mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-06 08:20:49 +00:00
850 lines
36 KiB
C++
850 lines
36 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
Copyright (C) 2010-2019 EDuke32 developers and contributors
|
|
Copyright (C) 2019 Nuke.YKT
|
|
|
|
This file is part of NBlood.
|
|
|
|
NBlood is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License version 2
|
|
as published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*/
|
|
//-------------------------------------------------------------------------
|
|
#include "ns.h" // Must come before everything else!
|
|
|
|
#include "build.h"
|
|
#include "v_2ddrawer.h"
|
|
#include "compat.h"
|
|
#include "common_game.h"
|
|
#include "v_draw.h"
|
|
#include "blood.h"
|
|
|
|
BEGIN_BLD_NS
|
|
|
|
extern void (*qavClientCallback[])(int, void *);
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// QAV interpolation functions
|
|
//
|
|
//==========================================================================
|
|
|
|
enum
|
|
{
|
|
kQAVIsLoopable,
|
|
};
|
|
|
|
static TMap<FString, QAVPrevTileFinder> qavPrevTileFinders;
|
|
static TMap<int, TMap<int, TArray<int>>> qavSkippedFrameTiles;
|
|
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("interpolate-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("interpolate-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("interpolate-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("interpolate-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;
|
|
});
|
|
|
|
// When type is unspecified, default to using the safest interpolation option.
|
|
qavPrevTileFinders.Insert("interpolate", *qavPrevTileFinders.CheckKey("interpolate-picnum"));
|
|
}
|
|
|
|
static bool qavCanInterpFrameTile(const int& res_id, const int& nFrame, const int& i)
|
|
{
|
|
// Check whether this QAV has skippable tiles.
|
|
auto thisQAV = qavSkippedFrameTiles.CheckKey(res_id);
|
|
if (thisQAV)
|
|
{
|
|
// Check whether the current frame's tile is skippable.
|
|
auto thisFrame = thisQAV->CheckKey(nFrame);
|
|
if (thisFrame)
|
|
{
|
|
return !thisFrame->Contains(i);
|
|
}
|
|
}
|
|
|
|
// Return true by default.
|
|
return true;
|
|
}
|
|
|
|
QAVPrevTileFinder qavGetInterpType(const FString& type)
|
|
{
|
|
if (!qavPrevTileFinders.CountUsed()) qavInitTileFinderMap();
|
|
return *qavPrevTileFinders.CheckKey(type);
|
|
}
|
|
|
|
void qavSetNonInterpFrameTile(const int& res_id, const int& nFrame, const int& i)
|
|
{
|
|
// Check whether incoming resource is already in TMap.
|
|
auto thisQAV = qavSkippedFrameTiles.CheckKey(res_id);
|
|
if (!thisQAV)
|
|
{
|
|
TMap<int, TArray<int>> framemap;
|
|
qavSkippedFrameTiles.Insert(res_id, std::move(framemap));
|
|
thisQAV = qavSkippedFrameTiles.CheckKey(res_id);
|
|
}
|
|
|
|
// Check whether this resource's TMap has a frame TMap.
|
|
auto thisFrame = thisQAV->CheckKey(nFrame);
|
|
if (!thisFrame)
|
|
{
|
|
TArray<int> tilearray;
|
|
thisQAV->Insert(nFrame, std::move(tilearray));
|
|
thisFrame = thisQAV->CheckKey(nFrame);
|
|
}
|
|
|
|
// Check whether the TArray in this frame's TMap already contains the tile.
|
|
if (!thisFrame->Contains(i))
|
|
{
|
|
thisFrame->Push(i);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void qavBuildInterpProps(QAV* const pQAV)
|
|
{
|
|
switch (pQAV->res_id)
|
|
{
|
|
case kQAVBDRIP:
|
|
{
|
|
QAVInterpProps interp{};
|
|
interp.flags |= true << kQAVIsLoopable;
|
|
interp.PrevTileFinder = qavGetInterpType("interpolate-x");
|
|
qavInterpProps.Insert(pQAV->res_id, std::move(interp));
|
|
for (int i = 0; i < pQAV->nFrames; i++)
|
|
{
|
|
qavSetNonInterpFrameTile(pQAV->res_id, i, 0);
|
|
}
|
|
break;
|
|
}
|
|
case kQAVPFORK:
|
|
case kQAVREMIDLE1:
|
|
case kQAVREMIDLE2:
|
|
{
|
|
QAVInterpProps interp{};
|
|
interp.flags |= true << kQAVIsLoopable;
|
|
interp.PrevTileFinder = qavGetInterpType("interpolate-index");
|
|
qavInterpProps.Insert(pQAV->res_id, std::move(interp));
|
|
break;
|
|
}
|
|
case kQAVLITEFLAM:
|
|
{
|
|
break;
|
|
}
|
|
case kQAVCANFIRE2:
|
|
{
|
|
QAVInterpProps interp{};
|
|
interp.flags = 0;
|
|
interp.PrevTileFinder = qavGetInterpType("interpolate-index");
|
|
qavInterpProps.Insert(pQAV->res_id, std::move(interp));
|
|
for (int i = 14; i < pQAV->nFrames; i++)
|
|
{
|
|
for (int j = 2; j < 4; j++)
|
|
{
|
|
qavSetNonInterpFrameTile(pQAV->res_id, i, j);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case kQAVBUNFUSE:
|
|
{
|
|
QAVInterpProps interp{};
|
|
interp.flags = 0;
|
|
interp.PrevTileFinder = qavGetInterpType("interpolate-index");
|
|
qavInterpProps.Insert(pQAV->res_id, std::move(interp));
|
|
for (int i = 6; i < pQAV->nFrames; i++)
|
|
{
|
|
qavSetNonInterpFrameTile(pQAV->res_id, i, 4);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
QAVInterpProps interp{};
|
|
interp.flags = 0;
|
|
interp.PrevTileFinder = qavGetInterpType("interpolate-index");
|
|
qavInterpProps.Insert(pQAV->res_id, std::move(interp));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void DrawFrame(double x, double y, double z, double a, TILE_FRAME *pTile, int stat, int shade, int palnum, bool to3dview)
|
|
{
|
|
stat |= pTile->stat;
|
|
if (palnum <= 0) palnum = pTile->palnum;
|
|
|
|
if (!to3dview)
|
|
{
|
|
auto tex = tileGetTexture(pTile->picnum);
|
|
double scale = z * (1. / 65536.);
|
|
double angle = a * BAngToDegree;
|
|
int renderstyle = (stat & RS_NOMASK)? STYLE_Normal : STYLE_Translucent;
|
|
double alpha = (stat & RS_TRANS1)? glblend[0].def[!!(stat & RS_TRANS2)].alpha : 1.;
|
|
int pin = (stat & kQavOrientationLeft)? -1 : (stat & RS_ALIGN_R)? 1:0;
|
|
auto translation = TRANSLATION(Translation_Remap, palnum);
|
|
bool topleft = !!(stat & RS_TOPLEFT);
|
|
|
|
bool xflip = !!(stat & 0x100); // repurposed flag
|
|
bool yflip = !!(stat & RS_YFLIP);
|
|
auto color = shadeToLight(pTile->shade + shade);
|
|
|
|
DrawTexture(twod, tex, x, y, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Rotate, angle, DTA_LegacyRenderStyle, renderstyle, DTA_Alpha, alpha, DTA_Pin, pin, DTA_TranslationIndex, translation,
|
|
DTA_TopLeft, topleft, DTA_CenterOffsetRel, !topleft, DTA_FullscreenScale, FSMode_Fit320x200, DTA_FlipOffsets, true, DTA_Color, color,
|
|
DTA_FlipX, xflip, DTA_FlipY, yflip, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
// there's some disagreements about flag values between QAV and the drawer. Shuffle these around.
|
|
if (stat & RS_YFLIP) stat |= RS_YFLIPHUD;
|
|
stat &= ~RS_YFLIP;
|
|
if (stat & 0x100) stat |= RS_XFLIPHUD;
|
|
stat &= ~0x100;
|
|
if ((stat & kQavOrientationLeft)) stat |= RS_ALIGN_L;
|
|
stat &= ~kQavOrientationLeft;
|
|
|
|
hud_drawsprite(x, y, z, a, pTile->picnum, pTile->shade + shade, palnum, stat);
|
|
}
|
|
}
|
|
|
|
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio, bool const looped)
|
|
{
|
|
assert(ticksPerFrame > 0);
|
|
|
|
auto const interpdata = qavInterpProps.CheckKey(res_id);
|
|
|
|
auto const nFrame = clamp(ticks / ticksPerFrame, 0, nFrames - 1);
|
|
FRAMEINFO* const thisFrame = &frames[nFrame];
|
|
|
|
auto const oFrame = clamp((nFrame == 0 && (looped || interpdata && (interpdata->flags & kQAVIsLoopable)) ? nFrames : nFrame) - 1, 0, nFrames - 1);
|
|
FRAMEINFO* const prevFrame = &frames[oFrame];
|
|
|
|
bool const interpolate = interpdata && cl_hudinterpolation && cl_bloodqavinterp && (nFrames > 1) && (nFrame != oFrame) && (smoothratio != MaxSmoothRatio);
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
if (thisFrame->tiles[i].picnum > 0)
|
|
{
|
|
TILE_FRAME* const thisTile = &thisFrame->tiles[i];
|
|
TILE_FRAME* const prevTile = interpolate && qavCanInterpFrameTile(res_id, nFrame, i) ? interpdata->PrevTileFinder(thisFrame, prevFrame, i) : nullptr;
|
|
|
|
double tileX = x;
|
|
double tileY = y;
|
|
double tileZ;
|
|
double tileA;
|
|
|
|
if (prevTile)
|
|
{
|
|
tileX += interpolatedvaluef(prevTile->x, thisTile->x, smoothratio);
|
|
tileY += interpolatedvaluef(prevTile->y, thisTile->y, smoothratio);
|
|
tileZ = interpolatedvaluef(prevTile->z, thisTile->z, smoothratio);
|
|
tileA = interpolatedangle(buildang(prevTile->angle), buildang(thisTile->angle), smoothratio).asbuildf();
|
|
}
|
|
else
|
|
{
|
|
tileX += thisTile->x;
|
|
tileY += thisTile->y;
|
|
tileZ = thisTile->z;
|
|
tileA = thisTile->angle;
|
|
}
|
|
|
|
DrawFrame(tileX, tileY, tileZ, tileA, thisTile, stat, shade, palnum, to3dview);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void QAV::Play(int start, int end, int nCallback, void *pData)
|
|
{
|
|
assert(ticksPerFrame > 0);
|
|
int frame;
|
|
int ticks;
|
|
if (start < 0)
|
|
frame = (start + 1) / ticksPerFrame;
|
|
else
|
|
frame = start / ticksPerFrame + 1;
|
|
|
|
for (ticks = ticksPerFrame * frame; ticks <= end; frame++, ticks += ticksPerFrame)
|
|
{
|
|
if (frame >= 0 && frame < nFrames)
|
|
{
|
|
FRAMEINFO *pFrame = &frames[frame];
|
|
SOUNDINFO *pSound = &pFrame->sound;
|
|
|
|
// by NoOne: handle Sound kill flags
|
|
if (!VanillaMode() && pSound->sndFlags > 0 && pSound->sndFlags <= kFlagSoundKillAll) {
|
|
for (int i = 0; i < nFrames; i++) {
|
|
FRAMEINFO* pFrame2 = &frames[i];
|
|
SOUNDINFO* pSound2 = &pFrame2->sound;
|
|
if (pSound2->sound != 0) {
|
|
if (pSound->sndFlags != kFlagSoundKillAll && pSound2->priority != pSound->priority) continue;
|
|
else if (nSprite >= 0) {
|
|
// We need stop all sounds in a range
|
|
for (int a = 0; a <= pSound2->sndRange; a++)
|
|
sfxKill3DSound(&sprite[nSprite], -1, pSound2->sound + a);
|
|
} else {
|
|
sndKillAllSounds();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pSound->sound > 0) {
|
|
int sound = pSound->sound;
|
|
|
|
// by NoOne: add random rage sound feature
|
|
if (pSound->sndRange > 0 && !VanillaMode())
|
|
sound += Random((pSound->sndRange == 1) ? 2 : pSound->sndRange);
|
|
|
|
if (nSprite == -1) sndStartSample(sound, -1, -1, 0);
|
|
else sfxPlay3DSound(&sprite[nSprite], sound, 16+pSound->priority, 6);
|
|
}
|
|
|
|
if (pFrame->nCallbackId > 0 && nCallback != -1) {
|
|
qavClientCallback[nCallback](pFrame->nCallbackId, pData);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void QAV::Precache(int palette)
|
|
{
|
|
for (int i = 0; i < nFrames; i++)
|
|
{
|
|
for (int j = 0; j < 8; j++)
|
|
{
|
|
if (frames[i].tiles[j].picnum >= 0)
|
|
tilePrecacheTile(frames[i].tiles[j].picnum, 0, palette);
|
|
}
|
|
}
|
|
}
|
|
|
|
void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick)
|
|
{
|
|
if (*duration > 0)
|
|
{
|
|
auto thisTick = I_GetTime(pQAV->ticrate);
|
|
auto numTicks = thisTick - (*lastTick);
|
|
if (numTicks)
|
|
{
|
|
*lastTick = thisTick;
|
|
*duration -= pQAV->ticksPerFrame * numTicks;
|
|
}
|
|
}
|
|
*duration = ClipLow(*duration, 0);
|
|
}
|
|
|
|
void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration)
|
|
{
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
static void qavRepairTileData(QAV* pQAV)
|
|
{
|
|
int i, j, lastframe;
|
|
TILE_FRAME backup;
|
|
|
|
switch (pQAV->res_id)
|
|
{
|
|
case kQAVCANDOWN:
|
|
// CANDOWN interpolates fine, but the starting frame in bringing the can down is lower than the can while idle.
|
|
// Do linear interpolation from 2nd last frame through to first frame, ending with coordinates of CANIDLE.
|
|
lastframe = pQAV->nFrames - 1;
|
|
for (i = lastframe, j = 0; i >= 0; i--, j++)
|
|
{
|
|
pQAV->frames[j].tiles[2].x = xs_CRoundToInt(pQAV->frames[lastframe].tiles[2].x - (double(pQAV->frames[lastframe].tiles[2].x - 11) / lastframe) * i);
|
|
pQAV->frames[j].tiles[2].y = xs_CRoundToInt(pQAV->frames[lastframe].tiles[2].y - (double(pQAV->frames[lastframe].tiles[2].y - -28) / lastframe) * i);
|
|
}
|
|
break;
|
|
case kQAVCANFIRE2:
|
|
// Handle some index swaps and cripple interpolation after 14th frame.
|
|
// Swap tile indices 1 and 2 around for frame's 0 and 1.
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
backup = pQAV->frames[i].tiles[2];
|
|
pQAV->frames[i].tiles[2] = pQAV->frames[i].tiles[1];
|
|
pQAV->frames[i].tiles[1] = backup;
|
|
}
|
|
|
|
// Move what's now frame 0 tile 2 to tile 3 and disable original index of 2;
|
|
pQAV->frames[0].tiles[3] = pQAV->frames[0].tiles[2];
|
|
pQAV->frames[0].tiles[2].picnum = -1;
|
|
|
|
// For frame 11 until the end, move frame indices 0 and 1 to 2 and 3 respectively, and disable the original indices.
|
|
for (i = 11; i < pQAV->nFrames; i++)
|
|
{
|
|
pQAV->frames[i].tiles[2] = pQAV->frames[i].tiles[0];
|
|
pQAV->frames[i].tiles[0].picnum = -1;
|
|
pQAV->frames[i].tiles[3] = pQAV->frames[i].tiles[1];
|
|
pQAV->frames[i].tiles[1].picnum = -1;
|
|
}
|
|
break;
|
|
case kQAVBUNUP:
|
|
// BUNUP has several tile indices that require repairs here to minimise continual checks at draw time.
|
|
// For the 4th frame, clone tile indices 5 and 6 into 2 and 3 respectively where they should have been.
|
|
for (i = 5; i < 7; i++)
|
|
{
|
|
pQAV->frames[3].tiles[i - 3] = pQAV->frames[3].tiles[i];
|
|
pQAV->frames[3].tiles[i].picnum = -1;
|
|
}
|
|
|
|
// For the 2nd frame, clone tile indices 3 and 4 into 2 and 3 respectively where they should have been.
|
|
for (i = 3; i < 5; i++)
|
|
{
|
|
pQAV->frames[1].tiles[i - 1] = pQAV->frames[1].tiles[i];
|
|
}
|
|
|
|
// Clone 1st frame's tile index 2 to tile index 4 for 1st and 2nd frame, then disable original index of 2.
|
|
pQAV->frames[1].tiles[4] = pQAV->frames[0].tiles[4] = pQAV->frames[0].tiles[2];
|
|
pQAV->frames[0].tiles[2].picnum = -1;
|
|
|
|
// Clone 1st frame's tile index 0 to tile index 3, then disable original index of 0.
|
|
pQAV->frames[0].tiles[3] = pQAV->frames[0].tiles[0];
|
|
pQAV->frames[0].tiles[0].picnum = -1;
|
|
|
|
// Shift every tile up one index to leave more room at the end, should it be needed in the future.
|
|
for (i = 0; i < pQAV->nFrames; i++)
|
|
{
|
|
for (j = 1; j < 5; j++)
|
|
{
|
|
pQAV->frames[i].tiles[j - 1] = pQAV->frames[i].tiles[j];
|
|
pQAV->frames[i].tiles[j].picnum = -1;
|
|
}
|
|
}
|
|
break;
|
|
case kQAVBUNDOWN:
|
|
// BUNDOWN requires some tile index swaps to be cleaned up to avoid using our own callback.
|
|
// For frames 3 till the end, backup tile index 3, move indices 1 and 2 down, then restore backed up tile index 3 as 1.
|
|
for (i = 3; i < pQAV->nFrames; i++)
|
|
{
|
|
backup = pQAV->frames[i].tiles[3];
|
|
pQAV->frames[i].tiles[3] = pQAV->frames[i].tiles[2];
|
|
pQAV->frames[i].tiles[2] = pQAV->frames[i].tiles[1];
|
|
pQAV->frames[i].tiles[1] = backup;
|
|
}
|
|
break;
|
|
case kQAVBUNUP2:
|
|
// BUNUP2 has a few uninterpolatable tiles that need moving, and some index swaps to handle.
|
|
// For frame 2, move tile index 1 to 3 and disable original index of 1.
|
|
pQAV->frames[2].tiles[3] = pQAV->frames[2].tiles[1];
|
|
pQAV->frames[2].tiles[1].picnum = -1;
|
|
|
|
// For frame 7, move tile index 1 into 6, 2 into 1 and 3 into 2, then disable the original index of 3.
|
|
pQAV->frames[7].tiles[6] = pQAV->frames[7].tiles[1];
|
|
pQAV->frames[7].tiles[1] = pQAV->frames[7].tiles[2];
|
|
pQAV->frames[7].tiles[2] = pQAV->frames[7].tiles[3];
|
|
pQAV->frames[7].tiles[3].picnum = -1;
|
|
|
|
// For frame 8, move tile index 1 into 5, 2 into 6, 3 into 1 and 4 into 2, then disable the original index of 4.
|
|
pQAV->frames[8].tiles[5] = pQAV->frames[8].tiles[1];
|
|
pQAV->frames[8].tiles[6] = pQAV->frames[8].tiles[2];
|
|
pQAV->frames[8].tiles[1] = pQAV->frames[8].tiles[3];
|
|
pQAV->frames[8].tiles[2] = pQAV->frames[8].tiles[4];
|
|
pQAV->frames[8].tiles[4].picnum = -1;
|
|
|
|
// For frame 9, move tile index 1 into 5, 2 into 1 and 3 into 2, then disable the original index of 3.
|
|
pQAV->frames[9].tiles[5] = pQAV->frames[9].tiles[1];
|
|
pQAV->frames[9].tiles[1] = pQAV->frames[9].tiles[2];
|
|
pQAV->frames[9].tiles[2] = pQAV->frames[9].tiles[3];
|
|
pQAV->frames[9].tiles[3].picnum = -1;
|
|
|
|
// For frames 7 until the end, move indices 5 and 6 into 3 and 4, and disable original indices of 5 and 6.
|
|
for (i = 7; i < pQAV->nFrames; i++)
|
|
{
|
|
for (j = 5; j < 7; j++)
|
|
{
|
|
pQAV->frames[i].tiles[j - 2] = pQAV->frames[i].tiles[j];
|
|
pQAV->frames[i].tiles[j].picnum = -1;
|
|
}
|
|
}
|
|
break;
|
|
case kQAVBUNDOWN2:
|
|
// BUNDOWN2 has some tile index swaps that require handling.
|
|
// For frames 3 and 4, move tile indices 1 and 2 into 2 and 3, and disable original index of 1.
|
|
for (i = 3; i < 5; i++)
|
|
{
|
|
pQAV->frames[i].tiles[3] = pQAV->frames[i].tiles[2];
|
|
pQAV->frames[i].tiles[2] = pQAV->frames[i].tiles[1];
|
|
pQAV->frames[i].tiles[1].picnum = -1;
|
|
}
|
|
|
|
// For frame 5, move tile index 1 to 3 and disable original index of 1.
|
|
pQAV->frames[5].tiles[3] = pQAV->frames[5].tiles[1];
|
|
pQAV->frames[5].tiles[1].picnum = -1;
|
|
break;
|
|
case kQAVBUNFUSE:
|
|
// BUNFUSE has several tile indices that require repairs here to minimise continual checks at draw time.
|
|
// For frame 0, move tile indices 2 and 3 into 3 and 4, and disable original index of 2.
|
|
pQAV->frames[0].tiles[4] = pQAV->frames[0].tiles[3];
|
|
pQAV->frames[0].tiles[3] = pQAV->frames[0].tiles[2];
|
|
pQAV->frames[0].tiles[2].picnum = -1;
|
|
|
|
// For frame 1, move tile indices 4 and 5 into 3 and 4, and disable original index of 5.
|
|
pQAV->frames[1].tiles[3] = pQAV->frames[1].tiles[4];
|
|
pQAV->frames[1].tiles[4] = pQAV->frames[1].tiles[5];
|
|
pQAV->frames[1].tiles[5].picnum = -1;
|
|
|
|
// For frame 2, move tile indices 5 and 7 into 3 and 4, and disable original indices.
|
|
pQAV->frames[2].tiles[3] = pQAV->frames[2].tiles[5];
|
|
pQAV->frames[2].tiles[4] = pQAV->frames[2].tiles[7];
|
|
pQAV->frames[2].tiles[5].picnum = -1;
|
|
pQAV->frames[2].tiles[7].picnum = -1;
|
|
|
|
// For frames 0-5, swap tile indices 2 and 4 around.
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
backup = pQAV->frames[i].tiles[4];
|
|
pQAV->frames[i].tiles[4] = pQAV->frames[i].tiles[2];
|
|
pQAV->frames[i].tiles[2] = backup;
|
|
}
|
|
break;
|
|
case kQAVBUNDROP:
|
|
// BUNDROP needs frame 3 tile 1 moved to tile 2 to avoid needing its own interpolation callback.
|
|
// For frame 3, move tile index 2 into 3, and disable original index of 2.
|
|
pQAV->frames[3].tiles[2] = pQAV->frames[3].tiles[1];
|
|
pQAV->frames[3].tiles[1].picnum = -1;
|
|
break;
|
|
case kQAVBUNTHRO:
|
|
// BUNTHRO has several tile indices that require repairs here to minimise continual checks at draw time.
|
|
// For frame 3, move tile indices 0 and 1 into 3 and 2, and disable original indices.
|
|
pQAV->frames[3].tiles[3] = pQAV->frames[3].tiles[0];
|
|
pQAV->frames[3].tiles[2] = pQAV->frames[3].tiles[1];
|
|
pQAV->frames[3].tiles[0].picnum = -1;
|
|
pQAV->frames[3].tiles[1].picnum = -1;
|
|
break;
|
|
case kQAVPROXUP:
|
|
// PROXUP has several tile indices that require repairs to avoid needing its own interpolation callback.
|
|
// Additionally, there are missing frames crucial to a proper interpolation experience.
|
|
|
|
// For frame 3, move tile indices 1, 2 and 3 into 0, 1 and 2, and disable original index of 3.
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
pQAV->frames[3].tiles[i] = pQAV->frames[3].tiles[i + 1];
|
|
}
|
|
pQAV->frames[3].tiles[3].picnum = -1;
|
|
|
|
// For frame 0, move tile index 0 into 1.
|
|
pQAV->frames[0].tiles[1] = pQAV->frames[0].tiles[0];
|
|
|
|
// For frame 0, clone frame 1's tile indices 0 and 2 and adjust x/y coordinates.
|
|
// using difference between frame 0 and 1's tile index 1.
|
|
for (i = 0; i < 3; i += 2)
|
|
{
|
|
pQAV->frames[0].tiles[i] = pQAV->frames[1].tiles[i];
|
|
pQAV->frames[0].tiles[i].x += pQAV->frames[0].tiles[1].x - pQAV->frames[1].tiles[1].x;
|
|
pQAV->frames[0].tiles[i].y += pQAV->frames[0].tiles[1].y - pQAV->frames[1].tiles[1].y;
|
|
}
|
|
break;
|
|
case kQAVPROXDOWN:
|
|
// PROXUP has tile index that require repairs to avoid needing its own interpolation callback.
|
|
// Additionally, there are missing frames crucial to a proper interpolation experience.
|
|
|
|
// For frame 4, move tile index 0 into 1.
|
|
pQAV->frames[4].tiles[1] = pQAV->frames[4].tiles[0];
|
|
|
|
// For frame 4, clone frame 3's tile indices 0 and 2 and adjust x/y coordinates.
|
|
// using difference between frame 4 and 3's tile index 1.
|
|
for (i = 0; i < 3; i += 2)
|
|
{
|
|
pQAV->frames[4].tiles[i] = pQAV->frames[3].tiles[i];
|
|
pQAV->frames[4].tiles[i].x += pQAV->frames[4].tiles[1].x - pQAV->frames[3].tiles[1].x;
|
|
pQAV->frames[4].tiles[i].y += pQAV->frames[4].tiles[1].y - pQAV->frames[3].tiles[1].y;
|
|
}
|
|
break;
|
|
case kQAVREMUP1:
|
|
case kQAVREMUP2:
|
|
// REMUP1 and REMUP2 have several tile indices that require repairs to avoid needing their own interpolation callback.
|
|
// Additionally, there are missing frames crucial to a proper interpolation experience.
|
|
|
|
// For frame 0, move tile index 1 into 2, and disable original index of 1.
|
|
pQAV->frames[0].tiles[2] = pQAV->frames[0].tiles[1];
|
|
pQAV->frames[0].tiles[1].picnum = -1;
|
|
|
|
// For frame 0, clone frame 1 tile index 1 and adjust x/y coordinates
|
|
// using difference between frame 0 and 1's tile index 0.
|
|
pQAV->frames[0].tiles[1] = pQAV->frames[1].tiles[1];
|
|
pQAV->frames[0].tiles[1].x += pQAV->frames[0].tiles[0].x - pQAV->frames[1].tiles[0].x;
|
|
pQAV->frames[0].tiles[1].y += pQAV->frames[0].tiles[0].y - pQAV->frames[1].tiles[0].y;
|
|
|
|
// For frame 2, move tile index 2 and three around.
|
|
backup = pQAV->frames[2].tiles[2];
|
|
pQAV->frames[2].tiles[2] = pQAV->frames[2].tiles[3];
|
|
pQAV->frames[2].tiles[3] = backup;
|
|
|
|
// For frame 1, clone frame 2 tile index 3 and adjust x/y coordinates
|
|
// using difference between frame 1 and 2's tile index 0.
|
|
pQAV->frames[1].tiles[3] = pQAV->frames[2].tiles[3];
|
|
pQAV->frames[1].tiles[3].x += pQAV->frames[1].tiles[1].x - pQAV->frames[2].tiles[1].x;
|
|
pQAV->frames[1].tiles[3].y += pQAV->frames[1].tiles[1].y - pQAV->frames[2].tiles[1].y;
|
|
break;
|
|
case kQAVREMDOWN1:
|
|
// REMDOWN1 has several tile indices that require repairs to avoid needing its own interpolation callback.
|
|
// Additionally, there are missing frames crucial to a proper interpolation experience.
|
|
|
|
// For frame 1, move tile index 2 and 3 around.
|
|
backup = pQAV->frames[1].tiles[2];
|
|
pQAV->frames[1].tiles[2] = pQAV->frames[1].tiles[3];
|
|
pQAV->frames[1].tiles[3] = backup;
|
|
|
|
// For frame 0, clone frame 1 tile index 3 and adjust x/y coordinates
|
|
// using difference between frame 0 and 1's tile index 1.
|
|
pQAV->frames[0].tiles[3] = pQAV->frames[1].tiles[3];
|
|
pQAV->frames[0].tiles[3].x += pQAV->frames[0].tiles[1].x - pQAV->frames[1].tiles[1].x;
|
|
pQAV->frames[0].tiles[3].y += pQAV->frames[0].tiles[1].y - pQAV->frames[1].tiles[1].y;
|
|
|
|
// For frame 4, move tile index 1 into 2.
|
|
pQAV->frames[4].tiles[2] = pQAV->frames[4].tiles[1];
|
|
|
|
// For frame 5, move tile index 0 into 2.
|
|
pQAV->frames[5].tiles[2] = pQAV->frames[5].tiles[0];
|
|
|
|
// Clone frame 3 tile index 0 and 1 into frames 4 and 5, and adjust x/y coordinates
|
|
// using difference between frames 4 and 3 and 5 and 4 on looped tile index.
|
|
for (i = 4; i < 6; i++)
|
|
{
|
|
for (j = 0; j < 2; j++)
|
|
{
|
|
pQAV->frames[i].tiles[j] = pQAV->frames[i - 1].tiles[j];
|
|
pQAV->frames[i].tiles[j].x += pQAV->frames[i - 1].tiles[j].x - pQAV->frames[i - 2].tiles[j].x;
|
|
pQAV->frames[i].tiles[j].y += pQAV->frames[i - 1].tiles[j].y - pQAV->frames[i - 2].tiles[j].y;
|
|
}
|
|
}
|
|
break;
|
|
case kQAVREMDOWN2:
|
|
// REMDOWN2 has several tile indices that require repairs to avoid needing its own interpolation callback.
|
|
// Additionally, there are missing frames crucial to a proper interpolation experience.
|
|
|
|
// For frame 1, move tile index 2 and 3 around.
|
|
backup = pQAV->frames[1].tiles[2];
|
|
pQAV->frames[1].tiles[2] = pQAV->frames[1].tiles[3];
|
|
pQAV->frames[1].tiles[3] = backup;
|
|
|
|
// For frame 0, clone frame 1 tile index 3 and adjust x/y coordinates
|
|
// using difference between frame 0 and 1's tile index 1.
|
|
pQAV->frames[0].tiles[3] = pQAV->frames[1].tiles[3];
|
|
pQAV->frames[0].tiles[3].x += pQAV->frames[0].tiles[1].x - pQAV->frames[1].tiles[1].x;
|
|
pQAV->frames[0].tiles[3].y += pQAV->frames[0].tiles[1].y - pQAV->frames[1].tiles[1].y;
|
|
|
|
// Clone frame 3 tile index 0, 1, 2, 3 and 4 into frames 4 and 5, and adjust x/y coordinates
|
|
// using difference between frames 4 and 3 and 5 and 4 on looped tile index.
|
|
for (i = 4; i < 6; i++)
|
|
{
|
|
for (j = 0; j < 5; j++)
|
|
{
|
|
pQAV->frames[i].tiles[j] = pQAV->frames[i - 1].tiles[j];
|
|
pQAV->frames[i].tiles[j].x += pQAV->frames[i - 1].tiles[j].x - pQAV->frames[i - 2].tiles[j].x;
|
|
pQAV->frames[i].tiles[j].y += pQAV->frames[i - 1].tiles[j].y - pQAV->frames[i - 2].tiles[j].y;
|
|
}
|
|
}
|
|
break;
|
|
case kQAVREMDROP:
|
|
// REMDROP has several tile indices that require repairs to avoid needing its own interpolation callback.
|
|
// Additionally, there are missing frames crucial to a proper interpolation experience.
|
|
|
|
// For frame 1, move tile index 2 into 6, and 3 into 2, and disable original index of 3.
|
|
pQAV->frames[1].tiles[6] = pQAV->frames[1].tiles[2];
|
|
pQAV->frames[1].tiles[2] = pQAV->frames[1].tiles[3];
|
|
pQAV->frames[1].tiles[3].picnum = -1;
|
|
|
|
// Clone frame 3 tile index 0 and 1 into frames 4, and adjust x/y coordinates
|
|
// using difference between frames 4 and 3 on looped tile index.
|
|
for (j = 0; j < 2; j++)
|
|
{
|
|
pQAV->frames[4].tiles[j] = pQAV->frames[3].tiles[j];
|
|
pQAV->frames[4].tiles[j].x += pQAV->frames[3].tiles[j].x - pQAV->frames[2].tiles[j].x;
|
|
pQAV->frames[4].tiles[j].y += pQAV->frames[3].tiles[j].y - pQAV->frames[2].tiles[j].y;
|
|
}
|
|
break;
|
|
case kQAVREMTHRO:
|
|
// REMTHRO has several tile indices that require repairs.
|
|
|
|
// For frame 1, swap tile index 2 and 3 around.
|
|
backup = pQAV->frames[1].tiles[3];
|
|
pQAV->frames[1].tiles[3] = pQAV->frames[1].tiles[2];
|
|
pQAV->frames[1].tiles[2] = backup;
|
|
|
|
// For frame 0, clone frame 1 tile index 3 and adjust x/y coordinates
|
|
// using difference between frame 0 and 1's tile index 1.
|
|
pQAV->frames[0].tiles[3] = pQAV->frames[1].tiles[3];
|
|
pQAV->frames[0].tiles[3].x += pQAV->frames[0].tiles[1].x - pQAV->frames[1].tiles[1].x;
|
|
pQAV->frames[0].tiles[3].y += pQAV->frames[0].tiles[1].y - pQAV->frames[1].tiles[1].y;
|
|
|
|
// For frame 4, move tile index 1 into 2, and disable original index of 1.
|
|
pQAV->frames[4].tiles[2] = pQAV->frames[4].tiles[1];
|
|
pQAV->frames[4].tiles[1].picnum = -1;
|
|
|
|
// For frames 5 until the end, move tile indices 0 and 1 to 2 and 3 respectively, and disable original indices.
|
|
for (i = 5; i < pQAV->nFrames; i++)
|
|
{
|
|
pQAV->frames[i].tiles[3] = pQAV->frames[i].tiles[1];
|
|
pQAV->frames[i].tiles[2] = pQAV->frames[i].tiles[0];
|
|
pQAV->frames[i].tiles[1].picnum = -1;
|
|
pQAV->frames[i].tiles[0].picnum = -1;
|
|
|
|
}
|
|
break;
|
|
case kQAVFLARUP:
|
|
// FLARUP interpolates fine, but the final frame in bringing the flaregun up is lower than the flaregun while idle.
|
|
// Do linear interpolation from 2nd frame through to last frame, ending with coordinates of FLARIDLE.
|
|
lastframe = pQAV->nFrames - 1;
|
|
for (i = 1; i < pQAV->nFrames; i++)
|
|
{
|
|
pQAV->frames[i].tiles[0].x = xs_CRoundToInt(pQAV->frames[0].tiles[0].x - (double(pQAV->frames[0].tiles[0].x - 57) / lastframe) * i);
|
|
pQAV->frames[i].tiles[0].y = xs_CRoundToInt(pQAV->frames[0].tiles[0].y - (double(pQAV->frames[0].tiles[0].y - -30) / lastframe) * i);
|
|
}
|
|
break;
|
|
case kQAVFLARFIR2:
|
|
// FLARFIR2 has several index swaps that require accomodating.
|
|
// For frames 4 until end, move tile index 0 to 1 and disable original index of 0.
|
|
for (i = 4; i < pQAV->nFrames; i++)
|
|
{
|
|
pQAV->frames[i].tiles[1] = pQAV->frames[i].tiles[0];
|
|
pQAV->frames[i].tiles[0].picnum = -1;
|
|
}
|
|
|
|
// For frame 1, move tile indices 1 and 2 into 2 and 3, and disable original index of 1.
|
|
pQAV->frames[1].tiles[3] = pQAV->frames[1].tiles[2];
|
|
pQAV->frames[1].tiles[2] = pQAV->frames[1].tiles[1];
|
|
pQAV->frames[1].tiles[1].picnum = -1;
|
|
|
|
// For frame 0, move tile indices 0 and 1 into 2 and 4, and disable original indices.
|
|
pQAV->frames[0].tiles[4] = pQAV->frames[0].tiles[1];
|
|
pQAV->frames[0].tiles[2] = pQAV->frames[0].tiles[0];
|
|
pQAV->frames[0].tiles[1].picnum = -1;
|
|
pQAV->frames[0].tiles[0].picnum = -1;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
// This is to eliminate a huge design issue in NBlood that was apparently copied verbatim from the DOS-Version.
|
|
// Sequences were cached in the resource and directly returned from there in writable form, with byte swapping directly performed in the cache on Big Endian systems.
|
|
// To avoid such unsafe operations this caches the read data separately.
|
|
extern FMemArena seqcache; // Use the same storage as the SEQs.
|
|
static TMap<int, QAV*> qavcache;
|
|
QAV* getQAV(int res_id)
|
|
{
|
|
auto p = qavcache.CheckKey(res_id);
|
|
if (p != nullptr) return *p;
|
|
|
|
int index = fileSystem.FindResource(res_id, "QAV");
|
|
if (index < 0)
|
|
{
|
|
return nullptr;
|
|
}
|
|
auto fr = fileSystem.OpenFileReader(index);
|
|
|
|
// Start reading QAV for nFrames, skipping padded data.
|
|
for (int i = 0; i < 8; i++) fr.ReadUInt8();
|
|
int nFrames = fr.ReadInt32();
|
|
auto qavdata = (QAV*)seqcache.Alloc(sizeof(QAV) + ((nFrames - 1) * sizeof(FRAMEINFO)));
|
|
|
|
// Write out QAV data.
|
|
qavdata->nFrames = nFrames;
|
|
qavdata->ticksPerFrame = fr.ReadInt32();
|
|
qavdata->duration = fr.ReadInt32();
|
|
qavdata->x = fr.ReadInt32();
|
|
qavdata->y = fr.ReadInt32();
|
|
qavdata->nSprite = fr.ReadInt32();
|
|
for (int i = 0; i < 4; i++) fr.ReadUInt8();
|
|
|
|
// Read FRAMEINFO data.
|
|
for (int i = 0; i < qavdata->nFrames; i++)
|
|
{
|
|
qavdata->frames[i].nCallbackId = fr.ReadInt32();
|
|
|
|
// Read SOUNDINFO data.
|
|
qavdata->frames[i].sound.sound = fr.ReadInt32();
|
|
qavdata->frames[i].sound.priority = fr.ReadUInt8();
|
|
qavdata->frames[i].sound.sndFlags = fr.ReadUInt8();
|
|
qavdata->frames[i].sound.sndRange = fr.ReadUInt8();
|
|
for (int 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;
|
|
|
|
// Repair tile data here for now until we export all repaired QAVs.
|
|
qavRepairTileData(qavdata);
|
|
|
|
// Build QAVInterpProps struct here for now until we get DEF loading going.
|
|
qavBuildInterpProps(qavdata);
|
|
|
|
qavcache.Insert(res_id, qavdata);
|
|
return qavdata;
|
|
}
|
|
|
|
|
|
END_BLD_NS
|