//------------------------------------------------------------------------- /* 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); } } void PrecacheDude(spritetype *pSprite) { int palette = pSprite->pal; DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); seqPrecacheId(pDudeInfo->seqStartID , palette); seqPrecacheId(pDudeInfo->seqStartID+5, palette); seqPrecacheId(pDudeInfo->seqStartID+1, palette); seqPrecacheId(pDudeInfo->seqStartID+2, palette); switch (pSprite->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; } } void PrecacheThing(spritetype *pSprite) { int palette = pSprite->pal; switch (pSprite->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; } tilePrecacheTile(pSprite->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); } BloodSpriteIterator it; while (auto actor = it.Next()) { spritetype *pSprite = &actor->s(); switch (pSprite->statnum) { case kStatDude: PrecacheDude(pSprite); break; case kStatThing: PrecacheThing(pSprite); break; default: tilePrecacheTile(pSprite->picnum, -1, pSprite->pal); 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