847 lines
20 KiB
C
847 lines
20 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// Revision 1.3 1997/01/29 20:10
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// DESCRIPTION:
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// Preparation of data for rendering,
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// generation of lookups, caching, retrieval by name.
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//
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//-----------------------------------------------------------------------------
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#include "doom_config.h"
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#include "i_system.h"
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#include "z_zone.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#if defined(DOOM_WIN32)
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// #define strncasecmp strnicmp
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#elif defined(DOOM_APPLE)
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#else
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#ifdef LINUX
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#include <alloca.h>
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#endif
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#endif
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#include "r_data.h"
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//
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// Graphics.
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// DOOM graphics for walls and sprites
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// is stored in vertical runs of opaque pixels (posts).
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// A column is composed of zero or more posts,
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// a patch or sprite is composed of zero or more columns.
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//
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//
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// Texture definition.
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// Each texture is composed of one or more patches,
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// with patches being lumps stored in the WAD.
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// The lumps are referenced by number, and patched
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// into the rectangular texture space using origin
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// and possibly other attributes.
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//
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typedef struct
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{
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short originx;
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short originy;
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short patch;
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short stepdir;
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short colormap;
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} mappatch_t;
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//
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// Texture definition.
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// A DOOM wall texture is a list of patches
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// which are to be combined in a predefined order.
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//
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typedef struct
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{
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char name[8];
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doom_boolean masked;
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short width;
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short height;
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//void **columndirectory; // OBSOLETE
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int columndirectory; // [pd] If it's not used, at least make sure it's the right size! Pointers are 8 bytes in x64
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short patchcount;
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mappatch_t patches[1];
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} maptexture_t;
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// A single patch from a texture definition,
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// basically a rectangular area within
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// the texture rectangle.
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typedef struct
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{
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// Block origin (allways UL),
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// which has allready accounted
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// for the internal origin of the patch.
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int originx;
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int originy;
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int patch;
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} texpatch_t;
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// A maptexturedef_t describes a rectangular texture,
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// which is composed of one or more mappatch_t structures
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// that arrange graphic patches.
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typedef struct
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{
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// Keep name for switch changing, etc.
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char name[8];
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short width;
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short height;
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// All the patches[patchcount]
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// are drawn back to front into the cached texture.
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short patchcount;
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texpatch_t patches[1];
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} texture_t;
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int firstflat;
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int lastflat;
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int numflats;
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int firstpatch;
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int lastpatch;
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int numpatches;
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int firstspritelump;
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int lastspritelump;
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int numspritelumps;
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int numtextures;
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texture_t** textures;
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int* texturewidthmask;
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// needed for texture pegging
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fixed_t* textureheight;
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int* texturecompositesize;
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short** texturecolumnlump;
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unsigned short** texturecolumnofs;
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byte** texturecomposite;
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// for global animation
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int* flattranslation;
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int* texturetranslation;
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// needed for pre rendering
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fixed_t* spritewidth;
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fixed_t* spriteoffset;
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fixed_t* spritetopoffset;
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lighttable_t* colormaps;
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int flatmemory;
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int texturememory;
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int spritememory;
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//
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// MAPTEXTURE_T CACHING
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// When a texture is first needed,
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// it counts the number of composite columns
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// required in the texture and allocates space
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// for a column directory and any new columns.
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// The directory will simply point inside other patches
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// if there is only one patch in a given column,
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// but any columns with multiple patches
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// will have new column_ts generated.
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//
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//
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// R_DrawColumnInCache
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// Clip and draw a column
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// from a patch into a cached post.
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//
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void R_DrawColumnInCache(column_t* patch, byte* cache, int originy, int cacheheight)
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{
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int count;
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int position;
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byte* source;
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byte* dest;
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dest = (byte*)cache + 3;
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while (patch->topdelta != 0xff)
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{
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source = (byte*)patch + 3;
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count = patch->length;
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position = originy + patch->topdelta;
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if (position < 0)
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{
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count += position;
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position = 0;
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}
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if (position + count > cacheheight)
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count = cacheheight - position;
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if (count > 0)
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doom_memcpy(cache + position, source, count);
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patch = (column_t*)((byte*)patch + patch->length + 4);
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}
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}
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//
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// R_GenerateComposite
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// Using the texture definition,
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// the composite texture is created from the patches,
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// and each column is cached.
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//
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void R_GenerateComposite(int texnum)
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{
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byte* block;
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texture_t* texture;
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texpatch_t* patch;
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patch_t* realpatch;
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int x;
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int x1;
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int x2;
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int i;
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column_t* patchcol;
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short* collump;
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unsigned short* colofs;
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texture = textures[texnum];
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block = Z_Malloc(texturecompositesize[texnum],
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PU_STATIC,
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&texturecomposite[texnum]);
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collump = texturecolumnlump[texnum];
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colofs = texturecolumnofs[texnum];
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// Composite the columns together.
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patch = texture->patches;
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for (i = 0, patch = texture->patches;
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i < texture->patchcount;
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i++, patch++)
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{
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realpatch = W_CacheLumpNum(patch->patch, PU_CACHE);
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x1 = patch->originx;
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x2 = x1 + SHORT(realpatch->width);
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if (x1 < 0)
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x = 0;
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else
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x = x1;
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if (x2 > texture->width)
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x2 = texture->width;
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for (; x < x2; x++)
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{
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// Column does not have multiple patches?
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if (collump[x] >= 0)
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continue;
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patchcol = (column_t*)((byte*)realpatch
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+ LONG(realpatch->columnofs[x - x1]));
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R_DrawColumnInCache(patchcol,
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block + colofs[x],
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patch->originy,
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texture->height);
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}
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}
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// Now that the texture has been built in column cache,
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// it is purgable from zone memory.
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Z_ChangeTag(block, PU_CACHE);
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}
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//
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// R_GenerateLookup
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//
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void R_GenerateLookup(int texnum)
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{
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texture_t* texture;
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byte* patchcount; // patchcount[texture->width]
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texpatch_t* patch;
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patch_t* realpatch;
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int x;
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int x1;
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int x2;
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int i;
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short* collump;
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unsigned short* colofs;
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texture = textures[texnum];
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// Composited texture not created yet.
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texturecomposite[texnum] = 0;
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texturecompositesize[texnum] = 0;
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collump = texturecolumnlump[texnum];
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colofs = texturecolumnofs[texnum];
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// Now count the number of columns
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// that are covered by more than one patch.
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// Fill in the lump / offset, so columns
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// with only a single patch are all done.
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patchcount = (byte*)doom_malloc(texture->width);
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doom_memset(patchcount, 0, texture->width);
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patch = texture->patches;
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for (i = 0, patch = texture->patches;
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i < texture->patchcount;
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i++, patch++)
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{
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realpatch = W_CacheLumpNum(patch->patch, PU_CACHE);
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x1 = patch->originx;
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x2 = x1 + SHORT(realpatch->width);
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if (x1 < 0)
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x = 0;
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else
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x = x1;
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if (x2 > texture->width)
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x2 = texture->width;
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for (; x < x2; x++)
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{
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patchcount[x]++;
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collump[x] = patch->patch;
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colofs[x] = LONG(realpatch->columnofs[x - x1]) + 3;
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}
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}
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for (x = 0; x < texture->width; x++)
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{
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if (!patchcount[x])
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{
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//doom_print("R_GenerateLookup: column without a patch (%s)\n",
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// texture->name);
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doom_print("R_GenerateLookup: column without a patch (");
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doom_print(texture->name);
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doom_print(")\n");
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return;
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}
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// I_Error ("R_GenerateLookup: column without a patch");
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if (patchcount[x] > 1)
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{
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// Use the cached block.
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collump[x] = -1;
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colofs[x] = texturecompositesize[texnum];
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if (texturecompositesize[texnum] > 0x10000 - texture->height)
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{
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//I_Error("Error: R_GenerateLookup: texture %i is >64k",
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// texnum);
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doom_strcpy(error_buf, "Error: R_GenerateLookup: texture ");
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doom_concat(error_buf, doom_itoa(texnum, 10));
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doom_concat(error_buf, " is >64k");
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I_Error(error_buf);
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}
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texturecompositesize[texnum] += texture->height;
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}
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}
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doom_free(patchcount);
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}
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//
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// R_GetColumn
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//
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byte* R_GetColumn(int tex, int col)
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{
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int lump;
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int ofs;
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col &= texturewidthmask[tex];
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lump = texturecolumnlump[tex][col];
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ofs = texturecolumnofs[tex][col];
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if (lump > 0)
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return (byte*)W_CacheLumpNum(lump, PU_CACHE) + ofs;
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if (!texturecomposite[tex])
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R_GenerateComposite(tex);
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return texturecomposite[tex] + ofs;
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}
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//
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// R_InitTextures
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// Initializes the texture list
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// with the textures from the world map.
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//
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void R_InitTextures(void)
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{
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maptexture_t* mtexture;
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texture_t* texture;
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mappatch_t* mpatch;
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texpatch_t* patch;
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int i;
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int j;
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int* maptex;
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int* maptex2;
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int* maptex1;
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char name[9];
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char* names;
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char* name_p;
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int* patchlookup;
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int totalwidth;
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int nummappatches;
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int offset;
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int maxoff;
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int maxoff2;
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int numtextures1;
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int numtextures2;
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int* directory;
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int temp1;
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int temp2;
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int temp3;
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// Load the patch names from pnames.lmp.
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name[8] = 0;
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names = W_CacheLumpName("PNAMES", PU_STATIC);
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nummappatches = LONG(*((int*)names));
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name_p = names + 4;
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patchlookup = doom_malloc(nummappatches * sizeof(*patchlookup));
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for (i = 0; i < nummappatches; i++)
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{
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doom_strncpy(name, name_p + i * 8, 8);
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patchlookup[i] = W_CheckNumForName(name);
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}
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Z_Free(names);
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// Load the map texture definitions from textures.lmp.
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// The data is contained in one or two lumps,
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// TEXTURE1 for shareware, plus TEXTURE2 for commercial.
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maptex = maptex1 = W_CacheLumpName("TEXTURE1", PU_STATIC);
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numtextures1 = LONG(*maptex);
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maxoff = W_LumpLength(W_GetNumForName("TEXTURE1"));
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directory = maptex + 1;
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if (W_CheckNumForName("TEXTURE2") != -1)
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{
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maptex2 = W_CacheLumpName("TEXTURE2", PU_STATIC);
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numtextures2 = LONG(*maptex2);
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maxoff2 = W_LumpLength(W_GetNumForName("TEXTURE2"));
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}
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else
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{
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maptex2 = 0;
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numtextures2 = 0;
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maxoff2 = 0;
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}
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numtextures = numtextures1 + numtextures2;
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textures = Z_Malloc(numtextures * sizeof(texture_t*), PU_STATIC, 0);
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texturecolumnlump = Z_Malloc(numtextures * sizeof(short*), PU_STATIC, 0);
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texturecolumnofs = Z_Malloc(numtextures * sizeof(unsigned short*), PU_STATIC, 0);
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texturecomposite = Z_Malloc(numtextures * sizeof(byte*), PU_STATIC, 0);
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texturecompositesize = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0);
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texturewidthmask = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0);
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textureheight = Z_Malloc(numtextures * sizeof(fixed_t), PU_STATIC, 0);
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totalwidth = 0;
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// Really complex printing shit...
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temp1 = W_GetNumForName("S_START"); // P_???????
|
||
|
temp2 = W_GetNumForName("S_END") - 1;
|
||
|
temp3 = ((temp2 - temp1 + 63) / 64) + ((numtextures + 63) / 64);
|
||
|
doom_print("[");
|
||
|
for (i = 0; i < temp3; i++)
|
||
|
doom_print(" ");
|
||
|
doom_print(" ]");
|
||
|
for (i = 0; i < temp3; i++)
|
||
|
doom_print("\x8");
|
||
|
doom_print("\x8\x8\x8\x8\x8\x8\x8\x8\x8\x8");
|
||
|
|
||
|
for (i = 0; i < numtextures; i++, directory++)
|
||
|
{
|
||
|
if (!(i & 63))
|
||
|
doom_print(".");
|
||
|
|
||
|
if (i == numtextures1)
|
||
|
{
|
||
|
// Start looking in second texture file.
|
||
|
maptex = maptex2;
|
||
|
maxoff = maxoff2;
|
||
|
directory = maptex + 1;
|
||
|
}
|
||
|
|
||
|
offset = LONG(*directory);
|
||
|
|
||
|
if (offset > maxoff)
|
||
|
I_Error("Error: R_InitTextures: bad texture directory");
|
||
|
|
||
|
mtexture = (maptexture_t*)((byte*)maptex + offset);
|
||
|
|
||
|
texture = textures[i] =
|
||
|
Z_Malloc(sizeof(texture_t)
|
||
|
+ sizeof(texpatch_t) * (SHORT(mtexture->patchcount) - 1),
|
||
|
PU_STATIC, 0);
|
||
|
|
||
|
texture->width = SHORT(mtexture->width);
|
||
|
texture->height = SHORT(mtexture->height);
|
||
|
texture->patchcount = SHORT(mtexture->patchcount);
|
||
|
|
||
|
doom_memcpy(texture->name, mtexture->name, sizeof(texture->name));
|
||
|
mpatch = &mtexture->patches[0];
|
||
|
patch = &texture->patches[0];
|
||
|
|
||
|
for (j = 0; j < texture->patchcount; j++, mpatch++, patch++)
|
||
|
{
|
||
|
patch->originx = SHORT(mpatch->originx);
|
||
|
patch->originy = SHORT(mpatch->originy);
|
||
|
patch->patch = patchlookup[SHORT(mpatch->patch)];
|
||
|
if (patch->patch == -1)
|
||
|
{
|
||
|
//I_Error("Error: R_InitTextures: Missing patch in texture %s",
|
||
|
// texture->name);
|
||
|
|
||
|
doom_strcpy(error_buf, "Error: R_InitTextures: Missing patch in texture ");
|
||
|
doom_concat(error_buf, texture->name);
|
||
|
I_Error(error_buf);
|
||
|
}
|
||
|
}
|
||
|
texturecolumnlump[i] = Z_Malloc(texture->width * sizeof(short), PU_STATIC, 0);
|
||
|
texturecolumnofs[i] = Z_Malloc(texture->width * sizeof(unsigned short), PU_STATIC, 0);
|
||
|
|
||
|
j = 1;
|
||
|
while (j * 2 <= texture->width)
|
||
|
j <<= 1;
|
||
|
|
||
|
texturewidthmask[i] = j - 1;
|
||
|
textureheight[i] = texture->height << FRACBITS;
|
||
|
|
||
|
totalwidth += texture->width;
|
||
|
}
|
||
|
|
||
|
Z_Free(maptex1);
|
||
|
if (maptex2)
|
||
|
Z_Free(maptex2);
|
||
|
|
||
|
// Precalculate whatever possible.
|
||
|
for (i = 0; i < numtextures; i++)
|
||
|
R_GenerateLookup(i);
|
||
|
|
||
|
// Create translation table for global animation.
|
||
|
texturetranslation = Z_Malloc((numtextures + 1) * sizeof(int), PU_STATIC, 0);
|
||
|
|
||
|
for (i = 0; i < numtextures; i++)
|
||
|
texturetranslation[i] = i;
|
||
|
|
||
|
doom_free(patchlookup);
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// R_InitFlats
|
||
|
//
|
||
|
void R_InitFlats(void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
firstflat = W_GetNumForName("F_START") + 1;
|
||
|
lastflat = W_GetNumForName("F_END") - 1;
|
||
|
numflats = lastflat - firstflat + 1;
|
||
|
|
||
|
// Create translation table for global animation.
|
||
|
flattranslation = Z_Malloc((numflats + 1) * sizeof(int), PU_STATIC, 0);
|
||
|
|
||
|
for (i = 0; i < numflats; i++)
|
||
|
flattranslation[i] = i;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// R_InitSpriteLumps
|
||
|
// Finds the width and hoffset of all sprites in the wad,
|
||
|
// so the sprite does not need to be cached completely
|
||
|
// just for having the header info ready during rendering.
|
||
|
//
|
||
|
void R_InitSpriteLumps(void)
|
||
|
{
|
||
|
int i;
|
||
|
patch_t* patch;
|
||
|
|
||
|
firstspritelump = W_GetNumForName("S_START") + 1;
|
||
|
lastspritelump = W_GetNumForName("S_END") - 1;
|
||
|
|
||
|
numspritelumps = lastspritelump - firstspritelump + 1;
|
||
|
spritewidth = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
|
||
|
spriteoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
|
||
|
spritetopoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0);
|
||
|
|
||
|
for (i = 0; i < numspritelumps; i++)
|
||
|
{
|
||
|
if (!(i & 63))
|
||
|
doom_print(".");
|
||
|
|
||
|
patch = W_CacheLumpNum(firstspritelump + i, PU_CACHE);
|
||
|
spritewidth[i] = SHORT(patch->width) << FRACBITS;
|
||
|
spriteoffset[i] = SHORT(patch->leftoffset) << FRACBITS;
|
||
|
spritetopoffset[i] = SHORT(patch->topoffset) << FRACBITS;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// R_InitColormaps
|
||
|
//
|
||
|
void R_InitColormaps(void)
|
||
|
{
|
||
|
int lump, length;
|
||
|
|
||
|
// Load in the light tables,
|
||
|
// 256 byte align tables.
|
||
|
lump = W_GetNumForName("COLORMAP");
|
||
|
length = W_LumpLength(lump) + 255;
|
||
|
colormaps = Z_Malloc(length, PU_STATIC, 0);
|
||
|
colormaps = (byte*)(((unsigned long long)colormaps + 255) & ~0xff);
|
||
|
W_ReadLump(lump, colormaps);
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// R_InitData
|
||
|
// Locates all the lumps
|
||
|
// that will be used by all views
|
||
|
// Must be called after W_Init.
|
||
|
//
|
||
|
void R_InitData(void)
|
||
|
{
|
||
|
R_InitTextures();
|
||
|
doom_print("\nInitTextures");
|
||
|
R_InitFlats();
|
||
|
doom_print("\nInitFlats");
|
||
|
R_InitSpriteLumps();
|
||
|
doom_print("\nInitSprites");
|
||
|
R_InitColormaps();
|
||
|
doom_print("\nInitColormaps");
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// R_FlatNumForName
|
||
|
// Retrieval, get a flat number for a flat name.
|
||
|
//
|
||
|
int R_FlatNumForName(char* name)
|
||
|
{
|
||
|
int i;
|
||
|
char namet[9];
|
||
|
|
||
|
i = W_CheckNumForName(name);
|
||
|
|
||
|
if (i == -1)
|
||
|
{
|
||
|
namet[8] = 0;
|
||
|
doom_memcpy(namet, name, 8);
|
||
|
//I_Error("Error: R_FlatNumForName: %s not found", namet);
|
||
|
|
||
|
doom_strcpy(error_buf, "Error: R_FlatNumForName: ");
|
||
|
doom_concat(error_buf, namet);
|
||
|
doom_concat(error_buf, " not found");
|
||
|
I_Error(error_buf);
|
||
|
}
|
||
|
return i - firstflat;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// R_CheckTextureNumForName
|
||
|
// Check whether texture is available.
|
||
|
// Filter out NoTexture indicator.
|
||
|
//
|
||
|
int R_CheckTextureNumForName(char* name)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// "NoTexture" marker.
|
||
|
if (name[0] == '-')
|
||
|
return 0;
|
||
|
|
||
|
for (i = 0; i < numtextures; i++)
|
||
|
if (!doom_strncasecmp(textures[i]->name, name, 8))
|
||
|
return i;
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// R_TextureNumForName
|
||
|
// Calls R_CheckTextureNumForName,
|
||
|
// aborts with error message.
|
||
|
//
|
||
|
int R_TextureNumForName(char* name)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
i = R_CheckTextureNumForName(name);
|
||
|
|
||
|
if (i == -1)
|
||
|
{
|
||
|
//I_Error("Error: R_TextureNumForName: %s not found",
|
||
|
// name);
|
||
|
|
||
|
doom_strcpy(error_buf, "Error: R_TextureNumForName: ");
|
||
|
doom_concat(error_buf, name);
|
||
|
doom_concat(error_buf, " not found");
|
||
|
I_Error(error_buf);
|
||
|
}
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// R_PrecacheLevel
|
||
|
// Preloads all relevant graphics for the level.
|
||
|
//
|
||
|
void R_PrecacheLevel(void)
|
||
|
{
|
||
|
char* flatpresent;
|
||
|
char* texturepresent;
|
||
|
char* spritepresent;
|
||
|
|
||
|
int i;
|
||
|
int j;
|
||
|
int k;
|
||
|
int lump;
|
||
|
|
||
|
texture_t* texture;
|
||
|
thinker_t* th;
|
||
|
spriteframe_t* sf;
|
||
|
|
||
|
if (demoplayback)
|
||
|
return;
|
||
|
|
||
|
// Precache flats.
|
||
|
flatpresent = doom_malloc(numflats);
|
||
|
doom_memset(flatpresent, 0, numflats);
|
||
|
|
||
|
for (i = 0; i < numsectors; i++)
|
||
|
{
|
||
|
flatpresent[sectors[i].floorpic] = 1;
|
||
|
flatpresent[sectors[i].ceilingpic] = 1;
|
||
|
}
|
||
|
|
||
|
flatmemory = 0;
|
||
|
|
||
|
for (i = 0; i < numflats; i++)
|
||
|
{
|
||
|
if (flatpresent[i])
|
||
|
{
|
||
|
lump = firstflat + i;
|
||
|
flatmemory += lumpinfo[lump].size;
|
||
|
W_CacheLumpNum(lump, PU_CACHE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Precache textures.
|
||
|
texturepresent = doom_malloc(numtextures);
|
||
|
doom_memset(texturepresent, 0, numtextures);
|
||
|
|
||
|
for (i = 0; i < numsides; i++)
|
||
|
{
|
||
|
texturepresent[sides[i].toptexture] = 1;
|
||
|
texturepresent[sides[i].midtexture] = 1;
|
||
|
texturepresent[sides[i].bottomtexture] = 1;
|
||
|
}
|
||
|
|
||
|
// Sky texture is always present.
|
||
|
// Note that F_SKY1 is the name used to
|
||
|
// indicate a sky floor/ceiling as a flat,
|
||
|
// while the sky texture is stored like
|
||
|
// a wall texture, with an episode dependend
|
||
|
// name.
|
||
|
texturepresent[skytexture] = 1;
|
||
|
|
||
|
texturememory = 0;
|
||
|
for (i = 0; i < numtextures; i++)
|
||
|
{
|
||
|
if (!texturepresent[i])
|
||
|
continue;
|
||
|
|
||
|
texture = textures[i];
|
||
|
|
||
|
for (j = 0; j < texture->patchcount; j++)
|
||
|
{
|
||
|
lump = texture->patches[j].patch;
|
||
|
texturememory += lumpinfo[lump].size;
|
||
|
W_CacheLumpNum(lump, PU_CACHE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Precache sprites.
|
||
|
spritepresent = doom_malloc(numsprites);
|
||
|
doom_memset(spritepresent, 0, numsprites);
|
||
|
|
||
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||
|
{
|
||
|
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
|
||
|
spritepresent[((mobj_t*)th)->sprite] = 1;
|
||
|
}
|
||
|
|
||
|
spritememory = 0;
|
||
|
for (i = 0; i < numsprites; i++)
|
||
|
{
|
||
|
if (!spritepresent[i])
|
||
|
continue;
|
||
|
|
||
|
for (j = 0; j < sprites[i].numframes; j++)
|
||
|
{
|
||
|
sf = &sprites[i].spriteframes[j];
|
||
|
for (k = 0; k < 8; k++)
|
||
|
{
|
||
|
lump = firstspritelump + sf->lump[k];
|
||
|
spritememory += lumpinfo[lump].size;
|
||
|
W_CacheLumpNum(lump, PU_CACHE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
doom_free(texturepresent);
|
||
|
doom_free(flatpresent);
|
||
|
doom_free(spritepresent);
|
||
|
}
|