2006-05-18 01:42:50 +00:00
|
|
|
/*
|
|
|
|
** r_anim.cpp
|
|
|
|
** Routines for handling texture animation.
|
|
|
|
**
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
** Copyright 1998-2006 Randy Heit
|
|
|
|
** All rights reserved.
|
|
|
|
**
|
|
|
|
** Redistribution and use in source and binary forms, with or without
|
|
|
|
** modification, are permitted provided that the following conditions
|
|
|
|
** are met:
|
|
|
|
**
|
|
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
|
|
** notice, this list of conditions and the following disclaimer.
|
|
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
|
|
** documentation and/or other materials provided with the distribution.
|
|
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
|
|
** derived from this software without specific prior written permission.
|
|
|
|
**
|
|
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
**
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "cmdlib.h"
|
|
|
|
#include "i_system.h"
|
|
|
|
#include "r_local.h"
|
|
|
|
#include "r_sky.h"
|
|
|
|
#include "m_random.h"
|
|
|
|
#include "d_player.h"
|
|
|
|
#include "p_spec.h"
|
|
|
|
#include "sc_man.h"
|
|
|
|
#include "templates.h"
|
|
|
|
#include "w_wad.h"
|
|
|
|
|
|
|
|
// MACROS ------------------------------------------------------------------
|
|
|
|
|
|
|
|
// TYPES -------------------------------------------------------------------
|
|
|
|
|
|
|
|
//
|
|
|
|
// Animating textures and planes
|
|
|
|
//
|
|
|
|
// [RH] Expanded to work with a Hexen ANIMDEFS lump
|
|
|
|
//
|
|
|
|
|
|
|
|
struct FAnimDef
|
|
|
|
{
|
|
|
|
WORD BasePic;
|
|
|
|
WORD NumFrames;
|
|
|
|
WORD CurFrame;
|
|
|
|
BYTE AnimType;
|
|
|
|
DWORD SwitchTime; // Time to advance to next frame
|
|
|
|
struct FAnimFrame
|
|
|
|
{
|
|
|
|
DWORD SpeedMin; // Speeds are in ms, not tics
|
|
|
|
DWORD SpeedRange;
|
|
|
|
WORD FramePic;
|
|
|
|
} Frames[1];
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
ANIM_Forward,
|
|
|
|
ANIM_Backward,
|
|
|
|
ANIM_OscillateUp,
|
|
|
|
ANIM_OscillateDown,
|
|
|
|
ANIM_DiscreteFrames
|
|
|
|
};
|
|
|
|
|
|
|
|
void SetSwitchTime (DWORD mstime);
|
|
|
|
};
|
|
|
|
|
|
|
|
// This is an array of pointers to animation definitions.
|
|
|
|
// When it is destroyed, it deletes any animations it points to as well.
|
|
|
|
class AnimArray : public TArray<FAnimDef *>
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
~AnimArray();
|
|
|
|
void AddAnim (FAnimDef *anim);
|
|
|
|
void FixAnimations ();
|
|
|
|
};
|
|
|
|
|
|
|
|
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
|
|
|
|
|
|
|
|
static void R_InitAnimDefs ();
|
|
|
|
static void R_AddComplexAnim (int picnum, const TArray<FAnimDef::FAnimFrame> &frames);
|
|
|
|
static void ParseAnim (bool istex);
|
|
|
|
static void ParseRangeAnim (int picnum, int usetype, bool missing);
|
|
|
|
static void ParsePicAnim (int picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames);
|
|
|
|
static int ParseFramenum (int basepicnum, int usetype, bool allowMissing);
|
|
|
|
static void ParseTime (DWORD &min, DWORD &max);
|
|
|
|
|
|
|
|
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
|
|
|
|
|
|
|
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
|
|
|
|
|
|
|
static AnimArray Anims;
|
|
|
|
static FRandom pr_animatepictures ("AnimatePics");
|
|
|
|
|
|
|
|
// CODE --------------------------------------------------------------------
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// R_InitPicAnims
|
|
|
|
//
|
|
|
|
// [description copied from BOOM]
|
|
|
|
// Load the table of animation definitions, checking for existence of
|
|
|
|
// the start and end of each frame. If the start doesn't exist the sequence
|
|
|
|
// is skipped, if the last doesn't exist, BOOM exits.
|
|
|
|
//
|
|
|
|
// Wall/Flat animation sequences, defined by name of first and last frame,
|
|
|
|
// The full animation sequence is given using all lumps between the start
|
|
|
|
// and end entry, in the order found in the WAD file.
|
|
|
|
//
|
|
|
|
// This routine modified to read its data from a predefined lump or
|
|
|
|
// PWAD lump called ANIMATED rather than a static table in this module to
|
|
|
|
// allow wad designers to insert or modify animation sequences.
|
|
|
|
//
|
|
|
|
// Lump format is an array of byte packed animdef_t structures, terminated
|
|
|
|
// by a structure with istexture == -1. The lump can be generated from a
|
|
|
|
// text source file using SWANTBLS.EXE, distributed with the BOOM utils.
|
|
|
|
// The standard list of switches and animations is contained in the example
|
|
|
|
// source text file DEFSWANI.DAT also in the BOOM util distribution.
|
|
|
|
//
|
|
|
|
// [RH] Rewritten to support BOOM ANIMATED lump but also make absolutely
|
|
|
|
// no assumptions about how the compiler packs the animdefs array.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void R_InitPicAnims (void)
|
|
|
|
{
|
|
|
|
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
|
|
|
|
|
|
|
if (Wads.CheckNumForName ("ANIMATED") != -1)
|
|
|
|
{
|
|
|
|
FMemLump animatedlump = Wads.ReadLump ("ANIMATED");
|
|
|
|
const char *animdefs = (const char *)animatedlump.GetMem();
|
|
|
|
const char *anim_p;
|
|
|
|
int pic1, pic2;
|
|
|
|
int animtype;
|
|
|
|
DWORD animspeed;
|
|
|
|
|
|
|
|
// Init animation
|
|
|
|
animtype = FAnimDef::ANIM_Forward;
|
|
|
|
|
|
|
|
for (anim_p = animdefs; *anim_p != -1; anim_p += 23)
|
|
|
|
{
|
|
|
|
if (*anim_p /* .istexture */ & 1)
|
|
|
|
{
|
|
|
|
// different episode ?
|
|
|
|
if ((pic1 = TexMan.CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Wall, texflags)) == -1 ||
|
|
|
|
(pic2 = TexMan.CheckForTexture (anim_p + 1 /* .endname */, FTexture::TEX_Wall, texflags)) == -1)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// [RH] Bit 1 set means allow decals on walls with this texture
|
|
|
|
TexMan[pic2]->bNoDecals = TexMan[pic1]->bNoDecals = !(*anim_p & 2);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ((pic1 = TexMan.CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Flat, texflags)) == -1 ||
|
|
|
|
(pic2 = TexMan.CheckForTexture (anim_p + 1 /* .startname */, FTexture::TEX_Flat, texflags)) == -1)
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (pic1 == pic2)
|
|
|
|
{
|
|
|
|
// This animation only has one frame. Skip it. (Doom aborted instead.)
|
|
|
|
Printf ("Animation %s in ANIMATED has only one frame", anim_p + 10);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
// [RH] Allow for backward animations as well as forward.
|
|
|
|
if (pic1 > pic2)
|
|
|
|
{
|
|
|
|
swap (pic1, pic2);
|
|
|
|
animtype = FAnimDef::ANIM_Backward;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Speed is stored as tics, but we want ms so scale accordingly.
|
|
|
|
animspeed = /* .speed */
|
|
|
|
Scale ((anim_p[19] << 0) |
|
|
|
|
(anim_p[20] << 8) |
|
|
|
|
(anim_p[21] << 16) |
|
|
|
|
(anim_p[22] << 24), 1000, 35);
|
|
|
|
|
|
|
|
R_AddSimpleAnim (pic1, pic2 - pic1 + 1, animtype, animspeed);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// [RH] Load any ANIMDEFS lumps
|
|
|
|
R_InitAnimDefs ();
|
|
|
|
Anims.FixAnimations ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// R_AddSimpleAnim
|
|
|
|
//
|
|
|
|
// Creates an animation with simple characteristics. This is used for
|
|
|
|
// original Doom (non-ANIMDEFS-style) animations and Build animations.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void R_AddSimpleAnim (int picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange)
|
|
|
|
{
|
|
|
|
FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
|
|
|
|
anim->CurFrame = 0;
|
|
|
|
anim->BasePic = picnum;
|
|
|
|
anim->NumFrames = animcount;
|
|
|
|
anim->AnimType = animtype;
|
|
|
|
anim->SwitchTime = 0;
|
|
|
|
anim->Frames[0].SpeedMin = speedmin;
|
|
|
|
anim->Frames[0].SpeedRange = speedrange;
|
|
|
|
anim->Frames[0].FramePic = anim->BasePic;
|
|
|
|
Anims.AddAnim (anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// R_AddComplexAnim
|
|
|
|
//
|
|
|
|
// Creates an animation with individually defined frames.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void R_AddComplexAnim (int picnum, const TArray<FAnimDef::FAnimFrame> &frames)
|
|
|
|
{
|
|
|
|
FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef) + (frames.Size()-1) * sizeof(frames[0]));
|
|
|
|
anim->BasePic = picnum;
|
|
|
|
anim->NumFrames = frames.Size();
|
|
|
|
anim->CurFrame = 0;
|
|
|
|
anim->AnimType = FAnimDef::ANIM_DiscreteFrames;
|
|
|
|
anim->SwitchTime = 0;
|
|
|
|
memcpy (&anim->Frames[0], &frames[0], frames.Size() * sizeof(frames[0]));
|
|
|
|
Anims.AddAnim (anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// R_InitAnimDefs
|
|
|
|
//
|
|
|
|
// This uses a Hexen ANIMDEFS lump to define the animation sequences
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void R_InitAnimDefs ()
|
|
|
|
{
|
|
|
|
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
|
|
|
int lump, lastlump = 0;
|
|
|
|
|
|
|
|
while ((lump = Wads.FindLump ("ANIMDEFS", &lastlump)) != -1)
|
|
|
|
{
|
|
|
|
SC_OpenLumpNum (lump, "ANIMDEFS");
|
|
|
|
|
|
|
|
while (SC_GetString ())
|
|
|
|
{
|
|
|
|
if (SC_Compare ("flat"))
|
|
|
|
{
|
|
|
|
ParseAnim (false);
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("texture"))
|
|
|
|
{
|
|
|
|
ParseAnim (true);
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("switch"))
|
|
|
|
{
|
|
|
|
P_ProcessSwitchDef ();
|
|
|
|
}
|
|
|
|
// [GRB] Added warping type 2
|
|
|
|
else if (SC_Compare ("warp") || SC_Compare ("warp2"))
|
|
|
|
{
|
|
|
|
bool isflat = false;
|
|
|
|
BOOL type2 = SC_Compare ("warp2"); // [GRB]
|
|
|
|
SC_MustGetString ();
|
|
|
|
if (SC_Compare ("flat"))
|
|
|
|
{
|
|
|
|
isflat = true;
|
|
|
|
SC_MustGetString ();
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("texture"))
|
|
|
|
{
|
|
|
|
isflat = false;
|
|
|
|
SC_MustGetString ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_ScriptError (NULL);
|
|
|
|
}
|
|
|
|
int picnum = TexMan.CheckForTexture (sc_String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags);
|
|
|
|
if (picnum != -1)
|
|
|
|
{
|
|
|
|
FTexture * warper = TexMan[picnum];
|
|
|
|
|
|
|
|
// don't warp a texture more than once
|
|
|
|
if (!warper->bWarped)
|
|
|
|
{
|
|
|
|
if (type2) // [GRB]
|
|
|
|
warper = new FWarp2Texture (warper);
|
|
|
|
else
|
|
|
|
warper = new FWarpTexture (warper);
|
|
|
|
TexMan.ReplaceTexture (picnum, warper, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
// No decals on warping textures, by default.
|
|
|
|
// Warping information is taken from the last warp
|
|
|
|
// definition for this texture.
|
|
|
|
warper->bNoDecals = true;
|
|
|
|
if (SC_GetString ())
|
|
|
|
{
|
|
|
|
if (SC_Compare ("allowdecals"))
|
|
|
|
{
|
|
|
|
warper->bNoDecals = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_UnGet ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("cameratexture"))
|
|
|
|
{
|
|
|
|
int width, height;
|
|
|
|
int fitwidth, fitheight;
|
|
|
|
FString picname;
|
|
|
|
|
|
|
|
SC_MustGetString ();
|
|
|
|
picname = sc_String;
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
width = sc_Number;
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
height = sc_Number;
|
|
|
|
int picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Flat, texflags);
|
|
|
|
FTexture *viewer = new FCanvasTexture (picname, width, height);
|
|
|
|
if (picnum != -1)
|
|
|
|
{
|
|
|
|
FTexture *oldtex = TexMan[picnum];
|
|
|
|
fitwidth = DivScale3 (oldtex->GetWidth (), oldtex->ScaleX ? oldtex->ScaleX : 8);
|
|
|
|
fitheight = DivScale3 (oldtex->GetHeight (), oldtex->ScaleY ? oldtex->ScaleY : 8);
|
|
|
|
viewer->UseType = oldtex->UseType;
|
|
|
|
TexMan.ReplaceTexture (picnum, viewer, true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
fitwidth = width;
|
|
|
|
fitheight = height;
|
|
|
|
// [GRB] No need for oldtex
|
|
|
|
viewer->UseType = FTexture::TEX_Wall;
|
|
|
|
TexMan.AddTexture (viewer);
|
|
|
|
}
|
|
|
|
if (SC_GetString())
|
|
|
|
{
|
|
|
|
if (SC_Compare ("fit"))
|
|
|
|
{
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
fitwidth = sc_Number;
|
|
|
|
SC_MustGetNumber ();
|
|
|
|
fitheight = sc_Number;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_UnGet ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
viewer->ScaleX = width * 8 / fitwidth;
|
|
|
|
viewer->ScaleY = height * 8 / fitheight;
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("animatedDoor"))
|
|
|
|
{
|
|
|
|
P_ParseAnimatedDoor ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_ScriptError (NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
SC_Close ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ParseAnim
|
|
|
|
//
|
|
|
|
// Parse a single animation definition out of an ANIMDEFS lump and
|
|
|
|
// create the corresponding animation structure.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void ParseAnim (bool istex)
|
|
|
|
{
|
|
|
|
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
|
|
|
TArray<FAnimDef::FAnimFrame> frames (32);
|
|
|
|
int picnum;
|
|
|
|
int usetype;
|
|
|
|
int defined = 0;
|
|
|
|
bool optional = false, missing = false;
|
|
|
|
|
|
|
|
usetype = istex ? FTexture::TEX_Wall : FTexture::TEX_Flat;
|
|
|
|
|
|
|
|
SC_MustGetString ();
|
|
|
|
if (SC_Compare ("optional"))
|
|
|
|
{
|
|
|
|
optional = true;
|
|
|
|
SC_MustGetString ();
|
|
|
|
}
|
|
|
|
picnum = TexMan.CheckForTexture (sc_String, usetype, texflags);
|
|
|
|
|
|
|
|
if (picnum < 0)
|
|
|
|
{
|
|
|
|
if (optional)
|
|
|
|
{
|
|
|
|
missing = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf (PRINT_BOLD, "ANIMDEFS: Can't find %s\n", sc_String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// no decals on animating textures, by default
|
|
|
|
if (picnum >= 0)
|
|
|
|
{
|
|
|
|
TexMan[picnum]->bNoDecals = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
while (SC_GetString ())
|
|
|
|
{
|
|
|
|
if (SC_Compare ("allowdecals"))
|
|
|
|
{
|
|
|
|
if (picnum >= 0)
|
|
|
|
{
|
|
|
|
TexMan[picnum]->bNoDecals = false;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("range"))
|
|
|
|
{
|
|
|
|
if (defined == 2)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("You cannot use \"pic\" and \"range\" together in a single animation.");
|
|
|
|
}
|
|
|
|
if (defined == 1)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("You can only use one \"range\" per animation.");
|
|
|
|
}
|
|
|
|
defined = 1;
|
|
|
|
ParseRangeAnim (picnum, usetype, missing);
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("pic"))
|
|
|
|
{
|
|
|
|
if (defined == 1)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("You cannot use \"pic\" and \"range\" together in a single animation.");
|
|
|
|
}
|
|
|
|
defined = 2;
|
|
|
|
ParsePicAnim (picnum, usetype, missing, frames);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_UnGet ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If base pic is not present, don't add this anim
|
|
|
|
// ParseRangeAnim adds the anim itself, but ParsePicAnim does not.
|
|
|
|
if (picnum >= 0 && defined == 2)
|
|
|
|
{
|
|
|
|
if (frames.Size() < 2)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Animation needs at least 2 frames");
|
|
|
|
}
|
|
|
|
R_AddComplexAnim (picnum, frames);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ParseRangeAnim
|
|
|
|
//
|
|
|
|
// Parse an animation defined using "range". Not that one range entry is
|
|
|
|
// enough to define a complete animation, unlike "pic".
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void ParseRangeAnim (int picnum, int usetype, bool missing)
|
|
|
|
{
|
|
|
|
int type, framenum;
|
|
|
|
DWORD min, max;
|
|
|
|
|
|
|
|
type = FAnimDef::ANIM_Forward;
|
|
|
|
framenum = ParseFramenum (picnum, usetype, missing);
|
|
|
|
ParseTime (min, max);
|
|
|
|
|
|
|
|
if (framenum == picnum || picnum < 0)
|
|
|
|
{
|
|
|
|
return; // Animation is only one frame or does not exist
|
|
|
|
}
|
|
|
|
if (framenum < picnum)
|
|
|
|
{
|
|
|
|
type = FAnimDef::ANIM_Backward;
|
|
|
|
TexMan[framenum]->bNoDecals = TexMan[picnum]->bNoDecals;
|
|
|
|
swap (framenum, picnum);
|
|
|
|
}
|
|
|
|
if (SC_GetString())
|
|
|
|
{
|
|
|
|
if (SC_Compare ("Oscillate"))
|
|
|
|
{
|
|
|
|
type = type == FAnimDef::ANIM_Forward ? FAnimDef::ANIM_OscillateUp : FAnimDef::ANIM_OscillateDown;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_UnGet ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
R_AddSimpleAnim (picnum, framenum - picnum + 1, type, min, max - min);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ParsePicAnim
|
|
|
|
//
|
|
|
|
// Parse a single frame from ANIMDEFS defined using "pic".
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void ParsePicAnim (int picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames)
|
|
|
|
{
|
|
|
|
int framenum;
|
|
|
|
DWORD min, max;
|
|
|
|
|
|
|
|
framenum = ParseFramenum (picnum, usetype, missing);
|
|
|
|
ParseTime (min, max);
|
|
|
|
|
|
|
|
if (picnum >= 0)
|
|
|
|
{
|
|
|
|
FAnimDef::FAnimFrame frame;
|
|
|
|
|
|
|
|
frame.SpeedMin = min;
|
|
|
|
frame.SpeedRange = max - min;
|
|
|
|
frame.FramePic = framenum;
|
|
|
|
frames.Push (frame);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ParseFramenum
|
|
|
|
//
|
|
|
|
// Reads a frame's texture from ANIMDEFS. It can either be an integral
|
|
|
|
// offset from basepicnum or a specific texture name.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static int ParseFramenum (int basepicnum, int usetype, bool allowMissing)
|
|
|
|
{
|
|
|
|
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
|
|
|
int framenum;
|
|
|
|
|
|
|
|
SC_MustGetString ();
|
|
|
|
if (IsNum (sc_String))
|
|
|
|
{
|
|
|
|
framenum = basepicnum + atoi(sc_String) - 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
framenum = TexMan.CheckForTexture (sc_String, usetype, texflags);
|
|
|
|
if (framenum < 0 && !allowMissing)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Unknown texture %s", sc_String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return framenum;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ParseTime
|
|
|
|
//
|
|
|
|
// Reads a tics or rand time definition from ANIMDEFS.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void ParseTime (DWORD &min, DWORD &max)
|
|
|
|
{
|
|
|
|
SC_MustGetString ();
|
|
|
|
if (SC_Compare ("tics"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
min = max = DWORD(sc_Float * 1000 / 35);
|
|
|
|
}
|
|
|
|
else if (SC_Compare ("rand"))
|
|
|
|
{
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
min = DWORD(sc_Float * 1000 / 35);
|
|
|
|
SC_MustGetFloat ();
|
|
|
|
max = DWORD(sc_Float * 1000 / 35);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Must specify a duration for animation frame");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// AnimArray :: ~AnimArray
|
|
|
|
//
|
|
|
|
// Frees all animations held in this array before freeing the array.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
AnimArray::~AnimArray()
|
|
|
|
{
|
|
|
|
for (unsigned i = 0; i < Size(); i++)
|
|
|
|
{
|
|
|
|
if ((*this)[i] != NULL)
|
|
|
|
{
|
|
|
|
free ((*this)[i]);
|
|
|
|
(*this)[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// AnimArray :: AddAnim
|
|
|
|
//
|
|
|
|
// Adds a new animation to the array. If one with the same basepic as the
|
|
|
|
// new one already exists, it is replaced.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void AnimArray::AddAnim (FAnimDef *anim)
|
|
|
|
{
|
|
|
|
// Search for existing duplicate.
|
|
|
|
for (unsigned int i = 0; i < Anims.Size(); ++i)
|
|
|
|
{
|
|
|
|
if ((*this)[i]->BasePic == anim->BasePic)
|
|
|
|
{
|
|
|
|
// Found one!
|
|
|
|
free ((*this)[i]);
|
|
|
|
(*this)[i] = anim;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Didn't find one, so add it at the end.
|
|
|
|
Push (anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// AnimArray :: FixAnimations
|
|
|
|
//
|
|
|
|
// Copy the "front sky" flag from an animated texture to the rest
|
|
|
|
// of the textures in the animation, and make every texture in an
|
|
|
|
// animation range use the same setting for bNoDecals.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void AnimArray::FixAnimations ()
|
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
int j;
|
|
|
|
|
|
|
|
for (i = 0; i < Size(); ++i)
|
|
|
|
{
|
|
|
|
FAnimDef *anim = operator[] (i);
|
|
|
|
if (anim->AnimType == FAnimDef::ANIM_DiscreteFrames)
|
|
|
|
{
|
|
|
|
if (TexMan[anim->BasePic]->bNoRemap0)
|
|
|
|
{
|
|
|
|
for (j = 0; j < anim->NumFrames; ++j)
|
|
|
|
{
|
|
|
|
TexMan[anim->Frames[j].FramePic]->SetFrontSkyLayer ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bool nodecals;
|
|
|
|
bool noremap = false;
|
|
|
|
const char *name;
|
|
|
|
|
|
|
|
name = TexMan[anim->BasePic]->Name;
|
|
|
|
nodecals = TexMan[anim->BasePic]->bNoDecals;
|
|
|
|
for (j = 0; j < anim->NumFrames; ++j)
|
|
|
|
{
|
|
|
|
FTexture *tex = TexMan[anim->BasePic + j];
|
|
|
|
noremap |= tex->bNoRemap0;
|
|
|
|
tex->bNoDecals = nodecals;
|
|
|
|
}
|
|
|
|
if (noremap)
|
|
|
|
{
|
|
|
|
for (j = 0; j < anim->NumFrames; ++j)
|
|
|
|
{
|
|
|
|
TexMan[anim->BasePic + j]->SetFrontSkyLayer ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FAnimDef :: SetSwitchTime
|
|
|
|
//
|
|
|
|
// Determines when to switch to the next frame.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FAnimDef::SetSwitchTime (DWORD mstime)
|
|
|
|
{
|
|
|
|
int speedframe = (AnimType == FAnimDef::ANIM_DiscreteFrames) ? CurFrame : 0;
|
|
|
|
|
|
|
|
SwitchTime = mstime + Frames[speedframe].SpeedMin;
|
|
|
|
if (Frames[speedframe].SpeedRange != 0)
|
|
|
|
{
|
|
|
|
SwitchTime += pr_animatepictures(Frames[speedframe].SpeedRange);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// R_UpdateAnimations
|
|
|
|
//
|
|
|
|
// Updates texture translations for each animation and scrolls the skies.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void R_UpdateAnimations (DWORD mstime)
|
|
|
|
{
|
|
|
|
for (unsigned int j = 0; j < Anims.Size(); ++j)
|
|
|
|
{
|
|
|
|
FAnimDef *anim = Anims[j];
|
|
|
|
|
|
|
|
// If this is the first time through R_UpdateAnimations, just
|
|
|
|
// initialize the anim's switch time without actually animating.
|
|
|
|
if (anim->SwitchTime == 0)
|
|
|
|
{
|
|
|
|
anim->SetSwitchTime (mstime);
|
|
|
|
}
|
|
|
|
else while (anim->SwitchTime <= mstime)
|
|
|
|
{ // Multiple frames may have passed since the last time calling
|
|
|
|
// R_UpdateAnimations, so be sure to loop through them all.
|
|
|
|
|
|
|
|
switch (anim->AnimType)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
case FAnimDef::ANIM_Forward:
|
|
|
|
case FAnimDef::ANIM_DiscreteFrames:
|
|
|
|
anim->CurFrame = (anim->CurFrame + 1) % anim->NumFrames;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case FAnimDef::ANIM_Backward:
|
|
|
|
if (anim->CurFrame == 0)
|
|
|
|
{
|
|
|
|
anim->CurFrame = anim->NumFrames - 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
anim->CurFrame -= 1;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case FAnimDef::ANIM_OscillateUp:
|
|
|
|
anim->CurFrame = anim->CurFrame + 1;
|
|
|
|
if (anim->CurFrame >= anim->NumFrames - 1)
|
|
|
|
{
|
|
|
|
anim->AnimType = FAnimDef::ANIM_OscillateDown;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case FAnimDef::ANIM_OscillateDown:
|
|
|
|
anim->CurFrame = anim->CurFrame - 1;
|
|
|
|
if (anim->CurFrame == 0)
|
|
|
|
{
|
|
|
|
anim->AnimType = FAnimDef::ANIM_OscillateUp;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
anim->SetSwitchTime (mstime);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (anim->AnimType == FAnimDef::ANIM_DiscreteFrames)
|
|
|
|
{
|
|
|
|
TexMan.SetTranslation (anim->BasePic, anim->Frames[anim->CurFrame].FramePic);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < anim->NumFrames; i++)
|
|
|
|
{
|
|
|
|
TexMan.SetTranslation (anim->BasePic + i, anim->BasePic + (i + anim->CurFrame) % anim->NumFrames);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Scroll the sky
|
|
|
|
double ms = mstime * FRACUNIT;
|
2006-05-20 01:34:31 +00:00
|
|
|
sky1pos = fixed_t(fmod (ms * level.skyspeed1, double(TexMan[sky1texture]->GetWidth() << FRACBITS)));
|
|
|
|
sky2pos = fixed_t(fmod (ms * level.skyspeed2, double(TexMan[sky2texture]->GetWidth() << FRACBITS)));
|
2006-05-18 01:42:50 +00:00
|
|
|
}
|