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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 .
*/
//-------------------------------------------------------------------------
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# include "ns.h" // Must come before everything else!
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# include "build.h"
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# include "v_2ddrawer.h"
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# include "compat.h"
# include "common_game.h"
# include "qav.h"
# include "sound.h"
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# include "v_draw.h"
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# include "glbackend/glbackend.h"
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BEGIN_BLD_NS
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# define kMaxClients 64
static void ( * clientCallback [ kMaxClients ] ) ( int , void * ) ;
static int nClients ;
int qavRegisterClient ( void ( * pClient ) ( int , void * ) )
{
dassert ( nClients < kMaxClients ) ;
clientCallback [ nClients ] = pClient ;
return nClients + + ;
}
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void DrawFrame ( double x , double y , TILE_FRAME * pTile , int stat , int shade , int palnum , bool to3dview )
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{
stat | = pTile - > stat ;
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x + = pTile - > x ;
y + = pTile - > y ;
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if ( ! to3dview )
{
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auto tex = tileGetTexture ( pTile - > picnum ) ;
double scale = pTile - > z / 65536. ;
double angle = pTile - > angle * ( 360. / 2048 ) ;
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 ;
if ( palnum < = 0 ) palnum = pTile - > palnum ;
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auto translation = TRANSLATION ( Translation_Remap , palnum ) ;
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bool topleft = ! ! ( stat & RS_TOPLEFT ) ;
bool xflip = ! ! ( stat & 0x100 ) ; // repurposed flag
bool yflip = ! ! ( stat & RS_YFLIP ) ;
auto color = shadeToLight ( pTile - > shade + shade ) ;
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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 ,
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DTA_TopLeft , topleft , DTA_CenterOffsetRel , ! topleft , DTA_FullscreenScale , FSMode_ScaleToFit43 , DTA_VirtualWidth , 320 , DTA_VirtualHeight , 200 , DTA_FlipOffsets , true , DTA_Color , color ,
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DTA_FlipX , xflip , DTA_FlipY , yflip , TAG_DONE ) ;
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}
else
{
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// there's some disagreements about flag values between QAV and the drawer. Shuffle these around.
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if ( stat & RS_YFLIP ) stat | = RS_YFLIPHUD ;
stat & = ~ RS_YFLIP ;
if ( stat & 0x100 ) stat | = RS_XFLIPHUD ;
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stat & = ~ 0x100 ;
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if ( ( stat & kQavOrientationLeft ) ) stat | = RS_ALIGN_L ;
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stat & = ~ kQavOrientationLeft ;
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hud_drawsprite ( x , y , pTile - > z , pTile - > angle , pTile - > picnum , pTile - > shade + shade , palnum , stat ) ;
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}
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}
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void QAV : : Draw ( double x , double y , int ticks , int stat , int shade , int palnum , bool to3dview )
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{
dassert ( ticksPerFrame > 0 ) ;
int nFrame = ticks / ticksPerFrame ;
dassert ( nFrame > = 0 & & nFrame < nFrames ) ;
FRAMEINFO * pFrame = & frames [ nFrame ] ;
for ( int i = 0 ; i < 8 ; i + + )
{
if ( pFrame - > tiles [ i ] . picnum > 0 )
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DrawFrame ( x , y , & pFrame - > tiles [ i ] , stat , shade , palnum , to3dview ) ;
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}
}
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void QAV : : Draw ( int ticks , int stat , int shade , int palnum , bool to3dview )
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{
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Draw ( x , y , ticks , stat , shade , palnum , to3dview ) ;
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}
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void QAV : : Play ( int start , int end , int nCallback , void * pData )
{
dassert ( ticksPerFrame > 0 ) ;
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 ) PlaySound ( sound ) ;
else PlaySound3D ( & sprite [ nSprite ] , sound , 16 + pSound - > priority , 6 ) ;
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}
if ( pFrame - > nCallbackId > 0 & & nCallback ! = - 1 ) {
clientCallback [ nCallback ] ( pFrame - > nCallbackId , pData ) ;
}
}
}
}
void QAV : : Preload ( void )
{
for ( int i = 0 ; i < nFrames ; i + + )
{
for ( int j = 0 ; j < 8 ; j + + )
{
if ( frames [ i ] . tiles [ j ] . picnum > = 0 )
tilePreloadTile ( frames [ i ] . tiles [ j ] . picnum ) ;
}
}
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}
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void QAV : : Precache ( void )
{
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 ) ;
}
}
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}
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void ByteSwapQAV ( void * p )
{
# if B_BIG_ENDIAN == 1
QAV * qav = ( QAV * ) p ;
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qav - > nFrames = LittleLong ( qav - > nFrames ) ;
qav - > ticksPerFrame = LittleLong ( qav - > ticksPerFrame ) ;
qav - > at10 = LittleLong ( qav - > at10 ) ;
qav - > x = LittleLong ( qav - > x ) ;
qav - > y = LittleLong ( qav - > y ) ;
qav - > nSprite = LittleLong ( qav - > nSprite ) ;
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for ( int i = 0 ; i < qav - > nFrames ; i + + )
{
FRAMEINFO * pFrame = & qav - > frames [ i ] ;
SOUNDINFO * pSound = & pFrame - > sound ;
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pFrame - > nCallbackId = LittleLong ( pFrame - > nCallbackId ) ;
pSound - > sound = LittleLong ( pSound - > sound ) ;
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for ( int j = 0 ; j < 8 ; j + + )
{
TILE_FRAME * pTile = & pFrame - > tiles [ j ] ;
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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 ) ;
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}
}
# 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 * > sequences ;
QAV * getQAV ( int res_id )
{
auto p = sequences . 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 ( ) ) ;
sequences . Insert ( res_id , qavdata ) ;
ByteSwapQAV ( qavdata ) ;
return qavdata ;
}
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END_BLD_NS