(* 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 ); ShotAnim: array [0..WEAPON_LAST] of record name: AnsiString; w, h: Integer; count: Integer; end = ( (name: ''; w: 0; h: 0; count: 0), // 0 KASTET (name: ''; w: 0; h: 0; count: 0), // 1 SAW (name: ''; w: 0; h: 0; count: 0), // 2 PISTOL (name: ''; w: 0; h: 0; count: 0), // 3 SHOTGUN1 (name: ''; w: 0; h: 0; count: 0), // 4 SHOTGUN2 (name: ''; w: 0; h: 0; count: 0), // 5 CHAINGUN (name: 'BROCKET'; w: 64; h: 32; count: 1), // 6 ROCKETLAUNCHER (name: 'BPLASMA'; w: 16; h: 16; count: 2), // 7 PLASMA (name: 'BBFG'; w: 64; h: 64; count: 2), // 8 BFG (name: ''; w: 0; h: 0; count: 0), // 9 SUPERPULEMET (name: 'FLAME'; w: 32; h: 32; count: 11), // 10 FLAMETHROWER (name: ''; w: 0; h: 0; count: 0), // 11 (name: ''; w: 0; h: 0; count: 0), // 12 (name: ''; w: 0; h: 0; count: 0), // 13 (name: ''; w: 0; h: 0; count: 0), // 14 (name: ''; w: 0; h: 0; count: 0), // 15 (name: ''; w: 0; h: 0; count: 0), // 16 (name: ''; w: 0; h: 0; count: 0), // 17 (name: ''; w: 0; h: 0; count: 0), // 18 (name: ''; w: 0; h: 0; count: 0), // 19 (name: ''; w: 0; h: 0; count: 0), // 20 ZOMPY_PISTOL (name: 'BIMPFIRE'; w: 16; h: 16; count: 2), // 21 IMP_FIRE (name: 'BBSPFIRE'; w: 16; h: 16; count: 2), // 22 BSP_FIRE (name: 'BCACOFIRE'; w: 16; h: 16; count: 2), // 23 CACO_FIRE (name: 'BBARONFIRE'; w: 64; h: 16; count: 2), // 24 BARON_FIRE (name: 'BMANCUBFIRE'; w: 64; h: 32; count: 2), // 25 MANCUB_FIRE (name: 'BSKELFIRE'; w: 64; h: 64; count: 2) // 26 SKEL_FIRE ); 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; ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture; 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; StubShotAnim: TAnimState; {$IFDEF ENABLE_GFX} GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture; gfxlist: array of record typ: Byte; alpha: Byte; x, y: Integer; oldX, oldY: Integer; anim: TAnimState; end = nil; {$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 StubShotAnim := TAnimState.Create(true, 1, 1); plist := TBinHeapPanelDraw.Create(); end; procedure r_Map_Finalize; begin plist.Free; StubShotAnim.Invalidate; 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 --------- // {$IFDEF ENABLE_GFX} for i := 1 to R_GFX_LAST do if GFXAnim[i].count > 0 then GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].count, GFXAnim[i].back); {$ENDIF} // --------- shots --------- // for i := 0 to WEAPON_LAST do if ShotAnim[i].count > 0 then ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].count, false); end; procedure r_Map_Free; var i, j, k, a: Integer; d: TDirection; begin 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; 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_DrawShots (x, y, w, h: Integer); var i, a, fX, fY, pX, pY, typ: Integer; tex: TGLMultiTexture; anim: ^TAnimState; begin if Shots <> nil then begin for i := 0 to High(Shots) do begin typ := Shots[i].ShotType; if typ <> 0 then begin e_logwritefln('draw shot %s typ %s', [i, typ]); tex := ShotTextures[typ]; if tex <> nil then begin e_logwritefln('draw shot %s typ %s <> nil', [i, typ]); 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; // TODO fix this if Shots[i].Animation.IsValid() then anim := @Shots[i].Animation else anim := @StubShotAnim; // TODO: change angle and base point r_Draw_MultiTextureRepeat(tex, anim^, fX, fY, tex.width, tex.height, false); end; end; end; end; end; 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); r_Map_DrawShots(xx, yy, ww, hh); // 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.