DEADSOFTWARE

render: remove flag animation from player model state
authorDeaDDooMER <deaddoomer@deadsoftware.ru>
Sun, 16 Jan 2022 17:05:24 +0000 (20:05 +0300)
committerDeaDDooMER <deaddoomer@deadsoftware.ru>
Sun, 16 Jan 2022 17:05:24 +0000 (20:05 +0300)
src/game/Doom2DF.lpr
src/game/g_playermodel.pas
src/game/opengl/r_playermodel.pas
src/game/opengl/r_render.pas

index 71e8d71caff2fd725d3572df45ea646eab81b81a..1f7a19c87747133c9296084bd00821495bbbf72a 100644 (file)
@@ -230,6 +230,7 @@ begin
        if (NetMode = NET_SERVER) then g_Net_Host_Update()
   else if (NetMode = NET_CLIENT) then g_Net_Client_Update();
   // think
        if (NetMode = NET_SERVER) then g_Net_Host_Update()
   else if (NetMode = NET_CLIENT) then g_Net_Client_Update();
   // think
+  r_Render_Update;
   g_Game_Update();
   // server: send any accumulated outgoing data to clients
   if NetMode = NET_SERVER then g_Net_Flush();
   g_Game_Update();
   // server: send any accumulated outgoing data to clients
   if NetMode = NET_SERVER then g_Net_Flush();
index 8ffb589787109f0a7ccf680e619b87c4dea97ea4..51dd6c0deecf8cb6215a419f96e04aef8e3af02e 100644 (file)
@@ -113,9 +113,6 @@ type
     FSlopSound:        Byte;
     FCurrentWeapon:    Byte;
     FFlag:             Byte;
     FSlopSound:        Byte;
     FCurrentWeapon:    Byte;
     FFlag:             Byte;
-    FFlagPoint:        TDFPoint;
-    FFlagAngle:        SmallInt;
-    FFlagAnim:         TAnimation; // !!! TAnimationState
     FFire:             Boolean;
     FFireCounter:      Byte;
     FID:               Integer;
     FFire:             Boolean;
     FFireCounter:      Byte;
     FID:               Integer;
@@ -141,17 +138,10 @@ type
 
   public
     property    Color: TRGB read FColor write FColor;
 
   public
     property    Color: TRGB read FColor write FColor;
-
     property    AnimState: TAnimationState read FAnimState;
     property    CurrentAnimation: Byte read FCurrentAnimation;
     property    AnimState: TAnimationState read FAnimState;
     property    CurrentAnimation: Byte read FCurrentAnimation;
-
     property    CurrentWeapon: Byte read FCurrentWeapon;
     property    CurrentWeapon: Byte read FCurrentWeapon;
-
     property    Flag: Byte read FFlag;
     property    Flag: Byte read FFlag;
-    property    FlagAnim: TAnimation read FFlagAnim;
-    property    FlagAngle: SmallInt read FFlagAngle;
-    property    FlagPoint: TDFPoint read FFlagPoint;
-
     property    ID: Integer read FID;
   end;
 
     property    ID: Integer read FID;
   end;
 
@@ -661,13 +651,8 @@ begin
         Result.FPainSounds := PainSounds;
         Result.FDieSounds := DieSounds;
         Result.FSlopSound := SlopSound;
         Result.FPainSounds := PainSounds;
         Result.FDieSounds := DieSounds;
         Result.FSlopSound := SlopSound;
-
-        Result.FFlagPoint := FlagPoint;
-        Result.FFlagAngle := FlagAngle;
         Result.FID := a;
         Result.FID := a;
-
         Result.ChangeAnimation(A_STAND, True);
         Result.ChangeAnimation(A_STAND, True);
-
         Break;
       end;
     end;
         Break;
       end;
     end;
@@ -906,27 +891,14 @@ begin
     FFireCounter := 0
 end;
 
     FFireCounter := 0
 end;
 
-procedure TPlayerModel.SetFlag(Flag: Byte);
-var
-  tid: DWORD;
-begin
-  FFlag := Flag;
-
-  FFlagAnim.Free();
-  FFlagAnim := nil;
-
-  case Flag of
-    FLAG_RED: g_Frames_Get(tid, 'FRAMES_FLAG_RED');
-    FLAG_BLUE: g_Frames_Get(tid, 'FRAMES_FLAG_BLUE');
-    else Exit;
+  procedure TPlayerModel.SetFlag (Flag: Byte);
+  begin
+    FFlag := Flag
   end;
 
   end;
 
-  FFlagAnim := TAnimation.Create(tid, True, 8);
-end;
-
-  procedure TPlayerModel.SetWeapon(Weapon: Byte);
+  procedure TPlayerModel.SetWeapon (Weapon: Byte);
   begin
   begin
-    FCurrentWeapon := Weapon;
+    FCurrentWeapon := Weapon
   end;
 
   function TPlayerModel.GetBlood (): TModelBlood;
   end;
 
   function TPlayerModel.GetBlood (): TModelBlood;
@@ -943,8 +915,6 @@ end;
   begin
     if FAnimState <> nil then
       FAnimState.Update;
   begin
     if FAnimState <> nil then
       FAnimState.Update;
-    if FFlagAnim <> nil then
-      FFlagAnim.Update;
     if FFireCounter > 0 then
       Dec(FFireCounter)
     else
     if FFireCounter > 0 then
       Dec(FFireCounter)
     else
index 1602f23e0d2b346d9c4f10e77665ca249486657d..b90ed0514249c89a076237d89b6016c38bef7740 100644 (file)
@@ -19,8 +19,11 @@ interface
 
   uses g_playermodel; // TPlayerModel
 
 
   uses g_playermodel; // TPlayerModel
 
+  procedure r_PlayerModel_Initialize;
+  procedure r_PlayerModel_Finalize;
   procedure r_PlayerModel_Load;
   procedure r_PlayerModel_Free;
   procedure r_PlayerModel_Load;
   procedure r_PlayerModel_Free;
+  procedure r_PlayerModel_Update;
   procedure r_PlayerModel_Draw (pm: TPlayerModel; X, Y: Integer; Alpha: Byte = 0);
 
 implementation
   procedure r_PlayerModel_Draw (pm: TPlayerModel; X, Y: Integer; Alpha: Byte = 0);
 
 implementation
@@ -30,7 +33,7 @@ implementation
     MAPDEF, utils,
     ImagingTypes, Imaging, ImagingUtility,
     r_graphics, g_options, r_animations, r_textures,
     MAPDEF, utils,
     ImagingTypes, Imaging, ImagingUtility,
     r_graphics, g_options, r_animations, r_textures,
-    g_base, g_basic, g_map, g_weapons
+    g_base, g_basic, g_map, g_weapons, g_textures
   ;
 
   const
   ;
 
   const
@@ -48,6 +51,20 @@ implementation
         mask: DWORD;
       end;
     end;
         mask: DWORD;
       end;
     end;
+    RedFlagFrames: DWORD;
+    BlueFlagFrames: DWORD;
+    FlagAnimState: TAnimationState;
+
+  procedure r_PlayerModel_Initialize;
+  begin
+    FlagAnimState := TAnimationState.Create(True, 8, 5);
+  end;
+
+  procedure r_PlayerModel_Finalize;
+  begin
+    FlagAnimState.Free;
+    FlagAnimState := nil;
+  end;
 
   procedure ExtAnimFromBaseAnim(MName: String; AIdx: Integer);
     const
 
   procedure ExtAnimFromBaseAnim(MName: String; AIdx: Integer);
     const
@@ -82,6 +99,8 @@ implementation
   procedure r_PlayerModel_Load;
     var ID1, ID2: DWORD; i, a, b: Integer; prefix, aname: String;
   begin
   procedure r_PlayerModel_Load;
     var ID1, ID2: DWORD; i, a, b: Integer; prefix, aname: String;
   begin
+    g_Frames_CreateWAD(@RedFlagFrames, 'FRAMES_FLAG_RED', GameWAD + ':TEXTURES\FLAGRED', 64, 64, 5, False);
+    g_Frames_CreateWAD(@BlueFlagFrames, 'FRAMES_FLAG_BLUE', GameWAD + ':TEXTURES\FLAGBLUE', 64, 64, 5, False);
     for a := WP_FIRST + 1 to WP_LAST do
     begin
       g_Texture_CreateWAD(WeaponID[a][W_POS_NORMAL][W_ACT_NORMAL], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a]));
     for a := WP_FIRST + 1 to WP_LAST do
     begin
       g_Texture_CreateWAD(WeaponID[a][W_POS_NORMAL][W_ACT_NORMAL], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a]));
@@ -134,6 +153,8 @@ implementation
   procedure r_PlayerModel_Free;
     var i, a, b, c: Integer;
   begin
   procedure r_PlayerModel_Free;
     var i, a, b, c: Integer;
   begin
+    e_DeleteTexture(RedFlagFrames);
+    e_DeleteTexture(BlueFlagFrames);
     if PlayerModelsArray = nil then Exit;
     for i := 0 to High(PlayerModelsArray) do
     begin
     if PlayerModelsArray = nil then Exit;
     for i := 0 to High(PlayerModelsArray) do
     begin
@@ -164,12 +185,18 @@ implementation
           e_DeleteTexture(WeaponID[a][b][c])
   end;
 
           e_DeleteTexture(WeaponID[a][b][c])
   end;
 
+  procedure r_PlayerModel_Update;
+  begin
+    FlagAnimState.Update
+  end;
+
 procedure r_PlayerModel_Draw (pm: TPlayerModel; X, Y: Integer; Alpha: Byte = 0);
 var
   Mirror: TMirrorType;
   pos, act: Byte;
 procedure r_PlayerModel_Draw (pm: TPlayerModel; X, Y: Integer; Alpha: Byte = 0);
 var
   Mirror: TMirrorType;
   pos, act: Byte;
-  p: TDFPoint;
+  fp, p: TDFPoint;
   FramesID: DWORD;
   FramesID: DWORD;
+  fa: Integer;
 begin
 // Флаги:
   if pm.Direction = TDirection.D_LEFT then
 begin
 // Флаги:
   if pm.Direction = TDirection.D_LEFT then
@@ -177,14 +204,26 @@ begin
   else
     Mirror := TMirrorType.Horizontal;
 
   else
     Mirror := TMirrorType.Horizontal;
 
-  if (pm.Flag <> FLAG_NONE) and (pm.FlagAnim <> nil) and (not (pm.CurrentAnimation in [A_DIE1, A_DIE2])) then
+  FramesID := 0;
+  case pm.Flag of
+    FLAG_RED: FramesID := RedFlagFrames;
+    FLAG_BLUE: FramesID := BlueFlagFrames;
+  end;
+  if (FramesID <> 0) and (not (pm.CurrentAnimation in [A_DIE1, A_DIE2])) then
   begin
   begin
+    fp := PlayerModelsArray[pm.id].FlagPoint;
+    fa := PlayerModelsArray[pm.id].FlagAngle;
     p.X := IfThen(pm.Direction = TDirection.D_LEFT, FLAG_BASEPOINT.X, 64 - FLAG_BASEPOINT.X);
     p.Y := FLAG_BASEPOINT.Y;
     p.X := IfThen(pm.Direction = TDirection.D_LEFT, FLAG_BASEPOINT.X, 64 - FLAG_BASEPOINT.X);
     p.Y := FLAG_BASEPOINT.Y;
-
-    r_Animation_DrawEx(pm.FlagAnim, X+IfThen(pm.Direction = TDirection.D_LEFT, pm.FlagPoint.X-1, 2*FLAG_BASEPOINT.X-pm.FlagPoint.X+1)-FLAG_BASEPOINT.X,
-                     Y+pm.FlagPoint.Y-FLAG_BASEPOINT.Y+1, Mirror, p,
-                     IfThen(pm.Direction = TDirection.D_RIGHT, pm.FlagAngle, -pm.FlagAngle));
+    r_AnimationState_DrawEx(
+      FramesID,
+      FlagAnimState,
+      X + IfThen(pm.Direction = TDirection.D_LEFT, fp.X - 1, 2 * FLAG_BASEPOINT.X - fp.X + 1) - FLAG_BASEPOINT.X,
+      Y + fp.Y - FLAG_BASEPOINT.Y + 1,
+      Mirror,
+      p,
+      IfThen(pm.Direction = TDirection.D_RIGHT, fa, -fa)
+    );
   end;
 
 // Оружие:
   end;
 
 // Оружие:
index 5deccdbdfd29a40c7983a34bfc26226b53356dcd..b26d0ecbea851752387b952675dc49f0e074789a 100644 (file)
@@ -19,11 +19,14 @@ interface
 
   procedure r_Render_Initialize;
   procedure r_Render_Finalize;
 
   procedure r_Render_Initialize;
   procedure r_Render_Finalize;
+
   procedure r_Render_Resize (w, h: Integer);
 
   procedure r_Render_Load;
   procedure r_Render_Free;
 
   procedure r_Render_Resize (w, h: Integer);
 
   procedure r_Render_Load;
   procedure r_Render_Free;
 
+  procedure r_Render_Update;
+
   procedure r_Render_Apply;
 
 implementation
   procedure r_Render_Apply;
 
 implementation
@@ -98,14 +101,21 @@ implementation
     LoadGL;
     r_Window_Initialize;
     r_Console_Init;
     LoadGL;
     r_Window_Initialize;
     r_Console_Init;
+    r_PlayerModel_Initialize;
   end;
 
   procedure r_Render_Finalize;
   begin
   end;
 
   procedure r_Render_Finalize;
   begin
+    r_PlayerModel_Finalize;
     FreeGL;
     e_ReleaseEngine
   end;
 
     FreeGL;
     e_ReleaseEngine
   end;
 
+  procedure r_Render_Update;
+  begin
+    r_PlayerModel_Update;
+  end;
+
   procedure r_Render_Resize (w, h: Integer);
   begin
     LoadGL;
   procedure r_Render_Resize (w, h: Integer);
   begin
     LoadGL;