index 4ffd6e18345e203525615484b677c7390e090f50..786bd5409728417dc9f342797999f857a85f94b7 100644 (file)
implementation
uses
- Math,
+ Math, SysUtils,
{$IFDEF USE_GLES1}
GLES11,
{$ELSE}
{$IFDEF ENABLE_GFX}
g_gfx,
{$ENDIF}
- r_textures, r_draw
+ r_textures, r_draw, r_common
;
const
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
w, h: Integer;
- count: Integer;
+ anim: TAnimInfo;
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
);
{$IFDEF ENABLE_SHELLS}
);
{$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
RenTextures: array of record
spec: LongInt;
tex: TGLMultiTexture;
+ anim: TAnimInfo;
end;
Items: array [0..ITEM_LAST] of record
tex: TGLMultiTexture;
{$ENDIF}
end;
- StubShotAnim: TAnimState; // TODO remove this hack
- FlagFrame: LongInt;
-
{$IFDEF ENABLE_SHELLS}
ShellTextures: array [0..SHELL_LAST] of TGLTexture;
{$ENDIF}
end = nil;
{$ENDIF}
+ FlagFrame: LongInt;
plist: TBinHeapPanelDraw = nil;
class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
procedure r_Map_Initialize;
begin
- StubShotAnim := TAnimState.Create(true, 1, 1);
FlagFrame := 0;
plist := TBinHeapPanelDraw.Create();
end;
begin
plist.Free;
FlagFrame := 0;
- StubShotAnim.Invalidate;
end;
procedure r_Map_FreeModel (i: Integer);
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, VileFireAnim.back);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
{$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);
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;
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
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;
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;
+ RenTextures[i].anim := txt.anim;
end;
end;
if gMapInfo.SkyFullName <> '' then
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;
-
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
- 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;
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
- 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_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
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
- 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
- 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;
{$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
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
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;