mirror of
https://github.com/kevinbentley/Descent3.git
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c6da74b069
* Begin by marking functions and variables as static when needed. * More work. * More work. * More pokes. * More work. * More work. * Initial work on the netgames. * Revert changes to the license header on source files. * clutter.cpp poke. * One final poke. * Move some declarations to headers: Move paged_in_count and paged_in_num to gamesequence.h Move DoneLightInstance and StartLightInstance to polymodel.h * Look over the AI script/plug-ins. * Going over the changes one last time. * Fix rebase errors. * More migration from bare statics to static inlines.
130 lines
3.2 KiB
C++
130 lines
3.2 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "bumpmap.h"
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#include "pstypes.h"
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#include "pserror.h"
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#include "mono.h"
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#include "mem.h"
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static int Num_of_bumpmaps = 0;
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static ushort Free_bumpmap_list[MAX_BUMPMAPS];
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bms_bumpmap GameBumpmaps[MAX_BUMPMAPS];
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static int Bumpmap_mem_used = 0;
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// Sets all the bumpmaps to unused
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void bump_InitBumpmaps() {
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int i;
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for (i = 0; i < MAX_BUMPMAPS; i++) {
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GameBumpmaps[i].flags = 0;
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GameBumpmaps[i].data = NULL;
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GameBumpmaps[i].cache_slot = -1;
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Free_bumpmap_list[i] = i;
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}
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atexit(bump_ShutdownBumpmaps);
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}
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void bump_ShutdownBumpmaps(void) {
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int i;
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mprintf((0, "Freeing all bumpmap memory.\n"));
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for (i = 0; i < MAX_BUMPMAPS; i++) {
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while (GameBumpmaps[i].flags & BUMPF_USED)
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bump_FreeBumpmap(i);
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}
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}
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// Allocs a bumpmap of w*h size
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// Returns bumpmap handle if successful, -1 if otherwise
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int bump_AllocBumpmap(int w, int h) {
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int n; //,i;
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if (Num_of_bumpmaps == MAX_BUMPMAPS)
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Int3(); // Ran out of bumpmaps!
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n = Free_bumpmap_list[Num_of_bumpmaps++];
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ASSERT(!(GameBumpmaps[n].flags & BUMPF_USED));
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// If no go on the malloc, bail out with -1
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memset(&GameBumpmaps[n], 0, sizeof(bms_bumpmap));
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GameBumpmaps[n].data = (ushort *)mem_malloc(w * h * 2);
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if (!GameBumpmaps[n].data) {
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mprintf((0, "NOT ENOUGHT MEMORY FOR BUMPMAP!\n"));
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Int3();
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return BAD_BUMP_INDEX;
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}
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GameBumpmaps[n].cache_slot = -1;
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GameBumpmaps[n].flags = BUMPF_USED | BUMPF_CHANGED;
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GameBumpmaps[n].width = w;
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GameBumpmaps[n].height = h;
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Bumpmap_mem_used += (w * h * 2);
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return n;
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}
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// Given a handle, frees the bumpmap memory and flags this bumpmap as unused
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void bump_FreeBumpmap(int handle) {
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ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
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if (GameBumpmaps[handle].data != NULL)
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mem_free(GameBumpmaps[handle].data);
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Bumpmap_mem_used -= (GameBumpmaps[handle].width * GameBumpmaps[handle].height * 2);
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GameBumpmaps[handle].data = NULL;
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GameBumpmaps[handle].flags &= ~BUMPF_USED;
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Free_bumpmap_list[--Num_of_bumpmaps] = handle;
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}
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// returns a bumpmaps data else NULL if something is wrong
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ushort *bump_data(int handle) {
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ushort *d;
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if (!(GameBumpmaps[handle].flags & BUMPF_USED)) {
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Int3();
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return NULL;
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}
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d = GameBumpmaps[handle].data;
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return (d);
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}
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// returns width of bumpmap
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ubyte bump_w(int handle) {
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ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
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return GameBumpmaps[handle].width;
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}
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// returns height of bumpmap
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ubyte bump_h(int handle) {
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ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
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return GameBumpmaps[handle].height;
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}
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