//------------------------------------------------------------------------- /* 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 "qav.h" #include "sound.h" #include "v_draw.h" #include "glbackend/glbackend.h" BEGIN_BLD_NS #define kMaxClients 64 static void (*clientCallback[kMaxClients])(int, void *); static int nClients; int qavRegisterClient(void(*pClient)(int, void *)) { dassert(nClients < kMaxClients); clientCallback[nClients] = pClient; return nClients++; } void DrawFrame(double x, double y, TILE_FRAME *pTile, int stat, int shade, int palnum, int basepal, bool to3dview) { stat |= pTile->stat; x += pTile->x; y += pTile->y; if (!to3dview) { auto tex = tileGetTexture(pTile->picnum); double scale = pTile->z/65536.; double angle = pTile->angle * (360./2048); 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; if (palnum <= 0) palnum = pTile->palnum; auto translation = TRANSLATION(Translation_Remap + basepal, 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_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_FlipOffsets, true, DTA_Color, color, DTA_FlipX, xflip, DTA_FlipY, yflip, TAG_DONE); } else { if (stat & RS_YFLIP) stat |= RS_YFLIPHUD; stat &= ~RS_YFLIP; if (stat & 0x100) stat |= RS_XFLIPHUD; if ((stat & kQavOrientationLeft)) stat |= RS_ALIGN_L; hud_drawsprite(x, y, pTile->z, pTile->angle, pTile->picnum, shade, palnum, stat); } } void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, int basepal, bool to3dview) { dassert(ticksPerFrame > 0); int nFrame = ticks / ticksPerFrame; dassert(nFrame >= 0 && nFrame < nFrames); FRAMEINFO *pFrame = &frames[nFrame]; for (int i = 0; i < 8; i++) { if (pFrame->tiles[i].picnum > 0) DrawFrame(x, y, &pFrame->tiles[i], stat, shade, palnum, basepal, to3dview); } } void QAV::Draw(int ticks, int stat, int shade, int palnum, int basepal, bool to3dview) { Draw(x, y, ticks, stat, shade, palnum, basepal, to3dview); } void QAV::Play(int start, int end, int nCallback, void *pData) { dassert(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) PlaySound(sound); else PlaySound3D(&sprite[nSprite], sound, 16+pSound->priority, 6); } if (pFrame->nCallbackId > 0 && nCallback != -1) { clientCallback[nCallback](pFrame->nCallbackId, pData); } } } } void QAV::Preload(void) { for (int i = 0; i < nFrames; i++) { for (int j = 0; j < 8; j++) { if (frames[i].tiles[j].picnum >= 0) tilePreloadTile(frames[i].tiles[j].picnum); } } } void QAV::Precache(void) { 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); } } } void ByteSwapQAV(void* p) { #if B_BIG_ENDIAN == 1 QAV* qav = (QAV*)p; qav->nFrames = LittleLong(qav->nFrames); qav->ticksPerFrame = LittleLong(qav->ticksPerFrame); qav->at10 = LittleLong(qav->at10); qav->x = LittleLong(qav->x); qav->y = LittleLong(qav->y); qav->nSprite = LittleLong(qav->nSprite); for (int i = 0; i < qav->nFrames; i++) { FRAMEINFO* pFrame = &qav->frames[i]; SOUNDINFO* pSound = &pFrame->sound; pFrame->nCallbackId = LittleLong(pFrame->nCallbackId); pSound->sound = LittleLong(pSound->sound); for (int j = 0; j < 8; j++) { TILE_FRAME* pTile = &pFrame->tiles[j]; pTile->picnum = LittleLong(pTile->picnum); pTile->x = LittleLong(pTile->x); pTile->y = LittleLong(pTile->y); pTile->z = LittleLong(pTile->z); pTile->stat = LittleLong(pTile->stat); pTile->angle = LittleShort(pTile->angle); } } #endif } // 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 sequences; QAV* getQAV(int res_id) { auto p = sequences.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); auto qavdata = (QAV*)seqcache.Alloc(fr.GetLength()); fr.Read(qavdata, fr.GetLength()); sequences.Insert(res_id, qavdata); ByteSwapQAV(qavdata); return qavdata; } END_BLD_NS