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); }
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; }
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)); } } } }