/* ** texturemanager.cpp ** The texture manager class ** **--------------------------------------------------------------------------- ** Copyright 2004-2008 Randy Heit ** Copyright 2006-2008 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "doomtype.h" #include "w_wad.h" #include "r_data.h" #include "templates.h" #include "i_system.h" #include "r_translate.h" #include "c_dispatch.h" #include "v_text.h" #include "sc_man.h" #include "gi.h" #include "st_start.h" #include "cmdlib.h" #include "g_level.h" FTextureManager TexMan; //========================================================================== // // FTextureManager :: FTextureManager // //========================================================================== FTextureManager::FTextureManager () { memset (HashFirst, -1, sizeof(HashFirst)); } //========================================================================== // // FTextureManager :: ~FTextureManager // //========================================================================== FTextureManager::~FTextureManager () { DeleteAll(); } //========================================================================== // // FTextureManager :: DeleteAll // //========================================================================== void FTextureManager::DeleteAll() { for (unsigned int i = 0; i < Textures.Size(); ++i) { delete Textures[i].Texture; } Textures.Clear(); Translation.Clear(); FirstTextureForFile.Clear(); memset (HashFirst, -1, sizeof(HashFirst)); DefaultTexture.SetInvalid(); for (unsigned i = 0; i < mAnimations.Size(); i++) { if (mAnimations[i] != NULL) { M_Free (mAnimations[i]); mAnimations[i] = NULL; } } mAnimations.Clear(); for (unsigned i = 0; i < mSwitchDefs.Size(); i++) { if (mSwitchDefs[i] != NULL) { M_Free (mSwitchDefs[i]); mSwitchDefs[i] = NULL; } } mSwitchDefs.Clear(); for (unsigned i = 0; i < mAnimatedDoors.Size(); i++) { if (mAnimatedDoors[i].TextureFrames != NULL) { delete mAnimatedDoors[i].TextureFrames; mAnimatedDoors[i].TextureFrames = NULL; } } mAnimatedDoors.Clear(); for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i) { delete[] BuildTileFiles[i]; } BuildTileFiles.Clear(); } //========================================================================== // // FTextureManager :: CheckForTexture // //========================================================================== FTextureID FTextureManager::CheckForTexture (const char *name, int usetype, BITFIELD flags) { int i; int firstfound = -1; int firsttype = FTexture::TEX_Null; if (name == NULL || name[0] == '\0') { return FTextureID(-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 FTextureID(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 if (tex->UseType == FTexture::TEX_FirstDefined && !(flags & TEXMAN_ReturnFirst)) return 0; return FTextureID(tex->UseType==FTexture::TEX_Null? 0 : i); } else if ((flags & TEXMAN_Overridable) && tex->UseType == FTexture::TEX_Override) { return FTextureID(i); } else if (tex->UseType == usetype) { return FTextureID(i); } else if (tex->UseType == FTexture::TEX_FirstDefined && usetype == FTexture::TEX_Wall) { if (!(flags & TEXMAN_ReturnFirst)) return FTextureID(0); else return FTextureID(i); } else if (tex->UseType == FTexture::TEX_Null && usetype == FTexture::TEX_Wall) { // We found a NULL texture on a wall -> return 0 return FTextureID(0); } else { if (firsttype == FTexture::TEX_Null || (firsttype == FTexture::TEX_MiscPatch && tex->UseType != firsttype && tex->UseType != FTexture::TEX_Null) ) { firstfound = i; firsttype = tex->UseType; } } } i = Textures[i].HashNext; } if ((flags & TEXMAN_TryAny) && usetype != FTexture::TEX_Any) { // Never return the index of NULL textures. if (firstfound != -1) { if (firsttype == FTexture::TEX_Null) return FTextureID(0); if (firsttype == FTexture::TEX_FirstDefined && !(flags & TEXMAN_ReturnFirst)) return FTextureID(0); } return FTextureID(firstfound); } return FTextureID(-1); } //========================================================================== // // FTextureManager :: ListTextures // //========================================================================== int FTextureManager::ListTextures (const char *name, TArray &list) { int i; if (name == NULL || name[0] == '\0') { return 0; } // [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) { // NULL textures must be ignored. if (tex->UseType!=FTexture::TEX_Null) { unsigned int j; for(j = 0; j < list.Size(); j++) { // Check for overriding definitions from newer WADs if (Textures[list[j].GetIndex()].Texture->UseType == tex->UseType) break; } if (j==list.Size()) list.Push(FTextureID(i)); } } i = Textures[i].HashNext; } return list.Size(); } //========================================================================== // // FTextureManager :: FindTextureByLumpNum // //========================================================================== FTextureID FTextureManager::FindTextureByLumpNum (int lumpnum) { if (lumpnum < 0) { return FTextureID(-1); } // This can't use hashing because using ReplaceTexture would break the hash chains. :( for(unsigned i = 0; i SourceLump == lumpnum) { return FTextureID(i); } } return FTextureID(-1); } //========================================================================== // // FTextureManager :: GetTextures // //========================================================================== FTextureID FTextureManager::GetTexture (const char *name, int usetype, BITFIELD flags) { FTextureID i; if (name == NULL || name[0] == 0) { return FTextureID(0); } else { i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny); } if (!i.Exists()) { // Use a default texture instead of aborting like Doom did Printf ("Unknown texture: \"%s\"\n", name); i = DefaultTexture; } return FTextureID(i); } //========================================================================== // // FTextureManager :: FindTexture // //========================================================================== FTexture *FTextureManager::FindTexture(const char *texname, int usetype, BITFIELD flags) { FTextureID texnum = CheckForTexture (texname, usetype, flags); return !texnum.isValid()? NULL : Textures[texnum.GetIndex()].Texture; } //========================================================================== // // FTextureManager :: UnloadAll // //========================================================================== void FTextureManager::UnloadAll () { for (unsigned int i = 0; i < Textures.Size(); ++i) { Textures[i].Texture->Unload (); } } //========================================================================== // // FTextureManager :: AddTexture // //========================================================================== FTextureID FTextureManager::AddTexture (FTexture *texture) { int bucket; int hash; if (texture == NULL) return FTextureID(-1); // Later textures take precedence over earlier ones // Textures without name can't be looked for if (texture->Name[0] != 0) { bucket = int(MakeKey (texture->Name) % HASH_SIZE); hash = HashFirst[bucket]; } else { bucket = -1; hash = -1; } TextureHash hasher = { texture, hash }; int trans = Textures.Push (hasher); Translation.Push (trans); if (bucket >= 0) HashFirst[bucket] = trans; return (texture->id = FTextureID(trans)); } //========================================================================== // // FTextureManager :: CreateTexture // // Calls FTexture::CreateTexture and adds the texture to the manager. // //========================================================================== FTextureID 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.GetLumpFullPath(lumpnum).GetChars()); return FTextureID(-1); } } return FTextureID(-1); } //========================================================================== // // FTextureManager :: ReplaceTexture // //========================================================================== void FTextureManager::ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free) { int index = picnum.GetIndex(); if (unsigned(index) >= Textures.Size()) return; FTexture *oldtexture = Textures[index].Texture; strcpy (newtexture->Name, oldtexture->Name); newtexture->UseType = oldtexture->UseType; Textures[index].Texture = newtexture; newtexture->id = oldtexture->id; if (free) { delete oldtexture; } else { oldtexture->id.SetInvalid(); } } //========================================================================== // // FTextureManager :: AreTexturesCompatible // // Checks if 2 textures are compatible for a ranged animation // //========================================================================== bool FTextureManager::AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2) { int index1 = picnum1.GetIndex(); int index2 = picnum2.GetIndex(); if (unsigned(index1) >= Textures.Size() || unsigned(index2) >= Textures.Size()) return false; FTexture *texture1 = Textures[index1].Texture; FTexture *texture2 = Textures[index2].Texture; // both textures must be the same type. if (texture1 == NULL || texture2 == NULL || texture1->UseType != texture2->UseType) return false; // both textures must be from the same file for(unsigned i = 0; i < FirstTextureForFile.Size() - 1; i++) { if (index1 >= FirstTextureForFile[i] && index1 < FirstTextureForFile[i+1]) { return (index2 >= FirstTextureForFile[i] && index2 < FirstTextureForFile[i+1]); } } return false; } //========================================================================== // // FTextureManager :: AddGroup // //========================================================================== void FTextureManager::AddGroup(int wadnum, int ns, int usetype) { int firsttx = Wads.GetFirstLump(wadnum); int lasttx = Wads.GetLastLump(wadnum); char name[9]; 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 <= lasttx; ++firsttx) { if (Wads.GetLumpNamespace(firsttx) == ns) { Wads.GetLumpName (name, firsttx); if (Wads.CheckNumForName (name, ns) == firsttx) { CreateTexture (firsttx, usetype); } StartScreen->Progress(); } else if (ns == ns_flats && Wads.GetLumpFlags(firsttx) & LUMPF_MAYBEFLAT) { if (Wads.CheckNumForName (name, ns) < firsttx) { CreateTexture (firsttx, usetype); } StartScreen->Progress(); } } } //========================================================================== // // Adds all hires texture definitions. // //========================================================================== void FTextureManager::AddHiresTextures (int wadnum) { int firsttx = Wads.GetFirstLump(wadnum); int lasttx = Wads.GetLastLump(wadnum); char name[9]; TArray tlist; if (firsttx == -1 || lasttx == -1) { return; } name[8] = 0; for (;firsttx <= lasttx; ++firsttx) { if (Wads.GetLumpNamespace(firsttx) == ns_hires) { Wads.GetLumpName (name, firsttx); if (Wads.CheckNumForName (name, ns_hires) == firsttx) { tlist.Clear(); int amount = ListTextures(name, tlist); if (amount == 0) { // A texture with this name does not yet exist FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any); if (newtex != NULL) { newtex->UseType=FTexture::TEX_Override; AddTexture(newtex); } } else { for(unsigned int i = 0; i < tlist.Size(); i++) { FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any); if (newtex != NULL) { FTexture * oldtex = Textures[tlist[i].GetIndex()].Texture; // Replace the entire texture and adjust the scaling and offset factors. newtex->bWorldPanning = true; newtex->SetScaledSize(oldtex->GetScaledWidth(), oldtex->GetScaledHeight()); newtex->LeftOffset = FixedMul(oldtex->GetScaledLeftOffset(), newtex->xScale); newtex->TopOffset = FixedMul(oldtex->GetScaledTopOffset(), newtex->yScale); ReplaceTexture(tlist[i], newtex, true); } } } StartScreen->Progress(); } } } } //========================================================================== // // Loads the HIRESTEX lumps // //========================================================================== void FTextureManager::LoadTextureDefs(int wadnum, const char *lumpname) { int remapLump, lastLump; char src[9]; bool is32bit; int width, height; int type, mode; TArray tlist; lastLump = 0; src[8] = '\0'; while ((remapLump = Wads.FindLump(lumpname, &lastLump)) != -1) { if (Wads.GetLumpFile(remapLump) == wadnum) { FScanner sc(remapLump); 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; if (type != FTexture::TEX_Any) sc.MustGetString(); sc.String[8]=0; tlist.Clear(); int amount = ListTextures(sc.String, tlist); FName texname = sc.String; sc.MustGetString(); int lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_patches); if (lumpnum == -1) lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_graphics); if (tlist.Size() == 0) { Printf("Attempting to remap non-existent texture %s to %s\n", texname.GetChars(), sc.String); } else if (lumpnum == -1) { Printf("Attempting to remap texture %s to non-existent lump %s\n", texname.GetChars(), sc.String); } else { for(unsigned int i = 0; i < tlist.Size(); i++) { FTexture * oldtex = Textures[tlist[i].GetIndex()].Texture; int sl; // only replace matching types. For sprites also replace any MiscPatches // based on the same lump. These can be created for icons. if (oldtex->UseType == type || type == FTexture::TEX_Any || (mode == TEXMAN_Overridable && oldtex->UseType == FTexture::TEX_Override) || (type == FTexture::TEX_Sprite && oldtex->UseType == FTexture::TEX_MiscPatch && (sl=oldtex->GetSourceLump()) >= 0 && Wads.GetLumpNamespace(sl) == ns_sprites) ) { 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->SetScaledSize(oldtex->GetScaledWidth(), oldtex->GetScaledHeight()); newtex->LeftOffset = FixedMul(oldtex->GetScaledLeftOffset(), newtex->xScale); newtex->TopOffset = FixedMul(oldtex->GetScaledTopOffset(), newtex->yScale); ReplaceTexture(tlist[i], newtex, true); } } } } } else if (sc.Compare("define")) // define a new "fake" texture { sc.GetString(); FString base = ExtractFileBase(sc.String, false); if (!base.IsEmpty()) { strncpy(src, base, 8); int lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_patches); if (lumpnum == -1) lumpnum = Wads.CheckNumForFullName(sc.String, true, 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->SetScaledSize(width, height); memcpy(newtex->Name, src, sizeof(newtex->Name)); FTextureID oldtex = TexMan.CheckForTexture(src, FTexture::TEX_MiscPatch); if (oldtex.isValid()) { ReplaceTexture(oldtex, newtex, true); newtex->UseType = FTexture::TEX_Override; } else AddTexture(newtex); } } } //else Printf("Unable to define hires texture '%s'\n", tex->Name); } else if (sc.Compare("texture")) { ParseXTexture(sc, FTexture::TEX_Override); } else if (sc.Compare("sprite")) { ParseXTexture(sc, FTexture::TEX_Sprite); } else if (sc.Compare("walltexture")) { ParseXTexture(sc, FTexture::TEX_Wall); } else if (sc.Compare("flat")) { ParseXTexture(sc, FTexture::TEX_Flat); } else if (sc.Compare("graphic")) { ParseXTexture(sc, FTexture::TEX_MiscPatch); } else { sc.ScriptError("Texture definition expected, found '%s'", sc.String); } } } } } //========================================================================== // // FTextureManager :: AddPatches // //========================================================================== 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; } //========================================================================== // // FTextureManager :: LoadTexturesX // // Initializes the texture list with the textures from the world map. // //========================================================================== void FTextureManager::LoadTextureX(int wadnum) { // Use the most recent PNAMES for this WAD. // Multiple PNAMES in a WAD will be ignored. int pnames = Wads.CheckNumForName("PNAMES", ns_global, wadnum, false); if (pnames < 0) { // should never happen except for zdoom.pk3 return; } // Only add the patches if the PNAMES come from the current file // Otherwise they have already been processed. if (Wads.GetLumpFile(pnames) == wadnum) TexMan.AddPatches (pnames); int texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, wadnum); int texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, wadnum); AddTexturesLumps (texlump1, texlump2, pnames); } //========================================================================== // // FTextureManager :: AddTexturesForWad // //========================================================================== void FTextureManager::AddTexturesForWad(int wadnum) { int firsttexture = Textures.Size(); int lumpcount = Wads.GetNumLumps(); FirstTextureForFile.Push(firsttexture); // First step: Load sprites AddGroup(wadnum, ns_sprites, FTexture::TEX_Sprite); // When loading a Zip, all graphics in the patches/ directory should be // added as well. AddGroup(wadnum, ns_patches, FTexture::TEX_WallPatch); // Second step: TEXTUREx lumps LoadTextureX(wadnum); // Third step: Flats AddGroup(wadnum, ns_flats, FTexture::TEX_Flat); // Fourth step: Textures (TX_) AddGroup(wadnum, ns_newtextures, FTexture::TEX_Override); // Sixth step: Try to find any lump in the WAD that may be a texture and load as a TEX_MiscPatch int firsttx = Wads.GetFirstLump(wadnum); int lasttx = Wads.GetLastLump(wadnum); for (int i= firsttx; i <= lasttx; i++) { char name[9]; Wads.GetLumpName(name, i); name[8]=0; // Ignore anything not in the global namespace int ns = Wads.GetLumpNamespace(i); if (ns == ns_global) { // In Zips all graphics must be in a separate namespace. if (Wads.GetLumpFlags(i) & LUMPF_ZIPFILE) continue; // Ignore lumps with empty names. if (Wads.CheckLumpName(i, "")) continue; // Ignore anything belonging to a map if (Wads.CheckLumpName(i, "THINGS")) continue; if (Wads.CheckLumpName(i, "LINEDEFS")) continue; if (Wads.CheckLumpName(i, "SIDEDEFS")) continue; if (Wads.CheckLumpName(i, "VERTEXES")) continue; if (Wads.CheckLumpName(i, "SEGS")) continue; if (Wads.CheckLumpName(i, "SSECTORS")) continue; if (Wads.CheckLumpName(i, "NODES")) continue; if (Wads.CheckLumpName(i, "SECTORS")) continue; if (Wads.CheckLumpName(i, "REJECT")) continue; if (Wads.CheckLumpName(i, "BLOCKMAP")) continue; if (Wads.CheckLumpName(i, "BEHAVIOR")) continue; // Don't bother looking at this lump if something later overrides it. if (Wads.CheckNumForName(name, ns_graphics) != i) continue; // skip this if it has already been added as a wall patch. if (CheckForTexture(name, FTexture::TEX_WallPatch, 0).Exists()) continue; } else if (ns == ns_graphics) { // Don't bother looking this lump if something later overrides it. if (Wads.CheckNumForName(name, ns_graphics) != i) continue; } else continue; // Try to create a texture from this lump and add it. // Unfortunately we have to look at everything that comes through here... FTexture *out = FTexture::CreateTexture(i, FTexture::TEX_MiscPatch); if (out != NULL) { AddTexture (out); } } // Check for text based texture definitions LoadTextureDefs(wadnum, "TEXTURES"); LoadTextureDefs(wadnum, "HIRESTEX"); // Seventh step: Check for hires replacements. AddHiresTextures(wadnum); SortTexturesByType(firsttexture, Textures.Size()); } //========================================================================== // // FTextureManager :: SortTexturesByType // sorts newly added textures by UseType so that anything defined // in TEXTURES and HIRESTEX gets in its proper place. // //========================================================================== void FTextureManager::SortTexturesByType(int start, int end) { TArray newtextures; // First unlink all newly added textures from the hash chain for (int i = 0; i < HASH_SIZE; i++) { while (HashFirst[i] >= start && HashFirst[i] != HASH_END) { HashFirst[i] = Textures[HashFirst[i]].HashNext; } } newtextures.Resize(end-start); for(int i=start; iUseType == texturetypes[i]) { AddTexture(newtextures[j]); newtextures[j] = NULL; } } } // This should never happen. All other UseTypes are only used outside for(unsigned j = 0; jName); AddTexture(newtextures[j]); } } } //========================================================================== // // FTextureManager :: Init // //========================================================================== void FTextureManager::Init() { DeleteAll(); // Init Build Tile data if it hasn't been done already if (BuildTileFiles.Size() == 0) CountBuildTiles (); FTexture::InitGrayMap(); // Texture 0 is a dummy texture used to indicate "no texture" AddTexture (new FDummyTexture); int wadcnt = Wads.GetNumWads(); for(int i = 0; i< wadcnt; i++) { AddTexturesForWad(i); } // Add one marker so that the last WAD is easier to handle and treat // Build tiles as a completely separate block. FirstTextureForFile.Push(Textures.Size()); InitBuildTiles (); FirstTextureForFile.Push(Textures.Size()); DefaultTexture = CheckForTexture ("-NOFLAT-", FTexture::TEX_Override, 0); // 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) { FTextureID tex = CheckForTexture ("BLANK", FTexture::TEX_Wall, false); if (tex.Exists()) { SetTranslation (tex, 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) { FTextureID picnum = CheckForTexture (wadlevelinfos[i].skypic1, FTexture::TEX_Wall, false); if (picnum.isValid()) { Textures[picnum.GetIndex()].Texture->SetFrontSkyLayer (); } } } InitAnimated(); InitAnimDefs(); FixAnimations(); InitSwitchList(); } //========================================================================== // // FTextureManager :: WriteTexture // //========================================================================== void FTextureManager::WriteTexture (FArchive &arc, int picnum) { FTexture *pic; if (picnum < 0) { arc.WriteName(NULL); return; } else if ((size_t)picnum >= Textures.Size()) { pic = Textures[0].Texture; } else { pic = Textures[picnum].Texture; } arc.WriteName (pic->Name); arc.WriteCount (pic->UseType); } //========================================================================== // // FTextureManager :: ReadTexture // //========================================================================== int FTextureManager::ReadTexture (FArchive &arc) { int usetype; const char *name; name = arc.ReadName (); if (name != NULL) { usetype = arc.ReadCount (); return GetTexture (name, usetype).GetIndex(); } else return -1; } //=========================================================================== // // 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 FTextureManager::GuesstimateNumTextures () { int numtex = 0; for(int i = Wads.GetNumLumps()-1; i>=0; i--) { int space = Wads.GetLumpNamespace(i); switch(space) { case ns_flats: case ns_sprites: case ns_newtextures: case ns_hires: case ns_patches: case ns_graphics: numtex++; break; default: if (Wads.GetLumpFlags(i) & LUMPF_MAYBEFLAT) numtex++; break; } } numtex += CountBuildTiles (); numtex += CountTexturesX (); return numtex; } //=========================================================================== // // R_CountTexturesX // // See R_InitTextures() for the logic in deciding what lumps to check. // //=========================================================================== int FTextureManager::CountTexturesX () { int count = 0; int wadcount = Wads.GetNumWads(); for (int wadnum = 0; wadnum < wadcount; wadnum++) { // Use the most recent PNAMES for this WAD. // Multiple PNAMES in a WAD will be ignored. int pnames = Wads.CheckNumForName("PNAMES", ns_global, wadnum, false); // should never happen except for zdoom.pk3 if (pnames < 0) continue; // Only count the patches if the PNAMES come from the current file // Otherwise they have already been counted. if (Wads.GetLumpFile(pnames) == wadnum) { count += CountLumpTextures (pnames); } int texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, wadnum); int texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, wadnum); count += CountLumpTextures (texlump1) - 1; count += CountLumpTextures (texlump2) - 1; } return count; } //=========================================================================== // // R_CountLumpTextures // // Returns the number of patches in a PNAMES/TEXTURE1/TEXTURE2 lump. // //=========================================================================== int FTextureManager::CountLumpTextures (int lumpnum) { if (lumpnum >= 0) { FWadLump file = Wads.OpenLumpNum (lumpnum); SDWORD numtex; file >> numtex; return numtex >= 0 ? numtex : 0; } return 0; } //========================================================================== // // operator<< // //========================================================================== FArchive &operator<< (FArchive &arc, FTextureID &tex) { if (arc.IsStoring()) { TexMan.WriteTexture(arc, tex.texnum); } else { tex.texnum = TexMan.ReadTexture(arc); } return arc; } //========================================================================== // // FTextureID::operator+ // Does not return invalid texture IDs // //========================================================================== FTextureID FTextureID::operator +(int offset) throw() { if (!isValid()) return *this; if (texnum + offset >= TexMan.NumTextures()) return FTextureID(-1); return FTextureID(texnum + offset); }