(* 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.