gzdoom-gles/src/r_data.cpp

1268 lines
29 KiB
C++
Raw Normal View History

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// Revision 1.3 1997/01/29 20:10
// DESCRIPTION:
// Preparation of data for rendering,
// generation of lookups, caching, retrieval by name.
//
//-----------------------------------------------------------------------------
#include <stddef.h>
#include <malloc.h>
#include <stdio.h>
#include "i_system.h"
#include "m_alloc.h"
#include "m_swap.h"
#include "m_png.h"
#include "w_wad.h"
#include "doomdef.h"
#include "r_local.h"
#include "p_local.h"
#include "doomstat.h"
#include "r_sky.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "r_data.h"
#include "sc_man.h"
#include "v_palette.h"
#include "v_video.h"
#include "v_text.h"
#include "gi.h"
#include "cmdlib.h"
#include "templates.h"
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
#include "st_start.h"
static void R_InitPatches ();
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
static int R_CountGroup (const char *start, const char *end);
static int R_CountTexturesX ();
static int R_CountLumpTextures (int lumpnum);
extern void R_InitBuildTiles();
extern void R_DeinitBuildTiles();
extern int R_CountBuildTiles();
//
// Graphics.
// DOOM 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.
//
// for global animation
bool* flatwarp;
BYTE** warpedflats;
int* flatwarpedwhen;
FTextureManager TexMan;
FTextureManager::FTextureManager ()
{
memset (HashFirst, -1, sizeof(HashFirst));
// Texture 0 is a dummy texture used to indicate "no texture"
AddTexture (new FDummyTexture);
}
FTextureManager::~FTextureManager ()
{
for (unsigned int i = 0; i < Textures.Size(); ++i)
{
delete Textures[i].Texture;
}
}
int FTextureManager::CheckForTexture (const char *name, int usetype, BITFIELD flags)
{
int i;
if (name == NULL || name[0] == '\0')
{
return -1;
}
// [RH] Doom counted anything beginning with '-' as "no texture".
// Hopefully nobody made use of that and had textures like "-EMPTY",
// because -NOFLAT- is a valid graphic for ZDoom.
if (name[0] == '-' && name[1] == '\0')
{
return 0;
}
i = HashFirst[MakeKey (name) % HASH_SIZE];
while (i != HASH_END)
{
const FTexture *tex = Textures[i].Texture;
if (stricmp (tex->Name, name) == 0)
{
// The name matches, so check the texture type
if (usetype == FTexture::TEX_Any)
{
// All NULL textures should actually return 0
return tex->UseType==FTexture::TEX_Null? 0 : i;
}
else if ((flags & TEXMAN_Overridable) && tex->UseType == FTexture::TEX_Override)
{
return i;
}
else if (tex->UseType == usetype)
{
return i;
}
}
i = Textures[i].HashNext;
}
if ((flags & TEXMAN_TryAny) && usetype != FTexture::TEX_Any)
{
return CheckForTexture (name, FTexture::TEX_Any, flags & ~TEXMAN_TryAny);
}
return -1;
}
int FTextureManager::GetTexture (const char *name, int usetype, BITFIELD flags)
{
int i;
if (name == NULL || name[0] == 0)
{
return 0;
}
else
{
i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny);
}
if (i == -1)
{
// Use a default texture instead of aborting like Doom did
Printf ("Unknown texture: \"%s\"\n", name);
i = DefaultTexture;
}
return i;
}
void FTextureManager::WriteTexture (FArchive &arc, int picnum)
{
FTexture *pic;
if ((size_t)picnum >= Textures.Size())
{
pic = Textures[0].Texture;
}
else
{
pic = Textures[picnum].Texture;
}
arc.WriteCount (pic->UseType);
arc.WriteName (pic->Name);
}
int FTextureManager::ReadTexture (FArchive &arc)
{
int usetype;
const char *name;
usetype = arc.ReadCount ();
name = arc.ReadName ();
return GetTexture (name, usetype);
}
void FTextureManager::UnloadAll ()
{
for (unsigned int i = 0; i < Textures.Size(); ++i)
{
Textures[i].Texture->Unload ();
}
}
int FTextureManager::AddTexture (FTexture *texture)
{
// Later textures take precedence over earlier ones
size_t bucket = MakeKey (texture->Name) % HASH_SIZE;
TextureHash hasher = { texture, HashFirst[bucket] };
WORD trans = Textures.Push (hasher);
Translation.Push (trans);
HashFirst[bucket] = trans;
return trans;
}
// Calls FTexture::CreateTexture and adds the texture to the manager.
int FTextureManager::CreateTexture (int lumpnum, int usetype)
{
if (lumpnum != -1)
{
FTexture *out = FTexture::CreateTexture(lumpnum, usetype);
if (out != NULL) return AddTexture (out);
else
{
Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", Wads.GetLumpFullName(lumpnum));
return -1;
}
}
return -1;
}
void FTextureManager::ReplaceTexture (int picnum, FTexture *newtexture, bool free)
{
if ((size_t)picnum >= Textures.Size())
return;
FTexture *oldtexture = Textures[picnum].Texture;
strcpy (newtexture->Name, oldtexture->Name);
newtexture->UseType = oldtexture->UseType;
Textures[picnum].Texture = newtexture;
if (free)
{
delete oldtexture;
}
}
int FTextureManager::AddPatch (const char *patchname, int namespc)
{
if (patchname == NULL)
{
return -1;
}
int lumpnum = CheckForTexture (patchname, FTexture::TEX_MiscPatch, false);
if (lumpnum >= 0)
{
return lumpnum;
}
lumpnum = Wads.CheckNumForName (patchname, namespc==ns_global? ns_graphics:namespc);
if (lumpnum < 0)
{
return -1;
}
return CreateTexture (lumpnum, FTexture::TEX_MiscPatch);
}
void FTextureManager::AddGroup(const char * startlump, const char * endlump, int ns, int usetype)
{
int firsttx = Wads.CheckNumForName (startlump);
int lasttx = Wads.CheckNumForName (endlump);
char name[9];
if (firsttx == -1 || lasttx == -1)
{
return;
}
name[8] = 0;
// Go from first to last so that ANIMDEFS work as expected. However,
// to avoid duplicates (and to keep earlier entries from overriding
// later ones), the texture is only inserted if it is the one returned
// by doing a check by name in the list of wads.
for (firsttx += 1; firsttx < lasttx; ++firsttx)
{
Wads.GetLumpName (name, firsttx);
if (Wads.CheckNumForName (name, ns) == firsttx)
{
CreateTexture (firsttx, usetype);
}
StartScreen->Progress();
}
}
//==========================================================================
//
// Adds all hires texture definitions.
//
//==========================================================================
void FTextureManager::AddHiresTextures ()
{
int firsttx = Wads.CheckNumForName ("HI_START");
int lasttx = Wads.CheckNumForName ("HI_END");
char name[9];
if (firsttx == -1 || lasttx == -1)
{
return;
}
name[8] = 0;
for (firsttx += 1; firsttx < lasttx; ++firsttx)
{
Wads.GetLumpName (name, firsttx);
if (Wads.CheckNumForName (name, ns_hires) == firsttx)
{
FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any);
if (newtex != NULL)
{
int oldtexno = CheckForTexture(name, FTexture::TEX_Wall, TEXMAN_Overridable|TEXMAN_TryAny);
if (oldtexno<0)
{
oldtexno = AddPatch(name);
}
newtex->bWorldPanning = true;
if (oldtexno<0)
{
// A texture with this name does not yet exist
newtex->UseType=FTexture::TEX_Override;
AddTexture(newtex);
}
else
{
FTexture * oldtex = Textures[oldtexno].Texture;
// Replace the entire texture and adjust the scaling and offset factors.
newtex->ScaleX = 8 * newtex->GetWidth() / oldtex->GetWidth();
newtex->ScaleY = 8 * newtex->GetHeight() / oldtex->GetHeight();
newtex->LeftOffset = Scale(oldtex->LeftOffset, newtex->ScaleX, 8);
newtex->TopOffset = Scale(oldtex->TopOffset, newtex->ScaleY, 8);
ReplaceTexture(oldtexno, newtex, true);
}
StartScreen->Progress();
}
}
}
}
//==========================================================================
//
// Loads the HIRESTEX lumps
//
//==========================================================================
void FTextureManager::LoadHiresTex()
{
int remapLump, lastLump;
char src[9];
bool is32bit;
int width, height;
int type, mode;
lastLump = 0;
src[8] = '\0';
while ((remapLump = Wads.FindLump("HIRESTEX", &lastLump)) != -1)
{
SC_OpenLumpNum(remapLump, "HIRESTEX");
while (SC_GetString())
{
if (SC_Compare("remap")) // remap an existing texture
{
SC_MustGetString();
// allow selection by type
if (SC_Compare("wall")) type=FTexture::TEX_Wall, mode=FTextureManager::TEXMAN_Overridable;
else if (SC_Compare("flat")) type=FTexture::TEX_Flat, mode=FTextureManager::TEXMAN_Overridable;
else if (SC_Compare("sprite")) type=FTexture::TEX_Sprite, mode=0;
else type = FTexture::TEX_Any, mode = 0;
sc_String[8]=0;
int tex = TexMan.CheckForTexture(sc_String, type, mode);
if (tex<0)
{
tex= AddPatch(sc_String);
}
SC_MustGetString();
int lumpnum = Wads.CheckNumForFullName(sc_String);
if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc_String, ns_graphics);
if (tex>0)
{
FTexture * oldtex = TexMan[tex];
FTexture * newtex = FTexture::CreateTexture (lumpnum, FTexture::TEX_Any);
if (newtex != NULL)
{
// Replace the entire texture and adjust the scaling and offset factors.
newtex->bWorldPanning = true;
newtex->ScaleX = 8 * newtex->GetWidth() / oldtex->GetScaledWidth();
newtex->ScaleY = 8 * newtex->GetHeight() / oldtex->GetScaledHeight();
newtex->LeftOffset = MulScale3(oldtex->GetScaledLeftOffset(), newtex->ScaleX);
newtex->TopOffset = MulScale3(oldtex->GetScaledTopOffset(), newtex->ScaleY);
ReplaceTexture(tex, newtex, true);
}
}
}
else if (SC_Compare("define")) // define a new "fake" texture
{
SC_GetString();
memcpy(src, sc_String, 8);
int lumpnum = Wads.CheckNumForFullName(sc_String);
if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc_String, ns_graphics);
SC_GetString();
is32bit = !!SC_Compare("force32bit");
if (!is32bit) SC_UnGet();
SC_GetNumber();
width = sc_Number;
SC_GetNumber();
height = sc_Number;
if (lumpnum>=0)
{
FTexture *newtex = FTexture::CreateTexture(lumpnum, FTexture::TEX_Override);
if (newtex != NULL)
{
// Replace the entire texture and adjust the scaling and offset factors.
newtex->bWorldPanning = true;
newtex->ScaleX = 8 * newtex->GetWidth() / width;
newtex->ScaleY = 8 * newtex->GetHeight() / height;
memcpy(newtex->Name, src, sizeof(newtex->Name));
int oldtex = TexMan.CheckForTexture(src, FTexture::TEX_Override);
if (oldtex>=0) TexMan.ReplaceTexture(oldtex, newtex, true);
else TexMan.AddTexture(newtex);
}
}
//else Printf("Unable to define hires texture '%s'\n", tex->Name);
}
}
SC_Close();
}
}
void FTextureManager::AddPatches (int lumpnum)
{
FWadLump *file = Wads.ReopenLumpNum (lumpnum);
DWORD numpatches, i;
char name[9];
*file >> numpatches;
name[8] = 0;
for (i = 0; i < numpatches; ++i)
{
file->Read (name, 8);
if (CheckForTexture (name, FTexture::TEX_WallPatch, false) == -1)
{
CreateTexture (Wads.CheckNumForName (name, ns_patches), FTexture::TEX_WallPatch);
}
StartScreen->Progress();
}
delete file;
}
//
// R_InitTextures
// Initializes the texture list with the textures from the world map.
//
void R_InitTextures (void)
{
int lastlump = 0, lump;
int texlump1 = -1, texlump2 = -1, texlump1a, texlump2a;
int i;
int pfile = -1;
// For each PNAMES lump, load the TEXTURE1 and/or TEXTURE2 lumps from the same wad.
while ((lump = Wads.FindLump ("PNAMES", &lastlump)) != -1)
{
pfile = Wads.GetLumpFile (lump);
TexMan.AddPatches (lump);
texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, pfile);
texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, pfile);
TexMan.AddTexturesLumps (texlump1, texlump2, lump);
}
// If the final TEXTURE1 and/or TEXTURE2 lumps are in a wad without a PNAMES lump,
// they have not been loaded yet, so load them now.
texlump1a = Wads.CheckNumForName ("TEXTURE1");
texlump2a = Wads.CheckNumForName ("TEXTURE2");
if (texlump1a != -1 && (texlump1a == texlump1 || Wads.GetLumpFile (texlump1a) <= pfile))
{
texlump1a = -1;
}
if (texlump2a != -1 && (texlump2a == texlump2 || Wads.GetLumpFile (texlump2a) <= pfile))
{
texlump2a = -1;
}
TexMan.AddTexturesLumps (texlump1a, texlump2a, Wads.GetNumForName ("PNAMES"));
// The Hexen scripts use BLANK as a blank texture, even though it's really not.
// I guess the Doom renderer must have clipped away the line at the bottom of
// the texture so it wasn't visible. I'll just map it to 0, so it really is blank.
if (gameinfo.gametype == GAME_Hexen &&
0 <= (i = TexMan.CheckForTexture ("BLANK", FTexture::TEX_Wall, false)))
{
TexMan.SetTranslation (i, 0);
}
// Hexen parallax skies use color 0 to indicate transparency on the front
// layer, so we must not remap color 0 on these textures. Unfortunately,
// the only way to identify these textures is to check the MAPINFO.
for (unsigned int i = 0; i < wadlevelinfos.Size(); ++i)
{
if (wadlevelinfos[i].flags & LEVEL_DOUBLESKY)
{
int picnum = TexMan.CheckForTexture (wadlevelinfos[i].skypic1, FTexture::TEX_Wall, false);
if (picnum > 0)
{
TexMan[picnum]->SetFrontSkyLayer ();
}
}
}
}
static struct FakeCmap {
char name[8];
PalEntry blend;
} *fakecmaps;
size_t numfakecmaps;
int firstfakecmap;
BYTE *realcolormaps;
int lastusedcolormap;
void R_SetDefaultColormap (const char *name)
{
if (strnicmp (fakecmaps[0].name, name, 8) != 0)
{
int lump, i, j;
BYTE map[256];
BYTE unremap[256];
BYTE remap[256];
// [RH] If using BUILD's palette, generate the colormap
if (Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
{
Printf ("Make colormap\n");
FDynamicColormap foo;
foo.Color = 0xFFFFFF;
foo.Fade = 0;
foo.Maps = realcolormaps;
foo.Desaturate = 0;
foo.Next = NULL;
foo.BuildLights ();
}
else
{
lump = Wads.CheckNumForName (name, ns_colormaps);
if (lump == -1)
lump = Wads.CheckNumForName (name, ns_global);
FWadLump lumpr = Wads.OpenLumpNum (lump);
// [RH] The colormap may not have been designed for the specific
// palette we are using, so remap it to match the current palette.
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
// Mapping to color 0 is okay, because the colormap won't be used to
// produce a masked texture.
remap[0] = 0;
for (i = 0; i < NUMCOLORMAPS; ++i)
{
BYTE *map2 = &realcolormaps[i*256];
lumpr.Read (map, 256);
for (j = 0; j < 256; ++j)
{
map2[j] = remap[map[unremap[j]]];
}
}
}
uppercopy (fakecmaps[0].name, name);
fakecmaps[0].blend = 0;
}
}
//
// R_InitColormaps
//
void R_InitColormaps ()
{
// [RH] Try and convert BOOM colormaps into blending values.
// This is a really rough hack, but it's better than
// not doing anything with them at all (right?)
int lastfakecmap = Wads.CheckNumForName ("C_END");
firstfakecmap = Wads.CheckNumForName ("C_START");
if (firstfakecmap == -1 || lastfakecmap == -1)
numfakecmaps = 1;
else
numfakecmaps = lastfakecmap - firstfakecmap;
realcolormaps = new BYTE[256*NUMCOLORMAPS*numfakecmaps];
fakecmaps = new FakeCmap[numfakecmaps];
fakecmaps[0].name[0] = 0;
R_SetDefaultColormap ("COLORMAP");
if (numfakecmaps > 1)
{
BYTE unremap[256], remap[256], mapin[256];
int i;
size_t j;
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
remap[0] = 0;
for (i = ++firstfakecmap, j = 1; j < numfakecmaps; i++, j++)
{
if (Wads.LumpLength (i) >= (NUMCOLORMAPS+1)*256)
{
int k, r, g, b;
FWadLump lump = Wads.OpenLumpNum (i);
BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j;
for (k = 0; k < NUMCOLORMAPS; ++k)
{
BYTE *map2 = &map[k*256];
lump.Read (mapin, 256);
map2[0] = 0;
for (r = 1; r < 256; ++r)
{
map2[r] = remap[mapin[unremap[r]]];
}
}
r = g = b = 0;
for (k = 0; k < 256; k++)
{
r += GPalette.BaseColors[map[k]].r;
g += GPalette.BaseColors[map[k]].g;
b += GPalette.BaseColors[map[k]].b;
}
Wads.GetLumpName (fakecmaps[j].name, i);
fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
}
}
}
}
void R_DeinitColormaps ()
{
if (fakecmaps != NULL)
{
delete[] fakecmaps;
fakecmaps = NULL;
}
if (realcolormaps != NULL)
{
delete[] realcolormaps;
realcolormaps = NULL;
}
}
// [RH] Returns an index into realcolormaps. Multiply it by
// 256*NUMCOLORMAPS to find the start of the colormap to use.
// WATERMAP is an exception and returns a blending value instead.
DWORD R_ColormapNumForName (const char *name)
{
int lump;
DWORD blend = 0;
if (strnicmp (name, "COLORMAP", 8))
{ // COLORMAP always returns 0
if (-1 != (lump = Wads.CheckNumForName (name, ns_colormaps)) )
blend = lump - firstfakecmap + 1;
else if (!strnicmp (name, "WATERMAP", 8))
blend = MAKEARGB (128,0,0x4f,0xa5);
}
return blend;
}
DWORD R_BlendForColormap (DWORD map)
{
return APART(map) ? map :
map < numfakecmaps ? DWORD(fakecmaps[map].blend) : 0;
}
//
// R_InitData
// Locates all the lumps that will be used by all views
// Must be called after W_Init.
//
void R_InitData ()
{
FTexture::InitGrayMap();
StartScreen->Progress();
TexMan.AddGroup("S_START", "S_END", ns_sprites, FTexture::TEX_Sprite);
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
R_InitPatches (); // Initializes "special" textures that have no external references
StartScreen->Progress();
R_InitTextures ();
TexMan.AddGroup("F_START", "F_END", ns_flats, FTexture::TEX_Flat);
R_InitBuildTiles ();
TexMan.AddGroup("TX_START", "TX_END", ns_newtextures, FTexture::TEX_Override);
TexMan.AddHiresTextures ();
TexMan.LoadHiresTex ();
TexMan.DefaultTexture = TexMan.CheckForTexture ("-NOFLAT-", FTexture::TEX_Override, 0);
V_InitFonts();
StartScreen->Progress();
R_InitColormaps ();
StartScreen->Progress();
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
}
//===========================================================================
//
// R_GuesstimateNumTextures
//
// Returns an estimate of the number of textures R_InitData will have to
// process. Used by D_DoomMain() when it calls ST_Init().
//
//===========================================================================
int R_GuesstimateNumTextures ()
{
int numtex;
numtex = R_CountGroup ("S_START", "S_END");
numtex += R_CountGroup ("F_START", "F_END");
numtex += R_CountGroup ("TX_START", "TX_END");
numtex += R_CountGroup ("HI_START", "HI_END");
numtex += R_CountBuildTiles ();
numtex += R_CountTexturesX ();
return numtex;
}
//===========================================================================
//
// R_CountGroup
//
//===========================================================================
static int R_CountGroup (const char *start, const char *end)
{
int startl = Wads.CheckNumForName (start);
int endl = Wads.CheckNumForName (end);
if (startl < 0 || endl < 0)
{
return 0;
}
else
{
return endl - startl - 1;
}
}
//===========================================================================
//
// R_CountTexturesX
//
// See R_InitTextures() for the logic in deciding what lumps to check.
//
//===========================================================================
static int R_CountTexturesX ()
{
int lastlump = 0, lump;
int texlump1 = -1, texlump2 = -1, texlump1a, texlump2a;
int count = 0;
int pfile = -1;
while ((lump = Wads.FindLump ("PNAMES", &lastlump)) != -1)
{
pfile = Wads.GetLumpFile (lump);
count += R_CountLumpTextures (lump);
texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, pfile);
texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, pfile);
count += R_CountLumpTextures (texlump1) - 1;
count += R_CountLumpTextures (texlump2) - 1;
}
texlump1a = Wads.CheckNumForName ("TEXTURE1");
texlump2a = Wads.CheckNumForName ("TEXTURE2");
if (texlump1a != -1 && (texlump1a == texlump1 || Wads.GetLumpFile (texlump1a) <= pfile))
{
texlump1a = -1;
}
if (texlump2a != -1 && (texlump2a == texlump2 || Wads.GetLumpFile (texlump2a) <= pfile))
{
texlump2a = -1;
}
count += R_CountLumpTextures (texlump1a) - 1;
count += R_CountLumpTextures (texlump2a) - 1;
return count;
}
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
//===========================================================================
//
// R_CountLumpTextures
//
// Returns the number of patches in a PNAMES/TEXTURE1/TEXTURE2 lump.
//
//===========================================================================
static int R_CountLumpTextures (int lumpnum)
{
if (lumpnum >= 0)
{
FWadLump file = Wads.OpenLumpNum (lumpnum);
DWORD numtex;
file >> numtex;
return numtex >= 0 ? numtex : 0;
}
return 0;
}
//===========================================================================
//
// R_DeinitData
//
//===========================================================================
void R_DeinitData ()
{
R_DeinitColormaps ();
2006-05-16 02:50:18 +00:00
R_DeinitBuildTiles();
FCanvasTextureInfo::EmptyList();
// Free openings
if (openings != NULL)
{
free (openings);
openings = NULL;
}
// Free drawsegs
if (drawsegs != NULL)
{
free (drawsegs);
drawsegs = NULL;
}
}
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
//===========================================================================
//
// R_PrecacheLevel
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
//
// Preloads all relevant graphics for the level.
//
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
//===========================================================================
void R_PrecacheLevel (void)
{
BYTE *hitlist;
BYTE *spritelist;
int i;
if (demoplayback)
return;
hitlist = new BYTE[TexMan.NumTextures()];
spritelist = new BYTE[sprites.Size()];
// Precache textures (and sprites).
memset (hitlist, 0, TexMan.NumTextures());
memset (spritelist, 0, sprites.Size());
{
AActor *actor;
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) )
spritelist[actor->sprite] = 1;
}
for (i = (int)(sprites.Size () - 1); i >= 0; i--)
{
if (spritelist[i])
{
int j, k;
for (j = 0; j < sprites[i].numframes; j++)
{
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
for (k = 0; k < 16; k++)
{
int pic = frame->Texture[k];
if (pic != 0xFFFF)
{
hitlist[pic] = 1;
}
}
}
}
}
delete[] spritelist;
for (i = numsectors - 1; i >= 0; i--)
{
hitlist[sectors[i].floorpic] = hitlist[sectors[i].ceilingpic] = 1;
}
for (i = numsides - 1; i >= 0; i--)
{
hitlist[sides[i].toptexture] =
hitlist[sides[i].midtexture] =
hitlist[sides[i].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 an episode dependant
// name.
if (sky1texture >= 0)
{
hitlist[sky1texture] = 1;
}
if (sky2texture >= 0)
{
hitlist[sky2texture] = 1;
}
for (i = TexMan.NumTextures() - 1; i >= 0; i--)
{
FTexture *tex = TexMan[i];
if (tex != NULL)
{
if (hitlist[i])
{
tex->GetPixels ();
}
else
{
tex->Unload ();
}
}
}
delete[] hitlist;
}
const BYTE *R_GetColumn (FTexture *tex, int col)
{
return tex->GetColumn (col, NULL);
}
// Add all the miscellaneous 2D patches that are used to the texture manager
// Unfortunately, the wad format does not provide an elegant way to express
// which lumps are patches unless they are used in a wall texture, so I have
// to list them all here.
static void R_InitPatches ()
{
static const char patches[][9] =
{
"CONBACK",
"ADVISOR",
"BOSSBACK",
"PFUB1",
"PFUB2",
"END0",
"END1",
"END2",
"END3",
"END4",
"END5",
"END6",
"FINALE1",
"FINALE2",
"FINALE3",
"CHESSALL",
"CHESSC",
"CHESSM",
"FITEFACE",
"CLERFACE",
"MAGEFACE",
"M_NGAME",
"M_OPTION",
"M_RDTHIS",
"M_QUITG",
"M_JKILL",
"M_ROUGH",
"M_HURT",
"M_ULTRA",
"M_NMARE",
"M_LOADG",
"M_LSLEFT",
"M_LSCNTR",
"M_LSRGHT",
"M_FSLOT",
"M_SAVEG",
"M_DOOM",
"M_HTIC",
"M_STRIFE",
"M_NEWG",
"M_NGAME",
"M_SKILL",
"M_EPISOD",
"M_EPI1",
"M_EPI2",
"M_EPI3",
"M_EPI4",
"MAPE1",
"MAPE2",
"MAPE3",
"WIMAP0",
"WIURH0",
"WIURH1",
"WISPLAT",
"WIMAP1",
"WIMAP2",
"INTERPIC",
"WIOSTK",
"WIOSTI",
"WIF",
"WIMSTT",
"WIOSTS",
"WIOSTF",
"WITIME",
"WIPAR",
"WIMSTAR",
"WIMINUS",
"WIPCNT",
"WICOLON",
"WISUCKS",
"WIFRGS",
"WISCRT2",
"WIENTER",
"WIKILRS",
"WIVCTMS",
"IN_YAH",
"IN_X",
"FONTB13",
"FONTB05",
"FONTB26",
"FONTB15",
"FACEA0",
"FACEB0",
"STFDEAD0",
"STBANY",
"M_PAUSE",
"PAUSED",
"M_SKULL1",
"M_SKULL2",
"M_SLCTR1",
"M_SLCTR2",
"M_CURS1",
"M_CURS2",
"M_CURS3",
"M_CURS4",
"M_CURS5",
"M_CURS6",
"M_CURS7",
"M_CURS8",
"BRDR_TL",
"BRDR_T",
"BRDR_TR",
"BRDR_L",
"BRDR_R",
"BRDR_BL",
"BRDR_B",
"BRDR_BR",
"BORDTL",
"BORDT",
"BORDTR",
"BORDL",
"BORDR",
"BORDBL",
"BORDB",
"BORDBR",
"TITLE",
"CREDIT",
"ORDER",
"HELP",
"HELP1",
"HELP2",
"HELP3",
"HELP0",
"TITLEPIC",
"ENDPIC",
"STTPRCNT",
"STARMS",
"VICTORY2",
"STFBANY",
"STPBANY",
"RGELOGO",
"VELLOGO",
"FINAL1",
"FINAL2",
"E2END"
};
static const char spinners[][9] =
{
"SPINBK%d",
"SPFLY%d",
"SPSHLD%d",
"SPBOOT%d",
"SPMINO%d"
};
static const char classChars[3] = { 'F', 'C', 'M' };
int i, j;
char name[9];
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (i = countof(patches); i >= 0; --i)
{
TexMan.AddPatch (patches[i]);
}
// Some digits
for (i = 9; i >= 0; --i)
{
sprintf (name, "WINUM%d", i);
TexMan.AddPatch (name);
sprintf (name, "FONTB%d", i + 16);
TexMan.AddPatch (name);
sprintf (name, "AMMNUM%d", i);
TexMan.AddPatch (name);
}
// Spinning power up icons for Heretic and Hexen
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (j = countof(spinners)-1; j >= 0; --j)
{
for (i = 0; i <= 15; ++i)
{
sprintf (name, spinners[j], i);
TexMan.AddPatch (name);
}
}
// Animating overlays for the Doom E1 map
for (i = 9; i >= 0; --i)
{
for (j = (i == 6) ? 3 : 2; j >= 0; --j)
{
sprintf (name, "WIA0%.2d%.2d", i, j);
TexMan.AddPatch (name);
}
}
// Animating overlays for the Doom E2 map
for (i = 7; i >= 0; --i)
{
for (j = (i == 7) ? 2 : 0; j >= 0; --j)
{
sprintf (name, "WIA1%.2d%.2d", i, j);
TexMan.AddPatch (name);
}
}
// Animating overlays for the Doom E3 map
for (i = 5; i >= 0; --i)
{
for (j = 2; j >= 0; --j)
{
sprintf (name, "WIA2%.2d%.2d", i, j);
TexMan.AddPatch (name);
}
}
// Player class animations for the Hexen new game menu
for (i = 2; i >= 0; --i)
{
sprintf (name, "M_%cBOX", classChars[i]);
TexMan.AddPatch (name);
for (j = 4; j >= 1; --j)
{
sprintf (name, "M_%cWALK%d", classChars[i], j);
TexMan.AddPatch (name);
}
}
// The spinning skull in Heretic's top-level menu
for (i = 0; i <= 17; ++i)
{
sprintf (name, "M_SKL%.2d", i);
TexMan.AddPatch (name);
}
// Strife story panels
for (i = 0; i <= 7; ++i)
{
sprintf (name, "PANEL%d", i);
TexMan.AddPatch (name);
}
for (i = 2; i <= 6; ++i)
{
for (j = 3 + (i < 5); j > 0; --j)
{
sprintf (name, "SS%dF%d", i, j);
TexMan.AddPatch (name);
}
}
}
#ifdef _DEBUG
// Prints the spans generated for a texture. Only needed for debugging.
CCMD (printspans)
{
if (argv.argc() != 2)
return;
int picnum = TexMan.CheckForTexture (argv[1], FTexture::TEX_Any);
if (picnum < 0)
{
Printf ("Unknown texture %s\n", argv[1]);
return;
}
FTexture *tex = TexMan[picnum];
for (int x = 0; x < tex->GetWidth(); ++x)
{
const FTexture::Span *spans;
Printf ("%4d:", x);
tex->GetColumn (x, &spans);
while (spans->Length != 0)
{
Printf (" (%4d,%4d)", spans->TopOffset, spans->TopOffset+spans->Length-1);
spans++;
}
Printf ("\n");
}
}
CCMD (picnum)
{
int picnum = TexMan.GetTexture (argv[1], FTexture::TEX_Any);
Printf ("%d: %s - %s\n", picnum, TexMan[picnum]->Name, TexMan(picnum)->Name);
}
#endif