raze/source/games/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 "blood.h"
#include "view.h"
#include "g_input.h"
#include "precache.h"
BEGIN_BLD_NS
int nPrecacheCount;
void fxPrecache();
void gibPrecache();
void tilePrecacheTile(int nTile, int nType, int palette)
{
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;
markTileForPrecache(tile, palette);
}
}
else
{
markTileForPrecache(nTile, palette);
}
nTile += 1 + picanm[nTile].num;
}
}
// To do: This needs to handle the sprite palettes as well to properly precache the needed content.
void viewPrecacheTiles()
{
tilePrecacheTile(2173, 0, 0);
tilePrecacheTile(2200, 0, 0);
tilePrecacheTile(2201, 0, 0);
tilePrecacheTile(2202, 0, 0);
tilePrecacheTile(2207, 0, 0);
tilePrecacheTile(2208, 0, 0);
tilePrecacheTile(2209, 0, 0);
tilePrecacheTile(2229, 0, 0);
tilePrecacheTile(2260, 0, 0);
tilePrecacheTile(2559, 0, 0);
tilePrecacheTile(2169, 0, 0);
tilePrecacheTile(2578, 0, 0);
tilePrecacheTile(2586, 0, 0);
tilePrecacheTile(2602, 0, 0);
for (int i = 0; i < 10; i++)
{
tilePrecacheTile(2190 + i, 0, 0);
tilePrecacheTile(2230 + i, 0, 0);
tilePrecacheTile(2240 + i, 0, 0);
tilePrecacheTile(2250 + i, 0, 0);
tilePrecacheTile(kSBarNumberHealth + i, 0, 0);
tilePrecacheTile(kSBarNumberAmmo + i, 0, 0);
tilePrecacheTile(kSBarNumberInv + i, 0, 0);
tilePrecacheTile(kSBarNumberArmor1 + i, 0, 0);
tilePrecacheTile(kSBarNumberArmor2 + i, 0, 0);
tilePrecacheTile(kSBarNumberArmor3 + i, 0, 0);
}
/*
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, 0);
tilePrecacheTile(2552 + i, 0, 0);
}
}
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void PrecacheDude(DBloodActor *actor)
{
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int palette = actor->spr.pal;
DUDEINFO *pDudeInfo = getDudeInfo(actor->spr.type);
seqPrecacheId(pDudeInfo->seqStartID , palette);
seqPrecacheId(pDudeInfo->seqStartID+5, palette);
seqPrecacheId(pDudeInfo->seqStartID+1, palette);
seqPrecacheId(pDudeInfo->seqStartID+2, palette);
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switch (actor->spr.type)
{
case kDudeCultistTommy:
case kDudeCultistShotgun:
case kDudeCultistTesla:
case kDudeCultistTNT:
seqPrecacheId(pDudeInfo->seqStartID+6 , palette);
seqPrecacheId(pDudeInfo->seqStartID+7 , palette);
seqPrecacheId(pDudeInfo->seqStartID+8 , palette);
seqPrecacheId(pDudeInfo->seqStartID+9 , palette);
seqPrecacheId(pDudeInfo->seqStartID+13, palette);
seqPrecacheId(pDudeInfo->seqStartID+14, palette);
seqPrecacheId(pDudeInfo->seqStartID+15, palette);
break;
case kDudeZombieButcher:
case kDudeGillBeast:
seqPrecacheId(pDudeInfo->seqStartID+6, palette);
seqPrecacheId(pDudeInfo->seqStartID+7, palette);
seqPrecacheId(pDudeInfo->seqStartID+8, palette);
seqPrecacheId(pDudeInfo->seqStartID+9, palette);
seqPrecacheId(pDudeInfo->seqStartID+10, palette);
seqPrecacheId(pDudeInfo->seqStartID+11, palette);
break;
case kDudeGargoyleStatueFlesh:
case kDudeGargoyleStatueStone:
seqPrecacheId(pDudeInfo->seqStartID+6, palette);
seqPrecacheId(pDudeInfo->seqStartID+6, palette); //???
[[fallthrough]];
case kDudeGargoyleFlesh:
case kDudeGargoyleStone:
seqPrecacheId(pDudeInfo->seqStartID+6, palette);
seqPrecacheId(pDudeInfo->seqStartID+7, palette);
seqPrecacheId(pDudeInfo->seqStartID+8, palette);
seqPrecacheId(pDudeInfo->seqStartID+9, palette);
break;
case kDudePhantasm:
case kDudeHellHound:
case kDudeSpiderBrown:
case kDudeSpiderRed:
case kDudeSpiderBlack:
case kDudeSpiderMother:
case kDudeTchernobog:
seqPrecacheId(pDudeInfo->seqStartID+6, palette);
seqPrecacheId(pDudeInfo->seqStartID+7, palette);
seqPrecacheId(pDudeInfo->seqStartID+8, palette);
break;
case kDudeCerberusTwoHead:
seqPrecacheId(pDudeInfo->seqStartID+6, palette);
seqPrecacheId(pDudeInfo->seqStartID+7, palette);
[[fallthrough]];
case kDudeHand:
case kDudeBoneEel:
case kDudeBat:
case kDudeRat:
seqPrecacheId(pDudeInfo->seqStartID+6, palette);
seqPrecacheId(pDudeInfo->seqStartID+7, palette);
break;
case kDudeCultistBeast:
seqPrecacheId(pDudeInfo->seqStartID+6, palette);
break;
case kDudeZombieAxeBuried:
seqPrecacheId(pDudeInfo->seqStartID+12, palette);
seqPrecacheId(pDudeInfo->seqStartID+9, palette);
[[fallthrough]];
case kDudeZombieAxeLaying:
seqPrecacheId(pDudeInfo->seqStartID+10, palette);
[[fallthrough]];
case kDudeZombieAxeNormal:
seqPrecacheId(pDudeInfo->seqStartID+6, palette);
seqPrecacheId(pDudeInfo->seqStartID+7, palette);
seqPrecacheId(pDudeInfo->seqStartID+8, palette);
seqPrecacheId(pDudeInfo->seqStartID+11, palette);
seqPrecacheId(pDudeInfo->seqStartID+13, palette);
seqPrecacheId(pDudeInfo->seqStartID+14, palette);
break;
}
}
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void PrecacheThing(DBloodActor* actor)
{
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int palette = actor->spr.pal;
switch (actor->spr.type) {
case kThingGlassWindow: // worthless...
case kThingFluorescent:
seqPrecacheId(12, palette);
break;
case kThingSpiderWeb:
seqPrecacheId(15, palette);
break;
case kThingMetalGrate:
seqPrecacheId(21, palette);
break;
case kThingFlammableTree:
seqPrecacheId(25, palette);
seqPrecacheId(26, palette);
break;
case kTrapMachinegun:
seqPrecacheId(38, palette);
seqPrecacheId(40, palette);
seqPrecacheId(28, palette);
break;
case kThingObjectGib:
//case kThingObjectExplode: weird that only gib object is precached and this one is not
break;
}
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tilePrecacheTile(actor->spr.picnum, -1, palette);
}
void PreloadCache()
{
if (!r_precache) return;
int skyTile = -1;
// Fonts
for(auto& sect: sector)
{
tilePrecacheTile(sect.floorpicnum, 0, sect.floorpal);
tilePrecacheTile(sect.ceilingpicnum, 0, sect.ceilingpal);
if ((sect.ceilingstat & CSTAT_SECTOR_SKY) != 0 && skyTile == -1)
skyTile = sect.ceilingpicnum;
}
for(auto& wal : wall)
{
tilePrecacheTile(wal.picnum, 0, wal.pal);
if (wal.overpicnum >= 0)
tilePrecacheTile(wal.overpicnum, 0, wal.pal);
}
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BloodSpriteIterator it;
while (auto actor = it.Next())
{
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switch (actor->spr.statnum)
{
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case kStatDude:
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PrecacheDude(actor);
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break;
case kStatThing:
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PrecacheThing(actor);
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break;
default:
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tilePrecacheTile(actor->spr.picnum, -1, actor->spr.pal);
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break;
}
}
// Precache common SEQs
for (int i = 0; i < 100; i++)
{
seqPrecacheId(i, 0);
}
tilePrecacheTile(1147, -1, 0); // water drip
tilePrecacheTile(1160, -1, 0); // blood drip
// Player SEQs
seqPrecacheId(dudeInfo[31].seqStartID+6, 0);
seqPrecacheId(dudeInfo[31].seqStartID+7, 0);
seqPrecacheId(dudeInfo[31].seqStartID+8, 0);
seqPrecacheId(dudeInfo[31].seqStartID+9, 0);
seqPrecacheId(dudeInfo[31].seqStartID+10, 0);
seqPrecacheId(dudeInfo[31].seqStartID+14, 0);
seqPrecacheId(dudeInfo[31].seqStartID+15, 0);
seqPrecacheId(dudeInfo[31].seqStartID+12, 0);
seqPrecacheId(dudeInfo[31].seqStartID+16, 0);
seqPrecacheId(dudeInfo[31].seqStartID+17, 0);
seqPrecacheId(dudeInfo[31].seqStartID+18, 0);
if (skyTile > -1 && skyTile < kMaxTiles)
{
for (int i = 1; i < gSkyCount; i++)
tilePrecacheTile(skyTile+i, 0, 0);
}
WeaponPrecache();
viewPrecacheTiles();
fxPrecache();
gibPrecache();
I_GetEvent();
precacheMarkedTiles();
}
END_BLD_NS