gzdoom/src/r_data.cpp
Christoph Oelckers 06630b0fee - Added support for scaled textures to DCanvas::DrawTexture.
- Changed deh.MaxHealth use to be consistent with other source ports.
- Added NULL pointer checks to APlayerPawn's state set functions. If these
  remove the player from the game a crash is the inevitable result.


SVN r325 (trunk)
2006-09-09 08:55:47 +00:00

1121 lines
25 KiB
C++

// 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.
//
//-----------------------------------------------------------------------------
#include <stddef.h>
#include <malloc.h>
#include <stdio.h>
#include "i_system.h"
#include "m_alloc.h"
#include "m_swap.h"
#include "m_png.h"
#include "w_wad.h"
#include "doomdef.h"
#include "r_local.h"
#include "p_local.h"
#include "doomstat.h"
#include "r_sky.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "r_data.h"
#include "sc_man.h"
#include "v_palette.h"
#include "v_video.h"
#include "v_text.h"
#include "gi.h"
#include "cmdlib.h"
#include "templates.h"
static void R_InitPatches ();
void R_InitBuildTiles();
void R_DeinitBuildTiles();
//
// Graphics.
// DOOM graphics for walls and sprites
// is stored in vertical runs of opaque pixels (posts).
// A column is composed of zero or more posts,
// a patch or sprite is composed of zero or more columns.
//
// for global animation
bool* flatwarp;
byte** warpedflats;
int* flatwarpedwhen;
FTextureManager TexMan;
FTextureManager::FTextureManager ()
{
memset (HashFirst, -1, sizeof(HashFirst));
// Texture 0 is a dummy texture used to indicate "no texture"
AddTexture (new FDummyTexture);
}
FTextureManager::~FTextureManager ()
{
for (unsigned int i = 0; i < Textures.Size(); ++i)
{
delete Textures[i].Texture;
}
}
int FTextureManager::CheckForTexture (const char *name, int usetype, BITFIELD flags)
{
int i;
if (name == NULL || name[0] == '\0')
{
return -1;
}
// [RH] Doom counted anything beginning with '-' as "no texture".
// Hopefully nobody made use of that and had textures like "-EMPTY",
// because -NOFLAT- is a valid graphic for ZDoom.
if (name[0] == '-' && name[1] == '\0')
{
return 0;
}
i = HashFirst[MakeKey (name) % HASH_SIZE];
while (i != HASH_END)
{
const FTexture *tex = Textures[i].Texture;
if (stricmp (tex->Name, name) == 0)
{
// The name matches, so check the texture type
if (usetype == FTexture::TEX_Any)
{
return i;
}
else if ((flags & TEXMAN_Overridable) && tex->UseType == FTexture::TEX_Override)
{
return i;
}
else if (tex->UseType == usetype)
{
return i;
}
}
i = Textures[i].HashNext;
}
if ((flags & TEXMAN_TryAny) && usetype != FTexture::TEX_Any)
{
return CheckForTexture (name, FTexture::TEX_Any, flags & ~TEXMAN_TryAny);
}
return -1;
}
int FTextureManager::GetTexture (const char *name, int usetype, BITFIELD flags)
{
int i;
if (name == NULL || name[0] == 0)
{
return 0;
}
else
{
i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny);
}
if (i == -1)
{
// Use a default texture instead of aborting like Doom did
Printf ("Unknown texture: \"%s\"\n", name);
i = DefaultTexture;
}
return i;
}
void FTextureManager::WriteTexture (FArchive &arc, int picnum)
{
FTexture *pic;
if ((size_t)picnum >= Textures.Size())
{
pic = Textures[0].Texture;
}
else
{
pic = Textures[picnum].Texture;
}
arc.WriteCount (pic->UseType);
arc.WriteName (pic->Name);
}
int FTextureManager::ReadTexture (FArchive &arc)
{
int usetype;
const char *name;
usetype = arc.ReadCount ();
name = arc.ReadName ();
return GetTexture (name, usetype);
}
void FTextureManager::UnloadAll ()
{
for (unsigned int i = 0; i < Textures.Size(); ++i)
{
Textures[i].Texture->Unload ();
}
}
int FTextureManager::AddTexture (FTexture *texture)
{
// Later textures take precedence over earlier ones
size_t bucket = MakeKey (texture->Name) % HASH_SIZE;
TextureHash hasher = { texture, HashFirst[bucket] };
WORD trans = Textures.Push (hasher);
Translation.Push (trans);
HashFirst[bucket] = trans;
return trans;
}
// 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;
}
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==ns_global? ns_graphics:namespc);
if (lumpnum < 0)
{
return -1;
}
return CreateTexture (lumpnum, FTexture::TEX_MiscPatch);
}
void FTextureManager::AddGroup(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)
{
Wads.GetLumpName (name, firsttx);
if (Wads.CheckNumForName (name, ns) == firsttx)
{
CreateTexture (firsttx, usetype);
}
}
}
//==========================================================================
//
// Adds all hires texture definitions.
//
//==========================================================================
void FTextureManager::AddHiresTextures ()
{
int firsttx = Wads.CheckNumForName ("HI_START");
int lasttx = Wads.CheckNumForName ("HI_END");
char name[9];
if (firsttx == -1 || lasttx == -1)
{
return;
}
name[8] = 0;
for (firsttx += 1; firsttx < lasttx; ++firsttx)
{
Wads.GetLumpName (name, firsttx);
if (Wads.CheckNumForName (name, ns_hires) == firsttx)
{
FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any);
int oldtexno = CheckForTexture(name, FTexture::TEX_Wall, TEXMAN_Overridable|TEXMAN_TryAny);
if (oldtexno<0)
{
// A texture with this name does not yet exist
newtex->UseType=FTexture::TEX_Override;
AddTexture(newtex);
}
else
{
FTexture * oldtex = Textures[oldtexno].Texture;
// Replace the entire texture and adjust the scaling and offset factors.
newtex->ScaleX = 8 * newtex->GetWidth() / oldtex->GetWidth();
newtex->ScaleY = 8 * newtex->GetHeight() / oldtex->GetHeight();
newtex->LeftOffset = Scale(oldtex->LeftOffset, newtex->ScaleX, 8);
newtex->TopOffset = Scale(oldtex->TopOffset, newtex->ScaleY, 8);
ReplaceTexture(oldtexno, newtex, true);
}
}
}
}
//==========================================================================
//
// Loads the HIRESTEX lumps
//
//==========================================================================
void FTextureManager::LoadHiresTex()
{
int remapLump, lastLump;
char src[9];
bool is32bit;
int width, height;
int type,mode;
lastLump = 0;
src[8] = '\0';
while ((remapLump = Wads.FindLump("HIRESTEX", &lastLump)) != -1)
{
SC_OpenLumpNum(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;
sc_String[8]=0;
int tex = TexMan.CheckForTexture(sc_String, type, mode);
SC_MustGetString();
int lumpnum = Wads.CheckNumForFullName(sc_String);
if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc_String, ns_graphics);
if (tex>0)
{
FTexture * oldtex = TexMan[tex];
FTexture * newtex = FTexture::CreateTexture (lumpnum, FTexture::TEX_Any);
// Replace the entire texture and adjust the scaling and offset factors.
newtex->ScaleX = 8 * newtex->GetWidth() / oldtex->GetWidth();
newtex->ScaleY = 8 * newtex->GetHeight() / oldtex->GetHeight();
newtex->LeftOffset = MulScale3(oldtex->LeftOffset, newtex->ScaleX);
newtex->TopOffset = MulScale3(oldtex->TopOffset, newtex->ScaleY);
ReplaceTexture(tex, 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);
// Replace the entire texture and adjust the scaling and offset factors.
newtex->ScaleX = 8 * width / newtex->GetWidth();
newtex->ScaleY = 8 * height / newtex->GetHeight();
newtex->LeftOffset = MulScale3(newtex->LeftOffset, newtex->ScaleX);
newtex->TopOffset = MulScale3(newtex->TopOffset, newtex->ScaleY);
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);
}
}
SC_Close();
}
}
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);
}
}
delete file;
}
//
// 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 ();
}
}
}
}
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 ()
{
FTexture::InitGrayMap();
TexMan.AddGroup("S_START", "S_END", ns_sprites, FTexture::TEX_Sprite);
R_InitPatches ();
R_InitTextures ();
TexMan.AddGroup("F_START", "F_END", ns_flats, FTexture::TEX_Flat);
R_InitBuildTiles ();
TexMan.AddGroup("TX_START", "TX_END", ns_newtextures, FTexture::TEX_Override);
TexMan.AddHiresTextures ();
TexMan.LoadHiresTex ();
TexMan.DefaultTexture = TexMan.CheckForTexture ("-NOFLAT-", FTexture::TEX_Override, 0);
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<AActor> iterator;
while ( (actor = iterator.Next ()) )
spritelist[actor->sprite] = 1;
}
for (i = (int)(sprites.Size () - 1); i >= 0; i--)
{
if (spritelist[i])
{
int j, k;
for (j = 0; j < sprites[i].numframes; j++)
{
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
for (k = 0; k < 16; k++)
{
int pic = frame->Texture[k];
if (pic != 0xFFFF)
{
hitlist[pic] = 1;
}
}
}
}
}
delete[] spritelist;
for (i = numsectors - 1; i >= 0; i--)
{
hitlist[sectors[i].floorpic] = hitlist[sectors[i].ceilingpic] = 1;
}
for (i = numsides - 1; i >= 0; i--)
{
hitlist[sides[i].toptexture] =
hitlist[sides[i].midtexture] =
hitlist[sides[i].bottomtexture] = 1;
}
// Sky texture is always present.
// Note that F_SKY1 is the name used to
// indicate a sky floor/ceiling as a flat,
// while the sky texture is stored like
// a wall texture, with an episode dependant
// name.
if (sky1texture >= 0)
{
hitlist[sky1texture] = 1;
}
if (sky2texture >= 0)
{
hitlist[sky2texture] = 1;
}
for (i = TexMan.NumTextures() - 1; i >= 0; i--)
{
FTexture *tex = TexMan[i];
if (tex != NULL)
{
if (hitlist[i])
{
tex->GetPixels ();
}
else
{
tex->Unload ();
}
}
}
delete[] hitlist;
}
const BYTE *R_GetColumn (FTexture *tex, int col)
{
return tex->GetColumn (col, NULL);
}
// Add all the miscellaneous 2D patches that are used to the texture manager
// Unfortunately, the wad format does not provide an elegant way to express
// which lumps are patches unless they are used in a wall texture, so I have
// to list them all here.
static void R_InitPatches ()
{
static const char patches[][9] =
{
"CONBACK",
"ADVISOR",
"BOSSBACK",
"PFUB1",
"PFUB2",
"END0",
"END1",
"END2",
"END3",
"END4",
"END5",
"END6",
"FINALE1",
"FINALE2",
"FINALE3",
"CHESSALL",
"CHESSC",
"CHESSM",
"FITEFACE",
"CLERFACE",
"MAGEFACE",
"M_NGAME",
"M_OPTION",
"M_RDTHIS",
"M_QUITG",
"M_JKILL",
"M_ROUGH",
"M_HURT",
"M_ULTRA",
"M_NMARE",
"M_LOADG",
"M_LSLEFT",
"M_LSCNTR",
"M_LSRGHT",
"M_FSLOT",
"M_SAVEG",
"M_DOOM",
"M_HTIC",
"M_STRIFE",
"M_NEWG",
"M_NGAME",
"M_SKILL",
"M_EPISOD",
"M_EPI1",
"M_EPI2",
"M_EPI3",
"M_EPI4",
"MAPE1",
"MAPE2",
"MAPE3",
"WIMAP0",
"WIURH0",
"WIURH1",
"WISPLAT",
"WIMAP1",
"WIMAP2",
"INTERPIC",
"WIOSTK",
"WIOSTI",
"WIF",
"WIMSTT",
"WIOSTS",
"WIOSTF",
"WITIME",
"WIPAR",
"WIMSTAR",
"WIMINUS",
"WIPCNT",
"WICOLON",
"WISUCKS",
"WIFRGS",
"WISCRT2",
"WIENTER",
"WIKILRS",
"WIVCTMS",
"IN_YAH",
"IN_X",
"FONTB13",
"FONTB05",
"FONTB26",
"FONTB15",
"FACEA0",
"FACEB0",
"STFDEAD0",
"STBANY",
"M_PAUSE",
"PAUSED",
"M_SKULL1",
"M_SKULL2",
"M_SLCTR1",
"M_SLCTR2",
"M_CURS1",
"M_CURS2",
"M_CURS3",
"M_CURS4",
"M_CURS5",
"M_CURS6",
"M_CURS7",
"M_CURS8",
"BRDR_TL",
"BRDR_T",
"BRDR_TR",
"BRDR_L",
"BRDR_R",
"BRDR_BL",
"BRDR_B",
"BRDR_BR",
"BORDTL",
"BORDT",
"BORDTR",
"BORDL",
"BORDR",
"BORDBL",
"BORDB",
"BORDBR",
"TITLE",
"CREDIT",
"ORDER",
"HELP",
"HELP1",
"HELP2",
"HELP3",
"HELP0",
"TITLEPIC",
"ENDPIC",
"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