DEADSOFTWARE

gl: implement d_health
[d2df-sdl.git] / src / game / renders / opengl / r_map.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
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.
6 *
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.
11 *
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/>.
14 *)
15 {$INCLUDE ../../../shared/a_modes.inc}
16 unit r_map;
18 interface
20 uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize;
23 procedure r_Map_Finalize;
25 procedure r_Map_Load;
26 procedure r_Map_Free;
28 procedure r_Map_LoadTextures;
29 procedure r_Map_FreeTextures;
31 {$IFDEF ENABLE_GFX}
32 procedure r_Map_NewGFX (typ, x, y: Integer);
33 {$ENDIF}
34 {$IFDEF ENABLE_GIBS}
35 function r_Map_GetGibSize (m, i: Integer): TRectWH;
36 {$ENDIF}
37 {$IFDEF ENABLE_MENU}
38 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
39 {$ENDIF}
41 procedure r_Map_Reset;
42 procedure r_Map_Update;
44 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
46 implementation
48 uses
49 {$I ../../../nogl/noGLuses.inc}
50 Math, SysUtils,
51 e_log,
52 binheap, MAPDEF, utils,
53 g_options, g_animations, g_basic, g_phys,
54 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
55 g_console, g_language,
56 {$IFDEF ENABLE_CORPSES}
57 g_corpses,
58 {$ENDIF}
59 {$IFDEF ENABLE_SHELLS}
60 g_shells,
61 {$ENDIF}
62 {$IFDEF ENABLE_GIBS}
63 g_gibs,
64 {$ENDIF}
65 {$IFDEF ENABLE_GFX}
66 g_gfx,
67 {$ENDIF}
68 r_textures, r_draw, r_common
69 ;
71 const
72 MTABLE: array [0..MONSTER_MAN] of record
73 w, h: Integer;
74 end = (
75 (w: 64; h: 64), // NONE
76 (w: 64; h: 64), // DEMON
77 (w: 64; h: 64), // IMP
78 (w: 64; h: 64), // ZOMBY
79 (w: 64; h: 64), // SERG
80 (w: 128; h: 128), // CYBER
81 (w: 64; h: 64), // CGUN
82 (w: 128; h: 128), // BARON
83 (w: 128; h: 128), // KNIGHT
84 (w: 128; h: 128), // CACO
85 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
86 (w: 128; h: 128), // PAIN
87 (w: 256; h: 128), // SPIDER
88 (w: 128; h: 64), // BSP
89 (w: 128; h: 128), // MANCUB
90 (w: 128; h: 128), // SKEL
91 (w: 128; h: 128), // VILE
92 (w: 32; h: 32), // FISH
93 (w: 64; h: 64), // BARREL
94 (w: 128; h: 128), // ROBO
95 (w: 64; h: 64) // MAN
96 );
97 VILEFIRE_DX = 32;
98 VILEFIRE_DY = 128;
100 ItemAnim: array [0..ITEM_LAST] of record
101 name: AnsiString;
102 w, h: Integer;
103 anim: TAnimInfo;
104 end = (
105 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
106 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
107 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
108 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
110 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
111 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
112 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
113 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
114 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
115 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
119 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
139 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
140 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
141 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
143 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
144 );
146 {$IFDEF ENABLE_GFX}
147 GFXAnim: array [0..R_GFX_LAST] of record
148 name: AnsiString;
149 w, h: Integer;
150 anim: TAnimInfo;
151 rdelay: Integer;
152 alpha: Integer;
153 end = (
154 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
155 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
156 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
157 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
158 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
159 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
160 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
161 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
162 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
163 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
164 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
165 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
166 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
168 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
169 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
170 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
171 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
172 );
173 {$ENDIF}
175 ShotAnim: array [0..WEAPON_LAST] of record
176 name: AnsiString;
177 w, h: Integer;
178 anim: TAnimInfo;
179 end = (
180 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
181 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
182 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
186 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
187 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
188 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
189 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
190 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
191 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
193 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
201 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
202 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
203 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
204 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
205 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
206 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
207 );
209 {$IFDEF ENABLE_SHELLS}
210 ShellAnim: array [0..SHELL_LAST] of record
211 name: AnsiString;
212 dx, dy: Integer;
213 end = (
214 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
215 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
216 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
217 );
218 {$ENDIF}
220 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
221 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
222 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
224 type
225 TBinHeapPanelDrawCmp = class
226 public
227 class function less (const a, b: TPanel): Boolean; inline;
228 end;
230 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
232 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
234 var
235 DebugFrames: Boolean;
236 DebugHealth: Boolean;
237 DebugCameraScale: Single;
238 FillOutsizeArea: Boolean;
239 SkyTexture: TGLTexture;
240 RenTextures: array of record
241 spec: LongInt;
242 tex: TGLMultiTexture;
243 anim: TAnimInfo;
244 end;
245 Items: array [0..ITEM_LAST] of record
246 tex: TGLMultiTexture;
247 frame: Integer;
248 end;
249 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
250 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
251 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
252 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
253 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
254 VileFire: TGLMultiTexture;
255 InvulPenta: TGLTexture;
256 IndicatorTexture: TGLTexture;
257 TalkTexture: TGLTexture;
258 Models: array of record
259 anim: array [TDirection, 0..A_LAST] of record
260 base, mask: TGLMultiTexture;
261 end;
262 {$IFDEF ENABLE_GIBS}
263 gibs: record
264 base, mask: TGLTextureArray;
265 rect: TRectArray;
266 end;
267 {$ENDIF}
268 end;
270 {$IFDEF ENABLE_SHELLS}
271 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
272 {$ENDIF}
273 {$IFDEF ENABLE_GFX}
274 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
275 gfxlist: array of record
276 typ: Byte;
277 x, y: Integer;
278 oldX, oldY: Integer;
279 anim: TAnimInfo;
280 time: LongWord;
281 frame: LongInt;
282 end = nil;
283 {$ENDIF}
285 FlagFrame: LongInt;
286 plist: TBinHeapPanelDraw = nil;
288 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
289 begin
290 if a.tag < b.tag then begin result := true; exit; end;
291 if a.tag > b.tag then begin result := false; exit; end;
292 result := a.arrIdx < b.arrIdx;
293 end;
295 procedure r_Map_Initialize;
296 begin
297 FlagFrame := 0;
298 plist := TBinHeapPanelDraw.Create();
299 end;
301 procedure r_Map_Finalize;
302 begin
303 r_Common_FreeAndNil(plist);
304 FlagFrame := 0;
305 end;
307 procedure r_Map_FreeModel (i: Integer);
308 var a: Integer; d: TDirection;
309 begin
310 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
311 begin
312 for a := A_STAND to A_LAST do
313 begin
314 r_Common_FreeAndNil(Models[i].anim[d, a].base);
315 r_Common_FreeAndNil(Models[i].anim[d, a].mask);
316 end;
317 end;
318 {$IFDEF ENABLE_GIBS}
319 if Models[i].gibs.base <> nil then
320 for a := 0 to High(Models[i].gibs.base) do
321 r_Common_FreeAndNil(Models[i].gibs.base[a]);
322 if Models[i].gibs.mask <> nil then
323 for a := 0 to High(Models[i].gibs.mask) do
324 r_Common_FreeAndNil(Models[i].gibs.mask[a]);
325 Models[i].gibs.base := nil;
326 Models[i].gibs.mask := nil;
327 Models[i].gibs.rect := nil;
328 {$ENDIF}
329 end;
331 procedure r_Map_LoadModel (i: Integer);
332 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
333 begin
334 ASSERT(i < Length(Models));
335 ASSERT(i < Length(PlayerModelsArray));
336 r_Map_FreeModel(i);
337 m := @PlayerModelsArray[i];
338 prefix := m.FileName + ':TEXTURES/';
339 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
340 begin
341 for a := A_STAND to A_LAST do
342 begin
343 Models[i].anim[d, a].base := nil;
344 Models[i].anim[d, a].mask := nil;
345 if m.anim[d, a].resource <> '' then
346 Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
347 if m.anim[d, a].mask <> '' then
348 Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
349 end
350 end;
351 {$IFDEF ENABLE_GIBS}
352 Models[i].gibs.base := nil;
353 Models[i].gibs.mask := nil;
354 Models[i].gibs.rect := nil;
355 if m.GibsCount > 0 then
356 begin
357 SetLength(Models[i].gibs.base, m.GibsCount);
358 SetLength(Models[i].gibs.mask, m.GibsCount);
359 SetLength(Models[i].gibs.rect, m.GibsCount);
360 for a := 0 to m.GibsCount - 1 do
361 Models[i].gibs.rect[a] := DefaultGibSize;
362 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then
363 begin
364 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then
365 begin
366 // ok
367 end;
368 end;
369 end;
370 {$ENDIF}
371 end;
373 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
374 const dir: array [TDirection] of AnsiString = ('_L', '');
375 var w, h, count: Integer;
376 begin
377 count := MONSTER_ANIMTABLE[m].AnimCount[a];
378 if count > 0 then
379 begin
380 w := MTABLE[m].w;
381 h := MTABLE[m].h;
382 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
383 begin
384 // special case
385 w := 128;
386 h := 128;
387 end;
388 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
389 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
390 w,
391 h,
392 count,
393 [TGLHints.txNoRepeat],
394 False
395 );
396 end
397 else
398 MonTextures[m, a, d] := nil;
399 end;
401 procedure r_Map_Load;
402 const
403 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
404 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
405 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
406 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
407 var
408 i, j, k: Integer; d: TDirection; b: Boolean;
409 begin
410 // --------- items --------- //
411 r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
412 for i := 0 to ITEM_LAST do
413 begin
414 Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
415 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
416 ItemAnim[i].w,
417 ItemAnim[i].h,
418 ItemAnim[i].anim.frames,
419 [TGLHints.txNoRepeat],
420 false
421 );
422 Items[i].frame := 0;
423 end;
424 // --------- monsters --------- //
425 r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
426 for i := MONSTER_DEMON to MONSTER_MAN do
427 begin
428 for j := 0 to ANIM_LAST do
429 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
430 r_Map_LoadMonsterAnim(i, j, d);
431 r_Common_StepLoading(1);
432 end;
433 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
434 // --------- player models --------- //
435 if PlayerModelsArray <> nil then
436 begin
437 r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
438 SetLength(Models, Length(PlayerModelsArray));
439 for i := 0 to High(PlayerModelsArray) do
440 begin
441 r_Map_LoadModel(i);
442 r_Common_StepLoading(1);
443 end;
444 end;
445 // --------- player weapons --------- //
446 r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
447 for i := 1 to WP_LAST do
448 begin
449 for j := 0 to W_POS_LAST do
450 for k := 0 to W_ACT_LAST do
451 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]);
452 r_Common_StepLoading(1);
453 end;
454 // --------- gfx animations --------- //
455 {$IFDEF ENABLE_GFX}
456 r_Common_SetLoading('GFX Effects', R_GFX_LAST);
457 for i := 1 to R_GFX_LAST do
458 begin
459 if GFXAnim[i].anim.frames > 0 then
460 GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
461 end;
462 {$ENDIF}
463 // --------- shots --------- //
464 r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
465 for i := 0 to WEAPON_LAST do
466 begin
467 if ShotAnim[i].anim.frames > 0 then
468 ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]);
469 end;
470 // --------- flags --------- //
471 r_Common_SetLoading('Flags', 2);
472 FlagTextures[FLAG_NONE] := nil;
473 FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]);
474 FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]);
475 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
476 // --------- shells --------- //
477 {$IFDEF ENABLE_SHELLS}
478 r_Common_SetLoading('Shells', SHELL_LAST + 1);
479 for i := 0 to SHELL_LAST do
480 ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
481 {$ENDIF}
482 // --------- other --------- //
483 r_Common_SetLoading('Effects', 3 * 2 + 3);
484 for b := false to true do
485 begin
486 for i := 0 to 2 do
487 PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]);
488 end;
489 InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]);
490 IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]);
491 TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]);
492 end;
494 procedure r_Map_Free;
495 var i, j, k: Integer; d: TDirection; b: Boolean;
496 begin
497 r_Common_FreeAndNil(TalkTexture);
498 r_Common_FreeAndNil(IndicatorTexture);
499 r_Common_FreeAndNil(InvulPenta);
500 for b := false to true do
501 for i := 0 to 2 do
502 r_Common_FreeAndNil(PunchTextures[b, i]);
503 {$IFDEF ENABLE_SHELLS}
504 for i := 0 to SHELL_LAST do
505 r_Common_FreeAndNil(ShellTextures[i]);
506 {$ENDIF}
507 for i := 0 to FLAG_LAST do
508 r_Common_FreeAndNil(FlagTextures[i]);
509 for i := 0 to WEAPON_LAST do
510 r_Common_FreeAndNil(ShotTextures[i]);
511 {$IFDEF ENABLE_GFX}
512 SetLength(gfxlist, 0);
513 for i := 0 to R_GFX_LAST do
514 r_Common_FreeAndNil(GFXTextures[i]);
515 {$ENDIF}
516 for i := 1 to WP_LAST do
517 for j := 0 to W_POS_LAST do
518 for k := 0 to W_ACT_LAST do
519 r_Common_FreeAndNil(WeapTextures[i, j, k]);
520 if Models <> nil then
521 for i := 0 to High(Models) do
522 r_Map_FreeModel(i);
523 for i := MONSTER_DEMON to MONSTER_MAN do
524 for j := 0 to ANIM_LAST do
525 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
526 r_Common_FreeAndNil(MonTextures[i, j, d]);
527 for i := 0 to ITEM_LAST do
528 r_Common_FreeAndNil(Items[i].tex);
529 end;
531 procedure r_Map_FreeTextures;
532 var i: Integer;
533 begin
534 plist.Clear;
535 r_Common_FreeAndNil(SkyTexture);
536 if RenTextures <> nil then
537 for i := 0 to High(RenTextures) do
538 r_Common_FreeAndNil(RenTextures[i].tex);
539 SetLength(RenTextures, 0);
540 end;
542 procedure r_Map_LoadTextures;
543 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
544 var i, n: Integer; txt: TAnimTextInfo;
545 begin
546 r_Map_FreeTextures;
547 if Textures <> nil then
548 begin
549 n := Length(Textures);
550 SetLength(RenTextures, n);
551 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
552 for i := 0 to n - 1 do
553 begin
554 RenTextures[i].tex := nil;
555 RenTextures[i].anim := DefaultAnimInfo;
556 case Textures[i].TextureName of
557 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
558 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
559 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
560 else
561 RenTextures[i].spec := 0;
562 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
563 if RenTextures[i].tex <> nil then
564 begin
565 RenTextures[i].anim := txt.anim;
566 r_Common_StepLoading(1);
567 end
568 else
569 begin
570 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
571 end;
572 end;
573 ASSERT(RenTextures[i].anim.frames > 0);
574 ASSERT(RenTextures[i].anim.delay > 0);
575 end;
576 end;
577 if gMapInfo.SkyFullName <> '' then
578 begin
579 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
580 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
581 end;
582 plist.Clear;
583 end;
585 procedure r_Map_DrawPanel (p: TPanel);
586 var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
587 begin
588 ASSERT(p <> nil);
589 if p.FCurTexture >= 0 then
590 begin
591 ASSERT(p.FCurTexture <= High(p.TextureIDs));
592 Texture := p.TextureIDs[p.FCurTexture].Texture;
593 t := nil;
594 ASSERT(Texture >= -1);
595 ASSERT(Texture <= High(RenTextures));
596 if Texture >= 0 then
597 begin
598 t := RenTextures[Texture].tex;
599 if (RenTextures[Texture].spec = 0) or (t <> nil) then
600 begin
601 count := 0; frame := 0;
602 if p.AnimTime <= gTime then
603 begin
604 a := RenTextures[Texture].anim;
605 a.loop := p.AnimLoop;
606 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
607 end;
608 if t <> nil then
609 begin
610 tex := t.GetTexture(frame);
611 r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
612 end
613 else
614 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
615 end;
616 end;
618 if t = nil then
619 begin
620 case RenTextures[Texture].spec of
621 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
622 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
623 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
624 end
625 end
626 end
627 end;
629 procedure r_Map_DrawPanelType (panelTyp: DWORD);
630 var tagMask, i: Integer; p: TPanel;
631 begin
632 i := 0;
633 tagMask := PanelTypeToTag(panelTyp);
634 while plist.count > 0 do
635 begin
636 p := TPanel(plist.Front());
637 if (p.tag and tagMask) = 0 then
638 break;
639 r_Map_DrawPanel(p);
640 Inc(i);
641 plist.PopFront
642 end;
643 end;
645 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
646 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
647 begin
648 if ggItems <> nil then
649 begin
650 for i := 0 to High(ggItems) do
651 begin
652 it := @ggItems[i];
653 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
654 begin
655 t := Items[it.ItemType].tex;
656 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
657 begin
658 r_Common_GetObjectPos(it.obj, xx, yy);
659 tex := t.GetTexture(Items[it.ItemType].frame);
660 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
661 if DebugFrames then
662 begin
663 r_Draw_Rect(
664 xx + it.obj.rect.x, // it.obj.x + it.obj.rect.x,
665 yy + it.obj.rect.y, // it.obj.y + it.obj.rect.y,
666 xx + it.obj.rect.x + it.obj.rect.width, // it.obj.x + it.obj.rect.x + it.obj.rect.width,
667 yy + it.obj.rect.y + it.obj.rect.height, // it.obj.y + it.obj.rect.y + it.obj.rect.height,
668 0, 255, 0, 255
669 );
670 end;
671 end;
672 end;
673 end;
674 end;
675 end;
677 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
678 // var c: Integer;
679 begin
680 t := nil; dx := 0; dy := 0; flip := false;
681 result := MonTextures[m, a, d] <> nil;
682 if result = false then
683 begin
684 flip := true;
685 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
686 result := MonTextures[m, a, d] <> nil;
687 end;
688 if result = true then
689 begin
690 t := MonTextures[m, a, d];
691 if d = TDirection.D_LEFT then
692 begin
693 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
694 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
695 end
696 else
697 begin
698 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
699 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
700 end;
701 if flip then
702 begin
703 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
704 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
705 dx := -dx;
706 end;
707 end;
708 end;
710 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
711 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
712 begin
713 if VileFire <> nil then
714 begin
715 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
716 begin
717 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
718 begin
719 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
720 tex := VileFire.GetTexture(frame);
721 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);
722 end;
723 end;
724 end;
725 end;
727 procedure r_Map_DrawMonster (constref mon: TMonster);
728 var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
729 begin
730 m := mon.MonsterType;
731 a := mon.MonsterAnim;
732 d := mon.GameDirection;
734 r_Common_GetObjectPos(mon.obj, xx, yy);
735 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
736 begin
737 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
738 end;
739 if DebugFrames then
740 begin
741 r_Draw_Rect(
742 xx + mon.obj.rect.x, // mon.obj.x + mon.obj.rect.x,
743 yy + mon.obj.rect.y, // mon.obj.y + mon.obj.rect.y,
744 xx + mon.obj.rect.x + mon.obj.rect.width, // mon.obj.x + mon.obj.rect.x + mon.obj.rect.width,
745 yy + mon.obj.rect.y + mon.obj.rect.height, // mon.obj.y + mon.obj.rect.y + mon.obj.rect.height,
746 0, 255, 0, 255
747 );
748 end;
749 if DebugHealth and mon.alive then
750 begin
751 r_Common_DrawText(
752 IntToStr(mon.MonsterHealth),
753 xx + mon.obj.rect.x + mon.obj.rect.width div 2,
754 yy + mon.obj.rect.y,
755 255, 255, 255, 255,
756 stdfont,
757 TBasePoint.BP_DOWN
758 );
759 end;
760 end;
762 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
763 var i: Integer; m: TMonster;
764 begin
765 if gMonsters <> nil then
766 begin
767 for i := 0 to High(gMonsters) do
768 begin
769 m := gMonsters[i];
770 if m <> nil then
771 begin
772 r_Map_DrawMonsterAttack(m);
773 // TODO select from grid
774 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
775 r_Map_DrawMonster(m);
776 end;
777 end;
778 end;
779 end;
781 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
782 begin
783 flip := false;
784 result := Models[i].anim[d, a].base <> nil;
785 if result = false then
786 begin
787 flip := true;
788 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
789 result := Models[i].anim[d, a].base <> nil;
790 end;
791 end;
793 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
794 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
795 begin
796 a := pm.CurrentAnimation;
797 d := pm.Direction;
799 (* draw flag*)
800 t := FlagTextures[pm.Flag];
801 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
802 begin
803 flip := d = TDirection.D_RIGHT;
804 angle := PlayerModelsArray[pm.id].FlagAngle;
805 xx := PlayerModelsArray[pm.id].FlagPoint.X;
806 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
807 tex := t.GetTexture(FlagFrame);
808 r_Draw_TextureRepeatRotate(
809 tex,
810 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
811 y + yy - FLAG_BASEPOINT.Y + 1,
812 tex.width,
813 tex.height,
814 flip,
815 255, 255, 255, 255, false,
816 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
817 FLAG_BASEPOINT.Y,
818 IfThen(flip, angle, -angle)
819 );
820 end;
822 (* draw weapon *)
823 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
824 begin
825 case a of
826 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
827 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
828 else pos := W_POS_NORMAL;
829 end;
830 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
831 act := W_ACT_FIRE
832 else
833 act := W_ACT_NORMAL;
834 tex := WeapTextures[pm.CurrentWeapon, pos, act];
835 if tex <> nil then
836 begin
837 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
838 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
839 r_Draw_Texture(
840 tex,
841 x + xx,
842 y + yy,
843 tex.width,
844 tex.height,
845 d = TDirection.D_LEFT,
846 255, 255, 255, alpha, false
847 );
848 end;
849 end;
851 (* draw body *)
852 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
853 begin
854 t := Models[pm.id].anim[d, a].base;
855 back := PlayerModelsArray[pm.id].anim[d, a].back;
856 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
857 t := Models[pm.id].anim[d, a].mask;
858 if t <> nil then
859 begin
860 c := pm.Color;
861 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
862 end;
863 end;
864 end;
866 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
867 const w = 20; h = 14;
868 const dx = 6; dy = 8; dot = 6; size = 2;
869 const tx = 6; ty = h - 1;
870 begin
871 // Outer box (top/down)
872 r_Draw_FillRect(x + 1, y, x + w - 1, y + 1, cb.R, cb.G, cb.B, 255);
873 r_Draw_FillRect(x + 1, y + h - 1, x + w - 1, y + h, cb.R, cb.G, cb.B, 255);
874 // Outer box (left/right)
875 r_Draw_FillRect(x, y + 1, x + 1, y + h - 1, cb.R, cb.G, cb.B, 255);
876 r_Draw_FillRect(x + w - 1, y + 1, x + w, y + h - 1, cb.R, cb.G, cb.B, 255);
877 // Outer tail
878 r_Draw_FillRect(x + tx - 1, y + ty + 0, x + tx + 3 + 1, y + ty + 1, cb.R, cb.G, cb.B, 255);
879 r_Draw_FillRect(x + tx - 1, y + ty + 1, x + tx + 2 + 1, y + ty + 2, cb.R, cb.G, cb.B, 255);
880 r_Draw_FillRect(x + tx - 1, y + ty + 2, x + tx + 1 + 1, y + ty + 3, cb.R, cb.G, cb.B, 255);
881 r_Draw_FillRect(x + tx - 1, y + ty + 3, x + tx + 0 + 1, y + ty + 4, cb.R, cb.G, cb.B, 255);
882 // Inner tail
883 r_Draw_FillRect(x + tx, y + ty + 0, x + tx + 3, y + ty + 1, cf.R, cf.G, cf.B, 255);
884 r_Draw_FillRect(x + tx, y + ty + 1, x + tx + 2, y + ty + 2, cf.R, cf.G, cf.B, 255);
885 r_Draw_FillRect(x + tx, y + ty + 2, x + tx + 1, y + ty + 3, cf.R, cf.G, cf.B, 255);
886 // Inner box
887 r_Draw_FillRect(x + 1, y + 1, x + w - 1, y + h - 1, cf.R, cf.G, cf.B, 255);
888 // Dots
889 r_Draw_FillRect(x + dx + 0*3, y + dy, x + dx + 0*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
890 r_Draw_FillRect(x + dx + 1*3, y + dy, x + dx + 1*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
891 r_Draw_FillRect(x + dx + 2*3, y + dy, x + dx + 2*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
892 end;
894 procedure r_Map_DrawTalkBubble (p: TPlayer);
895 var xx, yy, x, y: Integer; cb, cf: TRGB;
896 begin
897 r_Common_GetPlayerPos(p, xx, yy);
898 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
899 y := yy;
900 cb := _RGB(63, 63, 63);
901 cf := _RGB(240, 240, 240);
902 case gChatBubble of
903 1: // simple text
904 begin
905 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
906 end;
907 2: // adv team color
908 begin
909 case p.Team of
910 TEAM_RED: cb := _RGB(255, 63, 63);
911 TEAM_BLUE: cb := _RGB(63, 63, 255);
912 end;
913 r_Map_DrawBubble(x, y - 18, cb, cf);
914 end;
915 3: // adv player color
916 begin
917 cb := p.Model.Color;
918 cf.R := MIN(cb.R * 2 + 64, 255);
919 cf.G := MIN(cb.G * 2 + 64, 255);
920 cf.B := MIN(cb.B * 2 + 64, 255);
921 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
922 begin
923 cb.R := MAX(cf.R div 2 - 16, 0);
924 cb.G := MAX(cf.G div 2 - 16, 0);
925 cb.B := MAX(cf.B div 2 - 16, 0);
926 end;
927 r_Map_DrawBubble(x, y - 18, cb, cf);
928 end;
929 4: // textured
930 if TalkTexture <> nil then
931 begin
932 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
933 end;
934 end;
935 end;
937 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
938 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
939 begin
940 if p.alive then
941 begin
942 r_Common_GetPlayerPos(p, x, y);
944 (* punch effect *)
945 if p.PunchTime <= gTime then
946 begin
947 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
948 if count < 1 then
949 begin
950 b := R_BERSERK in p.FRulez;
951 if p.FKeys[KEY_DOWN].pressed then
952 t := PunchTextures[b, 2]
953 else if p.FKeys[KEY_UP].pressed then
954 t := PunchTextures[b, 1]
955 else
956 t := PunchTextures[b, 0];
957 if t <> nil then
958 begin
959 flip := p.Direction = TDirection.D_LEFT;
960 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
961 ay := p.Obj.Rect.Y - 11;
962 tex := t.GetTexture(frame);
963 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
964 end;
965 end;
966 end;
968 (* invulnerability effect *)
969 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
970 begin
971 w := InvulPenta.width;
972 h := InvulPenta.height;
973 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
974 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
975 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
976 end;
978 (* invisibility effect *)
979 alpha := 255;
980 if p.FMegaRulez[MR_INVIS] > gTime then
981 begin
982 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
983 begin
984 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
985 alpha := 55;
986 end
987 else
988 alpha := 1; // ???
989 end;
991 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
992 end;
994 if DebugFrames then
995 begin
996 r_Draw_Rect(
997 x + p.obj.rect.x, // p.obj.x + p.obj.rect.x,
998 y + p.obj.rect.y, // p.obj.y + p.obj.rect.y,
999 x + p.obj.rect.x + p.obj.rect.width, // p.obj.x + p.obj.rect.x + p.obj.rect.width,
1000 y + p.obj.rect.y + p.obj.rect.height, // p.obj.y + p.obj.rect.y + p.obj.rect.height,
1001 0, 255, 0, 255
1002 );
1003 end;
1005 if DebugHealth and p.alive then
1006 begin
1007 r_Common_DrawText(
1008 IntToStr(p.health) + '/' + IntToStr(p.armor),
1009 x + p.obj.rect.x + p.obj.rect.width div 2,
1010 y - 24,
1011 255, 255, 255, 255,
1012 stdfont,
1013 TBasePoint.BP_DOWN
1014 );
1015 end;
1017 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
1018 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
1019 r_Map_DrawTalkBubble(p);
1021 // TODO draw aim
1022 end;
1024 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
1025 var i: Integer;
1026 begin
1027 if gPlayers <> nil then
1028 for i := 0 to High(gPlayers) do
1029 if gPlayers[i] <> nil then
1030 r_Map_DrawPlayer(gPlayers[i], player);
1031 end;
1033 {$IFDEF ENABLE_GIBS}
1034 function r_Map_GetGibSize (m, i: Integer): TRectWH;
1035 begin
1036 result := Models[m].gibs.rect[i];
1037 end;
1039 procedure r_Map_DrawGibs (x, y, w, h: Integer);
1040 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
1041 begin
1042 if gGibs <> nil then
1043 begin
1044 for i := 0 to High(gGibs) do
1045 begin
1046 if gGibs[i].alive then
1047 begin
1048 p := @gGibs[i].Obj;
1049 if g_Obj_Collide(x, y, w, h, p) then
1050 begin
1051 r_Common_GetObjectPos(p^, xx, yy);
1052 id := gGibs[i].GibID;
1053 m := gGibs[i].ModelID;
1054 t := Models[m].gibs.base[id];
1055 if t <> nil then
1056 begin
1057 rx := p.Rect.X + p.Rect.Width div 2;
1058 ry := p.Rect.Y + p.Rect.Height div 2;
1059 ra := gGibs[i].RAngle;
1060 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
1061 t := Models[m].gibs.mask[id];
1062 if t <> nil then
1063 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
1064 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
1065 end;
1066 end;
1067 end;
1068 end;
1069 end;
1070 end;
1071 {$ENDIF}
1073 {$IFDEF ENABLE_CORPSES}
1074 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1075 var i, xx, yy: Integer; p: TCorpse;
1076 begin
1077 if gCorpses <> nil then
1078 begin
1079 for i := 0 to High(gCorpses) do
1080 begin
1081 p := gCorpses[i];
1082 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1083 begin
1084 r_Common_GetObjectPos(p.obj, xx, yy);
1085 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1086 end;
1087 end;
1088 end;
1089 end;
1090 {$ENDIF}
1092 {$IFDEF ENABLE_GFX}
1093 function r_Map_GetGFXID (): Integer;
1094 var i: Integer;
1095 begin
1096 i := 0;
1097 if gfxlist <> nil then
1098 begin
1099 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1100 Inc(i);
1101 if i >= Length(gfxlist) then
1102 SetLength(gfxlist, Length(gfxlist) + 1)
1103 end
1104 else
1105 SetLength(gfxlist, 1);
1106 gfxlist[i].typ := R_GFX_NONE;
1107 result := i
1108 end;
1110 procedure r_Map_NewGFX (typ, x, y: Integer);
1111 var i: Integer;
1112 begin
1113 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1114 begin
1115 i := r_Map_GetGFXID();
1116 if i >= 0 then
1117 begin
1118 gfxlist[i].typ := typ;
1119 gfxlist[i].x := x;
1120 gfxlist[i].y := y;
1121 gfxlist[i].oldX := x;
1122 gfxlist[i].oldY := y;
1123 gfxlist[i].anim := GFXAnim[typ].anim;
1124 gfxlist[i].time := gTime DIV GAME_TICK;
1125 gfxlist[i].frame := 0;
1126 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1127 end;
1128 end;
1129 end;
1131 procedure r_Map_ResetGFX;
1132 begin
1133 SetLength(gfxlist, 0);
1134 end;
1136 procedure r_Map_UpdateGFX (tick: LongWord);
1137 var i: Integer; count: LongInt;
1138 begin
1139 if gfxlist <> nil then
1140 begin
1141 for i := 0 to High(gfxlist) do
1142 begin
1143 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1144 begin
1145 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1146 if count < 1 then
1147 begin
1148 gfxlist[i].oldX := gfxlist[i].x;
1149 gfxlist[i].oldY := gfxlist[i].y;
1150 case gfxlist[i].typ of
1151 R_GFX_FLAME, R_GFX_SMOKE:
1152 begin
1153 if Random(3) = 0 then
1154 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1155 if Random(2) = 0 then
1156 gfxlist[i].y := gfxlist[i].y - Random(2);
1157 end;
1158 end;
1159 end
1160 else
1161 gfxlist[i].typ := R_GFX_NONE;
1162 end;
1163 end;
1164 end;
1165 end;
1167 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1168 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1169 begin
1170 if gfxlist <> nil then
1171 begin
1172 for i := 0 to High(gfxlist) do
1173 begin
1174 if gfxlist[i].typ > 0 then
1175 begin
1176 typ := gfxlist[i].typ;
1177 t := GFXTextures[typ];
1178 if t <> nil then
1179 begin
1180 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1181 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1182 tex := t.GetTexture(gfxlist[i].frame);
1183 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1184 end;
1185 end;
1186 end;
1187 end;
1188 end;
1190 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1191 var i, fx, fy: Integer; factor: Single;
1192 begin
1193 if gpart_dbg_enabled and (Particles <> nil) then
1194 begin
1195 r_Draw_EnableTexture2D(false);
1196 factor := r_pixel_scale * g_dbg_scale;
1197 if factor < 0.6 then
1198 glPointSize(1)
1199 else if factor > 1.3 then
1200 glPointSize(factor + 1)
1201 else
1202 glPointSize(2);
1203 glDisable(GL_POINT_SMOOTH);
1204 glEnable(GL_BLEND);
1205 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1207 r_Draw_SetColor(255, 255, 255, 255);
1208 glBegin(GL_POINTS);
1209 for i := 0 to High(Particles) do
1210 begin
1211 if Particles[i].alive then
1212 begin
1213 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1214 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1215 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1216 glVertex2i(fx, fy);
1217 end;
1218 end;
1219 glEnd;
1220 r_Draw_SetColor(0, 0, 0, 255);
1222 glDisable(GL_BLEND);
1223 end;
1224 end;
1225 {$ENDIF}
1227 procedure r_Map_DrawShots (x, y, w, h: Integer);
1228 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1229 begin
1230 if Shots <> nil then
1231 begin
1232 for i := 0 to High(Shots) do
1233 begin
1234 typ := Shots[i].ShotType;
1235 if typ <> 0 then
1236 begin
1237 t := ShotTextures[typ];
1238 if t <> nil then
1239 begin
1240 a := 0;
1241 case typ of
1242 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1243 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1244 end;
1245 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1246 pX := Shots[i].Obj.Rect.Width div 2;
1247 pY := Shots[i].Obj.Rect.Height div 2;
1248 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1249 tex := t.GetTexture(frame);
1250 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1251 if DebugFrames then
1252 begin
1253 r_Draw_Rect(
1254 xx + Shots[i].obj.rect.x, // Shots[i].obj.x + Shots[i].obj.rect.x,
1255 yy + Shots[i].obj.rect.y, // Shots[i].obj.y + Shots[i].obj.rect.y,
1256 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,
1257 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,
1258 0, 255, 0, 255
1259 );
1260 end;
1261 end;
1262 end;
1263 end;
1264 end;
1265 end;
1267 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1268 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1269 begin
1270 if gGameSettings.GameMode = GM_CTF then
1271 begin
1272 for i := FLAG_RED to FLAG_BLUE do
1273 begin
1274 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1275 begin
1276 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1277 flip := gFlags[i].Direction = TDirection.D_LEFT;
1278 if flip then dx := -1 else dx := +1;
1279 t := FlagTextures[i];
1280 tex := t.GetTexture(FlagFrame);
1281 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false);
1282 if DebugFrames then
1283 begin
1284 r_Draw_Rect(
1285 xx + gFlags[i].obj.rect.x, // gFlags[i].obj.x + gFlags[i].obj.rect.x,
1286 yy + gFlags[i].obj.rect.y, // gFlags[i].obj.y + gFlags[i].obj.rect.y,
1287 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,
1288 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,
1289 0, 255, 0, 255
1290 );
1291 end;
1292 end;
1293 end;
1294 end;
1295 end;
1297 {$IFDEF ENABLE_SHELLS}
1298 procedure r_Map_DrawShells (x, y, w, h: Integer);
1299 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1300 begin
1301 if gShells <> nil then
1302 begin
1303 for i := 0 to High(gShells) do
1304 begin
1305 if gShells[i].alive then
1306 begin
1307 typ := gShells[i].SType;
1308 if typ <= SHELL_LAST then
1309 begin
1310 p := @gShells[i].Obj;
1311 if g_Obj_Collide(x, y, w, h, p) then
1312 begin
1313 t := ShellTextures[typ];
1314 if t <> nil then
1315 begin
1316 r_Common_GetObjectPos(p^, xx, yy);
1317 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1318 end;
1319 end;
1320 end;
1321 end;
1322 end;
1323 end;
1324 end;
1325 {$ENDIF}
1327 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1328 const
1329 factor = 120; (* size ratio between view and sky (120%) *)
1330 limit = 100; (* max speed for parallax *)
1331 var
1332 msw, msh, mvw, mvh, svw, svh: LongInt;
1333 begin
1334 msw := vw * factor div 100;
1335 msh := vh * factor div 100;
1336 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1338 (* calc x parallax or sky center on speed limit *)
1339 mvw := MAX(1, mw - vw);
1340 svw := w - vw;
1341 if 100 * svw div mvw <= limit then
1342 x := -cx * svw div mvw
1343 else
1344 x := -svw div 2;
1346 (* calc y parallax or sky center on speed limit *)
1347 mvh := MAX(1, mh - vh);
1348 svh := h - vh;
1349 if 100 * svh div mvh <= limit then
1350 y := -cy * svh div mvh
1351 else
1352 y := -svh div 2;
1354 (* handle out of map bounds *)
1355 if x > 0 then x := 0;
1356 if y > 0 then y := 0;
1357 if x < -svw then x := -svw;
1358 if y < -svh then y := -svh;
1359 end;
1361 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1362 var i: Integer;
1363 begin
1364 if level > 0 then
1365 begin
1366 case level of
1367 0..14: i := 0;
1368 15..34: i := 1;
1369 35..54: i := 2;
1370 55..74: i := 3;
1371 75..94: i := 4;
1372 else i := 5
1373 end;
1374 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1375 end;
1376 end;
1378 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1379 begin
1380 if p <> nil then
1381 begin
1382 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1383 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1384 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1385 begin
1386 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1387 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1388 end;
1389 if p.FMegaRulez[MR_SUIT] >= gTime then
1390 begin
1391 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1392 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1393 end;
1394 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1395 begin
1396 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1397 end;
1398 end;
1399 end;
1401 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1402 var a, ax, ay, fx, fy, xx, yy: Integer;
1403 begin
1404 if (p <> nil) and p.Alive and (p.Spectator = false) then
1405 begin
1406 r_Common_GetPlayerPos(p, fx, fy);
1407 case gPlayerIndicatorStyle of
1408 0:
1409 if IndicatorTexture <> nil then
1410 begin
1411 ax := IndicatorTexture.width div 2;
1412 ay := IndicatorTexture.height div 2;
1413 if (p.obj.x + p.obj.rect.x) < cx then
1414 begin
1415 a := 90;
1416 xx := fx + p.obj.rect.x + p.obj.rect.width;
1417 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1418 end
1419 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1420 begin
1421 a := 270;
1422 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1423 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1424 end
1425 else if (p.obj.y - IndicatorTexture.height) < cy then
1426 begin
1427 a := 180;
1428 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1429 yy := fy + p.obj.rect.y + p.obj.rect.height;
1430 end
1431 else
1432 begin
1433 a := 0;
1434 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1435 yy := fy - IndicatorTexture.height;
1436 end;
1437 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1438 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1439 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1440 end;
1441 1:
1442 begin
1443 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1444 yy := fy;
1445 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1446 end;
1447 end;
1448 end;
1449 end;
1451 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1452 var i: Integer; p: TPlayer;
1453 begin
1454 case gPlayerIndicator of
1455 1:
1456 if player <> nil then
1457 begin
1458 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1459 end;
1460 2:
1461 if gPlayers <> nil then
1462 begin
1463 for i := 0 to HIGH(gPlayers) do
1464 begin
1465 p := gPlayers[i];
1466 if p <> nil then
1467 begin
1468 if (player <> nil) and (p = player) then
1469 begin
1470 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1471 end
1472 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1473 begin
1474 case gPlayerIndicatorStyle of
1475 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1476 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1477 end;
1478 end;
1479 end;
1480 end;
1481 end;
1482 end;
1483 end;
1485 procedure r_Map_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer);
1486 (* xx/yy/ww/hh are in map units *)
1487 var iter: TPanelGrid.Iter; p: PPanel;
1488 begin
1489 plist.Clear;
1490 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1491 for p in iter do
1492 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1493 plist.Insert(p^);
1494 iter.Release;
1496 r_Map_DrawPanelType(PANEL_BACK);
1497 r_Map_DrawPanelType(PANEL_STEP);
1498 r_Map_DrawItems(xx, yy, ww, hh, false);
1499 r_Map_DrawShots(xx, yy, ww, hh);
1500 {$IFDEF ENABLE_SHELLS}
1501 r_Map_DrawShells(xx, yy, ww, hh);
1502 {$ENDIF}
1503 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1504 {$IFDEF ENABLE_GIBS}
1505 r_Map_DrawGibs(xx, yy, ww, hh);
1506 {$ENDIF}
1507 {$IFDEF ENABLE_CORPSES}
1508 r_Map_DrawCorpses(xx, yy, ww, hh);
1509 {$ENDIF}
1510 r_Map_DrawPanelType(PANEL_WALL);
1511 r_Map_DrawMonsters(xx, yy, ww, hh);
1512 r_Map_DrawItems(xx, yy, ww, hh, true);
1513 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1514 {$IFDEF ENABLE_GFX}
1515 r_Map_DrawParticles(xx, yy, ww, hh);
1516 r_Map_DrawGFX(xx, yy, ww, hh);
1517 {$ENDIF}
1518 r_Map_DrawFlags(xx, yy, ww, hh);
1519 r_Map_DrawPanelType(PANEL_ACID1);
1520 r_Map_DrawPanelType(PANEL_ACID2);
1521 r_Map_DrawPanelType(PANEL_WATER);
1522 r_Map_DrawPanelType(PANEL_FORE);
1523 // TODO draw monsters health bar
1524 // TODO draw players health bar
1525 end;
1527 procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer);
1528 (* w/h/camx/camy are in map units (scaled) *)
1529 const limit = 32767;
1530 var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt;
1531 begin
1532 (* camera rect *)
1533 cx := camx - w div 2;
1534 cy := camy - h div 2;
1535 cw := w;
1536 ch := h;
1538 (* camera bounds *)
1539 if g_dbg_ignore_bounds = false then
1540 begin
1541 if w > gMapInfo.Width then
1542 cx := gMapInfo.Width div 2 - w div 2
1543 else if cx + cw > gMapInfo.Width then
1544 cx := gMapInfo.Width - cw
1545 else if cx < 0 then
1546 cx := 0;
1548 if h > gMapInfo.Height then
1549 cy := gMapInfo.Height div 2 - h div 2
1550 else if cy + ch > gMapInfo.Height then
1551 cy := gMapInfo.Height - ch
1552 else if cy < 0 then
1553 cy := 0;
1554 end;
1556 acx := cx;
1557 acy := cy;
1558 acw := cw;
1559 ach := ch;
1561 (* map bounds *)
1562 xx := cx;
1563 yy := cy;
1564 ww := cw;
1565 hh := ch;
1566 if xx + ww > gMapInfo.Width then
1567 xx := gMapInfo.Width - ww;
1568 if yy + hh > gMapInfo.Height then
1569 yy := gMapInfo.Height - hh;
1570 if xx < 0 then
1571 xx := 0;
1572 if yy < 0 then
1573 yy := 0;
1574 axx := xx;
1575 ayy := yy;
1576 aww := ww;
1577 ahh := hh;
1580 (* view bounds *)
1581 ml := x; mt := y; mr := x + w; mb := y + h;
1582 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1583 begin
1584 ml := MAX(cx + ml, 0) - cx;
1585 mt := MAX(cy + mt, 0) - cy;
1586 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1587 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1588 end;
1589 r_Draw_SetRect(ml, mt, mr, mb);
1592 if DebugCameraScale <> 1.0 then
1593 begin
1594 glTranslatef(cw div 2, ch div 2, 0);
1595 glScalef(DebugCameraScale, DebugCameraScale, 1);
1596 glTranslatef(-w div 2, -h div 2, 0);
1597 end;
1599 if SkyTexture <> nil then
1600 begin
1601 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1602 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1603 end;
1605 glTranslatef(-cx, -cy, 0);
1606 r_Map_DrawGame(xx, yy, ww, hh, player);
1607 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1608 begin
1609 (* top *) r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0, 0, 0, 0, 255);
1610 (* left *) r_Draw_FillRect(0 - limit, 0, 0, gMapInfo.Height + limit, 0, 0, 0, 255);
1611 (* right *) r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1612 (* bottom *) r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1613 end;
1614 glTranslatef(cx, cy, 0);
1615 end;
1617 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
1618 var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer;
1619 begin
1620 glPushMatrix;
1621 r_Draw_GetRect(l, t, r, b);
1622 glTranslatef(x, y, 0);
1623 glScalef(g_dbg_scale, g_dbg_scale, 0);
1625 r_Draw_SetRect(x, y, x + w, y + h);
1626 r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh);
1627 acx := cx;
1628 acy := cy;
1629 r_Draw_SetRect(x, y, x + w, y + h);
1631 if DebugCameraScale <> 1.0 then
1632 begin
1633 r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255);
1634 r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255);
1635 end;
1637 if gGameSettings.GameMode <> GM_SINGLE then
1638 begin
1639 glTranslatef(-cx, -cy, 0);
1640 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1641 end;
1643 //glTranslatef(-x, -y, 0);
1644 r_Draw_SetRect(l, t, r, b);
1645 glPopMatrix;
1647 r_Map_DrawScreenEffects(x, y, w, h, player);
1648 end;
1650 procedure r_Map_Reset;
1651 begin
1652 {$IFDEF ENABLE_GFX}
1653 r_Map_ResetGFX;
1654 {$ENDIF}
1655 end;
1657 procedure r_Map_Update;
1658 var i, count, tick: LongInt;
1659 begin
1660 tick := gTime div GAME_TICK;
1661 for i := 0 to ITEM_LAST do
1662 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1663 r_Map_UpdateGFX(tick);
1664 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1665 end;
1667 initialization
1668 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1669 conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
1670 conRegVar('d_frames', @DebugFrames, '', '');
1671 conRegVar('d_health', @DebugHealth, '', '');
1672 DebugCameraScale := 1.0;
1673 FillOutsizeArea := true;
1674 DebugFrames := false;
1675 DebugHealth := false;
1676 end.