diff --git a/src/game/g_panel.pas b/src/game/g_panel.pas
index 734e4cf01f9bd9d98ed95efef057bd66109e7845..07bd4ec95d088c7413f41eb2f8254e3b9cf8a26b 100644 (file)
--- a/src/game/g_panel.pas
+++ b/src/game/g_panel.pas
MAPDEF, g_textures, xdynrec;
type
MAPDEF, g_textures, xdynrec;
type
- TAddTextureArray = Array of
- record
- Texture: Cardinal;
- Anim: Boolean;
- end;
+ TAddTextureArray = array of record
+ Texture: Cardinal; // Textures[Texture]
+ end;
ATextureID = array of record
ATextureID = array of record
- case Anim: Boolean of
- False: (Tex: Cardinal);
- True: (AnTex: TAnimation);
+ Texture: Cardinal; // Textures[Texture]
+ AnTex: TAnimState;
end;
PPanel = ^TPanel;
end;
PPanel = ^TPanel;
const
private
mGUID: Integer; // will be assigned in "g_map.pas"
const
private
mGUID: Integer; // will be assigned in "g_map.pas"
- FTextureWidth: Word;
- FTextureHeight: Word;
FAlpha: Byte;
FBlending: Boolean;
FTextureIDs: ATextureID;
FAlpha: Byte;
FBlending: Boolean;
FTextureIDs: ATextureID;
(* private state *)
property Alpha: Byte read FAlpha;
(* 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;
property Blending: Boolean read FBlending;
property TextureIDs: ATextureID read FTextureIDs;
implementation
implementation
-uses
- e_texture, 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;
+ uses
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_GIBS}
+ g_gibs,
+ {$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
+ ;
const
PANEL_SIGNATURE = $4C4E4150; // 'PANL'
{ T P a n e l : }
const
PANEL_SIGNATURE = $4C4E4150; // 'PANL'
{ T P a n e l : }
+ function FindTextureByName (const name: String): Integer;
+ var i: Integer;
+ begin
+ Result := -1;
+ if Textures <> nil then
+ begin
+ for i := 0 to High(Textures) do
+ begin
+ if Textures[i].TextureName = name then
+ begin
+ Result := i;
+ break;
+ end
+ end
+ end
+ end;
+
constructor TPanel.Create(PanelRec: TDynRecord;
AddTextures: TAddTextureArray;
CurTex: Integer;
constructor TPanel.Create(PanelRec: TDynRecord;
AddTextures: TAddTextureArray;
CurTex: Integer;
(not ByteBool(PanelRec.Flags and PANEL_FLAG_WATERTEXTURES)) then
begin
SetLength(FTextureIDs, 1);
(not ByteBool(PanelRec.Flags and PANEL_FLAG_WATERTEXTURES)) then
begin
SetLength(FTextureIDs, 1);
- FTextureIDs[0].Anim := False;
-
case PanelRec.PanelType of
case PanelRec.PanelType of
- PANEL_WATER:
- FTextureIDs[0].Tex := LongWord(TEXTURE_SPECIAL_WATER);
- PANEL_ACID1:
- FTextureIDs[0].Tex := LongWord(TEXTURE_SPECIAL_ACID1);
- PANEL_ACID2:
- FTextureIDs[0].Tex := LongWord(TEXTURE_SPECIAL_ACID2);
+ PANEL_WATER: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_WATER);
+ PANEL_ACID1: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_ACID1);
+ PANEL_ACID2: FTextureIDs[0].Texture := FindTextureByName(TEXTURE_NAME_ACID2);
end;
end;
-
FCurTexture := 0;
Exit;
end;
FCurTexture := 0;
Exit;
end;
for i := 0 to Length(FTextureIDs)-1 do
begin
for i := 0 to Length(FTextureIDs)-1 do
begin
- FTextureIDs[i].Anim := AddTextures[i].Anim;
- if FTextureIDs[i].Anim then
- begin // Àíèìèðîâàííàÿ òåêñòóðà
- FTextureIDs[i].AnTex :=
- TAnimation.Create(Textures[AddTextures[i].Texture].FramesID,
- True, Textures[AddTextures[i].Texture].Speed);
- FTextureIDs[i].AnTex.Blending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
- FTextureIDs[i].AnTex.Alpha := PanelRec.Alpha;
- end
+ FTextureIDs[i].Texture := AddTextures[i].Texture;
+ 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
else
- begin // Îáû÷íàÿ òåêñòóðà
- FTextureIDs[i].Tex := Textures[AddTextures[i].Texture].TextureID;
- end;
+ FTextureIDs[i].AnTex.Invalidate;
end;
// Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ:
end;
// Òåêñòóð íåñêîëüêî - íóæíî ñîõðàíÿòü òåêóùóþ:
if ({PanelRec.TextureNum}tnum > High(Textures)) then
begin
e_WriteLog(Format('WTF?! tnum is out of limits! (%d : %d)', [tnum, High(Textures)]), TMsgType.Warning);
if ({PanelRec.TextureNum}tnum > High(Textures)) then
begin
e_WriteLog(Format('WTF?! tnum is out of limits! (%d : %d)', [tnum, High(Textures)]), TMsgType.Warning);
- FTextureWidth := 2;
- FTextureHeight := 2;
FAlpha := 0;
FBlending := ByteBool(0);
end
else if not g_Map_IsSpecialTexture(Textures[{PanelRec.TextureNum}tnum].TextureName) then
begin
FAlpha := 0;
FBlending := ByteBool(0);
end
else if not g_Map_IsSpecialTexture(Textures[{PanelRec.TextureNum}tnum].TextureName) then
begin
- FTextureWidth := Textures[{PanelRec.TextureNum}tnum].Width;
- FTextureHeight := Textures[{PanelRec.TextureNum}tnum].Height;
FAlpha := PanelRec.Alpha;
FBlending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
end;
end;
destructor TPanel.Destroy();
FAlpha := PanelRec.Alpha;
FBlending := ByteBool(PanelRec.Flags and PANEL_FLAG_BLENDING);
end;
end;
destructor TPanel.Destroy();
-var
- i: Integer;
begin
begin
- for i := 0 to High(FTextureIDs) do
- if FTextureIDs[i].Anim then
- FTextureIDs[i].AnTex.Free();
SetLength(FTextureIDs, 0);
SetLength(FTextureIDs, 0);
-
Inherited;
end;
Inherited;
end;
e_LogWritefln('panel moved: arridx=%s; guid=%s; proxyid=%s; old:(%s,%s)-(%sx%s); new:(%s,%s)-(%sx%s)',
[arrIdx, mGUID, proxyId, px, py, pw, ph, x, y, width, height]);
}
e_LogWritefln('panel moved: arridx=%s; guid=%s; proxyid=%s; old:(%s,%s)-(%sx%s); new:(%s,%s)-(%sx%s)',
[arrIdx, mGUID, proxyId, px, py, pw, ph, x, y, width, height]);
}
- g_Mark(px, py, pw, ph, MARK_WALL, false);
+ {$IFDEF ENABLE_GFX}
+ g_Mark(px, py, pw, ph, MARK_WALL, false);
+ {$ENDIF}
if (Width < 1) or (Height < 1) then
begin
mapGrid.proxyEnabled[proxyId] := false;
if (Width < 1) or (Height < 1) then
begin
mapGrid.proxyEnabled[proxyId] := false;
begin
mapGrid.moveBody(proxyId, X, Y);
end;
begin
mapGrid.moveBody(proxyId, X, Y);
end;
- g_Mark(X, Y, Width, Height, MARK_WALL);
+ {$IFDEF ENABLE_GFX}
+ g_Mark(X, Y, Width, Height, MARK_WALL);
+ {$ENDIF}
end;
end;
end;
end;
end;
end;
px, py, pw, ph, pdx, pdy: Integer;
squash: Boolean;
plr: TPlayer;
px, py, pw, ph, pdx, pdy: Integer;
squash: Boolean;
plr: TPlayer;
- gib: PGib;
- cor: TCorpse;
+ {$IFDEF ENABLE_GIBS}
+ gib: PGib;
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ cor: TCorpse;
+ {$ENDIF}
+ ontop: Boolean;
mon: TMonster;
flg: PFlag;
itm: PItem;
mpfrid: LongWord;
mon: TMonster;
flg: PFlag;
itm: PItem;
mpfrid: LongWord;
- ontop: Boolean;
actMoveTrig: Boolean;
actSizeTrig: Boolean;
begin
if (not Enabled) or (Width < 1) or (Height < 1) then exit;
actMoveTrig: Boolean;
actSizeTrig: Boolean;
begin
if (not Enabled) or (Width < 1) or (Height < 1) then exit;
- if (FCurTexture >= 0) and
- (FTextureIDs[FCurTexture].Anim) and
- (FTextureIDs[FCurTexture].AnTex <> nil) and
- (FAlpha < 255) then
+ if (FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid()) and (FAlpha < 255) then
begin
FTextureIDs[FCurTexture].AnTex.Update();
FCurFrame := FTextureIDs[FCurTexture].AnTex.CurrentFrame;
begin
FTextureIDs[FCurTexture].AnTex.Update();
FCurFrame := FTextureIDs[FCurTexture].AnTex.CurrentFrame;
if not g_Game_IsClient and squash then plr.Damage(15000, 0, 0, 0, HIT_TRAP);
end;
if not g_Game_IsClient and squash then plr.Damage(15000, 0, 0, 0, HIT_TRAP);
end;
- // process gibs
- for f := 0 to High(gGibs) do
- begin
- gib := @gGibs[f];
- if not gib.alive then continue;
- gib.getMapBox(px, py, pw, ph);
- if not g_Collide(px, py, pw, ph, cx0, cy0, cw, ch) then continue;
- if tryMPlatMove(px, py, pw, ph, pdx, pdy, squash, @ontop) then
+ {$IFDEF ENABLE_GIBS}
+ // process gibs
+ for f := 0 to High(gGibs) do
begin
begin
- // set new position
- gib.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ gib := @gGibs[f];
+ if not gib.alive then continue;
+ gib.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
+ gib.moveBy(pdx, pdy); // this will call `positionChanged()` for us
+ end;
end;
end;
- 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
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;
- end;
+ {$ENDIF}
// move and push flags
if gGameSettings.GameMode = GM_CTF then
// move and push flags
if gGameSettings.GameMode = GM_CTF then
end;
begin
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;
begin
FCurFrame := ClampInt(Frame, 0, FTextureIDs[FCurTexture].AnTex.TotalFrames - 1);
FCurFrameCount := Count;
end;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
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
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
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;
FTextureIDs[FCurTexture].AnTex.Reset();
end;
FCurTexture := ID;
// Ïåðåêëþ÷èëèñü íà âèäèìóþ àíèì. òåêñòóðó:
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
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
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;
LastAnimLoop := AnimLoop;
end;
FTextureIDs[FCurTexture].AnTex.Reset();
end;
LastAnimLoop := AnimLoop;
end;
-function TPanel.GetTextureID(): DWORD;
-begin
- Result := LongWord(TEXTURE_NONE);
-
- if (FCurTexture >= 0) then
+ function TPanel.GetTextureID(): DWORD;
+ var Texture: Integer;
begin
begin
- if FTextureIDs[FCurTexture].Anim then
- Result := FTextureIDs[FCurTexture].AnTex.FramesID
- else
- Result := FTextureIDs[FCurTexture].Tex;
+ Result := LongWord(TEXTURE_NONE);
+ if (FCurTexture >= 0) then
+ begin
+ Texture := FTextureIDs[FCurTexture].Texture;
+ case Textures[Texture].TextureName of
+ TEXTURE_NAME_WATER: Result := DWORD(TEXTURE_SPECIAL_WATER);
+ TEXTURE_NAME_ACID1: Result := DWORD(TEXTURE_SPECIAL_ACID1);
+ TEXTURE_NAME_ACID2: Result := DWORD(TEXTURE_SPECIAL_ACID2);
+ end
+ end
end;
end;
-end;
function TPanel.GetTextureCount(): Integer;
begin
Result := Length(FTextureIDs);
if Enabled and (FCurTexture >= 0) then
function TPanel.GetTextureCount(): Integer;
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;
end;
function TPanel.CanChangeTexture(): Boolean;
utils.writeInt(st, Word(FWidth));
utils.writeInt(st, Word(FHeight));
// Àíèìèðîâàíà ëè òåêóùàÿ òåêñòóðà
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
utils.writeBool(st, anim);
// Åñëè äà - ñîõðàíÿåì àíèìàöèþ
- if anim then FTextureIDs[FCurTexture].AnTex.SaveState(st);
+ if anim then FTextureIDs[FCurTexture].AnTex.SaveState(st, FAlpha, FBlending);
// moving platform state
utils.writeInt(st, Integer(mMovingSpeed.X));
// moving platform state
utils.writeInt(st, Integer(mMovingSpeed.X));
if utils.readBool(st) then
begin
// Åñëè äà - çàãðóæàåì àíèìàöèþ
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');
- FTextureIDs[FCurTexture].AnTex.LoadState(st);
+ Assert((FCurTexture >= 0) and (FTextureIDs[FCurTexture].AnTex.IsValid()), 'TPanel.LoadState: No animation object');
+ FTextureIDs[FCurTexture].AnTex.LoadState(st, FAlpha, FBlending);
end;
// moving platform state
end;
// moving platform state