Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
This commit is contained in:
commit
cf11cbdb30
821 changed files with 361202 additions and 0 deletions
678
src/p_switch.cpp
Normal file
678
src/p_switch.cpp
Normal file
|
|
@ -0,0 +1,678 @@
|
|||
/*
|
||||
** p_switch.cpp
|
||||
** Switch and button maintenance and animation
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 1998-2005 Randy Heit
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "templates.h"
|
||||
#include "i_system.h"
|
||||
#include "doomdef.h"
|
||||
#include "p_local.h"
|
||||
#include "p_lnspec.h"
|
||||
#include "m_random.h"
|
||||
#include "g_game.h"
|
||||
#include "s_sound.h"
|
||||
#include "doomstat.h"
|
||||
#include "r_state.h"
|
||||
#include "w_wad.h"
|
||||
#include "tarray.h"
|
||||
#include "cmdlib.h"
|
||||
#include "sc_man.h"
|
||||
|
||||
#include "gi.h"
|
||||
|
||||
#define MAX_FRAMES 128
|
||||
|
||||
static FRandom pr_switchanim ("AnimSwitch");
|
||||
|
||||
class DActiveButton : public DThinker
|
||||
{
|
||||
DECLARE_CLASS (DActiveButton, DThinker)
|
||||
public:
|
||||
enum EWhere
|
||||
{
|
||||
BUTTON_Top,
|
||||
BUTTON_Middle,
|
||||
BUTTON_Bottom,
|
||||
BUTTON_Nowhere
|
||||
};
|
||||
|
||||
DActiveButton ();
|
||||
DActiveButton (side_t *, EWhere, WORD switchnum, fixed_t x, fixed_t y, bool flippable);
|
||||
|
||||
void Serialize (FArchive &arc);
|
||||
void Tick ();
|
||||
|
||||
side_t *m_Side;
|
||||
EWhere m_Where;
|
||||
WORD m_SwitchDef;
|
||||
WORD m_Frame;
|
||||
WORD m_Timer;
|
||||
bool bFlippable;
|
||||
fixed_t m_X, m_Y; // Location of timer sound
|
||||
|
||||
protected:
|
||||
bool AdvanceFrame ();
|
||||
void StoreTexture (short tex) const;
|
||||
|
||||
friend FArchive &operator<< (FArchive &arc, EWhere &where)
|
||||
{
|
||||
BYTE val = (BYTE)where;
|
||||
arc << val;
|
||||
where = (EWhere)val;
|
||||
return arc;
|
||||
}
|
||||
};
|
||||
|
||||
struct FSwitchDef
|
||||
{
|
||||
SWORD PreTexture; // texture to switch from
|
||||
WORD PairIndex; // switch def to use to return to PreTexture
|
||||
SWORD Sound; // sound to play at start of animation
|
||||
WORD NumFrames; // # of animation frames
|
||||
bool QuestPanel; // Special texture for Strife mission
|
||||
union // Array of times followed by array of textures
|
||||
{ // actual length of each array is <NumFrames>
|
||||
DWORD Times[1];
|
||||
SWORD Textures[3];
|
||||
} u;
|
||||
};
|
||||
|
||||
static int STACK_ARGS SortSwitchDefs (const void *a, const void *b);
|
||||
static FSwitchDef *ParseSwitchDef (bool ignoreBad);
|
||||
static WORD AddSwitchDef (FSwitchDef *def);
|
||||
|
||||
//
|
||||
// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
|
||||
//
|
||||
|
||||
static TArray<FSwitchDef *> SwitchList;
|
||||
|
||||
//
|
||||
// P_InitSwitchList
|
||||
// Only called at game initialization.
|
||||
//
|
||||
// [RH] Rewritten to use a BOOM-style SWITCHES lump and remove the
|
||||
// MAXSWITCHES limit.
|
||||
void P_InitSwitchList ()
|
||||
{
|
||||
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
||||
int lump = Wads.CheckNumForName ("SWITCHES");
|
||||
FSwitchDef **origMap;
|
||||
int i, j;
|
||||
|
||||
if (lump != -1)
|
||||
{
|
||||
FMemLump lumpdata = Wads.ReadLump (lump);
|
||||
const char *alphSwitchList = (const char *)lumpdata.GetMem();
|
||||
const char *list_p;
|
||||
FSwitchDef *def1, *def2;
|
||||
|
||||
for (list_p = alphSwitchList; list_p[18] || list_p[19]; list_p += 20)
|
||||
{
|
||||
// [RH] Check for switches that aren't really switches
|
||||
if (stricmp (list_p, list_p+9) == 0)
|
||||
{
|
||||
Printf ("Switch %s in SWITCHES has the same 'on' state\n", list_p);
|
||||
continue;
|
||||
}
|
||||
// [RH] Skip this switch if its texture can't be found.
|
||||
if (((gameinfo.maxSwitch & 15) >= (list_p[18] & 15)) &&
|
||||
((gameinfo.maxSwitch & ~15) == (list_p[18] & ~15)) &&
|
||||
TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags) >= 0)
|
||||
{
|
||||
def1 = (FSwitchDef *)Malloc (sizeof(FSwitchDef));
|
||||
def2 = (FSwitchDef *)Malloc (sizeof(FSwitchDef));
|
||||
def1->PreTexture = def2->u.Textures[2] = TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags);
|
||||
def2->PreTexture = def1->u.Textures[2] = TexMan.CheckForTexture (list_p + 9, FTexture::TEX_Wall, texflags);
|
||||
def1->Sound = def2->Sound = 0;
|
||||
def1->NumFrames = def2->NumFrames = 1;
|
||||
def1->u.Times[0] = def2->u.Times[0] = 0;
|
||||
def2->PairIndex = AddSwitchDef (def1);
|
||||
def1->PairIndex = AddSwitchDef (def2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SwitchList.ShrinkToFit ();
|
||||
|
||||
// Sort SwitchList for quick searching
|
||||
origMap = new FSwitchDef *[SwitchList.Size ()];
|
||||
for (i = 0; i < (int)SwitchList.Size (); i++)
|
||||
{
|
||||
origMap[i] = SwitchList[i];
|
||||
}
|
||||
|
||||
qsort (&SwitchList[0], i, sizeof(FSwitchDef *), SortSwitchDefs);
|
||||
|
||||
// Correct the PairIndex of each switch def, since the sorting broke them
|
||||
for (i = (int)(SwitchList.Size () - 1); i >= 0; i--)
|
||||
{
|
||||
FSwitchDef *def = SwitchList[i];
|
||||
if (def->PairIndex != 65535)
|
||||
{
|
||||
for (j = (int)(SwitchList.Size () - 1); j >= 0; j--)
|
||||
{
|
||||
if (SwitchList[j] == origMap[def->PairIndex])
|
||||
{
|
||||
def->PairIndex = (WORD)j;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
delete[] origMap;
|
||||
}
|
||||
|
||||
static int STACK_ARGS SortSwitchDefs (const void *a, const void *b)
|
||||
{
|
||||
return (*(FSwitchDef **)a)->PreTexture - (*(FSwitchDef **)b)->PreTexture;
|
||||
}
|
||||
|
||||
// Parse a switch block in ANIMDEFS and add the definitions to SwitchList
|
||||
void P_ProcessSwitchDef ()
|
||||
{
|
||||
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
||||
char *picname;
|
||||
FSwitchDef *def1, *def2;
|
||||
SWORD picnum;
|
||||
byte max;
|
||||
bool quest = false;
|
||||
|
||||
def1 = def2 = NULL;
|
||||
SC_MustGetString ();
|
||||
if (SC_Compare ("doom"))
|
||||
{
|
||||
max = 0;
|
||||
}
|
||||
else if (SC_Compare ("heretic"))
|
||||
{
|
||||
max = 17;
|
||||
}
|
||||
else if (SC_Compare ("hexen"))
|
||||
{
|
||||
max = 33;
|
||||
}
|
||||
else if (SC_Compare ("strife"))
|
||||
{
|
||||
max = 49;
|
||||
}
|
||||
else if (SC_Compare ("any"))
|
||||
{
|
||||
max = 240;
|
||||
}
|
||||
else
|
||||
{
|
||||
//SC_ScriptError ("Unknown game");
|
||||
// There is no game specified; just treat as any
|
||||
max = 240;
|
||||
SC_UnGet ();
|
||||
}
|
||||
if (max == 0)
|
||||
{
|
||||
SC_MustGetNumber ();
|
||||
max |= sc_Number & 15;
|
||||
}
|
||||
SC_MustGetString ();
|
||||
picnum = TexMan.CheckForTexture (sc_String, FTexture::TEX_Wall, texflags);
|
||||
picname = copystring (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 (picnum == -1);
|
||||
}
|
||||
else if (SC_Compare ("off"))
|
||||
{
|
||||
if (def2 != NULL)
|
||||
{
|
||||
SC_ScriptError ("Switch already has an off state");
|
||||
}
|
||||
def2 = ParseSwitchDef (picnum == -1);
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_UnGet ();
|
||||
break;
|
||||
}
|
||||
}
|
||||
/*
|
||||
if (def1 == NULL)
|
||||
{
|
||||
SC_ScriptError ("Switch must have an on state");
|
||||
}
|
||||
*/
|
||||
if (def1 == NULL || picnum == -1 ||
|
||||
((max & 240) != 240 &&
|
||||
((gameinfo.maxSwitch & 240) != (max & 240) ||
|
||||
(gameinfo.maxSwitch & 15) < (max & 15))))
|
||||
{
|
||||
if (def2 != NULL)
|
||||
{
|
||||
free (def2);
|
||||
}
|
||||
if (def1 != NULL)
|
||||
{
|
||||
free (def1);
|
||||
}
|
||||
free (picname);
|
||||
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 *)Malloc (sizeof(FSwitchDef));
|
||||
def2->Sound = def1->Sound;
|
||||
def2->NumFrames = 1;
|
||||
def2->u.Times[0] = 0;
|
||||
def2->u.Textures[2] = picnum;
|
||||
}
|
||||
|
||||
def1->PreTexture = picnum;
|
||||
def2->PreTexture = def1->u.Textures[def1->NumFrames*2+def1->NumFrames-1];
|
||||
if (def1->PreTexture == def2->PreTexture)
|
||||
{
|
||||
SC_ScriptError ("The on state for switch %s must end with a texture other than %s", picname, picname);
|
||||
}
|
||||
def2->PairIndex = AddSwitchDef (def1);
|
||||
def1->PairIndex = AddSwitchDef (def2);
|
||||
def1->QuestPanel = def2->QuestPanel = quest;
|
||||
free (picname);
|
||||
}
|
||||
|
||||
FSwitchDef *ParseSwitchDef (bool ignoreBad)
|
||||
{
|
||||
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
||||
FSwitchDef *def;
|
||||
SWORD pics[MAX_FRAMES];
|
||||
DWORD times[MAX_FRAMES];
|
||||
int numframes;
|
||||
int picnum;
|
||||
bool bad;
|
||||
SWORD sound;
|
||||
|
||||
numframes = 0;
|
||||
sound = 0;
|
||||
bad = false;
|
||||
|
||||
while (SC_GetString ())
|
||||
{
|
||||
if (SC_Compare ("sound"))
|
||||
{
|
||||
if (sound != 0)
|
||||
{
|
||||
SC_ScriptError ("Switch state already has a sound");
|
||||
}
|
||||
SC_MustGetString ();
|
||||
sound = S_FindSound (sc_String);
|
||||
}
|
||||
else if (SC_Compare ("pic"))
|
||||
{
|
||||
if (numframes == MAX_FRAMES)
|
||||
{
|
||||
SC_ScriptError ("Switch has too many frames");
|
||||
}
|
||||
SC_MustGetString ();
|
||||
picnum = TexMan.CheckForTexture (sc_String, FTexture::TEX_Wall, texflags);
|
||||
if (picnum < 0 && !ignoreBad)
|
||||
{
|
||||
//Printf ("Unknown switch texture %s\n", sc_String);
|
||||
bad = true;
|
||||
}
|
||||
pics[numframes] = picnum;
|
||||
SC_MustGetString ();
|
||||
if (SC_Compare ("tics"))
|
||||
{
|
||||
SC_MustGetNumber ();
|
||||
times[numframes] = sc_Number & 65535;
|
||||
}
|
||||
else if (SC_Compare ("rand"))
|
||||
{
|
||||
int min, max;
|
||||
|
||||
SC_MustGetNumber ();
|
||||
min = sc_Number & 65535;
|
||||
SC_MustGetNumber ();
|
||||
max = sc_Number & 65535;
|
||||
if (min > max)
|
||||
{
|
||||
swap (min, max);
|
||||
}
|
||||
times[numframes] = ((max - min + 1) << 16) | min;
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_ScriptError ("Must specify a duration for switch frame");
|
||||
}
|
||||
numframes++;
|
||||
}
|
||||
else
|
||||
{
|
||||
SC_UnGet ();
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (numframes == 0)
|
||||
{
|
||||
SC_ScriptError ("Switch state needs at least one frame");
|
||||
}
|
||||
if (bad)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
def = (FSwitchDef *)Malloc (myoffsetof (FSwitchDef, u.Times[0]) + numframes * 6);
|
||||
def->Sound = sound;
|
||||
def->NumFrames = numframes;
|
||||
memcpy (&def->u.Times[0], times, numframes * 4);
|
||||
memcpy (&def->u.Textures[numframes*2], pics, numframes * 2);
|
||||
def->PairIndex = 65535;
|
||||
return def;
|
||||
}
|
||||
|
||||
static WORD AddSwitchDef (FSwitchDef *def)
|
||||
{
|
||||
unsigned int i;
|
||||
|
||||
for (i = SwitchList.Size (); i-- > 0; )
|
||||
{
|
||||
if (SwitchList[i]->PreTexture == def->PreTexture)
|
||||
{
|
||||
free (SwitchList[i]);
|
||||
SwitchList[i] = def;
|
||||
return (WORD)i;
|
||||
}
|
||||
}
|
||||
return (WORD)SwitchList.Push (def);
|
||||
}
|
||||
|
||||
//
|
||||
// Start a button counting down till it turns off.
|
||||
// [RH] Rewritten to remove MAXBUTTONS limit.
|
||||
//
|
||||
static void P_StartButton (side_t *side, DActiveButton::EWhere w, int switchnum,
|
||||
fixed_t x, fixed_t y, bool useagain)
|
||||
{
|
||||
DActiveButton *button;
|
||||
TThinkerIterator<DActiveButton> iterator;
|
||||
|
||||
// See if button is already pressed
|
||||
while ( (button = iterator.Next ()) )
|
||||
{
|
||||
if (button->m_Side == side)
|
||||
return;
|
||||
}
|
||||
|
||||
new DActiveButton (side, w, switchnum, x, y, useagain);
|
||||
}
|
||||
|
||||
static int TryFindSwitch (SWORD texture)
|
||||
{
|
||||
int mid, low, high;
|
||||
|
||||
high = (int)(SwitchList.Size () - 1);
|
||||
if (high >= 0)
|
||||
{
|
||||
low = 0;
|
||||
do
|
||||
{
|
||||
mid = (high + low) / 2;
|
||||
if (SwitchList[mid]->PreTexture == texture)
|
||||
{
|
||||
return mid;
|
||||
}
|
||||
else if (texture < SwitchList[mid]->PreTexture)
|
||||
{
|
||||
high = mid - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
low = mid + 1;
|
||||
}
|
||||
} while (low <= high);
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
//
|
||||
// Function that changes wall texture.
|
||||
// Tell it if switch is ok to use again (1=yes, it's a button).
|
||||
//
|
||||
bool P_ChangeSwitchTexture (side_t *side, int useAgain, byte special, bool *quest)
|
||||
{
|
||||
DActiveButton::EWhere where;
|
||||
short *texture;
|
||||
int i, sound;
|
||||
|
||||
if ((i = TryFindSwitch (side->toptexture)) != -1)
|
||||
{
|
||||
texture = &side->toptexture;
|
||||
where = DActiveButton::BUTTON_Top;
|
||||
}
|
||||
else if ((i = TryFindSwitch (side->bottomtexture)) != -1)
|
||||
{
|
||||
texture = &side->bottomtexture;
|
||||
where = DActiveButton::BUTTON_Bottom;
|
||||
}
|
||||
else if ((i = TryFindSwitch (side->midtexture)) != -1)
|
||||
{
|
||||
texture = &side->midtexture;
|
||||
where = DActiveButton::BUTTON_Middle;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (quest != NULL)
|
||||
{
|
||||
*quest = false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// EXIT SWITCH?
|
||||
if (SwitchList[i]->Sound != 0)
|
||||
{
|
||||
sound = SwitchList[i]->Sound;
|
||||
}
|
||||
else
|
||||
{
|
||||
sound = S_FindSound (
|
||||
special == Exit_Normal ||
|
||||
special == Exit_Secret ||
|
||||
special == Teleport_NewMap ||
|
||||
special == Teleport_EndGame
|
||||
? "switches/exitbutn" : "switches/normbutn");
|
||||
}
|
||||
|
||||
// [RH] The original code played the sound at buttonlist->soundorg,
|
||||
// which wasn't necessarily anywhere near the switch if it was
|
||||
// facing a big sector (and which wasn't necessarily for the
|
||||
// button just activated, either).
|
||||
fixed_t pt[3];
|
||||
line_t *line = &lines[side->linenum];
|
||||
|
||||
pt[0] = line->v1->x + (line->dx >> 1);
|
||||
pt[1] = line->v1->y + (line->dy >> 1);
|
||||
S_SoundID (pt, CHAN_VOICE|CHAN_LISTENERZ|CHAN_IMMOBILE, sound, 1, ATTN_STATIC);
|
||||
*texture = SwitchList[i]->u.Textures[SwitchList[i]->NumFrames*2];
|
||||
if (useAgain || SwitchList[i]->NumFrames > 1)
|
||||
P_StartButton (side, where, i, pt[0], pt[1], !!useAgain);
|
||||
if (quest != NULL)
|
||||
{
|
||||
*quest = SwitchList[i]->QuestPanel;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
IMPLEMENT_CLASS (DActiveButton)
|
||||
|
||||
DActiveButton::DActiveButton ()
|
||||
{
|
||||
m_Side = NULL;
|
||||
m_Where = BUTTON_Nowhere;
|
||||
m_SwitchDef = 0;
|
||||
m_Timer = 0;
|
||||
m_X = 0;
|
||||
m_Y = 0;
|
||||
bFlippable = false;
|
||||
}
|
||||
|
||||
DActiveButton::DActiveButton (side_t *side, EWhere where, WORD switchnum,
|
||||
fixed_t x, fixed_t y, bool useagain)
|
||||
{
|
||||
m_Side = side;
|
||||
m_Where = where;
|
||||
m_X = x;
|
||||
m_Y = y;
|
||||
bFlippable = useagain;
|
||||
|
||||
m_SwitchDef = switchnum;
|
||||
m_Frame = 65535;
|
||||
AdvanceFrame ();
|
||||
}
|
||||
|
||||
void DActiveButton::Serialize (FArchive &arc)
|
||||
{
|
||||
SDWORD sidenum;
|
||||
|
||||
Super::Serialize (arc);
|
||||
if (arc.IsStoring ())
|
||||
{
|
||||
sidenum = m_Side ? m_Side - sides : -1;
|
||||
}
|
||||
arc << sidenum << m_Where << m_SwitchDef << m_Frame << m_Timer << bFlippable << m_X << m_Y;
|
||||
if (arc.IsLoading ())
|
||||
{
|
||||
m_Side = sidenum >= 0 ? sides + sidenum : NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void DActiveButton::Tick ()
|
||||
{
|
||||
if (--m_Timer == 0)
|
||||
{
|
||||
FSwitchDef *def = SwitchList[m_SwitchDef];
|
||||
if (m_Frame == def->NumFrames - 1)
|
||||
{
|
||||
fixed_t pt[3];
|
||||
|
||||
m_SwitchDef = def->PairIndex;
|
||||
if (m_SwitchDef != 65535)
|
||||
{
|
||||
def = SwitchList[def->PairIndex];
|
||||
m_Frame = 65535;
|
||||
pt[0] = m_X;
|
||||
pt[1] = m_Y;
|
||||
S_SoundID (pt, CHAN_VOICE|CHAN_LISTENERZ|CHAN_IMMOBILE,
|
||||
def->Sound != 0 ? def->Sound
|
||||
: S_FindSound ("switches/normbutn"), 1, ATTN_STATIC);
|
||||
bFlippable = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy ();
|
||||
return;
|
||||
}
|
||||
}
|
||||
bool killme = AdvanceFrame ();
|
||||
|
||||
StoreTexture (def->u.Textures[def->NumFrames*2+m_Frame]);
|
||||
|
||||
if (killme)
|
||||
{
|
||||
Destroy ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool DActiveButton::AdvanceFrame ()
|
||||
{
|
||||
bool ret = false;
|
||||
FSwitchDef *def = SwitchList[m_SwitchDef];
|
||||
|
||||
if (++m_Frame == def->NumFrames - 1)
|
||||
{
|
||||
if (bFlippable == true)
|
||||
{
|
||||
m_Timer = BUTTONTIME;
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (def->u.Times[m_Frame] & 0xffff0000)
|
||||
{
|
||||
int t = pr_switchanim();
|
||||
|
||||
m_Timer = (WORD)((((t | (pr_switchanim() << 8))
|
||||
% def->u.Times[m_Frame]) >> 16)
|
||||
+ (def->u.Times[m_Frame] & 0xffff));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Timer = (WORD)def->u.Times[m_Frame];
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
void DActiveButton::StoreTexture (short tex) const
|
||||
{
|
||||
switch (m_Where)
|
||||
{
|
||||
case BUTTON_Middle:
|
||||
m_Side->midtexture = tex;
|
||||
break;
|
||||
|
||||
case BUTTON_Bottom:
|
||||
m_Side->bottomtexture = tex;
|
||||
break;
|
||||
|
||||
case BUTTON_Top:
|
||||
m_Side->toptexture = tex;
|
||||
break;
|
||||
|
||||
default:
|
||||
return;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue