- Fixed: A_VileAttack positioned the fire on the wrong side of the target.

- Reorganized the HackHack code so that the image creation was moved into
  MakeTexture. This was necessary because Unload deleted the pixel data
  and broke the whole thing.
- Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the
  obsolete and uninitialized variable Near255. 
- Removed the span creation code specific to FPatchTexture. It only has an
  advantage when the lump has already been loaded in memory but since that
  is no longer the case now the generic version in FTexture is actually better.
- Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer
  directly. Since most patches in multipatch textures are non transparent
  the added overhead from creating the spans far outweighs any savings they
  might provide. It is also simpler to handle for mirrored or rotated patches now.
- Changed: Textures only create the spans when really needed. Flats and native
  textures, for example, do not and it only created needless overhead that they
  were always created along with the pixel buffer.
- Made use of player and actor variables consistent in a_hereticweaps.cpp.
- Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle



SVN r911 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-14 12:10:45 +00:00
commit b54b9bad7a
20 changed files with 216 additions and 345 deletions

View file

@ -92,7 +92,7 @@ FTexture *FPatchTexture::Create(FileReader & file, int lumpnum)
}
FPatchTexture::FPatchTexture (int lumpnum, patch_t * header)
: SourceLump(lumpnum), Pixels(0), Spans(0)
: SourceLump(lumpnum), Pixels(0), Spans(0), hackflag(false)
{
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
@ -151,6 +151,10 @@ const BYTE *FPatchTexture::GetColumn (unsigned int column, const Span **spans_ou
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans(Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
@ -160,10 +164,8 @@ const BYTE *FPatchTexture::GetColumn (unsigned int column, const Span **spans_ou
void FPatchTexture::MakeTexture ()
{
BYTE *remap, remaptable[256];
Span *spanstuffer, *spanstarter;
const column_t *maxcol;
bool warned;
int numspans;
const column_t *maxcol;
int x;
FMemLump lump = Wads.ReadLump (SourceLump);
@ -185,15 +187,6 @@ void FPatchTexture::MakeTexture ()
Printf (PRINT_BOLD, "Patch %s is too big.\n", Name);
}
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
numspans = Width;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
if (bNoRemap0)
{
memcpy (remaptable, GPalette.Remap, 256);
@ -205,6 +198,35 @@ void FPatchTexture::MakeTexture ()
remap = GPalette.Remap;
}
if (hackflag)
{
Pixels = new BYTE[Width * Height];
BYTE *out;
// Draw the image to the buffer
for (x = 0, out = Pixels; x < Width; ++x)
{
const BYTE *in = (const BYTE *)patch + LittleLong(patch->columnofs[x]) + 3;
for (int y = Height; y > 0; --y)
{
*out = remap[*in];
out++, in++;
}
}
return;
}
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
numspans = Width;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
// Draw the image to the buffer
for (x = 0; x < Width; ++x)
{
@ -246,146 +268,22 @@ void FPatchTexture::MakeTexture ()
column = (const column_t *)((const BYTE *)column + column->length + 4);
}
}
// Create the spans
if (Spans != NULL)
{
return;
}
Spans = (Span **)M_Malloc (sizeof(Span*)*Width + sizeof(Span)*numspans);
spanstuffer = (Span *)((BYTE *)Spans + sizeof(Span*)*Width);
warned = false;
for (x = 0; x < Width; ++x)
{
const column_t *column = (const column_t *)((const BYTE *)patch + LittleLong(patch->columnofs[x]));
int top = -1;
Spans[x] = spanstuffer;
spanstarter = spanstuffer;
while (column < maxcol && column->topdelta != 0xFF)
{
if (column->topdelta <= top)
{
top += column->topdelta;
}
else
{
top = column->topdelta;
}
int len = column->length;
if (len != 0)
{
if (top + len > Height) // Clip posts that extend past the bottom
{
len = Height - top;
}
if (len > 0)
{
// There is something of this post to draw. If it starts at the same
// place where the previous span ends, add it to that one. If it starts
// before the other one ends, that's bad, but deal with it. If it starts
// after the previous one ends, create another span.
// Assume we need to create another span.
spanstuffer->TopOffset = top;
spanstuffer->Length = len;
// Now check if that's really the case.
if (spanstuffer > spanstarter)
{
if ((spanstuffer - 1)->TopOffset + (spanstuffer - 1)->Length == top)
{
(--spanstuffer)->Length += len;
}
else
{
int prevbot;
while (spanstuffer > spanstarter &&
spanstuffer->TopOffset < (prevbot =
(spanstuffer - 1)->TopOffset + (spanstuffer - 1)->Length))
{
if (spanstuffer->TopOffset < (spanstuffer - 1)->TopOffset)
{
(spanstuffer - 1)->TopOffset = spanstuffer->TopOffset;
}
(spanstuffer - 1)->Length = MAX(prevbot,
spanstuffer->TopOffset + spanstuffer->Length)
- (spanstuffer - 1)->TopOffset;
spanstuffer--;
if (!warned)
{
warned = true;
Printf (PRINT_BOLD, "Patch %s is malformed.\n", Name);
}
}
}
}
spanstuffer++;
}
}
column = (const column_t *)((const BYTE *)column + column->length + 4);
}
spanstuffer->Length = spanstuffer->TopOffset = 0;
spanstuffer++;
}
}
// Fix for certain special patches on single-patch textures.
void FPatchTexture::HackHack (int newheight)
{
BYTE *out;
int x;
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
}
{
FMemLump lump = Wads.ReadLump (SourceLump);
const patch_t *patch = (const patch_t *)lump.GetMem();
Height = newheight;
LeftOffset = 0;
TopOffset = 0;
Width = LittleShort(patch->width);
Height = newheight;
LeftOffset = 0;
TopOffset = 0;
Pixels = new BYTE[Width * Height];
// Draw the image to the buffer
for (x = 0, out = Pixels; x < Width; ++x)
{
const BYTE *in = (const BYTE *)patch + LittleLong(patch->columnofs[x]) + 3;
for (int y = newheight; y > 0; --y)
{
*out = *in != 255 ? *in : Near255;
out++, in++;
}
out += newheight;
}
}
// Create the spans
Spans = (Span **)M_Malloc (sizeof(Span *)*Width + sizeof(Span)*Width*2);
Span *span = (Span *)&Spans[Width];
for (x = 0; x < Width; ++x)
{
Spans[x] = span;
span[0].Length = newheight;
span[0].TopOffset = 0;
span[1].Length = 0;
span[1].TopOffset = 0;
span += 2;
}
hackflag = true;
bMasked = false; // Hacked textures don't have transparent parts.
}