Merge branch 'master' into master

This commit is contained in:
Mitchell Richters 2021-08-23 11:40:05 +10:00 committed by GitHub
commit ddc7b3d730
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GPG key ID: 4AEE18F83AFDEB23
172 changed files with 1913 additions and 619 deletions

View file

@ -912,6 +912,12 @@ LumpShortName& FileSystem::GetShortName(int i)
return FileInfo[i].shortName;
}
FString& FileSystem::GetLongName(int i)
{
if ((unsigned)i >= NumEntries) I_Error("GetShortName: Invalid index");
return FileInfo[i].longName;
}
void FileSystem::RenameFile(int num, const char* newfn)
{
if ((unsigned)num >= NumEntries) I_Error("RenameFile: Invalid index");

View file

@ -117,6 +117,7 @@ public:
}
LumpShortName& GetShortName(int i); // may only be called before the hash chains are set up.
FString& GetLongName(int i); // may only be called before the hash chains are set up.
void RenameFile(int num, const char* fn);
bool CreatePathlessCopy(const char* name, int id, int flags);

View file

@ -1036,6 +1036,7 @@ DEFINE_FIELD(DListMenuDescriptor, mFont)
DEFINE_FIELD(DListMenuDescriptor, mFontColor)
DEFINE_FIELD(DListMenuDescriptor, mFontColor2)
DEFINE_FIELD(DListMenuDescriptor, mAnimatedTransition)
DEFINE_FIELD(DListMenuDescriptor, mAnimated)
DEFINE_FIELD(DListMenuDescriptor, mCenter)
DEFINE_FIELD(DListMenuDescriptor, mVirtWidth)
DEFINE_FIELD(DListMenuDescriptor, mVirtHeight)
@ -1066,6 +1067,7 @@ DEFINE_FIELD(DImageScrollerDescriptor, textBackgroundBrightness)
DEFINE_FIELD(DImageScrollerDescriptor,textFont)
DEFINE_FIELD(DImageScrollerDescriptor, textScale)
DEFINE_FIELD(DImageScrollerDescriptor, mAnimatedTransition)
DEFINE_FIELD(DImageScrollerDescriptor, mAnimated)
DEFINE_FIELD(DImageScrollerDescriptor, virtWidth)
DEFINE_FIELD(DImageScrollerDescriptor, virtHeight)

View file

@ -141,6 +141,7 @@ public:
FFont *textFont;
double textScale;
bool mAnimatedTransition;
bool mAnimated;
int virtWidth, virtHeight;
};

View file

@ -344,6 +344,10 @@ static void DoParseListMenuBody(FScanner &sc, DListMenuDescriptor *desc, bool &s
{
desc->mAnimatedTransition = true;
}
else if (sc.Compare("animated"))
{
desc->mAnimated = true;
}
else if (sc.Compare("MouseWindow"))
{
sc.MustGetNumber();
@ -1212,6 +1216,10 @@ static void ParseImageScrollerBody(FScanner& sc, DImageScrollerDescriptor* desc)
{
desc->mAnimatedTransition = true;
}
else if (sc.Compare("animated"))
{
desc->mAnimated = true;
}
else if (sc.Compare("textBackground"))
{
sc.MustGetString();

View file

@ -67,22 +67,14 @@ static uint64_t NSToMS(uint64_t ns)
return static_cast<uint64_t>(ns / 1'000'000);
}
static int NSToTic(uint64_t ns)
static int NSToTic(uint64_t ns, double const ticrate)
{
return static_cast<int>(ns * GameTicRate / 1'000'000'000);
return static_cast<int>(ns * ticrate / 1'000'000'000);
}
static int NSToBuildTic(uint64_t ns)
static uint64_t TicToNS(double tic, double const ticrate)
{
return static_cast<int>(ns * 120 / 1'000'000'000);
}
static uint64_t TicToNS(int tic)
{
return static_cast<uint64_t>(tic) * 1'000'000'000 / GameTicRate;
}
static uint64_t BuildTicToNS(int tic)
{
return static_cast<uint64_t>(tic) * 1'000'000'000 / 120;
return static_cast<uint64_t>(tic * 1'000'000'000 / ticrate);
}
void I_SetFrameTime()
@ -111,18 +103,18 @@ void I_WaitVBL(int count)
I_SetFrameTime();
}
int I_WaitForTic(int prevtic)
int I_WaitForTic(int prevtic, double const ticrate)
{
// Waits until the current tic is greater than prevtic. Time must not be frozen.
int time;
while ((time = I_GetTime()) <= prevtic)
while ((time = I_GetTime(ticrate)) <= prevtic)
{
// Windows-specific note:
// The minimum amount of time a thread can sleep is controlled by timeBeginPeriod.
// We set this to 1 ms in DoMain.
const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1);
const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1, ticrate);
const uint64_t now = I_nsTime();
if (next > now)
@ -166,21 +158,16 @@ uint64_t I_GetTimeNS()
return CurrentFrameStartTime - FirstFrameStartTime;
}
int I_GetTime()
int I_GetTime(double const ticrate)
{
return NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
return NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate);
}
int I_GetBuildTime()
double I_GetTimeFrac(double const ticrate)
{
return NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime);
}
double I_GetTimeFrac()
{
int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic);
uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1);
int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime, ticrate);
uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic, ticrate);
uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1, ticrate);
return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
}

View file

@ -9,17 +9,14 @@ extern double TimeScale;
void I_SetFrameTime();
// Called by D_DoomLoop, returns current time in tics.
int I_GetTime();
int I_GetTime(double const ticrate = GameTicRate);
// same, but using nanoseconds
uint64_t I_GetTimeNS();
// Called by Build games in lieu of totalclock, returns current time in tics at ticrate of 120.
int I_GetBuildTime();
double I_GetTimeFrac();
double I_GetTimeFrac(double const ticrate = GameTicRate);
// like I_GetTime, except it waits for a new tic before returning
int I_WaitForTic(int);
int I_WaitForTic(int prevtic, double const ticrate = GameTicRate);
// Freezes tic counting temporarily. While frozen, calls to I_GetTime()
// will always return the same value.

View file

@ -292,6 +292,17 @@ public:
return i;
}
bool Contains(const T& item) const
{
unsigned int i;
for(i = 0;i < Count;++i)
{
if(Array[i] == item)
return true;
}
return false;
}
template<class Func>
unsigned int FindEx(Func compare) const
{

View file

@ -40,6 +40,7 @@
#include "buildtiles.h"
#include "bitmap.h"
#include "m_argv.h"
#include "gamestruct.h"
#include "gamecontrol.h"
#include "palettecontainer.h"
#include "mapinfo.h"
@ -2008,6 +2009,166 @@ void parseModel(FScanner& sc, FScriptPosition& pos)
}
}
//===========================================================================
//
//
//
//===========================================================================
static bool parseDefineQAVInterpolateIgnoreBlock(FScanner& sc, const int& res_id, TMap<int, TArray<int>>& ignoredata, const int& numframes)
{
FScanner::SavedPos blockend;
FScriptPosition pos = sc;
FString scframes, sctiles;
TArray<int> framearray, tilearray;
if (sc.StartBraces(&blockend))
{
pos.Message(MSG_ERROR, "defineqav (%d): interpolate: malformed syntax, unable to continue", res_id);
return false;
}
while (!sc.FoundEndBrace(blockend))
{
sc.GetString();
if (sc.Compare("frames")) sc.GetString(scframes);
else if (sc.Compare("tiles")) sc.GetString(sctiles);
}
// Confirm we received something for 'frames' and 'tiles'.
if (scframes.IsEmpty() || sctiles.IsEmpty())
{
pos.Message(MSG_ERROR, "defineqav (%d): interpolate: unable to get any values for 'frames' or 'tiles', unable to continue", res_id);
return false;
}
auto arraybuilder = [&](const FString& input, TArray<int>& output, const int& maxvalue) -> bool
{
// Split input if it is an array, otherwise push the singular value twice.
if (input.IndexOf("-") != -1)
{
auto temparray = input.Split("-");
for (auto& value : temparray) output.Push(atoi(value));
}
else
{
auto tempvalue = atoi(input);
for (auto i = 0; i < 2; i++) output.Push(tempvalue);
}
if (output.Size() != 2 || output[0] > output[1] || output[1] > maxvalue)
{
pos.Message(MSG_ERROR, "defineqav (%d): interpolate: ignore: value of '%s' is malformed, unable to continue", res_id, input.GetChars());
return false;
}
return true;
};
if (!arraybuilder(scframes, framearray, numframes - 1)) return false;
if (!arraybuilder(sctiles, tilearray, 7)) return false;
// Process arrays and add ignored frames as required.
for (auto i = framearray[0]; i <= framearray[1]; i++)
{
auto& frametiles = ignoredata[i];
for (auto j = tilearray[0]; j <= tilearray[1]; j++)
{
if (!frametiles.Contains(j)) frametiles.Push(j);
}
}
return true;
}
static bool parseDefineQAVInterpolateBlock(FScanner& sc, const int& res_id, const int& numframes)
{
FScanner::SavedPos blockend;
FScriptPosition pos = sc;
FString interptype;
bool loopable = false;
TMap<int, TArray<int>> ignoredata;
if (sc.StartBraces(&blockend))
{
pos.Message(MSG_ERROR, "defineqav (%d): interpolate (%s): malformed syntax, unable to continue", res_id, interptype.GetChars());
return false;
}
while (!sc.FoundEndBrace(blockend))
{
sc.GetString();
if (sc.Compare("type"))
{
sc.GetString(interptype);
if (!gi->IsQAVInterpTypeValid(interptype))
{
pos.Message(MSG_ERROR, "defineqav (%d): interpolate (%s): interpolation type not found", res_id, interptype.GetChars());
return false;
}
}
else if (sc.Compare("loopable")) loopable = true;
else if (sc.Compare("ignore")) if (!parseDefineQAVInterpolateIgnoreBlock(sc, res_id, ignoredata, numframes)) return false;
}
// Add interpolation properties to game for processing while drawing.
gi->AddQAVInterpProps(res_id, interptype, loopable, ignoredata);
return true;
}
void parseDefineQAV(FScanner& sc, FScriptPosition& pos)
{
FScanner::SavedPos blockend;
FString fn;
int res_id = -1;
int numframes = -1;
bool interpolate = false;
if (!sc.GetNumber(res_id, true))
{
pos.Message(MSG_ERROR, "defineqav: invalid or non-defined resource ID");
return;
}
if (sc.StartBraces(&blockend))
{
pos.Message(MSG_ERROR, "defineqav (%d): malformed syntax, unable to continue", res_id);
return;
}
while (!sc.FoundEndBrace(blockend))
{
sc.MustGetString();
if (sc.Compare("file"))
{
sc.GetString(fn);
// Test file's validity.
FixPathSeperator(fn);
auto lump = fileSystem.FindFile(fn);
if (lump < 0)
{
pos.Message(MSG_ERROR, "defineqav (%d): file '%s' could not be found", res_id, fn.GetChars());
return;
}
// Read file to get number of frames from QAV, skipping first 8 bytes.
auto fr = fileSystem.OpenFileReader(lump);
fr.ReadUInt64();
numframes = fr.ReadInt32();
}
else if (sc.Compare("interpolate"))
{
interpolate = true;
if (!parseDefineQAVInterpolateBlock(sc, res_id, numframes)) return;
}
}
// If we're not interpolating, remove any reference to interpolation data for this res_id.
if (!interpolate) gi->RemoveQAVInterpProps(res_id);
// Add new file to filesystem.
fileSystem.CreatePathlessCopy(fn, res_id, 0);
}
//===========================================================================
//
//
@ -2098,6 +2259,7 @@ static const dispatch basetokens[] =
{ "shadefactor", parseSkip<1> },
{ "newgamechoices", parseEmptyBlock },
{ "rffdefineid", parseRffDefineId },
{ "defineqav", parseDefineQAV },
{ nullptr, nullptr },
};

View file

@ -86,7 +86,8 @@ CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vani
CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
CVARD(Bool, cl_bloodvanillaexplosions, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla explosion behavior")
CVARD(Bool, cl_bloodvanillaenemies, false, CVAR_ARCHIVE, "enable/disable Blood's vanilla enemy behavior")
CVARD(Bool, cl_bloodhudinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation")
CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation")
CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")

View file

@ -31,7 +31,8 @@ EXTERN_CVAR(Bool, cl_bloodvanillarun)
EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
EXTERN_CVAR(Bool, cl_bloodvanillaexplosions)
EXTERN_CVAR(Bool, cl_bloodvanillaenemies)
EXTERN_CVAR(Bool, cl_bloodhudinterp)
EXTERN_CVAR(Bool, cl_bloodqavinterp)
EXTERN_CVAR(Bool, cl_bloodweapinterp)
EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
EXTERN_CVAR(Bool, demorec_seeds_cvar)

View file

@ -156,3 +156,8 @@ inline int spriteGetSlope(int spritenum)
auto spr = &sprite[spritenum];
return ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(spr->xoffset) + (uint8_t(spr->yoffset) << 8);
}
inline int I_GetBuildTime()
{
return I_GetTime(120);
}

View file

@ -122,6 +122,9 @@ struct GameInterface
virtual int Voxelize(int sprnum) { return -1; }
virtual void AddExcludedEpisode(FString episode) {}
virtual int GetCurrentSkill() { return -1; }
virtual bool IsQAVInterpTypeValid(const FString& type) { return false; }
virtual void AddQAVInterpProps(const int& res_id, const FString& interptype, const bool& loopable, const TMap<int, TArray<int>>& ignoredata) { }
virtual void RemoveQAVInterpProps(const int& res_id) { }
virtual FString statFPS()
{

View file

@ -444,7 +444,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n
assert(pTSprite->type >= kDudePlayer1 && pTSprite->type <= kDudePlayer8);
PLAYER *pPlayer = &gPlayer[pTSprite->type-kDudePlayer1];
WEAPONICON weaponIcon = gWeaponIcon[pPlayer->curWeapon];
const int nTile = weaponIcon.nTile;
auto& nTile = weaponIcon.nTile;
if (nTile < 0) break;
auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite);
if (!pNSprite)
@ -457,15 +457,14 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n
pNSprite->shade = pTSprite->shade;
pNSprite->xrepeat = 32;
pNSprite->yrepeat = 32;
const int nVoxel = voxelIndex[nTile];
auto& nVoxel = voxelIndex[nTile];
if (cl_showweapon == 2 && r_voxels && nVoxel != -1)
{
pNSprite->cstat |= 48;
pNSprite->cstat &= ~8;
pNSprite->picnum = nVoxel;
pNSprite->z -= weaponIcon.zOffset<<8;
const int lifeLeech = 9;
if (pPlayer->curWeapon == lifeLeech)
if (pPlayer->curWeapon == kWeapLifeLeech)
{
pNSprite->x -= MulScale(128, Cos(pNSprite->ang), 30);
pNSprite->y -= MulScale(128, Sin(pNSprite->ang), 30);
@ -479,7 +478,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n
static void viewApplyDefaultPal(tspritetype *pTSprite, sectortype const *pSector)
{
int const nXSector = pSector->extra;
auto& nXSector = pSector->extra;
XSECTOR const *pXSector = nXSector >= 0 ? &xsector[nXSector] : NULL;
if (pXSector && pXSector->color && (VanillaMode() || pSector->floorpal != 0))
{

View file

@ -200,6 +200,8 @@ void StartLevel(MapRecord* level, bool newgame)
pPlayer->qavLoop = gPlayerTemp[i].qavLoop;
pPlayer->weaponTimer = gPlayerTemp[i].weaponTimer;
pPlayer->nextWeapon = gPlayerTemp[i].nextWeapon;
pPlayer->qavLastTick = gPlayerTemp[i].qavLastTick;
pPlayer->qavTimer = gPlayerTemp[i].qavTimer;
}
}
PreloadCache();

View file

@ -150,6 +150,9 @@ struct GameInterface : public ::GameInterface
void LeavePortal(spritetype* viewer, int type) override;
void LoadGameTextures() override;
int GetCurrentSkill() override;
bool IsQAVInterpTypeValid(const FString& type) override;
void AddQAVInterpProps(const int& res_id, const FString& interptype, const bool& loopable, const TMap<int, TArray<int>>& ignoredata) override;
void RemoveQAVInterpProps(const int& res_id) override;
GameStats getStats() override;
};

View file

@ -467,6 +467,25 @@ enum
kAng360 = 2048,
};
// Weapon numbers
enum
{
kWeapNone = 0,
kWeapPitchFork = 1,
kWeapFlareGun = 2,
kWeapShotgun = 3,
kWeapTommyGun = 4,
kWeapNapalm = 5,
kWeapDynamite = 6,
kWeapSpraycan = 7,
kWeapTeslaCannon = 8,
kWeapLifeLeech = 9,
kWeapVoodooDoll = 10,
kWeapProximity = 11,
kWeapRemote = 12,
kWeapBeast = 13,
};
// -------------------------------
#pragma pack(push,1)

View file

@ -41,38 +41,30 @@ BEGIN_BLD_NS
class CGameMenuItemQAV
{
public:
int m_nX, m_nY;
TArray<uint8_t> raw;
QAV* data;
int duration;
int lastTick;
bool bWideScreen;
bool bClearBackground;
const char* filename;
CGameMenuItemQAV(int, int, const char*, bool widescreen = false, bool clearbackground = false);
void Draw(void);
};
CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widescreen, bool clearbackground)
{
m_nY = a4;
m_nX = a3;
bWideScreen = widescreen;
bClearBackground = clearbackground;
filename = name;
if (name)
{
// NBlood read this directly from the file system cache, but let's better store the data locally for robustness.
raw = fileSystem.LoadFile(name, 0);
if (raw.Size() != 0)
data = getQAV(fileSystem.GetResourceId(fileSystem.FindFile(name)));
if (data)
{
auto data = (QAV*)raw.Data();
data->nSprite = -1;
data->x = m_nX;
data->y = m_nY;
//data->Preload();
data->x = a3;
data->y = a4;
duration = data->duration;
lastTick = I_GetTime();
lastTick = I_GetTime(data->ticrate);
}
}
}
@ -82,29 +74,18 @@ void CGameMenuItemQAV::Draw(void)
if (bClearBackground)
twod->ClearScreen();
if (raw.Size() > 0)
if (data)
{
auto data = (QAV*)raw.Data();
auto thisTick = I_GetTime();
if (!lastTick)
{
lastTick = thisTick;
}
if (lastTick < thisTick)
{
lastTick = thisTick;
duration -= 4;
}
qavProcessTicker(data, &duration, &lastTick);
if (duration <= 0 || duration > data->duration)
{
duration = data->duration;
}
auto currentDuration = data->duration - duration;
auto smoothratio = I_GetTimeFrac() * MaxSmoothRatio;
auto smoothratio = I_GetTimeFrac(data->ticrate) * MaxSmoothRatio;
data->Play(currentDuration - 4, currentDuration, -1, NULL);
data->Play(currentDuration - data->ticksPerFrame, currentDuration, -1, NULL);
if (bWideScreen)
{
@ -113,13 +94,13 @@ void CGameMenuItemQAV::Draw(void)
int backX = data->x;
for (int i = 0; i < nCount; i++)
{
data->Draw(currentDuration, 10 + kQavOrientationLeft, 0, 0, false, smoothratio, filename == "BDRIP.QAV");
data->Draw(currentDuration, 10 + kQavOrientationLeft, 0, 0, false, smoothratio);
data->x += 320;
}
data->x = backX;
}
else
data->Draw(currentDuration, 10, 0, 0, false, smoothratio, filename == "BDRIP.QAV");
data->Draw(currentDuration, 10, 0, 0, false, smoothratio);
}
}

View file

@ -127,14 +127,14 @@ void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelt
}
#ifdef NOONE_EXTENSIONS
if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette, smoothratio);
if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette);
else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette);
else {
gView->sceneQav = gView->weaponQav = -1;
gView->weaponTimer = gView->curWeapon = 0;
gView->sceneQav = gView->weaponQav = kQAVNone;
gView->qavTimer = gView->weaponTimer = gView->curWeapon = 0;
}
#else
WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
WeaponDraw(gView, nShade, cX, cY, nPalette);
#endif
}
if (gViewPos == 0 && gView->pXSprite->burnTime > 60)

View file

@ -102,8 +102,8 @@ void SetWeapons(bool stat)
{
// Keep the pitchfork to avoid freeze
gMe->hasWeapon[1] = 1;
gMe->curWeapon = 0;
gMe->nextWeapon = 1;
gMe->curWeapon = kWeapNone;
gMe->nextWeapon = kWeapPitchFork;
}
viewSetMessage(GStrings("TXTB_NOWEAP"));
}
@ -400,8 +400,8 @@ const char* GameInterface::GenericCheat(int player, int cheat)
powerupActivate(gMe, kPwUpDeliriumShroom);
gMe->pXSprite->health = 16;
gMe->hasWeapon[1] = 1;
gMe->curWeapon = 0;
gMe->nextWeapon = 1;
gMe->curWeapon = kWeapNone;
gMe->nextWeapon = kWeapPitchFork;
break;
default:

View file

@ -41,12 +41,10 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
int qanimateoffs(int a1, int a2);
void HookReplaceFunctions();
struct QAV;
struct PLAYER;
extern QAV* weaponQAV[];
void WeaponInit(void);
void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, double smoothratio);
void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5);
void WeaponRaise(PLAYER *pPlayer);
void WeaponLower(PLAYER *pPlayer);
int WeaponUpgrade(PLAYER *pPlayer, int newWeapon);

View file

@ -1844,6 +1844,8 @@ void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer, bool force) {
pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->duration;
pPlayer->qavCallback = (pXSource->data3 > 0) ? ClipRange(pXSource->data3 - 1, 0, 32) : -1;
pPlayer->qavLoop = false;
pPlayer->qavLastTick = I_GetTime(pCtrl->qavScene.qavResrc->ticrate);
pPlayer->qavTimer = pCtrl->qavScene.qavResrc->duration;
}
@ -2037,8 +2039,8 @@ void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer) {
}
pPlayer->hasWeapon[1] = true;
pPlayer->curWeapon = 0;
pPlayer->nextWeapon = 1;
pPlayer->curWeapon = kWeapNone;
pPlayer->nextWeapon = kWeapPitchFork;
WeaponRaise(pPlayer);
if (pXSource->data2) break;
@ -2080,8 +2082,8 @@ void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCt
break;
}
switch (weapon) {
case 11: // remote bomb
case 12: // prox bomb
case kWeapProximity: // remote bomb
case kWeapRemote: // prox bomb
pPlayer->hasWeapon[weapon] = true;
weapon--;
pPlayer->ammoCount[weapon] = ClipHigh(pPlayer->ammoCount[weapon] + ((pXSource->data2 == 2) ? pXSource->data4 : 1), gAmmoInfo[weapon].max);
@ -2108,7 +2110,7 @@ void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCt
break;
}
if (pPlayer->hasWeapon[weapon] && pXSource->data4 == 0) { // switch on it
pPlayer->nextWeapon = 0;
pPlayer->nextWeapon = kWeapNone;
if (pPlayer->sceneQav >= 0 && spriRangeIsFine(pCtrl->qavScene.index)) {
XSPRITE* pXScene = &xsprite[sprite[pCtrl->qavScene.index].extra];
@ -5062,7 +5064,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite
switch (cmd) {
case 36:
actHealDude(pPlayer->pXSprite, ((pXSprite->data2 > 0) ? ClipHigh(pXSprite->data2, 200) : getDudeInfo(pPlayer->pSprite->type)->startHealth), 200);
pPlayer->curWeapon = 1;
pPlayer->curWeapon = kWeapPitchFork;
break;
}
@ -6180,7 +6182,7 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) {
}
}
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, double smoothratio) {
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5) {
if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
@ -6189,7 +6191,10 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, d
if (pQavScene->qavResrc != NULL) {
QAV* pQAV = pQavScene->qavResrc;
int v4 = (pPlayer->weaponTimer == 0) ? ((PlayClock + MulScale(4, int(smoothratio), 16)) % pQAV->duration) : pQAV->duration - pPlayer->weaponTimer;
int v4;
double smoothratio;
qavProcessTimer(pPlayer, pQAV, &v4, &smoothratio);
int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32))) {

View file

@ -384,7 +384,7 @@ void playerDeactivateShrooms(PLAYER* pPlayer);
QAV* playerQavSceneLoad(int qavId);
void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene);
void playerQavScenePlay(PLAYER* pPlayer);
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, double smoothratio);
void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5);
void playerQavSceneReset(PLAYER* pPlayer);
// ------------------------------------------------------------------------- //
void callbackUniMissileBurst(int nSprite);

View file

@ -722,7 +722,7 @@ void playerStart(int nPlayer, int bNewLevel)
gFullMap = 0;
pPlayer->throwPower = 0;
pPlayer->deathTime = 0;
pPlayer->nextWeapon = 0;
pPlayer->nextWeapon = kWeapNone;
xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0;
pInput->avel = 0;
pInput->actions = 0;
@ -739,7 +739,9 @@ void playerStart(int nPlayer, int bNewLevel)
pPlayer->handTime = 0;
pPlayer->weaponTimer = 0;
pPlayer->weaponState = 0;
pPlayer->weaponQav = -1;
pPlayer->weaponQav = kQAVNone;
pPlayer->qavLastTick = 0;
pPlayer->qavTimer = 0;
#ifdef NOONE_EXTENSIONS
playerQavSceneReset(pPlayer); // reset qav scene
@ -792,9 +794,9 @@ void playerReset(PLAYER *pPlayer)
pPlayer->weaponMode[i] = 0;
}
pPlayer->hasWeapon[1] = 1;
pPlayer->curWeapon = 0;
pPlayer->curWeapon = kWeapNone;
pPlayer->qavCallback = -1;
pPlayer->newWeapon = 1;
pPlayer->newWeapon = kWeapPitchFork;
for (int i = 0; i < 14; i++)
{
pPlayer->weaponOrder[0][i] = dword_136400[i];
@ -811,8 +813,10 @@ void playerReset(PLAYER *pPlayer)
pPlayer->armor[i] = 0;
pPlayer->weaponTimer = 0;
pPlayer->weaponState = 0;
pPlayer->weaponQav = -1;
pPlayer->weaponQav = kQAVNone;
pPlayer->qavLoop = 0;
pPlayer->qavLastTick = 0;
pPlayer->qavTimer = 0;
pPlayer->packItemId = -1;
for (int i = 0; i < 5; i++) {
@ -1964,7 +1968,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage
}
pPlayer->deathTime = 0;
pPlayer->qavLoop = 0;
pPlayer->curWeapon = 0;
pPlayer->curWeapon = kWeapNone;
pPlayer->fraggerId = nSource;
pPlayer->voodooTargets = 0;
if (nDamageType == kDamageExplode && nDamage < (9<<4))
@ -2130,7 +2134,7 @@ void PlayerSurvive(int, DBloodActor* actor)
sprintf(buffer, "%s lives again!", PlayerName(pPlayer->nPlayer));
viewSetMessage(buffer);
}
pPlayer->newWeapon = 1;
pPlayer->newWeapon = kWeapPitchFork;
}
}
}
@ -2249,6 +2253,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
.Array("weaponorder", &w.weaponOrder[0][0], 14*2)
.Array("ammocount", w.ammoCount, countof(w.ammoCount))
("qavloop", w.qavLoop)
("qavlastTick", w.qavLastTick)
("qavtimer", w.qavTimer)
("fusetime", w.fuseTime)
("throwtime", w.throwTime)
("throwpower", w.throwPower)

View file

@ -127,6 +127,8 @@ struct PLAYER
//int at149[14];
int ammoCount[12];
bool qavLoop;
int qavLastTick;
int qavTimer;
int fuseTime;
int throwTime;
int throwPower;

View file

@ -34,6 +34,73 @@ BEGIN_BLD_NS
extern void (*qavClientCallback[])(int, void *);
//==========================================================================
//
// QAV interpolation functions
//
//==========================================================================
enum
{
kQAVIsLoopable,
};
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;
});
}
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, { loopable << kQAVIsLoopable, qavGetInterpType(interptype), ignoredata });
}
void GameInterface::RemoveQAVInterpProps(const int& res_id)
{
qavInterpProps.Remove(res_id);
}
void DrawFrame(double x, double y, double z, double a, TILE_FRAME *pTile, int stat, int shade, int palnum, bool to3dview)
{
stat |= pTile->stat;
@ -72,35 +139,33 @@ void DrawFrame(double x, double y, double z, double a, TILE_FRAME *pTile, int st
}
}
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio, bool const menudrip)
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
{
assert(ticksPerFrame > 0);
int nFrame = ticks / ticksPerFrame;
assert(nFrame >= 0 && nFrame < nFrames);
FRAMEINFO *thisFrame = &frames[nFrame];
auto const interpdata = qavInterpProps.CheckKey(res_id);
if ((nFrame == (nFrames - 1)) && !lastframetic)
{
lastframetic = ticks;
}
else if (lastframetic > ticks)
{
lastframetic = 0;
}
auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1);
FRAMEINFO* const thisFrame = &frames[nFrame];
int oFrame = nFrame == 0 || (lastframetic && ticks > lastframetic) ? nFrame : nFrame - 1;
assert(oFrame >= 0 && oFrame < nFrames);
FRAMEINFO *prevFrame = &frames[oFrame];
auto const oFrame = clamp((nFrame == 0 && (interpdata && (interpdata->flags & kQAVIsLoopable)) ? nFrames : nFrame) - 1, 0, nFrames - 1);
FRAMEINFO* const prevFrame = &frames[oFrame];
auto drawTile = [&](TILE_FRAME *thisTile, TILE_FRAME *prevTile, bool const interpolate = true)
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;
if (cl_bloodhudinterp && prevTile && cl_hudinterpolation && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio) && interpolate)
if (prevTile)
{
tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);
@ -116,41 +181,6 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b
}
DrawFrame(tileX, tileY, tileZ, tileA, thisTile, stat, shade, palnum, to3dview);
};
for (int i = 0; i < 8; i++)
{
TILE_FRAME *thisTile = &thisFrame->tiles[i];
TILE_FRAME *prevTile = nullptr;
if (thisTile->picnum > 0)
{
// Menu's blood drip requires special treatment.
if (menudrip)
{
if (i != 0)
{
// Find previous frame by iterating all previous frame's tiles and match on the consistent x coordinate.
// Tile indices can change between frames for no reason, we need to accomodate that.
for (int j = 0; j < 8; j++) if (thisTile->x == prevFrame->tiles[j].x)
{
prevTile = &prevFrame->tiles[j];
break;
}
drawTile(thisTile, prevTile, true);
}
else
{
// First index is always the dripping bar at the top.
drawTile(thisTile, prevTile, false);
}
}
else
{
prevTile = &prevFrame->tiles[i];
drawTile(thisTile, prevTile, thisTile->picnum == prevTile->picnum);
}
}
}
}
@ -221,35 +251,52 @@ void QAV::Precache(int palette)
}
}
void ByteSwapQAV(void* p)
void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick)
{
#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++)
if (*duration > 0)
{
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++)
auto thisTick = I_GetTime(pQAV->ticrate);
auto numTicks = thisTick - (*lastTick);
if (numTicks)
{
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);
*lastTick = thisTick;
*duration -= pQAV->ticksPerFrame * numTicks;
}
}
#endif
*duration = ClipLow(*duration, 0);
}
void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration)
{
// 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)
{
// 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 = I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
}
}
else
{
*smoothratio = MaxSmoothRatio;
}
}
@ -269,10 +316,52 @@ QAV* getQAV(int res_id)
return nullptr;
}
auto fr = fileSystem.OpenFileReader(index);
auto qavdata = (QAV*)seqcache.Alloc(fr.GetLength());
fr.Read(qavdata, fr.GetLength());
// 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 i = 0; i < 1; i++) 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);
ByteSwapQAV(qavdata);
return qavdata;
}

View file

@ -29,7 +29,159 @@ BEGIN_BLD_NS
enum { kQavOrientationLeft = 4096 };
#pragma pack(push, 1)
enum
{
kQAVNone = -1,
kQAVFORKUP = 0,
kQAVFORKIDLE = 1,
kQAVPFORK = 2,
kQAVFORKDOWN = 3,
kQAVLITEOPEN = 4,
kQAVLITEFLAM = 5,
kQAVLITEIDLE = 6,
kQAVLITECLO2 = 7,
kQAVCANPREF = 8,
kQAVCANIDLE = 9,
kQAVCANFIRE = 10,
kQAVCANDOWN = 11,
kQAVCANFIRE2 = 12,
kQAVCANDROP = 13,
kQAVCANTHRO = 14,
kQAVCANBOOM = 15,
kQAVBUNUP = 16,
kQAVBUNDOWN = 17,
kQAVBUNUP2 = 18,
kQAVBUNDOWN2 = 19,
kQAVBUNIDLE = 20,
kQAVBUNFUSE = 21,
kQAVBUNDROP = 22,
kQAVBUNTHRO = 23,
kQAVDYNEXPLO = 24,
kQAVPROXUP = 25,
kQAVPROXDOWN = 26,
kQAVPROXIDLE = 27,
kQAVPROXDROP = 28,
kQAVPROXTHRO = 29,
kQAVREMUP1 = 30,
kQAVREMUP2 = 31,
kQAVREMUP3 = 32,
kQAVREMDOWN1 = 33,
kQAVREMDOWN2 = 34,
kQAVREMDOWN3 = 35,
kQAVREMIDLE1 = 36,
kQAVREMIDLE2 = 37,
kQAVREMDROP = 38,
kQAVREMTHRO = 39,
kQAVREMFIRE = 40,
kQAVFLARUP = 41,
kQAVFLARIDLE = 42,
kQAVFLARFIR2 = 43,
kQAVFLARDOWN = 44,
kQAVFLAR2UP = 45,
kQAVFLAR2I = 46,
kQAVFLAR2F = 47,
kQAVFLAR2FIR = 48,
kQAVFLAR2DWN = 49,
kQAVSHOTUP = 50,
kQAVSHOTI3 = 51,
kQAVSHOTI2 = 52,
kQAVSHOTI1 = 53,
kQAVSHOTF1 = 54,
kQAVSHOTF2 = 55,
kQAVSHOTF3 = 56,
kQAVSHOTL1 = 57,
kQAVSHOTDOWN = 58,
kQAV2SHOTUP = 59,
kQAV2SHOTI = 60,
kQAV2SHOTF2 = 61,
kQAV2SHOTFIR = 62,
kQAV2SHOTDWN = 63,
kQAVTOMUP = 64,
kQAVTOMIDLE = 65,
kQAVTOMFIRE = 66,
kQAVTOMSPRED = 67,
kQAVTOMDOWN = 68,
kQAV2TOMUP = 69,
kQAV2TOMIDLE = 70,
kQAV2TOMFIRE = 71,
kQAV2TOMDOWN = 72,
kQAV2TOMALT = 73,
kQAVSGUNUP = 74,
kQAVSGUNIDL1 = 75,
kQAVSGUNIDL2 = 76,
kQAVSGUNFIR1 = 77,
kQAVSGUNFIR4 = 78,
kQAVSGUNPRE = 79,
kQAVSGUNPOST = 80,
kQAVSGUNDOWN = 81,
kQAV2SGUNUP = 82,
kQAV2SGUNIDL = 83,
kQAV2SGUNFIR = 84,
kQAV2SGUNALT = 85,
kQAV2SGUNPRE = 86,
kQAV2SGUNPST = 87,
kQAV2SGUNDWN = 88,
kQAVNAPUP = 89,
kQAVNAPIDLE = 90,
kQAVNAPFIRE = 91,
kQAVNAPDOWN = 92,
kQAVBSTUP = 93,
kQAVBSTIDLE = 94,
kQAVBSTATAK1 = 95,
kQAVBSTATAK2 = 96,
kQAVBSTATAK3 = 97,
kQAVBSTATAK4 = 98,
kQAVBSTDOWN = 99,
kQAVVDUP = 100,
kQAVVDIDLE1 = 101,
kQAVVDIDLE2 = 102,
kQAVVDFIRE1 = 103,
kQAVVDFIRE2 = 104,
kQAVVDFIRE3 = 105,
kQAVVDFIRE4 = 106,
kQAVVDFIRE5 = 107,
kQAVVDFIRE6 = 108,
kQAVVDDOWN = 109,
kQAVVDSPEL1 = 110,
kQAVSTAFUP = 111,
kQAVSTAFIDL1 = 112,
kQAVSTAFIDL3 = 113,
kQAVSTAFIRE1 = 114,
kQAVSTAFIRE2 = 115,
kQAVSTAFIRE4 = 116,
kQAVSTAFPRE = 117,
kQAVSTAFPOST = 118,
kQAVSTAFDOWN = 119,
kQAV2NAPUP = 120,
kQAV2NAPIDLE = 121,
kQAV2NAPFIRE = 122,
kQAV2NAPFIR2 = 123,
kQAV2NAPDOWN = 124,
kQAVEnd = 125,
kQAVBDRIP = 256,
};
// by NoOne: add sound flags
enum
@ -69,7 +221,7 @@ struct FRAMEINFO
struct QAV
{
char pad1[8]; // 0
double ticrate; // 0
int nFrames; // 8
int ticksPerFrame; // C
int duration; // 10
@ -77,17 +229,44 @@ struct QAV
int y; // 18
int nSprite; // 1c
//SPRITE *pSprite; // 1c
char pad3[3]; // 20
char lastframetic;
char pad3[2]; // 20
unsigned short res_id;
FRAMEINFO frames[1]; // 24
void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536, bool const menudrip = false);
void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536, bool const menudrip = false) { Draw(x, y, ticks, stat, shade, palnum, to3dview, smoothratio, menudrip); }
void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536);
void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio = 65536) { Draw(x, y, ticks, stat, shade, palnum, to3dview, smoothratio); }
void Play(int, int, int, void *);
void Precache(int palette = 0);
};
#pragma pack(pop)
using QAVPrevTileFinder = TILE_FRAME* (*)(FRAMEINFO* const thisFrame, FRAMEINFO* const prevFrame, const int& i);
struct QAVInterpProps
{
int flags;
QAVPrevTileFinder PrevTileFinder;
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;
}
};
QAV* getQAV(int res_id);
void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick);
void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration = false);
inline bool qavIsOriginal(const int& res_id)
{
auto const lump = fileSystem.FindResource(res_id, "QAV");
return lump >= 0 && fileSystem.GetFileContainer(lump) < fileSystem.GetMaxIwadNum();
}
inline int qavGetCorrectID(const int& res_id)
{
return cl_bloodweapinterp && qavIsOriginal(res_id) && fileSystem.FindResource(res_id + 10000, "QAV") != -1 ? res_id + 10000 : res_id;
}
END_BLD_NS

View file

@ -208,7 +208,7 @@ void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event)
{
pPlayer->ammoCount[8] = ClipHigh(pPlayer->ammoCount[8]+pXSprite->data3, gAmmoInfo[8].max);
pPlayer->hasWeapon[9] = 1;
if (pPlayer->curWeapon != 9)
if (pPlayer->curWeapon != kWeapLifeLeech)
{
pPlayer->weaponState = 0;
pPlayer->nextWeapon = 9;

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@ -59,3 +59,812 @@ tilefromtexture 9277 { file "tiles/9277.png" }
tilefromtexture 9278 { file "tiles/9278.png" }
tilefromtexture 9279 { file "tiles/9279.png" }
tilefromtexture 9280 { file "tiles/9280.png" }
// Patched tiles for QAV interpolation, thanks to Phredreeke for supplying these.
tilefromtexture 9300 { file "tiles/9300(3227+3228).png" }
tilefromtexture 9301 { file "tiles/9301(3227+3229).png" }
tilefromtexture 9302 { file "tiles/9302(3227+3230).png" }
tilefromtexture 9303 { file "tiles/9303(3227+3231).png" }
tilefromtexture 9304 { file "tiles/9304(3227+3232).png" }
tilefromtexture 9305 { file "tiles/9305(3240+3228).png" }
tilefromtexture 9306 { file "tiles/9306(3240+3229).png" }
tilefromtexture 9307 { file "tiles/9307(3240+3230).png" }
tilefromtexture 9308 { file "tiles/9308(3240+3231).png" }
tilefromtexture 9309 { file "tiles/9309(3240+3232).png" }
// Interpolatable QAV files.
defineqav 10000 {
file "qavs/FORKUP.QAV"
interpolate {
type "index"
}
}
defineqav 10001 {
file "qavs/FORKIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10002 {
file "qavs/PFORK.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10003 {
file "qavs/FORKDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10004 {
file "qavs/LITEOPEN.QAV"
interpolate {
type "index"
}
}
defineqav 10005 {
file "qavs/LITEFLAM.QAV"
interpolate {
type "index"
ignore {
frames 3-6 tiles 1
}
}
}
defineqav 10006 {
file "qavs/LITEIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10007 {
file "qavs/LITECLO2.QAV"
interpolate {
type "index"
}
}
defineqav 10008 {
file "qavs/CANPREF.QAV"
interpolate {
type "index"
}
}
defineqav 10009 {
file "qavs/CANIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10010 {
file "qavs/CANFIRE.QAV"
interpolate {
type "index"
}
}
defineqav 10011 {
file "qavs/CANDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10012 {
file "qavs/CANFIRE2.QAV"
interpolate {
type "index"
ignore {
frames 14-99 tiles 2-3
}
}
}
defineqav 10013 {
file "qavs/CANDROP.QAV"
interpolate {
type "index"
}
}
defineqav 10014 {
file "qavs/CANTHRO.QAV"
interpolate {
type "index"
}
}
defineqav 10015 {
file "qavs/CANBOOM.QAV"
interpolate {
type "index"
}
}
defineqav 10016 {
file "qavs/BUNUP.QAV"
interpolate {
type "index"
}
}
defineqav 10017 {
file "qavs/BUNDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10018 {
file "qavs/BUNUP2.QAV"
interpolate {
type "index"
}
}
defineqav 10019 {
file "qavs/BUNDOWN2.QAV"
interpolate {
type "index"
}
}
defineqav 10020 {
file "qavs/BUNIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10021 {
file "qavs/BUNFUSE.QAV"
interpolate {
type "index"
ignore {
frames 6-65 tiles 0-7
}
}
}
defineqav 10022 {
file "qavs/BUNDROP.QAV"
interpolate {
type "index"
}
}
defineqav 10023 {
file "qavs/BUNTHRO.QAV"
interpolate {
type "index"
}
}
defineqav 10024 {
file "qavs/DYNEXPLO.QAV"
interpolate {
type "index"
}
}
defineqav 10025 {
file "qavs/PROXUP.QAV"
interpolate {
type "index"
}
}
defineqav 10026 {
file "qavs/PROXDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10027 {
file "qavs/PROXIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10028 {
file "qavs/PROXDROP.QAV"
interpolate {
type "index"
}
}
defineqav 10029 {
file "qavs/PROXTHRO.QAV"
interpolate {
type "index"
}
}
defineqav 10030 {
file "qavs/REMUP1.QAV"
interpolate {
type "index"
}
}
defineqav 10031 {
file "qavs/REMUP2.QAV"
interpolate {
type "index"
}
}
defineqav 10032 {
file "qavs/REMUP3.QAV"
interpolate {
type "index"
}
}
defineqav 10033 {
file "qavs/REMDOWN1.QAV"
interpolate {
type "index"
}
}
defineqav 10034 {
file "qavs/REMDOWN2.QAV"
interpolate {
type "index"
}
}
defineqav 10035 {
file "qavs/REMDOWN3.QAV"
interpolate {
type "index"
}
}
defineqav 10036 {
file "qavs/REMIDLE1.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10037 {
file "qavs/REMIDLE2.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10038 {
file "qavs/REMDROP.QAV"
interpolate {
type "index"
}
}
defineqav 10039 {
file "qavs/REMTHRO.QAV"
interpolate {
type "index"
}
}
defineqav 10040 {
file "qavs/REMFIRE.QAV"
interpolate {
type "index"
}
}
defineqav 10041 {
file "qavs/FLARUP.QAV"
interpolate {
type "index"
}
}
defineqav 10042 {
file "qavs/FLARIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10043 {
file "qavs/FLARFIR2.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10044 {
file "qavs/FLARDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10045 {
file "qavs/FLAR2UP.QAV"
interpolate {
type "index"
}
}
defineqav 10046 {
file "qavs/FLAR2I.QAV"
interpolate {
type "index"
}
}
defineqav 10047 {
file "qavs/FLAR2F.QAV"
interpolate {
type "index"
}
}
defineqav 10048 {
file "qavs/FLAR2FIR.QAV"
interpolate {
type "index"
}
}
defineqav 10049 {
file "qavs/FLAR2DWN.QAV"
interpolate {
type "index"
}
}
defineqav 10050 {
file "qavs/SHOTUP.QAV"
interpolate {
type "index"
}
}
defineqav 10051 {
file "qavs/SHOTI3.QAV"
interpolate {
type "index"
}
}
defineqav 10052 {
file "qavs/SHOTI2.QAV"
interpolate {
type "index"
}
}
defineqav 10053 {
file "qavs/SHOTI1.QAV"
interpolate {
type "index"
}
}
defineqav 10054 {
file "qavs/SHOTF1.QAV"
interpolate {
type "index"
}
}
defineqav 10055 {
file "qavs/SHOTF2.QAV"
interpolate {
type "index"
}
}
defineqav 10056 {
file "qavs/SHOTF3.QAV"
interpolate {
type "index"
}
}
defineqav 10057 {
file "qavs/SHOTL1.QAV"
interpolate {
type "picnum"
}
}
defineqav 10058 {
file "qavs/SHOTDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10059 {
file "qavs/2SHOTUP.QAV"
interpolate {
type "index"
}
}
defineqav 10060 {
file "qavs/2SHOTI.QAV"
interpolate {
type "index"
}
}
defineqav 10061 {
file "qavs/2SHOTF2.QAV"
interpolate {
type "index"
}
}
defineqav 10062 {
file "qavs/2SHOTFIR.QAV"
interpolate {
type "index"
}
}
defineqav 10063 {
file "qavs/2SHOTDWN.QAV"
interpolate {
type "index"
}
}
defineqav 10064 {
file "qavs/TOMUP.QAV"
interpolate {
type "index"
}
}
defineqav 10065 {
file "qavs/TOMIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10066 {
file "qavs/TOMFIRE.QAV"
interpolate {
type "index"
loopable
ignore {
frames 0-7 tiles 0
}
}
}
defineqav 10067 {
file "qavs/TOMSPRED.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10068 {
file "qavs/TOMDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10069 {
file "qavs/2TOMUP.QAV"
interpolate {
type "index"
}
}
defineqav 10070 {
file "qavs/2TOMIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10071 {
file "qavs/2TOMFIRE.QAV"
interpolate {
type "index"
loopable
ignore {
frames 0-7 tiles 0
}
ignore {
frames 0-7 tiles 2
}
}
}
defineqav 10072 {
file "qavs/2TOMDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10073 {
file "qavs/2TOMALT.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10074 {
file "qavs/SGUNUP.QAV"
interpolate {
type "index"
}
}
defineqav 10075 {
file "qavs/SGUNIDL1.QAV"
interpolate {
type "index"
}
}
defineqav 10076 {
file "qavs/SGUNIDL2.QAV"
interpolate {
type "index"
}
}
defineqav 10077 {
file "qavs/SGUNFIR1.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10078 {
file "qavs/SGUNFIR4.QAV"
interpolate {
type "index"
}
}
defineqav 10079 {
file "qavs/SGUNPRE.QAV"
interpolate {
type "index"
}
}
defineqav 10080 {
file "qavs/SGUNPOST.QAV"
interpolate {
type "index"
}
}
defineqav 10081 {
file "qavs/SGUNDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10082 {
file "qavs/2SGUNUP.QAV"
interpolate {
type "index"
}
}
defineqav 10083 {
file "qavs/2SGUNIDL.QAV"
interpolate {
type "index"
}
}
defineqav 10084 {
file "qavs/2SGUNFIR.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10085 {
file "qavs/2SGUNALT.QAV"
interpolate {
type "index"
}
}
defineqav 10086 {
file "qavs/2SGUNPRE.QAV"
interpolate {
type "index"
}
}
defineqav 10087 {
file "qavs/2SGUNPST.QAV"
interpolate {
type "index"
}
}
defineqav 10088 {
file "qavs/2SGUNDWN.QAV"
interpolate {
type "index"
}
}
defineqav 10089 {
file "qavs/NAPUP.QAV"
interpolate {
type "index"
}
}
defineqav 10090 {
file "qavs/NAPIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10091 {
file "qavs/NAPFIRE.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10092 {
file "qavs/NAPDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10093 {
file "qavs/BSTUP.QAV"
interpolate {
type "index"
}
}
defineqav 10094 {
file "qavs/BSTIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10095 {
file "qavs/BSTATAK1.QAV"
interpolate {
type "index"
}
}
defineqav 10096 {
file "qavs/BSTATAK2.QAV"
interpolate {
type "index"
}
}
defineqav 10097 {
file "qavs/BSTATAK3.QAV"
interpolate {
type "index"
}
}
defineqav 10098 {
file "qavs/BSTATAK4.QAV"
interpolate {
type "index"
}
}
defineqav 10099 {
file "qavs/BSTDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10100 {
file "qavs/VDUP.QAV"
interpolate {
type "index"
}
}
defineqav 10101 {
file "qavs/VDIDLE1.QAV"
interpolate {
type "index"
}
}
defineqav 10102 {
file "qavs/VDIDLE2.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10103 {
file "qavs/VDFIRE1.QAV"
interpolate {
type "index"
}
}
defineqav 10104 {
file "qavs/VDFIRE2.QAV"
interpolate {
type "index"
}
}
defineqav 10105 {
file "qavs/VDFIRE3.QAV"
interpolate {
type "index"
}
}
defineqav 10106 {
file "qavs/VDFIRE4.QAV"
interpolate {
type "index"
}
}
defineqav 10107 {
file "qavs/VDFIRE5.QAV"
interpolate {
type "index"
}
}
defineqav 10108 {
file "qavs/VDFIRE6.QAV"
interpolate {
type "index"
}
}
defineqav 10109 {
file "qavs/VDDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10110 {
file "qavs/VDSPEL1.QAV"
interpolate {
type "index"
}
}
defineqav 10111 {
file "qavs/STAFUP.QAV"
interpolate {
type "index"
}
}
defineqav 10112 {
file "qavs/STAFIDL1.QAV"
interpolate {
type "index"
}
}
defineqav 10113 {
file "qavs/STAFIDL3.QAV"
interpolate {
type "index"
}
}
defineqav 10114 {
file "qavs/STAFIRE1.QAV"
interpolate {
type "index"
}
}
defineqav 10115 {
file "qavs/STAFIRE2.QAV"
interpolate {
type "index"
}
}
defineqav 10116 {
file "qavs/STAFIRE4.QAV"
interpolate {
type "index"
}
}
defineqav 10117 {
file "qavs/STAFPRE.QAV"
interpolate {
type "index"
}
}
defineqav 10118 {
file "qavs/STAFPOST.QAV"
interpolate {
type "index"
}
}
defineqav 10119 {
file "qavs/STAFDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10120 {
file "qavs/2NAPUP.QAV"
interpolate {
type "index"
}
}
defineqav 10121 {
file "qavs/2NAPIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10122 {
file "qavs/2NAPFIRE.QAV"
interpolate {
type "index"
}
}
defineqav 10123 {
file "qavs/2NAPFIR2.QAV"
interpolate {
type "index"
}
}
defineqav 10124 {
file "qavs/2NAPDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10256 {
file "qavs/BDRIP.QAV"
interpolate {
type "x"
ignore {
frames 0-23 tiles 0
}
}
}
defineqav 10257 {
file "qavs/CREDITS.QAV"
interpolate {
type "index"
}
}

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