1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../../shared/a_modes.inc}
20 uses g_player
, g_base
; // TPlayer, TRGB
22 procedure r_Player_Load
;
23 procedure r_Player_Free
;
25 procedure r_Player_DrawAll
;
26 procedure r_Player_DrawDebug (p
: TPlayer
);
27 procedure r_Player_DrawHealth
;
29 procedure r_Player_DrawCorpses
;
30 procedure r_Player_DrawShells
;
32 procedure r_Player_Draw (p
: TPlayer
);
33 procedure r_Player_DrawIndicator (p
: TPlayer
; Color
: TRGB
);
34 procedure r_Player_DrawBubble (p
: TPlayer
);
35 procedure r_Player_DrawAim (p
: TPlayer
);
36 procedure r_Player_DrawGUI (pl
: TPlayer
);
37 procedure r_Player_DrawRulez (p
: TPlayer
);
38 procedure r_Player_DrawPain (p
: TPlayer
);
39 procedure r_Player_DrawPickup (p
: TPlayer
);
44 {$IFDEF ENABLE_HOLMES}
50 SysUtils
, Classes
, Math
,
52 g_basic
, g_game
, g_phys
, g_map
, g_language
, g_weapons
, g_items
, g_net
, g_options
,
53 r_playermodel
, r_graphics
, r_animations
, r_textures
, r_items
, r_game
, r_map
57 PunchFrames
: array [Boolean, 0..2] of DWORD
;
61 procedure r_Player_Load
;
63 g_Frames_CreateWAD(@PunchFrames
[False, 0], 'FRAMES_PUNCH', GameWAD
+ ':WEAPONS\PUNCH', 64, 64, 4, False);
64 g_Frames_CreateWAD(@PunchFrames
[False, 1], 'FRAMES_PUNCH_UP', GameWAD
+ ':WEAPONS\PUNCH_UP', 64, 64, 4, False);
65 g_Frames_CreateWAD(@PunchFrames
[False, 2], 'FRAMES_PUNCH_DN', GameWAD
+ ':WEAPONS\PUNCH_DN', 64, 64, 4, False);
66 g_Frames_CreateWAD(@PunchFrames
[True, 0], 'FRAMES_PUNCH_BERSERK', GameWAD
+ ':WEAPONS\PUNCHB', 64, 64, 4, False);
67 g_Frames_CreateWAD(@PunchFrames
[True, 1], 'FRAMES_PUNCH_BERSERK_UP', GameWAD
+ ':WEAPONS\PUNCHB_UP', 64, 64, 4, False);
68 g_Frames_CreateWAD(@PunchFrames
[True, 2], 'FRAMES_PUNCH_BERSERK_DN', GameWAD
+ ':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
69 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+ ':TEXTURES\EBULLET');
70 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+ ':TEXTURES\ESHELL');
71 g_Texture_Get('TEXTURE_SHELL_BULLET', BulletTexture
);
72 g_Texture_Get('TEXTURE_SHELL_SHELL', ShellTexture
);
75 procedure r_Player_Free
;
77 g_Frames_DeleteByName('FRAMES_PUNCH');
78 g_Frames_DeleteByName('FRAMES_PUNCH_UP');
79 g_Frames_DeleteByName('FRAMES_PUNCH_DN');
80 g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK');
81 g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_UP');
82 g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
85 procedure r_Player_DrawAll
;
88 if gPlayers
<> nil then
89 for i
:= 0 to High(gPlayers
) do
90 if gPlayers
[i
] <> nil then
91 r_Player_Draw(gPlayers
[i
])
94 procedure r_Player_DrawDebug (p
: TPlayer
);
99 if (@p
.Obj
) = nil then Exit
;
101 e_TextureFontGetSize(gStdFont
, fW
, fH
);
103 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.Obj
.X
), gStdFont
);
104 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.Obj
.Y
), gStdFont
);
105 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.Obj
.Vel
.X
), gStdFont
);
106 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.Obj
.Vel
.Y
), gStdFont
);
107 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.Obj
.Accel
.X
), gStdFont
);
108 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.Obj
.Accel
.Y
), gStdFont
);
109 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.Obj
.oldX
), gStdFont
);
110 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.Obj
.oldY
), gStdFont
);
113 procedure r_Player_DrawHealth
;
118 if gPlayers
= nil then Exit
;
119 e_TextureFontGetSize(gStdFont
, fW
, fH
);
121 for i
:= 0 to High(gPlayers
) do
122 if gPlayers
[i
] <> nil then
124 e_TextureFontPrint(gPlayers
[i
].Obj
.X
+ gPlayers
[i
].Obj
.Rect
.X
,
125 gPlayers
[i
].Obj
.Y
+ gPlayers
[i
].Obj
.Rect
.Y
+ gPlayers
[i
].Obj
.Rect
.Height
- fH
* 2,
126 IntToStr(gPlayers
[i
].Health
), gStdFont
);
127 e_TextureFontPrint(gPlayers
[i
].Obj
.X
+ gPlayers
[i
].Obj
.Rect
.X
,
128 gPlayers
[i
].Obj
.Y
+ gPlayers
[i
].Obj
.Rect
.Y
+ gPlayers
[i
].Obj
.Rect
.Height
- fH
,
129 IntToStr(gPlayers
[i
].Armor
), gStdFont
);
133 procedure r_Player_DrawCorpse (p
: TCorpse
);
136 if (p
.State
<> CORPSE_STATE_REMOVEME
) and (p
.Model
<> nil) then
138 p
.Obj
.lerp(gLerpFactor
, fX
, fY
);
139 r_PlayerModel_Draw(p
.Model
, fX
, fY
)
143 procedure r_Player_DrawCorpses
;
146 if gCorpses
<> nil then
147 for i
:= 0 to High(gCorpses
) do
148 if gCorpses
[i
] <> nil then
149 r_Player_DrawCorpse(gCorpses
[i
])
152 procedure r_Player_DrawShells
;
153 var i
, fX
, fY
: Integer; a
: TDFPoint
; TextureID
: DWORD
= DWORD(-1);
155 if gShells
<> nil then
157 for i
:= 0 to High(gShells
) do
159 if gShells
[i
].alive
and g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @gShells
[i
].Obj
) then
161 gShells
[i
].Obj
.lerp(gLerpFactor
, fX
, fY
);
162 case gShells
[i
].SType
of
165 TextureID
:= BulletTexture
;
169 SHELL_SHELL
, SHELL_DBLSHELL
:
171 TextureID
:= ShellTexture
;
178 e_DrawAdv(TextureID
, fX
, fY
, 0, True, False, gShells
[i
].RAngle
, @a
, TMirrorType
.None
);
184 procedure r_Player_DrawIndicator (p
: TPlayer
; Color
: TRGB
);
186 indX
, indY
, fX
, fY
, fSlope
: Integer;
196 p
.Obj
.lerp(gLerpFactor
, fX
, fY
);
197 fSlope
:= nlerp(p
.SlopeOld
, p
.Obj
.slopeUpLeft
, gLerpFactor
);
199 case gPlayerIndicatorStyle
of
202 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
204 e_GetTextureSize(ID
, @indW
, @indH
);
208 if (p
.Obj
.X
+ p
.Obj
.Rect
.X
) < 0 then
211 indX
:= fX
+ p
.Obj
.Rect
.X
+ p
.Obj
.Rect
.Width
;
212 indY
:= fY
+ p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
- indW
) div 2;
215 else if (p
.Obj
.X
+ p
.Obj
.Rect
.X
+ p
.Obj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
218 indX
:= fX
+ p
.Obj
.Rect
.X
- indH
;
219 indY
:= fY
+ p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
- indW
) div 2;
222 else if (p
.Obj
.Y
- indH
) < 0 then
225 indX
:= fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
- indW
) div 2;
226 indY
:= fY
+ p
.Obj
.Rect
.Y
+ p
.Obj
.Rect
.Height
;
232 indX
:= fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
- indW
) div 2;
236 indY
:= indY
+ fSlope
;
237 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
238 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
242 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
249 e_TextureFontGetSize(gStdFont
, nW
, nH
);
250 indX
:= fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
- Length(p
.Name
) * nW
) div 2;
251 indY
:= fY
- nH
+ fSlope
;
252 e_TextureFontPrintEx(indX
, indY
, p
.Name
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
258 procedure r_Player_DrawBubble (p
: TPlayer
);
260 bubX
, bubY
, fX
, fY
: Integer;
263 Rw
, Gw
, Bw
: SmallInt;
267 CObj
:= p
.getCameraObj();
268 CObj
.lerp(gLerpFactor
, fX
, fY
);
269 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
270 bubX
:= fX
+ p
.Obj
.Rect
.X
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, -4, 18);
271 bubY
:= fY
+ p
.Obj
.Rect
.Y
- 18;
279 1: // simple textual non-bubble
281 bubX
:= fX
+ p
.Obj
.Rect
.X
- 11;
282 bubY
:= fY
+ p
.Obj
.Rect
.Y
- 17;
283 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
286 2: // advanced pixel-perfect bubble
288 if p
.Team
= TEAM_RED
then
291 if p
.Team
= TEAM_BLUE
then
296 Rb
:= p
.Model
.Color
.R
;
297 Gb
:= p
.Model
.Color
.G
;
298 Bb
:= p
.Model
.Color
.B
;
299 Rw
:= Min(Rb
* 2 + 64, 255);
300 Gw
:= Min(Gb
* 2 + 64, 255);
301 Bw
:= Min(Bb
* 2 + 64, 255);
302 if (Abs(Rw
- Rb
) < 32)
303 or (Abs(Gw
- Gb
) < 32)
304 or (Abs(Bw
- Bb
) < 32) then
306 Rb
:= Max(Rw
div 2 - 16, 0);
307 Gb
:= Max(Gw
div 2 - 16, 0);
308 Bb
:= Max(Bw
div 2 - 16, 0);
311 4: // custom textured bubble
313 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
314 if p
.Direction
= TDirection
.D_RIGHT
then
315 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
317 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
323 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
324 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
326 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
329 Dot
:= IfThen(p
.Direction
= TDirection
.D_LEFT
, 14, 5);
330 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
331 e_DrawLine(1, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
332 e_DrawLine(1, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
333 e_DrawLine(1, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
334 e_DrawLine(1, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
338 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
339 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
340 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
343 procedure r_Player_Draw (p
: TPlayer
);
349 fX
, fY
, fSlope
: Integer;
351 p
.Obj
.lerp(gLerpFactor
, fX
, fY
);
352 fSlope
:= nlerp(p
.SlopeOld
, p
.Obj
.slopeUpLeft
, gLerpFactor
);
356 if p
.Direction
= TDirection
.D_RIGHT
then
357 Mirror
:= TMirrorType
.None
359 Mirror
:= TMirrorType
.Horizontal
;
361 if p
.PunchAnim
.enabled
then
363 if p
.FKeys
[KEY_DOWN
].Pressed
then ID
:= PunchFrames
[R_BERSERK
in p
.FRulez
, 2]
364 else if p
.FKeys
[KEY_UP
].Pressed
then ID
:= PunchFrames
[R_BERSERK
in p
.FRulez
, 1]
365 else ID
:= PunchFrames
[R_BERSERK
in p
.FRulez
, 0];
366 r_AnimationState_Draw(ID
, p
.PunchAnim
, fX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15), fY
+ fSlope
+ p
.Obj
.Rect
.Y
- 11, 0, Mirror
, False);
369 if (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> p
) or (p
.SpawnInvul
>= gTime
)) then
370 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
372 e_GetTextureSize(ID
, @w
, @h
);
373 if p
.Direction
= TDirection
.D_LEFT
then
374 e_Draw(ID
, fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2) + 4,
375 fY
+ p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7 + fSlope
, 0, True, False)
377 e_Draw(ID
, fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2) - 2,
378 fY
+ p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7 + fSlope
, 0, True, False)
381 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
383 if (gPlayerDrawn
<> nil) and ((p
= gPlayerDrawn
) or
384 ((p
.Team
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
386 if (p
.FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
387 dr
:= not Odd((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300)
391 r_PlayerModel_Draw(p
.Model
, fX
, fY
+ fSlope
, 200)
393 r_PlayerModel_Draw(p
.Model
, fX
, fY
+ fSlope
);
396 r_PlayerModel_Draw(p
.Model
, fX
, fY
+ fSlope
, 254);
399 r_PlayerModel_Draw(p
.Model
, fX
, fY
+ fSlope
);
402 if g_debug_Frames
then
404 e_DrawQuad(p
.Obj
.X
+ p
.Obj
.Rect
.X
,
405 p
.Obj
.Y
+ p
.Obj
.Rect
.Y
,
406 p
.Obj
.X
+ p
.Obj
.Rect
.X
+ p
.Obj
.Rect
.Width
- 1,
407 p
.Obj
.Y
+ p
.Obj
.Rect
.Y
+ p
.Obj
.Rect
.Height
- 1,
411 if (gChatBubble
> 0) and (p
.FKeys
[KEY_CHAT
].Pressed
) and not p
.Ghost
then
412 if (p
.FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((p
= gPlayerDrawn
) or
413 ((p
.Team
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
414 r_Player_DrawBubble(p
);
416 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
417 if gAimLine
and p
.Alive
and ((p
= gPlayer1
) or (p
= gPlayer2
)) then
421 procedure r_Player_DrawAim (p
: TPlayer
);
423 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
428 {$IFDEF ENABLE_HOLMES}
429 if p
.isValidViewPort() and (p
= gPlayer1
) then
431 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
435 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
436 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
438 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
442 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
447 wx
, wy
, xx
, yy
: Integer;
451 wx
:= p
.Obj
.X
+ WEAPONPOINT
[p
.Direction
].X
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, 7, -7);
452 wy
:= p
.Obj
.Y
+ WEAPONPOINT
[p
.Direction
].Y
;
468 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
469 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
470 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
471 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
476 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
477 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
478 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
479 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
481 4: begin // Double Shotgun
484 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
485 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
486 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
487 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
492 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
493 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
494 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
495 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
497 6: begin // Rocket Launcher
500 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
501 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
502 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
503 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
505 7: begin // Plasmagun
508 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
509 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
510 if angle
= ANGLE_LEFTUP
then Dec(angle
);
511 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
516 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
517 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
518 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
519 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
521 9: begin // Super Chaingun
524 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
525 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
526 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
527 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
530 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
531 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
532 {$IF DEFINED(D2F_DEBUG)}
533 drawCast(sz
, wx
, wy
, xx
, yy
);
535 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
539 procedure r_Player_DrawGUI (pl
: TPlayer
);
542 X
, Y
, SY
, a
, p
, m
: Integer;
546 stat
: TPlayerStatArray
;
548 X
:= gPlayerScreenSize
.X
;
549 SY
:= gPlayerScreenSize
.Y
;
552 if gShowScore
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
554 if gGameSettings
.GameMode
= GM_CTF
then
558 if gGameSettings
.GameMode
= GM_CTF
then
560 s
:= 'TEXTURE_PLAYER_REDFLAG';
561 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
562 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
563 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
564 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
565 if g_Texture_Get(s
, ID
) then
566 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
569 s
:= IntToStr(gTeamStat
[TEAM_RED
].Score
);
570 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
571 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
573 if gGameSettings
.GameMode
= GM_CTF
then
575 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
576 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
577 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
578 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
579 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
580 if g_Texture_Get(s
, ID
) then
581 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
584 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Score
);
585 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
586 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
589 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
590 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
593 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
594 e_Draw(ID
, X
+2, Y
, 0, True, False);
596 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
600 s
:= IntToStr(pl
.Frags
);
601 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
602 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
607 stat
:= g_Player_GetStats();
612 for a
:= 0 to High(stat
) do
613 if stat
[a
].Name
<> pl
.Name
then
615 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
616 if stat
[a
].Frags
> pl
.Frags
then p
:= p
+1;
620 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
621 if pl
.Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
622 s
:= s
+IntToStr(Abs(pl
.Frags
-m
));
624 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
625 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
628 if gLMSRespawn
> LMS_RESPAWN_NONE
then
630 s
:= _lc
[I_GAME_WARMUP
];
631 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
632 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
633 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
635 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
637 s
:= IntToStr(pl
.Lives
);
638 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
639 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
643 e_CharFont_GetSize(gMenuSmallFont
, pl
.Name
, tw
, th
);
644 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, pl
.Name
, _RGB(255, 0, 0));
646 if R_BERSERK
in pl
.FRulez
then
647 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
649 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
651 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
652 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
654 s
:= IntToStr(IfThen(pl
.Health
> 0, pl
.Health
, 0));
655 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
656 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
658 s
:= IntToStr(pl
.Armor
);
659 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
660 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
662 s
:= IntToStr(pl
.GetAmmoByWeapon(pl
.CurrWeap
));
668 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
673 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
675 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
676 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
677 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
678 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
679 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
680 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
681 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
682 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
683 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
686 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
687 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
688 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
690 if R_KEY_RED
in pl
.FRulez
then
691 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
693 if R_KEY_GREEN
in pl
.FRulez
then
694 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
696 if R_KEY_BLUE
in pl
.FRulez
then
697 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
699 if pl
.JetFuel
> 0 then
701 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
702 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
703 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
704 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
705 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(pl
.Air
> 0, pl
.Air
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
706 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*pl
.JetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
710 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
711 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
712 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(pl
.Air
> 0, pl
.Air
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
715 if gShowPing
and g_Game_IsClient
then
717 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
718 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
724 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
725 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
726 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
729 e_TextureFontGetSize(gStdFont
, cw
, ch
);
730 s
:= _lc
[I_PLAYER_SPECT4
];
731 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
732 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
733 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
739 procedure r_Player_DrawRulez (p
: TPlayer
);
743 // При взятии неуязвимости рисуется инверсионный белый фон
744 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
746 if (p
.FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
747 dr
:= not Odd((p
.FMegaRulez
[MR_INVUL
]-gTime
) div 300)
752 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
753 191, 191, 191, 0, TBlending
.Invert
);
756 // При взятии защитного костюма рисуется зеленоватый фон
757 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
759 if (p
.FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
760 dr
:= not Odd((p
.FMegaRulez
[MR_SUIT
]-gTime
) div 300)
765 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
766 0, 96, 0, 200, TBlending
.None
);
769 // При взятии берсерка рисуется красноватый фон
770 if (p
.Berserk
>= 0) and (LongWord(p
.Berserk
) >= gTime
) and (gFlash
= 2) then
772 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
773 255, 0, 0, 200, TBlending
.None
);
777 procedure r_Player_DrawPain (p
: TPlayer
);
781 if p
.Pain
= 0 then Exit
;
785 if a
< 15 then h
:= 0
786 else if a
< 35 then h
:= 1
787 else if a
< 55 then h
:= 2
788 else if a
< 75 then h
:= 3
789 else if a
< 95 then h
:= 4
792 //if a > 255 then a := 255;
794 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
795 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
798 procedure r_Player_DrawPickup (p
: TPlayer
);
802 if p
.Pickup
= 0 then Exit
;
806 if a
< 15 then h
:= 1
807 else if a
< 35 then h
:= 2
808 else if a
< 55 then h
:= 3
809 else if a
< 75 then h
:= 4
812 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);