vkdoom_m/src/p_doors.cpp
Randy Heit e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00

870 lines
19 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: Door animation code (opening/closing)
// [RH] Removed sliding door code and simplified for Hexen-ish specials
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "c_console.h"
#include "gi.h"
#include "a_keys.h"
#include "i_system.h"
#include "sc_man.h"
IMPLEMENT_CLASS (DDoor)
DDoor::DDoor ()
{
}
void DDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_TopDist
<< m_BotSpot << m_BotDist << m_OldFloorDist
<< m_Speed
<< m_Direction
<< m_TopWait
<< m_TopCountdown
<< m_LightTag;
}
//
// VERTICAL DOORS
//
//
// T_VerticalDoor
//
void DDoor::Tick ()
{
EResult res;
if (m_Sector->floorplane.d != m_OldFloorDist)
{
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!((DPlat*)m_Sector->floordata)->IsLift())
{
m_OldFloorDist = m_Sector->floorplane.d;
m_BotDist = m_Sector->ceilingplane.PointToDist (m_BotSpot,
m_Sector->floorplane.ZatPoint (m_BotSpot));
}
}
switch (m_Direction)
{
case 0:
// WAITING
if (!--m_TopCountdown)
{
switch (m_Type)
{
case doorRaise:
m_Direction = -1; // time to go back down
DoorSound (false);
break;
case doorCloseWaitOpen:
m_Direction = 1;
DoorSound (true);
break;
default:
break;
}
}
break;
case 2:
// INITIAL WAIT
if (!--m_TopCountdown)
{
switch (m_Type)
{
case doorRaiseIn5Mins:
m_Direction = 1;
m_Type = doorRaise;
DoorSound (true);
break;
default:
break;
}
}
break;
case -1:
// DOWN
res = MoveCeiling (m_Speed, m_BotDist, -1, m_Direction);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
{
EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
m_TopDist + m_Sector->floorplane.d));
}
if (res == pastdest)
{
SN_StopSequence (m_Sector);
switch (m_Type)
{
case doorRaise:
case doorClose:
m_Sector->ceilingdata = NULL; //jff 2/22/98
stopinterpolation (INTERP_SectorCeiling, m_Sector);
Destroy (); // unlink and free
break;
case doorCloseWaitOpen:
m_Direction = 0;
m_TopCountdown = m_TopWait;
break;
default:
break;
}
}
else if (res == crushed)
{
switch (m_Type)
{
case doorClose: // DO NOT GO BACK UP!
break;
default:
m_Direction = 1;
DoorSound (true);
break;
}
}
break;
case 1:
// UP
res = MoveCeiling (m_Speed, m_TopDist, -1, m_Direction);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
{
EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
m_TopDist + m_Sector->floorplane.d));
}
if (res == pastdest)
{
SN_StopSequence (m_Sector);
switch (m_Type)
{
case doorRaise:
m_Direction = 0; // wait at top
m_TopCountdown = m_TopWait;
break;
case doorCloseWaitOpen:
case doorOpen:
m_Sector->ceilingdata = NULL; //jff 2/22/98
stopinterpolation (INTERP_SectorCeiling, m_Sector);
Destroy (); // unlink and free
break;
default:
break;
}
}
break;
}
}
// [RH] DoorSound: Plays door sound depending on direction and speed
void DDoor::DoorSound (bool raise) const
{
int choice;
// For multiple-selection sound sequences, the following choices are used:
// 0 Opening
// 1 Closing
// 2 Opening fast
// 3 Closing fast
choice = !raise;
if (m_Speed >= FRACUNIT*8)
{
choice += 2;
}
if (m_Sector->seqType >= 0)
{
SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_DOOR, choice);
}
else
{
const char *snd;
switch (gameinfo.gametype)
{
default: /* Doom and Hexen */
snd = "DoorNormal";
break;
case GAME_Heretic:
snd = "HereticDoor";
break;
case GAME_Strife:
snd = "DoorSmallMetal";
// Search the front top textures of 2-sided lines on the door sector
// for a door sound to use.
for (int i = 0; i < m_Sector->linecount; ++i)
{
const char *texname;
line_t *line = m_Sector->lines[i];
if (line->backsector == NULL)
continue;
texname = TexMan[sides[line->sidenum[0]].toptexture]->Name;
if (texname[0] == 'D' && texname[1] == 'O' && texname[2] == 'R')
{
switch (texname[3])
{
case 'S':
snd = "DoorStone";
break;
case 'M':
if (texname[4] == 'L')
{
snd = "DoorLargeMetal";
}
break;
case 'W':
if (texname[4] == 'L')
{
snd = "DoorLargeWood";
}
else
{
snd = "DoorSmallWood";
}
break;
}
}
}
break;
}
SN_StartSequence (m_Sector, snd, choice);
}
}
DDoor::DDoor (sector_t *sector)
: DMovingCeiling (sector)
{
}
// [RH] Merged EV_VerticalDoor and EV_DoLockedDoor into EV_DoDoor
// and made them more general to support the new specials.
// [RH] SpawnDoor: Helper function for EV_DoDoor
DDoor::DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int lightTag)
: DMovingCeiling (sec),
m_Type (type), m_Speed (speed), m_TopWait (delay), m_LightTag (lightTag)
{
vertex_t *spot;
fixed_t height;
if (i_compatflags & COMPATF_NODOORLIGHT)
{
m_LightTag = 0;
}
switch (type)
{
case doorClose:
m_Direction = -1;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
DoorSound (false);
break;
case doorOpen:
case doorRaise:
m_Direction = 1;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
if (m_TopDist != sec->ceilingplane.d)
DoorSound (true);
break;
case doorCloseWaitOpen:
m_TopDist = sec->ceilingplane.d;
m_Direction = -1;
DoorSound (false);
break;
case doorRaiseIn5Mins:
m_Direction = 2;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
m_TopCountdown = 5 * 60 * TICRATE;
break;
}
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!((DPlat*)m_Sector->floordata)->IsLift())
{
height = sec->FindHighestFloorPoint (&m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
else
{
height = sec->FindLowestCeilingPoint(&m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
m_OldFloorDist = sec->floorplane.d;
}
bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
int tag, int speed, int delay, int lock, int lightTag)
{
bool rtn = false;
int secnum;
sector_t* sec;
if (lock != 0 && !P_CheckKeys (thing, lock, tag != 0))
return false;
if (tag == 0)
{ // [RH] manual door
if (!line)
return false;
// if the wrong side of door is pushed, give oof sound
if (line->sidenum[1] == NO_SIDE) // killough
{
S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM);
return false;
}
// get the sector on the second side of activating linedef
sec = sides[line->sidenum[1]].sector;
secnum = sec-sectors;
// if door already has a thinker, use it
if (sec->ceilingdata)
{
if (sec->ceilingdata->IsKindOf (RUNTIME_CLASS(DDoor)))
{
DDoor *door = static_cast<DDoor *>(sec->ceilingdata);
// ONLY FOR "RAISE" DOORS, NOT "OPEN"s
if (door->m_Type == DDoor::doorRaise && type == DDoor::doorRaise)
{
if (door->m_Direction == -1)
{
door->m_Direction = 1; // go back up
door->DoorSound (true); // [RH] Make noise
}
else if (GET_SPAC(line->flags) != SPAC_PUSH)
// [RH] activate push doors don't go back down when you
// run into them (otherwise opening them would be
// a real pain).
{
if (!thing->player || thing->player->isbot)
return false; // JDC: bad guys never close doors
//Added by MC: Neither do bots.
door->m_Direction = -1; // start going down immediately
// [RH] If this sector doesn't have a specific sound
// attached to it, start the door close sequence.
// Otherwise, just let the current one continue.
if (sec->seqType == -1)
{
door->DoorSound (false);
}
return true;
}
else
{
return false;
}
}
}
return false;
}
if (new DDoor (sec, type, speed, delay, lightTag))
rtn = true;
}
else
{ // [RH] Remote door
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag,secnum)) >= 0)
{
sec = &sectors[secnum];
// if the ceiling already moving, don't start the door action
if (sec->ceilingdata)
continue;
if (new DDoor (sec, type, speed, delay, lightTag))
rtn = true;
}
}
return rtn;
}
//
// Spawn a door that closes after 30 seconds
//
void P_SpawnDoorCloseIn30 (sector_t *sec)
{
fixed_t height;
DDoor *door = new DDoor (sec);
sec->special = 0;
door->m_Sector = sec;
door->m_Direction = 0;
door->m_Type = DDoor::doorRaise;
door->m_Speed = FRACUNIT*2;
door->m_TopCountdown = 30 * TICRATE;
height = sec->FindHighestFloorPoint (&door->m_BotSpot);
door->m_BotDist = sec->ceilingplane.PointToDist (door->m_BotSpot, height);
door->m_OldFloorDist = sec->floorplane.d;
door->m_TopDist = sec->ceilingplane.d;
door->m_LightTag = 0;
}
//
// Spawn a door that opens after 5 minutes
//
void P_SpawnDoorRaiseIn5Mins (sector_t *sec)
{
sec->special = 0;
new DDoor (sec, DDoor::doorRaiseIn5Mins, 2*FRACUNIT, TICRATE*30/7, 0);
}
// Strife's animated doors. Based on Doom's unused sliding doors, but slightly different.
class DeletingDoorArray : public TArray<FDoorAnimation>
{
public:
~DeletingDoorArray()
{
for(unsigned i=0;i<Size();i++)
{
FDoorAnimation *ani = &((*this)[i]);
if (ani->TextureFrames != NULL)
{
delete [] ani->TextureFrames;
ani->TextureFrames = NULL;
}
if (ani->OpenSound != NULL)
{
delete [] ani->OpenSound;
ani->OpenSound = NULL;
}
if (ani->CloseSound != NULL)
{
delete [] ani->CloseSound;
ani->CloseSound = NULL;
}
}
}
};
DeletingDoorArray DoorAnimations;
// EV_SlidingDoor : slide a door horizontally
// (animate midtexture, then set noblocking line)
//
//
// Return index into "DoorAnimations" array for which door type to use
//
static int P_FindSlidingDoorType (int picnum)
{
unsigned int i;
for (i = 0; i < DoorAnimations.Size(); ++i)
{
if (picnum == DoorAnimations[i].BaseTexture)
return i;
}
return -1;
}
bool DAnimatedDoor::StartClosing ()
{
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
// CAN DOOR CLOSE?
if (m_Sector->touching_thinglist != NULL)
{
return false;
}
fixed_t topdist = m_Sector->ceilingplane.d;
if (MoveCeiling (2048*FRACUNIT, m_BotDist, 0, -1) == crushed)
{
return false;
}
MoveCeiling (2048*FRACUNIT, topdist, 1);
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
if (ani.CloseSound != NULL)
{
SN_StartSequence (m_Sector, ani.CloseSound, 1);
}
m_Status = Closing;
m_Timer = m_Speed;
return true;
}
void DAnimatedDoor::Tick ()
{
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
switch (m_Status)
{
case Dead:
m_Sector->ceilingdata = NULL;
Destroy ();
break;
case Opening:
if (!m_Timer--)
{
if (++m_Frame >= ani.NumTextureFrames)
{
// IF DOOR IS DONE OPENING...
m_Line1->flags &= ~ML_BLOCKING;
m_Line2->flags &= ~ML_BLOCKING;
if (m_Delay == 0)
{
m_Sector->ceilingdata = NULL;
Destroy ();
break;
}
m_Timer = m_Delay;
m_Status = Waiting;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
sides[m_Line1->sidenum[0]].midtexture =
sides[m_Line1->sidenum[1]].midtexture =
sides[m_Line2->sidenum[0]].midtexture =
sides[m_Line2->sidenum[1]].midtexture =
ani.TextureFrames[m_Frame];
}
}
break;
case Waiting:
// IF DOOR IS DONE WAITING...
if (!m_Timer--)
{
if (!StartClosing())
{
m_Timer = m_Delay;
}
}
break;
case Closing:
if (!m_Timer--)
{
if (--m_Frame < 0)
{
// IF DOOR IS DONE CLOSING...
MoveCeiling (2048*FRACUNIT, m_BotDist, -1);
m_Sector->ceilingdata = NULL;
Destroy ();
break;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
sides[m_Line1->sidenum[0]].midtexture =
sides[m_Line1->sidenum[1]].midtexture =
sides[m_Line2->sidenum[0]].midtexture =
sides[m_Line2->sidenum[1]].midtexture =
ani.TextureFrames[m_Frame];
}
}
break;
}
}
IMPLEMENT_CLASS (DAnimatedDoor)
DAnimatedDoor::DAnimatedDoor ()
{
}
DAnimatedDoor::DAnimatedDoor (sector_t *sec)
: DMovingCeiling (sec)
{
}
void DAnimatedDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Line1 << m_Line2
<< m_Frame
<< m_Timer
<< m_BotDist
<< m_Status
<< m_Speed
<< m_Delay;
if (arc.IsStoring())
{
TexMan.WriteTexture (arc, DoorAnimations[m_WhichDoorIndex].BaseTexture);
}
else
{
int picnum = TexMan.ReadTexture (arc);
m_WhichDoorIndex = P_FindSlidingDoorType (picnum);
if (m_WhichDoorIndex == -1)
{ // Oh no! The door animation doesn't exist anymore!
m_WhichDoorIndex = 0;
}
}
}
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay)
: DMovingCeiling (sec)
{
fixed_t topdist;
int picnum;
// The DMovingCeiling constructor automatically sets up an interpolation for us.
// Stop it, since the ceiling is moving instantly here.
stopinterpolation (INTERP_SectorCeiling, sec);
m_WhichDoorIndex = P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture);
if (m_WhichDoorIndex < 0)
{
Printf ("EV_SlidingDoor: Textures are not defined for sliding door!");
m_Status = Dead;
return;
}
m_Line1 = line;
m_Line2 = line;
for (int i = 0; i < sec->linecount; ++i)
{
if (sec->lines[i] == line)
continue;
if (sides[sec->lines[i]->sidenum[0]].toptexture == sides[line->sidenum[0]].toptexture)
{
m_Line2 = sec->lines[i];
break;
}
}
picnum = sides[m_Line1->sidenum[0]].toptexture;
sides[m_Line1->sidenum[0]].midtexture = picnum;
sides[m_Line2->sidenum[0]].midtexture = picnum;
// don't forget texture scaling here!
FTexture *tex = TexMan[picnum];
topdist = tex ? tex->GetScaledHeight() : 64;
topdist = m_Sector->ceilingplane.d - topdist * m_Sector->ceilingplane.c;
m_Status = Opening;
m_Speed = speed;
m_Delay = delay;
m_Timer = m_Speed;
m_Frame = 0;
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
m_BotDist = m_Sector->ceilingplane.d;
MoveCeiling (2048*FRACUNIT, topdist, 1);
if (DoorAnimations[m_WhichDoorIndex].OpenSound != NULL)
{
SN_StartSequence (m_Sector, DoorAnimations[m_WhichDoorIndex].OpenSound, 1);
}
}
//============================================================================
//
// EV_SlidingDoor
//
//============================================================================
bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay)
{
sector_t *sec;
int secnum;
bool rtn;
secnum = -1;
rtn = false;
if (tag == 0)
{
// Manual sliding door
sec = line->backsector;
// Make sure door isn't already being animated
if (sec->ceilingdata != NULL)
{
if (actor->player == NULL)
return false;
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
{
DAnimatedDoor *door = static_cast<DAnimatedDoor *> (sec->ceilingdata);
if (door->m_Status == DAnimatedDoor::Waiting)
{
return door->StartClosing();
}
}
return false;
}
if (P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture) >= 0)
{
new DAnimatedDoor (sec, line, speed, delay);
return true;
}
return false;
}
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
if (sec->ceilingdata != NULL)
{
continue;
}
for (int i = 0; tag != 0 && i < sec->linecount; ++i)
{
line = sec->lines[i];
if (line->backsector == NULL)
{
continue;
}
if (P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture) >= 0)
{
rtn = true;
new DAnimatedDoor (sec, line, speed, delay);
}
}
}
return rtn;
}
void P_ParseAnimatedDoor(FScanner &sc)
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
FDoorAnimation anim;
TArray<int> frames;
bool error = false;
int v;
sc.MustGetString();
anim.BaseTexture = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
anim.OpenSound = NULL;
anim.CloseSound = NULL;
if (anim.BaseTexture == -1)
{
error = true;
}
while (sc.GetString ())
{
if (sc.Compare ("opensound"))
{
sc.MustGetString ();
anim.OpenSound = copystring (sc.String);
}
else if (sc.Compare ("closesound"))
{
sc.MustGetString ();
anim.CloseSound = copystring (sc.String);
}
else if (sc.Compare ("pic"))
{
sc.MustGetString ();
if (IsNum (sc.String))
{
v = atoi(sc.String) + anim.BaseTexture -1;
}
else
{
v = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
if (v == -1 && anim.BaseTexture >= 0 && !error)
{
sc.ScriptError ("Unknown texture %s", sc.String);
}
frames.Push (v);
}
}
else
{
sc.UnGet ();
break;
}
}
if (!error)
{
anim.TextureFrames = new int[frames.Size()];
memcpy (anim.TextureFrames, &frames[0], sizeof(int) * frames.Size());
anim.NumTextureFrames = frames.Size();
DoorAnimations.Push (anim);
}
else
{
if (anim.OpenSound!=NULL) delete [] anim.OpenSound;
if (anim.CloseSound!=NULL) delete [] anim.CloseSound;
}
}