- 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:
Randy Heit 2006-05-18 01:42:50 +00:00
parent 3f51b80cac
commit 6863938e67
10 changed files with 826 additions and 648 deletions

View file

@ -785,5 +785,4 @@ CCMD(changesky)
sky1texture = TexMan.GetTexture (sky1name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
}
R_InitSkyMap ();
sky1pos = sky2pos = 0;
}

View file

@ -865,12 +865,11 @@ static void ParseMapInfoLower (MapInfoHandler *handlers,
SC_MustGetFloat (); // get scroll speed
if (HexenHack)
{
*((fixed_t *)(info + handler->data2)) = sc_Number << 8;
}
else
{
*((fixed_t *)(info + handler->data2)) = (fixed_t)(sc_Float * 65536.0f);
sc_Float /= 256;
}
// Sky scroll speed is specified as pixels per tic, but we
// want pixels per millisecond.
*((float *)(info + handler->data2)) = sc_Float * 35 / 1000;
break;
case MITYPE_SETFLAG:
@ -1774,7 +1773,6 @@ void G_DoLoadLevel (int position, bool autosave)
// [RH] Fetch sky parameters from level_locals_t.
sky1texture = TexMan.GetTexture (level.skypic1, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
sky2texture = TexMan.GetTexture (level.skypic2, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
sky1pos = sky2pos = 0;
// [RH] Set up details about sky rendering
R_InitSkyMap ();
@ -2420,7 +2418,6 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
strncpy (level.skypic2, arc.ReadName(), 8);
sky1texture = TexMan.GetTexture (level.skypic1, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
sky2texture = TexMan.GetTexture (level.skypic2, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
sky1pos = sky2pos = 0;
R_InitSkyMap ();
}

View file

@ -137,8 +137,8 @@ struct level_info_s
DWORD snapshotVer;
struct acsdefered_s *defered;
char skypic2[9];
fixed_t skyspeed1;
fixed_t skyspeed2;
float skyspeed1;
float skyspeed2;
DWORD fadeto;
DWORD outsidefog;
int cdtrack;
@ -203,8 +203,8 @@ struct level_locals_s
char skypic1[9];
char skypic2[9];
fixed_t skyspeed1; // Scrolling speed of first sky texture
fixed_t skyspeed2;
float skyspeed1; // Scrolling speed of sky textures, in pixels per ms
float skyspeed2;
int total_secrets;
int found_secrets;

View file

@ -3403,7 +3403,7 @@ void P_Init ()
atterm (P_Shutdown);
P_InitEffects (); // [RH]
P_InitPicAnims ();
R_InitPicAnims ();
P_InitSwitchList ();
P_InitTerrainTypes ();
P_InitKeyMessages ();

View file

@ -68,7 +68,6 @@
#include "r_sky.h"
static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
static FRandom pr_animatepictures ("AnimatePics");
// [GrafZahl] Make this message changable by the user! ;)
CVAR(String, secretmessage, "A Secret is revealed!", CVAR_ARCHIVE)
@ -113,563 +112,11 @@ void DPusher::Serialize (FArchive &arc)
<< m_Affectee;
}
//
// Animating textures and planes
//
// [RH] Expanded to work with a Hexen ANIMDEFS lump
//
struct FAnimDef
{
WORD BasePic;
WORD NumFrames;
WORD CurFrame;
BYTE bUniqueFrames:1;
BYTE AnimType:2;
BYTE Countdown;
struct FAnimFrame
{
BYTE SpeedMin;
BYTE SpeedRange;
WORD FramePic;
} Frames[1];
enum
{
ANIM_Forward,
ANIM_Backward,
ANIM_OscillateUp,
ANIM_OscillateDown,
};
};
class DeletingAnimArray : public TArray<FAnimDef *>
{
public:
~DeletingAnimArray()
{
for(unsigned i=0;i<Size();i++)
{
if ((*this)[i] != NULL) free((*this)[i]);
(*this)[i]=NULL;
}
}
};
static DeletingAnimArray Anims;
// killough 3/7/98: Initialize generalized scrolling
static void P_SpawnScrollers();
static void P_FixAnimations ();
static void P_SpawnFriction (); // phares 3/16/98
static void P_SpawnPushers (); // phares 3/20/98
static void ParseAnim (bool istex);
//
// Animating line specials
//
//
// [RH] P_InitAnimDefs
//
// This uses a Hexen ANIMDEFS lump to define the animation sequences
//
static void P_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;
char *picname;
SC_MustGetString ();
picname = copystring (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);
}
delete[] picname;
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 ();
}
}
static void ParseAnim (bool istex)
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
TArray<FAnimDef::FAnimFrame> frames (32);
FAnimDef::FAnimFrame frame;
FAnimDef sink;
FAnimDef *newAnim;
int picnum;
int framenum;
int min, max;
unsigned int i;
bool optional = false, missing = false;
SC_MustGetString ();
if (SC_Compare ("optional"))
{
optional = true;
SC_MustGetString ();
}
picnum = TexMan.CheckForTexture (sc_String, istex ? FTexture::TEX_Wall : FTexture::TEX_Flat, texflags);
if (picnum < 0)
{
if (optional)
{
missing = true;
}
else
{
Printf (PRINT_BOLD, "ANIMDEFS: Can't find %s\n", sc_String);
}
}
sink.CurFrame = 0;
sink.BasePic = picnum;
sink.bUniqueFrames = true;
sink.AnimType = FAnimDef::ANIM_Forward;
// no decals on animating textures, by default
if (picnum >= 0)
{
TexMan[picnum]->bNoDecals = true;
}
while (SC_GetString ())
{
bool range = false;
if (SC_Compare ("allowdecals"))
{
if (picnum >= 0)
{
TexMan[picnum]->bNoDecals = false;
}
continue;
}
else if (SC_Compare ("range"))
{
range = true;
if (!sink.bUniqueFrames)
{
SC_ScriptError ("You can only use range once in a single animation.");
}
if (frames.Size() != 0)
{
SC_ScriptError ("You cannot use range together with pic.");
}
}
else if (SC_Compare ("pic"))
{
if (!sink.bUniqueFrames)
{
SC_ScriptError ("You cannot use pic together with range.");
}
}
else
{
SC_UnGet ();
break;
}
min = max = 1;
SC_MustGetString ();
if (IsNum (sc_String))
{
framenum = picnum + atoi(sc_String) - 1;
}
else
{
framenum = TexMan.CheckForTexture (sc_String, istex ? FTexture::TEX_Wall : FTexture::TEX_Flat, texflags);
if (framenum < 0 && !missing)
{
SC_ScriptError ("Unknown texture %s", sc_String);
}
}
SC_MustGetString ();
if (SC_Compare ("tics"))
{
SC_MustGetNumber ();
if (sc_Number < 0)
sc_Number = 0;
else if (sc_Number > 255)
sc_Number = 255;
min = max = sc_Number;
}
else if (SC_Compare ("rand") && !range)
{
SC_MustGetNumber ();
min = clamp (sc_Number, 0, 255);
SC_MustGetNumber ();
max = clamp (sc_Number, min, min+255);
}
else
{
SC_ScriptError ("Must specify a duration for animation frame");
}
if (picnum >= 0)
{
if (!range)
{
frame.SpeedMin = min;
frame.SpeedRange = max - min;
frame.FramePic = framenum;
frames.Push (frame);
}
else
{
int spread = framenum - picnum;
sink.bUniqueFrames = false;
sink.NumFrames = abs(spread) + 1;
sink.Frames[0].SpeedMin = min;
sink.Frames[0].SpeedRange = max - min;
sink.Countdown = min - 1;
sink.AnimType = FAnimDef::ANIM_Forward;
if (spread < 0)
{
sink.AnimType = FAnimDef::ANIM_Backward;
TexMan[framenum]->bNoDecals = TexMan[picnum]->bNoDecals;
picnum = framenum;
sink.BasePic = picnum;
}
sink.Frames[0].FramePic = picnum;
}
}
}
if (picnum >= 0) // If base pic is not present, don't add this anim
{
if (frames.Size() < 2 && (sink.bUniqueFrames || sink.NumFrames < 2))
{
SC_ScriptError ("Animation needs at least 2 frames");
}
if (sink.bUniqueFrames)
{
sink.Countdown = frames[0].SpeedMin;
sink.NumFrames = frames.Size();
newAnim = (FAnimDef *)M_Malloc (sizeof(FAnimDef) + (frames.Size()-1)*sizeof(FAnimDef::FAnimFrame));
*newAnim = sink;
for (i = 0; i < frames.Size(); ++i)
{
newAnim->Frames[i] = frames[i];
}
}
else
{
newAnim = (FAnimDef *)M_Malloc (sizeof(FAnimDef));
*newAnim = sink;
}
// See if there is already an anim with the same base pic.
// If so, replace it
for (i = Anims.Size(); i-- > 0; )
{
if (Anims[i]->BasePic == picnum)
{
free (Anims[i]);
Anims[i] = newAnim;
return;
}
}
Anims.Push (newAnim);
}
}
//
// P_InitPicAnims
//
// 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 P_InitPicAnims (void)
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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;
}

View file

@ -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
View 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);
}

View file

@ -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:

View file

@ -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__

View file

@ -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)
{