mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 00:20:51 +00:00
06630b0fee
- 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)
1121 lines
25 KiB
C++
1121 lines
25 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// Revision 1.3 1997/01/29 20:10
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// DESCRIPTION:
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// Preparation of data for rendering,
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// generation of lookups, caching, retrieval by name.
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//
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//-----------------------------------------------------------------------------
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#include <stddef.h>
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#include <malloc.h>
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#include <stdio.h>
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#include "i_system.h"
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#include "m_alloc.h"
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#include "m_swap.h"
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#include "m_png.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "r_data.h"
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#include "sc_man.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "gi.h"
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#include "cmdlib.h"
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#include "templates.h"
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static void R_InitPatches ();
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void R_InitBuildTiles();
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void R_DeinitBuildTiles();
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//
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// Graphics.
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// DOOM graphics for walls and sprites
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// is stored in vertical runs of opaque pixels (posts).
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// A column is composed of zero or more posts,
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// a patch or sprite is composed of zero or more columns.
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//
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// for global animation
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bool* flatwarp;
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byte** warpedflats;
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int* flatwarpedwhen;
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FTextureManager TexMan;
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FTextureManager::FTextureManager ()
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{
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memset (HashFirst, -1, sizeof(HashFirst));
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// Texture 0 is a dummy texture used to indicate "no texture"
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AddTexture (new FDummyTexture);
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}
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FTextureManager::~FTextureManager ()
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{
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for (unsigned int i = 0; i < Textures.Size(); ++i)
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{
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delete Textures[i].Texture;
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}
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}
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int FTextureManager::CheckForTexture (const char *name, int usetype, BITFIELD flags)
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{
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int i;
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if (name == NULL || name[0] == '\0')
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{
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return -1;
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}
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// [RH] Doom counted anything beginning with '-' as "no texture".
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// Hopefully nobody made use of that and had textures like "-EMPTY",
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// because -NOFLAT- is a valid graphic for ZDoom.
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if (name[0] == '-' && name[1] == '\0')
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{
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return 0;
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}
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i = HashFirst[MakeKey (name) % HASH_SIZE];
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while (i != HASH_END)
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{
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const FTexture *tex = Textures[i].Texture;
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if (stricmp (tex->Name, name) == 0)
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{
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// The name matches, so check the texture type
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if (usetype == FTexture::TEX_Any)
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{
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return i;
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}
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else if ((flags & TEXMAN_Overridable) && tex->UseType == FTexture::TEX_Override)
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{
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return i;
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}
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else if (tex->UseType == usetype)
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{
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return i;
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}
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}
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i = Textures[i].HashNext;
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}
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if ((flags & TEXMAN_TryAny) && usetype != FTexture::TEX_Any)
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{
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return CheckForTexture (name, FTexture::TEX_Any, flags & ~TEXMAN_TryAny);
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}
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return -1;
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}
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int FTextureManager::GetTexture (const char *name, int usetype, BITFIELD flags)
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{
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int i;
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if (name == NULL || name[0] == 0)
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{
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return 0;
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}
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else
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{
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i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny);
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}
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if (i == -1)
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{
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// Use a default texture instead of aborting like Doom did
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Printf ("Unknown texture: \"%s\"\n", name);
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i = DefaultTexture;
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}
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return i;
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}
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void FTextureManager::WriteTexture (FArchive &arc, int picnum)
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{
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FTexture *pic;
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if ((size_t)picnum >= Textures.Size())
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{
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pic = Textures[0].Texture;
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}
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else
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{
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pic = Textures[picnum].Texture;
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}
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arc.WriteCount (pic->UseType);
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arc.WriteName (pic->Name);
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}
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int FTextureManager::ReadTexture (FArchive &arc)
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{
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int usetype;
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const char *name;
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usetype = arc.ReadCount ();
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name = arc.ReadName ();
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return GetTexture (name, usetype);
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}
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void FTextureManager::UnloadAll ()
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{
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for (unsigned int i = 0; i < Textures.Size(); ++i)
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{
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Textures[i].Texture->Unload ();
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}
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}
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int FTextureManager::AddTexture (FTexture *texture)
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{
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// Later textures take precedence over earlier ones
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size_t bucket = MakeKey (texture->Name) % HASH_SIZE;
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TextureHash hasher = { texture, HashFirst[bucket] };
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WORD trans = Textures.Push (hasher);
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Translation.Push (trans);
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HashFirst[bucket] = trans;
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return trans;
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}
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// Calls FTexture::CreateTexture and adds the texture to the manager.
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int FTextureManager::CreateTexture (int lumpnum, int usetype)
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{
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if (lumpnum != -1)
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{
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FTexture *out = FTexture::CreateTexture(lumpnum, usetype);
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if (out != NULL) return AddTexture (out);
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else
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{
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Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", Wads.GetLumpFullName(lumpnum));
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return -1;
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}
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}
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return -1;
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}
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void FTextureManager::ReplaceTexture (int picnum, FTexture *newtexture, bool free)
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{
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if ((size_t)picnum >= Textures.Size())
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return;
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FTexture *oldtexture = Textures[picnum].Texture;
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strcpy (newtexture->Name, oldtexture->Name);
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newtexture->UseType = oldtexture->UseType;
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Textures[picnum].Texture = newtexture;
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if (free)
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{
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delete oldtexture;
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}
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}
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int FTextureManager::AddPatch (const char *patchname, int namespc)
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{
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if (patchname == NULL)
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{
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return -1;
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}
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int lumpnum = CheckForTexture (patchname, FTexture::TEX_MiscPatch, false);
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if (lumpnum >= 0)
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{
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return lumpnum;
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}
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lumpnum = Wads.CheckNumForName (patchname, namespc==ns_global? ns_graphics:namespc);
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if (lumpnum < 0)
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{
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return -1;
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}
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return CreateTexture (lumpnum, FTexture::TEX_MiscPatch);
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}
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void FTextureManager::AddGroup(const char * startlump, const char * endlump, int ns, int usetype)
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{
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int firsttx = Wads.CheckNumForName (startlump);
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int lasttx = Wads.CheckNumForName (endlump);
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char name[9];
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if (firsttx == -1 || lasttx == -1)
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{
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return;
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}
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name[8] = 0;
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// Go from first to last so that ANIMDEFS work as expected. However,
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// to avoid duplicates (and to keep earlier entries from overriding
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// later ones), the texture is only inserted if it is the one returned
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// by doing a check by name in the list of wads.
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for (firsttx += 1; firsttx < lasttx; ++firsttx)
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{
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Wads.GetLumpName (name, firsttx);
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if (Wads.CheckNumForName (name, ns) == firsttx)
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{
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CreateTexture (firsttx, usetype);
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}
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}
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}
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//==========================================================================
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//
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// Adds all hires texture definitions.
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//
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//==========================================================================
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void FTextureManager::AddHiresTextures ()
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{
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int firsttx = Wads.CheckNumForName ("HI_START");
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int lasttx = Wads.CheckNumForName ("HI_END");
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char name[9];
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if (firsttx == -1 || lasttx == -1)
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{
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return;
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}
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name[8] = 0;
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for (firsttx += 1; firsttx < lasttx; ++firsttx)
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{
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Wads.GetLumpName (name, firsttx);
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if (Wads.CheckNumForName (name, ns_hires) == firsttx)
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{
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FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any);
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int oldtexno = CheckForTexture(name, FTexture::TEX_Wall, TEXMAN_Overridable|TEXMAN_TryAny);
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if (oldtexno<0)
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{
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// A texture with this name does not yet exist
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newtex->UseType=FTexture::TEX_Override;
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AddTexture(newtex);
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}
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else
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{
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FTexture * oldtex = Textures[oldtexno].Texture;
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// Replace the entire texture and adjust the scaling and offset factors.
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newtex->ScaleX = 8 * newtex->GetWidth() / oldtex->GetWidth();
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newtex->ScaleY = 8 * newtex->GetHeight() / oldtex->GetHeight();
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newtex->LeftOffset = Scale(oldtex->LeftOffset, newtex->ScaleX, 8);
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newtex->TopOffset = Scale(oldtex->TopOffset, newtex->ScaleY, 8);
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ReplaceTexture(oldtexno, newtex, true);
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}
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}
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}
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}
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//==========================================================================
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//
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// Loads the HIRESTEX lumps
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//
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//==========================================================================
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void FTextureManager::LoadHiresTex()
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{
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int remapLump, lastLump;
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char src[9];
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bool is32bit;
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int width, height;
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int type,mode;
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lastLump = 0;
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src[8] = '\0';
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while ((remapLump = Wads.FindLump("HIRESTEX", &lastLump)) != -1)
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{
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SC_OpenLumpNum(remapLump, "HIRESTEX");
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while (SC_GetString())
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{
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if (SC_Compare("remap")) // remap an existing texture
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{
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SC_MustGetString();
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// allow selection by type
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if (SC_Compare("wall")) type=FTexture::TEX_Wall, mode=FTextureManager::TEXMAN_Overridable;
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else if (SC_Compare("flat")) type=FTexture::TEX_Flat, mode=FTextureManager::TEXMAN_Overridable;
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else if (SC_Compare("sprite")) type=FTexture::TEX_Sprite, mode=0;
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else type = FTexture::TEX_Any;
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sc_String[8]=0;
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int tex = TexMan.CheckForTexture(sc_String, type, mode);
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SC_MustGetString();
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int lumpnum = Wads.CheckNumForFullName(sc_String);
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if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc_String, ns_graphics);
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if (tex>0)
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{
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FTexture * oldtex = TexMan[tex];
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FTexture * newtex = FTexture::CreateTexture (lumpnum, FTexture::TEX_Any);
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// Replace the entire texture and adjust the scaling and offset factors.
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newtex->ScaleX = 8 * newtex->GetWidth() / oldtex->GetWidth();
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newtex->ScaleY = 8 * newtex->GetHeight() / oldtex->GetHeight();
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newtex->LeftOffset = MulScale3(oldtex->LeftOffset, newtex->ScaleX);
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newtex->TopOffset = MulScale3(oldtex->TopOffset, newtex->ScaleY);
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ReplaceTexture(tex, newtex, true);
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}
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}
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else if (SC_Compare("define")) // define a new "fake" texture
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{
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SC_GetString();
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memcpy(src, sc_String, 8);
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int lumpnum = Wads.CheckNumForFullName(sc_String);
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if (lumpnum < 0) lumpnum = Wads.CheckNumForName(sc_String, ns_graphics);
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SC_GetString();
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is32bit = !!SC_Compare("force32bit");
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if (!is32bit) SC_UnGet();
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SC_GetNumber();
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width = sc_Number;
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SC_GetNumber();
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height = sc_Number;
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if (lumpnum>=0)
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{
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FTexture *newtex = FTexture::CreateTexture(lumpnum, FTexture::TEX_Override);
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// Replace the entire texture and adjust the scaling and offset factors.
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newtex->ScaleX = 8 * width / newtex->GetWidth();
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newtex->ScaleY = 8 * height / newtex->GetHeight();
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newtex->LeftOffset = MulScale3(newtex->LeftOffset, newtex->ScaleX);
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newtex->TopOffset = MulScale3(newtex->TopOffset, newtex->ScaleY);
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memcpy(newtex->Name, src, sizeof(newtex->Name));
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int oldtex = TexMan.CheckForTexture(src, FTexture::TEX_Override);
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if (oldtex>=0) TexMan.ReplaceTexture(oldtex, newtex, true);
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else TexMan.AddTexture(newtex);
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}
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//else Printf("Unable to define hires texture '%s'\n", tex->Name);
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}
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}
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SC_Close();
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}
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}
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void FTextureManager::AddPatches (int lumpnum)
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{
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FWadLump *file = Wads.ReopenLumpNum (lumpnum);
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DWORD numpatches, i;
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char name[9];
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*file >> numpatches;
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name[8] = 0;
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for (i = 0; i < numpatches; ++i)
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{
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file->Read (name, 8);
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if (CheckForTexture (name, FTexture::TEX_WallPatch, false) == -1)
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{
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CreateTexture (Wads.CheckNumForName (name, ns_patches), FTexture::TEX_WallPatch);
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}
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}
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delete file;
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}
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//
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// R_InitTextures
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// Initializes the texture list with the textures from the world map.
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//
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void R_InitTextures (void)
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{
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int lastlump = 0, lump;
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int texlump1 = -1, texlump2 = -1, texlump1a, texlump2a;
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int i;
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int pfile = -1;
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// For each PNAMES lump, load the TEXTURE1 and/or TEXTURE2 lumps from the same wad.
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while ((lump = Wads.FindLump ("PNAMES", &lastlump)) != -1)
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{
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pfile = Wads.GetLumpFile (lump);
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TexMan.AddPatches (lump);
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texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, pfile);
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texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, pfile);
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TexMan.AddTexturesLumps (texlump1, texlump2, lump);
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}
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// If the final TEXTURE1 and/or TEXTURE2 lumps are in a wad without a PNAMES lump,
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// they have not been loaded yet, so load them now.
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texlump1a = Wads.CheckNumForName ("TEXTURE1");
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texlump2a = Wads.CheckNumForName ("TEXTURE2");
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if (texlump1a != -1 && (texlump1a == texlump1 || Wads.GetLumpFile (texlump1a) <= pfile))
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{
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texlump1a = -1;
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}
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if (texlump2a != -1 && (texlump2a == texlump2 || Wads.GetLumpFile (texlump2a) <= pfile))
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{
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texlump2a = -1;
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}
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TexMan.AddTexturesLumps (texlump1a, texlump2a, Wads.GetNumForName ("PNAMES"));
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// The Hexen scripts use BLANK as a blank texture, even though it's really not.
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// I guess the Doom renderer must have clipped away the line at the bottom of
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// the texture so it wasn't visible. I'll just map it to 0, so it really is blank.
|
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if (gameinfo.gametype == GAME_Hexen &&
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0 <= (i = TexMan.CheckForTexture ("BLANK", FTexture::TEX_Wall, false)))
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{
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TexMan.SetTranslation (i, 0);
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}
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// Hexen parallax skies use color 0 to indicate transparency on the front
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// layer, so we must not remap color 0 on these textures. Unfortunately,
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// the only way to identify these textures is to check the MAPINFO.
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for (unsigned int i = 0; i < wadlevelinfos.Size(); ++i)
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{
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if (wadlevelinfos[i].flags & LEVEL_DOUBLESKY)
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{
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int picnum = TexMan.CheckForTexture (wadlevelinfos[i].skypic1, FTexture::TEX_Wall, false);
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if (picnum > 0)
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{
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TexMan[picnum]->SetFrontSkyLayer ();
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}
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}
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}
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}
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static struct FakeCmap {
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char name[8];
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PalEntry blend;
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} *fakecmaps;
|
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size_t numfakecmaps;
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int firstfakecmap;
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byte *realcolormaps;
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int lastusedcolormap;
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|
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void R_SetDefaultColormap (const char *name)
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{
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if (strnicmp (fakecmaps[0].name, name, 8) != 0)
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{
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int lump, i, j;
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BYTE map[256];
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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
|