mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-11 13:21:39 +00:00
738c133d05
No need to handle animations on the,game side. markTileForPrecache already handles this - now also for oscillating animations.
539 lines
12 KiB
C++
539 lines
12 KiB
C++
#pragma once
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#include <limits.h>
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#include "textures.h"
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#include "image.h"
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#include "i_time.h"
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#include "intvec.h"
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#include "name.h"
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// picanm[].sf:
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// |bit(1<<7)
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// |animtype|animtype|texhitscan|nofullbright|speed|speed|speed|speed|
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enum AnimFlags
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{
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PICANM_ANIMTYPE_NONE = 0,
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PICANM_ANIMTYPE_OSC = (1 << 6),
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PICANM_ANIMTYPE_FWD = (2 << 6),
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PICANM_ANIMTYPE_BACK = (3 << 6),
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PICANM_ANIMTYPE_SHIFT = 6,
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PICANM_ANIMTYPE_MASK = (3 << 6), // must be 192
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PICANM_MISC_MASK = (3 << 4),
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PICANM_TEXHITSCAN_BIT = (2 << 4),
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PICANM_NOFULLBRIGHT_BIT = (1 << 4),
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PICANM_ANIMSPEED_MASK = 15, // must be 15
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};
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enum
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{
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MAXTILES = 30720,
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MAXUSERTILES = (MAXTILES-16) // reserve 16 tiles at the end
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};
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enum ETexType
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{
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TT_INDEXED,
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TT_TRUECOLOR,
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};
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enum class ReplacementType : int
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{
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Art,
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Writable,
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Restorable,
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Canvas
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};
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// NOTE: If the layout of this struct is changed, loadpics() must be modified
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// accordingly.
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struct picanm_t
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{
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uint16_t num; // animate number
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uint8_t sf; // anim. speed and flags
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uint8_t extra;
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void Clear()
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{
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extra = sf = 0;
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num = 0;
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}
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int speed()
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{
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return sf & PICANM_ANIMSPEED_MASK;
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}
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int type()
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{
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return sf & PICANM_ANIMTYPE_MASK;
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}
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};
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picanm_t tileConvertAnimFormat(int32_t const picanmdisk, int* lo, int* to);
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struct rottile_t
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{
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int16_t newtile;
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int16_t owner;
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};
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class FTileTexture : public FImageSource
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{
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public:
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FTileTexture()
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{
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bUseGamePalette = true;
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bTranslucent = false;
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}
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virtual uint8_t* GetRawData() = 0;
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virtual TArray<uint8_t> CreatePalettedPixels(int conversion);
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virtual int CopyPixels(FBitmap* bmp, int conversion); // This will always ignore 'luminance'.
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};
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//==========================================================================
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//
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// A tile coming from an ART file.
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//
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//==========================================================================
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class FArtTile : public FTileTexture
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{
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const TArray<uint8_t>& RawPixels;
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const uint32_t Offset;
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public:
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FArtTile(const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height)
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: RawPixels(backingstore), Offset(offset)
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{
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Width = width;
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Height = height;
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}
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uint8_t* GetRawData() override final
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{
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return &RawPixels[Offset];
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}
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};
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//==========================================================================
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//
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// A tile with its own pixel buffer
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//
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//==========================================================================
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class FLooseTile : public FTileTexture
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{
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TArray<uint8_t> RawPixels;
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public:
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FLooseTile(TArray<uint8_t>& store, int width, int height)
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{
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RawPixels = std::move(store);
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Width = width;
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Height = height;
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}
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uint8_t* GetRawData() override
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{
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return RawPixels.Data();
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}
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};
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//==========================================================================
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//
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// A non-existent tile
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//
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//==========================================================================
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class FDummyTile : public FTileTexture
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{
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public:
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FDummyTile(int width, int height)
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{
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Width = width;
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Height = height;
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}
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uint8_t* GetRawData() override
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{
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return nullptr;
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}
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};
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//==========================================================================
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//
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// A tile with a writable surface
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//
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//==========================================================================
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class FWritableTile : public FTileTexture
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{
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protected:
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TArray<uint8_t> buffer;
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public:
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FWritableTile()
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{
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//useType = Writable;
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}
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uint8_t* GetRawData() override
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{
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return buffer.Data();
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}
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bool ResizeImage(int w, int h)
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{
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if (w <= 0 || h <= 0)
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{
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buffer.Reset();
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return false;
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}
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else
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{
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Width = w;
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Height = h;
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buffer.Resize(w * h);
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return true;
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}
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}
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};
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//==========================================================================
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//
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// A tile with a writable surface
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//
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//==========================================================================
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class FRestorableTile : public FWritableTile
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{
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FImageSource* Base;
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public:
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FRestorableTile(FImageSource* base)
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{
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Base = base;
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CopySize(*base);
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ResizeImage(Width, Height);
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Reload();
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}
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void Reload()
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{
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buffer = Base->GetPalettedPixels(0);
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}
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};
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//==========================================================================
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//
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// One ART file.
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//
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//==========================================================================
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struct BuildArtFile
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{
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FString filename;
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TArray<uint8_t> RawData;
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BuildArtFile() = default;
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BuildArtFile(const BuildArtFile&) = delete;
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BuildArtFile& operator=(const BuildArtFile&) = delete;
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BuildArtFile(const BuildArtFile&& other)
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{
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filename = std::move(other.filename);
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RawData = std::move(other.RawData);
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}
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BuildArtFile& operator=(const BuildArtFile&& other)
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{
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filename = std::move(other.filename);
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RawData = std::move(other.RawData);
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return *this;
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}
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};
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//==========================================================================
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//
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// THe tile container
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//
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//==========================================================================
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struct RawCacheNode
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{
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TArray<uint8_t> data;
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uint64_t lastUseTime;
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};
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struct TileOffs
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{
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int xsize, ysize, xoffs, yoffs;
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};
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struct TileDesc
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{
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FGameTexture* texture; // the currently active tile
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FGameTexture* backup; // original backup for map tiles
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RawCacheNode rawCache; // this is needed for hitscan testing to avoid reloading the texture each time.
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picanm_t picanm; // animation descriptor
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picanm_t picanmbackup; // animation descriptor backup when using map tiles
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rottile_t RotTile;// = { -1,-1 };
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ReplacementType replacement;
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float alphaThreshold;
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// Sprite offset hackery for hires replacements. This only gets used for sprites in the 3D view, nothing else.
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TileOffs hiofs;
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};
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struct TexturePick
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{
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FGameTexture* texture; // which texture to use
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int translation; // which translation table to use
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int tintFlags; // which shader tinting options to use
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PalEntry tintColor; // Tint color
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PalEntry basepalTint; // can the base palette be done with a global tint effect?
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};
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struct BuildTiles
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{
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FGameTexture* Placeholder;
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TDeletingArray<BuildArtFile*> ArtFiles;
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TileDesc tiledata[MAXTILES];
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TArray<FString> addedArt;
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TArray<FString> maptilesadded;
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TMap<int, FGameTexture*> cameratextures;
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TMap<FName, int> nametoindex;
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void addName(const char* name, int index)
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{
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nametoindex.Insert(name, index);
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}
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int tileForName(const char* name)
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{
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FName nm(name, true);
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if (nm == NAME_None) return -1;
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auto nmm = nametoindex.CheckKey(nm);
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if (!nmm) return -1;
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return *nmm;
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}
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void Init(); // This cannot be a constructor because it needs the texture manager running.
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~BuildTiles()
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{
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CloseAll();
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}
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void SetBackup()
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{
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for (auto& td : tiledata)
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{
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td.backup = td.texture;
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td.picanmbackup = td.picanm;
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}
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}
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void CloseAll();
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void AddTile(int tilenum, FGameTexture* tex, bool permap = false);
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void AddTiles(int firsttile, TArray<uint8_t>& store, const char* mapname);
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void AddFile(BuildArtFile* bfd, bool permap)
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{
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ArtFiles.Push(bfd);
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}
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int FindFile(const FString& filename)
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{
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return ArtFiles.FindEx([filename](const BuildArtFile* element) { return filename.CompareNoCase(element->filename) == 0; });
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}
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int LoadArtFile(const char* file, const char* mapname = nullptr, int firsttile = -1);
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void LoadArtSet(const char* filename);
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void AddArt(TArray<FString>& art)
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{
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addedArt = std::move(art);
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}
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void setAnim(int tile, int type, int speed, int frames)
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{
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auto& anm = tiledata[tile].picanm;
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anm.sf &= ~(PICANM_ANIMTYPE_MASK | PICANM_ANIMSPEED_MASK);
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anm.sf |= clamp(speed, 0, 15) | (type << PICANM_ANIMTYPE_SHIFT);
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anm.num = frames;
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}
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FGameTexture* ValidateCustomTile(int tilenum, ReplacementType type);
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int32_t artLoadFiles(const char* filename);
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uint8_t* tileMakeWritable(int num);
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uint8_t* tileCreate(int tilenum, int width, int height);
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int findUnusedTile(void);
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int tileCreateRotated(int owner);
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void InvalidateTile(int num);
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void MakeCanvas(int tilenum, int width, int height);
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};
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int tileGetCRC32(int tileNum);
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int tileImportFromTexture(const char* fn, int tilenum, int alphacut, int istexture);
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void tileCopy(int tile, int tempsource, int temppal, int xoffset, int yoffset, int flags);
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void tileSetDummy(int tile, int width, int height);
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void tileDelete(int tile);
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bool tileLoad(int tileNum);
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void artClearMapArt(void);
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void artSetupMapArt(const char* filename);
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void tileCopySection(int tilenum1, int sx1, int sy1, int xsiz, int ysiz, int tilenum2, int sx2, int sy2);
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extern BuildTiles TileFiles;
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inline bool tileCheck(int num)
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{
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auto tex = TileFiles.tiledata[num].texture;
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return tex && tex->GetTexelWidth() > 0 && tex->GetTexelHeight() > 0;
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}
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inline const uint8_t* tilePtr(int num)
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{
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if (TileFiles.tiledata[num].rawCache.data.Size() == 0)
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{
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auto tex = TileFiles.tiledata[num].texture;
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if (!tex || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return nullptr;
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TileFiles.tiledata[num].rawCache.data = tex->GetTexture()->Get8BitPixels(false);
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}
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TileFiles.tiledata[num].rawCache.lastUseTime = I_nsTime();
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return TileFiles.tiledata[num].rawCache.data.Data();
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}
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inline bool tileLoad(int tileNum)
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{
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return !!tilePtr(tileNum);
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}
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inline uint8_t* tileData(int num)
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{
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auto tex = dynamic_cast<FImageTexture*>(TileFiles.tiledata[num].texture->GetTexture());
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if (!tex) return nullptr;
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auto p = dynamic_cast<FWritableTile*>(tex->GetImage());
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return p ? p->GetRawData() : nullptr;
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}
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inline const uint8_t* tileRawData(int num)
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{
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auto tex = dynamic_cast<FImageTexture*>(TileFiles.tiledata[num].texture->GetTexture());
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if (!tex) return nullptr;
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auto p = dynamic_cast<FTileTexture*>(tex->GetImage());
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return p ? p->GetRawData() : nullptr;
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}
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// Some hacks to allow accessing the no longer existing arrays as if they still were arrays to avoid changing hundreds of lines of code.
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struct PicAnm
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{
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picanm_t& operator[](size_t index)
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{
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assert(index < MAXTILES);
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return TileFiles.tiledata[index].picanm;
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}
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};
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extern PicAnm picanm;
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inline int tileWidth(int num)
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{
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assert((unsigned)num < MAXTILES);
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if ((unsigned)num >= MAXTILES) return 1;
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return (int)TileFiles.tiledata[num].texture->GetDisplayWidth();
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}
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inline int tileHeight(int num)
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{
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assert((unsigned)num < MAXTILES);
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if ((unsigned)num >= MAXTILES) return 1;
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return (int)TileFiles.tiledata[num].texture->GetDisplayHeight();
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}
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inline int tileLeftOffset(int num)
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{
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assert((unsigned)num < MAXTILES);
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if ((unsigned)num >= MAXTILES) return 0;
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return (int)TileFiles.tiledata[num].texture->GetDisplayLeftOffset();
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}
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inline int tileTopOffset(int num)
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{
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assert((unsigned)num < MAXTILES);
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if ((unsigned)num >= MAXTILES) return 0;
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return (int)TileFiles.tiledata[num].texture->GetDisplayTopOffset();
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}
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inline rottile_t& RotTile(int tile)
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{
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assert(tile < MAXTILES);
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return TileFiles.tiledata[tile].RotTile;
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}
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int tileAnimateOfs(int tilenum, int randomize = -1);
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inline void tileUpdatePicnum(int* const tileptr, bool mayrotate = false, int randomize = -1)
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{
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auto& tile = *tileptr;
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if (picanm[tile].type())
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tile += tileAnimateOfs(tile, randomize);
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if (mayrotate && RotTile(tile).newtile != -1)
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tile = RotTile(tile).newtile;
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}
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inline FGameTexture* tileGetTexture(int tile, bool animate = false)
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{
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assert((unsigned)tile < MAXTILES);
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if (tile < 0 || tile >= MAXTILES) return nullptr;
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if (animate) tileUpdatePicnum(&tile);
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return TileFiles.tiledata[tile].texture;
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}
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bool tileEqualTo(int me, int other);
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void tileUpdateAnimations();
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bool ValidateTileRange(const char* cmd, int& begin, int& end, FScriptPosition pos, bool allowswap = true);
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bool ValidateTilenum(const char* cmd, int tile, FScriptPosition pos);
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struct TileImport
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{
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FString fn;
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int tile = -1;
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int alphacut = 128, flags = 0;
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int haveextra = 0;
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int xoffset = INT_MAX, yoffset = INT_MAX;
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int istexture = 0, extra = INT_MAX;
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int64_t crc32 = INT64_MAX;
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int sizex = INT_MAX, sizey;
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// Blood extensions
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int surface = INT_MAX, vox = INT_MAX, shade = INT_MAX;
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};
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void processTileImport(const char* cmd, FScriptPosition& pos, TileImport& imp);
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struct SetAnim
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{
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int tile1, tile2, speed, type;
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};
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void processSetAnim(const char* cmd, FScriptPosition& pos, SetAnim& imp);
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class FGameTexture;
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bool PickTexture(FGameTexture* tex, int paletteid, TexturePick& pick, bool wantindexed = false);
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FCanvasTexture* tileGetCanvas(int tilenum);
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inline FixedBitArray<MAXTILES> gotpic;
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inline bool testgotpic(int32_t tilenume, bool reset = false)
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{
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bool res = gotpic[tilenume];
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if (reset) gotpic.Clear(tilenume);
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return res;
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}
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