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|
/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program 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., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Preparation of data for rendering,
* generation of lookups, caching, retrieval by name.
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "w_wad.h"
#include "r_main.h"
#include "r_sky.h"
#include "i_system.h"
#include "m_swap.h"
#include "p_tick.h"
//#include "lprintf.h" // jff 08/03/98 - declaration of lprintf
#include "rockmacros.h"
//
// Graphics.
// DOOM graphics for walls and sprites
// is stored in vertical runs of opaque pixels (posts).
// A column is composed of zero or more posts,
// a patch or sprite is composed of zero or more columns.
//
//
// Texture definition.
// Each texture is composed of one or more patches,
// with patches being lumps stored in the WAD.
// The lumps are referenced by number, and patched
// into the rectangular texture space using origin
// and possibly other attributes.
//
typedef struct
{
short originx;
short originy;
short patch;
short stepdir; // unused in Doom but might be used in Phase 2 Boom
short colormap; // unused in Doom but might be used in Phase 2 Boom
}
PACKEDATTR mappatch_t;
typedef struct
{
char name[8];
boolean masked;
short width;
short height;
char pad[4]; // unused in Doom but might be used in Boom Phase 2
short patchcount;
mappatch_t patches[1];
}
PACKEDATTR maptexture_t;
// A maptexturedef_t describes a rectangular texture, which is composed
// of one or more mappatch_t structures that arrange graphic patches.
// killough 4/17/98: make firstcolormaplump,lastcolormaplump external
int firstcolormaplump, lastcolormaplump; // killough 4/17/98
int firstflat, lastflat, numflats;
int firstspritelump, lastspritelump, numspritelumps;
int numtextures;
static texture_t **textures;
fixed_t *textureheight; //needed for texture pegging (and TFE fix - killough)
int *flattranslation; // for global animation
int *texturetranslation;
// needed for pre-rendering
fixed_t *spritewidth, *spriteoffset, *spritetopoffset;
//
// MAPTEXTURE_T CACHING
// When a texture is first needed,
// it counts the number of composite columns
// required in the texture and allocates space
// for a column directory and any new columns.
// The directory will simply point inside other patches
// if there is only one patch in a given column,
// but any columns with multiple patches
// will have new column_ts generated.
//
//
// R_DrawColumnInCache
// Clip and draw a column
// from a patch into a cached post.
//
// Rewritten by Lee Killough for performance and to fix Medusa bug
//
void R_DrawColumnInCache(const column_t *patch, byte *cache,
int originy, int cacheheight, byte *marks)
{
while (patch->topdelta != 0xff)
{
int count = patch->length;
int position = originy + patch->topdelta;
if (position < 0)
{
count += position;
position = 0;
}
if (position + count > cacheheight)
count = cacheheight - position;
if (count > 0)
{
memcpy (cache + position, (byte *)patch + 3, count);
// killough 4/9/98: remember which cells in column have been drawn,
// so that column can later be converted into a series of posts, to
// fix the Medusa bug.
memset (marks + position, 0xff, count);
}
patch = (column_t *)((byte *) patch + patch->length + 4);
}
}
//
// R_GenerateComposite
// Using the texture definition,
// the composite texture is created from the patches,
// and each column is cached.
//
// Rewritten by Lee Killough for performance and to fix Medusa bug
void R_GenerateComposite(int texnum)
{
texture_t *texture = textures[texnum];
byte *block = Z_Malloc(texture->compositesize, PU_STATIC,
(void **)&texture->composite);
// Composite the columns together.
texpatch_t *patch = texture->patches;
short *collump = texture->columnlump;
unsigned *colofs = texture->columnofs; // killough 4/9/98: make 32-bit
int i = texture->patchcount;
// killough 4/9/98: marks to identify transparent regions in merged textures
byte *marks = calloc(texture->width, texture->height), *source;
for (; --i >=0; patch++)
{
const patch_t *realpatch = W_CacheLumpNum(patch->patch); // cph
int x1 = patch->originx, x2 = x1 + SHORT(realpatch->width);
const int *cofs = realpatch->columnofs-x1;
if (x1<0)
x1 = 0;
if (x2 > texture->width)
x2 = texture->width;
for (; x1<x2 ; x1++)
if (collump[x1] == -1) // Column has multiple patches?
// killough 1/25/98, 4/9/98: Fix medusa bug.
R_DrawColumnInCache((column_t*)((byte*)realpatch+LONG(cofs[x1])),
block+colofs[x1],patch->originy,texture->height,
marks + x1 * texture->height);
W_UnlockLumpNum(patch->patch); // cph - unlock the patch lump
}
// killough 4/9/98: Next, convert multipatched columns into true columns,
// to fix Medusa bug while still allowing for transparent regions.
source = malloc(texture->height); // temporary column
for (i=0; i < texture->width; i++)
if (collump[i] == -1) // process only multipatched columns
{
column_t *col = (column_t *)(block + colofs[i] - 3); // cached column
const byte *mark = marks + i * texture->height;
int j = 0;
// save column in temporary so we can shuffle it around
memcpy(source, (byte *) col + 3, texture->height);
for (;;) // reconstruct the column by scanning transparency marks
{
while (j < texture->height && !mark[j]) // skip transparent cells
j++;
if (j >= texture->height) // if at end of column
{
col->topdelta = -1; // end-of-column marker
break;
}
col->topdelta = j; // starting offset of post
for (col->length=0; j < texture->height && mark[j]; j++)
col->length++; // count opaque cells
// copy opaque cells from the temporary back into the column
memcpy((byte *) col + 3, source + col->topdelta, col->length);
col = (column_t *)((byte *) col + col->length + 4); // next post
}
}
free(source); // free temporary column
free(marks); // free transparency marks
// Now that the texture has been built in column cache,
// it is purgable from zone memory.
Z_ChangeTag(block, PU_CACHE);
}
//
// R_GenerateLookup
//
// Rewritten by Lee Killough for performance and to fix Medusa bug
//
static void R_GenerateLookup(int texnum, int *const errors)
{
texture_t *texture = textures[texnum];
// killough 4/9/98: make column offsets 32-bit;
// clean up malloc-ing to use sizeof
// CPhipps - moved allocing here
short *collump = texture->columnlump =
Z_Malloc(texture->width*sizeof(*texture->columnlump), PU_STATIC,0);
unsigned *colofs = texture->columnofs =
Z_Malloc(texture->width*sizeof(*texture->columnofs), PU_STATIC,0);
// killough 4/9/98: keep count of posts in addition to patches.
// Part of fix for medusa bug for multipatched 2s normals.
struct {
unsigned short patches, posts;
}
*count = calloc(sizeof *count, texture->width);
{
int i = texture->patchcount;
const texpatch_t *patch = texture->patches;
while (--i >= 0)
{
int pat = patch->patch;
const patch_t *realpatch = W_CacheLumpNum(pat);
int x1 = patch++->originx, x2 = x1 + SHORT(realpatch->width), x = x1;
const int *cofs = realpatch->columnofs-x1;
if (x2 > texture->width)
x2 = texture->width;
if (x1 < 0)
x = 0;
for ( ; x<x2 ; x++)
{
// killough 4/9/98: keep a count of the number of posts in column,
// to fix Medusa bug while allowing for transparent multipatches.
const column_t *col = (column_t*)((byte*)realpatch+LONG(cofs[x]));
for (;col->topdelta != 0xff; count[x].posts++)
col = (column_t *)((byte *) col + col->length + 4);
count[x].patches++;
collump[x] = pat;
colofs[x] = LONG(cofs[x])+3;
}
W_UnlockLumpNum(pat);
}
}
// Composited texture not created yet.
texture->composite = NULL;
// Now count the number of columns
// that are covered by more than one patch.
// Fill in the lump / offset, so columns
// with only a single patch are all done.
{
int x = texture->width;
int height = texture->height;
int csize = 0;
while (--x >= 0)
{
if (!count[x].patches) // killough 4/9/98
{
//jff 8/3/98 use logical output routine
printf("\nR_GenerateLookup: Column %d is without a patch in texture %s",
x, texture->name);
if (errors)
++*errors;
else
I_Error("R_GenerateLookup: Failed");
}
if (count[x].patches > 1) // killough 4/9/98
{
// killough 1/25/98, 4/9/98:
//
// Fix Medusa bug, by adding room for column header
// and trailer bytes for each post in merged column.
// For now, just allocate conservatively 4 bytes
// per post per patch per column, since we don't
// yet know how many posts the merged column will
// require, and it's bounded above by this limit.
collump[x] = -1; // mark lump as multipatched
colofs[x] = csize + 3; // three header bytes in a column
csize += 4*count[x].posts+1; // 1 stop byte plus 4 bytes per post
}
csize += height; // height bytes of texture data
}
texture->compositesize = csize;
}
free(count); // killough 4/9/98
}
//
// R_GetColumn
//
const byte *R_GetColumn(int tex, int col)
{
const texture_t *texture = textures[tex];
if (!texture->columnlump)
R_GenerateLookup(tex, NULL);
{
int lump = texture->columnlump[col &= texture->widthmask];
int ofs = texture->columnofs[col]; // cph - WARNING: must be after the above line
// cph - remember the last lump, so we can unlock it if no longer needed,
// or reuse it if possible to reduce lump locking/unlocking
static int lastlump = -1;
static const byte* lastlumpdata;
if ((lump<=0) && (lastlump<=0))
lump = lastlump; // cph - force equal
if (lump != lastlump)
{
// cph - must change the cached lump
if (lastlump>0)
W_UnlockLumpNum(lastlump);
if ((lastlump = lump) > 0)
lastlumpdata = W_CacheLumpNum(lump);
#ifdef RANGECHECK
else
lastlumpdata = NULL;
#endif
}
if (lump > 0)
return lastlumpdata + ofs;
if (!texture->composite)
R_GenerateComposite(tex);
return texture->composite + ofs;
}
}
//
// 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_lump[2] = {-1, -1};
const int *maptex;
const int *maptex1, *maptex2;
char name[9];
int names_lump; // cph - new wad lump handling
const unsigned char *names; // cph -
const char *name_p;// const*'s
int *patchlookup;
int totalwidth;
int nummappatches;
int offset;
int maxoff, maxoff2;
int numtextures1, numtextures2;
const int *directory;
int errors = 0;
// Load the patch names from pnames.lmp.
name[8] = 0;
names = W_CacheLumpNum(names_lump = W_GetNumForName("PNAMES"));
nummappatches = (names[3]<<24)|(names[2]<<16)|(names[1]<<8)|names[0];
name_p = names+4;
patchlookup = malloc(nummappatches*sizeof(*patchlookup)); // killough
for (i=0 ; i<nummappatches ; i++)
{
strncpy (name,name_p+i*8, 8);
patchlookup[i] = W_CheckNumForName(name);
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, ns_sprites);
if (patchlookup[i] == -1 && devparm)
//jff 8/3/98 use logical output routine
printf("\nWarning: patch %.8s, index %d does not exist",name,i);
}
}
W_UnlockLumpNum(names_lump); // cph - release the lump
// 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_CacheLumpNum(maptex_lump[0] = W_GetNumForName("TEXTURE1"));
numtextures1 = LONG(*maptex);
maxoff = W_LumpLength(maptex_lump[0]);
directory = maptex+1;
if (W_CheckNumForName("TEXTURE2") != -1)
{
maptex2 = W_CacheLumpNum(maptex_lump[1] = W_GetNumForName("TEXTURE2"));
numtextures2 = LONG(*maptex2);
maxoff2 = W_LumpLength(maptex_lump[1]);
}
else
{
maptex2 = NULL;
numtextures2 = 0;
maxoff2 = 0;
}
numtextures = numtextures1 + numtextures2;
// killough 4/9/98: make column offsets 32-bit;
// clean up malloc-ing to use sizeof
textures = Z_Malloc(numtextures*sizeof*textures, PU_STATIC, 0);
textureheight = Z_Malloc(numtextures*sizeof*textureheight, 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);
/* Mattias Engdegård emailed me of the following explenation of
* why memcpy doesnt work on some systems:
* "I suppose it is the mad unaligned allocation
* going on (and which gcc in some way manages to cope with
* through the __attribute__ ((packed))), and which it forgets
* when optimizing memcpy (to a single word move) since it appears
* to be aligned. Technically a gcc bug, but I can't blame it when
* it's stressed with that amount of
* non-standard nonsense."
* So in short the unaligned struct confuses gcc's optimizer so
* i took the memcpy out alltogether to avoid future problems-Jess
*/
/* The above was #ifndef SPARC, but i got a mail from
* Putera Joseph F NPRI <PuteraJF@Npt.NUWC.Navy.Mil> containing:
* I had to use the memcpy function on a sparc machine. The
* other one would give me a core dump.
* cph - I find it hard to believe that sparc memcpy is broken,
* but I don't believe the pointers to memcpy have to be aligned
* either. Use fast memcpy on other machines anyway.
*/
/*
proff - I took this out, because Oli Kraus (olikraus@yahoo.com) told
me the memcpy produced a buserror. Since this function isn't time-
critical I'm using the for loop now.
*/
/*
#ifndef GCC
memcpy(texture->name, mtexture->name, sizeof(texture->name));
#else
*/
{
unsigned int j;
for(j=0;j<sizeof(texture->name);j++)
texture->name[j]=mtexture->name[j];
}
/* #endif */
mpatch = mtexture->patches;
patch = texture->patches;
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)
{
//jff 8/3/98 use logical output routine
printf("\nR_InitTextures: Missing patch %d in texture %s",
SHORT(mpatch->patch), texture->name); // killough 4/17/98
++errors;
}
}
texture->columnofs = NULL;
texture->columnlump = NULL;
for (j=1; j*2 <= texture->width; j<<=1)
;
texture->widthmask = j-1;
textureheight[i] = texture->height<<FRACBITS;
totalwidth += texture->width;
}
free(patchlookup); // killough
for (i=0; i<2; i++) // cph - release the TEXTUREx lumps
if (maptex_lump[i] != -1)
W_UnlockLumpNum(maptex_lump[i]);
if (errors)
I_Error("R_InitTextures: %d errors", errors);
// Precalculate whatever possible.
if (devparm) // cph - If in development mode, generate now so all errors are found at once
for (i=0 ; i<numtextures ; i++)
R_GenerateLookup(i, &errors);
if (errors)
I_Error("R_InitTextures: %d errors", errors);
// Create translation table for global animation.
// killough 4/9/98: make column offsets 32-bit;
// clean up malloc-ing to use sizeof
texturetranslation =
Z_Malloc((numtextures+1)*sizeof*texturetranslation, PU_STATIC, 0);
for (i=0 ; i<numtextures ; i++)
texturetranslation[i] = i;
// killough 1/31/98: Initialize texture hash table
for (i = 0; i<numtextures; i++)
textures[i]->index = -1;
while (--i >= 0)
{
int j = W_LumpNameHash(textures[i]->name) % (unsigned) numtextures;
textures[i]->next = textures[j]->index; // Prepend to chain
textures[j]->index = i;
}
}
//
// 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.
// killough 4/9/98: make column offsets 32-bit;
// clean up malloc-ing to use sizeof
flattranslation =
Z_Malloc((numflats+1)*sizeof(*flattranslation), 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;
const patch_t *patch;
firstspritelump = W_GetNumForName("S_START") + 1;
lastspritelump = W_GetNumForName("S_END") - 1;
numspritelumps = lastspritelump - firstspritelump + 1;
// killough 4/9/98: make columnd offsets 32-bit;
// clean up malloc-ing to use sizeof
spritewidth = Z_Malloc(numspritelumps*sizeof*spritewidth, PU_STATIC, 0);
spriteoffset = Z_Malloc(numspritelumps*sizeof*spriteoffset, PU_STATIC, 0);
spritetopoffset =
Z_Malloc(numspritelumps*sizeof*spritetopoffset, PU_STATIC, 0);
for (i=0 ; i< numspritelumps ; i++)
{
patch = W_CacheLumpNum(firstspritelump+i);
spritewidth[i] = SHORT(patch->width)<<FRACBITS;
spriteoffset[i] = SHORT(patch->leftoffset)<<FRACBITS;
spritetopoffset[i] = SHORT(patch->topoffset)<<FRACBITS;
W_UnlockLumpNum(firstspritelump+i);
}
}
//
// R_InitColormaps
//
// killough 3/20/98: rewritten to allow dynamic colormaps
// and to remove unnecessary 256-byte alignment
//
// killough 4/4/98: Add support for C_START/C_END markers
//
void R_InitColormaps(void)
{
int i;
firstcolormaplump = W_GetNumForName("C_START");
lastcolormaplump = W_GetNumForName("C_END");
numcolormaps = lastcolormaplump - firstcolormaplump;
colormaps = Z_Malloc(sizeof(*colormaps) * numcolormaps, PU_STATIC, 0);
colormaps[0] = (lighttable_t *)W_CacheLumpName("COLORMAP");
for (i=1; i<numcolormaps; i++)
colormaps[i] = (lighttable_t *)W_CacheLumpNum(i+firstcolormaplump);
// cph - always lock
}
// killough 4/4/98: get colormap number from name
// killough 4/11/98: changed to return -1 for illegal names
// killough 4/17/98: changed to use ns_colormaps tag
int R_ColormapNumForName(const char *name)
{
register int i = 0;
if (strncasecmp(name,"COLORMAP",8)) // COLORMAP predefined to return 0
if ((i = (W_CheckNumForName)(name, ns_colormaps)) != -1)
i -= firstcolormaplump;
return i;
}
//
// R_InitTranMap
//
// Initialize translucency filter map
//
// By Lee Killough 2/21/98
//
int tran_filter_pct = 66; // filter percent
#define TSC 12 /* number of fixed point digits in filter percent */
void R_InitTranMap(int progress)
{
struct _cache {
unsigned char pct;
unsigned char playpal[256];
}
cache;
int lump = W_CheckNumForName("TRANMAP");
// If a tranlucency filter map lump is present, use it
if (lump != -1) // Set a pointer to the translucency filter maps.
main_tranmap = W_CacheLumpNum(lump); // killough 4/11/98
else
{ // Compose a default transparent filter map based on PLAYPAL.
const byte *playpal = W_CacheLumpName("PLAYPAL");
byte *my_tranmap;
int cachefd = open(GAMEBASE"tranmap.dat", O_RDWR);
main_tranmap = my_tranmap = Z_Malloc(256*256, PU_STATIC, 0); // killough 4/11/98
// Use cached translucency filter if it's available
if ((cachefd<0) ? cachefd = open(GAMEBASE"tranmap.dat",O_WRONLY | O_CREAT) , 1 :
read(cachefd, &cache, sizeof(cache)) != sizeof(cache) ||
cache.pct != tran_filter_pct ||
memcmp(cache.playpal, playpal, sizeof cache.playpal) ||
read(cachefd, my_tranmap, 256*256) != 256*256 ) // killough 4/11/98
{
long *stackdeath=malloc(256*7*sizeof(long)); // This was a bunch of static varibles, way too big for rockbox
long *pal[3], *tot, *pal_w1[3];
pal[0]=&stackdeath[0];
pal[1]=&stackdeath[256];
pal[2]=&stackdeath[256*2];
tot=&stackdeath[256*3];
pal_w1[0]=&stackdeath[256*4];
pal_w1[1]=&stackdeath[256*5];
pal_w1[2]=&stackdeath[256*6];
long w1 = ((unsigned long) tran_filter_pct<<TSC)/100;
long w2 = (1l<<TSC)-w1;
if (progress)
printf("Please wait: Tranmap build");
// First, convert playpal into long int type, and transpose array,
// for fast inner-loop calculations. Precompute tot array.
{
register int i = 255;
register const unsigned char *p = playpal+255*3;
do
{
register long t,d;
pal_w1[0][i] = (pal[0][i] = t = p[0]) * w1;
d = t*t;
pal_w1[1][i] = (pal[1][i] = t = p[1]) * w1;
d += t*t;
pal_w1[2][i] = (pal[2][i] = t = p[2]) * w1;
d += t*t;
p -= 3;
tot[i] = d << (TSC-1);
}
while (--i>=0);
}
// Next, compute all entries using minimum arithmetic.
{
int i,j;
byte *tp = my_tranmap;
for (i=0;i<256;i++)
{
long r1 = pal[0][i] * w2;
long g1 = pal[1][i] * w2;
long b1 = pal[2][i] * w2;
if (!(i & 31) && progress)
//jff 8/3/98 use logical output routine
printf(" Computing: %d", 256/32-i/32);
for (j=0;j<256;j++,tp++)
{
register int color = 255;
register long err;
long r = pal_w1[0][j] + r1;
long g = pal_w1[1][j] + g1;
long b = pal_w1[2][j] + b1;
long best = LONG_MAX;
do
if ((err = tot[color] - pal[0][color]*r
- pal[1][color]*g - pal[2][color]*b) < best)
best = err, *tp = color;
while (--color >= 0)
;
}
}
}
free(stackdeath); // Free this beast
if (cachefd) // write out the cached translucency map
{
cache.pct = tran_filter_pct;
memcpy(cache.playpal, playpal, 256);
lseek(cachefd, 0, SEEK_SET);
write(cachefd, &cache, sizeof cache);
write(cachefd,main_tranmap, 256*256);
// CPhipps - leave close for a few lines...
}
}
if (cachefd) // killough 11/98: fix filehandle leak
close(cachefd);
W_UnlockLumpName("PLAYPAL");
}
}
//
// 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 ();
printf ("\nInitTextures");
R_InitFlats ();
printf ("\nInitFlats");
R_InitSpriteLumps ();
printf ("\nInitSprites");
if (general_translucency) // killough 3/1/98
R_InitTranMap(1);
R_InitColormaps ();
printf ("\nInitColormaps");
}
//
// R_FlatNumForName
// Retrieval, get a flat number for a flat name.
//
// killough 4/17/98: changed to use ns_flats namespace
//
int R_FlatNumForName(const char *name) // killough -- const added
{
int i = (W_CheckNumForName)(name, ns_flats);
if (i == -1)
I_Error("R_FlatNumForName: %s not found", name);
return i - firstflat;
}
//
// R_CheckTextureNumForName
// Check whether texture is available.
// Filter out NoTexture indicator.
//
// Rewritten by Lee Killough to use hash table for fast lookup. Considerably
// reduces the time needed to start new levels. See w_wad.c for comments on
// the hashing algorithm, which is also used for lump searches.
//
// killough 1/21/98, 1/31/98
//
int R_CheckTextureNumForName(const char *name)
{
int i = 0;
if (*name != '-') // "NoTexture" marker.
{
i = textures[W_LumpNameHash(name) % (unsigned) numtextures]->index;
while (i >= 0 && strncasecmp(textures[i]->name,name,8))
i = textures[i]->next;
}
return i;
}
//
// R_TextureNumForName
// Calls R_CheckTextureNumForName,
// aborts with error message.
//
int R_TextureNumForName(const char *name) // const added -- killough
{
int i = R_CheckTextureNumForName(name);
if (i == -1)
I_Error("R_TextureNumForName: %s not found", name);
return i;
}
//
// R_PrecacheLevel
// Preloads all relevant graphics for the level.
//
// Totally rewritten by Lee Killough to use less memory,
// to avoid using alloca(), and to improve performance.
// cph - new wad lump handling, calls cache functions but acquires no locks
// Structures from p_spec.c
// Used to fully cache animations in the level -> avoids stalls on Hard Drive Systems
typedef struct
{
boolean istexture;
int picnum;
int basepic;
int numpics;
int speed;
} anim_t;
extern anim_t* anims;
extern anim_t* lastanim;
anim_t * isAnim(int flatnum, boolean texcheck)
{
anim_t *checkf;
for(checkf=anims; checkf<lastanim; checkf++)
{
if((flatnum>=checkf->basepic || flatnum<=checkf->numpics)&&checkf->istexture==texcheck)
return checkf;
}
return 0;
}
void R_PrecacheLevel(void)
{
register int i, j;
register byte *hitlist;
anim_t *cacheanim;
if (demoplayback)
return;
{
size_t size = numflats > numsprites ? numflats : numsprites;
hitlist = malloc((size_t)numtextures > size ? (unsigned)numtextures : size);
}
// Precache flats.
memset(hitlist, 0, numflats);
for (i = numsectors; --i >= 0; )
hitlist[sectors[i].floorpic] = hitlist[sectors[i].ceilingpic] = 1;
// If flat is an animation, load those too
// Definately not the most efficient, but better then stalls in game
for(i=0; i<numflats; i++)
if(hitlist[i])
if((cacheanim=isAnim(i,0)))
for(j=0; j<cacheanim->numpics; j++)
hitlist[cacheanim->basepic+j]=1;
for (i = numflats; --i >= 0; )
if (hitlist[i])
(W_CacheLumpNum)(firstflat + i, 0);
// Precache textures.
memset(hitlist, 0, numtextures);
for (i = numsides; --i >= 0;)
hitlist[sides[i].bottomtexture] =
hitlist[sides[i].toptexture] =
hitlist[sides[i].midtexture] = 1;
// If texture is an animation, load those too
// Definately not the most efficient, but better then stalls in game
for(i=0; i<numsides; i++)
if(hitlist[i])
if((cacheanim=isAnim(i,1)))
for(j=0; j<cacheanim->numpics; j++)
hitlist[cacheanim->basepic+j]=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.
hitlist[skytexture] = 1;
for (i = numtextures; --i >= 0; )
if (hitlist[i])
{
texture_t *texture = textures[i];
int j = texture->patchcount;
while (--j >= 0)
(W_CacheLumpNum)(texture->patches[j].patch, 0);
}
// Precache sprites.
memset(hitlist, 0, numsprites);
{
thinker_t *th;
for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
if (th->function == P_MobjThinker)
hitlist[((mobj_t *)th)->sprite] = 1;
}
for (i=numsprites; --i >= 0;)
if (hitlist[i])
{
int j = sprites[i].numframes;
while (--j >= 0)
{
short *sflump = sprites[i].spriteframes[j].lump;
int k = 7;
do
(W_CacheLumpNum)(firstspritelump + sflump[k], 0);
while (--k >= 0);
}
}
free(hitlist);
}
// Proff - Added for OpenGL
void R_SetPatchNum(patchnum_t *patchnum, const char *name)
{
patch_t *patch;
patch = (patch_t *) W_CacheLumpName(name);
patchnum->width = patch->width;
patchnum->height = patch->height;
patchnum->leftoffset = patch->leftoffset;
patchnum->topoffset = patch->topoffset;
patchnum->lumpnum = W_GetNumForName(name);
W_UnlockLumpName(name);
}
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