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- Blood: Parse the values of the QAV files instead of casting the binary data so we can extend the struct.
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4a70f6efd0
commit
502b76af70
2 changed files with 41 additions and 38 deletions
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@ -222,37 +222,6 @@ void QAV::Precache(int palette)
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}
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void ByteSwapQAV(void* p)
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{
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#if B_BIG_ENDIAN == 1
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QAV* qav = (QAV*)p;
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qav->nFrames = LittleLong(qav->nFrames);
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qav->ticksPerFrame = LittleLong(qav->ticksPerFrame);
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qav->version = LittleLong(qav->version);
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qav->x = LittleLong(qav->x);
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qav->y = LittleLong(qav->y);
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qav->nSprite = LittleLong(qav->nSprite);
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for (int i = 0; i < qav->nFrames; i++)
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{
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FRAMEINFO* pFrame = &qav->frames[i];
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SOUNDINFO* pSound = &pFrame->sound;
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pFrame->nCallbackId = LittleLong(pFrame->nCallbackId);
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pSound->sound = LittleLong(pSound->sound);
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for (int j = 0; j < 8; j++)
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{
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TILE_FRAME* pTile = &pFrame->tiles[j];
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pTile->picnum = LittleLong(pTile->picnum);
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pTile->x = LittleLong(pTile->x);
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pTile->y = LittleLong(pTile->y);
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pTile->z = LittleLong(pTile->z);
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pTile->stat = LittleLong(pTile->stat);
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pTile->angle = LittleShort(pTile->angle);
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}
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}
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#endif
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}
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// This is to eliminate a huge design issue in NBlood that was apparently copied verbatim from the DOS-Version.
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// 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.
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// To avoid such unsafe operations this caches the read data separately.
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@ -269,10 +238,48 @@ QAV* getQAV(int res_id)
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return nullptr;
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}
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auto fr = fileSystem.OpenFileReader(index);
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auto qavdata = (QAV*)seqcache.Alloc(fr.GetLength());
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fr.Read(qavdata, fr.GetLength());
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// Start reading QAV for nFrames, skipping padded data.
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for (int i = 0; i < 8; i++) fr.ReadUInt8();
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int nFrames = fr.ReadInt32();
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auto qavdata = (QAV*)seqcache.Alloc(sizeof(QAV) + ((nFrames - 1) * sizeof(FRAMEINFO)));
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// Write out QAV data.
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qavdata->nFrames = nFrames;
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qavdata->ticksPerFrame = fr.ReadInt32();
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qavdata->duration = fr.ReadInt32();
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qavdata->x = fr.ReadInt32();
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qavdata->y = fr.ReadInt32();
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qavdata->nSprite = fr.ReadInt32();
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for (int i = 0; i < 4; i++) fr.ReadUInt8();
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// Read FRAMEINFO data.
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for (int i = 0; i < qavdata->nFrames; i++)
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{
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qavdata->frames[i].nCallbackId = fr.ReadInt32();
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// Read SOUNDINFO data.
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qavdata->frames[i].sound.sound = fr.ReadInt32();
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qavdata->frames[i].sound.priority = fr.ReadUInt8();
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qavdata->frames[i].sound.sndFlags = fr.ReadUInt8();
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qavdata->frames[i].sound.sndRange = fr.ReadUInt8();
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for (int i = 0; i < 1; i++) fr.ReadUInt8();
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// Read TILE_FRAME data.
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for (int j = 0; j < 8; j++)
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{
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qavdata->frames[i].tiles[j].picnum = fr.ReadInt32();
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qavdata->frames[i].tiles[j].x = fr.ReadInt32();
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qavdata->frames[i].tiles[j].y = fr.ReadInt32();
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qavdata->frames[i].tiles[j].z = fr.ReadInt32();
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qavdata->frames[i].tiles[j].stat = fr.ReadInt32();
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qavdata->frames[i].tiles[j].shade = fr.ReadInt8();
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qavdata->frames[i].tiles[j].palnum = fr.ReadUInt8();
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qavdata->frames[i].tiles[j].angle = fr.ReadUInt16();
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}
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}
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qavcache.Insert(res_id, qavdata);
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ByteSwapQAV(qavdata);
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return qavdata;
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}
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@ -29,8 +29,6 @@ BEGIN_BLD_NS
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enum { kQavOrientationLeft = 4096 };
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#pragma pack(push, 1)
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// by NoOne: add sound flags
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enum
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{
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@ -86,8 +84,6 @@ struct QAV
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void Precache(int palette = 0);
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};
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#pragma pack(pop)
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QAV* getQAV(int res_id);
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END_BLD_NS
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