ecc219200a203a4c8d0a58298849c33350299731
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 {$INCLUDE ../../../shared/a_modes.inc}
20 uses g_base
, g_player
, g_playermodel
; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize
;
23 procedure r_Map_Finalize
;
28 procedure r_Map_LoadTextures
;
29 procedure r_Map_FreeTextures
;
32 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
35 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
38 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
41 procedure r_Map_Reset
;
42 procedure r_Map_Update
;
44 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
; out acx
, acy
: Integer);
45 procedure r_Map_GetSpectatorLimits (out x0
, y0
, x1
, y1
: Integer);
50 {$I ../../../nogl/noGLuses.inc}
53 binheap
, MAPDEF
, utils
,
54 g_options
, g_animations
, g_basic
, g_phys
,
55 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_weapons
,
56 g_console
, g_language
,
57 {$IFDEF ENABLE_CORPSES}
60 {$IFDEF ENABLE_SHELLS}
69 r_textures
, r_draw
, r_common
73 MTABLE
: array [0..MONSTER_MAN
] of record
76 (w
: 64; h
: 64), // NONE
77 (w
: 64; h
: 64), // DEMON
78 (w
: 64; h
: 64), // IMP
79 (w
: 64; h
: 64), // ZOMBY
80 (w
: 64; h
: 64), // SERG
81 (w
: 128; h
: 128), // CYBER
82 (w
: 64; h
: 64), // CGUN
83 (w
: 128; h
: 128), // BARON
84 (w
: 128; h
: 128), // KNIGHT
85 (w
: 128; h
: 128), // CACO
86 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
87 (w
: 128; h
: 128), // PAIN
88 (w
: 256; h
: 128), // SPIDER
89 (w
: 128; h
: 64), // BSP
90 (w
: 128; h
: 128), // MANCUB
91 (w
: 128; h
: 128), // SKEL
92 (w
: 128; h
: 128), // VILE
93 (w
: 32; h
: 32), // FISH
94 (w
: 64; h
: 64), // BARREL
95 (w
: 128; h
: 128), // ROBO
101 ItemAnim
: array [0..ITEM_LAST
] of record
106 (name
: 'NOTEXTURE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
107 (name
: 'MED1'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
108 (name
: 'MED2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
109 (name
: 'BMED'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
110 (name
: 'ARMORGREEN'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
111 (name
: 'ARMORBLUE'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
112 (name
: 'SBLUE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 4; back
: true)),
113 (name
: 'SWHITE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
114 (name
: 'SUIT'; w
: 32; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
115 (name
: 'OXYGEN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
116 (name
: 'INVUL'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
117 (name
: 'SAW'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
118 (name
: 'SHOTGUN1'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
119 (name
: 'SHOTGUN2'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
120 (name
: 'MGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
121 (name
: 'RLAUNCHER'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
122 (name
: 'PGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
123 (name
: 'BFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
124 (name
: 'SPULEMET'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
125 (name
: 'CLIP'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
126 (name
: 'AMMO'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
127 (name
: 'SHELL1'; w
: 16; h
: 8; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
128 (name
: 'SHELL2'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
129 (name
: 'ROCKET'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
130 (name
: 'ROCKETS'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
131 (name
: 'CELL'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
132 (name
: 'CELL2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
133 (name
: 'BPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
134 (name
: 'KEYR'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
135 (name
: 'KEYG'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
136 (name
: 'KEYB'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
137 (name
: 'KASTET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
138 (name
: 'PISTOL'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
139 (name
: 'BOTTLE'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
140 (name
: 'HELMET'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
141 (name
: 'JETPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 3; back
: true)),
142 (name
: 'INVIS'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
143 (name
: 'FLAMETHROWER'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
144 (name
: 'FUELCAN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false))
148 GFXAnim
: array [0..R_GFX_LAST
] of record
155 (name
: ''; w
: 0; h
: 0; anim
: (loop
: false; delay
: 0; frames
: 0; back
: false); rdelay
: 0; alpha
: 0),
156 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
157 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 0; alpha
: 0),
158 (name
: 'EROCKET'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
159 (name
: 'EBFG'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
160 (name
: 'BFGHIT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 4; frames
: 4; back
: false); rdelay
: 0; alpha
: 0),
161 (name
: 'FIRE'; w
: 64; h
: 128; anim
: (loop
: false; delay
: 4; frames
: 8; back
: false); rdelay
: 2; alpha
: 0),
162 (name
: 'ITEMRESPAWN'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 4; frames
: 5; back
: true); rdelay
: 0; alpha
: 0),
163 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
164 (name
: 'ESKELFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 8; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
165 (name
: 'EPLASMA'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 4; back
: true); rdelay
: 0; alpha
: 0),
166 (name
: 'EBSPFIRE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 5; back
: false); rdelay
: 0; alpha
: 0),
167 (name
: 'EIMPFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
168 (name
: 'ECACOFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
169 (name
: 'EBARONFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
170 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0), // fast
171 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 150), // transparent
172 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 2; alpha
: 0) // random
176 ShotAnim
: array [0..WEAPON_LAST
] of record
181 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 0 KASTET
182 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 1 SAW
183 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 2 PISTOL
184 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 3 SHOTGUN1
185 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 4 SHOTGUN2
186 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 5 CHAINGUN
187 (name
: 'BROCKET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)), // 6 ROCKETLAUNCHER
188 (name
: 'BPLASMA'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)), // 7 PLASMA
189 (name
: 'BBFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 6; frames
: 2; back
: false)), // 8 BFG
190 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 9 SUPERPULEMET
191 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 6; frames
: 0{11}; back
: false)), // 10 FLAMETHROWER
192 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 11
193 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 12
194 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 13
195 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 14
196 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 15
197 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 16
198 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 17
199 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 18
200 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 19
201 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 20 ZOMPY_PISTOL
202 (name
: 'BIMPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 21 IMP_FIRE
203 (name
: 'BBSPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 22 BSP_FIRE
204 (name
: 'BCACOFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 23 CACO_FIRE
205 (name
: 'BBARONFIRE'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 24 BARON_FIRE
206 (name
: 'BMANCUBFIRE'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 25 MANCUB_FIRE
207 (name
: 'BSKELFIRE'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)) // 26 SKEL_FIRE
210 {$IFDEF ENABLE_SHELLS}
211 ShellAnim
: array [0..SHELL_LAST
] of record
215 (name
: 'EBULLET'; dx
: 2; dy
: 1), // 0 SHELL_BULLET
216 (name
: 'ESHELL'; dx
: 4; dy
: 2), // 1 SHELL_SHELL
217 (name
: 'ESHELL'; dx
: 4; dy
: 2) // 2 SHELL_DBLSHELL
221 PunchAnim
: TAnimInfo
= (loop
: false; delay
: 1; frames
: 4; back
: false);
222 FlagAnim
: TAnimInfo
= (loop
: true; delay
: 8; frames
: 5; back
: false);
223 VileFireAnim
: TAnimInfo
= (loop
: true; delay
: 2; frames
: 8; back
: false);
226 TBinHeapPanelDrawCmp
= class
228 class function less (const a
, b
: TPanel
): Boolean; inline;
231 TBinHeapPanelDraw
= specialize TBinaryHeapBase
<TPanel
, TBinHeapPanelDrawCmp
>;
233 TMonsterAnims
= array [0..ANIM_LAST
, TDirection
] of TGLMultiTexture
;
237 DebugFrames
: Boolean;
238 DebugHealth
: Boolean;
239 DebugCameraScale
: Single;
240 FillOutsizeArea
: Boolean;
241 SkyTexture
: TGLTexture
;
242 RenTextures
: array of record
244 tex
: TGLMultiTexture
;
247 Items
: array [0..ITEM_LAST
] of record
248 tex
: TGLMultiTexture
;
251 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
252 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
253 ShotTextures
: array [0..WEAPON_LAST
] of TGLMultiTexture
;
254 FlagTextures
: array [0..FLAG_LAST
] of TGLMultiTexture
;
255 PunchTextures
: array [Boolean, 0..2] of TGLMultiTexture
; // [berserk, center/up/down]
256 VileFire
: TGLMultiTexture
;
257 InvulPenta
: TGLTexture
;
258 IndicatorTexture
: TGLTexture
;
259 TalkTexture
: TGLTexture
;
260 Models
: array of record
261 anim
: array [TDirection
, 0..A_LAST
] of record
262 base
, mask
: TGLMultiTexture
;
266 base
, mask
: TGLTextureArray
;
272 {$IFDEF ENABLE_SHELLS}
273 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
276 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
277 gfxlist
: array of record
288 plist
: TBinHeapPanelDraw
= nil;
290 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
292 if a
.tag
< b
.tag
then result
:= true
293 else if a
.tag
> b
.tag
then result
:= false
294 else result
:= a
.arrIdx
< b
.arrIdx
;
297 procedure r_Map_Initialize
;
300 plist
:= TBinHeapPanelDraw
.Create();
303 procedure r_Map_Finalize
;
305 r_Common_FreeAndNil(plist
);
309 procedure r_Map_FreeModel (i
: Integer);
310 var a
: Integer; d
: TDirection
;
312 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
314 for a
:= A_STAND
to A_LAST
do
316 r_Common_FreeAndNil(Models
[i
].anim
[d
, a
].base
);
317 r_Common_FreeAndNil(Models
[i
].anim
[d
, a
].mask
);
321 if Models
[i
].gibs
.base
<> nil then
322 for a
:= 0 to High(Models
[i
].gibs
.base
) do
323 r_Common_FreeAndNil(Models
[i
].gibs
.base
[a
]);
324 if Models
[i
].gibs
.mask
<> nil then
325 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
326 r_Common_FreeAndNil(Models
[i
].gibs
.mask
[a
]);
327 Models
[i
].gibs
.base
:= nil;
328 Models
[i
].gibs
.mask
:= nil;
329 Models
[i
].gibs
.rect
:= nil;
333 procedure r_Map_LoadModel (i
: Integer);
334 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
336 ASSERT(i
< Length(Models
));
337 ASSERT(i
< Length(PlayerModelsArray
));
339 m
:= @PlayerModelsArray
[i
];
340 prefix
:= m
.FileName
+ ':TEXTURES/';
341 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
343 for a
:= A_STAND
to A_LAST
do
345 Models
[i
].anim
[d
, a
].base
:= nil;
346 Models
[i
].anim
[d
, a
].mask
:= nil;
347 if m
.anim
[d
, a
].resource
<> '' then
348 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);
349 if m
.anim
[d
, a
].mask
<> '' then
350 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);
354 Models
[i
].gibs
.base
:= nil;
355 Models
[i
].gibs
.mask
:= nil;
356 Models
[i
].gibs
.rect
:= nil;
357 if m
.GibsCount
> 0 then
359 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
360 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
361 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
362 for a
:= 0 to m
.GibsCount
- 1 do
363 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
364 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
, [TGLHints
.txNoRepeat
]) then
366 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil, [TGLHints
.txNoRepeat
]) then
375 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
376 const dir
: array [TDirection
] of AnsiString = ('_L', '');
377 var w
, h
, count
: Integer;
379 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
384 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
390 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
391 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
395 [TGLHints
.txNoRepeat
],
400 MonTextures
[m
, a
, d
] := nil;
403 procedure r_Map_Load
;
405 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
406 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
407 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
408 PunchName
: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
410 i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
412 // --------- items --------- //
413 r_Common_SetLoading(_lc
[I_LOAD_ITEMS_DATA
], ITEM_LAST
+ 1);
414 for i
:= 0 to ITEM_LAST
do
416 Items
[i
].tex
:= r_Common_LoadTextureMultiFromFileAndInfo(
417 GameWAD
+ ':TEXTURES/' + ItemAnim
[i
].name
,
420 ItemAnim
[i
].anim
.frames
,
421 [TGLHints
.txNoRepeat
],
426 // --------- monsters --------- //
427 r_Common_SetLoading(_lc
[I_LOAD_MONSTER_TEXTURES
], MONSTER_MAN
- MONSTER_DEMON
+ 1);
428 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
430 for j
:= 0 to ANIM_LAST
do
431 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
432 r_Map_LoadMonsterAnim(i
, j
, d
);
433 r_Common_StepLoading(1);
435 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, VileFireAnim
.frames
, [TGLHints
.txNoRepeat
]);
436 // --------- player models --------- //
437 if PlayerModelsArray
<> nil then
439 r_Common_SetLoading(_lc
[I_LOAD_MODELS
], Length(PlayerModelsArray
));
440 SetLength(Models
, Length(PlayerModelsArray
));
441 for i
:= 0 to High(PlayerModelsArray
) do
444 r_Common_StepLoading(1);
447 // --------- player weapons --------- //
448 r_Common_SetLoading(_lc
[I_LOAD_WEAPONS_DATA
], WP_LAST
);
449 for i
:= 1 to WP_LAST
do
451 for j
:= 0 to W_POS_LAST
do
452 for k
:= 0 to W_ACT_LAST
do
453 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
], [TGLHints
.txNoRepeat
]);
454 r_Common_StepLoading(1);
456 // --------- gfx animations --------- //
458 r_Common_SetLoading('GFX Effects', R_GFX_LAST
);
459 for i
:= 1 to R_GFX_LAST
do
461 if GFXAnim
[i
].anim
.frames
> 0 then
462 GFXTextures
[i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].anim
.frames
, [TGLHints
.txNoRepeat
]);
465 // --------- shots --------- //
466 r_Common_SetLoading('Weapon splahses', WEAPON_LAST
+ 1);
467 for i
:= 0 to WEAPON_LAST
do
469 if ShotAnim
[i
].anim
.frames
> 0 then
470 ShotTextures
[i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].anim
.frames
, [TGLHints
.txNoRepeat
]);
472 // --------- flags --------- //
473 r_Common_SetLoading('Flags', 2);
474 FlagTextures
[FLAG_NONE
] := nil;
475 FlagTextures
[FLAG_RED
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints
.txNoRepeat
]);
476 FlagTextures
[FLAG_BLUE
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints
.txNoRepeat
]);
477 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
478 // --------- shells --------- //
479 {$IFDEF ENABLE_SHELLS}
480 r_Common_SetLoading('Shells', SHELL_LAST
+ 1);
481 for i
:= 0 to SHELL_LAST
do
482 ShellTextures
[i
] := r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
, [TGLHints
.txNoRepeat
]);
484 // --------- other --------- //
485 r_Common_SetLoading('Effects', 3 * 2 + 3);
486 for b
:= false to true do
489 PunchTextures
[b
, i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, PunchAnim
.frames
, [TGLHints
.txNoRepeat
]);
491 InvulPenta
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/PENTA', [TGLHints
.txNoRepeat
]);
492 IndicatorTexture
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/PLRIND', [TGLHints
.txNoRepeat
]);
493 TalkTexture
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/TALKBUBBLE', [TGLHints
.txNoRepeat
]);
496 procedure r_Map_Free
;
497 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
499 r_Common_FreeAndNil(TalkTexture
);
500 r_Common_FreeAndNil(IndicatorTexture
);
501 r_Common_FreeAndNil(InvulPenta
);
502 for b
:= false to true do
504 r_Common_FreeAndNil(PunchTextures
[b
, i
]);
505 {$IFDEF ENABLE_SHELLS}
506 for i
:= 0 to SHELL_LAST
do
507 r_Common_FreeAndNil(ShellTextures
[i
]);
509 for i
:= 0 to FLAG_LAST
do
510 r_Common_FreeAndNil(FlagTextures
[i
]);
511 for i
:= 0 to WEAPON_LAST
do
512 r_Common_FreeAndNil(ShotTextures
[i
]);
514 SetLength(gfxlist
, 0);
515 for i
:= 0 to R_GFX_LAST
do
516 r_Common_FreeAndNil(GFXTextures
[i
]);
518 for i
:= 1 to WP_LAST
do
519 for j
:= 0 to W_POS_LAST
do
520 for k
:= 0 to W_ACT_LAST
do
521 r_Common_FreeAndNil(WeapTextures
[i
, j
, k
]);
522 if Models
<> nil then
523 for i
:= 0 to High(Models
) do
525 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
526 for j
:= 0 to ANIM_LAST
do
527 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
528 r_Common_FreeAndNil(MonTextures
[i
, j
, d
]);
529 for i
:= 0 to ITEM_LAST
do
530 r_Common_FreeAndNil(Items
[i
].tex
);
533 procedure r_Map_FreeTextures
;
537 r_Common_FreeAndNil(SkyTexture
);
538 if RenTextures
<> nil then
539 for i
:= 0 to High(RenTextures
) do
540 r_Common_FreeAndNil(RenTextures
[i
].tex
);
541 SetLength(RenTextures
, 0);
544 procedure r_Map_LoadTextures
;
545 const DefaultAnimInfo
: TAnimInfo
= (loop
: true; delay
: 1; frames
: 1; back
: false);
546 var i
, n
: Integer; txt
: TAnimTextInfo
;
549 if Textures
<> nil then
551 n
:= Length(Textures
);
552 SetLength(RenTextures
, n
);
553 r_Common_SetLoading(_lc
[I_LOAD_TEXTURES
], n
);
554 for i
:= 0 to n
- 1 do
556 RenTextures
[i
].tex
:= nil;
557 RenTextures
[i
].anim
:= DefaultAnimInfo
;
558 case Textures
[i
].TextureName
of
559 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
560 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
561 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
563 RenTextures
[i
].spec
:= 0;
564 RenTextures
[i
].tex
:= r_Textures_LoadMultiTextFromFile(Textures
[i
].FullName
, txt
, []);
565 if RenTextures
[i
].tex
<> nil then
567 RenTextures
[i
].anim
:= txt
.anim
;
568 r_Common_StepLoading(1);
572 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
]);
575 ASSERT(RenTextures
[i
].anim
.frames
> 0);
576 ASSERT(RenTextures
[i
].anim
.delay
> 0);
579 if gMapInfo
.SkyFullName
<> '' then
581 r_Common_SetLoading(_lc
[I_LOAD_SKY
], 1);
582 SkyTexture
:= r_Common_LoadTextureFromFile(gMapInfo
.SkyFullName
, [TGLHints
.txNoRepeat
]);
587 procedure r_Map_DrawPanel (p
: TPanel
);
588 var Texture
, x
, y
, w
, h
: Integer; t
: TGLMultiTexture
; count
, frame
: LongInt; a
: TAnimInfo
;
591 ASSERT(p
.FCurTexture
>= -1); (* p.FCurTexture = -1 -> invisible texture *)
592 if p
.FCurTexture
>= 0 then
594 r_Common_GetPanelPos(p
, x
, y
, w
, h
);
595 ASSERT(p
.FCurTexture
<= High(p
.TextureIDs
));
596 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
597 ASSERT(Texture
>= -1); (* Texture = -1 -> texture not found *)
600 ASSERT(Texture
<= High(RenTextures
));
601 t
:= RenTextures
[Texture
].tex
;
604 count
:= 0; frame
:= 0;
605 if p
.AnimTime
<= gTime
then
607 a
:= RenTextures
[Texture
].anim
;
608 a
.loop
:= p
.AnimLoop
;
609 g_Anim_GetFrameByTime(a
, (gTime
- p
.AnimTime
) DIV GAME_TICK
, count
, frame
);
611 r_Draw_TextureRepeat(t
.GetTexture(frame
), x
, y
, w
, h
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
);
613 else if RenTextures
[Texture
].spec
= 0 then
615 r_Draw_TextureRepeat(nil, x
, y
, w
, h
, false, 255, 255, 255, 255, false);
617 case RenTextures
[Texture
].spec
of
618 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(x
, y
, x
+ w
, y
+ h
, 0, 0, 255, 255);
619 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(x
, y
, x
+ w
, y
+ h
, 0, 230, 0, 255);
620 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(x
, y
, x
+ w
, y
+ h
, 230, 0, 0, 255);
625 r_Draw_TextureRepeat(nil, x
, y
, w
, h
, false, 255, 255, 255, 255, false);
630 procedure r_Map_DrawPanels (constref panels
: TPanelArray
; drawDoors
: Boolean = false);
631 var i
: Integer; p
: TPanel
;
633 if panels
<> nil then
635 for i
:= 0 to High(panels
) do
638 if p
.enabled
and not (drawDoors
xor p
.door
) then
644 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
645 var tagMask
: Integer; p
: TPanel
;
649 tagMask
:= PanelTypeToTag(panelTyp
);
650 while plist
.count
> 0 do
652 p
:= TPanel(plist
.Front());
653 if (p
.tag
and tagMask
) = 0 then
662 PANEL_BACK
: if g_rlayer_back
then r_Map_DrawPanels(gRenderBackgrounds
);
663 PANEL_STEP
: if g_rlayer_step
then r_Map_DrawPanels(gSteps
);
664 PANEL_WALL
: if g_rlayer_wall
then r_Map_DrawPanels(gWalls
);
665 PANEL_CLOSEDOOR
: if g_rlayer_door
then r_Map_DrawPanels(gWalls
, True);
666 PANEL_ACID1
: if g_rlayer_acid1
then r_Map_DrawPanels(gAcid1
);
667 PANEL_ACID2
: if g_rlayer_acid2
then r_Map_DrawPanels(gAcid2
);
668 PANEL_WATER
: if g_rlayer_water
then r_Map_DrawPanels(gWater
);
669 PANEL_FORE
: if g_rlayer_fore
then r_Map_DrawPanels(gRenderForegrounds
);
674 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
675 var i
, xx
, yy
: Integer; it
: PItem
; t
: TGLMultiTexture
; tex
: TGLTexture
;
677 if ggItems
<> nil then
679 for i
:= 0 to High(ggItems
) do
682 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
684 t
:= Items
[it
.ItemType
].tex
;
685 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
687 r_Common_GetObjectPos(it
.obj
, xx
, yy
);
688 tex
:= t
.GetTexture(Items
[it
.ItemType
].frame
);
689 r_Draw_TextureRepeat(tex
, xx
, yy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false);
693 xx
+ it
.obj
.rect
.x
, // it.obj.x + it.obj.rect.x,
694 yy
+ it
.obj
.rect
.y
, // it.obj.y + it.obj.rect.y,
695 xx
+ it
.obj
.rect
.x
+ it
.obj
.rect
.width
, // it.obj.x + it.obj.rect.x + it.obj.rect.width,
696 yy
+ it
.obj
.rect
.y
+ it
.obj
.rect
.height
, // it.obj.y + it.obj.rect.y + it.obj.rect.height,
706 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
709 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
710 result
:= MonTextures
[m
, a
, d
] <> nil;
711 if result
= false then
714 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
715 result
:= MonTextures
[m
, a
, d
] <> nil;
717 if result
= true then
719 t
:= MonTextures
[m
, a
, d
];
720 if d
= TDirection
.D_LEFT
then
722 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
723 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
727 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
728 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
732 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then w
:= 64 else w
:= 0;
738 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
739 var o
: TObj
; count
, frame
, xx
, yy
: LongInt; tex
: TGLTexture
;
741 if VileFire
<> nil then
743 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) and (mon
.VileFireTime
<= gTime
) then
745 if r_Common_GetPosByUID(mon
.MonsterTargetUID
, o
, xx
, yy
) then
747 g_Anim_GetFrameByTime(VileFireAnim
, (gTime
- mon
.VileFireTime
) DIV GAME_TICK
, count
, frame
);
748 tex
:= VileFire
.GetTexture(frame
);
749 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);
755 procedure r_Map_DrawMonster (constref mon
: TMonster
);
756 var m
, a
, xx
, yy
, dx
, dy
: Integer; d
, da
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
758 m
:= mon
.MonsterType
;
759 a
:= mon
.MonsterAnim
;
760 d
:= mon
.GameDirection
;
762 (* hack: barrel tracks player, fix it in game logic *)
763 if m
= MONSTER_BARREL
then d
:= TDirection
.D_LEFT
;
765 r_Common_GetObjectPos(mon
.obj
, xx
, yy
);
766 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
768 da
:= mon
.GameDirection
;
769 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, da
], false, xx
+ dx
, yy
+ dy
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false);
774 xx
+ mon
.obj
.rect
.x
, // mon.obj.x + mon.obj.rect.x,
775 yy
+ mon
.obj
.rect
.y
, // mon.obj.y + mon.obj.rect.y,
776 xx
+ mon
.obj
.rect
.x
+ mon
.obj
.rect
.width
, // mon.obj.x + mon.obj.rect.x + mon.obj.rect.width,
777 yy
+ mon
.obj
.rect
.y
+ mon
.obj
.rect
.height
, // mon.obj.y + mon.obj.rect.y + mon.obj.rect.height,
781 if DebugHealth
and mon
.alive
then
784 IntToStr(mon
.MonsterHealth
),
785 xx
+ mon
.obj
.rect
.x
+ mon
.obj
.rect
.width
div 2,
794 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
795 var i
: Integer; m
: TMonster
;
797 if gMonsters
<> nil then
799 for i
:= 0 to High(gMonsters
) do
804 r_Map_DrawMonsterAttack(m
);
805 // TODO select from grid
806 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
807 r_Map_DrawMonster(m
);
813 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
816 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
817 if result
= false then
820 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
821 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
825 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
826 var a
, pos
, act
, xx
, yy
, angle
: Integer; d
: TDirection
; flip
, back
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; c
: TRGB
;
828 a
:= pm
.CurrentAnimation
;
832 t
:= FlagTextures
[pm
.Flag
];
833 if (t
<> nil) and not (a
in [A_DIE1
, A_DIE2
]) then
835 flip
:= d
= TDirection
.D_RIGHT
;
836 angle
:= PlayerModelsArray
[pm
.id
].FlagAngle
;
837 xx
:= PlayerModelsArray
[pm
.id
].FlagPoint
.X
;
838 yy
:= PlayerModelsArray
[pm
.id
].FlagPoint
.Y
;
839 tex
:= t
.GetTexture(FlagFrame
);
840 r_Draw_TextureRepeatRotate(
842 x
+ IfThen(flip
, 2 * FLAG_BASEPOINT
.X
- xx
+ 1, xx
- 1) - FLAG_BASEPOINT
.X
,
843 y
+ yy
- FLAG_BASEPOINT
.Y
+ 1,
847 255, 255, 255, 255, false,
848 IfThen(flip
, 64 - FLAG_BASEPOINT
.X
, FLAG_BASEPOINT
.X
),
850 IfThen(flip
, angle
, -angle
)
855 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
858 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
859 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
860 else pos
:= W_POS_NORMAL
;
862 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
866 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
869 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
870 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
877 d
= TDirection
.D_LEFT
,
878 255, 255, 255, alpha
, false
884 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
886 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
887 back
:= PlayerModelsArray
[pm
.id
].anim
[d
, a
].back
;
888 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, back
, x
, y
, t
.width
, t
.height
, flip
, 255, 255, 255, alpha
, false);
889 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
893 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, back
, x
, y
, t
.width
, t
.height
, flip
, c
.r
, c
.g
, c
.b
, alpha
, false);
898 procedure r_Map_DrawBubble (x
, y
: Integer; cb
, cf
: TRGB
);
899 const w
= 20; h
= 14;
900 const dx
= 6; dy
= 8; dot
= 6; size
= 2;
901 const tx
= 6; ty
= h
- 1;
903 // Outer box (top/down)
904 r_Draw_FillRect(x
+ 1, y
, x
+ w
- 1, y
+ 1, cb
.R
, cb
.G
, cb
.B
, 255);
905 r_Draw_FillRect(x
+ 1, y
+ h
- 1, x
+ w
- 1, y
+ h
, cb
.R
, cb
.G
, cb
.B
, 255);
906 // Outer box (left/right)
907 r_Draw_FillRect(x
, y
+ 1, x
+ 1, y
+ h
- 1, cb
.R
, cb
.G
, cb
.B
, 255);
908 r_Draw_FillRect(x
+ w
- 1, y
+ 1, x
+ w
, y
+ h
- 1, cb
.R
, cb
.G
, cb
.B
, 255);
910 r_Draw_FillRect(x
+ tx
- 1, y
+ ty
+ 0, x
+ tx
+ 3 + 1, y
+ ty
+ 1, cb
.R
, cb
.G
, cb
.B
, 255);
911 r_Draw_FillRect(x
+ tx
- 1, y
+ ty
+ 1, x
+ tx
+ 2 + 1, y
+ ty
+ 2, cb
.R
, cb
.G
, cb
.B
, 255);
912 r_Draw_FillRect(x
+ tx
- 1, y
+ ty
+ 2, x
+ tx
+ 1 + 1, y
+ ty
+ 3, cb
.R
, cb
.G
, cb
.B
, 255);
913 r_Draw_FillRect(x
+ tx
- 1, y
+ ty
+ 3, x
+ tx
+ 0 + 1, y
+ ty
+ 4, cb
.R
, cb
.G
, cb
.B
, 255);
915 r_Draw_FillRect(x
+ tx
, y
+ ty
+ 0, x
+ tx
+ 3, y
+ ty
+ 1, cf
.R
, cf
.G
, cf
.B
, 255);
916 r_Draw_FillRect(x
+ tx
, y
+ ty
+ 1, x
+ tx
+ 2, y
+ ty
+ 2, cf
.R
, cf
.G
, cf
.B
, 255);
917 r_Draw_FillRect(x
+ tx
, y
+ ty
+ 2, x
+ tx
+ 1, y
+ ty
+ 3, cf
.R
, cf
.G
, cf
.B
, 255);
919 r_Draw_FillRect(x
+ 1, y
+ 1, x
+ w
- 1, y
+ h
- 1, cf
.R
, cf
.G
, cf
.B
, 255);
921 r_Draw_FillRect(x
+ dx
+ 0*3, y
+ dy
, x
+ dx
+ 0*3 + size
, y
+ dy
+ size
, cb
.R
, cb
.G
, cb
.B
, 255);
922 r_Draw_FillRect(x
+ dx
+ 1*3, y
+ dy
, x
+ dx
+ 1*3 + size
, y
+ dy
+ size
, cb
.R
, cb
.G
, cb
.B
, 255);
923 r_Draw_FillRect(x
+ dx
+ 2*3, y
+ dy
, x
+ dx
+ 2*3 + size
, y
+ dy
+ size
, cb
.R
, cb
.G
, cb
.B
, 255);
926 procedure r_Map_DrawTalkBubble (p
: TPlayer
);
927 var xx
, yy
, x
, y
: Integer; cb
, cf
: TRGB
;
929 r_Common_GetPlayerPos(p
, xx
, yy
);
930 x
:= xx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2;
932 cb
:= _RGB(63, 63, 63);
933 cf
:= _RGB(240, 240, 240);
937 r_Common_DrawText('[...]', x
, y
, 255, 255, 255, 255, stdfont
, TBasePoint
.BP_DOWN
);
942 TEAM_RED
: cb
:= _RGB(255, 63, 63);
943 TEAM_BLUE
: cb
:= _RGB(63, 63, 255);
945 r_Map_DrawBubble(x
, y
- 18, cb
, cf
);
947 3: // adv player color
950 cf
.R
:= MIN(cb
.R
* 2 + 64, 255);
951 cf
.G
:= MIN(cb
.G
* 2 + 64, 255);
952 cf
.B
:= MIN(cb
.B
* 2 + 64, 255);
953 if (ABS(cf
.R
- cb
.R
) < 32) or (ABS(cf
.G
- cb
.G
) < 32) or (ABS(cf
.B
- cb
.B
) < 32) then
955 cb
.R
:= MAX(cf
.R
div 2 - 16, 0);
956 cb
.G
:= MAX(cf
.G
div 2 - 16, 0);
957 cb
.B
:= MAX(cf
.B
div 2 - 16, 0);
959 r_Map_DrawBubble(x
, y
- 18, cb
, cf
);
962 if TalkTexture
<> nil then
964 r_Common_DrawTexture(TalkTexture
, x
+ 5, y
, TalkTexture
.width
, TalkTexture
.height
, TBasePoint
.BP_DOWN
);
969 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
970 var x
, y
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; alpha
: Byte; count
, frame
: LongInt;
974 r_Common_GetPlayerPos(p
, x
, y
);
977 if p
.PunchTime
<= gTime
then
979 g_Anim_GetFrameByTime(PunchAnim
, (gTime
- p
.PunchTime
) DIV GAME_TICK
, count
, frame
);
982 b
:= R_BERSERK
in p
.FRulez
;
983 if p
.FKeys
[KEY_DOWN
].pressed
then
984 t
:= PunchTextures
[b
, 2]
985 else if p
.FKeys
[KEY_UP
].pressed
then
986 t
:= PunchTextures
[b
, 1]
988 t
:= PunchTextures
[b
, 0];
991 flip
:= p
.Direction
= TDirection
.D_LEFT
;
992 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
993 ay
:= p
.Obj
.Rect
.Y
- 11;
994 tex
:= t
.GetTexture(frame
);
995 r_Draw_TextureRepeat(tex
, x
+ ax
, y
+ ay
, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1000 (* invulnerability effect *)
1001 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
1003 w
:= InvulPenta
.width
;
1004 h
:= InvulPenta
.height
;
1005 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
1006 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
1007 r_Draw_Texture(InvulPenta
, x
+ ax
, y
+ ay
, w
, h
, false, 255, 255, 255, 255, false);
1010 (* invisibility effect *)
1012 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
1014 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
1016 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
1023 r_Map_DrawPlayerModel(p
.Model
, x
, y
, alpha
);
1029 x
+ p
.obj
.rect
.x
, // p.obj.x + p.obj.rect.x,
1030 y
+ p
.obj
.rect
.y
, // p.obj.y + p.obj.rect.y,
1031 x
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
, // p.obj.x + p.obj.rect.x + p.obj.rect.width,
1032 y
+ p
.obj
.rect
.y
+ p
.obj
.rect
.height
, // p.obj.y + p.obj.rect.y + p.obj.rect.height,
1037 if DebugHealth
and p
.alive
then
1040 IntToStr(p
.health
) + '/' + IntToStr(p
.armor
),
1041 x
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2,
1049 if (gChatBubble
> 0) and p
.FKeys
[KEY_CHAT
].Pressed
and (p
.Ghost
= false) then
1050 if (p
.FMegaRulez
[MR_INVIS
] <= gTime
) or ((drawed
<> nil) and ((p
= drawed
) or (p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
1051 r_Map_DrawTalkBubble(p
);
1056 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
1059 if gPlayers
<> nil then
1060 for i
:= 0 to High(gPlayers
) do
1061 if gPlayers
[i
] <> nil then
1062 r_Map_DrawPlayer(gPlayers
[i
], player
);
1065 {$IFDEF ENABLE_GIBS}
1066 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
1068 result
:= Models
[m
].gibs
.rect
[i
];
1071 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
1072 var i
, xx
, yy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
1074 if gGibs
<> nil then
1076 for i
:= 0 to High(gGibs
) do
1078 if gGibs
[i
].alive
then
1081 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1083 r_Common_GetObjectPos(p
^, xx
, yy
);
1084 id
:= gGibs
[i
].GibID
;
1085 m
:= gGibs
[i
].ModelID
;
1086 t
:= Models
[m
].gibs
.base
[id
];
1089 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
1090 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
1091 ra
:= gGibs
[i
].RAngle
;
1092 r_Draw_TextureRepeatRotate(t
, xx
, yy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
1093 t
:= Models
[m
].gibs
.mask
[id
];
1095 r_Draw_TextureRepeatRotate(t
, xx
, yy
, t
.width
, t
.height
, false, gGibs
[i
].Color
.R
, gGibs
[i
].Color
.G
, gGibs
[i
].Color
.B
, 255, false, rx
, ry
, ra
);
1096 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
1105 {$IFDEF ENABLE_CORPSES}
1106 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
1107 var i
, xx
, yy
: Integer; p
: TCorpse
;
1109 if gCorpses
<> nil then
1111 for i
:= 0 to High(gCorpses
) do
1114 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
1116 r_Common_GetObjectPos(p
.obj
, xx
, yy
);
1117 r_Map_DrawPlayerModel(p
.model
, xx
, yy
, 255);
1125 function r_Map_GetGFXID (): Integer;
1129 if gfxlist
<> nil then
1131 while (i
< Length(gfxlist
)) and (gfxlist
[i
].typ
> 0) do
1133 if i
>= Length(gfxlist
) then
1134 SetLength(gfxlist
, Length(gfxlist
) + 1)
1137 SetLength(gfxlist
, 1);
1138 gfxlist
[i
].typ
:= R_GFX_NONE
;
1142 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
1145 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
1147 i
:= r_Map_GetGFXID();
1150 gfxlist
[i
].typ
:= typ
;
1153 gfxlist
[i
].oldX
:= x
;
1154 gfxlist
[i
].oldY
:= y
;
1155 gfxlist
[i
].anim
:= GFXAnim
[typ
].anim
;
1156 gfxlist
[i
].time
:= gTime
DIV GAME_TICK
;
1157 gfxlist
[i
].frame
:= 0;
1158 INC(gfxlist
[i
].anim
.delay
, Random(GFXAnim
[typ
].rdelay
));
1163 procedure r_Map_ResetGFX
;
1165 SetLength(gfxlist
, 0);
1168 procedure r_Map_UpdateGFX (tick
: LongWord);
1169 var i
: Integer; count
: LongInt;
1171 if gfxlist
<> nil then
1173 for i
:= 0 to High(gfxlist
) do
1175 if (gfxlist
[i
].typ
> 0) and (tick
>= gfxlist
[i
].time
) then
1177 g_Anim_GetFrameByTime(gfxlist
[i
].anim
, tick
- gfxlist
[i
].time
, count
, gfxlist
[i
].frame
);
1180 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
1181 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
1182 case gfxlist
[i
].typ
of
1183 R_GFX_FLAME
, R_GFX_SMOKE
:
1185 if Random(3) = 0 then
1186 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1187 if Random(2) = 0 then
1188 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1193 gfxlist
[i
].typ
:= R_GFX_NONE
;
1199 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1200 var i
, fx
, fy
, typ
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
;
1202 if gfxlist
<> nil then
1204 for i
:= 0 to High(gfxlist
) do
1206 if gfxlist
[i
].typ
> 0 then
1208 typ
:= gfxlist
[i
].typ
;
1209 t
:= GFXTextures
[typ
];
1212 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1213 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1214 tex
:= t
.GetTexture(gfxlist
[i
].frame
);
1215 r_Draw_TextureRepeat(tex
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1222 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1223 var i
, fx
, fy
: Integer; factor
: Single;
1225 if gpart_dbg_enabled
and (Particles
<> nil) then
1227 r_Draw_EnableTexture2D(false);
1228 factor
:= r_pixel_scale
* g_dbg_scale
;
1229 if factor
< 0.6 then
1231 else if factor
> 1.3 then
1232 glPointSize(factor
+ 1)
1235 glDisable(GL_POINT_SMOOTH
);
1237 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1239 r_Draw_SetColor(255, 255, 255, 255);
1241 for i
:= 0 to High(Particles
) do
1243 if Particles
[i
].alive
then
1245 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1246 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1247 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1252 r_Draw_SetColor(0, 0, 0, 255);
1254 glDisable(GL_BLEND
);
1259 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1260 var i
, a
, xx
, yy
, pX
, pY
, typ
: Integer; count
, frame
: LongInt; t
: TGLMultiTexture
; tex
: TGLTexture
;
1262 if Shots
<> nil then
1264 for i
:= 0 to High(Shots
) do
1266 typ
:= Shots
[i
].ShotType
;
1269 t
:= ShotTextures
[typ
];
1274 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1275 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1277 r_Common_GetObjectPos(Shots
[i
].Obj
, xx
, yy
);
1278 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1279 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1280 g_Anim_GetFrameByTime(ShotAnim
[typ
].anim
, (gTime
- Shots
[i
].time
) DIV GAME_TICK
, count
, frame
);
1281 tex
:= t
.GetTexture(frame
);
1282 r_Draw_TextureRepeatRotate(tex
, xx
, yy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1286 xx
+ Shots
[i
].obj
.rect
.x
, // Shots[i].obj.x + Shots[i].obj.rect.x,
1287 yy
+ Shots
[i
].obj
.rect
.y
, // Shots[i].obj.y + Shots[i].obj.rect.y,
1288 xx
+ Shots
[i
].obj
.rect
.x
+ Shots
[i
].obj
.rect
.width
, // Shots[i].obj.x + Shots[i].obj.rect.x + Shots[i].obj.rect.width,
1289 yy
+ Shots
[i
].obj
.rect
.y
+ Shots
[i
].obj
.rect
.height
, // Shots[i].obj.y + Shots[i].obj.rect.y + Shots[i].obj.rect.height,
1299 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1300 var i
, dx
, xx
, yy
: Integer; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
1302 if gGameSettings
.GameMode
= GM_CTF
then
1304 for i
:= FLAG_RED
to FLAG_BLUE
do
1306 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1308 r_Common_GetObjectPos(gFlags
[i
].Obj
, xx
, yy
);
1309 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1310 if flip
then dx
:= -1 else dx
:= +1;
1311 t
:= FlagTextures
[i
];
1312 tex
:= t
.GetTexture(FlagFrame
);
1313 r_Draw_TextureRepeat(tex
, xx
+ dx
, yy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false);
1317 xx
+ gFlags
[i
].obj
.rect
.x
, // gFlags[i].obj.x + gFlags[i].obj.rect.x,
1318 yy
+ gFlags
[i
].obj
.rect
.y
, // gFlags[i].obj.y + gFlags[i].obj.rect.y,
1319 xx
+ gFlags
[i
].obj
.rect
.x
+ gFlags
[i
].obj
.rect
.width
, // gFlags[i].obj.x + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width,
1320 yy
+ gFlags
[i
].obj
.rect
.y
+ gFlags
[i
].obj
.rect
.height
, // gFlags[i].obj.y + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height,
1329 {$IFDEF ENABLE_SHELLS}
1330 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1331 var i
, xx
, yy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1333 if gShells
<> nil then
1335 for i
:= 0 to High(gShells
) do
1337 if gShells
[i
].alive
then
1339 typ
:= gShells
[i
].SType
;
1340 if typ
<= SHELL_LAST
then
1342 p
:= @gShells
[i
].Obj
;
1343 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1345 t
:= ShellTextures
[typ
];
1348 r_Common_GetObjectPos(p
^, xx
, yy
);
1349 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
);
1359 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1361 factor
= 120; (* size ratio between view and sky (120%) *)
1362 limit
= 100; (* max speed for parallax *)
1364 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1366 msw
:= vw
* factor
div 100;
1367 msh
:= vh
* factor
div 100;
1368 r_Common_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1370 (* calc x parallax or sky center on speed limit *)
1371 mvw
:= MAX(1, mw
- vw
);
1373 if 100 * svw
div mvw
<= limit
then
1374 x
:= -cx
* svw
div mvw
1378 (* calc y parallax or sky center on speed limit *)
1379 mvh
:= MAX(1, mh
- vh
);
1381 if 100 * svh
div mvh
<= limit
then
1382 y
:= -cy
* svh
div mvh
1386 (* handle out of map bounds *)
1387 if x
> 0 then x
:= 0;
1388 if y
> 0 then y
:= 0;
1389 if x
< -svw
then x
:= -svw
;
1390 if y
< -svh
then y
:= -svh
;
1393 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1406 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1410 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1414 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1415 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1416 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1418 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1419 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1421 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1423 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1424 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1426 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1428 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1433 procedure r_Map_DrawIndicator (p
: TPlayer
; color
: TRGB
; cx
, cy
, cw
, ch
: Integer);
1434 var a
, ax
, ay
, fx
, fy
, xx
, yy
: Integer;
1436 if (p
<> nil) and p
.Alive
and (p
.Spectator
= false) then
1438 r_Common_GetPlayerPos(p
, fx
, fy
);
1439 case gPlayerIndicatorStyle
of
1441 if IndicatorTexture
<> nil then
1443 ax
:= IndicatorTexture
.width
div 2;
1444 ay
:= IndicatorTexture
.height
div 2;
1445 if (p
.obj
.x
+ p
.obj
.rect
.x
) < cx
then
1448 xx
:= fx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
;
1449 yy
:= fy
+ p
.obj
.rect
.y
+ (p
.obj
.rect
.height
- IndicatorTexture
.width
) div 2;
1451 else if (p
.obj
.x
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
) > (cx
+ cw
) then
1454 xx
:= fx
+ p
.obj
.rect
.x
- IndicatorTexture
.height
;
1455 yy
:= fy
+ p
.obj
.rect
.y
- (p
.obj
.rect
.height
- IndicatorTexture
.width
) div 2;
1457 else if (p
.obj
.y
- IndicatorTexture
.height
) < cy
then
1460 xx
:= fx
+ p
.obj
.rect
.x
+ (p
.obj
.rect
.width
- IndicatorTexture
.width
) div 2;
1461 yy
:= fy
+ p
.obj
.rect
.y
+ p
.obj
.rect
.height
;
1466 xx
:= fx
+ p
.obj
.rect
.x
+ (p
.obj
.rect
.width
- IndicatorTexture
.width
) div 2;
1467 yy
:= fy
- IndicatorTexture
.height
;
1469 xx
:= MIN(MAX(xx
, cx
), cx
+ cw
- IndicatorTexture
.width
);
1470 yy
:= MIN(MAX(yy
, cy
), cy
+ ch
- IndicatorTexture
.height
);
1471 r_Draw_TextureRepeatRotate(IndicatorTexture
, xx
, yy
, IndicatorTexture
.width
, IndicatorTexture
.height
, false, color
.r
, color
.g
, color
.b
, 255, false, ax
, ay
, a
);
1475 xx
:= fx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2;
1477 r_Common_DrawText(p
.Name
, xx
, yy
, color
.r
, color
.g
, color
.b
, 255, stdfont
, TBasePoint
.BP_DOWN
);
1483 procedure r_Map_DrawPlayerIndicators (player
: TPlayer
; cx
, cy
, cw
, ch
: Integer);
1484 var i
: Integer; p
: TPlayer
;
1486 case gPlayerIndicator
of
1488 if player
<> nil then
1490 r_Map_DrawIndicator(player
, _RGB(255, 255, 255), cx
, cy
, cw
, ch
);
1493 if gPlayers
<> nil then
1495 for i
:= 0 to HIGH(gPlayers
) do
1500 if (player
<> nil) and (p
= player
) then
1502 r_Map_DrawIndicator(p
, _RGB(255, 255, 255), cx
, cy
, cw
, ch
);
1504 else if (player
= nil) or ((p
.Team
= player
.Team
) and (p
.Team
<> TEAM_NONE
)) then
1506 case gPlayerIndicatorStyle
of
1507 0: r_Map_DrawIndicator(p
, p
.GetColor(), cx
, cy
, cw
, ch
);
1508 1: r_Map_DrawIndicator(p
, _RGB(192, 192, 192), cx
, cy
, cw
, ch
);
1517 function r_Map_GetDrawableGridMask (): Integer;
1521 if g_rlayer_back
then mask
:= mask
or GridTagBack
;
1522 if g_rlayer_step
then mask
:= mask
or GridTagStep
;
1523 if g_rlayer_wall
then mask
:= mask
or GridTagWall
;
1524 if g_rlayer_door
then mask
:= mask
or GridTagDoor
;
1525 if g_rlayer_acid1
then mask
:= mask
or GridTagAcid1
;
1526 if g_rlayer_acid2
then mask
:= mask
or GridTagAcid2
;
1527 if g_rlayer_water
then mask
:= mask
or GridTagWater
;
1528 if g_rlayer_fore
then mask
:= mask
or GridTagFore
;
1532 procedure r_Map_DrawGame (xx
, yy
, ww
, hh
: Integer; player
: TPlayer
);
1533 (* xx/yy/ww/hh are in map units *)
1534 var iter
: TPanelGrid
.Iter
; p
: PPanel
;
1539 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, r_Map_GetDrawableGridMask());
1541 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1546 r_Map_DrawPanelType(PANEL_BACK
);
1547 r_Map_DrawPanelType(PANEL_STEP
);
1548 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1549 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1550 {$IFDEF ENABLE_SHELLS}
1551 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1553 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1554 {$IFDEF ENABLE_GIBS}
1555 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1557 {$IFDEF ENABLE_CORPSES}
1558 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1560 r_Map_DrawPanelType(PANEL_WALL
);
1561 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1562 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1563 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1565 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1566 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1568 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1569 r_Map_DrawPanelType(PANEL_ACID1
);
1570 r_Map_DrawPanelType(PANEL_ACID2
);
1571 r_Map_DrawPanelType(PANEL_WATER
);
1572 r_Map_DrawPanelType(PANEL_FORE
);
1575 procedure r_Map_DrawScaled (w
, h
, camx
, camy
: Integer; player
: TPlayer
; out acx
, acy
, acw
, ach
, axx
, ayy
, aww
, ahh
: Integer);
1576 (* w/h/camx/camy are in map units (scaled) *)
1577 const limit
= 32767;
1578 var cx
, cy
, cw
, ch
, xx
, yy
, ww
, hh
{, ml, mt, mr, mb}: Integer; sx
, sy
, sw
, sh
: LongInt;
1581 cx
:= camx
- w
div 2;
1582 cy
:= camy
- h
div 2;
1587 if g_dbg_ignore_bounds
= false then
1589 if w
> gMapInfo
.Width
then
1590 cx
:= gMapInfo
.Width
div 2 - w
div 2
1591 else if cx
+ cw
> gMapInfo
.Width
then
1592 cx
:= gMapInfo
.Width
- cw
1596 if h
> gMapInfo
.Height
then
1597 cy
:= gMapInfo
.Height
div 2 - h
div 2
1598 else if cy
+ ch
> gMapInfo
.Height
then
1599 cy
:= gMapInfo
.Height
- ch
1614 if xx
+ ww
> gMapInfo
.Width
then
1615 xx
:= gMapInfo
.Width
- ww
;
1616 if yy
+ hh
> gMapInfo
.Height
then
1617 yy
:= gMapInfo
.Height
- hh
;
1629 ml := x; mt := y; mr := x + w; mb := y + h;
1630 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1632 ml := MAX(cx + ml, 0) - cx;
1633 mt := MAX(cy + mt, 0) - cy;
1634 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1635 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1637 r_Draw_SetRect(ml, mt, mr, mb);
1640 if DebugCameraScale
<> 1.0 then
1642 glTranslatef(cw
div 2, ch
div 2, 0);
1643 glScalef(DebugCameraScale
, DebugCameraScale
, 1);
1644 glTranslatef(-w
div 2, -h
div 2, 0);
1647 if gDrawBackGround
and (SkyTexture
<> nil) then
1649 r_Map_CalcSkyParallax(cx
, cy
, w
, h
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1650 r_Draw_Texture(SkyTexture
, sx
, sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1653 glTranslatef(-cx
, -cy
, 0);
1654 r_Map_DrawGame(xx
, yy
, ww
, hh
, player
);
1655 if FillOutsizeArea
and (DebugCameraScale
= 1.0) then
1657 (* top *) r_Draw_FillRect(0 - limit
, 0 - limit
, gMapInfo
.Width
+ limit
, 0, 0, 0, 0, 255);
1658 (* left *) r_Draw_FillRect(0 - limit
, 0, 0, gMapInfo
.Height
+ limit
, 0, 0, 0, 255);
1659 (* right *) r_Draw_FillRect(gMapInfo
.Width
, 0, gMapInfo
.Width
+ limit
, gMapInfo
.Height
+ limit
, 0, 0, 0, 255);
1660 (* bottom *) r_Draw_FillRect(0 - limit
, gMapInfo
.Height
, gMapInfo
.Width
+ limit
, gMapInfo
.Height
+ limit
, 0, 0, 0, 255);
1662 glTranslatef(cx
, cy
, 0);
1665 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
; out acx
, acy
: Integer);
1666 var cx
, cy
, cw
, ch
, xx
, yy
, ww
, hh
, ml
, mt
, mr
, mb
, mcx
, mcy
: Integer; l
, t
, r
, b
: Integer;
1669 r_Draw_GetRect(l
, t
, r
, b
);
1670 glTranslatef(x
, y
, 0);
1671 glScalef(g_dbg_scale
, g_dbg_scale
, 0);
1673 r_Draw_SetRect(x
, y
, x
+ w
, y
+ h
);
1674 r_Map_DrawScaled(Round(w
/ g_dbg_scale
), Round(h
/ g_dbg_scale
), camx
, camy
, player
, cx
, cy
, cw
, ch
, xx
, yy
, ww
, hh
);
1677 r_Draw_SetRect(x
, y
, x
+ w
, y
+ h
);
1679 if DebugCameraScale
<> 1.0 then
1681 r_Draw_Rect(0, 0, cw
, ch
, 0, 255, 0, 255);
1682 r_Draw_Rect(-cx
+ xx
, -cy
+ yy
, -cx
+ xx
+ ww
, -cy
+ yy
+ hh
, 255, 0, 0, 255);
1685 if gGameSettings
.GameMode
<> GM_SINGLE
then
1687 glTranslatef(-cx
, -cy
, 0);
1688 r_Map_DrawPlayerIndicators(player
, cx
, cy
, cw
, ch
);
1691 //glTranslatef(-x, -y, 0);
1692 r_Draw_SetRect(l
, t
, r
, b
);
1695 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1698 procedure r_Map_Reset
;
1705 procedure r_Map_Update
;
1706 var i
, count
, tick
: LongInt;
1708 tick
:= gTime
div GAME_TICK
;
1709 for i
:= 0 to ITEM_LAST
do
1710 g_Anim_GetFrameByTime(ItemAnim
[i
].anim
, tick
, count
, Items
[i
].frame
);
1711 r_Map_UpdateGFX(tick
);
1712 g_Anim_GetFrameByTime(FlagAnim
, tick
, count
, FlagFrame
);
1715 procedure r_Map_GetSpectatorLimits (out x0
, y0
, x1
, y1
: Integer);
1718 w
:= Round(gScreenWidth
/ g_dbg_scale
);
1719 if gMapInfo
.Width
> w
then
1722 x1
:= gMapInfo
.Width
- w
div 2 - 1;
1726 x0
:= gMapInfo
.Width
div 2;
1727 x1
:= gMapInfo
.Width
div 2;
1730 h
:= Round(gScreenHeight
/ g_dbg_scale
);
1731 if gMapInfo
.Height
> h
then
1734 y1
:= gMapInfo
.Height
- h
div 2 - 1;
1738 y0
:= gMapInfo
.Height
div 2;
1739 y1
:= gMapInfo
.Height
div 2;
1744 conRegVar('r_sq_draw', @UseAccel
, 'accelerated spatial queries in rendering', 'accelerated rendering');
1745 conRegVar('r_debug_camera_scale', @DebugCameraScale
, 0.0001, 1000.0, '', '');
1746 conRegVar('r_gl_fill_outside', @FillOutsizeArea
, '', '');
1747 conRegVar('d_frames', @DebugFrames
, '', '');
1748 conRegVar('d_health', @DebugHealth
, '', '');
1750 DebugCameraScale
:= 1.0;
1751 FillOutsizeArea
:= true;
1752 DebugFrames
:= false;
1753 DebugHealth
:= false;