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https://github.com/ZDoom/Raze.git
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489 lines
8.7 KiB
C++
489 lines
8.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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/****************************************
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Removed sounds that were causing "Could
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not load" error messages.
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****************************************/
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "break.h"
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#include "pal.h"
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#include "misc.h"
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#include "sounds.h"
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#include "network.h"
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#include "precache.h"
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BEGIN_SW_NS
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// Run the game with the -CACHEPRINT option and redirect to a file.
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// It will save out the tile and sound number every time one caches.
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//
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// sw -map $bullet -cacheprint > foofile
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void PreCacheRange(int start_pic, int end_pic, int pal = 0)
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{
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for (int j = start_pic; j <= end_pic; j++)
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{
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markTileForPrecache(j, pal);
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}
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}
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void PreCacheOverride(void)
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{
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SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while (auto actor = it.Next())
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{
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int j = SP_TAG2(actor);
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if(j >= 0 && j <= MAXTILES)
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markTileForPrecache(j, 0);
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}
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}
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void precacheMap(void)
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{
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int i;
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int j;
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sectortype* sectp;
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walltype* wp;
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for(auto& sec: sector)
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{
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j = sec.ceilingpicnum;
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markTileForPrecache(j, sec.ceilingpal);
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if ((picanm[j].sf & PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
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{
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for (i = 1; i <= picanm[j].num; i++)
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{
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markTileForPrecache(j + i, sec.ceilingpal);
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}
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}
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j = sec.floorpicnum;
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markTileForPrecache(j, sec.floorpal);
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if ((picanm[j].sf & PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
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{
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for (i = 1; i <= picanm[j].num; i++)
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{
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markTileForPrecache(j + i, sec.floorpal);
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}
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}
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}
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for (auto& wal : wall)
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{
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j = wal.picnum;
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markTileForPrecache(j, wal.pal);
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if ((picanm[j].sf & PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
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{
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for (i = 1; i <= picanm[j].num; i++)
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{
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markTileForPrecache(j + i, wal.pal);
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}
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}
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if (wal.overpicnum > 0 && wal.overpicnum < MAXTILES)
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{
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j = wal.overpicnum;
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markTileForPrecache(j, wal.pal);
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if ((picanm[j].sf & PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
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{
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for (i = 1; i <= picanm[j].num; i++)
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{
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markTileForPrecache(j + i, wal.pal);
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}
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}
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}
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}
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}
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void SetupPreCache(void)
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{
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precacheMap();
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// actors cache ranges are called from SpriteSetup
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// only caches the actor if its on the level
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// weapons
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PreCacheRange(2000, 2227);
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PreCacheRange(4090, 4093);
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// Explosions
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PreCacheRange(3072, 3225);
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// ninja player character
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PreCacheRange(1024, 1175);
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// console
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PreCacheRange(2380, 2409);
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PreCacheRange(3600, 3645);
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PreCacheRange(2434, 2435);
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// common
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PreCacheRange(204, 208);
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// message font
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PreCacheRange(4608, 4701);
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// gibs
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PreCacheRange(1150,1568);
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PreCacheRange(1685,1690);
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PreCacheRange(900,944);
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PreCacheRange(1670,1681);
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// blood
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PreCacheRange(1710,1715);
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PreCacheRange(2410,2425);
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PreCacheRange(389,389); // blood puddle by itself in art file
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PreCacheRange(2500,2503);
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// shrap
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PreCacheRange(3840,3911);
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PreCacheRange(3924,3947);
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PreCacheRange(1397,1398);
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// water *** animated tiles, can be deleted now ***
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// PreCacheRange(780,794);
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// switches
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PreCacheRange(561,584);
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PreCacheRange(551,552);
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PreCacheRange(1846,1847);
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PreCacheRange(1850,1859);
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// bullet smoke
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PreCacheRange(1748,1753);
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// gas can
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PreCacheRange(3038,3042);
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// lava *** animated tiles, can be deleted now ***
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// PreCacheRange(175,182);
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// gas clouds & teleport effect
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PreCacheRange(3240,3277);
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// nuke mushroom cloud
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PreCacheRange(3280,3300);
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// blood drops
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PreCacheRange(1718,1721);
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// smoke
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PreCacheRange(3948,3968);
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// footprints
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PreCacheRange(2490,2492);
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// player fists
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PreCacheRange(4070,4077);
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PreCacheRange(4050,4051);
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PreCacheRange(4090,4093);
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// fish actor
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PreCacheRange(3760,3771);
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PreCacheRange(3780,3795);
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// coins
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PreCacheRange(2531,2533);
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// respawn markers & console keys
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PreCacheRange(2440,2467);
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// light/torch sprites
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PreCacheRange(537,548);
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PreCacheRange(521,528);
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PreCacheRange(512,515);
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PreCacheRange(396,399);
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PreCacheRange(443,446);
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// bubbles
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PreCacheRange(716,720);
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// bullet splashes
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PreCacheRange(772,776);
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}
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void PreCacheRipper(int pal)
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{
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PreCacheRange(1580, 1644, pal);
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}
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void PreCacheRipper2(int pal)
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{
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PreCacheRange(4320, 4427, pal);
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}
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void PreCacheGhost(int pal)
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{
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PreCacheRange(4277, 4312, pal);
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}
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void PreCacheCoolie(int pal)
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{
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PreCacheGhost(pal);
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PreCacheRange(1400, 1440, pal);
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PreCacheRange(4260, 4276, pal); // coolie explode
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}
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void PreCacheSerpent(int pal)
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{
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PreCacheRange(960, 1016, pal);
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PreCacheRange(1300, 1314, pal);
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}
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void PreCacheGuardian(int pal)
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{
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PreCacheRange(1469,1497, pal);
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}
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void PreCacheNinja(int pal)
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{
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PreCacheRange(4096, 4239, pal);
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}
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void PreCacheNinjaGirl(int pal)
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{
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PreCacheRange(5162, 5260, pal);
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}
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void PreCacheSumo(int pal)
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{
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PreCacheRange(4490, 4544, pal);
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}
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void PreCacheZilla(int pal)
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{
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PreCacheRange(4490, 4544, pal);
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}
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void PreCacheEel(int pal)
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{
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PreCacheRange(4430, 4479, pal);
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}
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void PreCacheToiletGirl(int pal)
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{
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PreCacheRange(5023, 5027, pal);
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}
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void PreCacheWashGirl(int pal)
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{
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PreCacheRange(5032, 5035, pal);
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}
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void PreCacheCarGirl(int pal)
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{
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PreCacheRange(4594,4597, pal);
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}
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void PreCacheMechanicGirl(int pal)
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{
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PreCacheRange(4590,4593, pal);
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}
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void PreCacheSailorGirl(int pal)
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{
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PreCacheRange(4600,4602, pal);
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}
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void PreCachePruneGirl(int pal)
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{
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PreCacheRange(4604,4604, pal);
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}
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void PreCacheTrash(int pal)
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{
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PreCacheRange(2540, 2546, pal);
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}
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void PreCacheBunny(int pal)
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{
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PreCacheRange(4550, 4584, pal);
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}
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void PreCacheSkel(int pal)
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{
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PreCacheRange(1320, 1396, pal);
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}
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void PreCacheHornet(int pal)
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{
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PreCacheRange(800, 811, pal);
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}
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void PreCacheSkull(int pal)
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{
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PreCacheRange(820, 854, pal);
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}
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void PreCacheBetty(int pal)
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{
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PreCacheRange(817, 819, pal);
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}
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void PreCachePachinko(int pal)
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{
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PreCacheRange(618,623, pal);
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PreCacheRange(618,623, pal);
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PreCacheRange(4768,4790, pal);
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PreCacheRange(4792,4814, pal);
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PreCacheRange(4816,4838, pal);
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PreCacheRange(4840,4863, pal);
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}
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void PreCacheActor(void)
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{
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int pic;
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SWSpriteIterator it;
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while (auto actor = it.Next())
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{
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int pal = actor->spr.pal;
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if (actor->spr.statnum >= MAXSTATUS)
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continue;
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if (actor->hasU())
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pic = actor->user.ID;
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else
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pic = actor->spr.picnum;
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switch (pic)
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{
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case COOLIE_RUN_R0:
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PreCacheCoolie(pal);
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break;
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case NINJA_RUN_R0:
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case NINJA_CRAWL_R0:
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PreCacheNinja(pal);
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break;
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case GORO_RUN_R0:
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PreCacheGuardian(pal);
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break;
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case 1441:
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case COOLG_RUN_R0:
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PreCacheGhost(pal);
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break;
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case EEL_RUN_R0:
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PreCacheEel(pal);
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break;
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case SUMO_RUN_R0:
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PreCacheZilla(pal);
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break;
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case ZILLA_RUN_R0:
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PreCacheSumo(pal);
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break;
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case TOILETGIRL_R0:
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PreCacheToiletGirl(pal);
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break;
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case WASHGIRL_R0:
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PreCacheWashGirl(pal);
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break;
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case CARGIRL_R0:
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PreCacheCarGirl(pal);
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break;
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case MECHANICGIRL_R0:
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PreCacheMechanicGirl(pal);
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break;
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case SAILORGIRL_R0:
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PreCacheSailorGirl(pal);
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break;
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case PRUNEGIRL_R0:
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PreCachePruneGirl(pal);
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break;
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case TRASHCAN:
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PreCacheTrash(pal);
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break;
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case BUNNY_RUN_R0:
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PreCacheBunny(pal);
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break;
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case RIPPER_RUN_R0:
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PreCacheRipper(pal);
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break;
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case RIPPER2_RUN_R0:
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PreCacheRipper2(pal);
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break;
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case SERP_RUN_R0:
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PreCacheSerpent(pal);
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break;
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case LAVA_RUN_R0:
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break;
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case SKEL_RUN_R0:
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PreCacheSkel(pal);
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break;
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case HORNET_RUN_R0:
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PreCacheHornet(pal);
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break;
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case SKULL_R0:
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PreCacheSkull(pal);
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break;
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case BETTY_R0:
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PreCacheBetty(pal);
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break;
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case GIRLNINJA_RUN_R0:
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PreCacheNinjaGirl(pal);
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break;
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case 623: // Pachinko win light
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case PACHINKO1:
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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PreCachePachinko(pal);
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break;
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default:
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markTileForPrecache(pic, pal);
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}
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}
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}
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void DoTheCache(void)
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{
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if (r_precache)
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{
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SetupPreCache();
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PreCacheActor();
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PreCacheOverride();
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precacheMarkedTiles();
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}
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}
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END_SW_NS
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