raze/source/games/blood/src/preload.cpp
2023-10-01 14:06:58 +02:00

274 lines
7.4 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 "blood.h"
#include "view.h"
#include "g_input.h"
#include "precache.h"
BEGIN_BLD_NS
int nPrecacheCount;
void fxPrecache();
void gibPrecache();
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void tilePrecacheTile(FTextureID nTex, int nType, int palette)
{
int n = 1;
if (!nTex.isValid()) return;
switch (GetExtInfo(nTex).picanm.extra & 7)
{
case 0:
n = 1;
break;
case 1:
n = 5;
break;
case 2:
n = 8;
break;
case 3:
n = 2;
break;
}
while (n--)
{
markTextureForPrecache(nTex, palette);
nTex = nTex + 1 + GetExtInfo(nTex).picanm.num;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PrecacheDude(DBloodActor* actor)
{
int palette = actor->spr.pal;
DUDEINFO* pDudeInfo = getDudeInfo(actor);
seqPrecacheId(pDudeInfo->seqStartID, palette);
seqPrecacheId(pDudeInfo->seqStartID + 5, palette);
seqPrecacheId(pDudeInfo->seqStartID + 1, palette);
seqPrecacheId(pDudeInfo->seqStartID + 2, palette);
switch (actor->GetType())
{
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(DBloodActor* actor)
{
int palette = actor->spr.pal;
switch (actor->GetType()) {
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(actor->spr.spritetexture(), -1, palette);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void PreloadCache()
{
if (!r_precache) return;
int skyTile = -1;
// Fonts
precacheMap();
BloodSpriteIterator it;
while (auto actor = it.Next())
{
switch (actor->spr.statnum)
{
case kStatDude:
PrecacheDude(actor);
break;
case kStatThing:
PrecacheThing(actor);
break;
default:
tilePrecacheTile(actor->spr.spritetexture(), -1, actor->spr.pal);
break;
}
}
// Precache common SEQs
for (int i = 0; i < 100; i++)
{
seqPrecacheId(i, 0);
}
tilePrecacheTile(aTexIds[kTexWATERDRIP], -1, 0); // water drip
tilePrecacheTile(aTexIds[kTexBLOODDRIP], -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);
/* fixme: cache the composite sky. These are useless.
for (auto& sect : sector)
{
if ((sect.ceilingstat & CSTAT_SECTOR_SKY) != 0 && skyTile == -1)
skyTile = sect.ceilingtexture;
}
if (skyTile > -1 && skyTile < kMaxTiles)
{
for (int i = 1; i < gSkyCount; i++)
tilePrecacheTile(skyTile + i, 0, 0);
}
*/
WeaponPrecache();
fxPrecache();
gibPrecache();
I_GetEvent();
precacheMarkedTiles();
}
END_BLD_NS