index 0588f0da35ed92c1b2bbda5f26b9b1fe85dce29f..8c555bf57f4eb696b56508e953f65331eac99719 100644 (file)
interface
interface
+ uses g_base; // TRectWH
+
procedure r_Map_Initialize;
procedure r_Map_Finalize;
procedure r_Map_Initialize;
procedure r_Map_Finalize;
procedure r_Map_LoadTextures;
procedure r_Map_FreeTextures;
procedure r_Map_LoadTextures;
procedure r_Map_FreeTextures;
+{$IFDEF ENABLE_GFX}
procedure r_Map_NewGFX (typ, x, y: Integer);
procedure r_Map_NewGFX (typ, x, y: Integer);
+{$ENDIF}
+{$IFDEF ENABLE_GIBS}
+ function r_Map_GetGibSize (m, i: Integer): TRectWH;
+{$ENDIF}
procedure r_Map_Update;
procedure r_Map_Update;
implementation
uses
implementation
uses
+ Math,
{$IFDEF USE_GLES1}
GLES11,
{$ELSE}
{$IFDEF USE_GLES1}
GLES11,
{$ELSE}
{$ENDIF}
e_log,
binheap, MAPDEF, utils,
{$ENDIF}
e_log,
binheap, MAPDEF, utils,
- g_options, g_textures, g_basic, g_base, g_phys,
+ g_options, g_textures, g_basic, g_phys,
g_game, g_map, g_panel, g_items, g_monsters, g_playermodel, g_player, g_weapons,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
g_game, g_map, g_panel, g_items, g_monsters, g_playermodel, g_player, g_weapons,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ g_shells,
+ {$ENDIF}
+ {$IFDEF ENABLE_GIBS}
+ g_gibs,
+ {$ENDIF}
{$IFDEF ENABLE_GFX}
g_gfx,
{$ENDIF}
{$IFDEF ENABLE_GFX}
g_gfx,
{$ENDIF}
VILEFIRE_DX = 32;
VILEFIRE_DY = 128;
VILEFIRE_DX = 32;
VILEFIRE_DY = 128;
+{$IFDEF ENABLE_GFX}
GFXAnim: array [0..R_GFX_LAST] of record
name: AnsiString;
w, h: Integer;
GFXAnim: array [0..R_GFX_LAST] of record
name: AnsiString;
w, h: Integer;
(name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 150), // transparent
(name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 2; alpha: 0) // random
);
(name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 150), // transparent
(name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 2; alpha: 0) // random
);
+{$ENDIF}
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
(name: 'BSKELFIRE'; w: 64; h: 64; count: 2) // 26 SKEL_FIRE
);
(name: 'BSKELFIRE'; w: 64; h: 64; count: 2) // 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}
+
type
TBinHeapPanelDrawCmp = class
public
type
TBinHeapPanelDrawCmp = class
public
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;
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;
VileFire: TGLMultiTexture;
Models: array of record
anim: array [TDirection, 0..A_LAST] of record
base, mask: TGLMultiTexture;
end;
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}
-*)
+{$IFDEF ENABLE_GIBS}
+ gibs: record
+ base, mask: TGLTextureArray;
+ rect: TRectArray;
+ end;
+{$ENDIF}
end;
StubShotAnim: TAnimState;
end;
StubShotAnim: TAnimState;
+ FlagAnim: TAnimState;
+{$IFDEF ENABLE_SHELLS}
+ ShellTextures: array [0..SHELL_LAST] of TGLTexture;
+{$ENDIF}
{$IFDEF ENABLE_GFX}
GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
gfxlist: array of record
{$IFDEF ENABLE_GFX}
GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
gfxlist: array of record
procedure r_Map_Initialize;
begin
StubShotAnim := TAnimState.Create(true, 1, 1);
procedure r_Map_Initialize;
begin
StubShotAnim := TAnimState.Create(true, 1, 1);
+ FlagAnim := TAnimState.Create(true, 8, 5);
plist := TBinHeapPanelDraw.Create();
end;
plist := TBinHeapPanelDraw.Create();
end;
procedure r_Map_LoadModel (i: Integer);
var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
begin
procedure r_Map_LoadModel (i: Integer);
var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
begin
+ ASSERT(i < Length(Models));
+ ASSERT(i < Length(PlayerModelsArray));
m := @PlayerModelsArray[i];
prefix := m.FileName + ':TEXTURES/';
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
m := @PlayerModelsArray[i];
prefix := m.FileName + ':TEXTURES/';
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
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;
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;
-(*
{$IFDEF ENABLE_GIBS}
{$IFDEF ENABLE_GIBS}
- Models[i].gibs := nil;
+ Models[i].gibs.base := nil;
+ Models[i].gibs.mask := nil;
+ Models[i].gibs.rect := nil;
if m.GibsCount > 0 then
begin
if m.GibsCount > 0 then
begin
- SetLength(Models[i].gibs, m.GibsCount);
+ 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, Models[i].gibs.base, Models[i].gibs.rect) then
+ begin
+ if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, Models[i].gibs.mask, nil) then
+ begin
+ // ok
+ end;
+ end;
+ for a := 0 to m.GibsCount - 1 do
+ e_logwritefln('model %s gib %s: %sx%s:%sx%s', [i, a, Models[i].gibs.rect[a].x, Models[i].gibs.rect[a].y, Models[i].gibs.rect[a].width, Models[i].gibs.rect[a].height]);
end;
{$ENDIF}
end;
{$ENDIF}
-*)
end;
end;
-
procedure r_Map_Load;
const
WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
procedure r_Map_Load;
const
WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
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);
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);
+ // --------- 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);
+ // --------- shells --------- //
+ {$IFDEF ENABLE_SHELLS}
+ for i := 0 to SHELL_LAST do
+ ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
+ {$ENDIF}
end;
procedure r_Map_Free;
var i, j, k, a: Integer; d: TDirection;
begin
end;
procedure r_Map_Free;
var i, j, k, a: Integer; d: TDirection;
begin
+ {$IFDEF ENABLE_SHELLS}
+ for i := 0 to SHELL_LAST do
+ begin
+ if ShellTextures[i] <> nil then
+ ShellTextures[i].Free;
+ ShellTextures[i] := nil;
+ end;
+ {$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
for i := 0 to WEAPON_LAST do
begin
if ShotTextures[i] <> nil then
if (RenTextures[Texture].spec = 0) or (t <> nil) then
begin
if (RenTextures[Texture].spec = 0) or (t <> nil) then
begin
- // TODO set alpha and blending type
if t = nil then
if t = nil then
- r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false)
+ 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
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)
+ 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)
else
else
- r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false)
+ r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
end;
if t = nil then
end;
if t = nil then
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);
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);
+ r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false, 255, 255, 255, 255, false);
// if g_debug_frames then // TODO draw collision frame
end;
end;
// if g_debug_frames then // TODO draw collision frame
end;
end;
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
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);
+ 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, 255, 255, 255, 255, false);
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
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);
+ r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
{
if g_debug_frames
{
if g_debug_frames
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer);
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;
+ var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
- // TODO draw flag
+
+ (* 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;
+ r_Draw_MultiTextureRepeatRotate(
+ t,
+ FlagAnim,
+ x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
+ y + yy - FLAG_BASEPOINT.Y + 1,
+ t.width,
+ t.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
if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
begin
case a of
y + yy,
tex.width,
tex.height,
y + yy,
tex.width,
tex.height,
- d = TDirection.D_LEFT
+ d = TDirection.D_LEFT,
+ 255, 255, 255, 255, false
);
end;
end;
);
end;
end;
+
+ (* draw body *)
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);
- // TODO colorize mask
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, 255, 255, 255, 255, false);
t := Models[pm.id].anim[d, a].mask;
if t <> nil then
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);
+ begin
+ c := pm.Color;
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, 255, false);
+ end;
end;
end;
end;
end;
r_Map_DrawPlayer(gPlayers[i]);
end;
r_Map_DrawPlayer(gPlayers[i]);
end;
+{$IFDEF ENABLE_GIBS}
+ function r_Map_GetGibSize (m, i: Integer): TRectWH;
+ begin
+ result := Models[m].gibs.rect[i];
+ end;
+
+ procedure r_Map_DrawGibs (x, y, w, h: Integer);
+ var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
+ begin
+ if gGibs <> nil then
+ begin
+ for i := 0 to High(gGibs) do
+ begin
+ if gGibs[i].alive then
+ begin
+ p := @gGibs[i].Obj;
+ if g_Obj_Collide(x, y, w, h, p) then
+ begin
+ p.Lerp(gLerpFactor, fx, fy);
+ id := gGibs[i].GibID;
+ m := gGibs[i].ModelID;
+ t := Models[m].gibs.base[id];
+ if t <> nil then
+ begin
+ rx := p.Rect.X + p.Rect.Width div 2;
+ ry := p.Rect.Y + p.Rect.Height div 2;
+ ra := gGibs[i].RAngle;
+ r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
+ t := Models[m].gibs.mask[id];
+ if t <> nil then
+ r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
+ // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
+ end;
+ end;
+ end;
+ end;
+ end;
+ end;
+{$ENDIF}
+
{$IFDEF ENABLE_CORPSES}
procedure r_Map_DrawCorpses (x, y, w, h: Integer);
var i, fX, fY: Integer; p: TCorpse;
{$IFDEF ENABLE_CORPSES}
procedure r_Map_DrawCorpses (x, y, w, h: Integer);
var i, fX, fY: Integer; p: TCorpse;
begin
fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
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);
+ r_Draw_MultiTextureRepeat(tex, gfxlist[i].anim, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
end;
end;
end;
end;
end;
end;
pY := Shots[i].Obj.Rect.Height div 2;
// TODO fix this hack
if Shots[i].Animation.IsValid() then anim := @Shots[i].Animation else anim := @StubShotAnim;
pY := Shots[i].Obj.Rect.Height div 2;
// TODO fix this hack
if Shots[i].Animation.IsValid() then anim := @Shots[i].Animation else anim := @StubShotAnim;
- r_Draw_MultiTextureRepeatRotate(tex, anim^, fX, fY, tex.width, tex.height, false, pX, pY, a);
+ r_Draw_MultiTextureRepeatRotate(tex, anim^, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
end;
end;
end;
end;
end;
end;
end;
end;
end;
end;
+ procedure r_Map_DrawFlags (x, y, w, h: Integer);
+ var i, dx, fx, fy: Integer; flip: Boolean; tex: TGLMultiTexture;
+ 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;
+ tex := FlagTextures[i];
+ r_Draw_MultiTextureRepeat(tex, FlagAnim, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
+ // TODO g_debug_frames
+ end;
+ end;
+ end;
+ 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_Draw (x, y, w, h, camx, camy: Integer);
var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer;
begin
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
hh := h;
if SkyTexture <> nil then
hh := h;
if SkyTexture <> nil then
- r_Draw_Texture(SkyTexture, x, y, w, h, false);
+ r_Draw_Texture(SkyTexture, x, y, w, h, false, 255, 255, 255, 255, false);
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
r_Map_DrawPanelType(PANEL_STEP);
r_Map_DrawItems(xx, yy, ww, hh, false);
r_Map_DrawShots(xx, yy, ww, hh);
r_Map_DrawPanelType(PANEL_STEP);
r_Map_DrawItems(xx, yy, ww, hh, false);
r_Map_DrawShots(xx, yy, ww, hh);
- // TODO draw shells
+ {$IFDEF ENABLE_SHELLS}
+ r_Map_DrawShells(xx, yy, ww, hh);
+ {$ENDIF}
r_Map_DrawPlayers(xx, yy, ww, hh);
r_Map_DrawPlayers(xx, yy, ww, hh);
- // TODO draw gibs
+ {$IFDEF ENABLE_GIBS}
+ r_Map_DrawGibs(xx, yy, ww, hh);
+ {$ENDIF}
{$IFDEF ENABLE_CORPSES}
r_Map_DrawCorpses(xx, yy, ww, hh);
{$ENDIF}
{$IFDEF ENABLE_CORPSES}
r_Map_DrawCorpses(xx, yy, ww, hh);
{$ENDIF}
r_Map_DrawParticles(xx, yy, ww, hh);
r_Map_DrawGFX(xx, yy, ww, hh);
{$ENDIF}
r_Map_DrawParticles(xx, yy, ww, hh);
r_Map_DrawGFX(xx, yy, ww, hh);
{$ENDIF}
- // TODO draw flags
+ 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_ACID1);
r_Map_DrawPanelType(PANEL_ACID2);
r_Map_DrawPanelType(PANEL_WATER);
for i := 0 to ITEM_MAX do
Items[i].anim.Update;
r_Map_UpdateGFX;
for i := 0 to ITEM_MAX do
Items[i].anim.Update;
r_Map_UpdateGFX;
+ FlagAnim.Update;
end;
end.
end;
end.