index 3ef4979ad1fadf181c8879a2cb7106b445fb863f..812fd85cd59c5c7f114309e002d690208f5daf77 100644 (file)
interface
interface
- uses g_base, g_player; // TRectWH, TPlayer
+ uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
procedure r_Map_Initialize;
procedure r_Map_Finalize;
procedure r_Map_Initialize;
procedure r_Map_Finalize;
{$IFDEF ENABLE_GIBS}
function r_Map_GetGibSize (m, i: Integer): TRectWH;
{$ENDIF}
{$IFDEF ENABLE_GIBS}
function r_Map_GetGibSize (m, i: Integer): TRectWH;
{$ENDIF}
+{$IFDEF ENABLE_MENU}
+ procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
+{$ENDIF}
procedure r_Map_Update;
procedure r_Map_Update;
implementation
uses
implementation
uses
- Math,
+ Math, SysUtils,
{$IFDEF USE_GLES1}
GLES11,
{$ELSE}
{$IFDEF USE_GLES1}
GLES11,
{$ELSE}
{$ENDIF}
e_log,
binheap, MAPDEF, utils,
{$ENDIF}
e_log,
binheap, MAPDEF, utils,
- g_options, g_textures, g_basic, g_phys,
- g_game, g_map, g_panel, g_items, g_monsters, g_playermodel, g_weapons,
+ g_options, g_animations, g_basic, g_phys,
+ g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
+ g_console,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
{$IFDEF ENABLE_GFX}
g_gfx,
{$ENDIF}
{$IFDEF ENABLE_GFX}
g_gfx,
{$ENDIF}
- r_textures, r_draw
+ r_textures, r_draw, r_common
;
const
;
const
ItemAnim: array [0..ITEM_LAST] of record
name: AnsiString;
w, h: Integer;
ItemAnim: array [0..ITEM_LAST] of record
name: AnsiString;
w, h: Integer;
- d: Integer; // delay
- n: Integer; // count
- b: Boolean; // backanim
+ anim: TAnimInfo;
end = (
end = (
- (name: ''; w: 0; h: 0; d: 0; n: 0; b: False),
- (name: 'MED1'; w: 16; h: 16; d: 0; n: 1; b: False),
- (name: 'MED2'; w: 32; h: 32; d: 0; n: 1; b: False),
- (name: 'BMED'; w: 32; h: 32; d: 0; n: 1; b: False),
- (name: 'ARMORGREEN'; w: 32; h: 16; d: 20; n: 3; b: True),
- (name: 'ARMORBLUE'; w: 32; h: 16; d: 20; n: 3; b: True),
- (name: 'SBLUE'; w: 32; h: 32; d: 15; n: 4; b: True),
- (name: 'SWHITE'; w: 32; h: 32; d: 20; n: 4; b: True),
- (name: 'SUIT'; w: 32; h: 64; d: 0; n: 1; b: False),
- (name: 'OXYGEN'; w: 16; h: 32; d: 0; n: 1; b: False),
- (name: 'INVUL'; w: 32; h: 32; d: 20; n: 4; b: True),
- (name: 'SAW'; w: 64; h: 32; d: 0; n: 1; b: False),
- (name: 'SHOTGUN1'; w: 64; h: 16; d: 0; n: 1; b: False),
- (name: 'SHOTGUN2'; w: 64; h: 16; d: 0; n: 1; b: False),
- (name: 'MGUN'; w: 64; h: 16; d: 0; n: 1; b: False),
- (name: 'RLAUNCHER'; w: 64; h: 16; d: 0; n: 1; b: False),
- (name: 'PGUN'; w: 64; h: 16; d: 0; n: 1; b: False),
- (name: 'BFG'; w: 64; h: 64; d: 0; n: 1; b: False),
- (name: 'SPULEMET'; w: 64; h: 16; d: 0; n: 1; b: False),
- (name: 'CLIP'; w: 16; h: 16; d: 0; n: 1; b: False),
- (name: 'AMMO'; w: 32; h: 16; d: 0; n: 1; b: False),
- (name: 'SHELL1'; w: 16; h: 8; d: 0; n: 1; b: False),
- (name: 'SHELL2'; w: 32; h: 16; d: 0; n: 1; b: False),
- (name: 'ROCKET'; w: 16; h: 32; d: 0; n: 1; b: False),
- (name: 'ROCKETS'; w: 64; h: 32; d: 0; n: 1; b: False),
- (name: 'CELL'; w: 16; h: 16; d: 0; n: 1; b: False),
- (name: 'CELL2'; w: 32; h: 32; d: 0; n: 1; b: False),
- (name: 'BPACK'; w: 32; h: 32; d: 0; n: 1; b: False),
- (name: 'KEYR'; w: 16; h: 16; d: 0; n: 1; b: False),
- (name: 'KEYG'; w: 16; h: 16; d: 0; n: 1; b: False),
- (name: 'KEYB'; w: 16; h: 16; d: 0; n: 1; b: False),
- (name: 'KASTET'; w: 64; h: 32; d: 0; n: 1; b: False),
- (name: 'PISTOL'; w: 64; h: 16; d: 0; n: 1; b: False),
- (name: 'BOTTLE'; w: 16; h: 32; d: 20; n: 4; b: True),
- (name: 'HELMET'; w: 16; h: 16; d: 20; n: 4; b: True),
- (name: 'JETPACK'; w: 32; h: 32; d: 15; n: 3; b: True),
- (name: 'INVIS'; w: 32; h: 32; d: 20; n: 4; b: True),
- (name: 'FLAMETHROWER'; w: 64; h: 32; d: 0; n: 1; b: False),
- (name: 'FUELCAN'; w: 16; h: 32; d: 0; n: 1; b: False)
+ (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
+ (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
+ (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
+ (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
+ (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
+ (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
+ (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
+ (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
+ (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
+ (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
+ (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
);
{$IFDEF ENABLE_GFX}
GFXAnim: array [0..R_GFX_LAST] of record
name: AnsiString;
w, h: Integer;
);
{$IFDEF ENABLE_GFX}
GFXAnim: array [0..R_GFX_LAST] of record
name: AnsiString;
w, h: Integer;
- count: Integer;
- back: Boolean;
- speed: Integer;
- rspeed: Integer;
+ anim: TAnimInfo;
+ rdelay: Integer;
alpha: Integer;
end = (
alpha: Integer;
end = (
- (name: ''; w: 0; h: 0; count: 0; back: false; speed: 0; rspeed: 0; alpha: 0),
- (name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 6; rspeed: 0; alpha: 0),
- (name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 0; alpha: 0),
- (name: 'EROCKET'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0),
- (name: 'EBFG'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0),
- (name: 'BFGHIT'; w: 64; h: 64; count: 4; back: false; speed: 4; rspeed: 0; alpha: 0),
- (name: 'FIRE'; w: 64; h: 128; count: 8; back: false; speed: 4; rspeed: 2; alpha: 0),
- (name: 'ITEMRESPAWN'; w: 32; h: 32; count: 5; back: true; speed: 4; rspeed: 0; alpha: 0),
- (name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0),
- (name: 'ESKELFIRE'; w: 64; h: 64; count: 3; back: false; speed: 8; rspeed: 0; alpha: 0),
- (name: 'EPLASMA'; w: 32; h: 32; count: 4; back: true; speed: 3; rspeed: 0; alpha: 0),
- (name: 'EBSPFIRE'; w: 32; h: 32; count: 5; back: false; speed: 3; rspeed: 0; alpha: 0),
- (name: 'EIMPFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
- (name: 'ECACOFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
- (name: 'EBARONFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
- (name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0), // fast
- (name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 150), // transparent
- (name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 2; alpha: 0) // random
+ (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
+ (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
+ (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
+ (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
+ (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
+ (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
+ (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
+ (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
+ (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
+ (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
+ (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
+ (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
+ (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
+ (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
+ (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
+ (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
+ (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
+ (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
);
{$ENDIF}
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
w, h: Integer;
);
{$ENDIF}
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
w, h: Integer;
- count: Integer;
+ anim: TAnimInfo;
end = (
end = (
- (name: ''; w: 0; h: 0; count: 0), // 0 KASTET
- (name: ''; w: 0; h: 0; count: 0), // 1 SAW
- (name: ''; w: 0; h: 0; count: 0), // 2 PISTOL
- (name: ''; w: 0; h: 0; count: 0), // 3 SHOTGUN1
- (name: ''; w: 0; h: 0; count: 0), // 4 SHOTGUN2
- (name: ''; w: 0; h: 0; count: 0), // 5 CHAINGUN
- (name: 'BROCKET'; w: 64; h: 32; count: 1), // 6 ROCKETLAUNCHER
- (name: 'BPLASMA'; w: 16; h: 16; count: 2), // 7 PLASMA
- (name: 'BBFG'; w: 64; h: 64; count: 2), // 8 BFG
- (name: ''; w: 0; h: 0; count: 0), // 9 SUPERPULEMET
- (name: 'FLAME'; w: 32; h: 32; count: 0{11}), // 10 FLAMETHROWER
- (name: ''; w: 0; h: 0; count: 0), // 11
- (name: ''; w: 0; h: 0; count: 0), // 12
- (name: ''; w: 0; h: 0; count: 0), // 13
- (name: ''; w: 0; h: 0; count: 0), // 14
- (name: ''; w: 0; h: 0; count: 0), // 15
- (name: ''; w: 0; h: 0; count: 0), // 16
- (name: ''; w: 0; h: 0; count: 0), // 17
- (name: ''; w: 0; h: 0; count: 0), // 18
- (name: ''; w: 0; h: 0; count: 0), // 19
- (name: ''; w: 0; h: 0; count: 0), // 20 ZOMPY_PISTOL
- (name: 'BIMPFIRE'; w: 16; h: 16; count: 2), // 21 IMP_FIRE
- (name: 'BBSPFIRE'; w: 16; h: 16; count: 2), // 22 BSP_FIRE
- (name: 'BCACOFIRE'; w: 16; h: 16; count: 2), // 23 CACO_FIRE
- (name: 'BBARONFIRE'; w: 64; h: 16; count: 2), // 24 BARON_FIRE
- (name: 'BMANCUBFIRE'; w: 64; h: 32; count: 2), // 25 MANCUB_FIRE
- (name: 'BSKELFIRE'; w: 64; h: 64; count: 2) // 26 SKEL_FIRE
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
+ (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
+ (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
+ (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
+ (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
+ (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
+ (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
+ (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
+ (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
+ (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
+ (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
+ (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
);
{$IFDEF ENABLE_SHELLS}
);
{$IFDEF ENABLE_SHELLS}
);
{$ENDIF}
);
{$ENDIF}
+ PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
+ FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
+ VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
+
type
TBinHeapPanelDrawCmp = class
public
type
TBinHeapPanelDrawCmp = class
public
TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
var
TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
var
+ DebugCameraScale: Single;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
tex: TGLMultiTexture;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
tex: TGLMultiTexture;
+ anim: TAnimInfo;
end;
Items: array [0..ITEM_LAST] of record
tex: TGLMultiTexture;
end;
Items: array [0..ITEM_LAST] of record
tex: TGLMultiTexture;
- anim: TAnimState;
+ frame: Integer;
end;
MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
end;
MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
{$ENDIF}
end;
{$ENDIF}
end;
- StubShotAnim: TAnimState; // TODO remove this hack
- FlagAnim: TAnimState;
-
{$IFDEF ENABLE_SHELLS}
ShellTextures: array [0..SHELL_LAST] of TGLTexture;
{$ENDIF}
{$IFDEF ENABLE_SHELLS}
ShellTextures: array [0..SHELL_LAST] of TGLTexture;
{$ENDIF}
GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
gfxlist: array of record
typ: Byte;
GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
gfxlist: array of record
typ: Byte;
- alpha: Byte;
x, y: Integer;
oldX, oldY: Integer;
x, y: Integer;
oldX, oldY: Integer;
- anim: TAnimState;
+ anim: TAnimInfo;
+ time: LongWord;
+ frame: LongInt;
end = nil;
{$ENDIF}
end = nil;
{$ENDIF}
+ FlagFrame: LongInt;
plist: TBinHeapPanelDraw = nil;
class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
plist: TBinHeapPanelDraw = nil;
class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
procedure r_Map_Initialize;
begin
procedure r_Map_Initialize;
begin
- StubShotAnim := TAnimState.Create(true, 1, 1);
- FlagAnim := TAnimState.Create(true, 8, 5);
+ FlagFrame := 0;
plist := TBinHeapPanelDraw.Create();
end;
procedure r_Map_Finalize;
begin
plist.Free;
plist := TBinHeapPanelDraw.Create();
end;
procedure r_Map_Finalize;
begin
plist.Free;
- StubShotAnim.Invalidate;
+ FlagFrame := 0;
end;
procedure r_Map_FreeModel (i: Integer);
end;
procedure r_Map_FreeModel (i: Integer);
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
if m.anim[d, a].resource <> '' then
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
if m.anim[d, a].resource <> '' then
- Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, m.anim[d, a].back, true);
+ Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, true);
if m.anim[d, a].mask <> '' then
if m.anim[d, a].mask <> '' then
- Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, m.anim[d, a].back, true);
+ Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, true);
end
end;
{$IFDEF ENABLE_GIBS}
end
end;
{$IFDEF ENABLE_GIBS}
SetLength(Models[i].gibs.rect, m.GibsCount);
for a := 0 to m.GibsCount - 1 do
Models[i].gibs.rect[a] := DefaultGibSize;
SetLength(Models[i].gibs.rect, m.GibsCount);
for a := 0 to m.GibsCount - 1 do
Models[i].gibs.rect[a] := DefaultGibSize;
- if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
+ if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
begin
begin
- if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, Models[i].gibs.mask, nil) then
+ if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
begin
// ok
end;
begin
// ok
end;
w,
h,
count,
w,
h,
count,
- False,
False
);
end
False
);
end
// --------- items --------- //
for i := 0 to ITEM_LAST do
begin
// --------- items --------- //
for i := 0 to ITEM_LAST do
begin
- if ItemAnim[i].n > 0 then
- begin
- Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
- GameWAD + ':TEXTURES/' + ItemAnim[i].name,
- ItemAnim[i].w,
- ItemAnim[i].h,
- ItemAnim[i].n,
- ItemAnim[i].b,
- false
- );
- k := IfThen(ItemAnim[i].b, ItemAnim[i].n * 2 - 2, ItemAnim[i].n);
- Items[i].anim := TAnimState.Create(True, ItemAnim[i].d, k);
- end;
+ Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
+ GameWAD + ':TEXTURES/' + ItemAnim[i].name,
+ ItemAnim[i].w,
+ ItemAnim[i].h,
+ ItemAnim[i].anim.frames,
+ false
+ );
+ Items[i].frame := 0;
end;
// --------- monsters --------- //
for i := MONSTER_DEMON to MONSTER_MAN do
for j := 0 to ANIM_LAST do
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
r_Map_LoadMonsterAnim(i, j, d);
end;
// --------- monsters --------- //
for i := MONSTER_DEMON to MONSTER_MAN do
for j := 0 to ANIM_LAST do
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
r_Map_LoadMonsterAnim(i, j, d);
- VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False);
+ VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
// --------- gfx animations --------- //
{$IFDEF ENABLE_GFX}
for i := 1 to R_GFX_LAST do
// --------- gfx animations --------- //
{$IFDEF ENABLE_GFX}
for i := 1 to R_GFX_LAST do
- if GFXAnim[i].count > 0 then
- GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].count, GFXAnim[i].back);
+ if GFXAnim[i].anim.frames > 0 then
+ GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
{$ENDIF}
// --------- shots --------- //
for i := 0 to WEAPON_LAST do
{$ENDIF}
// --------- shots --------- //
for i := 0 to WEAPON_LAST do
- if ShotAnim[i].count > 0 then
- ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].count, false);
+ if ShotAnim[i].anim.frames > 0 then
+ ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
// --------- flags --------- //
FlagTextures[FLAG_NONE] := nil;
// --------- flags --------- //
FlagTextures[FLAG_NONE] := nil;
- FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false);
- FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
- // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
+ FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
+ FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
+ // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
// --------- shells --------- //
{$IFDEF ENABLE_SHELLS}
for i := 0 to SHELL_LAST do
// --------- shells --------- //
{$IFDEF ENABLE_SHELLS}
for i := 0 to SHELL_LAST do
for b := false to true do
begin
for i := 0 to 2 do
for b := false to true do
begin
for i := 0 to 2 do
- PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, 4, false);
+ PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
end;
// --------- other --------- //
InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
end;
// --------- other --------- //
InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
for i := 0 to ITEM_LAST do
begin
if Items[i].tex <> nil then
for i := 0 to ITEM_LAST do
begin
if Items[i].tex <> nil then
- begin
Items[i].tex.Free;
Items[i].tex.Free;
- Items[i].tex := nil;
- end;
- Items[i].anim.Invalidate;
+ Items[i].tex := nil;
end;
end;
procedure r_Map_LoadTextures;
end;
end;
procedure r_Map_LoadTextures;
- var i, n: Integer;
+ const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
+ var i, n: Integer; txt: TAnimTextInfo;
begin
if Textures <> nil then
begin
begin
if Textures <> nil then
begin
SetLength(RenTextures, n);
for i := 0 to n - 1 do
begin
SetLength(RenTextures, n);
for i := 0 to n - 1 do
begin
+ txt.anim := DefaultAnimInfo;
RenTextures[i].tex := nil;
case Textures[i].TextureName of
TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
RenTextures[i].tex := nil;
case Textures[i].TextureName of
TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
- RenTextures[i].tex := r_Textures_LoadMultiFromFile(Textures[i].FullName);
+ e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]);
+ RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
+ e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]);
if RenTextures[i].tex = nil then
e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
end;
if RenTextures[i].tex = nil then
e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
end;
+ RenTextures[i].anim := txt.anim;
end;
end;
if gMapInfo.SkyFullName <> '' then
end;
end;
if gMapInfo.SkyFullName <> '' then
end;
procedure r_Map_DrawPanel (p: TPanel);
end;
procedure r_Map_DrawPanel (p: TPanel);
- var Texture: Integer; t: TGLMultiTexture;
+ var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
begin
ASSERT(p <> nil);
if p.FCurTexture >= 0 then
begin
Texture := p.TextureIDs[p.FCurTexture].Texture;
t := RenTextures[Texture].tex;
begin
ASSERT(p <> nil);
if p.FCurTexture >= 0 then
begin
Texture := p.TextureIDs[p.FCurTexture].Texture;
t := RenTextures[Texture].tex;
-
if (RenTextures[Texture].spec = 0) or (t <> nil) then
begin
if (RenTextures[Texture].spec = 0) or (t <> nil) then
begin
- if t = nil then
- r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
- else if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then
- r_Draw_MultiTextureRepeat(t, p.TextureIDs[p.FCurTexture].AnTex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
+ count := 0; frame := 0;
+ if p.AnimTime <= gTime then
+ begin
+ a := RenTextures[Texture].anim;
+ a.loop := p.AnimLoop;
+ g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
+ end;
+ if t <> nil then
+ begin
+ tex := t.GetTexture(frame);
+ r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
+ end
else
else
- r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
+ r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
end;
if t = nil then
end;
if t = nil then
end;
procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
end;
procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
- var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture;
+ var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
begin
if ggItems <> nil then
begin
begin
if ggItems <> nil then
begin
if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
begin
it.obj.Lerp(gLerpFactor, fX, fY);
if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
begin
it.obj.Lerp(gLerpFactor, fX, fY);
- r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false, 255, 255, 255, 255, false);
+ tex := t.GetTexture(Items[it.ItemType].frame);
+ r_Draw_TextureRepeat(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false);
end;
end;
end;
end;
end;
end;
end;
procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
end;
procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
- var o: TObj;
+ var o: TObj; count, frame: LongInt; tex: TGLTexture;
begin
if VileFire <> nil then
if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
begin
if VileFire <> nil then
if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
- if mon.VileFireAnim.IsValid() and GetPos(mon.MonsterTargetUID, @o) then
- r_Draw_MultiTextureRepeat(VileFire, mon.VileFireAnim, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, VileFire.width, VileFire.height, False, 255, 255, 255, 255, false);
+ if (mon.VileFireTime <= gTime) and GetPos(mon.MonsterTargetUID, @o) then
+ begin
+ g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
+ tex := VileFire.GetTexture(frame);
+ r_Draw_TextureRepeat(tex, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false);
+ end;
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
mon.obj.Lerp(gLerpFactor, fX, fY);
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
mon.obj.Lerp(gLerpFactor, fX, fY);
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
- r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
+ r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
// TODO draw g_debug_frames
end;
// TODO draw g_debug_frames
end;
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
- var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
+ var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
angle := PlayerModelsArray[pm.id].FlagAngle;
xx := PlayerModelsArray[pm.id].FlagPoint.X;
yy := PlayerModelsArray[pm.id].FlagPoint.Y;
angle := PlayerModelsArray[pm.id].FlagAngle;
xx := PlayerModelsArray[pm.id].FlagPoint.X;
yy := PlayerModelsArray[pm.id].FlagPoint.Y;
- r_Draw_MultiTextureRepeatRotate(
- t,
- FlagAnim,
+ tex := t.GetTexture(FlagFrame);
+ r_Draw_TextureRepeatRotate(
+ tex,
x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
y + yy - FLAG_BASEPOINT.Y + 1,
x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
y + yy - FLAG_BASEPOINT.Y + 1,
- t.width,
- t.height,
+ tex.width,
+ tex.height,
flip,
255, 255, 255, 255, false,
IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
flip,
255, 255, 255, 255, false,
IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
begin
t := Models[pm.id].anim[d, a].base;
if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
begin
t := Models[pm.id].anim[d, a].base;
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
+ back := PlayerModelsArray[pm.id].anim[d, a].back;
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
t := Models[pm.id].anim[d, a].mask;
if t <> nil then
begin
c := pm.Color;
t := Models[pm.id].anim[d, a].mask;
if t <> nil then
begin
c := pm.Color;
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
end;
end;
end;
procedure r_Map_DrawPlayer (p, drawed: TPlayer);
end;
end;
end;
procedure r_Map_DrawPlayer (p, drawed: TPlayer);
- var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; alpha: Byte;
+ var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
begin
if p.alive then
begin
begin
if p.alive then
begin
fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
(* punch effect *)
fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
(* punch effect *)
- if p.PunchAnim.IsValid() and p.PunchAnim.enabled then
+ if p.PunchTime <= gTime then
begin
begin
- b := R_BERSERK in p.FRulez;
- if p.FKeys[KEY_DOWN].pressed then
- t := PunchTextures[b, 2]
- else if p.FKeys[KEY_UP].pressed then
- t := PunchTextures[b, 1]
- else
- t := PunchTextures[b, 0];
- if t <> nil then
+ g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
+ if count < 1 then
begin
begin
- flip := p.Direction = TDirection.D_LEFT;
- ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
- ay := p.Obj.Rect.Y - 11;
- r_Draw_MultiTextureRepeat(t, p.PunchAnim, fx + ax, fy + fSlope + ay, t.width, t.height, flip, 255, 255, 255, 255, false)
+ b := R_BERSERK in p.FRulez;
+ if p.FKeys[KEY_DOWN].pressed then
+ t := PunchTextures[b, 2]
+ else if p.FKeys[KEY_UP].pressed then
+ t := PunchTextures[b, 1]
+ else
+ t := PunchTextures[b, 0];
+ if t <> nil then
+ begin
+ flip := p.Direction = TDirection.D_LEFT;
+ ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
+ ay := p.Obj.Rect.Y - 11;
+ tex := t.GetTexture(frame);
+ r_Draw_TextureRepeat(tex, fx + ax, fy + fSlope + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
+ end;
end;
end;
end;
end;
begin
if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
begin
begin
if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
begin
- if (p.FMegaRulez[MR_INVIS] - gTime <= 2100) and not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
+ if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
alpha := 55;
end
else
alpha := 55;
end
else
i := 0;
if gfxlist <> nil then
begin
i := 0;
if gfxlist <> nil then
begin
- while (i < Length(gfxlist)) and gfxlist[i].anim.IsValid() do
+ while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
Inc(i);
if i >= Length(gfxlist) then
SetLength(gfxlist, Length(gfxlist) + 1)
Inc(i);
if i >= Length(gfxlist) then
SetLength(gfxlist, Length(gfxlist) + 1)
else
SetLength(gfxlist, 1);
gfxlist[i].typ := R_GFX_NONE;
else
SetLength(gfxlist, 1);
gfxlist[i].typ := R_GFX_NONE;
- gfxlist[i].anim.Invalidate;
result := i
end;
result := i
end;
gfxlist[i].y := y;
gfxlist[i].oldX := x;
gfxlist[i].oldY := y;
gfxlist[i].y := y;
gfxlist[i].oldX := x;
gfxlist[i].oldY := y;
- gfxlist[i].anim := TAnimState.Create(false, GFXAnim[typ].speed + Random(GFXAnim[typ].rspeed), GFXAnim[typ].count);
- gfxlist[i].anim.Reset();
- gfxlist[i].anim.Enable();
+ gfxlist[i].anim := GFXAnim[typ].anim;
+ gfxlist[i].time := gTime DIV GAME_TICK;
+ gfxlist[i].frame := 0;
+ INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
end;
end;
end;
end;
end;
end;
- procedure r_Map_UpdateGFX;
- var i: Integer;
+ procedure r_Map_UpdateGFX (tick: LongWord);
+ var i: Integer; count: LongInt;
begin
if gfxlist <> nil then
begin
for i := 0 to High(gfxlist) do
begin
begin
if gfxlist <> nil then
begin
for i := 0 to High(gfxlist) do
begin
- if gfxlist[i].anim.IsValid() then
+ if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
begin
begin
- gfxlist[i].oldX := gfxlist[i].x;
- gfxlist[i].oldY := gfxlist[i].y;
- case gfxlist[i].typ of
- R_GFX_FLAME, R_GFX_SMOKE:
- begin
- if Random(3) = 0 then
- gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
- if Random(2) = 0 then
- gfxlist[i].y := gfxlist[i].y - Random(2);
+ g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
+ if count < 1 then
+ begin
+ gfxlist[i].oldX := gfxlist[i].x;
+ gfxlist[i].oldY := gfxlist[i].y;
+ case gfxlist[i].typ of
+ R_GFX_FLAME, R_GFX_SMOKE:
+ begin
+ if Random(3) = 0 then
+ gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
+ if Random(2) = 0 then
+ gfxlist[i].y := gfxlist[i].y - Random(2);
+ end;
end;
end;
- end;
- if gfxlist[i].anim.played then
- gfxlist[i].anim.Invalidate
+ end
else
else
- gfxlist[i].anim.Update
+ gfxlist[i].typ := R_GFX_NONE;
+ end;
+ end;
+ end;
+ end;
+
+ procedure r_Map_DrawGFX (x, y, w, h: Integer);
+ var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
+ begin
+ if gfxlist <> nil then
+ begin
+ for i := 0 to High(gfxlist) do
+ begin
+ if gfxlist[i].typ > 0 then
+ begin
+ typ := gfxlist[i].typ;
+ t := GFXTextures[typ];
+ if t <> nil then
+ begin
+ fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
+ fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
+ tex := t.GetTexture(gfxlist[i].frame);
+ r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
+ end;
end;
end;
end;
end;
end;
end;
glDisable(GL_BLEND);
end;
end;
glDisable(GL_BLEND);
end;
end;
-
- procedure r_Map_DrawGFX (x, y, w, h: Integer);
- var i, fx, fy, typ: Integer; tex: TGLMultiTexture;
- begin
- if gfxlist <> nil then
- begin
- for i := 0 to High(gfxlist) do
- begin
- if gfxlist[i].anim.IsValid() then
- begin
- typ := gfxlist[i].typ;
- tex := GFXTextures[typ];
- if tex <> nil then
- begin
- fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
- fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
- r_Draw_MultiTextureRepeat(tex, gfxlist[i].anim, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
- end;
- end;
- end;
- end;
- end;
{$ENDIF}
procedure r_Map_DrawShots (x, y, w, h: Integer);
{$ENDIF}
procedure r_Map_DrawShots (x, y, w, h: Integer);
- var i, a, fX, fY, pX, pY, typ: Integer; tex: TGLMultiTexture; anim: ^TAnimState;
+ var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
begin
if Shots <> nil then
begin
begin
if Shots <> nil then
begin
typ := Shots[i].ShotType;
if typ <> 0 then
begin
typ := Shots[i].ShotType;
if typ <> 0 then
begin
- tex := ShotTextures[typ];
- if tex <> nil then
+ t := ShotTextures[typ];
+ if t <> nil then
begin
a := 0;
case typ of
begin
a := 0;
case typ of
Shots[i].Obj.Lerp(gLerpFactor, fX, fY);
pX := Shots[i].Obj.Rect.Width div 2;
pY := Shots[i].Obj.Rect.Height div 2;
Shots[i].Obj.Lerp(gLerpFactor, fX, fY);
pX := Shots[i].Obj.Rect.Width div 2;
pY := Shots[i].Obj.Rect.Height div 2;
- // TODO fix this hack
- if Shots[i].Animation.IsValid() then anim := @Shots[i].Animation else anim := @StubShotAnim;
- r_Draw_MultiTextureRepeatRotate(tex, anim^, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
+ g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
+ tex := t.GetTexture(frame);
+ r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
end;
end;
end;
end;
end;
end;
end;
procedure r_Map_DrawFlags (x, y, w, h: Integer);
end;
procedure r_Map_DrawFlags (x, y, w, h: Integer);
- var i, dx, fx, fy: Integer; flip: Boolean; tex: TGLMultiTexture;
+ var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
begin
if gGameSettings.GameMode = GM_CTF then
begin
begin
if gGameSettings.GameMode = GM_CTF then
begin
gFlags[i].Obj.Lerp(gLerpFactor, fx, fy);
flip := gFlags[i].Direction = TDirection.D_LEFT;
if flip then dx := -1 else dx := +1;
gFlags[i].Obj.Lerp(gLerpFactor, fx, fy);
flip := gFlags[i].Direction = TDirection.D_LEFT;
if flip then dx := -1 else dx := +1;
- tex := FlagTextures[i];
- r_Draw_MultiTextureRepeat(tex, FlagAnim, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
+ t := FlagTextures[i];
+ tex := t.GetTexture(FlagFrame);
+ r_Draw_TextureRepeat(tex, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
end;
end;
end;
end;
end;
end;
end;
{$ENDIF}
end;
{$ENDIF}
+ procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
+ const
+ factor = 120; (* size ratio between view and sky (120%) *)
+ limit = 100; (* max speed for parallax *)
+ var
+ msw, msh, mvw, mvh, svw, svh: LongInt;
+ begin
+ msw := vw * factor div 100;
+ msh := vh * factor div 100;
+ r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
+
+ (* calc x parallax or sky center on speed limit *)
+ mvw := MAX(1, mw - vw);
+ svw := w - vw;
+ if 100 * svw div mvw <= limit then
+ x := -cx * svw div mvw
+ else
+ x := -svw div 2;
+
+ (* calc y parallax or sky center on speed limit *)
+ mvh := MAX(1, mh - vh);
+ svh := h - vh;
+ if 100 * svh div mvh <= limit then
+ y := -cy * svh div mvh
+ else
+ y := -svh div 2;
+
+ (* handle out of map bounds *)
+ if x > 0 then x := 0;
+ if y > 0 then y := 0;
+ if x < -svw then x := -svw;
+ if y < -svh then y := -svh;
+ end;
+
+ procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
+ var i: Integer;
+ begin
+ if level > 0 then
+ begin
+ case level of
+ 0..14: i := 0;
+ 15..34: i := 1;
+ 35..54: i := 2;
+ 55..74: i := 3;
+ 75..94: i := 4;
+ else i := 5
+ end;
+ r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
+ end;
+ end;
+
+ procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
+ begin
+ if p <> nil then
+ begin
+ r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
+ r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
+ if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
+ begin
+ if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
+ r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
+ end;
+ if p.FMegaRulez[MR_SUIT] >= gTime then
+ begin
+ if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
+ r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
+ end;
+ if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
+ begin
+ r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
+ end;
+ end;
+ end;
+
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
- var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer;
+ var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer;
begin
begin
- cx := camx - w div 2;
- cy := camy - h div 2;
- xx := x + cx;
- yy := y + cy;
- ww := w;
- hh := h;
+ r_Draw_GetRect(l, t, r, b);
+ r_Draw_SetRect(x, y, x + w, y + h);
+ glTranslatef(x, y, 0);
+
+ (* camera rect *)
+ cx := (camx - w) + w div 2;
+ cy := (camy - h) + h div 2;
+ cw := w;
+ ch := h;
+ (* camera bounds *)
if g_dbg_ignore_bounds = false then
begin
if g_dbg_ignore_bounds = false then
begin
- if xx + ww > gMapInfo.Width then
- xx := gMapInfo.Width - ww;
- if yy + hh > gMapInfo.Height then
- yy := gMapInfo.Height - hh;
- if xx < 0 then
- xx := 0;
- if yy < 0 then
- yy := 0;
- cx := xx - x;
- cy := yy - y;
+ if cx + cw > gMapInfo.Width then
+ cx := gMapInfo.Width - cw;
+ if cy + ch > gMapInfo.Height then
+ cy := gMapInfo.Height - ch;
+ if cx < 0 then
+ cx := 0;
+ if cy < 0 then
+ cy := 0;
end;
end;
- // TODO draw paralax
- if SkyTexture <> nil then
- r_Draw_Texture(SkyTexture, x, y, w, h, false, 255, 255, 255, 255, false);
+ (* map bounds *)
+ xx := cx;
+ yy := cy;
+ ww := cw;
+ hh := ch;
+ if xx + ww > gMapInfo.Width then
+ xx := gMapInfo.Width - ww;
+ if yy + hh > gMapInfo.Height then
+ yy := gMapInfo.Height - hh;
+ if xx < 0 then
+ xx := 0;
+ if yy < 0 then
+ yy := 0;
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
iter.Release;
glPushMatrix;
iter.Release;
glPushMatrix;
+ if DebugCameraScale <> 1.0 then
+ begin
+ glTranslatef(cw div 2, ch div 2, 0);
+ glScalef(DebugCameraScale, DebugCameraScale, 1);
+ glTranslatef(-w div 2, -h div 2, 0);
+ end;
+
+ if SkyTexture <> nil then
+ begin
+ r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
+ r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
+ end;
+
glTranslatef(-cx, -cy, 0);
r_Map_DrawPanelType(PANEL_BACK);
r_Map_DrawPanelType(PANEL_STEP);
glTranslatef(-cx, -cy, 0);
r_Map_DrawPanelType(PANEL_BACK);
r_Map_DrawPanelType(PANEL_STEP);
// TODO draw monsters health bar
// TODO draw players health bar
// TODO draw players indicators
// TODO draw monsters health bar
// TODO draw players health bar
// TODO draw players indicators
+ if DebugCameraScale <> 1.0 then
+ begin
+ r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
+ r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
+ end;
glPopMatrix;
glPopMatrix;
- // TODO draw player pain
- // TODO draw player pickup
- // TODO draw player invul
- // TODO draw minimap
+ r_Map_DrawScreenEffects(x, y, w, h, player);
+
+ // TODO draw minimap (gShowMap)
// TODO draw g_debug_player
// TODO draw g_debug_player
+
+ glTranslatef(-x, -y, 0);
+ r_Draw_SetRect(l, t, r, b);
end;
procedure r_Map_Update;
end;
procedure r_Map_Update;
- var i: Integer;
+ var i, count, tick: LongInt;
begin
begin
+ tick := gTime div GAME_TICK;
for i := 0 to ITEM_LAST do
for i := 0 to ITEM_LAST do
- Items[i].anim.Update;
- r_Map_UpdateGFX;
- FlagAnim.Update;
+ g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
+ r_Map_UpdateGFX(tick);
+ g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
end;
end;
+initialization
+ conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
+ DebugCameraScale := 1.0;
end.
end.