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https://github.com/ZDoom/gzdoom.git
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a3e8a0cefd
arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) SVN r1059 (trunk)
710 lines
17 KiB
C++
710 lines
17 KiB
C++
/*
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** p_switch.cpp
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** Switch and button maintenance and 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 "templates.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_3dmidtex.h"
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#include "m_random.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "w_wad.h"
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#include "tarray.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "gi.h"
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#define MAX_FRAMES 128
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static FRandom pr_switchanim ("AnimSwitch");
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class DActiveButton : public DThinker
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{
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DECLARE_CLASS (DActiveButton, DThinker)
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public:
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DActiveButton ();
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DActiveButton (side_t *, int, WORD switchnum, fixed_t x, fixed_t y, bool flippable);
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void Serialize (FArchive &arc);
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void Tick ();
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side_t *m_Side;
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SBYTE m_Part;
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WORD m_SwitchDef;
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WORD m_Frame;
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WORD m_Timer;
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bool bFlippable;
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fixed_t m_X, m_Y; // Location of timer sound
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protected:
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bool AdvanceFrame ();
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};
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struct FSwitchDef
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{
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FTextureID PreTexture; // texture to switch from
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WORD PairIndex; // switch def to use to return to PreTexture
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WORD NumFrames; // # of animation frames
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FSoundID Sound; // sound to play at start of animation
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bool QuestPanel; // Special texture for Strife mission
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struct frame // Array of times followed by array of textures
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{ // actual length of each array is <NumFrames>
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DWORD Time;
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FTextureID Texture;
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} u[1];
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};
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static int STACK_ARGS SortSwitchDefs (const void *a, const void *b);
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static FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad);
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static WORD AddSwitchDef (FSwitchDef *def);
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//
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// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
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//
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class DeletingSwitchArray : public TArray<FSwitchDef *>
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{
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public:
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~DeletingSwitchArray()
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{
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for(unsigned i=0;i<Size();i++)
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{
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if ((*this)[i] != NULL)
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{
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M_Free((*this)[i]);
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(*this)[i] = NULL;
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}
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}
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}
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};
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static DeletingSwitchArray SwitchList;
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//
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// P_InitSwitchList
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// Only called at game initialization.
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//
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// [RH] Rewritten to use a BOOM-style SWITCHES lump and remove the
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// MAXSWITCHES limit.
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void P_InitSwitchList ()
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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int lump = Wads.CheckNumForName ("SWITCHES");
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FSwitchDef **origMap;
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int i, j;
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if (lump != -1)
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{
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FMemLump lumpdata = Wads.ReadLump (lump);
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const char *alphSwitchList = (const char *)lumpdata.GetMem();
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const char *list_p;
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FSwitchDef *def1, *def2;
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for (list_p = alphSwitchList; list_p[18] || list_p[19]; list_p += 20)
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{
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// [RH] Check for switches that aren't really switches
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if (stricmp (list_p, list_p+9) == 0)
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{
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Printf ("Switch %s in SWITCHES has the same 'on' state\n", list_p);
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continue;
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}
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// [RH] Skip this switch if its texture can't be found.
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if (((gameinfo.maxSwitch & 15) >= (list_p[18] & 15)) &&
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((gameinfo.maxSwitch & ~15) == (list_p[18] & ~15)) &&
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TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags).Exists())
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{
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def1 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
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def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
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def1->PreTexture = def2->u[0].Texture = TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags);
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def2->PreTexture = def1->u[0].Texture = TexMan.CheckForTexture (list_p + 9, FTexture::TEX_Wall, texflags);
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def1->Sound = def2->Sound = 0;
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def1->NumFrames = def2->NumFrames = 1;
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def1->u[0].Time = def2->u[0].Time = 0;
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def2->PairIndex = AddSwitchDef (def1);
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def1->PairIndex = AddSwitchDef (def2);
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}
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}
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}
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SwitchList.ShrinkToFit ();
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// Sort SwitchList for quick searching
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origMap = new FSwitchDef *[SwitchList.Size ()];
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for (i = 0; i < (int)SwitchList.Size (); i++)
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{
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origMap[i] = SwitchList[i];
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}
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qsort (&SwitchList[0], i, sizeof(FSwitchDef *), SortSwitchDefs);
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// Correct the PairIndex of each switch def, since the sorting broke them
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for (i = (int)(SwitchList.Size () - 1); i >= 0; i--)
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{
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FSwitchDef *def = SwitchList[i];
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if (def->PairIndex != 65535)
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{
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for (j = (int)(SwitchList.Size () - 1); j >= 0; j--)
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{
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if (SwitchList[j] == origMap[def->PairIndex])
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{
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def->PairIndex = (WORD)j;
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break;
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}
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}
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}
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}
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delete[] origMap;
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}
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static int STACK_ARGS SortSwitchDefs (const void *a, const void *b)
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{
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return (*(FSwitchDef **)a)->PreTexture - (*(FSwitchDef **)b)->PreTexture;
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}
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// Parse a switch block in ANIMDEFS and add the definitions to SwitchList
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void P_ProcessSwitchDef (FScanner &sc)
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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FString picname;
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FSwitchDef *def1, *def2;
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FTextureID picnum;
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BYTE max;
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bool quest = false;
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def1 = def2 = NULL;
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sc.MustGetString ();
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if (sc.Compare ("doom"))
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{
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max = 0;
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}
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else if (sc.Compare ("heretic"))
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{
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max = 17;
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}
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else if (sc.Compare ("hexen"))
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{
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max = 33;
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}
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else if (sc.Compare ("strife"))
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{
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max = 49;
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}
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else if (sc.Compare ("any"))
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{
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max = 240;
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}
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else
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{
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// There is no game specified; just treat as any
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max = 240;
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sc.UnGet ();
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}
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if (max == 0)
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{
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sc.MustGetNumber ();
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max |= sc.Number & 15;
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}
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sc.MustGetString ();
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picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
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picname = sc.String;
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while (sc.GetString ())
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{
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if (sc.Compare ("quest"))
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{
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quest = true;
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}
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else if (sc.Compare ("on"))
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{
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if (def1 != NULL)
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{
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sc.ScriptError ("Switch already has an on state");
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}
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def1 = ParseSwitchDef (sc, !picnum.Exists());
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}
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else if (sc.Compare ("off"))
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{
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if (def2 != NULL)
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{
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sc.ScriptError ("Switch already has an off state");
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}
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def2 = ParseSwitchDef (sc, !picnum.Exists());
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}
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else
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{
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sc.UnGet ();
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break;
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}
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}
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/*
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if (def1 == NULL)
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{
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sc.ScriptError ("Switch must have an on state");
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}
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*/
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if (def1 == NULL || !picnum.Exists() ||
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((max & 240) != 240 &&
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((gameinfo.maxSwitch & 240) != (max & 240) ||
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(gameinfo.maxSwitch & 15) < (max & 15))))
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{
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if (def2 != NULL)
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{
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free (def2);
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}
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if (def1 != NULL)
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{
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free (def1);
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}
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return;
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}
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// If the switch did not have an off state, create one that just returns
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// it to the original texture without doing anything interesting
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if (def2 == NULL)
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{
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def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
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def2->Sound = def1->Sound;
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def2->NumFrames = 1;
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def2->u[0].Time = 0;
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def2->u[0].Texture = picnum;
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}
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def1->PreTexture = picnum;
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def2->PreTexture = def1->u[def1->NumFrames-1].Texture;
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if (def1->PreTexture == def2->PreTexture)
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{
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sc.ScriptError ("The on state for switch %s must end with a texture other than %s", picname.GetChars(), picname.GetChars());
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}
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def2->PairIndex = AddSwitchDef (def1);
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def1->PairIndex = AddSwitchDef (def2);
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def1->QuestPanel = def2->QuestPanel = quest;
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}
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FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad)
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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FSwitchDef *def;
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TArray<FSwitchDef::frame> frames;
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FSwitchDef::frame thisframe;
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FTextureID picnum;
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bool bad;
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FSoundID sound;
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bad = false;
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while (sc.GetString ())
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{
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if (sc.Compare ("sound"))
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{
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if (sound != 0)
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{
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sc.ScriptError ("Switch state already has a sound");
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}
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sc.MustGetString ();
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sound = sc.String;
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}
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else if (sc.Compare ("pic"))
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{
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sc.MustGetString ();
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picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
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if (!picnum.Exists() && !ignoreBad)
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{
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//Printf ("Unknown switch texture %s\n", sc.String);
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bad = true;
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}
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thisframe.Texture = picnum;
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sc.MustGetString ();
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if (sc.Compare ("tics"))
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{
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sc.MustGetNumber ();
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thisframe.Time = sc.Number & 65535;
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}
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else if (sc.Compare ("rand"))
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{
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int min, max;
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sc.MustGetNumber ();
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min = sc.Number & 65535;
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sc.MustGetNumber ();
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max = sc.Number & 65535;
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if (min > max)
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{
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swap (min, max);
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}
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thisframe.Time = ((max - min + 1) << 16) | min;
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}
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else
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{
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thisframe.Time = 0; // Shush, GCC.
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sc.ScriptError ("Must specify a duration for switch frame");
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}
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frames.Push(thisframe);
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}
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else
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{
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sc.UnGet ();
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break;
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}
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}
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if (frames.Size() == 0)
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{
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sc.ScriptError ("Switch state needs at least one frame");
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}
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if (bad)
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{
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return NULL;
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}
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def = (FSwitchDef *)M_Malloc (myoffsetof (FSwitchDef, u[0]) + frames.Size()*sizeof(frames[0]));
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def->Sound = sound;
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def->NumFrames = frames.Size();
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memcpy (&def->u[0], &frames[0], frames.Size() * sizeof(frames[0]));
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def->PairIndex = 65535;
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return def;
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}
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static WORD AddSwitchDef (FSwitchDef *def)
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{
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unsigned int i;
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for (i = SwitchList.Size (); i-- > 0; )
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{
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if (SwitchList[i]->PreTexture == def->PreTexture)
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{
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free (SwitchList[i]);
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SwitchList[i] = def;
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return (WORD)i;
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}
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}
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return (WORD)SwitchList.Push (def);
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}
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//
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// Start a button counting down till it turns off.
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// [RH] Rewritten to remove MAXBUTTONS limit.
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//
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static bool P_StartButton (side_t *side, int Where, int switchnum,
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fixed_t x, fixed_t y, bool useagain)
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{
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DActiveButton *button;
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TThinkerIterator<DActiveButton> iterator;
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// See if button is already pressed
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while ( (button = iterator.Next ()) )
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{
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if (button->m_Side == side)
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{
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button->m_Timer=1; // force advancing to the next frame
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return false;
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}
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}
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new DActiveButton (side, Where, switchnum, x, y, useagain);
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return true;
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}
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static int TryFindSwitch (side_t *side, int Where)
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{
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int mid, low, high;
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FTextureID texture = side->GetTexture(Where);
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high = (int)(SwitchList.Size () - 1);
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if (high >= 0)
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{
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low = 0;
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do
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{
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mid = (high + low) / 2;
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if (SwitchList[mid]->PreTexture == texture)
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{
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return mid;
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}
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else if (texture < SwitchList[mid]->PreTexture)
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{
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high = mid - 1;
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}
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else
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{
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low = mid + 1;
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}
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} while (low <= high);
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}
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return -1;
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}
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//
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// Checks whether a switch is reachable
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// This is optional because old maps can rely on being able to
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// use non-reachable switches.
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//
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bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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{
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// if this line is one sided this function must always return success.
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if (line->sidenum[0] == NO_SIDE || line->sidenum[1] == NO_SIDE) return true;
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fixed_t checktop;
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fixed_t checkbot;
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side_t *side = &sides[line->sidenum[sideno]];
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sector_t *front = sides[line->sidenum[sideno]].sector;
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sector_t *back = sides[line->sidenum[1-sideno]].sector;
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FLineOpening open;
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// 3DMIDTEX forces CHECKSWITCHRANGE because otherwise it might cause problems.
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if (!(line->flags & (ML_3DMIDTEX|ML_CHECKSWITCHRANGE))) return true;
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// calculate the point where the user would touch the wall.
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divline_t dll, dlu;
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fixed_t inter, checkx, checky;
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P_MakeDivline (line, &dll);
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dlu.x = user->x;
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dlu.y = user->y;
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dlu.dx = finecosine[user->angle >> ANGLETOFINESHIFT];
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dlu.dy = finesine[user->angle >> ANGLETOFINESHIFT];
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inter = P_InterceptVector(&dll, &dlu);
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checkx = dll.x + FixedMul(dll.dx, inter);
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checky = dll.y + FixedMul(dll.dy, inter);
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// Now get the information from the line.
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P_LineOpening(open, NULL, line, checkx, checky, user->x, user->y);
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if (open.range <= 0) return true;
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if ((TryFindSwitch (side, side_t::top)) != -1)
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{
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return (user->z + user->height >= open.top);
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}
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else if ((TryFindSwitch (side, side_t::bottom)) != -1)
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{
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return (user->z <= open.bottom);
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}
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else if ((line->flags & (ML_3DMIDTEX)) || (TryFindSwitch (side, side_t::mid)) != -1)
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{
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// 3DMIDTEX lines will force a mid texture check if no switch is found on this line
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// to keep compatibility with Eternity's implementation.
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if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot)) return false;
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return user->z < checktop || user->z + user->height > checkbot;
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}
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else
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{
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// no switch found. Check whether the player can touch either top or bottom texture
|
|
return (user->z + user->height >= open.top) || (user->z <= open.bottom);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Function that changes wall texture.
|
|
// Tell it if switch is ok to use again (1=yes, it's a button).
|
|
//
|
|
bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest)
|
|
{
|
|
int texture;
|
|
int i, sound;
|
|
|
|
if ((i = TryFindSwitch (side, side_t::top)) != -1)
|
|
{
|
|
texture = side_t::top;
|
|
}
|
|
else if ((i = TryFindSwitch (side, side_t::bottom)) != -1)
|
|
{
|
|
texture = side_t::bottom;
|
|
}
|
|
else if ((i = TryFindSwitch (side, side_t::mid)) != -1)
|
|
{
|
|
texture = side_t::mid;
|
|
}
|
|
else
|
|
{
|
|
if (quest != NULL)
|
|
{
|
|
*quest = false;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// EXIT SWITCH?
|
|
if (SwitchList[i]->Sound != 0)
|
|
{
|
|
sound = SwitchList[i]->Sound;
|
|
}
|
|
else
|
|
{
|
|
sound = S_FindSound (
|
|
special == Exit_Normal ||
|
|
special == Exit_Secret ||
|
|
special == Teleport_NewMap ||
|
|
special == Teleport_EndGame
|
|
? "switches/exitbutn" : "switches/normbutn");
|
|
}
|
|
|
|
// [RH] The original code played the sound at buttonlist->soundorg,
|
|
// which wasn't necessarily anywhere near the switch if it was
|
|
// facing a big sector (and which wasn't necessarily for the
|
|
// button just activated, either).
|
|
fixed_t pt[2];
|
|
line_t *line = &lines[side->linenum];
|
|
bool playsound;
|
|
|
|
pt[0] = line->v1->x + (line->dx >> 1);
|
|
pt[1] = line->v1->y + (line->dy >> 1);
|
|
side->SetTexture(texture, SwitchList[i]->u[0].Texture);
|
|
if (useAgain || SwitchList[i]->NumFrames > 1)
|
|
playsound = P_StartButton (side, texture, i, pt[0], pt[1], !!useAgain);
|
|
else
|
|
playsound = true;
|
|
if (playsound)
|
|
S_Sound (pt[0], pt[1], 0, CHAN_VOICE|CHAN_LISTENERZ, sound, 1, ATTN_STATIC);
|
|
if (quest != NULL)
|
|
{
|
|
*quest = SwitchList[i]->QuestPanel;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
IMPLEMENT_CLASS (DActiveButton)
|
|
|
|
DActiveButton::DActiveButton ()
|
|
{
|
|
m_Side = NULL;
|
|
m_Part = -1;
|
|
m_SwitchDef = 0;
|
|
m_Timer = 0;
|
|
m_X = 0;
|
|
m_Y = 0;
|
|
bFlippable = false;
|
|
}
|
|
|
|
DActiveButton::DActiveButton (side_t *side, int Where, WORD switchnum,
|
|
fixed_t x, fixed_t y, bool useagain)
|
|
{
|
|
m_Side = side;
|
|
m_Part = SBYTE(Where);
|
|
m_X = x;
|
|
m_Y = y;
|
|
bFlippable = useagain;
|
|
|
|
m_SwitchDef = switchnum;
|
|
m_Frame = 65535;
|
|
AdvanceFrame ();
|
|
}
|
|
|
|
void DActiveButton::Serialize (FArchive &arc)
|
|
{
|
|
SDWORD sidenum;
|
|
|
|
Super::Serialize (arc);
|
|
if (arc.IsStoring ())
|
|
{
|
|
sidenum = m_Side ? m_Side - sides : -1;
|
|
}
|
|
arc << sidenum << m_Part << m_SwitchDef << m_Frame << m_Timer << bFlippable << m_X << m_Y;
|
|
if (arc.IsLoading ())
|
|
{
|
|
m_Side = sidenum >= 0 ? sides + sidenum : NULL;
|
|
}
|
|
}
|
|
|
|
void DActiveButton::Tick ()
|
|
{
|
|
if (--m_Timer == 0)
|
|
{
|
|
FSwitchDef *def = SwitchList[m_SwitchDef];
|
|
if (m_Frame == def->NumFrames - 1)
|
|
{
|
|
m_SwitchDef = def->PairIndex;
|
|
if (m_SwitchDef != 65535)
|
|
{
|
|
def = SwitchList[def->PairIndex];
|
|
m_Frame = 65535;
|
|
S_Sound (m_X, m_Y, 0, CHAN_VOICE|CHAN_LISTENERZ,
|
|
def->Sound != 0 ? def->Sound : FSoundID("switches/normbutn"),
|
|
1, ATTN_STATIC);
|
|
bFlippable = false;
|
|
}
|
|
else
|
|
{
|
|
Destroy ();
|
|
return;
|
|
}
|
|
}
|
|
bool killme = AdvanceFrame ();
|
|
|
|
m_Side->SetTexture(m_Part, def->u[m_Frame].Texture);
|
|
|
|
if (killme)
|
|
{
|
|
Destroy ();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool DActiveButton::AdvanceFrame ()
|
|
{
|
|
bool ret = false;
|
|
FSwitchDef *def = SwitchList[m_SwitchDef];
|
|
|
|
if (++m_Frame == def->NumFrames - 1)
|
|
{
|
|
if (bFlippable == true)
|
|
{
|
|
m_Timer = BUTTONTIME;
|
|
}
|
|
else
|
|
{
|
|
ret = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (def->u[m_Frame].Time & 0xffff0000)
|
|
{
|
|
int t = pr_switchanim();
|
|
|
|
m_Timer = (WORD)((((t | (pr_switchanim() << 8))
|
|
% def->u[m_Frame].Time) >> 16)
|
|
+ (def->u[m_Frame].Time & 0xffff));
|
|
}
|
|
else
|
|
{
|
|
m_Timer = (WORD)def->u[m_Frame].Time;
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|