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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
2016-05-18 00:42:11 +00:00
// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_data.c
/// \brief Preparation of data for rendering,generation of lookups, caching, retrieval by name
# include "doomdef.h"
# include "g_game.h"
# include "i_video.h"
# include "r_local.h"
# include "r_sky.h"
# include "p_local.h"
# include "m_misc.h"
# include "r_data.h"
# include "w_wad.h"
# include "z_zone.h"
# include "p_setup.h" // levelflats
# include "v_video.h" // pLocalPalette
# include "dehacked.h"
# if defined (_WIN32) || defined (_WIN32_WCE)
# include <malloc.h> // alloca(sizeof)
# endif
# if defined(_MSC_VER)
# pragma pack(1)
# endif
// Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog
# ifdef _WIN32_WCE
# define AVOID_ERRNO
# else
# include <errno.h>
# endif
//
// Texture definition.
// Each texture is composed of one or more patches,
// with patches being lumps stored in the WAD.
// The lumps are referenced by number, and patched
// into the rectangular texture space using origin
// and possibly other attributes.
//
typedef struct
{
INT16 originx , originy ;
INT16 patch , stepdir , colormap ;
} ATTRPACK mappatch_t ;
//
// Texture definition.
// An SRB2 wall texture is a list of patches
// which are to be combined in a predefined order.
//
typedef struct
{
char name [ 8 ] ;
INT32 masked ;
INT16 width ;
INT16 height ;
INT32 columndirectory ; // FIXTHIS: OBSOLETE
INT16 patchcount ;
mappatch_t patches [ 1 ] ;
} ATTRPACK maptexture_t ;
# if defined(_MSC_VER)
# pragma pack()
# endif
// Store lists of lumps for F_START/F_END etc.
typedef struct
{
UINT16 wadfile ;
UINT16 firstlump ;
size_t numlumps ;
} lumplist_t ;
//
// Graphics.
// SRB2 graphics for walls and sprites
// is stored in vertical runs of opaque pixels (posts).
// A column is composed of zero or more posts,
// a patch or sprite is composed of zero or more columns.
//
size_t numspritelumps , max_spritelumps ;
// textures
INT32 numtextures = 0 ; // total number of textures found,
// size of following tables
texture_t * * textures = NULL ;
static UINT32 * * texturecolumnofs ; // column offset lookup table for each texture
static UINT8 * * texturecache ; // graphics data for each generated full-size texture
// texture width is a power of 2, so it can easily repeat along sidedefs using a simple mask
INT32 * texturewidthmask ;
fixed_t * textureheight ; // needed for texture pegging
INT32 * texturetranslation ;
// needed for pre rendering
sprcache_t * spritecachedinfo ;
lighttable_t * colormaps ;
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UINT8 * encoremap ;
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# ifdef HASINVERT
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UINT8 invertmap [ 256 ] ;
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# endif
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// for debugging/info purposes
static size_t flatmemory , spritememory , texturememory ;
// highcolor stuff
INT16 color8to16 [ 256 ] ; // remap color index to highcolor rgb value
INT16 * hicolormaps ; // test a 32k colormap remaps high -> high
// Painfully simple texture id cacheing to make maps load faster. :3
static struct {
char name [ 9 ] ;
INT32 id ;
} * tidcache = NULL ;
static INT32 tidcachelen = 0 ;
//
// MAPTEXTURE_T CACHING
// When a texture is first needed, it counts the number of composite columns
// required in the texture and allocates space for a column directory and
// any new columns.
// The directory will simply point inside other patches if there is only one
// patch in a given column, but any columns with multiple patches will have
// new column_ts generated.
//
//
// R_DrawColumnInCache
// Clip and draw a column from a patch into a cached post.
//
static inline void R_DrawColumnInCache ( column_t * patch , UINT8 * cache , INT32 originy , INT32 cacheheight )
{
INT32 count , position ;
UINT8 * source ;
INT32 topdelta , prevdelta = - 1 ;
while ( patch - > topdelta ! = 0xff )
{
topdelta = patch - > topdelta ;
if ( topdelta < = prevdelta )
topdelta + = prevdelta ;
prevdelta = topdelta ;
source = ( UINT8 * ) patch + 3 ;
count = patch - > length ;
position = originy + topdelta ;
if ( position < 0 )
{
count + = position ;
position = 0 ;
}
if ( position + count > cacheheight )
count = cacheheight - position ;
if ( count > 0 )
M_Memcpy ( cache + position , source , count ) ;
patch = ( column_t * ) ( ( UINT8 * ) patch + patch - > length + 4 ) ;
}
}
//
// R_GenerateTexture
//
// Allocate space for full size texture, either single patch or 'composite'
// Build the full textures from patches.
// The texture caching system is a little more hungry of memory, but has
// been simplified for the sake of highcolor, dynamic ligthing, & speed.
//
// This is not optimised, but it's supposed to be executed only once
// per level, when enough memory is available.
//
static UINT8 * R_GenerateTexture ( size_t texnum )
{
UINT8 * block ;
UINT8 * blocktex ;
texture_t * texture ;
texpatch_t * patch ;
patch_t * realpatch ;
int x , x1 , x2 , i ;
size_t blocksize ;
column_t * patchcol ;
UINT32 * colofs ;
I_Assert ( texnum < = ( size_t ) numtextures ) ;
texture = textures [ texnum ] ;
I_Assert ( texture ! = NULL ) ;
// allocate texture column offset lookup
// single-patch textures can have holes in them and may be used on
// 2sided lines so they need to be kept in 'packed' format
// BUT this is wrong for skies and walls with over 255 pixels,
// so check if there's holes and if not strip the posts.
if ( texture - > patchcount = = 1 )
{
boolean holey = false ;
patch = texture - > patches ;
realpatch = W_CacheLumpNumPwad ( patch - > wad , patch - > lump , PU_CACHE ) ;
// Check the patch for holes.
if ( texture - > width > SHORT ( realpatch - > width ) | | texture - > height > SHORT ( realpatch - > height ) )
holey = true ;
colofs = ( UINT32 * ) realpatch - > columnofs ;
for ( x = 0 ; x < texture - > width & & ! holey ; x + + )
{
column_t * col = ( column_t * ) ( ( UINT8 * ) realpatch + LONG ( colofs [ x ] ) ) ;
INT32 topdelta , prevdelta = - 1 , y = 0 ;
while ( col - > topdelta ! = 0xff )
{
topdelta = col - > topdelta ;
if ( topdelta < = prevdelta )
topdelta + = prevdelta ;
prevdelta = topdelta ;
if ( topdelta > y )
break ;
y = topdelta + col - > length + 1 ;
col = ( column_t * ) ( ( UINT8 * ) col + col - > length + 4 ) ;
}
if ( y < texture - > height )
holey = true ; // this texture is HOLEy! D:
}
// If the patch uses transparency, we have to save it this way.
if ( holey )
{
texture - > holes = true ;
blocksize = W_LumpLengthPwad ( patch - > wad , patch - > lump ) ;
block = Z_Calloc ( blocksize , PU_STATIC , // will change tag at end of this function
& texturecache [ texnum ] ) ;
M_Memcpy ( block , realpatch , blocksize ) ;
texturememory + = blocksize ;
// use the patch's column lookup
colofs = ( UINT32 * ) ( void * ) ( block + 8 ) ;
texturecolumnofs [ texnum ] = colofs ;
blocktex = block ;
for ( x = 0 ; x < texture - > width ; x + + )
colofs [ x ] = LONG ( LONG ( colofs [ x ] ) + 3 ) ;
goto done ;
}
// Otherwise, do multipatch format.
}
// multi-patch textures (or 'composite')
texture - > holes = false ;
blocksize = ( texture - > width * 4 ) + ( texture - > width * texture - > height ) ;
texturememory + = blocksize ;
block = Z_Malloc ( blocksize + 1 , PU_STATIC , & texturecache [ texnum ] ) ;
memset ( block , 0xF7 , blocksize + 1 ) ; // Transparency hack
// columns lookup table
colofs = ( UINT32 * ) ( void * ) block ;
texturecolumnofs [ texnum ] = colofs ;
// texture data after the lookup table
blocktex = block + ( texture - > width * 4 ) ;
// Composite the columns together.
for ( i = 0 , patch = texture - > patches ; i < texture - > patchcount ; i + + , patch + + )
{
realpatch = W_CacheLumpNumPwad ( patch - > wad , patch - > lump , PU_CACHE ) ;
x1 = patch - > originx ;
x2 = x1 + SHORT ( realpatch - > width ) ;
if ( x1 < 0 )
x = 0 ;
else
x = x1 ;
if ( x2 > texture - > width )
x2 = texture - > width ;
for ( ; x < x2 ; x + + )
{
patchcol = ( column_t * ) ( ( UINT8 * ) realpatch + LONG ( realpatch - > columnofs [ x - x1 ] ) ) ;
// generate column ofset lookup
colofs [ x ] = LONG ( ( x * texture - > height ) + ( texture - > width * 4 ) ) ;
R_DrawColumnInCache ( patchcol , block + LONG ( colofs [ x ] ) , patch - > originy , texture - > height ) ;
}
}
done :
// Now that the texture has been built in column cache, it is purgable from zone memory.
Z_ChangeTag ( block , PU_CACHE ) ;
return blocktex ;
}
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//
// R_GetTextureNum
//
// Returns the actual texture id that we should use.
// This can either be texnum, the current frame for texnum's anim (if animated),
// or 0 if not valid.
//
INT32 R_GetTextureNum ( INT32 texnum )
{
if ( texnum < 0 | | texnum > = numtextures )
return 0 ;
return texturetranslation [ texnum ] ;
}
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//
// R_CheckTextureCache
//
// Use this if you need to make sure the texture is cached before R_GetColumn calls
// e.g.: midtextures and FOF walls
//
void R_CheckTextureCache ( INT32 tex )
{
if ( ! texturecache [ tex ] )
R_GenerateTexture ( tex ) ;
}
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//
// R_GetColumn
//
UINT8 * R_GetColumn ( fixed_t tex , INT32 col )
{
UINT8 * data ;
col & = texturewidthmask [ tex ] ;
data = texturecache [ tex ] ;
if ( ! data )
data = R_GenerateTexture ( tex ) ;
return data + LONG ( texturecolumnofs [ tex ] [ col ] ) ;
}
// convert flats to hicolor as they are requested
//
UINT8 * R_GetFlat ( lumpnum_t flatlumpnum )
{
return W_CacheLumpNum ( flatlumpnum , PU_CACHE ) ;
}
//
// Empty the texture cache (used for load wad at runtime)
//
void R_FlushTextureCache ( void )
{
INT32 i ;
if ( numtextures )
for ( i = 0 ; i < numtextures ; i + + )
Z_Free ( texturecache [ i ] ) ;
}
// Need these prototypes for later; defining them here instead of r_data.h so they're "private"
int R_CountTexturesInTEXTURESLump ( UINT16 wadNum ) ;
void R_ParseTEXTURESLump ( UINT16 wadNum , INT32 * index ) ;
//
// R_LoadTextures
// Initializes the texture list with the textures from the world map.
//
# define TX_START "TX_START"
# define TX_END "TX_END"
void R_LoadTextures ( void )
{
INT32 i , k , w ;
UINT16 j ;
UINT16 texstart , texend , texturesLumpPos ;
patch_t * patchlump ;
texpatch_t * patch ;
texture_t * texture ;
// Free previous memory before numtextures change.
if ( numtextures )
{
for ( i = 0 ; i < numtextures ; i + + )
{
Z_Free ( textures [ i ] ) ;
Z_Free ( texturecache [ i ] ) ;
}
Z_Free ( texturetranslation ) ;
Z_Free ( textures ) ;
}
// Load patches and textures.
// Get the number of textures to check.
// NOTE: Make SURE the system does not process
// the markers.
// This system will allocate memory for all duplicate/patched textures even if it never uses them,
// but the alternative is to spend a ton of time checking and re-checking all previous entries just to skip any potentially patched textures.
for ( w = 0 , numtextures = 0 ; w < numwadfiles ; w + + )
{
texstart = W_CheckNumForNamePwad ( TX_START , ( UINT16 ) w , 0 ) + 1 ;
texend = W_CheckNumForNamePwad ( TX_END , ( UINT16 ) w , 0 ) ;
texturesLumpPos = W_CheckNumForNamePwad ( " TEXTURES " , ( UINT16 ) w , 0 ) ;
if ( texturesLumpPos ! = INT16_MAX )
{
numtextures + = R_CountTexturesInTEXTURESLump ( ( UINT16 ) w ) ;
}
// Add all the textures between TX_START and TX_END
if ( texstart ! = INT16_MAX & & texend ! = INT16_MAX )
{
numtextures + = ( UINT32 ) ( texend - texstart ) ;
}
// If no textures found by this point, bomb out
if ( ! numtextures & & w = = ( numwadfiles - 1 ) )
{
I_Error ( " No textures detected in any WADs! \n " ) ;
}
}
// Allocate memory and initialize to 0 for all the textures we are initialising.
// There are actually 5 buffers allocated in one for convenience.
textures = Z_Calloc ( ( numtextures * sizeof ( void * ) ) * 5 , PU_STATIC , NULL ) ;
// Allocate texture column offset table.
texturecolumnofs = ( void * ) ( ( UINT8 * ) textures + ( numtextures * sizeof ( void * ) ) ) ;
// Allocate texture referencing cache.
texturecache = ( void * ) ( ( UINT8 * ) textures + ( ( numtextures * sizeof ( void * ) ) * 2 ) ) ;
// Allocate texture width mask table.
texturewidthmask = ( void * ) ( ( UINT8 * ) textures + ( ( numtextures * sizeof ( void * ) ) * 3 ) ) ;
// Allocate texture height mask table.
textureheight = ( void * ) ( ( UINT8 * ) textures + ( ( numtextures * sizeof ( void * ) ) * 4 ) ) ;
// Create translation table for global animation.
texturetranslation = Z_Malloc ( ( numtextures + 1 ) * sizeof ( * texturetranslation ) , PU_STATIC , NULL ) ;
for ( i = 0 ; i < numtextures ; i + + )
texturetranslation [ i ] = i ;
for ( i = 0 , w = 0 ; w < numwadfiles ; w + + )
{
// Get the lump numbers for the markers in the WAD, if they exist.
texstart = W_CheckNumForNamePwad ( TX_START , ( UINT16 ) w , 0 ) + 1 ;
texend = W_CheckNumForNamePwad ( TX_END , ( UINT16 ) w , 0 ) ;
texturesLumpPos = W_CheckNumForNamePwad ( " TEXTURES " , ( UINT16 ) w , 0 ) ;
if ( texturesLumpPos ! = INT16_MAX )
R_ParseTEXTURESLump ( w , & i ) ;
if ( texstart = = INT16_MAX | | texend = = INT16_MAX )
continue ;
// Work through each lump between the markers in the WAD.
for ( j = 0 ; j < ( texend - texstart ) ; i + + , j + + )
{
patchlump = W_CacheLumpNumPwad ( ( UINT16 ) w , texstart + j , PU_CACHE ) ;
// Then, check the lump directly to see if it's a texture SOC,
// and if it is, load it using dehacked instead.
if ( strstr ( ( const char * ) patchlump , " TEXTURE " ) )
{
CONS_Alert ( CONS_WARNING , " %s is a Texture SOC. \n " , W_CheckNameForNumPwad ( ( UINT16 ) w , texstart + j ) ) ;
Z_Unlock ( patchlump ) ;
DEH_LoadDehackedLumpPwad ( ( UINT16 ) w , texstart + j ) ;
}
else
{
//CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad((UINT16)w,texstart+j),patchlump->width, patchlump->height);
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texture = textures [ i ] = Z_Calloc ( sizeof ( texture_t ) + sizeof ( texpatch_t ) , PU_STATIC , NULL ) ;
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// Set texture properties.
M_Memcpy ( texture - > name , W_CheckNameForNumPwad ( ( UINT16 ) w , texstart + j ) , sizeof ( texture - > name ) ) ;
texture - > width = SHORT ( patchlump - > width ) ;
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texture - > height = SHORT ( patchlump - > height ) ;
texture - > patchcount = 1 ;
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texture - > holes = false ;
// Allocate information for the texture's patches.
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patch = & texture - > patches [ 0 ] ;
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patch - > originx = patch - > originy = 0 ;
patch - > wad = ( UINT16 ) w ;
patch - > lump = texstart + j ;
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Z_Unlock ( patchlump ) ;
k = 1 ;
while ( k < < 1 < = texture - > width )
k < < = 1 ;
texturewidthmask [ i ] = k - 1 ;
textureheight [ i ] = texture - > height < < FRACBITS ;
}
}
}
}
static texpatch_t * R_ParsePatch ( boolean actuallyLoadPatch )
{
char * texturesToken ;
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size_t texturesTokenLength ;
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char * endPos ;
char * patchName = NULL ;
INT16 patchXPos ;
INT16 patchYPos ;
texpatch_t * resultPatch = NULL ;
lumpnum_t patchLumpNum ;
// Patch identifier
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where patch name should be " ) ;
}
texturesTokenLength = strlen ( texturesToken ) ;
if ( texturesTokenLength > 8 )
{
I_Error ( " Error parsing TEXTURES lump: Patch name \" %s \" exceeds 8 characters " , texturesToken ) ;
}
else
{
if ( patchName ! = NULL )
{
Z_Free ( patchName ) ;
}
patchName = ( char * ) Z_Malloc ( ( texturesTokenLength + 1 ) * sizeof ( char ) , PU_STATIC , NULL ) ;
M_Memcpy ( patchName , texturesToken , texturesTokenLength * sizeof ( char ) ) ;
patchName [ texturesTokenLength ] = ' \0 ' ;
}
// Comma 1
Z_Free ( texturesToken ) ;
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where comma after \" %s \" 's patch name should be " , patchName ) ;
}
if ( strcmp ( texturesToken , " , " ) ! = 0 )
{
I_Error ( " Error parsing TEXTURES lump: Expected \" , \" after %s's patch name, got \" %s \" " , patchName , texturesToken ) ;
}
// XPos
Z_Free ( texturesToken ) ;
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where patch \" %s \" 's x coordinate should be " , patchName ) ;
}
endPos = NULL ;
# ifndef AVOID_ERRNO
errno = 0 ;
# endif
patchXPos = strtol ( texturesToken , & endPos , 10 ) ;
( void ) patchXPos ; //unused for now
if ( endPos = = texturesToken // Empty string
| | * endPos ! = ' \0 ' // Not end of string
# ifndef AVOID_ERRNO
| | errno = = ERANGE // Number out-of-range
# endif
)
{
I_Error ( " Error parsing TEXTURES lump: Expected an integer for patch \" %s \" 's x coordinate, got \" %s \" " , patchName , texturesToken ) ;
}
// Comma 2
Z_Free ( texturesToken ) ;
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where comma after patch \" %s \" 's x coordinate should be " , patchName ) ;
}
if ( strcmp ( texturesToken , " , " ) ! = 0 )
{
I_Error ( " Error parsing TEXTURES lump: Expected \" , \" after patch \" %s \" 's x coordinate, got \" %s \" " , patchName , texturesToken ) ;
}
// YPos
Z_Free ( texturesToken ) ;
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where patch \" %s \" 's y coordinate should be " , patchName ) ;
}
endPos = NULL ;
# ifndef AVOID_ERRNO
errno = 0 ;
# endif
patchYPos = strtol ( texturesToken , & endPos , 10 ) ;
( void ) patchYPos ; //unused for now
if ( endPos = = texturesToken // Empty string
| | * endPos ! = ' \0 ' // Not end of string
# ifndef AVOID_ERRNO
| | errno = = ERANGE // Number out-of-range
# endif
)
{
I_Error ( " Error parsing TEXTURES lump: Expected an integer for patch \" %s \" 's y coordinate, got \" %s \" " , patchName , texturesToken ) ;
}
Z_Free ( texturesToken ) ;
if ( actuallyLoadPatch = = true )
{
// Check lump exists
patchLumpNum = W_GetNumForName ( patchName ) ;
// If so, allocate memory for texpatch_t and fill 'er up
resultPatch = ( texpatch_t * ) Z_Malloc ( sizeof ( texpatch_t ) , PU_STATIC , NULL ) ;
resultPatch - > originx = patchXPos ;
resultPatch - > originy = patchYPos ;
resultPatch - > lump = patchLumpNum & 65535 ;
resultPatch - > wad = patchLumpNum > > 16 ;
// Clean up a little after ourselves
Z_Free ( patchName ) ;
// Then return it
return resultPatch ;
}
else
{
Z_Free ( patchName ) ;
return NULL ;
}
}
static texture_t * R_ParseTexture ( boolean actuallyLoadTexture )
{
char * texturesToken ;
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size_t texturesTokenLength ;
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char * endPos ;
INT32 newTextureWidth ;
INT32 newTextureHeight ;
texture_t * resultTexture = NULL ;
texpatch_t * newPatch ;
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char newTextureName [ 9 ] ; // no longer dynamically allocated
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// Texture name
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where texture name should be " ) ;
}
texturesTokenLength = strlen ( texturesToken ) ;
if ( texturesTokenLength > 8 )
{
I_Error ( " Error parsing TEXTURES lump: Texture name \" %s \" exceeds 8 characters " , texturesToken ) ;
}
else
{
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memset ( & newTextureName , 0 , 9 ) ;
M_Memcpy ( newTextureName , texturesToken , texturesTokenLength ) ;
// ^^ we've confirmed that the token is <= 8 characters so it will never overflow a 9 byte char buffer
strupr ( newTextureName ) ; // Just do this now so we don't have to worry about it
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}
Z_Free ( texturesToken ) ;
// Comma 1
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where comma after texture \" %s \" 's name should be " , newTextureName ) ;
}
else if ( strcmp ( texturesToken , " , " ) ! = 0 )
{
I_Error ( " Error parsing TEXTURES lump: Expected \" , \" after texture \" %s \" 's name, got \" %s \" " , newTextureName , texturesToken ) ;
}
Z_Free ( texturesToken ) ;
// Width
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where texture \" %s \" 's width should be " , newTextureName ) ;
}
endPos = NULL ;
# ifndef AVOID_ERRNO
errno = 0 ;
# endif
newTextureWidth = strtol ( texturesToken , & endPos , 10 ) ;
if ( endPos = = texturesToken // Empty string
| | * endPos ! = ' \0 ' // Not end of string
# ifndef AVOID_ERRNO
| | errno = = ERANGE // Number out-of-range
# endif
| | newTextureWidth < 0 ) // Number is not positive
{
I_Error ( " Error parsing TEXTURES lump: Expected a positive integer for texture \" %s \" 's width, got \" %s \" " , newTextureName , texturesToken ) ;
}
Z_Free ( texturesToken ) ;
// Comma 2
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where comma after texture \" %s \" 's width should be " , newTextureName ) ;
}
if ( strcmp ( texturesToken , " , " ) ! = 0 )
{
I_Error ( " Error parsing TEXTURES lump: Expected \" , \" after texture \" %s \" 's width, got \" %s \" " , newTextureName , texturesToken ) ;
}
Z_Free ( texturesToken ) ;
// Height
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where texture \" %s \" 's height should be " , newTextureName ) ;
}
endPos = NULL ;
# ifndef AVOID_ERRNO
errno = 0 ;
# endif
newTextureHeight = strtol ( texturesToken , & endPos , 10 ) ;
if ( endPos = = texturesToken // Empty string
| | * endPos ! = ' \0 ' // Not end of string
# ifndef AVOID_ERRNO
| | errno = = ERANGE // Number out-of-range
# endif
| | newTextureHeight < 0 ) // Number is not positive
{
I_Error ( " Error parsing TEXTURES lump: Expected a positive integer for texture \" %s \" 's height, got \" %s \" " , newTextureName , texturesToken ) ;
}
Z_Free ( texturesToken ) ;
// Left Curly Brace
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where open curly brace for texture \" %s \" should be " , newTextureName ) ;
}
if ( strcmp ( texturesToken , " { " ) = = 0 )
{
if ( actuallyLoadTexture )
{
// Allocate memory for a zero-patch texture. Obviously, we'll be adding patches momentarily.
resultTexture = ( texture_t * ) Z_Calloc ( sizeof ( texture_t ) , PU_STATIC , NULL ) ;
M_Memcpy ( resultTexture - > name , newTextureName , 8 ) ;
resultTexture - > width = newTextureWidth ;
resultTexture - > height = newTextureHeight ;
}
Z_Free ( texturesToken ) ;
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where patch definition for texture \" %s \" should be " , newTextureName ) ;
}
while ( strcmp ( texturesToken , " } " ) ! = 0 )
{
if ( stricmp ( texturesToken , " PATCH " ) = = 0 )
{
Z_Free ( texturesToken ) ;
if ( resultTexture )
{
// Get that new patch
newPatch = R_ParsePatch ( true ) ;
// Make room for the new patch
resultTexture = Z_Realloc ( resultTexture , sizeof ( texture_t ) + ( resultTexture - > patchcount + 1 ) * sizeof ( texpatch_t ) , PU_STATIC , NULL ) ;
// Populate the uninitialized values in the new patch entry of our array
M_Memcpy ( & resultTexture - > patches [ resultTexture - > patchcount ] , newPatch , sizeof ( texpatch_t ) ) ;
// Account for the new number of patches in the texture
resultTexture - > patchcount + + ;
// Then free up the memory assigned to R_ParsePatch, as it's unneeded now
Z_Free ( newPatch ) ;
}
else
{
R_ParsePatch ( false ) ;
}
}
else
{
I_Error ( " Error parsing TEXTURES lump: Expected \" PATCH \" in texture \" %s \" , got \" %s \" " , newTextureName , texturesToken ) ;
}
texturesToken = M_GetToken ( NULL ) ;
if ( texturesToken = = NULL )
{
I_Error ( " Error parsing TEXTURES lump: Unexpected end of file where patch declaration or right curly brace for texture \" %s \" should be " , newTextureName ) ;
}
}
if ( resultTexture & & resultTexture - > patchcount = = 0 )
{
I_Error ( " Error parsing TEXTURES lump: Texture \" %s \" must have at least one patch " , newTextureName ) ;
}
}
else
{
I_Error ( " Error parsing TEXTURES lump: Expected \" { \" for texture \" %s \" , got \" %s \" " , newTextureName , texturesToken ) ;
}
Z_Free ( texturesToken ) ;
if ( actuallyLoadTexture ) return resultTexture ;
else return NULL ;
}
// Parses the TEXTURES lump... but just to count the number of textures.
int R_CountTexturesInTEXTURESLump ( UINT16 wadNum )
{
char * texturesLump ;
size_t texturesLumpLength ;
char * texturesText ;
UINT32 numTexturesInLump = 0 ;
char * texturesToken ;
// Since lumps AREN'T \0-terminated like I'd assumed they should be, I'll
// need to make a space of memory where I can ensure that it will terminate
// correctly. Start by loading the relevant data from the WAD.
texturesLump = ( char * ) W_CacheLumpNumPwad ( wadNum , W_CheckNumForNamePwad ( " TEXTURES " , wadNum , 0 ) , PU_STATIC ) ;
// If that didn't exist, we have nothing to do here.
if ( texturesLump = = NULL ) return 0 ;
// If we're still here, then it DOES exist; figure out how long it is, and allot memory accordingly.
texturesLumpLength = W_LumpLengthPwad ( wadNum , W_CheckNumForNamePwad ( " TEXTURES " , wadNum , 0 ) ) ;
texturesText = ( char * ) Z_Malloc ( ( texturesLumpLength + 1 ) * sizeof ( char ) , PU_STATIC , NULL ) ;
// Now move the contents of the lump into this new location.
memmove ( texturesText , texturesLump , texturesLumpLength ) ;
// Make damn well sure the last character in our new memory location is \0.
texturesText [ texturesLumpLength ] = ' \0 ' ;
// Finally, free up the memory from the first data load, because we really
// don't need it.
Z_Free ( texturesLump ) ;
texturesToken = M_GetToken ( texturesText ) ;
while ( texturesToken ! = NULL )
{
if ( stricmp ( texturesToken , " WALLTEXTURE " ) = = 0 )
{
numTexturesInLump + + ;
Z_Free ( texturesToken ) ;
R_ParseTexture ( false ) ;
}
else
{
I_Error ( " Error parsing TEXTURES lump: Expected \" WALLTEXTURE \" , got \" %s \" " , texturesToken ) ;
}
texturesToken = M_GetToken ( NULL ) ;
}
Z_Free ( texturesToken ) ;
Z_Free ( ( void * ) texturesText ) ;
return numTexturesInLump ;
}
// Parses the TEXTURES lump... for real, this time.
void R_ParseTEXTURESLump ( UINT16 wadNum , INT32 * texindex )
{
char * texturesLump ;
size_t texturesLumpLength ;
char * texturesText ;
char * texturesToken ;
texture_t * newTexture ;
I_Assert ( texindex ! = NULL ) ;
// Since lumps AREN'T \0-terminated like I'd assumed they should be, I'll
// need to make a space of memory where I can ensure that it will terminate
// correctly. Start by loading the relevant data from the WAD.
texturesLump = ( char * ) W_CacheLumpNumPwad ( wadNum , W_CheckNumForNamePwad ( " TEXTURES " , wadNum , 0 ) , PU_STATIC ) ;
// If that didn't exist, we have nothing to do here.
if ( texturesLump = = NULL ) return ;
// If we're still here, then it DOES exist; figure out how long it is, and allot memory accordingly.
texturesLumpLength = W_LumpLengthPwad ( wadNum , W_CheckNumForNamePwad ( " TEXTURES " , wadNum , 0 ) ) ;
texturesText = ( char * ) Z_Malloc ( ( texturesLumpLength + 1 ) * sizeof ( char ) , PU_STATIC , NULL ) ;
// Now move the contents of the lump into this new location.
memmove ( texturesText , texturesLump , texturesLumpLength ) ;
// Make damn well sure the last character in our new memory location is \0.
texturesText [ texturesLumpLength ] = ' \0 ' ;
// Finally, free up the memory from the first data load, because we really
// don't need it.
Z_Free ( texturesLump ) ;
texturesToken = M_GetToken ( texturesText ) ;
while ( texturesToken ! = NULL )
{
if ( stricmp ( texturesToken , " WALLTEXTURE " ) = = 0 )
{
Z_Free ( texturesToken ) ;
// Get the new texture
newTexture = R_ParseTexture ( true ) ;
// Store the new texture
textures [ * texindex ] = newTexture ;
texturewidthmask [ * texindex ] = newTexture - > width - 1 ;
textureheight [ * texindex ] = newTexture - > height < < FRACBITS ;
// Increment i back in R_LoadTextures()
( * texindex ) + + ;
}
else
{
I_Error ( " Error parsing TEXTURES lump: Expected \" WALLTEXTURE \" , got \" %s \" " , texturesToken ) ;
}
texturesToken = M_GetToken ( NULL ) ;
}
Z_Free ( texturesToken ) ;
Z_Free ( ( void * ) texturesText ) ;
}
static inline lumpnum_t R_CheckNumForNameList ( const char * name , lumplist_t * list , size_t listsize )
{
size_t i ;
UINT16 lump ;
for ( i = listsize - 1 ; i < INT16_MAX ; i - - )
{
lump = W_CheckNumForNamePwad ( name , list [ i ] . wadfile , list [ i ] . firstlump ) ;
if ( lump = = INT16_MAX | | lump > ( list [ i ] . firstlump + list [ i ] . numlumps ) )
continue ;
else
return ( list [ i ] . wadfile < < 16 ) + lump ;
}
return LUMPERROR ;
}
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/*static lumplist_t *colormaplumps = NULL; ///\todo free leak
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static size_t numcolormaplumps = 0 ;
static void R_InitExtraColormaps ( void )
{
lumpnum_t startnum , endnum ;
UINT16 cfile , clump ;
static size_t maxcolormaplumps = 16 ;
for ( cfile = clump = 0 ; cfile < numwadfiles ; cfile + + , clump = 0 )
{
startnum = W_CheckNumForNamePwad ( " C_START " , cfile , clump ) ;
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if ( startnum = = INT16_MAX )
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continue ;
endnum = W_CheckNumForNamePwad ( " C_END " , cfile , clump ) ;
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if ( endnum = = INT16_MAX )
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I_Error ( " R_InitExtraColormaps: C_START without C_END \n " ) ;
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// This shouldn't be possible when you use the Pwad function, silly
//if (WADFILENUM(startnum) != WADFILENUM(endnum))
//I_Error("R_InitExtraColormaps: C_START and C_END in different wad files!\n");
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if ( numcolormaplumps > = maxcolormaplumps )
maxcolormaplumps * = 2 ;
colormaplumps = Z_Realloc ( colormaplumps ,
sizeof ( * colormaplumps ) * maxcolormaplumps , PU_STATIC , NULL ) ;
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colormaplumps [ numcolormaplumps ] . wadfile = cfile ;
colormaplumps [ numcolormaplumps ] . firstlump = startnum + 1 ;
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colormaplumps [ numcolormaplumps ] . numlumps = endnum - ( startnum + 1 ) ;
numcolormaplumps + + ;
}
CONS_Printf ( M_GetText ( " Number of Extra Colormaps: %s \n " ) , sizeu1 ( numcolormaplumps ) ) ;
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} */
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2015-01-01 19:50:31 +00:00
// 12/14/14 -- only take flats in F_START/F_END
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lumpnum_t R_GetFlatNumForName ( const char * name )
{
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lumpnum_t lump = W_CheckNumForNameInBlock ( name , " F_START " , " F_END " ) ;
if ( lump = = LUMPERROR )
lump = W_CheckNumForNameInBlock ( name , " FF_START " , " FF_END " ) ; // deutex, some other old things
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if ( lump = = LUMPERROR )
{
if ( strcmp ( name , SKYFLATNAME ) )
CONS_Debug ( DBG_SETUP , " R_GetFlatNumForName: Could not find flat %.8s \n " , name ) ;
lump = W_CheckNumForName ( " REDFLR " ) ;
}
return lump ;
}
//
// R_InitSpriteLumps
// Finds the width and hoffset of all sprites in the wad, so the sprite does not need to be
// cached completely, just for having the header info ready during rendering.
//
//
// allocate sprite lookup tables
//
static void R_InitSpriteLumps ( void )
{
numspritelumps = 0 ;
max_spritelumps = 8192 ;
Z_Malloc ( max_spritelumps * sizeof ( * spritecachedinfo ) , PU_STATIC , & spritecachedinfo ) ;
}
//
// R_InitColormaps
//
static void R_InitColormaps ( void )
{
lumpnum_t lump ;
// Load in the light tables
lump = W_GetNumForName ( " COLORMAP " ) ;
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//Z_MallocAlign(W_LumpLength (lump), PU_STATIC, NULL, 8);
colormaps = Z_MallocAlign ( ( 256 * 64 ) , PU_STATIC , NULL , 8 ) ;
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W_ReadLump ( lump , colormaps ) ;
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// no need to init encoremap at this stage
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// Init Boom colormaps.
R_ClearColormaps ( ) ;
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//R_InitExtraColormaps();
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# ifdef HASINVERT
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R_MakeInvertmap ( ) ; // this isn't the BEST place to do it the first time, but whatever
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# endif
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}
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void R_ReInitColormaps ( UINT16 num , lumpnum_t newencoremap )
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{
char colormap [ 9 ] = " COLORMAP " ;
lumpnum_t lump ;
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if ( num > 0 & & num < = 10000 )
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snprintf ( colormap , 8 , " CLM%04u " , num - 1 ) ;
// Load in the light tables, now 64k aligned for smokie...
lump = W_GetNumForName ( colormap ) ;
if ( lump = = LUMPERROR )
lump = W_GetNumForName ( " COLORMAP " ) ;
W_ReadLump ( lump , colormaps ) ;
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// Encore mode.
if ( newencoremap ! = LUMPERROR )
{
lighttable_t * colormap_p , * colormap_p2 ;
size_t p , i ;
encoremap = Z_MallocAlign ( 256 + 10 , PU_LEVEL , NULL , 8 ) ;
W_ReadLump ( newencoremap , encoremap ) ;
colormap_p = colormap_p2 = colormaps ;
colormap_p + = ( 256 * 32 ) ;
for ( p = 0 ; p < 32 ; p + + )
{
for ( i = 0 ; i < 256 ; i + + )
{
* colormap_p = colormap_p2 [ encoremap [ i ] ] ;
colormap_p + + ;
}
colormap_p2 + = 256 ;
}
}
else
encoremap = NULL ;
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// Init Boom colormaps.
R_ClearColormaps ( ) ;
}
static lumpnum_t foundcolormaps [ MAXCOLORMAPS ] ;
//
// R_ClearColormaps
//
// Clears out extra colormaps between levels.
//
void R_ClearColormaps ( void )
{
size_t i ;
num_extra_colormaps = 0 ;
for ( i = 0 ; i < MAXCOLORMAPS ; i + + )
foundcolormaps [ i ] = LUMPERROR ;
memset ( extra_colormaps , 0 , sizeof ( extra_colormaps ) ) ;
}
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/*INT32 R_ColormapNumForName(char *name)
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{
lumpnum_t lump , i ;
if ( num_extra_colormaps = = MAXCOLORMAPS )
I_Error ( " R_ColormapNumForName: Too many colormaps! the limit is %d \n " , MAXCOLORMAPS ) ;
lump = R_CheckNumForNameList ( name , colormaplumps , numcolormaplumps ) ;
if ( lump = = LUMPERROR )
I_Error ( " R_ColormapNumForName: Cannot find colormap lump %.8s \n " , name ) ;
for ( i = 0 ; i < num_extra_colormaps ; i + + )
if ( lump = = foundcolormaps [ i ] )
return i ;
foundcolormaps [ num_extra_colormaps ] = lump ;
// aligned on 8 bit for asm code
extra_colormaps [ num_extra_colormaps ] . colormap = Z_MallocAlign ( W_LumpLength ( lump ) , PU_LEVEL , NULL , 16 ) ;
W_ReadLump ( lump , extra_colormaps [ num_extra_colormaps ] . colormap ) ;
// We set all params of the colormap to normal because there
// is no real way to tell how GL should handle a colormap lump anyway..
extra_colormaps [ num_extra_colormaps ] . maskcolor = 0xffff ;
extra_colormaps [ num_extra_colormaps ] . fadecolor = 0x0 ;
extra_colormaps [ num_extra_colormaps ] . maskamt = 0x0 ;
extra_colormaps [ num_extra_colormaps ] . fadestart = 0 ;
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extra_colormaps [ num_extra_colormaps ] . fadeend = 31 ;
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extra_colormaps [ num_extra_colormaps ] . fog = 0 ;
num_extra_colormaps + + ;
return ( INT32 ) num_extra_colormaps - 1 ;
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} */
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//
// R_CreateColormap
//
// This is a more GL friendly way of doing colormaps: Specify colormap
// data in a special linedef's texture areas and use that to generate
// custom colormaps at runtime. NOTE: For GL mode, we only need to color
// data and not the colormap data.
//
static double deltas [ 256 ] [ 3 ] , map [ 256 ] [ 3 ] ;
static UINT8 NearestColor ( UINT8 r , UINT8 g , UINT8 b ) ;
static int RoundUp ( double number ) ;
2018-10-14 20:52:05 +00:00
# ifdef HASINVERT
void R_MakeInvertmap ( void )
{
size_t i ;
for ( i = 0 ; i < 256 ; i + + )
invertmap [ i ] = NearestColor ( 256 - pLocalPalette [ i ] . s . red , 256 - pLocalPalette [ i ] . s . green , 256 - pLocalPalette [ i ] . s . blue ) ;
}
# endif
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INT32 R_CreateColormap ( char * p1 , char * p2 , char * p3 )
{
double cmaskr , cmaskg , cmaskb , cdestr , cdestg , cdestb ;
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double maskamt = 0 , othermask = 0 ;
2014-03-15 16:59:03 +00:00
int mask , fog = 0 ;
size_t mapnum = num_extra_colormaps ;
size_t i ;
UINT32 cr , cg , cb , maskcolor , fadecolor ;
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UINT32 fadestart = 0 , fadeend = 31 , fadedist = 31 ;
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# define HEX2INT(x) (UINT32)(x >= '0' && x <= '9' ? x - '0' : x >= 'a' && x <= 'f' ? x - 'a' + 10 : x >= 'A' && x <= 'F' ? x - 'A' + 10 : 0)
if ( p1 [ 0 ] = = ' # ' )
{
cr = ( ( HEX2INT ( p1 [ 1 ] ) * 16 ) + HEX2INT ( p1 [ 2 ] ) ) ;
cg = ( ( HEX2INT ( p1 [ 3 ] ) * 16 ) + HEX2INT ( p1 [ 4 ] ) ) ;
cb = ( ( HEX2INT ( p1 [ 5 ] ) * 16 ) + HEX2INT ( p1 [ 6 ] ) ) ;
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2018-08-08 14:03:02 +00:00
if ( encoremap )
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{
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i = encoremap [ NearestColor ( ( UINT8 ) cr , ( UINT8 ) cg , ( UINT8 ) cb ) ] ;
//CONS_Printf("R_CreateColormap: encoremap[%d] = %d\n", i, encoremap[i]); -- moved encoremap upwards for optimisation
cr = pLocalPalette [ i ] . s . red ;
cg = pLocalPalette [ i ] . s . green ;
cb = pLocalPalette [ i ] . s . blue ;
}
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cmaskr = cr ;
cmaskg = cg ;
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cmaskb = cb ;
// Create a rough approximation of the color (a 16 bit color)
maskcolor = ( ( cb ) > > 3 ) + ( ( ( cg ) > > 2 ) < < 5 ) + ( ( ( cr ) > > 3 ) < < 11 ) ;
if ( p1 [ 7 ] > = ' a ' & & p1 [ 7 ] < = ' z ' )
mask = ( p1 [ 7 ] - ' a ' ) ;
else if ( p1 [ 7 ] > = ' A ' & & p1 [ 7 ] < = ' Z ' )
mask = ( p1 [ 7 ] - ' A ' ) ;
else
mask = 24 ;
maskamt = ( double ) ( mask / 24.0 l ) ;
othermask = 1 - maskamt ;
maskamt / = 0xff ;
cmaskr * = maskamt ;
cmaskg * = maskamt ;
cmaskb * = maskamt ;
}
else
{
cmaskr = cmaskg = cmaskb = 0xff ;
maskamt = 0 ;
maskcolor = ( ( 0xff ) > > 3 ) + ( ( ( 0xff ) > > 2 ) < < 5 ) + ( ( ( 0xff ) > > 3 ) < < 11 ) ;
}
# define NUMFROMCHAR(c) (c >= '0' && c <= '9' ? c - '0' : 0)
if ( p2 [ 0 ] = = ' # ' )
{
// Get parameters like fadestart, fadeend, and the fogflag
fadestart = NUMFROMCHAR ( p2 [ 3 ] ) + ( NUMFROMCHAR ( p2 [ 2 ] ) * 10 ) ;
fadeend = NUMFROMCHAR ( p2 [ 5 ] ) + ( NUMFROMCHAR ( p2 [ 4 ] ) * 10 ) ;
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if ( fadestart > 30 )
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fadestart = 0 ;
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if ( fadeend > 31 | | fadeend < 1 )
fadeend = 31 ;
2014-03-15 16:59:03 +00:00
fadedist = fadeend - fadestart ;
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fog = NUMFROMCHAR ( p2 [ 1 ] ) ;
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}
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# undef NUMFROMCHAR
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if ( p3 [ 0 ] = = ' # ' )
{
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cr = ( ( HEX2INT ( p3 [ 1 ] ) * 16 ) + HEX2INT ( p3 [ 2 ] ) ) ;
cg = ( ( HEX2INT ( p3 [ 3 ] ) * 16 ) + HEX2INT ( p3 [ 4 ] ) ) ;
cb = ( ( HEX2INT ( p3 [ 5 ] ) * 16 ) + HEX2INT ( p3 [ 6 ] ) ) ;
2018-08-08 14:03:02 +00:00
if ( encoremap )
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{
2018-08-08 14:03:02 +00:00
i = encoremap [ NearestColor ( ( UINT8 ) cr , ( UINT8 ) cg , ( UINT8 ) cb ) ] ;
cr = pLocalPalette [ i ] . s . red ;
cg = pLocalPalette [ i ] . s . green ;
cb = pLocalPalette [ i ] . s . blue ;
}
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cdestr = cr ;
cdestg = cg ;
cdestb = cb ;
2014-03-15 16:59:03 +00:00
fadecolor = ( ( ( cb ) > > 3 ) + ( ( ( cg ) > > 2 ) < < 5 ) + ( ( ( cr ) > > 3 ) < < 11 ) ) ;
}
else
cdestr = cdestg = cdestb = fadecolor = 0 ;
# undef HEX2INT
for ( i = 0 ; i < num_extra_colormaps ; i + + )
{
if ( foundcolormaps [ i ] ! = LUMPERROR )
continue ;
if ( maskcolor = = extra_colormaps [ i ] . maskcolor
& & fadecolor = = extra_colormaps [ i ] . fadecolor
& & ( float ) maskamt = = ( float ) extra_colormaps [ i ] . maskamt
& & fadestart = = extra_colormaps [ i ] . fadestart
& & fadeend = = extra_colormaps [ i ] . fadeend
& & fog = = extra_colormaps [ i ] . fog )
{
return ( INT32 ) i ;
}
}
if ( num_extra_colormaps = = MAXCOLORMAPS )
I_Error ( " R_CreateColormap: Too many colormaps! the limit is %d \n " , MAXCOLORMAPS ) ;
num_extra_colormaps + + ;
foundcolormaps [ mapnum ] = LUMPERROR ;
// aligned on 8 bit for asm code
extra_colormaps [ mapnum ] . colormap = NULL ;
extra_colormaps [ mapnum ] . maskcolor = ( UINT16 ) maskcolor ;
extra_colormaps [ mapnum ] . fadecolor = ( UINT16 ) fadecolor ;
extra_colormaps [ mapnum ] . maskamt = maskamt ;
extra_colormaps [ mapnum ] . fadestart = ( UINT16 ) fadestart ;
extra_colormaps [ mapnum ] . fadeend = ( UINT16 ) fadeend ;
extra_colormaps [ mapnum ] . fog = fog ;
if ( rendermode = = render_soft )
{
2018-09-09 21:48:09 +00:00
double r , g , b , cbrightness ;
int p ;
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lighttable_t * colormap_p ;
2018-09-09 21:48:09 +00:00
// Initialise the map and delta arrays
// map[i] stores an RGB color (as double) for index i,
// which is then converted to SRB2's palette later
// deltas[i] stores a corresponding fade delta between the RGB color and the final fade color;
// map[i]'s values are decremented by after each use
2014-03-15 16:59:03 +00:00
for ( i = 0 ; i < 256 ; i + + )
{
r = pLocalPalette [ i ] . s . red ;
g = pLocalPalette [ i ] . s . green ;
b = pLocalPalette [ i ] . s . blue ;
cbrightness = sqrt ( ( r * r ) + ( g * g ) + ( b * b ) ) ;
map [ i ] [ 0 ] = ( cbrightness * cmaskr ) + ( r * othermask ) ;
if ( map [ i ] [ 0 ] > 255.0 l )
map [ i ] [ 0 ] = 255.0 l ;
deltas [ i ] [ 0 ] = ( map [ i ] [ 0 ] - cdestr ) / ( double ) fadedist ;
map [ i ] [ 1 ] = ( cbrightness * cmaskg ) + ( g * othermask ) ;
if ( map [ i ] [ 1 ] > 255.0 l )
map [ i ] [ 1 ] = 255.0 l ;
deltas [ i ] [ 1 ] = ( map [ i ] [ 1 ] - cdestg ) / ( double ) fadedist ;
map [ i ] [ 2 ] = ( cbrightness * cmaskb ) + ( b * othermask ) ;
if ( map [ i ] [ 2 ] > 255.0 l )
map [ i ] [ 2 ] = 255.0 l ;
deltas [ i ] [ 2 ] = ( map [ i ] [ 2 ] - cdestb ) / ( double ) fadedist ;
}
2018-09-09 21:48:09 +00:00
// Now allocate memory for the actual colormap array itself!
2018-07-23 22:50:41 +00:00
colormap_p = Z_MallocAlign ( ( 256 * ( encoremap ? 64 : 32 ) ) + 10 , PU_LEVEL , NULL , 8 ) ;
2014-03-15 16:59:03 +00:00
extra_colormaps [ mapnum ] . colormap = ( UINT8 * ) colormap_p ;
2018-09-09 21:48:09 +00:00
// Calculate the palette index for each palette index, for each light level
// (as well as the two unused colormap lines we inherited from Doom)
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for ( p = 0 ; p < 32 ; p + + )
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{
for ( i = 0 ; i < 256 ; i + + )
{
* colormap_p = NearestColor ( ( UINT8 ) RoundUp ( map [ i ] [ 0 ] ) ,
( UINT8 ) RoundUp ( map [ i ] [ 1 ] ) ,
( UINT8 ) RoundUp ( map [ i ] [ 2 ] ) ) ;
colormap_p + + ;
if ( ( UINT32 ) p < fadestart )
continue ;
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# define ABS2(x) ((x) < 0 ? -(x) : (x))
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if ( ABS2 ( map [ i ] [ 0 ] - cdestr ) > ABS2 ( deltas [ i ] [ 0 ] ) )
map [ i ] [ 0 ] - = deltas [ i ] [ 0 ] ;
else
map [ i ] [ 0 ] = cdestr ;
if ( ABS2 ( map [ i ] [ 1 ] - cdestg ) > ABS2 ( deltas [ i ] [ 1 ] ) )
map [ i ] [ 1 ] - = deltas [ i ] [ 1 ] ;
else
map [ i ] [ 1 ] = cdestg ;
if ( ABS2 ( map [ i ] [ 2 ] - cdestb ) > ABS2 ( deltas [ i ] [ 1 ] ) )
map [ i ] [ 2 ] - = deltas [ i ] [ 2 ] ;
else
map [ i ] [ 2 ] = cdestb ;
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# undef ABS2
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}
}
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if ( encoremap )
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{
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lighttable_t * colormap_p2 = extra_colormaps [ mapnum ] . colormap ;
for ( p = 0 ; p < 32 ; p + + )
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{
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for ( i = 0 ; i < 256 ; i + + )
{
* colormap_p = colormap_p2 [ encoremap [ i ] ] ;
colormap_p + + ;
}
colormap_p2 + = 256 ;
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}
}
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}
return ( INT32 ) mapnum ;
}
// Thanks to quake2 source!
// utils3/qdata/images.c
static UINT8 NearestColor ( UINT8 r , UINT8 g , UINT8 b )
{
int dr , dg , db ;
int distortion , bestdistortion = 256 * 256 * 4 , bestcolor = 0 , i ;
for ( i = 0 ; i < 256 ; i + + )
{
dr = r - pLocalPalette [ i ] . s . red ;
dg = g - pLocalPalette [ i ] . s . green ;
db = b - pLocalPalette [ i ] . s . blue ;
distortion = dr * dr + dg * dg + db * db ;
if ( distortion < bestdistortion )
{
if ( ! distortion )
return ( UINT8 ) i ;
bestdistortion = distortion ;
bestcolor = i ;
}
}
return ( UINT8 ) bestcolor ;
}
// Rounds off floating numbers and checks for 0 - 255 bounds
static int RoundUp ( double number )
{
if ( number > 255.0 l )
return 255 ;
if ( number < 0.0 l )
return 0 ;
if ( ( int ) number < = ( int ) ( number - 0.5f ) )
return ( int ) number + 1 ;
return ( int ) number ;
}
const char * R_ColormapNameForNum ( INT32 num )
{
if ( num = = - 1 )
return " NONE " ;
if ( num < 0 | | num > MAXCOLORMAPS )
I_Error ( " R_ColormapNameForNum: num %d is invalid! \n " , num ) ;
if ( foundcolormaps [ num ] = = LUMPERROR )
return " INLEVEL " ;
return W_CheckNameForNum ( foundcolormaps [ num ] ) ;
}
//
// build a table for quick conversion from 8bpp to 15bpp
//
//
// added "static inline" keywords, linking with the debug version
// of allegro, it have a makecol15 function of it's own, now
// with "static inline" keywords,it sloves this problem ;)
//
FUNCMATH static inline int makecol15 ( int r , int g , int b )
{
return ( ( ( r > > 3 ) < < 10 ) | ( ( g > > 3 ) < < 5 ) | ( ( b > > 3 ) ) ) ;
}
static void R_Init8to16 ( void )
{
UINT8 * palette ;
int i ;
palette = W_CacheLumpName ( " PLAYPAL " , PU_CACHE ) ;
for ( i = 0 ; i < 256 ; i + + )
{
// PLAYPAL uses 8 bit values
color8to16 [ i ] = ( INT16 ) makecol15 ( palette [ 0 ] , palette [ 1 ] , palette [ 2 ] ) ;
palette + = 3 ;
}
// test a big colormap
hicolormaps = Z_Malloc ( 16384 * sizeof ( * hicolormaps ) , PU_STATIC , NULL ) ;
for ( i = 0 ; i < 16384 ; i + + )
hicolormaps [ i ] = ( INT16 ) ( i < < 1 ) ;
}
//
// R_InitData
//
// Locates all the lumps that will be used by all views
// Must be called after W_Init.
//
void R_InitData ( void )
{
if ( highcolor )
{
CONS_Printf ( " InitHighColor... \n " ) ;
R_Init8to16 ( ) ;
}
CONS_Printf ( " R_LoadTextures()... \n " ) ;
R_LoadTextures ( ) ;
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CONS_Printf ( " P_InitPicAnims()... \n " ) ;
P_InitPicAnims ( ) ;
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CONS_Printf ( " R_InitSprites()... \n " ) ;
R_InitSpriteLumps ( ) ;
R_InitSprites ( ) ;
CONS_Printf ( " R_InitColormaps()... \n " ) ;
R_InitColormaps ( ) ;
}
void R_ClearTextureNumCache ( boolean btell )
{
if ( tidcache )
Z_Free ( tidcache ) ;
tidcache = NULL ;
if ( btell )
CONS_Debug ( DBG_SETUP , " Fun Fact: There are %d textures used in this map. \n " , tidcachelen ) ;
tidcachelen = 0 ;
}
//
// R_CheckTextureNumForName
//
// Check whether texture is available. Filter out NoTexture indicator.
//
INT32 R_CheckTextureNumForName ( const char * name )
{
INT32 i ;
// "NoTexture" marker.
if ( name [ 0 ] = = ' - ' )
return 0 ;
for ( i = 0 ; i < tidcachelen ; i + + )
if ( ! strncasecmp ( tidcache [ i ] . name , name , 8 ) )
return tidcache [ i ] . id ;
// Need to parse the list backwards, so textures loaded more recently are used in lieu of ones loaded earlier
//for (i = 0; i < numtextures; i++) <- old
for ( i = ( numtextures - 1 ) ; i > = 0 ; i - - ) // <- new
if ( ! strncasecmp ( textures [ i ] - > name , name , 8 ) )
{
tidcachelen + + ;
Z_Realloc ( tidcache , tidcachelen * sizeof ( * tidcache ) , PU_STATIC , & tidcache ) ;
strncpy ( tidcache [ tidcachelen - 1 ] . name , name , 8 ) ;
tidcache [ tidcachelen - 1 ] . name [ 8 ] = ' \0 ' ;
# ifndef ZDEBUG
CONS_Debug ( DBG_SETUP , " texture #%s: %s \n " , sizeu1 ( tidcachelen ) , tidcache [ tidcachelen - 1 ] . name ) ;
# endif
tidcache [ tidcachelen - 1 ] . id = i ;
return i ;
}
return - 1 ;
}
//
// R_TextureNumForName
//
// Calls R_CheckTextureNumForName, aborts with error message.
//
INT32 R_TextureNumForName ( const char * name )
{
const INT32 i = R_CheckTextureNumForName ( name ) ;
if ( i = = - 1 )
{
static INT32 redwall = - 2 ;
CONS_Debug ( DBG_SETUP , " WARNING: R_TextureNumForName: %.8s not found \n " , name ) ;
if ( redwall = = - 2 )
redwall = R_CheckTextureNumForName ( " REDWALL " ) ;
if ( redwall ! = - 1 )
return redwall ;
return 1 ;
}
return i ;
}
//
// R_PrecacheLevel
//
// Preloads all relevant graphics for the level.
//
void R_PrecacheLevel ( void )
{
char * texturepresent , * spritepresent ;
size_t i , j , k ;
lumpnum_t lump ;
thinker_t * th ;
spriteframe_t * sf ;
if ( demoplayback )
return ;
// do not flush the memory, Z_Malloc twice with same user will cause error in Z_CheckHeap()
if ( rendermode ! = render_soft )
return ;
// Precache flats.
flatmemory = P_PrecacheLevelFlats ( ) ;
//
// Precache textures.
//
// no need to precache all software textures in 3D mode
// (note they are still used with the reference software view)
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texturepresent = calloc ( numtextures , sizeof ( * texturepresent ) ) ;
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if ( texturepresent = = NULL ) I_Error ( " %s: Out of memory looking up textures " , " R_PrecacheLevel " ) ;
for ( j = 0 ; j < numsides ; j + + )
{
// huh, a potential bug here????
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if ( sides [ j ] . toptexture > = 0 & & sides [ j ] . toptexture < numtextures )
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texturepresent [ sides [ j ] . toptexture ] = 1 ;
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if ( sides [ j ] . midtexture > = 0 & & sides [ j ] . midtexture < numtextures )
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texturepresent [ sides [ j ] . midtexture ] = 1 ;
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if ( sides [ j ] . bottomtexture > = 0 & & sides [ j ] . bottomtexture < numtextures )
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texturepresent [ sides [ j ] . bottomtexture ] = 1 ;
}
// Sky texture is always present.
// Note that F_SKY1 is the name used to indicate a sky floor/ceiling as a flat,
// while the sky texture is stored like a wall texture, with a skynum dependent name.
texturepresent [ skytexture ] = 1 ;
texturememory = 0 ;
for ( j = 0 ; j < ( unsigned ) numtextures ; j + + )
{
if ( ! texturepresent [ j ] )
continue ;
if ( ! texturecache [ j ] )
R_GenerateTexture ( j ) ;
// pre-caching individual patches that compose textures became obsolete,
// since we cache entire composite textures
}
free ( texturepresent ) ;
//
// Precache sprites.
//
spritepresent = calloc ( numsprites , sizeof ( * spritepresent ) ) ;
if ( spritepresent = = NULL ) I_Error ( " %s: Out of memory looking up sprites " , " R_PrecacheLevel " ) ;
for ( th = thinkercap . next ; th ! = & thinkercap ; th = th - > next )
if ( th - > function . acp1 = = ( actionf_p1 ) P_MobjThinker )
spritepresent [ ( ( mobj_t * ) th ) - > sprite ] = 1 ;
spritememory = 0 ;
for ( i = 0 ; i < numsprites ; i + + )
{
if ( ! spritepresent [ i ] )
continue ;
for ( j = 0 ; j < sprites [ i ] . numframes ; j + + )
{
sf = & sprites [ i ] . spriteframes [ j ] ;
for ( k = 0 ; k < 8 ; k + + )
{
// see R_InitSprites for more about lumppat,lumpid
lump = sf - > lumppat [ k ] ;
if ( devparm )
spritememory + = W_LumpLength ( lump ) ;
W_CachePatchNum ( lump , PU_CACHE ) ;
}
}
}
free ( spritepresent ) ;
// FIXME: this is no longer correct with OpenGL render mode
CONS_Debug ( DBG_SETUP , " Precache level done: \n "
" flatmemory: %s k \n "
" texturememory: %s k \n "
" spritememory: %s k \n " , sizeu1 ( flatmemory > > 10 ) , sizeu2 ( texturememory > > 10 ) , sizeu3 ( spritememory > > 10 ) ) ;
}