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12 changed files with 304 additions and 277 deletions

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-1
View File
@@ -4,7 +4,6 @@
*.plg
*.suo
*.vcproj.*.*.user
*.kate-swp
Win32_LIB_ASM_Debug
Win32_LIB_ASM_Release
*.bsc
+2 -2
View File
@@ -1699,7 +1699,7 @@ static void K_drawKartItem(void)
switch (stplyr->kartstuff[k_itemblinkmode])
{
case 2:
localcolor = K_RainbowColor();
localcolor = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
break;
case 1:
localcolor = SKINCOLOR_RED;
@@ -4098,7 +4098,7 @@ static void K_drawKartFirstPerson(void)
// drift sparks!
if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsthree))
colmap = R_GetTranslationColormap(TC_RAINBOW, K_RainbowColor(), GTC_CACHE);
colmap = R_GetTranslationColormap(TC_RAINBOW, (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))), GTC_CACHE);
else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dstwo))
colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_KETCHUP, GTC_CACHE);
else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsone))
+2 -21
View File
@@ -484,15 +484,6 @@ UINT8 colortranslations[MAXTRANSLATIONS][16] = {
{120, 120, 96, 96, 97, 98, 98, 99, 81, 81, 69, 71, 73, 75, 77, 79}, // SKINCOLOR_CSUPER5
};
//
// Gives you a color to use for rainbow effects (like invincibility).
// Return: Skincolor value.
//
UINT8 K_RainbowColor(void)
{
return (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
}
// Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
@@ -654,46 +645,36 @@ UINT8 K_GetKartColorByName(const char *name)
return 0;
}
//
// returns the players skinnumber
// accounts for localskins
//
INT32 K_GetSkinNum(player_t *player)
{
return player->localskin ? (player->localskin - 1) : player->skin;
}
//
// returns the mobj skinnumber
// accounts for localskins
//
INT32 K_GetMobjSkinNum(const skin_t *skin, boolean local)
{
return skin - K_GetSkinArray(local);
}
//
// returns the players skinnumber
// accounts for localskins
//
skin_t *K_GetMobjSkin(const mobj_t *mobj)
{
return mobj->localskin ? mobj->localskin : mobj->skin;
}
//
// returns the skin array to use
// accounts for localskins
//
skin_t *K_GetSkinArray(boolean local)
{
return local ? localskins : skins;
}
//
// returns the players skin
// accounts for localskins
//
skin_t *K_GetPlayerSkin(player_t *player)
{
return &K_GetSkinArray(player->skinlocal)[K_GetSkinNum(player)];
@@ -3103,7 +3084,7 @@ static UINT16 K_DriftSparkColor(player_t *player, INT32 charge)
if (charge >= K_GetKartDriftSparkValue(player)*4)
{
color = K_RainbowColor();
color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
}
else if (charge >= K_GetKartDriftSparkValue(player)*2)
{
@@ -5390,7 +5371,7 @@ static UINT8 K_GetSpeedLineColor(player_t *player, boolean colorSpeed)
else if (player->kartstuff[k_driftboost] <= 50)
speedcolor = SKINCOLOR_RASPBERRY;
else if (player->kartstuff[k_driftboost] <= 125)
speedcolor = K_RainbowColor();
speedcolor = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
if (cv_coloredspeedlines.value == 2)
speedcolor = (leveltime & 1) ? playercolor : speedcolor;
-1
View File
@@ -19,7 +19,6 @@ extern "C" {
extern UINT8 colortranslations[MAXTRANSLATIONS][16];
extern const char *KartColor_Names[MAXSKINCOLORS];
extern const UINT8 KartColor_Opposite[MAXSKINCOLORS*2];
UINT8 K_RainbowColor(void);
void K_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor);
void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color, boolean local);
UINT8 K_GetKartColorByName(const char *name);
+11 -62
View File
@@ -366,18 +366,7 @@ void LUA_DumpFile(const char *filename)
}
#endif
static void createMathLibState(void)
{
mL = lua_newstate(LUA_Alloc, NULL);
lua_atpanic(mL, LUA_Panic);
// open only enum lib
lua_pushcfunction(mL, LUA_EnumLib);
lua_pushboolean(mL, true);
lua_call(mL, 1, 0);
}
fixed_t LUA_EvalMathEx(const char *word, const char **error)
fixed_t LUA_EvalMath(const char *word)
{
char buf[1024], *b;
const char *p;
@@ -386,7 +375,15 @@ fixed_t LUA_EvalMathEx(const char *word, const char **error)
// make a new state so SOC can't interefere with scripts
// allocate state
if (mL == NULL)
createMathLibState();
{
mL = lua_newstate(LUA_Alloc, NULL);
lua_atpanic(mL, LUA_Panic);
// open only enum lib
lua_pushcfunction(mL, LUA_EnumLib);
lua_pushboolean(mL, true);
lua_call(mL, 1, 0);
}
// change ^ into ^^ for Lua.
strcpy(buf, "return ");
@@ -397,9 +394,6 @@ fixed_t LUA_EvalMathEx(const char *word, const char **error)
if (*p == '^')
*b++ = '^';
}
// length of word is zero!?
if (p == word)
return 0;
*b = '\0';
// eval string.
@@ -415,7 +409,7 @@ fixed_t LUA_EvalMathEx(const char *word, const char **error)
p += 3; // "1: "
}
if (error) *error = p;
CONS_Alert(CONS_WARNING, "%s\n", p);
}
else
res = lua_tointeger(mL, -1);
@@ -423,51 +417,6 @@ fixed_t LUA_EvalMathEx(const char *word, const char **error)
return res;
}
fixed_t LUA_EvalMath(const char *word)
{
const char *error = NULL;
fixed_t res = LUA_EvalMathEx(word, &error);
if (error)
CONS_Alert(CONS_WARNING, "%s\n", error);
return res;
}
// A hack to prevent lua from crashing game if constant doesn't exist
static int lua_get_constant(lua_State *L)
{
lua_pushvalue(mL, LUA_GLOBALSINDEX);
lua_pushvalue(L, 1);
lua_gettable(L, -2);
return 1;
}
fixed_t LUA_GetConstant(const char *word)
{
if (mL == NULL)
createMathLibState();
fixed_t res = 0;
lua_pushcfunction(mL, lua_get_constant);
lua_pushstring(mL, word);
if (lua_pcall(mL, 1, 1, 0) == 0)
{
if (lua_isnumber(mL, -1))
res = lua_tointeger(mL, -1);
}
else
{
// Pop error message
lua_pop(mL, 1);
}
return res;
}
void LUA_InvalidateMathlibCache(const char *name)
{
// No state => no cache => nothing to invalidate :3
-2
View File
@@ -48,9 +48,7 @@ void LUA_LoadLump(UINT16 wad, UINT16 lump);
#ifdef LUA_ALLOW_BYTECODE
void LUA_DumpFile(const char *filename);
#endif
fixed_t LUA_EvalMathEx(const char *word, const char **error);
fixed_t LUA_EvalMath(const char *word);
fixed_t LUA_GetConstant(const char *word);
// Need better name for this ;-;
void LUA_InvalidateMathlibCache(const char *name);
+3 -3
View File
@@ -6964,7 +6964,7 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
if (mobj->flags2 & MF2_AMBUSH)
{
mobj->colorized = true;
mobj->color = K_RainbowColor();
mobj->color = (1 + (leveltime % (MAXSKINCOLORS-1)));
mobj->frame |= FF_FULLBRIGHT;
}
else
@@ -7806,7 +7806,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
P_SetScale(mobj, (mobj->destscale = mobj->target->scale));
if (mobj->target->player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(mobj->target->player)*4)
mobj->color = K_RainbowColor();
mobj->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
else if (mobj->target->player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(mobj->target->player)*2)
mobj->color = SKINCOLOR_KETCHUP;
else if (mobj->target->player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(mobj->target->player))
@@ -8505,7 +8505,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
if (mobj->flags2 & MF2_AMBUSH)
{
mobj->colorized = true;
mobj->color = K_RainbowColor();
mobj->color = (1 + (leveltime % (MAXSKINCOLORS-1)));
mobj->frame |= FF_FULLBRIGHT;
}
else
+38 -34
View File
@@ -650,27 +650,6 @@ size_t P_PrecacheLevelFlats(void)
return flatmem;
}
// check if our flat contains cyan pixels
// not sure if this is the best way to do it but it works
static void P_CheckCyanFlat(levelflat_t *levelflat)
{
// only need this for software
if (rendermode != render_soft)
return;
const UINT8 *flat = R_GetFlat(levelflat->lumpnum);
const size_t size = W_LumpLength(levelflat->lumpnum);
for (size_t steppy = 0; steppy < size; steppy++)
{
if (flat[steppy] == TRANSPARENTPIXEL)
{
levelflat->cyan = true;
break;
}
}
}
// help function for P_LoadSectors, find a flat in the active wad files,
// allocate an id for it, and set the levelflat (to speedup search)
//
@@ -682,7 +661,7 @@ INT32 P_AddLevelFlat(const char *flatname, levelflat_t *levelflat)
// first scan through the already found flats
//
for (i = 0; i < numlevelflats; i++, levelflat++)
if (strnicmp(levelflat->name, flatname, 8) == 0)
if (strnicmp(levelflat->name,flatname,8) == 0)
break;
// that flat was already found in the level, return the id
@@ -696,7 +675,20 @@ INT32 P_AddLevelFlat(const char *flatname, levelflat_t *levelflat)
levelflat->lumpnum = R_GetFlatNumForName(flatname);
levelflat->baselumpnum = LUMPERROR;
P_CheckCyanFlat(levelflat);
// check if our flat contains cyan pixels
// not sure if this is the best way to do it but it works
{
const UINT8 *flat = (UINT8 *)W_CacheLumpNum(levelflat->lumpnum, PU_LEVEL);
size_t size = W_LumpLength(levelflat->lumpnum);
for (size_t steppy = 0; steppy < size; steppy++)
{
if (flat[steppy] == TRANSPARENTPIXEL)
{
levelflat->cyan = true;
break;
}
}
}
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name);
@@ -743,7 +735,20 @@ INT32 P_AddLevelFlatRuntime(const char *flatname)
levelflat->lumpnum = R_GetFlatNumForName(flatname);
levelflat->baselumpnum = LUMPERROR;
P_CheckCyanFlat(levelflat);
// check if our flat contains cyan pixels
// not sure if this is the best way to do it but it works
{
const UINT8 *flat = (UINT8 *)W_CacheLumpNum(levelflat->lumpnum, PU_LEVEL);
size_t size = W_LumpLength(levelflat->lumpnum);
for (size_t steppy = 0; steppy < size; steppy++)
{
if (flat[steppy] == TRANSPARENTPIXEL)
{
levelflat->cyan = true;
break;
}
}
}
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name);
@@ -2340,9 +2345,7 @@ static void P_RunLevelScript(const char *scriptname)
lumpnum_t lumpnum;
char newname[9];
strncpy(newname, scriptname, 8);
newname[8] = '\0';
strlcpy(newname, scriptname, sizeof(newname));
lumpnum = W_CheckNumForName(newname);
@@ -3309,6 +3312,12 @@ UINT16 P_PartialAddWadFile(const char *wadfilename, boolean local)
if (!mapsadded)
CONS_Printf(M_GetText("No maps added\n"));
#ifdef HWRENDER
// Free GPU textures before freeing patches.
if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
HWR_ClearAllTextures();
#endif
//
// search for sprite replacements
//
@@ -3319,7 +3328,7 @@ UINT16 P_PartialAddWadFile(const char *wadfilename, boolean local)
// Reload it all anyway, just in case they
// added some textures but didn't insert a
// TEXTURES/etc. list.
//R_LoadTexturesPwad(wadnum);
R_LoadTexturesPwad(wadnum);
// everything from MultiSetupWadFile until ST_Start was here originally
@@ -3383,13 +3392,8 @@ boolean P_MultiSetupWadFiles(boolean fullsetup)
if (partadd_stage == 1)
{
#ifdef HWRENDER
// Free GPU textures before freeing patches.
if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
HWR_ClearAllTextures();
#endif
// Reload all textures, unconditionally for better or worse.
R_LoadTextures();
//R_LoadTextures();
if (fullsetup)
++partadd_stage;
+1 -1
View File
@@ -1641,7 +1641,7 @@ static void P_CheckInvincibilityTimer(player_t *player)
if (!player->powers[pw_invulnerability] && !player->kartstuff[k_invincibilitytimer])
return;
player->mo->color = K_RainbowColor();
player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
// Resume normal music stuff.
if (player->powers[pw_invulnerability] == 1 || player->kartstuff[k_invincibilitytimer] == 1)
+242 -149
View File
@@ -235,6 +235,7 @@ UINT32 ASTBlendTexturePixel(RGBA_t background, RGBA_t foreground, int style, UIN
// Painfully simple texture id cacheing to make maps load faster. :3
static struct {
char name[9];
UINT32 hash;
INT32 id;
} *tidcache = NULL;
static INT32 tidcachelen = 0;
@@ -520,32 +521,151 @@ void R_FlushTextureCache(void)
int R_CountTexturesInTEXTURESLump(UINT16 wadNum, UINT16 lumpNum);
void R_ParseTEXTURESLump(UINT16 wadNum, UINT16 lumpNum, INT32 *index);
//
// R_LoadTextures
// Initializes the texture list with the textures from the world map.
//
#define TX_START "TX_START"
#define TX_END "TX_END"
void R_LoadTextures(void)
static INT32
Rloadtextures (INT32 i, INT32 w)
{
INT32 i, k, w;
UINT16 j;
INT32 k;
UINT16 texstart, texend, texturesLumpPos;
softwarepatch_t *patchlump;
texpatch_t *patch;
texture_t *texture;
// Free previous memory before numtextures change.
if (numtextures)
// Get the lump numbers for the markers in the WAD, if they exist.
if (W_FileHasFolders(wadfiles[w]))
{
for (i = 0; i < numtextures; i++)
texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0);
texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart);
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
while (texturesLumpPos != INT16_MAX)
{
Z_Free(textures[i]);
Z_Free(texturecache[i]);
R_ParseTEXTURESLump(w, texturesLumpPos, &i);
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1);
}
Z_Free(texturetranslation);
Z_Free(textures);
}
else
{
texstart = W_CheckNumForMarkerStartPwad(TX_START, (UINT16)w, 0);
texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0);
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
if (texturesLumpPos != INT16_MAX)
R_ParseTEXTURESLump(w, texturesLumpPos, &i);
}
if (texstart == INT16_MAX || texend == INT16_MAX)
return i;
// Work through each lump between the markers in the WAD.
for (j = 0; j < (texend - texstart); j++)
{
UINT16 wadnum = (UINT16)w;
lumpnum_t lumpnum = texstart + j;
if (W_FileHasFolders(wadfiles[w]))
{
if (W_IsLumpFolder(wadnum, lumpnum)) // Check if lump is a folder
continue; // If it is then SKIP IT
}
patchlump = (softwarepatch_t *)W_CacheLumpNumPwad(wadnum, lumpnum, PU_STATIC);
//CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad((wadnum, lumpnum), patchlump->width, patchlump->height);
texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL);
// Set texture properties.
M_Memcpy(texture->name, W_CheckNameForNumPwad(wadnum, lumpnum), sizeof(texture->name));
texture->hash = quickncasehash(texture->name, 8);
texture->width = SHORT(patchlump->width);
texture->height = SHORT(patchlump->height);
texture->type = TEXTURETYPE_SINGLEPATCH;
texture->patchcount = 1;
texture->holes = false;
// Allocate information for the texture's patches.
patch = &texture->patches[0];
patch->originx = patch->originy = 0;
patch->wad = wadnum;
patch->lump = texstart + j;
Z_Free(patchlump);
// determine width power of 2
#if 1
// [WDJ] only need to determine if exact power of 2.
k = 1;
while (k < texture->width)
k<<=1;
#else
// Largest power of 2 that fits within width.
k = 1;
while (k << 1 <= texture->width)
k <<= 1;
#endif
if (k != texture->width)
{
// Odd width
k = 1; // make texturewidthmask = 0
}
texturewidthmask[i] = k - 1;
textureheight[i] = texture->height << FRACBITS;
i++;
}
return i;
}
static INT32
count_range
( const char * marker_start,
const char * marker_end,
const char * folder,
UINT16 wadnum)
{
UINT16 j;
UINT16 texstart, texend;
INT32 count = 0;
// Count flats
if (W_FileHasFolders(wadfiles[wadnum]))
{
texstart = W_CheckNumForFolderStartPK3(folder, wadnum, 0);
texend = W_CheckNumForFolderEndPK3(folder, wadnum, texstart);
}
else
{
texstart = W_CheckNumForMarkerStartPwad(marker_start, wadnum, 0);
texend = W_CheckNumForNamePwad(marker_end, wadnum, texstart);
}
if (texstart != INT16_MAX && texend != INT16_MAX)
{
// PK3s have subfolders, so we can't just make a simple sum
if (W_FileHasFolders(wadfiles[wadnum]))
{
for (j = texstart; j < texend; j++)
{
if (!W_IsLumpFolder(wadnum, j)) // Check if lump is a folder; if not, then count it
count++;
}
}
else // Add all the textures between markers
{
count += (texend - texstart);
}
}
return count;
}
static INT32 R_CountTextures(UINT16 wadnum)
{
UINT16 texturesLumpPos;
INT32 count = 0;
// Load patches and textures.
@@ -554,159 +674,127 @@ void R_LoadTextures(void)
// the markers.
// This system will allocate memory for all duplicate/patched textures even if it never uses them,
// but the alternative is to spend a ton of time checking and re-checking all previous entries just to skip any potentially patched textures.
for (w = 0, numtextures = 0; w < numwadfiles; w++)
// Count the textures from TEXTURES lumps
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", wadnum, 0);
while (texturesLumpPos != INT16_MAX)
{
if (W_FileHasFolders(wadfiles[w]))
{
texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0);
texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart);
}
else
{
texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0) + 1;
texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0);
}
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
while (texturesLumpPos != INT16_MAX)
{
numtextures += R_CountTexturesInTEXTURESLump((UINT16)w, (UINT16)texturesLumpPos);
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1);
}
// Add all the textures between TX_START and TX_END
if (texstart == INT16_MAX || texend == INT16_MAX)
continue;
// PK3s have subfolders, so we can't just make a simple sum
if (W_FileHasFolders(wadfiles[w]))
{
for (j = texstart; j < texend; j++)
{
if (W_IsLumpFolder((UINT16)w, j)) // Check if lump is a folder; if not, then count it
continue;
numtextures++;
}
}
else
{
numtextures += (UINT32)(texend - texstart);
}
count += R_CountTexturesInTEXTURESLump(wadnum, texturesLumpPos);
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", wadnum, texturesLumpPos + 1);
}
// If no textures found by this point, bomb out
if (!numtextures)
I_Error("No textures detected in any WADs!\n");
// Count single-patch textures
count += count_range(TX_START, TX_END, "textures/", wadnum);
return count;
}
static void
recallocuser
( void * user,
size_t old,
size_t new)
{
char *p = Z_Realloc(*(void**)user,
new, PU_STATIC, user);
if (new > old)
memset(&p[old], 0, (new - old));
}
static void R_AllocateTextures(INT32 add)
{
const INT32 newtextures = (numtextures + add);
const size_t newsize = newtextures * sizeof (void*);
const size_t oldsize = numtextures * sizeof (void*);
INT32 i;
// Allocate memory and initialize to 0 for all the textures we are initialising.
// There are actually 5 buffers allocated in one for convenience.
textures = Z_Calloc((numtextures * sizeof(void *)) * 5, PU_STATIC, NULL);
recallocuser(&textures, oldsize, newsize);
// Allocate texture column offset table.
texturecolumnofs = (void *)((UINT8 *)textures + (numtextures * sizeof(void *)));
recallocuser(&texturecolumnofs, oldsize, newsize);
// Allocate texture referencing cache.
texturecache = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 2));
// Allocate texture width mask table.
texturewidthmask = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 3));
// Allocate texture height mask table.
textureheight = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 4));
recallocuser(&texturecache, oldsize, newsize);
// Allocate texture width table.
recallocuser(&texturewidthmask, oldsize, newsize);
// Allocate texture height table.
recallocuser(&textureheight, oldsize, newsize);
// Create translation table for global animation.
texturetranslation = Z_Malloc((numtextures + 1) * sizeof(*texturetranslation), PU_STATIC, NULL);
Z_Realloc(texturetranslation, (newtextures + 1) * sizeof(*texturetranslation), PU_STATIC, &texturetranslation);
for (i = 0; i < numtextures; i++)
texturetranslation[i] = i;
for (i = 0, w = 0; w < numwadfiles; w++)
for (i = 0; i < numtextures; ++i)
{
// Get the lump numbers for the markers in the WAD, if they exist.
if (W_FileHasFolders(wadfiles[w]))
{
texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0);
texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart);
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
while (texturesLumpPos != INT16_MAX)
{
R_ParseTEXTURESLump(w, texturesLumpPos, &i);
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1);
}
}
else
{
texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0) + 1;
texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0);
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
if (texturesLumpPos != INT16_MAX)
R_ParseTEXTURESLump(w, texturesLumpPos, &i);
}
if (texstart == INT16_MAX || texend == INT16_MAX)
continue;
// Work through each lump between the markers in the WAD.
for (j = 0; j < (texend - texstart); j++)
{
UINT16 wadnum = (UINT16)w;
lumpnum_t lumpnum = texstart + j;
if (W_FileHasFolders(wadfiles[w]))
{
if (W_IsLumpFolder(wadnum, lumpnum)) // Check if lump is a folder
continue; // If it is then SKIP IT
}
patchlump = (softwarepatch_t *)W_CacheLumpNumPwad(wadnum, lumpnum, PU_STATIC);
//CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad(wadnum, lumpnum), patchlump->width, patchlump->height);
texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL);
// Set texture properties.
M_Memcpy(texture->name, W_CheckNameForNumPwad(wadnum, lumpnum), sizeof(texture->name));
texture->width = SHORT(patchlump->width);
texture->height = SHORT(patchlump->height);
texture->type = TEXTURETYPE_SINGLEPATCH;
texture->patchcount = 1;
texture->holes = false;
// Allocate information for the texture's patches.
patch = &texture->patches[0];
patch->originx = patch->originy = 0;
patch->wad = wadnum;
patch->lump = texstart + j;
Z_Free(patchlump);
// determine width power of 2
#if 1
// [WDJ] only need to determine if exact power of 2.
k = 1;
while (k < texture->width)
k<<=1;
#else
// Largest power of 2 that fits within width.
k = 1;
while (k << 1 <= texture->width)
k <<= 1;
#endif
if (k != texture->width)
{
// Odd width
k = 1; // make texturewidthmask = 0
}
texturewidthmask[i] = k - 1;
textureheight[i] = texture->height << FRACBITS;
i++;
}
// R_FlushTextureCache relies on the user for
// Z_Free, texturecache has been reallocated so the
// user is now garbage memory.
Z_SetUser(texturecache[i], (void**)&texturecache[i]);
}
while (i < newtextures)
{
texturetranslation[i] = i;
i++;
}
}
static INT32 R_DefineTextures(INT32 i, UINT16 w)
{
return Rloadtextures(i, w);
}
static void R_FinishLoadingTextures(INT32 add)
{
numtextures += add;
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_LoadMapTextures(numtextures);
#endif
}
//
// R_LoadTextures
// Initializes the texture list with the textures from the world map.
//
void R_LoadTextures(void)
{
INT32 i, w;
INT32 newtextures = 0;
for (w = 0; w < numwadfiles; w++)
{
newtextures += R_CountTextures((UINT16)w);
}
// If no textures found by this point, bomb out
if (!newtextures)
I_Error("No textures detected in any WADs!\n");
R_AllocateTextures(newtextures);
for (i = 0, w = 0; w < numwadfiles; w++)
{
i = R_DefineTextures(i, w);
}
R_FinishLoadingTextures(i);
}
void R_LoadTexturesPwad(UINT16 wadnum)
{
INT32 newtextures = R_CountTextures(wadnum);
if (!newtextures)
return;
R_AllocateTextures(newtextures);
newtextures = R_DefineTextures(numtextures, wadnum) - numtextures;
R_FinishLoadingTextures(newtextures);
}
static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
{
char *texturesToken;
@@ -958,6 +1046,7 @@ static texture_t *R_ParseTexture(boolean actuallyLoadTexture)
// Allocate memory for a zero-patch texture. Obviously, we'll be adding patches momentarily.
resultTexture = (texture_t *)Z_Calloc(sizeof(texture_t), PU_STATIC, NULL);
M_Memcpy(resultTexture->name, newTextureName, 8);
resultTexture->hash = quickncasehash(newTextureName, 8);
resultTexture->width = newTextureWidth;
resultTexture->height = newTextureHeight;
resultTexture->type = TEXTURETYPE_COMPOSITE;
@@ -1741,19 +1830,22 @@ void R_ClearTextureNumCache(boolean btell)
INT32 R_CheckTextureNumForName(const char *name)
{
INT32 i;
UINT32 hash;
// "NoTexture" marker.
if (name[0] == '-')
return 0;
hash = quickncasehash(name, 8);
for (i = 0; i < tidcachelen; i++)
if (!strncasecmp(tidcache[i].name, name, 8))
if (tidcache[i].hash == hash && !strncasecmp(tidcache[i].name, name, 8))
return tidcache[i].id;
// Need to parse the list backwards, so textures loaded more recently are used in lieu of ones loaded earlier
//for (i = 0; i < numtextures; i++) <- old
for (i = (numtextures - 1); i >= 0; i--) // <- new
if (!strncasecmp(textures[i]->name, name, 8))
if (textures[i]->hash == hash && !strncasecmp(textures[i]->name, name, 8))
{
tidcachelen++;
Z_Realloc(tidcache, tidcachelen * sizeof(*tidcache), PU_STATIC, &tidcache);
@@ -1762,6 +1854,7 @@ INT32 R_CheckTextureNumForName(const char *name)
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "texture #%s: %s\n", sizeu1(tidcachelen), tidcache[tidcachelen-1].name);
#endif
tidcache[tidcachelen-1].hash = hash;
tidcache[tidcachelen-1].id = i;
return i;
}
+2
View File
@@ -53,6 +53,7 @@ typedef struct
// Keep name for switch changing, etc.
char name[8];
UINT8 type; // TEXTURETYPE_
UINT32 hash;
INT16 width, height;
boolean holes;
// All the patches[patchcount] are drawn back to front into the cached texture.
@@ -76,6 +77,7 @@ extern CV_PossibleValue_t Color_cons_t[];
// Load TEXTURE1/TEXTURE2/PNAMES definitions, create lookup tables
void R_LoadTextures(void);
void R_LoadTexturesPwad(UINT16 wadnum);
void R_FlushTextureCache(void);
UINT8 *R_GenerateTexture(size_t texnum);
+3 -1
View File
@@ -1182,7 +1182,7 @@ void R_DrawSinglePlane(drawspandata_t* ds, visplane_t *pl, boolean allow_paralle
levelflat = &levelflats[pl->picnum];
// Get the texture
ds->source = R_GetFlat(levelflat->lumpnum);
ds->source = (UINT8 *)W_CacheLumpNum(levelflat->lumpnum, PU_STATIC); // Stay here until Z_ChangeTag
if (ds->source == NULL)
return;
@@ -1387,6 +1387,8 @@ using the palette colors.
}
}
#endif
Z_ChangeTag(ds->source, PU_CACHE);
}
void R_PlaneBounds(visplane_t *plane)