mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 22:11:09 +00:00
bc5d0c882b
added wrapper functions. SVN r1174 (trunk)
546 lines
14 KiB
C++
546 lines
14 KiB
C++
/*
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** r_data.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "i_system.h"
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#include "m_alloc.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 "r_sky.h"
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#include "c_dispatch.h"
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#include "r_data.h"
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#include "sc_man.h"
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#include "v_text.h"
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#include "st_start.h"
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static int R_CountGroup (const char *start, const char *end);
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static int R_CountTexturesX ();
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static int R_CountLumpTextures (int lumpnum);
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extern void R_DeinitBuildTiles();
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extern int R_CountBuildTiles();
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static struct FakeCmap
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{
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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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//==========================================================================
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//
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// R_SetDefaultColormap
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//
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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];
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BYTE remap[256];
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// [RH] If using BUILD's palette, generate the colormap
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if (Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
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{
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Printf ("Make colormap\n");
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FDynamicColormap foo;
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foo.Color = 0xFFFFFF;
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foo.Fade = 0;
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foo.Maps = realcolormaps;
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foo.Desaturate = 0;
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foo.Next = NULL;
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foo.BuildLights ();
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}
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else
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{
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lump = Wads.CheckNumForName (name, ns_colormaps);
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if (lump == -1)
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lump = Wads.CheckNumForName (name, ns_global);
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FWadLump lumpr = Wads.OpenLumpNum (lump);
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// [RH] The colormap may not have been designed for the specific
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// palette we are using, so remap it to match the current palette.
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memcpy (remap, GPalette.Remap, 256);
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memset (unremap, 0, 256);
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for (i = 0; i < 256; ++i)
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{
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unremap[remap[i]] = i;
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}
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// Mapping to color 0 is okay, because the colormap won't be used to
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// produce a masked texture.
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remap[0] = 0;
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for (i = 0; i < NUMCOLORMAPS; ++i)
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{
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BYTE *map2 = &realcolormaps[i*256];
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lumpr.Read (map, 256);
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for (j = 0; j < 256; ++j)
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{
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map2[j] = remap[map[unremap[j]]];
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}
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}
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}
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uppercopy (fakecmaps[0].name, name);
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fakecmaps[0].blend = 0;
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}
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}
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//==========================================================================
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//
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// R_InitColormaps
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//
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//==========================================================================
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void R_InitColormaps ()
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{
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// [RH] Try and convert BOOM colormaps into blending values.
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// This is a really rough hack, but it's better than
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// not doing anything with them at all (right?)
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int lastfakecmap = Wads.CheckNumForName ("C_END");
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firstfakecmap = Wads.CheckNumForName ("C_START");
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if (firstfakecmap == -1 || lastfakecmap == -1)
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numfakecmaps = 1;
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else
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numfakecmaps = lastfakecmap - firstfakecmap;
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realcolormaps = new BYTE[256*NUMCOLORMAPS*numfakecmaps];
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fakecmaps = new FakeCmap[numfakecmaps];
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fakecmaps[0].name[0] = 0;
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R_SetDefaultColormap ("COLORMAP");
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if (numfakecmaps > 1)
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{
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BYTE unremap[256], remap[256], mapin[256];
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int i;
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size_t j;
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memcpy (remap, GPalette.Remap, 256);
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memset (unremap, 0, 256);
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for (i = 0; i < 256; ++i)
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{
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unremap[remap[i]] = i;
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}
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remap[0] = 0;
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for (i = ++firstfakecmap, j = 1; j < numfakecmaps; i++, j++)
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{
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if (Wads.LumpLength (i) >= (NUMCOLORMAPS+1)*256)
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{
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int k, r, g, b;
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FWadLump lump = Wads.OpenLumpNum (i);
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BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j;
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for (k = 0; k < NUMCOLORMAPS; ++k)
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{
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BYTE *map2 = &map[k*256];
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lump.Read (mapin, 256);
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map2[0] = 0;
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for (r = 1; r < 256; ++r)
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{
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map2[r] = remap[mapin[unremap[r]]];
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}
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}
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r = g = b = 0;
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for (k = 0; k < 256; k++)
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{
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r += GPalette.BaseColors[map[k]].r;
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g += GPalette.BaseColors[map[k]].g;
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b += GPalette.BaseColors[map[k]].b;
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}
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Wads.GetLumpName (fakecmaps[j].name, i);
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fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
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}
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}
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}
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NormalLight.Maps = realcolormaps;
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}
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//==========================================================================
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//
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// R_DeinitColormaps
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//
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//==========================================================================
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void R_DeinitColormaps ()
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{
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if (fakecmaps != NULL)
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{
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delete[] fakecmaps;
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fakecmaps = NULL;
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}
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if (realcolormaps != NULL)
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{
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delete[] realcolormaps;
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realcolormaps = NULL;
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}
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}
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//==========================================================================
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//
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// [RH] Returns an index into realcolormaps. Multiply it by
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// 256*NUMCOLORMAPS to find the start of the colormap to use.
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// WATERMAP is an exception and returns a blending value instead.
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//
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//==========================================================================
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DWORD R_ColormapNumForName (const char *name)
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{
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int lump;
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DWORD blend = 0;
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if (strnicmp (name, "COLORMAP", 8))
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{ // COLORMAP always returns 0
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if (-1 != (lump = Wads.CheckNumForName (name, ns_colormaps)) )
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blend = lump - firstfakecmap + 1;
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else if (!strnicmp (name, "WATERMAP", 8))
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blend = MAKEARGB (128,0,0x4f,0xa5);
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}
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return blend;
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}
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//==========================================================================
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//
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// R_BlendForColormap
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//
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//==========================================================================
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DWORD R_BlendForColormap (DWORD map)
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{
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return APART(map) ? map :
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map < numfakecmaps ? DWORD(fakecmaps[map].blend) : 0;
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}
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//==========================================================================
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//
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// R_InitData
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// Locates all the lumps that will be used by all views
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// Must be called after W_Init.
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//
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//==========================================================================
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void R_InitData ()
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{
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FTexture::InitGrayMap();
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StartScreen->Progress();
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TexMan.Init();
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V_InitFonts();
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StartScreen->Progress();
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R_InitColormaps ();
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StartScreen->Progress();
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}
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//===========================================================================
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//
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// R_GuesstimateNumTextures
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//
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// Returns an estimate of the number of textures R_InitData will have to
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// process. Used by D_DoomMain() when it calls ST_Init().
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//
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//===========================================================================
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int R_GuesstimateNumTextures ()
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{
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int numtex;
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numtex = R_CountGroup ("S_START", "S_END");
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numtex += R_CountGroup ("F_START", "F_END");
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numtex += R_CountGroup ("TX_START", "TX_END");
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numtex += R_CountGroup ("HI_START", "HI_END");
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numtex += R_CountBuildTiles ();
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numtex += R_CountTexturesX ();
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return numtex;
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}
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//===========================================================================
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//
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// R_CountGroup
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//
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//===========================================================================
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static int R_CountGroup (const char *start, const char *end)
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{
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int startl = Wads.CheckNumForName (start);
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int endl = Wads.CheckNumForName (end);
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if (startl < 0 || endl < 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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return endl - startl - 1;
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}
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}
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//===========================================================================
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//
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// R_CountTexturesX
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//
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// See R_InitTextures() for the logic in deciding what lumps to check.
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//
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//===========================================================================
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static int R_CountTexturesX ()
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{
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int count = 0;
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int wadcount = Wads.GetNumWads();
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for (int wadnum = 0; wadnum < wadcount; wadnum++)
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{
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// Use the most recent PNAMES for this WAD.
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// Multiple PNAMES in a WAD will be ignored.
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int pnames = Wads.CheckNumForName("PNAMES", ns_global, wadnum, false);
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// should never happen except for zdoom.pk3
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if (pnames < 0) continue;
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// Only count the patches if the PNAMES come from the current file
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// Otherwise they have already been counted.
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if (Wads.GetLumpFile(pnames) == wadnum)
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{
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count += R_CountLumpTextures (pnames);
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}
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int texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, wadnum);
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int texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, wadnum);
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count += R_CountLumpTextures (texlump1) - 1;
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count += R_CountLumpTextures (texlump2) - 1;
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}
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return count;
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}
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//===========================================================================
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//
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// R_CountLumpTextures
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//
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// Returns the number of patches in a PNAMES/TEXTURE1/TEXTURE2 lump.
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//
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//===========================================================================
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static int R_CountLumpTextures (int lumpnum)
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{
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if (lumpnum >= 0)
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{
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FWadLump file = Wads.OpenLumpNum (lumpnum);
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DWORD numtex;
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file >> numtex;
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return numtex >= 0 ? numtex : 0;
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}
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return 0;
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}
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//===========================================================================
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//
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// R_DeinitData
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//
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//===========================================================================
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void R_DeinitData ()
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{
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R_DeinitColormaps ();
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R_DeinitBuildTiles();
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FCanvasTextureInfo::EmptyList();
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// Free openings
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if (openings != NULL)
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{
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M_Free (openings);
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openings = NULL;
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}
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// Free drawsegs
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if (drawsegs != NULL)
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{
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M_Free (drawsegs);
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drawsegs = NULL;
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}
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}
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//===========================================================================
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//
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// R_PrecacheLevel
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//
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// Preloads all relevant graphics for the level.
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//
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//===========================================================================
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void R_PrecacheLevel (void)
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{
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BYTE *hitlist;
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BYTE *spritelist;
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int i;
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if (demoplayback)
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return;
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hitlist = new BYTE[TexMan.NumTextures()];
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spritelist = new BYTE[sprites.Size()];
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// Precache textures (and sprites).
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memset (hitlist, 0, TexMan.NumTextures());
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memset (spritelist, 0, sprites.Size());
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{
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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while ( (actor = iterator.Next ()) )
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spritelist[actor->sprite] = 1;
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}
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for (i = (int)(sprites.Size () - 1); i >= 0; i--)
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{
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if (spritelist[i])
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{
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int j, k;
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for (j = 0; j < sprites[i].numframes; j++)
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{
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const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
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for (k = 0; k < 16; k++)
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{
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FTextureID pic = frame->Texture[k];
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if (pic.isValid())
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{
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hitlist[pic.GetIndex()] = 1;
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}
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}
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}
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}
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}
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delete[] spritelist;
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for (i = numsectors - 1; i >= 0; i--)
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{
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hitlist[sectors[i].GetTexture(sector_t::floor).GetIndex()] =
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hitlist[sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= 2;
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}
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for (i = numsides - 1; i >= 0; i--)
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{
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hitlist[sides[i].GetTexture(side_t::top).GetIndex()] =
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hitlist[sides[i].GetTexture(side_t::mid).GetIndex()] =
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hitlist[sides[i].GetTexture(side_t::bottom).GetIndex()] |= 1;
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}
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// Sky texture is always present.
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// Note that F_SKY1 is the name used to
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// indicate a sky floor/ceiling as a flat,
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// while the sky texture is stored like
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// a wall texture, with an episode dependant
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// name.
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if (sky1texture.isValid())
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{
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hitlist[sky1texture.GetIndex()] |= 1;
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}
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if (sky2texture.isValid())
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{
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hitlist[sky2texture.GetIndex()] |= 1;
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}
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for (i = TexMan.NumTextures() - 1; i >= 0; i--)
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{
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screen->PrecacheTexture(TexMan.ByIndex(i), hitlist[i]);
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}
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delete[] hitlist;
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}
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//==========================================================================
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//
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// R_GetColumn
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//
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//==========================================================================
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const BYTE *R_GetColumn (FTexture *tex, int col)
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{
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return tex->GetColumn (col, NULL);
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}
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//==========================================================================
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//
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// Debug stuff
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//
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//==========================================================================
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#ifdef _DEBUG
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// Prints the spans generated for a texture. Only needed for debugging.
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CCMD (printspans)
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{
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if (argv.argc() != 2)
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return;
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FTextureID picnum = TexMan.CheckForTexture (argv[1], FTexture::TEX_Any);
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if (!picnum.Exists())
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{
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Printf ("Unknown texture %s\n", argv[1]);
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return;
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}
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FTexture *tex = TexMan[picnum];
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for (int x = 0; x < tex->GetWidth(); ++x)
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{
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const FTexture::Span *spans;
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Printf ("%4d:", x);
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tex->GetColumn (x, &spans);
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while (spans->Length != 0)
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{
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Printf (" (%4d,%4d)", spans->TopOffset, spans->TopOffset+spans->Length-1);
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spans++;
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}
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Printf ("\n");
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}
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}
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CCMD (picnum)
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{
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//int picnum = TexMan.GetTexture (argv[1], FTexture::TEX_Any);
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//Printf ("%d: %s - %s\n", picnum, TexMan[picnum]->Name, TexMan(picnum)->Name);
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}
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#endif
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