raze/source/blood/src/preload.cpp

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//-------------------------------------------------------------------------
/*
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 "common_game.h"
#include "dude.h"
#include "seq.h"
#include "view.h"
#include "fx.h"
#include "gib.h"
#include "g_input.h"
BEGIN_BLD_NS
#define gotpic blafasl
int nPrecacheCount;
void fxPrecache(HitList &hits);
void gibPrecache(HitList &hits);
void tilePreloadTile(int nTile)
{
if (!r_precache) return;
int n = 1;
switch (picanm[nTile].extra & 7)
{
case 0:
n = 1;
break;
case 1:
n = 5;
break;
case 2:
n = 8;
break;
case 3:
n = 2;
break;
case 6:
case 7:
if (voxelIndex[nTile] < 0 || voxelIndex[nTile] >= kMaxVoxels)
{
voxelIndex[nTile] = -1;
picanm[nTile].extra &= ~7;
}
break;
}
while (n--)
{
if (picanm[nTile].sf & PICANM_ANIMTYPE_MASK)
{
for (int frame = picanm[nTile].num; frame >= 0; frame--)
{
if ((picanm[nTile].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
PrecacheHardwareTextures(nTile - frame);
else
PrecacheHardwareTextures(nTile + frame);
}
}
else
PrecacheHardwareTextures(nTile);
nTile += 1 + picanm[nTile].num;
}
}
void tilePrecacheTile(int nTile, int nType, HitList &hits)
{
int n = 1;
switch (picanm[nTile].extra & 7)
{
case 0:
n = 1;
break;
case 1:
n = 5;
break;
case 2:
n = 8;
break;
case 3:
n = 2;
break;
}
while (n--)
{
if (picanm[nTile].sf & PICANM_ANIMTYPE_MASK)
{
for (int frame = picanm[nTile].num; frame >= 0; frame--)
{
int tile;
if ((picanm[nTile].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
tile = nTile - frame;
else
tile = nTile + frame;
if (!hits[tile])
{
nPrecacheCount++;
hits.Set(tile);
}
}
}
else
{
if (!hits[nTile])
{
nPrecacheCount++;
hits.Set(nTile);
}
}
nTile += 1 + picanm[nTile].num;
}
}
// To do: This needs to handle the sprite palettes as well to properly precache the needed content.
void viewPrecacheTiles(HitList &hits)
{
tilePrecacheTile(2173, 0, hits);
tilePrecacheTile(2200, 0, hits);
tilePrecacheTile(2201, 0, hits);
tilePrecacheTile(2202, 0, hits);
tilePrecacheTile(2207, 0, hits);
tilePrecacheTile(2208, 0, hits);
tilePrecacheTile(2209, 0, hits);
tilePrecacheTile(2229, 0, hits);
tilePrecacheTile(2260, 0, hits);
tilePrecacheTile(2559, 0, hits);
tilePrecacheTile(2169, 0, hits);
tilePrecacheTile(2578, 0, hits);
tilePrecacheTile(2586, 0, hits);
tilePrecacheTile(2602, 0, hits);
for (int i = 0; i < 10; i++)
{
tilePrecacheTile(2190 + i, 0, hits);
tilePrecacheTile(2230 + i, 0, hits);
tilePrecacheTile(2240 + i, 0, hits);
tilePrecacheTile(2250 + i, 0, hits);
tilePrecacheTile(kSBarNumberHealth + i, 0, hits);
tilePrecacheTile(kSBarNumberAmmo + i, 0, hits);
tilePrecacheTile(kSBarNumberInv + i, 0, hits);
tilePrecacheTile(kSBarNumberArmor1 + i, 0, hits);
tilePrecacheTile(kSBarNumberArmor2 + i, 0, hits);
tilePrecacheTile(kSBarNumberArmor3 + i, 0, hits);
}
/*
for (int i = 0; i < 5; i++)
{
tilePrecacheTile(gPackIcons[i], 0);
tilePrecacheTile(gPackIcons2[i].nTile, 0);
}
*/
for (int i = 0; i < 6; i++)
{
tilePrecacheTile(2220 + i, 0, hits);
tilePrecacheTile(2552 + i, 0, hits);
}
}
void PrecacheDude(spritetype *pSprite, HitList &hits)
{
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
seqPrecacheId(pDudeInfo->seqStartID , hits);
seqPrecacheId(pDudeInfo->seqStartID+5, hits);
seqPrecacheId(pDudeInfo->seqStartID+1, hits);
seqPrecacheId(pDudeInfo->seqStartID+2, hits);
switch (pSprite->type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
seqPrecacheId(pDudeInfo->seqStartID+6 , hits);
seqPrecacheId(pDudeInfo->seqStartID+7 , hits);
seqPrecacheId(pDudeInfo->seqStartID+8 , hits);
seqPrecacheId(pDudeInfo->seqStartID+9 , hits);
seqPrecacheId(pDudeInfo->seqStartID+13, hits);
seqPrecacheId(pDudeInfo->seqStartID+14, hits);
seqPrecacheId(pDudeInfo->seqStartID+15, hits);
break;
case kDudeZombieButcher:
case kDudeGillBeast:
seqPrecacheId(pDudeInfo->seqStartID+6, hits);
seqPrecacheId(pDudeInfo->seqStartID+7, hits);
seqPrecacheId(pDudeInfo->seqStartID+8, hits);
seqPrecacheId(pDudeInfo->seqStartID+9, hits);
seqPrecacheId(pDudeInfo->seqStartID+10, hits);
seqPrecacheId(pDudeInfo->seqStartID+11, hits);
break;
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
seqPrecacheId(pDudeInfo->seqStartID+6, hits);
seqPrecacheId(pDudeInfo->seqStartID+6, hits); //???
fallthrough__;
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
seqPrecacheId(pDudeInfo->seqStartID+6, hits);
seqPrecacheId(pDudeInfo->seqStartID+7, hits);
seqPrecacheId(pDudeInfo->seqStartID+8, hits);
seqPrecacheId(pDudeInfo->seqStartID+9, hits);
break;
case kDudePhantasm:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeSpiderMother:
case kDudeTchernobog:
seqPrecacheId(pDudeInfo->seqStartID+6, hits);
seqPrecacheId(pDudeInfo->seqStartID+7, hits);
seqPrecacheId(pDudeInfo->seqStartID+8, hits);
break;
case kDudeCerberusTwoHead:
seqPrecacheId(pDudeInfo->seqStartID+6, hits);
seqPrecacheId(pDudeInfo->seqStartID+7, hits);
fallthrough__;
case kDudeHand:
case kDudeBoneEel:
case kDudeBat:
case kDudeRat:
seqPrecacheId(pDudeInfo->seqStartID+6, hits);
seqPrecacheId(pDudeInfo->seqStartID+7, hits);
break;
case kDudeCultistBeast:
seqPrecacheId(pDudeInfo->seqStartID+6, hits);
break;
case kDudeZombieAxeBuried:
seqPrecacheId(pDudeInfo->seqStartID+12, hits);
seqPrecacheId(pDudeInfo->seqStartID+9, hits);
fallthrough__;
case kDudeZombieAxeLaying:
seqPrecacheId(pDudeInfo->seqStartID+10, hits);
fallthrough__;
case kDudeZombieAxeNormal:
seqPrecacheId(pDudeInfo->seqStartID+6, hits);
seqPrecacheId(pDudeInfo->seqStartID+7, hits);
seqPrecacheId(pDudeInfo->seqStartID+8, hits);
seqPrecacheId(pDudeInfo->seqStartID+11, hits);
seqPrecacheId(pDudeInfo->seqStartID+13, hits);
seqPrecacheId(pDudeInfo->seqStartID+14, hits);
break;
}
}
void PrecacheThing(spritetype *pSprite, HitList &hits) {
switch (pSprite->type) {
case kThingGlassWindow: // worthless...
case kThingFluorescent:
seqPrecacheId(12, hits);
break;
case kThingSpiderWeb:
seqPrecacheId(15, hits);
break;
case kThingMetalGrate:
seqPrecacheId(21, hits);
break;
case kThingFlammableTree:
seqPrecacheId(25, hits);
seqPrecacheId(26, hits);
break;
case kTrapMachinegun:
seqPrecacheId(38, hits);
seqPrecacheId(40, hits);
seqPrecacheId(28, hits);
break;
case kThingObjectGib:
//case kThingObjectExplode: weird that only gib object is precached and this one is not
break;
}
tilePrecacheTile(pSprite->picnum, -1, hits);
}
void PreloadTiles(HitList & hits)
{
nPrecacheCount = 0;
int skyTile = -1;
hits.Zero();
// Fonts
for (int i = 0; i < numsectors; i++)
{
tilePrecacheTile(sector[i].floorpicnum, 0, hits);
tilePrecacheTile(sector[i].ceilingpicnum, 0, hits);
if ((sector[i].ceilingstat&1) != 0 && skyTile == -1)
skyTile = sector[i].ceilingpicnum;
}
for (int i = 0; i < numwalls; i++)
{
tilePrecacheTile(wall[i].picnum, 0, hits);
if (wall[i].overpicnum >= 0)
tilePrecacheTile(wall[i].overpicnum, 0, hits);
}
for (int i = 0; i < kMaxSprites; i++)
{
if (sprite[i].statnum < kMaxStatus)
{
spritetype *pSprite = &sprite[i];
switch (pSprite->statnum)
{
case kStatDude:
PrecacheDude(pSprite, hits);
break;
case kStatThing:
PrecacheThing(pSprite, hits);
break;
default:
tilePrecacheTile(pSprite->picnum, -1, hits);
break;
}
}
}
// Precache common SEQs
for (int i = 0; i < 100; i++)
{
seqPrecacheId(i, hits);
}
tilePrecacheTile(1147, -1, hits); // water drip
tilePrecacheTile(1160, -1, hits); // blood drip
// Player SEQs
seqPrecacheId(dudeInfo[31].seqStartID+6, hits);
seqPrecacheId(dudeInfo[31].seqStartID+7, hits);
seqPrecacheId(dudeInfo[31].seqStartID+8, hits);
seqPrecacheId(dudeInfo[31].seqStartID+9, hits);
seqPrecacheId(dudeInfo[31].seqStartID+10, hits);
seqPrecacheId(dudeInfo[31].seqStartID+14, hits);
seqPrecacheId(dudeInfo[31].seqStartID+15, hits);
seqPrecacheId(dudeInfo[31].seqStartID+12, hits);
seqPrecacheId(dudeInfo[31].seqStartID+16, hits);
seqPrecacheId(dudeInfo[31].seqStartID+17, hits);
seqPrecacheId(dudeInfo[31].seqStartID+18, hits);
if (skyTile > -1 && skyTile < kMaxTiles)
{
for (int i = 1; i < gSkyCount; i++)
tilePrecacheTile(skyTile+i, 0, hits);
}
WeaponPrecache(hits);
viewPrecacheTiles(hits);
fxPrecache(hits);
gibPrecache(hits);
I_GetEvent();
}
void PreloadCache()
{
if (!r_precache) return;
HitList hits;
PreloadTiles(hits);
int cnt = 0;
int percentDisplayed = -1;
for (int i = 0; i < kMaxTiles; i++)
{
if (hits[i])
{
PrecacheHardwareTextures(i);
if ((++cnt & 7) == 0)
I_GetEvent();
}
}
}
END_BLD_NS