index 4ffd6e18345e203525615484b677c7390e090f50..36bb85fce93a77a36c9fb4f3b0d989d0cfb02260 100644 (file)
implementation
uses
- Math,
+ Math, SysUtils,
{$IFDEF USE_GLES1}
GLES11,
{$ELSE}
binheap, MAPDEF, utils,
g_options, g_animations, g_basic, g_phys,
g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
+ g_console,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
{$IFDEF ENABLE_GFX}
g_gfx,
{$ENDIF}
- r_textures, r_draw
+ r_textures, r_draw, r_common
;
const
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
w, h: Integer;
- count: Integer;
+ anim: TAnimInfo;
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
+ (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
);
{$IFDEF ENABLE_SHELLS}
);
{$ENDIF}
+ PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
+ VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
type
TBinHeapPanelDrawCmp = class
TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
var
+ DebugCameraScale: Single;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
tex: TGLMultiTexture;
+ anim: TAnimInfo;
end;
Items: array [0..ITEM_LAST] of record
tex: TGLMultiTexture;
PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
VileFire: TGLMultiTexture;
InvulPenta: TGLTexture;
+ IndicatorTexture: TGLTexture;
+ TalkTexture: TGLTexture;
Models: array of record
anim: array [TDirection, 0..A_LAST] of record
base, mask: TGLMultiTexture;
{$ENDIF}
end;
- StubShotAnim: TAnimState; // TODO remove this hack
- FlagFrame: LongInt;
-
{$IFDEF ENABLE_SHELLS}
ShellTextures: array [0..SHELL_LAST] of TGLTexture;
{$ENDIF}
end = nil;
{$ENDIF}
+ FlagFrame: LongInt;
plist: TBinHeapPanelDraw = nil;
class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
procedure r_Map_Initialize;
begin
- StubShotAnim := TAnimState.Create(true, 1, 1);
FlagFrame := 0;
plist := TBinHeapPanelDraw.Create();
end;
begin
plist.Free;
FlagFrame := 0;
- StubShotAnim.Invalidate;
end;
procedure r_Map_FreeModel (i: Integer);
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
if m.anim[d, a].resource <> '' then
- Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, m.anim[d, a].back, true);
+ Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, true);
if m.anim[d, a].mask <> '' then
- Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, m.anim[d, a].back, true);
+ Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, true);
end
end;
{$IFDEF ENABLE_GIBS}
w,
h,
count,
- False,
False
);
end
ItemAnim[i].w,
ItemAnim[i].h,
ItemAnim[i].anim.frames,
- ItemAnim[i].anim.back,
false
);
Items[i].frame := 0;
for j := 0 to ANIM_LAST do
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
r_Map_LoadMonsterAnim(i, j, d);
- VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False);
+ VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
{$IFDEF ENABLE_GFX}
for i := 1 to R_GFX_LAST do
if GFXAnim[i].anim.frames > 0 then
- GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, GFXAnim[i].anim.back);
+ GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
{$ENDIF}
// --------- shots --------- //
for i := 0 to WEAPON_LAST do
- if ShotAnim[i].count > 0 then
- ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].count, false);
+ if ShotAnim[i].anim.frames > 0 then
+ ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
// --------- flags --------- //
FlagTextures[FLAG_NONE] := nil;
- FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false);
- FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
- // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
+ FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
+ FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
+ // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
// --------- shells --------- //
{$IFDEF ENABLE_SHELLS}
for i := 0 to SHELL_LAST do
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, 4, false);
+ PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
end;
// --------- other --------- //
InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
+ IndicatorTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PLRIND');
+ TalkTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/TALKBUBBLE');
end;
procedure r_Map_Free;
var i, j, k: Integer; d: TDirection; b: Boolean;
begin
+ if TalkTexture <> nil then
+ TalkTexture.Free;
+ if IndicatorTexture <> nil then
+ IndicatorTexture.Free;
if InvulPenta <> nil then
InvulPenta.Free;
InvulPenta := nil;
end;
procedure r_Map_LoadTextures;
- var i, n: Integer;
+ const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
+ var i, n: Integer; txt: TAnimTextInfo;
begin
if Textures <> nil then
begin
SetLength(RenTextures, n);
for i := 0 to n - 1 do
begin
+ txt.anim := DefaultAnimInfo;
RenTextures[i].tex := nil;
case Textures[i].TextureName of
TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
- RenTextures[i].tex := r_Textures_LoadMultiFromFile(Textures[i].FullName);
+ e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]);
+ RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
+ e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]);
if RenTextures[i].tex = nil then
e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
end;
+ RenTextures[i].anim := txt.anim;
end;
end;
if gMapInfo.SkyFullName <> '' then
end;
procedure r_Map_DrawPanel (p: TPanel);
- var Texture: Integer; t: TGLMultiTexture;
+ var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
begin
ASSERT(p <> nil);
if p.FCurTexture >= 0 then
begin
Texture := p.TextureIDs[p.FCurTexture].Texture;
t := RenTextures[Texture].tex;
-
if (RenTextures[Texture].spec = 0) or (t <> nil) then
begin
- if t = nil then
- r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
- else if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then
- r_Draw_MultiTextureRepeat(t, p.TextureIDs[p.FCurTexture].AnTex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
+ count := 0; frame := 0;
+ if p.AnimTime <= gTime then
+ begin
+ a := RenTextures[Texture].anim;
+ a.loop := p.AnimLoop;
+ g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
+ end;
+ if t <> nil then
+ begin
+ tex := t.GetTexture(frame);
+ r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
+ end
else
- r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
+ r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
end;
if t = nil then
end;
procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
- var o: TObj;
+ var o: TObj; count, frame: LongInt; tex: TGLTexture;
begin
if VileFire <> nil then
if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
- if mon.VileFireAnim.IsValid() and GetPos(mon.MonsterTargetUID, @o) then
- r_Draw_MultiTextureRepeat(VileFire, mon.VileFireAnim, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, VileFire.width, VileFire.height, False, 255, 255, 255, 255, false);
+ if (mon.VileFireTime <= gTime) and GetPos(mon.MonsterTargetUID, @o) then
+ begin
+ g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
+ tex := VileFire.GetTexture(frame);
+ r_Draw_TextureRepeat(tex, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false);
+ end;
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
- r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
+ r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
// TODO draw g_debug_frames
end;
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
- var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
+ var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
begin
t := Models[pm.id].anim[d, a].base;
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
+ back := PlayerModelsArray[pm.id].anim[d, a].back;
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
t := Models[pm.id].anim[d, a].mask;
if t <> nil then
begin
c := pm.Color;
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
+ end;
+ end;
+ end;
+
+ procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
+ var dot: Integer;
+ begin
+ // Outer borders
+ r_Draw_Rect(x + 1, y, x + 18, y + 13, cb.R, cb.G, cb.B, 255);
+ r_Draw_Rect(x, y + 1, x + 19, y + 12, cb.R, cb.G, cb.B, 255);
+ // Inner box
+ r_Draw_FillRect(x + 1, y + 1, x + 18, y + 12, cf.R, cf.G, cf.B, 255);
+ // TODO Tail
+ // Dots
+ dot := 6;
+ r_Draw_FillRect(x + dot + 0, y + 8, x + dot + 0 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + dot + 3, y + 8, x + dot + 3 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + dot + 6, y + 8, x + dot + 6 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
+ end;
+
+ procedure r_Map_DrawTalkBubble (p: TPlayer);
+ var cobj: TObj; fx, fy, x, y: Integer; cb, cf: TRGB;
+ begin
+ {$IFDEF ENABLE_CORPSES}
+ cobj := g_Corpses_GetCameraObj(p);
+ {$ELSE}
+ cobj := p.Obj;
+ {$ENDIF}
+ cobj.Lerp(gLerpFactor, fx, fy);
+ x := fx + p.obj.rect.x + p.obj.rect.width div 2;
+ y := fy;
+ cb := _RGB(63, 63, 63);
+ cf := _RGB(240, 240, 240);
+ case gChatBubble of
+ 1: // simple text
+ begin
+ r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
+ end;
+ 2: // adv team color
+ begin
+ case p.Team of
+ TEAM_RED: cb := _RGB(255, 63, 63);
+ TEAM_BLUE: cb := _RGB(63, 63, 255);
+ end;
+ r_Map_DrawBubble(x, y - 18, cb, cf);
+ end;
+ 3: // adv player color
+ begin
+ cb := p.Model.Color;
+ cf.R := MIN(cb.R * 2 + 64, 255);
+ cf.G := MIN(cb.G * 2 + 64, 255);
+ cf.B := MIN(cb.B * 2 + 64, 255);
+ if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
+ begin
+ cb.R := MAX(cf.R div 2 - 16, 0);
+ cb.G := MAX(cf.G div 2 - 16, 0);
+ cb.B := MAX(cf.B div 2 - 16, 0);
+ end;
+ r_Map_DrawBubble(x, y - 18, cb, cf);
+ end;
+ 4: // textured
+ if TalkTexture <> nil then
+ begin
+ r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
end;
end;
end;
procedure r_Map_DrawPlayer (p, drawed: TPlayer);
- var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; alpha: Byte;
+ 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
fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
(* punch effect *)
- if p.PunchAnim.IsValid() and p.PunchAnim.enabled then
+ if p.PunchTime <= gTime 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
+ g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
+ if count < 1 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;
- r_Draw_MultiTextureRepeat(t, p.PunchAnim, fx + ax, fy + fSlope + ay, t.width, t.height, flip, 255, 255, 255, 255, false)
+ 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;
r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha);
end;
// TODO draw g_debug_frames
- // TODO draw chat bubble
+
+ if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
+ if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
+ r_Map_DrawTalkBubble(p);
+
// TODO draw aim
end;
{$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
typ := Shots[i].ShotType;
if typ <> 0 then
begin
- tex := ShotTextures[typ];
- if tex <> nil then
+ t := ShotTextures[typ];
+ if t <> nil then
begin
a := 0;
case typ of
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);
+ 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;
{$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%) *)
begin
msw := vw * factor div 100;
msh := vh * factor div 100;
- r_Map_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
+ r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
(* calc x parallax or sky center on speed limit *)
mvw := MAX(1, mw - vw);
end;
end;
+ procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
+ var a, ax, ay, fx, fy, fSlope, xx, yy: Integer;
+ begin
+ if (p <> nil) and p.Alive then
+ begin
+ p.obj.Lerp(gLerpFactor, fx, fy);
+ fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
+ case gPlayerIndicatorStyle of
+ 0:
+ if IndicatorTexture <> nil then
+ begin
+ ax := IndicatorTexture.width div 2;
+ ay := IndicatorTexture.height div 2;
+ if (p.obj.x + p.obj.rect.x) < cx then
+ begin
+ a := 90;
+ xx := fx + p.obj.rect.x + p.obj.rect.width;
+ yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
+ end
+ else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
+ begin
+ a := 270;
+ xx := fx + p.obj.rect.x - IndicatorTexture.height;
+ yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
+ end
+ else if (p.obj.y - IndicatorTexture.height) < cy then
+ begin
+ a := 180;
+ xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
+ yy := fy + p.obj.rect.y + p.obj.rect.height;
+ end
+ else
+ begin
+ a := 0;
+ xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
+ yy := fy - IndicatorTexture.height;
+ end;
+ yy := yy + fSlope;
+ xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
+ yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
+ r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
+ end;
+ 1:
+ begin
+ xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
+ yy := fy + fSlope;
+ r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
+ end;
+ end;
+ end;
+ end;
+
+ procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
+ var i: Integer; p: TPlayer;
+ begin
+ case gPlayerIndicator of
+ 1:
+ if player <> nil then
+ begin
+ r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
+ end;
+ 2:
+ if gPlayers <> nil then
+ begin
+ for i := 0 to HIGH(gPlayers) do
+ begin
+ p := gPlayers[i];
+ if p <> nil then
+ begin
+ if (player <> nil) and (p = player) then
+ begin
+ r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
+ end
+ else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
+ begin
+ case gPlayerIndicatorStyle of
+ 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
+ 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
+ end;
+ end;
+ end;
+ end;
+ 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;
+ var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer;
begin
- cx := camx - w div 2;
- cy := camy - h div 2;
- xx := x + cx;
- yy := y + cy;
- ww := w;
- hh := h;
+ r_Draw_GetRect(l, t, r, b);
+ r_Draw_SetRect(x, y, x + w, y + h);
+ glTranslatef(x, y, 0);
+
+ (* camera rect *)
+ cx := (camx - w) + w div 2;
+ cy := (camy - h) + h div 2;
+ cw := w;
+ ch := h;
+ (* camera bounds *)
if g_dbg_ignore_bounds = false then
begin
- if xx + ww > gMapInfo.Width then
- xx := gMapInfo.Width - ww;
- if yy + hh > gMapInfo.Height then
- yy := gMapInfo.Height - hh;
- if xx < 0 then
- xx := 0;
- if yy < 0 then
- yy := 0;
- cx := xx - x;
- cy := yy - y;
+ if cx + cw > gMapInfo.Width then
+ cx := gMapInfo.Width - cw;
+ if cy + ch > gMapInfo.Height then
+ cy := gMapInfo.Height - ch;
+ if cx < 0 then
+ cx := 0;
+ if cy < 0 then
+ cy := 0;
end;
- if SkyTexture <> nil then
- begin
- r_Map_CalcSkyParallax(cx, cy, ww, hh, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
- r_Draw_Texture(SkyTexture, x + sx, y + sy, sw, sh, false, 255, 255, 255, 255, false);
- end;
+ (* map bounds *)
+ xx := cx;
+ yy := cy;
+ ww := cw;
+ hh := ch;
+ if xx + ww > gMapInfo.Width then
+ xx := gMapInfo.Width - ww;
+ if yy + hh > gMapInfo.Height then
+ yy := gMapInfo.Height - hh;
+ if xx < 0 then
+ xx := 0;
+ if yy < 0 then
+ yy := 0;
plist.Clear;
iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
iter.Release;
glPushMatrix;
+ if DebugCameraScale <> 1.0 then
+ begin
+ glTranslatef(cw div 2, ch div 2, 0);
+ glScalef(DebugCameraScale, DebugCameraScale, 1);
+ glTranslatef(-w div 2, -h div 2, 0);
+ end;
+
+ if SkyTexture <> nil then
+ begin
+ r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
+ r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
+ end;
+
glTranslatef(-cx, -cy, 0);
r_Map_DrawPanelType(PANEL_BACK);
r_Map_DrawPanelType(PANEL_STEP);
r_Map_DrawPanelType(PANEL_FORE);
// TODO draw monsters health bar
// TODO draw players health bar
- // TODO draw players indicators
+ if gGameSettings.GameMode <> GM_SINGLE then
+ r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
+ if DebugCameraScale <> 1.0 then
+ begin
+ r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
+ r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
+ end;
glPopMatrix;
r_Map_DrawScreenEffects(x, y, w, h, player);
// TODO draw minimap (gShowMap)
// TODO draw g_debug_player
+
+ glTranslatef(-x, -y, 0);
+ r_Draw_SetRect(l, t, r, b);
end;
procedure r_Map_Update;
g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
end;
+initialization
+ conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
+ DebugCameraScale := 1.0;
end.