diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index fe1dd74c51d5f901dba986b047306d964918e069..07bd4ec95d088c7413f41eb2f8254e3b9cf8a26b 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
ATextureID = array of record
Texture: Cardinal; // Textures[Texture]
- case Anim: Boolean of
- False: ();
- True: (AnTex: TAnimationState);
+ AnTex: TAnimState;
end;
PPanel = ^TPanel;
{$IFDEF ENABLE_GIBS}
g_gibs,
{$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
g_basic, g_map, g_game, g_weapons, g_triggers, g_items,
g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams
;
(not ByteBool(PanelRec.Flags and PANEL_FLAG_WATERTEXTURES)) then
begin
SetLength(FTextureIDs, 1);
- FTextureIDs[0].Anim := False;
case PanelRec.PanelType of
PANEL_WATER: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_WATER);
PANEL_ACID1: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_ACID1);
for i := 0 to Length(FTextureIDs)-1 do
begin
FTextureIDs[i].Texture := AddTextures[i].Texture;
- FTextureIDs[i].Anim := Textures[AddTextures[i].Texture].FramesCount > 0;
- if FTextureIDs[i].Anim then
- begin // Àíèìèðîâàííàÿ òåêñòóðà
- FTextureIDs[i].AnTex := TAnimationState.Create(True, Textures[AddTextures[i].Texture].Speed, Textures[AddTextures[i].Texture].FramesCount);
- end
+ if Textures[AddTextures[i].Texture].FramesCount > 0 then
+ FTextureIDs[i].AnTex := TAnimState.Create(True, Textures[AddTextures[i].Texture].Speed, Textures[AddTextures[i].Texture].FramesCount)
+ else
+ FTextureIDs[i].AnTex.Invalidate;
end;
// Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ:
end;
destructor TPanel.Destroy();
-var
- i: Integer;
begin
- for i := 0 to High(FTextureIDs) do
- if FTextureIDs[i].Anim then
- FTextureIDs[i].AnTex.Free();
SetLength(FTextureIDs, 0);
-
Inherited;
end;
{$IFDEF ENABLE_GIBS}
gib: PGib;
{$ENDIF}
- cor: TCorpse;
+ {$IFDEF ENABLE_CORPSES}
+ cor: TCorpse;
+ {$ENDIF}
+ ontop: Boolean;
mon: TMonster;
flg: PFlag;
itm: PItem;
mpfrid: LongWord;
- ontop: Boolean;
actMoveTrig: Boolean;
actSizeTrig: Boolean;
begin
if (not Enabled) or (Width < 1) or (Height < 1) then exit;
- if (FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil) and
- (FAlpha < 255) then
+ if (FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid()) and (FAlpha < 255) then
begin
FTextureIDs[FCurTexture].AnTex.Update();
FCurFrame := FTextureIDs[FCurTexture].AnTex.CurrentFrame;
end;
{$ENDIF}
- // move and push corpses
- for f := 0 to High(gCorpses) do
- begin
- cor := gCorpses[f];
- if (cor = nil) then continue;
- cor.getMapBox(px, py, pw, ph);
- if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
- if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ {$IFDEF ENABLE_CORPSES}
+ // move and push corpses
+ for f := 0 to High(gCorpses) do
begin
- // set new position
- cor.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ cor := gCorpses[f];
+ if (cor = nil) then continue;
+ cor.getMapBox(px, py, pw, ph);
+ if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
+ if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ begin
+ // set new position
+ cor.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ end;
end;
- end;
+ {$ENDIF}
// move and push flags
if gGameSettings.GameMode = GM_CTF then
end;
begin
- if Enabled and (FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) then
+ if Enabled and (FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid()) and (Width > 0) and (Height > 0) and (FAlpha < 255) then
begin
FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames - 1);
FCurFrameCount := Count;
end;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
- if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then
+ if (FCurTexture >= 0) and FTextureIDs[FCurTexture].AnTex.IsValid() then
begin
- if (FTextureIDs[FCurTexture].AnTex = nil) then
- begin
- g_FatalError(_lc[I_GAME_ERROR_SWITCH_TEXTURE]);
- Exit;
- end;
-
if AnimLoop = 1 then
FTextureIDs[FCurTexture].AnTex.Loop := True
- else
- if AnimLoop = 2 then
- FTextureIDs[FCurTexture].AnTex.Loop := False;
-
+ else if AnimLoop = 2 then
+ FTextureIDs[FCurTexture].AnTex.Loop := False;
FTextureIDs[FCurTexture].AnTex.Reset();
end;
FCurTexture := ID;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
- if (FCurTexture >= 0) and FTextureIDs[FCurTexture].Anim then
+ if (FCurTexture >= 0) and FTextureIDs[FCurTexture].AnTex.IsValid() then
begin
- if (FTextureIDs[FCurTexture].AnTex = nil) then
- begin
- g_FatalError(_lc[I_GAME_ERROR_SWITCH_TEXTURE]);
- Exit;
- end;
-
if AnimLoop = 1 then
FTextureIDs[FCurTexture].AnTex.Loop := True
- else
- if AnimLoop = 2 then
- FTextureIDs[FCurTexture].AnTex.Loop := False;
-
+ else if AnimLoop = 2 then
+ FTextureIDs[FCurTexture].AnTex.Loop := False;
FTextureIDs[FCurTexture].AnTex.Reset();
end;
begin
Result := Length(FTextureIDs);
if Enabled and (FCurTexture >= 0) then
- if (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) then
- Result := Result + 100;
+ if (FTextureIDs[FCurTexture].AnTex.IsValid()) and (Width > 0) and (Height > 0) and (FAlpha < 255) then
+ Result := Result + 100;
end;
function TPanel.CanChangeTexture(): Boolean;
utils.writeInt(st, Word(FWidth));
utils.writeInt(st, Word(FHeight));
// Àíèìèðîâàíà ëè òåêóùàÿ òåêñòóðà
- if (FCurTexture >= 0) and (FTextureIDs[FCurTexture].Anim) then
- begin
- assert(FTextureIDs[FCurTexture].AnTex <> nil, 'TPanel.SaveState: No animation object');
- anim := true;
- end
- else
- begin
- anim := false;
- end;
+ anim := (FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid());
utils.writeBool(st, anim);
// Åñëè äà - ñîõðàíÿåì àíèìàöèþ
if anim then FTextureIDs[FCurTexture].AnTex.SaveState(st, FAlpha, FBlending);
if utils.readBool(st) then
begin
// Åñëè äà - çàãðóæàåì àíèìàöèþ
- Assert((FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil),
- 'TPanel.LoadState: No animation object');
+ Assert((FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid()), 'TPanel.LoadState: No animation object');
FTextureIDs[FCurTexture].AnTex.LoadState(st, FAlpha, FBlending);
end;