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a1e1aa81b5
# Conflicts: # src/d_netcmd.c # src/d_netcmd.h # src/g_game.c # src/p_floor.c # src/p_user.c # src/r_data.c # src/r_data.h # src/v_video.c
1623 lines
45 KiB
C
1623 lines
45 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_data.c
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/// \brief Preparation of data for rendering,generation of lookups, caching, retrieval by name
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#include "doomdef.h"
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#include "g_game.h"
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#include "i_video.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "p_local.h"
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#include "m_misc.h"
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#include "r_data.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "p_setup.h" // levelflats
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#include "v_video.h" // pLocalPalette
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#include "dehacked.h"
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#if defined (_WIN32) || defined (_WIN32_WCE)
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#include <malloc.h> // alloca(sizeof)
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#endif
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#if defined(_MSC_VER)
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#pragma pack(1)
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#endif
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// Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog
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#ifdef _WIN32_WCE
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#define AVOID_ERRNO
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#else
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#include <errno.h>
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#endif
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//
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// Texture definition.
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// Each texture is composed of one or more patches,
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// with patches being lumps stored in the WAD.
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// The lumps are referenced by number, and patched
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// into the rectangular texture space using origin
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// and possibly other attributes.
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//
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typedef struct
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{
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INT16 originx, originy;
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INT16 patch, stepdir, colormap;
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} ATTRPACK mappatch_t;
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//
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// Texture definition.
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// An SRB2 wall texture is a list of patches
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// which are to be combined in a predefined order.
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//
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typedef struct
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{
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char name[8];
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INT32 masked;
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INT16 width;
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INT16 height;
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INT32 columndirectory; // FIXTHIS: OBSOLETE
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INT16 patchcount;
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mappatch_t patches[1];
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} ATTRPACK maptexture_t;
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#if defined(_MSC_VER)
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#pragma pack()
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#endif
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// Store lists of lumps for F_START/F_END etc.
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typedef struct
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{
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UINT16 wadfile;
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UINT16 firstlump;
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size_t numlumps;
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} lumplist_t;
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//
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// Graphics.
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// SRB2 graphics for walls and sprites
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// is stored in vertical runs of opaque pixels (posts).
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// A column is composed of zero or more posts,
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// a patch or sprite is composed of zero or more columns.
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//
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size_t numspritelumps, max_spritelumps;
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// textures
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INT32 numtextures = 0; // total number of textures found,
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// size of following tables
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texture_t **textures = NULL;
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static UINT32 **texturecolumnofs; // column offset lookup table for each texture
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static UINT8 **texturecache; // graphics data for each generated full-size texture
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// texture width is a power of 2, so it can easily repeat along sidedefs using a simple mask
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INT32 *texturewidthmask;
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fixed_t *textureheight; // needed for texture pegging
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INT32 *texturetranslation;
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// needed for pre rendering
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sprcache_t *spritecachedinfo;
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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
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static size_t flatmemory, spritememory, texturememory;
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// highcolor stuff
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INT16 color8to16[256]; // remap color index to highcolor rgb value
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INT16 *hicolormaps; // test a 32k colormap remaps high -> high
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// Painfully simple texture id cacheing to make maps load faster. :3
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static struct {
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char name[9];
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INT32 id;
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} *tidcache = NULL;
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static INT32 tidcachelen = 0;
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//
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// MAPTEXTURE_T CACHING
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// When a texture is first needed, it counts the number of composite columns
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// required in the texture and allocates space for a column directory and
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// any new columns.
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// The directory will simply point inside other patches if there is only one
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// patch in a given column, but any columns with multiple patches will have
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// new column_ts generated.
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//
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//
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// R_DrawColumnInCache
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// Clip and draw a column from a patch into a cached post.
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//
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static inline void R_DrawColumnInCache(column_t *patch, UINT8 *cache, INT32 originy, INT32 cacheheight)
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{
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INT32 count, position;
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UINT8 *source;
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INT32 topdelta, prevdelta = -1;
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while (patch->topdelta != 0xff)
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{
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topdelta = patch->topdelta;
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if (topdelta <= prevdelta)
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topdelta += prevdelta;
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prevdelta = topdelta;
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source = (UINT8 *)patch + 3;
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count = patch->length;
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position = originy + topdelta;
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if (position < 0)
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{
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count += position;
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position = 0;
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}
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if (position + count > cacheheight)
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count = cacheheight - position;
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if (count > 0)
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M_Memcpy(cache + position, source, count);
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patch = (column_t *)((UINT8 *)patch + patch->length + 4);
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}
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}
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//
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// R_GenerateTexture
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//
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// Allocate space for full size texture, either single patch or 'composite'
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// Build the full textures from patches.
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// The texture caching system is a little more hungry of memory, but has
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// been simplified for the sake of highcolor, dynamic ligthing, & speed.
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//
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// This is not optimised, but it's supposed to be executed only once
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// per level, when enough memory is available.
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//
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static UINT8 *R_GenerateTexture(size_t texnum)
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{
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UINT8 *block;
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UINT8 *blocktex;
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texture_t *texture;
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texpatch_t *patch;
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patch_t *realpatch;
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int x, x1, x2, i;
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size_t blocksize;
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column_t *patchcol;
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UINT32 *colofs;
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I_Assert(texnum <= (size_t)numtextures);
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texture = textures[texnum];
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I_Assert(texture != NULL);
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// allocate texture column offset lookup
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// single-patch textures can have holes in them and may be used on
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// 2sided lines so they need to be kept in 'packed' format
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// BUT this is wrong for skies and walls with over 255 pixels,
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// so check if there's holes and if not strip the posts.
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if (texture->patchcount == 1)
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{
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boolean holey = false;
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patch = texture->patches;
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realpatch = W_CacheLumpNumPwad(patch->wad, patch->lump, PU_CACHE);
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// Check the patch for holes.
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if (texture->width > SHORT(realpatch->width) || texture->height > SHORT(realpatch->height))
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holey = true;
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colofs = (UINT32 *)realpatch->columnofs;
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for (x = 0; x < texture->width && !holey; x++)
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{
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column_t *col = (column_t *)((UINT8 *)realpatch + LONG(colofs[x]));
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INT32 topdelta, prevdelta = -1, y = 0;
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while (col->topdelta != 0xff)
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{
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topdelta = col->topdelta;
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if (topdelta <= prevdelta)
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topdelta += prevdelta;
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prevdelta = topdelta;
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if (topdelta > y)
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break;
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y = topdelta + col->length + 1;
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col = (column_t *)((UINT8 *)col + col->length + 4);
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}
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if (y < texture->height)
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holey = true; // this texture is HOLEy! D:
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}
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// If the patch uses transparency, we have to save it this way.
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if (holey)
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{
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texture->holes = true;
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blocksize = W_LumpLengthPwad(patch->wad, patch->lump);
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block = Z_Calloc(blocksize, PU_STATIC, // will change tag at end of this function
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&texturecache[texnum]);
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M_Memcpy(block, realpatch, blocksize);
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texturememory += blocksize;
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// use the patch's column lookup
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colofs = (UINT32 *)(void *)(block + 8);
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texturecolumnofs[texnum] = colofs;
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blocktex = block;
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for (x = 0; x < texture->width; x++)
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colofs[x] = LONG(LONG(colofs[x]) + 3);
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goto done;
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}
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// Otherwise, do multipatch format.
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}
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// multi-patch textures (or 'composite')
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texture->holes = false;
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blocksize = (texture->width * 4) + (texture->width * texture->height);
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texturememory += blocksize;
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block = Z_Malloc(blocksize+1, PU_STATIC, &texturecache[texnum]);
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memset(block, 0xF7, blocksize+1); // Transparency hack
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// columns lookup table
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colofs = (UINT32 *)(void *)block;
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texturecolumnofs[texnum] = colofs;
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// texture data after the lookup table
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blocktex = block + (texture->width*4);
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// Composite the columns together.
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for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++)
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{
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realpatch = W_CacheLumpNumPwad(patch->wad, patch->lump, PU_CACHE);
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x1 = patch->originx;
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x2 = x1 + SHORT(realpatch->width);
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if (x1 < 0)
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x = 0;
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else
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x = x1;
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if (x2 > texture->width)
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x2 = texture->width;
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for (; x < x2; x++)
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{
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patchcol = (column_t *)((UINT8 *)realpatch + LONG(realpatch->columnofs[x-x1]));
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// generate column ofset lookup
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colofs[x] = LONG((x * texture->height) + (texture->width*4));
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R_DrawColumnInCache(patchcol, block + LONG(colofs[x]), patch->originy, texture->height);
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}
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}
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done:
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// Now that the texture has been built in column cache, it is purgable from zone memory.
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Z_ChangeTag(block, PU_CACHE);
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return blocktex;
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}
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//
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// R_GetTextureNum
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//
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// Returns the actual texture id that we should use.
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// This can either be texnum, the current frame for texnum's anim (if animated),
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// or 0 if not valid.
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//
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INT32 R_GetTextureNum(INT32 texnum)
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{
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if (texnum < 0 || texnum >= numtextures)
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return 0;
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return texturetranslation[texnum];
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}
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//
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// R_CheckTextureCache
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//
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// Use this if you need to make sure the texture is cached before R_GetColumn calls
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// e.g.: midtextures and FOF walls
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//
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void R_CheckTextureCache(INT32 tex)
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{
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if (!texturecache[tex])
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R_GenerateTexture(tex);
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}
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//
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// R_GetColumn
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//
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UINT8 *R_GetColumn(fixed_t tex, INT32 col)
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{
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UINT8 *data;
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col &= texturewidthmask[tex];
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data = texturecache[tex];
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if (!data)
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data = R_GenerateTexture(tex);
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return data + LONG(texturecolumnofs[tex][col]);
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}
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// convert flats to hicolor as they are requested
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//
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UINT8 *R_GetFlat(lumpnum_t flatlumpnum)
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{
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return W_CacheLumpNum(flatlumpnum, PU_CACHE);
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}
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//
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// Empty the texture cache (used for load wad at runtime)
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//
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void R_FlushTextureCache(void)
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{
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INT32 i;
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if (numtextures)
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for (i = 0; i < numtextures; i++)
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Z_Free(texturecache[i]);
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}
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// Need these prototypes for later; defining them here instead of r_data.h so they're "private"
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int R_CountTexturesInTEXTURESLump(UINT16 wadNum);
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void R_ParseTEXTURESLump(UINT16 wadNum, INT32 *index);
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//
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// R_LoadTextures
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// Initializes the texture list with the textures from the world map.
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//
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#define TX_START "TX_START"
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#define TX_END "TX_END"
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void R_LoadTextures(void)
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{
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INT32 i, k, w;
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UINT16 j;
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UINT16 texstart, texend, texturesLumpPos;
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patch_t *patchlump;
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texpatch_t *patch;
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texture_t *texture;
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// Free previous memory before numtextures change.
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if (numtextures)
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{
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for (i = 0; i < numtextures; i++)
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{
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Z_Free(textures[i]);
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Z_Free(texturecache[i]);
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}
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Z_Free(texturetranslation);
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Z_Free(textures);
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}
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// Load patches and textures.
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// Get the number of textures to check.
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// NOTE: Make SURE the system does not process
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// the markers.
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// This system will allocate memory for all duplicate/patched textures even if it never uses them,
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// but the alternative is to spend a ton of time checking and re-checking all previous entries just to skip any potentially patched textures.
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for (w = 0, numtextures = 0; w < numwadfiles; w++)
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{
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texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0) + 1;
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texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0);
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
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if (texturesLumpPos != INT16_MAX)
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{
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numtextures += R_CountTexturesInTEXTURESLump((UINT16)w);
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}
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// Add all the textures between TX_START and TX_END
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if (texstart != INT16_MAX && texend != INT16_MAX)
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{
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numtextures += (UINT32)(texend - texstart);
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}
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// If no textures found by this point, bomb out
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if (!numtextures && w == (numwadfiles - 1))
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{
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I_Error("No textures detected in any WADs!\n");
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}
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}
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// Allocate memory and initialize to 0 for all the textures we are initialising.
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// There are actually 5 buffers allocated in one for convenience.
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textures = Z_Calloc((numtextures * sizeof(void *)) * 5, PU_STATIC, NULL);
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// Allocate texture column offset table.
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texturecolumnofs = (void *)((UINT8 *)textures + (numtextures * sizeof(void *)));
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// Allocate texture referencing cache.
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texturecache = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 2));
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// Allocate texture width mask table.
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texturewidthmask = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 3));
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// Allocate texture height mask table.
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textureheight = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 4));
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// Create translation table for global animation.
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texturetranslation = Z_Malloc((numtextures + 1) * sizeof(*texturetranslation), PU_STATIC, NULL);
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for (i = 0; i < numtextures; i++)
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texturetranslation[i] = i;
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for (i = 0, w = 0; w < numwadfiles; w++)
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{
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// Get the lump numbers for the markers in the WAD, if they exist.
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texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0) + 1;
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texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0);
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
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if (texturesLumpPos != INT16_MAX)
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R_ParseTEXTURESLump(w,&i);
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if (texstart == INT16_MAX || texend == INT16_MAX)
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continue;
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// Work through each lump between the markers in the WAD.
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for (j = 0; j < (texend - texstart); i++, j++)
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{
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patchlump = W_CacheLumpNumPwad((UINT16)w, texstart + j, PU_CACHE);
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// Then, check the lump directly to see if it's a texture SOC,
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// and if it is, load it using dehacked instead.
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if (strstr((const char *)patchlump, "TEXTURE"))
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{
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CONS_Alert(CONS_WARNING, "%s is a Texture SOC.\n", W_CheckNameForNumPwad((UINT16)w,texstart+j));
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Z_Unlock(patchlump);
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DEH_LoadDehackedLumpPwad((UINT16)w, texstart + j);
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}
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else
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{
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//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.
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M_Memcpy(texture->name, W_CheckNameForNumPwad((UINT16)w, texstart + j), sizeof(texture->name));
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texture->width = SHORT(patchlump->width);
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texture->height = SHORT(patchlump->height);
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texture->patchcount = 1;
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texture->holes = false;
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// Allocate information for the texture's patches.
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patch = &texture->patches[0];
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patch->originx = patch->originy = 0;
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patch->wad = (UINT16)w;
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patch->lump = texstart + j;
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Z_Unlock(patchlump);
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k = 1;
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while (k << 1 <= texture->width)
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k <<= 1;
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texturewidthmask[i] = k - 1;
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textureheight[i] = texture->height << FRACBITS;
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}
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}
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}
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}
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static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
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{
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char *texturesToken;
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size_t texturesTokenLength;
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char *endPos;
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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;
|
|
size_t texturesTokenLength;
|
|
char *endPos;
|
|
INT32 newTextureWidth;
|
|
INT32 newTextureHeight;
|
|
texture_t *resultTexture = NULL;
|
|
texpatch_t *newPatch;
|
|
char newTextureName[9]; // no longer dynamically allocated
|
|
|
|
// 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
|
|
{
|
|
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
|
|
}
|
|
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;
|
|
}
|
|
|
|
/*static lumplist_t *colormaplumps = NULL; ///\todo free leak
|
|
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);
|
|
if (startnum == INT16_MAX)
|
|
continue;
|
|
|
|
endnum = W_CheckNumForNamePwad("C_END", cfile, clump);
|
|
|
|
if (endnum == INT16_MAX)
|
|
I_Error("R_InitExtraColormaps: C_START without C_END\n");
|
|
|
|
// 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");
|
|
|
|
if (numcolormaplumps >= maxcolormaplumps)
|
|
maxcolormaplumps *= 2;
|
|
colormaplumps = Z_Realloc(colormaplumps,
|
|
sizeof (*colormaplumps) * maxcolormaplumps, PU_STATIC, NULL);
|
|
colormaplumps[numcolormaplumps].wadfile = cfile;
|
|
colormaplumps[numcolormaplumps].firstlump = startnum+1;
|
|
colormaplumps[numcolormaplumps].numlumps = endnum - (startnum + 1);
|
|
numcolormaplumps++;
|
|
}
|
|
CONS_Printf(M_GetText("Number of Extra Colormaps: %s\n"), sizeu1(numcolormaplumps));
|
|
}*/
|
|
|
|
// 12/14/14 -- only take flats in F_START/F_END
|
|
lumpnum_t R_GetFlatNumForName(const char *name)
|
|
{
|
|
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
|
|
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");
|
|
//Z_MallocAlign(W_LumpLength (lump), PU_STATIC, NULL, 8);
|
|
colormaps = Z_MallocAlign((256 * 64), PU_STATIC, NULL, 8);
|
|
W_ReadLump(lump, colormaps);
|
|
// no need to init encoremap at this stage
|
|
|
|
// Init Boom colormaps.
|
|
R_ClearColormaps();
|
|
//R_InitExtraColormaps();
|
|
#ifdef HASINVERT
|
|
R_MakeInvertmap(); // this isn't the BEST place to do it the first time, but whatever
|
|
#endif
|
|
}
|
|
|
|
void R_ReInitColormaps(UINT16 num, lumpnum_t newencoremap)
|
|
{
|
|
char colormap[9] = "COLORMAP";
|
|
lumpnum_t lump;
|
|
|
|
if (num > 0 && num <= 10000)
|
|
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);
|
|
|
|
// 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;
|
|
|
|
// 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));
|
|
}
|
|
|
|
/*INT32 R_ColormapNumForName(char *name)
|
|
{
|
|
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;
|
|
extra_colormaps[num_extra_colormaps].fadeend = 31;
|
|
extra_colormaps[num_extra_colormaps].fog = 0;
|
|
|
|
num_extra_colormaps++;
|
|
return (INT32)num_extra_colormaps - 1;
|
|
}*/
|
|
|
|
//
|
|
// 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);
|
|
|
|
#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
|
|
|
|
INT32 R_CreateColormap(char *p1, char *p2, char *p3)
|
|
{
|
|
double cmaskr, cmaskg, cmaskb, cdestr, cdestg, cdestb;
|
|
double maskamt = 0, othermask = 0;
|
|
int mask, fog = 0;
|
|
size_t mapnum = num_extra_colormaps;
|
|
size_t i;
|
|
UINT32 cr, cg, cb, maskcolor, fadecolor;
|
|
UINT32 fadestart = 0, fadeend = 31, fadedist = 31;
|
|
|
|
#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]));
|
|
|
|
if (encoremap)
|
|
{
|
|
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;
|
|
}
|
|
|
|
cmaskr = cr;
|
|
cmaskg = cg;
|
|
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/24.0l);
|
|
|
|
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);
|
|
if (fadestart > 30)
|
|
fadestart = 0;
|
|
if (fadeend > 31 || fadeend < 1)
|
|
fadeend = 31;
|
|
fadedist = fadeend - fadestart;
|
|
fog = NUMFROMCHAR(p2[1]);
|
|
}
|
|
#undef NUMFROMCHAR
|
|
|
|
if (p3[0] == '#')
|
|
{
|
|
cr = ((HEX2INT(p3[1]) * 16) + HEX2INT(p3[2]));
|
|
cg = ((HEX2INT(p3[3]) * 16) + HEX2INT(p3[4]));
|
|
cb = ((HEX2INT(p3[5]) * 16) + HEX2INT(p3[6]));
|
|
|
|
if (encoremap)
|
|
{
|
|
i = encoremap[NearestColor((UINT8)cr, (UINT8)cg, (UINT8)cb)];
|
|
cr = pLocalPalette[i].s.red;
|
|
cg = pLocalPalette[i].s.green;
|
|
cb = pLocalPalette[i].s.blue;
|
|
}
|
|
|
|
cdestr = cr;
|
|
cdestg = cg;
|
|
cdestb = cb;
|
|
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)
|
|
{
|
|
double r, g, b, cbrightness;
|
|
int p;
|
|
lighttable_t *colormap_p;
|
|
|
|
// 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
|
|
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] > 255.0l)
|
|
map[i][0] = 255.0l;
|
|
deltas[i][0] = (map[i][0] - cdestr) / (double)fadedist;
|
|
|
|
map[i][1] = (cbrightness * cmaskg) + (g * othermask);
|
|
if (map[i][1] > 255.0l)
|
|
map[i][1] = 255.0l;
|
|
deltas[i][1] = (map[i][1] - cdestg) / (double)fadedist;
|
|
|
|
map[i][2] = (cbrightness * cmaskb) + (b * othermask);
|
|
if (map[i][2] > 255.0l)
|
|
map[i][2] = 255.0l;
|
|
deltas[i][2] = (map[i][2] - cdestb) / (double)fadedist;
|
|
}
|
|
|
|
// Now allocate memory for the actual colormap array itself!
|
|
colormap_p = Z_MallocAlign((256 * (encoremap ? 64 : 32)) + 10, PU_LEVEL, NULL, 8);
|
|
extra_colormaps[mapnum].colormap = (UINT8 *)colormap_p;
|
|
|
|
// Calculate the palette index for each palette index, for each light level
|
|
// (as well as the two unused colormap lines we inherited from Doom)
|
|
for (p = 0; p < 32; p++)
|
|
{
|
|
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;
|
|
#define ABS2(x) ((x) < 0 ? -(x) : (x))
|
|
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;
|
|
#undef ABS2
|
|
}
|
|
}
|
|
|
|
if (encoremap)
|
|
{
|
|
lighttable_t *colormap_p2 = extra_colormaps[mapnum].colormap;
|
|
|
|
for (p = 0; p < 32; p++)
|
|
{
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
*colormap_p = colormap_p2[encoremap[i]];
|
|
colormap_p++;
|
|
}
|
|
colormap_p2 += 256;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 > 255.0l)
|
|
return 255;
|
|
if (number < 0.0l)
|
|
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();
|
|
|
|
CONS_Printf("P_InitPicAnims()...\n");
|
|
P_InitPicAnims();
|
|
|
|
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)
|
|
texturepresent = calloc(numtextures, sizeof (*texturepresent));
|
|
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????
|
|
if (sides[j].toptexture >= 0 && sides[j].toptexture < numtextures)
|
|
texturepresent[sides[j].toptexture] = 1;
|
|
if (sides[j].midtexture >= 0 && sides[j].midtexture < numtextures)
|
|
texturepresent[sides[j].midtexture] = 1;
|
|
if (sides[j].bottomtexture >= 0 && sides[j].bottomtexture < numtextures)
|
|
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));
|
|
}
|