- Fixed: ANIMATED allowed animations between different texture types.

- Added a debuganimated CCMD that can be used to output some information
  if a WAD shows broken animations.
- Fixed: The handling for enum values in Xlat was incorrect. The rule with 
  value assignment must set the counter one higher than the current value.
- Fixed: The definition of enums in the Xlat grammar was right-recursive
  which could create stack overflows in the parser. Made it left-recursive as
  recommended in Lemon's docs. 


SVN r850 (trunk)
This commit is contained in:
Christoph Oelckers 2008-03-25 09:43:50 +00:00
commit 14533f867d
8 changed files with 60 additions and 15 deletions

View file

@ -135,9 +135,14 @@ static FRandom pr_animatepictures ("AnimatePics");
//
//==========================================================================
CVAR(Bool, debuganimated, false, 0)
void R_InitPicAnims (void)
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable;
// I think better not! This is only for old ANIMATED definition that
// don't know about ZDoom's more flexible texture system.
// | FTextureManager::TEXMAN_TryAny;
if (Wads.CheckNumForName ("ANIMATED") != -1)
{
@ -175,6 +180,35 @@ void R_InitPicAnims (void)
Printf ("Animation %s in ANIMATED has only one frame", anim_p + 10);
continue;
}
FTexture *tex1 = TexMan[pic1];
FTexture *tex2 = TexMan[pic1];
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, tex1->GetSourceLump(), Wads.GetLumpFile(tex1->GetSourceLump()),
tex2->Name, tex2->GetSourceLump(), Wads.GetLumpFile(tex2->GetSourceLump()));
}
/* FIXME: doesn't work with hires texture replacements.
int l1 = tex1->GetSourceLump();
int l2 = tex2->GetSourceLump();
if (tex1->UseType == FTexture::TEX_Wall && l1 != l2)
{
// Animated walls must be in the same definition lumo
continue;
}
*/
// [RH] Allow for backward animations as well as forward.
if (pic1 > pic2)
{