a1d781c5bf7f502aee87e3691457fa14f9c97657
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 {$INCLUDE ../../../shared/a_modes.inc}
20 uses g_base
, g_player
, g_playermodel
; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize
;
23 procedure r_Map_Finalize
;
28 procedure r_Map_LoadTextures
;
29 procedure r_Map_FreeTextures
;
32 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
35 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
38 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
41 procedure r_Map_Update
;
43 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
55 binheap
, MAPDEF
, utils
,
56 g_options
, g_animations
, g_basic
, g_phys
,
57 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_weapons
,
58 g_console
, g_language
,
59 {$IFDEF ENABLE_CORPSES}
62 {$IFDEF ENABLE_SHELLS}
71 r_textures
, r_draw
, r_common
75 MTABLE
: array [0..MONSTER_MAN
] of record
78 (w
: 64; h
: 64), // NONE
79 (w
: 64; h
: 64), // DEMON
80 (w
: 64; h
: 64), // IMP
81 (w
: 64; h
: 64), // ZOMBY
82 (w
: 64; h
: 64), // SERG
83 (w
: 128; h
: 128), // CYBER
84 (w
: 64; h
: 64), // CGUN
85 (w
: 128; h
: 128), // BARON
86 (w
: 128; h
: 128), // KNIGHT
87 (w
: 128; h
: 128), // CACO
88 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
89 (w
: 128; h
: 128), // PAIN
90 (w
: 256; h
: 128), // SPIDER
91 (w
: 128; h
: 64), // BSP
92 (w
: 128; h
: 128), // MANCUB
93 (w
: 128; h
: 128), // SKEL
94 (w
: 128; h
: 128), // VILE
95 (w
: 32; h
: 32), // FISH
96 (w
: 64; h
: 64), // BARREL
97 (w
: 128; h
: 128), // ROBO
103 ItemAnim
: array [0..ITEM_LAST
] of record
108 (name
: 'NOTEXTURE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
109 (name
: 'MED1'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
110 (name
: 'MED2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
111 (name
: 'BMED'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
112 (name
: 'ARMORGREEN'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
113 (name
: 'ARMORBLUE'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
114 (name
: 'SBLUE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 4; back
: true)),
115 (name
: 'SWHITE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
116 (name
: 'SUIT'; w
: 32; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
117 (name
: 'OXYGEN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
118 (name
: 'INVUL'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
119 (name
: 'SAW'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
120 (name
: 'SHOTGUN1'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
121 (name
: 'SHOTGUN2'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
122 (name
: 'MGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
123 (name
: 'RLAUNCHER'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
124 (name
: 'PGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
125 (name
: 'BFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
126 (name
: 'SPULEMET'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
127 (name
: 'CLIP'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
128 (name
: 'AMMO'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
129 (name
: 'SHELL1'; w
: 16; h
: 8; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
130 (name
: 'SHELL2'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
131 (name
: 'ROCKET'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
132 (name
: 'ROCKETS'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
133 (name
: 'CELL'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
134 (name
: 'CELL2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
135 (name
: 'BPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
136 (name
: 'KEYR'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
137 (name
: 'KEYG'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
138 (name
: 'KEYB'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
139 (name
: 'KASTET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
140 (name
: 'PISTOL'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
141 (name
: 'BOTTLE'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
142 (name
: 'HELMET'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
143 (name
: 'JETPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 3; back
: true)),
144 (name
: 'INVIS'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
145 (name
: 'FLAMETHROWER'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
146 (name
: 'FUELCAN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false))
150 GFXAnim
: array [0..R_GFX_LAST
] of record
157 (name
: ''; w
: 0; h
: 0; anim
: (loop
: false; delay
: 0; frames
: 0; back
: false); rdelay
: 0; alpha
: 0),
158 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
159 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 0; alpha
: 0),
160 (name
: 'EROCKET'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
161 (name
: 'EBFG'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
162 (name
: 'BFGHIT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 4; frames
: 4; back
: false); rdelay
: 0; alpha
: 0),
163 (name
: 'FIRE'; w
: 64; h
: 128; anim
: (loop
: false; delay
: 4; frames
: 8; back
: false); rdelay
: 2; alpha
: 0),
164 (name
: 'ITEMRESPAWN'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 4; frames
: 5; back
: true); rdelay
: 0; alpha
: 0),
165 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
166 (name
: 'ESKELFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 8; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
167 (name
: 'EPLASMA'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 4; back
: true); rdelay
: 0; alpha
: 0),
168 (name
: 'EBSPFIRE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 5; back
: false); rdelay
: 0; alpha
: 0),
169 (name
: 'EIMPFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
170 (name
: 'ECACOFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
171 (name
: 'EBARONFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
172 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0), // fast
173 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 150), // transparent
174 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 2; alpha
: 0) // random
178 ShotAnim
: array [0..WEAPON_LAST
] of record
183 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 0 KASTET
184 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 1 SAW
185 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 2 PISTOL
186 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 3 SHOTGUN1
187 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 4 SHOTGUN2
188 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 5 CHAINGUN
189 (name
: 'BROCKET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)), // 6 ROCKETLAUNCHER
190 (name
: 'BPLASMA'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)), // 7 PLASMA
191 (name
: 'BBFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 6; frames
: 2; back
: false)), // 8 BFG
192 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 9 SUPERPULEMET
193 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 6; frames
: 0{11}; back
: false)), // 10 FLAMETHROWER
194 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 11
195 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 12
196 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 13
197 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 14
198 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 15
199 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 16
200 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 17
201 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 18
202 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 19
203 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 20 ZOMPY_PISTOL
204 (name
: 'BIMPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 21 IMP_FIRE
205 (name
: 'BBSPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 22 BSP_FIRE
206 (name
: 'BCACOFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 23 CACO_FIRE
207 (name
: 'BBARONFIRE'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 24 BARON_FIRE
208 (name
: 'BMANCUBFIRE'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 25 MANCUB_FIRE
209 (name
: 'BSKELFIRE'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)) // 26 SKEL_FIRE
212 {$IFDEF ENABLE_SHELLS}
213 ShellAnim
: array [0..SHELL_LAST
] of record
217 (name
: 'EBULLET'; dx
: 2; dy
: 1), // 0 SHELL_BULLET
218 (name
: 'ESHELL'; dx
: 4; dy
: 2), // 1 SHELL_SHELL
219 (name
: 'ESHELL'; dx
: 4; dy
: 2) // 2 SHELL_DBLSHELL
223 PunchAnim
: TAnimInfo
= (loop
: false; delay
: 1; frames
: 4; back
: false);
224 FlagAnim
: TAnimInfo
= (loop
: true; delay
: 8; frames
: 5; back
: false);
225 VileFireAnim
: TAnimInfo
= (loop
: true; delay
: 2; frames
: 8; back
: false);
228 TBinHeapPanelDrawCmp
= class
230 class function less (const a
, b
: TPanel
): Boolean; inline;
233 TBinHeapPanelDraw
= specialize TBinaryHeapBase
<TPanel
, TBinHeapPanelDrawCmp
>;
235 TMonsterAnims
= array [0..ANIM_LAST
, TDirection
] of TGLMultiTexture
;
238 DebugCameraScale
: Single;
239 SkyTexture
: TGLTexture
;
240 RenTextures
: array of record
242 tex
: TGLMultiTexture
;
245 Items
: array [0..ITEM_LAST
] of record
246 tex
: TGLMultiTexture
;
249 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
250 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
251 ShotTextures
: array [0..WEAPON_LAST
] of TGLMultiTexture
;
252 FlagTextures
: array [0..FLAG_LAST
] of TGLMultiTexture
;
253 PunchTextures
: array [Boolean, 0..2] of TGLMultiTexture
; // [berserk, center/up/down]
254 VileFire
: TGLMultiTexture
;
255 InvulPenta
: TGLTexture
;
256 IndicatorTexture
: TGLTexture
;
257 TalkTexture
: TGLTexture
;
258 Models
: array of record
259 anim
: array [TDirection
, 0..A_LAST
] of record
260 base
, mask
: TGLMultiTexture
;
264 base
, mask
: TGLTextureArray
;
270 {$IFDEF ENABLE_SHELLS}
271 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
274 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
275 gfxlist
: array of record
286 plist
: TBinHeapPanelDraw
= nil;
288 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
290 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
291 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
292 result
:= a
.arrIdx
< b
.arrIdx
;
295 procedure r_Map_Initialize
;
298 plist
:= TBinHeapPanelDraw
.Create();
301 procedure r_Map_Finalize
;
303 r_Common_FreeAndNil(plist
);
307 procedure r_Map_FreeModel (i
: Integer);
308 var a
: Integer; d
: TDirection
;
310 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
312 for a
:= A_STAND
to A_LAST
do
314 r_Common_FreeAndNil(Models
[i
].anim
[d
, a
].base
);
315 r_Common_FreeAndNil(Models
[i
].anim
[d
, a
].mask
);
319 if Models
[i
].gibs
.base
<> nil then
320 for a
:= 0 to High(Models
[i
].gibs
.base
) do
321 r_Common_FreeAndNil(Models
[i
].gibs
.base
[a
]);
322 if Models
[i
].gibs
.mask
<> nil then
323 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
324 r_Common_FreeAndNil(Models
[i
].gibs
.mask
[a
]);
325 Models
[i
].gibs
.base
:= nil;
326 Models
[i
].gibs
.mask
:= nil;
327 Models
[i
].gibs
.rect
:= nil;
331 procedure r_Map_LoadModel (i
: Integer);
332 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
334 ASSERT(i
< Length(Models
));
335 ASSERT(i
< Length(PlayerModelsArray
));
337 m
:= @PlayerModelsArray
[i
];
338 prefix
:= m
.FileName
+ ':TEXTURES/';
339 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
341 for a
:= A_STAND
to A_LAST
do
343 Models
[i
].anim
[d
, a
].base
:= nil;
344 Models
[i
].anim
[d
, a
].mask
:= nil;
345 if m
.anim
[d
, a
].resource
<> '' then
346 Models
[i
].anim
[d
, a
].base
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].resource
, 64, 64, m
.anim
[d
, a
].frames
, [TGLHints
.txNoRepeat
], true);
347 if m
.anim
[d
, a
].mask
<> '' then
348 Models
[i
].anim
[d
, a
].mask
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].mask
, 64, 64, m
.anim
[d
, a
].frames
, [TGLHints
.txNoRepeat
], true);
352 Models
[i
].gibs
.base
:= nil;
353 Models
[i
].gibs
.mask
:= nil;
354 Models
[i
].gibs
.rect
:= nil;
355 if m
.GibsCount
> 0 then
357 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
358 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
359 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
360 for a
:= 0 to m
.GibsCount
- 1 do
361 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
362 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
, [TGLHints
.txNoRepeat
]) then
364 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil, [TGLHints
.txNoRepeat
]) then
373 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
374 const dir
: array [TDirection
] of AnsiString = ('_L', '');
375 var w
, h
, count
: Integer;
377 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
382 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
388 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
389 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
393 [TGLHints
.txNoRepeat
],
398 MonTextures
[m
, a
, d
] := nil;
401 procedure r_Map_Load
;
403 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
404 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
405 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
406 PunchName
: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
408 i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
410 // --------- items --------- //
411 r_Common_SetLoading(_lc
[I_LOAD_ITEMS_DATA
], ITEM_LAST
+ 1);
412 for i
:= 0 to ITEM_LAST
do
414 Items
[i
].tex
:= r_Common_LoadTextureMultiFromFileAndInfo(
415 GameWAD
+ ':TEXTURES/' + ItemAnim
[i
].name
,
418 ItemAnim
[i
].anim
.frames
,
419 [TGLHints
.txNoRepeat
],
424 // --------- monsters --------- //
425 r_Common_SetLoading(_lc
[I_LOAD_MONSTER_TEXTURES
], MONSTER_MAN
- MONSTER_DEMON
+ 1);
426 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
428 for j
:= 0 to ANIM_LAST
do
429 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
430 r_Map_LoadMonsterAnim(i
, j
, d
);
431 r_Common_StepLoading(1);
433 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, VileFireAnim
.frames
, [TGLHints
.txNoRepeat
]);
434 // --------- player models --------- //
435 if PlayerModelsArray
<> nil then
437 r_Common_SetLoading(_lc
[I_LOAD_MODELS
], Length(PlayerModelsArray
));
438 SetLength(Models
, Length(PlayerModelsArray
));
439 for i
:= 0 to High(PlayerModelsArray
) do
442 r_Common_StepLoading(1);
445 // --------- player weapons --------- //
446 r_Common_SetLoading(_lc
[I_LOAD_WEAPONS_DATA
], WP_LAST
);
447 for i
:= 1 to WP_LAST
do
449 for j
:= 0 to W_POS_LAST
do
450 for k
:= 0 to W_ACT_LAST
do
451 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
], [TGLHints
.txNoRepeat
]);
452 r_Common_StepLoading(1);
454 // --------- gfx animations --------- //
456 r_Common_SetLoading('GFX Effects', R_GFX_LAST
);
457 for i
:= 1 to R_GFX_LAST
do
459 if GFXAnim
[i
].anim
.frames
> 0 then
460 GFXTextures
[i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].anim
.frames
, [TGLHints
.txNoRepeat
]);
463 // --------- shots --------- //
464 r_Common_SetLoading('Weapon splahses', WEAPON_LAST
+ 1);
465 for i
:= 0 to WEAPON_LAST
do
467 if ShotAnim
[i
].anim
.frames
> 0 then
468 ShotTextures
[i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].anim
.frames
, [TGLHints
.txNoRepeat
]);
470 // --------- flags --------- //
471 r_Common_SetLoading('Flags', 2);
472 FlagTextures
[FLAG_NONE
] := nil;
473 FlagTextures
[FLAG_RED
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints
.txNoRepeat
]);
474 FlagTextures
[FLAG_BLUE
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints
.txNoRepeat
]);
475 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
476 // --------- shells --------- //
477 {$IFDEF ENABLE_SHELLS}
478 r_Common_SetLoading('Shells', SHELL_LAST
+ 1);
479 for i
:= 0 to SHELL_LAST
do
480 ShellTextures
[i
] := r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
, [TGLHints
.txNoRepeat
]);
482 // --------- other --------- //
483 r_Common_SetLoading('Effects', 3 * 2 + 3);
484 for b
:= false to true do
487 PunchTextures
[b
, i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, PunchAnim
.frames
, [TGLHints
.txNoRepeat
]);
489 InvulPenta
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/PENTA', [TGLHints
.txNoRepeat
]);
490 IndicatorTexture
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/PLRIND', [TGLHints
.txNoRepeat
]);
491 TalkTexture
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/TALKBUBBLE', [TGLHints
.txNoRepeat
]);
494 procedure r_Map_Free
;
495 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
497 r_Common_FreeAndNil(TalkTexture
);
498 r_Common_FreeAndNil(IndicatorTexture
);
499 r_Common_FreeAndNil(InvulPenta
);
500 for b
:= false to true do
502 r_Common_FreeAndNil(PunchTextures
[b
, i
]);
503 {$IFDEF ENABLE_SHELLS}
504 for i
:= 0 to SHELL_LAST
do
505 r_Common_FreeAndNil(ShellTextures
[i
]);
507 for i
:= 0 to FLAG_LAST
do
508 r_Common_FreeAndNil(FlagTextures
[i
]);
509 for i
:= 0 to WEAPON_LAST
do
510 r_Common_FreeAndNil(ShotTextures
[i
]);
512 SetLength(gfxlist
, 0);
513 for i
:= 0 to R_GFX_LAST
do
514 r_Common_FreeAndNil(GFXTextures
[i
]);
516 for i
:= 1 to WP_LAST
do
517 for j
:= 0 to W_POS_LAST
do
518 for k
:= 0 to W_ACT_LAST
do
519 r_Common_FreeAndNil(WeapTextures
[i
, j
, k
]);
520 if Models
<> nil then
521 for i
:= 0 to High(Models
) do
523 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
524 for j
:= 0 to ANIM_LAST
do
525 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
526 r_Common_FreeAndNil(MonTextures
[i
, j
, d
]);
527 for i
:= 0 to ITEM_LAST
do
528 r_Common_FreeAndNil(Items
[i
].tex
);
531 procedure r_Map_LoadTextures
;
532 const DefaultAnimInfo
: TAnimInfo
= (loop
: true; delay
: 1; frames
: 1; back
: false);
533 var i
, n
: Integer; txt
: TAnimTextInfo
;
535 if Textures
<> nil then
537 n
:= Length(Textures
);
538 SetLength(RenTextures
, n
);
539 r_Common_SetLoading(_lc
[I_LOAD_TEXTURES
], n
);
540 for i
:= 0 to n
- 1 do
542 txt
.anim
:= DefaultAnimInfo
;
543 RenTextures
[i
].tex
:= nil;
544 case Textures
[i
].TextureName
of
545 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
546 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
547 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
549 RenTextures
[i
].spec
:= 0;
550 RenTextures
[i
].tex
:= r_Textures_LoadMultiTextFromFile(Textures
[i
].FullName
, txt
, []);
551 if RenTextures
[i
].tex
= nil then
552 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
])
554 r_Common_StepLoading(1);
556 RenTextures
[i
].anim
:= txt
.anim
;
559 if gMapInfo
.SkyFullName
<> '' then
561 r_Common_SetLoading(_lc
[I_LOAD_SKY
], 1);
562 SkyTexture
:= r_Common_LoadTextureFromFile(gMapInfo
.SkyFullName
, [TGLHints
.txNoRepeat
]);
567 procedure r_Map_FreeTextures
;
571 r_Common_FreeAndNil(SkyTexture
);
572 if RenTextures
<> nil then
573 for i
:= 0 to High(RenTextures
) do
574 r_Common_FreeAndNil(RenTextures
[i
].tex
);
575 SetLength(RenTextures
, 0);
578 procedure r_Map_DrawPanel (p
: TPanel
);
579 var Texture
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
; count
, frame
: LongInt; a
: TAnimInfo
;
582 if p
.FCurTexture
>= 0 then
584 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
585 t
:= RenTextures
[Texture
].tex
;
586 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
588 count
:= 0; frame
:= 0;
589 if p
.AnimTime
<= gTime
then
591 a
:= RenTextures
[Texture
].anim
;
592 a
.loop
:= p
.AnimLoop
;
593 g_Anim_GetFrameByTime(a
, (gTime
- p
.AnimTime
) DIV GAME_TICK
, count
, frame
);
597 tex
:= t
.GetTexture(frame
);
598 r_Draw_TextureRepeat(tex
, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
);
601 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255, false);
606 case RenTextures
[Texture
].spec
of
607 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
608 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
609 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
615 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
616 var tagMask
, i
: Integer; p
: TPanel
;
619 tagMask
:= PanelTypeToTag(panelTyp
);
620 while plist
.count
> 0 do
622 p
:= TPanel(plist
.Front());
623 if (p
.tag
and tagMask
) = 0 then
631 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
632 var i
, xx
, yy
: Integer; it
: PItem
; t
: TGLMultiTexture
; tex
: TGLTexture
;
634 if ggItems
<> nil then
636 for i
:= 0 to High(ggItems
) do
639 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
641 t
:= Items
[it
.ItemType
].tex
;
642 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
644 r_Common_GetObjectPos(it
.obj
, xx
, yy
);
645 tex
:= t
.GetTexture(Items
[it
.ItemType
].frame
);
646 r_Draw_TextureRepeat(tex
, xx
, yy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false);
651 // TODO draw g_debug_frames
654 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
657 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
658 result
:= MonTextures
[m
, a
, d
] <> nil;
659 if result
= false then
662 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
663 result
:= MonTextures
[m
, a
, d
] <> nil;
665 if result
= true then
667 t
:= MonTextures
[m
, a
, d
];
668 if d
= TDirection
.D_LEFT
then
670 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
671 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
675 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
676 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
680 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
681 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
687 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
688 var o
: TObj
; count
, frame
, xx
, yy
: LongInt; tex
: TGLTexture
;
690 if VileFire
<> nil then
692 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) and (mon
.VileFireTime
<= gTime
) then
694 if r_Common_GetPosByUID(mon
.MonsterTargetUID
, o
, xx
, yy
) then
696 g_Anim_GetFrameByTime(VileFireAnim
, (gTime
- mon
.VileFireTime
) DIV GAME_TICK
, count
, frame
);
697 tex
:= VileFire
.GetTexture(frame
);
698 r_Draw_TextureRepeat(tex
, xx
+ o
.rect
.x
+ (o
.rect
.width
div 2) - VILEFIRE_DX
, yy
+ o
.rect
.y
+ o
.rect
.height
- VILEFIRE_DY
, tex
.width
, tex
.height
, False, 255, 255, 255, 255, false);
704 procedure r_Map_DrawMonster (constref mon
: TMonster
);
705 var m
, a
, xx
, yy
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
707 m
:= mon
.MonsterType
;
708 a
:= mon
.MonsterAnim
;
709 d
:= mon
.GameDirection
;
711 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
713 r_Common_GetObjectPos(mon
.obj
, xx
, yy
);
714 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], false, xx
+ dx
, yy
+ dy
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false);
717 // TODO draw g_debug_frames
720 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
721 var i
: Integer; m
: TMonster
;
723 if gMonsters
<> nil then
725 for i
:= 0 to High(gMonsters
) do
730 r_Map_DrawMonsterAttack(m
);
731 // TODO select from grid
732 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
733 r_Map_DrawMonster(m
);
739 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
742 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
743 if result
= false then
746 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
747 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
751 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
752 var a
, pos
, act
, xx
, yy
, angle
: Integer; d
: TDirection
; flip
, back
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; c
: TRGB
;
754 a
:= pm
.CurrentAnimation
;
758 t
:= FlagTextures
[pm
.Flag
];
759 if (t
<> nil) and not (a
in [A_DIE1
, A_DIE2
]) then
761 flip
:= d
= TDirection
.D_RIGHT
;
762 angle
:= PlayerModelsArray
[pm
.id
].FlagAngle
;
763 xx
:= PlayerModelsArray
[pm
.id
].FlagPoint
.X
;
764 yy
:= PlayerModelsArray
[pm
.id
].FlagPoint
.Y
;
765 tex
:= t
.GetTexture(FlagFrame
);
766 r_Draw_TextureRepeatRotate(
768 x
+ IfThen(flip
, 2 * FLAG_BASEPOINT
.X
- xx
+ 1, xx
- 1) - FLAG_BASEPOINT
.X
,
769 y
+ yy
- FLAG_BASEPOINT
.Y
+ 1,
773 255, 255, 255, 255, false,
774 IfThen(flip
, 64 - FLAG_BASEPOINT
.X
, FLAG_BASEPOINT
.X
),
776 IfThen(flip
, angle
, -angle
)
781 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
784 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
785 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
786 else pos
:= W_POS_NORMAL
;
788 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
792 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
795 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
796 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
803 d
= TDirection
.D_LEFT
,
804 255, 255, 255, alpha
, false
810 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
812 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
813 back
:= PlayerModelsArray
[pm
.id
].anim
[d
, a
].back
;
814 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, back
, x
, y
, t
.width
, t
.height
, flip
, 255, 255, 255, alpha
, false);
815 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
819 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, back
, x
, y
, t
.width
, t
.height
, flip
, c
.r
, c
.g
, c
.b
, alpha
, false);
824 procedure r_Map_DrawBubble (x
, y
: Integer; cb
, cf
: TRGB
);
828 r_Draw_Rect(x
+ 1, y
, x
+ 18, y
+ 13, cb
.R
, cb
.G
, cb
.B
, 255);
829 r_Draw_Rect(x
, y
+ 1, x
+ 19, y
+ 12, cb
.R
, cb
.G
, cb
.B
, 255);
831 r_Draw_FillRect(x
+ 1, y
+ 1, x
+ 18, y
+ 12, cf
.R
, cf
.G
, cf
.B
, 255);
835 r_Draw_FillRect(x
+ dot
+ 0, y
+ 8, x
+ dot
+ 0 + 1 + 1, y
+ 9 + 1, cb
.R
, cb
.G
, cb
.B
, 255);
836 r_Draw_FillRect(x
+ dot
+ 3, y
+ 8, x
+ dot
+ 3 + 1 + 1, y
+ 9 + 1, cb
.R
, cb
.G
, cb
.B
, 255);
837 r_Draw_FillRect(x
+ dot
+ 6, y
+ 8, x
+ dot
+ 6 + 1 + 1, y
+ 9 + 1, cb
.R
, cb
.G
, cb
.B
, 255);
840 procedure r_Map_DrawTalkBubble (p
: TPlayer
);
841 var xx
, yy
, x
, y
: Integer; cb
, cf
: TRGB
;
843 r_Common_GetPlayerPos(p
, xx
, yy
);
844 x
:= xx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2;
846 cb
:= _RGB(63, 63, 63);
847 cf
:= _RGB(240, 240, 240);
851 r_Common_DrawText('[...]', x
, y
, 255, 255, 255, 255, stdfont
, TBasePoint
.BP_DOWN
);
856 TEAM_RED
: cb
:= _RGB(255, 63, 63);
857 TEAM_BLUE
: cb
:= _RGB(63, 63, 255);
859 r_Map_DrawBubble(x
, y
- 18, cb
, cf
);
861 3: // adv player color
864 cf
.R
:= MIN(cb
.R
* 2 + 64, 255);
865 cf
.G
:= MIN(cb
.G
* 2 + 64, 255);
866 cf
.B
:= MIN(cb
.B
* 2 + 64, 255);
867 if (ABS(cf
.R
- cb
.R
) < 32) or (ABS(cf
.G
- cb
.G
) < 32) or (ABS(cf
.B
- cb
.B
) < 32) then
869 cb
.R
:= MAX(cf
.R
div 2 - 16, 0);
870 cb
.G
:= MAX(cf
.G
div 2 - 16, 0);
871 cb
.B
:= MAX(cf
.B
div 2 - 16, 0);
873 r_Map_DrawBubble(x
, y
- 18, cb
, cf
);
876 if TalkTexture
<> nil then
878 r_Common_DrawTexture(TalkTexture
, x
+ 5, y
, TalkTexture
.width
, TalkTexture
.height
, TBasePoint
.BP_DOWN
);
883 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
884 var x
, y
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; alpha
: Byte; count
, frame
: LongInt;
888 r_Common_GetPlayerPos(p
, x
, y
);
891 if p
.PunchTime
<= gTime
then
893 g_Anim_GetFrameByTime(PunchAnim
, (gTime
- p
.PunchTime
) DIV GAME_TICK
, count
, frame
);
896 b
:= R_BERSERK
in p
.FRulez
;
897 if p
.FKeys
[KEY_DOWN
].pressed
then
898 t
:= PunchTextures
[b
, 2]
899 else if p
.FKeys
[KEY_UP
].pressed
then
900 t
:= PunchTextures
[b
, 1]
902 t
:= PunchTextures
[b
, 0];
905 flip
:= p
.Direction
= TDirection
.D_LEFT
;
906 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
907 ay
:= p
.Obj
.Rect
.Y
- 11;
908 tex
:= t
.GetTexture(frame
);
909 r_Draw_TextureRepeat(tex
, x
+ ax
, y
+ ay
, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
914 (* invulnerability effect *)
915 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
917 w
:= InvulPenta
.width
;
918 h
:= InvulPenta
.height
;
919 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
920 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
921 r_Draw_Texture(InvulPenta
, x
+ ax
, y
+ ay
, w
, h
, false, 255, 255, 255, 255, false);
924 (* invisibility effect *)
926 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
928 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
930 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
937 r_Map_DrawPlayerModel(p
.Model
, x
, y
, alpha
);
939 // TODO draw g_debug_frames
941 if (gChatBubble
> 0) and p
.FKeys
[KEY_CHAT
].Pressed
and (p
.Ghost
= false) then
942 if (p
.FMegaRulez
[MR_INVIS
] <= gTime
) or ((drawed
<> nil) and ((p
= drawed
) or (p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
943 r_Map_DrawTalkBubble(p
);
948 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
951 if gPlayers
<> nil then
952 for i
:= 0 to High(gPlayers
) do
953 if gPlayers
[i
] <> nil then
954 r_Map_DrawPlayer(gPlayers
[i
], player
);
958 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
960 result
:= Models
[m
].gibs
.rect
[i
];
963 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
964 var i
, xx
, yy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
968 for i
:= 0 to High(gGibs
) do
970 if gGibs
[i
].alive
then
973 if g_Obj_Collide(x
, y
, w
, h
, p
) then
975 r_Common_GetObjectPos(p
^, xx
, yy
);
976 id
:= gGibs
[i
].GibID
;
977 m
:= gGibs
[i
].ModelID
;
978 t
:= Models
[m
].gibs
.base
[id
];
981 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
982 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
983 ra
:= gGibs
[i
].RAngle
;
984 r_Draw_TextureRepeatRotate(t
, xx
, yy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
985 t
:= Models
[m
].gibs
.mask
[id
];
987 r_Draw_TextureRepeatRotate(t
, xx
, yy
, t
.width
, t
.height
, false, gGibs
[i
].Color
.R
, gGibs
[i
].Color
.G
, gGibs
[i
].Color
.B
, 255, false, rx
, ry
, ra
);
988 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + 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);
994 // TODO draw g_debug_frames
998 {$IFDEF ENABLE_CORPSES}
999 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
1000 var i
, xx
, yy
: Integer; p
: TCorpse
;
1002 if gCorpses
<> nil then
1004 for i
:= 0 to High(gCorpses
) do
1007 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
1009 r_Common_GetObjectPos(p
.obj
, xx
, yy
);
1010 r_Map_DrawPlayerModel(p
.model
, xx
, yy
, 255);
1014 // TODO draw g_debug_frames
1019 function r_Map_GetGFXID (): Integer;
1023 if gfxlist
<> nil then
1025 while (i
< Length(gfxlist
)) and (gfxlist
[i
].typ
> 0) do
1027 if i
>= Length(gfxlist
) then
1028 SetLength(gfxlist
, Length(gfxlist
) + 1)
1031 SetLength(gfxlist
, 1);
1032 gfxlist
[i
].typ
:= R_GFX_NONE
;
1036 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
1039 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
1041 i
:= r_Map_GetGFXID();
1044 gfxlist
[i
].typ
:= typ
;
1047 gfxlist
[i
].oldX
:= x
;
1048 gfxlist
[i
].oldY
:= y
;
1049 gfxlist
[i
].anim
:= GFXAnim
[typ
].anim
;
1050 gfxlist
[i
].time
:= gTime
DIV GAME_TICK
;
1051 gfxlist
[i
].frame
:= 0;
1052 INC(gfxlist
[i
].anim
.delay
, Random(GFXAnim
[typ
].rdelay
));
1057 procedure r_Map_UpdateGFX (tick
: LongWord);
1058 var i
: Integer; count
: LongInt;
1060 if gfxlist
<> nil then
1062 for i
:= 0 to High(gfxlist
) do
1064 if (gfxlist
[i
].typ
> 0) and (tick
>= gfxlist
[i
].time
) then
1066 g_Anim_GetFrameByTime(gfxlist
[i
].anim
, tick
- gfxlist
[i
].time
, count
, gfxlist
[i
].frame
);
1069 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
1070 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
1071 case gfxlist
[i
].typ
of
1072 R_GFX_FLAME
, R_GFX_SMOKE
:
1074 if Random(3) = 0 then
1075 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1076 if Random(2) = 0 then
1077 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1082 gfxlist
[i
].typ
:= R_GFX_NONE
;
1088 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1089 var i
, fx
, fy
, typ
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
;
1091 if gfxlist
<> nil then
1093 for i
:= 0 to High(gfxlist
) do
1095 if gfxlist
[i
].typ
> 0 then
1097 typ
:= gfxlist
[i
].typ
;
1098 t
:= GFXTextures
[typ
];
1101 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1102 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1103 tex
:= t
.GetTexture(gfxlist
[i
].frame
);
1104 r_Draw_TextureRepeat(tex
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1111 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1112 var i
, fx
, fy
: Integer;
1114 if gpart_dbg_enabled
and (Particles
<> nil) then
1116 r_Draw_EnableTexture2D(false);
1117 if (g_dbg_scale
< 0.6) then
1119 else if (g_dbg_scale
> 1.3) then
1120 glPointSize(g_dbg_scale
+ 1)
1123 glDisable(GL_POINT_SMOOTH
);
1125 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1128 for i
:= 0 to High(Particles
) do
1130 if Particles
[i
].alive
then
1132 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1133 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1134 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1140 glDisable(GL_BLEND
);
1145 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1146 var i
, a
, xx
, yy
, pX
, pY
, typ
: Integer; count
, frame
: LongInt; t
: TGLMultiTexture
; tex
: TGLTexture
;
1148 if Shots
<> nil then
1150 for i
:= 0 to High(Shots
) do
1152 typ
:= Shots
[i
].ShotType
;
1155 t
:= ShotTextures
[typ
];
1160 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1161 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1163 r_Common_GetObjectPos(Shots
[i
].Obj
, xx
, yy
);
1164 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1165 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1166 g_Anim_GetFrameByTime(ShotAnim
[typ
].anim
, (gTime
- Shots
[i
].time
) DIV GAME_TICK
, count
, frame
);
1167 tex
:= t
.GetTexture(frame
);
1168 r_Draw_TextureRepeatRotate(tex
, xx
, yy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1173 // TODO draw g_debug_frames
1176 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1177 var i
, dx
, xx
, yy
: Integer; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
1179 if gGameSettings
.GameMode
= GM_CTF
then
1181 for i
:= FLAG_RED
to FLAG_BLUE
do
1183 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1185 r_Common_GetObjectPos(gFlags
[i
].Obj
, xx
, yy
);
1186 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1187 if flip
then dx
:= -1 else dx
:= +1;
1188 t
:= FlagTextures
[i
];
1189 tex
:= t
.GetTexture(FlagFrame
);
1190 r_Draw_TextureRepeat(tex
, xx
+ dx
, yy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1194 // TODO g_debug_frames
1197 {$IFDEF ENABLE_SHELLS}
1198 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1199 var i
, xx
, yy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1201 if gShells
<> nil then
1203 for i
:= 0 to High(gShells
) do
1205 if gShells
[i
].alive
then
1207 typ
:= gShells
[i
].SType
;
1208 if typ
<= SHELL_LAST
then
1210 p
:= @gShells
[i
].Obj
;
1211 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1213 t
:= ShellTextures
[typ
];
1216 r_Common_GetObjectPos(p
^, xx
, yy
);
1217 r_Draw_TextureRepeatRotate(t
, xx
, yy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, ShellAnim
[typ
].dx
, ShellAnim
[typ
].dy
, gShells
[i
].RAngle
);
1227 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1229 factor
= 120; (* size ratio between view and sky (120%) *)
1230 limit
= 100; (* max speed for parallax *)
1232 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1234 msw
:= vw
* factor
div 100;
1235 msh
:= vh
* factor
div 100;
1236 r_Common_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1238 (* calc x parallax or sky center on speed limit *)
1239 mvw
:= MAX(1, mw
- vw
);
1241 if 100 * svw
div mvw
<= limit
then
1242 x
:= -cx
* svw
div mvw
1246 (* calc y parallax or sky center on speed limit *)
1247 mvh
:= MAX(1, mh
- vh
);
1249 if 100 * svh
div mvh
<= limit
then
1250 y
:= -cy
* svh
div mvh
1254 (* handle out of map bounds *)
1255 if x
> 0 then x
:= 0;
1256 if y
> 0 then y
:= 0;
1257 if x
< -svw
then x
:= -svw
;
1258 if y
< -svh
then y
:= -svh
;
1261 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1274 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1278 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1282 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1283 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1284 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1286 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1287 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1289 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1291 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1292 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1294 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1296 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1301 procedure r_Map_DrawIndicator (p
: TPlayer
; color
: TRGB
; cx
, cy
, cw
, ch
: Integer);
1302 var a
, ax
, ay
, fx
, fy
, xx
, yy
: Integer;
1304 if (p
<> nil) and p
.Alive
and (p
.Spectator
= false) then
1306 r_Common_GetPlayerPos(p
, fx
, fy
);
1307 case gPlayerIndicatorStyle
of
1309 if IndicatorTexture
<> nil then
1311 ax
:= IndicatorTexture
.width
div 2;
1312 ay
:= IndicatorTexture
.height
div 2;
1313 if (p
.obj
.x
+ p
.obj
.rect
.x
) < cx
then
1316 xx
:= fx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
;
1317 yy
:= fy
+ p
.obj
.rect
.y
+ (p
.obj
.rect
.height
- IndicatorTexture
.width
) div 2;
1319 else if (p
.obj
.x
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
) > (cx
+ cw
) then
1322 xx
:= fx
+ p
.obj
.rect
.x
- IndicatorTexture
.height
;
1323 yy
:= fy
+ p
.obj
.rect
.y
- (p
.obj
.rect
.height
- IndicatorTexture
.width
) div 2;
1325 else if (p
.obj
.y
- IndicatorTexture
.height
) < cy
then
1328 xx
:= fx
+ p
.obj
.rect
.x
+ (p
.obj
.rect
.width
- IndicatorTexture
.width
) div 2;
1329 yy
:= fy
+ p
.obj
.rect
.y
+ p
.obj
.rect
.height
;
1334 xx
:= fx
+ p
.obj
.rect
.x
+ (p
.obj
.rect
.width
- IndicatorTexture
.width
) div 2;
1335 yy
:= fy
- IndicatorTexture
.height
;
1337 xx
:= MIN(MAX(xx
, cx
), cx
+ cw
- IndicatorTexture
.width
);
1338 yy
:= MIN(MAX(yy
, cy
), cy
+ ch
- IndicatorTexture
.height
);
1339 r_Draw_TextureRepeatRotate(IndicatorTexture
, xx
, yy
, IndicatorTexture
.width
, IndicatorTexture
.height
, false, color
.r
, color
.g
, color
.b
, 255, false, ax
, ay
, a
);
1343 xx
:= fx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2;
1345 r_Common_DrawText(p
.Name
, xx
, yy
, color
.r
, color
.g
, color
.b
, 255, stdfont
, TBasePoint
.BP_DOWN
);
1351 procedure r_Map_DrawPlayerIndicators (player
: TPlayer
; cx
, cy
, cw
, ch
: Integer);
1352 var i
: Integer; p
: TPlayer
;
1354 case gPlayerIndicator
of
1356 if player
<> nil then
1358 r_Map_DrawIndicator(player
, _RGB(255, 255, 255), cx
, cy
, cw
, ch
);
1361 if gPlayers
<> nil then
1363 for i
:= 0 to HIGH(gPlayers
) do
1368 if (player
<> nil) and (p
= player
) then
1370 r_Map_DrawIndicator(p
, _RGB(255, 255, 255), cx
, cy
, cw
, ch
);
1372 else if (player
= nil) or ((p
.Team
= player
.Team
) and (p
.Team
<> TEAM_NONE
)) then
1374 case gPlayerIndicatorStyle
of
1375 0: r_Map_DrawIndicator(p
, p
.GetColor(), cx
, cy
, cw
, ch
);
1376 1: r_Map_DrawIndicator(p
, _RGB(192, 192, 192), cx
, cy
, cw
, ch
);
1385 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
1386 var iter
: TPanelGrid
.Iter
; p
: PPanel
; cx
, cy
, cw
, ch
, xx
, yy
, ww
, hh
: Integer; sx
, sy
, sw
, sh
: LongInt; l
, t
, r
, b
: Integer;
1388 r_Draw_GetRect(l
, t
, r
, b
);
1389 r_Draw_SetRect(x
, y
, x
+ w
, y
+ h
);
1390 glTranslatef(x
, y
, 0);
1393 cx
:= (camx
- w
) + w
div 2;
1394 cy
:= (camy
- h
) + h
div 2;
1399 if g_dbg_ignore_bounds
= false then
1401 if cx
+ cw
> gMapInfo
.Width
then
1402 cx
:= gMapInfo
.Width
- cw
;
1403 if cy
+ ch
> gMapInfo
.Height
then
1404 cy
:= gMapInfo
.Height
- ch
;
1416 if xx
+ ww
> gMapInfo
.Width
then
1417 xx
:= gMapInfo
.Width
- ww
;
1418 if yy
+ hh
> gMapInfo
.Height
then
1419 yy
:= gMapInfo
.Height
- hh
;
1426 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
1428 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1433 if DebugCameraScale
<> 1.0 then
1435 glTranslatef(cw
div 2, ch
div 2, 0);
1436 glScalef(DebugCameraScale
, DebugCameraScale
, 1);
1437 glTranslatef(-w
div 2, -h
div 2, 0);
1440 if SkyTexture
<> nil then
1442 r_Map_CalcSkyParallax(cx
, cy
, w
, h
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1443 r_Draw_Texture(SkyTexture
, sx
, sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1446 glTranslatef(-cx
, -cy
, 0);
1447 r_Map_DrawPanelType(PANEL_BACK
);
1448 r_Map_DrawPanelType(PANEL_STEP
);
1449 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1450 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1451 {$IFDEF ENABLE_SHELLS}
1452 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1454 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1455 {$IFDEF ENABLE_GIBS}
1456 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1458 {$IFDEF ENABLE_CORPSES}
1459 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1461 r_Map_DrawPanelType(PANEL_WALL
);
1462 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1463 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1464 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1466 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1467 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1469 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1470 r_Map_DrawPanelType(PANEL_ACID1
);
1471 r_Map_DrawPanelType(PANEL_ACID2
);
1472 r_Map_DrawPanelType(PANEL_WATER
);
1473 r_Map_DrawPanelType(PANEL_FORE
);
1474 // TODO draw monsters health bar
1475 // TODO draw players health bar
1476 if gGameSettings
.GameMode
<> GM_SINGLE
then
1477 r_Map_DrawPlayerIndicators(player
, cx
, cy
, cw
, ch
);
1478 if DebugCameraScale
<> 1.0 then
1480 r_Draw_Rect (cx
, cy
, cx
+ cw
, cy
+ ch
, 0, 255, 0, 255);
1481 r_Draw_Rect (xx
, yy
, xx
+ ww
, yy
+ hh
, 255, 0, 0, 255);
1485 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1487 // TODO draw g_debug_player
1489 glTranslatef(-x
, -y
, 0);
1490 r_Draw_SetRect(l
, t
, r
, b
);
1493 procedure r_Map_Update
;
1494 var i
, count
, tick
: LongInt;
1496 tick
:= gTime
div GAME_TICK
;
1497 for i
:= 0 to ITEM_LAST
do
1498 g_Anim_GetFrameByTime(ItemAnim
[i
].anim
, tick
, count
, Items
[i
].frame
);
1499 r_Map_UpdateGFX(tick
);
1500 g_Anim_GetFrameByTime(FlagAnim
, tick
, count
, FlagFrame
);
1504 conRegVar('r_debug_camera_scale', @DebugCameraScale
, 0.0001, 1000.0, '', '');
1505 DebugCameraScale
:= 1.0;