raze/source/games/blood/src/qav.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!
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#include "build.h"
#include "v_2ddrawer.h"
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#include "compat.h"
#include "common_game.h"
#include "v_draw.h"
#include "blood.h"
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BEGIN_BLD_NS
extern void (*qavClientCallback[])(int, void *);
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//==========================================================================
//
// 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:
case kQAVFLARFIR2:
{
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)
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{
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);
}
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}
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio, bool const looped)
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{
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);
}
}
}
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void QAV::Play(int start, int end, int nCallback, void *pData)
{
assert(ticksPerFrame > 0);
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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
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if (!VanillaMode() && pSound->sndFlags > 0 && pSound->sndFlags <= kFlagSoundKillAll) {
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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) {
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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);
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}
if (pFrame->nCallbackId > 0 && nCallback != -1) {
qavClientCallback[nCallback](pFrame->nCallbackId, pData);
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}
}
}
}
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;
case kQAVFLARDOWN:
// FLARDOWN interpolates fine, but the starting frame in bringing the flaregun down is lower than the flaregun while idle.
// Do linear interpolation from 2nd last frame through to first frame, ending with coordinates of FLARIDLE.
lastframe = pQAV->nFrames - 1;
for (i = lastframe, j = 0; i >= 0; i--, j++)
{
pQAV->frames[j].tiles[0].x = xs_CRoundToInt(pQAV->frames[lastframe].tiles[0].x - (double(pQAV->frames[lastframe].tiles[0].x - 57) / lastframe) * i);
pQAV->frames[j].tiles[0].y = xs_CRoundToInt(pQAV->frames[lastframe].tiles[0].y - (double(pQAV->frames[lastframe].tiles[0].y - -30) / lastframe) * i);
}
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