index c974664acf4e043c7f1f96edfb988b8878b8b556..f9ac5dc08648eb151615af14be70b31991d30058 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,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$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);
+
type
TBinHeapPanelDrawCmp = class
public
type
TBinHeapPanelDrawCmp = class
public
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);
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;
// --------- 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,
+ ItemAnim[i].anim.back,
+ false
+ );
+ Items[i].frame := 0;
end;
// --------- monsters --------- //
for i := MONSTER_DEMON to MONSTER_MAN do
end;
// --------- monsters --------- //
for i := MONSTER_DEMON to MONSTER_MAN do
// --------- 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, GFXAnim[i].anim.back);
{$ENDIF}
// --------- shots --------- //
for i := 0 to WEAPON_LAST do
{$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, ShotAnim[i].anim.back);
// --------- flags --------- //
FlagTextures[FLAG_NONE] := nil;
FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false);
// --------- flags --------- //
FlagTextures[FLAG_NONE] := nil;
FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false);
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, PunchAnim.back);
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;
end;
end;
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;
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),
end;
procedure r_Map_DrawPlayer (p, drawed: TPlayer);
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;
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;
procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
end;
procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
- var i: Integer;
begin
if p <> nil then
begin
begin
if p <> nil then
begin
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.
end;
end.