raze/source/sw/src/cache.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
/****************************************
Removed sounds that were causing "Could
not load" error messages.
****************************************/
#include "ns.h"
#include "build.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "common_game.h"
#include "break.h"
#include "quake.h"
#include "pal.h"
#include "cache.h"
#include "sounds.h"
#include "network.h"
BEGIN_SW_NS
// Run the game with the -CACHEPRINT option and redirect to a file.
// It will save out the tile and sound number every time one caches.
//
// sw -map $bullet -cacheprint > foofile
extern SWBOOL PreCaching;
// player weaponry, item usage, etc. Precache every time.
short Player_SCTable[] =
{
1,2,3,4,5,6,7,8,9,10, // weapons
11,12,14,16,18,20,
22,23,24,25,26,27,28,30,
31,32,33,34,35,40,145,291,445,362,269,
158,476, // underwater
47,359, // cloaking
48,50, // dead head
196,52,53,54,55, // splash & getting items
56,57,58,73,74,410, // bodies hitting ground
484,442, // teleport & respawn
417,418, // healing
238,239,240,241,242,243,244, // bring weapons up
181,182,183,184,187,216, // explosions
272,273,274,275,486, // nuke associated sounds
276,277,278,279,477, // chem bomb
280,281,282,283,284,288,289,290,450, // various player sounds
295, // armor hit
312, // sword clank
324,325,209, // unlocking sound
395,396,411, // gibs
175, // drip
435,436,311,221,220,227, // breakage
246,247,248,249,250,251,252,253,254,255,256, // common player talk
257,258,259,260,261,262,263,264,266,267,438,439,440,441,
326, // ancient chinese secret
330,331,332,333,334,335,336,337,338,339,340, // player kill talk
341,342,343,344,345,346,347,348,
376,377,378,379,380,381,382,383,384,385,386,387, // more asst. talking
370,443 // repair talk
};
// Actor specific sound tables. Cache only if the actor appears on the map.
// Exceptions would include ghosts, which are spawned by coolies, and
// rippers, which are spawned by the serpent boss.
short Coolie_SCTable[] =
{
75,76,77,78,79
};
short Ghost_SCTable[] =
{
80,81,82,83,84,85,86,87,213
};
short Ninja_SCTable[] =
{
88,89,90,91,92,93,94,412,
319, // firing sound
430 // death by sword
};
short Ripper_SCTable[] =
{
95,96,97,98,99,100,431
};
short Ripper2_SCTable[] =
{
313,314,315,316,317,318,431
};
short Head_SCTable[] =
{
115,116,117,118 // accursed heads
};
short Hornet_SCTable[] =
{
119,120,121,122
};
short Guardian_SCTable[] =
{
101,102,103,104,105,106,107
};
short Serpent_SCTable[] =
{
123,124,125,126,127,128,129,130,131 // serpent boss
};
short Sumo_SCTable[] =
{
320,321,322,323 // sumo boss
};
short Bunny_SCTable[] =
{
424,425,426,427,428
};
short Toilet_SCTable[] =
{
388,389,390,391,392,393,488,489,490 // anime girl on toilet
}; // I suspect some of these are no longer in use
short Trash_SCTable[] =
{
416 // I heard the trash can was an actor, so here is is
};
short Pachinko_SCTable[] =
{
419,420,421,422,423
};
void PreCacheSoundList(short table[], int num);
void PreCacheTable(short table[], int num);
void PreCacheGhost(void);
void
SetupPreCache(void)
{
if (PreCaching)
{
precache();
PreCacheSoundList(Player_SCTable, SIZ(Player_SCTable));
// 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)
{
PreCacheSoundList(Ripper_SCTable, SIZ(Ripper_SCTable));
PreCacheRange(1580, 1644);
}
void PreCacheRipper2(void)
{
PreCacheSoundList(Ripper2_SCTable, SIZ(Ripper2_SCTable));
PreCacheRange(4320, 4427);
}
void PreCacheCoolie(void)
{
PreCacheGhost();
PreCacheSoundList(Coolie_SCTable, SIZ(Coolie_SCTable));
PreCacheRange(1400, 1440);
PreCacheRange(4260, 4276); // coolie explode
}
void PreCacheGhost(void)
{
PreCacheSoundList(Ghost_SCTable, SIZ(Ghost_SCTable));
PreCacheRange(4277, 4312);
}
void PreCacheSerpent(void)
{
PreCacheSoundList(Serpent_SCTable, SIZ(Serpent_SCTable));
PreCacheRange(960, 1016);
PreCacheRange(1300, 1314);
}
void PreCacheGuardian(void)
{
PreCacheSoundList(Guardian_SCTable, SIZ(Guardian_SCTable));
PreCacheRange(1469,1497);
}
void PreCacheNinja(void)
{
PreCacheSoundList(Ninja_SCTable, SIZ(Ninja_SCTable));
PreCacheRange(4096, 4239);
}
void PreCacheNinjaGirl(void)
{
//PreCacheSoundList(NinjaGirl_SCTable, SIZ(NinjaGirl_SCTable));
PreCacheRange(5162, 5260);
}
void PreCacheSumo(void)
{
PreCacheSoundList(Sumo_SCTable, SIZ(Sumo_SCTable));
PreCacheRange(4490, 4544);
}
void PreCacheZilla(void)
{
PreCacheSoundList(Sumo_SCTable, SIZ(Sumo_SCTable));
PreCacheRange(4490, 4544);
}
void PreCacheEel(void)
{
PreCacheRange(4430, 4479);
}
void PreCacheToiletGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(5023, 5027);
}
void PreCacheWashGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(5032, 5035);
}
void PreCacheCarGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(4594,4597);
}
void PreCacheMechanicGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(4590,4593);
}
void PreCacheSailorGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(4600,4602);
}
void PreCachePruneGirl(void)
{
PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
PreCacheRange(4604,4604);
}
void PreCacheTrash(void)
{
PreCacheSoundList(Trash_SCTable, SIZ(Trash_SCTable));
PreCacheRange(2540, 2546);
}
void PreCacheBunny(void)
{
PreCacheSoundList(Bunny_SCTable, SIZ(Bunny_SCTable));
PreCacheRange(4550, 4584);
}
void PreCacheSkel(void)
{
PreCacheRange(1320, 1396);
}
void PreCacheHornet(void)
{
PreCacheSoundList(Hornet_SCTable, SIZ(Hornet_SCTable));
PreCacheRange(800, 811);
}
void PreCacheSkull(void)
{
PreCacheSoundList(Head_SCTable, SIZ(Head_SCTable));
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);
PreCacheSoundList(Pachinko_SCTable, SIZ(Pachinko_SCTable));
}
void PreCacheSoundList(short table[], int num)
{
}
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)
{
int i,nexti;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_CEILING_FLOOR_PIC_OVERRIDE], i, nexti)
{
ASSERT(SPRITE_TAG2(i) >= 0 && SPRITE_TAG2(i) <= MAXTILES);
SET_GOTPIC(SPRITE_TAG2(i));
}
}
void
PreCacheActor(void)
{
int i;
short pic;
for (i=0; i < MAXSPRITES; i++)
{
if (sprite[i].statnum >= MAXSTATUS)
continue;
if (User[i])
pic = User[i]->ID;
else
pic = sprite[i].picnum;
switch (pic)
{
case COOLIE_RUN_R0:
PreCacheCoolie();
break;
case NINJA_RUN_R0:
case NINJA_CRAWL_R0:
PreCacheNinja();
break;
case GORO_RUN_R0:
PreCacheGuardian();
break;
case 1441:
case COOLG_RUN_R0:
PreCacheGhost();
break;
case EEL_RUN_R0:
PreCacheEel();
break;
case SUMO_RUN_R0:
PreCacheZilla();
break;
case ZILLA_RUN_R0:
PreCacheSumo();
break;
case TOILETGIRL_R0:
PreCacheToiletGirl();
break;
case WASHGIRL_R0:
PreCacheWashGirl();
break;
case CARGIRL_R0:
PreCacheCarGirl();
break;
case MECHANICGIRL_R0:
PreCacheMechanicGirl();
break;
case SAILORGIRL_R0:
PreCacheSailorGirl();
break;
case PRUNEGIRL_R0:
PreCachePruneGirl();
break;
case TRASHCAN:
PreCacheTrash();
break;
case BUNNY_RUN_R0:
PreCacheBunny();
break;
case RIPPER_RUN_R0:
PreCacheRipper();
break;
case RIPPER2_RUN_R0:
PreCacheRipper2();
break;
case SERP_RUN_R0:
PreCacheSerpent();
break;
case LAVA_RUN_R0:
break;
case SKEL_RUN_R0:
PreCacheSkel();
break;
case HORNET_RUN_R0:
PreCacheHornet();
break;
case SKULL_R0:
PreCacheSkull();
break;
case BETTY_R0:
PreCacheBetty();
break;
case GIRLNINJA_RUN_R0:
PreCacheNinjaGirl();
break;
case 623: // Pachinko win light
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
PreCachePachinko();
break;
}
}
}
void DoTheCache(void)
{
extern char CacheLastLevel[32],LevelName[20];
int i, cnt=0;
PreCacheActor();
PreCacheOverride();
for (i = 0; i < MAXTILES; i++)
{
if ((TEST(gotpic[i>>3], 1<<(i&7))) && (!tilePtr(i)))
{
// For the hardware renderer precaching the raw pixel data is pointless.
if (videoGetRenderMode() < REND_POLYMOST)
tileLoad(i);
#ifdef USE_OPENGL
2019-10-23 12:39:33 +00:00
if (r_precache) PrecacheHardwareTextures(i);
#endif
cnt++;
if (!(cnt&7))
{
AnimateCacheCursor();
handleevents();
getpackets();
}
}
}
memset(gotpic,0,sizeof(gotpic));
strcpy(CacheLastLevel, LevelName);
}
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