// 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 #include #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; static TArray BuildTileFiles; 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; union { DWORD dw; WORD w[2]; } first4bytes; // Must check the length of the lump. Zero length flat markers (F1_START etc.) will come through here. // 13 is the minimum length of andthing valid (i.e a 1x1 pixel Doom patch.) if (lumpnum < 0 || Wads.LumpLength(lumpnum)<13) { return -1; } else { FWadLump data = Wads.OpenLumpNum (lumpnum); data >> first4bytes.dw; if (first4bytes.dw == MAKE_ID('I','M','G','Z')) { type = t_imgz; } else if (first4bytes.dw == 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.dw; if (first4bytes.dw != MAKE_ID(13,10,26,10)) return -1; data >> first4bytes.dw; if (first4bytes.dw != MAKE_ID(0,0,0,13)) return -1; data >> first4bytes.dw; if (first4bytes.dw != 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.dw >> first4bytes.dw; if (first4bytes.dw == 0) { data >> first4bytes.dw; if (first4bytes.dw == 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 *)M_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(first4bytes.w[0]); WORD height = LittleShort(first4bytes.w[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) * 1000 / 120); // Convert from 120 Hz to 1000 Hz. R_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; // Check whether the amount of names reported is correct. if (numpatches < 0) { I_Error("Corrupt PNAMES lump found (negative amount of entries reported)"); return; } // Check whether the amount of names reported is correct. int lumplength = Wads.LumpLength(patcheslump); if (numpatches > DWORD((lumplength-4)/8)) { Printf("PNAMES lump is shorter than required (%ld entries reported but only %d bytes (%d entries) long\n", numpatches, lumplength, (lumplength-4)/8); // Truncate but continue reading. Who knows how many such lumps exist? numpatches = (lumplength-4)/8; } // 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(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), bWarped(0), Rotations(0xFFFF), Width(0xFFFF), Height(0), WidthMask(0) { *Name=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 **)M_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 **)M_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 (corner[count], corner[count*x]); } for (j = 0; j < count; j += 2) { swap (corner[j], corner[j*x]); swap (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 srcpitch) { int i, j; for (i = 0; i < x; ++i) { for (j = 0; j < y; ++j) { dst[i*y+j] = src[i+j*srcpitch]; } } } 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); Spans = NULL; } } 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 () { // Wads.OpenLumpNum cannot be used here once Zip support has been added. // To work correctly it needs an assignment operator which // would cause considerable overhead elsewhere where it isn't needed. FWadLump * lump = Wads.ReopenLumpNum (SourceLump); patch_t dummy; (*lump) >> dummy.width >> dummy.height; if (dummy.width <= 0 || dummy.height <= 0 || dummy.width > 2048 || dummy.height > 2048) { delete lump; lump = Wads.ReopenLumpNum ( Wads.GetNumForName("-BADPATC") ); (*lump) >> dummy.width >> dummy.height; } (*lump) >> dummy.leftoffset >> dummy.topoffset; Width = dummy.width; Height = dummy.height; LeftOffset = dummy.leftoffset; TopOffset = dummy.topoffset; delete lump; 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); } if (Width == 0xFFFF) { 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 if (Spans != NULL) { return; } Spans = (Span **)M_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 **)M_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]; long numread = lump.Read (Pixels, Width*Height); if (numread < Width*Height) { memset (Pixels + numread, 0xBB, Width*Height - numread); } 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); Spans = NULL; } } 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]; if (Width != 0xFFFF) { 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; } } if (Spans == NULL) { 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 (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); Spans = NULL; } if (PaletteMap != NULL && PaletteMap != GrayMap) { delete[] PaletteMap; PaletteMap = NULL; } } 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, Width); } BYTE *oldpix = Pixels; Pixels = newpix; delete[] oldpix; } } if (Spans == NULL) { 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); Spans = NULL; } } 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 () { Unload (); if (Parts != NULL) { delete[] Parts; Parts = NULL; } if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } } 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); } if (Spans == NULL) { 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; bWarped = 1; } FWarpTexture::~FWarpTexture () { Unload (); if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } 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<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; bFirstUpdate = 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 || Width != Canvas->GetPitch()) { 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, bFirstUpdate); R_SetFOV (savedfov); if (Pixels == Canvas->GetBuffer()) { FlipSquareBlock (Pixels, Width, Height); } else { FlipNonSquareBlock (Pixels, Canvas->GetBuffer(), Width, Height, Canvas->GetPitch()); } bNeedsUpdate = false; bDidUpdate = true; bFirstUpdate = false; } // // 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 (); } } } } // // R_InitBuildTiles // // [RH] Support Build tiles! // void R_InitBuildTiles () { int numartfiles = 0; char artfile[] = "tilesXXX.art"; int lumpnum; lumpnum = Wads.CheckNumForFullName ("blood.pal"); if (lumpnum >= 0) { // Blood's tiles are external resources. (Why did they do it like that?) FString rffpath = Wads.GetWadFullName (Wads.GetLumpFile (lumpnum)); int slashat = rffpath.LastIndexOf ('/'); if (slashat >= 0) { rffpath.Truncate (slashat + 1); } else { rffpath += '/'; } for (; numartfiles < 1000; numartfiles++) { artfile[5] = numartfiles / 100 + '0'; artfile[6] = numartfiles / 10 % 10 + '0'; artfile[7] = numartfiles % 10 + '0'; FString artpath = rffpath; artpath += artfile; FILE *f = fopen (artpath, "rb"); if (f == NULL) { break; } size_t len = Q_filelength (f); BYTE *art = new BYTE[len]; if (fread (art, 1, len, f) != len || LittleLong(*(DWORD *)art) != 1) { delete[] art; } else { BuildTileFiles.Push (art); TexMan.AddTiles (art); } fclose (f); } } for (; numartfiles < 1000; numartfiles++) { artfile[5] = numartfiles / 100 + '0'; artfile[6] = numartfiles / 10 % 10 + '0'; artfile[7] = numartfiles % 10 + '0'; lumpnum = Wads.CheckNumForFullName (artfile); if (lumpnum < 0) { break; } BYTE *art = new BYTE[Wads.LumpLength (lumpnum)]; Wads.ReadLump (lumpnum, art); if (LittleLong(*(DWORD *)art) != 1) { delete[] art; } else { BuildTileFiles.Push (art); TexMan.AddTiles (art); } } } void R_DeinitBuildTiles () { for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i) { delete[] BuildTileFiles[i]; } BuildTileFiles.Clear(); } 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 () { TexMan.AddSprites (); R_InitPatches (); R_InitTextures (); TexMan.AddFlats (); R_InitBuildTiles (); TexMan.AddExtraTextures (); R_InitColormaps (); C_InitConsole (SCREENWIDTH, SCREENHEIGHT, true); } void R_DeinitData () { R_DeinitColormaps (); R_DeinitBuildTiles(); FCanvasTextureInfo::EmptyList(); // Free openings if (openings != NULL) { free (openings); openings = NULL; } // Free drawsegs if (drawsegs != NULL) { free (drawsegs); drawsegs = NULL; } } // // 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 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 = 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 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