//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment

This file is part of Shadow Warrior version 1.2

Shadow Warrior 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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------

/****************************************
Removed sounds that were causing "Could
not load" error messages.
****************************************/

#include "build.h"
#include "compat.h"

#include "names2.h"
#include "game.h"
#include "tags.h"
#include "mathutil.h"
#include "break.h"
#include "quake.h"
#include "pal.h"
#include "cache.h"
#include "sounds.h"
#include "net.h"

// Run the game with the -CACHEPRINT option and redirect to a file. 
// It will save out the tile and sound number every time one caches.
//
// sw -map $bullet -cacheprint > foofile
extern BOOL PreCaching;

// player weaponry, item usage, etc. Precache every time.
short Player_SCTable[] =
{
1,2,3,4,5,6,7,8,9,10, // weapons       
11,12,14,16,18,20,        
22,23,24,25,26,27,28,30,
31,32,33,34,35,40,145,291,445,362,269,
158,476, // underwater
47,359, // cloaking
48,50, // dead head
196,52,53,54,55, // splash & getting items
56,57,58,73,74,410, // bodies hitting ground
484,442, // teleport & respawn
417,418, // healing
238,239,240,241,242,243,244, // bring weapons up
181,182,183,184,187,216, // explosions
272,273,274,275,486, // nuke associated sounds
276,277,278,279,477, // chem bomb
280,281,282,283,284,288,289,290,450, // various player sounds
295, // armor hit
312, // sword clank
324,325,209, // unlocking sound
395,396,411, // gibs
175, // drip
435,436,311,221,220,227, // breakage
246,247,248,249,250,251,252,253,254,255,256, // common player talk
257,258,259,260,261,262,263,264,266,267,438,439,440,441,
326, // ancient chinese secret
330,331,332,333,334,335,336,337,338,339,340, // player kill talk
341,342,343,344,345,346,347,348,
376,377,378,379,380,381,382,383,384,385,386,387, // more asst. talking
370,443 // repair talk
};

// Actor specific sound tables. Cache only if the actor appears on the map.
// Exceptions would include ghosts, which are spawned by coolies, and
// rippers, which are spawned by the serpent boss.
short Coolie_SCTable[] =
{
75,76,77,78,79
};

short Ghost_SCTable[] =
{
80,81,82,83,84,85,86,87,213
};

short Ninja_SCTable[] =
{
88,89,90,91,92,93,94,412,
319, // firing sound
430 // death by sword
};

short Ripper_SCTable[] =
{
95,96,97,98,99,100,431
};

short Ripper2_SCTable[] =
{
313,314,315,316,317,318,431
};

short Head_SCTable[] =
{
115,116,117,118 // accursed heads
};

short Hornet_SCTable[] =
{
119,120,121,122
};

short Guardian_SCTable[] =
{
101,102,103,104,105,106,107
};

short Serpent_SCTable[] =
{
123,124,125,126,127,128,129,130,131 // serpent boss
};

short Sumo_SCTable[] =
{
320,321,322,323 // sumo boss
};

short Bunny_SCTable[] =
{
424,425,426,427,428
};

short Toilet_SCTable[] =
{
388,389,390,391,392,393,488,489,490 // anime girl on toilet
}; // I suspect some of these are no longer in use

short Trash_SCTable[] =
{
416 // I heard the trash can was an actor, so here is is
};

short Pachinko_SCTable[] =
{
419,420,421,422,423
};

void PreCacheSoundList(short table[], long num);
void PreCacheTable(short table[], long num);
VOID PreCacheGhost(VOID);

void
SetupPreCache(void)
    {
    if (PreCaching)
        {
        precache();
        
        PreCacheSoundList(Player_SCTable, SIZ(Player_SCTable));
        
        // actors cache ranges are called from SpriteSetup
        // only caches the actor if its on the level

        // weapons
        PreCacheRange(2000, 2227);
        PreCacheRange(4090, 4093);
        // Explosions
        PreCacheRange(3072, 3225);
        // ninja player character
        PreCacheRange(1024, 1175);
        // console
        PreCacheRange(2380, 2409);
        PreCacheRange(3600, 3645);
        PreCacheRange(2434, 2435);
        // common
        PreCacheRange(204, 208);
        // message font
        PreCacheRange(4608, 4701);
        // gibs
        PreCacheRange(1150,1568);
        PreCacheRange(1685,1690);
        PreCacheRange(900,944);
        PreCacheRange(1670,1681);
        // blood
        PreCacheRange(1710,1715 );
        PreCacheRange(2410,2425);
        PreCacheRange(389,389); // blood puddle by itself in art file
        PreCacheRange(2500,2503);
        // shrap
        PreCacheRange(3840,3911);
        PreCacheRange(3924,3947);
        PreCacheRange(1397,1398);
        // water *** animated tiles, can be deleted now ***
        // PreCacheRange(780,794);
        // switches
        PreCacheRange(561,584);
        PreCacheRange(551,552);
        PreCacheRange(1846,1847);
        PreCacheRange(1850,1859);
        // bullet smoke
        PreCacheRange(1748,1753);
        // small blue font        
        PreCacheRange(2930,3023);
        // gas can
        PreCacheRange(3038,3042);
        // lava *** animated tiles, can be deleted now ***
        // PreCacheRange(175,182);
        // gas clouds & teleport effect
        PreCacheRange(3240,3277);
        // nuke mushroom cloud
        PreCacheRange(3280,3300);
        // blood drops
        PreCacheRange(1718,1721);
        // smoke
        PreCacheRange(3948,3968);
        // footprints
        PreCacheRange(2490,2492);
        // player fists
        PreCacheRange(4070,4077);
        PreCacheRange(4050,4051);
        PreCacheRange(4090,4093);
        // fish actor
        PreCacheRange(3760,3771);
        PreCacheRange(3780,3795);
        // coins
        PreCacheRange(2531,2533);
        // respawn markers & console keys
        PreCacheRange(2440,2467);
        // light/torch sprites
        PreCacheRange(537,548);
        PreCacheRange(521,528);
        PreCacheRange(512,515);
        PreCacheRange(396,399);
        PreCacheRange(443,446);
        // bubbles
        PreCacheRange(716,720);        
        // bullet splashes
        PreCacheRange(772,776);        
        }
    }   
    
VOID PreCacheRipper(VOID)
    {
    PreCacheSoundList(Ripper_SCTable, SIZ(Ripper_SCTable));
    PreCacheRange(1580, 1644);
    }

VOID PreCacheRipper2(VOID)
    {
    PreCacheSoundList(Ripper2_SCTable, SIZ(Ripper2_SCTable));
    PreCacheRange(4320, 4427);
    }

VOID PreCacheCoolie(VOID)
    {
    PreCacheGhost();
    PreCacheSoundList(Coolie_SCTable, SIZ(Coolie_SCTable));
    PreCacheRange(1400, 1440);
    PreCacheRange(4260, 4276); // coolie explode
    }

VOID PreCacheGhost(VOID)
    {
    PreCacheSoundList(Ghost_SCTable, SIZ(Ghost_SCTable));
    PreCacheRange(4277, 4312);
    }

VOID PreCacheSerpent(VOID)
    {
    PreCacheSoundList(Serpent_SCTable, SIZ(Serpent_SCTable));
    PreCacheRange(960, 1016);
    PreCacheRange(1300, 1314);
    }

VOID PreCacheGuardian(VOID)
    {
    PreCacheSoundList(Guardian_SCTable, SIZ(Guardian_SCTable));
    PreCacheRange(1469,1497);
    }

VOID PreCacheNinja(VOID)
    {
    PreCacheSoundList(Ninja_SCTable, SIZ(Ninja_SCTable));
    PreCacheRange(4096, 4239);
    }

VOID PreCacheNinjaGirl(VOID)
    {
    //PreCacheSoundList(NinjaGirl_SCTable, SIZ(NinjaGirl_SCTable));
    PreCacheRange(5162, 5260);
    }
    
VOID PreCacheSumo(VOID)
    {
    PreCacheSoundList(Sumo_SCTable, SIZ(Sumo_SCTable));
    PreCacheRange(4490, 4544);
    }

VOID PreCacheZilla(VOID)
    {
    PreCacheSoundList(Sumo_SCTable, SIZ(Sumo_SCTable));
    PreCacheRange(4490, 4544);
    }

VOID PreCacheEel(VOID)
    {
    PreCacheRange(4430, 4479);
    }

VOID PreCacheToiletGirl(VOID)
    {
    PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
    PreCacheRange(5023, 5027);
    }

VOID PreCacheWashGirl(VOID)
    {
    PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
    PreCacheRange(5032, 5035);
    }
    
VOID PreCacheCarGirl(VOID)
    {
    PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
    PreCacheRange(4594,4597);
    }
    
VOID PreCacheMechanicGirl(VOID)
    {
    PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
    PreCacheRange(4590,4593);
    }
    
VOID PreCacheSailorGirl(VOID)
    {
    PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
    PreCacheRange(4600,4602);
    }
    
VOID PreCachePruneGirl(VOID)
    {
    PreCacheSoundList(Toilet_SCTable, SIZ(Toilet_SCTable));
    PreCacheRange(4604,4604);
    }

VOID PreCacheTrash(VOID)
    {
    PreCacheSoundList(Trash_SCTable, SIZ(Trash_SCTable));
    PreCacheRange(2540, 2546);
    }

VOID PreCacheBunny(VOID)
    {
    PreCacheSoundList(Bunny_SCTable, SIZ(Bunny_SCTable));
    PreCacheRange(4550, 4584);
    }

VOID PreCacheSkel(VOID)
    {
    PreCacheRange(1320, 1396);
    }
    
VOID PreCacheHornet(VOID)
    {
    PreCacheSoundList(Hornet_SCTable, SIZ(Hornet_SCTable));
    PreCacheRange(800, 811);
    }

VOID PreCacheSkull(VOID)
    {
    PreCacheSoundList(Head_SCTable, SIZ(Head_SCTable));
    PreCacheRange(820, 854);
    }

VOID PreCacheBetty(VOID)
    {
    PreCacheRange(817, 819);
    }
    
VOID PreCachePachinko(VOID)
    {
    PreCacheRange(618,623);
    PreCacheRange(618,623);
    PreCacheRange(4768,4790);
    PreCacheRange(4792,4814);
    PreCacheRange(4816,4838);
    PreCacheRange(4840,4863);
    PreCacheSoundList(Pachinko_SCTable, SIZ(Pachinko_SCTable));
    }

void PreCacheSoundList(short table[], long num)
    {
    short j;

    for (j = 0; j < num; j++)
        {
        CacheSound(table[j], CACHE_SOUND_PRECACHE);
        AnimateCacheCursor();
        }
    }
    
void
PreCacheTable(short table[], long num)
    {
    short j;

    for (j = 0; j < num; j++)
        {
        SET(gotpic[table[j]>>3], 1<<(table[j]&7));
        }
    }
    
void
PreCacheRange(short start_pic, short end_pic)
    {
    short j;

    for (j = start_pic; j <= end_pic; j++)
        {
        SET(gotpic[j>>3], 1<<(j&7));
        }
    }

VOID PreCacheAmbient(VOID)    
    {
    int i,nexti;
    int num;
    SPRITEp sp;
    extern AMB_INFO ambarray[];
    
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_AMBIENT], i, nexti)
        {
        sp = &sprite[i];
        
        num = sp->lotag;
        num = ambarray[num].diginame;
        
        CacheSound(num, CACHE_SOUND_PRECACHE);
        }
    }    

VOID PreCacheOverride(VOID)    
    {
    int i,nexti;
    
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_CEILING_FLOOR_PIC_OVERRIDE], i, nexti)
        {
        ASSERT(SPRITE_TAG2(i) >= 0 && SPRITE_TAG2(i) <= MAXTILES);
        SET_GOTPIC(SPRITE_TAG2(i));
        }
    }    
    

VOID PreCacheSoundSpot(VOID)    
    {
    int i,nexti;
    int num;
    SPRITEp sp;
    
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_SOUND_SPOT], i, nexti)
        {
        sp = &sprite[i];
        
        num = SP_TAG13(sp); // tag4 is copied to tag13
        if (num > 0 && num < DIGI_MAX)
            CacheSound(num, CACHE_SOUND_PRECACHE);
            
        num = SP_TAG5(sp); 
        if (num > 0 && num < DIGI_MAX)
            CacheSound(num, CACHE_SOUND_PRECACHE);
            
        num = SP_TAG6(sp); 
        if (num > 0 && num < DIGI_MAX)
            CacheSound(num, CACHE_SOUND_PRECACHE);
        
        CacheSound(num, CACHE_SOUND_PRECACHE);
        }
    }    

VOID
PreCacheActor(VOID)
    {
    int i;
    short pic;
    
    for (i=0; i < MAXSPRITES; i++)
        {
        if (sprite[i].statnum >= MAXSTATUS)
            continue;
            
        if (User[i])
            pic = User[i]->ID;
        else
            pic = sprite[i].picnum;
                
        switch (pic)
            {
            case COOLIE_RUN_R0:
                PreCacheCoolie();
                break;

            case NINJA_RUN_R0:
            case NINJA_CRAWL_R0:
                PreCacheNinja();
                break;

            case GORO_RUN_R0:
                PreCacheGuardian();
                break;

            case 1441:
            case COOLG_RUN_R0:
                PreCacheGhost();
                break;

            case EEL_RUN_R0:
                PreCacheEel();
                break;

            case SUMO_RUN_R0:
                PreCacheZilla();
                break;

            case ZILLA_RUN_R0:
                PreCacheSumo();
                break;

            case TOILETGIRL_R0:
                PreCacheToiletGirl();
                break;

            case WASHGIRL_R0:
                PreCacheWashGirl();
                break;

            case CARGIRL_R0:
                PreCacheCarGirl();
                break;
                
            case MECHANICGIRL_R0:
                PreCacheMechanicGirl();
                break;
                
            case SAILORGIRL_R0:
                PreCacheSailorGirl();
                break;
                
            case PRUNEGIRL_R0:
                PreCachePruneGirl();
                break;

            case TRASHCAN:
                PreCacheTrash();
                break;

            case BUNNY_RUN_R0:
                PreCacheBunny();
                break;

            case RIPPER_RUN_R0:
                PreCacheRipper();
                break;

            case RIPPER2_RUN_R0:
                PreCacheRipper2();
                break;

            case SERP_RUN_R0:
                PreCacheSerpent();
                break;

            case LAVA_RUN_R0:
                break;

            case SKEL_RUN_R0:
                PreCacheSkel();
                break;

            case HORNET_RUN_R0:
                PreCacheHornet();
                break;

            case SKULL_R0:
                PreCacheSkull();
                break;

            case BETTY_R0:
                PreCacheBetty();
                break;
                
            case GIRLNINJA_RUN_R0:
                PreCacheNinjaGirl();
                break;
                
            case 623:   // Pachinko win light
            case PACHINKO1:
            case PACHINKO2:
            case PACHINKO3:
            case PACHINKO4:
                PreCachePachinko();
                break;
            }        
        }    
    }

    
void DoTheCache(void)
    {
    extern char CacheLastLevel[32],LevelName[20];
    long i, cnt=0;
    
    PreCacheAmbient();
    PreCacheSoundSpot();
    PreCacheActor();
    PreCacheOverride(); 
    
    for (i = 0; i < MAXTILES; i++)
        {
        if ((TEST(gotpic[i>>3], 1<<(i&7))) && (!waloff[i]))
            {
            loadtile(i);
            cnt++;
            if (!(cnt&7)) 
                {
                AnimateCacheCursor();
                getpackets();
                }
            }
        }
        
    memset(gotpic,0,sizeof(gotpic));
    strcpy(CacheLastLevel, LevelName);
    }

void
precache(void)
    {
    long i;
    short j;
    SECTORp sectp;
    WALLp wp;
    SPRITEp sp;

    memset(gotpic,0,sizeof(gotpic));
    
    for (sectp = sector; sectp < &sector[numsectors]; sectp++)
        {
        j = sectp->ceilingpicnum;

        SET(gotpic[j>>3], 1<<(j&7));
        
        if (TEST(picanm[j],TILE_ANIM_TYPE))
            {
            for (i = 1; i <= TEST(picanm[j],TILE_ANIM_NUM); i++)
                {
                SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
                }
            }

        j = sectp->floorpicnum;
        
        SET(gotpic[j>>3], 1<<(j&7));
        
        if (TEST(picanm[j],TILE_ANIM_TYPE))
            {
            for (i = 1; i <= TEST(picanm[j],TILE_ANIM_NUM); i++)
                {
                SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
                }
            }
        
        }

    for (wp = wall; wp < &wall[numwalls]; wp++)
        {
        j = wp->picnum;

        SET(gotpic[j>>3], 1<<(j&7));
        
        if (TEST(picanm[j],TILE_ANIM_TYPE))
            {
            for (i = 1; i <= TEST(picanm[j],TILE_ANIM_NUM); i++)
                {
                SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
                }
            }
        
        if (wp->overpicnum > 0 && wp->overpicnum < MAXTILES)
            {
            j = wp->overpicnum;
            SET(gotpic[j>>3], 1<<(j&7));
            
            if (TEST(picanm[j],TILE_ANIM_TYPE))
                {
                for (i = 1; i <= TEST(picanm[j],TILE_ANIM_NUM); i++)
                    {
                    SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
                    }
                }
            
            }
        }

    for (sp = sprite; sp < &sprite[MAXSPRITES]; sp++)
        {
        if (sp->statnum < MAXSTATUS)
            {        
            j = sp->picnum;
            
            SET(gotpic[j>>3], 1<<(j&7));
            }
        }
    }

    
