DEADSOFTWARE

gl: handle shot animations by render
[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 {$ENDIF}
41 procedure r_Map_Update;
43 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
45 implementation
47 uses
48 Math,
49 {$IFDEF USE_GLES1}
50 GLES11,
51 {$ELSE}
52 GL, GLEXT,
53 {$ENDIF}
54 e_log,
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 {$IFDEF ENABLE_CORPSES}
59 g_corpses,
60 {$ENDIF}
61 {$IFDEF ENABLE_SHELLS}
62 g_shells,
63 {$ENDIF}
64 {$IFDEF ENABLE_GIBS}
65 g_gibs,
66 {$ENDIF}
67 {$IFDEF ENABLE_GFX}
68 g_gfx,
69 {$ENDIF}
70 r_textures, r_draw
71 ;
73 const
74 MTABLE: array [0..MONSTER_MAN] of record
75 w, h: Integer;
76 end = (
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
97 (w: 64; h: 64) // MAN
98 );
99 VILEFIRE_DX = 32;
100 VILEFIRE_DY = 128;
102 ItemAnim: array [0..ITEM_LAST] of record
103 name: AnsiString;
104 w, h: Integer;
105 anim: TAnimInfo;
106 end = (
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))
146 );
148 {$IFDEF ENABLE_GFX}
149 GFXAnim: array [0..R_GFX_LAST] of record
150 name: AnsiString;
151 w, h: Integer;
152 anim: TAnimInfo;
153 rdelay: Integer;
154 alpha: Integer;
155 end = (
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
174 );
175 {$ENDIF}
177 ShotAnim: array [0..WEAPON_LAST] of record
178 name: AnsiString;
179 w, h: Integer;
180 anim: TAnimInfo;
181 end = (
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
209 );
211 {$IFDEF ENABLE_SHELLS}
212 ShellAnim: array [0..SHELL_LAST] of record
213 name: AnsiString;
214 dx, dy: Integer;
215 end = (
216 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
217 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
218 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
219 );
220 {$ENDIF}
222 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; 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 SkyTexture: TGLTexture;
236 RenTextures: array of record
237 spec: LongInt;
238 tex: TGLMultiTexture;
239 end;
240 Items: array [0..ITEM_LAST] of record
241 tex: TGLMultiTexture;
242 frame: Integer;
243 end;
244 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
245 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
246 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
247 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
248 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
249 VileFire: TGLMultiTexture;
250 InvulPenta: TGLTexture;
251 Models: array of record
252 anim: array [TDirection, 0..A_LAST] of record
253 base, mask: TGLMultiTexture;
254 end;
255 {$IFDEF ENABLE_GIBS}
256 gibs: record
257 base, mask: TGLTextureArray;
258 rect: TRectArray;
259 end;
260 {$ENDIF}
261 end;
263 {$IFDEF ENABLE_SHELLS}
264 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
265 {$ENDIF}
266 {$IFDEF ENABLE_GFX}
267 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
268 gfxlist: array of record
269 typ: Byte;
270 x, y: Integer;
271 oldX, oldY: Integer;
272 anim: TAnimInfo;
273 time: LongWord;
274 frame: LongInt;
275 end = nil;
276 {$ENDIF}
278 FlagFrame: LongInt;
279 plist: TBinHeapPanelDraw = nil;
281 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
282 begin
283 if a.tag < b.tag then begin result := true; exit; end;
284 if a.tag > b.tag then begin result := false; exit; end;
285 result := a.arrIdx < b.arrIdx;
286 end;
288 procedure r_Map_Initialize;
289 begin
290 FlagFrame := 0;
291 plist := TBinHeapPanelDraw.Create();
292 end;
294 procedure r_Map_Finalize;
295 begin
296 plist.Free;
297 FlagFrame := 0;
298 end;
300 procedure r_Map_FreeModel (i: Integer);
301 var a: Integer; d: TDirection;
302 begin
303 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
304 begin
305 for a := A_STAND to A_LAST do
306 begin
307 if Models[i].anim[d, a].base <> nil then
308 Models[i].anim[d, a].base.Free;
309 if Models[i].anim[d, a].mask <> nil then
310 Models[i].anim[d, a].mask.Free;
311 Models[i].anim[d, a].base := nil;
312 Models[i].anim[d, a].mask := nil;
313 end;
314 end;
315 {$IFDEF ENABLE_GIBS}
316 if Models[i].gibs.base <> nil then
317 for a := 0 to High(Models[i].gibs.base) do
318 Models[i].gibs.base[a].Free;
319 if Models[i].gibs.mask <> nil then
320 for a := 0 to High(Models[i].gibs.mask) do
321 Models[i].gibs.mask[a].Free;
322 Models[i].gibs.base := nil;
323 Models[i].gibs.mask := nil;
324 Models[i].gibs.rect := nil;
325 {$ENDIF}
326 end;
328 procedure r_Map_LoadModel (i: Integer);
329 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
330 begin
331 ASSERT(i < Length(Models));
332 ASSERT(i < Length(PlayerModelsArray));
333 r_Map_FreeModel(i);
334 m := @PlayerModelsArray[i];
335 prefix := m.FileName + ':TEXTURES/';
336 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
337 begin
338 for a := A_STAND to A_LAST do
339 begin
340 Models[i].anim[d, a].base := nil;
341 Models[i].anim[d, a].mask := nil;
342 if m.anim[d, a].resource <> '' then
343 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);
344 if m.anim[d, a].mask <> '' then
345 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);
346 end
347 end;
348 {$IFDEF ENABLE_GIBS}
349 Models[i].gibs.base := nil;
350 Models[i].gibs.mask := nil;
351 Models[i].gibs.rect := nil;
352 if m.GibsCount > 0 then
353 begin
354 SetLength(Models[i].gibs.base, m.GibsCount);
355 SetLength(Models[i].gibs.mask, m.GibsCount);
356 SetLength(Models[i].gibs.rect, m.GibsCount);
357 for a := 0 to m.GibsCount - 1 do
358 Models[i].gibs.rect[a] := DefaultGibSize;
359 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
360 begin
361 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
362 begin
363 // ok
364 end;
365 end;
366 end;
367 {$ENDIF}
368 end;
370 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
371 const dir: array [TDirection] of AnsiString = ('_L', '');
372 var w, h, count: Integer;
373 begin
374 count := MONSTER_ANIMTABLE[m].AnimCount[a];
375 if count > 0 then
376 begin
377 w := MTABLE[m].w;
378 h := MTABLE[m].h;
379 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
380 begin
381 // special case
382 w := 128;
383 h := 128;
384 end;
385 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
386 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
387 w,
388 h,
389 count,
390 False,
391 False
392 );
393 end
394 else
395 MonTextures[m, a, d] := nil;
396 end;
398 procedure r_Map_Load;
399 const
400 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
401 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
402 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
403 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
404 var
405 i, j, k: Integer; d: TDirection; b: Boolean;
406 begin
407 // --------- items --------- //
408 for i := 0 to ITEM_LAST do
409 begin
410 Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
411 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
412 ItemAnim[i].w,
413 ItemAnim[i].h,
414 ItemAnim[i].anim.frames,
415 ItemAnim[i].anim.back,
416 false
417 );
418 Items[i].frame := 0;
419 end;
420 // --------- monsters --------- //
421 for i := MONSTER_DEMON to MONSTER_MAN do
422 for j := 0 to ANIM_LAST do
423 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
424 r_Map_LoadMonsterAnim(i, j, d);
425 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False);
426 // --------- player models --------- //
427 if PlayerModelsArray <> nil then
428 begin
429 SetLength(Models, Length(PlayerModelsArray));
430 for i := 0 to High(PlayerModelsArray) do
431 r_Map_LoadModel(i);
432 end;
433 // --------- player weapons --------- //
434 for i := 1 to WP_LAST do
435 for j := 0 to W_POS_LAST do
436 for k := 0 to W_ACT_LAST do
437 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
438 // --------- gfx animations --------- //
439 {$IFDEF ENABLE_GFX}
440 for i := 1 to R_GFX_LAST do
441 if GFXAnim[i].anim.frames > 0 then
442 GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, GFXAnim[i].anim.back);
443 {$ENDIF}
444 // --------- shots --------- //
445 for i := 0 to WEAPON_LAST do
446 if ShotAnim[i].anim.frames > 0 then
447 ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, ShotAnim[i].anim.back);
448 // --------- flags --------- //
449 FlagTextures[FLAG_NONE] := nil;
450 FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false);
451 FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
452 // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
453 // --------- shells --------- //
454 {$IFDEF ENABLE_SHELLS}
455 for i := 0 to SHELL_LAST do
456 ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
457 {$ENDIF}
458 // --------- punch --------- //
459 for b := false to true do
460 begin
461 for i := 0 to 2 do
462 PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, 4, false);
463 end;
464 // --------- other --------- //
465 InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
466 end;
468 procedure r_Map_Free;
469 var i, j, k: Integer; d: TDirection; b: Boolean;
470 begin
471 if InvulPenta <> nil then
472 InvulPenta.Free;
473 InvulPenta := nil;
474 for b := false to true do
475 begin
476 for i := 0 to 2 do
477 begin
478 if PunchTextures[b, i] <> nil then
479 PunchTextures[b, i].Free;
480 PunchTextures[b, i] := nil;
481 end;
482 end;
483 {$IFDEF ENABLE_SHELLS}
484 for i := 0 to SHELL_LAST do
485 begin
486 if ShellTextures[i] <> nil then
487 ShellTextures[i].Free;
488 ShellTextures[i] := nil;
489 end;
490 {$ENDIF}
491 for i := 0 to FLAG_LAST do
492 begin
493 if FlagTextures[i] <> nil then
494 FlagTextures[i].Free;
495 FlagTextures[i] := nil;
496 end;
497 for i := 0 to WEAPON_LAST do
498 begin
499 if ShotTextures[i] <> nil then
500 ShotTextures[i].Free;
501 ShotTextures[i] := nil;
502 end;
503 {$IFDEF ENABLE_GFX}
504 gfxlist := nil;
505 for i := 0 to R_GFX_LAST do
506 begin
507 if GFXTextures[i] <> nil then
508 GFXTextures[i].Free;
509 GFXTextures[i] := nil;
510 end;
511 {$ENDIF}
512 for i := 1 to WP_LAST do
513 begin
514 for j := 0 to W_POS_LAST do
515 begin
516 for k := 0 to W_ACT_LAST do
517 begin
518 if WeapTextures[i, j, k] <> nil then
519 WeapTextures[i, j, k].Free;
520 WeapTextures[i, j, k] := nil;
521 end;
522 end;
523 end;
524 if Models <> nil then
525 for i := 0 to High(Models) do
526 r_Map_FreeModel(i);
527 for i := MONSTER_DEMON to MONSTER_MAN do
528 begin
529 for j := 0 to ANIM_LAST do
530 begin
531 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
532 begin
533 if MonTextures[i, j, d] <> nil then
534 MonTextures[i, j, d].Free;
535 MonTextures[i, j, d] := nil;
536 end;
537 end;
538 end;
539 for i := 0 to ITEM_LAST do
540 begin
541 if Items[i].tex <> nil then
542 Items[i].tex.Free;
543 Items[i].tex := nil;
544 end;
545 end;
547 procedure r_Map_LoadTextures;
548 var i, n: Integer;
549 begin
550 if Textures <> nil then
551 begin
552 n := Length(Textures);
553 SetLength(RenTextures, n);
554 for i := 0 to n - 1 do
555 begin
556 RenTextures[i].tex := nil;
557 case Textures[i].TextureName of
558 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
559 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
560 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
561 else
562 RenTextures[i].spec := 0;
563 RenTextures[i].tex := r_Textures_LoadMultiFromFile(Textures[i].FullName);
564 if RenTextures[i].tex = nil then
565 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
566 end;
567 end;
568 end;
569 if gMapInfo.SkyFullName <> '' then
570 SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName);
571 plist.Clear;
572 end;
574 procedure r_Map_FreeTextures;
575 var i: Integer;
576 begin
577 plist.Clear;
578 if SkyTexture <> nil then
579 SkyTexture.Free;
580 SkyTexture := nil;
581 if RenTextures <> nil then
582 for i := 0 to High(RenTextures) do
583 if RenTextures[i].tex <> nil then
584 RenTextures[i].tex.Free;
585 RenTextures := nil;
586 end;
588 procedure r_Map_DrawPanel (p: TPanel);
589 var Texture: Integer; t: TGLMultiTexture;
590 begin
591 ASSERT(p <> nil);
592 if p.FCurTexture >= 0 then
593 begin
594 Texture := p.TextureIDs[p.FCurTexture].Texture;
595 t := RenTextures[Texture].tex;
597 if (RenTextures[Texture].spec = 0) or (t <> nil) then
598 begin
599 if t = nil then
600 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
601 else if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then
602 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)
603 else
604 r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
605 end;
607 if t = nil then
608 begin
609 case RenTextures[Texture].spec of
610 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
611 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
612 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
613 end
614 end
615 end
616 end;
618 procedure r_Map_DrawPanelType (panelTyp: DWORD);
619 var tagMask, i: Integer; p: TPanel;
620 begin
621 i := 0;
622 tagMask := PanelTypeToTag(panelTyp);
623 while plist.count > 0 do
624 begin
625 p := TPanel(plist.Front());
626 if (p.tag and tagMask) = 0 then
627 break;
628 r_Map_DrawPanel(p);
629 Inc(i);
630 plist.PopFront
631 end;
632 end;
634 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
635 var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
636 begin
637 if ggItems <> nil then
638 begin
639 for i := 0 to High(ggItems) do
640 begin
641 it := @ggItems[i];
642 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
643 begin
644 t := Items[it.ItemType].tex;
645 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
646 begin
647 it.obj.Lerp(gLerpFactor, fX, fY);
648 tex := t.GetTexture(Items[it.ItemType].frame);
649 r_Draw_TextureRepeat(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false);
650 end;
651 end;
652 end;
653 end;
654 // TODO draw g_debug_frames
655 end;
657 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
658 // var c: Integer;
659 begin
660 t := nil; dx := 0; dy := 0; flip := false;
661 result := MonTextures[m, a, d] <> nil;
662 if result = false then
663 begin
664 flip := true;
665 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
666 result := MonTextures[m, a, d] <> nil;
667 end;
668 if result = true then
669 begin
670 t := MonTextures[m, a, d];
671 if d = TDirection.D_LEFT then
672 begin
673 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
674 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
675 end
676 else
677 begin
678 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
679 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
680 end;
681 if flip then
682 begin
683 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
684 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
685 dx := -dx;
686 end;
687 end;
688 end;
690 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
691 var o: TObj;
692 begin
693 if VileFire <> nil then
694 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
695 if mon.VileFireAnim.IsValid() and GetPos(mon.MonsterTargetUID, @o) then
696 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);
697 end;
699 procedure r_Map_DrawMonster (constref mon: TMonster);
700 var m, a, fX, fY, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
701 begin
702 m := mon.MonsterType;
703 a := mon.MonsterAnim;
704 d := mon.GameDirection;
706 mon.obj.Lerp(gLerpFactor, fX, fY);
708 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
709 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
711 // TODO draw g_debug_frames
712 end;
714 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
715 var i: Integer; m: TMonster;
716 begin
717 if gMonsters <> nil then
718 begin
719 for i := 0 to High(gMonsters) do
720 begin
721 m := gMonsters[i];
722 if m <> nil then
723 begin
724 r_Map_DrawMonsterAttack(m);
725 // TODO select from grid
726 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
727 r_Map_DrawMonster(m);
728 end;
729 end;
730 end;
731 end;
733 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
734 begin
735 flip := false;
736 result := Models[i].anim[d, a].base <> nil;
737 if result = false then
738 begin
739 flip := true;
740 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
741 result := Models[i].anim[d, a].base <> nil;
742 end;
743 end;
745 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
746 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
747 begin
748 a := pm.CurrentAnimation;
749 d := pm.Direction;
751 (* draw flag*)
752 t := FlagTextures[pm.Flag];
753 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
754 begin
755 flip := d = TDirection.D_RIGHT;
756 angle := PlayerModelsArray[pm.id].FlagAngle;
757 xx := PlayerModelsArray[pm.id].FlagPoint.X;
758 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
759 tex := t.GetTexture(FlagFrame);
760 r_Draw_TextureRepeatRotate(
761 tex,
762 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
763 y + yy - FLAG_BASEPOINT.Y + 1,
764 tex.width,
765 tex.height,
766 flip,
767 255, 255, 255, 255, false,
768 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
769 FLAG_BASEPOINT.Y,
770 IfThen(flip, angle, -angle)
771 );
772 end;
774 (* draw weapon *)
775 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
776 begin
777 case a of
778 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
779 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
780 else pos := W_POS_NORMAL;
781 end;
782 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
783 act := W_ACT_FIRE
784 else
785 act := W_ACT_NORMAL;
786 tex := WeapTextures[pm.CurrentWeapon, pos, act];
787 if tex <> nil then
788 begin
789 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
790 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
791 r_Draw_Texture(
792 tex,
793 x + xx,
794 y + yy,
795 tex.width,
796 tex.height,
797 d = TDirection.D_LEFT,
798 255, 255, 255, alpha, false
799 );
800 end;
801 end;
803 (* draw body *)
804 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
805 begin
806 t := Models[pm.id].anim[d, a].base;
807 r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
808 t := Models[pm.id].anim[d, a].mask;
809 if t <> nil then
810 begin
811 c := pm.Color;
812 r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
813 end;
814 end;
815 end;
817 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
818 var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; alpha: Byte;
819 begin
820 if p.alive then
821 begin
822 fX := p.obj.x; fY := p.obj.y;
823 // TODO fix lerp
824 //p.obj.Lerp(gLerpFactor, fX, fY);
825 fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
827 (* punch effect *)
828 if p.PunchAnim.IsValid() and p.PunchAnim.enabled then
829 begin
830 b := R_BERSERK in p.FRulez;
831 if p.FKeys[KEY_DOWN].pressed then
832 t := PunchTextures[b, 2]
833 else if p.FKeys[KEY_UP].pressed then
834 t := PunchTextures[b, 1]
835 else
836 t := PunchTextures[b, 0];
837 if t <> nil then
838 begin
839 flip := p.Direction = TDirection.D_LEFT;
840 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
841 ay := p.Obj.Rect.Y - 11;
842 r_Draw_MultiTextureRepeat(t, p.PunchAnim, fx + ax, fy + fSlope + ay, t.width, t.height, flip, 255, 255, 255, 255, false)
843 end;
844 end;
846 (* invulnerability effect *)
847 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
848 begin
849 w := InvulPenta.width;
850 h := InvulPenta.height;
851 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
852 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
853 r_Draw_Texture(InvulPenta, fx + ax, fy + ay + fSlope, w, h, false, 255, 255, 255, 255, false);
854 end;
856 (* invisibility effect *)
857 alpha := 255;
858 if p.FMegaRulez[MR_INVIS] > gTime then
859 begin
860 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
861 begin
862 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
863 alpha := 55;
864 end
865 else
866 alpha := 1; // ???
867 end;
869 r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha);
870 end;
871 // TODO draw g_debug_frames
872 // TODO draw chat bubble
873 // TODO draw aim
874 end;
876 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
877 var i: Integer;
878 begin
879 if gPlayers <> nil then
880 for i := 0 to High(gPlayers) do
881 if gPlayers[i] <> nil then
882 r_Map_DrawPlayer(gPlayers[i], player);
883 end;
885 {$IFDEF ENABLE_GIBS}
886 function r_Map_GetGibSize (m, i: Integer): TRectWH;
887 begin
888 result := Models[m].gibs.rect[i];
889 end;
891 procedure r_Map_DrawGibs (x, y, w, h: Integer);
892 var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
893 begin
894 if gGibs <> nil then
895 begin
896 for i := 0 to High(gGibs) do
897 begin
898 if gGibs[i].alive then
899 begin
900 p := @gGibs[i].Obj;
901 if g_Obj_Collide(x, y, w, h, p) then
902 begin
903 p.Lerp(gLerpFactor, fx, fy);
904 id := gGibs[i].GibID;
905 m := gGibs[i].ModelID;
906 t := Models[m].gibs.base[id];
907 if t <> nil then
908 begin
909 rx := p.Rect.X + p.Rect.Width div 2;
910 ry := p.Rect.Y + p.Rect.Height div 2;
911 ra := gGibs[i].RAngle;
912 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
913 t := Models[m].gibs.mask[id];
914 if t <> nil then
915 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
916 // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
917 end;
918 end;
919 end;
920 end;
921 end;
922 // TODO draw g_debug_frames
923 end;
924 {$ENDIF}
926 {$IFDEF ENABLE_CORPSES}
927 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
928 var i, fX, fY: Integer; p: TCorpse;
929 begin
930 if gCorpses <> nil then
931 begin
932 for i := 0 to High(gCorpses) do
933 begin
934 p := gCorpses[i];
935 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
936 begin
937 p.obj.Lerp(gLerpFactor, fX, fY);
938 r_Map_DrawPlayerModel(p.model, fX, fY, 255);
939 end;
940 end;
941 end;
942 // TODO draw g_debug_frames
943 end;
944 {$ENDIF}
946 {$IFDEF ENABLE_GFX}
947 function r_Map_GetGFXID (): Integer;
948 var i: Integer;
949 begin
950 i := 0;
951 if gfxlist <> nil then
952 begin
953 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
954 Inc(i);
955 if i >= Length(gfxlist) then
956 SetLength(gfxlist, Length(gfxlist) + 1)
957 end
958 else
959 SetLength(gfxlist, 1);
960 gfxlist[i].typ := R_GFX_NONE;
961 result := i
962 end;
964 procedure r_Map_NewGFX (typ, x, y: Integer);
965 var i: Integer;
966 begin
967 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
968 begin
969 i := r_Map_GetGFXID();
970 if i >= 0 then
971 begin
972 gfxlist[i].typ := typ;
973 gfxlist[i].x := x;
974 gfxlist[i].y := y;
975 gfxlist[i].oldX := x;
976 gfxlist[i].oldY := y;
977 gfxlist[i].anim := GFXAnim[typ].anim;
978 gfxlist[i].time := gTime DIV GAME_TICK;
979 gfxlist[i].frame := 0;
980 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
981 end;
982 end;
983 end;
985 procedure r_Map_UpdateGFX (tick: LongWord);
986 var i: Integer; count: LongInt;
987 begin
988 if gfxlist <> nil then
989 begin
990 for i := 0 to High(gfxlist) do
991 begin
992 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
993 begin
994 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
995 if count < 1 then
996 begin
997 gfxlist[i].oldX := gfxlist[i].x;
998 gfxlist[i].oldY := gfxlist[i].y;
999 case gfxlist[i].typ of
1000 R_GFX_FLAME, R_GFX_SMOKE:
1001 begin
1002 if Random(3) = 0 then
1003 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1004 if Random(2) = 0 then
1005 gfxlist[i].y := gfxlist[i].y - Random(2);
1006 end;
1007 end;
1008 end
1009 else
1010 gfxlist[i].typ := R_GFX_NONE;
1011 end;
1012 end;
1013 end;
1014 end;
1016 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1017 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1018 begin
1019 if gfxlist <> nil then
1020 begin
1021 for i := 0 to High(gfxlist) do
1022 begin
1023 if gfxlist[i].typ > 0 then
1024 begin
1025 typ := gfxlist[i].typ;
1026 t := GFXTextures[typ];
1027 if t <> nil then
1028 begin
1029 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1030 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1031 tex := t.GetTexture(gfxlist[i].frame);
1032 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1033 end;
1034 end;
1035 end;
1036 end;
1037 end;
1039 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1040 var i, fx, fy: Integer;
1041 begin
1042 if gpart_dbg_enabled and (Particles <> nil) then
1043 begin
1044 glDisable(GL_TEXTURE_2D);
1045 if (g_dbg_scale < 0.6) then
1046 glPointSize(1)
1047 else if (g_dbg_scale > 1.3) then
1048 glPointSize(g_dbg_scale + 1)
1049 else
1050 glPointSize(2);
1051 glDisable(GL_POINT_SMOOTH);
1052 glEnable(GL_BLEND);
1053 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1055 glBegin(GL_POINTS);
1056 for i := 0 to High(Particles) do
1057 begin
1058 if Particles[i].alive then
1059 begin
1060 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1061 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1062 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1063 glVertex2f(fx, fy);
1064 end;
1065 end;
1066 glEnd;
1068 glDisable(GL_BLEND);
1069 end;
1070 end;
1071 {$ENDIF}
1073 procedure r_Map_DrawShots (x, y, w, h: Integer);
1074 var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1075 begin
1076 if Shots <> nil then
1077 begin
1078 for i := 0 to High(Shots) do
1079 begin
1080 typ := Shots[i].ShotType;
1081 if typ <> 0 then
1082 begin
1083 t := ShotTextures[typ];
1084 if t <> nil then
1085 begin
1086 a := 0;
1087 case typ of
1088 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1089 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1090 end;
1091 Shots[i].Obj.Lerp(gLerpFactor, fX, fY);
1092 pX := Shots[i].Obj.Rect.Width div 2;
1093 pY := Shots[i].Obj.Rect.Height div 2;
1094 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1095 tex := t.GetTexture(frame);
1096 r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1097 end;
1098 end;
1099 end;
1100 end;
1101 // TODO draw g_debug_frames
1102 end;
1104 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1105 var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1106 begin
1107 if gGameSettings.GameMode = GM_CTF then
1108 begin
1109 for i := FLAG_RED to FLAG_BLUE do
1110 begin
1111 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1112 begin
1113 gFlags[i].Obj.Lerp(gLerpFactor, fx, fy);
1114 flip := gFlags[i].Direction = TDirection.D_LEFT;
1115 if flip then dx := -1 else dx := +1;
1116 t := FlagTextures[i];
1117 tex := t.GetTexture(FlagFrame);
1118 r_Draw_TextureRepeat(tex, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
1119 end;
1120 end;
1121 end;
1122 // TODO g_debug_frames
1123 end;
1125 {$IFDEF ENABLE_SHELLS}
1126 procedure r_Map_DrawShells (x, y, w, h: Integer);
1127 var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj;
1128 begin
1129 if gShells <> nil then
1130 begin
1131 for i := 0 to High(gShells) do
1132 begin
1133 if gShells[i].alive then
1134 begin
1135 typ := gShells[i].SType;
1136 if typ <= SHELL_LAST then
1137 begin
1138 p := @gShells[i].Obj;
1139 if g_Obj_Collide(x, y, w, h, p) then
1140 begin
1141 t := ShellTextures[typ];
1142 if t <> nil then
1143 begin
1144 p.Lerp(gLerpFactor, fx, fy);
1145 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1146 end;
1147 end;
1148 end;
1149 end;
1150 end;
1151 end;
1152 end;
1153 {$ENDIF}
1155 procedure r_Map_CalcAspect (ow, oh, nw, nh: LongInt; horizontal: Boolean; out ww, hh: LongInt);
1156 begin
1157 if horizontal then
1158 begin
1159 ww := nw;
1160 hh := nw * oh div ow;
1161 end
1162 else
1163 begin
1164 ww := nh * ow div oh;
1165 hh := nh;
1166 end;
1167 end;
1169 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1170 const
1171 factor = 120; (* size ratio between view and sky (120%) *)
1172 limit = 100; (* max speed for parallax *)
1173 var
1174 msw, msh, mvw, mvh, svw, svh: LongInt;
1175 begin
1176 msw := vw * factor div 100;
1177 msh := vh * factor div 100;
1178 r_Map_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1180 (* calc x parallax or sky center on speed limit *)
1181 mvw := MAX(1, mw - vw);
1182 svw := w - vw;
1183 if 100 * svw div mvw <= limit then
1184 x := -cx * svw div mvw
1185 else
1186 x := -svw div 2;
1188 (* calc y parallax or sky center on speed limit *)
1189 mvh := MAX(1, mh - vh);
1190 svh := h - vh;
1191 if 100 * svh div mvh <= limit then
1192 y := -cy * svh div mvh
1193 else
1194 y := -svh div 2;
1196 (* handle out of map bounds *)
1197 if x > 0 then x := 0;
1198 if y > 0 then y := 0;
1199 if x < -svw then x := -svw;
1200 if y < -svh then y := -svh;
1201 end;
1203 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1204 var i: Integer;
1205 begin
1206 if level > 0 then
1207 begin
1208 case level of
1209 0..14: i := 0;
1210 15..34: i := 1;
1211 35..54: i := 2;
1212 55..74: i := 3;
1213 75..94: i := 4;
1214 else i := 5
1215 end;
1216 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1217 end;
1218 end;
1220 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1221 begin
1222 if p <> nil then
1223 begin
1224 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1225 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1226 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1227 begin
1228 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1229 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1230 end;
1231 if p.FMegaRulez[MR_SUIT] >= gTime then
1232 begin
1233 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1234 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1235 end;
1236 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1237 begin
1238 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1239 end;
1240 end;
1241 end;
1243 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
1244 var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt;
1245 begin
1246 cx := camx - w div 2;
1247 cy := camy - h div 2;
1248 xx := x + cx;
1249 yy := y + cy;
1250 ww := w;
1251 hh := h;
1253 if g_dbg_ignore_bounds = false then
1254 begin
1255 if xx + ww > gMapInfo.Width then
1256 xx := gMapInfo.Width - ww;
1257 if yy + hh > gMapInfo.Height then
1258 yy := gMapInfo.Height - hh;
1259 if xx < 0 then
1260 xx := 0;
1261 if yy < 0 then
1262 yy := 0;
1263 cx := xx - x;
1264 cy := yy - y;
1265 end;
1267 if SkyTexture <> nil then
1268 begin
1269 r_Map_CalcSkyParallax(cx, cy, ww, hh, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1270 r_Draw_Texture(SkyTexture, x + sx, y + sy, sw, sh, false, 255, 255, 255, 255, false);
1271 end;
1273 plist.Clear;
1274 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1275 for p in iter do
1276 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1277 plist.Insert(p^);
1278 iter.Release;
1280 glPushMatrix;
1281 glTranslatef(-cx, -cy, 0);
1282 r_Map_DrawPanelType(PANEL_BACK);
1283 r_Map_DrawPanelType(PANEL_STEP);
1284 r_Map_DrawItems(xx, yy, ww, hh, false);
1285 r_Map_DrawShots(xx, yy, ww, hh);
1286 {$IFDEF ENABLE_SHELLS}
1287 r_Map_DrawShells(xx, yy, ww, hh);
1288 {$ENDIF}
1289 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1290 {$IFDEF ENABLE_GIBS}
1291 r_Map_DrawGibs(xx, yy, ww, hh);
1292 {$ENDIF}
1293 {$IFDEF ENABLE_CORPSES}
1294 r_Map_DrawCorpses(xx, yy, ww, hh);
1295 {$ENDIF}
1296 r_Map_DrawPanelType(PANEL_WALL);
1297 r_Map_DrawMonsters(xx, yy, ww, hh);
1298 r_Map_DrawItems(xx, yy, ww, hh, true);
1299 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1300 {$IFDEF ENABLE_GFX}
1301 r_Map_DrawParticles(xx, yy, ww, hh);
1302 r_Map_DrawGFX(xx, yy, ww, hh);
1303 {$ENDIF}
1304 r_Map_DrawFlags(xx, yy, ww, hh);
1305 r_Map_DrawPanelType(PANEL_ACID1);
1306 r_Map_DrawPanelType(PANEL_ACID2);
1307 r_Map_DrawPanelType(PANEL_WATER);
1308 r_Map_DrawPanelType(PANEL_FORE);
1309 // TODO draw monsters health bar
1310 // TODO draw players health bar
1311 // TODO draw players indicators
1312 glPopMatrix;
1314 r_Map_DrawScreenEffects(x, y, w, h, player);
1316 // TODO draw minimap (gShowMap)
1317 // TODO draw g_debug_player
1318 end;
1320 procedure r_Map_Update;
1321 var i, count, tick: LongInt;
1322 begin
1323 tick := gTime div GAME_TICK;
1324 for i := 0 to ITEM_LAST do
1325 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1326 r_Map_UpdateGFX(tick);
1327 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1328 end;
1330 end.