raze/source/games/blood/src/qav.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "build.h"
#include "v_2ddrawer.h"
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#include "compat.h"
#include "common_game.h"
#include "v_draw.h"
#include "blood.h"
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BEGIN_BLD_NS
extern void (*qavClientCallback[])(int, void *);
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void DrawFrame(double x, double y, double z, double a, TILE_FRAME *pTile, int stat, int shade, int palnum, bool to3dview)
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{
stat |= pTile->stat;
if (palnum <= 0) palnum = pTile->palnum;
if (!to3dview)
{
auto tex = tileGetTexture(pTile->picnum);
double scale = z * (1. / 65536.);
double angle = a * BAngToDegree;
int renderstyle = (stat & RS_NOMASK)? STYLE_Normal : STYLE_Translucent;
double alpha = (stat & RS_TRANS1)? glblend[0].def[!!(stat & RS_TRANS2)].alpha : 1.;
int pin = (stat & kQavOrientationLeft)? -1 : (stat & RS_ALIGN_R)? 1:0;
auto translation = TRANSLATION(Translation_Remap, palnum);
bool topleft = !!(stat & RS_TOPLEFT);
bool xflip = !!(stat & 0x100); // repurposed flag
bool yflip = !!(stat & RS_YFLIP);
auto color = shadeToLight(pTile->shade + shade);
DrawTexture(twod, tex, x, y, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Rotate, angle, DTA_LegacyRenderStyle, renderstyle, DTA_Alpha, alpha, DTA_Pin, pin, DTA_TranslationIndex, translation,
DTA_TopLeft, topleft, DTA_CenterOffsetRel, !topleft, DTA_FullscreenScale, FSMode_Fit320x200, DTA_FlipOffsets, true, DTA_Color, color,
DTA_FlipX, xflip, DTA_FlipY, yflip, TAG_DONE);
}
else
{
// there's some disagreements about flag values between QAV and the drawer. Shuffle these around.
if (stat & RS_YFLIP) stat |= RS_YFLIPHUD;
stat &= ~RS_YFLIP;
if (stat & 0x100) stat |= RS_XFLIPHUD;
stat &= ~0x100;
if ((stat & kQavOrientationLeft)) stat |= RS_ALIGN_L;
stat &= ~kQavOrientationLeft;
hud_drawsprite(x, y, z, a, pTile->picnum, pTile->shade + shade, palnum, stat);
}
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}
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
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{
assert(ticksPerFrame > 0);
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int nFrame = ticks / ticksPerFrame;
assert(nFrame >= 0 && nFrame < nFrames);
FRAMEINFO *thisFrame = &frames[nFrame];
if ((nFrame == (nFrames - 1)) && !lastframetic)
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{
lastframetic = ticks;
}
else if (lastframetic > ticks)
{
lastframetic = 0;
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}
int oFrame = nFrame == 0 || (lastframetic && ticks > lastframetic) ? nFrame : nFrame - 1;
assert(oFrame >= 0 && oFrame < nFrames);
FRAMEINFO *prevFrame = &frames[oFrame];
for (int i = 0; i < 8; i++)
{
auto* thisTile = &thisFrame->tiles[i];
auto* prevTile = &prevFrame->tiles[i];
if (thisTile->picnum > 0)
{
double tileX = x;
double tileY = y;
double tileZ;
double tileA;
if ((nFrames > 1) && (nFrame != oFrame) && (thisTile->picnum == prevTile->picnum) && (smoothratio != MaxSmoothRatio))
{
tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);
tileZ = interpolatedvaluef(prevTile->z, thisTile->z, smoothratio);
tileA = interpolatedanglef(prevTile->angle, thisTile->angle, smoothratio);
}
else
{
tileX += thisTile->x;
tileY += thisTile->y;
tileZ = thisTile->z;
tileA = thisTile->angle;
}
DrawFrame(tileX, tileY, tileZ, tileA, thisTile, stat, shade, palnum, to3dview);
}
}
}
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void QAV::Play(int start, int end, int nCallback, void *pData)
{
assert(ticksPerFrame > 0);
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int frame;
int ticks;
if (start < 0)
frame = (start + 1) / ticksPerFrame;
else
frame = start / ticksPerFrame + 1;
for (ticks = ticksPerFrame * frame; ticks <= end; frame++, ticks += ticksPerFrame)
{
if (frame >= 0 && frame < nFrames)
{
FRAMEINFO *pFrame = &frames[frame];
SOUNDINFO *pSound = &pFrame->sound;
// by NoOne: handle Sound kill flags
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if (!VanillaMode() && pSound->sndFlags > 0 && pSound->sndFlags <= kFlagSoundKillAll) {
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for (int i = 0; i < nFrames; i++) {
FRAMEINFO* pFrame2 = &frames[i];
SOUNDINFO* pSound2 = &pFrame2->sound;
if (pSound2->sound != 0) {
if (pSound->sndFlags != kFlagSoundKillAll && pSound2->priority != pSound->priority) continue;
else if (nSprite >= 0) {
// We need stop all sounds in a range
for (int a = 0; a <= pSound2->sndRange; a++)
sfxKill3DSound(&sprite[nSprite], -1, pSound2->sound + a);
} else {
sndKillAllSounds();
}
}
}
}
if (pSound->sound > 0) {
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int sound = pSound->sound;
// by NoOne: add random rage sound feature
if (pSound->sndRange > 0 && !VanillaMode())
sound += Random((pSound->sndRange == 1) ? 2 : pSound->sndRange);
if (nSprite == -1) sndStartSample(sound, -1, -1, 0);
else sfxPlay3DSound(&sprite[nSprite], sound, 16+pSound->priority, 6);
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}
if (pFrame->nCallbackId > 0 && nCallback != -1) {
qavClientCallback[nCallback](pFrame->nCallbackId, pData);
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}
}
}
}
void QAV::Precache(int palette)
{
for (int i = 0; i < nFrames; i++)
{
for (int j = 0; j < 8; j++)
{
if (frames[i].tiles[j].picnum >= 0)
tilePrecacheTile(frames[i].tiles[j].picnum, 0, palette);
}
}
}
void ByteSwapQAV(void* p)
{
#if B_BIG_ENDIAN == 1
QAV* qav = (QAV*)p;
qav->nFrames = LittleLong(qav->nFrames);
qav->ticksPerFrame = LittleLong(qav->ticksPerFrame);
qav->version = LittleLong(qav->version);
qav->x = LittleLong(qav->x);
qav->y = LittleLong(qav->y);
qav->nSprite = LittleLong(qav->nSprite);
for (int i = 0; i < qav->nFrames; i++)
{
FRAMEINFO* pFrame = &qav->frames[i];
SOUNDINFO* pSound = &pFrame->sound;
pFrame->nCallbackId = LittleLong(pFrame->nCallbackId);
pSound->sound = LittleLong(pSound->sound);
for (int j = 0; j < 8; j++)
{
TILE_FRAME* pTile = &pFrame->tiles[j];
pTile->picnum = LittleLong(pTile->picnum);
pTile->x = LittleLong(pTile->x);
pTile->y = LittleLong(pTile->y);
pTile->z = LittleLong(pTile->z);
pTile->stat = LittleLong(pTile->stat);
pTile->angle = LittleShort(pTile->angle);
}
}
#endif
}
// This is to eliminate a huge design issue in NBlood that was apparently copied verbatim from the DOS-Version.
// Sequences were cached in the resource and directly returned from there in writable form, with byte swapping directly performed in the cache on Big Endian systems.
// To avoid such unsafe operations this caches the read data separately.
extern FMemArena seqcache; // Use the same storage as the SEQs.
static TMap<int, QAV*> qavcache;
QAV* getQAV(int res_id)
{
auto p = qavcache.CheckKey(res_id);
if (p != nullptr) return *p;
int index = fileSystem.FindResource(res_id, "QAV");
if (index < 0)
{
return nullptr;
}
auto fr = fileSystem.OpenFileReader(index);
auto qavdata = (QAV*)seqcache.Alloc(fr.GetLength());
fr.Read(qavdata, fr.GetLength());
qavcache.Insert(res_id, qavdata);
ByteSwapQAV(qavdata);
return qavdata;
}
END_BLD_NS