/* ** r_anim.cpp ** Routines for handling texture animation. ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "doomtype.h" #include "cmdlib.h" #include "i_system.h" #include "r_sky.h" #include "m_random.h" #include "d_player.h" #include "p_spec.h" #include "sc_man.h" #include "templates.h" #include "w_wad.h" #include "g_level.h" #include "farchive.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- // PRIVATE DATA DEFINITIONS ------------------------------------------------ static FRandom pr_animatepictures ("AnimatePics"); // CODE -------------------------------------------------------------------- //========================================================================== // // FTextureManager :: AddAnim // // Adds a new animation to the array. If one with the same basepic as the // new one already exists, it is replaced. // //========================================================================== void FTextureManager::AddAnim (FAnimDef *anim) { // Search for existing duplicate. for (unsigned int i = 0; i < mAnimations.Size(); ++i) { if (mAnimations[i]->BasePic == anim->BasePic) { // Found one! free (mAnimations[i]); mAnimations[i] = anim; return; } } // Didn't find one, so add it at the end. mAnimations.Push (anim); } //========================================================================== // // FTextureManager :: AddSimpleAnim // // Creates an animation with simple characteristics. This is used for // original Doom (non-ANIMDEFS-style) animations and Build animations. // //========================================================================== void FTextureManager::AddSimpleAnim (FTextureID picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange) { if (AreTexturesCompatible(picnum, picnum + (animcount - 1))) { FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef)); anim->CurFrame = 0; anim->BasePic = picnum; anim->NumFrames = animcount; anim->AnimType = animtype; anim->SwitchTime = 0; anim->Frames[0].SpeedMin = speedmin; anim->Frames[0].SpeedRange = speedrange; anim->Frames[0].FramePic = anim->BasePic; AddAnim (anim); } } //========================================================================== // // FTextureManager :: AddComplexAnim // // Creates an animation with individually defined frames. // //========================================================================== void FTextureManager::AddComplexAnim (FTextureID picnum, const TArray &frames) { FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef) + (frames.Size()-1) * sizeof(frames[0])); anim->BasePic = picnum; anim->NumFrames = frames.Size(); anim->CurFrame = 0; anim->AnimType = FAnimDef::ANIM_DiscreteFrames; anim->SwitchTime = 0; memcpy (&anim->Frames[0], &frames[0], frames.Size() * sizeof(frames[0])); AddAnim (anim); } //========================================================================== // // FTextureManager :: Initanimated // // [description copied from BOOM] // Load the table of animation definitions, checking for existence of // the start and end of each frame. If the start doesn't exist the sequence // is skipped, if the last doesn't exist, BOOM exits. // // Wall/Flat animation sequences, defined by name of first and last frame, // The full animation sequence is given using all lumps between the start // and end entry, in the order found in the WAD file. // // This routine modified to read its data from a predefined lump or // PWAD lump called ANIMATED rather than a static table in this module to // allow wad designers to insert or modify animation sequences. // // Lump format is an array of byte packed animdef_t structures, terminated // by a structure with istexture == -1. The lump can be generated from a // text source file using SWANTBLS.EXE, distributed with the BOOM utils. // The standard list of switches and animations is contained in the example // source text file DEFSWANI.DAT also in the BOOM util distribution. // // [RH] Rewritten to support BOOM ANIMATED lump but also make absolutely // no assumptions about how the compiler packs the animdefs array. // //========================================================================== CVAR(Bool, debuganimated, false, 0) void FTextureManager::InitAnimated (void) { const BITFIELD texflags = TEXMAN_Overridable; // I think better not! This is only for old ANIMATED definitions that // don't know about ZDoom's more flexible texture system. // | FTextureManager::TEXMAN_TryAny; int lumpnum = Wads.CheckNumForName ("ANIMATED"); if (lumpnum != -1) { FMemLump animatedlump = Wads.ReadLump (lumpnum); int animatedlen = Wads.LumpLength(lumpnum); const char *animdefs = (const char *)animatedlump.GetMem(); const char *anim_p; FTextureID pic1, pic2; int animtype; DWORD animspeed; // Init animation animtype = FAnimDef::ANIM_Forward; for (anim_p = animdefs; *anim_p != -1; anim_p += 23) { // make sure the current chunk of data is inside the lump boundaries. if (anim_p + 22 >= animdefs + animatedlen) { I_Error("Tried to read past end of ANIMATED lump."); } if (*anim_p /* .istexture */ & 1) { // different episode ? if (!(pic1 = CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Wall, texflags)).Exists() || !(pic2 = CheckForTexture (anim_p + 1 /* .endname */, FTexture::TEX_Wall, texflags)).Exists()) continue; // [RH] Bit 1 set means allow decals on walls with this texture Texture(pic2)->bNoDecals = Texture(pic1)->bNoDecals = !(*anim_p & 2); } else { if (!(pic1 = CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Flat, texflags)).Exists() || !(pic2 = CheckForTexture (anim_p + 1 /* .startname */, FTexture::TEX_Flat, texflags)).Exists()) continue; } FTexture *tex1 = Texture(pic1); FTexture *tex2 = Texture(pic2); animspeed = (BYTE(anim_p[19]) << 0) | (BYTE(anim_p[20]) << 8) | (BYTE(anim_p[21]) << 16) | (BYTE(anim_p[22]) << 24); // SMMU-style swirly hack? Don't apply on already-warping texture if (animspeed > 65535 && tex1 != NULL && !tex1->bWarped) { FTexture *warper = new FWarp2Texture (tex1); ReplaceTexture (pic1, warper, false); } // These tests were not really relevant for swirling textures, or even potentially // harmful, so they have been moved to the else block. else { if (tex1->UseType != tex2->UseType) { // not the same type - continue; } if (debuganimated) { Printf("Defining animation '%s' (texture %d, lump %d, file %d) to '%s' (texture %d, lump %d, file %d)\n", tex1->Name, pic1.GetIndex(), tex1->GetSourceLump(), Wads.GetLumpFile(tex1->GetSourceLump()), tex2->Name, pic2.GetIndex(), tex2->GetSourceLump(), Wads.GetLumpFile(tex2->GetSourceLump())); } if (pic1 == pic2) { // This animation only has one frame. Skip it. (Doom aborted instead.) Printf ("Animation %s in ANIMATED has only one frame\n", anim_p + 10); continue; } // [RH] Allow for backward animations as well as forward. else if (pic1 > pic2) { swapvalues (pic1, pic2); animtype = FAnimDef::ANIM_Backward; } // Speed is stored as tics, but we want ms so scale accordingly. AddSimpleAnim (pic1, pic2 - pic1 + 1, animtype, Scale (animspeed, 1000, 35)); } } } } //========================================================================== // // FTextureManager :: InitAnimDefs // // This uses a Hexen ANIMDEFS lump to define the animation sequences // //========================================================================== void FTextureManager::InitAnimDefs () { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; int lump, lastlump = 0; while ((lump = Wads.FindLump ("ANIMDEFS", &lastlump)) != -1) { FScanner sc(lump); while (sc.GetString ()) { if (sc.Compare ("flat")) { ParseAnim (sc, FTexture::TEX_Flat); } else if (sc.Compare ("texture")) { ParseAnim (sc, FTexture::TEX_Wall); } else if (sc.Compare ("switch")) { ProcessSwitchDef (sc); } // [GRB] Added warping type 2 else if (sc.Compare ("warp") || sc.Compare ("warp2")) { ParseWarp(sc); } else if (sc.Compare ("cameratexture")) { ParseCameraTexture(sc); } else if (sc.Compare ("animatedDoor")) { ParseAnimatedDoor (sc); } else if (sc.Compare("skyoffset")) { sc.MustGetString (); FTextureID picnum = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); sc.MustGetNumber(); if (picnum.Exists()) { Texture(picnum)->SkyOffset = sc.Number; } } else { sc.ScriptError (NULL); } } } } //========================================================================== // // FTextureManager :: ParseAnim // // Parse a single animation definition out of an ANIMDEFS lump and // create the corresponding animation structure. // //========================================================================== void FTextureManager::ParseAnim (FScanner &sc, int usetype) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; TArray frames (32); FTextureID picnum; int defined = 0; bool optional = false, missing = false; sc.MustGetString (); if (sc.Compare ("optional")) { optional = true; sc.MustGetString (); } picnum = CheckForTexture (sc.String, usetype, texflags); if (!picnum.Exists()) { if (optional) { missing = true; } else { Printf (PRINT_BOLD, "ANIMDEFS: Can't find %s\n", sc.String); } } // no decals on animating textures, by default if (picnum.isValid()) { Texture(picnum)->bNoDecals = true; } while (sc.GetString ()) { if (sc.Compare ("allowdecals")) { if (picnum.isValid()) { Texture(picnum)->bNoDecals = false; } continue; } else if (sc.Compare ("range")) { if (defined == 2) { sc.ScriptError ("You cannot use \"pic\" and \"range\" together in a single animation."); } if (defined == 1) { sc.ScriptError ("You can only use one \"range\" per animation."); } defined = 1; ParseRangeAnim (sc, 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 (sc, 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.isValid() && defined == 2) { if (frames.Size() < 2) { sc.ScriptError ("Animation needs at least 2 frames"); } AddComplexAnim (picnum, frames); } } //========================================================================== // // FTextureManager :: ParseRangeAnim // // Parse an animation defined using "range". Not that one range entry is // enough to define a complete animation, unlike "pic". // //========================================================================== void FTextureManager::ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing) { int type; FTextureID framenum; DWORD min, max; type = FAnimDef::ANIM_Forward; framenum = ParseFramenum (sc, picnum, usetype, missing); ParseTime (sc, min, max); if (framenum == picnum || !picnum.Exists()) { return; // Animation is only one frame or does not exist } if (framenum < picnum) { type = FAnimDef::ANIM_Backward; Texture(framenum)->bNoDecals = Texture(picnum)->bNoDecals; swapvalues (framenum, picnum); } if (sc.GetString()) { if (sc.Compare ("Oscillate")) { type = type == FAnimDef::ANIM_Forward ? FAnimDef::ANIM_OscillateUp : FAnimDef::ANIM_OscillateDown; } else { sc.UnGet (); } } AddSimpleAnim (picnum, framenum - picnum + 1, type, min, max - min); } //========================================================================== // // FTextureManager :: ParsePicAnim // // Parse a single frame from ANIMDEFS defined using "pic". // //========================================================================== void FTextureManager::ParsePicAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing, TArray &frames) { FTextureID framenum; DWORD min = 1, max = 1; framenum = ParseFramenum (sc, picnum, usetype, missing); ParseTime (sc, min, max); if (picnum.isValid()) { FAnimDef::FAnimFrame frame; frame.SpeedMin = min; frame.SpeedRange = max - min; frame.FramePic = framenum; frames.Push (frame); } } //========================================================================== // // FTextureManager :: ParseFramenum // // Reads a frame's texture from ANIMDEFS. It can either be an integral // offset from basepicnum or a specific texture name. // //========================================================================== FTextureID FTextureManager::ParseFramenum (FScanner &sc, FTextureID basepicnum, int usetype, bool allowMissing) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; FTextureID framenum; sc.MustGetString (); if (IsNum (sc.String)) { framenum = basepicnum + (atoi(sc.String) - 1); } else { framenum = CheckForTexture (sc.String, usetype, texflags); if (!framenum.Exists() && !allowMissing) { sc.ScriptError ("Unknown texture %s", sc.String); } } return framenum; } //========================================================================== // // FTextureManager :: ParseTime // // Reads a tics or rand time definition from ANIMDEFS. // //========================================================================== void FTextureManager::ParseTime (FScanner &sc, 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 { min = max = 1; sc.ScriptError ("Must specify a duration for animation frame"); } } //========================================================================== // // FTextureManager :: ParseWarp // // Parses a warping texture definition // //========================================================================== void FTextureManager::ParseWarp(FScanner &sc) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; bool isflat = false; bool type2 = sc.Compare ("warp2"); // [GRB] sc.MustGetString (); if (sc.Compare ("flat")) { isflat = true; sc.MustGetString (); } else if (sc.Compare ("texture")) { isflat = false; sc.MustGetString (); } else { sc.ScriptError (NULL); } FTextureID picnum = CheckForTexture (sc.String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags); if (picnum.isValid()) { FTexture *warper = Texture(picnum); // don't warp a texture more than once if (!warper->bWarped) { if (type2) warper = new FWarp2Texture (warper); else warper = new FWarpTexture (warper); ReplaceTexture (picnum, warper, false); } if (sc.CheckFloat()) { static_cast(warper)->SetSpeed(float(sc.Float)); } // No decals on warping textures, by default. // Warping information is taken from the last warp // definition for this texture. warper->bNoDecals = true; if (sc.GetString ()) { if (sc.Compare ("allowdecals")) { warper->bNoDecals = false; } else { sc.UnGet (); } } } } //========================================================================== // // ParseCameraTexture // // Parses a camera texture definition // //========================================================================== void FTextureManager::ParseCameraTexture(FScanner &sc) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; int width, height; int fitwidth, fitheight; FString picname; sc.MustGetString (); picname = sc.String; sc.MustGetNumber (); width = sc.Number; sc.MustGetNumber (); height = sc.Number; FTextureID picnum = CheckForTexture (picname, FTexture::TEX_Flat, texflags); FTexture *viewer = new FCanvasTexture (picname, width, height); if (picnum.Exists()) { FTexture *oldtex = Texture(picnum); fitwidth = oldtex->GetScaledWidth (); fitheight = oldtex->GetScaledHeight (); viewer->UseType = oldtex->UseType; ReplaceTexture (picnum, viewer, true); } else { fitwidth = width; fitheight = height; // [GRB] No need for oldtex viewer->UseType = FTexture::TEX_Wall; AddTexture (viewer); } if (sc.GetString()) { if (sc.Compare ("fit")) { sc.MustGetNumber (); fitwidth = sc.Number; sc.MustGetNumber (); fitheight = sc.Number; } else { sc.UnGet (); } } viewer->SetScaledSize(fitwidth, fitheight); } //========================================================================== // // FTextureManager :: 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 FTextureManager::FixAnimations () { unsigned int i; int j; for (i = 0; i < mAnimations.Size(); ++i) { FAnimDef *anim = mAnimations[i]; if (anim->AnimType == FAnimDef::ANIM_DiscreteFrames) { if (Texture(anim->BasePic)->bNoRemap0) { for (j = 0; j < anim->NumFrames; ++j) { Texture(anim->Frames[j].FramePic)->SetFrontSkyLayer (); } } } else { bool nodecals; bool noremap = false; const char *name; name = Texture(anim->BasePic)->Name; nodecals = Texture(anim->BasePic)->bNoDecals; for (j = 0; j < anim->NumFrames; ++j) { FTexture *tex = Texture(anim->BasePic + j); noremap |= tex->bNoRemap0; tex->bNoDecals = nodecals; } if (noremap) { for (j = 0; j < anim->NumFrames; ++j) { Texture(anim->BasePic + j)->SetFrontSkyLayer (); } } } } } //========================================================================== // // ParseAnimatedDoor // // Parses an animated door definition // //========================================================================== void FTextureManager::ParseAnimatedDoor(FScanner &sc) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; FDoorAnimation anim; TArray frames; bool error = false; FTextureID v; sc.MustGetString(); anim.BaseTexture = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); if (!anim.BaseTexture.Exists()) { error = true; } while (sc.GetString ()) { if (sc.Compare ("opensound")) { sc.MustGetString (); anim.OpenSound = sc.String; } else if (sc.Compare ("closesound")) { sc.MustGetString (); anim.CloseSound = sc.String; } else if (sc.Compare ("pic")) { sc.MustGetString (); if (IsNum (sc.String)) { v = anim.BaseTexture + (atoi(sc.String) - 1); } else { v = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); if (!v.Exists() && anim.BaseTexture.Exists() && !error) { sc.ScriptError ("Unknown texture %s", sc.String); } frames.Push (v); } } else { sc.UnGet (); break; } } if (!error) { anim.TextureFrames = new FTextureID[frames.Size()]; memcpy (anim.TextureFrames, &frames[0], sizeof(FTextureID) * frames.Size()); anim.NumTextureFrames = frames.Size(); mAnimatedDoors.Push (anim); } } //========================================================================== // // Return index into "DoorAnimations" array for which door type to use // //========================================================================== FDoorAnimation *FTextureManager::FindAnimatedDoor (FTextureID picnum) { unsigned int i; for (i = 0; i < mAnimatedDoors.Size(); ++i) { if (picnum == mAnimatedDoors[i].BaseTexture) return &mAnimatedDoors[i]; } return NULL; } //========================================================================== // // 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); } } //========================================================================== // // FTextureManager :: SetTranslation // // Sets animation translation for a texture // //========================================================================== void FTextureManager::SetTranslation (FTextureID fromtexnum, FTextureID totexnum) { if ((size_t)fromtexnum.texnum < Translation.Size()) { if ((size_t)totexnum.texnum >= Textures.Size()) { totexnum.texnum = fromtexnum.texnum; } Translation[fromtexnum.texnum] = totexnum.texnum; } } //========================================================================== // // FTextureManager :: UpdateAnimations // // Updates texture translations for each animation and scrolls the skies. // //========================================================================== void FTextureManager::UpdateAnimations (DWORD mstime) { for (unsigned int j = 0; j < mAnimations.Size(); ++j) { FAnimDef *anim = mAnimations[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) { SetTranslation (anim->BasePic, anim->Frames[anim->CurFrame].FramePic); } else { for (unsigned int i = 0; i < anim->NumFrames; i++) { SetTranslation (anim->BasePic + i, anim->BasePic + (i + anim->CurFrame) % anim->NumFrames); } } } } //========================================================================== // // operator<< // //========================================================================== template<> FArchive &operator<< (FArchive &arc, FDoorAnimation* &Doorani) { if (arc.IsStoring()) { arc << Doorani->BaseTexture; } else { FTextureID tex; arc << tex; Doorani = TexMan.FindAnimatedDoor(tex); } return arc; }