//------------------------------------------------------------------------- /* 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 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 < §or[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