index 5a0c7afed6f09af475718918d26e5bee9494ad14..f9ac5dc08648eb151615af14be70b31991d30058 100644 (file)
interface
interface
+ uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
+
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}
+{$IFDEF ENABLE_MENU}
+ procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
+{$ENDIF}
procedure r_Map_Update;
procedure r_Map_Update;
- procedure r_Map_Draw (x, y, w, h, camx, camy: Integer);
+ procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
implementation
uses
implementation
uses
+ Math, SysUtils,
{$IFDEF USE_GLES1}
GLES11,
{$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_game, g_map, g_panel, g_items, g_monsters, g_playermodel, g_player, g_weapons,
+ g_options, g_animations, g_basic, g_phys,
+ g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$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}
- r_textures, r_draw
+ r_textures, r_draw, r_common
;
const
;
const
VILEFIRE_DX = 32;
VILEFIRE_DY = 128;
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;
GFXAnim: array [0..R_GFX_LAST] of record
name: AnsiString;
w, h: Integer;
- count: Integer;
- back: Boolean;
- speed: Integer;
- rspeed: Integer;
+ anim: TAnimInfo;
+ rdelay: Integer;
alpha: Integer;
end = (
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
+ (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;
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
w, h: Integer;
- count: 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
+ );
+
+{$IFDEF ENABLE_SHELLS}
+ ShellAnim: array [0..SHELL_LAST] of record
+ name: AnsiString;
+ dx, dy: Integer;
end = (
end = (
- (name: ''; w: 0; h: 0; count: 0), // 0 KASTET
- (name: ''; w: 0; h: 0; count: 0), // 1 SAW
- (name: ''; w: 0; h: 0; count: 0), // 2 PISTOL
- (name: ''; w: 0; h: 0; count: 0), // 3 SHOTGUN1
- (name: ''; w: 0; h: 0; count: 0), // 4 SHOTGUN2
- (name: ''; w: 0; h: 0; count: 0), // 5 CHAINGUN
- (name: 'BROCKET'; w: 64; h: 32; count: 1), // 6 ROCKETLAUNCHER
- (name: 'BPLASMA'; w: 16; h: 16; count: 2), // 7 PLASMA
- (name: 'BBFG'; w: 64; h: 64; count: 2), // 8 BFG
- (name: ''; w: 0; h: 0; count: 0), // 9 SUPERPULEMET
- (name: 'FLAME'; w: 32; h: 32; count: 11), // 10 FLAMETHROWER
- (name: ''; w: 0; h: 0; count: 0), // 11
- (name: ''; w: 0; h: 0; count: 0), // 12
- (name: ''; w: 0; h: 0; count: 0), // 13
- (name: ''; w: 0; h: 0; count: 0), // 14
- (name: ''; w: 0; h: 0; count: 0), // 15
- (name: ''; w: 0; h: 0; count: 0), // 16
- (name: ''; w: 0; h: 0; count: 0), // 17
- (name: ''; w: 0; h: 0; count: 0), // 18
- (name: ''; w: 0; h: 0; count: 0), // 19
- (name: ''; w: 0; h: 0; count: 0), // 20 ZOMPY_PISTOL
- (name: 'BIMPFIRE'; w: 16; h: 16; count: 2), // 21 IMP_FIRE
- (name: 'BBSPFIRE'; w: 16; h: 16; count: 2), // 22 BSP_FIRE
- (name: 'BCACOFIRE'; w: 16; h: 16; count: 2), // 23 CACO_FIRE
- (name: 'BBARONFIRE'; w: 64; h: 16; count: 2), // 24 BARON_FIRE
- (name: 'BMANCUBFIRE'; w: 64; h: 32; count: 2), // 25 MANCUB_FIRE
- (name: 'BSKELFIRE'; w: 64; h: 64; count: 2) // 26 SKEL_FIRE
+ (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
+ (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
+ (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
);
);
+{$ENDIF}
+
+ PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
+ FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
type
TBinHeapPanelDrawCmp = class
type
TBinHeapPanelDrawCmp = class
spec: LongInt;
tex: TGLMultiTexture;
end;
spec: LongInt;
tex: TGLMultiTexture;
end;
- Items: array [0..ITEM_MAX] of record
+ Items: array [0..ITEM_LAST] of record
tex: TGLMultiTexture;
tex: TGLMultiTexture;
- anim: TAnimState;
+ 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;
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;
VileFire: TGLMultiTexture;
+ InvulPenta: TGLTexture;
Models: array of record
anim: array [TDirection, 0..A_LAST] of record
base, mask: TGLMultiTexture;
end;
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;
-
+{$IFDEF ENABLE_SHELLS}
+ ShellTextures: array [0..SHELL_LAST] of TGLTexture;
+{$ENDIF}
{$IFDEF ENABLE_GFX}
GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
gfxlist: array of record
typ: Byte;
{$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;
x, y: Integer;
oldX, oldY: Integer;
- anim: TAnimState;
+ anim: TAnimInfo;
+ time: LongWord;
+ frame: LongInt;
end = nil;
{$ENDIF}
end = nil;
{$ENDIF}
+ FlagFrame: LongInt;
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);
+ FlagFrame := 0;
plist := TBinHeapPanelDraw.Create();
end;
procedure r_Map_Finalize;
begin
plist.Free;
plist := TBinHeapPanelDraw.Create();
end;
procedure r_Map_Finalize;
begin
plist.Free;
- StubShotAnim.Invalidate;
+ 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
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
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, 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;
{$ENDIF}
end;
{$ENDIF}
-*)
end;
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,
+ 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');
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
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;
-
+ i, j, k: Integer; d: TDirection; b: Boolean;
begin
// --------- items --------- //
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);
+ 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,
+ ItemAnim[i].anim.back,
+ 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
// --------- 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);
+ r_Map_LoadMonsterAnim(i, j, d);
VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False);
// --------- player models --------- //
if PlayerModelsArray <> nil then
VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False);
// --------- player models --------- //
if PlayerModelsArray <> nil then
// --------- gfx animations --------- //
{$IFDEF ENABLE_GFX}
for i := 1 to R_GFX_LAST do
// --------- gfx animations --------- //
{$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);
+ 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);
{$ENDIF}
// --------- shots --------- //
for i := 0 to WEAPON_LAST do
{$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);
+ 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);
+ // --------- 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}
+ // --------- 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, PunchAnim.back);
+ end;
+ // --------- other --------- //
+ InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
end;
procedure r_Map_Free;
end;
procedure r_Map_Free;
- var i, j, k, a: Integer; d: TDirection;
+ var i, j, k: Integer; d: TDirection; b: Boolean;
begin
begin
+ 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
for i := 0 to WEAPON_LAST do
begin
if ShotTextures[i] <> nil then
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;
+ 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
for i := MONSTER_DEMON to MONSTER_MAN do
begin
for j := 0 to ANIM_LAST do
end;
end;
end;
end;
end;
end;
- for i := 0 to ITEM_MAX do
+ for i := 0 to ITEM_LAST do
begin
if Items[i].tex <> nil then
begin
if Items[i].tex <> nil then
- begin
Items[i].tex.Free;
Items[i].tex.Free;
- Items[i].tex := nil;
- end;
- Items[i].anim.Invalidate;
+ Items[i].tex := nil;
end;
end;
end;
end;
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
end;
procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
end;
procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
- var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture;
+ 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];
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
+ 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);
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
+ 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;
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;
end;
function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
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
- // TODO draw frame
-}
+ // TODO draw g_debug_frames
end;
procedure r_Map_DrawMonsters (x, y, w, h: Integer);
end;
procedure r_Map_DrawMonsters (x, y, w, h: Integer);
end;
end;
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;
+ 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;
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;
+ 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
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, alpha, 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, alpha, 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, alpha, false);
+ end;
end;
end;
end;
end;
- procedure r_Map_DrawPlayer (p: TPlayer);
- var fX, fY, fSlope: Integer;
+ 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
begin
if p.alive then
begin
// TODO fix lerp
//p.obj.Lerp(gLerpFactor, fX, fY);
fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
// 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);
+
+ (* 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;
end;
// TODO draw g_debug_frames
// TODO draw chat bubble
// TODO draw aim
end;
- procedure r_Map_DrawPlayers (x, y, w, h: Integer);
+ procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
var i: Integer;
begin
var i: Integer;
begin
- // TODO draw only visible
if gPlayers <> nil then
for i := 0 to High(gPlayers) do
if gPlayers[i] <> nil then
if gPlayers <> nil then
for i := 0 to High(gPlayers) do
if gPlayers[i] <> nil then
- r_Map_DrawPlayer(gPlayers[i]);
+ r_Map_DrawPlayer(gPlayers[i], player);
end;
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}
+
{$IFDEF ENABLE_CORPSES}
procedure r_Map_DrawCorpses (x, y, w, h: Integer);
var i, fX, fY: Integer; p: TCorpse;
{$IFDEF ENABLE_CORPSES}
procedure r_Map_DrawCorpses (x, y, w, h: Integer);
var i, fX, fY: Integer; p: TCorpse;
if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
begin
p.obj.Lerp(gLerpFactor, fX, fY);
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);
+ r_Map_DrawPlayerModel(p.model, fX, fY, 255);
end;
end;
end;
end;
end;
end;
+ // TODO draw g_debug_frames
end;
{$ENDIF}
end;
{$ENDIF}
i := 0;
if gfxlist <> nil then
begin
i := 0;
if gfxlist <> nil then
begin
- while (i < Length(gfxlist)) and gfxlist[i].anim.IsValid() do
+ while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
Inc(i);
if i >= Length(gfxlist) then
SetLength(gfxlist, Length(gfxlist) + 1)
Inc(i);
if i >= Length(gfxlist) then
SetLength(gfxlist, Length(gfxlist) + 1)
else
SetLength(gfxlist, 1);
gfxlist[i].typ := R_GFX_NONE;
else
SetLength(gfxlist, 1);
gfxlist[i].typ := R_GFX_NONE;
- gfxlist[i].anim.Invalidate;
result := i
end;
result := i
end;
gfxlist[i].y := y;
gfxlist[i].oldX := x;
gfxlist[i].oldY := y;
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();
+ 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;
end;
end;
end;
- procedure r_Map_UpdateGFX;
- var i: Integer;
+ 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
begin
if gfxlist <> nil then
begin
for i := 0 to High(gfxlist) do
begin
- if gfxlist[i].anim.IsValid() then
+ if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
begin
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);
+ 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;
- end;
- if gfxlist[i].anim.played then
- gfxlist[i].anim.Invalidate
+ end
else
else
- gfxlist[i].anim.Update
+ 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;
end;
end;
glDisable(GL_BLEND);
end;
end;
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;
{$ENDIF}
procedure r_Map_DrawShots (x, y, w, h: Integer);
{$ENDIF}
procedure r_Map_DrawShots (x, y, w, h: Integer);
- var i, a, fX, fY, pX, pY, typ: Integer; tex: TGLMultiTexture; anim: ^TAnimState;
+ var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
begin
if Shots <> nil then
begin
begin
if Shots <> nil then
begin
typ := Shots[i].ShotType;
if typ <> 0 then
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
+ t := ShotTextures[typ];
+ if t <> nil then
begin
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 := 0;
case typ of
WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
Shots[i].Obj.Lerp(gLerpFactor, fX, fY);
pX := Shots[i].Obj.Rect.Width div 2;
pY := Shots[i].Obj.Rect.Height div 2;
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);
+ 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;
+
+{$IFDEF ENABLE_SHELLS}
+ procedure r_Map_DrawShells (x, y, w, h: Integer);
+ var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj;
+ begin
+ if gShells <> nil then
+ begin
+ for i := 0 to High(gShells) do
+ begin
+ if gShells[i].alive then
+ begin
+ typ := gShells[i].SType;
+ if typ <= SHELL_LAST then
+ begin
+ p := @gShells[i].Obj;
+ if g_Obj_Collide(x, y, w, h, p) then
+ begin
+ t := ShellTextures[typ];
+ if t <> nil then
+ begin
+ p.Lerp(gLerpFactor, fx, fy);
+ r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
+ end;
+ end;
end;
end;
end;
end;
end;
end;
end;
end;
end;
end;
+{$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%) *)
+ 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_Map_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_Draw (x, y, w, h, camx, camy: Integer);
- var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer;
+ 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_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;
begin
cx := camx - w div 2;
cy := camy - h div 2;
begin
cx := camx - w div 2;
cy := camy - h div 2;
ww := w;
hh := h;
ww := w;
hh := h;
+ 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;
+ end;
+
if SkyTexture <> nil then
if SkyTexture <> nil then
- r_Draw_Texture(SkyTexture, x, y, w, h, false);
+ 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;
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
- r_Map_DrawPlayers(xx, yy, ww, hh);
- // TODO draw gibs
+ {$IFDEF ENABLE_SHELLS}
+ r_Map_DrawShells(xx, yy, ww, hh);
+ {$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}
{$IFDEF ENABLE_CORPSES}
r_Map_DrawCorpses(xx, yy, ww, hh);
{$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_FORE);
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
+ // TODO draw players indicators
glPopMatrix;
glPopMatrix;
+
+ r_Map_DrawScreenEffects(x, y, w, h, player);
+
+ // TODO draw minimap (gShowMap)
+ // TODO draw g_debug_player
end;
procedure r_Map_Update;
end;
procedure r_Map_Update;
- var i: Integer;
+ var i, count, tick: LongInt;
begin
begin
- for i := 0 to ITEM_MAX do
- Items[i].anim.Update;
- r_Map_UpdateGFX;
+ 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;
end.
end;
end.