index 695195d3548efc03e6bc15818aeabd39007fd4bf..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;
+{$IFDEF ENABLE_GFX}
+ procedure r_Map_NewGFX (typ, x, y: Integer);
+{$ENDIF}
+{$IFDEF ENABLE_GIBS}
+ function r_Map_GetGibSize (m, i: Integer): TRectWH;
+{$ENDIF}
+
procedure r_Map_Update;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer);
procedure r_Map_Update;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer);
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}
r_textures, r_draw
;
r_textures, r_draw
;
VILEFIRE_DX = 32;
VILEFIRE_DY = 128;
VILEFIRE_DX = 32;
VILEFIRE_DY = 128;
+{$IFDEF ENABLE_GFX}
+ GFXAnim: array [0..R_GFX_LAST] of record
+ name: AnsiString;
+ w, h: Integer;
+ count: Integer;
+ back: Boolean;
+ speed: Integer;
+ rspeed: Integer;
+ alpha: Integer;
+ end = (
+ (name: ''; w: 0; h: 0; count: 0; back: false; speed: 0; rspeed: 0; alpha: 0),
+ (name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 6; rspeed: 0; alpha: 0),
+ (name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 0; alpha: 0),
+ (name: 'EROCKET'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0),
+ (name: 'EBFG'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0),
+ (name: 'BFGHIT'; w: 64; h: 64; count: 4; back: false; speed: 4; rspeed: 0; alpha: 0),
+ (name: 'FIRE'; w: 64; h: 128; count: 8; back: false; speed: 4; rspeed: 2; alpha: 0),
+ (name: 'ITEMRESPAWN'; w: 32; h: 32; count: 5; back: true; speed: 4; rspeed: 0; alpha: 0),
+ (name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0),
+ (name: 'ESKELFIRE'; w: 64; h: 64; count: 3; back: false; speed: 8; rspeed: 0; alpha: 0),
+ (name: 'EPLASMA'; w: 32; h: 32; count: 4; back: true; speed: 3; rspeed: 0; alpha: 0),
+ (name: 'EBSPFIRE'; w: 32; h: 32; count: 5; back: false; speed: 3; rspeed: 0; alpha: 0),
+ (name: 'EIMPFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
+ (name: 'ECACOFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
+ (name: 'EBARONFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0),
+ (name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0), // fast
+ (name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 150), // transparent
+ (name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 2; alpha: 0) // random
+ );
+{$ENDIF}
+
+ 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: 0{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
+ );
+
+{$IFDEF ENABLE_SHELLS}
+ ShellAnim: array [0..SHELL_LAST] of record
+ name: AnsiString;
+ dx, dy: Integer;
+ end = (
+ (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
+ (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
+ (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
+ );
+{$ENDIF}
+
type
TBinHeapPanelDrawCmp = class
public
type
TBinHeapPanelDrawCmp = class
public
end;
MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
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;
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;
end;
+ StubShotAnim: TAnimState;
+ FlagAnim: TAnimState;
+
+{$IFDEF ENABLE_SHELLS}
+ ShellTextures: array [0..SHELL_LAST] of TGLTexture;
+{$ENDIF}
+{$IFDEF ENABLE_GFX}
+ GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
+ gfxlist: array of record
+ typ: Byte;
+ alpha: Byte;
+ x, y: Integer;
+ oldX, oldY: Integer;
+ anim: TAnimState;
+ end = nil;
+{$ENDIF}
+
plist: TBinHeapPanelDraw = nil;
class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
plist: TBinHeapPanelDraw = nil;
class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
procedure r_Map_Initialize;
begin
procedure r_Map_Initialize;
begin
+ StubShotAnim := TAnimState.Create(true, 1, 1);
+ FlagAnim := TAnimState.Create(true, 8, 5);
plist := TBinHeapPanelDraw.Create();
end;
procedure r_Map_Finalize;
begin
plist := TBinHeapPanelDraw.Create();
end;
procedure r_Map_Finalize;
begin
- plist.Free
+ plist.Free;
+ StubShotAnim.Invalidate;
end;
procedure r_Map_LoadModel (i: Integer);
var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
begin
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));
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 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]);
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);
+ // --------- 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;
end;
procedure r_Map_Free;
- var i, j, k: Integer; d: TDirection;
+ var i, j, k, a: Integer; d: TDirection;
begin
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
+ 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
for i := 1 to WP_LAST do
begin
for j := 0 to W_POS_LAST do
end;
end;
end;
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
for i := MONSTER_DEMON to MONSTER_MAN do
begin
for j := 0 to ANIM_LAST do
RenTextures := nil;
end;
RenTextures := nil;
end;
- procedure r_Map_Update;
- var i: Integer;
- begin
- for i := 0 to ITEM_MAX do
- Items[i].anim.Update;
- end;
-
procedure r_Map_DrawPanel (p: TPanel);
var Texture: Integer; t: TGLMultiTexture;
begin
procedure r_Map_DrawPanel (p: TPanel);
var Texture: Integer; t: TGLMultiTexture;
begin
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;
end;
{$ENDIF}
end;
{$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);
+ 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;
+{$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
+ tex := ShotTextures[typ];
+ if tex <> 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;
+ // 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, 255, 255, 255, 255, false, pX, pY, a);
+ 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_BACK);
r_Map_DrawPanelType(PANEL_STEP);
r_Map_DrawItems(xx, yy, ww, hh, false);
r_Map_DrawPanelType(PANEL_BACK);
r_Map_DrawPanelType(PANEL_STEP);
r_Map_DrawItems(xx, yy, ww, hh, false);
- // TODO draw weapons
- // TODO draw shells
+ 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);
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_DrawMonsters(xx, yy, ww, hh);
r_Map_DrawItems(xx, yy, ww, hh, true);
r_Map_DrawPanelType(PANEL_CLOSEDOOR);
r_Map_DrawMonsters(xx, yy, ww, hh);
r_Map_DrawItems(xx, yy, ww, hh, true);
r_Map_DrawPanelType(PANEL_CLOSEDOOR);
- // TODO draw gfx
- // TODO draw flags
+ {$IFDEF ENABLE_GFX}
+ r_Map_DrawParticles(xx, yy, ww, hh);
+ r_Map_DrawGFX(xx, yy, ww, hh);
+ {$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_ACID1);
r_Map_DrawPanelType(PANEL_ACID2);
r_Map_DrawPanelType(PANEL_WATER);
glPopMatrix;
end;
glPopMatrix;
end;
+ procedure r_Map_Update;
+ var i: Integer;
+ begin
+ for i := 0 to ITEM_MAX do
+ Items[i].anim.Update;
+ r_Map_UpdateGFX;
+ FlagAnim.Update;
+ end;
+
end.
end.