mirror of
https://github.com/ZDoom/Raze.git
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588f88c9cc
No GC yet, only the classes have been altered and some GC-related features been added. Full switchover will require adding GC support to all data in the game.
100 lines
2.5 KiB
C++
100 lines
2.5 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 <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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int nTileFiles = 0;
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int tileStart[256];
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int tileEnd[256];
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int hTileFile[256];
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uint8_t surfType[kMaxTiles];
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int8_t tileShade[kMaxTiles];
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short voxelIndex[kMaxTiles];
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void GameInterface::LoadGameTextures()
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{
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auto hFile = fileSystem.OpenFileReader("SURFACE.DAT");
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if (hFile.isOpen())
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{
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hFile.Read(surfType, sizeof(surfType));
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}
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hFile = fileSystem.OpenFileReader("VOXEL.DAT");
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if (hFile.isOpen())
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{
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hFile.Read(voxelIndex, sizeof(voxelIndex));
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#if WORDS_BIGENDIAN
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for (int i = 0; i < kMaxTiles; i++)
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voxelIndex[i] = LittleShort(voxelIndex[i]);
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#endif
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}
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hFile = fileSystem.OpenFileReader("SHADE.DAT");
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if (hFile.isOpen())
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{
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hFile.Read(tileShade, sizeof(tileShade));
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}
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for (int i = 0; i < kMaxTiles; i++)
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{
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if (voxelIndex[i] >= 0 && voxelIndex[i] < kMaxVoxels)
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voxreserve.Set(voxelIndex[i]);
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}
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}
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int tileGetSurfType(int hit)
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{
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return surfType[hit];
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}
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int tileGetSurfType(CollisionBase& hit)
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{
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switch (hit.type)
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{
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default:
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return 0;
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case kHitSector:
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return surfType[hit.hitSector->floorpicnum];
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case kHitWall:
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return surfType[hit.hitWall->picnum];
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case kHitSprite:
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return surfType[hit.hitActor->s().picnum];
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}
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}
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void GameInterface::SetTileProps(int tile, int surf, int vox, int shade)
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{
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if (surf != INT_MAX) surfType[tile] = surf;
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if (vox != INT_MAX) voxelIndex[tile] = vox;
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if (shade != INT_MAX) tileShade[tile] = shade;
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}
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END_BLD_NS
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