mirror of
https://github.com/ZDoom/Raze.git
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20edd800f9
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
100 lines
3.2 KiB
C++
100 lines
3.2 KiB
C++
/*
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** texinfo.cpp
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** Extended texture information / handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2019-2022 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "texturemanager.h"
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#include "texinfo.h"
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#include "m_crc32.h"
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//==========================================================================
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//
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// Retrieve animation offset
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//
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//==========================================================================
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static int tileAnimateOfs(FTextureID texid, int randomize)
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{
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auto ext = GetExtInfo(texid);
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int framecount = ext.picanm.num;
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if (framecount > 0)
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{
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int frametime = !isBlood() ? I_GetBuildTime() : PlayClock;
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if (isBlood() && randomize)
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{
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frametime += Bcrc32(&randomize, 2, 0);
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}
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int curframe = (frametime & 0x7fffffff) >> (ext.picanm.speed());
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switch (ext.picanm.type())
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{
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case PICANM_ANIMTYPE_FWD:
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return curframe % (framecount + 1);
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case PICANM_ANIMTYPE_BACK:
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return -(curframe % (framecount + 1));
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case PICANM_ANIMTYPE_OSC:
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curframe = curframe % (framecount << 1);
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if (curframe >= framecount) return (framecount << 1) - curframe;
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else return curframe;
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}
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}
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return 0;
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}
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void tileUpdatePicnum(FTextureID& tileptr, int randomize)
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{
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tileptr = FSetTextureID(tileptr.GetIndex() + tileAnimateOfs(tileptr, randomize));
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}
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//===========================================================================
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//
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// update the animation info inside the texture manager.
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//
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//===========================================================================
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void tileUpdateAnimations()
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{
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for (unsigned i = 0; i < texExtInfo.Size(); i++)
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{
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auto& x = texExtInfo[i];
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if (x.picanm.type())
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{
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int j = i + tileAnimateOfs(FSetTextureID(i), false);
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TexMan.SetTranslation(FSetTextureID(i), FSetTextureID(j));
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}
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}
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}
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