index 7e9482e6a3e7b43e82a94851c43d177756898e32..812fd85cd59c5c7f114309e002d690208f5daf77 100644 (file)
binheap, MAPDEF, utils,
g_options, g_animations, g_basic, g_phys,
g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
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}
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
var
TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
var
+ DebugCameraScale: Single;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
tex: TGLMultiTexture;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
tex: TGLMultiTexture;
+ anim: TAnimInfo;
end;
Items: array [0..ITEM_LAST] of record
tex: TGLMultiTexture;
end;
Items: array [0..ITEM_LAST] of record
tex: TGLMultiTexture;
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 := 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);
+ 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
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);
+ 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;
{$IFDEF ENABLE_GIBS}
end
end;
{$IFDEF ENABLE_GIBS}
w,
h,
count,
w,
h,
count,
- False,
False
);
end
False
);
end
ItemAnim[i].w,
ItemAnim[i].h,
ItemAnim[i].anim.frames,
ItemAnim[i].w,
ItemAnim[i].h,
ItemAnim[i].anim.frames,
- ItemAnim[i].anim.back,
false
);
Items[i].frame := 0;
false
);
Items[i].frame := 0;
for j := 0 to ANIM_LAST do
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
r_Map_LoadMonsterAnim(i, j, d);
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, VileFireAnim.back);
+ VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
{$IFDEF ENABLE_GFX}
for i := 1 to R_GFX_LAST do
if GFXAnim[i].anim.frames > 0 then
{$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, GFXAnim[i].anim.back);
+ GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
{$ENDIF}
// --------- shots --------- //
for i := 0 to WEAPON_LAST do
if ShotAnim[i].anim.frames > 0 then
{$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, ShotAnim[i].anim.back);
+ 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;
// --------- flags --------- //
FlagTextures[FLAG_NONE] := nil;
- FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false);
- FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
- // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
+ 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 --------- //
{$IFDEF ENABLE_SHELLS}
for i := 0 to SHELL_LAST do
// --------- shells --------- //
{$IFDEF ENABLE_SHELLS}
for i := 0 to SHELL_LAST do
for b := false to true do
begin
for i := 0 to 2 do
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, PunchAnim.back);
+ 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');
end;
// --------- other --------- //
InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
end;
procedure r_Map_LoadTextures;
end;
procedure r_Map_LoadTextures;
- var i, n: Integer;
+ const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
+ var i, n: Integer; txt: TAnimTextInfo;
begin
if Textures <> nil then
begin
begin
if Textures <> nil then
begin
SetLength(RenTextures, n);
for i := 0 to n - 1 do
begin
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;
RenTextures[i].tex := nil;
case Textures[i].TextureName of
TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
- RenTextures[i].tex := r_Textures_LoadMultiFromFile(Textures[i].FullName);
+ 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;
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
end;
end;
if gMapInfo.SkyFullName <> '' then
end;
procedure r_Map_DrawPanel (p: TPanel);
end;
procedure r_Map_DrawPanel (p: TPanel);
- var Texture: Integer; t: TGLMultiTexture;
+ 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;
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
if (RenTextures[Texture].spec = 0) or (t <> nil) then
begin
- if t = nil then
- r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
- 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, 255, 255, 255, 255 - p.alpha, p.blending)
+ 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
else
- r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
+ r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
end;
if t = nil then
end;
if t = nil then
mon.obj.Lerp(gLerpFactor, fX, fY);
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
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, 255, 255, 255, 255, false);
+ 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;
// TODO draw g_debug_frames
end;
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
- var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
+ 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;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
begin
t := Models[pm.id].anim[d, a].base;
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, 255, 255, 255, alpha, false);
+ 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;
t := Models[pm.id].anim[d, a].mask;
if t <> nil then
begin
c := pm.Color;
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
+ 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;
end;
end;
end;
end;
{$ENDIF}
end;
{$ENDIF}
- procedure r_Map_CalcAspect (ow, oh, nw, nh: LongInt; horizontal: Boolean; out ww, hh: LongInt);
- begin
- if horizontal then
- begin
- ww := nw;
- hh := nw * oh div ow;
- end
- else
- begin
- ww := nh * ow div oh;
- hh := nh;
- end;
- end;
-
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%) *)
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%) *)
begin
msw := vw * factor div 100;
msh := vh * factor div 100;
begin
msw := vw * factor div 100;
msh := vh * factor div 100;
- r_Map_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
+ 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);
(* calc x parallax or sky center on speed limit *)
mvw := MAX(1, mw - vw);
end;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
end;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
- var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt;
+ 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
begin
- cx := camx - w div 2;
- cy := camy - h div 2;
- xx := x + cx;
- yy := y + cy;
- ww := w;
- hh := h;
+ 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 g_dbg_ignore_bounds = false then
begin
- 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;
- cx := xx - x;
- cy := yy - y;
+ 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;
end;
- if SkyTexture <> nil then
- begin
- r_Map_CalcSkyParallax(cx, cy, ww, hh, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
- r_Draw_Texture(SkyTexture, x + sx, y + sy, sw, sh, false, 255, 255, 255, 255, false);
- 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);
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
iter.Release;
glPushMatrix;
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);
glTranslatef(-cx, -cy, 0);
r_Map_DrawPanelType(PANEL_BACK);
r_Map_DrawPanelType(PANEL_STEP);
// TODO draw monsters health bar
// TODO draw players health bar
// TODO draw players indicators
// TODO draw monsters health bar
// TODO draw players health bar
// TODO draw players indicators
+ 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
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;
end;
procedure r_Map_Update;
g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
end;
g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
end;
+initialization
+ conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
+ DebugCameraScale := 1.0;
end.
end.