raze/source/games/sw/src/cache.cpp
Christoph Oelckers 738c133d05 - animation precaching cleanup.
No need to handle animations on the,game side. markTileForPrecache already handles this - now also for oscillating animations.
2022-08-05 23:48:43 +02:00

454 lines
8 KiB
C++

//-------------------------------------------------------------------------
/*
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 "break.h"
#include "pal.h"
#include "misc.h"
#include "sounds.h"
#include "network.h"
#include "precache.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
void PreCacheRange(int start_pic, int end_pic, int pal = 0)
{
for (int j = start_pic; j <= end_pic; j++)
{
markTileForPrecache(j, pal);
}
}
void PreCacheOverride(void)
{
SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while (auto actor = it.Next())
{
int j = SP_TAG2(actor);
if(j >= 0 && j <= MAXTILES)
markTileForPrecache(j, 0);
}
}
void precacheMap(void)
{
int i;
int j;
sectortype* sectp;
walltype* wp;
for(auto& sec: sector)
{
j = sec.ceilingpicnum;
markTileForPrecache(j, sec.ceilingpal);
j = sec.floorpicnum;
markTileForPrecache(j, sec.floorpal);
}
for (auto& wal : wall)
{
j = wal.picnum;
markTileForPrecache(j, wal.pal);
if (wal.overpicnum > 0 && wal.overpicnum < MAXTILES)
{
j = wal.overpicnum;
markTileForPrecache(j, wal.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 PreCacheActor(void)
{
int pic;
SWSpriteIterator it;
while (auto actor = it.Next())
{
int pal = actor->spr.pal;
if (actor->spr.statnum >= MAXSTATUS)
continue;
if (actor->hasU())
pic = actor->user.ID;
else
pic = actor->spr.picnum;
switch (pic)
{
case COOLIE_RUN_R0:
PreCacheCoolie(pal);
break;
case NINJA_RUN_R0:
case NINJA_CRAWL_R0:
PreCacheNinja(pal);
break;
case GORO_RUN_R0:
PreCacheGuardian(pal);
break;
case 1441:
case COOLG_RUN_R0:
PreCacheGhost(pal);
break;
case EEL_RUN_R0:
PreCacheEel(pal);
break;
case SUMO_RUN_R0:
PreCacheZilla(pal);
break;
case ZILLA_RUN_R0:
PreCacheSumo(pal);
break;
case TOILETGIRL_R0:
PreCacheToiletGirl(pal);
break;
case WASHGIRL_R0:
PreCacheWashGirl(pal);
break;
case CARGIRL_R0:
PreCacheCarGirl(pal);
break;
case MECHANICGIRL_R0:
PreCacheMechanicGirl(pal);
break;
case SAILORGIRL_R0:
PreCacheSailorGirl(pal);
break;
case PRUNEGIRL_R0:
PreCachePruneGirl(pal);
break;
case TRASHCAN:
PreCacheTrash(pal);
break;
case BUNNY_RUN_R0:
PreCacheBunny(pal);
break;
case RIPPER_RUN_R0:
PreCacheRipper(pal);
break;
case RIPPER2_RUN_R0:
PreCacheRipper2(pal);
break;
case SERP_RUN_R0:
PreCacheSerpent(pal);
break;
case LAVA_RUN_R0:
break;
case SKEL_RUN_R0:
PreCacheSkel(pal);
break;
case HORNET_RUN_R0:
PreCacheHornet(pal);
break;
case SKULL_R0:
PreCacheSkull(pal);
break;
case BETTY_R0:
PreCacheBetty(pal);
break;
case GIRLNINJA_RUN_R0:
PreCacheNinjaGirl(pal);
break;
case 623: // Pachinko win light
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
PreCachePachinko(pal);
break;
default:
markTileForPrecache(pic, pal);
}
}
}
void DoTheCache(void)
{
if (r_precache)
{
SetupPreCache();
PreCacheActor();
PreCacheOverride();
precacheMarkedTiles();
}
}
END_SW_NS