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https://github.com/ZDoom/qzdoom.git
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- Texture animation improvements:
* Animations are now millisecond-accurate, so delays in ANIMDEFS can have fractional parts. * Cleaned up the animation code and moved it into r_anim.cpp. * Blood's oscillating texture animations are now available for use by actual supported games by adding the word "oscillate" after a "range" definition in ANIMDEFS. * Not exactly texture animation, but it's handled in the same function as texture animations: Scrolling skies also have millisecond precision. SVN r125 (trunk)
This commit is contained in:
parent
3f51b80cac
commit
6863938e67
10 changed files with 826 additions and 648 deletions
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@ -785,5 +785,4 @@ CCMD(changesky)
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sky1texture = TexMan.GetTexture (sky1name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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}
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R_InitSkyMap ();
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sky1pos = sky2pos = 0;
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}
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@ -865,12 +865,11 @@ static void ParseMapInfoLower (MapInfoHandler *handlers,
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SC_MustGetFloat (); // get scroll speed
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if (HexenHack)
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{
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*((fixed_t *)(info + handler->data2)) = sc_Number << 8;
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}
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else
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{
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*((fixed_t *)(info + handler->data2)) = (fixed_t)(sc_Float * 65536.0f);
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sc_Float /= 256;
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}
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// Sky scroll speed is specified as pixels per tic, but we
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// want pixels per millisecond.
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*((float *)(info + handler->data2)) = sc_Float * 35 / 1000;
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break;
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case MITYPE_SETFLAG:
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@ -1774,7 +1773,6 @@ void G_DoLoadLevel (int position, bool autosave)
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// [RH] Fetch sky parameters from level_locals_t.
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sky1texture = TexMan.GetTexture (level.skypic1, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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sky2texture = TexMan.GetTexture (level.skypic2, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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sky1pos = sky2pos = 0;
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// [RH] Set up details about sky rendering
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R_InitSkyMap ();
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@ -2420,7 +2418,6 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
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strncpy (level.skypic2, arc.ReadName(), 8);
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sky1texture = TexMan.GetTexture (level.skypic1, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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sky2texture = TexMan.GetTexture (level.skypic2, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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sky1pos = sky2pos = 0;
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R_InitSkyMap ();
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}
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@ -137,8 +137,8 @@ struct level_info_s
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DWORD snapshotVer;
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struct acsdefered_s *defered;
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char skypic2[9];
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fixed_t skyspeed1;
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fixed_t skyspeed2;
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float skyspeed1;
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float skyspeed2;
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DWORD fadeto;
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DWORD outsidefog;
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int cdtrack;
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@ -203,8 +203,8 @@ struct level_locals_s
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char skypic1[9];
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char skypic2[9];
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fixed_t skyspeed1; // Scrolling speed of first sky texture
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fixed_t skyspeed2;
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float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
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float skyspeed2;
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int total_secrets;
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int found_secrets;
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@ -3403,7 +3403,7 @@ void P_Init ()
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atterm (P_Shutdown);
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P_InitEffects (); // [RH]
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P_InitPicAnims ();
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R_InitPicAnims ();
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P_InitSwitchList ();
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P_InitTerrainTypes ();
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P_InitKeyMessages ();
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629
src/p_spec.cpp
629
src/p_spec.cpp
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@ -68,7 +68,6 @@
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#include "r_sky.h"
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static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
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static FRandom pr_animatepictures ("AnimatePics");
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// [GrafZahl] Make this message changable by the user! ;)
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CVAR(String, secretmessage, "A Secret is revealed!", CVAR_ARCHIVE)
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@ -113,563 +112,11 @@ void DPusher::Serialize (FArchive &arc)
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<< m_Affectee;
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}
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//
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// Animating textures and planes
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//
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// [RH] Expanded to work with a Hexen ANIMDEFS lump
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//
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struct FAnimDef
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{
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WORD BasePic;
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WORD NumFrames;
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WORD CurFrame;
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BYTE bUniqueFrames:1;
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BYTE AnimType:2;
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BYTE Countdown;
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struct FAnimFrame
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{
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BYTE SpeedMin;
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BYTE SpeedRange;
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WORD FramePic;
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} Frames[1];
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enum
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{
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ANIM_Forward,
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ANIM_Backward,
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ANIM_OscillateUp,
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ANIM_OscillateDown,
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};
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};
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class DeletingAnimArray : public TArray<FAnimDef *>
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{
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public:
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~DeletingAnimArray()
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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) 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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static DeletingAnimArray Anims;
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// killough 3/7/98: Initialize generalized scrolling
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static void P_SpawnScrollers();
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static void P_FixAnimations ();
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static void P_SpawnFriction (); // phares 3/16/98
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static void P_SpawnPushers (); // phares 3/20/98
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static void ParseAnim (bool istex);
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//
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// Animating line specials
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//
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//
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// [RH] P_InitAnimDefs
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//
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// This uses a Hexen ANIMDEFS lump to define the animation sequences
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//
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static void P_InitAnimDefs ()
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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int lump, lastlump = 0;
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while ((lump = Wads.FindLump ("ANIMDEFS", &lastlump)) != -1)
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{
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SC_OpenLumpNum (lump, "ANIMDEFS");
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while (SC_GetString ())
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{
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if (SC_Compare ("flat"))
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{
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ParseAnim (false);
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}
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else if (SC_Compare ("texture"))
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{
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ParseAnim (true);
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}
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else if (SC_Compare ("switch"))
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{
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P_ProcessSwitchDef ();
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}
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// [GRB] Added warping type 2
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else if (SC_Compare ("warp") || SC_Compare ("warp2"))
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{
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bool isflat = false;
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BOOL type2 = SC_Compare ("warp2"); // [GRB]
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SC_MustGetString ();
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if (SC_Compare ("flat"))
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{
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isflat = true;
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SC_MustGetString ();
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}
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else if (SC_Compare ("texture"))
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{
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isflat = false;
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SC_MustGetString ();
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}
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else
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{
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SC_ScriptError (NULL);
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}
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int picnum = TexMan.CheckForTexture (sc_String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags);
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if (picnum != -1)
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{
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FTexture * warper = TexMan[picnum];
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// don't warp a texture more than once
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if (!warper->bWarped)
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{
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if (type2) // [GRB]
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warper = new FWarp2Texture (warper);
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else
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warper = new FWarpTexture (warper);
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TexMan.ReplaceTexture (picnum, warper, false);
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}
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// No decals on warping textures, by default.
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// Warping information is taken from the last warp
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// definition for this texture.
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warper->bNoDecals = true;
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if (SC_GetString ())
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{
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if (SC_Compare ("allowdecals"))
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{
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warper->bNoDecals = false;
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}
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else
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{
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SC_UnGet ();
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}
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}
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}
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}
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else if (SC_Compare ("cameratexture"))
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{
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int width, height;
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int fitwidth, fitheight;
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char *picname;
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SC_MustGetString ();
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picname = copystring (sc_String);
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SC_MustGetNumber ();
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width = sc_Number;
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SC_MustGetNumber ();
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height = sc_Number;
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int picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Flat, texflags);
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FTexture *viewer = new FCanvasTexture (picname, width, height);
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if (picnum != -1)
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{
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FTexture *oldtex = TexMan[picnum];
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fitwidth = DivScale3 (oldtex->GetWidth (), oldtex->ScaleX ? oldtex->ScaleX : 8);
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fitheight = DivScale3 (oldtex->GetHeight (), oldtex->ScaleY ? oldtex->ScaleY : 8);
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viewer->UseType = oldtex->UseType;
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TexMan.ReplaceTexture (picnum, viewer, true);
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}
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else
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{
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fitwidth = width;
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fitheight = height;
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// [GRB] No need for oldtex
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viewer->UseType = FTexture::TEX_Wall;
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TexMan.AddTexture (viewer);
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}
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delete[] picname;
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if (SC_GetString())
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{
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if (SC_Compare ("fit"))
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{
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SC_MustGetNumber ();
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fitwidth = sc_Number;
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SC_MustGetNumber ();
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fitheight = sc_Number;
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}
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else
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{
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SC_UnGet ();
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}
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}
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viewer->ScaleX = width * 8 / fitwidth;
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viewer->ScaleY = height * 8 / fitheight;
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}
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else if (SC_Compare ("animatedDoor"))
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{
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P_ParseAnimatedDoor ();
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}
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else
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{
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SC_ScriptError (NULL);
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}
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}
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SC_Close ();
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}
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}
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static void ParseAnim (bool istex)
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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TArray<FAnimDef::FAnimFrame> frames (32);
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FAnimDef::FAnimFrame frame;
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FAnimDef sink;
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FAnimDef *newAnim;
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int picnum;
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int framenum;
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int min, max;
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unsigned int i;
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bool optional = false, missing = false;
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SC_MustGetString ();
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if (SC_Compare ("optional"))
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{
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optional = true;
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SC_MustGetString ();
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}
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picnum = TexMan.CheckForTexture (sc_String, istex ? FTexture::TEX_Wall : FTexture::TEX_Flat, texflags);
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if (picnum < 0)
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{
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if (optional)
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{
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missing = true;
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}
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else
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{
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Printf (PRINT_BOLD, "ANIMDEFS: Can't find %s\n", sc_String);
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}
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}
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sink.CurFrame = 0;
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sink.BasePic = picnum;
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sink.bUniqueFrames = true;
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sink.AnimType = FAnimDef::ANIM_Forward;
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// no decals on animating textures, by default
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if (picnum >= 0)
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{
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TexMan[picnum]->bNoDecals = true;
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}
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while (SC_GetString ())
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{
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bool range = false;
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if (SC_Compare ("allowdecals"))
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{
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if (picnum >= 0)
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{
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TexMan[picnum]->bNoDecals = false;
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}
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continue;
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}
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else if (SC_Compare ("range"))
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{
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range = true;
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if (!sink.bUniqueFrames)
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{
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SC_ScriptError ("You can only use range once in a single animation.");
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}
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if (frames.Size() != 0)
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{
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SC_ScriptError ("You cannot use range together with pic.");
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}
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}
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else if (SC_Compare ("pic"))
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{
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if (!sink.bUniqueFrames)
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{
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SC_ScriptError ("You cannot use pic together with range.");
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}
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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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min = max = 1;
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SC_MustGetString ();
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if (IsNum (sc_String))
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{
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framenum = picnum + atoi(sc_String) - 1;
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}
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else
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{
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framenum = TexMan.CheckForTexture (sc_String, istex ? FTexture::TEX_Wall : FTexture::TEX_Flat, texflags);
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if (framenum < 0 && !missing)
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{
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SC_ScriptError ("Unknown texture %s", sc_String);
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}
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}
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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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if (sc_Number < 0)
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sc_Number = 0;
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else if (sc_Number > 255)
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sc_Number = 255;
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min = max = sc_Number;
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}
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else if (SC_Compare ("rand") && !range)
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{
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SC_MustGetNumber ();
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min = clamp (sc_Number, 0, 255);
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SC_MustGetNumber ();
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max = clamp (sc_Number, min, min+255);
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}
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else
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{
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SC_ScriptError ("Must specify a duration for animation frame");
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}
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if (picnum >= 0)
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{
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if (!range)
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{
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frame.SpeedMin = min;
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frame.SpeedRange = max - min;
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frame.FramePic = framenum;
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frames.Push (frame);
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}
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else
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{
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int spread = framenum - picnum;
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sink.bUniqueFrames = false;
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sink.NumFrames = abs(spread) + 1;
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sink.Frames[0].SpeedMin = min;
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sink.Frames[0].SpeedRange = max - min;
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sink.Countdown = min - 1;
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sink.AnimType = FAnimDef::ANIM_Forward;
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if (spread < 0)
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{
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sink.AnimType = FAnimDef::ANIM_Backward;
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TexMan[framenum]->bNoDecals = TexMan[picnum]->bNoDecals;
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picnum = framenum;
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sink.BasePic = picnum;
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}
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sink.Frames[0].FramePic = picnum;
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}
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}
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}
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if (picnum >= 0) // If base pic is not present, don't add this anim
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{
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if (frames.Size() < 2 && (sink.bUniqueFrames || sink.NumFrames < 2))
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{
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SC_ScriptError ("Animation needs at least 2 frames");
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}
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if (sink.bUniqueFrames)
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{
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sink.Countdown = frames[0].SpeedMin;
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sink.NumFrames = frames.Size();
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newAnim = (FAnimDef *)M_Malloc (sizeof(FAnimDef) + (frames.Size()-1)*sizeof(FAnimDef::FAnimFrame));
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*newAnim = sink;
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for (i = 0; i < frames.Size(); ++i)
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{
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newAnim->Frames[i] = frames[i];
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}
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}
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else
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{
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newAnim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
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*newAnim = sink;
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}
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// See if there is already an anim with the same base pic.
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// If so, replace it
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for (i = Anims.Size(); i-- > 0; )
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{
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if (Anims[i]->BasePic == picnum)
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{
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free (Anims[i]);
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Anims[i] = newAnim;
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return;
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}
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}
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Anims.Push (newAnim);
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}
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}
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//
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// P_InitPicAnims
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//
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// Load the table of animation definitions, checking for existence of
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// the start and end of each frame. If the start doesn't exist the sequence
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// is skipped, if the last doesn't exist, BOOM exits.
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//
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// Wall/Flat animation sequences, defined by name of first and last frame,
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// The full animation sequence is given using all lumps between the start
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// and end entry, in the order found in the WAD file.
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//
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// This routine modified to read its data from a predefined lump or
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// PWAD lump called ANIMATED rather than a static table in this module to
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// allow wad designers to insert or modify animation sequences.
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//
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// Lump format is an array of byte packed animdef_t structures, terminated
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// by a structure with istexture == -1. The lump can be generated from a
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// text source file using SWANTBLS.EXE, distributed with the BOOM utils.
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// The standard list of switches and animations is contained in the example
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// source text file DEFSWANI.DAT also in the BOOM util distribution.
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//
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// [RH] Rewritten to support BOOM ANIMATED lump but also make absolutely
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// no assumptions about how the compiler packs the animdefs array.
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//
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void P_InitPicAnims (void)
|
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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||||
|
||||
if (Wads.CheckNumForName ("ANIMATED") != -1)
|
||||
{
|
||||
FAnimDef anim, *newAnim;
|
||||
FMemLump animatedlump = Wads.ReadLump ("ANIMATED");
|
||||
const char *animdefs = (const char *)animatedlump.GetMem();
|
||||
const char *anim_p;
|
||||
int pic1, pic2;
|
||||
|
||||
// Init animation
|
||||
|
||||
anim.bUniqueFrames = false;
|
||||
anim.CurFrame = 0;
|
||||
anim.AnimType = FAnimDef::ANIM_Forward;
|
||||
|
||||
for (anim_p = animdefs; *anim_p != -1; anim_p += 23)
|
||||
{
|
||||
if (*anim_p /* .istexture */ & 1)
|
||||
{
|
||||
// different episode ?
|
||||
if ((pic1 = TexMan.CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Wall, texflags)) == -1 ||
|
||||
(pic2 = TexMan.CheckForTexture (anim_p + 1 /* .endname */, FTexture::TEX_Wall, texflags)) == -1)
|
||||
continue;
|
||||
|
||||
if (*anim_p & 2)
|
||||
{ // [RH] Bit 1 set means allow decals on walls with this texture
|
||||
TexMan[pic1]->bNoDecals = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
TexMan[pic1]->bNoDecals = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((pic1 = TexMan.CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Flat, texflags)) == -1 ||
|
||||
(pic2 = TexMan.CheckForTexture (anim_p + 1 /* .startname */, FTexture::TEX_Flat, texflags)) == -1)
|
||||
continue;
|
||||
}
|
||||
// [RH] Allow for either forward or backward animations.
|
||||
if (pic1 < pic2)
|
||||
{
|
||||
anim.BasePic = pic1;
|
||||
anim.NumFrames = pic2 - pic1 + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.BasePic = pic2;
|
||||
anim.NumFrames = pic1 - pic2 + 1;
|
||||
anim.AnimType = FAnimDef::ANIM_Backward;
|
||||
}
|
||||
|
||||
anim.bUniqueFrames = false;
|
||||
anim.CurFrame = 0;
|
||||
|
||||
if (anim.NumFrames < 2)
|
||||
I_FatalError ("P_InitPicAnims: bad cycle from %s to %s",
|
||||
anim_p + 10 /* .startname */,
|
||||
anim_p + 1 /* .endname */);
|
||||
|
||||
anim.Frames[0].SpeedMin =
|
||||
/* .speed */
|
||||
(anim_p[19] << 0) |
|
||||
(anim_p[20] << 8) |
|
||||
(anim_p[21] << 16) |
|
||||
(anim_p[22] << 24);
|
||||
|
||||
anim.Frames[0].SpeedRange = 0;
|
||||
anim.Frames[0].FramePic = anim.BasePic;
|
||||
anim.Countdown = anim.Frames[0].SpeedMin - 1;
|
||||
|
||||
newAnim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
|
||||
*newAnim = anim;
|
||||
Anims.Push (newAnim);
|
||||
}
|
||||
}
|
||||
// [RH] Load any ANIMDEFS lumps
|
||||
P_InitAnimDefs ();
|
||||
P_FixAnimations ();
|
||||
}
|
||||
|
||||
void P_AddSimpleAnim (int picnum, int animcount, int animtype, int animspeed)
|
||||
{
|
||||
FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
|
||||
anim->bUniqueFrames = false;
|
||||
anim->CurFrame = 0;
|
||||
anim->BasePic = picnum;
|
||||
anim->NumFrames = animcount;
|
||||
anim->AnimType = animtype;
|
||||
anim->Frames[0].SpeedMin = animspeed;
|
||||
anim->Frames[0].SpeedRange = 0;
|
||||
anim->Frames[0].FramePic = anim->BasePic;
|
||||
anim->Countdown = anim->Frames[0].SpeedMin - 1;
|
||||
Anims.Push (anim);
|
||||
}
|
||||
|
||||
// [RH] 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.
|
||||
static void P_FixAnimations ()
|
||||
{
|
||||
unsigned int i;
|
||||
int j;
|
||||
|
||||
for (i = 0; i < Anims.Size(); ++i)
|
||||
{
|
||||
FAnimDef *anim = Anims[i];
|
||||
if (anim->bUniqueFrames)
|
||||
{
|
||||
if (TexMan[anim->BasePic]->bNoRemap0)
|
||||
{
|
||||
for (j = 0; j < anim->NumFrames; ++j)
|
||||
{
|
||||
TexMan[anim->Frames[j].FramePic]->SetFrontSkyLayer ();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool nodecals;
|
||||
bool noremap = false;
|
||||
const char *name;
|
||||
|
||||
name = TexMan[anim->BasePic]->Name;
|
||||
nodecals = TexMan[anim->BasePic]->bNoDecals;
|
||||
for (j = 0; j < anim->NumFrames; ++j)
|
||||
{
|
||||
FTexture *tex = TexMan[anim->BasePic + j];
|
||||
noremap |= tex->bNoRemap0;
|
||||
tex->bNoDecals = nodecals;
|
||||
}
|
||||
if (noremap)
|
||||
{
|
||||
for (j = 0; j < anim->NumFrames; ++j)
|
||||
{
|
||||
TexMan[anim->BasePic + j]->SetFrontSkyLayer ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// [RH] Check dmflags for noexit and respond accordingly
|
||||
bool CheckIfExitIsGood (AActor *self)
|
||||
|
@ -1121,9 +568,6 @@ EXTERN_CVAR (Float, timelimit)
|
|||
|
||||
void P_UpdateSpecials ()
|
||||
{
|
||||
unsigned int j;
|
||||
int i;
|
||||
|
||||
// LEVEL TIMER
|
||||
if (deathmatch && timelimit)
|
||||
{
|
||||
|
@ -1133,79 +577,6 @@ void P_UpdateSpecials ()
|
|||
G_ExitLevel(0, false);
|
||||
}
|
||||
}
|
||||
|
||||
// ANIMATE FLATS AND TEXTURES GLOBALLY
|
||||
// [RH] Changed significantly to work with ANIMDEFS lumps
|
||||
for (j = 0; j < Anims.Size(); ++j)
|
||||
{
|
||||
FAnimDef *anim = Anims[j];
|
||||
if (--anim->Countdown == 0)
|
||||
{
|
||||
int speedframe;
|
||||
|
||||
switch (anim->AnimType)
|
||||
{
|
||||
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_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;
|
||||
}
|
||||
|
||||
speedframe = (anim->bUniqueFrames) ? anim->CurFrame : 0;
|
||||
|
||||
if (anim->Frames[speedframe].SpeedRange == 0)
|
||||
{
|
||||
anim->Countdown = anim->Frames[speedframe].SpeedMin;
|
||||
}
|
||||
else
|
||||
{
|
||||
anim->Countdown = pr_animatepictures() % anim->Frames[speedframe].SpeedRange
|
||||
+ anim->Frames[speedframe].SpeedMin;
|
||||
}
|
||||
}
|
||||
|
||||
if (anim->bUniqueFrames)
|
||||
{
|
||||
TexMan.SetTranslation (anim->BasePic, anim->Frames[anim->CurFrame].FramePic);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = 0; i < anim->NumFrames; i++)
|
||||
{
|
||||
TexMan.SetTranslation (anim->BasePic + i, anim->BasePic + (i + anim->CurFrame) % anim->NumFrames);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// [RH] Scroll the sky
|
||||
sky1pos = sky1pos + level.skyspeed1;
|
||||
sky2pos = sky2pos + level.skyspeed2;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -155,10 +155,6 @@ inline FArchive &operator<< (FArchive &arc, DPusher::EPusher &type)
|
|||
// it returns true, and the player is allowed to live.
|
||||
bool CheckIfExitIsGood (AActor *self);
|
||||
|
||||
// at game start
|
||||
void P_InitPicAnims (void);
|
||||
void P_AddSimpleAnim (int picnum, int animcount, int animtype, int animspeed);
|
||||
|
||||
// at map load
|
||||
void P_SpawnSpecials (void);
|
||||
|
||||
|
|
808
src/r_anim.cpp
Normal file
808
src/r_anim.cpp
Normal file
|
@ -0,0 +1,808 @@
|
|||
/*
|
||||
** 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 "cmdlib.h"
|
||||
#include "i_system.h"
|
||||
#include "r_local.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"
|
||||
|
||||
// MACROS ------------------------------------------------------------------
|
||||
|
||||
// TYPES -------------------------------------------------------------------
|
||||
|
||||
//
|
||||
// Animating textures and planes
|
||||
//
|
||||
// [RH] Expanded to work with a Hexen ANIMDEFS lump
|
||||
//
|
||||
|
||||
struct FAnimDef
|
||||
{
|
||||
WORD BasePic;
|
||||
WORD NumFrames;
|
||||
WORD CurFrame;
|
||||
BYTE AnimType;
|
||||
DWORD SwitchTime; // Time to advance to next frame
|
||||
struct FAnimFrame
|
||||
{
|
||||
DWORD SpeedMin; // Speeds are in ms, not tics
|
||||
DWORD SpeedRange;
|
||||
WORD FramePic;
|
||||
} Frames[1];
|
||||
enum
|
||||
{
|
||||
ANIM_Forward,
|
||||
ANIM_Backward,
|
||||
ANIM_OscillateUp,
|
||||
ANIM_OscillateDown,
|
||||
ANIM_DiscreteFrames
|
||||
};
|
||||
|
||||
void SetSwitchTime (DWORD mstime);
|
||||
};
|
||||
|
||||
// This is an array of pointers to animation definitions.
|
||||
// When it is destroyed, it deletes any animations it points to as well.
|
||||
class AnimArray : public TArray<FAnimDef *>
|
||||
{
|
||||
public:
|
||||
~AnimArray();
|
||||
void AddAnim (FAnimDef *anim);
|
||||
void FixAnimations ();
|
||||
};
|
||||
|
||||
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
|
||||
|
||||
static void R_InitAnimDefs ();
|
||||
static void R_AddComplexAnim (int picnum, const TArray<FAnimDef::FAnimFrame> &frames);
|
||||
static void ParseAnim (bool istex);
|
||||
static void ParseRangeAnim (int picnum, int usetype, bool missing);
|
||||
static void ParsePicAnim (int picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames);
|
||||
static int ParseFramenum (int basepicnum, int usetype, bool allowMissing);
|
||||
static void ParseTime (DWORD &min, DWORD &max);
|
||||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
static AnimArray Anims;
|
||||
static FRandom pr_animatepictures ("AnimatePics");
|
||||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_InitPicAnims
|
||||
//
|
||||
// [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.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_InitPicAnims (void)
|
||||
{
|
||||
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
||||
|
||||
if (Wads.CheckNumForName ("ANIMATED") != -1)
|
||||
{
|
||||
FMemLump animatedlump = Wads.ReadLump ("ANIMATED");
|
||||
const char *animdefs = (const char *)animatedlump.GetMem();
|
||||
const char *anim_p;
|
||||
int pic1, pic2;
|
||||
int animtype;
|
||||
DWORD animspeed;
|
||||
|
||||
// Init animation
|
||||
animtype = FAnimDef::ANIM_Forward;
|
||||
|
||||
for (anim_p = animdefs; *anim_p != -1; anim_p += 23)
|
||||
{
|
||||
if (*anim_p /* .istexture */ & 1)
|
||||
{
|
||||
// different episode ?
|
||||
if ((pic1 = TexMan.CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Wall, texflags)) == -1 ||
|
||||
(pic2 = TexMan.CheckForTexture (anim_p + 1 /* .endname */, FTexture::TEX_Wall, texflags)) == -1)
|
||||
continue;
|
||||
|
||||
// [RH] Bit 1 set means allow decals on walls with this texture
|
||||
TexMan[pic2]->bNoDecals = TexMan[pic1]->bNoDecals = !(*anim_p & 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((pic1 = TexMan.CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Flat, texflags)) == -1 ||
|
||||
(pic2 = TexMan.CheckForTexture (anim_p + 1 /* .startname */, FTexture::TEX_Flat, texflags)) == -1)
|
||||
continue;
|
||||
}
|
||||
if (pic1 == pic2)
|
||||
{
|
||||
// This animation only has one frame. Skip it. (Doom aborted instead.)
|
||||
Printf ("Animation %s in ANIMATED has only one frame", anim_p + 10);
|
||||
continue;
|
||||
}
|
||||
// [RH] Allow for backward animations as well as forward.
|
||||
if (pic1 > pic2)
|
||||
{
|
||||
swap (pic1, pic2);
|
||||
animtype = FAnimDef::ANIM_Backward;
|
||||
}
|
||||
|
||||
// Speed is stored as tics, but we want ms so scale accordingly.
|
||||
animspeed = /* .speed */
|
||||
Scale ((anim_p[19] << 0) |
|
||||
(anim_p[20] << 8) |
|
||||
(anim_p[21] << 16) |
|
||||
(anim_p[22] << 24), 1000, 35);
|
||||
|
||||
R_AddSimpleAnim (pic1, pic2 - pic1 + 1, animtype, animspeed);
|
||||
}
|
||||
}
|
||||
// [RH] Load any ANIMDEFS lumps
|
||||
R_InitAnimDefs ();
|
||||
Anims.FixAnimations ();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_AddSimpleAnim
|
||||
//
|
||||
// Creates an animation with simple characteristics. This is used for
|
||||
// original Doom (non-ANIMDEFS-style) animations and Build animations.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_AddSimpleAnim (int picnum, int animcount, int animtype, DWORD speedmin, DWORD speedrange)
|
||||
{
|
||||
FAnimDef *anim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
|
||||
anim->CurFrame = 0;
|
||||
anim->BasePic = picnum;
|
||||
anim->NumFrames = animcount;
|
||||
anim->AnimType = animtype;
|
||||
anim->SwitchTime = 0;
|
||||
anim->Frames[0].SpeedMin = speedmin;
|
||||
anim->Frames[0].SpeedRange = speedrange;
|
||||
anim->Frames[0].FramePic = anim->BasePic;
|
||||
Anims.AddAnim (anim);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_AddComplexAnim
|
||||
//
|
||||
// Creates an animation with individually defined frames.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void R_AddComplexAnim (int 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_DiscreteFrames;
|
||||
anim->SwitchTime = 0;
|
||||
memcpy (&anim->Frames[0], &frames[0], frames.Size() * sizeof(frames[0]));
|
||||
Anims.AddAnim (anim);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_InitAnimDefs
|
||||
//
|
||||
// This uses a Hexen ANIMDEFS lump to define the animation sequences
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void R_InitAnimDefs ()
|
||||
{
|
||||
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
||||
int lump, lastlump = 0;
|
||||
|
||||
while ((lump = Wads.FindLump ("ANIMDEFS", &lastlump)) != -1)
|
||||
{
|
||||
SC_OpenLumpNum (lump, "ANIMDEFS");
|
||||
|
||||
while (SC_GetString ())
|
||||
{
|
||||
if (SC_Compare ("flat"))
|
||||
{
|
||||
ParseAnim (false);
|
||||
}
|
||||
else if (SC_Compare ("texture"))
|
||||
{
|
||||
ParseAnim (true);
|
||||
}
|
||||
else if (SC_Compare ("switch"))
|
||||
{
|
||||
P_ProcessSwitchDef ();
|
||||
}
|
||||
// [GRB] Added warping type 2
|
||||
else if (SC_Compare ("warp") || SC_Compare ("warp2"))
|
||||
{
|
||||
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);
|
||||
}
|
||||
int picnum = TexMan.CheckForTexture (sc_String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags);
|
||||
if (picnum != -1)
|
||||
{
|
||||
FTexture * warper = TexMan[picnum];
|
||||
|
||||
// don't warp a texture more than once
|
||||
if (!warper->bWarped)
|
||||
{
|
||||
if (type2) // [GRB]
|
||||
warper = new FWarp2Texture (warper);
|
||||
else
|
||||
warper = new FWarpTexture (warper);
|
||||
TexMan.ReplaceTexture (picnum, warper, false);
|
||||
}
|
||||
|
||||
// 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 ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (SC_Compare ("cameratexture"))
|
||||
{
|
||||
int width, height;
|
||||
int fitwidth, fitheight;
|
||||
FString picname;
|
||||
|
||||
SC_MustGetString ();
|
||||
picname = sc_String;
|
||||
SC_MustGetNumber ();
|
||||
width = sc_Number;
|
||||
SC_MustGetNumber ();
|
||||
height = sc_Number;
|
||||
int picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Flat, texflags);
|
||||
FTexture *viewer = new FCanvasTexture (picname, width, height);
|
||||
if (picnum != -1)
|
||||
{
|
||||
FTexture *oldtex = TexMan[picnum];
|
||||
fitwidth = DivScale3 (oldtex->GetWidth (), oldtex->ScaleX ? oldtex->ScaleX : 8);
|
||||
fitheight = DivScale3 (oldtex->GetHeight (), oldtex->ScaleY ? oldtex->ScaleY : 8);
|
||||
viewer->UseType = oldtex->UseType;
|
||||
TexMan.ReplaceTexture (picnum, viewer, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
fitwidth = width;
|
||||
fitheight = height;
|
||||
// [GRB] No need for oldtex
|
||||
viewer->UseType = FTexture::TEX_Wall;
|
||||
TexMan.AddTexture (viewer);
|
||||
}
|
||||
if (SC_GetString())
|
||||
{
|
||||
if (SC_Compare ("fit"))
|
||||
{
|
||||
SC_MustGetNumber ();
|
||||
fitwidth = sc_Number;
|
||||
SC_MustGetNumber ();
|
||||
fitheight = sc_Number;
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_UnGet ();
|
||||
}
|
||||
}
|
||||
viewer->ScaleX = width * 8 / fitwidth;
|
||||
viewer->ScaleY = height * 8 / fitheight;
|
||||
}
|
||||
else if (SC_Compare ("animatedDoor"))
|
||||
{
|
||||
P_ParseAnimatedDoor ();
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_ScriptError (NULL);
|
||||
}
|
||||
}
|
||||
SC_Close ();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ParseAnim
|
||||
//
|
||||
// Parse a single animation definition out of an ANIMDEFS lump and
|
||||
// create the corresponding animation structure.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void ParseAnim (bool istex)
|
||||
{
|
||||
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
||||
TArray<FAnimDef::FAnimFrame> frames (32);
|
||||
int picnum;
|
||||
int usetype;
|
||||
int defined = 0;
|
||||
bool optional = false, missing = false;
|
||||
|
||||
usetype = istex ? FTexture::TEX_Wall : FTexture::TEX_Flat;
|
||||
|
||||
SC_MustGetString ();
|
||||
if (SC_Compare ("optional"))
|
||||
{
|
||||
optional = true;
|
||||
SC_MustGetString ();
|
||||
}
|
||||
picnum = TexMan.CheckForTexture (sc_String, usetype, texflags);
|
||||
|
||||
if (picnum < 0)
|
||||
{
|
||||
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 >= 0)
|
||||
{
|
||||
TexMan[picnum]->bNoDecals = true;
|
||||
}
|
||||
|
||||
while (SC_GetString ())
|
||||
{
|
||||
if (SC_Compare ("allowdecals"))
|
||||
{
|
||||
if (picnum >= 0)
|
||||
{
|
||||
TexMan[picnum]->bNoDecals = false;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
else if (SC_Compare ("range"))
|
||||
{
|
||||
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;
|
||||
ParseRangeAnim (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 (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 >= 0 && defined == 2)
|
||||
{
|
||||
if (frames.Size() < 2)
|
||||
{
|
||||
SC_ScriptError ("Animation needs at least 2 frames");
|
||||
}
|
||||
R_AddComplexAnim (picnum, frames);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ParseRangeAnim
|
||||
//
|
||||
// Parse an animation defined using "range". Not that one range entry is
|
||||
// enough to define a complete animation, unlike "pic".
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void ParseRangeAnim (int picnum, int usetype, bool missing)
|
||||
{
|
||||
int type, framenum;
|
||||
DWORD min, max;
|
||||
|
||||
type = FAnimDef::ANIM_Forward;
|
||||
framenum = ParseFramenum (picnum, usetype, missing);
|
||||
ParseTime (min, max);
|
||||
|
||||
if (framenum == picnum || picnum < 0)
|
||||
{
|
||||
return; // Animation is only one frame or does not exist
|
||||
}
|
||||
if (framenum < picnum)
|
||||
{
|
||||
type = FAnimDef::ANIM_Backward;
|
||||
TexMan[framenum]->bNoDecals = TexMan[picnum]->bNoDecals;
|
||||
swap (framenum, picnum);
|
||||
}
|
||||
if (SC_GetString())
|
||||
{
|
||||
if (SC_Compare ("Oscillate"))
|
||||
{
|
||||
type = type == FAnimDef::ANIM_Forward ? FAnimDef::ANIM_OscillateUp : FAnimDef::ANIM_OscillateDown;
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_UnGet ();
|
||||
}
|
||||
}
|
||||
R_AddSimpleAnim (picnum, framenum - picnum + 1, type, min, max - min);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ParsePicAnim
|
||||
//
|
||||
// Parse a single frame from ANIMDEFS defined using "pic".
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void ParsePicAnim (int picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames)
|
||||
{
|
||||
int framenum;
|
||||
DWORD min, max;
|
||||
|
||||
framenum = ParseFramenum (picnum, usetype, missing);
|
||||
ParseTime (min, max);
|
||||
|
||||
if (picnum >= 0)
|
||||
{
|
||||
FAnimDef::FAnimFrame frame;
|
||||
|
||||
frame.SpeedMin = min;
|
||||
frame.SpeedRange = max - min;
|
||||
frame.FramePic = framenum;
|
||||
frames.Push (frame);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ParseFramenum
|
||||
//
|
||||
// Reads a frame's texture from ANIMDEFS. It can either be an integral
|
||||
// offset from basepicnum or a specific texture name.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static int ParseFramenum (int basepicnum, int usetype, bool allowMissing)
|
||||
{
|
||||
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
||||
int framenum;
|
||||
|
||||
SC_MustGetString ();
|
||||
if (IsNum (sc_String))
|
||||
{
|
||||
framenum = basepicnum + atoi(sc_String) - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
framenum = TexMan.CheckForTexture (sc_String, usetype, texflags);
|
||||
if (framenum < 0 && !allowMissing)
|
||||
{
|
||||
SC_ScriptError ("Unknown texture %s", sc_String);
|
||||
}
|
||||
}
|
||||
return framenum;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ParseTime
|
||||
//
|
||||
// Reads a tics or rand time definition from ANIMDEFS.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void ParseTime (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
|
||||
{
|
||||
SC_ScriptError ("Must specify a duration for animation frame");
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// AnimArray :: ~AnimArray
|
||||
//
|
||||
// Frees all animations held in this array before freeing the array.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
AnimArray::~AnimArray()
|
||||
{
|
||||
for (unsigned i = 0; i < Size(); i++)
|
||||
{
|
||||
if ((*this)[i] != NULL)
|
||||
{
|
||||
free ((*this)[i]);
|
||||
(*this)[i] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// AnimArray :: AddAnim
|
||||
//
|
||||
// Adds a new animation to the array. If one with the same basepic as the
|
||||
// new one already exists, it is replaced.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void AnimArray::AddAnim (FAnimDef *anim)
|
||||
{
|
||||
// Search for existing duplicate.
|
||||
for (unsigned int i = 0; i < Anims.Size(); ++i)
|
||||
{
|
||||
if ((*this)[i]->BasePic == anim->BasePic)
|
||||
{
|
||||
// Found one!
|
||||
free ((*this)[i]);
|
||||
(*this)[i] = anim;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Didn't find one, so add it at the end.
|
||||
Push (anim);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// AnimArray :: 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 AnimArray::FixAnimations ()
|
||||
{
|
||||
unsigned int i;
|
||||
int j;
|
||||
|
||||
for (i = 0; i < Size(); ++i)
|
||||
{
|
||||
FAnimDef *anim = operator[] (i);
|
||||
if (anim->AnimType == FAnimDef::ANIM_DiscreteFrames)
|
||||
{
|
||||
if (TexMan[anim->BasePic]->bNoRemap0)
|
||||
{
|
||||
for (j = 0; j < anim->NumFrames; ++j)
|
||||
{
|
||||
TexMan[anim->Frames[j].FramePic]->SetFrontSkyLayer ();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bool nodecals;
|
||||
bool noremap = false;
|
||||
const char *name;
|
||||
|
||||
name = TexMan[anim->BasePic]->Name;
|
||||
nodecals = TexMan[anim->BasePic]->bNoDecals;
|
||||
for (j = 0; j < anim->NumFrames; ++j)
|
||||
{
|
||||
FTexture *tex = TexMan[anim->BasePic + j];
|
||||
noremap |= tex->bNoRemap0;
|
||||
tex->bNoDecals = nodecals;
|
||||
}
|
||||
if (noremap)
|
||||
{
|
||||
for (j = 0; j < anim->NumFrames; ++j)
|
||||
{
|
||||
TexMan[anim->BasePic + j]->SetFrontSkyLayer ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// FAnimDef :: SetSwitchTime
|
||||
//
|
||||
// Determines when to switch to the next frame.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FAnimDef::SetSwitchTime (DWORD mstime)
|
||||
{
|
||||
int speedframe = (AnimType == FAnimDef::ANIM_DiscreteFrames) ? CurFrame : 0;
|
||||
|
||||
SwitchTime = mstime + Frames[speedframe].SpeedMin;
|
||||
if (Frames[speedframe].SpeedRange != 0)
|
||||
{
|
||||
SwitchTime += pr_animatepictures(Frames[speedframe].SpeedRange);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_UpdateAnimations
|
||||
//
|
||||
// Updates texture translations for each animation and scrolls the skies.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_UpdateAnimations (DWORD mstime)
|
||||
{
|
||||
for (unsigned int j = 0; j < Anims.Size(); ++j)
|
||||
{
|
||||
FAnimDef *anim = Anims[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:
|
||||
case FAnimDef::ANIM_DiscreteFrames:
|
||||
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_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->AnimType == FAnimDef::ANIM_DiscreteFrames)
|
||||
{
|
||||
TexMan.SetTranslation (anim->BasePic, anim->Frames[anim->CurFrame].FramePic);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (unsigned int i = 0; i < anim->NumFrames; i++)
|
||||
{
|
||||
TexMan.SetTranslation (anim->BasePic + i, anim->BasePic + (i + anim->CurFrame) % anim->NumFrames);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Scroll the sky
|
||||
double ms = mstime * FRACUNIT;
|
||||
sky1pos = fixed_t(ms * level.skyspeed1);
|
||||
sky2pos = fixed_t(ms * level.skyspeed2);
|
||||
}
|
|
@ -505,9 +505,9 @@ void FTextureManager::AddTiles (void *tiles)
|
|||
}
|
||||
|
||||
speed = (anm >> 24) & 15;
|
||||
speed = MAX (1, (1 << speed) * TICRATE / 120);
|
||||
speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
|
||||
|
||||
P_AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
|
||||
R_AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
|
||||
}
|
||||
|
||||
// Blood's rotation types:
|
||||
|
|
|
@ -43,4 +43,10 @@
|
|||
#include "r_things.h"
|
||||
#include "r_draw.h"
|
||||
|
||||
// r_anim.cpp
|
||||
|
||||
void R_InitPicAnims ();
|
||||
void R_AddSimpleAnim (int picnum, int animcount, int animtype, DWORD animspeed /* in ms */, DWORD speedrange=0);
|
||||
void R_UpdateAnimations (DWORD mstime);
|
||||
|
||||
#endif // __R_LOCAL_H__
|
||||
|
|
|
@ -1045,6 +1045,7 @@ void R_SetupFrame (AActor *actor)
|
|||
iview->otic = nowtic;
|
||||
}
|
||||
|
||||
R_UpdateAnimations (I_MSTime());
|
||||
r_TicFrac = I_GetTimeFrac (&r_FrameTime);
|
||||
if (cl_capfps || r_NoInterpolate)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue