Example #1
0
//
// R_GetColumn
//
byte *R_GetColumn(int tex, int col)
{
    int         lump;
    int         ofs;

    if (lookuptextures[tex] == false)
        R_GenerateLookup(tex);

    col &= texturewidthmask[tex];
    lump = texturecolumnlump[tex][col];
    ofs = texturecolumnofs[tex][col];

    if (lump > 0)
        return ((byte *)W_CacheLumpNum(lump, PU_CACHE) + ofs);

    if (!texturecomposite[tex])
        R_GenerateComposite(tex);

    return (texturecomposite[tex] + ofs);
}
Example #2
0
//
// R_InitTextures
// Initializes the texture list
//  with the textures from the world map.
//
void R_InitTextures (void)
{
    maptexture_t*	mtexture;
    texture_t*		texture;
    mappatch_t*		mpatch;
    texpatch_t*		patch;

    int			i;
    int			j;

    int*		maptex;
    int*		maptex2;
    int*		maptex1;
    
    char		name[9];
    char*		names;
    char*		name_p;
    
    int*		patchlookup;
    
    int			totalwidth;
    int			nummappatches;
    int			offset;
    int			maxoff;
    int			maxoff2;
    int			numtextures1;
    int			numtextures2;

    int*		directory;
    
    int			temp1;
    int			temp2;
    int			temp3;

    
    // Load the patch names from pnames.lmp.
    name[8] = 0;	
    names = W_CacheLumpName ("PNAMES", PU_STATIC);
    nummappatches = LONG ( *((int *)names) );
    name_p = names+4;
    patchlookup = _alloca (nummappatches*sizeof(*patchlookup));
    
    for (i=0 ; i<nummappatches ; i++)
    {
	strncpy (name,name_p+i*8, 8);
	patchlookup[i] = W_CheckNumForName (name);
    }
    Z_Free (names);
    
    // Load the map texture definitions from textures.lmp.
    // The data is contained in one or two lumps,
    //  TEXTURE1 for shareware, plus TEXTURE2 for commercial.
    maptex = maptex1 = W_CacheLumpName ("TEXTURE1", PU_STATIC);
    numtextures1 = LONG(*maptex);
    maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
    directory = maptex+1;
	
    if (W_CheckNumForName ("TEXTURE2") != -1)
    {
	maptex2 = W_CacheLumpName ("TEXTURE2", PU_STATIC);
	numtextures2 = LONG(*maptex2);
	maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
    }
    else
    {
	maptex2 = NULL;
	numtextures2 = 0;
	maxoff2 = 0;
    }
    numtextures = numtextures1 + numtextures2;
	
    textures = Z_Malloc (numtextures*4, PU_STATIC, 0);
    texturecolumnlump = Z_Malloc (numtextures*4, PU_STATIC, 0);
    texturecolumnofs = Z_Malloc (numtextures*4, PU_STATIC, 0);
    texturecomposite = Z_Malloc (numtextures*4, PU_STATIC, 0);
    texturecompositesize = Z_Malloc (numtextures*4, PU_STATIC, 0);
    texturewidthmask = Z_Malloc (numtextures*4, PU_STATIC, 0);
    textureheight = Z_Malloc (numtextures*4, PU_STATIC, 0);

    totalwidth = 0;
    
    //	Really complex printing shit...
    temp1 = W_GetNumForName ("S_START");  // P_???????
    temp2 = W_GetNumForName ("S_END") - 1;
    temp3 = ((temp2-temp1+63)/64) + ((numtextures+63)/64);
    printf("[");
    for (i = 0; i < temp3; i++)
	printf(" ");
    printf("         ]");
    for (i = 0; i < temp3; i++)
	printf("\x8");
    printf("\x8\x8\x8\x8\x8\x8\x8\x8\x8\x8");	
	
    for (i=0 ; i<numtextures ; i++, directory++)
    {
	if (!(i&63))
	    printf (".");

	if (i == numtextures1)
	{
	    // Start looking in second texture file.
	    maptex = maptex2;
	    maxoff = maxoff2;
	    directory = maptex+1;
	}
		
	offset = LONG(*directory);

	if (offset > maxoff)
	    I_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);

	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 ("R_InitTextures: Missing patch in texture %s",
			 texture->name);
	    }
	}		
	texturecolumnlump[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
	texturecolumnofs[i] = Z_Malloc (texture->width*2, 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)*4, PU_STATIC, 0);
    
    for (i=0 ; i<numtextures ; i++)
	texturetranslation[i] = i;
}
Example #3
0
//
// R_InitTextures
// Initializes the texture list
//	with the textures from the world map.
//
void R_InitTextures (void)
{
	maptexture_t*		mtexture;
	texture_t*			texture;
	mappatch_t* 		mpatch;
	texpatch_t* 		patch;

	int					i;
	int 				j;

	int*				maptex;
	int*				maptex2;
	int*				maptex1;

	int*				patchlookup;

	int 				totalwidth;
	int					nummappatches;
	int 				offset;
	int 				maxoff;
	int 				maxoff2;
	int					numtextures1;
	int					numtextures2;

	int*				directory;

	int					errors = 0;


	// Load the patch names from pnames.lmp.
	{
		char *names = (char *)W_CacheLumpName ("PNAMES", PU_STATIC);
		char *name_p = names+4;

		nummappatches = LELONG ( *((int *)names) );
		patchlookup = new int[nummappatches];

		for (i = 0; i < nummappatches; i++)
		{
			patchlookup[i] = W_CheckNumForName (name_p + i*8);
			if (patchlookup[i] == -1)
			{
				// killough 4/17/98:
				// Some wads use sprites as wall patches, so repeat check and
				// look for sprites this time, but only if there were no wall
				// patches found. This is the same as allowing for both, except
				// that wall patches always win over sprites, even when they
				// appear first in a wad. This is a kludgy solution to the wad
				// lump namespace problem.

				patchlookup[i] = W_CheckNumForName (name_p + i*8, ns_sprites);
			}
		}
		Z_Free (names);
	}

	// Load the map texture definitions from textures.lmp.
	// The data is contained in one or two lumps,
	//	TEXTURE1 for shareware, plus TEXTURE2 for commercial.
	maptex = maptex1 = (int *)W_CacheLumpName ("TEXTURE1", PU_STATIC);
	numtextures1 = LELONG(*maptex);
	maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
	directory = maptex+1;

	if (W_CheckNumForName ("TEXTURE2") != -1)
	{
		maptex2 = (int *)W_CacheLumpName ("TEXTURE2", PU_STATIC);
		numtextures2 = LELONG(*maptex2);
		maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
	}
	else
	{
		maptex2 = NULL;
		numtextures2 = 0;
		maxoff2 = 0;
	}

	// denis - fix memory leaks
	for (i = 0; i < numtextures; i++)
	{
		delete[] texturecolumnlump[i];
		delete[] texturecolumnofs[i];
	}

	// denis - fix memory leaks
	delete[] textures;
	delete[] texturecolumnlump;
	delete[] texturecolumnofs;
	delete[] texturecomposite;
	delete[] texturecompositesize;
	delete[] texturewidthmask;
	delete[] textureheight;
	delete[] texturescalex;
	delete[] texturescaley;

	numtextures = numtextures1 + numtextures2;

	textures = new texture_t *[numtextures];
	texturecolumnlump = new short *[numtextures];
	texturecolumnofs = new unsigned int *[numtextures];
	texturecomposite = new byte *[numtextures];
	texturecompositesize = new int[numtextures];
	texturewidthmask = new int[numtextures];
	textureheight = new fixed_t[numtextures];
	texturescalex = new fixed_t[numtextures];
	texturescaley = new fixed_t[numtextures];

	totalwidth = 0;

	for (i = 0; i < numtextures; i++, directory++)
	{
		if (i == numtextures1)
		{
			// Start looking in second texture file.
			maptex = maptex2;
			maxoff = maxoff2;
			directory = maptex+1;
		}

		offset = LELONG(*directory);

		if (offset > maxoff)
			I_FatalError ("R_InitTextures: bad texture directory");

		mtexture = (maptexture_t *) ( (byte *)maptex + offset);

		texture = textures[i] = (texture_t *)
			Z_Malloc (sizeof(texture_t)
					  + sizeof(texpatch_t)*(SAFESHORT(mtexture->patchcount)-1),
					  PU_STATIC, 0);

		texture->width = SAFESHORT(mtexture->width);
		texture->height = SAFESHORT(mtexture->height);
		texture->patchcount = SAFESHORT(mtexture->patchcount);

		strncpy (texture->name, mtexture->name, 9); // denis - todo string limit?
		std::transform(texture->name, texture->name + strlen(texture->name), texture->name, toupper);

		mpatch = &mtexture->patches[0];
		patch = &texture->patches[0];

		for (j=0 ; j<texture->patchcount ; j++, mpatch++, patch++)
		{
			patch->originx = LESHORT(mpatch->originx);
			patch->originy = LESHORT(mpatch->originy);
			patch->patch = patchlookup[LESHORT(mpatch->patch)];
			if (patch->patch == -1)
			{
				Printf (PRINT_HIGH, "R_InitTextures: Missing patch in texture %s\n", texture->name);
				errors++;
			}
		}
		texturecolumnlump[i] = new short[texture->width];
		texturecolumnofs[i] = new unsigned int[texture->width];

		for (j = 1; j*2 <= texture->width; j <<= 1)
			;
		texturewidthmask[i] = j-1;

		textureheight[i] = texture->height << FRACBITS;
			
		// [RH] Special for beta 29: Values of 0 will use the tx/ty cvars
		// to determine scaling instead of defaulting to 8. I will likely
		// remove this once I finish the betas, because by then, users
		// should be able to actually create scaled textures.
		texturescalex[i] = mtexture->scalex ? mtexture->scalex << (FRACBITS - 3) : FRACUNIT;
		texturescaley[i] = mtexture->scaley ? mtexture->scaley << (FRACBITS - 3) : FRACUNIT;

		totalwidth += texture->width;
	}
	delete[] patchlookup;

	Z_Free (maptex1);
	if (maptex2)
		Z_Free (maptex2);

	if (errors)
		I_FatalError ("%d errors in R_InitTextures.", errors);

	// [RH] Setup hash chains. Go from back to front so that if
	//		duplicates are found, the first one gets used instead
	//		of the last (thus mimicing the original behavior
	//		of R_CheckTextureNumForName().
	for (i = 0; i < numtextures; i++)
		textures[i]->index = -1;

	for (i = numtextures - 1; i >= 0; i--)
	{
		j = 0; //W_LumpNameHash (textures[i]->name) % (unsigned) numtextures;
		textures[i]->next = textures[j]->index;
		textures[j]->index = i;
	}

	if (clientside)		// server doesn't need to load patches ever
	{
		// Precalculate whatever possible.
		for (i = 0; i < numtextures; i++)
			R_GenerateLookup (i, &errors);
	}

//	if (errors)
//		I_FatalError ("%d errors encountered during texture generation.", errors);

	// Create translation table for global animation.

	delete[] texturetranslation;

	texturetranslation = new int[numtextures+1];

	for (i = 0; i < numtextures; i++)
		texturetranslation[i] = i;
}
Example #4
0
//
// R_InitTextures
// Initializes the texture list
//  with the textures from the world map.
//
static void R_InitTextures(void)
{
    maptexture_t *mtexture;
    texture_t    *texture;
    mappatch_t   *mpatch;
    texpatch_t   *patch;

    int          i;
    int          j;

    int          *maptex;
    int          *maptex2;
    int          *maptex1;

    char         name[9];
    char         *names;
    char         *name_p;

    int          *patchlookup;

    int          totalwidth;
    int          nummappatches;
    int          offset;
    int          maxoff;
    int          maxoff2;
    int          numtextures1;
    int          numtextures2;

    int          *directory;

    // Load the patch names from pnames.lmp.
    name[8] = 0;
    names = (char *)W_CacheLumpName("PNAMES", PU_STATIC);
    nummappatches = LONG(*((int *)names));
    name_p = names + 4;
    patchlookup = (int *)Z_Malloc(nummappatches * sizeof(*patchlookup), PU_STATIC, NULL);

    for (i = 0; i < nummappatches; i++)
    {
        M_StringCopy(name, name_p + i * 8, sizeof(name));
        patchlookup[i] = W_CheckNumForName(name);
    }
    W_ReleaseLumpName("PNAMES");

    // Load the map texture definitions from textures.lmp.
    // The data is contained in one or two lumps,
    //  TEXTURE1 for shareware, plus TEXTURE2 for commercial.
    maptex = maptex1 = W_CacheLumpName("TEXTURE1", PU_STATIC);
    numtextures1 = LONG(*maptex);
    maxoff = W_LumpLength(W_GetNumForName("TEXTURE1"));
    directory = maptex + 1;

    if (W_CheckNumForName("TEXTURE2") != -1)
    {
        maptex2 = W_CacheLumpName("TEXTURE2", PU_STATIC);
        numtextures2 = LONG(*maptex2);
        maxoff2 = W_LumpLength(W_GetNumForName("TEXTURE2"));
    }
    else
    {
        maptex2 = NULL;
        numtextures2 = 0;
        maxoff2 = 0;
    }
    numtextures = numtextures1 + numtextures2;

    textures = Z_Malloc(numtextures * sizeof(*textures), PU_STATIC, 0);
    texturecolumnlump = Z_Malloc(numtextures * sizeof(*texturecolumnlump), PU_STATIC, 0);
    texturecolumnofs = Z_Malloc(numtextures * sizeof(*texturecolumnofs), PU_STATIC, 0);
    texturecomposite = Z_Malloc(numtextures * sizeof(*texturecomposite), PU_STATIC, 0);
    texturecompositesize = Z_Malloc(numtextures * sizeof(*texturecompositesize), PU_STATIC, 0);
    texturewidthmask = Z_Malloc(numtextures * sizeof(*texturewidthmask), PU_STATIC, 0);
    textureheight = Z_Malloc(numtextures * sizeof(*textureheight), PU_STATIC, 0);
    texturefullbright = Z_Malloc(numtextures * sizeof(*texturefullbright), PU_STATIC, 0);

    totalwidth = 0;

    for (i = 0; i < numtextures; i++, directory++)
    {
        if (i == numtextures1)
        {
            // Start looking in second texture file.
            maptex = maptex2;
            maxoff = maxoff2;
            directory = maptex + 1;
        }

        offset = LONG(*directory);

        if (offset > maxoff)
            I_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);

        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)
                patch->patch = 0;       // [crispy] make non-fatal
        }
        texturecolumnlump[i] = Z_Malloc(texture->width * sizeof(**texturecolumnlump),  PU_STATIC, 0);
        texturecolumnofs[i] = Z_Malloc(texture->width * sizeof(**texturecolumnofs), PU_STATIC, 0);

        for (j = 1; j * 2 <= texture->width; j <<= 1);

        texturewidthmask[i] = j - 1;
        textureheight[i] = texture->height << FRACBITS;

        totalwidth += texture->width;

        R_DoomTextureHacks(texture);
    }

    Z_Free(patchlookup);

    W_ReleaseLumpName("TEXTURE1");
    if (maptex2)
        W_ReleaseLumpName("TEXTURE2");

    lookuptextures = Z_Malloc(numtextures * sizeof(boolean), PU_STATIC, 0);

    for (i = 0; i < numtextures; i++)
        lookuptextures[i] = false;

    lookupprogress = numtextures;

    // Precalculate whatever possible.

    for (i = 0; i < numtextures; i++)
        R_GenerateLookup(i);

    // Create translation table for global animation.
    texturetranslation = Z_Malloc((numtextures + 1) * sizeof(*texturetranslation), PU_STATIC, 0);

    for (i = 0; i < numtextures; i++)
        texturetranslation[i] = i;

    GenerateTextureHashTable();

    // [BH] Initialize partially fullbright textures.
    memset(texturefullbright, 0, numtextures * sizeof(*texturefullbright));
    if (brightmaps)
    {
        i = 0;
        while (fullbright[i].colormask)
        {
            if (fullbright[i].texture)
            {
                int num = R_CheckTextureNumForName(fullbright[i].texture);

                if (num != -1)
                    texturefullbright[num] = fullbright[i].colormask;
                i++;
            }
        }
    }
}
Example #5
0
/*
==================
=
= R_InitTextures
=
= Initializes the texture list with the textures from the world map
=
==================
*/

void R_InitTextures (void)
{
	maptexture_t	*mtexture;
	texture_t		*texture;
	dstex_t			*texture_ds;
	mappatch_t	*mpatch;
	texpatch_t	*patch;
	int			i,j;
	int			*maptex, *maptex2, *maptex1;
	char		name[9], *names, *name_p;
	int			*patchlookup;
	int			totalwidth;
	int			nummappatches;
	int			offset, maxoff, maxoff2;
	int			numtextures1, numtextures2;
	int			*directory;

//
// load the patch names from pnames.lmp
//
	name[8] = 0;
	names = W_CacheLumpName ("PNAMES", PU_STATIC);
	nummappatches = LONG ( *((int *)names) );
	name_p = names+4;
	patchlookup = malloc (nummappatches*sizeof(*patchlookup));
	if(patchlookup == 0) {
		I_Error("patchlookup == 0\n");
	}
	for (i=0 ; i<nummappatches ; i++)
	{
		strncpy (name,name_p+i*8, 8);
		patchlookup[i] = W_CheckNumForName (name);
	}
	Z_Free (names);

//
// load the map texture definitions from textures.lmp
//
	maptex = maptex1 = W_CacheLumpName ("TEXTURE1", PU_STATIC);
	numtextures1 = LONG(*maptex);
	maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
	directory = maptex+1;

	if (W_CheckNumForName ("TEXTURE2") != -1)
	{
		maptex2 = W_CacheLumpName ("TEXTURE2", PU_STATIC);
		numtextures2 = LONG(*maptex2);
		maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
	}
	else
	{
		maptex2 = NULL;
		numtextures2 = 0;
		maxoff2 = 0;
	}
	numtextures = numtextures1 + numtextures2;

	printf("num textures %d\n",numtextures);

	//
	//	Init the startup thermometer at this point...
	//
	{
		int	spramount;
		spramount = W_GetNumForName("S_END") - W_GetNumForName("S_START") + 1;
		InitThermo(spramount + numtextures + 6);
	}

	textures = Z_Malloc (numtextures*4, PU_STATIC, 0);
	textures_ds = Z_Malloc (numtextures*sizeof(*textures_ds), PU_STATIC, 0);
	texturecolumnlump = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturecolumnofs = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturecomposite = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturecompositesize = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturewidthmask = Z_Malloc (numtextures*4, PU_STATIC, 0);
	textureheight = Z_Malloc (numtextures*4, PU_STATIC, 0);

	totalwidth = 0;

	for (i=0 ; i<numtextures ; i++, directory++)
	{
		#ifdef __NEXT__
		if(!(i&63))
			printf (".");
		#else
		IncThermo();
		#endif
		if (i == numtextures1)
		{	// start looking in second texture file
			maptex = maptex2;
			maxoff = maxoff2;
			directory = maptex+1;
		}

		offset = LONG(*directory);
		if (offset > maxoff)
			I_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);
		texture_ds = &textures_ds[i];
		ds_init_texture(i,texture,texture_ds);
		memcpy (texture->name, mtexture->name, sizeof(texture->name));
		//printf("%d: %p %8s %p %8s\n",i,texture->name,texture->name,mtexture->name,mtexture->name);
		if(*texture->name == 0)
		{
			while(1);
		}
		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 (
				"R_InitTextures: Missing patch in texture %s",texture->name);
		}		
		texturecolumnlump[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
		texturecolumnofs[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
		j = 1;
		while (j*2 <= texture->width)
			j<<=1;
		texturewidthmask[i] = j-1;
		textureheight[i] = texture->height<<FRACBITS;
		
		totalwidth += texture->width;
	}

	free(patchlookup);
	Z_Free (maptex1);
	if (maptex2)
		Z_Free (maptex2);

//
// precalculate whatever possible
//		
	for(i = 0; i < numtextures; i++)
	{
		R_GenerateLookup(i);
		CheckAbortStartup();
	}

//
// translation table for global animation
//
	texturetranslation = Z_Malloc ((numtextures+1)*4, PU_STATIC, 0);
	for (i=0 ; i<numtextures ; i++)
		texturetranslation[i] = i;

	ds_init_textures();
Example #6
0
//
// R_InitTextures
// Initializes the texture list
//  with the textures from the world map.
//
void R_InitTextures (void)
{
    maptexture_t*	mtexture;
    texture_t*		texture;
    mappatch_t*		mpatch;
    texpatch_t*		patch;

    int			i;
    int			j;

    int*		maptex;
    int*		maptex2;
    int*		maptex1;
    
    std::string		name(9,'0');
    char*		names;
    char*		name_p;
    
    int*		patchlookup;
    
    int			totalwidth;
    int			nummappatches;
    int			offset;
    int			maxoff;
    int			maxoff2;
    int			numtextures1;
    int			numtextures2;

    int*		directory;
    
    int			temp1;
    int			temp2;
    int			temp3;

    
    // Load the patch names from pnames.lmp.
    names = (char*)WadManager::getLump ("PNAMES");
    nummappatches =  *((int *)names) ;
    name_p = names+4;
    patchlookup = (int*)alloca (nummappatches*sizeof(*patchlookup));
    
    for (i=0 ; i<nummappatches ; i++)
    {
	    name = std::string(name_p+i*8, 8);
	    patchlookup[i] = WadManager::checkNumForName (name);
    }
    
    // Load the map texture definitions from textures.lmp.
    // The data is contained in one or two lumps,
    //  TEXTURE1 for shareware, plus TEXTURE2 for commercial.
    maptex = maptex1 = (int*)WadManager::getLump ("TEXTURE1");

    numtextures1 = *maptex;
    maxoff = WadManager::getLumpLength (WadManager::getNumForName ("TEXTURE1"));
    directory = maptex+1;
	
    if (WadManager::checkNumForName ("TEXTURE2") != -1)
    {
	maptex2 = (int*)WadManager::getLump ("TEXTURE2");
	numtextures2 = *maptex2;
	maxoff2 = WadManager::getLumpLength (WadManager::getNumForName ("TEXTURE2"));
    }
    else
    {
	maptex2 = NULL;
	numtextures2 = 0;
	maxoff2 = 0;
    }
    numtextures = numtextures1 + numtextures2;
	
    textures = (texture_t**)malloc (numtextures*sizeof(void*));
    texturecolumnlump = (short**)malloc (numtextures*sizeof(void*));
    texturecolumnofs = (unsigned short**)malloc (numtextures*sizeof(void*));
    texturecomposite = (unsigned char**)malloc (numtextures*sizeof(void*));
    texturecompositesize = (int*)malloc (numtextures*sizeof(void*));
    texturewidthmask = (int*)malloc (numtextures*sizeof(void*));
    textureheight = (int*)malloc (numtextures*sizeof(void*));

    totalwidth = 0;
    
    //	Really complex printing shit...
    temp1 = WadManager::getNumForName ("S_START");  // P_???????
    temp2 = WadManager::getNumForName ("S_END") - 1;
    temp3 = ((temp2-temp1+63)/64) + ((numtextures+63)/64);
    printf("[");
    for (i = 0; i < temp3; i++)
	printf(" ");
    printf("         ]");
    for (i = 0; i < temp3; i++)
	printf("\x8");
    printf("\x8\x8\x8\x8\x8\x8\x8\x8\x8\x8");	
	
    for (i=0 ; i<numtextures ; i++, directory++)
    {
	if (!(i&63))
	    printf (".");

	if (i == numtextures1)
	{
	    // Start looking in second texture file.
	    maptex = maptex2;
	    maxoff = maxoff2;
	    directory = maptex+1;
	}
		
	offset = *directory;

	if (offset > maxoff)
	    I_Error ("R_InitTextures: bad texture directory");
	
	mtexture = (maptexture_t *) ( (unsigned char *)maptex + offset);

	texture = textures[i] =
	    (texture_t*)malloc (sizeof(texture_t)
		      + sizeof(texpatch_t)*(mtexture->patchcount-1));
	
	texture->width = mtexture->width;
	texture->height = mtexture->height;
	texture->patchcount = mtexture->patchcount;

	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 = mpatch->originx;
	    patch->originy = mpatch->originy;
	    patch->patch = patchlookup[short(mpatch->patch)];
	    if (patch->patch == -1)
	    {
		I_Error ("R_InitTextures: Missing patch in texture %s",
			 texture->name);
	    }

	}		
	texturecolumnlump[i] = (short*)malloc (texture->width*2);
	texturecolumnofs[i] = (unsigned short*)malloc (texture->width*2);

	j = 1;
	while (j*2 <= texture->width)
	    j<<=1;

	texturewidthmask[i] = j-1;
	textureheight[i] = texture->height<<FRACBITS;
		
	totalwidth += texture->width;
    }
    
    // Precalculate whatever possible.	
    for (i=0 ; i<numtextures ; i++)
	R_GenerateLookup (i);
    
    // Create translation table for global animation.
    texturetranslation = (int*)malloc ((numtextures+1)*4);
    
    for (i=0 ; i<numtextures ; i++)
	texturetranslation[i] = i;
}
Example #7
0
/*
==================
=
= R_InitTextures
=
= Initializes the texture list with the textures from the world map
=
==================
*/

void R_InitTextures (void)
{
	maptexture_t	*mtexture;
	texture_t		*texture;
	mappatch_t	*mpatch;
	texpatch_t	*patch;
	int			i,j;
	int			*maptex, *maptex2, *maptex1;
	char		name[9], *names, *name_p;
	int			*patchlookup;
	int			totalwidth;
	int			nummappatches;
	int			offset, maxoff, maxoff2;
	int			numtextures1, numtextures2;
	int			*directory;

//
// load the patch names from pnames.lmp
//
	name[8] = 0;
	names = W_CacheLumpName ("PNAMES", PU_STATIC);
	nummappatches = LONG ( *((int *)names) );
	name_p = names+4;
	//rww begin
	patchlookup = alloca (nummappatches*sizeof(*patchlookup));
	//patchlookup = Z_Malloc(nummappatches*sizeof(*patchlookup), PU_STATIC, 0);
	//rww end
	for (i=0 ; i<nummappatches ; i++)
	{
		strncpy (name,name_p+i*8, 8);
		patchlookup[i] = W_CheckNumForName (name);
	}
	Z_Free (names);

//
// load the map texture definitions from textures.lmp
//
	maptex = maptex1 = W_CacheLumpName ("TEXTURE1", PU_STATIC);
	numtextures1 = LONG(*maptex);
	maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
	directory = maptex+1;

	if (W_CheckNumForName ("TEXTURE2") != -1)
	{
		maptex2 = W_CacheLumpName ("TEXTURE2", PU_STATIC);
		numtextures2 = LONG(*maptex2);
		maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
	}
	else
	{
		maptex2 = NULL;
		numtextures2 = 0;
		maxoff2 = 0;
	}
	numtextures = numtextures1 + numtextures2;

	//rww begin
	ST_Message("R_InitTextures: %i\n", numtextures);
	//rww end

	textures = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturecolumnlump = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturecolumnofs = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturecomposite = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturecompositesize = Z_Malloc (numtextures*4, PU_STATIC, 0);
	texturewidthmask = Z_Malloc (numtextures*4, PU_STATIC, 0);
	textureheight = Z_Malloc (numtextures*4, PU_STATIC, 0);

	totalwidth = 0;

	for (i=0 ; i<numtextures ; i++, directory++)
	{
		if (i == numtextures1)
		{	// start looking in second texture file
			maptex = maptex2;
			maxoff = maxoff2;
			directory = maptex+1;
		}

		offset = LONG(*directory);
		if (offset > maxoff)
			I_Error ("R_InitTextures: bad texture directory");
		mtexture = (maptexture_t *) ( (byte *)maptex + offset);

#ifdef _TEXTURE_PATCH_DEBUG
		ST_Message("%s: %i, %i, %i, %i, %i     \n", mtexture->name,
			mtexture->patches[0].patch, mtexture->patches[0].colormap,
			mtexture->patches[0].originx, mtexture->patches[0].originy,
			mtexture->patches[0].stepdir);
	#ifdef _HEXENDS
		{
			int j = 0;
			while (j < 60) {
				swiWaitForVBlank();
				j++;
			}
		}
	#endif
#endif

		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);
		memcpy (texture->name, mtexture->name, sizeof(texture->name));
		mpatch = &mtexture->patches[0];
		patch = &texture->patches[0];
//		ST_Message("tex (%s: %i %i %i %i %i %i)\n", texture->name, texture->width, texture->height,
//			texture->patchcount, mtexture->patchcount, mtexture->patches[0].patch, patchlookup[SHORT(mpatch->patch)]);

		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 (
				"R_InitTextures: Missing patch in texture %s",texture->name);
		}		

//		ST_Message("tex (%s: %i %i %i %i %i %i)\n", texture->name, texture->width, texture->height,
//			texture->patchcount, texture->patches[0].originx, texture->patches[0].originy, texture->patches[0].patch);

		texturecolumnlump[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
		texturecolumnofs[i] = Z_Malloc (texture->width*2, 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);
		if(!(i&31)) ST_Progress();
	}

//
// translation table for global animation
//
	texturetranslation = Z_Malloc ((numtextures+1)*4, PU_STATIC, 0);
	for (i=0 ; i<numtextures ; i++)
		texturetranslation[i] = i;

	//rww begin
	//Z_Free(patchlookup);
	//rww end