gzdoom-gles/src/textures/texturemanager.cpp
2016-09-22 00:48:22 +02:00

1187 lines
32 KiB
C++

/*
** 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 "doomstat.h"
#include "w_wad.h"
#include "templates.h"
#include "i_system.h"
#include "r_data/r_translate.h"
#include "r_data/sprites.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"
#include "m_fixed.h"
#include "v_video.h"
#include "r_renderer.h"
#include "r_sky.h"
#include "textures/textures.h"
FTextureManager TexMan;
CUSTOM_CVAR(Bool, vid_nopalsubstitutions, false, CVAR_ARCHIVE)
{
// This is in case the sky texture has been substituted.
R_InitSkyMap ();
}
//==========================================================================
//
// FTextureManager :: FTextureManager
//
//==========================================================================
FTextureManager::FTextureManager ()
{
memset (HashFirst, -1, sizeof(HashFirst));
for (int i = 0; i < 2048; ++i)
{
sintable[i] = short(sin(i*(M_PI / 1024)) * 16384);
}
}
//==========================================================================
//
// 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;
if (tex->UseType == FTexture::TEX_SkinGraphic && !(flags & TEXMAN_AllowSkins)) 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);
}
}
if (!(flags & TEXMAN_ShortNameOnly))
{
// We intentionally only look for textures in subdirectories.
// Any graphic being placed in the zip's root directory can not be found by this.
if (strchr(name, '/'))
{
FTexture *const NO_TEXTURE = (FTexture*)-1;
int lump = Wads.CheckNumForFullName(name);
if (lump >= 0)
{
FTexture *tex = Wads.GetLinkedTexture(lump);
if (tex == NO_TEXTURE) return FTextureID(-1);
if (tex != NULL) return tex->id;
if (flags & TEXMAN_DontCreate) return FTextureID(-1); // we only want to check, there's no need to create a texture if we don't have one yet.
tex = FTexture::CreateTexture("", lump, FTexture::TEX_Override);
if (tex != NULL)
{
Wads.SetLinkedTexture(lump, tex);
return AddTexture(tex);
}
else
{
// mark this lump as having no valid texture so that we don't have to retry creating one later.
Wads.SetLinkedTexture(lump, NO_TEXTURE);
}
}
}
}
return FTextureID(-1);
}
//==========================================================================
//
// FTextureManager :: ListTextures
//
//==========================================================================
int FTextureManager::ListTextures (const char *name, TArray<FTextureID> &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 :: 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;
newtexture->Name = oldtexture->Name;
newtexture->UseType = oldtexture->UseType;
Textures[index].Texture = newtexture;
newtexture->id = oldtexture->id;
if (free && !oldtexture->bKeepAround)
{
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);
FString Name;
// 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);
FString Name;
TArray<FTextureID> tlist;
if (firsttx == -1 || lasttx == -1)
{
return;
}
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 = int(oldtex->GetScaledLeftOffset() * newtex->Scale.X);
newtex->TopOffset = int(oldtex->GetScaledTopOffset() * newtex->Scale.Y);
ReplaceTexture(tlist[i], newtex, true);
}
}
}
StartScreen->Progress();
}
}
}
}
//==========================================================================
//
// Loads the HIRESTEX lumps
//
//==========================================================================
void FTextureManager::LoadTextureDefs(int wadnum, const char *lumpname)
{
int remapLump, lastLump;
FString src;
bool is32bit;
int width, height;
int type, mode;
TArray<FTextureID> tlist;
lastLump = 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 = int(oldtex->GetScaledLeftOffset() * newtex->Scale.X);
newtex->TopOffset = int(oldtex->GetScaledTopOffset() * newtex->Scale.Y);
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())
{
src = base.Left(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);
newtex->Name = src;
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, 0) == -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++)
{
bool skin = false;
FString Name;
Wads.GetLumpName(Name, i);
// 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 if (ns >= ns_firstskin)
{
// Don't bother looking this lump if something later overrides it.
if (Wads.CheckNumForName(Name, ns) != i) continue;
skin = true;
}
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, skin ? FTexture::TEX_SkinGraphic : 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<FTexture *> 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; i<end; i++)
{
newtextures[i-start] = Textures[i].Texture;
}
Textures.Resize(start);
Translation.Resize(start);
static int texturetypes[] = {
FTexture::TEX_Sprite, FTexture::TEX_Null, FTexture::TEX_FirstDefined,
FTexture::TEX_WallPatch, FTexture::TEX_Wall, FTexture::TEX_Flat,
FTexture::TEX_Override, FTexture::TEX_MiscPatch, FTexture::TEX_SkinGraphic
};
for(unsigned int i=0;i<countof(texturetypes);i++)
{
for(unsigned j = 0; j<newtextures.Size(); j++)
{
if (newtextures[j] != NULL && newtextures[j]->UseType == texturetypes[i])
{
AddTexture(newtextures[j]);
newtextures[j] = NULL;
}
}
}
// This should never happen. All other UseTypes are only used outside
for(unsigned j = 0; j<newtextures.Size(); j++)
{
if (newtextures[j] != NULL)
{
Printf("Texture %s has unknown type!\n", newtextures[j]->Name.GetChars());
AddTexture(newtextures[j]);
}
}
}
//==========================================================================
//
// FTextureManager :: Init
//
//==========================================================================
void FTextureManager::Init()
{
DeleteAll();
SpriteFrames.Clear();
// 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();
InitPalettedVersions();
}
//==========================================================================
//
// FTextureManager :: InitPalettedVersions
//
//==========================================================================
void FTextureManager::InitPalettedVersions()
{
int lump, lastlump = 0;
PalettedVersions.Clear();
while ((lump = Wads.FindLump("PALVERS", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString())
{
FTextureID pic1 = CheckForTexture(sc.String, FTexture::TEX_Any);
if (!pic1.isValid())
{
sc.ScriptMessage("Unknown texture %s to replace", sc.String);
}
sc.MustGetString();
FTextureID pic2 = CheckForTexture(sc.String, FTexture::TEX_Any);
if (!pic2.isValid())
{
sc.ScriptMessage("Unknown texture %s to use as replacement", sc.String);
}
if (pic1.isValid() && pic2.isValid())
{
PalettedVersions[pic1.GetIndex()] = pic2.GetIndex();
}
}
}
}
//==========================================================================
//
// FTextureManager :: PalCheck
//
//==========================================================================
FTextureID FTextureManager::PalCheck(FTextureID tex)
{
if (vid_nopalsubstitutions) return tex;
int *newtex = PalettedVersions.CheckKey(tex.GetIndex());
if (newtex == NULL || *newtex == 0) return tex;
return *newtex;
}
//===========================================================================
//
// 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);
DWORD numtex;
file >> numtex;
return int(numtex) >= 0 ? numtex : 0;
}
return 0;
}
//==========================================================================
//
// 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);
}