mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-27 14:32:42 +00:00
434 lines
14 KiB
C++
434 lines
14 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
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!
|
|
|
|
#include "build.h"
|
|
#include "v_2ddrawer.h"
|
|
#include "common_game.h"
|
|
#include "v_draw.h"
|
|
#include "blood.h"
|
|
|
|
BEGIN_BLD_NS
|
|
|
|
extern void (*qavClientCallback[])(int, void*);
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// QAV interpolation functions
|
|
//
|
|
//==========================================================================
|
|
|
|
using QAVPrevTileFinder = TILE_FRAME * (*)(FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int i);
|
|
|
|
struct QAVInterpProps
|
|
{
|
|
QAVPrevTileFinder PrevTileFinder;
|
|
bool loopable;
|
|
TMap<int, TArray<int>> IgnoreData;
|
|
|
|
bool CanInterpFrameTile(const int nFrame, const int i)
|
|
{
|
|
// Check whether the current frame's tile is skippable.
|
|
auto thisFrame = IgnoreData.CheckKey(nFrame);
|
|
return thisFrame ? !thisFrame->Contains(i) : true;
|
|
}
|
|
};
|
|
|
|
static TMap<FString, QAVPrevTileFinder> qavPrevTileFinders;
|
|
static TMap<int, QAVInterpProps> qavInterpProps;
|
|
|
|
static void qavInitTileFinderMap()
|
|
{
|
|
// Interpolate between frames if the picnums match. This is safest but could miss interpolations between suitable picnums.
|
|
qavPrevTileFinders.Insert("picnum", [](FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int i) -> TILE_FRAME* {
|
|
return prevFrame->tiles[i].picnum == thisFrame->tiles[i].picnum ? &prevFrame->tiles[i] : nullptr;
|
|
});
|
|
|
|
// Interpolate between frames if the picnum is valid. This can be problematic if tile indices change between frames.
|
|
qavPrevTileFinders.Insert("index", [](FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int i) -> TILE_FRAME* {
|
|
return prevFrame->tiles[i].picnum > 0 ? &prevFrame->tiles[i] : nullptr;
|
|
});
|
|
|
|
// Find previous frame by iterating all previous frame's tiles and return on first matched x coordinate.
|
|
qavPrevTileFinders.Insert("x", [](FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int i) -> TILE_FRAME* {
|
|
for (int j = 0; j < 8; j++) if (thisFrame->tiles[i].x == prevFrame->tiles[j].x)
|
|
{
|
|
return &prevFrame->tiles[j];
|
|
}
|
|
return nullptr;
|
|
});
|
|
|
|
// Find previous frame by iterating all previous frame's tiles and return on first matched y coordinate.
|
|
qavPrevTileFinders.Insert("y", [](FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int i) -> TILE_FRAME* {
|
|
for (int j = 0; j < 8; j++) if (thisFrame->tiles[i].y == prevFrame->tiles[j].y)
|
|
{
|
|
return &prevFrame->tiles[j];
|
|
}
|
|
return nullptr;
|
|
});
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static QAVPrevTileFinder qavGetInterpType(const FString& type)
|
|
{
|
|
if (!qavPrevTileFinders.CountUsed()) qavInitTileFinderMap();
|
|
return *qavPrevTileFinders.CheckKey(type);
|
|
}
|
|
|
|
bool GameInterface::IsQAVInterpTypeValid(const FString& type)
|
|
{
|
|
return qavGetInterpType(type) != nullptr;
|
|
}
|
|
|
|
void GameInterface::AddQAVInterpProps(const int res_id, const FString& interptype, const bool loopable, const TMap<int, TArray<int>>&& ignoredata)
|
|
{
|
|
qavInterpProps.Insert(res_id, { qavGetInterpType(interptype), loopable, std::move(ignoredata) });
|
|
}
|
|
|
|
void GameInterface::RemoveQAVInterpProps(const int res_id)
|
|
{
|
|
qavInterpProps.Remove(res_id);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawFrame(double x, double y, double z, double a, double alpha, int picnum, int stat, int shade, int palnum, bool to3dview)
|
|
{
|
|
if (!to3dview)
|
|
{
|
|
auto tex = tileGetTexture(picnum);
|
|
double scale = z * (1. / 65536.);
|
|
double angle = a * BAngToDegree;
|
|
int renderstyle = (stat & RS_NOMASK) ? STYLE_Normal : STYLE_Translucent;
|
|
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(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 ? 0 : 2, 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, picnum, shade, palnum, stat, alpha);
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
|
|
{
|
|
assert(ticksPerFrame > 0);
|
|
|
|
auto const interpdata = qavInterpProps.CheckKey(res_id);
|
|
|
|
auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1);
|
|
FRAMEINFO* const thisFrame = &frames[nFrame];
|
|
|
|
auto const oFrame = clamp((nFrame == 0 && interpdata && interpdata->loopable ? nFrames : nFrame) - 1, 0, nFrames - 1);
|
|
FRAMEINFO* const prevFrame = &frames[oFrame];
|
|
|
|
bool const interpolate = interpdata && cl_hudinterpolation && cl_bloodqavinterp && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio);
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
if (thisFrame->tiles[i].picnum > 0)
|
|
{
|
|
TILE_FRAME* const thisTile = &thisFrame->tiles[i];
|
|
TILE_FRAME* const prevTile = interpolate && interpdata->CanInterpFrameTile(nFrame, i) ? interpdata->PrevTileFinder(thisFrame, prevFrame, i) : nullptr;
|
|
|
|
double tileX = x;
|
|
double tileY = y;
|
|
double tileZ;
|
|
double tileA;
|
|
double tileAlpha;
|
|
int tileShade;
|
|
auto const tileStat = stat | thisTile->stat;
|
|
|
|
if (prevTile)
|
|
{
|
|
tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
|
|
tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);
|
|
tileZ = interpolatedvaluef(prevTile->z, thisTile->z, smoothratio);
|
|
tileA = interpolatedangle(buildang(prevTile->angle), buildang(thisTile->angle), smoothratio).asbuildf();
|
|
tileShade = interpolatedvalue(prevTile->shade, thisTile->shade, smoothratio) + shade;
|
|
auto prevAlpha = ((stat | prevTile->stat) & RS_TRANS1) ? glblend[0].def[!!((stat | prevTile->stat) & RS_TRANS2)].alpha : 1.;
|
|
auto thisAlpha = (tileStat & RS_TRANS1) ? glblend[0].def[!!(tileStat & RS_TRANS2)].alpha : 1.;
|
|
tileAlpha = interpolatedvaluef(prevAlpha, thisAlpha, smoothratio);
|
|
}
|
|
else
|
|
{
|
|
tileX += thisTile->x;
|
|
tileY += thisTile->y;
|
|
tileZ = thisTile->z;
|
|
tileA = thisTile->angle;
|
|
tileShade = thisTile->shade + shade;
|
|
tileAlpha = (tileStat & RS_TRANS1) ? glblend[0].def[!!(tileStat & RS_TRANS2)].alpha : 1.;
|
|
}
|
|
|
|
DrawFrame(tileX, tileY, tileZ, tileA, tileAlpha, thisTile->picnum, tileStat, tileShade, (palnum <= 0 ? thisTile->palnum : palnum), to3dview);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void QAV::Play(int start, int end, int nCallback, PLAYER* pData)
|
|
{
|
|
auto pActor = pData ? pData->actor : nullptr;
|
|
assert(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
|
|
if (!VanillaMode() && pSound->sndFlags > 0 && pSound->sndFlags <= kFlagSoundKillAll) {
|
|
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 (pActor) {
|
|
// We need stop all sounds in a range
|
|
for (int a = 0; a <= pSound2->sndRange; a++)
|
|
sfxKill3DSound(pActor, -1, pSound2->sound + a);
|
|
}
|
|
else {
|
|
sndKillAllSounds();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pSound->sound > 0) {
|
|
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 (pActor == nullptr) sndStartSample(sound, -1, -1, 0);
|
|
else sfxPlay3DSound(pActor, sound, 16 + pSound->priority, 6);
|
|
}
|
|
|
|
if (pFrame->nCallbackId > 0 && nCallback != -1) {
|
|
qavClientCallback[nCallback](pFrame->nCallbackId, pData);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
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 qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick)
|
|
{
|
|
if (*duration > 0)
|
|
{
|
|
auto thisTick = I_GetTime(pQAV->ticrate);
|
|
auto numTicks = thisTick - (*lastTick);
|
|
if (numTicks)
|
|
{
|
|
*lastTick = thisTick;
|
|
*duration -= pQAV->ticksPerFrame * numTicks;
|
|
}
|
|
}
|
|
*duration = ClipLow(*duration, 0);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration, bool const ignoreWeaponTimer)
|
|
{
|
|
// Process if not paused.
|
|
if (!paused)
|
|
{
|
|
// Process clock based on QAV's ticrate and last tick value.
|
|
qavProcessTicker(pQAV, &pPlayer->qavTimer, &pPlayer->qavLastTick);
|
|
|
|
if (pPlayer->weaponTimer == 0 && pPlayer->qavTimer == 0 && !ignoreWeaponTimer)
|
|
{
|
|
// Check if we're playing an idle QAV as per the ticker's weapon timer.
|
|
*duration = fixedduration ? pQAV->duration - 1 : I_GetBuildTime() % pQAV->duration;
|
|
*smoothratio = MaxSmoothRatio;
|
|
}
|
|
else if (pPlayer->qavTimer == 0)
|
|
{
|
|
// If qavTimer is 0, play the last frame uninterpolated. Sometimes the timer can be just ahead of weaponTimer.
|
|
*duration = pQAV->duration - 1;
|
|
*smoothratio = MaxSmoothRatio;
|
|
}
|
|
else
|
|
{
|
|
// Apply normal values.
|
|
*duration = pQAV->duration - pPlayer->qavTimer;
|
|
*smoothratio = !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*smoothratio = MaxSmoothRatio;
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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);
|
|
|
|
// Start reading QAV for nFrames, skipping padded data.
|
|
for (int i = 0; i < 8; i++) fr.ReadUInt8();
|
|
int nFrames = fr.ReadInt32();
|
|
auto qavdata = (QAV*)seqcache.Alloc(sizeof(QAV) + ((nFrames - 1) * sizeof(FRAMEINFO)));
|
|
|
|
// Write out QAV data.
|
|
qavdata->nFrames = nFrames;
|
|
qavdata->ticksPerFrame = fr.ReadInt32();
|
|
qavdata->duration = fr.ReadInt32();
|
|
qavdata->x = fr.ReadInt32();
|
|
qavdata->y = fr.ReadInt32();
|
|
/*qavdata->nSprite =*/ fr.ReadInt32();
|
|
for (int i = 0; i < 4; i++) fr.ReadUInt8();
|
|
|
|
// Read FRAMEINFO data.
|
|
for (int i = 0; i < qavdata->nFrames; i++)
|
|
{
|
|
qavdata->frames[i].nCallbackId = fr.ReadInt32();
|
|
|
|
// Read SOUNDINFO data.
|
|
qavdata->frames[i].sound.sound = fr.ReadInt32();
|
|
qavdata->frames[i].sound.priority = fr.ReadUInt8();
|
|
qavdata->frames[i].sound.sndFlags = fr.ReadUInt8();
|
|
qavdata->frames[i].sound.sndRange = fr.ReadUInt8();
|
|
for (int j = 0; j < 1; j++) fr.ReadUInt8();
|
|
|
|
// Read TILE_FRAME data.
|
|
for (int j = 0; j < 8; j++)
|
|
{
|
|
qavdata->frames[i].tiles[j].picnum = fr.ReadInt32();
|
|
qavdata->frames[i].tiles[j].x = fr.ReadInt32();
|
|
qavdata->frames[i].tiles[j].y = fr.ReadInt32();
|
|
qavdata->frames[i].tiles[j].z = fr.ReadInt32();
|
|
qavdata->frames[i].tiles[j].stat = fr.ReadInt32();
|
|
qavdata->frames[i].tiles[j].shade = fr.ReadInt8();
|
|
qavdata->frames[i].tiles[j].palnum = fr.ReadUInt8();
|
|
qavdata->frames[i].tiles[j].angle = fr.ReadUInt16();
|
|
}
|
|
}
|
|
|
|
// Write out additions.
|
|
qavdata->res_id = res_id;
|
|
qavdata->ticrate = 120. / qavdata->ticksPerFrame;
|
|
|
|
qavcache.Insert(res_id, qavdata);
|
|
return qavdata;
|
|
}
|
|
|
|
|
|
END_BLD_NS
|