mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-16 15:41:39 +00:00
db86385cf6
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl. Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
421 lines
11 KiB
C++
421 lines
11 KiB
C++
/*
|
|
** 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 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<FSwitchDef::frame> 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;
|
|
}
|
|
|