mirror of
https://github.com/ZDoom/gzdoom-gles.git
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400 lines
10 KiB
C++
400 lines
10 KiB
C++
/*
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** p_switch.cpp
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** Switch and button maintenance and animation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "textures/textures.h"
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#include "doomdef.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "gi.h"
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#include "farchive.h"
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static int SortSwitchDefs (const void *a, const void *b)
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{
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return (*(FSwitchDef **)a)->PreTexture - (*(FSwitchDef **)b)->PreTexture;
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}
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//==========================================================================
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//
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// P_InitSwitchList
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// Only called at game initialization.
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//
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// [RH] Rewritten to use a BOOM-style SWITCHES lump and remove the
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// MAXSWITCHES limit.
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//
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//==========================================================================
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void FTextureManager::InitSwitchList ()
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{
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const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
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int lump = Wads.CheckNumForName ("SWITCHES");
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if (lump != -1)
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{
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FMemLump lumpdata = Wads.ReadLump (lump);
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const char *alphSwitchList = (const char *)lumpdata.GetMem();
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const char *list_p;
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FSwitchDef *def1, *def2;
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for (list_p = alphSwitchList; list_p[18] || list_p[19]; list_p += 20)
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{
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// [RH] Check for switches that aren't really switches
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if (stricmp (list_p, list_p+9) == 0)
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{
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Printf ("Switch %s in SWITCHES has the same 'on' state\n", list_p);
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continue;
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}
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// [RH] Skip this switch if its textures can't be found.
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if (CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags).Exists() &&
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CheckForTexture (list_p + 9 /* .name2 */, FTexture::TEX_Wall, texflags).Exists())
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{
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def1 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
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def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
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def1->PreTexture = def2->frames[0].Texture = CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags);
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def2->PreTexture = def1->frames[0].Texture = CheckForTexture (list_p + 9, FTexture::TEX_Wall, texflags);
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def1->Sound = def2->Sound = 0;
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def1->NumFrames = def2->NumFrames = 1;
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def1->frames[0].TimeMin = def2->frames[0].TimeMin = 0;
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def1->frames[0].TimeRnd = def2->frames[0].TimeRnd = 0;
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AddSwitchPair(def1, def2);
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}
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}
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}
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mSwitchDefs.ShrinkToFit ();
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qsort (&mSwitchDefs[0], mSwitchDefs.Size(), sizeof(FSwitchDef *), SortSwitchDefs);
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}
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//==========================================================================
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//
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// Parse a switch block in ANIMDEFS and add the definitions to mSwitchDefs
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//
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//==========================================================================
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void FTextureManager::ProcessSwitchDef (FScanner &sc)
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{
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const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
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FString picname;
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FSwitchDef *def1, *def2;
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FTextureID picnum;
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int gametype;
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bool quest = false;
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def1 = def2 = NULL;
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sc.MustGetString ();
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if (sc.Compare ("doom"))
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{
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gametype = GAME_DoomChex;
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sc.CheckNumber(); // skip the gamemission filter
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}
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else if (sc.Compare ("heretic"))
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{
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gametype = GAME_Heretic;
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}
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else if (sc.Compare ("hexen"))
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{
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gametype = GAME_Hexen;
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}
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else if (sc.Compare ("strife"))
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{
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gametype = GAME_Strife;
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}
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else if (sc.Compare ("any"))
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{
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gametype = GAME_Any;
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}
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else
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{
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// There is no game specified; just treat as any
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//max = 240;
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gametype = GAME_Any;
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sc.UnGet ();
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}
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sc.MustGetString ();
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picnum = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
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picname = sc.String;
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while (sc.GetString ())
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{
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if (sc.Compare ("quest"))
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{
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quest = true;
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}
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else if (sc.Compare ("on"))
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{
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if (def1 != NULL)
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{
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sc.ScriptError ("Switch already has an on state");
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}
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def1 = ParseSwitchDef (sc, !picnum.Exists());
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}
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else if (sc.Compare ("off"))
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{
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if (def2 != NULL)
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{
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sc.ScriptError ("Switch already has an off state");
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}
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def2 = ParseSwitchDef (sc, !picnum.Exists());
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}
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else
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{
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sc.UnGet ();
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break;
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}
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}
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if (def1 == NULL || !picnum.Exists() ||
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(gametype != GAME_Any && !(gametype & gameinfo.gametype)))
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{
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if (def2 != NULL)
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{
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M_Free (def2);
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}
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if (def1 != NULL)
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{
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M_Free (def1);
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}
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return;
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}
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// If the switch did not have an off state, create one that just returns
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// it to the original texture without doing anything interesting
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if (def2 == NULL)
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{
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def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
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def2->Sound = def1->Sound;
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def2->NumFrames = 1;
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def2->frames[0].TimeMin = 0;
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def2->frames[0].TimeRnd = 0;
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def2->frames[0].Texture = picnum;
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}
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def1->PreTexture = picnum;
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def2->PreTexture = def1->frames[def1->NumFrames-1].Texture;
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if (def1->PreTexture == def2->PreTexture)
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{
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sc.ScriptError ("The on state for switch %s must end with a texture other than %s", picname.GetChars(), picname.GetChars());
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}
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AddSwitchPair(def1, def2);
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def1->QuestPanel = def2->QuestPanel = quest;
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}
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//==========================================================================
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//
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// Parse one switch frame
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//
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//==========================================================================
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FSwitchDef *FTextureManager::ParseSwitchDef (FScanner &sc, bool ignoreBad)
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{
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const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
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FSwitchDef *def;
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TArray<FSwitchDef::frame> frames;
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FSwitchDef::frame thisframe;
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FTextureID picnum;
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bool bad;
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FSoundID sound;
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bad = false;
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while (sc.GetString ())
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{
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if (sc.Compare ("sound"))
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{
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if (sound != 0)
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{
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sc.ScriptError ("Switch state already has a sound");
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}
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sc.MustGetString ();
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sound = sc.String;
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}
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else if (sc.Compare ("pic"))
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{
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sc.MustGetString ();
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picnum = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
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if (!picnum.Exists() && !ignoreBad)
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{
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//Printf ("Unknown switch texture %s\n", sc.String);
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bad = true;
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}
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thisframe.Texture = picnum;
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sc.MustGetString ();
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if (sc.Compare ("tics"))
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{
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sc.MustGetNumber ();
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thisframe.TimeMin = sc.Number & 65535;
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thisframe.TimeRnd = 0;
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}
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else if (sc.Compare ("rand"))
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{
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int min, max;
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sc.MustGetNumber ();
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min = sc.Number & 65535;
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sc.MustGetNumber ();
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max = sc.Number & 65535;
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if (min > max)
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{
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swapvalues (min, max);
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}
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thisframe.TimeMin = min;
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thisframe.TimeRnd = (max - min + 1);
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}
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else
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{
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thisframe.TimeMin = 0; // Shush, GCC.
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thisframe.TimeRnd = 0;
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sc.ScriptError ("Must specify a duration for switch frame");
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}
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frames.Push(thisframe);
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}
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else
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{
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sc.UnGet ();
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break;
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}
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}
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if (frames.Size() == 0)
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{
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sc.ScriptError ("Switch state needs at least one frame");
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}
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if (bad)
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{
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return NULL;
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}
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def = (FSwitchDef *)M_Malloc (myoffsetof (FSwitchDef, frames[0]) + frames.Size()*sizeof(frames[0]));
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def->Sound = sound;
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def->NumFrames = frames.Size();
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memcpy (&def->frames[0], &frames[0], frames.Size() * sizeof(frames[0]));
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def->PairDef = NULL;
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return def;
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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 FTextureManager::AddSwitchPair (FSwitchDef *def1, FSwitchDef *def2)
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{
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unsigned int i;
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FSwitchDef *sw1 = NULL;
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FSwitchDef *sw2 = NULL;
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unsigned int index1 = 0xffffffff, index2 = 0xffffffff;
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for (i = mSwitchDefs.Size (); i-- > 0; )
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{
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if (mSwitchDefs[i]->PreTexture == def1->PreTexture)
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{
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index1 = i;
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sw1 = mSwitchDefs[index1];
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if (index2 != 0xffffffff) break;
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}
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if (mSwitchDefs[i]->PreTexture == def2->PreTexture)
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{
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index2 = i;
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sw2 = mSwitchDefs[index2];
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if (index1 != 0xffffffff) break;
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}
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}
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def1->PairDef = def2;
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def2->PairDef = def1;
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if (sw1 != NULL && sw2 != NULL && sw1->PairDef == sw2 && sw2->PairDef == sw1)
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{
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//We are replacing an existing pair so we can safely delete the old definitions
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M_Free(sw1);
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M_Free(sw2);
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mSwitchDefs[index1] = def1;
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mSwitchDefs[index2] = def2;
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}
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else
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{
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// This new switch will not or only partially replace an existing pair.
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// We should not break up an old pair if the new one only redefined one
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// of the two textures. These paired definitions will only be used
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// as the return animation so their names don't matter. Better clear them to be safe.
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if (sw1 != NULL) sw1->PreTexture.SetInvalid();
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if (sw2 != NULL) sw2->PreTexture.SetInvalid();
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sw1 = NULL;
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sw2 = NULL;
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unsigned int pos = mSwitchDefs.Reserve(2);
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mSwitchDefs[pos] = def1;
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mSwitchDefs[pos+1] = def2;
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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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FSwitchDef *FTextureManager::FindSwitch (FTextureID texture)
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{
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int mid, low, high;
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high = (int)(mSwitchDefs.Size () - 1);
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if (high >= 0)
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{
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low = 0;
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do
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{
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mid = (high + low) / 2;
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if (mSwitchDefs[mid]->PreTexture == texture)
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{
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return mSwitchDefs[mid];
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}
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else if (texture < mSwitchDefs[mid]->PreTexture)
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{
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high = mid - 1;
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}
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else
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{
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low = mid + 1;
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}
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} while (low <= high);
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}
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return NULL;
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}
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