neurodoom 0.6.7

Deterministic no_std Doom engine with semantic and depth perception buffers for AI
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
// Texture / palette / patch loader. Runs at startup; per-column lookups
// during rendering are bounded by `texture.width` (loader-validated).
// See policy in src/render/mod.rs.
#![allow(clippy::indexing_slicing)]

//! WAD visual assets: palettes, colormaps, wall textures, flats, and
//! sprite patches. Loaded from a parsed [`crate::wad::Wad`] via
//! [`TextureData::load`] and resolved against [`crate::map::MapData`]
//! so each sidedef/sector holds a resolved index into the tables
//! rather than a raw WAD name.

use alloc::string::String;
use alloc::vec;
use alloc::vec::Vec;
use core::fmt;

use crate::wad::Wad;

// --- Public types ---

/// All loaded texture/visual data from a WAD.
pub struct TextureData {
    /// 14 palettes of 256 RGB triples (from PLAYPAL).
    pub palettes: Vec<Palette>,
    /// 32+2 colormaps of 256 entries (from COLORMAP). Index 0 = brightest.
    pub colormaps: Vec<ColorMap>,
    /// Flats (64x64 floor/ceiling textures), indexed by flat number.
    pub flats: Vec<FlatData>,
    /// Wall textures, indexed by texture number.
    pub textures: Vec<WallTexture>,
    /// First flat lump index in WAD (for lump → flat index conversion).
    pub first_flat: usize,
    /// Number of flats.
    pub num_flats: usize,
    /// Flat name table for name→index lookup.
    pub flat_names: Vec<[u8; 8]>,
    /// Texture name table for name→index lookup.
    pub texture_names: Vec<[u8; 8]>,
    /// Sprite definitions: indexed by spritenum_t.
    pub sprites: Vec<SpriteDef>,
    /// Per-sprite-lump metadata (width, height, offsets) indexed relative to first_sprite_lump.
    pub sprite_info: Vec<SpriteInfo>,
    /// First sprite lump index in WAD.
    pub first_sprite_lump: usize,
}

/// A sprite definition (all frames for one sprite name like "TROO").
#[derive(Clone, Default)]
pub struct SpriteDef {
    pub frames: Vec<SpriteFrame>,
}

/// A single frame of a sprite, with up to 8 rotations.
#[derive(Clone)]
pub struct SpriteFrame {
    pub rotate: bool,
    /// Lump indices (relative to first_sprite_lump) for each of 8 rotations.
    pub lump: [i16; 8],
    /// Flip flags per rotation.
    pub flip: [bool; 8],
}

impl Default for SpriteFrame {
    fn default() -> Self {
        Self {
            rotate: false,
            lump: [-1; 8],
            flip: [false; 8],
        }
    }
}

/// Per-lump sprite metadata with pre-parsed patch data.
#[derive(Clone, Default)]
pub struct SpriteInfo {
    pub width: i32,     // fixed-point
    pub height: i32,
    pub left_offset: i32,  // fixed-point
    pub top_offset: i32,   // fixed-point
    /// Pre-parsed patch (columns with posts). Parsed once at load time.
    pub patch: Option<Patch>,
}

pub type Palette = [u8; 768]; // 256 * RGB
pub type ColorMap = [u8; 256]; // palette index → shaded palette index

/// A 64x64 floor/ceiling texture.
pub struct FlatData {
    pub pixels: [u8; 4096],
}

/// A composited wall texture, stored as a flat column-major buffer.
pub struct WallTexture {
    pub width: u16,
    pub height: u16,
    /// Column-major pixel data: `width * height` bytes, column `c` starts at `c * height`.
    pub data: Vec<u8>,
}

impl WallTexture {
    /// Get a column slice by index.
    #[inline]
    pub fn column(&self, col: usize) -> &[u8] {
        let h = self.height as usize;
        let start = col * h;
        &self.data[start..start + h]
    }
}

/// Column post in a patch (a vertical run of pixels).
/// Pixel data is stored in the parent `Patch::pixel_data` buffer.
#[derive(Clone, Copy)]
pub struct Post {
    pub top_delta: u8,
    /// Offset into `Patch::pixel_data`.
    pub pixel_offset: u32,
    /// Number of pixels.
    pub pixel_len: u16,
}

impl Post {
    /// Get the pixel slice from the parent patch's pixel buffer.
    #[inline]
    pub fn pixels<'a>(&self, pixel_data: &'a [u8]) -> &'a [u8] {
        &pixel_data[self.pixel_offset as usize..self.pixel_offset as usize + self.pixel_len as usize]
    }
}

/// A raw patch from the WAD (sprite or texture patch).
#[derive(Clone)]
pub struct Patch {
    pub width: u16,
    pub height: u16,
    pub left_offset: i16,
    pub top_offset: i16,
    /// Per-column post lists.
    pub columns: Vec<Vec<Post>>,
    /// Flat storage for all post pixel data.
    pub pixel_data: Vec<u8>,
}

#[derive(Debug)]
pub enum TextureError {
    MissingLump(String),
    InvalidData(String),
}

impl fmt::Display for TextureError {
    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
        match self {
            Self::MissingLump(name) => write!(f, "missing lump: {name}"),
            Self::InvalidData(msg) => write!(f, "invalid texture data: {msg}"),
        }
    }
}

impl core::error::Error for TextureError {}

// --- Binary helpers ---

fn r16(data: &[u8], off: usize) -> i16 {
    let Some(slice) = data.get(off..off + 2) else { return 0 };
    let mut bytes = [0u8; 2];
    bytes.copy_from_slice(slice);
    i16::from_le_bytes(bytes)
}

fn ru16(data: &[u8], off: usize) -> u16 {
    let Some(slice) = data.get(off..off + 2) else { return 0 };
    let mut bytes = [0u8; 2];
    bytes.copy_from_slice(slice);
    u16::from_le_bytes(bytes)
}

fn r32(data: &[u8], off: usize) -> i32 {
    let Some(slice) = data.get(off..off + 4) else { return 0 };
    let mut bytes = [0u8; 4];
    bytes.copy_from_slice(slice);
    i32::from_le_bytes(bytes)
}

fn read_name(data: &[u8], off: usize) -> [u8; 8] {
    let mut name = [0u8; 8];
    name.copy_from_slice(&data[off..off + 8]);
    // Uppercase for consistent comparison
    for b in &mut name {
        *b = b.to_ascii_uppercase();
    }
    name
}

// --- Patch parsing ---

impl Patch {
    /// Parse a patch from raw lump data.
    pub fn parse(data: &[u8]) -> Option<Self> {
        if data.len() < 8 {
            return None;
        }
        let width = ru16(data, 0);
        let height = ru16(data, 2);
        let left_offset = r16(data, 4);
        let top_offset = r16(data, 6);

        if width == 0 || width > 4096 || height == 0 || height > 4096 {
            return None;
        }

        // Column offsets start at byte 8, one i32 per column
        let col_ofs_end = 8 + (width as usize) * 4;
        if col_ofs_end > data.len() {
            return None;
        }

        let mut columns = Vec::with_capacity(width as usize);
        let mut pixel_data = Vec::new();
        for col in 0..width as usize {
            let col_offset = r32(data, 8 + col * 4) as usize;
            let posts = parse_column_posts(data, col_offset, &mut pixel_data);
            columns.push(posts);
        }

        Some(Self {
            width,
            height,
            left_offset,
            top_offset,
            columns,
            pixel_data,
        })
    }
}

/// Parse post list from a column, appending pixel data to the shared buffer.
fn parse_column_posts(data: &[u8], mut offset: usize, pixel_data: &mut Vec<u8>) -> Vec<Post> {
    let mut posts = Vec::new();
    loop {
        if offset >= data.len() {
            break;
        }
        let top_delta = data[offset];
        if top_delta == 0xFF {
            break; // End of column
        }
        if offset + 1 >= data.len() {
            break;
        }
        let length = data[offset + 1] as usize;
        // Post layout: [topdelta:1] [length:1] [pad:1] [pixels:length] [pad:1]
        let pixel_start = offset + 3; // skip topdelta, length, 1 pad byte
        let pixel_end = pixel_start + length;
        if pixel_end > data.len() {
            break;
        }
        let pix_offset = pixel_data.len() as u32;
        pixel_data.extend_from_slice(&data[pixel_start..pixel_end]);
        posts.push(Post {
            top_delta,
            pixel_offset: pix_offset,
            pixel_len: length as u16,
        });
        offset = pixel_end + 1; // skip trailing pad byte
    }
    posts
}

// --- TextureData loading ---

impl TextureData {
    /// Load all texture data from a WAD.
    pub fn load(wad: &Wad) -> Result<Self, TextureError> {
        let palettes = Self::load_palettes(wad)?;
        let colormaps = Self::load_colormaps(wad)?;
        let (flats, first_flat, num_flats, flat_names) = Self::load_flats(wad)?;
        let (textures, texture_names) = Self::load_textures(wad)?;
        let (sprites, sprite_info, first_sprite_lump) = Self::load_sprites(wad)?;

        Ok(Self {
            palettes,
            colormaps,
            flats,
            textures,
            first_flat,
            num_flats,
            flat_names,
            texture_names,
            sprites,
            sprite_info,
            first_sprite_lump,
        })
    }

    fn load_palettes(wad: &Wad) -> Result<Vec<Palette>, TextureError> {
        let data = wad
            .lump_by_name("PLAYPAL")
            .ok_or_else(|| TextureError::MissingLump("PLAYPAL".into()))?;
        if data.len() < 768 {
            return Err(TextureError::InvalidData("PLAYPAL too small".into()));
        }
        let num_palettes = data.len() / 768;
        let mut palettes = Vec::with_capacity(num_palettes);
        for i in 0..num_palettes {
            let mut pal = [0u8; 768];
            pal.copy_from_slice(&data[i * 768..(i + 1) * 768]);
            palettes.push(pal);
        }
        Ok(palettes)
    }

    fn load_colormaps(wad: &Wad) -> Result<Vec<ColorMap>, TextureError> {
        let data = wad
            .lump_by_name("COLORMAP")
            .ok_or_else(|| TextureError::MissingLump("COLORMAP".into()))?;
        let num_maps = data.len() / 256;
        let mut colormaps = Vec::with_capacity(num_maps);
        for i in 0..num_maps {
            let mut cmap = [0u8; 256];
            cmap.copy_from_slice(&data[i * 256..(i + 1) * 256]);
            colormaps.push(cmap);
        }
        Ok(colormaps)
    }

    #[allow(clippy::type_complexity)]
    fn load_flats(wad: &Wad) -> Result<(Vec<FlatData>, usize, usize, Vec<[u8; 8]>), TextureError> {
        let f_start = wad
            .find_lump("F_START")
            .ok_or_else(|| TextureError::MissingLump("F_START".into()))?;
        let f_end = wad
            .find_lump("F_END")
            .ok_or_else(|| TextureError::MissingLump("F_END".into()))?;

        let first_flat = f_start + 1;
        let num_flats = f_end - first_flat;

        let mut flats = Vec::with_capacity(num_flats);
        let mut flat_names = Vec::with_capacity(num_flats);
        for i in 0..num_flats {
            let lump_idx = first_flat + i;
            let data = wad.lump_data(lump_idx);
            flat_names.push(*wad.lump_name(lump_idx));

            let mut pixels = [0u8; 4096];
            if data.len() >= 4096 {
                pixels.copy_from_slice(&data[..4096]);
            }
            // Sub-4096 lumps (markers, etc.) get zero-filled
            flats.push(FlatData { pixels });
        }

        Ok((flats, first_flat, num_flats, flat_names))
    }

    fn load_textures(wad: &Wad) -> Result<(Vec<WallTexture>, Vec<[u8; 8]>), TextureError> {
        // Load PNAMES (patch name → WAD lump index mapping)
        let pnames_data = wad
            .lump_by_name("PNAMES")
            .ok_or_else(|| TextureError::MissingLump("PNAMES".into()))?;
        let num_pnames = r32(pnames_data, 0) as usize;
        let mut patch_lump_indices = Vec::with_capacity(num_pnames);
        for i in 0..num_pnames {
            let name_off = 4 + i * 8;
            let mut name = [0u8; 8];
            name.copy_from_slice(&pnames_data[name_off..name_off + 8]);
            // Normalize to uppercase, strip nulls for lookup
            let mut name_str = [0u8; 8];
            for (j, b) in name.iter().enumerate() {
                if *b == 0 {
                    break;
                }
                name_str[j] = b.to_ascii_uppercase();
            }
            // Find this patch lump in the WAD
            let lump_idx = find_lump_by_name8(wad, &name_str);
            patch_lump_indices.push(lump_idx);
        }

        // Load TEXTURE1 (and optionally TEXTURE2)
        let mut all_textures = Vec::new();
        let mut all_names = Vec::new();

        if let Some(tex1_data) = wad.lump_by_name("TEXTURE1") {
            let (mut texs, mut names) =
                parse_texture_lump(tex1_data, wad, &patch_lump_indices)?;
            all_textures.append(&mut texs);
            all_names.append(&mut names);
        }
        if let Some(tex2_data) = wad.lump_by_name("TEXTURE2") {
            let (mut texs, mut names) =
                parse_texture_lump(tex2_data, wad, &patch_lump_indices)?;
            all_textures.append(&mut texs);
            all_names.append(&mut names);
        }

        Ok((all_textures, all_names))
    }

    /// Resolve a texture name to an index. Returns 0 for "-" (no texture).
    /// Load sprite definitions and per-lump metadata.
    fn load_sprites(
        wad: &Wad,
    ) -> Result<(Vec<SpriteDef>, Vec<SpriteInfo>, usize), TextureError> {
        use crate::math::FRACBITS;

        let s_start = wad.find_lump("S_START").unwrap_or(0);
        let s_end = wad.find_lump("S_END").unwrap_or(0);

        let first_sprite_lump = if s_start > 0 { s_start + 1 } else { 0 };
        let num_sprite_lumps = s_end.saturating_sub(first_sprite_lump);

        // Pre-parse sprite lump headers for width/height/offsets
        let mut sprite_info = Vec::with_capacity(num_sprite_lumps);
        for i in 0..num_sprite_lumps {
            let data = wad.lump_data(first_sprite_lump + i);
            if data.len() >= 8 {
                let width = r16(data, 0) as i32;
                let height = r16(data, 2) as i32;
                let left_offset = r16(data, 4) as i32;
                let top_offset = r16(data, 6) as i32;
                sprite_info.push(SpriteInfo {
                    width: width << FRACBITS,
                    height: height << FRACBITS,
                    left_offset: left_offset << FRACBITS,
                    top_offset: top_offset << FRACBITS,
                    patch: Patch::parse(data),
                });
            } else {
                sprite_info.push(SpriteInfo::default());
            }
        }

        // Build sprite definitions from lump names
        // Group lumps by 4-char prefix, parse frame letter and rotation
        use alloc::collections::BTreeMap;
        type SpriteEntry = (u8, u8, usize, bool);
        let mut sprite_map: BTreeMap<[u8; 4], Vec<SpriteEntry>> = BTreeMap::new();
        // entries: (frame, rotation, lump_relative_idx, is_second_entry)

        for i in 0..num_sprite_lumps {
            let name = wad.lump_name(first_sprite_lump + i);
            if name[0] == 0 {
                continue;
            }

            let mut prefix = [0u8; 4];
            prefix.copy_from_slice(&name[0..4]);
            for b in &mut prefix {
                *b = b.to_ascii_uppercase();
            }

            // First frame/rotation pair (positions 4-5)
            if name[4] != 0 {
                let frame = name[4].to_ascii_uppercase().wrapping_sub(b'A');
                let rot = if name[5] >= b'0' && name[5] <= b'8' {
                    name[5] - b'0'
                } else {
                    0
                };
                sprite_map
                    .entry(prefix)
                    .or_default()
                    .push((frame, rot, i, false));
            }

            // Second frame/rotation pair (positions 6-7), if present
            if name[6] != 0 {
                let frame = name[6].to_ascii_uppercase().wrapping_sub(b'A');
                let rot = if name[7] >= b'0' && name[7] <= b'8' {
                    name[7] - b'0'
                } else {
                    0
                };
                sprite_map
                    .entry(prefix)
                    .or_default()
                    .push((frame, rot, i, true)); // flipped
            }
        }

        // Build SpriteDef indexed by spritenum_t order (SPRNAMES table)
        let mut sprites = Vec::new();
        for spr_name in &crate::game_data::SPRNAMES {
            let mut key = [0u8; 4];
            for (i, &b) in spr_name.as_bytes().iter().take(4).enumerate() {
                key[i] = b.to_ascii_uppercase();
            }
            let Some(entries) = sprite_map.get(&key) else {
                sprites.push(SpriteDef::default());
                continue;
            };
            let max_frame = entries.iter().map(|(f, _, _, _)| *f).max().unwrap_or(0);
            let mut frames = vec![SpriteFrame::default(); max_frame as usize + 1];

            for &(frame, rot, lump_idx, is_flipped) in entries {
                let f = frame as usize;
                if f >= frames.len() {
                    continue;
                }

                if rot == 0 {
                    // Rotation 0: use for all angles
                    frames[f].rotate = false;
                    for r in 0..8 {
                        frames[f].lump[r] = lump_idx as i16;
                        frames[f].flip[r] = is_flipped;
                    }
                } else {
                    // Specific rotation (1-8 → index 0-7)
                    frames[f].rotate = true;
                    let r = (rot - 1) as usize;
                    if r < 8 {
                        frames[f].lump[r] = lump_idx as i16;
                        frames[f].flip[r] = is_flipped;
                    }
                }
            }

            sprites.push(SpriteDef { frames });
        }

        Ok((sprites, sprite_info, first_sprite_lump))
    }

    pub fn texture_num_for_name(&self, name: &[u8; 8]) -> i16 {
        if name[0] == b'-' || name[0] == 0 {
            return 0;
        }
        let target = {
            let mut n = *name;
            for b in &mut n {
                *b = b.to_ascii_uppercase();
            }
            n
        };
        for (i, tname) in self.texture_names.iter().enumerate() {
            if names_match(tname, &target) {
                return i as i16;
            }
        }
        0 // fallback to texture 0
    }

    /// Resolve a flat name to an index. Returns 0 if not found.
    pub fn flat_num_for_name(&self, name: &[u8; 8]) -> i16 {
        if name[0] == b'-' || name[0] == 0 {
            return -1;
        }
        let target = {
            let mut n = *name;
            for b in &mut n {
                *b = b.to_ascii_uppercase();
            }
            n
        };
        for (i, fname) in self.flat_names.iter().enumerate() {
            if names_match(fname, &target) {
                return i as i16;
            }
        }
        -1
    }
}

fn names_match(a: &[u8; 8], b: &[u8; 8]) -> bool {
    for i in 0..8 {
        let ac = if a[i] == 0 { 0 } else { a[i].to_ascii_uppercase() };
        let bc = if b[i] == 0 { 0 } else { b[i].to_ascii_uppercase() };
        if ac != bc {
            return false;
        }
        if ac == 0 {
            return true;
        }
    }
    true
}

fn find_lump_by_name8(wad: &Wad, name: &[u8; 8]) -> Option<usize> {
    // Convert to str for wad lookup
    let len = name.iter().position(|&b| b == 0).unwrap_or(8);
    let s = core::str::from_utf8(&name[..len]).ok()?;
    wad.find_lump(s)
}

/// Parse a TEXTURE1 or TEXTURE2 lump.
fn parse_texture_lump(
    data: &[u8],
    wad: &Wad,
    patch_lump_indices: &[Option<usize>],
) -> Result<(Vec<WallTexture>, Vec<[u8; 8]>), TextureError> {
    if data.len() < 4 {
        return Err(TextureError::InvalidData("texture lump too small".into()));
    }

    let num_textures = r32(data, 0) as usize;
    let mut textures = Vec::with_capacity(num_textures);
    let mut names = Vec::with_capacity(num_textures);

    for i in 0..num_textures {
        let offset_pos = 4 + i * 4;
        if offset_pos + 4 > data.len() {
            break;
        }
        let tex_offset = r32(data, offset_pos) as usize;

        // Parse maptexture_t header at tex_offset
        // Binary layout (WAD format, NOT C struct which has alignment padding):
        //   0-7:   name[8]
        //   8-11:  masked (i32)
        //   12-13: width (i16)
        //   14-15: height (i16)
        //   16-19: columndirectory (i32, unused)
        //   20-21: patchcount (i16)
        //   22+:   patches (10 bytes each)
        if tex_offset + 22 > data.len() {
            break;
        }

        let name = read_name(data, tex_offset);
        let width = r16(data, tex_offset + 12) as u16;
        let height = r16(data, tex_offset + 14) as u16;
        let patch_count = r16(data, tex_offset + 20) as usize;

        names.push(name);

        // Build composite texture by drawing patches into flat buffer
        let mut pixels = vec![0u8; width as usize * height as usize];

        for p in 0..patch_count {
            let p_off = tex_offset + 22 + p * 10;
            if p_off + 10 > data.len() {
                break;
            }
            let origin_x = r16(data, p_off) as i32;
            let origin_y = r16(data, p_off + 2) as i32;
            let patch_idx = r16(data, p_off + 4) as usize;

            // Look up the patch lump
            let Some(lump_idx) = patch_lump_indices.get(patch_idx).copied().flatten() else {
                continue;
            };
            let patch_data = wad.lump_data(lump_idx);
            let Some(patch) = Patch::parse(patch_data) else {
                continue;
            };

            // Composite: draw each patch column into the texture
            for col in 0..patch.width as i32 {
                let tex_col = origin_x + col;
                if tex_col < 0 || tex_col >= width as i32 {
                    continue;
                }
                let h = height as usize;
                let dest = &mut pixels[tex_col as usize * h..(tex_col as usize + 1) * h];
                let posts = &patch.columns[col as usize];
                draw_posts_into_column(posts, &patch.pixel_data, dest, origin_y, height as i32);
            }
        }

        textures.push(WallTexture {
            width,
            height,
            data: pixels,
        });
    }

    Ok((textures, names))
}

/// Draw patch column posts into a texture column buffer.
fn draw_posts_into_column(posts: &[Post], pixel_data: &[u8], dest: &mut [u8], origin_y: i32, height: i32) {
    for post in posts {
        let pixels = post.pixels(pixel_data);
        let mut position = origin_y + post.top_delta as i32;
        let mut source_idx = 0usize;
        let mut count = pixels.len() as i32;

        if position < 0 {
            let skip = -position;
            source_idx += skip as usize;
            count -= skip;
            position = 0;
        }
        if position + count > height {
            count = height - position;
        }
        if count <= 0 {
            continue;
        }

        let dest_start = position as usize;
        let dest_end = dest_start + count as usize;
        let src_end = source_idx + count as usize;
        if src_end <= pixels.len() && dest_end <= dest.len() {
            dest[dest_start..dest_end].copy_from_slice(&pixels[source_idx..src_end]);
        }
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    #[test]
    fn names_match_basic() {
        let a = *b"FLOOR0_1";
        let b = *b"FLOOR0_1";
        assert!(names_match(&a, &b));
    }

    #[test]
    fn names_match_case_insensitive() {
        let a = *b"Floor0_1";
        let b = *b"FLOOR0_1";
        assert!(names_match(&a, &b));
    }

    #[test]
    fn names_match_null_padded() {
        let a = *b"DOOR\0\0\0\0";
        let b = *b"DOOR\0xxx";
        assert!(names_match(&a, &b));
    }
}