// 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 #include #include #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, mode = 0; 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 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