/*
** gl_anims.cpp
**
** Utilities for animation blending.
**
**---------------------------------------------------------------------------
** Copyright 2003 Tim Stump
** 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 "gl_main.h"

extern int numtextures;
extern int numflats;


typedef FAnimDef* PAnimDef;

PAnimDef *animLookup;
int numAnims;


void GL_SetupAnimTables()
{
   int i;
   unsigned int animIndex;
   unsigned short j;
   FAnimDef *anim;

   if (animLookup) delete[] animLookup;

   numAnims = TexMan.NumTextures();

   animLookup = new PAnimDef[numAnims];

   for (i = 0; i < numAnims; i++)
   {
      animLookup[i] = NULL;
   }

   for (animIndex = 0; animIndex < Anims.Size(); animIndex++)
   {
      anim = Anims[animIndex];

      for (j = 0; j < anim->NumFrames; j++)
      {
         if (0)//(anim->bUniqueFrames)
         {
            animLookup[anim->Frames[j].FramePic] = anim;
         }
         else
         {
            animLookup[anim->BasePic + j] = anim;
         }
      }
   }
}


FAnimDef *GL_GetAnimForLump(int lump)
{
   if (animLookup == NULL || lump < 0 || lump >= numAnims)
   {
      return NULL;
   }

   return animLookup[lump];
}


bool GL_CompareName(char *name1, char *name2)
{
   if (stricmp(name1, name2) == 0)
   {
      return true;
   }
   else
   {
      return false;
   }
}


unsigned short GL_NextAnimFrame(FAnimDef *animDef)
{
   unsigned short nextFrame, curFrame;

   curFrame = animDef->CurFrame;

   switch (animDef->AnimType)
	{
	case FAnimDef::ANIM_Forward:
      nextFrame = (animDef->CurFrame + 1) % animDef->NumFrames;
		break;

	case FAnimDef::ANIM_Backward:
		if (animDef->CurFrame == 0)
		{
			nextFrame = animDef->NumFrames - 1;
		}
		else
		{
			nextFrame = animDef->CurFrame - 1;
		}
		break;

	case FAnimDef::ANIM_OscillateUp:
      nextFrame = animDef->CurFrame + 1;
		break;

	case FAnimDef::ANIM_OscillateDown:
		nextFrame = animDef->CurFrame - 1;
		break;
	}

   if (0)//(animDef->bUniqueFrames)
   {
      nextFrame = animDef->Frames[nextFrame].FramePic;

   }
   else
   {
      nextFrame = animDef->BasePic + nextFrame;
   }

   return nextFrame;
}
