/* ** p_switch.cpp ** Switch and button maintenance and 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 "templates.h" #include "textures/textures.h" #include "doomdef.h" #include "g_game.h" #include "s_sound.h" #include "doomstat.h" #include "r_state.h" #include "w_wad.h" #include "cmdlib.h" #include "sc_man.h" #include "gi.h" #include "farchive.h" static int STACK_ARGS SortSwitchDefs (const void *a, const void *b) { return (*(FSwitchDef **)a)->PreTexture - (*(FSwitchDef **)b)->PreTexture; } //========================================================================== // // P_InitSwitchList // Only called at game initialization. // // [RH] Rewritten to use a BOOM-style SWITCHES lump and remove the // MAXSWITCHES limit. // //========================================================================== void FTextureManager::InitSwitchList () { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; int lump = Wads.CheckNumForName ("SWITCHES"); if (lump != -1) { FMemLump lumpdata = Wads.ReadLump (lump); const char *alphSwitchList = (const char *)lumpdata.GetMem(); const char *list_p; FSwitchDef *def1, *def2; for (list_p = alphSwitchList; list_p[18] || list_p[19]; list_p += 20) { // [RH] Check for switches that aren't really switches if (stricmp (list_p, list_p+9) == 0) { Printf ("Switch %s in SWITCHES has the same 'on' state\n", list_p); continue; } // [RH] Skip this switch if its textures can't be found. if (CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags).Exists() && CheckForTexture (list_p + 9 /* .name2 */, FTexture::TEX_Wall, texflags).Exists()) { def1 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef)); def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef)); def1->PreTexture = def2->frames[0].Texture = CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags); def2->PreTexture = def1->frames[0].Texture = CheckForTexture (list_p + 9, FTexture::TEX_Wall, texflags); def1->Sound = def2->Sound = 0; def1->NumFrames = def2->NumFrames = 1; def1->frames[0].TimeMin = def2->frames[0].TimeMin = 0; def1->frames[0].TimeRnd = def2->frames[0].TimeRnd = 0; AddSwitchPair(def1, def2); } } } mSwitchDefs.ShrinkToFit (); qsort (&mSwitchDefs[0], mSwitchDefs.Size(), sizeof(FSwitchDef *), SortSwitchDefs); } //========================================================================== // // Parse a switch block in ANIMDEFS and add the definitions to mSwitchDefs // //========================================================================== void FTextureManager::ProcessSwitchDef (FScanner &sc) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; FString picname; FSwitchDef *def1, *def2; FTextureID picnum; int gametype; bool quest = false; def1 = def2 = NULL; sc.MustGetString (); if (sc.Compare ("doom")) { gametype = GAME_DoomChex; sc.CheckNumber(); // skip the gamemission filter } else if (sc.Compare ("heretic")) { gametype = GAME_Heretic; } else if (sc.Compare ("hexen")) { gametype = GAME_Hexen; } else if (sc.Compare ("strife")) { gametype = GAME_Strife; } else if (sc.Compare ("any")) { gametype = GAME_Any; } else { // There is no game specified; just treat as any //max = 240; gametype = GAME_Any; sc.UnGet (); } sc.MustGetString (); picnum = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); picname = sc.String; while (sc.GetString ()) { if (sc.Compare ("quest")) { quest = true; } else if (sc.Compare ("on")) { if (def1 != NULL) { sc.ScriptError ("Switch already has an on state"); } def1 = ParseSwitchDef (sc, !picnum.Exists()); } else if (sc.Compare ("off")) { if (def2 != NULL) { sc.ScriptError ("Switch already has an off state"); } def2 = ParseSwitchDef (sc, !picnum.Exists()); } else { sc.UnGet (); break; } } if (def1 == NULL || !picnum.Exists() || (gametype != GAME_Any && !(gametype & gameinfo.gametype))) { if (def2 != NULL) { M_Free (def2); } if (def1 != NULL) { M_Free (def1); } return; } // If the switch did not have an off state, create one that just returns // it to the original texture without doing anything interesting if (def2 == NULL) { def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef)); def2->Sound = def1->Sound; def2->NumFrames = 1; def2->frames[0].TimeMin = 0; def2->frames[0].TimeRnd = 0; def2->frames[0].Texture = picnum; } def1->PreTexture = picnum; def2->PreTexture = def1->frames[def1->NumFrames-1].Texture; if (def1->PreTexture == def2->PreTexture) { sc.ScriptError ("The on state for switch %s must end with a texture other than %s", picname.GetChars(), picname.GetChars()); } AddSwitchPair(def1, def2); def1->QuestPanel = def2->QuestPanel = quest; } //========================================================================== // // Parse one switch frame // //========================================================================== FSwitchDef *FTextureManager::ParseSwitchDef (FScanner &sc, bool ignoreBad) { const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny; FSwitchDef *def; TArray frames; FSwitchDef::frame thisframe; FTextureID picnum; bool bad; FSoundID sound; bad = false; while (sc.GetString ()) { if (sc.Compare ("sound")) { if (sound != 0) { sc.ScriptError ("Switch state already has a sound"); } sc.MustGetString (); sound = sc.String; } else if (sc.Compare ("pic")) { sc.MustGetString (); picnum = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); if (!picnum.Exists() && !ignoreBad) { //Printf ("Unknown switch texture %s\n", sc.String); bad = true; } thisframe.Texture = picnum; sc.MustGetString (); if (sc.Compare ("tics")) { sc.MustGetNumber (); thisframe.TimeMin = sc.Number & 65535; thisframe.TimeRnd = 0; } else if (sc.Compare ("rand")) { int min, max; sc.MustGetNumber (); min = sc.Number & 65535; sc.MustGetNumber (); max = sc.Number & 65535; if (min > max) { swapvalues (min, max); } thisframe.TimeMin = min; thisframe.TimeRnd = (max - min + 1); } else { thisframe.TimeMin = 0; // Shush, GCC. thisframe.TimeRnd = 0; sc.ScriptError ("Must specify a duration for switch frame"); } frames.Push(thisframe); } else { sc.UnGet (); break; } } if (frames.Size() == 0) { sc.ScriptError ("Switch state needs at least one frame"); } if (bad) { return NULL; } def = (FSwitchDef *)M_Malloc (myoffsetof (FSwitchDef, frames[0]) + frames.Size()*sizeof(frames[0])); def->Sound = sound; def->NumFrames = frames.Size(); memcpy (&def->frames[0], &frames[0], frames.Size() * sizeof(frames[0])); def->PairDef = NULL; return def; } //========================================================================== // // // //========================================================================== void FTextureManager::AddSwitchPair (FSwitchDef *def1, FSwitchDef *def2) { unsigned int i; FSwitchDef *sw1 = NULL; FSwitchDef *sw2 = NULL; unsigned int index1 = 0xffffffff, index2 = 0xffffffff; for (i = mSwitchDefs.Size (); i-- > 0; ) { if (mSwitchDefs[i]->PreTexture == def1->PreTexture) { index1 = i; sw1 = mSwitchDefs[index1]; if (index2 != 0xffffffff) break; } if (mSwitchDefs[i]->PreTexture == def2->PreTexture) { index2 = i; sw2 = mSwitchDefs[index2]; if (index1 != 0xffffffff) break; } } def1->PairDef = def2; def2->PairDef = def1; if (sw1 != NULL && sw2 != NULL && sw1->PairDef == sw2 && sw2->PairDef == sw1) { //We are replacing an existing pair so we can safely delete the old definitions M_Free(sw1); M_Free(sw2); mSwitchDefs[index1] = def1; mSwitchDefs[index2] = def2; } else { // This new switch will not or only partially replace an existing pair. // We should not break up an old pair if the new one only redefined one // of the two textures. These paired definitions will only be used // as the return animation so their names don't matter. Better clear them to be safe. if (sw1 != NULL) sw1->PreTexture.SetInvalid(); if (sw2 != NULL) sw2->PreTexture.SetInvalid(); sw1 = NULL; sw2 = NULL; unsigned int pos = mSwitchDefs.Reserve(2); mSwitchDefs[pos] = def1; mSwitchDefs[pos+1] = def2; } } //========================================================================== // // // //========================================================================== FSwitchDef *FTextureManager::FindSwitch (FTextureID texture) { int mid, low, high; high = (int)(mSwitchDefs.Size () - 1); if (high >= 0) { low = 0; do { mid = (high + low) / 2; if (mSwitchDefs[mid]->PreTexture == texture) { return mSwitchDefs[mid]; } else if (texture < mSwitchDefs[mid]->PreTexture) { high = mid - 1; } else { low = mid + 1; } } while (low <= high); } return NULL; } //========================================================================== // // operator<< // //========================================================================== template<> FArchive &operator<< (FArchive &arc, FSwitchDef* &Switch) { if (arc.IsStoring()) { arc << Switch->PreTexture; } else { FTextureID tex; arc << tex; Switch = TexMan.FindSwitch(tex); } return arc; }