mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
- allow oscillating for discretely defined animations as well, not just for ranged ones.
- add random animations.
This commit is contained in:
parent
502120e78f
commit
ffbcda206c
2 changed files with 61 additions and 33 deletions
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@ -68,7 +68,7 @@ static FRandom pr_animatepictures ("AnimatePics");
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//
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//==========================================================================
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void FTextureManager::AddAnim (FAnimDef *anim)
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FAnimDef *FTextureManager::AddAnim (FAnimDef *anim)
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{
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// Search for existing duplicate.
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for (unsigned int i = 0; i < mAnimations.Size(); ++i)
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@ -78,11 +78,12 @@ void FTextureManager::AddAnim (FAnimDef *anim)
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// Found one!
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free (mAnimations[i]);
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mAnimations[i] = anim;
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return;
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return anim;
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}
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}
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// Didn't find one, so add it at the end.
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mAnimations.Push (anim);
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return anim;
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}
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//==========================================================================
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@ -94,7 +95,7 @@ void FTextureManager::AddAnim (FAnimDef *anim)
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//
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//==========================================================================
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void FTextureManager::AddSimpleAnim (FTextureID picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange)
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FAnimDef *FTextureManager::AddSimpleAnim (FTextureID picnum, int animcount, DWORD speedmin, DWORD speedrange)
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{
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if (AreTexturesCompatible(picnum, picnum + (animcount - 1)))
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{
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@ -102,13 +103,15 @@ void FTextureManager::AddSimpleAnim (FTextureID picnum, int animcount, int animt
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anim->CurFrame = 0;
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anim->BasePic = picnum;
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anim->NumFrames = animcount;
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anim->AnimType = animtype;
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anim->AnimType = FAnimDef::ANIM_Forward;
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anim->bDiscrete = false;
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anim->SwitchTime = 0;
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anim->Frames[0].SpeedMin = speedmin;
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anim->Frames[0].SpeedRange = speedrange;
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anim->Frames[0].FramePic = anim->BasePic;
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AddAnim (anim);
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return AddAnim (anim);
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}
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return NULL;
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}
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//==========================================================================
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@ -119,16 +122,17 @@ void FTextureManager::AddSimpleAnim (FTextureID picnum, int animcount, int animt
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//
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//==========================================================================
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void FTextureManager::AddComplexAnim (FTextureID picnum, const TArray<FAnimDef::FAnimFrame> &frames)
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FAnimDef *FTextureManager::AddComplexAnim (FTextureID picnum, const TArray<FAnimDef::FAnimFrame> &frames)
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{
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FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef) + (frames.Size()-1) * sizeof(frames[0]));
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anim->BasePic = picnum;
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anim->NumFrames = frames.Size();
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anim->CurFrame = 0;
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anim->AnimType = FAnimDef::ANIM_DiscreteFrames;
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anim->AnimType = FAnimDef::ANIM_Forward;
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anim->bDiscrete = true;
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anim->SwitchTime = 0;
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memcpy (&anim->Frames[0], &frames[0], frames.Size() * sizeof(frames[0]));
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AddAnim (anim);
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return AddAnim (anim);
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}
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//==========================================================================
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@ -333,6 +337,8 @@ void FTextureManager::ParseAnim (FScanner &sc, int usetype)
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FTextureID picnum;
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int defined = 0;
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bool optional = false, missing = false;
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FAnimDef *ani = NULL;
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BYTE type = FAnimDef::ANIM_Forward;
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sc.MustGetString ();
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if (sc.Compare ("optional"))
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@ -370,6 +376,22 @@ void FTextureManager::ParseAnim (FScanner &sc, int usetype)
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}
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continue;
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}
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else if (sc.Compare ("Oscillate"))
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{
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if (type == FAnimDef::ANIM_Random)
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{
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sc.ScriptError ("You cannot use \"random\" and \"oscillate\" together in a single animation.");
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}
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type = FAnimDef::ANIM_OscillateUp;
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}
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else if (sc.Compare("Random"))
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{
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if (type == FAnimDef::ANIM_OscillateUp)
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{
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sc.ScriptError ("You cannot use \"random\" and \"oscillate\" together in a single animation.");
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}
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type = FAnimDef::ANIM_Random;
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}
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else if (sc.Compare ("range"))
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{
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if (defined == 2)
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@ -381,7 +403,7 @@ void FTextureManager::ParseAnim (FScanner &sc, int usetype)
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sc.ScriptError ("You can only use one \"range\" per animation.");
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}
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defined = 1;
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ParseRangeAnim (sc, picnum, usetype, missing);
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ani = ParseRangeAnim (sc, picnum, usetype, missing);
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}
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else if (sc.Compare ("pic"))
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{
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@ -407,7 +429,12 @@ void FTextureManager::ParseAnim (FScanner &sc, int usetype)
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{
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sc.ScriptError ("Animation needs at least 2 frames");
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}
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AddComplexAnim (picnum, frames);
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ani = AddComplexAnim (picnum, frames);
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}
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if (ani != NULL && type != FAnimDef::ANIM_Forward)
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{
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if (ani->AnimType == FAnimDef::ANIM_Backward && type == FAnimDef::ANIM_OscillateUp) ani->AnimType = FAnimDef::ANIM_OscillateDown;
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else ani->AnimType = type;
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}
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}
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@ -420,7 +447,7 @@ void FTextureManager::ParseAnim (FScanner &sc, int usetype)
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//
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//==========================================================================
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void FTextureManager::ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing)
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FAnimDef *FTextureManager::ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing)
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{
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int type;
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FTextureID framenum;
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@ -432,7 +459,7 @@ void FTextureManager::ParseRangeAnim (FScanner &sc, FTextureID picnum, int usety
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if (framenum == picnum || !picnum.Exists())
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{
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return; // Animation is only one frame or does not exist
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return NULL; // Animation is only one frame or does not exist
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}
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if (framenum < picnum)
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{
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@ -440,18 +467,9 @@ void FTextureManager::ParseRangeAnim (FScanner &sc, FTextureID picnum, int usety
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Texture(framenum)->bNoDecals = Texture(picnum)->bNoDecals;
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swapvalues (framenum, picnum);
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}
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if (sc.GetString())
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{
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if (sc.Compare ("Oscillate"))
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{
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type = type == FAnimDef::ANIM_Forward ? FAnimDef::ANIM_OscillateUp : FAnimDef::ANIM_OscillateDown;
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}
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else
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{
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sc.UnGet ();
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}
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}
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AddSimpleAnim (picnum, framenum - picnum + 1, type, min, max - min);
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FAnimDef *ani = AddSimpleAnim (picnum, framenum - picnum + 1, min, max - min);
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ani->AnimType = type;
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return ani;
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}
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//==========================================================================
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@ -691,7 +709,7 @@ void FTextureManager::FixAnimations ()
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for (i = 0; i < mAnimations.Size(); ++i)
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{
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FAnimDef *anim = mAnimations[i];
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if (anim->AnimType == FAnimDef::ANIM_DiscreteFrames)
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if (anim->bDiscrete)
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{
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if (Texture(anim->BasePic)->bNoRemap0)
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{
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@ -830,7 +848,7 @@ FDoorAnimation *FTextureManager::FindAnimatedDoor (FTextureID picnum)
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void FAnimDef::SetSwitchTime (DWORD mstime)
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{
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int speedframe = (AnimType == FAnimDef::ANIM_DiscreteFrames) ? CurFrame : 0;
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int speedframe = bDiscrete ? CurFrame : 0;
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SwitchTime = mstime + Frames[speedframe].SpeedMin;
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if (Frames[speedframe].SpeedRange != 0)
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@ -889,7 +907,6 @@ void FTextureManager::UpdateAnimations (DWORD mstime)
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{
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default:
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case FAnimDef::ANIM_Forward:
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case FAnimDef::ANIM_DiscreteFrames:
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anim->CurFrame = (anim->CurFrame + 1) % anim->NumFrames;
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break;
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@ -904,6 +921,16 @@ void FTextureManager::UpdateAnimations (DWORD mstime)
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}
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break;
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case FAnimDef::ANIM_Random:
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// select a random frame other than the current one
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if (anim->NumFrames > 1)
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{
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WORD rndFrame = (WORD)pr_animatepictures(anim->NumFrames - 1);
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if (rndFrame >= anim->CurFrame) rndFrame++;
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anim->CurFrame = rndFrame;
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}
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break;
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case FAnimDef::ANIM_OscillateUp:
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anim->CurFrame = anim->CurFrame + 1;
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if (anim->CurFrame >= anim->NumFrames - 1)
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@ -923,7 +950,7 @@ void FTextureManager::UpdateAnimations (DWORD mstime)
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anim->SetSwitchTime (mstime);
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}
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if (anim->AnimType == FAnimDef::ANIM_DiscreteFrames)
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if (anim->bDiscrete)
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{
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SetTranslation (anim->BasePic, anim->Frames[anim->CurFrame].FramePic);
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}
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@ -64,6 +64,7 @@ struct FAnimDef
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WORD NumFrames;
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WORD CurFrame;
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BYTE AnimType;
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bool bDiscrete; // taken out of AnimType to have better control
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DWORD SwitchTime; // Time to advance to next frame
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struct FAnimFrame
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{
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@ -77,7 +78,7 @@ struct FAnimDef
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ANIM_Backward,
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ANIM_OscillateUp,
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ANIM_OscillateDown,
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ANIM_DiscreteFrames
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ANIM_Random
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};
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void SetSwitchTime (DWORD mstime);
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@ -423,14 +424,14 @@ private:
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void InitBuildTiles ();
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// Animation stuff
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void AddAnim (FAnimDef *anim);
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FAnimDef *AddAnim (FAnimDef *anim);
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void FixAnimations ();
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void InitAnimated ();
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void InitAnimDefs ();
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void AddSimpleAnim (FTextureID picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange=0);
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void AddComplexAnim (FTextureID picnum, const TArray<FAnimDef::FAnimFrame> &frames);
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FAnimDef *AddSimpleAnim (FTextureID picnum, int animcount, DWORD speedmin, DWORD speedrange=0);
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FAnimDef *AddComplexAnim (FTextureID picnum, const TArray<FAnimDef::FAnimFrame> &frames);
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void ParseAnim (FScanner &sc, int usetype);
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void ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing);
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FAnimDef *ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing);
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void ParsePicAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames);
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void ParseWarp(FScanner &sc);
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void ParseCameraTexture(FScanner &sc);
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