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//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// DESCRIPTION:
// Handles WAD file header, directory, lump I/O.
//
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "doomtype.h"
#include "config.h"
#include "d_iwad.h"
#include "i_swap.h"
#include "i_system.h"
#include "i_video.h"
#include "m_misc.h"
#include "z_zone.h"
#include "w_wad.h"
typedef struct
{
// Should be "IWAD" or "PWAD".
char identification[4];
int numlumps;
int infotableofs;
} PACKEDATTR wadinfo_t;
typedef struct
{
int filepos;
int size;
char name[8];
} PACKEDATTR filelump_t;
//
// GLOBALS
//
// Location of each lump on disk.
lumpinfo_t *lumpinfo;
unsigned int numlumps = 0;
// Hash table for fast lookups
static lumpinfo_t **lumphash;
// Variables for the reload hack: filename of the PWAD to reload, and the
// lumps from WADs before the reload file, so we can resent numlumps and
// load the file again.
static wad_file_t *reloadhandle = NULL;
static char *reloadname = NULL;
static int reloadlump = -1;
// Hash function used for lump names.
unsigned int W_LumpNameHash(const char *s)
{
// This is the djb2 string hash function, modded to work on strings
// that have a maximum length of 8.
unsigned int result = 5381;
unsigned int i;
for (i=0; i < 8 && s[i] != '\0'; ++i)
{
result = ((result << 5) ^ result ) ^ toupper(s[i]);
}
return result;
}
// Increase the size of the lumpinfo[] array to the specified size.
static void ExtendLumpInfo(int newnumlumps)
{
lumpinfo_t *newlumpinfo;
unsigned int i;
newlumpinfo = calloc(newnumlumps, sizeof(lumpinfo_t));
if (newlumpinfo == NULL)
{
I_Error ("Couldn't realloc lumpinfo");
}
// Copy over lumpinfo_t structures from the old array. If any of
// these lumps have been cached, we need to update the user
// pointers to the new location.
for (i = 0; i < numlumps && i < newnumlumps; ++i)
{
memcpy(&newlumpinfo[i], &lumpinfo[i], sizeof(lumpinfo_t));
if (newlumpinfo[i].cache != NULL)
{
Z_ChangeUser(newlumpinfo[i].cache, &newlumpinfo[i].cache);
}
// We shouldn't be generating a hash table until after all WADs have
// been loaded, but just in case...
if (lumpinfo[i].next != NULL)
{
int nextlumpnum = lumpinfo[i].next - lumpinfo;
newlumpinfo[i].next = &newlumpinfo[nextlumpnum];
}
}
// All done.
free(lumpinfo);
lumpinfo = newlumpinfo;
numlumps = newnumlumps;
}
//
// LUMP BASED ROUTINES.
//
//
// W_AddFile
// All files are optional, but at least one file must be
// found (PWAD, if all required lumps are present).
// Files with a .wad extension are wadlink files
// with multiple lumps.
// Other files are single lumps with the base filename
// for the lump name.
wad_file_t *W_AddFile (char *filename)
{
wadinfo_t header;
lumpinfo_t *lump_p;
unsigned int i;
wad_file_t *wad_file;
int length;
int startlump;
filelump_t *fileinfo;
filelump_t *filerover;
int newnumlumps;
// If the filename begins with a ~, it indicates that we should use the
// reload hack.
if (filename[0] == '~')
{
if (reloadname != NULL)
{
I_Error("Prefixing a WAD filename with '~' indicates that the "
"WAD should be reloaded\n"
"on each level restart, for use by level authors for "
"rapid development. You\n"
"can only reload one WAD file, and it must be the last "
"file in the -file list.");
}
reloadname = strdup(filename);
reloadlump = numlumps;
++filename;
}
// Open the file and add to directory
wad_file = W_OpenFile(filename);
if (wad_file == NULL)
{
printf (" couldn't open %s\n", filename);
return NULL;
}
// If this is the reload file, we need to save the file handle so that we
// can close it later on when we do a reload.
if (reloadname)
{
reloadhandle = wad_file;
}
newnumlumps = numlumps;
if (strcasecmp(filename+strlen(filename)-3 , "wad" ) )
{
// single lump file
// fraggle: Swap the filepos and size here. The WAD directory
// parsing code expects a little-endian directory, so will swap
// them back. Effectively we're constructing a "fake WAD directory"
// here, as it would appear on disk.
fileinfo = Z_Malloc(sizeof(filelump_t), PU_STATIC, 0);
fileinfo->filepos = LONG(0);
fileinfo->size = LONG(wad_file->length);
// Name the lump after the base of the filename (without the
// extension).
M_ExtractFileBase (filename, fileinfo->name);
newnumlumps++;
}
else
{
// WAD file
W_Read(wad_file, 0, &header, sizeof(header));
if (strncmp(header.identification,"IWAD",4))
{
// Homebrew levels?
if (strncmp(header.identification,"PWAD",4))
{
I_Error ("Wad file %s doesn't have IWAD "
"or PWAD id\n", filename);
}
// ???modifiedgame = true;
}
header.numlumps = LONG(header.numlumps);
header.infotableofs = LONG(header.infotableofs);
length = header.numlumps*sizeof(filelump_t);
fileinfo = Z_Malloc(length, PU_STATIC, 0);
W_Read(wad_file, header.infotableofs, fileinfo, length);
newnumlumps += header.numlumps;
}
// Increase size of numlumps array to accomodate the new file.
startlump = numlumps;
ExtendLumpInfo(newnumlumps);
lump_p = &lumpinfo[startlump];
filerover = fileinfo;
for (i=startlump; i<numlumps; ++i)
{
lump_p->wad_file = wad_file;
lump_p->position = LONG(filerover->filepos);
lump_p->size = LONG(filerover->size);
lump_p->cache = NULL;
strncpy(lump_p->name, filerover->name, 8);
++lump_p;
++filerover;
}
Z_Free(fileinfo);
if (lumphash != NULL)
{
Z_Free(lumphash);
lumphash = NULL;
}
return wad_file;
}
//
// W_NumLumps
//
int W_NumLumps (void)
{
return numlumps;
}
//
// W_CheckNumForName
// Returns -1 if name not found.
//
int W_CheckNumForName (char* name)
{
lumpinfo_t *lump_p;
int i;
// Do we have a hash table yet?
if (lumphash != NULL)
{
int hash;
// We do! Excellent.
hash = W_LumpNameHash(name) % numlumps;
for (lump_p = lumphash[hash]; lump_p != NULL; lump_p = lump_p->next)
{
if (!strncasecmp(lump_p->name, name, 8))
{
return lump_p - lumpinfo;
}
}
}
else
{
// We don't have a hash table generate yet. Linear search :-(
//
// scan backwards so patch lump files take precedence
for (i=numlumps-1; i >= 0; --i)
{
if (!strncasecmp(lumpinfo[i].name, name, 8))
{
return i;
}
}
}
// TFB. Not found.
return -1;
}
//
// W_GetNumForName
// Calls W_CheckNumForName, but bombs out if not found.
//
int W_GetNumForName (char* name)
{
int i;
i = W_CheckNumForName (name);
if (i < 0)
{
I_Error ("W_GetNumForName: %s not found!", name);
}
return i;
}
//
// W_LumpLength
// Returns the buffer size needed to load the given lump.
//
int W_LumpLength (unsigned int lump)
{
if (lump >= numlumps)
{
I_Error ("W_LumpLength: %i >= numlumps", lump);
}
return lumpinfo[lump].size;
}
//
// W_ReadLump
// Loads the lump into the given buffer,
// which must be >= W_LumpLength().
//
void W_ReadLump(unsigned int lump, void *dest)
{
int c;
lumpinfo_t *l;
if (lump >= numlumps)
{
I_Error ("W_ReadLump: %i >= numlumps", lump);
}
l = lumpinfo+lump;
I_BeginRead ();
c = W_Read(l->wad_file, l->position, dest, l->size);
if (c < l->size)
{
I_Error ("W_ReadLump: only read %i of %i on lump %i",
c, l->size, lump);
}
I_EndRead ();
}
//
// W_CacheLumpNum
//
// Load a lump into memory and return a pointer to a buffer containing
// the lump data.
//
// 'tag' is the type of zone memory buffer to allocate for the lump
// (usually PU_STATIC or PU_CACHE). If the lump is loaded as
// PU_STATIC, it should be released back using W_ReleaseLumpNum
// when no longer needed (do not use Z_ChangeTag).
//
void *W_CacheLumpNum(int lumpnum, int tag)
{
byte *result;
lumpinfo_t *lump;
if ((unsigned)lumpnum >= numlumps)
{
I_Error ("W_CacheLumpNum: %i >= numlumps", lumpnum);
}
lump = &lumpinfo[lumpnum];
// Get the pointer to return. If the lump is in a memory-mapped
// file, we can just return a pointer to within the memory-mapped
// region. If the lump is in an ordinary file, we may already
// have it cached; otherwise, load it into memory.
if (lump->wad_file->mapped != NULL)
{
// Memory mapped file, return from the mmapped region.
result = lump->wad_file->mapped + lump->position;
}
else if (lump->cache != NULL)
{
// Already cached, so just switch the zone tag.
result = lump->cache;
Z_ChangeTag(lump->cache, tag);
}
else
{
// Not yet loaded, so load it now
lump->cache = Z_Malloc(W_LumpLength(lumpnum), tag, &lump->cache);
W_ReadLump (lumpnum, lump->cache);
result = lump->cache;
}
return result;
}
//
// W_CacheLumpName
//
void *W_CacheLumpName(char *name, int tag)
{
return W_CacheLumpNum(W_GetNumForName(name), tag);
}
//
// Release a lump back to the cache, so that it can be reused later
// without having to read from disk again, or alternatively, discarded
// if we run out of memory.
//
// Back in Vanilla Doom, this was just done using Z_ChangeTag
// directly, but now that we have WAD mmap, things are a bit more
// complicated ...
//
void W_ReleaseLumpNum(int lumpnum)
{
lumpinfo_t *lump;
if ((unsigned)lumpnum >= numlumps)
{
I_Error ("W_ReleaseLumpNum: %i >= numlumps", lumpnum);
}
lump = &lumpinfo[lumpnum];
if (lump->wad_file->mapped != NULL)
{
// Memory-mapped file, so nothing needs to be done here.
}
else
{
Z_ChangeTag(lump->cache, PU_CACHE);
}
}
void W_ReleaseLumpName(char *name)
{
W_ReleaseLumpNum(W_GetNumForName(name));
}
#if 0
//
// W_Profile
//
int info[2500][10];
int profilecount;
void W_Profile (void)
{
int i;
memblock_t* block;
void* ptr;
char ch;
FILE* f;
int j;
char name[9];
for (i=0 ; i<numlumps ; i++)
{
ptr = lumpinfo[i].cache;
if (!ptr)
{
ch = ' ';
continue;
}
else
{
block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t));
if (block->tag < PU_PURGELEVEL)
ch = 'S';
else
ch = 'P';
}
info[i][profilecount] = ch;
}
profilecount++;
f = fopen ("waddump.txt","w");
name[8] = 0;
for (i=0 ; i<numlumps ; i++)
{
memcpy (name,lumpinfo[i].name,8);
for (j=0 ; j<8 ; j++)
if (!name[j])
break;
for ( ; j<8 ; j++)
name[j] = ' ';
fprintf (f,"%s ",name);
for (j=0 ; j<profilecount ; j++)
fprintf (f," %c",info[i][j]);
fprintf (f,"\n");
}
fclose (f);
}
#endif
// Generate a hash table for fast lookups
void W_GenerateHashTable(void)
{
unsigned int i;
// Free the old hash table, if there is one:
if (lumphash != NULL)
{
Z_Free(lumphash);
}
// Generate hash table
if (numlumps > 0)
{
lumphash = Z_Malloc(sizeof(lumpinfo_t *) * numlumps, PU_STATIC, NULL);
memset(lumphash, 0, sizeof(lumpinfo_t *) * numlumps);
for (i=0; i<numlumps; ++i)
{
unsigned int hash;
hash = W_LumpNameHash(lumpinfo[i].name) % numlumps;
// Hook into the hash table
lumpinfo[i].next = lumphash[hash];
lumphash[hash] = &lumpinfo[i];
}
}
// All done!
}
// The Doom reload hack. The idea here is that if you give a WAD file to -file
// prefixed with the ~ hack, that WAD file will be reloaded each time a new
// level is loaded. This lets you use a level editor in parallel and make
// incremental changes to the level you're working on without having to restart
// the game after every change.
// But: the reload feature is a fragile hack...
void W_Reload(void)
{
char *filename;
int i;
if (reloadname == NULL)
{
return;
}
// We must release any lumps being held in the PWAD we're about to reload:
for (i = reloadlump; i < numlumps; ++i)
{
if (lumpinfo[i].cache != NULL)
{
W_ReleaseLumpNum(i);
}
}
// Reset numlumps to remove the reload WAD file:
numlumps = reloadlump;
// Now reload the WAD file.
filename = reloadname;
W_CloseFile(reloadhandle);
reloadname = NULL;
reloadlump = -1;
reloadhandle = NULL;
W_AddFile(filename);
free(filename);
// The WAD directory has changed, so we have to regenerate the
// fast lookup hashtable:
W_GenerateHashTable();
}
// Lump names that are unique to particular game types. This lets us check
// the user is not trying to play with the wrong executable, eg.
// chocolate-doom -iwad hexen.wad.
static const struct
{
GameMission_t mission;
char *lumpname;
} unique_lumps[] = {
{ doom, "POSSA1" },
{ heretic, "IMPXA1" },
{ hexen, "ETTNA1" },
{ strife, "AGRDA1" },
};
void W_CheckCorrectIWAD(GameMission_t mission)
{
int i;
int lumpnum;
for (i = 0; i < arrlen(unique_lumps); ++i)
{
if (mission != unique_lumps[i].mission)
{
lumpnum = W_CheckNumForName(unique_lumps[i].lumpname);
if (lumpnum >= 0)
{
I_Error("\nYou are trying to use a %s IWAD file with "
"the %s%s binary.\nThis isn't going to work.\n"
"You probably want to use the %s%s binary.",
D_SuggestGameName(unique_lumps[i].mission,
indetermined),
PROGRAM_PREFIX,
D_GameMissionString(mission),
PROGRAM_PREFIX,
D_GameMissionString(unique_lumps[i].mission));
}
}
}
}
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