/* ** texturemanager.cpp ** The texture manager class ** **--------------------------------------------------------------------------- ** Copyright 2004-2008 Randy Heit ** Copyright 2006-2008 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "doomtype.h" #include "w_wad.h" #include "r_data.h" #include "templates.h" #include "i_system.h" #include "r_translate.h" #include "c_dispatch.h" #include "v_text.h" #include "sc_man.h" #include "gi.h" #include "st_start.h" extern void R_InitBuildTiles(); FTextureManager TexMan; //========================================================================== // // FTextureManager :: FTextureManager // //========================================================================== FTextureManager::FTextureManager () { memset (HashFirst, -1, sizeof(HashFirst)); // Texture 0 is a dummy texture used to indicate "no texture" AddTexture (new FDummyTexture); } //========================================================================== // // FTextureManager :: ~FTextureManager // //========================================================================== FTextureManager::~FTextureManager () { for (unsigned int i = 0; i < Textures.Size(); ++i) { delete Textures[i].Texture; } } //========================================================================== // // FTextureManager :: CheckForTexture // //========================================================================== int 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 -1; } // [RH] Doom counted anything beginning with '-' as "no texture". // Hopefully nobody made use of that and had textures like "-EMPTY", // because -NOFLAT- is a valid graphic for ZDoom. if (name[0] == '-' && name[1] == '\0') { return 0; } i = HashFirst[MakeKey (name) % HASH_SIZE]; while (i != HASH_END) { const FTexture *tex = Textures[i].Texture; if (stricmp (tex->Name, name) == 0) { // The name matches, so check the texture type if (usetype == FTexture::TEX_Any) { // All NULL textures should actually return 0 return tex->UseType==FTexture::TEX_Null? 0 : i; } else if ((flags & TEXMAN_Overridable) && tex->UseType == FTexture::TEX_Override) { return i; } else if (tex->UseType == usetype) { return i; } else { if (firsttype == FTexture::TEX_Null || (firsttype == FTexture::TEX_MiscPatch && tex->UseType != FTexture::TEX_Null) ) { firstfound = i; firsttype = tex->UseType; } } } i = Textures[i].HashNext; } if ((flags & TEXMAN_TryAny) && usetype != FTexture::TEX_Any) { return firstfound; } return -1; } //========================================================================== // // FTextureManager :: ListTextures // //========================================================================== int FTextureManager::ListTextures (const char *name, TArray &list) { int i; if (name == NULL || name[0] == '\0') { return 0; } // [RH] Doom counted anything beginning with '-' as "no texture". // Hopefully nobody made use of that and had textures like "-EMPTY", // because -NOFLAT- is a valid graphic for ZDoom. if (name[0] == '-' && name[1] == '\0') { return 0; } i = HashFirst[MakeKey (name) % HASH_SIZE]; while (i != HASH_END) { const FTexture *tex = Textures[i].Texture; if (stricmp (tex->Name, name) == 0) { // NULL textures must be ignored. if (tex->UseType!=FTexture::TEX_Null) { unsigned int j; for(j = 0; j < list.Size(); j++) { // Check for overriding definitions from newer WADs if (Textures[list[j]].Texture->UseType == tex->UseType) break; } if (j==list.Size()) list.Push(i); } } i = Textures[i].HashNext; } return list.Size(); } //========================================================================== // // FTextureManager :: GetTextures // //========================================================================== 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; } //========================================================================== // // FTextureManager :: FindTexture // //========================================================================== FTexture *FTextureManager::FindTexture(const char *texname, int usetype, BITFIELD flags) { int texnum = CheckForTexture (texname, usetype, flags); return texnum <= 0? NULL : Textures[texnum].Texture; } //========================================================================== // // FTextureManager :: WriteTexture // //========================================================================== 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); } //========================================================================== // // FTextureManager :: ReadTexture // //========================================================================== int FTextureManager::ReadTexture (FArchive &arc) { int usetype; const char *name; usetype = arc.ReadCount (); name = arc.ReadName (); return GetTexture (name, usetype); } //========================================================================== // // FTextureManager :: UnloadAll // //========================================================================== void FTextureManager::UnloadAll () { for (unsigned int i = 0; i < Textures.Size(); ++i) { Textures[i].Texture->Unload (); } } //========================================================================== // // FTextureManager :: AddTexture // //========================================================================== 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; } //========================================================================== // // FTextureManager :: CreateTexture // // Calls FTexture::CreateTexture and adds the texture to the manager. // //========================================================================== int FTextureManager::CreateTexture (int lumpnum, int usetype) { if (lumpnum != -1) { FTexture *out = FTexture::CreateTexture(lumpnum, usetype); if (out != NULL) return AddTexture (out); else { Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", Wads.GetLumpFullName(lumpnum)); return -1; } } return -1; } //========================================================================== // // FTextureManager :: ReplaceTexture // //========================================================================== 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; } } //========================================================================== // // FTextureManager :: AddPatch // //========================================================================== int FTextureManager::AddPatch (const char *patchname, int namespc, bool tryany) { if (patchname == NULL) { return -1; } int lumpnum = CheckForTexture (patchname, FTexture::TEX_MiscPatch, tryany); if (lumpnum >= 0) { return lumpnum; } lumpnum = Wads.CheckNumForName (patchname, namespc==ns_global? ns_graphics:namespc); if (lumpnum < 0) { return -1; } return CreateTexture (lumpnum, FTexture::TEX_MiscPatch); } //========================================================================== // // FTextureManager :: AddGroup // //========================================================================== void FTextureManager::AddGroup(int wadnum, const char * startlump, const char * endlump, int ns, int usetype) { int firsttx = Wads.CheckNumForName (startlump); int lasttx = Wads.CheckNumForName (endlump); char name[9]; if (firsttx == -1 || lasttx == -1) { return; } name[8] = 0; // Go from first to last so that ANIMDEFS work as expected. However, // to avoid duplicates (and to keep earlier entries from overriding // later ones), the texture is only inserted if it is the one returned // by doing a check by name in the list of wads. for (firsttx += 1; firsttx < lasttx; ++firsttx) { if (Wads.GetLumpFile(firsttx) == wadnum) { Wads.GetLumpName (name, firsttx); if (Wads.CheckNumForName (name, ns) == firsttx) { CreateTexture (firsttx, usetype); } StartScreen->Progress(); } } } //========================================================================== // // Adds all hires texture definitions. // //========================================================================== void FTextureManager::AddHiresTextures (int wadnum) { int firsttx = Wads.CheckNumForName ("HI_START"); int lasttx = Wads.CheckNumForName ("HI_END"); char name[9]; TArray tlist; if (firsttx == -1 || lasttx == -1) { return; } name[8] = 0; for (firsttx += 1; firsttx < lasttx; ++firsttx) { if (Wads.GetLumpFile(firsttx) == wadnum) { tlist.Clear(); Wads.GetLumpName (name, firsttx); if (Wads.CheckNumForName (name, ns_hires) == firsttx) { int amount = ListTextures(name, tlist); if (amount == 0) { int oldtex = AddPatch(name); if (oldtex >= 0) tlist.Push(oldtex); } if (tlist.Size() == 0) { // A texture with this name does not yet exist FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any); 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) { int oldtexno = tlist[i]; FTexture * oldtex = Textures[oldtexno].Texture; // Replace the entire texture and adjust the scaling and offset factors. newtex->bWorldPanning = true; newtex->SetScaledSize(oldtex->GetScaledWidth(), oldtex->GetScaledHeight()); newtex->LeftOffset = FixedMul(oldtex->GetScaledLeftOffset(), newtex->xScale); newtex->TopOffset = FixedMul(oldtex->GetScaledTopOffset(), newtex->yScale); ReplaceTexture(oldtexno, newtex, true); } } } StartScreen->Progress(); } } } } //========================================================================== // // Loads the HIRESTEX lumps // //========================================================================== void FTextureManager::LoadHiresTex(int wadnum) { int remapLump, lastLump; char src[9]; bool is32bit; int width, height; int type, mode; TArray tlist; lastLump = 0; src[8] = '\0'; while ((remapLump = Wads.FindLump("HIRESTEX", &lastLump)) != -1) { if (Wads.GetLumpFile(remapLump) == wadnum) { FScanner sc(remapLump, "HIRESTEX"); while (sc.GetString()) { if (sc.Compare("remap")) // remap an existing texture { sc.MustGetString(); // allow selection by type if (sc.Compare("wall")) type=FTexture::TEX_Wall, mode=FTextureManager::TEXMAN_Overridable; else if (sc.Compare("flat")) type=FTexture::TEX_Flat, mode=FTextureManager::TEXMAN_Overridable; else if (sc.Compare("sprite")) type=FTexture::TEX_Sprite, mode=0; else type = FTexture::TEX_Any, mode = 0; sc.String[8]=0; tlist.Clear(); int amount = ListTextures(sc.String, tlist); if (amount == 0) { int oldtex = AddPatch(sc.String); if (oldtex >= 0) tlist.Push(oldtex); } FName texname = sc.String; sc.MustGetString(); int lumpnum = Wads.CheckNumForFullName(sc.String); if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc.String, ns_graphics); if (tlist.Size() == 0) { Printf("Attempting to remap non-existent texture %s to %s\n", texname.GetChars(), sc.String); } else { for(unsigned int i = 0; i < tlist.Size(); i++) { FTexture * oldtex = Textures[tlist[i]].Texture; int sl; // only replace matching types. For sprites also replace any MiscPatches // based on the same lump. These can be created for icons. if (oldtex->UseType == type || type == FTexture::TEX_Any || (mode == TEXMAN_Overridable && oldtex->UseType == FTexture::TEX_Override) || (type == FTexture::TEX_Sprite && oldtex->UseType == FTexture::TEX_MiscPatch && (sl=oldtex->GetSourceLump()) >= 0 && Wads.GetLumpNamespace(sl) == ns_sprites) ) { FTexture * newtex = FTexture::CreateTexture (lumpnum, FTexture::TEX_Any); if (newtex != NULL) { // Replace the entire texture and adjust the scaling and offset factors. newtex->bWorldPanning = true; newtex->SetScaledSize(oldtex->GetScaledWidth(), oldtex->GetScaledHeight()); newtex->LeftOffset = FixedMul(oldtex->GetScaledLeftOffset(), newtex->xScale); newtex->TopOffset = FixedMul(oldtex->GetScaledTopOffset(), newtex->yScale); ReplaceTexture(tlist[i], newtex, true); } } } } } else if (sc.Compare("define")) // define a new "fake" texture { sc.GetString(); memcpy(src, sc.String, 8); int lumpnum = Wads.CheckNumForFullName(sc.String); if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc.String, ns_graphics); sc.GetString(); is32bit = !!sc.Compare("force32bit"); if (!is32bit) sc.UnGet(); sc.GetNumber(); width = sc.Number; sc.GetNumber(); height = sc.Number; if (lumpnum>=0) { FTexture *newtex = FTexture::CreateTexture(lumpnum, FTexture::TEX_Override); if (newtex != NULL) { // Replace the entire texture and adjust the scaling and offset factors. newtex->bWorldPanning = true; newtex->SetScaledSize(width, height); memcpy(newtex->Name, src, sizeof(newtex->Name)); int oldtex = TexMan.CheckForTexture(src, FTexture::TEX_Override); if (oldtex>=0) TexMan.ReplaceTexture(oldtex, newtex, true); else TexMan.AddTexture(newtex); } } //else Printf("Unable to define hires texture '%s'\n", tex->Name); } } } } } //========================================================================== // // FTextureManager :: AddPatches // //========================================================================== void FTextureManager::AddPatches (int lumpnum) { FWadLump *file = Wads.ReopenLumpNum (lumpnum); DWORD numpatches, i; char name[9]; *file >> numpatches; name[8] = 0; for (i = 0; i < numpatches; ++i) { file->Read (name, 8); if (CheckForTexture (name, FTexture::TEX_WallPatch, false) == -1) { CreateTexture (Wads.CheckNumForName (name, ns_patches), FTexture::TEX_WallPatch); } StartScreen->Progress(); } delete file; } //========================================================================== // // FTextureManager :: LoadTexturesX // // Initializes the texture list with the textures from the world map. // //========================================================================== void FTextureManager::LoadTextureX(int wadnum) { // Use the most recent PNAMES for this WAD. // Multiple PNAMES in a WAD will be ignored. int pnames = Wads.CheckNumForName("PNAMES", ns_global, wadnum, false); if (pnames < 0) { // should never happen except for zdoom.pk3 return; } // Only add the patches if the PNAMES come from the current file // Otherwise they have already been processed. if (Wads.GetLumpFile(pnames) == wadnum) TexMan.AddPatches (pnames); int texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, wadnum); int texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, wadnum); AddTexturesLumps (texlump1, texlump2, pnames); } //========================================================================== // // FTextureManager :: AddTexturesForWad // //========================================================================== void FTextureManager::AddTexturesForWad(int wadnum) { int lumpcount = Wads.GetNumLumps(); // First step: Load sprites AddGroup(wadnum, "S_START", "S_END", ns_sprites, FTexture::TEX_Sprite); // Second step: TEXTUREx lumps LoadTextureX(wadnum); // Third step: Flats AddGroup(wadnum, "F_START", "F_END", ns_flats, FTexture::TEX_Flat); // Fourth step: Textures (TX_) AddGroup(wadnum, "TX_START", "TX_END", 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 for (int i = 0; i < lumpcount; i++) { int file = Wads.GetLumpFile(i); if (file > wadnum) break; // lumps in the global namespace are ordered by WAD if (file < wadnum) continue; char name[9]; Wads.GetLumpName(name, i); name[8]=0; // Ignore anything not in the global namespace int ns = Wads.GetLumpNamespace(i); if (ns == ns_global) { // In Zips all graphics must be in a separate namespace. if (Wads.GetLumpFlags(i) & LUMPF_ZIPFILE) continue; // Ignore lumps with empty names. if (Wads.CheckLumpName(i, "")) continue; // Ignore anything belonging to a map if (Wads.CheckLumpName(i, "THINGS")) continue; if (Wads.CheckLumpName(i, "LINEDEFS")) continue; if (Wads.CheckLumpName(i, "SIDEDEFS")) continue; if (Wads.CheckLumpName(i, "VERTEXES")) continue; if (Wads.CheckLumpName(i, "SEGS")) continue; if (Wads.CheckLumpName(i, "SSECTORS")) continue; if (Wads.CheckLumpName(i, "NODES")) continue; if (Wads.CheckLumpName(i, "SECTORS")) continue; if (Wads.CheckLumpName(i, "REJECT")) continue; if (Wads.CheckLumpName(i, "BLOCKMAP")) continue; if (Wads.CheckLumpName(i, "BEHAVIOR")) continue; // Don't bother looking 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) >= 0) continue; } else if (ns == ns_graphics) { // Don't bother looking this lump if something later overrides it. if (Wads.CheckNumForName(name, ns_graphics) != i) continue; } else continue; // Try to create a texture from this lump and add it. // Unfortunately we have to look at everything that comes through here... FTexture *out = FTexture::CreateTexture(i, FTexture::TEX_MiscPatch); if (out != NULL) { AddTexture (out); } } // Seventh step: Check for hires replacements. AddHiresTextures(wadnum); LoadHiresTex(wadnum); } //========================================================================== // // FTextureManager :: Init // //========================================================================== void FTextureManager::Init() { int i; int wadcnt = Wads.GetNumWads(); for(int i = 0; i< wadcnt; i++) { AddTexturesForWad(i); } R_InitBuildTiles (); 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 && 0 <= (i = CheckForTexture ("BLANK", FTexture::TEX_Wall, false))) { 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 = CheckForTexture (wadlevelinfos[i].skypic1, FTexture::TEX_Wall, false); if (picnum > 0) { Textures[picnum].Texture->SetFrontSkyLayer (); } } } }