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 {$INCLUDE ../../../shared/a_modes.inc}
20 procedure r_Map_Initialize
;
21 procedure r_Map_Finalize
;
26 procedure r_Map_LoadTextures
;
27 procedure r_Map_FreeTextures
;
29 procedure r_Map_Update
;
31 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer);
42 binheap
, MAPDEF
, utils
,
43 g_options
, g_textures
, g_basic
, g_base
, g_phys
,
44 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_playermodel
, g_player
, g_weapons
,
45 {$IFDEF ENABLE_CORPSES}
52 MTABLE
: array [0..MONSTER_MAN
] of record
55 (w
: 64; h
: 64), // NONE
56 (w
: 64; h
: 64), // DEMON
57 (w
: 64; h
: 64), // IMP
58 (w
: 64; h
: 64), // ZOMBY
59 (w
: 64; h
: 64), // SERG
60 (w
: 128; h
: 128), // CYBER
61 (w
: 64; h
: 64), // CGUN
62 (w
: 128; h
: 128), // BARON
63 (w
: 128; h
: 128), // KNIGHT
64 (w
: 128; h
: 128), // CACO
65 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
66 (w
: 128; h
: 128), // PAIN
67 (w
: 256; h
: 128), // SPIDER
68 (w
: 128; h
: 64), // BSP
69 (w
: 128; h
: 128), // MANCUB
70 (w
: 128; h
: 128), // SKEL
71 (w
: 128; h
: 128), // VILE
72 (w
: 32; h
: 32), // FISH
73 (w
: 64; h
: 64), // BARREL
74 (w
: 128; h
: 128), // ROBO
81 TBinHeapPanelDrawCmp
= class
83 class function less (const a
, b
: TPanel
): Boolean; inline;
86 TBinHeapPanelDraw
= specialize TBinaryHeapBase
<TPanel
, TBinHeapPanelDrawCmp
>;
88 TMonsterAnims
= array [0..ANIM_LAST
, TDirection
] of TGLMultiTexture
;
91 SkyTexture
: TGLTexture
;
92 RenTextures
: array of record
96 Items
: array [0..ITEM_MAX
] of record
100 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
101 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
102 VileFire
: TGLMultiTexture
;
103 Models
: array of record
104 anim
: array [TDirection
, 0..A_LAST
] of record
105 base
, mask
: TGLMultiTexture
;
109 gibs: array of record
110 base, mask: TGLTexture;
117 plist
: TBinHeapPanelDraw
= nil;
119 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
121 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
122 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
123 result
:= a
.arrIdx
< b
.arrIdx
;
126 procedure r_Map_Initialize
;
128 plist
:= TBinHeapPanelDraw
.Create();
131 procedure r_Map_Finalize
;
136 procedure r_Map_LoadModel (i
: Integer);
137 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
139 m
:= @PlayerModelsArray
[i
];
140 prefix
:= m
.FileName
+ ':TEXTURES/';
141 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
143 for a
:= A_STAND
to A_LAST
do
145 Models
[i
].anim
[d
, a
].base
:= nil;
146 Models
[i
].anim
[d
, a
].mask
:= nil;
147 if m
.anim
[d
, a
].resource
<> '' then
148 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);
149 if m
.anim
[d
, a
].mask
<> '' then
150 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);
155 Models[i].gibs := nil;
156 if m.GibsCount > 0 then
158 SetLength(Models[i].gibs, m.GibsCount);
165 procedure r_Map_Load
;
167 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
168 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
169 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
171 i
, j
, k
: Integer; d
: TDirection
;
173 procedure LoadItem (i
: Integer; const name
: AnsiString; w
, h
, delay
, count
: Integer; backanim
: Boolean);
176 ASSERT(i
<= ITEM_MAX
);
177 Items
[i
].tex
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/' + name
, w
, h
, count
, backanim
, false);
178 if backanim
then count
:= count
* 2 - 2;
179 Items
[i
].anim
:= TAnimState
.Create(True, delay
, count
);
180 ASSERT(Items
[i
].tex
<> NIL);
183 procedure LoadMonster (m
, a
: Integer; d
: TDirection
);
185 dir
: array [TDirection
] of AnsiString = ('_L', '');
187 w
, h
, count
: Integer;
189 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
194 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
200 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
201 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
210 MonTextures
[m
, a
, d
] := nil
214 // --------- items --------- //
215 // i name w h d n backanim
216 LoadItem(ITEM_NONE
, 'NOTEXTURE', 16, 16, 0, 1, False);
217 LoadItem(ITEM_MEDKIT_SMALL
, 'MED1', 16, 16, 0, 1, False);
218 LoadItem(ITEM_MEDKIT_LARGE
, 'MED2', 32, 32, 0, 1, False);
219 LoadItem(ITEM_MEDKIT_BLACK
, 'BMED', 32, 32, 0, 1, False);
220 LoadItem(ITEM_ARMOR_GREEN
, 'ARMORGREEN', 32, 16, 20, 3, True);
221 LoadItem(ITEM_ARMOR_BLUE
, 'ARMORBLUE', 32, 16, 20, 3, True);
222 LoadItem(ITEM_SPHERE_BLUE
, 'SBLUE', 32, 32, 15, 4, True);
223 LoadItem(ITEM_SPHERE_WHITE
, 'SWHITE', 32, 32, 20, 4, True);
224 LoadItem(ITEM_SUIT
, 'SUIT', 32, 64, 0, 1, False);
225 LoadItem(ITEM_OXYGEN
, 'OXYGEN', 16, 32, 0, 1, False);
226 LoadItem(ITEM_INVUL
, 'INVUL', 32, 32, 20, 4, True);
227 LoadItem(ITEM_WEAPON_SAW
, 'SAW', 64, 32, 0, 1, False);
228 LoadItem(ITEM_WEAPON_SHOTGUN1
, 'SHOTGUN1', 64, 16, 0, 1, False);
229 LoadItem(ITEM_WEAPON_SHOTGUN2
, 'SHOTGUN2', 64, 16, 0, 1, False);
230 LoadItem(ITEM_WEAPON_CHAINGUN
, 'MGUN', 64, 16, 0, 1, False);
231 LoadItem(ITEM_WEAPON_ROCKETLAUNCHER
, 'RLAUNCHER', 64, 16, 0, 1, False);
232 LoadItem(ITEM_WEAPON_PLASMA
, 'PGUN', 64, 16, 0, 1, False);
233 LoadItem(ITEM_WEAPON_BFG
, 'BFG', 64, 64, 0, 1, False);
234 LoadItem(ITEM_WEAPON_SUPERPULEMET
, 'SPULEMET', 64, 16, 0, 1, False);
235 LoadItem(ITEM_AMMO_BULLETS
, 'CLIP', 16, 16, 0, 1, False);
236 LoadItem(ITEM_AMMO_BULLETS_BOX
, 'AMMO', 32, 16, 0, 1, False);
237 LoadItem(ITEM_AMMO_SHELLS
, 'SHELL1', 16, 8, 0, 1, False);
238 LoadItem(ITEM_AMMO_SHELLS_BOX
, 'SHELL2', 32, 16, 0, 1, False);
239 LoadItem(ITEM_AMMO_ROCKET
, 'ROCKET', 16, 32, 0, 1, False);
240 LoadItem(ITEM_AMMO_ROCKET_BOX
, 'ROCKETS', 64, 32, 0, 1, False);
241 LoadItem(ITEM_AMMO_CELL
, 'CELL', 16, 16, 0, 1, False);
242 LoadItem(ITEM_AMMO_CELL_BIG
, 'CELL2', 32, 32, 0, 1, False);
243 LoadItem(ITEM_AMMO_BACKPACK
, 'BPACK', 32, 32, 0, 1, False);
244 LoadItem(ITEM_KEY_RED
, 'KEYR', 16, 16, 0, 1, False);
245 LoadItem(ITEM_KEY_GREEN
, 'KEYG', 16, 16, 0, 1, False);
246 LoadItem(ITEM_KEY_BLUE
, 'KEYB', 16, 16, 0, 1, False);
247 LoadItem(ITEM_WEAPON_KASTET
, 'KASTET', 64, 32, 0, 1, False);
248 LoadItem(ITEM_WEAPON_PISTOL
, 'PISTOL', 64, 16, 0, 1, False);
249 LoadItem(ITEM_BOTTLE
, 'BOTTLE', 16, 32, 20, 4, True);
250 LoadItem(ITEM_HELMET
, 'HELMET', 16, 16, 20, 4, True);
251 LoadItem(ITEM_JETPACK
, 'JETPACK', 32, 32, 15, 3, True);
252 LoadItem(ITEM_INVIS
, 'INVIS', 32, 32, 20, 4, True);
253 LoadItem(ITEM_WEAPON_FLAMETHROWER
, 'FLAMETHROWER', 64, 32, 0, 1, False);
254 LoadItem(ITEM_AMMO_FUELCAN
, 'FUELCAN', 16, 32, 0, 1, False);
255 // fill with NOTEXURE forgotten item
256 for i
:= ITEM_AMMO_FUELCAN
+ 1 to ITEM_MAX
do
257 LoadItem(i
,'NOTEXTURE', 16, 16, 0, 1, False);
258 // --------- monsters --------- //
259 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
260 for j
:= 0 to ANIM_LAST
do
261 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
262 LoadMonster(i
, j
, d
);
263 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, 8, False, False);
264 // --------- player models --------- //
265 if PlayerModelsArray
<> nil then
267 SetLength(Models
, Length(PlayerModelsArray
));
268 for i
:= 0 to High(PlayerModelsArray
) do
271 // --------- player weapons --------- //
272 for i
:= 1 to WP_LAST
do
273 for j
:= 0 to W_POS_LAST
do
274 for k
:= 0 to W_ACT_LAST
do
275 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
]);
278 procedure r_Map_Free
;
279 var i
, j
, k
, a
: Integer; d
: TDirection
;
281 for i
:= 1 to WP_LAST
do
283 for j
:= 0 to W_POS_LAST
do
285 for k
:= 0 to W_ACT_LAST
do
287 if WeapTextures
[i
, j
, k
] <> nil then
288 WeapTextures
[i
, j
, k
].Free
;
289 WeapTextures
[i
, j
, k
] := nil;
293 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
295 for a
:= A_STAND
to A_LAST
do
297 if Models
[i
].anim
[d
, a
].base
<> nil then
298 Models
[i
].anim
[d
, a
].base
.Free
;
299 if Models
[i
].anim
[d
, a
].mask
<> nil then
300 Models
[i
].anim
[d
, a
].mask
.Free
;
301 Models
[i
].anim
[d
, a
].base
:= nil;
302 Models
[i
].anim
[d
, a
].mask
:= nil;
305 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
307 for j
:= 0 to ANIM_LAST
do
309 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
311 if MonTextures
[i
, j
, d
] <> nil then
312 MonTextures
[i
, j
, d
].Free
;
313 MonTextures
[i
, j
, d
] := nil;
317 for i
:= 0 to ITEM_MAX
do
319 if Items
[i
].tex
<> nil then
324 Items
[i
].anim
.Invalidate
;
328 procedure r_Map_LoadTextures
;
331 if Textures
<> nil then
333 n
:= Length(Textures
);
334 SetLength(RenTextures
, n
);
335 for i
:= 0 to n
- 1 do
337 RenTextures
[i
].tex
:= nil;
338 case Textures
[i
].TextureName
of
339 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
340 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
341 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
343 RenTextures
[i
].spec
:= 0;
344 RenTextures
[i
].tex
:= r_Textures_LoadMultiFromFile(Textures
[i
].FullName
);
345 if RenTextures
[i
].tex
= nil then
346 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
]);
350 if gMapInfo
.SkyFullName
<> '' then
351 SkyTexture
:= r_Textures_LoadFromFile(gMapInfo
.SkyFullName
);
355 procedure r_Map_FreeTextures
;
359 if SkyTexture
<> nil then
362 if RenTextures
<> nil then
363 for i
:= 0 to High(RenTextures
) do
364 if RenTextures
[i
].tex
<> nil then
365 RenTextures
[i
].tex
.Free
;
369 procedure r_Map_Update
;
372 for i
:= 0 to ITEM_MAX
do
373 Items
[i
].anim
.Update
;
376 procedure r_Map_DrawPanel (p
: TPanel
);
377 var Texture
: Integer; t
: TGLMultiTexture
;
380 if p
.FCurTexture
>= 0 then
382 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
383 t
:= RenTextures
[Texture
].tex
;
385 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
387 // TODO set alpha and blending type
389 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false)
390 else if p
.TextureIDs
[p
.FCurTexture
].AnTex
.IsValid() then
391 r_Draw_MultiTextureRepeat(t
, p
.TextureIDs
[p
.FCurTexture
].AnTex
, p
.x
, p
.y
, p
.width
, p
.height
, false)
393 r_Draw_TextureRepeat(t
.GetTexture(0), p
.x
, p
.y
, p
.width
, p
.height
, false)
398 case RenTextures
[Texture
].spec
of
399 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
400 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
401 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
407 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
408 var tagMask
, i
: Integer; p
: TPanel
;
411 tagMask
:= PanelTypeToTag(panelTyp
);
412 while plist
.count
> 0 do
414 p
:= TPanel(plist
.Front());
415 if (p
.tag
and tagMask
) = 0 then
423 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
424 var i
, fX
, fY
: Integer; it
: PItem
; t
: TGLMultiTexture
;
426 if ggItems
<> nil then
428 for i
:= 0 to High(ggItems
) do
431 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
<> ITEM_NONE
) then
433 t
:= Items
[it
.ItemType
].tex
;
434 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
436 it
.obj
.Lerp(gLerpFactor
, fX
, fY
);
437 r_Draw_MultiTextureRepeat(t
, Items
[it
.ItemType
].anim
, fX
, fY
, t
.width
, t
.height
, false);
438 // if g_debug_frames then // TODO draw collision frame
445 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
448 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
449 result
:= MonTextures
[m
, a
, d
] <> nil;
450 if result
= false then
453 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
454 result
:= MonTextures
[m
, a
, d
] <> nil;
456 if result
= true then
458 t
:= MonTextures
[m
, a
, d
];
459 if d
= TDirection
.D_LEFT
then
461 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
462 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
466 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
467 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
471 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
472 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
478 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
481 if VileFire
<> nil then
482 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) then
483 if mon
.VileFireAnim
.IsValid() and GetPos(mon
.MonsterTargetUID
, @o
) then
484 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);
487 procedure r_Map_DrawMonster (constref mon
: TMonster
);
488 var m
, a
, fX
, fY
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
490 m
:= mon
.MonsterType
;
491 a
:= mon
.MonsterAnim
;
492 d
:= mon
.GameDirection
;
494 mon
.obj
.Lerp(gLerpFactor
, fX
, fY
);
496 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
497 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], fX
+ dx
, fY
+ dy
, t
.width
, t
.height
, flip
);
505 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
506 var i
: Integer; m
: TMonster
;
508 if gMonsters
<> nil then
510 for i
:= 0 to High(gMonsters
) do
515 r_Map_DrawMonsterAttack(m
);
516 // TODO select from grid
517 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
518 r_Map_DrawMonster(m
);
524 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
527 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
528 if result
= false then
531 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
532 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
536 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer);
537 var a
, pos
, act
, xx
, yy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
539 a
:= pm
.CurrentAnimation
;
542 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
545 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
546 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
547 else pos
:= W_POS_NORMAL
;
549 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
553 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
556 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
557 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
564 d
= TDirection
.D_LEFT
568 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
570 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
571 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
);
572 // TODO colorize mask
573 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
575 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
);
579 procedure r_Map_DrawPlayer (p
: TPlayer
);
580 var fX
, fY
, fSlope
: Integer;
584 fX
:= p
.obj
.x
; fY
:= p
.obj
.y
;
586 //p.obj.Lerp(gLerpFactor, fX, fY);
587 fSlope
:= nlerp(p
.SlopeOld
, p
.obj
.slopeUpLeft
, gLerpFactor
);
589 // TODO invul pentagram
590 // TODO draw it with transparency
591 r_Map_DrawPlayerModel(p
.Model
, fX
, fY
+ fSlope
);
593 // TODO draw g_debug_frames
594 // TODO draw chat bubble
598 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer);
601 // TODO draw only visible
602 if gPlayers
<> nil then
603 for i
:= 0 to High(gPlayers
) do
604 if gPlayers
[i
] <> nil then
605 r_Map_DrawPlayer(gPlayers
[i
]);
608 {$IFDEF ENABLE_CORPSES}
609 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
610 var i
, fX
, fY
: Integer; p
: TCorpse
;
612 if gCorpses
<> nil then
614 for i
:= 0 to High(gCorpses
) do
617 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
619 p
.obj
.Lerp(gLerpFactor
, fX
, fY
);
620 r_Map_DrawPlayerModel(p
.model
, fX
, fY
);
627 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer);
628 var iter
: TPanelGrid
.Iter
; p
: PPanel
; cx
, cy
, xx
, yy
, ww
, hh
: Integer;
630 cx
:= camx
- w
div 2;
631 cy
:= camy
- h
div 2;
637 if SkyTexture
<> nil then
638 r_Draw_Texture(SkyTexture
, x
, y
, w
, h
, false);
641 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
643 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
648 glTranslatef(-cx
, -cy
, 0);
649 r_Map_DrawPanelType(PANEL_BACK
);
650 r_Map_DrawPanelType(PANEL_STEP
);
651 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
654 r_Map_DrawPlayers(xx
, yy
, ww
, hh
);
656 {$IFDEF ENABLE_CORPSES}
657 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
659 r_Map_DrawPanelType(PANEL_WALL
);
660 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
661 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
662 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
665 r_Map_DrawPanelType(PANEL_ACID1
);
666 r_Map_DrawPanelType(PANEL_ACID2
);
667 r_Map_DrawPanelType(PANEL_WATER
);
668 r_Map_DrawPanelType(PANEL_FORE
);