490 lines
12 KiB
C
490 lines
12 KiB
C
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/paging.c,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:42:16 $
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*
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* Routines for paging in/out textures.
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*
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* $Log: paging.c,v $
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* Revision 1.1.1.1 2006/03/17 19:42:16 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:10:43 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.5 1995/10/07 13:18:21 john
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* Added PSX debugging stuff that builds .PAG files.
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*
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* Revision 2.4 1995/08/24 13:40:03 john
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* Added code to page in vclip for powerup disapperance and to
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* fix bug that made robot makers not page in the correct bot
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* textures.
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*
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* Revision 2.3 1995/07/26 12:09:19 john
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* Made code that pages in weapon_info->robot_hit_vclip not
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* page in unless it is a badass weapon. Took out old functionallity
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* of using this if no robot exp1_vclip, since all robots have these.
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*
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* Revision 2.2 1995/07/24 13:22:11 john
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* Made sure everything gets paged in at the
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* level start. Fixed bug with robot effects not
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* getting paged in correctly.
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*
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* Revision 2.1 1995/05/12 15:50:16 allender
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* fix to check effects dest_bm_num > -1 before paging in
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*
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* Revision 2.0 1995/02/27 11:27:39 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.18 1995/02/22 14:12:28 allender
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* remove anonyous union from object structure
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*
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* Revision 1.17 1995/02/11 22:54:15 john
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* Made loading for pig not show up for demos.
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*
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* Revision 1.16 1995/02/11 22:37:04 john
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* Made cockpit redraw.
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*
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* Revision 1.15 1995/01/28 16:29:35 john
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* *** empty log message ***
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*
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* Revision 1.14 1995/01/27 17:16:18 john
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* Added code to page in all the weapons.
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*
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* Revision 1.13 1995/01/24 21:51:22 matt
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* Clear the boxed message to fix a mem leakage
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*
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* Revision 1.12 1995/01/23 13:00:46 john
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* Added hostage vclip paging.
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*
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* Revision 1.11 1995/01/23 12:29:52 john
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* Added code to page in eclip on robots, dead control center,
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* gauges bitmaps, and weapon pictures.
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*
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* Revision 1.10 1995/01/21 12:54:15 adam
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* *** empty log message ***
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*
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* Revision 1.9 1995/01/21 12:41:29 adam
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* changed orb to loading box
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*
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* Revision 1.8 1995/01/18 15:09:02 john
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* Added start/stop time around paging.
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* Made paging clear screen around globe.
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*
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* Revision 1.7 1995/01/18 10:37:00 john
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* Added code to page in exploding monitors.
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*
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* Revision 1.6 1995/01/17 19:03:35 john
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* Added cool spinning orb during loading.
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*
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* Revision 1.5 1995/01/17 14:49:26 john
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* Paged in weapons.
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*
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* Revision 1.4 1995/01/17 12:14:07 john
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* Made walls, object explosion vclips load at level start.
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*
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* Revision 1.3 1995/01/15 13:23:24 john
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* First working version
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*
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* Revision 1.2 1995/01/15 11:56:45 john
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* Working version of paging.
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*
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* Revision 1.1 1995/01/15 11:33:37 john
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* Initial revision
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*
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*
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*/
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#ifdef RCS
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#pragma off (unreferenced)
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static char rcsid[] = "$Id: paging.c,v 1.1.1.1 2006/03/17 19:42:16 zicodxx Exp $";
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#pragma on (unreferenced)
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include "mono.h"
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#include "inferno.h"
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#include "segment.h"
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#include "textures.h"
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#include "wall.h"
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#include "object.h"
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#include "gamemine.h"
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#include "error.h"
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#include "gameseg.h"
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#include "game.h"
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#include "piggy.h"
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#include "texmerge.h"
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#include "polyobj.h"
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#include "vclip.h"
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#include "effects.h"
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#include "fireball.h"
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#include "weapon.h"
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#include "palette.h"
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#include "timer.h"
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#include "text.h"
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#include "cntrlcen.h"
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#include "gauges.h"
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#include "powerup.h"
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#include "fuelcen.h"
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void paging_touch_vclip( vclip * vc )
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{
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int i;
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for (i=0; i<vc->num_frames; i++ ) {
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PIGGY_PAGE_IN( vc->frames[i] );
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}
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}
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void paging_touch_wall_effects( int tmap_num )
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{
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int i;
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for (i=0;i<Num_effects;i++) {
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if ( Effects[i].changing_wall_texture == tmap_num ) {
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paging_touch_vclip( &Effects[i].vc );
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if (Effects[i].dest_bm_num > -1)
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PIGGY_PAGE_IN( Textures[Effects[i].dest_bm_num] ); //use this bitmap when monitor destroyed
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if ( Effects[i].dest_vclip > -1 )
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paging_touch_vclip( &Vclip[Effects[i].dest_vclip] ); //what vclip to play when exploding
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if ( Effects[i].dest_eclip > -1 )
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paging_touch_vclip( &Effects[Effects[i].dest_eclip].vc ); //what eclip to play when exploding
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if ( Effects[i].crit_clip > -1 )
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paging_touch_vclip( &Effects[Effects[i].crit_clip].vc ); //what eclip to play when mine critical
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}
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}
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}
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void paging_touch_object_effects( int tmap_num )
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{
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int i;
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for (i=0;i<Num_effects;i++) {
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if ( Effects[i].changing_object_texture == tmap_num ) {
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paging_touch_vclip( &Effects[i].vc );
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}
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}
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}
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void paging_touch_model( int modelnum )
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{
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int i;
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polymodel *pm = &Polygon_models[modelnum];
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for (i=0;i<pm->n_textures;i++) {
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PIGGY_PAGE_IN( ObjBitmaps[ObjBitmapPtrs[pm->first_texture+i]] );
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paging_touch_object_effects( ObjBitmapPtrs[pm->first_texture+i] );
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//paging_touch_object_effects( pm->first_texture+i );
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}
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}
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void paging_touch_weapon( int weapon_type )
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{
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// Page in the robot's weapons.
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if ( (weapon_type < 0) || (weapon_type > N_weapon_types) ) return;
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if ( Weapon_info[weapon_type].picture.index ) {
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PIGGY_PAGE_IN( Weapon_info[weapon_type].picture );
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}
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if ( Weapon_info[weapon_type].flash_vclip > -1 )
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paging_touch_vclip(&Vclip[Weapon_info[weapon_type].flash_vclip]);
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if ( Weapon_info[weapon_type].wall_hit_vclip > -1 )
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paging_touch_vclip(&Vclip[Weapon_info[weapon_type].wall_hit_vclip]);
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if ( Weapon_info[weapon_type].damage_radius ) {
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// Robot_hit_vclips are actually badass_vclips
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if ( Weapon_info[weapon_type].robot_hit_vclip > -1 )
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paging_touch_vclip(&Vclip[Weapon_info[weapon_type].robot_hit_vclip]);
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}
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switch( Weapon_info[weapon_type].render_type ) {
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case WEAPON_RENDER_VCLIP:
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if ( Weapon_info[weapon_type].weapon_vclip > -1 )
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paging_touch_vclip( &Vclip[Weapon_info[weapon_type].weapon_vclip] );
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break;
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case WEAPON_RENDER_NONE:
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break;
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case WEAPON_RENDER_POLYMODEL:
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paging_touch_model( Weapon_info[weapon_type].model_num );
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break;
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case WEAPON_RENDER_BLOB:
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PIGGY_PAGE_IN( Weapon_info[weapon_type].bitmap );
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break;
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}
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}
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byte super_boss_gate_type_list[13] = {0, 1, 8, 9, 10, 11, 12, 15, 16, 18, 19, 20, 22 };
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void paging_touch_robot( int robot_index )
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{
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int i;
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// Page in robot_index
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paging_touch_model(Robot_info[robot_index].model_num);
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if ( Robot_info[robot_index].exp1_vclip_num>-1 )
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paging_touch_vclip(&Vclip[Robot_info[robot_index].exp1_vclip_num]);
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if ( Robot_info[robot_index].exp2_vclip_num>-1 )
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paging_touch_vclip(&Vclip[Robot_info[robot_index].exp2_vclip_num]);
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// Page in his weapons
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paging_touch_weapon( Robot_info[robot_index].weapon_type );
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// A super-boss can gate in robots...
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if ( Robot_info[robot_index].boss_flag==2 ) {
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for (i=0; i<13; i++ )
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paging_touch_robot(super_boss_gate_type_list[i]);
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paging_touch_vclip( &Vclip[VCLIP_MORPHING_ROBOT] );
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}
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}
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void paging_touch_object( object * obj )
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{
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int v;
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switch (obj->render_type) {
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case RT_NONE: break; //doesn't render, like the player
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case RT_POLYOBJ:
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paging_touch_model(obj->rtype.pobj_info.model_num);
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break;
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case RT_POWERUP:
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if ( obj->rtype.vclip_info.vclip_num > -1 )
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paging_touch_vclip(&Vclip[obj->rtype.vclip_info.vclip_num]);
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break;
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case RT_MORPH: break;
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case RT_FIREBALL: break;
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case RT_WEAPON_VCLIP: break;
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case RT_HOSTAGE:
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paging_touch_vclip(&Vclip[obj->rtype.vclip_info.vclip_num]);
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break;
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case RT_LASER: break;
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}
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switch (obj->type) {
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case OBJ_PLAYER:
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v = get_explosion_vclip(obj, 0);
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if ( v > -1 )
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paging_touch_vclip(&Vclip[v]);
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break;
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case OBJ_ROBOT:
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paging_touch_robot( obj->id );
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break;
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case OBJ_CNTRLCEN:
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paging_touch_weapon( CONTROLCEN_WEAPON_NUM );
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if (Dead_modelnums[obj->rtype.pobj_info.model_num] != -1) {
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paging_touch_model( Dead_modelnums[obj->rtype.pobj_info.model_num] );
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}
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break;
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}
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}
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void paging_touch_side( segment * segp, int sidenum )
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{
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int tmap1, tmap2;
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if (!(WALL_IS_DOORWAY(segp,sidenum) & WID_RENDER_FLAG))
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return;
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tmap1 = segp->sides[sidenum].tmap_num;
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paging_touch_wall_effects(tmap1);
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tmap2 = segp->sides[sidenum].tmap_num2;
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if (tmap2 != 0) {
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texmerge_get_cached_bitmap( tmap1, tmap2 );
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paging_touch_wall_effects( tmap2 & 0x3FFF );
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} else {
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PIGGY_PAGE_IN( Textures[tmap1] );
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}
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}
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void paging_touch_robot_maker( segment * segp )
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{
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if ( segp->special == SEGMENT_IS_ROBOTMAKER ) {
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paging_touch_vclip(&Vclip[VCLIP_MORPHING_ROBOT]);
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if (RobotCenters[segp->matcen_num].robot_flags != 0) {
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uint flags;
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int robot_index;
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robot_index = 0;
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flags = RobotCenters[segp->matcen_num].robot_flags;
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while (flags) {
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if (flags & 1) {
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// Page in robot_index
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paging_touch_robot( robot_index );
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}
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flags >>= 1;
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robot_index++;
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}
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}
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}
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}
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void paging_touch_segment(segment * segp)
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{
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int sn;
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int objnum;
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if ( segp->special == SEGMENT_IS_ROBOTMAKER )
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paging_touch_robot_maker(segp);
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// paging_draw_orb();
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for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
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// paging_draw_orb();
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paging_touch_side( segp, sn );
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}
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for (objnum=segp->objects;objnum!=-1;objnum=Objects[objnum].next) {
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// paging_draw_orb();
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paging_touch_object( &Objects[objnum] );
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}
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}
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void paging_touch_walls()
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{
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int i,j;
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wclip *anim;
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for (i=0;i<Num_walls;i++) {
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// paging_draw_orb();
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if ( Walls[i].clip_num > -1 ) {
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anim = &WallAnims[Walls[i].clip_num];
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for (j=0; j < anim->num_frames; j++ ) {
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PIGGY_PAGE_IN( Textures[anim->frames[j]] );
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}
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}
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}
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}
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void paging_touch_all()
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{
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int black_screen;
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int s;
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stop_time();
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black_screen = gr_palette_faded_out;
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if ( gr_palette_faded_out ) {
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gr_clear_canvas( 0 );
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gr_palette_load( gr_palette );
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}
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show_boxed_message(TXT_LOADING);
|
||
|
|
||
|
mprintf(( 0, "Loading all textures in mine..." ));
|
||
|
for (s=0; s<=Highest_segment_index; s++) {
|
||
|
paging_touch_segment( &Segments[s] );
|
||
|
}
|
||
|
paging_touch_walls();
|
||
|
|
||
|
for ( s=0; s < N_powerup_types; s++ ) {
|
||
|
if ( Powerup_info[s].vclip_num > -1 )
|
||
|
paging_touch_vclip(&Vclip[Powerup_info[s].vclip_num]);
|
||
|
}
|
||
|
|
||
|
for ( s=0; s<N_weapon_types; s++ ) {
|
||
|
paging_touch_weapon(s);
|
||
|
}
|
||
|
|
||
|
for ( s=0; s < N_powerup_types; s++ ) {
|
||
|
if ( Powerup_info[s].vclip_num > -1 )
|
||
|
paging_touch_vclip(&Vclip[Powerup_info[s].vclip_num]);
|
||
|
}
|
||
|
|
||
|
|
||
|
for (s=0; s<MAX_GAUGE_BMS; s++ ) {
|
||
|
if ( Gauges[s].index ) {
|
||
|
PIGGY_PAGE_IN( Gauges[s] );
|
||
|
}
|
||
|
}
|
||
|
paging_touch_vclip( &Vclip[VCLIP_PLAYER_APPEARANCE] );
|
||
|
paging_touch_vclip( &Vclip[VCLIP_POWERUP_DISAPPEARANCE] );
|
||
|
|
||
|
mprintf(( 0, "done\n" ));
|
||
|
|
||
|
clear_boxed_message();
|
||
|
|
||
|
if ( black_screen ) {
|
||
|
gr_palette_clear();
|
||
|
gr_clear_canvas( 0 );
|
||
|
}
|
||
|
start_time();
|
||
|
reset_cockpit(); //force cockpit redraw next time
|
||
|
|
||
|
#ifdef PSX_BUILD_TOOLS
|
||
|
{
|
||
|
extern int Current_level_num;
|
||
|
extern ushort GameBitmapXlat[MAX_BITMAP_FILES];
|
||
|
FILE * fp;
|
||
|
char fname[128];
|
||
|
int i;
|
||
|
|
||
|
if ( Current_level_num < 0 )
|
||
|
sprintf( fname, "levels%d.pag", -Current_level_num );
|
||
|
else
|
||
|
sprintf( fname, "level%02d.pag", Current_level_num );
|
||
|
fp = fopen( fname, "wt" );
|
||
|
for (i=0; i<MAX_BITMAP_FILES;i++ ) {
|
||
|
int paged_in = 1;
|
||
|
piggy_get_bitmap_name(i,fname);
|
||
|
|
||
|
if (GameBitmaps[i].bm_flags & BM_FLAG_PAGED_OUT)
|
||
|
paged_in = 0;
|
||
|
if (GameBitmapXlat[i]!=i)
|
||
|
paged_in = 0;
|
||
|
if ( (i==47) || (i==48) ) // Mark red mplayer ship textures as paged in.
|
||
|
paged_in = 1;
|
||
|
|
||
|
if ( !paged_in )
|
||
|
fprintf( fp, "0,\t// Bitmap %d (%s)\n", i, fname );
|
||
|
else
|
||
|
fprintf( fp, "1,\t// Bitmap %d (%s)\n", i, fname );
|
||
|
}
|
||
|
fclose(fp);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
}
|