Descent3/bitmap/bumpmap.cpp
C.W. Betts c6da74b069
Mark functions and variables as static (#185)
* 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.
2024-05-07 23:35:28 +02:00

130 lines
3.2 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <string.h>
#include "bumpmap.h"
#include "pstypes.h"
#include "pserror.h"
#include "mono.h"
#include "mem.h"
static int Num_of_bumpmaps = 0;
static ushort Free_bumpmap_list[MAX_BUMPMAPS];
bms_bumpmap GameBumpmaps[MAX_BUMPMAPS];
static int Bumpmap_mem_used = 0;
// Sets all the bumpmaps to unused
void bump_InitBumpmaps() {
int i;
for (i = 0; i < MAX_BUMPMAPS; i++) {
GameBumpmaps[i].flags = 0;
GameBumpmaps[i].data = NULL;
GameBumpmaps[i].cache_slot = -1;
Free_bumpmap_list[i] = i;
}
atexit(bump_ShutdownBumpmaps);
}
void bump_ShutdownBumpmaps(void) {
int i;
mprintf((0, "Freeing all bumpmap memory.\n"));
for (i = 0; i < MAX_BUMPMAPS; i++) {
while (GameBumpmaps[i].flags & BUMPF_USED)
bump_FreeBumpmap(i);
}
}
// Allocs a bumpmap of w*h size
// Returns bumpmap handle if successful, -1 if otherwise
int bump_AllocBumpmap(int w, int h) {
int n; //,i;
if (Num_of_bumpmaps == MAX_BUMPMAPS)
Int3(); // Ran out of bumpmaps!
n = Free_bumpmap_list[Num_of_bumpmaps++];
ASSERT(!(GameBumpmaps[n].flags & BUMPF_USED));
// If no go on the malloc, bail out with -1
memset(&GameBumpmaps[n], 0, sizeof(bms_bumpmap));
GameBumpmaps[n].data = (ushort *)mem_malloc(w * h * 2);
if (!GameBumpmaps[n].data) {
mprintf((0, "NOT ENOUGHT MEMORY FOR BUMPMAP!\n"));
Int3();
return BAD_BUMP_INDEX;
}
GameBumpmaps[n].cache_slot = -1;
GameBumpmaps[n].flags = BUMPF_USED | BUMPF_CHANGED;
GameBumpmaps[n].width = w;
GameBumpmaps[n].height = h;
Bumpmap_mem_used += (w * h * 2);
return n;
}
// Given a handle, frees the bumpmap memory and flags this bumpmap as unused
void bump_FreeBumpmap(int handle) {
ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
if (GameBumpmaps[handle].data != NULL)
mem_free(GameBumpmaps[handle].data);
Bumpmap_mem_used -= (GameBumpmaps[handle].width * GameBumpmaps[handle].height * 2);
GameBumpmaps[handle].data = NULL;
GameBumpmaps[handle].flags &= ~BUMPF_USED;
Free_bumpmap_list[--Num_of_bumpmaps] = handle;
}
// returns a bumpmaps data else NULL if something is wrong
ushort *bump_data(int handle) {
ushort *d;
if (!(GameBumpmaps[handle].flags & BUMPF_USED)) {
Int3();
return NULL;
}
d = GameBumpmaps[handle].data;
return (d);
}
// returns width of bumpmap
ubyte bump_w(int handle) {
ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
return GameBumpmaps[handle].width;
}
// returns height of bumpmap
ubyte bump_h(int handle) {
ASSERT(GameBumpmaps[handle].flags & BUMPF_USED);
return GameBumpmaps[handle].height;
}