(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*)
{$INCLUDE ../../../shared/a_modes.inc}
unit r_map;
interface
procedure r_Map_Initialize;
procedure r_Map_Finalize;
procedure r_Map_Load;
procedure r_Map_Free;
procedure r_Map_LoadTextures;
procedure r_Map_FreeTextures;
procedure r_Map_NewGFX (typ, x, y: Integer);
procedure r_Map_Update;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer);
implementation
uses
{$IFDEF USE_GLES1}
GLES11,
{$ELSE}
GL, GLEXT,
{$ENDIF}
e_log,
binheap, MAPDEF, utils,
g_options, g_textures, g_basic, g_base, g_phys,
g_game, g_map, g_panel, g_items, g_monsters, g_playermodel, g_player, g_weapons,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
{$IFDEF ENABLE_GFX}
g_gfx,
{$ENDIF}
r_textures, r_draw
;
const
MTABLE: array [0..MONSTER_MAN] of record
w, h: Integer;
end = (
(w: 64; h: 64), // NONE
(w: 64; h: 64), // DEMON
(w: 64; h: 64), // IMP
(w: 64; h: 64), // ZOMBY
(w: 64; h: 64), // SERG
(w: 128; h: 128), // CYBER
(w: 64; h: 64), // CGUN
(w: 128; h: 128), // BARON
(w: 128; h: 128), // KNIGHT
(w: 128; h: 128), // CACO
(w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
(w: 128; h: 128), // PAIN
(w: 256; h: 128), // SPIDER
(w: 128; h: 64), // BSP
(w: 128; h: 128), // MANCUB
(w: 128; h: 128), // SKEL
(w: 128; h: 128), // VILE
(w: 32; h: 32), // FISH
(w: 64; h: 64), // BARREL
(w: 128; h: 128), // ROBO
(w: 64; h: 64) // MAN
);
VILEFIRE_DX = 32;
VILEFIRE_DY = 128;
GFXAnim: array [0..R_GFX_LAST] of record
name: AnsiString;
w, h: Integer;
count: Integer;
back: Boolean;
speed: Integer;
rspeed: Integer;
alpha: Integer;
end = (
(name: ''; w: 0; h: 0; count: 0; back: false; speed: 0; rspeed: 0; alpha: 0),
(name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 6; rspeed: 0; alpha: 0),
(name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 0; alpha: 0),
(name: 'EROCKET'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0),
(name: 'EBFG'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0),
(name: 'BFGHIT'; w: 64; h: 64; count: 4; back: false; speed: 4; rspeed: 0; alpha: 0),
(name: 'FIRE'; w: 64; h: 128; count: 8; back: false; speed: 4; rspeed: 2; alpha: 0),
(name: 'ITEMRESPAWN'; w: 32; h: 32; count: 5; back: true; speed: 4; rspeed: 0; alpha: 0),
(name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0),
(name: 'ESKELFIRE'; w: 64; h: 64; count: 3; back: false; speed: 8; rspeed: 0; alpha: 0),
(name: 'EPLASMA'; w: 32; h: 32; count: 4; back: true; speed: 3; rspeed: 0; alpha: 0),
(name: 'EBSPFIRE'; w: 32; h: 32; count: 5; back: false; speed: 3; rspeed: 0; alpha: 0),
(name: 'EIMPFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
(name: 'ECACOFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
(name: 'EBARONFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
(name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0), // fast
(name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 150), // transparent
(name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 2; alpha: 0) // random
);
type
TBinHeapPanelDrawCmp = class
public
class function less (const a, b: TPanel): Boolean; inline;
end;
TBinHeapPanelDraw = specialize TBinaryHeapBase;
TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
var
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
tex: TGLMultiTexture;
end;
Items: array [0..ITEM_MAX] of record
tex: TGLMultiTexture;
anim: TAnimState;
end;
MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
VileFire: TGLMultiTexture;
Models: array of record
anim: array [TDirection, 0..A_LAST] of record
base, mask: TGLMultiTexture;
end;
(*
{$IFDEF ENABLE_GIBS}
gibs: array of record
base, mask: TGLTexture;
rect: TRectWH;
end;
{$ENDIF}
*)
end;
{$IFDEF ENABLE_GFX}
GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
gfxlist: array of record
typ: Byte;
alpha: Byte;
x, y: Integer;
oldX, oldY: Integer;
anim: TAnimState;
end = nil;
{$ENDIF}
plist: TBinHeapPanelDraw = nil;
class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
begin
if a.tag < b.tag then begin result := true; exit; end;
if a.tag > b.tag then begin result := false; exit; end;
result := a.arrIdx < b.arrIdx;
end;
procedure r_Map_Initialize;
begin
plist := TBinHeapPanelDraw.Create();
end;
procedure r_Map_Finalize;
begin
plist.Free
end;
procedure r_Map_LoadModel (i: Integer);
var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
begin
m := @PlayerModelsArray[i];
prefix := m.FileName + ':TEXTURES/';
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
begin
for a := A_STAND to A_LAST do
begin
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
if m.anim[d, a].resource <> '' then
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);
if m.anim[d, a].mask <> '' then
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);
end
end;
(*
{$IFDEF ENABLE_GIBS}
Models[i].gibs := nil;
if m.GibsCount > 0 then
begin
SetLength(Models[i].gibs, m.GibsCount);
end;
{$ENDIF}
*)
end;
procedure r_Map_Load;
const
WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
var
i, j, k: Integer; d: TDirection;
procedure LoadItem (i: Integer; const name: AnsiString; w, h, delay, count: Integer; backanim: Boolean);
begin
ASSERT(i >= 0);
ASSERT(i <= ITEM_MAX);
Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/' + name, w, h, count, backanim, false);
if backanim then count := count * 2 - 2;
Items[i].anim := TAnimState.Create(True, delay, count);
ASSERT(Items[i].tex <> NIL);
end;
procedure LoadMonster (m, a: Integer; d: TDirection);
const
dir: array [TDirection] of AnsiString = ('_L', '');
var
w, h, count: Integer;
begin
count := MONSTER_ANIMTABLE[m].AnimCount[a];
if count > 0 then
begin
w := MTABLE[m].w;
h := MTABLE[m].h;
if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
begin
// special case
w := 128;
h := 128;
end;
MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
w,
h,
count,
False,
False
)
end
else
MonTextures[m, a, d] := nil
end;
begin
// --------- items --------- //
// i name w h d n backanim
LoadItem(ITEM_NONE, 'NOTEXTURE', 16, 16, 0, 1, False);
LoadItem(ITEM_MEDKIT_SMALL, 'MED1', 16, 16, 0, 1, False);
LoadItem(ITEM_MEDKIT_LARGE, 'MED2', 32, 32, 0, 1, False);
LoadItem(ITEM_MEDKIT_BLACK, 'BMED', 32, 32, 0, 1, False);
LoadItem(ITEM_ARMOR_GREEN, 'ARMORGREEN', 32, 16, 20, 3, True);
LoadItem(ITEM_ARMOR_BLUE, 'ARMORBLUE', 32, 16, 20, 3, True);
LoadItem(ITEM_SPHERE_BLUE, 'SBLUE', 32, 32, 15, 4, True);
LoadItem(ITEM_SPHERE_WHITE, 'SWHITE', 32, 32, 20, 4, True);
LoadItem(ITEM_SUIT, 'SUIT', 32, 64, 0, 1, False);
LoadItem(ITEM_OXYGEN, 'OXYGEN', 16, 32, 0, 1, False);
LoadItem(ITEM_INVUL, 'INVUL', 32, 32, 20, 4, True);
LoadItem(ITEM_WEAPON_SAW, 'SAW', 64, 32, 0, 1, False);
LoadItem(ITEM_WEAPON_SHOTGUN1, 'SHOTGUN1', 64, 16, 0, 1, False);
LoadItem(ITEM_WEAPON_SHOTGUN2, 'SHOTGUN2', 64, 16, 0, 1, False);
LoadItem(ITEM_WEAPON_CHAINGUN, 'MGUN', 64, 16, 0, 1, False);
LoadItem(ITEM_WEAPON_ROCKETLAUNCHER, 'RLAUNCHER', 64, 16, 0, 1, False);
LoadItem(ITEM_WEAPON_PLASMA, 'PGUN', 64, 16, 0, 1, False);
LoadItem(ITEM_WEAPON_BFG, 'BFG', 64, 64, 0, 1, False);
LoadItem(ITEM_WEAPON_SUPERPULEMET, 'SPULEMET', 64, 16, 0, 1, False);
LoadItem(ITEM_AMMO_BULLETS, 'CLIP', 16, 16, 0, 1, False);
LoadItem(ITEM_AMMO_BULLETS_BOX, 'AMMO', 32, 16, 0, 1, False);
LoadItem(ITEM_AMMO_SHELLS, 'SHELL1', 16, 8, 0, 1, False);
LoadItem(ITEM_AMMO_SHELLS_BOX, 'SHELL2', 32, 16, 0, 1, False);
LoadItem(ITEM_AMMO_ROCKET, 'ROCKET', 16, 32, 0, 1, False);
LoadItem(ITEM_AMMO_ROCKET_BOX, 'ROCKETS', 64, 32, 0, 1, False);
LoadItem(ITEM_AMMO_CELL, 'CELL', 16, 16, 0, 1, False);
LoadItem(ITEM_AMMO_CELL_BIG, 'CELL2', 32, 32, 0, 1, False);
LoadItem(ITEM_AMMO_BACKPACK, 'BPACK', 32, 32, 0, 1, False);
LoadItem(ITEM_KEY_RED, 'KEYR', 16, 16, 0, 1, False);
LoadItem(ITEM_KEY_GREEN, 'KEYG', 16, 16, 0, 1, False);
LoadItem(ITEM_KEY_BLUE, 'KEYB', 16, 16, 0, 1, False);
LoadItem(ITEM_WEAPON_KASTET, 'KASTET', 64, 32, 0, 1, False);
LoadItem(ITEM_WEAPON_PISTOL, 'PISTOL', 64, 16, 0, 1, False);
LoadItem(ITEM_BOTTLE, 'BOTTLE', 16, 32, 20, 4, True);
LoadItem(ITEM_HELMET, 'HELMET', 16, 16, 20, 4, True);
LoadItem(ITEM_JETPACK, 'JETPACK', 32, 32, 15, 3, True);
LoadItem(ITEM_INVIS, 'INVIS', 32, 32, 20, 4, True);
LoadItem(ITEM_WEAPON_FLAMETHROWER, 'FLAMETHROWER', 64, 32, 0, 1, False);
LoadItem(ITEM_AMMO_FUELCAN, 'FUELCAN', 16, 32, 0, 1, False);
// fill with NOTEXURE forgotten item
for i := ITEM_AMMO_FUELCAN + 1 to ITEM_MAX do
LoadItem(i,'NOTEXTURE', 16, 16, 0, 1, False);
// --------- monsters --------- //
for i := MONSTER_DEMON to MONSTER_MAN do
for j := 0 to ANIM_LAST do
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
LoadMonster(i, j, d);
VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
SetLength(Models, Length(PlayerModelsArray));
for i := 0 to High(PlayerModelsArray) do
r_Map_LoadModel(i);
end;
// --------- player weapons --------- //
for i := 1 to WP_LAST do
for j := 0 to W_POS_LAST do
for k := 0 to W_ACT_LAST do
WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
// --------- gfx animations --------- //
{$IFDEF ENABLE_GFX}
for i := 1 to R_GFX_LAST do
GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].count, GFXAnim[i].back);
{$ENDIF}
end;
procedure r_Map_Free;
var i, j, k, a: Integer; d: TDirection;
begin
{$IFDEF ENABLE_GFX}
gfxlist := nil;
for i := 0 to R_GFX_LAST do
begin
if GFXTextures[i] <> nil then
GFXTextures[i].Free;
GFXTextures[i] := nil;
end;
{$ENDIF}
for i := 1 to WP_LAST do
begin
for j := 0 to W_POS_LAST do
begin
for k := 0 to W_ACT_LAST do
begin
if WeapTextures[i, j, k] <> nil then
WeapTextures[i, j, k].Free;
WeapTextures[i, j, k] := nil;
end;
end;
end;
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
begin
for a := A_STAND to A_LAST do
begin
if Models[i].anim[d, a].base <> nil then
Models[i].anim[d, a].base.Free;
if Models[i].anim[d, a].mask <> nil then
Models[i].anim[d, a].mask.Free;
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
end;
end;
for i := MONSTER_DEMON to MONSTER_MAN do
begin
for j := 0 to ANIM_LAST do
begin
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
begin
if MonTextures[i, j, d] <> nil then
MonTextures[i, j, d].Free;
MonTextures[i, j, d] := nil;
end;
end;
end;
for i := 0 to ITEM_MAX do
begin
if Items[i].tex <> nil then
begin
Items[i].tex.Free;
Items[i].tex := nil;
end;
Items[i].anim.Invalidate;
end;
end;
procedure r_Map_LoadTextures;
var i, n: Integer;
begin
if Textures <> nil then
begin
n := Length(Textures);
SetLength(RenTextures, n);
for i := 0 to n - 1 do
begin
RenTextures[i].tex := nil;
case Textures[i].TextureName of
TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
RenTextures[i].tex := r_Textures_LoadMultiFromFile(Textures[i].FullName);
if RenTextures[i].tex = nil then
e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
end;
end;
end;
if gMapInfo.SkyFullName <> '' then
SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName);
plist.Clear;
end;
procedure r_Map_FreeTextures;
var i: Integer;
begin
plist.Clear;
if SkyTexture <> nil then
SkyTexture.Free;
SkyTexture := nil;
if RenTextures <> nil then
for i := 0 to High(RenTextures) do
if RenTextures[i].tex <> nil then
RenTextures[i].tex.Free;
RenTextures := nil;
end;
procedure r_Map_DrawPanel (p: TPanel);
var Texture: Integer; t: TGLMultiTexture;
begin
ASSERT(p <> nil);
if p.FCurTexture >= 0 then
begin
Texture := p.TextureIDs[p.FCurTexture].Texture;
t := RenTextures[Texture].tex;
if (RenTextures[Texture].spec = 0) or (t <> nil) then
begin
// TODO set alpha and blending type
if t = nil then
r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false)
else if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then
r_Draw_MultiTextureRepeat(t, p.TextureIDs[p.FCurTexture].AnTex, p.x, p.y, p.width, p.height, false)
else
r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false)
end;
if t = nil then
begin
case RenTextures[Texture].spec of
TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
end
end
end
end;
procedure r_Map_DrawPanelType (panelTyp: DWORD);
var tagMask, i: Integer; p: TPanel;
begin
i := 0;
tagMask := PanelTypeToTag(panelTyp);
while plist.count > 0 do
begin
p := TPanel(plist.Front());
if (p.tag and tagMask) = 0 then
break;
r_Map_DrawPanel(p);
Inc(i);
plist.PopFront
end;
end;
procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture;
begin
if ggItems <> nil then
begin
for i := 0 to High(ggItems) do
begin
it := @ggItems[i];
if it.used and it.alive and (it.dropped = drop) and (it.ItemType <> ITEM_NONE) then
begin
t := Items[it.ItemType].tex;
if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
begin
it.obj.Lerp(gLerpFactor, fX, fY);
r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false);
// if g_debug_frames then // TODO draw collision frame
end;
end;
end;
end;
end;
function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
// var c: Integer;
begin
t := nil; dx := 0; dy := 0; flip := false;
result := MonTextures[m, a, d] <> nil;
if result = false then
begin
flip := true;
if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
result := MonTextures[m, a, d] <> nil;
end;
if result = true then
begin
t := MonTextures[m, a, d];
if d = TDirection.D_LEFT then
begin
dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
end
else
begin
dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
end;
if flip then
begin
// c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
// dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
dx := -dx;
end;
end;
end;
procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
var o: TObj;
begin
if VileFire <> nil then
if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
if mon.VileFireAnim.IsValid() and GetPos(mon.MonsterTargetUID, @o) then
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);
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
var m, a, fX, fY, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
begin
m := mon.MonsterType;
a := mon.MonsterAnim;
d := mon.GameDirection;
mon.obj.Lerp(gLerpFactor, fX, fY);
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip);
{
if g_debug_frames
// TODO draw frame
}
end;
procedure r_Map_DrawMonsters (x, y, w, h: Integer);
var i: Integer; m: TMonster;
begin
if gMonsters <> nil then
begin
for i := 0 to High(gMonsters) do
begin
m := gMonsters[i];
if m <> nil then
begin
r_Map_DrawMonsterAttack(m);
// TODO select from grid
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
r_Map_DrawMonster(m);
end;
end;
end;
end;
function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
begin
flip := false;
result := Models[i].anim[d, a].base <> nil;
if result = false then
begin
flip := true;
if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
result := Models[i].anim[d, a].base <> nil;
end;
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer);
var a, pos, act, xx, yy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
// TODO draw flag
if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
begin
case a of
A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
else pos := W_POS_NORMAL;
end;
if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
act := W_ACT_FIRE
else
act := W_ACT_NORMAL;
tex := WeapTextures[pm.CurrentWeapon, pos, act];
if tex <> nil then
begin
xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
r_Draw_Texture(
tex,
x + xx,
y + yy,
tex.width,
tex.height,
d = TDirection.D_LEFT
);
end;
end;
if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
begin
t := Models[pm.id].anim[d, a].base;
r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip);
// TODO colorize mask
t := Models[pm.id].anim[d, a].mask;
if t <> nil then
r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip);
end;
end;
procedure r_Map_DrawPlayer (p: TPlayer);
var fX, fY, fSlope: Integer;
begin
if p.alive then
begin
fX := p.obj.x; fY := p.obj.y;
// TODO fix lerp
//p.obj.Lerp(gLerpFactor, fX, fY);
fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
// TODO draw punch
// TODO invul pentagram
// TODO draw it with transparency
r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope);
end;
// TODO draw g_debug_frames
// TODO draw chat bubble
// TODO draw aim
end;
procedure r_Map_DrawPlayers (x, y, w, h: Integer);
var i: Integer;
begin
// TODO draw only visible
if gPlayers <> nil then
for i := 0 to High(gPlayers) do
if gPlayers[i] <> nil then
r_Map_DrawPlayer(gPlayers[i]);
end;
{$IFDEF ENABLE_CORPSES}
procedure r_Map_DrawCorpses (x, y, w, h: Integer);
var i, fX, fY: Integer; p: TCorpse;
begin
if gCorpses <> nil then
begin
for i := 0 to High(gCorpses) do
begin
p := gCorpses[i];
if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
begin
p.obj.Lerp(gLerpFactor, fX, fY);
r_Map_DrawPlayerModel(p.model, fX, fY);
end;
end;
end;
end;
{$ENDIF}
{$IFDEF ENABLE_GFX}
function r_Map_GetGFXID (): Integer;
var i: Integer;
begin
i := 0;
if gfxlist <> nil then
begin
while (i < Length(gfxlist)) and gfxlist[i].anim.IsValid() do
Inc(i);
if i >= Length(gfxlist) then
SetLength(gfxlist, Length(gfxlist) + 1)
end
else
SetLength(gfxlist, 1);
gfxlist[i].typ := R_GFX_NONE;
gfxlist[i].anim.Invalidate;
result := i
end;
procedure r_Map_NewGFX (typ, x, y: Integer);
var i: Integer;
begin
if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
begin
i := r_Map_GetGFXID();
if i >= 0 then
begin
gfxlist[i].typ := typ;
gfxlist[i].x := x;
gfxlist[i].y := y;
gfxlist[i].oldX := x;
gfxlist[i].oldY := y;
gfxlist[i].anim := TAnimState.Create(false, GFXAnim[typ].speed + Random(GFXAnim[typ].rspeed), GFXAnim[typ].count);
gfxlist[i].anim.Reset();
gfxlist[i].anim.Enable();
end;
end;
end;
procedure r_Map_UpdateGFX;
var i: Integer;
begin
if gfxlist <> nil then
begin
for i := 0 to High(gfxlist) do
begin
if gfxlist[i].anim.IsValid() then
begin
gfxlist[i].oldX := gfxlist[i].x;
gfxlist[i].oldY := gfxlist[i].y;
case gfxlist[i].typ of
R_GFX_FLAME, R_GFX_SMOKE:
begin
if Random(3) = 0 then
gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
if Random(2) = 0 then
gfxlist[i].y := gfxlist[i].y - Random(2);
end;
end;
if gfxlist[i].anim.played then
gfxlist[i].anim.Invalidate
else
gfxlist[i].anim.Update
end;
end;
end;
end;
procedure r_Map_DrawParticles (x, y, w, h: Integer);
var i, fx, fy: Integer;
begin
if gpart_dbg_enabled and (Particles <> nil) then
begin
glDisable(GL_TEXTURE_2D);
if (g_dbg_scale < 0.6) then
glPointSize(1)
else if (g_dbg_scale > 1.3) then
glPointSize(g_dbg_scale + 1)
else
glPointSize(2);
glDisable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_POINTS);
for i := 0 to High(Particles) do
begin
if Particles[i].alive then
begin
fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
glVertex2f(fx, fy);
end;
end;
glEnd;
glDisable(GL_BLEND);
end;
end;
procedure r_Map_DrawGFX (x, y, w, h: Integer);
var i, fx, fy, typ: Integer; tex: TGLMultiTexture;
begin
if gfxlist <> nil then
begin
for i := 0 to High(gfxlist) do
begin
if gfxlist[i].anim.IsValid() then
begin
typ := gfxlist[i].typ;
tex := GFXTextures[typ];
if tex <> nil then
begin
fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
// TODO set GFXAnim[typ].alpha
r_Draw_MultiTextureRepeat(tex, gfxlist[i].anim, fx, fy, tex.width, tex.height, false);
end;
end;
end;
end;
end;
{$ENDIF}
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer);
var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer;
begin
cx := camx - w div 2;
cy := camy - h div 2;
xx := x + cx;
yy := y + cy;
ww := w;
hh := h;
if SkyTexture <> nil then
r_Draw_Texture(SkyTexture, x, y, w, h, false);
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
for p in iter do
if ((p^.tag and GridTagDoor) <> 0) = p^.door then
plist.Insert(p^);
iter.Release;
glPushMatrix;
glTranslatef(-cx, -cy, 0);
r_Map_DrawPanelType(PANEL_BACK);
r_Map_DrawPanelType(PANEL_STEP);
r_Map_DrawItems(xx, yy, ww, hh, false);
// TODO draw weapons
// TODO draw shells
r_Map_DrawPlayers(xx, yy, ww, hh);
// TODO draw gibs
{$IFDEF ENABLE_CORPSES}
r_Map_DrawCorpses(xx, yy, ww, hh);
{$ENDIF}
r_Map_DrawPanelType(PANEL_WALL);
r_Map_DrawMonsters(xx, yy, ww, hh);
r_Map_DrawItems(xx, yy, ww, hh, true);
r_Map_DrawPanelType(PANEL_CLOSEDOOR);
{$IFDEF ENABLE_GFX}
r_Map_DrawParticles(xx, yy, ww, hh);
r_Map_DrawGFX(xx, yy, ww, hh);
{$ENDIF}
// TODO draw flags
r_Map_DrawPanelType(PANEL_ACID1);
r_Map_DrawPanelType(PANEL_ACID2);
r_Map_DrawPanelType(PANEL_WATER);
r_Map_DrawPanelType(PANEL_FORE);
glPopMatrix;
end;
procedure r_Map_Update;
var i: Integer;
begin
for i := 0 to ITEM_MAX do
Items[i].anim.Update;
r_Map_UpdateGFX;
end;
end.