/* ** buildtexture.cpp ** Handling Build textures ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** */ #include "files.h" #include "zstring.h" #include "buildtiles.h" #include "image.h" #include "palette.h" #include "m_crc32.h" #include "build.h" #include "gamecontrol.h" #include "palettecontainer.h" #include "texturemanager.h" #include "c_dispatch.h" #include "sc_man.h" #include "gamestruct.h" #include "hw_voxels.h" #include "hw_renderstate.h" enum { MAXARTFILES_BASE = 200, MAXARTFILES_TOTAL = 220 }; BuildTiles TileFiles; int tileSetHightileReplacement(int picnum, int palnum, const char* filename, float alphacut, float xscale, float yscale, float specpower, float specfactor); //========================================================================== // // // //========================================================================== picanm_t tileConvertAnimFormat(int32_t const picanimraw, int* lo, int* to) { // Unpack a 4 byte packed anim descriptor into something more accessible picanm_t anm; anm.num = picanimraw & 63; *lo = (int8_t)((picanimraw >> 8) & 255); *to = (int8_t)((picanimraw >> 16) & 255); anm.sf = ((picanimraw >> 24) & 15) | (picanimraw & 192); anm.extra = (picanimraw >> 28) & 15; return anm; } //========================================================================== // // Base class for Build tile textures // This needs a few subclasses for different use cases. // //========================================================================== int FTileTexture::CopyPixels(FBitmap* bmp, int conversion) { TArray buffer; auto ppix = GetRawData(); if (ppix) { bmp->CopyPixelData(0, 0, ppix, Width, Height, Height, 1, 0, GPalette.BaseColors); } return 0; } TArray FTileTexture::CreatePalettedPixels(int conversion) { TArray buffer(Width * Height, true); auto p = GetRawData(); if (p) memcpy(buffer.Data(), p, buffer.Size()); else memset(buffer.Data(), 0, buffer.Size()); return buffer; } //========================================================================== // // // //========================================================================== static FGameTexture* GetTileTexture(const char* name, const TArray& backingstore, uint32_t offset, int width, int height) { auto tex = new FArtTile(backingstore, offset, width, height); auto p = &backingstore[offset]; auto siz = width * height; for (int i = 0; i < siz; i++, p++) { // move transparent color to index 0 to get in line with the rest of the texture management. if (*p == 0) *p = 255; else if (*p == 255) *p = 0; } if (tex) { return MakeGameTexture(new FImageTexture(tex), name, ETextureType::Any); } return nullptr; } void BuildTiles::Init() { Placeholder = TexMan.GameByIndex(0); for (auto& tile : tiledata) { tile.texture = Placeholder; tile.backup = Placeholder; tile.picanm = {}; tile.RotTile = { -1,-1 }; tile.replacement = ReplacementType::Art; tile.alphaThreshold = 0.5; tile.hiofs = {}; } } //========================================================================== // // // //========================================================================== void BuildTiles::AddTile(int tilenum, FGameTexture* tex, bool permap) { assert(!tex->GetID().isValid()); // must not be added yet. TexMan.AddGameTexture(tex); tiledata[tilenum].texture = tex; if (!permap) tiledata[tilenum].backup = tex; } //=========================================================================== // // AddTiles // // Adds all the tiles in an artfile to the texture manager. // //=========================================================================== void BuildTiles::AddTiles (int firsttile, TArray& RawData, const char *mapname) { const uint8_t *tiles = RawData.Data(); // int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable int tilestart = LittleLong(((int *)tiles)[2]); int tileend = LittleLong(((int *)tiles)[3]); const uint16_t *tilesizx = &((const uint16_t *)tiles)[8]; const uint16_t *tilesizy = &tilesizx[tileend - tilestart + 1]; const uint32_t *picanm = (const uint32_t *)&tilesizy[tileend - tilestart + 1]; const uint8_t *tiledata = (const uint8_t *)&picanm[tileend - tilestart + 1]; if (firsttile != -1) { tileend = tileend - tilestart + firsttile; tilestart = firsttile; } for (int i = tilestart; i <= tileend; ++i) { int pic = i - tilestart; int width = LittleShort(tilesizx[pic]); int height = LittleShort(tilesizy[pic]); uint32_t anm = LittleLong(picanm[pic]); int size = width*height; if (width <= 0 || height <= 0) continue; FString texname; if (mapname) texname.Format("maptile_%s_%05d", mapname, i); else texname.Format("#%05d", i); auto tex = GetTileTexture(texname, RawData, uint32_t(tiledata - tiles), width, height); AddTile(i, tex); int leftoffset, topoffset; this->tiledata[i].picanmbackup = this->tiledata[i].picanm = tileConvertAnimFormat(anm, &leftoffset, &topoffset); tex->SetOffsets(leftoffset, topoffset); tiledata += size; } } //=========================================================================== // // CountTiles // // Returns the number of tiles provided by an artfile // //=========================================================================== int CountTiles (const char *fn, const uint8_t *RawData) { int version = LittleLong(*(uint32_t *)RawData); if (version != 1) { Printf("%s: Invalid art file version. Must be 1, got %d\n", fn, version); return 0; } int tilestart = LittleLong(((uint32_t *)RawData)[2]); int tileend = LittleLong(((uint32_t *)RawData)[3]); if ((unsigned)tilestart >= MAXUSERTILES || (unsigned)tileend >= MAXUSERTILES) { Printf("%s: Invalid tilestart or tileend\n", fn); return 0; } if (tileend < tilestart) { Printf("%s: tileend < tilestart\n", fn); return 0; } return tileend >= tilestart ? tileend - tilestart + 1 : 0; } //=========================================================================== // // InvalidateTile // //=========================================================================== void BuildTiles::InvalidateTile(int num) { if ((unsigned) num < MAXTILES) { auto tex = tiledata[num].texture; tex->CleanHardwareData(); tiledata[num].rawCache.data.Clear(); } } //=========================================================================== // // MakeCanvas // // Turns texture into a canvas (i.e. camera texture) // //=========================================================================== void BuildTiles::MakeCanvas(int tilenum, int width, int height) { auto canvas = ValidateCustomTile(tilenum, ReplacementType::Canvas); canvas->SetSize(width*4, height*4); canvas->SetDisplaySize(width, height); canvas->GetTexture()->SetSize(width * 4, height * 4); static_cast(canvas->GetTexture())->aspectRatio = (float)width / height; } //=========================================================================== // // LoadArtFile // // Returns the number of tiles found. // // let's load everything into memory on startup. // //=========================================================================== int BuildTiles::LoadArtFile(const char *fn, const char *mapname, int firsttile) { auto old = FindFile(fn); if (old >= ArtFiles.Size()) // Do not process if already loaded. { FileReader fr = fileSystem.OpenFileReader(fn); if (fr.isOpen()) { auto artdata = fr.Read(); const uint8_t *artptr = artdata.Data(); if (artdata.Size() > 16) { if (memcmp(artptr, "BUILDART", 8) == 0) { artdata.Delete(0, 8); } // Only load the data if the header is present if (CountTiles(fn, artptr) > 0) { auto file = new BuildArtFile; ArtFiles.Push(file); file->filename = fn; file->RawData = std::move(artdata); AddTiles(firsttile, file->RawData, mapname); } } } else { //Printf("%s: file not found\n", fn); return -1; } } return 0; } //========================================================================== // // // //========================================================================== void BuildTiles::LoadArtSet(const char* filename) { for (int index = 0; index < MAXARTFILES_BASE; index++) { FStringf fn(filename, index); LoadArtFile(fn, nullptr); } for (auto& addart : addedArt) { LoadArtFile(addart, nullptr); } } //========================================================================== // // Checks if a custom tile has alredy been added to the list. // For each tile index there may only be one replacement and its // type may never change! // // All these uses will need some review further down the line so that the texture manager's content is immutable. // //========================================================================== FGameTexture* BuildTiles::ValidateCustomTile(int tilenum, ReplacementType type) { if (tilenum < 0 || tilenum >= MAXTILES) return nullptr; auto &td = tiledata[tilenum]; if (td.texture != td.backup) return nullptr; // no mucking around with map tiles. auto tile = td.texture; auto reptype = td.replacement; if (reptype == type) return tile; // already created if (reptype > ReplacementType::Art) return nullptr; // different custom type - cannot replace again. FTexture* replacement = nullptr; td.replacement = type; if (type == ReplacementType::Writable) { // Creates an empty writable tile. // Current use cases are: // Camera textures (should be made to be creatable by the hardware renderer instead of falling back on the software renderer.) // thumbnails for savegame and loadgame (should bypass the texture manager entirely.) // view tilting in the software renderer (this should just use a local buffer instead of relying on the texture manager.) // Movie playback (like thumbnails this should bypass the texture manager entirely.) // Blood's 'lens' effect (apparently MP only) - combination of a camera texture with a distortion map - should be made a shader effect to be applied to the camera texture. replacement = new FImageTexture(new FWritableTile); } else if (type == ReplacementType::Restorable) { // This is for modifying an existing tile. // It only gets used for the crosshair and a few specific effects: // A) the fire in Blood. // B) the pin display in Redneck Rampage's bowling lanes. // C) Exhumed's menu plus one special effect tile. // All of these effects should probably be redone without actual texture hacking... if (tile->GetTexelWidth() == 0 || tile->GetTexelHeight() == 0) return nullptr; // The base must have a size for this to work. // todo: invalidate hardware textures for tile. replacement = new FImageTexture(new FRestorableTile(tile->GetTexture()->GetImage())); } else if (type == ReplacementType::Canvas) { replacement = new FCanvasTexture(1, 1); } else return nullptr; auto rep = MakeGameTexture(replacement, tile->GetName(), ETextureType::Override); AddTile(tilenum, rep); return rep; } //========================================================================== // // global interface // //========================================================================== int32_t BuildTiles::artLoadFiles(const char* filename) { TileFiles.LoadArtSet(filename); memset(gotpic, 0, sizeof(gotpic)); return 0; } //========================================================================== // // Creates a tile for displaying custom content // //========================================================================== uint8_t* BuildTiles::tileCreate(int tilenum, int width, int height) { if (width <= 0 || height <= 0) return nullptr; auto tex = ValidateCustomTile(tilenum, ReplacementType::Writable); if (tex == nullptr) return nullptr; auto wtex = static_cast(tex->GetTexture()->GetImage()); if (!wtex->ResizeImage(width, height)) return nullptr; tex->SetSize(width, height); return wtex->GetRawData(); } //========================================================================== // // Makes a tile writable - only used for a handful of special cases // (todo: Investigate how to get rid of this) // //========================================================================== uint8_t* BuildTiles::tileMakeWritable(int num) { auto tex = ValidateCustomTile(num, ReplacementType::Restorable); auto wtex = static_cast(tex->GetTexture()->GetImage()); return wtex ? wtex->GetRawData() : nullptr; } //========================================================================== // // Returns checksum for a given tile // //========================================================================== int32_t tileGetCRC32(int tileNum) { if ((unsigned)tileNum >= (unsigned)MAXTILES) return 0; auto tile = dynamic_cast(TileFiles.tiledata[tileNum].texture->GetTexture()->GetImage()); // only consider original ART tiles. if (!tile) return 0; auto pixels = tile->GetRawData(); if (!pixels) return 0; auto size = tile->GetWidth() * tile->GetHeight(); if (size == 0) return 0; // Temporarily revert the data to its original form with 255 being transparent. Otherwise the CRC won't match. auto p = pixels; for (int i = 0; i < size; i++, p++) { // move transparent color to index 0 to get in line with the rest of the texture management. if (*p == 0) *p = 255; else if (*p == 255) *p = 0; } auto crc = crc32(0, (const Bytef*)pixels, size); // ... and back again. p = pixels; for (int i = 0; i < size; i++, p++) { // move transparent color to index 0 to get in line with the rest of the texture management. if (*p == 0) *p = 255; else if (*p == 255) *p = 0; } return crc; } CCMD(tilecrc) { if (argv.argc() > 1) { int tile = atoi(argv[1]); Printf("%d\n", tileGetCRC32(tile)); } } //========================================================================== // // Import a tile from an external image. // This has been signifcantly altered so it may not cover everything yet. // //========================================================================== int tileImportFromTexture(const char* fn, int tilenum, int alphacut, int istexture) { FTextureID texid = TexMan.CheckForTexture(fn, ETextureType::Any, FTextureManager::TEXMAN_ForceLookup); if (!texid.isValid()) return -1; auto tex = TexMan.GetGameTexture(texid); int32_t xsiz = tex->GetTexelWidth(), ysiz = tex->GetTexelHeight(); if (xsiz <= 0 || ysiz <= 0) return -2; // create a new game texture here - we want to give it a different name! tex = MakeGameTexture(tex->GetTexture(), FStringf("#%05d", tilenum), ETextureType::Override); TexMan.AddGameTexture(tex); TileFiles.tiledata[tilenum].backup = TileFiles.tiledata[tilenum].texture = tex; if (istexture) tileSetHightileReplacement(tilenum, 0, fn, (float)(255 - alphacut) * (1.f / 255.f), 1.0f, 1.0f, 1.0, 1.0); return 0; } //========================================================================== // // Copies a tile into another and optionally translates its palette. // //========================================================================== void tileCopy(int tile, int source, int pal, int xoffset, int yoffset, int flags) { // Todo. Since I do not know if some mod needs this it's of low priority now. // Let's get things working first. picanm_t* picanm = nullptr; picanm_t* sourceanm = nullptr; int srcxo, srcyo; FGameTexture* tex; if (pal == -1 && tile == source) { // Only modify the picanm info. tex = tileGetTexture(tile); if (!tex) return; picanm = &TileFiles.tiledata[tile].picanm; sourceanm = picanm; srcxo = tex->GetTexelLeftOffset(0); srcyo = tex->GetTexelTopOffset(0); } else { if (source == -1) source = tile; tex = tileGetTexture(source); if (!tex) return; sourceanm = &TileFiles.tiledata[source].picanm; srcxo = tex->GetTexelLeftOffset(0); srcyo = tex->GetTexelTopOffset(0); TArray buffer = tex->GetTexture()->Get8BitPixels(false); if (pal != -1) { auto remap = lookups.getTable(pal); for (auto& pixel : buffer) { pixel = remap[pixel]; } } tex = MakeGameTexture(new FImageTexture(new FLooseTile(buffer, tex->GetTexelWidth(), tex->GetTexelHeight())), "", ETextureType::Any); picanm = &TileFiles.tiledata[tile].picanm; TileFiles.AddTile(tile, tex); } if (xoffset != -1024) srcxo = clamp(xoffset, -128, 127); if (yoffset != -1024) srcyo = clamp(yoffset, -128, 127); tex->SetOffsets(srcxo, srcyo); picanm->sf = (picanm->sf & ~PICANM_MISC_MASK) | (sourceanm->sf & PICANM_MISC_MASK) | flags; } //========================================================================== // // Clear map specific ART // //========================================================================== static FString currentMapArt; void artClearMapArt(void) { for (auto& td : TileFiles.tiledata) { td.texture = td.backup; td.picanm = td.picanmbackup; } currentMapArt = ""; } //========================================================================== // // Load map specficied ART // //========================================================================== void artSetupMapArt(const char* filename) { FString lcfilename = StripExtension(filename); lcfilename.MakeLower(); if (currentMapArt.CompareNoCase(lcfilename) == 0) return; artClearMapArt(); currentMapArt = lcfilename; // Re-get from the texture manager if this map's tiles have already been created. if (TileFiles.maptilesadded.Find(lcfilename) < TileFiles.maptilesadded.Size()) { for (int i = 0; i < MAXTILES; i++) { FStringf name("maptile_%s_%05d", lcfilename.GetChars(), i); auto texid = TexMan.CheckForTexture(name, ETextureType::Any); if (texid.isValid()) { TileFiles.tiledata[i].texture = TexMan.GetGameTexture(texid); } } return; } TileFiles.maptilesadded.Push(lcfilename); FStringf firstname("%s_00.art", lcfilename.GetChars()); auto fr = fileSystem.OpenFileReader(firstname); if (!fr.isOpen()) return; for (auto& td : TileFiles.tiledata) { td.picanmbackup = td.picanm; } for (int i = 0; i < MAXARTFILES_TOTAL - MAXARTFILES_BASE; i++) { FStringf fullname("%s_%02d.art", lcfilename.GetChars(), i); TileFiles.LoadArtFile(fullname, filename); } } //========================================================================== // // // //========================================================================== void tileDelete(int tile) { TileFiles.tiledata[tile].texture = TileFiles.tiledata[tile].backup = TexMan.GameByIndex(0); tiletovox[tile] = -1; // clear the link but don't clear the voxel. It may be in use for another tile. md_undefinetile(tile); } //========================================================================== // // // //========================================================================== void tileSetDummy(int tile, int width, int height) { if (width == 0 || height == 0) { tileDelete(tile); } else if (width > 0 && height > 0) { FStringf texname("#%05d", tile); auto dtile = MakeGameTexture(new FImageTexture(new FDummyTile(width, height)), texname, ETextureType::Any); TileFiles.AddTile(tile, dtile); } } //========================================================================== // // // //========================================================================== int BuildTiles::findUnusedTile(void) { static int lastUnusedTile = MAXUSERTILES - 1; for (; lastUnusedTile >= 0; --lastUnusedTile) { auto tex = tileGetTexture(lastUnusedTile); if (!tex || !tex->isValid()) return lastUnusedTile; } return -1; } //========================================================================== // // fixme: This *really* needs to be done by rotating the texture coordinates, // not by creating an entirely new texture. // Unfortunately it's in all the wrong place in the rendering code so it // has to wait for later. // //========================================================================== int BuildTiles::tileCreateRotated(int tileNum) { if ((unsigned)tileNum >= MAXTILES) return tileNum; auto tex = tileGetTexture(tileNum); if (!tex || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return tileNum; TArray buffer = tex->GetTexture()->Get8BitPixels(false); TArray dbuffer(tex->GetTexelWidth() * tex->GetTexelHeight(), true); auto src = buffer.Data(); auto dst = dbuffer.Data(); auto width = tex->GetTexelWidth(); auto height = tex->GetTexelHeight(); for (int x = 0; x < width; ++x) { int xofs = width - x - 1; int yofs = height * x; for (int y = 0; y < height; ++y) *(dst + y * width + xofs) = *(src + y + yofs); } auto dtex = MakeGameTexture(new FImageTexture(new FLooseTile(dbuffer, tex->GetTexelHeight(), tex->GetTexelWidth())), "", ETextureType::Override); int index = findUnusedTile(); bool mapart = TileFiles.tiledata[tileNum].texture != TileFiles.tiledata[tileNum].backup; TileFiles.AddTile(index, dtex, mapart); return index; } //========================================================================== // // // //========================================================================== void BuildTiles::CloseAll() { ArtFiles.DeleteAndClear(); } //========================================================================== // // Copy a block of a tile. // Only used by RR's bowling lane. // //========================================================================== void tileCopySection(int tilenum1, int sx1, int sy1, int xsiz, int ysiz, int tilenum2, int sx2, int sy2) { int xsiz1 = tileWidth(tilenum1); int ysiz1 = tileHeight(tilenum1); int xsiz2 = tileWidth(tilenum2); int ysiz2 = tileHeight(tilenum2); if (xsiz1 > 0 && ysiz1 > 0 && xsiz2 > 0 && ysiz2 > 0) { auto p1 = tilePtr(tilenum1); auto p2 = tileData(tilenum2); if (p2 == nullptr) return; // Error: Destination is not writable. int x1 = sx1; int x2 = sx2; for (int i=0; i= 0 && y2 >= 0 && x2 < xsiz2 && y2 < ysiz2) { auto src = p1[x1 * ysiz1 + y1]; if (src != TRANSPARENT_INDEX) p2[x2 * ysiz2 + y2] = src; } y1++; y2++; if (y1 >= ysiz1) y1 = 0; } x1++; x2++; if (x1 >= xsiz1) x1 = 0; } } TileFiles.InvalidateTile(tilenum2); } //========================================================================== // // Check if two tiles are the same // //========================================================================== bool tileEqualTo(int me, int other) { auto tile = tileGetTexture(me); auto tile2 = tileGetTexture(other); int tilew1 = tile->GetTexelWidth(); int tileh1 = tile->GetTexelHeight(); int tilew2 = tile2->GetTexelWidth(); int tileh2 = tile2->GetTexelHeight(); if (tilew1 == tilew2 && tileh1 == tileh2) { auto p1 = tileRawData(me); auto p2 = tileRawData(other); if (p1 && p2 && !memcmp(p1, p2, tilew1 * tileh2)) return true; } return false; } //=========================================================================== // // Picks a texture for rendering for a given tilenum/palette combination // //=========================================================================== void tileUpdateAnimations() { for (int i = 0; i < MAXTILES; i++) { if (TileFiles.tiledata[i].picanm.sf & PICANM_ANIMTYPE_MASK) { int j = i + animateoffs(i, 0); auto id1 = TileFiles.tiledata[i].texture->GetID(); auto id2 = TileFiles.tiledata[j].texture->GetID(); TexMan.SetTranslation(id1, id2); } } } //=========================================================================== // // Parsing stuff for tile data comes below. // //=========================================================================== //=========================================================================== // // Helpers for tile parsing // //=========================================================================== bool ValidateTileRange(const char* cmd, int &begin, int& end, FScriptPosition pos, bool allowswap) { if (end < begin) { pos.Message(MSG_WARNING, "%s: tile range [%d..%d] is backwards. Indices were swapped.", cmd, begin, end); std::swap(begin, end); } if ((unsigned)begin >= MAXUSERTILES || (unsigned)end >= MAXUSERTILES) { pos.Message(MSG_ERROR, "%s: Invalid tile range [%d..%d]", cmd, begin, end); return false; } return true; } bool ValidateTilenum(const char* cmd, int tile, FScriptPosition pos) { if ((unsigned)tile >= MAXUSERTILES) { pos.Message(MSG_ERROR, "%s: Invalid tile number %d", cmd, tile); return false; } return true; } //=========================================================================== // // Internal worker for tileImportTexture // //=========================================================================== void processTileImport(const char *cmd, FScriptPosition& pos, TileImport& imp) { if (!ValidateTilenum(cmd, imp.tile, pos)) return; if (imp.crc32 != INT64_MAX && int(imp.crc32) != tileGetCRC32(imp.tile)) return; if (imp.sizex != INT_MAX && tileWidth(imp.tile) != imp.sizex && tileHeight(imp.tile) != imp.sizey) return; gi->SetTileProps(imp.tile, imp.surface, imp.vox, imp.shade); if (imp.fn.IsNotEmpty() && tileImportFromTexture(imp.fn, imp.tile, imp.alphacut, imp.istexture) < 0) return; TileFiles.tiledata[imp.tile].picanm.sf |= imp.flags; // This is not quite the same as originally, for two reasons: // 1: Since these are texture properties now, there's no need to clear them. // 2: The original code assumed that an imported texture cannot have an offset. But this can import Doom patches and PNGs with grAb, so the situation is very different. if (imp.xoffset == INT_MAX) imp.xoffset = tileLeftOffset(imp.tile); if (imp.yoffset == INT_MAX) imp.yoffset = tileTopOffset(imp.tile); auto tex = tileGetTexture(imp.tile); if (tex) tex->SetOffsets(imp.xoffset, imp.yoffset); if (imp.extra != INT_MAX) TileFiles.tiledata[imp.tile].picanm.extra = imp.extra; } //=========================================================================== // // Internal worker for tileSetAnim // //=========================================================================== void processSetAnim(const char* cmd, FScriptPosition& pos, SetAnim& imp) { if (!ValidateTilenum(cmd, imp.tile1, pos) || !ValidateTilenum(cmd, imp.tile2, pos)) return; if (imp.type < 0 || imp.type > 3) { pos.Message(MSG_ERROR, "%s: animation type must be 0-3, got %d", cmd, imp.type); return; } int count = imp.tile2 - imp.tile1; if (imp.type == (PICANM_ANIMTYPE_BACK >> PICANM_ANIMTYPE_SHIFT) && imp.tile1 > imp.tile2) count = -count; TileFiles.setAnim(imp.tile1, imp.type, imp.speed, count); } PicAnm picanm; #if 0 // this only gets in if unavoidable. It'd be preferable if the script side can solely operate on texture names. #include "vm.h" static int GetTexture(int tile, int anim) { if (tile < 0 || tile >= MAXTILES) return 0; auto tex = tileGetTexture(tile, anim); return tex ? tex->GetID().GetIndex() : 0; } DEFINE_ACTION_FUNCTION_NATIVE(_TileFiles, GetTexture, GetTexture) { PARAM_PROLOGUE; PARAM_INT(tile); PARAM_BOOL(animate); ACTION_RETURN_INT(GetTexture(tile, animate)); } #endif