diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index 52722d38b5b033d3275382c9f29490215c3d9306..f8a252edf80374a6abc32a59f229d7986f42f046 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
Anim: Boolean;
end;
+ ATextureID = array of record
+ case Anim: Boolean of
+ False: (Tex: Cardinal);
+ True: (AnTex: TAnimation);
+ end;
+
PPanel = ^TPanel;
TPanel = Class (TObject)
private
FTextureHeight: Word;
FAlpha: Byte;
FBlending: Boolean;
- FTextureIDs: Array of
- record
- case Anim: Boolean of
- False: (Tex: Cardinal);
- True: (AnTex: TAnimation);
- end;
-
+ FTextureIDs: ATextureID;
mMovingSpeed: TDFPoint;
mMovingStart: TDFPoint;
mMovingEnd: TDFPoint;
var Textures: TLevelTextureArray; aguid: Integer);
destructor Destroy(); override;
- procedure Draw (hasAmbient: Boolean; constref ambColor: TDFColor);
- procedure DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer);
procedure Update();
procedure SetFrame(Frame: Integer; Count: Byte);
procedure NextTexture(AnimLoop: Byte = 0);
function gncNeedSend (): Boolean; inline;
procedure setDirty (); inline; // why `dirty`? 'cause i may introduce property `needSend` later
- procedure lerp (t: Single; out tX, tY, tW, tH: Integer);
-
public
property visvalid: Boolean read getvisvalid; // panel is "visvalid" when it's width and height are positive
property y: Integer read FY write FY;
property width: Word read FWidth write FWidth;
property height: Word read FHeight write FHeight;
+ property oldX: Integer read FOldX;
+ property oldY: Integer read FOldY;
+ property oldWidth: Word read FOldW;
+ property oldHeight: Word read FOldH;
property panelType: Word read FPanelType write FPanelType;
property enabled: Boolean read FEnabled write FEnabled;
property door: Boolean read FDoor write FDoor;
property isGLift: Boolean read getIsGLift;
property isGBlockMon: Boolean read getIsGBlockMon;
+ (* private state *)
+ property Alpha: Byte read FAlpha;
+ property TextureWidth: Word read FTextureWidth;
+ property TextureHeight: Word read FTextureHeight;
+ property Blending: Boolean read FBlending;
+ property TextureIDs: ATextureID read FTextureIDs;
+
public
property movingSpeed: TDFPoint read mMovingSpeed write mMovingSpeed;
property movingStart: TDFPoint read mMovingStart write mMovingStart;
implementation
uses
- {$INCLUDE ../nogl/noGLuses.inc}
- e_texture, g_basic, g_map, g_game, g_gfx, e_graphics, g_weapons, g_triggers, g_items,
+ g_basic, g_map, g_game, g_gfx, g_weapons, g_triggers, g_items,
g_console, g_language, g_monsters, g_player, g_grid, e_log, geom, utils, xstreams;
const
Inherited;
end;
-procedure TPanel.lerp (t: Single; out tX, tY, tW, tH: Integer);
-begin
- if mMovingActive then
- begin
- tX := nlerp(FOldX, FX, t);
- tY := nlerp(FOldY, FY, t);
- tW := nlerp(FOldW, FWidth, t);
- tH := nlerp(FOldH, FHeight, t);
- end
- else
- begin
- tX := FX;
- tY := FY;
- tW := FWidth;
- tH := FHeight;
- end;
-end;
-
function TPanel.getx1 (): Integer; inline; begin result := X+Width-1; end;
function TPanel.gety1 (): Integer; inline; begin result := Y+Height-1; end;
function TPanel.getvisvalid (): Boolean; inline; begin result := (Width > 0) and (Height > 0); end;
@@ -449,117 +437,6 @@ function TPanel.getIsGBlockMon (): Boolean; inline; begin result := ((tag and Gr
function TPanel.gncNeedSend (): Boolean; inline; begin result := mNeedSend; mNeedSend := false; end;
procedure TPanel.setDirty (); inline; begin mNeedSend := true; end;
-
-procedure TPanel.Draw (hasAmbient: Boolean; constref ambColor: TDFColor);
-var
- tx, ty, tw, th: Integer;
- xx, yy: Integer;
- NoTextureID: DWORD;
- NW, NH: Word;
-begin
- if {Enabled and} (FCurTexture >= 0) and
- (Width > 0) and (Height > 0) and (FAlpha < 255) {and
- g_Collide(X, Y, Width, Height, sX, sY, sWidth, sHeight)} then
- begin
- lerp(gLerpFactor, tx, ty, tw, th);
- if FTextureIDs[FCurTexture].Anim then
- begin // Àíèìèðîâàííàÿ òåêñòóðà
- if FTextureIDs[FCurTexture].AnTex = nil then
- Exit;
-
- for xx := 0 to (tw div FTextureWidth)-1 do
- for yy := 0 to (th div FTextureHeight)-1 do
- FTextureIDs[FCurTexture].AnTex.Draw(
- tx + xx*FTextureWidth,
- ty + yy*FTextureHeight, TMirrorType.None);
- end
- else
- begin // Îáû÷íàÿ òåêñòóðà
- case FTextureIDs[FCurTexture].Tex of
- LongWord(TEXTURE_SPECIAL_WATER): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 0, 0, 255, 0, TBlending.Filter);
- LongWord(TEXTURE_SPECIAL_ACID1): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 0, 230, 0, 0, TBlending.Filter);
- LongWord(TEXTURE_SPECIAL_ACID2): e_DrawFillQuad(tx, ty, tx+tw-1, ty+th-1, 230, 0, 0, 0, TBlending.Filter);
- LongWord(TEXTURE_NONE):
- if g_Texture_Get('NOTEXTURE', NoTextureID) then
- begin
- e_GetTextureSize(NoTextureID, @NW, @NH);
- e_DrawFill(NoTextureID, tx, ty, tw div NW, th div NH, 0, False, False);
- end
- else
- begin
- xx := tx + (tw div 2);
- yy := ty + (th div 2);
- e_DrawFillQuad(tx, ty, xx, yy, 255, 0, 255, 0);
- e_DrawFillQuad(xx, ty, tx+tw-1, yy, 255, 255, 0, 0);
- e_DrawFillQuad(tx, yy, xx, ty+th-1, 255, 255, 0, 0);
- e_DrawFillQuad(xx, yy, tx+tw-1, ty+th-1, 255, 0, 255, 0);
- end;
- else
- begin
- if not mMovingActive then
- e_DrawFill(FTextureIDs[FCurTexture].Tex, tx, ty, tw div FTextureWidth, th div FTextureHeight, FAlpha, True, FBlending, hasAmbient)
- else
- e_DrawFillX(FTextureIDs[FCurTexture].Tex, tx, ty, tw, th, FAlpha, True, FBlending, g_dbg_scale, hasAmbient);
- if hasAmbient then e_AmbientQuad(tx, ty, tw, th, ambColor.r, ambColor.g, ambColor.b, ambColor.a);
- end;
- end;
- end;
- end;
-end;
-
-procedure TPanel.DrawShadowVolume(lightX: Integer; lightY: Integer; radius: Integer);
-var
- tx, ty, tw, th: Integer;
-
- procedure extrude (x: Integer; y: Integer);
- begin
- glVertex2i(x+(x-lightX)*500, y+(y-lightY)*500);
- //e_WriteLog(Format(' : (%d,%d)', [x+(x-lightX)*300, y+(y-lightY)*300]), MSG_WARNING);
- end;
-
- procedure drawLine (x0: Integer; y0: Integer; x1: Integer; y1: Integer);
- begin
- // does this side facing the light?
- if ((x1-x0)*(lightY-y0)-(lightX-x0)*(y1-y0) >= 0) then exit;
- //e_WriteLog(Format('lightpan: (%d,%d)-(%d,%d)', [x0, y0, x1, y1]), MSG_WARNING);
- // this edge is facing the light, extrude and draw it
- glVertex2i(x0, y0);
- glVertex2i(x1, y1);
- extrude(x1, y1);
- extrude(x0, y0);
- end;
-
-begin
- if radius < 4 then exit;
- if Enabled and (FCurTexture >= 0) and (Width > 0) and (Height > 0) and (FAlpha < 255) {and
- g_Collide(X, Y, tw, th, sX, sY, sWidth, sHeight)} then
- begin
- lerp(gLerpFactor, tx, ty, tw, th);
- if not FTextureIDs[FCurTexture].Anim then
- begin
- case FTextureIDs[FCurTexture].Tex of
- LongWord(TEXTURE_SPECIAL_WATER): exit;
- LongWord(TEXTURE_SPECIAL_ACID1): exit;
- LongWord(TEXTURE_SPECIAL_ACID2): exit;
- LongWord(TEXTURE_NONE): exit;
- end;
- end;
- if (tx+tw < lightX-radius) then exit;
- if (ty+th < lightY-radius) then exit;
- if (tx > lightX+radius) then exit;
- if (ty > lightY+radius) then exit;
- //e_DrawFill(FTextureIDs[FCurTexture].Tex, X, Y, tw div FTextureWidth, th div FTextureHeight, FAlpha, True, FBlending);
-
- glBegin(GL_QUADS);
- drawLine(tx, ty, tx+tw, ty); // top
- drawLine(tx+tw, ty, tx+tw, ty+th); // right
- drawLine(tx+tw, ty+th, tx, ty+th); // bottom
- drawLine(tx, ty+th, tx, ty); // left
- glEnd();
- end;
-end;
-
-
procedure TPanel.positionChanged (); inline;
var
px, py, pw, ph: Integer;