gzdoom/src/textures/texturemanager.cpp
Christoph Oelckers 3637c878cd - Changed: Replaced weapons should not be given by generic cheats, only
when explicitly giving them.
- Changed 'give weapon' cheat so that in single player it only gives weapons
  belonging to the current game or are placed in a weapon slot to avoid
  giving the Chex Quest weapons in Doom and vice versa.
- Fixed: The texture manager must be the first thing to be initialized
  because MAPINFO and DECORATE both can reference textures and letting them
  create their own textures is not safe.


SVN r1230 (trunk)
2008-09-17 00:14:33 +00:00

931 lines
27 KiB
C++

/*
** texturemanager.cpp
** The texture manager class
**
**---------------------------------------------------------------------------
** Copyright 2004-2008 Randy Heit
** Copyright 2006-2008 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "doomtype.h"
#include "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"
#include "cmdlib.h"
#include "g_level.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
//
//==========================================================================
FTextureID FTextureManager::CheckForTexture (const char *name, int usetype, BITFIELD flags)
{
int i;
int firstfound = -1;
int firsttype = FTexture::TEX_Null;
if (name == NULL || name[0] == '\0')
{
return FTextureID(-1);
}
// [RH] Doom counted anything beginning with '-' as "no texture".
// Hopefully nobody made use of that and had textures like "-EMPTY",
// because -NOFLAT- is a valid graphic for ZDoom.
if (name[0] == '-' && name[1] == '\0')
{
return FTextureID(0);
}
i = HashFirst[MakeKey (name) % HASH_SIZE];
while (i != HASH_END)
{
const FTexture *tex = Textures[i].Texture;
if (stricmp (tex->Name, name) == 0)
{
// The name matches, so check the texture type
if (usetype == FTexture::TEX_Any)
{
// All NULL textures should actually return 0
if (tex->UseType == FTexture::TEX_FirstDefined && !(flags & TEXMAN_ReturnFirst)) return 0;
return FTextureID(tex->UseType==FTexture::TEX_Null? 0 : i);
}
else if ((flags & TEXMAN_Overridable) && tex->UseType == FTexture::TEX_Override)
{
return FTextureID(i);
}
else if (tex->UseType == usetype)
{
return FTextureID(i);
}
else if (tex->UseType == FTexture::TEX_FirstDefined && usetype == FTexture::TEX_Wall)
{
if (!(flags & TEXMAN_ReturnFirst)) return FTextureID(0);
else return FTextureID(i);
}
else if (tex->UseType == FTexture::TEX_Null && usetype == FTexture::TEX_Wall)
{
// We found a NULL texture on a wall -> return 0
return FTextureID(0);
}
else
{
if (firsttype == FTexture::TEX_Null ||
(firsttype == FTexture::TEX_MiscPatch && tex->UseType != FTexture::TEX_Null)
)
{
firstfound = i;
firsttype = tex->UseType;
}
}
}
i = Textures[i].HashNext;
}
if ((flags & TEXMAN_TryAny) && usetype != FTexture::TEX_Any)
{
// Never return the index of NULL textures.
if (firstfound != -1)
{
if (firsttype == FTexture::TEX_Null) return FTextureID(0);
if (firsttype == FTexture::TEX_FirstDefined && !(flags & TEXMAN_ReturnFirst)) return FTextureID(0);
}
return FTextureID(firstfound);
}
return FTextureID(-1);
}
//==========================================================================
//
// FTextureManager :: ListTextures
//
//==========================================================================
int FTextureManager::ListTextures (const char *name, TArray<FTextureID> &list)
{
int i;
if (name == NULL || name[0] == '\0')
{
return 0;
}
// [RH] Doom counted anything beginning with '-' as "no texture".
// Hopefully nobody made use of that and had textures like "-EMPTY",
// because -NOFLAT- is a valid graphic for ZDoom.
if (name[0] == '-' && name[1] == '\0')
{
return 0;
}
i = HashFirst[MakeKey (name) % HASH_SIZE];
while (i != HASH_END)
{
const FTexture *tex = Textures[i].Texture;
if (stricmp (tex->Name, name) == 0)
{
// NULL textures must be ignored.
if (tex->UseType!=FTexture::TEX_Null)
{
unsigned int j;
for(j = 0; j < list.Size(); j++)
{
// Check for overriding definitions from newer WADs
if (Textures[list[j].GetIndex()].Texture->UseType == tex->UseType) break;
}
if (j==list.Size()) list.Push(FTextureID(i));
}
}
i = Textures[i].HashNext;
}
return list.Size();
}
//==========================================================================
//
// FTextureManager :: GetTextures
//
//==========================================================================
FTextureID FTextureManager::GetTexture (const char *name, int usetype, BITFIELD flags)
{
FTextureID i;
if (name == NULL || name[0] == 0)
{
return FTextureID(0);
}
else
{
i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny);
}
if (!i.Exists())
{
// Use a default texture instead of aborting like Doom did
Printf ("Unknown texture: \"%s\"\n", name);
i = DefaultTexture;
}
return FTextureID(i);
}
//==========================================================================
//
// FTextureManager :: FindTexture
//
//==========================================================================
FTexture *FTextureManager::FindTexture(const char *texname, int usetype, BITFIELD flags)
{
FTextureID texnum = CheckForTexture (texname, usetype, flags);
return !texnum.isValid()? NULL : Textures[texnum.GetIndex()].Texture;
}
//==========================================================================
//
// FTextureManager :: UnloadAll
//
//==========================================================================
void FTextureManager::UnloadAll ()
{
for (unsigned int i = 0; i < Textures.Size(); ++i)
{
Textures[i].Texture->Unload ();
}
}
//==========================================================================
//
// FTextureManager :: AddTexture
//
//==========================================================================
FTextureID FTextureManager::AddTexture (FTexture *texture)
{
// Later textures take precedence over earlier ones
size_t bucket = MakeKey (texture->Name) % HASH_SIZE;
TextureHash hasher = { texture, HashFirst[bucket] };
int trans = Textures.Push (hasher);
Translation.Push (trans);
HashFirst[bucket] = trans;
return FTextureID(trans);
}
//==========================================================================
//
// FTextureManager :: CreateTexture
//
// Calls FTexture::CreateTexture and adds the texture to the manager.
//
//==========================================================================
FTextureID FTextureManager::CreateTexture (int lumpnum, int usetype)
{
if (lumpnum != -1)
{
FTexture *out = FTexture::CreateTexture(lumpnum, usetype);
if (out != NULL) return AddTexture (out);
else
{
Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", Wads.GetLumpFullPath(lumpnum).GetChars());
return FTextureID(-1);
}
}
return FTextureID(-1);
}
//==========================================================================
//
// FTextureManager :: ReplaceTexture
//
//==========================================================================
void FTextureManager::ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free)
{
int index = picnum.GetIndex();
if (unsigned(index) >= Textures.Size())
return;
FTexture *oldtexture = Textures[index].Texture;
strcpy (newtexture->Name, oldtexture->Name);
newtexture->UseType = oldtexture->UseType;
Textures[index].Texture = newtexture;
if (free)
{
delete oldtexture;
}
}
//==========================================================================
//
// FTextureManager :: AddGroup
//
//==========================================================================
void FTextureManager::AddGroup(int wadnum, const char * startlump, const char * endlump, int ns, int usetype)
{
int firsttx;
int lasttx;
if (startlump && endlump)
{
firsttx = Wads.CheckNumForName (startlump);
lasttx = Wads.CheckNumForName (endlump);
}
else
{
// If there are no markers we have to search the entire lump directory... :(
firsttx = 0;
lasttx = Wads.GetNumLumps() - 1;
}
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.GetLumpNamespace(firsttx) == ns)
{
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<FTextureID> 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)
{
// A texture with this name does not yet exist
FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any);
if (newtex != NULL)
{
newtex->UseType=FTexture::TEX_Override;
AddTexture(newtex);
}
}
else
{
for(unsigned int i = 0; i < tlist.Size(); i++)
{
FTexture * newtex = FTexture::CreateTexture (firsttx, FTexture::TEX_Any);
if (newtex != NULL)
{
FTexture * oldtex = Textures[tlist[i].GetIndex()].Texture;
// Replace the entire texture and adjust the scaling and offset factors.
newtex->bWorldPanning = true;
newtex->SetScaledSize(oldtex->GetScaledWidth(), oldtex->GetScaledHeight());
newtex->LeftOffset = FixedMul(oldtex->GetScaledLeftOffset(), newtex->xScale);
newtex->TopOffset = FixedMul(oldtex->GetScaledTopOffset(), newtex->yScale);
ReplaceTexture(tlist[i], newtex, true);
}
}
}
StartScreen->Progress();
}
}
}
}
//==========================================================================
//
// Loads the HIRESTEX lumps
//
//==========================================================================
void FTextureManager::LoadTextureDefs(int wadnum, const char *lumpname)
{
int remapLump, lastLump;
char src[9];
bool is32bit;
int width, height;
int type, mode;
TArray<FTextureID> tlist;
lastLump = 0;
src[8] = '\0';
while ((remapLump = Wads.FindLump(lumpname, &lastLump)) != -1)
{
if (Wads.GetLumpFile(remapLump) == wadnum)
{
FScanner sc(remapLump);
while (sc.GetString())
{
if (sc.Compare("remap")) // remap an existing texture
{
sc.MustGetString();
// allow selection by type
if (sc.Compare("wall")) type=FTexture::TEX_Wall, mode=FTextureManager::TEXMAN_Overridable;
else if (sc.Compare("flat")) type=FTexture::TEX_Flat, mode=FTextureManager::TEXMAN_Overridable;
else if (sc.Compare("sprite")) type=FTexture::TEX_Sprite, mode=0;
else type = FTexture::TEX_Any, mode = 0;
if (type != FTexture::TEX_Any) sc.MustGetString();
sc.String[8]=0;
tlist.Clear();
int amount = ListTextures(sc.String, tlist);
FName texname = sc.String;
sc.MustGetString();
int lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_patches);
if (lumpnum == -1) lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_graphics);
if (tlist.Size() == 0)
{
Printf("Attempting to remap non-existent texture %s to %s\n",
texname.GetChars(), sc.String);
}
else if (lumpnum == -1)
{
Printf("Attempting to remap texture %s to non-existent lump %s\n",
texname.GetChars(), sc.String);
}
else
{
for(unsigned int i = 0; i < tlist.Size(); i++)
{
FTexture * oldtex = Textures[tlist[i].GetIndex()].Texture;
int sl;
// only replace matching types. For sprites also replace any MiscPatches
// based on the same lump. These can be created for icons.
if (oldtex->UseType == type || type == FTexture::TEX_Any ||
(mode == TEXMAN_Overridable && oldtex->UseType == FTexture::TEX_Override) ||
(type == FTexture::TEX_Sprite && oldtex->UseType == FTexture::TEX_MiscPatch &&
(sl=oldtex->GetSourceLump()) >= 0 && Wads.GetLumpNamespace(sl) == ns_sprites)
)
{
FTexture * newtex = FTexture::CreateTexture (lumpnum, FTexture::TEX_Any);
if (newtex != NULL)
{
// Replace the entire texture and adjust the scaling and offset factors.
newtex->bWorldPanning = true;
newtex->SetScaledSize(oldtex->GetScaledWidth(), oldtex->GetScaledHeight());
newtex->LeftOffset = 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, ExtractFileBase(sc.String, false), 8);
int lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_patches);
if (lumpnum == -1) lumpnum = Wads.CheckNumForFullName(sc.String, true, ns_graphics);
sc.GetString();
is32bit = !!sc.Compare("force32bit");
if (!is32bit) sc.UnGet();
sc.GetNumber();
width = sc.Number;
sc.GetNumber();
height = sc.Number;
if (lumpnum>=0)
{
FTexture *newtex = FTexture::CreateTexture(lumpnum, FTexture::TEX_Override);
if (newtex != NULL)
{
// Replace the entire texture and adjust the scaling and offset factors.
newtex->bWorldPanning = true;
newtex->SetScaledSize(width, height);
memcpy(newtex->Name, src, sizeof(newtex->Name));
FTextureID oldtex = TexMan.CheckForTexture(src, FTexture::TEX_MiscPatch);
if (oldtex.isValid())
{
ReplaceTexture(oldtex, newtex, true);
newtex->UseType = FTexture::TEX_Override;
}
else AddTexture(newtex);
}
}
//else Printf("Unable to define hires texture '%s'\n", tex->Name);
}
else if (sc.Compare("texture"))
{
ParseXTexture(sc, FTexture::TEX_Override);
}
else if (sc.Compare("sprite"))
{
ParseXTexture(sc, FTexture::TEX_Sprite);
}
else if (sc.Compare("walltexture"))
{
ParseXTexture(sc, FTexture::TEX_Wall);
}
else if (sc.Compare("flat"))
{
ParseXTexture(sc, FTexture::TEX_Flat);
}
else if (sc.Compare("graphic"))
{
ParseXTexture(sc, FTexture::TEX_MiscPatch);
}
}
}
}
}
//==========================================================================
//
// 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 firsttexture = Textures.Size();
int lumpcount = Wads.GetNumLumps();
// First step: Load sprites
AddGroup(wadnum, "S_START", "S_END", ns_sprites, FTexture::TEX_Sprite);
// When loading a Zip, all graphics in the patches/ directory should be
// added as well.
AddGroup(wadnum, NULL, NULL, ns_patches, FTexture::TEX_WallPatch);
// 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).Exists()) continue;
}
else if (ns == ns_graphics)
{
// Don't bother looking this lump if something later overrides it.
if (Wads.CheckNumForName(name, ns_graphics) != i) continue;
}
else 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);
LoadTextureDefs(wadnum, "TEXTURES");
LoadTextureDefs(wadnum, "HIRESTEX");
SortTexturesByType(firsttexture, Textures.Size());
}
//==========================================================================
//
// FTextureManager :: SortTexturesByType
// sorts newly added textures by UseType so that anything defined
// in TEXTURES and HIRESTEX gets in its proper place.
//
//==========================================================================
void FTextureManager::SortTexturesByType(int start, int end)
{
TArray<FTexture *> newtextures;
// First unlink all newly added textures from the hash chain
for (int i = 0; i < HASH_SIZE; i++)
{
while (HashFirst[i] >= start && HashFirst[i] != HASH_END)
{
HashFirst[i] = Textures[HashFirst[i]].HashNext;
}
}
newtextures.Resize(end-start);
for(int i=start; i<end; i++)
{
newtextures[i-start] = Textures[i].Texture;
}
Textures.Resize(start);
Translation.Resize(start);
static int texturetypes[] = {
FTexture::TEX_Sprite, FTexture::TEX_Null, FTexture::TEX_FirstDefined,
FTexture::TEX_WallPatch, FTexture::TEX_Wall, FTexture::TEX_Flat,
FTexture::TEX_Override, FTexture::TEX_MiscPatch
};
for(unsigned int i=0;i<countof(texturetypes);i++)
{
for(unsigned j = 0; j<newtextures.Size(); j++)
{
if (newtextures[j] != NULL && newtextures[j]->UseType == texturetypes[i])
{
AddTexture(newtextures[j]);
newtextures[j] = NULL;
}
}
}
// This should never happen. All other UseTypes are only used outside
for(unsigned j = 0; j<newtextures.Size(); j++)
{
if (newtextures[j] != NULL)
{
Printf("Texture %s has unknown type!\n", newtextures[j]->Name);
AddTexture(newtextures[j]);
}
}
}
//==========================================================================
//
// FTextureManager :: Init
//
//==========================================================================
void FTextureManager::Init()
{
FTexture::InitGrayMap();
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)
{
FTextureID tex = CheckForTexture ("BLANK", FTexture::TEX_Wall, false);
if (tex.Exists())
{
SetTranslation (tex, 0);
}
}
// Hexen parallax skies use color 0 to indicate transparency on the front
// layer, so we must not remap color 0 on these textures. Unfortunately,
// the only way to identify these textures is to check the MAPINFO.
for (unsigned int i = 0; i < wadlevelinfos.Size(); ++i)
{
if (wadlevelinfos[i].flags & LEVEL_DOUBLESKY)
{
FTextureID picnum = CheckForTexture (wadlevelinfos[i].skypic1, FTexture::TEX_Wall, false);
if (picnum.isValid())
{
Textures[picnum.GetIndex()].Texture->SetFrontSkyLayer ();
}
}
}
}
//==========================================================================
//
// FTextureManager :: WriteTexture
//
//==========================================================================
void FTextureManager::WriteTexture (FArchive &arc, int picnum)
{
FTexture *pic;
if (picnum < 0)
{
arc.WriteName(NULL);
return;
}
else if ((size_t)picnum >= Textures.Size())
{
pic = Textures[0].Texture;
}
else
{
pic = Textures[picnum].Texture;
}
arc.WriteName (pic->Name);
arc.WriteCount (pic->UseType);
}
//==========================================================================
//
// FTextureManager :: ReadTexture
//
//==========================================================================
int FTextureManager::ReadTexture (FArchive &arc)
{
int usetype;
const char *name;
name = arc.ReadName ();
if (name != NULL)
{
usetype = arc.ReadCount ();
return GetTexture (name, usetype).GetIndex();
}
else return -1;
}
//==========================================================================
//
// operator<<
//
//==========================================================================
FArchive &operator<< (FArchive &arc, FTextureID &tex)
{
if (arc.IsStoring())
{
TexMan.WriteTexture(arc, tex.texnum);
}
else
{
tex.texnum = TexMan.ReadTexture(arc);
}
return arc;
}
//==========================================================================
//
// FTextureID::operator+
// Does not return incvalid texture IDs
//
//==========================================================================
FTextureID FTextureID::operator +(int offset) throw()
{
if (!isValid()) return *this;
if (texnum + offset >= TexMan.NumTextures()) return FTextureID(-1);
return FTextureID(texnum + offset);
}