Пример #1
0
void FTextureManager::ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing)
{
	int type;
	FTextureID framenum;
	DWORD min, max;

	type = FAnimDef::ANIM_Forward;
	framenum = ParseFramenum (sc, picnum, usetype, missing);
	ParseTime (sc, min, max);

	if (framenum == picnum || !picnum.Exists())
	{
		return;		// Animation is only one frame or does not exist
	}
	if (framenum < picnum)
	{
		type = FAnimDef::ANIM_Backward;
		Texture(framenum)->bNoDecals = Texture(picnum)->bNoDecals;
		swapvalues (framenum, picnum);
	}
	if (sc.GetString())
	{
		if (sc.Compare ("Oscillate"))
		{
			type = type == FAnimDef::ANIM_Forward ? FAnimDef::ANIM_OscillateUp : FAnimDef::ANIM_OscillateDown;
		}
		else
		{
			sc.UnGet ();
		}
	}
	AddSimpleAnim (picnum, framenum - picnum + 1, type, min, max - min);
}
Пример #2
0
FAnimDef *FTextureManager::ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing)
{
	int type;
	FTextureID framenum;
	DWORD min, max;

	type = FAnimDef::ANIM_Forward;
	framenum = ParseFramenum (sc, picnum, usetype, missing);

	ParseTime (sc, min, max);

	if (framenum == picnum || !picnum.Exists() || !framenum.Exists())
	{
		return NULL;		// Animation is only one frame or does not exist
	}

	if (Texture(framenum)->Name.IsEmpty())
	{
		// long texture name: We cannot do ranged anims on these because they have no defined order
		sc.ScriptError ("You cannot use \"range\" for long texture names.");
	}

	if (framenum < picnum)
	{
		type = FAnimDef::ANIM_Backward;
		Texture(framenum)->bNoDecals = Texture(picnum)->bNoDecals;
		swapvalues (framenum, picnum);
	}
	FAnimDef *ani = AddSimpleAnim (picnum, framenum - picnum + 1, min, max - min);
	if (ani != NULL) ani->AnimType = type;
	return ani;
}
Пример #3
0
void FTextureManager::InitAnimated (void)
{
	const BITFIELD texflags = TEXMAN_Overridable;
		// I think better not! This is only for old ANIMATED definitions that
		// don't know about ZDoom's more flexible texture system.
		// | FTextureManager::TEXMAN_TryAny;

	int lumpnum = Wads.CheckNumForName ("ANIMATED");
	if (lumpnum != -1)
	{
		FMemLump animatedlump = Wads.ReadLump (lumpnum);
		int animatedlen = Wads.LumpLength(lumpnum);
		const char *animdefs = (const char *)animatedlump.GetMem();
		const char *anim_p;
		FTextureID pic1, pic2;
		int animtype;
		DWORD animspeed;

		// Init animation
		animtype = FAnimDef::ANIM_Forward;

		for (anim_p = animdefs; *anim_p != -1; anim_p += 23)
		{
			// make sure the current chunk of data is inside the lump boundaries.
			if (anim_p + 22 >= animdefs + animatedlen)
			{
				I_Error("Tried to read past end of ANIMATED lump.");
			}
			if (*anim_p /* .istexture */ & 1)
			{
				// different episode ?
				if (!(pic1 = CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Wall, texflags)).Exists() ||
					!(pic2 = CheckForTexture (anim_p + 1 /* .endname */, FTexture::TEX_Wall, texflags)).Exists())
					continue;		

				// [RH] Bit 1 set means allow decals on walls with this texture
				Texture(pic2)->bNoDecals = Texture(pic1)->bNoDecals = !(*anim_p & 2);
			}
			else
			{
				if (!(pic1 = CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Flat, texflags)).Exists() ||
					!(pic2 = CheckForTexture (anim_p + 1 /* .startname */, FTexture::TEX_Flat, texflags)).Exists())
					continue;
			}

			FTexture *tex1 = Texture(pic1);
			FTexture *tex2 = Texture(pic2);

			animspeed = (BYTE(anim_p[19]) << 0)  | (BYTE(anim_p[20]) << 8) |
						(BYTE(anim_p[21]) << 16) | (BYTE(anim_p[22]) << 24);

			// SMMU-style swirly hack? Don't apply on already-warping texture
			if (animspeed > 65535 && tex1 != NULL && !tex1->bWarped)
			{
				FTexture *warper = new FWarp2Texture (tex1);
				ReplaceTexture (pic1, warper, false);
			}
			// These tests were not really relevant for swirling textures, or even potentially
			// harmful, so they have been moved to the else block.
			else
			{
				if (tex1->UseType != tex2->UseType)
				{
					// not the same type - 
					continue;
				}

				if (debuganimated)
				{
					Printf("Defining animation '%s' (texture %d, lump %d, file %d) to '%s' (texture %d, lump %d, file %d)\n",
						tex1->Name, pic1.GetIndex(), tex1->GetSourceLump(), Wads.GetLumpFile(tex1->GetSourceLump()),
						tex2->Name, pic2.GetIndex(), tex2->GetSourceLump(), Wads.GetLumpFile(tex2->GetSourceLump()));
				}

				if (pic1 == pic2)
				{
					// This animation only has one frame. Skip it. (Doom aborted instead.)
					Printf ("Animation %s in ANIMATED has only one frame\n", anim_p + 10);
					continue;
				}
				// [RH] Allow for backward animations as well as forward.
				else if (pic1 > pic2)
				{
					swapvalues (pic1, pic2);
					animtype = FAnimDef::ANIM_Backward;
				}

				// Speed is stored as tics, but we want ms so scale accordingly.
				AddSimpleAnim (pic1, pic2 - pic1 + 1, animtype, Scale (animspeed, 1000, 35));
			}
		}
	}
}