gzdoom-gles/src/r_data.cpp

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// 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.
//
//-----------------------------------------------------------------------------
// On the Alpha, accessing the shorts directly if they aren't aligned on a
// 4-byte boundary causes unaligned access warnings. Why it does this at
// all and only while initing the textures is beyond me.
#ifdef ALPHA
#define SAFESHORT(s) ((short)(((byte *)&(s))[0] + ((byte *)&(s))[1] * 256))
#else
#define SAFESHORT(s) LittleShort(s)
#endif
#include <stddef.h>
#include <malloc.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 "v_palette.h"
#include "v_video.h"
#include "gi.h"
#include "cmdlib.h"
#include "templates.h"
extern float LastFOV;
static void R_InitPatches ();
// [RH] Just a format I invented to avoid WinTex's palette remapping
// when I wanted to insert some alpha maps.
struct FIMGZTexture::ImageHeader
{
BYTE Magic[4];
WORD Width;
WORD Height;
SWORD LeftOffset;
SWORD TopOffset;
BYTE Compression;
BYTE Reserved[11];
};
//
// 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)
{
return 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;
}
// Examines the lump contents to decide what type of texture to create,
// creates the texture, and adds it to the manager.
int FTextureManager::CreateTexture (int lumpnum, int usetype)
{
FTexture *out = NULL;
enum { t_patch, t_raw, t_imgz, t_png } type = t_patch;
DWORD first4bytes;
if (lumpnum < 0)
{
return -1;
}
else
{
FWadLump data = Wads.OpenLumpNum (lumpnum);
data >> first4bytes;
if (first4bytes == MAKE_ID('I','M','G','Z'))
{
type = t_imgz;
}
else if (first4bytes == MAKE_ID(137,'P','N','G'))
{
DWORD width, height;
BYTE bitdepth, colortype, compression, filter, interlace;
// This is most likely a PNG, but make sure. (Note that if the
// first 4 bytes match, but later bytes don't, we assume it's
// a corrupt PNG.)
data >> first4bytes;
if (first4bytes != MAKE_ID(13,10,26,10)) return -1;
data >> first4bytes;
if (first4bytes != MAKE_ID(0,0,0,13)) return -1;
data >> first4bytes;
if (first4bytes != MAKE_ID('I','H','D','R')) return -1;
// The PNG looks valid so far. Check the IHDR to make sure it's a
// type of PNG we support.
data >> width >> height
>> bitdepth >> colortype >> compression >> filter >> interlace;
if (compression != 0 || filter != 0 || interlace != 0)
{
return -1;
}
if (colortype != 0 && colortype != 3)
{
return -1;
}
// Just for completeness, make sure the PNG has something more than an
// IHDR.
data >> first4bytes >> first4bytes;
if (first4bytes == 0)
{
data >> first4bytes;
if (first4bytes == MAKE_ID('I','E','N','D'))
{
return -1;
}
}
type = t_png;
out = new FPNGTexture (lumpnum, BigLong((int)width), BigLong((int)height),
bitdepth, colortype, interlace);
}
else if (usetype == FTexture::TEX_Flat)
{
// allow PNGs as flats but not Doom patches.
return -1;
}
else if ((gameinfo.flags & GI_PAGESARERAW) && data.GetLength() == 64000)
{
// This is probably a raw page graphic, but do some checking to be sure
patch_t *foo;
int height;
int width;
foo = (patch_t *)Malloc (data.GetLength());
data.Seek (-4, SEEK_CUR);
data.Read (foo, data.GetLength());
height = LittleShort(foo->height);
width = LittleShort(foo->width);
if (height > 0 && height < 510 && width > 0 && width < 15997)
{
// The dimensions seem like they might be valid for a patch, so
// check the column directory for extra security. At least one
// column must begin exactly at the end of the column directory,
// and none of them must point past the end of the patch.
bool gapAtStart = true;
int x;
for (x = 0; x < width; ++x)
{
DWORD ofs = LittleLong(foo->columnofs[x]);
if (ofs == (DWORD)width * 4 + 8)
{
gapAtStart = false;
}
else if (ofs >= 64000-1) // Need one byte for an empty column
{
break;
}
else
{
// Ensure this column does not extend beyond the end of the patch
const BYTE *foo2 = (const BYTE *)foo;
while (ofs < 64000)
{
if (foo2[ofs] == 255)
{
break;
}
ofs += foo2[ofs+1] + 4;
}
if (ofs >= 64000)
{
break;
}
}
}
if (gapAtStart || (x != width))
{
type = t_raw;
}
}
else
{
type = t_raw;
}
free (foo);
}
}
switch (type)
{
default:
{ // Check patch sizes for sanity
WORD width = LittleShort(*(WORD *)&first4bytes);
WORD height = LittleShort(*((WORD *)&first4bytes + 1));
if (width <= 2048 && height <= 2048)
{
out = new FPatchTexture (lumpnum, FTexture::TEX_MiscPatch);
}
}
break;
case t_raw: out = new FRawPageTexture (lumpnum); break;
case t_imgz: out = new FIMGZTexture (lumpnum); break;
case t_png: break;
}
if (out != NULL)
{
if (usetype != FTexture::TEX_Any)
{
out->UseType = usetype;
}
return AddTexture (out);
}
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);
if (lumpnum < 0)
{
return -1;
}
return CreateTexture (lumpnum);
}
void FTextureManager::AddFlats ()
{
int firstflat = Wads.GetNumForName ("F_START") + 1;
int lastflat = Wads.GetNumForName ("F_END") - 1;
int i;
for (i = firstflat; i <= lastflat; ++i)
{
// Support PNGs as flats!
if (CreateTexture (i, FTexture::TEX_Flat) == -1)
{
AddTexture (new FFlatTexture (i));
}
}
}
void FTextureManager::AddSprites ()
{
int firstsprite = Wads.GetNumForName ("S_START") + 1;
int lastsprite = Wads.GetNumForName ("S_END") - 1;
int i;
for (i = firstsprite; i <= lastsprite; ++i)
{
CreateTexture (i, FTexture::TEX_Sprite);
}
}
void FTextureManager::AddTiles (void *tiles)
{
// int numtiles = LittleLong(((DWORD *)tiles)[1]); // This value is not reliable
int tilestart = LittleLong(((DWORD *)tiles)[2]);
int tileend = LittleLong(((DWORD *)tiles)[3]);
const WORD *tilesizx = &((const WORD *)tiles)[8];
const WORD *tilesizy = &tilesizx[tileend - tilestart + 1];
const DWORD *picanm = (const DWORD *)&tilesizy[tileend - tilestart + 1];
BYTE *tiledata = (BYTE *)&picanm[tileend - tilestart + 1];
for (int i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
DWORD anm = LittleLong(picanm[pic]);
int xoffs = (SBYTE)((anm >> 8) & 255) + width/2;
int yoffs = (SBYTE)((anm >> 16) & 255) + height/2;
int size = width*height;
int texnum;
FTexture *tex;
if (width <= 0 || height <= 0) continue;
tex = new FBuildTexture (i, tiledata, width, height, xoffs, yoffs);
texnum = AddTexture (tex);
while (size > 0)
{
*tiledata = 255 - *tiledata;
tiledata++;
size--;
}
if ((picanm[pic] & 63) && (picanm[pic] & 192))
{
int type, speed;
switch (picanm[pic] & 192)
{
case 64: type = 2; break;
case 128: type = 0; break;
case 192: type = 1; break;
default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
}
speed = (anm >> 24) & 15;
speed = MAX (1, (1 << speed) * TICRATE / 120);
P_AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
}
// Blood's rotation types:
// 0 - Single
// 1 - 5 Full
// 2 - 8 Full
// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
// 4 - 5 Half (not used in game)
// 5 - 3 Flat (not used in game)
// 6 - Voxel
// 7 - Spin Voxel
int rotType = (anm >> 28) & 7;
if (rotType == 1)
{
spriteframe_t rot;
rot.Texture[0] = texnum;
rot.Texture[1] = texnum;
for (int j = 1; j < 4; ++j)
{
rot.Texture[j*2] = texnum + j;
rot.Texture[j*2+1] = texnum + j;
rot.Texture[16-j*2] = texnum + j;
rot.Texture[17-j*2] = texnum + j;
}
rot.Texture[8] = texnum + 4;
rot.Texture[9] = texnum + 4;
rot.Flip = 0x00FC;
tex->Rotations = SpriteFrames.Push (rot);
}
else if (rotType == 2)
{
spriteframe_t rot;
rot.Texture[0] = texnum;
rot.Texture[1] = texnum;
for (int j = 1; j < 8; ++j)
{
rot.Texture[16-j*2] = texnum + j;
rot.Texture[17-j*2] = texnum + j;
}
rot.Flip = 0;
tex->Rotations = SpriteFrames.Push (rot);
}
}
}
void FTextureManager::AddExtraTextures ()
{
int firsttx = Wads.CheckNumForName ("TX_START");
int lasttx = Wads.CheckNumForName ("TX_END");
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_newtextures) == firsttx)
{
CreateTexture (firsttx, FTexture::TEX_Override);
}
}
DefaultTexture = CheckForTexture ("-NOFLAT-", FTexture::TEX_Override, 0);
}
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), FTexture::TEX_WallPatch);
}
}
delete file;
}
void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump)
{
int firstdup = (int)Textures.Size();
if (lump1 >= 0)
{
FMemLump texdir = Wads.ReadLump (lump1);
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump1), patcheslump, firstdup, true);
}
if (lump2 >= 0)
{
FMemLump texdir = Wads.ReadLump (lump2);
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump2), patcheslump, firstdup, false);
}
}
void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int patcheslump, int firstdup, bool texture1)
{
FPatchLookup *patchlookup;
int i, j;
DWORD numpatches;
if (firstdup == 0)
{
firstdup = (int)Textures.Size();
}
{
FWadLump pnames = Wads.OpenLumpNum (patcheslump);
pnames >> numpatches;
// Catalog the patches these textures use so we know which
// textures they represent.
patchlookup = (FPatchLookup *)alloca (numpatches * sizeof(*patchlookup));
for (DWORD i = 0; i < numpatches; ++i)
{
pnames.Read (patchlookup[i].Name, 8);
patchlookup[i].Name[8] = 0;
j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
if (j >= 0)
{
patchlookup[i].Texture = Textures[j].Texture;
}
else
{
// Shareware Doom has the same PNAMES lump as the registered
// Doom, so printing warnings for patches that don't really
// exist isn't such a good idea.
//Printf ("Patch %s not found.\n", patchlookup[i].Name);
patchlookup[i].Texture = NULL;
}
}
}
bool isStrife = false;
const DWORD *maptex, *directory;
DWORD maxoff;
int numtextures;
DWORD offset = 0; // Shut up, GCC!
maptex = (const DWORD *)lumpdata;
numtextures = LittleLong(*maptex);
maxoff = lumpsize;
if (maxoff < DWORD(numtextures+1)*4)
{
I_FatalError ("Texture directory is too short");
}
// Scan the texture lump to decide if it contains Doom or Strife textures
for (i = 0, directory = maptex+1; i < numtextures; ++i)
{
offset = LittleLong(directory[i]);
if (offset > maxoff)
{
I_FatalError ("Bad texture directory");
}
maptexture_t *tex = (maptexture_t *)((BYTE *)maptex + offset);
// There is bizzarely a Doom editing tool that writes to the
// first two elements of columndirectory, so I can't check those.
if (SAFESHORT(tex->patchcount) <= 0 ||
tex->columndirectory[2] != 0 ||
tex->columndirectory[3] != 0)
{
isStrife = true;
break;
}
}
// Textures defined earlier in the lump take precedence over those defined later,
// but later TEXTUREx lumps take precedence over earlier ones.
for (i = 1, directory = maptex; i <= numtextures; ++i)
{
if (i == 1 && texture1)
{
// The very first texture is just a dummy. Copy its dimensions to texture 0.
// It still needs to be created in case someone uses it by name.
offset = LittleLong(directory[1]);
const maptexture_t *tex = (const maptexture_t *)((const BYTE *)maptex + offset);
FDummyTexture *tex0 = static_cast<FDummyTexture *>(Textures[0].Texture);
tex0->SetSize (SAFESHORT(tex->width), SAFESHORT(tex->height));
}
offset = LittleLong(directory[i]);
if (offset > maxoff)
{
I_FatalError ("Bad texture directory");
}
// If this texture was defined already in this lump, skip it
// This could cause problems with animations that use the same name for intermediate
// textures. Should I be worried?
for (j = (int)Textures.Size() - 1; j >= firstdup; --j)
{
if (strnicmp (Textures[j].Texture->Name, (const char *)maptex + offset, 8) == 0)
break;
}
if (j + 1 == firstdup)
{
FTexture *tex = new FMultiPatchTexture ((const BYTE *)maptex + offset, patchlookup, numpatches, isStrife);
if (i == 1 && texture1)
{
tex->UseType = FTexture::TEX_Null;
}
AddTexture (tex);
}
}
}
FTexture::FTexture ()
: LeftOffset(0), TopOffset(0),
WidthBits(0), HeightBits(0), ScaleX(8), ScaleY(8),
UseType(TEX_Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
bMasked(true), bAlphaTexture(false), bHasCanvas(false),
Rotations(0xFFFF), Width(0xFFFF), Height(0), WidthMask(0)
{
}
FTexture::~FTexture ()
{
}
bool FTexture::CheckModified ()
{
return false;
}
void FTexture::GetDimensions ()
{
Width = 0;
Height = 0;
}
void FTexture::SetFrontSkyLayer ()
{
bNoRemap0 = true;
}
void FTexture::CalcBitSize ()
{
// WidthBits is rounded down, and HeightBits is rounded up
int i;
for (i = 0; (1 << i) < Width; ++i)
{ }
WidthBits = i;
// Having WidthBits that would allow for columns past the end of the
// texture is not allowed, even if it means the entire texture is
// not drawn.
if (Width < (1 << WidthBits))
{
WidthBits--;
}
WidthMask = (1 << WidthBits) - 1;
// The minimum height is 2, because we cannot shift right 32 bits.
for (i = 1; (1 << i) < Height; ++i)
{ }
HeightBits = i;
}
FTexture::Span **FTexture::CreateSpans (const BYTE *pixels) const
{
Span **spans, *span;
if (!bMasked)
{ // Texture does not have holes, so it can use a simpler span structure
spans = (Span **)Malloc (sizeof(Span*)*Width + sizeof(Span)*2);
span = (Span *)&spans[Width];
for (int x = 0; x < Width; ++x)
{
spans[x] = span;
}
span[0].Length = Height;
span[0].TopOffset = 0;
span[1].Length = 0;
span[1].TopOffset = 0;
}
else
{ // Texture might have holes, so build a complete span structure
int numcols = Width;
int numrows = Height;
int numspans = numcols; // One span to terminate each column
const BYTE *data_p;
bool newspan;
int x, y;
data_p = pixels;
// Count the number of spans in this texture
for (x = numcols; x > 0; --x)
{
newspan = true;
for (y = numrows; y > 0; --y)
{
if (*data_p++ == 0)
{
if (!newspan)
{
newspan = true;
}
}
else if (newspan)
{
newspan = false;
numspans++;
}
}
}
// Allocate space for the spans
spans = (Span **)Malloc (sizeof(Span*)*numcols + sizeof(Span)*numspans);
// Fill in the spans
for (x = 0, span = (Span *)&spans[numcols], data_p = pixels; x < numcols; ++x)
{
newspan = true;
spans[x] = span;
for (y = 0; y < numrows; ++y)
{
if (*data_p++ == 0)
{
if (!newspan)
{
newspan = true;
span++;
}
}
else
{
if (newspan)
{
newspan = false;
span->TopOffset = y;
span->Length = 1;
}
else
{
span->Length++;
}
}
}
if (!newspan)
{
span++;
}
span->TopOffset = 0;
span->Length = 0;
span++;
}
}
return spans;
}
void FTexture::FreeSpans (Span **spans) const
{
free (spans);
}
void FTexture::CopyToBlock (BYTE *dest, int dwidth, int dheight, int xpos, int ypos, const BYTE *translation)
{
int x1 = xpos, x2 = x1 + GetWidth(), xo = -x1;
if (x1 < 0)
{
x1 = 0;
}
if (x2 > dwidth)
{
x2 = dwidth;
}
for (; x1 < x2; ++x1)
{
const BYTE *data;
const Span *span;
BYTE *outtop = &dest[dheight * x1];
data = GetColumn (x1 + xo, &span);
while (span->Length != 0)
{
int len = span->Length;
int y = ypos + span->TopOffset;
int adv = span->TopOffset;
if (y < 0)
{
adv -= y;
len += y;
y = 0;
}
if (y + len > dheight)
{
len = dheight - y;
}
if (len > 0)
{
if (translation == NULL)
{
memcpy (outtop + y, data + adv, len);
}
else
{
for (int j = 0; j < len; ++j)
{
outtop[y+j] = translation[data[adv+j]];
}
}
}
span++;
}
}
}
// Converts a texture between row-major and column-major format
// by flipping it about the X=Y axis.
void FTexture::FlipSquareBlock (BYTE *block, int x, int y)
{
int i, j;
if (x != y) return;
for (i = 0; i < x; ++i)
{
BYTE *corner = block + x*i + i;
int count = x - i;
if (count & 1)
{
count--;
swap<BYTE> (corner[count], corner[count*x]);
}
for (j = 0; j < count; j += 2)
{
swap<BYTE> (corner[j], corner[j*x]);
swap<BYTE> (corner[j+1], corner[(j+1)*x]);
}
}
}
void FTexture::FlipSquareBlockRemap (BYTE *block, int x, int y, const BYTE *remap)
{
int i, j;
BYTE t;
if (x != y) return;
for (i = 0; i < x; ++i)
{
BYTE *corner = block + x*i + i;
int count = x - i;
if (count & 1)
{
count--;
t = remap[corner[count]];
corner[count] = remap[corner[count*x]];
corner[count*x] = t;
}
for (j = 0; j < count; j += 2)
{
t = remap[corner[j]];
corner[j] = remap[corner[j*x]];
corner[j*x] = t;
t = remap[corner[j+1]];
corner[j+1] = remap[corner[(j+1)*x]];
corner[(j+1)*x] = t;
}
}
}
void FTexture::FlipNonSquareBlock (BYTE *dst, const BYTE *src, int x, int y)
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y+j] = src[i+j*x];
}
}
}
void FTexture::FlipNonSquareBlockRemap (BYTE *dst, const BYTE *src, int x, int y, const BYTE *remap)
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y+j] = remap[src[i+j*x]];
}
}
}
FDummyTexture::FDummyTexture ()
{
Width = 64;
Height = 64;
HeightBits = 6;
WidthBits = 6;
WidthMask = 63;
Name[0] = 0;
UseType = TEX_Null;
}
void FDummyTexture::Unload ()
{
}
void FDummyTexture::SetSize (int width, int height)
{
Width = width;
Height = height;
CalcBitSize ();
}
// This must never be called
const BYTE *FDummyTexture::GetColumn (unsigned int column, const Span **spans_out)
{
return NULL;
}
// And this also must never be called
const BYTE *FDummyTexture::GetPixels ()
{
return NULL;
}
FPatchTexture::FPatchTexture (int lumpnum, int usetype)
: SourceLump(lumpnum), Pixels(0), Spans(0)
{
UseType = usetype;
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
}
FPatchTexture::~FPatchTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
}
}
void FPatchTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FPatchTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
const BYTE *FPatchTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
void FPatchTexture::GetDimensions ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
patch_t dummy;
lump >> dummy.width >> dummy.height;
if (dummy.width <= 0 || dummy.height <= 0 || dummy.width > 2048 || dummy.height > 2048)
{
lump = Wads.OpenLumpName ("-BADPATC");
lump >> dummy.width >> dummy.height;
}
lump >> dummy.leftoffset >> dummy.topoffset;
Width = dummy.width;
Height = dummy.height;
LeftOffset = dummy.leftoffset;
TopOffset = dummy.topoffset;
CalcBitSize ();
}
void FPatchTexture::MakeTexture ()
{
BYTE *remap, remaptable[256];
Span *spanstuffer, *spanstarter;
const column_t *maxcol;
bool warned;
int numspans;
int x;
FMemLump lump = Wads.ReadLump (SourceLump);
const patch_t *patch = (const patch_t *)lump.GetMem();
maxcol = (const column_t *)((const BYTE *)patch + Wads.LumpLength (SourceLump) - 3);
// Check for badly-sized patches
if (LittleShort(patch->width) <= 0 || LittleShort(patch->height) <= 0)
{
lump = Wads.ReadLump ("-BADPATC");
patch = (const patch_t *)lump.GetMem();
Printf (PRINT_BOLD, "Patch %s has a non-positive size.\n", Name);
}
else if (LittleShort(patch->width) > 2048 || LittleShort(patch->height) > 2048)
{
lump = Wads.ReadLump ("-BADPATC");
patch = (const patch_t *)lump.GetMem();
Printf (PRINT_BOLD, "Patch %s is too big.\n", Name);
}
Width = LittleShort(patch->width);
Height = LittleShort(patch->height);
LeftOffset = LittleShort(patch->leftoffset);
TopOffset = LittleShort(patch->topoffset);
CalcBitSize ();
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
numspans = Width;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
if (bNoRemap0)
{
memcpy (remaptable, GPalette.Remap, 256);
remaptable[0] = 0;
remap = remaptable;
}
else
{
remap = GPalette.Remap;
}
// Draw the image to the buffer
for (x = 0; x < Width; ++x)
{
BYTE *outtop = Pixels + x*Height;
const column_t *column = (const column_t *)((const BYTE *)patch + LittleLong(patch->columnofs[x]));
int top = -1;
while (column < maxcol && column->topdelta != 0xFF)
{
if (column->topdelta <= top)
{
top += column->topdelta;
}
else
{
top = column->topdelta;
}
int len = column->length;
BYTE *out = outtop + top;
if (len != 0)
{
if (top + len > Height) // Clip posts that extend past the bottom
{
len = Height - top;
}
if (len > 0)
{
numspans++;
const BYTE *in = (const BYTE *)column + 3;
for (int i = 0; i < len; ++i)
{
out[i] = remap[in[i]];
}
}
}
column = (const column_t *)((const BYTE *)column + column->length + 4);
}
}
// Create the spans
Spans = (Span **)Malloc (sizeof(Span*)*Width + sizeof(Span)*numspans);
spanstuffer = (Span *)((BYTE *)Spans + sizeof(Span*)*Width);
warned = false;
for (x = 0; x < Width; ++x)
{
const column_t *column = (const column_t *)((const BYTE *)patch + LittleLong(patch->columnofs[x]));
int top = -1;
Spans[x] = spanstuffer;
spanstarter = spanstuffer;
while (column < maxcol && column->topdelta != 0xFF)
{
if (column->topdelta <= top)
{
top += column->topdelta;
}
else
{
top = column->topdelta;
}
int len = column->length;
if (len != 0)
{
if (top + len > Height) // Clip posts that extend past the bottom
{
len = Height - top;
}
if (len > 0)
{
// There is something of this post to draw. If it starts at the same
// place where the previous span ends, add it to that one. If it starts
// before the other one ends, that's bad, but deal with it. If it starts
// after the previous one ends, create another span.
// Assume we need to create another span.
spanstuffer->TopOffset = top;
spanstuffer->Length = len;
// Now check if that's really the case.
if (spanstuffer > spanstarter)
{
if ((spanstuffer - 1)->TopOffset + (spanstuffer - 1)->Length == top)
{
(--spanstuffer)->Length += len;
}
else
{
int prevbot;
while (spanstuffer > spanstarter &&
spanstuffer->TopOffset < (prevbot =
(spanstuffer - 1)->TopOffset + (spanstuffer - 1)->Length))
{
if (spanstuffer->TopOffset < (spanstuffer - 1)->TopOffset)
{
(spanstuffer - 1)->TopOffset = spanstuffer->TopOffset;
}
(spanstuffer - 1)->Length = MAX(prevbot,
spanstuffer->TopOffset + spanstuffer->Length)
- (spanstuffer - 1)->TopOffset;
spanstuffer--;
if (!warned)
{
warned = true;
Printf (PRINT_BOLD, "Patch %s is malformed.\n", Name);
}
}
}
}
spanstuffer++;
}
}
column = (const column_t *)((const BYTE *)column + column->length + 4);
}
spanstuffer->Length = spanstuffer->TopOffset = 0;
spanstuffer++;
}
}
// Fix for certain special patches on single-patch textures.
void FPatchTexture::HackHack (int newheight)
{
BYTE *out;
int x;
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
}
{
FMemLump lump = Wads.ReadLump (SourceLump);
const patch_t *patch = (const patch_t *)lump.GetMem();
Width = LittleShort(patch->width);
Height = newheight;
LeftOffset = 0;
TopOffset = 0;
Pixels = new BYTE[Width * Height];
// Draw the image to the buffer
for (x = 0, out = Pixels; x < Width; ++x)
{
const BYTE *in = (const BYTE *)patch + LittleLong(patch->columnofs[x]) + 3;
for (int y = newheight; y > 0; --y)
{
*out = *in != 255 ? *in : Near255;
out++, in++;
}
out += newheight;
}
}
// Create the spans
Spans = (Span **)Malloc (sizeof(Span *)*Width + sizeof(Span)*Width*2);
Span *span = (Span *)&Spans[Width];
for (x = 0; x < Width; ++x)
{
Spans[x] = span;
span[0].Length = newheight;
span[0].TopOffset = 0;
span[1].Length = 0;
span[1].TopOffset = 0;
span += 2;
}
}
FFlatTexture::FFlatTexture (int lumpnum)
: SourceLump(lumpnum), Pixels(0)
{
int area;
int bits;
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
area = Wads.LumpLength (lumpnum);
switch (area)
{
default:
case 64*64: bits = 6; break;
case 8*8: bits = 3; break;
case 16*16: bits = 4; break;
case 32*32: bits = 5; break;
case 128*128: bits = 7; break;
case 256*256: bits = 8; break;
}
bMasked = false;
WidthBits = HeightBits = bits;
Width = Height = 1 << bits;
WidthMask = (1 << bits) - 1;
DummySpans[0].TopOffset = 0;
DummySpans[0].Length = Height;
DummySpans[1].TopOffset = 0;
DummySpans[1].Length = 0;
if (bits > 6)
{
ScaleX = ScaleY = 8 << (bits - 6);
}
else
{
ScaleX = ScaleY = 8;
}
UseType = TEX_Flat;
}
FFlatTexture::~FFlatTexture ()
{
Unload ();
}
void FFlatTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FFlatTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = DummySpans;
}
return Pixels + column*Height;
}
const BYTE *FFlatTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FFlatTexture::MakeTexture ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
Pixels = new BYTE[Width*Height];
lump.Read (Pixels, Width*Height);
FlipSquareBlockRemap (Pixels, Width, Height, GPalette.Remap);
}
const FTexture::Span FRawPageTexture::DummySpans[2] =
{
{ 0, 200 }, { 0, 0 }
};
FRawPageTexture::FRawPageTexture (int lumpnum)
: SourceLump(lumpnum), Pixels(0)
{
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
Width = 320;
Height = 200;
WidthBits = 8;
HeightBits = 8;
WidthMask = 255;
UseType = TEX_MiscPatch;
}
FRawPageTexture::~FRawPageTexture ()
{
Unload ();
}
void FRawPageTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FRawPageTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
column %= 320;
}
if (spans_out != NULL)
{
*spans_out = DummySpans;
}
return Pixels + column*Height;
}
const BYTE *FRawPageTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FRawPageTexture::MakeTexture ()
{
FMemLump lump = Wads.ReadLump (SourceLump);
const BYTE *source = (const BYTE *)lump.GetMem();
const BYTE *source_p = source;
BYTE *dest_p;
Pixels = new BYTE[Width*Height];
dest_p = Pixels;
// Convert the source image from row-major to column-major format
for (int y = 200; y != 0; --y)
{
for (int x = 320; x != 0; --x)
{
*dest_p = GPalette.Remap[*source_p];
dest_p += 200;
source_p++;
}
dest_p -= 200*320-1;
}
}
FIMGZTexture::FIMGZTexture (int lumpnum)
: SourceLump(lumpnum), Pixels(0), Spans(0)
{
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
UseType = TEX_MiscPatch;
}
FIMGZTexture::~FIMGZTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
}
}
void FIMGZTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FIMGZTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
const BYTE *FIMGZTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FIMGZTexture::GetDimensions ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
DWORD magic;
WORD w, h;
SWORD l, t;
lump >> magic >> w >> h >> l >> t;
Width = w;
Height = h;
LeftOffset = l;
TopOffset = t;
CalcBitSize ();
}
void FIMGZTexture::MakeTexture ()
{
FMemLump lump = Wads.ReadLump (SourceLump);
const ImageHeader *imgz = (const ImageHeader *)lump.GetMem();
const BYTE *data = (const BYTE *)&imgz[1];
Width = LittleShort(imgz->Width);
Height = LittleShort(imgz->Height);
LeftOffset = LittleShort(imgz->LeftOffset);
TopOffset = LittleShort(imgz->TopOffset);
BYTE *dest_p;
int dest_adv = Height;
int dest_rew = Width * Height - 1;
CalcBitSize ();
Pixels = new BYTE[Width*Height];
dest_p = Pixels;
// Convert the source image from row-major to column-major format
if (!imgz->Compression)
{
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; --x)
{
*dest_p = *data;
dest_p += dest_adv;
data++;
}
dest_p -= dest_rew;
}
}
else
{
// IMGZ compression is the same RLE used by IFF ILBM files
int runlen = 0, setlen = 0;
BYTE setval = 0; // Shut up, GCC
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; )
{
if (runlen != 0)
{
BYTE color = *data;
*dest_p = color;
dest_p += dest_adv;
data++;
x--;
runlen--;
}
else if (setlen != 0)
{
*dest_p = setval;
dest_p += dest_adv;
x--;
setlen--;
}
else
{
SBYTE code = *data++;
if (code >= 0)
{
runlen = code + 1;
}
else if (code != -128)
{
setlen = (-code) + 1;
setval = *data++;
}
}
}
dest_p -= dest_rew;
}
}
Spans = CreateSpans (Pixels);
}
BYTE FPNGTexture::GrayMap[256];
FPNGTexture::FPNGTexture (int lumpnum, int width, int height,
BYTE depth, BYTE colortype, BYTE interlace)
: SourceLump(lumpnum), Pixels(0), Spans(0),
BitDepth(depth), ColorType(colortype), Interlace(interlace),
PaletteMap(0), PaletteSize(0), StartOfIDAT(0)
{
union
{
DWORD palette[256];
BYTE pngpal[256][3];
};
BYTE trans[256];
bool havetRNS = false;
DWORD len, id;
int i;
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
UseType = TEX_MiscPatch;
LeftOffset = 0;
TopOffset = 0;
bMasked = false;
Width = width;
Height = height;
CalcBitSize ();
memset (trans, 255, 256);
// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
FWadLump lump = Wads.OpenLumpNum (SourceLump);
lump.Seek (33, SEEK_SET);
lump >> len >> id;
while (id != MAKE_ID('I','D','A','T') && id != MAKE_ID('I','E','N','D'))
{
len = BigLong((unsigned int)len);
switch (id)
{
default:
lump.Seek (len, SEEK_CUR);
break;
case MAKE_ID('g','r','A','b'):
// This is like GRAB found in an ILBM, except coordinates use 4 bytes
{
DWORD hotx, hoty;
lump >> hotx >> hoty;
LeftOffset = BigLong((int)hotx);
TopOffset = BigLong((int)hoty);
}
break;
case MAKE_ID('P','L','T','E'):
PaletteSize = MIN<int> (len / 3, 256);
lump.Read (pngpal, PaletteSize * 3);
if (PaletteSize * 3 != (int)len)
{
lump.Seek (len - PaletteSize * 3, SEEK_CUR);
}
for (i = PaletteSize - 1; i >= 0; --i)
{
palette[i] = MAKERGB(pngpal[i][0], pngpal[i][1], pngpal[i][2]);
}
break;
case MAKE_ID('t','R','N','S'):
lump.Read (trans, len);
havetRNS = true;
break;
case MAKE_ID('a','l','P','h'):
bAlphaTexture = true;
bMasked = true;
break;
}
lump >> len >> len; // Skip CRC
id = MAKE_ID('I','E','N','D');
lump >> id;
}
StartOfIDAT = lump.Tell() - 8;
if (colortype == 3)
{
PaletteMap = new BYTE[PaletteSize];
GPalette.MakeRemap (palette, PaletteMap, trans, PaletteSize);
for (i = 0; i < PaletteSize; ++i)
{
if (trans[i] == 0)
{
bMasked = true;
PaletteMap[i] = 0;
}
}
}
else if (colortype == 0)
{
if (!bAlphaTexture)
{
if (GrayMap[0] == GrayMap[255])
{ // Initialize the GrayMap
for (i = 0; i < 256; ++i)
{
GrayMap[i] = ColorMatcher.Pick (i, i, i);
}
}
if (havetRNS && trans[0] != 0)
{
bMasked = true;
PaletteSize = 256;
PaletteMap = new BYTE[256];
memcpy (PaletteMap, GrayMap, 256);
PaletteMap[trans[0]] = 0;
}
else
{
PaletteMap = GrayMap;
}
}
}
}
FPNGTexture::~FPNGTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
}
if (PaletteMap != NULL && PaletteMap != GrayMap)
{
delete[] PaletteMap;
}
}
void FPNGTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FPNGTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
const BYTE *FPNGTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FPNGTexture::MakeTexture ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
Pixels = new BYTE[Width*Height];
if (StartOfIDAT == 0)
{
memset (Pixels, 0x99, Width*Height);
}
else
{
DWORD len, id;
lump.Seek (StartOfIDAT, SEEK_SET);
lump >> len >> id;
M_ReadIDAT (&lump, Pixels, Width, Height, Width, BitDepth, ColorType, Interlace, BigLong((unsigned int)len));
if (Width == Height)
{
if (PaletteMap != NULL)
{
FlipSquareBlockRemap (Pixels, Width, Height, PaletteMap);
}
else
{
FlipSquareBlock (Pixels, Width, Height);
}
}
else
{
BYTE *newpix = new BYTE[Width*Height];
if (PaletteMap != NULL)
{
FlipNonSquareBlockRemap (newpix, Pixels, Width, Height, PaletteMap);
}
else
{
FlipNonSquareBlock (newpix, Pixels, Width, Height);
}
BYTE *oldpix = Pixels;
Pixels = newpix;
delete[] oldpix;
}
}
Spans = CreateSpans (Pixels);
}
FBuildTexture::FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top)
: Pixels (pixels), Spans (NULL)
{
Width = width;
Height = height;
LeftOffset = left;
TopOffset = top;
CalcBitSize ();
sprintf (Name, "BTIL%04d", tilenum);
UseType = TEX_Build;
}
FBuildTexture::~FBuildTexture ()
{
if (Spans != NULL)
{
FreeSpans (Spans);
}
}
void FBuildTexture::Unload ()
{
// Nothing to do, since the pixels are accessed from memory-mapped files directly
}
const BYTE *FBuildTexture::GetPixels ()
{
return Pixels;
}
const BYTE *FBuildTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (column >= Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife)
: Pixels (0), Spans(0), Parts(0), bRedirect(false)
{
union
{
const maptexture_t *d;
const strifemaptexture_t *s;
}
mtexture;
union
{
const mappatch_t *d;
const strifemappatch_t *s;
}
mpatch;
int i;
mtexture.d = (const maptexture_t *)texdef;
if (strife)
{
NumParts = SAFESHORT(mtexture.s->patchcount);
}
else
{
NumParts = SAFESHORT(mtexture.d->patchcount);
}
if (NumParts <= 0)
{
I_FatalError ("Bad texture directory");
}
UseType = FTexture::TEX_Wall;
Parts = new TexPart[NumParts];
Width = SAFESHORT(mtexture.d->width);
Height = SAFESHORT(mtexture.d->height);
strncpy (Name, mtexture.d->name, 8);
Name[8] = 0;
CalcBitSize ();
// [RH] Special for beta 29: Values of 0 will use the tx/ty cvars
// to determine scaling instead of defaulting to 8. I will likely
// remove this once I finish the betas, because by then, users
// should be able to actually create scaled textures.
// 10-June-2003: It's still here long after beta 29. Heh.
ScaleX = mtexture.d->ScaleX ? mtexture.d->ScaleX : 0;
ScaleY = mtexture.d->ScaleY ? mtexture.d->ScaleY : 0;
if (mtexture.d->Flags & MAPTEXF_WORLDPANNING)
{
bWorldPanning = true;
}
if (strife)
{
mpatch.s = &mtexture.s->patches[0];
}
else
{
mpatch.d = &mtexture.d->patches[0];
}
for (i = 0; i < NumParts; ++i)
{
if (unsigned(LittleShort(mpatch.d->patch)) >= unsigned(maxpatchnum))
{
I_FatalError ("Bad PNAMES and/or texture directory:\n\nPNAMES has %d entries, but\n%s wants to use entry %d.",
maxpatchnum, Name, LittleShort(mpatch.d->patch)+1);
}
Parts[i].OriginX = LittleShort(mpatch.d->originx);
Parts[i].OriginY = LittleShort(mpatch.d->originy);
Parts[i].Texture = patchlookup[LittleShort(mpatch.d->patch)].Texture;
if (Parts[i].Texture == NULL)
{
Printf ("Unknown patch %s in texture %s\n", patchlookup[LittleShort(mpatch.d->patch)].Name, Name);
NumParts--;
i--;
}
if (strife)
mpatch.s++;
else
mpatch.d++;
}
if (NumParts == 0)
{
Printf ("Texture %s is left without any patches\n", Name);
}
CheckForHacks ();
// If this texture is just a wrapper around a single patch, we can simply
// forward GetPixels() and GetColumn() calls to that patch.
if (NumParts == 1)
{
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
Parts->Texture->GetWidth() == Width &&
Parts->Texture->GetHeight() == Height)
{
bRedirect = true;
}
}
}
FMultiPatchTexture::~FMultiPatchTexture ()
{
if (Parts != NULL)
{
delete[] Parts;
}
if (Spans != NULL)
{
FreeSpans (Spans);
}
}
void FMultiPatchTexture::SetFrontSkyLayer ()
{
for (int i = 0; i < NumParts; ++i)
{
Parts[i].Texture->SetFrontSkyLayer ();
}
bNoRemap0 = true;
}
void FMultiPatchTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FMultiPatchTexture::GetPixels ()
{
if (bRedirect)
{
return Parts->Texture->GetPixels ();
}
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
const BYTE *FMultiPatchTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (bRedirect)
{
return Parts->Texture->GetColumn (column, spans_out);
}
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
void FMultiPatchTexture::MakeTexture ()
{
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
for (int i = 0; i < NumParts; ++i)
{
Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
Parts[i].OriginX, Parts[i].OriginY);
}
Spans = CreateSpans (Pixels);
}
void FMultiPatchTexture::CheckForHacks ()
{
if (NumParts <= 0)
{
return;
}
// Heretic sky textures are marked as only 128 pixels tall,
// even though they are really 200 pixels tall.
if (gameinfo.gametype == GAME_Heretic &&
Name[0] == 'S' &&
Name[1] == 'K' &&
Name[2] == 'Y' &&
Name[4] == 0 &&
Name[3] >= '1' &&
Name[3] <= '3' &&
Height == 128)
{
Height = 200;
HeightBits = 8;
return;
}
// The Doom E1 sky has its patch's y offset at -8 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
NumParts == 1 &&
Height == 128 &&
Parts->OriginY == -8 &&
Name[0] == 'S' &&
Name[1] == 'K' &&
Name[2] == 'Y' &&
Name[3] == '1' &&
Name[4] == 0)
{
Parts->OriginY = 0;
return;
}
// BIGDOOR7 in Doom also has patches at y offset -4 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
NumParts == 2 &&
Height == 128 &&
Parts[0].OriginY == -4 &&
Parts[1].OriginY == -4 &&
Name[0] == 'B' &&
Name[1] == 'I' &&
Name[2] == 'G' &&
Name[3] == 'D' &&
Name[4] == 'O' &&
Name[5] == 'O' &&
Name[6] == 'R' &&
Name[7] == '7')
{
Parts[0].OriginY = 0;
Parts[1].OriginY = 0;
return;
}
// [RH] Some wads (I forget which!) have single-patch textures 256
// pixels tall that have patch lengths recorded as 0. I can't think of
// any good reason for them to do this, and since I didn't make note
// of which wad made me hack in support for them, the hack is gone
// because I've added support for DeePsea's true tall patches.
//
// Okay, I found a wad with crap patches: Pleiades.wad's sky patches almost
// fit this description and are a big mess, but they're not single patch!
if (Height == 256)
{
int i;
// All patches must be at the top of the texture for this fix
for (i = 0; i < NumParts; ++i)
{
if (Parts[i].OriginX != 0)
{
break;
}
}
if (i == NumParts)
{
for (i = 0; i < NumParts; ++i)
{
FPatchTexture *tex = (FPatchTexture *)Parts[i].Texture;
// Check if this patch is likely to be a problem.
// It must be 256 pixels tall, and all its columns must have exactly
// one post, where each post has a supposed length of 0.
FMemLump lump = Wads.ReadLump (tex->SourceLump);
const patch_t *realpatch = (patch_t *)lump.GetMem();
const DWORD *cofs = realpatch->columnofs;
int x, x2 = LittleShort(realpatch->width);
if (LittleShort(realpatch->height) == 256)
{
for (x = 0; x < x2; ++x)
{
const column_t *col = (column_t*)((byte*)realpatch+LittleLong(cofs[x]));
if (col->topdelta != 0 || col->length != 0)
{
break; // It's not bad!
}
col = (column_t *)((byte *)col + 256 + 4);
if (col->topdelta != 0xFF)
{
break; // More than one post in a column!
}
}
if (x == x2)
{ // If all the columns were checked, it needs fixing.
tex->HackHack (Height);
}
}
}
}
}
}
FWarpTexture::FWarpTexture (FTexture *source)
: SourcePic (source), Pixels (0), Spans (0), GenTime (0)
{
Width = source->GetWidth ();
Height = source->GetHeight ();
LeftOffset = source->LeftOffset;
TopOffset = source->TopOffset;
WidthBits = source->WidthBits;
HeightBits = source->HeightBits;
WidthMask = (1 << WidthBits) - 1;
ScaleX = source->ScaleX;
ScaleY = source->ScaleY;
bNoDecals = source->bNoDecals;
Rotations = source->Rotations;
}
FWarpTexture::~FWarpTexture ()
{
Unload ();
delete SourcePic;
}
void FWarpTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
SourcePic->Unload ();
}
bool FWarpTexture::CheckModified ()
{
return r_FrameTime != GenTime;
}
const BYTE *FWarpTexture::GetPixels ()
{
DWORD time = r_FrameTime;
if (Pixels == NULL || time != GenTime)
{
MakeTexture (time);
}
return Pixels;
}
const BYTE *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out)
{
DWORD time = r_FrameTime;
if (Pixels == NULL || time != GenTime)
{
MakeTexture (time);
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
void FWarpTexture::MakeTexture (DWORD time)
{
const BYTE *otherpix = SourcePic->GetPixels ();
if (Pixels == NULL)
{
Pixels = new BYTE[Width * Height];
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
GenTime = time;
byte *buffer = (byte *)alloca (MAX (Width, Height));
int xsize = Width;
int ysize = Height;
int xmask = WidthMask;
int ymask = Height - 1;
int ybits = HeightBits;
int x, y;
if ((1 << ybits) > Height)
{
ybits--;
}
DWORD timebase = time * 32 / 28;
for (y = ysize-1; y >= 0; y--)
{
int xt, xf = (finesine[(timebase+y*128)&FINEMASK]>>13) & xmask;
const BYTE *source = otherpix + y;
BYTE *dest = Pixels + y;
for (xt = xsize; xt; xt--, xf = (xf+1)&xmask, dest += ysize)
*dest = source[xf << ybits];
}
timebase = time * 23 / 28;
for (x = xsize-1; x >= 0; x--)
{
int yt, yf = (finesine[(time+(x+17)*128)&FINEMASK]>>13) & ymask;
const BYTE *source = Pixels + (x << ybits);
BYTE *dest = buffer;
for (yt = ysize; yt; yt--, yf = (yf+1)&ymask)
*dest++ = source[yf];
memcpy (Pixels+(x<<ybits), buffer, ysize);
}
}
// [GRB] Eternity-like warping
FWarp2Texture::FWarp2Texture (FTexture *source)
: FWarpTexture (source)
{
}
void FWarp2Texture::MakeTexture (DWORD time)
{
const BYTE *otherpix = SourcePic->GetPixels ();
if (Pixels == NULL)
{
Pixels = new BYTE[Width * Height];
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
GenTime = time;
int xsize = Width;
int ysize = Height;
int xmask = WidthMask;
int ymask = Height - 1;
int ybits = HeightBits;
int x, y;
if ((1 << ybits) > Height)
{
ybits--;
}
DWORD timebase = time * 40 / 28;
for (x = xsize-1; x >= 0; x--)
{
for (y = ysize-1; y >= 0; y--)
{
int xt = (x + 128
+ ((finesine[(y*128 + timebase*5 + 900) & FINEMASK]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 300) & FINEMASK]*2)>>FRACBITS)) & xmask;
int yt = (y + 128
+ ((finesine[(y*128 + timebase*3 + 700) & FINEMASK]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 1200) & FINEMASK]*2)>>FRACBITS)) & ymask;
const BYTE *source = otherpix + (xt << ybits) + yt;
BYTE *dest = Pixels + (x << ybits) + y;
*dest = *source;
}
}
}
FCanvasTexture::FCanvasTexture (const char *name, int width, int height)
{
strncpy (Name, name, 8);
Name[8] = 0;
Width = width;
Height = height;
LeftOffset = TopOffset = 0;
CalcBitSize ();
bMasked = false;
DummySpans[0].TopOffset = 0;
DummySpans[0].Length = height;
DummySpans[1].TopOffset = 0;
DummySpans[1].Length = 0;
UseType = TEX_Wall;
Canvas = NULL;
bNeedsUpdate = true;
bDidUpdate = false;
bHasCanvas = true;
}
FCanvasTexture::~FCanvasTexture ()
{
Unload ();
}
const BYTE *FCanvasTexture::GetColumn (unsigned int column, const Span **spans_out)
{
bNeedsUpdate = true;
if (Canvas == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = DummySpans;
}
return Pixels + column*Height;
}
const BYTE *FCanvasTexture::GetPixels ()
{
bNeedsUpdate = true;
if (Canvas == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FCanvasTexture::MakeTexture ()
{
Canvas = new DSimpleCanvas (Width, Height);
Canvas->Lock ();
if (Width != Height)
{
Pixels = new BYTE[Width*Height];
}
else
{
Pixels = Canvas->GetBuffer();
}
// Draw a special "unrendered" initial texture into the buffer.
memset (Pixels, 0, Width*Height/2);
memset (Pixels+Width*Height/2, 255, Width*Height/2);
}
void FCanvasTexture::Unload ()
{
if (Canvas != NULL)
{
if (Pixels != NULL && Pixels != Canvas->GetBuffer())
{
delete[] Pixels;
}
Pixels = NULL;
delete Canvas;
Canvas = NULL;
}
}
bool FCanvasTexture::CheckModified ()
{
if (bDidUpdate)
{
bDidUpdate = false;
return true;
}
return false;
}
void FCanvasTexture::RenderView (AActor *viewpoint, int fov)
{
if (Canvas == NULL)
{
MakeTexture ();
}
float savedfov = LastFOV;
R_SetFOV (fov);
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, Width, Height);
R_SetFOV (savedfov);
if (Width == Height)
{
FlipSquareBlock (Pixels, Width, Height);
}
else
{
FlipNonSquareBlock (Pixels, Canvas->GetBuffer(), Width, Height);
}
bNeedsUpdate = false;
bDidUpdate = true;
}
//
// 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 (i = 0; i < numwadlevelinfos; ++i)
{
if (wadlevelinfos[i].flags & LEVEL_DOUBLESKY)
{
int picnum = TexMan.CheckForTexture (wadlevelinfos[i].skypic1, FTexture::TEX_Wall, false);
if (picnum > 0)
{
TexMan[picnum]->SetFrontSkyLayer ();
}
}
}
}
//
// R_InitBuildTiles
//
// [RH] Support Build tiles!
//
void R_InitBuildTiles ()
{
const char *artdir;
int numartfiles;
if (NULL != (artdir = Args.CheckValue ("-art")))
{
char lastchar = artdir[strlen(artdir)-1];
const char *optslash = (lastchar == '/' || lastchar == '\\') ? "" : "/";
char artpath[PATH_MAX];
for (numartfiles = 0; ; numartfiles++)
{
sprintf (artpath, "%s%stiles%03d.art", artdir, optslash, numartfiles);
if (!FileExists (artpath))
{
break;
}
FileReader file (artpath);
// BADBAD: This memory is never explicitly deleted except when the
// version number is wrong.
BYTE *art = new BYTE[file.GetLength()];
file.Read (art, file.GetLength());
if (LittleLong(*(DWORD *)art) != 1)
{
delete[] art;
break;
}
TexMan.AddTiles (art);
}
}
}
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.dat, generate the colormap
if (Args.CheckValue ("-bpal") != NULL)
{
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);
}
}
}
}
// [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 ()
{
TexMan.AddSprites ();
R_InitPatches ();
R_InitTextures ();
TexMan.AddFlats ();
R_InitBuildTiles ();
TexMan.AddExtraTextures ();
R_InitColormaps ();
C_InitConsole (SCREENWIDTH, SCREENHEIGHT, true);
}
//
// R_PrecacheLevel
// Preloads all relevant graphics for the level.
//
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",
"FINALE1",
"FINALE2",
"FINALE3",
"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];
for (i = sizeof(patches)/sizeof(patches[0]); 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
for (j = sizeof(spinners)/sizeof(spinners[0])-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);
}
}
}
#if 0
// 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