示例#1
0
static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
	FTextureID icon = FNullTextureID();
	FTextureID AltIcon = GetHUDIcon(inv->GetClass());

	if (!AltIcon.Exists()) return;

	if (AltIcon.isValid()) 
	{
		icon = AltIcon;
	}
	else if (inv->SpawnState && inv->SpawnState->sprite!=0)
	{
		FState * state = inv->SpawnState;
		if (state &&  (unsigned)state->sprite < (unsigned)sprites.Size ())
		{
			spritedef_t * sprdef = &sprites[state->sprite];
			spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
			icon = sprframe->Texture[0];
		}
	}
	if (icon.isNull()) icon = inv->Icon;

	if (icon.isValid())	
	{
		x -= 9;
		DrawImageToBox(TexMan[icon], x, y, 8, 10);
		c++;
		if (c>=10)
		{
			x=xo;
			y-=11;
			c=0;
		}
	}
}
示例#2
0
void FTextureManager::ParseAnim (FScanner &sc, int usetype)
{
	const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
	TArray<FAnimDef::FAnimFrame> frames (32);
	FTextureID picnum;
	int defined = 0;
	bool optional = false, missing = false;

	sc.MustGetString ();
	if (sc.Compare ("optional"))
	{
		optional = true;
		sc.MustGetString ();
	}
	picnum = CheckForTexture (sc.String, usetype, texflags);

	if (!picnum.Exists())
	{
		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.isValid())
	{
		Texture(picnum)->bNoDecals = true;
	}

	while (sc.GetString ())
	{
		if (sc.Compare ("allowdecals"))
		{
			if (picnum.isValid())
			{
				Texture(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 (sc, 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 (sc, 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.isValid() && defined == 2)
	{
		if (frames.Size() < 2)
		{
			sc.ScriptError ("Animation needs at least 2 frames");
		}
		AddComplexAnim (picnum, frames);
	}
}
示例#3
0
void FMultiPatchTexture::ResolvePatches()
{
	if (Inits != nullptr)
	{
		for (int i = 0; i < NumParts; i++)
		{
			FTextureID texno = TexMan.CheckForTexture(Inits[i].TexName, Inits[i].UseType);
			if (texno == id)	// we found ourselves. Try looking for another one with the same name which is not a multipatch texture itself.
			{
				TArray<FTextureID> list;
				TexMan.ListTextures(Inits[i].TexName, list, true);
				for (int i = list.Size() - 1; i >= 0; i--)
				{
					if (list[i] != id && !TexMan[list[i]]->bMultiPatch)
					{
						texno = list[i];
						break;
					}
				}
				if (texno == id)
				{
					if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
					else Printf(TEXTCOLOR_YELLOW  "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
					continue;
				}
				else
				{
					// If it could be resolved, just print a developer warning.
					DPrintf(DMSG_WARNING, "Resolved self-referencing texture by picking an older entry for %s\n", Inits[i].TexName.GetChars());
				}
			}

			if (!texno.isValid())
			{
				if (!Inits[i].Silent)
				{
					if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Unknown patch '%s' in texture '%s'\n", Inits[i].TexName.GetChars(), Name.GetChars());
					else Printf(TEXTCOLOR_YELLOW  "Unknown patch '%s' in texture '%s'\n", Inits[i].TexName.GetChars(), Name.GetChars());
				}
			}
			else
			{
				Parts[i].Texture = TexMan[texno];
				bComplex |= Parts[i].Texture->bComplex;
				Parts[i].Texture->bKeepAround = true;
				if (Inits[i].UseOffsets)
				{
					Parts[i].OriginX -= Parts[i].Texture->GetLeftOffset(0);
					Parts[i].OriginY -= Parts[i].Texture->GetTopOffset(0);
				}
			}
		}
		for (int i = 0; i < NumParts; i++)
		{
			if (Parts[i].Texture == nullptr)
			{
				memcpy(&Parts[i], &Parts[i + 1], (NumParts - i - 1) * sizeof(TexPart));
				i--;
				NumParts--;
			}
		}
	}
	delete[] Inits;
	Inits = nullptr;

	CheckForHacks();

	// If this texture is just a wrapper around a single patch, we can simply
	// forward GetPixels() and GetColumn() calls to that patch.

	if (NumParts == 1)
	{
		if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
			Parts->Texture->GetWidth() == Width &&
			Parts->Texture->GetHeight() == Height &&
			Parts->Rotate == 0 &&
			!bComplex)
		{
			bRedirect = true;
		}
	}
}
示例#4
0
void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture)
{
	float			fU1,fV1;
	float			fU2,fV2;
	float			tx;
	float			x1,y1,x2,y2;
	float			scale;
	float			scalex;
	float			ftexturemid;
	                      // 4:3  16:9   16:10  17:10    5:4  17:10    21:9
	static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f, 40.f/51, 4.f/7};
	
	// [BB] In the HUD model step we just render the model and break out. 
	if ( hudModelStep )
	{
		gl_RenderHUDModel(psp, sx, sy);
		return;
	}

	// decide which patch to use
	bool mirror;
	FTextureID lump = gl_GetSpriteFrame(psp->GetSprite(), psp->GetFrame(), 0, 0, &mirror);
	if (!lump.isValid()) return;

	FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
	if (!tex) return;

	gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);

	float vw = (float)viewwidth;
	float vh = (float)viewheight;

	FloatRect r;
	tex->GetSpriteRect(&r);

	// calculate edges of the shape
	scalex = xratio[WidescreenRatio] * vw / 320;

	tx = sx - (160 - r.left);
	x1 = tx * scalex + vw/2;
	if (x1 > vw)	return; // off the right side
	x1 += viewwindowx;

	tx += r.width;
	x2 = tx * scalex + vw / 2;
	if (x2 < 0) return; // off the left side
	x2 += viewwindowx;


	// killough 12/98: fix psprite positioning problem
	ftexturemid = 100.f - sy - r.top;

	AWeapon * wi=player->ReadyWeapon;
	if (wi && wi->YAdjust != 0)
	{
		float fYAd = wi->YAdjust;
		if (screenblocks >= 11)
		{
			ftexturemid -= fYAd;
		}
		else if (!st_scale)
		{
			ftexturemid -= StatusBar->GetDisplacement () * fYAd;
		}
	}

	scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f);
	y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
	y2 = y1 + (r.height * scale) + 1;

	if (!mirror)
	{
		fU1=tex->GetSpriteUL();
		fV1=tex->GetSpriteVT();
		fU2=tex->GetSpriteUR();
		fV2=tex->GetSpriteVB();
	}
	else
	{
		fU2=tex->GetSpriteUL();
		fV1=tex->GetSpriteVT();
		fU1=tex->GetSpriteUR();
		fV2=tex->GetSpriteVB();
	}

	if (tex->GetTransparent() || OverrideShader != -1)
	{
		gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
	}
	gl_RenderState.Apply();
	FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
	ptr->Set(x1, y1, 0, fU1, fV1);
	ptr++;
	ptr->Set(x1, y2, 0, fU1, fV2);
	ptr++;
	ptr->Set(x2, y1, 0, fU2, fV1);
	ptr++;
	ptr->Set(x2, y2, 0, fU2, fV2);
	ptr++;
	GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
	gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
}
示例#5
0
文件: font.cpp 项目: coelckers/gzdoom
FFont::FFont (const char *name, const char *nametemplate, const char *filetemplate, int lfirst, int lcount, int start, int fdlump, int spacewidth, bool notranslate, bool iwadonly)
{
	int i;
	FTextureID lump;
	char buffer[12];
	int maxyoffs;
	bool doomtemplate = (nametemplate && (gameinfo.gametype & GAME_DoomChex)) ? strncmp (nametemplate, "STCFN", 5) == 0 : false;
	DVector2 Scale = { 1, 1 };

	noTranslate = notranslate;
	Lump = fdlump;
	GlobalKerning = false;
	FontName = name;
	Next = FirstFont;
	FirstFont = this;
	Cursor = '_';
	ActiveColors = 0;
	SpaceWidth = 0;
	FontHeight = 0;
	uint8_t pp = 0;
	for (auto &p : PatchRemap) p = pp++;
	translateUntranslated = false;
	int FixedWidth = 0;

	maxyoffs = 0;

	TMap<int, FTexture*> charMap;
	int minchar = INT_MAX;
	int maxchar = INT_MIN;
	
	// Read the font's configuration.
	// This will not be done for the default fonts, because they are not atomic and the default content does not need it.
	
	TArray<FolderEntry> folderdata;
	if (filetemplate != nullptr)
	{
		FStringf path("fonts/%s/", filetemplate);
		// If a name template is given, collect data from all resource files.
		// For anything else, each folder is being treated as an atomic, self-contained unit and mixing from different glyph sets is blocked.
		Wads.GetLumpsInFolder(path, folderdata, nametemplate == nullptr);
		
		//if (nametemplate == nullptr)
		{
			FStringf infpath("fonts/%s/font.inf", filetemplate);
			
			unsigned index = folderdata.FindEx([=](const FolderEntry &entry)
			{
				return infpath.CompareNoCase(entry.name) == 0;
			});
			
			if (index < folderdata.Size())
			{
				FScanner sc;
				sc.OpenLumpNum(folderdata[index].lumpnum);
				while (sc.GetToken())
				{
					sc.TokenMustBe(TK_Identifier);
					if (sc.Compare("Kerning"))
					{
						sc.MustGetValue(false);
						GlobalKerning = sc.Number;
					}
					else if (sc.Compare("Scale"))
					{
						sc.MustGetValue(true);
						Scale.Y = Scale.X = sc.Float;
						if (sc.CheckToken(','))
						{
							sc.MustGetValue(true);
							Scale.Y = sc.Float;
						}
					}
					else if (sc.Compare("SpaceWidth"))
					{
						sc.MustGetValue(false);
						SpaceWidth = sc.Number;
					}
					else if (sc.Compare("FontHeight"))
					{
						sc.MustGetValue(false);
						FontHeight = sc.Number;
					}
					else if (sc.Compare("CellSize"))
					{
						sc.MustGetValue(false);
						FixedWidth = sc.Number;
						sc.MustGetToken(',');
						sc.MustGetValue(false);
						FontHeight = sc.Number;
					}
					else if (sc.Compare("Translationtype"))
					{
						sc.MustGetToken(TK_Identifier);
						if (sc.Compare("console"))
						{
							TranslationType = 1;
						}
						else if (sc.Compare("standard"))
						{
							TranslationType = 0;
						}
						else
						{
							sc.ScriptError("Unknown translation type %s", sc.String);
						}
					}
				}
			}
		}
	}
	
	if (FixedWidth > 0)
	{
		ReadSheetFont(folderdata, FixedWidth, FontHeight, Scale);
		Type = Folder;
	}
	else
	{
		if (nametemplate != nullptr)
		{
			if (!iwadonly)
			{
				for (i = 0; i < lcount; i++)
				{
					int position = lfirst + i;
					mysnprintf(buffer, countof(buffer), nametemplate, i + start);

					lump = TexMan.CheckForTexture(buffer, ETextureType::MiscPatch);
					if (doomtemplate && lump.isValid() && i + start == 121)
					{ // HACKHACK: Don't load STCFN121 in doom(2), because
					  // it's not really a lower-case 'y' but a '|'.
					  // Because a lot of wads with their own font seem to foolishly
					  // copy STCFN121 and make it a '|' themselves, wads must
					  // provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
						if (!TexMan.CheckForTexture("STCFN120", ETextureType::MiscPatch).isValid() ||
							!TexMan.CheckForTexture("STCFN122", ETextureType::MiscPatch).isValid())
						{
							// insert the incorrectly named '|' graphic in its correct position.
							position = 124;
						}
					}
					if (lump.isValid())
					{
						Type = Multilump;
						if (position < minchar) minchar = position;
						if (position > maxchar) maxchar = position;
						charMap.Insert(position, TexMan.GetTexture(lump));
					}
				}
			}
			else
			{
				FTexture *texs[256] = {};
				if (lcount > 256 - start) lcount = 256 - start;
				for (i = 0; i < lcount; i++)
				{
					TArray<FTextureID> array;
					mysnprintf(buffer, countof(buffer), nametemplate, i + start);

					TexMan.ListTextures(buffer, array, true);
					for (auto entry : array)
					{
						FTexture *tex = TexMan.GetTexture(entry, false);
						if (tex && tex->SourceLump >= 0 && Wads.GetLumpFile(tex->SourceLump) <= Wads.GetIwadNum() && tex->UseType == ETextureType::MiscPatch)
						{
							texs[i] = tex;
						}
					}
				}
				if (doomtemplate)
				{
					// Handle the misplaced '|'.
					if (texs[121 - '!'] && !texs[120 - '!'] && !texs[122 - '!'] && !texs[124 - '!'])
					{
						texs[124 - '!'] = texs[121 - '!'];
						texs[121 - '!'] = nullptr;
					}
				}

				for (i = 0; i < lcount; i++)
				{
					if (texs[i])
					{
						int position = lfirst + i;
						Type = Multilump;
						if (position < minchar) minchar = position;
						if (position > maxchar) maxchar = position;
						charMap.Insert(position, texs[i]);
					}
				}
			}
		}
		if (folderdata.Size() > 0)
		{
			// all valid lumps must be named with a hex number that represents its Unicode character index.
			for (auto &entry : folderdata)
			{
				char *endp;
				auto base = ExtractFileBase(entry.name);
				auto position = strtoll(base.GetChars(), &endp, 16);
				if ((*endp == 0 || (*endp == '.' && position >= '!' && position < 0xffff)))
				{
					auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
					if (lump.isValid())
					{
						if ((int)position < minchar) minchar = (int)position;
						if ((int)position > maxchar) maxchar = (int)position;
						auto tex = TexMan.GetTexture(lump);
						tex->SetScale(Scale);
						charMap.Insert((int)position, tex);
						Type = Folder;
					}
				}
			}
		}
		FirstChar = minchar;
		LastChar = maxchar;
		auto count = maxchar - minchar + 1;
		Chars.Resize(count);
		int fontheight = 0;

		for (i = 0; i < count; i++)
		{
			auto lump = charMap.CheckKey(FirstChar + i);
			if (lump != nullptr)
			{
				FTexture *pic = *lump;
				if (pic != nullptr)
				{
					int height = pic->GetDisplayHeight();
					int yoffs = pic->GetDisplayTopOffset();

					if (yoffs > maxyoffs)
					{
						maxyoffs = yoffs;
					}
					height += abs(yoffs);
					if (height > fontheight)
					{
						fontheight = height;
					}
				}

				pic->SetUseType(ETextureType::FontChar);
				if (!noTranslate)
				{
					Chars[i].OriginalPic = pic;
					Chars[i].TranslatedPic = new FImageTexture(new FFontChar1(pic->GetImage()), "");
					Chars[i].TranslatedPic->CopySize(pic);
					Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
					TexMan.AddTexture(Chars[i].TranslatedPic);
				}
				else
				{
					Chars[i].TranslatedPic = pic;
				}

				Chars[i].XMove = Chars[i].TranslatedPic->GetDisplayWidth();
			}
			else
			{
				Chars[i].TranslatedPic = nullptr;
				Chars[i].XMove = INT_MIN;
			}
		}

		if (SpaceWidth == 0) // An explicit override from the .inf file must always take precedence
		{
			if (spacewidth != -1)
			{
				SpaceWidth = spacewidth;
			}
			else if ('N' - FirstChar >= 0 && 'N' - FirstChar < count && Chars['N' - FirstChar].TranslatedPic != nullptr)
			{
				SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2;
			}
			else
			{
				SpaceWidth = 4;
			}
		}
		if (FontHeight == 0) FontHeight = fontheight;

		FixXMoves();
	}

	if (!noTranslate) LoadTranslations();
}
示例#6
0
void SetHUDIcon(PClass *cls, FTextureID tex)
{
	cls->Meta.SetMetaInt(HUMETA_AltIcon, tex.GetIndex());
}
示例#7
0
FSwitchDef *FTextureManager::ParseSwitchDef (FScanner &sc, bool ignoreBad)
{
	const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
	FSwitchDef *def;
	TArray<FSwitchDef::frame> frames;
	FSwitchDef::frame thisframe;
	FTextureID picnum;
	bool bad;
	FSoundID sound;

	bad = false;

	while (sc.GetString ())
	{
		if (sc.Compare ("sound"))
		{
			if (sound != 0)
			{
				sc.ScriptError ("Switch state already has a sound");
			}
			sc.MustGetString ();
			sound = sc.String;
		}
		else if (sc.Compare ("pic"))
		{
			sc.MustGetString ();
			picnum = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
			if (!picnum.Exists() && !ignoreBad)
			{
				//Printf ("Unknown switch texture %s\n", sc.String);
				bad = true;
			}
			thisframe.Texture = picnum;
			sc.MustGetString ();
			if (sc.Compare ("tics"))
			{
				sc.MustGetNumber ();
				thisframe.TimeMin = sc.Number & 65535;
				thisframe.TimeRnd = 0;
			}
			else if (sc.Compare ("rand"))
			{
				int min, max;

				sc.MustGetNumber ();
				min = sc.Number & 65535;
				sc.MustGetNumber ();
				max = sc.Number & 65535;
				if (min > max)
				{
					swapvalues (min, max);
				}
				thisframe.TimeMin = min;
				thisframe.TimeRnd = (max - min + 1);
			}
			else
			{
			    thisframe.TimeMin = 0;     // Shush, GCC.
				thisframe.TimeRnd = 0;
				sc.ScriptError ("Must specify a duration for switch frame");
			}
			frames.Push(thisframe);
		}
		else
		{
			sc.UnGet ();
			break;
		}
	}
	if (frames.Size() == 0)
	{
		sc.ScriptError ("Switch state needs at least one frame");
	}
	if (bad)
	{
		return NULL;
	}

	def = (FSwitchDef *)M_Malloc (myoffsetof (FSwitchDef, frames[0]) + frames.Size()*sizeof(frames[0]));
	def->Sound = sound;
	def->NumFrames = frames.Size();
	memcpy (&def->frames[0], &frames[0], frames.Size() * sizeof(frames[0]));
	def->PairDef = NULL;
	return def;
}
示例#8
0
static int DrawAmmo(player_t *CPlayer, int x, int y)
{

	int i,j,k;
	char buf[256];
	AInventory *inv;

	AWeapon *wi=CPlayer->ReadyWeapon;

	orderedammos.Clear();

	if (0 == hud_showammo)
	{
		// Show ammo for current weapon if any
		if (wi) AddAmmoToList(wi);
	}
	else
	{
		// Order ammo by use of weapons in the weapon slots
		for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
		{
			PClassActor *weap = CPlayer->weapons.Slots[k].GetWeapon(j);

			if (weap)
			{
				// Show ammo for available weapons if hud_showammo CVAR is 1
				// or show ammo for all weapons if hud_showammo is greater than 1
				
				if (hud_showammo > 1 || CPlayer->mo->FindInventory(weap))
				{
					AddAmmoToList((AWeapon*)GetDefaultByType(weap));
				}
			}
		}

		// Now check for the remaining weapons that are in the inventory but not in the weapon slots
		for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
		{
			if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
			{
				AddAmmoToList((AWeapon*)inv);
			}
		}
	}

	// ok, we got all ammo types. Now draw the list back to front (bottom to top)

	int def_width = ConFont->StringWidth("000/000");
	x-=def_width;
	int yadd = ConFont->GetHeight();

	for(i=orderedammos.Size()-1;i>=0;i--)
	{

		PClassAmmo * type = orderedammos[i];
		AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);

		AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);
		FTextureID AltIcon = GetHUDIcon(type);
		FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
		if (!icon.isValid()) continue;

		int trans= (wi && (type==wi->AmmoType1 || type==wi->AmmoType2)) ? 0xc000:0x6000;

		int maxammo = inv->MaxAmount;
		int ammo = ammoitem? ammoitem->Amount : 0;

		mysnprintf(buf, countof(buf), "%3d/%3d", ammo, maxammo);

		int tex_width= clamp<int>(ConFont->StringWidth(buf)-def_width, 0, 1000);

		int fontcolor=( !maxammo ? CR_GRAY :    
						 ammo < ( (maxammo * hud_ammo_red) / 100) ? CR_RED :   
						 ammo < ( (maxammo * hud_ammo_yellow) / 100) ? CR_GOLD : CR_GREEN );

		DrawHudText(ConFont, fontcolor, buf, x-tex_width, y+yadd, trans);
		DrawImageToBox(TexMan[icon], x-20, y, 16, 8, trans);
		y-=10;
	}
	return y;
}
示例#9
0
void FTextureManager::ParseWarp(FScanner &sc)
{
	const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
	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);
	}
	FTextureID picnum = CheckForTexture (sc.String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags);
	if (picnum.isValid())
	{

		FTexture *warper = Texture(picnum);

		if (warper->Name.IsEmpty())
		{
			// long texture name: We cannot do warps on these due to the way the texture manager implements warping as a texture replacement.
			sc.ScriptError ("You cannot use \"warp\" for long texture names.");
		}


		// don't warp a texture more than once
		if (!warper->bWarped)
		{
			warper = new FWarpTexture (warper, type2? 2:1);
			ReplaceTexture (picnum, warper, false);
		}

		if (sc.CheckFloat())
		{
			static_cast<FWarpTexture*>(warper)->SetSpeed(float(sc.Float));
		}

		// 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 ();
			}
		}
	}
}
示例#10
0
void FTextureManager::ParseAnim (FScanner &sc, int usetype)
{
	const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
	TArray<FAnimDef::FAnimFrame> frames (32);
	FTextureID picnum;
	int defined = 0;
	bool optional = false, missing = false;
	FAnimDef *ani = NULL;
	BYTE type = FAnimDef::ANIM_Forward;

	sc.MustGetString ();
	if (sc.Compare ("optional"))
	{
		optional = true;
		sc.MustGetString ();
	}
	picnum = CheckForTexture (sc.String, usetype, texflags);

	if (!picnum.Exists())
	{
		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.isValid())
	{
		Texture(picnum)->bNoDecals = true;
	}

	while (sc.GetString ())
	{
		if (sc.Compare ("allowdecals"))
		{
			if (picnum.isValid())
			{
				Texture(picnum)->bNoDecals = false;
			}
			continue;
		}
		else if (sc.Compare ("Oscillate"))
		{
			if (type == FAnimDef::ANIM_Random)
			{
				sc.ScriptError ("You cannot use \"random\" and \"oscillate\" together in a single animation.");
			}
			type = FAnimDef::ANIM_OscillateUp;
		}
		else if (sc.Compare("Random"))
		{
			if (type == FAnimDef::ANIM_OscillateUp)
			{
				sc.ScriptError ("You cannot use \"random\" and \"oscillate\" together in a single animation.");
			}
			type = FAnimDef::ANIM_Random;
		}
		else if (sc.Compare ("range"))
		{
			if (picnum.Exists() && Texture(picnum)->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 (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;
			ani = ParseRangeAnim (sc, 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 (sc, 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.isValid() && defined == 2)
	{
		if (frames.Size() < 2)
		{
			sc.ScriptError ("Animation needs at least 2 frames");
		}
		ani = AddComplexAnim (picnum, frames);
	}
	if (ani != NULL && type != FAnimDef::ANIM_Forward)
	{
		if (ani->AnimType == FAnimDef::ANIM_Backward && type == FAnimDef::ANIM_OscillateUp) ani->AnimType = FAnimDef::ANIM_OscillateDown;
		else ani->AnimType = type;
	}
}
示例#11
0
void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef, 
							fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict)
{
    if(thing)
    {
		fixed_t thingbot, thingtop;
		
		thingbot = thing->Z();
		thingtop = thingbot + (thing->height==0? 1:thing->height);

		extsector_t::xfloor *xf[2] = {&linedef->frontsector->e->XFloor, &linedef->backsector->e->XFloor};

		// Check for 3D-floors in the sector (mostly identical to what Legacy does here)
		if(xf[0]->ffloors.Size() || xf[1]->ffloors.Size())
		{
			fixed_t    lowestceiling = open.top;
			fixed_t    highestfloor = open.bottom;
			fixed_t    lowestfloor[2] = {
				linedef->frontsector->floorplane.ZatPoint(x, y), 
				linedef->backsector->floorplane.ZatPoint(x, y) };
			FTextureID highestfloorpic;
			int highestfloorterrain = -1;
			FTextureID lowestceilingpic;
			
			highestfloorpic.SetInvalid();
			lowestceilingpic.SetInvalid();
			
			for(int j=0;j<2;j++)
			{
				for(unsigned i=0;i<xf[j]->ffloors.Size();i++)
				{
					F3DFloor *rover = xf[j]->ffloors[i];

					if (!(rover->flags & FF_EXISTS)) continue;
					if (!(rover->flags & FF_SOLID)) continue;
					
					fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y);
					fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
					
					fixed_t delta1 = abs(thingbot - ((ff_bottom + ff_top) / 2));
					fixed_t delta2 = abs(thingtop - ((ff_bottom + ff_top) / 2));
					
					if(ff_bottom < lowestceiling && delta1 >= delta2) 
					{
						lowestceiling = ff_bottom;
						lowestceilingpic = *rover->bottom.texture;
					}
					
					if(ff_top > highestfloor && delta1 < delta2 && (!restrict || thing->Z() >= ff_top))
					{
						highestfloor = ff_top;
						highestfloorpic = *rover->top.texture;
						highestfloorterrain = rover->model->GetTerrain(rover->top.isceiling);
					}
					if(ff_top > lowestfloor[j] && ff_top <= thing->Z() + thing->MaxStepHeight) lowestfloor[j] = ff_top;
				}
			}
			
			if(highestfloor > open.bottom)
			{
				open.bottom = highestfloor;
				open.floorpic = highestfloorpic;
				open.floorterrain = highestfloorterrain;
			}
			
			if(lowestceiling < open.top) 
			{
				open.top = lowestceiling;
				open.ceilingpic = lowestceilingpic;
			}
			
			open.lowfloor = MIN(lowestfloor[0], lowestfloor[1]);
		}
    }
}
示例#12
0
void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
{
	SpriteHits *spritelist = new SpriteHits[sprites.Size()];
	SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
	TMap<PClassActor*, bool>::Iterator it(actorhitlist);
	TMap<PClassActor*, bool>::Pair *pair;
	BYTE *modellist = new BYTE[Models.Size()];
	memset(modellist, 0, Models.Size());
	memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());

	// this isn't done by the main code so it needs to be done here first:
	// check skybox textures and mark the separate faces as used
	for (int i = 0; i<TexMan.NumTextures(); i++)
	{
		// HIT_Wall must be checked for MBF-style sky transfers. 
		if (texhitlist[i] & (FTextureManager::HIT_Sky | FTextureManager::HIT_Wall))
		{
			FTexture *tex = TexMan.ByIndex(i);
			if (tex->gl_info.bSkybox)
			{
				FSkyBox *sb = static_cast<FSkyBox*>(tex);
				for (int i = 0; i<6; i++)
				{
					if (sb->faces[i])
					{
						int index = sb->faces[i]->id.GetIndex();
						texhitlist[index] |= FTextureManager::HIT_Flat;
					}
				}
			}
		}
	}

	// Check all used actors.
	// 1. mark all sprites associated with its states
	// 2. mark all model data and skins associated with its states
	while (it.NextPair(pair))
	{
		PClassActor *cls = pair->Key;
		int gltrans = GLTranslationPalette::GetInternalTranslation(GetDefaultByType(cls)->Translation);

		for (int i = 0; i < cls->NumOwnedStates; i++)
		{
			spritelist[cls->OwnedStates[i].sprite].Insert(gltrans, true);
			FSpriteModelFrame * smf = gl_FindModelFrame(cls, cls->OwnedStates[i].sprite, cls->OwnedStates[i].Frame, false);
			if (smf != NULL)
			{
				for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
				{
					if (smf->skinIDs[i].isValid())
					{
						texhitlist[smf->skinIDs[i].GetIndex()] |= FTexture::TEX_Flat;
					}
					else if (smf->modelIDs[i] != -1)
					{
						Models[smf->modelIDs[i]]->PushSpriteMDLFrame(smf, i);
						Models[smf->modelIDs[i]]->AddSkins(texhitlist);
					}
					if (smf->modelIDs[i] != -1)
					{
						modellist[smf->modelIDs[i]] = 1;
					}
				}
			}
		}
	}

	// mark all sprite textures belonging to the marked sprites.
	for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
	{
		if (spritelist[i].CountUsed())
		{
			int j, k;
			for (j = 0; j < sprites[i].numframes; j++)
			{
				const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];

				for (k = 0; k < 16; k++)
				{
					FTextureID pic = frame->Texture[k];
					if (pic.isValid())
					{
						spritehitlist[pic.GetIndex()] = &spritelist[i];
					}
				}
			}
		}
	}

	// delete everything unused before creating any new resources to avoid memory usage peaks.

	// delete unused models
	for (unsigned i = 0; i < Models.Size(); i++)
	{
		if (!modellist[i]) Models[i]->DestroyVertexBuffer();
	}

	// delete unused textures
	int cnt = TexMan.NumTextures();
	for (int i = cnt - 1; i >= 0; i--)
	{
		FTexture *tex = TexMan.ByIndex(i);
		if (tex != nullptr)
		{
			if (!texhitlist[i])
			{
				if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
			}
			if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
			{
				if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
			}
		}
	}

	if (gl_precache)
	{
		// cache all used textures
		for (int i = cnt - 1; i >= 0; i--)
		{
			FTexture *tex = TexMan.ByIndex(i);
			if (tex != nullptr)
			{
				PrecacheTexture(tex, texhitlist[i]);
				if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
				{
					PrecacheSprite(tex, *spritehitlist[i]);
				}
			}
		}

		// cache all used models
		for (unsigned i = 0; i < Models.Size(); i++)
		{
			if (modellist[i]) 
				Models[i]->BuildVertexBuffer();
		}
	}

	delete[] spritehitlist;
	delete[] spritelist;
	delete[] modellist;
}
示例#13
0
static void R_InitAnimDefs ()
{
	const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
	int lump, lastlump = 0;
	
	while ((lump = Wads.FindLump ("ANIMDEFS", &lastlump)) != -1)
	{
		FScanner sc(lump);

		while (sc.GetString ())
		{
			if (sc.Compare ("flat"))
			{
				ParseAnim (sc, false);
			}
			else if (sc.Compare ("texture"))
			{
				ParseAnim (sc, true);
			}
			else if (sc.Compare ("switch"))
			{
				P_ProcessSwitchDef (sc);
			}
			// [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);
				}
				FTextureID picnum = TexMan.CheckForTexture (sc.String, isflat ? FTexture::TEX_Flat : FTexture::TEX_Wall, texflags);
				if (picnum.isValid())
				{
					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);
					}

					if (sc.CheckFloat())
					{
						static_cast<FWarpTexture*>(warper)->SetSpeed(float(sc.Float));
					}

					// 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;
				FTextureID picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Flat, texflags);
				FTexture *viewer = new FCanvasTexture (picname, width, height);
				if (picnum.Exists())
				{
					FTexture *oldtex = TexMan[picnum];
					fitwidth = oldtex->GetScaledWidth ();
					fitheight = oldtex->GetScaledHeight ();
					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->SetScaledSize(fitwidth, fitheight);
			}
			else if (sc.Compare ("animatedDoor"))
			{
				P_ParseAnimatedDoor (sc);
			}
			else if (sc.Compare("skyoffset"))
			{
				sc.MustGetString ();
				FTextureID picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
				sc.MustGetNumber();
				if (picnum.Exists())
				{
					FTexture *tex = TexMan[picnum];
					tex->SkyOffset = sc.Number;
				}
			}
			else
			{
				sc.ScriptError (NULL);
			}
		}
	}
}
示例#14
0
void HandleCommand (bool helphack)
{
    int     i,margin,top,bottom;
    int     picmid;

    switch (toupper(*++text))
    {
    case 'B':
    {
        double bx = ParseNumber();
        double by = ParseNumber();
        double bw = ParseNumber();
        double bh = ParseNumber();
        MenuToRealCoords(bx, by, bw, bh, MENU_CENTER);
        VWB_DrawFill(backgroundFlat, (int)bx, (int)by, (int)(bx+bw), (int)(by+bh));
        RipToEOL();
        break;
    }
    case ';':               // comment
        RipToEOL();
        break;
    case 'P':               // ^P is start of next page, ^E is end of file
    case 'E':
        layoutdone = true;
        text--;             // back up to the '^'
        break;

    case 'C':               // ^c<hex digit> changes text color
        i = toupper(*++text);
        if(i == '[') // Textcolo translation
        {
            fontcolor = 255;
            const BYTE *colorname = (const BYTE *)(text);
            textcolor = V_ParseFontColor(colorname, CR_UNTRANSLATED, CR_UNTRANSLATED+1);
            while(*text++ != ']');
        }
        else
        {
            textcolor = CR_UNTRANSLATED;

            if (i>='0' && i<='9')
                fontcolor = i-'0';
            else if (i>='A' && i<='F')
                fontcolor = i-'A'+10;

            fontcolor *= 16;
            i = toupper(*++text);
            if (i>='0' && i<='9')
                fontcolor += i-'0';
            else if (i>='A' && i<='F')
                fontcolor += i-'A'+10;
            text++;
        }
        break;

    case '>':
        px = 160;
        text++;
        break;

    case 'L':
        py=ParseNumber();
        rowon = (py-TOPMARGIN)/FONTHEIGHT;
        py = TOPMARGIN+rowon*FONTHEIGHT;
        px=ParseNumber();
        while (*text++ != '\n')         // scan to end of line
            ;
        break;

    case 'T':               // ^Tyyy,xxx,ppp,ttt waits ttt tics, then draws pic
        TimedPicCommand (helphack);
        break;

    case 'G':               // ^Gyyy,xxx,ppp draws graphic
    {
        ParsePicCommand (helphack);

        if(!picnum.isValid())
            break;
        FTexture *picture = TexMan(picnum);
        VWB_DrawGraphic (picture, picx&~7,picy, MENU_CENTER);

        //
        // adjust margins
        //
        picmid = picx + picture->GetScaledWidth()/2;
        if (picmid > SCREENMID)
            margin = picx-PICMARGIN;                        // new right margin
        else
            margin = picx+picture->GetScaledWidth()+PICMARGIN;       // new left margin

        top = (picy-TOPMARGIN)/FONTHEIGHT;
        if (top<0)
            top = 0;
        bottom = (picy+picture->GetScaledHeight()-TOPMARGIN)/FONTHEIGHT;
        if (bottom>=TEXTROWS)
            bottom = TEXTROWS-1;

        for (i=top; i<=bottom; i++)
            if (picmid > SCREENMID)
                rightmargin[i] = margin;
            else
                leftmargin[i] = margin;

        //
        // adjust this line if needed
        //
        if (px < (int) leftmargin[rowon])
            px = leftmargin[rowon];
        break;
    }
    }
}
示例#15
0
void FTextureManager::ParseAnimatedDoor(FScanner &sc)
{
	const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
	FDoorAnimation anim;
	TArray<FTextureID> frames;
	bool error = false;
	FTextureID v;

	sc.MustGetString();
	anim.BaseTexture = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);

	if (!anim.BaseTexture.Exists())
	{
		error = true;
	}
	else
	{
		Texture(anim.BaseTexture)->bNoDecals = true;
	}
	while (sc.GetString())
	{
		if (sc.Compare ("opensound"))
		{
			sc.MustGetString ();
			anim.OpenSound = sc.String;
		}
		else if (sc.Compare ("closesound"))
		{
			sc.MustGetString ();
			anim.CloseSound = sc.String;
		}
		else if (sc.Compare ("pic"))
		{
			sc.MustGetString ();
			if (IsNum (sc.String))
			{
				v = anim.BaseTexture + (atoi(sc.String) - 1);
			}
			else
			{
				v = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
				if (!v.Exists() && anim.BaseTexture.Exists() && !error)
				{
					sc.ScriptError ("Unknown texture %s", sc.String);
				}
			}
			frames.Push(v);
		}
		else if (sc.Compare("allowdecals"))
		{
			if (anim.BaseTexture.Exists()) Texture(anim.BaseTexture)->bNoDecals = false;
		}
		else
		{
			sc.UnGet ();
			break;
		}
	}
	if (!error)
	{
		anim.TextureFrames = new FTextureID[frames.Size()];
		memcpy (anim.TextureFrames, &frames[0], sizeof(FTextureID) * frames.Size());
		anim.NumTextureFrames = frames.Size();
		mAnimatedDoors.Push (anim);
	}
}
示例#16
0
//==========================================================================
//
// Creates all 3D floors defined by one linedef
//
//==========================================================================
static int P_Set3DFloor(line_t * line, int param, int param2, int alpha)
{
	int s;
	int flags;
	int tag = line->args[0];
	sector_t * sec = line->frontsector, *ss;

	FSectorTagIterator itr(tag);
	while ((s = itr.Next()) >= 0)
	{
		ss = &level.sectors[s];

		if (param == 0)
		{
			flags = FF_EXISTS | FF_RENDERALL | FF_SOLID | FF_INVERTSECTOR;
			alpha = 255;
			for (auto l: sec->Lines)
			{
				if (l->special == Sector_SetContents && l->frontsector == sec)
				{
					alpha = clamp<int>(l->args[1], 0, 100);
					if (l->args[2] & 1) flags &= ~FF_SOLID;
					if (l->args[2] & 2) flags |= FF_SEETHROUGH;
					if (l->args[2] & 4) flags |= FF_SHOOTTHROUGH;
					if (l->args[2] & 8) flags |= FF_ADDITIVETRANS;
					if (alpha != 100) flags |= FF_TRANSLUCENT;//|FF_BOTHPLANES|FF_ALLSIDES;
					if (l->args[0])
					{
						// Yes, Vavoom's 3D-floor definitions suck!
						// The content list changed in r1783 of Vavoom to be unified
						// among all its supported games, so it has now ten different
						// values instead of just five.
						static DWORD vavoomcolors[] = { VC_EMPTY,
							VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
							VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER };
						flags |= FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_FLOOD;

						l->frontsector->ColorMap =
							GetSpecialLights(l->frontsector->ColorMap->Color,
							vavoomcolors[l->args[0]],
							l->frontsector->ColorMap->Desaturate);
					}
					alpha = (alpha * 255) / 100;
					break;
				}
			}
		}
		else if (param == 4)
		{
			flags = FF_EXISTS | FF_RENDERPLANES | FF_INVERTPLANES | FF_NOSHADE | FF_FIX;
			if (param2 & 1) flags |= FF_SEETHROUGH;	// marker for allowing missing texture checks
			alpha = 255;
		}
		else
		{
			static const int defflags[] = { 0,
				FF_SOLID,
				FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_SHOOTTHROUGH | FF_SEETHROUGH,
				FF_SHOOTTHROUGH | FF_SEETHROUGH,
			};

			flags = defflags[param & 3] | FF_EXISTS | FF_RENDERALL;

			if (param & 4) flags |= FF_ALLSIDES | FF_BOTHPLANES;
			if (param & 16) flags ^= FF_SEETHROUGH;
			if (param & 32) flags ^= FF_SHOOTTHROUGH;

			if (param2 & 1) flags |= FF_NOSHADE;
			if (param2 & 2) flags |= FF_DOUBLESHADOW;
			if (param2 & 4) flags |= FF_FOG;
			if (param2 & 8) flags |= FF_THINFLOOR;
			if (param2 & 16) flags |= FF_UPPERTEXTURE;
			if (param2 & 32) flags |= FF_LOWERTEXTURE;
			if (param2 & 64) flags |= FF_ADDITIVETRANS | FF_TRANSLUCENT;
			// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
			if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
			if (param2 & 512) flags |= FF_FADEWALLS;
			if (param2&1024) flags |= FF_RESET;
			FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
			if (!tex.Exists() && alpha < 255)
			{
				alpha = -tex.GetIndex();
			}
			alpha = clamp(alpha, 0, 255);
			if (alpha == 0) flags &= ~(FF_RENDERALL | FF_BOTHPLANES | FF_ALLSIDES);
			else if (alpha != 255) flags |= FF_TRANSLUCENT;

		}
		P_Add3DFloor(ss, sec, line, flags, alpha);
	}
	// To be 100% safe this should be done even if the alpha by texture value isn't used.
	if (!line->sidedef[0]->GetTexture(side_t::top).isValid())
		line->sidedef[0]->SetTexture(side_t::top, FNullTextureID());
	return 1;
}
示例#17
0
void HUD_InitHud()
{
	switch (gameinfo.gametype)
	{
	case GAME_Heretic:
	case GAME_Hexen:
		healthpic = TexMan.FindTexture("ARTIPTN2");
		HudFont=FFont::FindFont("HUDFONT_RAVEN");
		break;

	case GAME_Strife:
		healthpic = TexMan.FindTexture("I_MDKT");
		HudFont=BigFont;	// Strife doesn't have anything nice so use the standard font
		break;

	default:
		healthpic = TexMan.FindTexture("MEDIA0");
		berserkpic = TexMan.FindTexture("PSTRA0");
		HudFont=FFont::FindFont("HUDFONT_DOOM");
		break;
	}

	IndexFont = V_GetFont("INDEXFONT");

	if (HudFont == NULL) HudFont = BigFont;
	if (IndexFont == NULL) IndexFont = ConFont;	// Emergency fallback

	invgems[0] = TexMan.FindTexture("INVGEML1");
	invgems[1] = TexMan.FindTexture("INVGEML2");
	invgems[2] = TexMan.FindTexture("INVGEMR1");
	invgems[3] = TexMan.FindTexture("INVGEMR2");

	fragpic = TexMan.FindTexture("HU_FRAGS");	// Sadly, I don't have anything usable for this. :(

	KeyTypes.Clear();
	UnassignedKeyTypes.Clear();

	statspace = SmallFont->StringWidth("Ac:");



	// Now read custom icon overrides
	int lump, lastlump = 0;

	while ((lump = Wads.FindLump ("ALTHUDCF", &lastlump)) != -1)
	{
		FScanner sc(lump);
		while (sc.GetString())
		{
			if (sc.Compare("Health"))
			{
				sc.MustGetString();
				FTextureID tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
				if (tex.isValid()) healthpic = TexMan[tex];
			}
			else if (sc.Compare("Berserk"))
			{
				sc.MustGetString();
				FTextureID tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
				if (tex.isValid()) berserkpic = TexMan[tex];
			}
			else
			{
				PClass *ti = PClass::FindClass(sc.String);
				if (!ti)
				{
					Printf("Unknown item class '%s' in ALTHUDCF\n", sc.String);
				}
				else if (!ti->IsDescendantOf(RUNTIME_CLASS(AInventory)))
				{
					Printf("Invalid item class '%s' in ALTHUDCF\n", sc.String);
					ti=NULL;
				}
				sc.MustGetString();
				FTextureID tex;

				if (!sc.Compare("0") && !sc.Compare("NULL") && !sc.Compare(""))
				{
					tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
				}
				else tex.SetInvalid();

				if (ti) SetHUDIcon(static_cast<PClassInventory*>(ti), tex);
			}
		}
	}
}
示例#18
0
void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef, 
	double x, double y, bool restrict)
{
    if(thing)
    {
		double thingbot, thingtop;
		
		thingbot = thing->Z();
		thingtop = thing->Top();
		

		extsector_t::xfloor *xf[2] = {&linedef->frontsector->e->XFloor, &linedef->backsector->e->XFloor};

		// Check for 3D-floors in the sector (mostly identical to what Legacy does here)
		if(xf[0]->ffloors.Size() || xf[1]->ffloors.Size())
		{
			double    lowestceiling = open.top;
			double    highestfloor = open.bottom;
			double    lowestfloor[2] = {
				linedef->frontsector->floorplane.ZatPoint(x, y), 
				linedef->backsector->floorplane.ZatPoint(x, y) };
			FTextureID highestfloorpic;
			int highestfloorterrain = -1;
			FTextureID lowestceilingpic;
			sector_t *lowestceilingsec = NULL, *highestfloorsec = NULL;
			secplane_t *highestfloorplanes[2] = { NULL, NULL };
			
			highestfloorpic.SetInvalid();
			lowestceilingpic.SetInvalid();
			
			for(int j=0;j<2;j++)
			{
				for(unsigned i=0;i<xf[j]->ffloors.Size();i++)
				{
					F3DFloor *rover = xf[j]->ffloors[i];

					if (!(rover->flags & FF_EXISTS)) continue;
					if (!(rover->flags & FF_SOLID)) continue;
					
					double ff_bottom=rover->bottom.plane->ZatPoint(x, y);
					double ff_top=rover->top.plane->ZatPoint(x, y);
					
					double delta1 = fabs(thingbot - ((ff_bottom + ff_top) / 2));
					double delta2 = fabs(thingtop - ((ff_bottom + ff_top) / 2));
					
					if(ff_bottom < lowestceiling && delta1 > delta2) 
					{
						lowestceiling = ff_bottom;
						lowestceilingpic = *rover->bottom.texture;
						lowestceilingsec = j == 0 ? linedef->frontsector : linedef->backsector;
					}
					
					if(ff_top > highestfloor && delta1 <= delta2 && (!restrict || thing->Z() >= ff_top))
					{
						highestfloor = ff_top;
						highestfloorpic = *rover->top.texture;
						highestfloorterrain = rover->model->GetTerrain(rover->top.isceiling);
						highestfloorsec = j == 0 ? linedef->frontsector : linedef->backsector;
						highestfloorplanes[j] = rover->top.plane;
					}
					if(ff_top > lowestfloor[j] && ff_top <= thing->Z() + thing->MaxStepHeight) lowestfloor[j] = ff_top;
				}
			}
			
			if(highestfloor > open.bottom)
			{
				open.bottom = highestfloor;
				open.floorpic = highestfloorpic;
				open.floorterrain = highestfloorterrain;
				open.bottomsec = highestfloorsec;
				if (highestfloorplanes[0])
				{
					open.frontfloorplane = *highestfloorplanes[0];
					if (open.frontfloorplane.fC() < 0) open.frontfloorplane.FlipVert();
				}
				if (highestfloorplanes[1])
				{
					open.backfloorplane = *highestfloorplanes[1];
					if (open.backfloorplane.fC() < 0) open.backfloorplane.FlipVert();
				}
			}
			
			if(lowestceiling < open.top) 
			{
				open.top = lowestceiling;
				open.ceilingpic = lowestceilingpic;
				open.topsec = lowestceilingsec;
			}
			
			open.lowfloor = MIN(lowestfloor[0], lowestfloor[1]);
		}
    }
}
示例#19
0
FTexture *FTextureManager::FindTexture(const char *texname, int usetype, BITFIELD flags)
{
	FTextureID texnum = CheckForTexture (texname, usetype, flags);
	return !texnum.isValid()? NULL : Textures[texnum.GetIndex()].Texture;
}
示例#20
0
void FTextureManager::ProcessSwitchDef (FScanner &sc)
{
	const BITFIELD texflags = TEXMAN_Overridable | TEXMAN_TryAny;
	FString picname;
	FSwitchDef *def1, *def2;
	FTextureID picnum;
	int gametype;
	bool quest = false;

	def1 = def2 = NULL;
	sc.MustGetString ();
	if (sc.Compare ("doom"))
	{
		gametype = GAME_DoomChex;
		sc.CheckNumber();	// skip the gamemission filter
	}
	else if (sc.Compare ("heretic"))
	{
		gametype = GAME_Heretic;
	}
	else if (sc.Compare ("hexen"))
	{
		gametype = GAME_Hexen;
	}
	else if (sc.Compare ("strife"))
	{
		gametype = GAME_Strife;
	}
	else if (sc.Compare ("any"))
	{
		gametype = GAME_Any;
	}
	else
	{
		// There is no game specified; just treat as any
		//max = 240;
		gametype = GAME_Any;
		sc.UnGet ();
	}

	sc.MustGetString ();
	picnum = CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
	picname = sc.String;
	while (sc.GetString ())
	{
		if (sc.Compare ("quest"))
		{
			quest = true;
		}
		else if (sc.Compare ("on"))
		{
			if (def1 != NULL)
			{
				sc.ScriptError ("Switch already has an on state");
			}
			def1 = ParseSwitchDef (sc, !picnum.Exists());
		}
		else if (sc.Compare ("off"))
		{
			if (def2 != NULL)
			{
				sc.ScriptError ("Switch already has an off state");
			}
			def2 = ParseSwitchDef (sc, !picnum.Exists());
		}
		else
		{
			sc.UnGet ();
			break;
		}
	}

	if (def1 == NULL || !picnum.Exists() ||
		(gametype != GAME_Any && !(gametype & gameinfo.gametype)))
	{
		if (def2 != NULL)
		{
			M_Free (def2);
		}
		if (def1 != NULL)
		{
			M_Free (def1);
		}
		return;
	}

	// If the switch did not have an off state, create one that just returns
	// it to the original texture without doing anything interesting
	if (def2 == NULL)
	{
		def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
		def2->Sound = def1->Sound;
		def2->NumFrames = 1;
		def2->frames[0].TimeMin = 0;
		def2->frames[0].TimeRnd = 0;
		def2->frames[0].Texture = picnum;
	}

	def1->PreTexture = picnum;
	def2->PreTexture = def1->frames[def1->NumFrames-1].Texture;
	if (def1->PreTexture == def2->PreTexture)
	{
		sc.ScriptError ("The on state for switch %s must end with a texture other than %s", picname.GetChars(), picname.GetChars());
	}
	AddSwitchPair(def1, def2);
	def1->QuestPanel = def2->QuestPanel = quest;
}