From: DeaDDooMER Date: Wed, 13 Apr 2022 17:42:09 +0000 (+0300) Subject: render: r_gfx uses TAnimState X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=483304f6afb4ad7d8b16624ce835cbae9a60bb3a;p=d2df-sdl.git render: r_gfx uses TAnimState --- diff --git a/src/game/g_textures.pas b/src/game/g_textures.pas index fbbbf92..16b0655 100644 --- a/src/game/g_textures.pas +++ b/src/game/g_textures.pas @@ -87,7 +87,7 @@ type public constructor Create (aloop: Boolean; aspeed: Byte; len: Integer); - procedure Destroy; + procedure Invalidate; procedure reset (); procedure update (); @@ -99,6 +99,8 @@ type procedure loadState (st: TStream; out mAlpha: Byte; out mBlending: Boolean); function totalFrames (): Integer; inline; + function IsInvalid (): Boolean; + function IsValid (): Boolean; public property played: Boolean read mPlayed; @@ -285,6 +287,8 @@ end; constructor TAnimState.Create (aloop: Boolean; aspeed: Byte; len: Integer); begin + Self := Default(TAnimState); + assert(len >= 0); mLength := len; @@ -296,7 +300,7 @@ begin mPlayed := false; end; -procedure TAnimState.Destroy; +procedure TAnimState.Invalidate; begin Self := Default(TAnimState); end; @@ -380,6 +384,16 @@ begin result := mLength end; +function TAnimState.IsInvalid (): Boolean; +begin + result := mLength <= 0 +end; + +function TAnimState.IsValid (): Boolean; +begin + result := mLength > 0 +end; + procedure TAnimState.saveState (st: TStream; mAlpha: Byte; mBlending: Boolean); begin if (st = nil) then exit; diff --git a/src/game/opengl/r_gfx.pas b/src/game/opengl/r_gfx.pas index 79b3c2b..afdadd9 100644 --- a/src/game/opengl/r_gfx.pas +++ b/src/game/opengl/r_gfx.pas @@ -49,7 +49,7 @@ implementation Alpha: Byte; x, y: Integer; oldX, oldY: Integer; - Animation: TAnimationState; + Animation: TAnimState; end; var @@ -76,15 +76,9 @@ implementation end; procedure r_GFX_Free; - var a: Integer; begin g_Frames_DeleteByName('FRAMES_TELEPORT'); - if OnceAnims <> nil then - begin - for a := 0 to High(OnceAnims) do - OnceAnims[a].Animation.Free(); - OnceAnims := nil; - end; + OnceAnims := nil; end; function FindOnceAnim (): DWORD; @@ -92,7 +86,7 @@ implementation begin if OnceAnims <> nil then for i := 0 to High(OnceAnims) do - if OnceAnims[i].Animation = nil then + if OnceAnims[i].Animation.IsInvalid() then begin Result := i; Exit; @@ -110,50 +104,52 @@ implementation end; procedure r_GFX_OnceAnim (AnimType, x, y: Integer); - var find_id: DWORD; a: TAnimationState; alpha: Byte; + var find_id: DWORD; a: TAnimState; alpha: Byte; begin if not gpart_dbg_enabled then exit; find_id := FindOnceAnim(); alpha := 0; case AnimType of - R_GFX_NONE: a := nil; - R_GFX_TELEPORT: a := TAnimationState.Create(false, 6, 10); // !!! speed can be 3 + R_GFX_NONE: a := TAnimState.Create(false, 0, 0); + R_GFX_TELEPORT: a := TAnimState.Create(false, 6, 10); R_GFX_TELEPORT_FAST: begin AnimType := R_GFX_TELEPORT; - a := TAnimationState.Create(false, 3, 10); + a := TAnimState.Create(false, 3, 10); end; - R_GFX_FLAME: a := TAnimationState.Create(false, 3, 11); + R_GFX_FLAME: a := TAnimState.Create(false, 3, 11); R_GFX_FLAME_RAND: begin AnimType := R_GFX_FLAME; - a := TAnimationState.Create(false, 2 + Random(2), 10); + a := TAnimState.Create(false, 2 + Random(2), 10); end; - R_GFX_EXPLODE_ROCKET: a := TAnimationState.Create(false, 6, 6); - R_GFX_EXPLODE_BFG: a := TAnimationState.Create(false, 6, 6); - R_GFX_BFG_HIT: a := TAnimationState.Create(false, 4, 4); - R_GFX_FIRE: a := TAnimationState.Create(false, 4, 8); // !!! speed can be random - R_GFX_ITEM_RESPAWN: a := TAnimationState.Create(false, 4, 5); - R_GFX_SMOKE: a := TAnimationState.Create(false, 3, 10); + R_GFX_EXPLODE_ROCKET: a := TAnimState.Create(false, 6, 6); + R_GFX_EXPLODE_BFG: a := TAnimState.Create(false, 6, 6); + R_GFX_BFG_HIT: a := TAnimState.Create(false, 4, 4); + R_GFX_FIRE: a := TAnimState.Create(false, 4, 8); // !!! TODO: random speed + R_GFX_ITEM_RESPAWN: a := TAnimState.Create(false, 4, 5); + R_GFX_SMOKE: a := TAnimState.Create(false, 3, 10); R_GFX_SMOKE_TRANS: begin AnimType := R_GFX_SMOKE; - a := TAnimationState.Create(false, 3, 10); + a := TAnimState.Create(false, 3, 10); alpha := 150; end; - R_GFX_EXPLODE_SKELFIRE: a := TAnimationState.Create(false, 8, 3); - R_GFX_EXPLODE_PLASMA: a := TAnimationState.Create(false, 3, 4); - R_GFX_EXPLODE_BSPFIRE: a := TAnimationState.Create(false, 3, 5); - R_GFX_EXPLODE_IMPFIRE: a := TAnimationState.Create(false, 6, 3); - R_GFX_EXPLODE_CACOFIRE: a := TAnimationState.Create(false, 6, 3); - R_GFX_EXPLODE_BARONFIRE: a := TAnimationState.Create(false, 6, 3); + R_GFX_EXPLODE_SKELFIRE: a := TAnimState.Create(false, 8, 3); + R_GFX_EXPLODE_PLASMA: a := TAnimState.Create(false, 3, 4); + R_GFX_EXPLODE_BSPFIRE: a := TAnimState.Create(false, 3, 5); + R_GFX_EXPLODE_IMPFIRE: a := TAnimState.Create(false, 6, 3); + R_GFX_EXPLODE_CACOFIRE: a := TAnimState.Create(false, 6, 3); + R_GFX_EXPLODE_BARONFIRE: a := TAnimState.Create(false, 6, 3); else - a := nil; - assert(false) + a := TAnimState.Create(false, 0, 0); + raise Exception.Create('invalid anim type'); end; OnceAnims[find_id].AnimType := AnimType; OnceAnims[find_id].Alpha := alpha; OnceAnims[find_id].Animation := a; + OnceAnims[find_id].Animation.Reset(); + OnceAnims[find_id].Animation.Enable(); OnceAnims[find_id].x := x; OnceAnims[find_id].y := y; end; @@ -165,7 +161,7 @@ implementation begin for a := 0 to High(OnceAnims) do begin - if OnceAnims[a].Animation <> nil then + if OnceAnims[a].Animation.IsValid() then begin OnceAnims[a].oldx := OnceAnims[a].x; OnceAnims[a].oldy := OnceAnims[a].y; @@ -179,10 +175,7 @@ implementation end; end; if OnceAnims[a].Animation.Played then - begin - OnceAnims[a].Animation.Free(); - OnceAnims[a].Animation := nil; - end + OnceAnims[a].Animation.Invalidate() else OnceAnims[a].Animation.Update(); end; @@ -235,13 +228,13 @@ begin len := High(OnceAnims); for a := 0 to len do begin - if (OnceAnims[a].Animation <> nil) then + if OnceAnims[a].Animation.IsValid() then begin with OnceAnims[a] do begin fx := nlerp(oldx, x, gLerpFactor); fy := nlerp(oldy, y, gLerpFactor); - r_AnimationState_Draw(gfxFrames[AnimType], Animation, x, y, Alpha, TMirrorType.None, False); + r_AnimState_Draw(gfxFrames[AnimType], Animation, x, y, Alpha, TMirrorType.None, False); end; end; end;