1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../../../shared/a_modes.inc}
20 uses g_base
, g_player
, g_playermodel
; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize
;
23 procedure r_Map_Finalize
;
28 procedure r_Map_LoadTextures
;
29 procedure r_Map_FreeTextures
;
32 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
35 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
38 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
42 procedure r_Map_Update
;
44 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
56 binheap
, MAPDEF
, utils
,
57 g_options
, g_textures
, g_basic
, g_phys
,
58 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_weapons
,
59 {$IFDEF ENABLE_CORPSES}
62 {$IFDEF ENABLE_SHELLS}
75 MTABLE
: array [0..MONSTER_MAN
] of record
78 (w
: 64; h
: 64), // NONE
79 (w
: 64; h
: 64), // DEMON
80 (w
: 64; h
: 64), // IMP
81 (w
: 64; h
: 64), // ZOMBY
82 (w
: 64; h
: 64), // SERG
83 (w
: 128; h
: 128), // CYBER
84 (w
: 64; h
: 64), // CGUN
85 (w
: 128; h
: 128), // BARON
86 (w
: 128; h
: 128), // KNIGHT
87 (w
: 128; h
: 128), // CACO
88 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
89 (w
: 128; h
: 128), // PAIN
90 (w
: 256; h
: 128), // SPIDER
91 (w
: 128; h
: 64), // BSP
92 (w
: 128; h
: 128), // MANCUB
93 (w
: 128; h
: 128), // SKEL
94 (w
: 128; h
: 128), // VILE
95 (w
: 32; h
: 32), // FISH
96 (w
: 64; h
: 64), // BARREL
97 (w
: 128; h
: 128), // ROBO
103 ItemAnim
: array [0..ITEM_LAST
] of record
108 b
: Boolean; // backanim
110 (name
: ''; w
: 0; h
: 0; d
: 0; n
: 0; b
: False),
111 (name
: 'MED1'; w
: 16; h
: 16; d
: 0; n
: 1; b
: False),
112 (name
: 'MED2'; w
: 32; h
: 32; d
: 0; n
: 1; b
: False),
113 (name
: 'BMED'; w
: 32; h
: 32; d
: 0; n
: 1; b
: False),
114 (name
: 'ARMORGREEN'; w
: 32; h
: 16; d
: 20; n
: 3; b
: True),
115 (name
: 'ARMORBLUE'; w
: 32; h
: 16; d
: 20; n
: 3; b
: True),
116 (name
: 'SBLUE'; w
: 32; h
: 32; d
: 15; n
: 4; b
: True),
117 (name
: 'SWHITE'; w
: 32; h
: 32; d
: 20; n
: 4; b
: True),
118 (name
: 'SUIT'; w
: 32; h
: 64; d
: 0; n
: 1; b
: False),
119 (name
: 'OXYGEN'; w
: 16; h
: 32; d
: 0; n
: 1; b
: False),
120 (name
: 'INVUL'; w
: 32; h
: 32; d
: 20; n
: 4; b
: True),
121 (name
: 'SAW'; w
: 64; h
: 32; d
: 0; n
: 1; b
: False),
122 (name
: 'SHOTGUN1'; w
: 64; h
: 16; d
: 0; n
: 1; b
: False),
123 (name
: 'SHOTGUN2'; w
: 64; h
: 16; d
: 0; n
: 1; b
: False),
124 (name
: 'MGUN'; w
: 64; h
: 16; d
: 0; n
: 1; b
: False),
125 (name
: 'RLAUNCHER'; w
: 64; h
: 16; d
: 0; n
: 1; b
: False),
126 (name
: 'PGUN'; w
: 64; h
: 16; d
: 0; n
: 1; b
: False),
127 (name
: 'BFG'; w
: 64; h
: 64; d
: 0; n
: 1; b
: False),
128 (name
: 'SPULEMET'; w
: 64; h
: 16; d
: 0; n
: 1; b
: False),
129 (name
: 'CLIP'; w
: 16; h
: 16; d
: 0; n
: 1; b
: False),
130 (name
: 'AMMO'; w
: 32; h
: 16; d
: 0; n
: 1; b
: False),
131 (name
: 'SHELL1'; w
: 16; h
: 8; d
: 0; n
: 1; b
: False),
132 (name
: 'SHELL2'; w
: 32; h
: 16; d
: 0; n
: 1; b
: False),
133 (name
: 'ROCKET'; w
: 16; h
: 32; d
: 0; n
: 1; b
: False),
134 (name
: 'ROCKETS'; w
: 64; h
: 32; d
: 0; n
: 1; b
: False),
135 (name
: 'CELL'; w
: 16; h
: 16; d
: 0; n
: 1; b
: False),
136 (name
: 'CELL2'; w
: 32; h
: 32; d
: 0; n
: 1; b
: False),
137 (name
: 'BPACK'; w
: 32; h
: 32; d
: 0; n
: 1; b
: False),
138 (name
: 'KEYR'; w
: 16; h
: 16; d
: 0; n
: 1; b
: False),
139 (name
: 'KEYG'; w
: 16; h
: 16; d
: 0; n
: 1; b
: False),
140 (name
: 'KEYB'; w
: 16; h
: 16; d
: 0; n
: 1; b
: False),
141 (name
: 'KASTET'; w
: 64; h
: 32; d
: 0; n
: 1; b
: False),
142 (name
: 'PISTOL'; w
: 64; h
: 16; d
: 0; n
: 1; b
: False),
143 (name
: 'BOTTLE'; w
: 16; h
: 32; d
: 20; n
: 4; b
: True),
144 (name
: 'HELMET'; w
: 16; h
: 16; d
: 20; n
: 4; b
: True),
145 (name
: 'JETPACK'; w
: 32; h
: 32; d
: 15; n
: 3; b
: True),
146 (name
: 'INVIS'; w
: 32; h
: 32; d
: 20; n
: 4; b
: True),
147 (name
: 'FLAMETHROWER'; w
: 64; h
: 32; d
: 0; n
: 1; b
: False),
148 (name
: 'FUELCAN'; w
: 16; h
: 32; d
: 0; n
: 1; b
: False)
152 GFXAnim
: array [0..R_GFX_LAST
] of record
161 (name
: ''; w
: 0; h
: 0; count
: 0; back
: false; speed
: 0; rspeed
: 0; alpha
: 0),
162 (name
: 'TELEPORT'; w
: 64; h
: 64; count
: 10; back
: false; speed
: 6; rspeed
: 0; alpha
: 0),
163 (name
: 'FLAME'; w
: 32; h
: 32; count
: 11; back
: false; speed
: 3; rspeed
: 0; alpha
: 0),
164 (name
: 'EROCKET'; w
: 128; h
: 128; count
: 6; back
: false; speed
: 6; rspeed
: 0; alpha
: 0),
165 (name
: 'EBFG'; w
: 128; h
: 128; count
: 6; back
: false; speed
: 6; rspeed
: 0; alpha
: 0),
166 (name
: 'BFGHIT'; w
: 64; h
: 64; count
: 4; back
: false; speed
: 4; rspeed
: 0; alpha
: 0),
167 (name
: 'FIRE'; w
: 64; h
: 128; count
: 8; back
: false; speed
: 4; rspeed
: 2; alpha
: 0),
168 (name
: 'ITEMRESPAWN'; w
: 32; h
: 32; count
: 5; back
: true; speed
: 4; rspeed
: 0; alpha
: 0),
169 (name
: 'SMOKE'; w
: 32; h
: 32; count
: 10; back
: false; speed
: 3; rspeed
: 0; alpha
: 0),
170 (name
: 'ESKELFIRE'; w
: 64; h
: 64; count
: 3; back
: false; speed
: 8; rspeed
: 0; alpha
: 0),
171 (name
: 'EPLASMA'; w
: 32; h
: 32; count
: 4; back
: true; speed
: 3; rspeed
: 0; alpha
: 0),
172 (name
: 'EBSPFIRE'; w
: 32; h
: 32; count
: 5; back
: false; speed
: 3; rspeed
: 0; alpha
: 0),
173 (name
: 'EIMPFIRE'; w
: 64; h
: 64; count
: 3; back
: false; speed
: 6; rspeed
: 0; alpha
: 0),
174 (name
: 'ECACOFIRE'; w
: 64; h
: 64; count
: 3; back
: false; speed
: 6; rspeed
: 0; alpha
: 0),
175 (name
: 'EBARONFIRE'; w
: 64; h
: 64; count
: 3; back
: false; speed
: 6; rspeed
: 0; alpha
: 0),
176 (name
: 'TELEPORT'; w
: 64; h
: 64; count
: 10; back
: false; speed
: 3; rspeed
: 0; alpha
: 0), // fast
177 (name
: 'SMOKE'; w
: 32; h
: 32; count
: 10; back
: false; speed
: 3; rspeed
: 0; alpha
: 150), // transparent
178 (name
: 'FLAME'; w
: 32; h
: 32; count
: 11; back
: false; speed
: 3; rspeed
: 2; alpha
: 0) // random
182 ShotAnim
: array [0..WEAPON_LAST
] of record
187 (name
: ''; w
: 0; h
: 0; count
: 0), // 0 KASTET
188 (name
: ''; w
: 0; h
: 0; count
: 0), // 1 SAW
189 (name
: ''; w
: 0; h
: 0; count
: 0), // 2 PISTOL
190 (name
: ''; w
: 0; h
: 0; count
: 0), // 3 SHOTGUN1
191 (name
: ''; w
: 0; h
: 0; count
: 0), // 4 SHOTGUN2
192 (name
: ''; w
: 0; h
: 0; count
: 0), // 5 CHAINGUN
193 (name
: 'BROCKET'; w
: 64; h
: 32; count
: 1), // 6 ROCKETLAUNCHER
194 (name
: 'BPLASMA'; w
: 16; h
: 16; count
: 2), // 7 PLASMA
195 (name
: 'BBFG'; w
: 64; h
: 64; count
: 2), // 8 BFG
196 (name
: ''; w
: 0; h
: 0; count
: 0), // 9 SUPERPULEMET
197 (name
: 'FLAME'; w
: 32; h
: 32; count
: 0{11}), // 10 FLAMETHROWER
198 (name
: ''; w
: 0; h
: 0; count
: 0), // 11
199 (name
: ''; w
: 0; h
: 0; count
: 0), // 12
200 (name
: ''; w
: 0; h
: 0; count
: 0), // 13
201 (name
: ''; w
: 0; h
: 0; count
: 0), // 14
202 (name
: ''; w
: 0; h
: 0; count
: 0), // 15
203 (name
: ''; w
: 0; h
: 0; count
: 0), // 16
204 (name
: ''; w
: 0; h
: 0; count
: 0), // 17
205 (name
: ''; w
: 0; h
: 0; count
: 0), // 18
206 (name
: ''; w
: 0; h
: 0; count
: 0), // 19
207 (name
: ''; w
: 0; h
: 0; count
: 0), // 20 ZOMPY_PISTOL
208 (name
: 'BIMPFIRE'; w
: 16; h
: 16; count
: 2), // 21 IMP_FIRE
209 (name
: 'BBSPFIRE'; w
: 16; h
: 16; count
: 2), // 22 BSP_FIRE
210 (name
: 'BCACOFIRE'; w
: 16; h
: 16; count
: 2), // 23 CACO_FIRE
211 (name
: 'BBARONFIRE'; w
: 64; h
: 16; count
: 2), // 24 BARON_FIRE
212 (name
: 'BMANCUBFIRE'; w
: 64; h
: 32; count
: 2), // 25 MANCUB_FIRE
213 (name
: 'BSKELFIRE'; w
: 64; h
: 64; count
: 2) // 26 SKEL_FIRE
216 {$IFDEF ENABLE_SHELLS}
217 ShellAnim
: array [0..SHELL_LAST
] of record
221 (name
: 'EBULLET'; dx
: 2; dy
: 1), // 0 SHELL_BULLET
222 (name
: 'ESHELL'; dx
: 4; dy
: 2), // 1 SHELL_SHELL
223 (name
: 'ESHELL'; dx
: 4; dy
: 2) // 2 SHELL_DBLSHELL
228 TBinHeapPanelDrawCmp
= class
230 class function less (const a
, b
: TPanel
): Boolean; inline;
233 TBinHeapPanelDraw
= specialize TBinaryHeapBase
<TPanel
, TBinHeapPanelDrawCmp
>;
235 TMonsterAnims
= array [0..ANIM_LAST
, TDirection
] of TGLMultiTexture
;
238 SkyTexture
: TGLTexture
;
239 RenTextures
: array of record
241 tex
: TGLMultiTexture
;
243 Items
: array [0..ITEM_LAST
] of record
244 tex
: TGLMultiTexture
;
247 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
248 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
249 ShotTextures
: array [0..WEAPON_LAST
] of TGLMultiTexture
;
250 FlagTextures
: array [0..FLAG_LAST
] of TGLMultiTexture
;
251 PunchTextures
: array [Boolean, 0..2] of TGLMultiTexture
; // [berserk, center/up/down]
252 VileFire
: TGLMultiTexture
;
253 InvulPenta
: TGLTexture
;
254 Models
: array of record
255 anim
: array [TDirection
, 0..A_LAST
] of record
256 base
, mask
: TGLMultiTexture
;
260 base
, mask
: TGLTextureArray
;
266 StubShotAnim
: TAnimState
; // TODO remove this hack
267 FlagAnim
: TAnimState
;
269 {$IFDEF ENABLE_SHELLS}
270 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
273 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
274 gfxlist
: array of record
283 plist
: TBinHeapPanelDraw
= nil;
285 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
287 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
288 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
289 result
:= a
.arrIdx
< b
.arrIdx
;
292 procedure r_Map_Initialize
;
294 StubShotAnim
:= TAnimState
.Create(true, 1, 1);
295 FlagAnim
:= TAnimState
.Create(true, 8, 5);
296 plist
:= TBinHeapPanelDraw
.Create();
299 procedure r_Map_Finalize
;
302 StubShotAnim
.Invalidate
;
305 procedure r_Map_FreeModel (i
: Integer);
306 var a
: Integer; d
: TDirection
;
308 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
310 for a
:= A_STAND
to A_LAST
do
312 if Models
[i
].anim
[d
, a
].base
<> nil then
313 Models
[i
].anim
[d
, a
].base
.Free
;
314 if Models
[i
].anim
[d
, a
].mask
<> nil then
315 Models
[i
].anim
[d
, a
].mask
.Free
;
316 Models
[i
].anim
[d
, a
].base
:= nil;
317 Models
[i
].anim
[d
, a
].mask
:= nil;
321 if Models
[i
].gibs
.base
<> nil then
322 for a
:= 0 to High(Models
[i
].gibs
.base
) do
323 Models
[i
].gibs
.base
[a
].Free
;
324 if Models
[i
].gibs
.mask
<> nil then
325 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
326 Models
[i
].gibs
.mask
[a
].Free
;
327 Models
[i
].gibs
.base
:= nil;
328 Models
[i
].gibs
.mask
:= nil;
329 Models
[i
].gibs
.rect
:= nil;
333 procedure r_Map_LoadModel (i
: Integer);
334 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
336 ASSERT(i
< Length(Models
));
337 ASSERT(i
< Length(PlayerModelsArray
));
339 m
:= @PlayerModelsArray
[i
];
340 prefix
:= m
.FileName
+ ':TEXTURES/';
341 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
343 for a
:= A_STAND
to A_LAST
do
345 Models
[i
].anim
[d
, a
].base
:= nil;
346 Models
[i
].anim
[d
, a
].mask
:= nil;
347 if m
.anim
[d
, a
].resource
<> '' then
348 Models
[i
].anim
[d
, a
].base
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].resource
, 64, 64, m
.anim
[d
, a
].frames
, m
.anim
[d
, a
].back
, true);
349 if m
.anim
[d
, a
].mask
<> '' then
350 Models
[i
].anim
[d
, a
].mask
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].mask
, 64, 64, m
.anim
[d
, a
].frames
, m
.anim
[d
, a
].back
, true);
354 Models
[i
].gibs
.base
:= nil;
355 Models
[i
].gibs
.mask
:= nil;
356 Models
[i
].gibs
.rect
:= nil;
357 if m
.GibsCount
> 0 then
359 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
360 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
361 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
362 for a
:= 0 to m
.GibsCount
- 1 do
363 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
364 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
) then
366 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil) then
375 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
376 const dir
: array [TDirection
] of AnsiString = ('_L', '');
377 var w
, h
, count
: Integer;
379 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
384 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
390 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
391 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
400 MonTextures
[m
, a
, d
] := nil;
403 procedure r_Map_Load
;
405 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
406 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
407 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
408 PunchName
: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
410 i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
412 // --------- items --------- //
413 for i
:= 0 to ITEM_LAST
do
415 if ItemAnim
[i
].n
> 0 then
417 Items
[i
].tex
:= r_Textures_LoadMultiFromFileAndInfo(
418 GameWAD
+ ':TEXTURES/' + ItemAnim
[i
].name
,
425 k
:= IfThen(ItemAnim
[i
].b
, ItemAnim
[i
].n
* 2 - 2, ItemAnim
[i
].n
);
426 Items
[i
].anim
:= TAnimState
.Create(True, ItemAnim
[i
].d
, k
);
429 // --------- monsters --------- //
430 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
431 for j
:= 0 to ANIM_LAST
do
432 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
433 r_Map_LoadMonsterAnim(i
, j
, d
);
434 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, 8, False, False);
435 // --------- player models --------- //
436 if PlayerModelsArray
<> nil then
438 SetLength(Models
, Length(PlayerModelsArray
));
439 for i
:= 0 to High(PlayerModelsArray
) do
442 // --------- player weapons --------- //
443 for i
:= 1 to WP_LAST
do
444 for j
:= 0 to W_POS_LAST
do
445 for k
:= 0 to W_ACT_LAST
do
446 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
]);
447 // --------- gfx animations --------- //
449 for i
:= 1 to R_GFX_LAST
do
450 if GFXAnim
[i
].count
> 0 then
451 GFXTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].count
, GFXAnim
[i
].back
);
453 // --------- shots --------- //
454 for i
:= 0 to WEAPON_LAST
do
455 if ShotAnim
[i
].count
> 0 then
456 ShotTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].count
, false);
457 // --------- flags --------- //
458 FlagTextures
[FLAG_NONE
] := nil;
459 FlagTextures
[FLAG_RED
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5, false);
460 FlagTextures
[FLAG_BLUE
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
461 // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
462 // --------- shells --------- //
463 {$IFDEF ENABLE_SHELLS}
464 for i
:= 0 to SHELL_LAST
do
465 ShellTextures
[i
] := r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
);
467 // --------- punch --------- //
468 for b
:= false to true do
471 PunchTextures
[b
, i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, 4, false);
473 // --------- other --------- //
474 InvulPenta
:= r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/PENTA');
477 procedure r_Map_Free
;
478 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
480 if InvulPenta
<> nil then
483 for b
:= false to true do
487 if PunchTextures
[b
, i
] <> nil then
488 PunchTextures
[b
, i
].Free
;
489 PunchTextures
[b
, i
] := nil;
492 {$IFDEF ENABLE_SHELLS}
493 for i
:= 0 to SHELL_LAST
do
495 if ShellTextures
[i
] <> nil then
496 ShellTextures
[i
].Free
;
497 ShellTextures
[i
] := nil;
500 for i
:= 0 to FLAG_LAST
do
502 if FlagTextures
[i
] <> nil then
503 FlagTextures
[i
].Free
;
504 FlagTextures
[i
] := nil;
506 for i
:= 0 to WEAPON_LAST
do
508 if ShotTextures
[i
] <> nil then
509 ShotTextures
[i
].Free
;
510 ShotTextures
[i
] := nil;
514 for i
:= 0 to R_GFX_LAST
do
516 if GFXTextures
[i
] <> nil then
518 GFXTextures
[i
] := nil;
521 for i
:= 1 to WP_LAST
do
523 for j
:= 0 to W_POS_LAST
do
525 for k
:= 0 to W_ACT_LAST
do
527 if WeapTextures
[i
, j
, k
] <> nil then
528 WeapTextures
[i
, j
, k
].Free
;
529 WeapTextures
[i
, j
, k
] := nil;
533 if Models
<> nil then
534 for i
:= 0 to High(Models
) do
536 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
538 for j
:= 0 to ANIM_LAST
do
540 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
542 if MonTextures
[i
, j
, d
] <> nil then
543 MonTextures
[i
, j
, d
].Free
;
544 MonTextures
[i
, j
, d
] := nil;
548 for i
:= 0 to ITEM_LAST
do
550 if Items
[i
].tex
<> nil then
555 Items
[i
].anim
.Invalidate
;
559 procedure r_Map_LoadTextures
;
562 if Textures
<> nil then
564 n
:= Length(Textures
);
565 SetLength(RenTextures
, n
);
566 for i
:= 0 to n
- 1 do
568 RenTextures
[i
].tex
:= nil;
569 case Textures
[i
].TextureName
of
570 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
571 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
572 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
574 RenTextures
[i
].spec
:= 0;
575 RenTextures
[i
].tex
:= r_Textures_LoadMultiFromFile(Textures
[i
].FullName
);
576 if RenTextures
[i
].tex
= nil then
577 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
]);
581 if gMapInfo
.SkyFullName
<> '' then
582 SkyTexture
:= r_Textures_LoadFromFile(gMapInfo
.SkyFullName
);
586 procedure r_Map_FreeTextures
;
590 if SkyTexture
<> nil then
593 if RenTextures
<> nil then
594 for i
:= 0 to High(RenTextures
) do
595 if RenTextures
[i
].tex
<> nil then
596 RenTextures
[i
].tex
.Free
;
600 procedure r_Map_DrawPanel (p
: TPanel
);
601 var Texture
: Integer; t
: TGLMultiTexture
;
604 if p
.FCurTexture
>= 0 then
606 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
607 t
:= RenTextures
[Texture
].tex
;
609 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
612 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
613 else if p
.TextureIDs
[p
.FCurTexture
].AnTex
.IsValid() then
614 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
)
616 r_Draw_TextureRepeat(t
.GetTexture(0), p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
621 case RenTextures
[Texture
].spec
of
622 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
623 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
624 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
630 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
631 var tagMask
, i
: Integer; p
: TPanel
;
634 tagMask
:= PanelTypeToTag(panelTyp
);
635 while plist
.count
> 0 do
637 p
:= TPanel(plist
.Front());
638 if (p
.tag
and tagMask
) = 0 then
646 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
647 var i
, fX
, fY
: Integer; it
: PItem
; t
: TGLMultiTexture
;
649 if ggItems
<> nil then
651 for i
:= 0 to High(ggItems
) do
654 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
656 t
:= Items
[it
.ItemType
].tex
;
657 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
659 it
.obj
.Lerp(gLerpFactor
, fX
, fY
);
660 r_Draw_MultiTextureRepeat(t
, Items
[it
.ItemType
].anim
, fX
, fY
, t
.width
, t
.height
, false, 255, 255, 255, 255, false);
665 // TODO draw g_debug_frames
668 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
671 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
672 result
:= MonTextures
[m
, a
, d
] <> nil;
673 if result
= false then
676 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
677 result
:= MonTextures
[m
, a
, d
] <> nil;
679 if result
= true then
681 t
:= MonTextures
[m
, a
, d
];
682 if d
= TDirection
.D_LEFT
then
684 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
685 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
689 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
690 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
694 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
695 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
701 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
704 if VileFire
<> nil then
705 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) then
706 if mon
.VileFireAnim
.IsValid() and GetPos(mon
.MonsterTargetUID
, @o
) then
707 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);
710 procedure r_Map_DrawMonster (constref mon
: TMonster
);
711 var m
, a
, fX
, fY
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
713 m
:= mon
.MonsterType
;
714 a
:= mon
.MonsterAnim
;
715 d
:= mon
.GameDirection
;
717 mon
.obj
.Lerp(gLerpFactor
, fX
, fY
);
719 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
720 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], fX
+ dx
, fY
+ dy
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false);
722 // TODO draw g_debug_frames
725 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
726 var i
: Integer; m
: TMonster
;
728 if gMonsters
<> nil then
730 for i
:= 0 to High(gMonsters
) do
735 r_Map_DrawMonsterAttack(m
);
736 // TODO select from grid
737 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
738 r_Map_DrawMonster(m
);
744 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
747 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
748 if result
= false then
751 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
752 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
756 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
757 var a
, pos
, act
, xx
, yy
, angle
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; c
: TRGB
;
759 a
:= pm
.CurrentAnimation
;
763 t
:= FlagTextures
[pm
.Flag
];
764 if (t
<> nil) and not (a
in [A_DIE1
, A_DIE2
]) then
766 flip
:= d
= TDirection
.D_RIGHT
;
767 angle
:= PlayerModelsArray
[pm
.id
].FlagAngle
;
768 xx
:= PlayerModelsArray
[pm
.id
].FlagPoint
.X
;
769 yy
:= PlayerModelsArray
[pm
.id
].FlagPoint
.Y
;
770 r_Draw_MultiTextureRepeatRotate(
773 x
+ IfThen(flip
, 2 * FLAG_BASEPOINT
.X
- xx
+ 1, xx
- 1) - FLAG_BASEPOINT
.X
,
774 y
+ yy
- FLAG_BASEPOINT
.Y
+ 1,
778 255, 255, 255, 255, false,
779 IfThen(flip
, 64 - FLAG_BASEPOINT
.X
, FLAG_BASEPOINT
.X
),
781 IfThen(flip
, angle
, -angle
)
786 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
789 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
790 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
791 else pos
:= W_POS_NORMAL
;
793 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
797 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
800 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
801 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
808 d
= TDirection
.D_LEFT
,
809 255, 255, 255, alpha
, false
815 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
817 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
818 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
, 255, 255, 255, alpha
, false);
819 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
823 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
, c
.r
, c
.g
, c
.b
, alpha
, false);
828 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
829 var fX
, fY
, fSlope
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; alpha
: Byte;
833 fX
:= p
.obj
.x
; fY
:= p
.obj
.y
;
835 //p.obj.Lerp(gLerpFactor, fX, fY);
836 fSlope
:= nlerp(p
.SlopeOld
, p
.obj
.slopeUpLeft
, gLerpFactor
);
839 if p
.PunchAnim
.IsValid() and p
.PunchAnim
.enabled
then
841 b
:= R_BERSERK
in p
.FRulez
;
842 if p
.FKeys
[KEY_DOWN
].pressed
then
843 t
:= PunchTextures
[b
, 2]
844 else if p
.FKeys
[KEY_UP
].pressed
then
845 t
:= PunchTextures
[b
, 1]
847 t
:= PunchTextures
[b
, 0];
850 flip
:= p
.Direction
= TDirection
.D_LEFT
;
851 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
852 ay
:= p
.Obj
.Rect
.Y
- 11;
853 r_Draw_MultiTextureRepeat(t
, p
.PunchAnim
, fx
+ ax
, fy
+ fSlope
+ ay
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false)
857 (* invulnerability effect *)
858 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
860 w
:= InvulPenta
.width
;
861 h
:= InvulPenta
.height
;
862 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
863 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
864 r_Draw_Texture(InvulPenta
, fx
+ ax
, fy
+ ay
+ fSlope
, w
, h
, false, 255, 255, 255, 255, false);
867 (* invisibility effect *)
869 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
871 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
873 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
880 r_Map_DrawPlayerModel(p
.Model
, fX
, fY
+ fSlope
, alpha
);
882 // TODO draw g_debug_frames
883 // TODO draw chat bubble
887 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
890 if gPlayers
<> nil then
891 for i
:= 0 to High(gPlayers
) do
892 if gPlayers
[i
] <> nil then
893 r_Map_DrawPlayer(gPlayers
[i
], player
);
897 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
899 result
:= Models
[m
].gibs
.rect
[i
];
902 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
903 var i
, fx
, fy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
907 for i
:= 0 to High(gGibs
) do
909 if gGibs
[i
].alive
then
912 if g_Obj_Collide(x
, y
, w
, h
, p
) then
914 p
.Lerp(gLerpFactor
, fx
, fy
);
915 id
:= gGibs
[i
].GibID
;
916 m
:= gGibs
[i
].ModelID
;
917 t
:= Models
[m
].gibs
.base
[id
];
920 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
921 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
922 ra
:= gGibs
[i
].RAngle
;
923 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
924 t
:= Models
[m
].gibs
.mask
[id
];
926 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
);
927 // 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);
933 // TODO draw g_debug_frames
937 {$IFDEF ENABLE_CORPSES}
938 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
939 var i
, fX
, fY
: Integer; p
: TCorpse
;
941 if gCorpses
<> nil then
943 for i
:= 0 to High(gCorpses
) do
946 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
948 p
.obj
.Lerp(gLerpFactor
, fX
, fY
);
949 r_Map_DrawPlayerModel(p
.model
, fX
, fY
, 255);
953 // TODO draw g_debug_frames
958 function r_Map_GetGFXID (): Integer;
962 if gfxlist
<> nil then
964 while (i
< Length(gfxlist
)) and gfxlist
[i
].anim
.IsValid() do
966 if i
>= Length(gfxlist
) then
967 SetLength(gfxlist
, Length(gfxlist
) + 1)
970 SetLength(gfxlist
, 1);
971 gfxlist
[i
].typ
:= R_GFX_NONE
;
972 gfxlist
[i
].anim
.Invalidate
;
976 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
979 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
981 i
:= r_Map_GetGFXID();
984 gfxlist
[i
].typ
:= typ
;
987 gfxlist
[i
].oldX
:= x
;
988 gfxlist
[i
].oldY
:= y
;
989 gfxlist
[i
].anim
:= TAnimState
.Create(false, GFXAnim
[typ
].speed
+ Random(GFXAnim
[typ
].rspeed
), GFXAnim
[typ
].count
);
990 gfxlist
[i
].anim
.Reset();
991 gfxlist
[i
].anim
.Enable();
996 procedure r_Map_UpdateGFX
;
999 if gfxlist
<> nil then
1001 for i
:= 0 to High(gfxlist
) do
1003 if gfxlist
[i
].anim
.IsValid() then
1005 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
1006 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
1007 case gfxlist
[i
].typ
of
1008 R_GFX_FLAME
, R_GFX_SMOKE
:
1010 if Random(3) = 0 then
1011 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1012 if Random(2) = 0 then
1013 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1016 if gfxlist
[i
].anim
.played
then
1017 gfxlist
[i
].anim
.Invalidate
1019 gfxlist
[i
].anim
.Update
1025 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1026 var i
, fx
, fy
: Integer;
1028 if gpart_dbg_enabled
and (Particles
<> nil) then
1030 glDisable(GL_TEXTURE_2D
);
1031 if (g_dbg_scale
< 0.6) then
1033 else if (g_dbg_scale
> 1.3) then
1034 glPointSize(g_dbg_scale
+ 1)
1037 glDisable(GL_POINT_SMOOTH
);
1039 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1042 for i
:= 0 to High(Particles
) do
1044 if Particles
[i
].alive
then
1046 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1047 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1048 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1054 glDisable(GL_BLEND
);
1058 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1059 var i
, fx
, fy
, typ
: Integer; tex
: TGLMultiTexture
;
1061 if gfxlist
<> nil then
1063 for i
:= 0 to High(gfxlist
) do
1065 if gfxlist
[i
].anim
.IsValid() then
1067 typ
:= gfxlist
[i
].typ
;
1068 tex
:= GFXTextures
[typ
];
1071 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1072 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1073 r_Draw_MultiTextureRepeat(tex
, gfxlist
[i
].anim
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1081 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1082 var i
, a
, fX
, fY
, pX
, pY
, typ
: Integer; tex
: TGLMultiTexture
; anim
: ^TAnimState
;
1084 if Shots
<> nil then
1086 for i
:= 0 to High(Shots
) do
1088 typ
:= Shots
[i
].ShotType
;
1091 tex
:= ShotTextures
[typ
];
1096 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1097 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1099 Shots
[i
].Obj
.Lerp(gLerpFactor
, fX
, fY
);
1100 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1101 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1102 // TODO fix this hack
1103 if Shots
[i
].Animation
.IsValid() then anim
:= @Shots
[i
].Animation
else anim
:= @StubShotAnim
;
1104 r_Draw_MultiTextureRepeatRotate(tex
, anim
^, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1109 // TODO draw g_debug_frames
1112 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1113 var i
, dx
, fx
, fy
: Integer; flip
: Boolean; tex
: TGLMultiTexture
;
1115 if gGameSettings
.GameMode
= GM_CTF
then
1117 for i
:= FLAG_RED
to FLAG_BLUE
do
1119 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1121 gFlags
[i
].Obj
.Lerp(gLerpFactor
, fx
, fy
);
1122 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1123 if flip
then dx
:= -1 else dx
:= +1;
1124 tex
:= FlagTextures
[i
];
1125 r_Draw_MultiTextureRepeat(tex
, FlagAnim
, fx
+ dx
, fy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1129 // TODO g_debug_frames
1132 {$IFDEF ENABLE_SHELLS}
1133 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1134 var i
, fx
, fy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1136 if gShells
<> nil then
1138 for i
:= 0 to High(gShells
) do
1140 if gShells
[i
].alive
then
1142 typ
:= gShells
[i
].SType
;
1143 if typ
<= SHELL_LAST
then
1145 p
:= @gShells
[i
].Obj
;
1146 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1148 t
:= ShellTextures
[typ
];
1151 p
.Lerp(gLerpFactor
, fx
, fy
);
1152 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
);
1162 procedure r_Map_CalcAspect (ow
, oh
, nw
, nh
: LongInt; horizontal
: Boolean; out ww
, hh
: LongInt);
1167 hh
:= nw
* oh
div ow
;
1171 ww
:= nh
* ow
div oh
;
1176 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1178 factor
= 120; (* size ratio between view and sky (120%) *)
1179 limit
= 100; (* max speed for parallax *)
1181 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1183 msw
:= vw
* factor
div 100;
1184 msh
:= vh
* factor
div 100;
1185 r_Map_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1187 (* calc x parallax or sky center on speed limit *)
1188 mvw
:= MAX(1, mw
- vw
);
1190 if 100 * svw
div mvw
<= limit
then
1191 x
:= -cx
* svw
div mvw
1195 (* calc y parallax or sky center on speed limit *)
1196 mvh
:= MAX(1, mh
- vh
);
1198 if 100 * svh
div mvh
<= limit
then
1199 y
:= -cy
* svh
div mvh
1203 (* handle out of map bounds *)
1204 if x
> 0 then x
:= 0;
1205 if y
> 0 then y
:= 0;
1206 if x
< -svw
then x
:= -svw
;
1207 if y
< -svh
then y
:= -svh
;
1210 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1223 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1227 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1231 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1232 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1233 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1235 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1236 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1238 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1240 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1241 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1243 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1245 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1250 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
1251 var iter
: TPanelGrid
.Iter
; p
: PPanel
; cx
, cy
, xx
, yy
, ww
, hh
: Integer; sx
, sy
, sw
, sh
: LongInt;
1253 cx
:= camx
- w
div 2;
1254 cy
:= camy
- h
div 2;
1260 if g_dbg_ignore_bounds
= false then
1262 if xx
+ ww
> gMapInfo
.Width
then
1263 xx
:= gMapInfo
.Width
- ww
;
1264 if yy
+ hh
> gMapInfo
.Height
then
1265 yy
:= gMapInfo
.Height
- hh
;
1274 if SkyTexture
<> nil then
1276 r_Map_CalcSkyParallax(cx
, cy
, ww
, hh
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1277 r_Draw_Texture(SkyTexture
, x
+ sx
, y
+ sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1281 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
1283 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1288 glTranslatef(-cx
, -cy
, 0);
1289 r_Map_DrawPanelType(PANEL_BACK
);
1290 r_Map_DrawPanelType(PANEL_STEP
);
1291 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1292 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1293 {$IFDEF ENABLE_SHELLS}
1294 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1296 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1297 {$IFDEF ENABLE_GIBS}
1298 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1300 {$IFDEF ENABLE_CORPSES}
1301 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1303 r_Map_DrawPanelType(PANEL_WALL
);
1304 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1305 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1306 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1308 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1309 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1311 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1312 r_Map_DrawPanelType(PANEL_ACID1
);
1313 r_Map_DrawPanelType(PANEL_ACID2
);
1314 r_Map_DrawPanelType(PANEL_WATER
);
1315 r_Map_DrawPanelType(PANEL_FORE
);
1316 // TODO draw monsters health bar
1317 // TODO draw players health bar
1318 // TODO draw players indicators
1321 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1323 // TODO draw minimap (gShowMap)
1324 // TODO draw g_debug_player
1327 procedure r_Map_Update
;
1330 for i
:= 0 to ITEM_LAST
do
1331 Items
[i
].anim
.Update
;