- rewrote SW's precaching code.

* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
This commit is contained in:
Christoph Oelckers 2021-04-11 10:20:52 +02:00
parent 9fd3ab6b5e
commit 387c62d584
5 changed files with 392 additions and 446 deletions

View file

@ -48,488 +48,444 @@ BEGIN_SW_NS
// It will save out the tile and sound number every time one caches. // It will save out the tile and sound number every time one caches.
// //
// sw -map $bullet -cacheprint > foofile // sw -map $bullet -cacheprint > foofile
extern bool PreCaching;
void PreCacheTable(short table[], int num); void PreCacheRange(int start_pic, int end_pic, int pal = 0)
void PreCacheGhost(void);
void
SetupPreCache(void)
{ {
if (PreCaching) for (int j = start_pic; j <= end_pic; j++)
{ {
precache(); markTileForPrecache(j, pal);
}
// actors cache ranges are called from SpriteSetup
// only caches the actor if its on the level
// weapons
PreCacheRange(2000, 2227);
PreCacheRange(4090, 4093);
// Explosions
PreCacheRange(3072, 3225);
// ninja player character
PreCacheRange(1024, 1175);
// console
PreCacheRange(2380, 2409);
PreCacheRange(3600, 3645);
PreCacheRange(2434, 2435);
// common
PreCacheRange(204, 208);
// message font
PreCacheRange(4608, 4701);
// gibs
PreCacheRange(1150,1568);
PreCacheRange(1685,1690);
PreCacheRange(900,944);
PreCacheRange(1670,1681);
// blood
PreCacheRange(1710,1715);
PreCacheRange(2410,2425);
PreCacheRange(389,389); // blood puddle by itself in art file
PreCacheRange(2500,2503);
// shrap
PreCacheRange(3840,3911);
PreCacheRange(3924,3947);
PreCacheRange(1397,1398);
// water *** animated tiles, can be deleted now ***
// PreCacheRange(780,794);
// switches
PreCacheRange(561,584);
PreCacheRange(551,552);
PreCacheRange(1846,1847);
PreCacheRange(1850,1859);
// bullet smoke
PreCacheRange(1748,1753);
// small blue font
PreCacheRange(2930,3023);
// gas can
PreCacheRange(3038,3042);
// lava *** animated tiles, can be deleted now ***
// PreCacheRange(175,182);
// gas clouds & teleport effect
PreCacheRange(3240,3277);
// nuke mushroom cloud
PreCacheRange(3280,3300);
// blood drops
PreCacheRange(1718,1721);
// smoke
PreCacheRange(3948,3968);
// footprints
PreCacheRange(2490,2492);
// player fists
PreCacheRange(4070,4077);
PreCacheRange(4050,4051);
PreCacheRange(4090,4093);
// fish actor
PreCacheRange(3760,3771);
PreCacheRange(3780,3795);
// coins
PreCacheRange(2531,2533);
// respawn markers & console keys
PreCacheRange(2440,2467);
// light/torch sprites
PreCacheRange(537,548);
PreCacheRange(521,528);
PreCacheRange(512,515);
PreCacheRange(396,399);
PreCacheRange(443,446);
// bubbles
PreCacheRange(716,720);
// bullet splashes
PreCacheRange(772,776);
}
}
void PreCacheRipper(void)
{
PreCacheRange(1580, 1644);
}
void PreCacheRipper2(void)
{
PreCacheRange(4320, 4427);
}
void PreCacheCoolie(void)
{
PreCacheGhost();
PreCacheRange(1400, 1440);
PreCacheRange(4260, 4276); // coolie explode
}
void PreCacheGhost(void)
{
PreCacheRange(4277, 4312);
}
void PreCacheSerpent(void)
{
PreCacheRange(960, 1016);
PreCacheRange(1300, 1314);
}
void PreCacheGuardian(void)
{
PreCacheRange(1469,1497);
}
void PreCacheNinja(void)
{
PreCacheRange(4096, 4239);
}
void PreCacheNinjaGirl(void)
{
PreCacheRange(5162, 5260);
}
void PreCacheSumo(void)
{
PreCacheRange(4490, 4544);
}
void PreCacheZilla(void)
{
PreCacheRange(4490, 4544);
}
void PreCacheEel(void)
{
PreCacheRange(4430, 4479);
}
void PreCacheToiletGirl(void)
{
PreCacheRange(5023, 5027);
}
void PreCacheWashGirl(void)
{
PreCacheRange(5032, 5035);
}
void PreCacheCarGirl(void)
{
PreCacheRange(4594,4597);
}
void PreCacheMechanicGirl(void)
{
PreCacheRange(4590,4593);
}
void PreCacheSailorGirl(void)
{
PreCacheRange(4600,4602);
}
void PreCachePruneGirl(void)
{
PreCacheRange(4604,4604);
}
void PreCacheTrash(void)
{
PreCacheRange(2540, 2546);
}
void PreCacheBunny(void)
{
PreCacheRange(4550, 4584);
}
void PreCacheSkel(void)
{
PreCacheRange(1320, 1396);
}
void PreCacheHornet(void)
{
PreCacheRange(800, 811);
}
void PreCacheSkull(void)
{
PreCacheRange(820, 854);
}
void PreCacheBetty(void)
{
PreCacheRange(817, 819);
}
void PreCachePachinko(void)
{
PreCacheRange(618,623);
PreCacheRange(618,623);
PreCacheRange(4768,4790);
PreCacheRange(4792,4814);
PreCacheRange(4816,4838);
PreCacheRange(4840,4863);
}
void
PreCacheTable(short table[], int num)
{
short j;
for (j = 0; j < num; j++)
{
SET(gotpic[table[j]>>3], 1<<(table[j]&7));
}
}
void
PreCacheRange(short start_pic, short end_pic)
{
short j;
for (j = start_pic; j <= end_pic; j++)
{
SET(gotpic[j>>3], 1<<(j&7));
}
} }
void PreCacheOverride(void) void PreCacheOverride(void)
{ {
int i; int i;
StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while ((i = it.NextIndex()) >= 0)
{
int j = SPRITE_TAG2(i);
if(j >= 0 && j <= MAXTILES)
markTileForPrecache(j, 0);
}
}
StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE); void precacheMap(void)
while ((i = it.NextIndex()) >= 0) {
{ int i;
ASSERT(SPRITE_TAG2(i) >= 0 && SPRITE_TAG2(i) <= MAXTILES); int j;
SET_GOTPIC(SPRITE_TAG2(i)); SECTORp sectp;
} WALLp wp;
SPRITEp sp;
for (sectp = sector; sectp < &sector[numsectors]; sectp++)
{
j = sectp->ceilingpicnum;
markTileForPrecache(j, sectp->ceilingpal);
if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
{
for (i = 1; i <= picanm[j].num; i++)
{
markTileForPrecache(j + i, sectp->ceilingpal);
}
}
j = sectp->floorpicnum;
markTileForPrecache(j, sectp->floorpal);
if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
{
for (i = 1; i <= picanm[j].num; i++)
{
markTileForPrecache(j + i, sectp->floorpal);
}
}
}
for (wp = wall; wp < &wall[numwalls]; wp++)
{
j = wp->picnum;
markTileForPrecache(j, wp->pal);
if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
{
for (i = 1; i <= picanm[j].num; i++)
{
markTileForPrecache(j + i, wp->pal);
}
}
if (wp->overpicnum > 0 && wp->overpicnum < MAXTILES)
{
j = wp->overpicnum;
markTileForPrecache(j, wp->pal);
if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
{
for (i = 1; i <= picanm[j].num; i++)
{
markTileForPrecache(j + i, wp->pal);
}
}
}
}
}
void SetupPreCache(void)
{
precacheMap();
// actors cache ranges are called from SpriteSetup
// only caches the actor if its on the level
// weapons
PreCacheRange(2000, 2227);
PreCacheRange(4090, 4093);
// Explosions
PreCacheRange(3072, 3225);
// ninja player character
PreCacheRange(1024, 1175);
// console
PreCacheRange(2380, 2409);
PreCacheRange(3600, 3645);
PreCacheRange(2434, 2435);
// common
PreCacheRange(204, 208);
// message font
PreCacheRange(4608, 4701);
// gibs
PreCacheRange(1150,1568);
PreCacheRange(1685,1690);
PreCacheRange(900,944);
PreCacheRange(1670,1681);
// blood
PreCacheRange(1710,1715);
PreCacheRange(2410,2425);
PreCacheRange(389,389); // blood puddle by itself in art file
PreCacheRange(2500,2503);
// shrap
PreCacheRange(3840,3911);
PreCacheRange(3924,3947);
PreCacheRange(1397,1398);
// water *** animated tiles, can be deleted now ***
// PreCacheRange(780,794);
// switches
PreCacheRange(561,584);
PreCacheRange(551,552);
PreCacheRange(1846,1847);
PreCacheRange(1850,1859);
// bullet smoke
PreCacheRange(1748,1753);
// gas can
PreCacheRange(3038,3042);
// lava *** animated tiles, can be deleted now ***
// PreCacheRange(175,182);
// gas clouds & teleport effect
PreCacheRange(3240,3277);
// nuke mushroom cloud
PreCacheRange(3280,3300);
// blood drops
PreCacheRange(1718,1721);
// smoke
PreCacheRange(3948,3968);
// footprints
PreCacheRange(2490,2492);
// player fists
PreCacheRange(4070,4077);
PreCacheRange(4050,4051);
PreCacheRange(4090,4093);
// fish actor
PreCacheRange(3760,3771);
PreCacheRange(3780,3795);
// coins
PreCacheRange(2531,2533);
// respawn markers & console keys
PreCacheRange(2440,2467);
// light/torch sprites
PreCacheRange(537,548);
PreCacheRange(521,528);
PreCacheRange(512,515);
PreCacheRange(396,399);
PreCacheRange(443,446);
// bubbles
PreCacheRange(716,720);
// bullet splashes
PreCacheRange(772,776);
}
void PreCacheRipper(int pal)
{
PreCacheRange(1580, 1644, pal);
}
void PreCacheRipper2(int pal)
{
PreCacheRange(4320, 4427, pal);
}
void PreCacheGhost(int pal)
{
PreCacheRange(4277, 4312, pal);
}
void PreCacheCoolie(int pal)
{
PreCacheGhost(pal);
PreCacheRange(1400, 1440, pal);
PreCacheRange(4260, 4276, pal); // coolie explode
}
void PreCacheSerpent(int pal)
{
PreCacheRange(960, 1016, pal);
PreCacheRange(1300, 1314, pal);
}
void PreCacheGuardian(int pal)
{
PreCacheRange(1469,1497, pal);
}
void PreCacheNinja(int pal)
{
PreCacheRange(4096, 4239, pal);
}
void PreCacheNinjaGirl(int pal)
{
PreCacheRange(5162, 5260, pal);
}
void PreCacheSumo(int pal)
{
PreCacheRange(4490, 4544, pal);
}
void PreCacheZilla(int pal)
{
PreCacheRange(4490, 4544, pal);
}
void PreCacheEel(int pal)
{
PreCacheRange(4430, 4479, pal);
}
void PreCacheToiletGirl(int pal)
{
PreCacheRange(5023, 5027, pal);
}
void PreCacheWashGirl(int pal)
{
PreCacheRange(5032, 5035, pal);
}
void PreCacheCarGirl(int pal)
{
PreCacheRange(4594,4597, pal);
}
void PreCacheMechanicGirl(int pal)
{
PreCacheRange(4590,4593, pal);
}
void PreCacheSailorGirl(int pal)
{
PreCacheRange(4600,4602, pal);
}
void PreCachePruneGirl(int pal)
{
PreCacheRange(4604,4604, pal);
}
void PreCacheTrash(int pal)
{
PreCacheRange(2540, 2546, pal);
}
void PreCacheBunny(int pal)
{
PreCacheRange(4550, 4584, pal);
}
void PreCacheSkel(int pal)
{
PreCacheRange(1320, 1396, pal);
}
void PreCacheHornet(int pal)
{
PreCacheRange(800, 811, pal);
}
void PreCacheSkull(int pal)
{
PreCacheRange(820, 854, pal);
}
void PreCacheBetty(int pal)
{
PreCacheRange(817, 819, pal);
}
void PreCachePachinko(int pal)
{
PreCacheRange(618,623, pal);
PreCacheRange(618,623, pal);
PreCacheRange(4768,4790, pal);
PreCacheRange(4792,4814, pal);
PreCacheRange(4816,4838, pal);
PreCacheRange(4840,4863, pal);
} }
void void
PreCacheActor(void) PreCacheActor(void)
{ {
int i; int i;
short pic; int pic;
for (i=0; i < MAXSPRITES; i++) for (i=0; i < MAXSPRITES; i++)
{ {
if (sprite[i].statnum >= MAXSTATUS) if (sprite[i].statnum >= MAXSTATUS)
continue; continue;
if (User[i]) if (User[i])
pic = User[i]->ID; pic = User[i]->ID;
else else
pic = sprite[i].picnum; pic = sprite[i].picnum;
switch (pic) switch (pic)
{ {
case COOLIE_RUN_R0: case COOLIE_RUN_R0:
PreCacheCoolie(); PreCacheCoolie(sprite[i].pal);
break; break;
case NINJA_RUN_R0: case NINJA_RUN_R0:
case NINJA_CRAWL_R0: case NINJA_CRAWL_R0:
PreCacheNinja(); PreCacheNinja(sprite[i].pal);
break; break;
case GORO_RUN_R0: case GORO_RUN_R0:
PreCacheGuardian(); PreCacheGuardian(sprite[i].pal);
break; break;
case 1441: case 1441:
case COOLG_RUN_R0: case COOLG_RUN_R0:
PreCacheGhost(); PreCacheGhost(sprite[i].pal);
break; break;
case EEL_RUN_R0: case EEL_RUN_R0:
PreCacheEel(); PreCacheEel(sprite[i].pal);
break; break;
case SUMO_RUN_R0: case SUMO_RUN_R0:
PreCacheZilla(); PreCacheZilla(sprite[i].pal);
break; break;
case ZILLA_RUN_R0: case ZILLA_RUN_R0:
PreCacheSumo(); PreCacheSumo(sprite[i].pal);
break; break;
case TOILETGIRL_R0: case TOILETGIRL_R0:
PreCacheToiletGirl(); PreCacheToiletGirl(sprite[i].pal);
break; break;
case WASHGIRL_R0: case WASHGIRL_R0:
PreCacheWashGirl(); PreCacheWashGirl(sprite[i].pal);
break; break;
case CARGIRL_R0: case CARGIRL_R0:
PreCacheCarGirl(); PreCacheCarGirl(sprite[i].pal);
break; break;
case MECHANICGIRL_R0: case MECHANICGIRL_R0:
PreCacheMechanicGirl(); PreCacheMechanicGirl(sprite[i].pal);
break; break;
case SAILORGIRL_R0: case SAILORGIRL_R0:
PreCacheSailorGirl(); PreCacheSailorGirl(sprite[i].pal);
break; break;
case PRUNEGIRL_R0: case PRUNEGIRL_R0:
PreCachePruneGirl(); PreCachePruneGirl(sprite[i].pal);
break; break;
case TRASHCAN: case TRASHCAN:
PreCacheTrash(); PreCacheTrash(sprite[i].pal);
break; break;
case BUNNY_RUN_R0: case BUNNY_RUN_R0:
PreCacheBunny(); PreCacheBunny(sprite[i].pal);
break; break;
case RIPPER_RUN_R0: case RIPPER_RUN_R0:
PreCacheRipper(); PreCacheRipper(sprite[i].pal);
break; break;
case RIPPER2_RUN_R0: case RIPPER2_RUN_R0:
PreCacheRipper2(); PreCacheRipper2(sprite[i].pal);
break; break;
case SERP_RUN_R0: case SERP_RUN_R0:
PreCacheSerpent(); PreCacheSerpent(sprite[i].pal);
break; break;
case LAVA_RUN_R0: case LAVA_RUN_R0:
break; break;
case SKEL_RUN_R0: case SKEL_RUN_R0:
PreCacheSkel(); PreCacheSkel(sprite[i].pal);
break; break;
case HORNET_RUN_R0: case HORNET_RUN_R0:
PreCacheHornet(); PreCacheHornet(sprite[i].pal);
break; break;
case SKULL_R0: case SKULL_R0:
PreCacheSkull(); PreCacheSkull(sprite[i].pal);
break; break;
case BETTY_R0: case BETTY_R0:
PreCacheBetty(); PreCacheBetty(sprite[i].pal);
break; break;
case GIRLNINJA_RUN_R0: case GIRLNINJA_RUN_R0:
PreCacheNinjaGirl(); PreCacheNinjaGirl(sprite[i].pal);
break; break;
case 623: // Pachinko win light case 623: // Pachinko win light
case PACHINKO1: case PACHINKO1:
case PACHINKO2: case PACHINKO2:
case PACHINKO3: case PACHINKO3:
case PACHINKO4: case PACHINKO4:
PreCachePachinko(); PreCachePachinko(sprite[i].pal);
break; break;
}
} default:
markTileForPrecache(pic, sprite[i].pal);
}
}
} }
void DoTheCache(void) void DoTheCache(void)
{ {
int i, cnt=0; if (r_precache)
{
PreCacheActor(); SetupPreCache();
PreCacheOverride(); PreCacheActor();
PreCacheOverride();
for (i = 0; i < MAXTILES; i++) precacheMarkedTiles();
{ }
if ((TEST(gotpic[i>>3], 1<<(i&7))) && (!tilePtr(i)))
{
// Without palettes this is rather useless...
if (r_precache) PrecacheHardwareTextures(i);
cnt++;
}
}
memset(gotpic,0,sizeof(gotpic));
} }
void
precache(void)
{
int i;
short j;
SECTORp sectp;
WALLp wp;
SPRITEp sp;
memset(gotpic,0,sizeof(gotpic));
for (sectp = sector; sectp < &sector[numsectors]; sectp++)
{
j = sectp->ceilingpicnum;
SET(gotpic[j>>3], 1<<(j&7));
if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
{
for (i = 1; i <= picanm[j].num; i++)
{
SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
}
}
j = sectp->floorpicnum;
SET(gotpic[j>>3], 1<<(j&7));
if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
{
for (i = 1; i <= picanm[j].num; i++)
{
SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
}
}
}
for (wp = wall; wp < &wall[numwalls]; wp++)
{
j = wp->picnum;
SET(gotpic[j>>3], 1<<(j&7));
if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
{
for (i = 1; i <= picanm[j].num; i++)
{
SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
}
}
if (wp->overpicnum > 0 && wp->overpicnum < MAXTILES)
{
j = wp->overpicnum;
SET(gotpic[j>>3], 1<<(j&7));
if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
{
for (i = 1; i <= picanm[j].num; i++)
{
SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
}
}
}
}
for (sp = sprite; sp < &sprite[MAXSPRITES]; sp++)
{
if (sp->statnum < MAXSTATUS)
{
j = sp->picnum;
SET(gotpic[j>>3], 1<<(j&7));
}
}
}
END_SW_NS END_SW_NS

View file

@ -106,7 +106,6 @@ bool NewGame = false;
bool FinishedLevel = false; bool FinishedLevel = false;
short screenpeek = 0; short screenpeek = 0;
bool PreCaching = true;
int GodMode = false; int GodMode = false;
short Skill = 2; short Skill = 2;
short TotalKillable; short TotalKillable;
@ -363,8 +362,6 @@ void InitLevel(MapRecord *maprec)
STAT_NewLevel(currentLevel->fileName); STAT_NewLevel(currentLevel->fileName);
Player[0].angle.ang = buildang(ang); Player[0].angle.ang = buildang(ang);
SetupPreCache();
if (sector[0].extra != -1) if (sector[0].extra != -1)
{ {
NormalVisibility = g_visibility = sector[0].extra; NormalVisibility = g_visibility = sector[0].extra;

View file

@ -11,10 +11,7 @@ enum
CACHE_SOUND_PLAY =1 CACHE_SOUND_PLAY =1
}; };
void SetupPreCache(void);
void PreCacheRange(short start_pic, short end_pic);
void DoTheCache(void); void DoTheCache(void);
void precache(void);
void InitCheats(); void InitCheats();

View file

@ -990,7 +990,6 @@ bool GameInterface::LoadGame()
} }
#endif #endif
SetupPreCache();
DoTheCache(); DoTheCache();
// this is ok - just duplicating sector list with pointers // this is ok - just duplicating sector list with pointers

View file

@ -1187,9 +1187,6 @@ ActorSpawn(SPRITEp sp)
case 1441: case 1441:
case COOLG_RUN_R0: case COOLG_RUN_R0:
{ {
//PreCacheGhost();
if (!ActorTestSpawn(sp)) if (!ActorTestSpawn(sp))
{ {
KillSprite(SpriteNum); KillSprite(SpriteNum);