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 {$INCLUDE ../../../shared/a_modes.inc}
20 uses g_base
, g_player
, g_playermodel
; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize
;
23 procedure r_Map_Finalize
;
28 procedure r_Map_LoadTextures
;
29 procedure r_Map_FreeTextures
;
32 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
35 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
38 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
41 procedure r_Map_Update
;
43 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
55 binheap
, MAPDEF
, utils
,
56 g_options
, g_animations
, g_basic
, g_phys
,
57 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_weapons
,
58 {$IFDEF ENABLE_CORPSES}
61 {$IFDEF ENABLE_SHELLS}
74 MTABLE
: array [0..MONSTER_MAN
] of record
77 (w
: 64; h
: 64), // NONE
78 (w
: 64; h
: 64), // DEMON
79 (w
: 64; h
: 64), // IMP
80 (w
: 64; h
: 64), // ZOMBY
81 (w
: 64; h
: 64), // SERG
82 (w
: 128; h
: 128), // CYBER
83 (w
: 64; h
: 64), // CGUN
84 (w
: 128; h
: 128), // BARON
85 (w
: 128; h
: 128), // KNIGHT
86 (w
: 128; h
: 128), // CACO
87 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
88 (w
: 128; h
: 128), // PAIN
89 (w
: 256; h
: 128), // SPIDER
90 (w
: 128; h
: 64), // BSP
91 (w
: 128; h
: 128), // MANCUB
92 (w
: 128; h
: 128), // SKEL
93 (w
: 128; h
: 128), // VILE
94 (w
: 32; h
: 32), // FISH
95 (w
: 64; h
: 64), // BARREL
96 (w
: 128; h
: 128), // ROBO
102 ItemAnim
: array [0..ITEM_LAST
] of record
107 (name
: 'NOTEXTURE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
108 (name
: 'MED1'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
109 (name
: 'MED2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
110 (name
: 'BMED'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
111 (name
: 'ARMORGREEN'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
112 (name
: 'ARMORBLUE'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
113 (name
: 'SBLUE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 4; back
: true)),
114 (name
: 'SWHITE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
115 (name
: 'SUIT'; w
: 32; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
116 (name
: 'OXYGEN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
117 (name
: 'INVUL'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
118 (name
: 'SAW'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
119 (name
: 'SHOTGUN1'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
120 (name
: 'SHOTGUN2'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
121 (name
: 'MGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
122 (name
: 'RLAUNCHER'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
123 (name
: 'PGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
124 (name
: 'BFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
125 (name
: 'SPULEMET'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
126 (name
: 'CLIP'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
127 (name
: 'AMMO'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
128 (name
: 'SHELL1'; w
: 16; h
: 8; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
129 (name
: 'SHELL2'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
130 (name
: 'ROCKET'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
131 (name
: 'ROCKETS'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
132 (name
: 'CELL'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
133 (name
: 'CELL2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
134 (name
: 'BPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
135 (name
: 'KEYR'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
136 (name
: 'KEYG'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
137 (name
: 'KEYB'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
138 (name
: 'KASTET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
139 (name
: 'PISTOL'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
140 (name
: 'BOTTLE'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
141 (name
: 'HELMET'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
142 (name
: 'JETPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 3; back
: true)),
143 (name
: 'INVIS'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
144 (name
: 'FLAMETHROWER'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
145 (name
: 'FUELCAN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false))
149 GFXAnim
: array [0..R_GFX_LAST
] of record
156 (name
: ''; w
: 0; h
: 0; anim
: (loop
: false; delay
: 0; frames
: 0; back
: false); rdelay
: 0; alpha
: 0),
157 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
158 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 0; alpha
: 0),
159 (name
: 'EROCKET'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
160 (name
: 'EBFG'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
161 (name
: 'BFGHIT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 4; frames
: 4; back
: false); rdelay
: 0; alpha
: 0),
162 (name
: 'FIRE'; w
: 64; h
: 128; anim
: (loop
: false; delay
: 4; frames
: 8; back
: false); rdelay
: 2; alpha
: 0),
163 (name
: 'ITEMRESPAWN'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 4; frames
: 5; back
: true); rdelay
: 0; alpha
: 0),
164 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
165 (name
: 'ESKELFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 8; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
166 (name
: 'EPLASMA'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 4; back
: true); rdelay
: 0; alpha
: 0),
167 (name
: 'EBSPFIRE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 5; back
: false); rdelay
: 0; alpha
: 0),
168 (name
: 'EIMPFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
169 (name
: 'ECACOFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
170 (name
: 'EBARONFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
171 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0), // fast
172 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 150), // transparent
173 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 2; alpha
: 0) // random
177 ShotAnim
: array [0..WEAPON_LAST
] of record
182 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 0 KASTET
183 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 1 SAW
184 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 2 PISTOL
185 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 3 SHOTGUN1
186 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 4 SHOTGUN2
187 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 5 CHAINGUN
188 (name
: 'BROCKET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)), // 6 ROCKETLAUNCHER
189 (name
: 'BPLASMA'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)), // 7 PLASMA
190 (name
: 'BBFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 6; frames
: 2; back
: false)), // 8 BFG
191 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 9 SUPERPULEMET
192 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 6; frames
: 0{11}; back
: false)), // 10 FLAMETHROWER
193 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 11
194 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 12
195 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 13
196 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 14
197 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 15
198 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 16
199 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 17
200 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 18
201 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 19
202 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 20 ZOMPY_PISTOL
203 (name
: 'BIMPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 21 IMP_FIRE
204 (name
: 'BBSPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 22 BSP_FIRE
205 (name
: 'BCACOFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 23 CACO_FIRE
206 (name
: 'BBARONFIRE'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 24 BARON_FIRE
207 (name
: 'BMANCUBFIRE'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 25 MANCUB_FIRE
208 (name
: 'BSKELFIRE'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)) // 26 SKEL_FIRE
211 {$IFDEF ENABLE_SHELLS}
212 ShellAnim
: array [0..SHELL_LAST
] of record
216 (name
: 'EBULLET'; dx
: 2; dy
: 1), // 0 SHELL_BULLET
217 (name
: 'ESHELL'; dx
: 4; dy
: 2), // 1 SHELL_SHELL
218 (name
: 'ESHELL'; dx
: 4; dy
: 2) // 2 SHELL_DBLSHELL
222 FlagAnim
: TAnimInfo
= (loop
: true; delay
: 8; frames
: 5; back
: false);
225 TBinHeapPanelDrawCmp
= class
227 class function less (const a
, b
: TPanel
): Boolean; inline;
230 TBinHeapPanelDraw
= specialize TBinaryHeapBase
<TPanel
, TBinHeapPanelDrawCmp
>;
232 TMonsterAnims
= array [0..ANIM_LAST
, TDirection
] of TGLMultiTexture
;
235 SkyTexture
: TGLTexture
;
236 RenTextures
: array of record
238 tex
: TGLMultiTexture
;
240 Items
: array [0..ITEM_LAST
] of record
241 tex
: TGLMultiTexture
;
244 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
245 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
246 ShotTextures
: array [0..WEAPON_LAST
] of TGLMultiTexture
;
247 FlagTextures
: array [0..FLAG_LAST
] of TGLMultiTexture
;
248 PunchTextures
: array [Boolean, 0..2] of TGLMultiTexture
; // [berserk, center/up/down]
249 VileFire
: TGLMultiTexture
;
250 InvulPenta
: TGLTexture
;
251 Models
: array of record
252 anim
: array [TDirection
, 0..A_LAST
] of record
253 base
, mask
: TGLMultiTexture
;
257 base
, mask
: TGLTextureArray
;
263 {$IFDEF ENABLE_SHELLS}
264 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
267 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
268 gfxlist
: array of record
279 plist
: TBinHeapPanelDraw
= nil;
281 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
283 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
284 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
285 result
:= a
.arrIdx
< b
.arrIdx
;
288 procedure r_Map_Initialize
;
291 plist
:= TBinHeapPanelDraw
.Create();
294 procedure r_Map_Finalize
;
300 procedure r_Map_FreeModel (i
: Integer);
301 var a
: Integer; d
: TDirection
;
303 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
305 for a
:= A_STAND
to A_LAST
do
307 if Models
[i
].anim
[d
, a
].base
<> nil then
308 Models
[i
].anim
[d
, a
].base
.Free
;
309 if Models
[i
].anim
[d
, a
].mask
<> nil then
310 Models
[i
].anim
[d
, a
].mask
.Free
;
311 Models
[i
].anim
[d
, a
].base
:= nil;
312 Models
[i
].anim
[d
, a
].mask
:= nil;
316 if Models
[i
].gibs
.base
<> nil then
317 for a
:= 0 to High(Models
[i
].gibs
.base
) do
318 Models
[i
].gibs
.base
[a
].Free
;
319 if Models
[i
].gibs
.mask
<> nil then
320 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
321 Models
[i
].gibs
.mask
[a
].Free
;
322 Models
[i
].gibs
.base
:= nil;
323 Models
[i
].gibs
.mask
:= nil;
324 Models
[i
].gibs
.rect
:= nil;
328 procedure r_Map_LoadModel (i
: Integer);
329 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
331 ASSERT(i
< Length(Models
));
332 ASSERT(i
< Length(PlayerModelsArray
));
334 m
:= @PlayerModelsArray
[i
];
335 prefix
:= m
.FileName
+ ':TEXTURES/';
336 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
338 for a
:= A_STAND
to A_LAST
do
340 Models
[i
].anim
[d
, a
].base
:= nil;
341 Models
[i
].anim
[d
, a
].mask
:= nil;
342 if m
.anim
[d
, a
].resource
<> '' then
343 Models
[i
].anim
[d
, a
].base
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].resource
, 64, 64, m
.anim
[d
, a
].frames
, m
.anim
[d
, a
].back
, true);
344 if m
.anim
[d
, a
].mask
<> '' then
345 Models
[i
].anim
[d
, a
].mask
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].mask
, 64, 64, m
.anim
[d
, a
].frames
, m
.anim
[d
, a
].back
, true);
349 Models
[i
].gibs
.base
:= nil;
350 Models
[i
].gibs
.mask
:= nil;
351 Models
[i
].gibs
.rect
:= nil;
352 if m
.GibsCount
> 0 then
354 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
355 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
356 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
357 for a
:= 0 to m
.GibsCount
- 1 do
358 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
359 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
) then
361 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil) then
370 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
371 const dir
: array [TDirection
] of AnsiString = ('_L', '');
372 var w
, h
, count
: Integer;
374 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
379 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
385 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
386 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
395 MonTextures
[m
, a
, d
] := nil;
398 procedure r_Map_Load
;
400 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
401 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
402 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
403 PunchName
: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
405 i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
407 // --------- items --------- //
408 for i
:= 0 to ITEM_LAST
do
410 Items
[i
].tex
:= r_Textures_LoadMultiFromFileAndInfo(
411 GameWAD
+ ':TEXTURES/' + ItemAnim
[i
].name
,
414 ItemAnim
[i
].anim
.frames
,
415 ItemAnim
[i
].anim
.back
,
420 // --------- monsters --------- //
421 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
422 for j
:= 0 to ANIM_LAST
do
423 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
424 r_Map_LoadMonsterAnim(i
, j
, d
);
425 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, 8, False, False);
426 // --------- player models --------- //
427 if PlayerModelsArray
<> nil then
429 SetLength(Models
, Length(PlayerModelsArray
));
430 for i
:= 0 to High(PlayerModelsArray
) do
433 // --------- player weapons --------- //
434 for i
:= 1 to WP_LAST
do
435 for j
:= 0 to W_POS_LAST
do
436 for k
:= 0 to W_ACT_LAST
do
437 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
]);
438 // --------- gfx animations --------- //
440 for i
:= 1 to R_GFX_LAST
do
441 if GFXAnim
[i
].anim
.frames
> 0 then
442 GFXTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].anim
.frames
, GFXAnim
[i
].anim
.back
);
444 // --------- shots --------- //
445 for i
:= 0 to WEAPON_LAST
do
446 if ShotAnim
[i
].anim
.frames
> 0 then
447 ShotTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].anim
.frames
, ShotAnim
[i
].anim
.back
);
448 // --------- flags --------- //
449 FlagTextures
[FLAG_NONE
] := nil;
450 FlagTextures
[FLAG_RED
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5, false);
451 FlagTextures
[FLAG_BLUE
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
452 // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
453 // --------- shells --------- //
454 {$IFDEF ENABLE_SHELLS}
455 for i
:= 0 to SHELL_LAST
do
456 ShellTextures
[i
] := r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
);
458 // --------- punch --------- //
459 for b
:= false to true do
462 PunchTextures
[b
, i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, 4, false);
464 // --------- other --------- //
465 InvulPenta
:= r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/PENTA');
468 procedure r_Map_Free
;
469 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
471 if InvulPenta
<> nil then
474 for b
:= false to true do
478 if PunchTextures
[b
, i
] <> nil then
479 PunchTextures
[b
, i
].Free
;
480 PunchTextures
[b
, i
] := nil;
483 {$IFDEF ENABLE_SHELLS}
484 for i
:= 0 to SHELL_LAST
do
486 if ShellTextures
[i
] <> nil then
487 ShellTextures
[i
].Free
;
488 ShellTextures
[i
] := nil;
491 for i
:= 0 to FLAG_LAST
do
493 if FlagTextures
[i
] <> nil then
494 FlagTextures
[i
].Free
;
495 FlagTextures
[i
] := nil;
497 for i
:= 0 to WEAPON_LAST
do
499 if ShotTextures
[i
] <> nil then
500 ShotTextures
[i
].Free
;
501 ShotTextures
[i
] := nil;
505 for i
:= 0 to R_GFX_LAST
do
507 if GFXTextures
[i
] <> nil then
509 GFXTextures
[i
] := nil;
512 for i
:= 1 to WP_LAST
do
514 for j
:= 0 to W_POS_LAST
do
516 for k
:= 0 to W_ACT_LAST
do
518 if WeapTextures
[i
, j
, k
] <> nil then
519 WeapTextures
[i
, j
, k
].Free
;
520 WeapTextures
[i
, j
, k
] := nil;
524 if Models
<> nil then
525 for i
:= 0 to High(Models
) do
527 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
529 for j
:= 0 to ANIM_LAST
do
531 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
533 if MonTextures
[i
, j
, d
] <> nil then
534 MonTextures
[i
, j
, d
].Free
;
535 MonTextures
[i
, j
, d
] := nil;
539 for i
:= 0 to ITEM_LAST
do
541 if Items
[i
].tex
<> nil then
547 procedure r_Map_LoadTextures
;
550 if Textures
<> nil then
552 n
:= Length(Textures
);
553 SetLength(RenTextures
, n
);
554 for i
:= 0 to n
- 1 do
556 RenTextures
[i
].tex
:= nil;
557 case Textures
[i
].TextureName
of
558 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
559 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
560 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
562 RenTextures
[i
].spec
:= 0;
563 RenTextures
[i
].tex
:= r_Textures_LoadMultiFromFile(Textures
[i
].FullName
);
564 if RenTextures
[i
].tex
= nil then
565 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
]);
569 if gMapInfo
.SkyFullName
<> '' then
570 SkyTexture
:= r_Textures_LoadFromFile(gMapInfo
.SkyFullName
);
574 procedure r_Map_FreeTextures
;
578 if SkyTexture
<> nil then
581 if RenTextures
<> nil then
582 for i
:= 0 to High(RenTextures
) do
583 if RenTextures
[i
].tex
<> nil then
584 RenTextures
[i
].tex
.Free
;
588 procedure r_Map_DrawPanel (p
: TPanel
);
589 var Texture
: Integer; t
: TGLMultiTexture
;
592 if p
.FCurTexture
>= 0 then
594 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
595 t
:= RenTextures
[Texture
].tex
;
597 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
600 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
601 else if p
.TextureIDs
[p
.FCurTexture
].AnTex
.IsValid() then
602 r_Draw_MultiTextureRepeat(t
, p
.TextureIDs
[p
.FCurTexture
].AnTex
, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
604 r_Draw_TextureRepeat(t
.GetTexture(0), p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
609 case RenTextures
[Texture
].spec
of
610 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
611 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
612 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
618 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
619 var tagMask
, i
: Integer; p
: TPanel
;
622 tagMask
:= PanelTypeToTag(panelTyp
);
623 while plist
.count
> 0 do
625 p
:= TPanel(plist
.Front());
626 if (p
.tag
and tagMask
) = 0 then
634 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
635 var i
, fX
, fY
: Integer; it
: PItem
; t
: TGLMultiTexture
; tex
: TGLTexture
;
637 if ggItems
<> nil then
639 for i
:= 0 to High(ggItems
) do
642 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
644 t
:= Items
[it
.ItemType
].tex
;
645 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
647 it
.obj
.Lerp(gLerpFactor
, fX
, fY
);
648 tex
:= t
.GetTexture(Items
[it
.ItemType
].frame
);
649 r_Draw_TextureRepeat(tex
, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false);
654 // TODO draw g_debug_frames
657 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
660 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
661 result
:= MonTextures
[m
, a
, d
] <> nil;
662 if result
= false then
665 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
666 result
:= MonTextures
[m
, a
, d
] <> nil;
668 if result
= true then
670 t
:= MonTextures
[m
, a
, d
];
671 if d
= TDirection
.D_LEFT
then
673 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
674 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
678 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
679 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
683 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
684 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
690 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
693 if VileFire
<> nil then
694 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) then
695 if mon
.VileFireAnim
.IsValid() and GetPos(mon
.MonsterTargetUID
, @o
) then
696 r_Draw_MultiTextureRepeat(VileFire
, mon
.VileFireAnim
, o
.x
+ o
.rect
.x
+ (o
.rect
.width
div 2) - VILEFIRE_DX
, o
.y
+ o
.rect
.y
+ o
.rect
.height
- VILEFIRE_DY
, VileFire
.width
, VileFire
.height
, False, 255, 255, 255, 255, false);
699 procedure r_Map_DrawMonster (constref mon
: TMonster
);
700 var m
, a
, fX
, fY
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
702 m
:= mon
.MonsterType
;
703 a
:= mon
.MonsterAnim
;
704 d
:= mon
.GameDirection
;
706 mon
.obj
.Lerp(gLerpFactor
, fX
, fY
);
708 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
709 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], fX
+ dx
, fY
+ dy
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false);
711 // TODO draw g_debug_frames
714 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
715 var i
: Integer; m
: TMonster
;
717 if gMonsters
<> nil then
719 for i
:= 0 to High(gMonsters
) do
724 r_Map_DrawMonsterAttack(m
);
725 // TODO select from grid
726 if g_Collide(m
.obj
.x
+ m
.obj
.rect
.x
, m
.obj
.y
+ m
.obj
.rect
.y
, m
.obj
.rect
.width
, m
.obj
.rect
.height
, x
, y
, w
, h
) then
727 r_Map_DrawMonster(m
);
733 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
736 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
737 if result
= false then
740 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
741 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
745 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
746 var a
, pos
, act
, xx
, yy
, angle
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; c
: TRGB
;
748 a
:= pm
.CurrentAnimation
;
752 t
:= FlagTextures
[pm
.Flag
];
753 if (t
<> nil) and not (a
in [A_DIE1
, A_DIE2
]) then
755 flip
:= d
= TDirection
.D_RIGHT
;
756 angle
:= PlayerModelsArray
[pm
.id
].FlagAngle
;
757 xx
:= PlayerModelsArray
[pm
.id
].FlagPoint
.X
;
758 yy
:= PlayerModelsArray
[pm
.id
].FlagPoint
.Y
;
759 tex
:= t
.GetTexture(FlagFrame
);
760 r_Draw_TextureRepeatRotate(
762 x
+ IfThen(flip
, 2 * FLAG_BASEPOINT
.X
- xx
+ 1, xx
- 1) - FLAG_BASEPOINT
.X
,
763 y
+ yy
- FLAG_BASEPOINT
.Y
+ 1,
767 255, 255, 255, 255, false,
768 IfThen(flip
, 64 - FLAG_BASEPOINT
.X
, FLAG_BASEPOINT
.X
),
770 IfThen(flip
, angle
, -angle
)
775 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
778 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
779 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
780 else pos
:= W_POS_NORMAL
;
782 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
786 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
789 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
790 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
797 d
= TDirection
.D_LEFT
,
798 255, 255, 255, alpha
, false
804 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
806 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
807 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
, 255, 255, 255, alpha
, false);
808 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
812 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
, c
.r
, c
.g
, c
.b
, alpha
, false);
817 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
818 var fX
, fY
, fSlope
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; alpha
: Byte;
822 fX
:= p
.obj
.x
; fY
:= p
.obj
.y
;
824 //p.obj.Lerp(gLerpFactor, fX, fY);
825 fSlope
:= nlerp(p
.SlopeOld
, p
.obj
.slopeUpLeft
, gLerpFactor
);
828 if p
.PunchAnim
.IsValid() and p
.PunchAnim
.enabled
then
830 b
:= R_BERSERK
in p
.FRulez
;
831 if p
.FKeys
[KEY_DOWN
].pressed
then
832 t
:= PunchTextures
[b
, 2]
833 else if p
.FKeys
[KEY_UP
].pressed
then
834 t
:= PunchTextures
[b
, 1]
836 t
:= PunchTextures
[b
, 0];
839 flip
:= p
.Direction
= TDirection
.D_LEFT
;
840 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
841 ay
:= p
.Obj
.Rect
.Y
- 11;
842 r_Draw_MultiTextureRepeat(t
, p
.PunchAnim
, fx
+ ax
, fy
+ fSlope
+ ay
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false)
846 (* invulnerability effect *)
847 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
849 w
:= InvulPenta
.width
;
850 h
:= InvulPenta
.height
;
851 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
852 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
853 r_Draw_Texture(InvulPenta
, fx
+ ax
, fy
+ ay
+ fSlope
, w
, h
, false, 255, 255, 255, 255, false);
856 (* invisibility effect *)
858 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
860 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
862 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
869 r_Map_DrawPlayerModel(p
.Model
, fX
, fY
+ fSlope
, alpha
);
871 // TODO draw g_debug_frames
872 // TODO draw chat bubble
876 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
879 if gPlayers
<> nil then
880 for i
:= 0 to High(gPlayers
) do
881 if gPlayers
[i
] <> nil then
882 r_Map_DrawPlayer(gPlayers
[i
], player
);
886 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
888 result
:= Models
[m
].gibs
.rect
[i
];
891 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
892 var i
, fx
, fy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
896 for i
:= 0 to High(gGibs
) do
898 if gGibs
[i
].alive
then
901 if g_Obj_Collide(x
, y
, w
, h
, p
) then
903 p
.Lerp(gLerpFactor
, fx
, fy
);
904 id
:= gGibs
[i
].GibID
;
905 m
:= gGibs
[i
].ModelID
;
906 t
:= Models
[m
].gibs
.base
[id
];
909 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
910 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
911 ra
:= gGibs
[i
].RAngle
;
912 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
913 t
:= Models
[m
].gibs
.mask
[id
];
915 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, gGibs
[i
].Color
.R
, gGibs
[i
].Color
.G
, gGibs
[i
].Color
.B
, 255, false, rx
, ry
, ra
);
916 // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
922 // TODO draw g_debug_frames
926 {$IFDEF ENABLE_CORPSES}
927 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
928 var i
, fX
, fY
: Integer; p
: TCorpse
;
930 if gCorpses
<> nil then
932 for i
:= 0 to High(gCorpses
) do
935 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
937 p
.obj
.Lerp(gLerpFactor
, fX
, fY
);
938 r_Map_DrawPlayerModel(p
.model
, fX
, fY
, 255);
942 // TODO draw g_debug_frames
947 function r_Map_GetGFXID (): Integer;
951 if gfxlist
<> nil then
953 while (i
< Length(gfxlist
)) and (gfxlist
[i
].typ
> 0) do
955 if i
>= Length(gfxlist
) then
956 SetLength(gfxlist
, Length(gfxlist
) + 1)
959 SetLength(gfxlist
, 1);
960 gfxlist
[i
].typ
:= R_GFX_NONE
;
964 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
967 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
969 i
:= r_Map_GetGFXID();
972 gfxlist
[i
].typ
:= typ
;
975 gfxlist
[i
].oldX
:= x
;
976 gfxlist
[i
].oldY
:= y
;
977 gfxlist
[i
].anim
:= GFXAnim
[typ
].anim
;
978 gfxlist
[i
].time
:= gTime
DIV GAME_TICK
;
979 gfxlist
[i
].frame
:= 0;
980 INC(gfxlist
[i
].anim
.delay
, Random(GFXAnim
[typ
].rdelay
));
985 procedure r_Map_UpdateGFX (tick
: LongWord);
986 var i
: Integer; count
: LongInt;
988 if gfxlist
<> nil then
990 for i
:= 0 to High(gfxlist
) do
992 if (gfxlist
[i
].typ
> 0) and (tick
>= gfxlist
[i
].time
) then
994 g_Anim_GetFrameByTime(gfxlist
[i
].anim
, tick
- gfxlist
[i
].time
, count
, gfxlist
[i
].frame
);
997 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
998 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
999 case gfxlist
[i
].typ
of
1000 R_GFX_FLAME
, R_GFX_SMOKE
:
1002 if Random(3) = 0 then
1003 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1004 if Random(2) = 0 then
1005 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1010 gfxlist
[i
].typ
:= R_GFX_NONE
;
1016 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1017 var i
, fx
, fy
, typ
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
;
1019 if gfxlist
<> nil then
1021 for i
:= 0 to High(gfxlist
) do
1023 if gfxlist
[i
].typ
> 0 then
1025 typ
:= gfxlist
[i
].typ
;
1026 t
:= GFXTextures
[typ
];
1029 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1030 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1031 tex
:= t
.GetTexture(gfxlist
[i
].frame
);
1032 r_Draw_TextureRepeat(tex
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1039 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1040 var i
, fx
, fy
: Integer;
1042 if gpart_dbg_enabled
and (Particles
<> nil) then
1044 glDisable(GL_TEXTURE_2D
);
1045 if (g_dbg_scale
< 0.6) then
1047 else if (g_dbg_scale
> 1.3) then
1048 glPointSize(g_dbg_scale
+ 1)
1051 glDisable(GL_POINT_SMOOTH
);
1053 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1056 for i
:= 0 to High(Particles
) do
1058 if Particles
[i
].alive
then
1060 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1061 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1062 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1068 glDisable(GL_BLEND
);
1073 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1074 var i
, a
, fX
, fY
, pX
, pY
, typ
: Integer; count
, frame
: LongInt; t
: TGLMultiTexture
; tex
: TGLTexture
;
1076 if Shots
<> nil then
1078 for i
:= 0 to High(Shots
) do
1080 typ
:= Shots
[i
].ShotType
;
1083 t
:= ShotTextures
[typ
];
1088 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1089 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1091 Shots
[i
].Obj
.Lerp(gLerpFactor
, fX
, fY
);
1092 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1093 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1094 g_Anim_GetFrameByTime(ShotAnim
[typ
].anim
, (gTime
- Shots
[i
].time
) DIV GAME_TICK
, count
, frame
);
1095 tex
:= t
.GetTexture(frame
);
1096 r_Draw_TextureRepeatRotate(tex
, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1101 // TODO draw g_debug_frames
1104 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1105 var i
, dx
, fx
, fy
: Integer; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
1107 if gGameSettings
.GameMode
= GM_CTF
then
1109 for i
:= FLAG_RED
to FLAG_BLUE
do
1111 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1113 gFlags
[i
].Obj
.Lerp(gLerpFactor
, fx
, fy
);
1114 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1115 if flip
then dx
:= -1 else dx
:= +1;
1116 t
:= FlagTextures
[i
];
1117 tex
:= t
.GetTexture(FlagFrame
);
1118 r_Draw_TextureRepeat(tex
, fx
+ dx
, fy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1122 // TODO g_debug_frames
1125 {$IFDEF ENABLE_SHELLS}
1126 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1127 var i
, fx
, fy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1129 if gShells
<> nil then
1131 for i
:= 0 to High(gShells
) do
1133 if gShells
[i
].alive
then
1135 typ
:= gShells
[i
].SType
;
1136 if typ
<= SHELL_LAST
then
1138 p
:= @gShells
[i
].Obj
;
1139 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1141 t
:= ShellTextures
[typ
];
1144 p
.Lerp(gLerpFactor
, fx
, fy
);
1145 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, ShellAnim
[typ
].dx
, ShellAnim
[typ
].dy
, gShells
[i
].RAngle
);
1155 procedure r_Map_CalcAspect (ow
, oh
, nw
, nh
: LongInt; horizontal
: Boolean; out ww
, hh
: LongInt);
1160 hh
:= nw
* oh
div ow
;
1164 ww
:= nh
* ow
div oh
;
1169 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1171 factor
= 120; (* size ratio between view and sky (120%) *)
1172 limit
= 100; (* max speed for parallax *)
1174 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1176 msw
:= vw
* factor
div 100;
1177 msh
:= vh
* factor
div 100;
1178 r_Map_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1180 (* calc x parallax or sky center on speed limit *)
1181 mvw
:= MAX(1, mw
- vw
);
1183 if 100 * svw
div mvw
<= limit
then
1184 x
:= -cx
* svw
div mvw
1188 (* calc y parallax or sky center on speed limit *)
1189 mvh
:= MAX(1, mh
- vh
);
1191 if 100 * svh
div mvh
<= limit
then
1192 y
:= -cy
* svh
div mvh
1196 (* handle out of map bounds *)
1197 if x
> 0 then x
:= 0;
1198 if y
> 0 then y
:= 0;
1199 if x
< -svw
then x
:= -svw
;
1200 if y
< -svh
then y
:= -svh
;
1203 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1216 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1220 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1224 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1225 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1226 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1228 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1229 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1231 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1233 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1234 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1236 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1238 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1243 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
1244 var iter
: TPanelGrid
.Iter
; p
: PPanel
; cx
, cy
, xx
, yy
, ww
, hh
: Integer; sx
, sy
, sw
, sh
: LongInt;
1246 cx
:= camx
- w
div 2;
1247 cy
:= camy
- h
div 2;
1253 if g_dbg_ignore_bounds
= false then
1255 if xx
+ ww
> gMapInfo
.Width
then
1256 xx
:= gMapInfo
.Width
- ww
;
1257 if yy
+ hh
> gMapInfo
.Height
then
1258 yy
:= gMapInfo
.Height
- hh
;
1267 if SkyTexture
<> nil then
1269 r_Map_CalcSkyParallax(cx
, cy
, ww
, hh
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1270 r_Draw_Texture(SkyTexture
, x
+ sx
, y
+ sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1274 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
1276 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1281 glTranslatef(-cx
, -cy
, 0);
1282 r_Map_DrawPanelType(PANEL_BACK
);
1283 r_Map_DrawPanelType(PANEL_STEP
);
1284 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1285 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1286 {$IFDEF ENABLE_SHELLS}
1287 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1289 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1290 {$IFDEF ENABLE_GIBS}
1291 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1293 {$IFDEF ENABLE_CORPSES}
1294 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1296 r_Map_DrawPanelType(PANEL_WALL
);
1297 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1298 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1299 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1301 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1302 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1304 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1305 r_Map_DrawPanelType(PANEL_ACID1
);
1306 r_Map_DrawPanelType(PANEL_ACID2
);
1307 r_Map_DrawPanelType(PANEL_WATER
);
1308 r_Map_DrawPanelType(PANEL_FORE
);
1309 // TODO draw monsters health bar
1310 // TODO draw players health bar
1311 // TODO draw players indicators
1314 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1316 // TODO draw minimap (gShowMap)
1317 // TODO draw g_debug_player
1320 procedure r_Map_Update
;
1321 var i
, count
, tick
: LongInt;
1323 tick
:= gTime
div GAME_TICK
;
1324 for i
:= 0 to ITEM_LAST
do
1325 g_Anim_GetFrameByTime(ItemAnim
[i
].anim
, tick
, count
, Items
[i
].frame
);
1326 r_Map_UpdateGFX(tick
);
1327 g_Anim_GetFrameByTime(FlagAnim
, tick
, count
, FlagFrame
);