raze/source/blood/src/qav.cpp
Christoph Oelckers f327e3832a - fixed Blood's weapon drawer.
It didn't clear its custom flags and applied the wrong shade.
2020-08-19 16:56:36 +02:00

241 lines
7.9 KiB
C++

//-------------------------------------------------------------------------
/*
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, 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, 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
{
// 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, pTile->z, pTile->angle, pTile->picnum, pTile->shade + shade, palnum, stat);
}
}
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, 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, to3dview);
}
}
void QAV::Draw(int ticks, int stat, int shade, int palnum, bool to3dview)
{
Draw(x, y, ticks, stat, shade, palnum, 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<int, QAV*> 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