1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../../../shared/a_modes.inc}
20 uses g_base
, g_player
, g_playermodel
; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize
;
23 procedure r_Map_Finalize
;
28 procedure r_Map_LoadTextures
;
29 procedure r_Map_FreeTextures
;
32 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
35 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
38 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
41 procedure r_Map_Update
;
43 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
55 binheap
, MAPDEF
, utils
,
56 g_options
, g_animations
, g_basic
, g_phys
,
57 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_weapons
,
58 {$IFDEF ENABLE_CORPSES}
61 {$IFDEF ENABLE_SHELLS}
70 r_textures
, r_draw
, r_common
74 MTABLE
: array [0..MONSTER_MAN
] of record
77 (w
: 64; h
: 64), // NONE
78 (w
: 64; h
: 64), // DEMON
79 (w
: 64; h
: 64), // IMP
80 (w
: 64; h
: 64), // ZOMBY
81 (w
: 64; h
: 64), // SERG
82 (w
: 128; h
: 128), // CYBER
83 (w
: 64; h
: 64), // CGUN
84 (w
: 128; h
: 128), // BARON
85 (w
: 128; h
: 128), // KNIGHT
86 (w
: 128; h
: 128), // CACO
87 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
88 (w
: 128; h
: 128), // PAIN
89 (w
: 256; h
: 128), // SPIDER
90 (w
: 128; h
: 64), // BSP
91 (w
: 128; h
: 128), // MANCUB
92 (w
: 128; h
: 128), // SKEL
93 (w
: 128; h
: 128), // VILE
94 (w
: 32; h
: 32), // FISH
95 (w
: 64; h
: 64), // BARREL
96 (w
: 128; h
: 128), // ROBO
102 ItemAnim
: array [0..ITEM_LAST
] of record
107 (name
: 'NOTEXTURE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
108 (name
: 'MED1'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
109 (name
: 'MED2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
110 (name
: 'BMED'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
111 (name
: 'ARMORGREEN'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
112 (name
: 'ARMORBLUE'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
113 (name
: 'SBLUE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 4; back
: true)),
114 (name
: 'SWHITE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
115 (name
: 'SUIT'; w
: 32; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
116 (name
: 'OXYGEN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
117 (name
: 'INVUL'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
118 (name
: 'SAW'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
119 (name
: 'SHOTGUN1'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
120 (name
: 'SHOTGUN2'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
121 (name
: 'MGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
122 (name
: 'RLAUNCHER'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
123 (name
: 'PGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
124 (name
: 'BFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
125 (name
: 'SPULEMET'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
126 (name
: 'CLIP'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
127 (name
: 'AMMO'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
128 (name
: 'SHELL1'; w
: 16; h
: 8; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
129 (name
: 'SHELL2'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
130 (name
: 'ROCKET'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
131 (name
: 'ROCKETS'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
132 (name
: 'CELL'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
133 (name
: 'CELL2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
134 (name
: 'BPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
135 (name
: 'KEYR'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
136 (name
: 'KEYG'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
137 (name
: 'KEYB'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
138 (name
: 'KASTET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
139 (name
: 'PISTOL'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
140 (name
: 'BOTTLE'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
141 (name
: 'HELMET'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
142 (name
: 'JETPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 3; back
: true)),
143 (name
: 'INVIS'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
144 (name
: 'FLAMETHROWER'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
145 (name
: 'FUELCAN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false))
149 GFXAnim
: array [0..R_GFX_LAST
] of record
156 (name
: ''; w
: 0; h
: 0; anim
: (loop
: false; delay
: 0; frames
: 0; back
: false); rdelay
: 0; alpha
: 0),
157 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
158 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 0; alpha
: 0),
159 (name
: 'EROCKET'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
160 (name
: 'EBFG'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
161 (name
: 'BFGHIT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 4; frames
: 4; back
: false); rdelay
: 0; alpha
: 0),
162 (name
: 'FIRE'; w
: 64; h
: 128; anim
: (loop
: false; delay
: 4; frames
: 8; back
: false); rdelay
: 2; alpha
: 0),
163 (name
: 'ITEMRESPAWN'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 4; frames
: 5; back
: true); rdelay
: 0; alpha
: 0),
164 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
165 (name
: 'ESKELFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 8; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
166 (name
: 'EPLASMA'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 4; back
: true); rdelay
: 0; alpha
: 0),
167 (name
: 'EBSPFIRE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 5; back
: false); rdelay
: 0; alpha
: 0),
168 (name
: 'EIMPFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
169 (name
: 'ECACOFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
170 (name
: 'EBARONFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
171 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0), // fast
172 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 150), // transparent
173 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 2; alpha
: 0) // random
177 ShotAnim
: array [0..WEAPON_LAST
] of record
182 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 0 KASTET
183 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 1 SAW
184 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 2 PISTOL
185 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 3 SHOTGUN1
186 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 4 SHOTGUN2
187 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 5 CHAINGUN
188 (name
: 'BROCKET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)), // 6 ROCKETLAUNCHER
189 (name
: 'BPLASMA'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)), // 7 PLASMA
190 (name
: 'BBFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 6; frames
: 2; back
: false)), // 8 BFG
191 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 9 SUPERPULEMET
192 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 6; frames
: 0{11}; back
: false)), // 10 FLAMETHROWER
193 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 11
194 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 12
195 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 13
196 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 14
197 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 15
198 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 16
199 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 17
200 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 18
201 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 19
202 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 20 ZOMPY_PISTOL
203 (name
: 'BIMPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 21 IMP_FIRE
204 (name
: 'BBSPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 22 BSP_FIRE
205 (name
: 'BCACOFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 23 CACO_FIRE
206 (name
: 'BBARONFIRE'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 24 BARON_FIRE
207 (name
: 'BMANCUBFIRE'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 25 MANCUB_FIRE
208 (name
: 'BSKELFIRE'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)) // 26 SKEL_FIRE
211 {$IFDEF ENABLE_SHELLS}
212 ShellAnim
: array [0..SHELL_LAST
] of record
216 (name
: 'EBULLET'; dx
: 2; dy
: 1), // 0 SHELL_BULLET
217 (name
: 'ESHELL'; dx
: 4; dy
: 2), // 1 SHELL_SHELL
218 (name
: 'ESHELL'; dx
: 4; dy
: 2) // 2 SHELL_DBLSHELL
222 PunchAnim
: TAnimInfo
= (loop
: false; delay
: 1; frames
: 4; back
: false);
223 FlagAnim
: TAnimInfo
= (loop
: true; delay
: 8; frames
: 5; 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
;
236 SkyTexture
: TGLTexture
;
237 RenTextures
: array of record
239 tex
: TGLMultiTexture
;
241 Items
: array [0..ITEM_LAST
] of record
242 tex
: TGLMultiTexture
;
245 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
246 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
247 ShotTextures
: array [0..WEAPON_LAST
] of TGLMultiTexture
;
248 FlagTextures
: array [0..FLAG_LAST
] of TGLMultiTexture
;
249 PunchTextures
: array [Boolean, 0..2] of TGLMultiTexture
; // [berserk, center/up/down]
250 VileFire
: TGLMultiTexture
;
251 InvulPenta
: TGLTexture
;
252 Models
: array of record
253 anim
: array [TDirection
, 0..A_LAST
] of record
254 base
, mask
: TGLMultiTexture
;
258 base
, mask
: TGLTextureArray
;
264 {$IFDEF ENABLE_SHELLS}
265 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
268 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
269 gfxlist
: array of record
280 plist
: TBinHeapPanelDraw
= nil;
282 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
284 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
285 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
286 result
:= a
.arrIdx
< b
.arrIdx
;
289 procedure r_Map_Initialize
;
292 plist
:= TBinHeapPanelDraw
.Create();
295 procedure r_Map_Finalize
;
301 procedure r_Map_FreeModel (i
: Integer);
302 var a
: Integer; d
: TDirection
;
304 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
306 for a
:= A_STAND
to A_LAST
do
308 if Models
[i
].anim
[d
, a
].base
<> nil then
309 Models
[i
].anim
[d
, a
].base
.Free
;
310 if Models
[i
].anim
[d
, a
].mask
<> nil then
311 Models
[i
].anim
[d
, a
].mask
.Free
;
312 Models
[i
].anim
[d
, a
].base
:= nil;
313 Models
[i
].anim
[d
, a
].mask
:= nil;
317 if Models
[i
].gibs
.base
<> nil then
318 for a
:= 0 to High(Models
[i
].gibs
.base
) do
319 Models
[i
].gibs
.base
[a
].Free
;
320 if Models
[i
].gibs
.mask
<> nil then
321 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
322 Models
[i
].gibs
.mask
[a
].Free
;
323 Models
[i
].gibs
.base
:= nil;
324 Models
[i
].gibs
.mask
:= nil;
325 Models
[i
].gibs
.rect
:= nil;
329 procedure r_Map_LoadModel (i
: Integer);
330 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
332 ASSERT(i
< Length(Models
));
333 ASSERT(i
< Length(PlayerModelsArray
));
335 m
:= @PlayerModelsArray
[i
];
336 prefix
:= m
.FileName
+ ':TEXTURES/';
337 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
339 for a
:= A_STAND
to A_LAST
do
341 Models
[i
].anim
[d
, a
].base
:= nil;
342 Models
[i
].anim
[d
, a
].mask
:= nil;
343 if m
.anim
[d
, a
].resource
<> '' then
344 Models
[i
].anim
[d
, a
].base
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].resource
, 64, 64, m
.anim
[d
, a
].frames
, m
.anim
[d
, a
].back
, true);
345 if m
.anim
[d
, a
].mask
<> '' then
346 Models
[i
].anim
[d
, a
].mask
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].mask
, 64, 64, m
.anim
[d
, a
].frames
, m
.anim
[d
, a
].back
, true);
350 Models
[i
].gibs
.base
:= nil;
351 Models
[i
].gibs
.mask
:= nil;
352 Models
[i
].gibs
.rect
:= nil;
353 if m
.GibsCount
> 0 then
355 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
356 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
357 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
358 for a
:= 0 to m
.GibsCount
- 1 do
359 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
360 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
) then
362 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil) then
371 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
372 const dir
: array [TDirection
] of AnsiString = ('_L', '');
373 var w
, h
, count
: Integer;
375 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
380 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
386 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
387 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
396 MonTextures
[m
, a
, d
] := nil;
399 procedure r_Map_Load
;
401 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
402 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
403 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
404 PunchName
: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
406 i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
408 // --------- items --------- //
409 for i
:= 0 to ITEM_LAST
do
411 Items
[i
].tex
:= r_Textures_LoadMultiFromFileAndInfo(
412 GameWAD
+ ':TEXTURES/' + ItemAnim
[i
].name
,
415 ItemAnim
[i
].anim
.frames
,
416 ItemAnim
[i
].anim
.back
,
421 // --------- monsters --------- //
422 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
423 for j
:= 0 to ANIM_LAST
do
424 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
425 r_Map_LoadMonsterAnim(i
, j
, d
);
426 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, 8, False, False);
427 // --------- player models --------- //
428 if PlayerModelsArray
<> nil then
430 SetLength(Models
, Length(PlayerModelsArray
));
431 for i
:= 0 to High(PlayerModelsArray
) do
434 // --------- player weapons --------- //
435 for i
:= 1 to WP_LAST
do
436 for j
:= 0 to W_POS_LAST
do
437 for k
:= 0 to W_ACT_LAST
do
438 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
]);
439 // --------- gfx animations --------- //
441 for i
:= 1 to R_GFX_LAST
do
442 if GFXAnim
[i
].anim
.frames
> 0 then
443 GFXTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].anim
.frames
, GFXAnim
[i
].anim
.back
);
445 // --------- shots --------- //
446 for i
:= 0 to WEAPON_LAST
do
447 if ShotAnim
[i
].anim
.frames
> 0 then
448 ShotTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].anim
.frames
, ShotAnim
[i
].anim
.back
);
449 // --------- flags --------- //
450 FlagTextures
[FLAG_NONE
] := nil;
451 FlagTextures
[FLAG_RED
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5, false);
452 FlagTextures
[FLAG_BLUE
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
453 // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
454 // --------- shells --------- //
455 {$IFDEF ENABLE_SHELLS}
456 for i
:= 0 to SHELL_LAST
do
457 ShellTextures
[i
] := r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
);
459 // --------- punch --------- //
460 for b
:= false to true do
463 PunchTextures
[b
, i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, PunchAnim
.frames
, PunchAnim
.back
);
465 // --------- other --------- //
466 InvulPenta
:= r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/PENTA');
469 procedure r_Map_Free
;
470 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
472 if InvulPenta
<> nil then
475 for b
:= false to true do
479 if PunchTextures
[b
, i
] <> nil then
480 PunchTextures
[b
, i
].Free
;
481 PunchTextures
[b
, i
] := nil;
484 {$IFDEF ENABLE_SHELLS}
485 for i
:= 0 to SHELL_LAST
do
487 if ShellTextures
[i
] <> nil then
488 ShellTextures
[i
].Free
;
489 ShellTextures
[i
] := nil;
492 for i
:= 0 to FLAG_LAST
do
494 if FlagTextures
[i
] <> nil then
495 FlagTextures
[i
].Free
;
496 FlagTextures
[i
] := nil;
498 for i
:= 0 to WEAPON_LAST
do
500 if ShotTextures
[i
] <> nil then
501 ShotTextures
[i
].Free
;
502 ShotTextures
[i
] := nil;
506 for i
:= 0 to R_GFX_LAST
do
508 if GFXTextures
[i
] <> nil then
510 GFXTextures
[i
] := nil;
513 for i
:= 1 to WP_LAST
do
515 for j
:= 0 to W_POS_LAST
do
517 for k
:= 0 to W_ACT_LAST
do
519 if WeapTextures
[i
, j
, k
] <> nil then
520 WeapTextures
[i
, j
, k
].Free
;
521 WeapTextures
[i
, j
, k
] := nil;
525 if Models
<> nil then
526 for i
:= 0 to High(Models
) do
528 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
530 for j
:= 0 to ANIM_LAST
do
532 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
534 if MonTextures
[i
, j
, d
] <> nil then
535 MonTextures
[i
, j
, d
].Free
;
536 MonTextures
[i
, j
, d
] := nil;
540 for i
:= 0 to ITEM_LAST
do
542 if Items
[i
].tex
<> nil then
548 procedure r_Map_LoadTextures
;
551 if Textures
<> nil then
553 n
:= Length(Textures
);
554 SetLength(RenTextures
, n
);
555 for i
:= 0 to n
- 1 do
557 RenTextures
[i
].tex
:= nil;
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_LoadMultiFromFile(Textures
[i
].FullName
);
565 if RenTextures
[i
].tex
= nil then
566 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
]);
570 if gMapInfo
.SkyFullName
<> '' then
571 SkyTexture
:= r_Textures_LoadFromFile(gMapInfo
.SkyFullName
);
575 procedure r_Map_FreeTextures
;
579 if SkyTexture
<> nil then
582 if RenTextures
<> nil then
583 for i
:= 0 to High(RenTextures
) do
584 if RenTextures
[i
].tex
<> nil then
585 RenTextures
[i
].tex
.Free
;
589 procedure r_Map_DrawPanel (p
: TPanel
);
590 var Texture
: Integer; t
: TGLMultiTexture
;
593 if p
.FCurTexture
>= 0 then
595 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
596 t
:= RenTextures
[Texture
].tex
;
598 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
601 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
602 else if p
.TextureIDs
[p
.FCurTexture
].AnTex
.IsValid() then
603 r_Draw_MultiTextureRepeat(t
, p
.TextureIDs
[p
.FCurTexture
].AnTex
, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
605 r_Draw_TextureRepeat(t
.GetTexture(0), p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
610 case RenTextures
[Texture
].spec
of
611 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
612 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
613 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
619 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
620 var tagMask
, i
: Integer; p
: TPanel
;
623 tagMask
:= PanelTypeToTag(panelTyp
);
624 while plist
.count
> 0 do
626 p
:= TPanel(plist
.Front());
627 if (p
.tag
and tagMask
) = 0 then
635 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
636 var i
, fX
, fY
: Integer; it
: PItem
; t
: TGLMultiTexture
; tex
: TGLTexture
;
638 if ggItems
<> nil then
640 for i
:= 0 to High(ggItems
) do
643 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
645 t
:= Items
[it
.ItemType
].tex
;
646 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
648 it
.obj
.Lerp(gLerpFactor
, fX
, fY
);
649 tex
:= t
.GetTexture(Items
[it
.ItemType
].frame
);
650 r_Draw_TextureRepeat(tex
, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false);
655 // TODO draw g_debug_frames
658 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
661 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
662 result
:= MonTextures
[m
, a
, d
] <> nil;
663 if result
= false then
666 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
667 result
:= MonTextures
[m
, a
, d
] <> nil;
669 if result
= true then
671 t
:= MonTextures
[m
, a
, d
];
672 if d
= TDirection
.D_LEFT
then
674 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
675 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
679 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
680 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
684 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
685 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
691 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
694 if VileFire
<> nil then
695 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) then
696 if mon
.VileFireAnim
.IsValid() and GetPos(mon
.MonsterTargetUID
, @o
) then
697 r_Draw_MultiTextureRepeat(VileFire
, mon
.VileFireAnim
, o
.x
+ o
.rect
.x
+ (o
.rect
.width
div 2) - VILEFIRE_DX
, o
.y
+ o
.rect
.y
+ o
.rect
.height
- VILEFIRE_DY
, VileFire
.width
, VileFire
.height
, False, 255, 255, 255, 255, false);
700 procedure r_Map_DrawMonster (constref mon
: TMonster
);
701 var m
, a
, fX
, fY
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
703 m
:= mon
.MonsterType
;
704 a
:= mon
.MonsterAnim
;
705 d
:= mon
.GameDirection
;
707 mon
.obj
.Lerp(gLerpFactor
, fX
, fY
);
709 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
710 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], fX
+ dx
, fY
+ dy
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false);
712 // TODO draw g_debug_frames
715 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
716 var i
: Integer; m
: TMonster
;
718 if gMonsters
<> nil then
720 for i
:= 0 to High(gMonsters
) do
725 r_Map_DrawMonsterAttack(m
);
726 // TODO select from grid
727 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
728 r_Map_DrawMonster(m
);
734 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
737 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
738 if result
= false then
741 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
742 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
746 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
747 var a
, pos
, act
, xx
, yy
, angle
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; c
: TRGB
;
749 a
:= pm
.CurrentAnimation
;
753 t
:= FlagTextures
[pm
.Flag
];
754 if (t
<> nil) and not (a
in [A_DIE1
, A_DIE2
]) then
756 flip
:= d
= TDirection
.D_RIGHT
;
757 angle
:= PlayerModelsArray
[pm
.id
].FlagAngle
;
758 xx
:= PlayerModelsArray
[pm
.id
].FlagPoint
.X
;
759 yy
:= PlayerModelsArray
[pm
.id
].FlagPoint
.Y
;
760 tex
:= t
.GetTexture(FlagFrame
);
761 r_Draw_TextureRepeatRotate(
763 x
+ IfThen(flip
, 2 * FLAG_BASEPOINT
.X
- xx
+ 1, xx
- 1) - FLAG_BASEPOINT
.X
,
764 y
+ yy
- FLAG_BASEPOINT
.Y
+ 1,
768 255, 255, 255, 255, false,
769 IfThen(flip
, 64 - FLAG_BASEPOINT
.X
, FLAG_BASEPOINT
.X
),
771 IfThen(flip
, angle
, -angle
)
776 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
779 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
780 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
781 else pos
:= W_POS_NORMAL
;
783 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
787 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
790 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
791 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
798 d
= TDirection
.D_LEFT
,
799 255, 255, 255, alpha
, false
805 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
807 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
808 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
, 255, 255, 255, alpha
, false);
809 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
813 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
, c
.r
, c
.g
, c
.b
, alpha
, false);
818 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
819 var fX
, fY
, fSlope
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; alpha
: Byte; count
, frame
: LongInt;
823 fX
:= p
.obj
.x
; fY
:= p
.obj
.y
;
825 //p.obj.Lerp(gLerpFactor, fX, fY);
826 fSlope
:= nlerp(p
.SlopeOld
, p
.obj
.slopeUpLeft
, gLerpFactor
);
829 if p
.PunchTime
<= gTime
then
831 g_Anim_GetFrameByTime(PunchAnim
, (gTime
- p
.PunchTime
) DIV GAME_TICK
, count
, frame
);
834 b
:= R_BERSERK
in p
.FRulez
;
835 if p
.FKeys
[KEY_DOWN
].pressed
then
836 t
:= PunchTextures
[b
, 2]
837 else if p
.FKeys
[KEY_UP
].pressed
then
838 t
:= PunchTextures
[b
, 1]
840 t
:= PunchTextures
[b
, 0];
843 flip
:= p
.Direction
= TDirection
.D_LEFT
;
844 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
845 ay
:= p
.Obj
.Rect
.Y
- 11;
846 tex
:= t
.GetTexture(frame
);
847 r_Draw_TextureRepeat(tex
, fx
+ ax
, fy
+ fSlope
+ ay
, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
852 (* invulnerability effect *)
853 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
855 w
:= InvulPenta
.width
;
856 h
:= InvulPenta
.height
;
857 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
858 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
859 r_Draw_Texture(InvulPenta
, fx
+ ax
, fy
+ ay
+ fSlope
, w
, h
, false, 255, 255, 255, 255, false);
862 (* invisibility effect *)
864 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
866 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
868 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
875 r_Map_DrawPlayerModel(p
.Model
, fX
, fY
+ fSlope
, alpha
);
877 // TODO draw g_debug_frames
878 // TODO draw chat bubble
882 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
885 if gPlayers
<> nil then
886 for i
:= 0 to High(gPlayers
) do
887 if gPlayers
[i
] <> nil then
888 r_Map_DrawPlayer(gPlayers
[i
], player
);
892 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
894 result
:= Models
[m
].gibs
.rect
[i
];
897 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
898 var i
, fx
, fy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
902 for i
:= 0 to High(gGibs
) do
904 if gGibs
[i
].alive
then
907 if g_Obj_Collide(x
, y
, w
, h
, p
) then
909 p
.Lerp(gLerpFactor
, fx
, fy
);
910 id
:= gGibs
[i
].GibID
;
911 m
:= gGibs
[i
].ModelID
;
912 t
:= Models
[m
].gibs
.base
[id
];
915 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
916 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
917 ra
:= gGibs
[i
].RAngle
;
918 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
919 t
:= Models
[m
].gibs
.mask
[id
];
921 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, gGibs
[i
].Color
.R
, gGibs
[i
].Color
.G
, gGibs
[i
].Color
.B
, 255, false, rx
, ry
, ra
);
922 // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
928 // TODO draw g_debug_frames
932 {$IFDEF ENABLE_CORPSES}
933 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
934 var i
, fX
, fY
: Integer; p
: TCorpse
;
936 if gCorpses
<> nil then
938 for i
:= 0 to High(gCorpses
) do
941 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
943 p
.obj
.Lerp(gLerpFactor
, fX
, fY
);
944 r_Map_DrawPlayerModel(p
.model
, fX
, fY
, 255);
948 // TODO draw g_debug_frames
953 function r_Map_GetGFXID (): Integer;
957 if gfxlist
<> nil then
959 while (i
< Length(gfxlist
)) and (gfxlist
[i
].typ
> 0) do
961 if i
>= Length(gfxlist
) then
962 SetLength(gfxlist
, Length(gfxlist
) + 1)
965 SetLength(gfxlist
, 1);
966 gfxlist
[i
].typ
:= R_GFX_NONE
;
970 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
973 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
975 i
:= r_Map_GetGFXID();
978 gfxlist
[i
].typ
:= typ
;
981 gfxlist
[i
].oldX
:= x
;
982 gfxlist
[i
].oldY
:= y
;
983 gfxlist
[i
].anim
:= GFXAnim
[typ
].anim
;
984 gfxlist
[i
].time
:= gTime
DIV GAME_TICK
;
985 gfxlist
[i
].frame
:= 0;
986 INC(gfxlist
[i
].anim
.delay
, Random(GFXAnim
[typ
].rdelay
));
991 procedure r_Map_UpdateGFX (tick
: LongWord);
992 var i
: Integer; count
: LongInt;
994 if gfxlist
<> nil then
996 for i
:= 0 to High(gfxlist
) do
998 if (gfxlist
[i
].typ
> 0) and (tick
>= gfxlist
[i
].time
) then
1000 g_Anim_GetFrameByTime(gfxlist
[i
].anim
, tick
- gfxlist
[i
].time
, count
, gfxlist
[i
].frame
);
1003 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
1004 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
1005 case gfxlist
[i
].typ
of
1006 R_GFX_FLAME
, R_GFX_SMOKE
:
1008 if Random(3) = 0 then
1009 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1010 if Random(2) = 0 then
1011 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1016 gfxlist
[i
].typ
:= R_GFX_NONE
;
1022 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1023 var i
, fx
, fy
, typ
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
;
1025 if gfxlist
<> nil then
1027 for i
:= 0 to High(gfxlist
) do
1029 if gfxlist
[i
].typ
> 0 then
1031 typ
:= gfxlist
[i
].typ
;
1032 t
:= GFXTextures
[typ
];
1035 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1036 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1037 tex
:= t
.GetTexture(gfxlist
[i
].frame
);
1038 r_Draw_TextureRepeat(tex
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1045 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1046 var i
, fx
, fy
: Integer;
1048 if gpart_dbg_enabled
and (Particles
<> nil) then
1050 glDisable(GL_TEXTURE_2D
);
1051 if (g_dbg_scale
< 0.6) then
1053 else if (g_dbg_scale
> 1.3) then
1054 glPointSize(g_dbg_scale
+ 1)
1057 glDisable(GL_POINT_SMOOTH
);
1059 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1062 for i
:= 0 to High(Particles
) do
1064 if Particles
[i
].alive
then
1066 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1067 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1068 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1074 glDisable(GL_BLEND
);
1079 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1080 var i
, a
, fX
, fY
, pX
, pY
, typ
: Integer; count
, frame
: LongInt; t
: TGLMultiTexture
; tex
: TGLTexture
;
1082 if Shots
<> nil then
1084 for i
:= 0 to High(Shots
) do
1086 typ
:= Shots
[i
].ShotType
;
1089 t
:= ShotTextures
[typ
];
1094 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1095 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1097 Shots
[i
].Obj
.Lerp(gLerpFactor
, fX
, fY
);
1098 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1099 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1100 g_Anim_GetFrameByTime(ShotAnim
[typ
].anim
, (gTime
- Shots
[i
].time
) DIV GAME_TICK
, count
, frame
);
1101 tex
:= t
.GetTexture(frame
);
1102 r_Draw_TextureRepeatRotate(tex
, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1107 // TODO draw g_debug_frames
1110 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1111 var i
, dx
, fx
, fy
: Integer; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
1113 if gGameSettings
.GameMode
= GM_CTF
then
1115 for i
:= FLAG_RED
to FLAG_BLUE
do
1117 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1119 gFlags
[i
].Obj
.Lerp(gLerpFactor
, fx
, fy
);
1120 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1121 if flip
then dx
:= -1 else dx
:= +1;
1122 t
:= FlagTextures
[i
];
1123 tex
:= t
.GetTexture(FlagFrame
);
1124 r_Draw_TextureRepeat(tex
, fx
+ dx
, fy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1128 // TODO g_debug_frames
1131 {$IFDEF ENABLE_SHELLS}
1132 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1133 var i
, fx
, fy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1135 if gShells
<> nil then
1137 for i
:= 0 to High(gShells
) do
1139 if gShells
[i
].alive
then
1141 typ
:= gShells
[i
].SType
;
1142 if typ
<= SHELL_LAST
then
1144 p
:= @gShells
[i
].Obj
;
1145 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1147 t
:= ShellTextures
[typ
];
1150 p
.Lerp(gLerpFactor
, fx
, fy
);
1151 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, ShellAnim
[typ
].dx
, ShellAnim
[typ
].dy
, gShells
[i
].RAngle
);
1161 procedure r_Map_CalcAspect (ow
, oh
, nw
, nh
: LongInt; horizontal
: Boolean; out ww
, hh
: LongInt);
1166 hh
:= nw
* oh
div ow
;
1170 ww
:= nh
* ow
div oh
;
1175 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1177 factor
= 120; (* size ratio between view and sky (120%) *)
1178 limit
= 100; (* max speed for parallax *)
1180 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1182 msw
:= vw
* factor
div 100;
1183 msh
:= vh
* factor
div 100;
1184 r_Map_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1186 (* calc x parallax or sky center on speed limit *)
1187 mvw
:= MAX(1, mw
- vw
);
1189 if 100 * svw
div mvw
<= limit
then
1190 x
:= -cx
* svw
div mvw
1194 (* calc y parallax or sky center on speed limit *)
1195 mvh
:= MAX(1, mh
- vh
);
1197 if 100 * svh
div mvh
<= limit
then
1198 y
:= -cy
* svh
div mvh
1202 (* handle out of map bounds *)
1203 if x
> 0 then x
:= 0;
1204 if y
> 0 then y
:= 0;
1205 if x
< -svw
then x
:= -svw
;
1206 if y
< -svh
then y
:= -svh
;
1209 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1222 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1226 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1230 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1231 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1232 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1234 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1235 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1237 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1239 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1240 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1242 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1244 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1249 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
1250 var iter
: TPanelGrid
.Iter
; p
: PPanel
; cx
, cy
, xx
, yy
, ww
, hh
: Integer; sx
, sy
, sw
, sh
: LongInt;
1252 cx
:= camx
- w
div 2;
1253 cy
:= camy
- h
div 2;
1259 if g_dbg_ignore_bounds
= false then
1261 if xx
+ ww
> gMapInfo
.Width
then
1262 xx
:= gMapInfo
.Width
- ww
;
1263 if yy
+ hh
> gMapInfo
.Height
then
1264 yy
:= gMapInfo
.Height
- hh
;
1273 if SkyTexture
<> nil then
1275 r_Map_CalcSkyParallax(cx
, cy
, ww
, hh
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1276 r_Draw_Texture(SkyTexture
, x
+ sx
, y
+ sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1280 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
1282 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1287 glTranslatef(-cx
, -cy
, 0);
1288 r_Map_DrawPanelType(PANEL_BACK
);
1289 r_Map_DrawPanelType(PANEL_STEP
);
1290 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1291 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1292 {$IFDEF ENABLE_SHELLS}
1293 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1295 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1296 {$IFDEF ENABLE_GIBS}
1297 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1299 {$IFDEF ENABLE_CORPSES}
1300 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1302 r_Map_DrawPanelType(PANEL_WALL
);
1303 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1304 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1305 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1307 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1308 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1310 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1311 r_Map_DrawPanelType(PANEL_ACID1
);
1312 r_Map_DrawPanelType(PANEL_ACID2
);
1313 r_Map_DrawPanelType(PANEL_WATER
);
1314 r_Map_DrawPanelType(PANEL_FORE
);
1315 // TODO draw monsters health bar
1316 // TODO draw players health bar
1317 // TODO draw players indicators
1320 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1322 // TODO draw minimap (gShowMap)
1323 // TODO draw g_debug_player
1326 procedure r_Map_Update
;
1327 var i
, count
, tick
: LongInt;
1329 tick
:= gTime
div GAME_TICK
;
1330 for i
:= 0 to ITEM_LAST
do
1331 g_Anim_GetFrameByTime(ItemAnim
[i
].anim
, tick
, count
, Items
[i
].frame
);
1332 r_Map_UpdateGFX(tick
);
1333 g_Anim_GetFrameByTime(FlagAnim
, tick
, count
, FlagFrame
);