gzdoom/src/textures/animations.cpp
Christoph Oelckers c3759646e7 - merged FWarpTexture and FWarp2Texture, making the choice of effect a parameter of the WarpBuffer function.
Ideally the warping shouldn't be a property of the texture class itself but an effect processor that can get added to a texture. Unfortunately the current setup will not allow this, requiring some significant refactoring of texture access first.
2016-04-30 12:36:55 +02:00

1007 lines
27 KiB
C++

/*
** 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.
//
//==========================================================================
FAnimDef *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 anim;
}
}
// Didn't find one, so add it at the end.
mAnimations.Push (anim);
return anim;
}
//==========================================================================
//
// FTextureManager :: AddSimpleAnim
//
// Creates an animation with simple characteristics. This is used for
// original Doom (non-ANIMDEFS-style) animations and Build animations.
//
//==========================================================================
FAnimDef *FTextureManager::AddSimpleAnim (FTextureID picnum, int animcount, 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 = FAnimDef::ANIM_Forward;
anim->bDiscrete = false;
anim->SwitchTime = 0;
anim->Frames[0].SpeedMin = speedmin;
anim->Frames[0].SpeedRange = speedrange;
anim->Frames[0].FramePic = anim->BasePic;
return AddAnim (anim);
}
return NULL;
}
//==========================================================================
//
// FTextureManager :: AddComplexAnim
//
// Creates an animation with individually defined frames.
//
//==========================================================================
FAnimDef *FTextureManager::AddComplexAnim (FTextureID picnum, const TArray<FAnimDef::FAnimFrame> &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_Forward;
anim->bDiscrete = true;
anim->SwitchTime = 0;
memcpy (&anim->Frames[0], &frames[0], frames.Size() * sizeof(frames[0]));
return 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 BYTE *animdefs = (const BYTE *)animatedlump.GetMem();
const BYTE *anim_p;
FTextureID pic1, pic2;
int animtype;
DWORD animspeed;
// Init animation
animtype = FAnimDef::ANIM_Forward;
for (anim_p = animdefs; *anim_p != 0xFF; 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 ((const char*)(anim_p + 10) /* .startname */, FTexture::TEX_Wall, texflags)).Exists() ||
!(pic2 = CheckForTexture ((const char*)(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 ((const char*)(anim_p + 10) /* .startname */, FTexture::TEX_Flat, texflags)).Exists() ||
!(pic2 = CheckForTexture ((const char*)(anim_p + 1) /* .startname */, FTexture::TEX_Flat, texflags)).Exists())
continue;
}
FTexture *tex1 = Texture(pic1);
FTexture *tex2 = Texture(pic2);
animspeed = (anim_p[19] << 0) | (anim_p[20] << 8) |
(anim_p[21] << 16) | (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 FWarpTexture (tex1, 2);
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.GetChars(), pic1.GetIndex(), tex1->GetSourceLump(), Wads.GetLumpFile(tex1->GetSourceLump()),
tex2->Name.GetChars(), 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", (const char*)(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.
FAnimDef *adef = AddSimpleAnim (pic1, pic2 - pic1 + 1, Scale (animspeed, 1000, 35));
if (adef != NULL) adef->AnimType = animtype;
}
}
}
}
//==========================================================================
//
// 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<FAnimDef::FAnimFrame> frames (32);
FTextureID picnum;
int defined = 0;
bool optional = false, missing = false;
FAnimDef *ani = NULL;
BYTE type = FAnimDef::ANIM_Forward;
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 ("Oscillate"))
{
if (type == FAnimDef::ANIM_Random)
{
sc.ScriptError ("You cannot use \"random\" and \"oscillate\" together in a single animation.");
}
type = FAnimDef::ANIM_OscillateUp;
}
else if (sc.Compare("Random"))
{
if (type == FAnimDef::ANIM_OscillateUp)
{
sc.ScriptError ("You cannot use \"random\" and \"oscillate\" together in a single animation.");
}
type = FAnimDef::ANIM_Random;
}
else if (sc.Compare ("range"))
{
if (picnum.Exists() && Texture(picnum)->Name.IsEmpty())
{
// long texture name: We cannot do ranged anims on these because they have no defined order
sc.ScriptError ("You cannot use \"range\" for long texture names.");
}
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;
ani = 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");
}
ani = AddComplexAnim (picnum, frames);
}
if (ani != NULL && type != FAnimDef::ANIM_Forward)
{
if (ani->AnimType == FAnimDef::ANIM_Backward && type == FAnimDef::ANIM_OscillateUp) ani->AnimType = FAnimDef::ANIM_OscillateDown;
else ani->AnimType = type;
}
}
//==========================================================================
//
// FTextureManager :: ParseRangeAnim
//
// Parse an animation defined using "range". Not that one range entry is
// enough to define a complete animation, unlike "pic".
//
//==========================================================================
FAnimDef *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() || !framenum.Exists())
{
return NULL; // Animation is only one frame or does not exist
}
if (Texture(framenum)->Name.IsEmpty())
{
// long texture name: We cannot do ranged anims on these because they have no defined order
sc.ScriptError ("You cannot use \"range\" for long texture names.");
}
if (framenum < picnum)
{
type = FAnimDef::ANIM_Backward;
Texture(framenum)->bNoDecals = Texture(picnum)->bNoDecals;
swapvalues (framenum, picnum);
}
FAnimDef *ani = AddSimpleAnim (picnum, framenum - picnum + 1, min, max - min);
if (ani != NULL) ani->AnimType = type;
return ani;
}
//==========================================================================
//
// FTextureManager :: ParsePicAnim
//
// Parse a single frame from ANIMDEFS defined using "pic".
//
//==========================================================================
void FTextureManager::ParsePicAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &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);
if (warper->Name.IsEmpty())
{
// long texture name: We cannot do warps on these due to the way the texture manager implements warping as a texture replacement.
sc.ScriptError ("You cannot use \"warp\" for long texture names.");
}
// don't warp a texture more than once
if (!warper->bWarped)
{
warper = new FWarpTexture (warper, type2? 2:1);
ReplaceTexture (picnum, warper, false);
}
if (sc.CheckFloat())
{
static_cast<FWarpTexture*>(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 | TEXMAN_ShortNameOnly;
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 ();
}
}
if (sc.GetString())
{
if (sc.Compare("WorldPanning"))
{
viewer->bWorldPanning = true;
}
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->bDiscrete)
{
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<FTextureID> frames;
bool error = false;
FTextureID v;
sc.MustGetString();
anim.BaseTexture = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
if (!anim.BaseTexture.Exists())
{
error = true;
}
else
{
Texture(anim.BaseTexture)->bNoDecals = 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 if (sc.Compare("allowdecals"))
{
if (anim.BaseTexture.Exists()) Texture(anim.BaseTexture)->bNoDecals = false;
}
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 = bDiscrete ? 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:
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_Random:
// select a random frame other than the current one
if (anim->NumFrames > 1)
{
WORD rndFrame = (WORD)pr_animatepictures(anim->NumFrames - 1);
if (rndFrame >= anim->CurFrame) rndFrame++;
anim->CurFrame = rndFrame;
}
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->bDiscrete)
{
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;
}