qzdoom/src/textures/anim_switches.cpp

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2016-03-01 15:47:10 +00:00
/*
** 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<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;
}