diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index 20bfa3bf1bee93ff29bc5471cb86a60cf214941a..722bd9bb1cdc2a8cf6625a9399795176a29979ea 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
CaptureTime: LongWord;
Animation: TAnimation;
Direction: TDirection;
+ NeedSend: Boolean;
end;
function g_Map_Load(Res: String): Boolean;
if g_Game_IsClient then Exit;
if (gGameSettings.GameType = GT_SINGLE)
- or LongBool(gGameSettings.Options and GAME_OPTION_MONSTERS) then
+ or (TGameOption.MONSTERS in gGameSettings.Options) then
begin
mon := g_Monsters_Create(monster.MonsterType, monster.X, monster.Y, TDirection(monster.Direction));
cnt := -1;
for rec in mapTextureList do
begin
- Inc(cnt);
+ cnt += 1;
if not usedTextures.has(toLowerCase1251(rec.Resource)) then
begin
rec.tagInt := -1; // just in case
e_LogWritefln(' Loading texture #%d: %s', [cnt, rec.Resource]);
{$ENDIF}
//if g_Map_IsSpecialTexture(s) then e_WriteLog(' SPECIAL!', MSG_NOTIFY);
+ // TODO: Unify the texture reader - static textures are a special case of dynamic ones, just with only one frame.
if rec.Anim then
begin
// Àíèìèðîâàííàÿ òåêñòóðà
ntn := CreateAnimTexture(rec.Resource, FileName, True);
- if (ntn < 0) then g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [rec.Resource]));
+ if (ntn < 0) then
+ begin
+ // FIXME: I think, CreateAnimTexture() will load static textures too, just as animated ones with one frame.
+ ntn := CreateTexture(rec.Resource, FileName, False);
+ if (ntn < 0) then
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [rec.Resource]))
+ else
+ begin
+ rec.user['animated'] := False;
+ e_LogWritefln(' wrong (outdated?) anim flag hint - texture #%d is actually static: %s', [cnt, rec.Resource]);
+ end;
+ end;
end
else
begin
// Îáû÷íàÿ òåêñòóðà
ntn := CreateTexture(rec.Resource, FileName, True);
- if (ntn < 0) then g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [rec.Resource]));
+ if (ntn < 0) then
+ begin
+ ntn := CreateAnimTexture(rec.Resource, FileName, False);
+ if (ntn < 0) then
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [rec.Resource]))
+ else
+ begin
+ rec.user['animated'] := True;
+ e_LogWritefln(' wrong (outdated?) anim flag hint - texture #%d is actually animated: %s', [cnt, rec.Resource]);
+ end;
+ end;
end;
if (ntn < 0) then ntn := CreateNullTexture(rec.Resource);
begin
if gFlags[a].Animation <> nil then gFlags[a].Animation.Update();
+ Obj.oldX := Obj.X;
+ Obj.oldY := Obj.Y;
+
m := g_Obj_Move(@Obj, True, True);
+ NeedSend := NeedSend or (Obj.X <> Obj.oldX) or (Obj.Y <> Obj.oldY);
+
if gTime mod (GAME_TICK*2) <> 0 then Continue;
// Ñîïðîòèâëåíèå âîçäóõà
Direction := FlagPoints[Flag]^.Direction;
State := FLAG_STATE_NORMAL;
end;
+ Obj.oldX := Obj.X;
+ Obj.oldY := Obj.Y;
+ NeedSend := False; // the event will take care of this
Count := -1;
end;
end;
procedure g_Map_DrawFlags();
var
i, dx: Integer;
+ tx, ty: Integer;
Mirror: TMirrorType;
begin
if gGameSettings.GameMode <> GM_CTF then
if State = FLAG_STATE_NONE then
continue;
+ Obj.lerp(gLerpFactor, tx, ty);
+
if Direction = TDirection.D_LEFT then
begin
Mirror := TMirrorType.Horizontal;
dx := 1;
end;
- Animation.Draw(Obj.X+dx, Obj.Y+1, Mirror);
+ Animation.Draw(tx+dx, ty+1, Mirror);
if g_debug_Frames then
begin
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
begin
// Î÷êè Êðàñíîé êîìàíäû
- utils.writeInt(st, SmallInt(gTeamStat[TEAM_RED].Goals));
+ utils.writeInt(st, SmallInt(gTeamStat[TEAM_RED].Score));
// Î÷êè Ñèíåé êîìàíäû
- utils.writeInt(st, SmallInt(gTeamStat[TEAM_BLUE].Goals));
+ utils.writeInt(st, SmallInt(gTeamStat[TEAM_BLUE].Score));
end;
///// /////
end;
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
begin
// Î÷êè Êðàñíîé êîìàíäû
- gTeamStat[TEAM_RED].Goals := utils.readSmallInt(st);
+ gTeamStat[TEAM_RED].Score := utils.readSmallInt(st);
// Î÷êè Ñèíåé êîìàíäû
- gTeamStat[TEAM_BLUE].Goals := utils.readSmallInt(st);
+ gTeamStat[TEAM_BLUE].Score := utils.readSmallInt(st);
end;
///// /////
end;