forked from len0rd/rockbox
Properly cache animations at level start. Switches still need some caching code. Added a debug cache flag for use in the sim to w_wad.c. Should be taken out when switches are handled.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9706 a1c6a512-1295-4272-9138-f99709370657
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239564c80e
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3 changed files with 51 additions and 4 deletions
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@ -897,10 +897,36 @@ int R_TextureNumForName(const char *name) // const added -- killough
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// to avoid using alloca(), and to improve performance.
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// cph - new wad lump handling, calls cache functions but acquires no locks
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// Structures from p_spec.c
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// Used to fully cache animations in the level -> avoids stalls on Hard Drive Systems
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typedef struct
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{
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boolean istexture;
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int picnum;
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int basepic;
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int numpics;
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int speed;
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} anim_t;
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extern anim_t* anims;
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extern anim_t* lastanim;
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anim_t * isAnim(int flatnum, boolean texcheck)
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{
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anim_t *checkf;
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for(checkf=anims; checkf<lastanim; checkf++)
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{
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if((flatnum>=checkf->basepic || flatnum<=checkf->numpics)&&checkf->istexture==texcheck)
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return checkf;
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}
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return 0;
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}
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void R_PrecacheLevel(void)
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{
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register int i;
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register int i, j;
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register byte *hitlist;
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anim_t *cacheanim;
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if (demoplayback)
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return;
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@ -916,6 +942,14 @@ void R_PrecacheLevel(void)
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for (i = numsectors; --i >= 0; )
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hitlist[sectors[i].floorpic] = hitlist[sectors[i].ceilingpic] = 1;
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// If flat is an animation, load those too
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// Definately not the most efficient, but better then stalls in game
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for(i=0; i<numflats; i++)
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if(hitlist[i])
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if((cacheanim=isAnim(i,0)))
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for(j=0; j<cacheanim->numpics; j++)
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hitlist[cacheanim->basepic+j]=1;
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for (i = numflats; --i >= 0; )
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if (hitlist[i])
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(W_CacheLumpNum)(firstflat + i, 0);
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@ -929,6 +963,14 @@ void R_PrecacheLevel(void)
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hitlist[sides[i].toptexture] =
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hitlist[sides[i].midtexture] = 1;
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// If texture is an animation, load those too
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// Definately not the most efficient, but better then stalls in game
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for(i=0; i<numsides; i++)
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if(hitlist[i])
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if((cacheanim=isAnim(i,1)))
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for(j=0; j<cacheanim->numpics; j++)
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hitlist[cacheanim->basepic+j]=1;
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// Sky texture is always present.
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// Note that F_SKY1 is the name used to
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// indicate a sky floor/ceiling as a flat,
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