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809 lines
22 KiB
C++
809 lines
22 KiB
C++
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/*
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** r_anim.cpp
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** Routines for handling texture 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 "cmdlib.h"
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#include "i_system.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "m_random.h"
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#include "d_player.h"
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#include "p_spec.h"
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#include "sc_man.h"
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#include "templates.h"
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#include "w_wad.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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//
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// Animating textures and planes
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//
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// [RH] Expanded to work with a Hexen ANIMDEFS lump
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//
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struct FAnimDef
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{
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WORD BasePic;
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WORD NumFrames;
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WORD CurFrame;
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BYTE AnimType;
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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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DWORD SpeedMin; // Speeds are in ms, not tics
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DWORD SpeedRange;
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WORD FramePic;
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} Frames[1];
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enum
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{
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ANIM_Forward,
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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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};
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void SetSwitchTime (DWORD mstime);
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};
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// This is an array of pointers to animation definitions.
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// When it is destroyed, it deletes any animations it points to as well.
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class AnimArray : public TArray<FAnimDef *>
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{
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public:
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~AnimArray();
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void AddAnim (FAnimDef *anim);
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void FixAnimations ();
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};
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void R_InitAnimDefs ();
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static void R_AddComplexAnim (int picnum, const TArray<FAnimDef::FAnimFrame> &frames);
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static void ParseAnim (bool istex);
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static void ParseRangeAnim (int picnum, int usetype, bool missing);
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static void ParsePicAnim (int picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames);
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static int ParseFramenum (int basepicnum, int usetype, bool allowMissing);
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static void ParseTime (DWORD &min, DWORD &max);
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static AnimArray Anims;
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static FRandom pr_animatepictures ("AnimatePics");
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// R_InitPicAnims
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//
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// [description copied from BOOM]
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// Load the table of animation definitions, checking for existence of
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// the start and end of each frame. If the start doesn't exist the sequence
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// is skipped, if the last doesn't exist, BOOM exits.
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//
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// Wall/Flat animation sequences, defined by name of first and last frame,
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// The full animation sequence is given using all lumps between the start
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// and end entry, in the order found in the WAD file.
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//
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// This routine modified to read its data from a predefined lump or
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// PWAD lump called ANIMATED rather than a static table in this module to
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// allow wad designers to insert or modify animation sequences.
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//
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// Lump format is an array of byte packed animdef_t structures, terminated
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// by a structure with istexture == -1. The lump can be generated from a
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// text source file using SWANTBLS.EXE, distributed with the BOOM utils.
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// The standard list of switches and animations is contained in the example
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// source text file DEFSWANI.DAT also in the BOOM util distribution.
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//
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// [RH] Rewritten to support BOOM ANIMATED lump but also make absolutely
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// no assumptions about how the compiler packs the animdefs array.
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//
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//==========================================================================
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void R_InitPicAnims (void)
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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if (Wads.CheckNumForName ("ANIMATED") != -1)
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{
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FMemLump animatedlump = Wads.ReadLump ("ANIMATED");
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const char *animdefs = (const char *)animatedlump.GetMem();
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const char *anim_p;
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int pic1, pic2;
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int animtype;
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DWORD animspeed;
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// Init animation
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animtype = FAnimDef::ANIM_Forward;
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for (anim_p = animdefs; *anim_p != -1; anim_p += 23)
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{
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if (*anim_p /* .istexture */ & 1)
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{
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// different episode ?
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if ((pic1 = TexMan.CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Wall, texflags)) == -1 ||
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(pic2 = TexMan.CheckForTexture (anim_p + 1 /* .endname */, FTexture::TEX_Wall, texflags)) == -1)
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continue;
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// [RH] Bit 1 set means allow decals on walls with this texture
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TexMan[pic2]->bNoDecals = TexMan[pic1]->bNoDecals = !(*anim_p & 2);
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}
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else
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{
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if ((pic1 = TexMan.CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Flat, texflags)) == -1 ||
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(pic2 = TexMan.CheckForTexture (anim_p + 1 /* .startname */, FTexture::TEX_Flat, texflags)) == -1)
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continue;
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}
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if (pic1 == pic2)
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{
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// This animation only has one frame. Skip it. (Doom aborted instead.)
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Printf ("Animation %s in ANIMATED has only one frame", anim_p + 10);
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continue;
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}
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// [RH] Allow for backward animations as well as forward.
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if (pic1 > pic2)
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{
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swap (pic1, pic2);
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animtype = FAnimDef::ANIM_Backward;
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}
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// Speed is stored as tics, but we want ms so scale accordingly.
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animspeed = /* .speed */
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Scale ((anim_p[19] << 0) |
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(anim_p[20] << 8) |
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(anim_p[21] << 16) |
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(anim_p[22] << 24), 1000, 35);
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R_AddSimpleAnim (pic1, pic2 - pic1 + 1, animtype, animspeed);
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}
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}
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// [RH] Load any ANIMDEFS lumps
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R_InitAnimDefs ();
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Anims.FixAnimations ();
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}
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//==========================================================================
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//
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// R_AddSimpleAnim
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//
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// Creates an animation with simple characteristics. This is used for
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// original Doom (non-ANIMDEFS-style) animations and Build animations.
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//
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//==========================================================================
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void R_AddSimpleAnim (int picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange)
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{
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FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
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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->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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Anims.AddAnim (anim);
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}
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//==========================================================================
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//
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// R_AddComplexAnim
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//
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// Creates an animation with individually defined frames.
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//
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//==========================================================================
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static void R_AddComplexAnim (int 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->SwitchTime = 0;
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memcpy (&anim->Frames[0], &frames[0], frames.Size() * sizeof(frames[0]));
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Anims.AddAnim (anim);
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}
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//==========================================================================
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//
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// R_InitAnimDefs
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//
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// This uses a Hexen ANIMDEFS lump to define the animation sequences
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//
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//==========================================================================
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static void R_InitAnimDefs ()
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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int lump, lastlump = 0;
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while ((lump = Wads.FindLump ("ANIMDEFS", &lastlump)) != -1)
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{
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SC_OpenLumpNum (lump, "ANIMDEFS");
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while (SC_GetString ())
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{
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if (SC_Compare ("flat"))
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{
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ParseAnim (false);
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}
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else if (SC_Compare ("texture"))
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{
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ParseAnim (true);
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}
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else if (SC_Compare ("switch"))
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{
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P_ProcessSwitchDef ();
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}
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// [GRB] Added warping type 2
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else if (SC_Compare ("warp") || SC_Compare ("warp2"))
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{
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bool isflat = false;
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BOOL type2 = SC_Compare ("warp2"); // [GRB]
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SC_MustGetString ();
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if (SC_Compare ("flat"))
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{
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isflat = true;
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SC_MustGetString ();
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}
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else if (SC_Compare ("texture"))
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{
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isflat = false;
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SC_MustGetString ();
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}
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else
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{
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SC_ScriptError (NULL);
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}
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int picnum = TexMan.CheckForTexture (sc_String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags);
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if (picnum != -1)
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{
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FTexture * warper = TexMan[picnum];
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// don't warp a texture more than once
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if (!warper->bWarped)
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{
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if (type2) // [GRB]
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warper = new FWarp2Texture (warper);
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else
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warper = new FWarpTexture (warper);
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TexMan.ReplaceTexture (picnum, warper, false);
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}
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// No decals on warping textures, by default.
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// Warping information is taken from the last warp
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// definition for this texture.
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warper->bNoDecals = true;
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if (SC_GetString ())
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{
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if (SC_Compare ("allowdecals"))
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{
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warper->bNoDecals = false;
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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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}
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}
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else if (SC_Compare ("cameratexture"))
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{
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int width, height;
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int fitwidth, fitheight;
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FString picname;
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SC_MustGetString ();
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picname = sc_String;
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SC_MustGetNumber ();
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width = sc_Number;
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SC_MustGetNumber ();
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height = sc_Number;
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int picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Flat, texflags);
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FTexture *viewer = new FCanvasTexture (picname, width, height);
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if (picnum != -1)
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{
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FTexture *oldtex = TexMan[picnum];
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fitwidth = DivScale3 (oldtex->GetWidth (), oldtex->ScaleX ? oldtex->ScaleX : 8);
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fitheight = DivScale3 (oldtex->GetHeight (), oldtex->ScaleY ? oldtex->ScaleY : 8);
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viewer->UseType = oldtex->UseType;
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TexMan.ReplaceTexture (picnum, viewer, true);
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}
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else
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{
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fitwidth = width;
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fitheight = height;
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// [GRB] No need for oldtex
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viewer->UseType = FTexture::TEX_Wall;
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TexMan.AddTexture (viewer);
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}
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if (SC_GetString())
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{
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if (SC_Compare ("fit"))
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{
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SC_MustGetNumber ();
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fitwidth = sc_Number;
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SC_MustGetNumber ();
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fitheight = sc_Number;
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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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viewer->ScaleX = width * 8 / fitwidth;
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viewer->ScaleY = height * 8 / fitheight;
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}
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else if (SC_Compare ("animatedDoor"))
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{
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P_ParseAnimatedDoor ();
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}
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else
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{
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SC_ScriptError (NULL);
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}
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}
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SC_Close ();
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}
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}
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//==========================================================================
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//
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// ParseAnim
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//
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// Parse a single animation definition out of an ANIMDEFS lump and
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// create the corresponding animation structure.
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//
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//==========================================================================
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static void ParseAnim (bool istex)
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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TArray<FAnimDef::FAnimFrame> frames (32);
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int picnum;
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int usetype;
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int defined = 0;
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bool optional = false, missing = false;
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usetype = istex ? FTexture::TEX_Wall : FTexture::TEX_Flat;
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SC_MustGetString ();
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if (SC_Compare ("optional"))
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{
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optional = true;
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SC_MustGetString ();
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}
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picnum = TexMan.CheckForTexture (sc_String, usetype, texflags);
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if (picnum < 0)
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{
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if (optional)
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{
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missing = true;
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}
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else
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{
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Printf (PRINT_BOLD, "ANIMDEFS: Can't find %s\n", sc_String);
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}
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}
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// no decals on animating textures, by default
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if (picnum >= 0)
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{
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TexMan[picnum]->bNoDecals = true;
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}
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while (SC_GetString ())
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{
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if (SC_Compare ("allowdecals"))
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{
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if (picnum >= 0)
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{
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TexMan[picnum]->bNoDecals = false;
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}
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continue;
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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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{
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SC_ScriptError ("You cannot use \"pic\" and \"range\" together in a single animation.");
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}
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if (defined == 1)
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{
|
||
|
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;
|
||
|
sky1pos = fixed_t(ms * level.skyspeed1);
|
||
|
sky2pos = fixed_t(ms * level.skyspeed2);
|
||
|
}
|