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https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- eliminated half of the remaining tileWidth and tileHeight calls.
This commit is contained in:
parent
e78fd90f67
commit
c41dc29885
12 changed files with 57 additions and 41 deletions
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@ -1692,7 +1692,7 @@ static double getRangeAttackDist(DBloodActor* actor, double minDist, double maxD
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int dist = 0;
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int seqId = actor->xspr.data2;
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int mul = 550;
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int picnum = actor->spr.picnum;
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auto texid = actor->spr.spritetexture();
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if (yscale > 0)
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{
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@ -1701,11 +1701,11 @@ static double getRangeAttackDist(DBloodActor* actor, double minDist, double maxD
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Seq* pSeq = getSequence(seqId);
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if (pSeq)
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{
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picnum = seqGetTile(&pSeq->frames[0]);
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texid = seqGetTexture(&pSeq->frames[0]);
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}
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}
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dist = tileHeight(picnum) << 8;
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auto tex = TexMan.GetGameTexture(texid);
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dist = int(tex->GetDisplayHeight() * 256);
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if (yscale < 64) dist -= (64 - yscale) * mul;
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else if (yscale > 64) dist += (yscale - 64) * (mul / 3);
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}
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@ -119,6 +119,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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auto pTSprite = tsprites.get(nTSprite);
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auto owneractor = static_cast<DBloodActor*>(pTSprite->ownerActor);
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if (gDetail < effectDetail[nViewEffect]) return NULL;
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auto pTTex = TexMan.GetGameTexture(pTSprite->spritetexture());
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switch (nViewEffect)
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{
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case kViewEffectSpotProgress: {
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@ -289,7 +290,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite->pos.Z = pTSprite->pos.Z;
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pNSprite->picnum = 908;
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pNSprite->statnum = kStatDecoration;
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s = (tileWidth(pTSprite->picnum) * pTSprite->scale.X) / 64.;
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s = (pTTex->GetDisplayWidth() * pTSprite->scale.X) / 64.;
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pNSprite->scale = DVector2(s, s);
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break;
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}
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@ -340,7 +341,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite->pos.Z = top;
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pNSprite->picnum = 2101;
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pNSprite->shade = -128;
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s = (tileWidth(pTSprite->picnum) * pTSprite->scale.X) / 32.;
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s = (pTTex->GetDisplayWidth() * pTSprite->scale.X) / 32.;
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pNSprite->scale = DVector2(s, s);
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break;
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}
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@ -355,7 +356,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF
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pNSprite->pos.Z = bottom;
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pNSprite->picnum = 2101;
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pNSprite->shade = -128;
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s = (tileWidth(pTSprite->picnum) * pTSprite->scale.X) / 32.;
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s = (pTTex->GetDisplayWidth() * pTSprite->scale.X) / 32.;
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pNSprite->scale = DVector2(s, s);
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break;
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}
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@ -692,7 +692,7 @@ ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
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int top = 0;
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if (gGameOptions.nGameType > 0 && gGameOptions.nGameType <= 3)
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{
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top = (tileHeight(2229) * ((gNetPlayers + 3) / 4));
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top = (tileHeight(kSBPlayerSlot) * ((gNetPlayers + 3) / 4));
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}
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return { top, 25 };
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}
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@ -1423,7 +1423,7 @@ int getSpriteMassBySize(DBloodActor* actor)
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return cached->mass;
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}
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int picnum = actor->spr.picnum;
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auto texid = actor->spr.spritetexture();
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int massDiv = 30;
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int addMul = 2;
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int subMul = 2;
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@ -1433,15 +1433,15 @@ int getSpriteMassBySize(DBloodActor* actor)
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auto pSeq = getSequence(seqId);
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if (pSeq)
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{
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picnum = seqGetTile(&pSeq->frames[0]);
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texid = seqGetTexture(&pSeq->frames[0]);
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}
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else
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picnum = actor->spr.picnum;
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}
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auto tex = TexMan.GetGameTexture(texid);
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if (!tex) return 0;
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clipDist = max(actor->clipdist, 0.25);
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int x = tileWidth(picnum);
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int y = tileHeight(picnum);
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int x = (int)tex->GetDisplayWidth();
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int y = (int)tex->GetDisplayHeight();
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int xscale = int(actor->spr.scale.X * 64);
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int yscale = int(actor->spr.scale.Y * 64);
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@ -60,13 +60,17 @@ void DrawAbs(int tile, double x, double y, int shade = 0)
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DrawTexture(twod, tileGetTexture(tile), x, y, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TopLeft, true, DTA_Color, shadeToLight(shade), TAG_DONE);
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}
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void DrawRel(int tile, double x, double y, int shade)
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void DrawRel(FGameTexture* tex, double x, double y, int shade = 0)
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{
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// This is slightly different than what the backend does here, but critical for some graphics.
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auto tex = tileGetTexture(tile);
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int offx = (int(tex->GetDisplayWidth()) >> 1) + int(tex->GetDisplayLeftOffset());
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int offy = (int(tex->GetDisplayHeight()) >> 1) + int(tex->GetDisplayTopOffset());
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DrawAbs(tile, x - offx, y - offy, shade);
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DrawTexture(twod, tex, x - offx, y - offy, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TopLeft, true, DTA_Color, shadeToLight(shade), TAG_DONE);
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}
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void DrawRel(int tile, double x, double y, int shade)
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{
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DrawRel(tileGetTexture(tile), x, y, shade);
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}
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//---------------------------------------------------------------------------
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@ -102,9 +106,10 @@ enum
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void menu_DoPlasma()
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{
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auto nLogoTile = GameLogo();
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int lw = tileWidth(nLogoTile);
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int lh = tileHeight(nLogoTile);
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auto nLogoTexid = GameLogo();
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auto pLogoTex = TexMan.GetGameTexture(nLogoTexid);
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int lw = (int)pLogoTex->GetDisplayWidth();
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int lh = (int)pLogoTex->GetDisplayHeight();
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int ptile = nPlasmaTile;
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int pclock = I_GetBuildTime();
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@ -233,7 +238,7 @@ void menu_DoPlasma()
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r_ebx += 2;
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}
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auto logopix = GetRawPixels(tileGetTextureID(nLogoTile));
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auto logopix = GetRawPixels(nLogoTexid);
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for (int j = 0; j < 5; j++)
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{
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@ -303,7 +308,7 @@ void menu_DoPlasma()
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}
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}
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DrawAbs(ptile, 0, 0);
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DrawRel(nLogoTile, 160, 40);
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DrawRel(pLogoTex, 160, 40);
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// draw the fire urn/lamp thingies
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int dword_9AB5F = (pclock / 16) & 3;
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@ -93,7 +93,7 @@ using namespace Exhumed;
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DEFINE_ACTION_FUNCTION(_ListMenuItemExhumedLogo, Draw)
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{
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auto nLogoTile = GameLogo();
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DrawRel(nLogoTile, 160, 40);
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DrawRel(TexMan.GetGameTexture(nLogoTile), 160, 40);
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return 0;
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}
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@ -117,7 +117,7 @@ void GameInterface::loadPalette()
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LoadPaletteLookups();
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}
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void CopyTileToBitmap(int nSrcTile, int nDestTile, int xPos, int yPos);
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void CopyTileToBitmap(FTextureID nSrcTile, FTextureID nDestTile, int xPos, int yPos);
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// void TestSaveLoad();
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void LoadStatus();
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@ -252,9 +252,11 @@ void DrawClock()
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while (nVal)
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{
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int v2 = nVal & 0xF;
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auto texid = tileGetTextureID(v2 + kClockSymbol1);
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auto tex = TexMan.GetGameTexture(texid);
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int yPos = 32 - tileHeight(v2 + kClockSymbol1) / 2;
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CopyTileToBitmap(v2 + kClockSymbol1, kTile3603, ebp - tileWidth(v2 + kClockSymbol1) / 2, yPos);
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CopyTileToBitmap(texid, tileGetTextureID(kTile3603), ebp - tex->GetTexelWidth() / 2, yPos);
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ebp -= 15;
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@ -622,20 +624,24 @@ void DeleteActor(DExhumedActor* actor)
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//
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//---------------------------------------------------------------------------
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void CopyTileToBitmap(int nSrcTile, int nDestTile, int xPos, int yPos)
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void CopyTileToBitmap(FTextureID nSrcTile, FTextureID nDestTile, int xPos, int yPos)
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{
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int nOffs = tileHeight(nDestTile) * xPos;
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auto pSrcTex = TexMan.GetGameTexture(nSrcTile);
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auto pDestTex = TexMan.GetGameTexture(nDestTile);
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int nOffs = pDestTex->GetTexelHeight() * xPos;
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auto pixels = GetWritablePixels(tileGetTextureID(nDestTile));
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auto pixels = GetWritablePixels(nDestTile);
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if (!pixels) return;
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uint8_t *pDest = pixels + nOffs + yPos;
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uint8_t *pDestB = pDest;
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int destYSize = tileHeight(nDestTile);
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int srcYSize = tileHeight(nSrcTile);
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int destYSize = pDestTex->GetTexelHeight();
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int srcYSize = pSrcTex->GetTexelHeight();
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const uint8_t *pSrc = GetRawPixels(tileGetTextureID(nSrcTile));
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const uint8_t *pSrc = GetRawPixels(nSrcTile);
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if (!pSrc) return;
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for (int x = 0; x < tileWidth(nSrcTile); x++)
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for (int x = 0; x < pSrcTex->GetTexelWidth(); x++)
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{
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pDest += destYSize;
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@ -33,6 +33,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "names.h"
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#include "exhumedactor.h"
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#include "serialize_obj.h"
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#include "texturemanager.h"
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BEGIN_PS_NS
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@ -142,9 +143,9 @@ extern bool bDoFlashes;
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extern int bVanilla;
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inline int GameLogo()
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inline FTextureID GameLogo()
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{
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return (g_gameType & GAMEFLAG_EXHUMED) ? kExhumedLogo : kPowerslaveLogo;
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return TexMan.CheckForTexture((g_gameType & GAMEFLAG_EXHUMED) ? "ExhumedLogo" : "PowerslaveLogo", ETextureType::Any);
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}
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extern double g_frameDelay;
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@ -117,7 +117,7 @@ void GameInterface::DrawBackground()
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DrawRel(kSkullHead, 160, 100, 0);
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DrawRel(kSkullJaw, 161, 130, 0);
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DrawRel(nLogoTile, 160, 40, 0);
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DrawRel(TexMan.GetGameTexture(nLogoTile), 160, 40, 0);
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// draw the fire urn/lamp thingies
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DrawRel(kTile3512 + dword_9AB5F, 50, 150, 0);
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@ -258,10 +258,11 @@ void DoSpiritHead()
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if (nMouthTile != 0)
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{
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int srctile = nMouthTile + 598;
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auto src = GetRawPixels(tileGetTextureID(srctile));
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int sizx = tileWidth(srctile);
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int sizy = tileHeight(srctile);
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FTextureID srctile = tileGetTextureID(nMouthTile + 598);
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auto src = GetRawPixels(srctile);
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auto tex = TexMan.GetGameTexture(srctile);
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int sizx = tex->GetTexelWidth();
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int sizy = tex->GetTexelHeight();
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int workptr = 212 * (97 - sizx / 2) + 159 - sizy;
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int srcptr = 0;
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while (sizx > 0)
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@ -185,7 +185,8 @@ void AISpider::Tick(RunListEvent* ev)
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if (spp->spr.cstat & CSTAT_SPRITE_YFLIP)
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{
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spp->vel.Z = 0;
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spp->spr.pos.Z = pSector->ceilingz + (tileHeight(spp->spr.picnum) / 8.); // was << 5 in Build coordinates
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auto tex = TexMan.GetGameTexture(spp->spr.spritetexture());
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spp->spr.pos.Z = pSector->ceilingz + (tex->GetDisplayHeight() / 8.); // was << 5 in Build coordinates
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if (pSector->ceilingstat & CSTAT_SECTOR_SKY)
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{
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@ -105,7 +105,8 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& view, double
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if ((pTSprite->picnum == kTorch1 || pTSprite->picnum == kTorch2) && (pTSprite->cstat & CSTAT_SPRITE_YCENTER) == 0)
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{
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pTSprite->cstat |= CSTAT_SPRITE_YCENTER;
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double nTileY = (tileHeight(pTSprite->picnum) * pTSprite->scale.Y) * 0.5;
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auto tex = TexMan.GetGameTexture(pTSprite->spritetexture());
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double nTileY = (tex->GetDisplayHeight() * pTSprite->scale.Y) * 0.5;
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pTSprite->pos.Z -= nTileY;
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}
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