(* 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 . *) {$INCLUDE ../../../shared/a_modes.inc} unit r_map; interface uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel procedure r_Map_Initialize; procedure r_Map_Finalize; procedure r_Map_Load; procedure r_Map_Free; procedure r_Map_LoadTextures; procedure r_Map_FreeTextures; {$IFDEF ENABLE_GFX} procedure r_Map_NewGFX (typ, x, y: Integer); {$ENDIF} {$IFDEF ENABLE_GIBS} function r_Map_GetGibSize (m, i: Integer): TRectWH; {$ENDIF} {$IFDEF ENABLE_MENU} procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte); {$ENDIF} procedure r_Map_Update; procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer); implementation uses Math, SysUtils, {$IFDEF USE_GLES1} GLES11, {$ELSE} GL, GLEXT, {$ENDIF} e_log, binheap, MAPDEF, utils, g_options, g_animations, g_basic, g_phys, g_game, g_map, g_panel, g_items, g_monsters, g_weapons, g_console, {$IFDEF ENABLE_CORPSES} g_corpses, {$ENDIF} {$IFDEF ENABLE_SHELLS} g_shells, {$ENDIF} {$IFDEF ENABLE_GIBS} g_gibs, {$ENDIF} {$IFDEF ENABLE_GFX} g_gfx, {$ENDIF} r_textures, r_draw, r_common ; 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; ItemAnim: array [0..ITEM_LAST] of record name: AnsiString; w, h: Integer; anim: TAnimInfo; end = ( (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)), (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)), (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)), (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)), (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)), (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)), (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)), (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)), (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)), (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)) ); {$IFDEF ENABLE_GFX} GFXAnim: array [0..R_GFX_LAST] of record name: AnsiString; w, h: Integer; anim: TAnimInfo; rdelay: Integer; alpha: Integer; end = ( (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0), (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0), (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0), (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0), (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0), (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0), (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0), (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0), (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0), (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0), (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0), (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0), (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0), (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0), (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random ); {$ENDIF} ShotAnim: array [0..WEAPON_LAST] of record name: AnsiString; w, h: Integer; anim: TAnimInfo; end = ( (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE ); {$IFDEF ENABLE_SHELLS} ShellAnim: array [0..SHELL_LAST] of record name: AnsiString; dx, dy: Integer; end = ( (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL ); {$ENDIF} PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false); FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false); VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false); 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 DebugCameraScale: Single; SkyTexture: TGLTexture; RenTextures: array of record spec: LongInt; tex: TGLMultiTexture; anim: TAnimInfo; end; Items: array [0..ITEM_LAST] of record tex: TGLMultiTexture; frame: Integer; end; MonTextures: array [0..MONSTER_MAN] of TMonsterAnims; WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture; ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture; FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture; PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down] VileFire: TGLMultiTexture; InvulPenta: TGLTexture; IndicatorTexture: TGLTexture; Models: array of record anim: array [TDirection, 0..A_LAST] of record base, mask: TGLMultiTexture; end; {$IFDEF ENABLE_GIBS} gibs: record base, mask: TGLTextureArray; rect: TRectArray; end; {$ENDIF} end; {$IFDEF ENABLE_SHELLS} ShellTextures: array [0..SHELL_LAST] of TGLTexture; {$ENDIF} {$IFDEF ENABLE_GFX} GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture; gfxlist: array of record typ: Byte; x, y: Integer; oldX, oldY: Integer; anim: TAnimInfo; time: LongWord; frame: LongInt; end = nil; {$ENDIF} FlagFrame: LongInt; 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 FlagFrame := 0; plist := TBinHeapPanelDraw.Create(); end; procedure r_Map_Finalize; begin plist.Free; FlagFrame := 0; end; procedure r_Map_FreeModel (i: Integer); var a: Integer; d: TDirection; begin 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; {$IFDEF ENABLE_GIBS} if Models[i].gibs.base <> nil then for a := 0 to High(Models[i].gibs.base) do Models[i].gibs.base[a].Free; if Models[i].gibs.mask <> nil then for a := 0 to High(Models[i].gibs.mask) do Models[i].gibs.mask[a].Free; Models[i].gibs.base := nil; Models[i].gibs.mask := nil; Models[i].gibs.rect := nil; {$ENDIF} end; procedure r_Map_LoadModel (i: Integer); var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo; begin ASSERT(i < Length(Models)); ASSERT(i < Length(PlayerModelsArray)); r_Map_FreeModel(i); 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, 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, true); end end; {$IFDEF ENABLE_GIBS} Models[i].gibs.base := nil; Models[i].gibs.mask := nil; Models[i].gibs.rect := nil; if m.GibsCount > 0 then begin SetLength(Models[i].gibs.base, m.GibsCount); SetLength(Models[i].gibs.mask, m.GibsCount); SetLength(Models[i].gibs.rect, m.GibsCount); for a := 0 to m.GibsCount - 1 do Models[i].gibs.rect[a] := DefaultGibSize; if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then begin if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then begin // ok end; end; end; {$ENDIF} end; procedure r_Map_LoadMonsterAnim (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 ); end else MonTextures[m, a, d] := nil; 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'); PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB'); var i, j, k: Integer; d: TDirection; b: Boolean; begin // --------- items --------- // for i := 0 to ITEM_LAST do begin Items[i].tex := r_Textures_LoadMultiFromFileAndInfo( GameWAD + ':TEXTURES/' + ItemAnim[i].name, ItemAnim[i].w, ItemAnim[i].h, ItemAnim[i].anim.frames, false ); Items[i].frame := 0; end; // --------- 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 r_Map_LoadMonsterAnim(i, j, d); VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames); // --------- 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 --------- // {$IFDEF ENABLE_GFX} for i := 1 to R_GFX_LAST do if GFXAnim[i].anim.frames > 0 then GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames); {$ENDIF} // --------- shots --------- // for i := 0 to WEAPON_LAST do if ShotAnim[i].anim.frames > 0 then ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames); // --------- flags --------- // FlagTextures[FLAG_NONE] := nil; FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5); FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5); // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8); // --------- shells --------- // {$IFDEF ENABLE_SHELLS} for i := 0 to SHELL_LAST do ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name); {$ENDIF} // --------- punch --------- // for b := false to true do begin for i := 0 to 2 do PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames); end; // --------- other --------- // InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA'); IndicatorTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PLRIND'); end; procedure r_Map_Free; var i, j, k: Integer; d: TDirection; b: Boolean; begin if IndicatorTexture <> nil then IndicatorTexture.Free; if InvulPenta <> nil then InvulPenta.Free; InvulPenta := nil; for b := false to true do begin for i := 0 to 2 do begin if PunchTextures[b, i] <> nil then PunchTextures[b, i].Free; PunchTextures[b, i] := nil; end; end; {$IFDEF ENABLE_SHELLS} for i := 0 to SHELL_LAST do begin if ShellTextures[i] <> nil then ShellTextures[i].Free; ShellTextures[i] := nil; end; {$ENDIF} for i := 0 to FLAG_LAST do begin if FlagTextures[i] <> nil then FlagTextures[i].Free; FlagTextures[i] := nil; end; for i := 0 to WEAPON_LAST do begin if ShotTextures[i] <> nil then ShotTextures[i].Free; ShotTextures[i] := nil; end; {$IFDEF ENABLE_GFX} gfxlist := nil; for i := 0 to R_GFX_LAST do begin if GFXTextures[i] <> nil then GFXTextures[i].Free; GFXTextures[i] := nil; end; {$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; if Models <> nil then for i := 0 to High(Models) do r_Map_FreeModel(i); 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_LAST do begin if Items[i].tex <> nil then Items[i].tex.Free; Items[i].tex := nil; end; end; procedure r_Map_LoadTextures; const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false); var i, n: Integer; txt: TAnimTextInfo; begin if Textures <> nil then begin n := Length(Textures); SetLength(RenTextures, n); for i := 0 to n - 1 do begin txt.anim := DefaultAnimInfo; 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; e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]); RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt); e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]); if RenTextures[i].tex = nil then e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]); end; RenTextures[i].anim := txt.anim; 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; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo; 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 count := 0; frame := 0; if p.AnimTime <= gTime then begin a := RenTextures[Texture].anim; a.loop := p.AnimLoop; g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame); end; if t <> nil then begin tex := t.GetTexture(frame); r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending); end else r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, 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; tex: TGLTexture; 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) and (it.ItemType <= ITEM_LAST) 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); tex := t.GetTexture(Items[it.ItemType].frame); r_Draw_TextureRepeat(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false); end; end; end; end; // TODO draw g_debug_frames 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; count, frame: LongInt; tex: TGLTexture; begin if VileFire <> nil then if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then if (mon.VileFireTime <= gTime) and GetPos(mon.MonsterTargetUID, @o) then begin g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame); tex := VileFire.GetTexture(frame); r_Draw_TextureRepeat(tex, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false); end; 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], false, fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false); // TODO draw g_debug_frames 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; alpha: Byte); var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB; begin a := pm.CurrentAnimation; d := pm.Direction; (* draw flag*) t := FlagTextures[pm.Flag]; if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then begin flip := d = TDirection.D_RIGHT; angle := PlayerModelsArray[pm.id].FlagAngle; xx := PlayerModelsArray[pm.id].FlagPoint.X; yy := PlayerModelsArray[pm.id].FlagPoint.Y; tex := t.GetTexture(FlagFrame); r_Draw_TextureRepeatRotate( tex, x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X, y + yy - FLAG_BASEPOINT.Y + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false, IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X), FLAG_BASEPOINT.Y, IfThen(flip, angle, -angle) ); end; (* draw weapon *) 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, 255, 255, 255, alpha, false ); end; end; (* draw body *) if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then begin t := Models[pm.id].anim[d, a].base; back := PlayerModelsArray[pm.id].anim[d, a].back; r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false); t := Models[pm.id].anim[d, a].mask; if t <> nil then begin c := pm.Color; r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false); end; end; end; procedure r_Map_DrawPlayer (p, drawed: TPlayer); var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt; 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); (* punch effect *) if p.PunchTime <= gTime then begin g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame); if count < 1 then begin b := R_BERSERK in p.FRulez; if p.FKeys[KEY_DOWN].pressed then t := PunchTextures[b, 2] else if p.FKeys[KEY_UP].pressed then t := PunchTextures[b, 1] else t := PunchTextures[b, 0]; if t <> nil then begin flip := p.Direction = TDirection.D_LEFT; ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ??? ay := p.Obj.Rect.Y - 11; tex := t.GetTexture(frame); r_Draw_TextureRepeat(tex, fx + ax, fy + fSlope + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false) end; end; end; (* invulnerability effect *) if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then begin w := InvulPenta.width; h := InvulPenta.height; ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ??? ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ??? r_Draw_Texture(InvulPenta, fx + ax, fy + ay + fSlope, w, h, false, 255, 255, 255, 255, false); end; (* invisibility effect *) alpha := 255; if p.FMegaRulez[MR_INVIS] > gTime then begin if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then begin if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then alpha := 55; end else alpha := 1; // ??? end; r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha); end; // TODO draw g_debug_frames // TODO draw chat bubble // TODO draw aim end; procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer); var i: Integer; begin if gPlayers <> nil then for i := 0 to High(gPlayers) do if gPlayers[i] <> nil then r_Map_DrawPlayer(gPlayers[i], player); end; {$IFDEF ENABLE_GIBS} function r_Map_GetGibSize (m, i: Integer): TRectWH; begin result := Models[m].gibs.rect[i]; end; procedure r_Map_DrawGibs (x, y, w, h: Integer); var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture; begin if gGibs <> nil then begin for i := 0 to High(gGibs) do begin if gGibs[i].alive then begin p := @gGibs[i].Obj; if g_Obj_Collide(x, y, w, h, p) then begin p.Lerp(gLerpFactor, fx, fy); id := gGibs[i].GibID; m := gGibs[i].ModelID; t := Models[m].gibs.base[id]; if t <> nil then begin rx := p.Rect.X + p.Rect.Width div 2; ry := p.Rect.Y + p.Rect.Height div 2; ra := gGibs[i].RAngle; r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra); t := Models[m].gibs.mask[id]; if t <> nil then r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra); // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra); end; end; end; end; end; // TODO draw g_debug_frames end; {$ENDIF} {$IFDEF ENABLE_CORPSES} procedure r_Map_DrawCorpses (x, y, w, h: Integer); var i, fX, fY: Integer; p: TCorpse; begin if gCorpses <> nil then begin for i := 0 to High(gCorpses) do begin p := gCorpses[i]; if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then begin p.obj.Lerp(gLerpFactor, fX, fY); r_Map_DrawPlayerModel(p.model, fX, fY, 255); end; end; end; // TODO draw g_debug_frames end; {$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].typ > 0) do Inc(i); if i >= Length(gfxlist) then SetLength(gfxlist, Length(gfxlist) + 1) end else SetLength(gfxlist, 1); gfxlist[i].typ := R_GFX_NONE; 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 := GFXAnim[typ].anim; gfxlist[i].time := gTime DIV GAME_TICK; gfxlist[i].frame := 0; INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay)); end; end; end; procedure r_Map_UpdateGFX (tick: LongWord); var i: Integer; count: LongInt; begin if gfxlist <> nil then begin for i := 0 to High(gfxlist) do begin if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then begin g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame); if count < 1 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; end else gfxlist[i].typ := R_GFX_NONE; end; end; end; end; procedure r_Map_DrawGFX (x, y, w, h: Integer); var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture; begin if gfxlist <> nil then begin for i := 0 to High(gfxlist) do begin if gfxlist[i].typ > 0 then begin typ := gfxlist[i].typ; t := GFXTextures[typ]; if t <> nil then begin fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor); fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor); tex := t.GetTexture(gfxlist[i].frame); r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false); end; 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; {$ENDIF} procedure r_Map_DrawShots (x, y, w, h: Integer); var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; begin if Shots <> nil then begin for i := 0 to High(Shots) do begin typ := Shots[i].ShotType; if typ <> 0 then begin t := ShotTextures[typ]; if t <> nil then begin a := 0; case typ of WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE: a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y) end; Shots[i].Obj.Lerp(gLerpFactor, fX, fY); pX := Shots[i].Obj.Rect.Width div 2; pY := Shots[i].Obj.Rect.Height div 2; g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame); tex := t.GetTexture(frame); r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); end; end; end; end; // TODO draw g_debug_frames end; procedure r_Map_DrawFlags (x, y, w, h: Integer); var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; begin if gGameSettings.GameMode = GM_CTF then begin for i := FLAG_RED to FLAG_BLUE do begin if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then begin gFlags[i].Obj.Lerp(gLerpFactor, fx, fy); flip := gFlags[i].Direction = TDirection.D_LEFT; if flip then dx := -1 else dx := +1; t := FlagTextures[i]; tex := t.GetTexture(FlagFrame); r_Draw_TextureRepeat(tex, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false) end; end; end; // TODO g_debug_frames end; {$IFDEF ENABLE_SHELLS} procedure r_Map_DrawShells (x, y, w, h: Integer); var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj; begin if gShells <> nil then begin for i := 0 to High(gShells) do begin if gShells[i].alive then begin typ := gShells[i].SType; if typ <= SHELL_LAST then begin p := @gShells[i].Obj; if g_Obj_Collide(x, y, w, h, p) then begin t := ShellTextures[typ]; if t <> nil then begin p.Lerp(gLerpFactor, fx, fy); r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle); end; end; end; end; end; end; end; {$ENDIF} procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt); const factor = 120; (* size ratio between view and sky (120%) *) limit = 100; (* max speed for parallax *) var msw, msh, mvw, mvh, svw, svh: LongInt; begin msw := vw * factor div 100; msh := vh * factor div 100; r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h); (* calc x parallax or sky center on speed limit *) mvw := MAX(1, mw - vw); svw := w - vw; if 100 * svw div mvw <= limit then x := -cx * svw div mvw else x := -svw div 2; (* calc y parallax or sky center on speed limit *) mvh := MAX(1, mh - vh); svh := h - vh; if 100 * svh div mvh <= limit then y := -cy * svh div mvh else y := -svh div 2; (* handle out of map bounds *) if x > 0 then x := 0; if y > 0 then y := 0; if x < -svw then x := -svw; if y < -svh then y := -svh; end; procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte); var i: Integer; begin if level > 0 then begin case level of 0..14: i := 0; 15..34: i := 1; 35..54: i := 2; 55..74: i := 3; 75..94: i := 4; else i := 5 end; r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50) end; end; procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer); begin if p <> nil then begin r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0); r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150); if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then begin if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255); end; if p.FMegaRulez[MR_SUIT] >= gTime then begin if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55); end; if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then begin r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55); end; end; end; procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer); var a, ax, ay, fx, fy, fSlope, xx, yy: Integer; begin if (p <> nil) and p.Alive then begin p.obj.Lerp(gLerpFactor, fx, fy); fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor); case gPlayerIndicatorStyle of 0: if IndicatorTexture <> nil then begin ax := IndicatorTexture.width div 2; ay := IndicatorTexture.height div 2; if (p.obj.x + p.obj.rect.x) < cx then begin a := 90; xx := fx + p.obj.rect.x + p.obj.rect.width; yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2; end else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then begin a := 270; xx := fx + p.obj.rect.x - IndicatorTexture.height; yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2; end else if (p.obj.y - IndicatorTexture.height) < cy then begin a := 180; xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2; yy := fy + p.obj.rect.y + p.obj.rect.height; end else begin a := 0; xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2; yy := fy - IndicatorTexture.height; end; yy := yy + fSlope; xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width); yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height); r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a); end; 1: begin xx := fx + p.obj.rect.x + p.obj.rect.width div 2; yy := fy + fSlope; r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN); end; end; end; end; procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer); var i: Integer; p: TPlayer; begin case gPlayerIndicator of 1: if player <> nil then begin r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch); end; 2: if gPlayers <> nil then begin for i := 0 to HIGH(gPlayers) do begin p := gPlayers[i]; if p <> nil then begin if (player <> nil) and (p = player) then begin r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch); end else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then begin case gPlayerIndicatorStyle of 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch); 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch); end; end; end; end; end; end; end; procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer); var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer; begin r_Draw_GetRect(l, t, r, b); r_Draw_SetRect(x, y, x + w, y + h); glTranslatef(x, y, 0); (* camera rect *) cx := (camx - w) + w div 2; cy := (camy - h) + h div 2; cw := w; ch := h; (* camera bounds *) if g_dbg_ignore_bounds = false then begin if cx + cw > gMapInfo.Width then cx := gMapInfo.Width - cw; if cy + ch > gMapInfo.Height then cy := gMapInfo.Height - ch; if cx < 0 then cx := 0; if cy < 0 then cy := 0; end; (* map bounds *) xx := cx; yy := cy; ww := cw; hh := ch; if xx + ww > gMapInfo.Width then xx := gMapInfo.Width - ww; if yy + hh > gMapInfo.Height then yy := gMapInfo.Height - hh; if xx < 0 then xx := 0; if yy < 0 then yy := 0; 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; if DebugCameraScale <> 1.0 then begin glTranslatef(cw div 2, ch div 2, 0); glScalef(DebugCameraScale, DebugCameraScale, 1); glTranslatef(-w div 2, -h div 2, 0); end; if SkyTexture <> nil then begin r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh); r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false); end; glTranslatef(-cx, -cy, 0); r_Map_DrawPanelType(PANEL_BACK); r_Map_DrawPanelType(PANEL_STEP); r_Map_DrawItems(xx, yy, ww, hh, false); r_Map_DrawShots(xx, yy, ww, hh); {$IFDEF ENABLE_SHELLS} r_Map_DrawShells(xx, yy, ww, hh); {$ENDIF} r_Map_DrawPlayers(xx, yy, ww, hh, player); {$IFDEF ENABLE_GIBS} r_Map_DrawGibs(xx, yy, ww, hh); {$ENDIF} {$IFDEF ENABLE_CORPSES} r_Map_DrawCorpses(xx, yy, ww, hh); {$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} r_Map_DrawFlags(xx, yy, ww, hh); r_Map_DrawPanelType(PANEL_ACID1); r_Map_DrawPanelType(PANEL_ACID2); r_Map_DrawPanelType(PANEL_WATER); r_Map_DrawPanelType(PANEL_FORE); // TODO draw monsters health bar // TODO draw players health bar if gGameSettings.GameMode <> GM_SINGLE then r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch); if DebugCameraScale <> 1.0 then begin r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255); r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255); end; glPopMatrix; r_Map_DrawScreenEffects(x, y, w, h, player); // TODO draw minimap (gShowMap) // TODO draw g_debug_player glTranslatef(-x, -y, 0); r_Draw_SetRect(l, t, r, b); end; procedure r_Map_Update; var i, count, tick: LongInt; begin tick := gTime div GAME_TICK; for i := 0 to ITEM_LAST do g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame); r_Map_UpdateGFX(tick); g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame); end; initialization conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', ''); DebugCameraScale := 1.0; end.