint32_t *)tiles)[2]);
|
|
int tileend = LittleLong(((uint32_t *)tiles)[3]);
|
|
|
|
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Create palette data and remap table for the tile set's palette
|
|
//
|
|
//===========================================================================
|
|
|
|
static int BuildPaletteTranslation(int lump)
|
|
{
|
|
if (fileSystem.FileLength(lump) < 768)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
auto data = fileSystem.ReadFile(lump);
|
|
auto ipal = data.bytes();
|
|
FRemapTable opal;
|
|
|
|
bool blood = false;
|
|
for (int c = 0; c < 765; c++) // Build used VGA palettes (color values 0..63), Blood used full palettes (0..255) Let's hope this doesn't screw up...
|
|
{
|
|
if (ipal[c] >= 64)
|
|
{
|
|
blood = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int c = 0; c < 255; c++)
|
|
{
|
|
int r, g, b;
|
|
if (!blood)
|
|
{
|
|
r = (ipal[3*c ] << 2) | (ipal[3 * c ] >> 4);
|
|
g = (ipal[3*c + 1] << 2) | (ipal[3 * c + 1] >> 4);
|
|
b = (ipal[3*c + 2] << 2) | (ipal[3 * c + 2] >> 4);
|
|
}
|
|
else
|
|
{
|
|
r = ipal[3 * c] << 2;
|
|
g = ipal[3 * c + 1] << 2;
|
|
b = ipal[3 * c + 2] << 2;
|
|
}
|
|
opal.Palette[c] = PalEntry(255, r, g, b);
|
|
opal.Remap[c] = ColorMatcher.Pick(r, g, b);
|
|
}
|
|
// The last entry is transparent.
|
|
opal.Palette[255] = 0;
|
|
opal.Remap[255] = 0;
|
|
// Store the remap table in the translation manager so that we do not need to keep track of it ourselves.
|
|
// Slot 0 for internal translations is a convenient location because normally it only contains a small number of translations.
|
|
return GetTranslationIndex(GPalette.StoreTranslation(TRANSLATION_Standard, &opal));
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AddTiles
|
|
//
|
|
// Adds all the tiles in an artfile to the texture manager.
|
|
//
|
|
//===========================================================================
|
|
|
|
void AddTiles(const FString& pathprefix, const void* tiles, FRemapTable *remap)
|
|
{
|
|
|
|
// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
|
|
int tilestart = LittleLong(((uint32_t*)tiles)[2]);
|
|
int tileend = LittleLong(((uint32_t*)tiles)[3]);
|
|
const uint16_t* tilesizx = &((const uint16_t*)tiles)[8];
|
|
const uint16_t* tilesizy = &tilesizx[tileend - tilestart + 1];
|
|
const uint32_t* picanm = (const uint32_t*)&tilesizy[tileend - tilestart + 1];
|
|
const uint8_t* tiledata = (const uint8_t*)&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]);
|
|
uint32_t anm = LittleLong(picanm[pic]);
|
|
int xoffs = (int8_t)((anm >> 8) & 255) + width / 2;
|
|
int yoffs = (int8_t)((anm >> 16) & 255) + height / 2;
|
|
int size = width * height;
|
|
FTextureID texnum;
|
|
|
|
if (width <= 0 || height <= 0) continue;
|
|
|
|
FStringf name("%sBTIL%04d", pathprefix.GetChars(), i);
|
|
auto tex = MakeGameTexture(new FImageTexture(new FBuildTexture(pathprefix, i, tiledata, remap, width, height, xoffs, yoffs)), name.GetChars(), ETextureType::Override);
|
|
texnum = TexMan.AddGameTexture(tex);
|
|
tiledata += size;
|
|
|
|
|
|
// reactivate only if the texture counter works here.
|
|
//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.
|
|
|
|
TexAnim.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] =
|
|
rot.Texture[1] = texnum;
|
|
for (int j = 1; j < 4; ++j)
|
|
{
|
|
rot.Texture[j * 2].SetIndex(texnum.GetIndex() + j);
|
|
rot.Texture[j * 2 + 1].SetIndex(texnum.GetIndex() + j);
|
|
rot.Texture[16 - j * 2].SetIndex(texnum.GetIndex() + j);
|
|
rot.Texture[17 - j * 2].SetIndex(texnum.GetIndex() + j);
|
|
}
|
|
rot.Texture[8].SetIndex(texnum.GetIndex());
|
|
rot.Texture[9].SetIndex(texnum.GetIndex());
|
|
rot.Flip = 0x00FC;
|
|
rot.Voxel = NULL;
|
|
tex->SetRotations(SpriteFrames.Push(rot));
|
|
}
|
|
else if (rotType == 2)
|
|
{
|
|
spriteframe_t rot;
|
|
rot.Texture[0] =
|
|
rot.Texture[1] = texnum;
|
|
for (int j = 1; j < 8; ++j)
|
|
{
|
|
rot.Texture[16 - j * 2].SetIndex(texnum.GetIndex() + j);
|
|
rot.Texture[17 - j * 2].SetIndex(texnum.GetIndex() + j);
|
|
}
|
|
rot.Flip = 0;
|
|
rot.Voxel = NULL;
|
|
tex->SetRotations(SpriteFrames.Push(rot));
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// R_CountBuildTiles
|
|
//
|
|
// Returns the number of tiles found. Also loads all the data for
|
|
// R_InitBuildTiles() to process later.
|
|
//
|
|
//===========================================================================
|
|
|
|
void InitBuildTiles()
|
|
{
|
|
int lumpnum;
|
|
int numtiles;
|
|
int totaltiles = 0;
|
|
|
|
// The search rules are as follows:
|
|
// - scan the entire lump directory for palette.dat files.
|
|
// - if one is found, process the directory for .ART files and add textures for them.
|
|
// - once all have been found, process all directories that may contain Build data.
|
|
// - the root is not excluded which allows to read this from .GRP files as well.
|
|
// - Blood support has been removed because it is not useful for modding to have loose .ART files.
|
|
//
|
|
// Unfortunately neither the palettes nor the .ART files contain any usable identifying marker
|
|
// so this can only go by the file names.
|
|
|
|
int numlumps = fileSystem.GetNumEntries();
|
|
for (int i = 0; i < numlumps; i++)
|
|
{
|
|
const char* name = fileSystem.GetFileFullName(i);
|
|
if (fileSystem.CheckNumForFullName(name) != i) continue; // This palette is hidden by a later one. Do not process
|
|
FString base = ExtractFileBase(name, true);
|
|
base.ToLower();
|
|
if (base.Compare("palette.dat") == 0 && fileSystem.FileLength(i) >= 768) // must be a valid palette, i.e. at least 256 colors.
|
|
{
|
|
FString path = ExtractFilePath(name);
|
|
if (path.IsNotEmpty() && path.Back() != '/') path += '/';
|
|
|
|
int translation = BuildPaletteTranslation(i);
|
|
auto remap = GPalette.GetTranslation(TRANSLATION_Standard, translation);
|
|
|
|
for (int numartfiles = 0; numartfiles < 1000; numartfiles++)
|
|
{
|
|
FStringf artpath("%stiles%03d.art", path.GetChars(), numartfiles);
|
|
// only read from the same source as the palette.
|
|
// The entire format here is just too volatile to allow liberal mixing.
|
|
// An .ART set must be treated as one unit.
|
|
lumpnum = fileSystem.CheckNumForFullName(artpath.GetChars(), fileSystem.GetFileContainer(i));
|
|
if (lumpnum < 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
auto& artdata = TexMan.GetNewBuildTileData();
|
|
artdata.Resize(fileSystem.FileLength(lumpnum));
|
|
fileSystem.ReadFile(lumpnum, &artdata[0]);
|
|
|
|
if ((numtiles = CountTiles(&artdata[0])) > 0)
|
|
{
|
|
AddTiles(path, &artdata[0], remap);
|
|
totaltiles += numtiles;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|