mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 14:41:21 +00:00
738c133d05
No need to handle animations on the,game side. markTileForPrecache already handles this - now also for oscillating animations.
329 lines
8.9 KiB
C++
329 lines
8.9 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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#include "view.h"
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#include "g_input.h"
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#include "precache.h"
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BEGIN_BLD_NS
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int nPrecacheCount;
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void fxPrecache();
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void gibPrecache();
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void tilePrecacheTile(int nTile, int nType, int palette)
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{
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int n = 1;
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switch (picanm[nTile].extra & 7)
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{
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case 0:
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n = 1;
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break;
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case 1:
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n = 5;
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break;
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case 2:
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n = 8;
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break;
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case 3:
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n = 2;
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break;
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}
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while (n--)
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{
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markTileForPrecache(nTile, palette);
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nTile += 1 + picanm[nTile].num;
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}
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}
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// To do: This needs to handle the sprite palettes as well to properly precache the needed content.
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void viewPrecacheTiles()
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{
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tilePrecacheTile(2173, 0, 0);
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tilePrecacheTile(2200, 0, 0);
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tilePrecacheTile(2201, 0, 0);
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tilePrecacheTile(2202, 0, 0);
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tilePrecacheTile(2207, 0, 0);
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tilePrecacheTile(2208, 0, 0);
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tilePrecacheTile(2209, 0, 0);
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tilePrecacheTile(2229, 0, 0);
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tilePrecacheTile(2260, 0, 0);
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tilePrecacheTile(2559, 0, 0);
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tilePrecacheTile(2169, 0, 0);
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tilePrecacheTile(2578, 0, 0);
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tilePrecacheTile(2586, 0, 0);
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tilePrecacheTile(2602, 0, 0);
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for (int i = 0; i < 10; i++)
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{
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tilePrecacheTile(2190 + i, 0, 0);
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tilePrecacheTile(2230 + i, 0, 0);
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tilePrecacheTile(2240 + i, 0, 0);
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tilePrecacheTile(2250 + i, 0, 0);
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tilePrecacheTile(kSBarNumberHealth + i, 0, 0);
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tilePrecacheTile(kSBarNumberAmmo + i, 0, 0);
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tilePrecacheTile(kSBarNumberInv + i, 0, 0);
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tilePrecacheTile(kSBarNumberArmor1 + i, 0, 0);
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tilePrecacheTile(kSBarNumberArmor2 + i, 0, 0);
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tilePrecacheTile(kSBarNumberArmor3 + i, 0, 0);
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}
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/*
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for (int i = 0; i < 5; i++)
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{
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tilePrecacheTile(gPackIcons[i], 0);
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tilePrecacheTile(gPackIcons2[i].nTile, 0);
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}
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*/
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for (int i = 0; i < 6; i++)
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{
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tilePrecacheTile(2220 + i, 0, 0);
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tilePrecacheTile(2552 + i, 0, 0);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void PrecacheDude(DBloodActor* actor)
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{
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int palette = actor->spr.pal;
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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seqPrecacheId(pDudeInfo->seqStartID, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 5, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 1, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 2, palette);
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switch (actor->spr.type)
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{
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case kDudeCultistTommy:
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case kDudeCultistShotgun:
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case kDudeCultistTesla:
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case kDudeCultistTNT:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 7, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 8, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 9, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 13, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 14, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 15, palette);
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break;
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case kDudeZombieButcher:
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case kDudeGillBeast:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 7, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 8, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 9, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 10, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 11, palette);
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break;
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case kDudeGargoyleStatueFlesh:
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case kDudeGargoyleStatueStone:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette); //???
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[[fallthrough]];
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case kDudeGargoyleFlesh:
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case kDudeGargoyleStone:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 7, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 8, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 9, palette);
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break;
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case kDudePhantasm:
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case kDudeHellHound:
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case kDudeSpiderBrown:
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case kDudeSpiderRed:
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case kDudeSpiderBlack:
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case kDudeSpiderMother:
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case kDudeTchernobog:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 7, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 8, palette);
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break;
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case kDudeCerberusTwoHead:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 7, palette);
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[[fallthrough]];
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case kDudeHand:
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case kDudeBoneEel:
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case kDudeBat:
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case kDudeRat:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 7, palette);
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break;
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case kDudeCultistBeast:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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break;
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case kDudeZombieAxeBuried:
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seqPrecacheId(pDudeInfo->seqStartID + 12, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 9, palette);
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[[fallthrough]];
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case kDudeZombieAxeLaying:
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seqPrecacheId(pDudeInfo->seqStartID + 10, palette);
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[[fallthrough]];
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case kDudeZombieAxeNormal:
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seqPrecacheId(pDudeInfo->seqStartID + 6, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 7, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 8, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 11, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 13, palette);
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seqPrecacheId(pDudeInfo->seqStartID + 14, palette);
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break;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void PrecacheThing(DBloodActor* actor)
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{
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int palette = actor->spr.pal;
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switch (actor->spr.type) {
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case kThingGlassWindow: // worthless...
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case kThingFluorescent:
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seqPrecacheId(12, palette);
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break;
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case kThingSpiderWeb:
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seqPrecacheId(15, palette);
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break;
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case kThingMetalGrate:
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seqPrecacheId(21, palette);
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break;
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case kThingFlammableTree:
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seqPrecacheId(25, palette);
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seqPrecacheId(26, palette);
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break;
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case kTrapMachinegun:
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seqPrecacheId(38, palette);
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seqPrecacheId(40, palette);
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seqPrecacheId(28, palette);
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break;
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case kThingObjectGib:
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//case kThingObjectExplode: weird that only gib object is precached and this one is not
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break;
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}
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tilePrecacheTile(actor->spr.picnum, -1, palette);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void PreloadCache()
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{
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if (!r_precache) return;
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int skyTile = -1;
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// Fonts
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for (auto& sect : sector)
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{
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tilePrecacheTile(sect.floorpicnum, 0, sect.floorpal);
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tilePrecacheTile(sect.ceilingpicnum, 0, sect.ceilingpal);
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if ((sect.ceilingstat & CSTAT_SECTOR_SKY) != 0 && skyTile == -1)
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skyTile = sect.ceilingpicnum;
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}
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for (auto& wal : wall)
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{
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tilePrecacheTile(wal.picnum, 0, wal.pal);
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if (wal.overpicnum >= 0)
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tilePrecacheTile(wal.overpicnum, 0, wal.pal);
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}
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BloodSpriteIterator it;
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while (auto actor = it.Next())
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{
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switch (actor->spr.statnum)
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{
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case kStatDude:
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PrecacheDude(actor);
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break;
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case kStatThing:
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PrecacheThing(actor);
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break;
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default:
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tilePrecacheTile(actor->spr.picnum, -1, actor->spr.pal);
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break;
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}
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}
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// Precache common SEQs
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for (int i = 0; i < 100; i++)
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{
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seqPrecacheId(i, 0);
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}
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tilePrecacheTile(1147, -1, 0); // water drip
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tilePrecacheTile(1160, -1, 0); // blood drip
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// Player SEQs
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seqPrecacheId(dudeInfo[31].seqStartID + 6, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 7, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 8, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 9, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 10, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 14, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 15, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 12, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 16, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 17, 0);
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seqPrecacheId(dudeInfo[31].seqStartID + 18, 0);
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if (skyTile > -1 && skyTile < kMaxTiles)
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{
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for (int i = 1; i < gSkyCount; i++)
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tilePrecacheTile(skyTile + i, 0, 0);
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}
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WeaponPrecache();
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viewPrecacheTiles();
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fxPrecache();
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gibPrecache();
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I_GetEvent();
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precacheMarkedTiles();
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}
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END_BLD_NS
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