index 992d8687a3194d9c15d5dc17b98f7773001117d7..e04405795493fda75933b7d211339e470ec91ad2 100644 (file)
procedure r_Map_Update;
procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
+ procedure r_Map_GetSpectatorLimits (out x0, y0, x1, y1: Integer);
implementation
;
const
+ MAXGIBW = 32;
+ MAXGIBH = 32;
+
+ MAXMONW = 256;
+ MAXMONH = 128;
MTABLE: array [0..MONSTER_MAN] of record
w, h: Integer;
end = (
VILEFIRE_DX = 32;
VILEFIRE_DY = 128;
+ MAXITEMW = 64;
+ MAXITEMH = 64;
ItemAnim: array [0..ITEM_LAST] of record
name: AnsiString;
w, h: Integer;
ShotAnim: array [0..WEAPON_LAST] of record
name: AnsiString;
+ x, y: Integer;
w, h: 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
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
+ (name: 'BROCKET'; x: 0; y: 0; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
+ (name: 'BPLASMA'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
+ (name: 'BBFG'; x: 6; y: 7; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
+ (name: 'FLAME'; x: 0; y: 0; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
+ (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
+ (name: 'BIMPFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
+ (name: 'BBSPFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
+ (name: 'BCACOFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
+ (name: 'BBARONFIRE'; x: 0; y: 0; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
+ (name: 'BMANCUBFIRE'; x: 0; y: 0; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
+ (name: 'BSKELFIRE'; x: 0; y: 0; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
);
{$IFDEF ENABLE_SHELLS}
end;
{$ENDIF}
// --------- shots --------- //
- r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
+ r_Common_SetLoading('Weapon splashes', WEAPON_LAST + 1);
for i := 0 to WEAPON_LAST do
begin
if ShotAnim[i].anim.frames > 0 then
begin
if ggItems <> nil then
begin
+ (* hack: prevent visual disappearance *)
+ x := x - MAXITEMW;
+ y := y - MAXITEMH;
+ w := w + MAXITEMW*2;
+ h := h + MAXITEMH*2;
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) 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
+ r_Common_GetObjectPos(it.obj, xx, yy);
+ if g_Collide(xx + it.obj.rect.x, yy + it.obj.rect.y, it.obj.rect.width, it.obj.rect.height, x, y, w, h) then
begin
- r_Common_GetObjectPos(it.obj, xx, yy);
+ t := Items[it.ItemType].tex;
tex := t.GetTexture(Items[it.ItemType].frame);
r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
xx + it.obj.rect.x, // it.obj.x + it.obj.rect.x,
end;
function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
- // var c: Integer;
+ var w: Integer;
begin
t := nil; dx := 0; dy := 0; flip := false;
result := MonTextures[m, a, d] <> nil;
end;
if flip then
begin
-// c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
-// dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
- dx := -dx;
+ if (m = MONSTER_SOUL) and (a = ANIM_DIE) then w := 64 else w := 0;
+ dx := -dx - w;
end;
end;
end;
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
- var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
+ var m, a, xx, yy, dx, dy: Integer; d, da: TDirection; flip: Boolean; t: TGLMultiTexture;
begin
m := mon.MonsterType;
a := mon.MonsterAnim;
d := mon.GameDirection;
+ (* hack: barrel tracks player, fix it in game logic *)
+ if m = MONSTER_BARREL then d := TDirection.D_LEFT;
+
r_Common_GetObjectPos(mon.obj, xx, yy);
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
begin
- r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
+ da := mon.GameDirection;
+ r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, da], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
end;
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
xx + mon.obj.rect.x, // mon.obj.x + mon.obj.rect.x,
0, 255, 0, 255
);
end;
- if DebugHealth and mon.alive then
+ if DebugHealth and mon.alive and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Common_DrawText(
IntToStr(mon.MonsterHealth),
begin
if gMonsters <> nil then
begin
+ (* hack: prevent visual disappearance *)
+ x := x - MAXMONW;
+ y := y - MAXMONH;
+ w := w + MAXMONW*2;
+ h := h + MAXMONH*2;
for i := 0 to High(gMonsters) do
begin
m := gMonsters[i];
end;
end;
+ procedure r_Map_DrawAim (p: TPlayer);
+ var x0, y0, x1, y1, a, len: Integer;
+ begin
+ ASSERT(p <> nil);
+ r_Common_GetPlayerPos(p, x0, y0);
+ x0 := x0 + WEAPONPOINT[p.Direction].X + IfThen(p.Direction = TDirection.D_LEFT, 7, -7);
+ y0 := y0 + WEAPONPOINT[p.Direction].Y;
+ a := p.Angle_;
+ len := 1024;
+ case p.CurrWeap of
+ WEAPON_KASTET: len := 12;
+ WEAPON_SAW: len := 24;
+ WEAPON_PISTOL, WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_CHAINGUN,
+ WEAPON_ROCKETLAUNCHER, WEAPON_SUPERPULEMET, WEAPON_FLAMETHROWER:
+ begin
+ if a = ANGLE_RIGHTUP then DEC(a, 2);
+ if a = ANGLE_RIGHTDOWN then INC(a, 4);
+ if a = ANGLE_LEFTUP then INC(a, 2);
+ if a = ANGLE_LEFTDOWN then DEC(a, 4);
+ end;
+ WEAPON_PLASMA:
+ begin
+ if a = ANGLE_RIGHTUP then DEC(a, 1);
+ if a = ANGLE_RIGHTDOWN then INC(a, 3);
+ if a = ANGLE_LEFTUP then INC(a, 1);
+ if a = ANGLE_LEFTDOWN then DEC(a, 3);
+ end;
+ WEAPON_BFG:
+ begin
+ if a = ANGLE_RIGHTUP then DEC(a, 1);
+ if a = ANGLE_RIGHTDOWN then INC(a, 2);
+ if a = ANGLE_LEFTUP then INC(a, 1);
+ if a = ANGLE_LEFTDOWN then DEC(a, 2);
+ end;
+ end;
+ x1 := x0 + Trunc(Cos(-DegToRad(a)) * len);
+ y1 := y0 + Trunc(Sin(-DegToRad(a)) * len);
+ r_Draw_Line(x0, y0, x1, y1, 255, 0, 0, 158);
+ end;
+
procedure r_Map_DrawPlayer (p, drawed: TPlayer);
var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
begin
r_Map_DrawPlayerModel(p.Model, x, y, alpha);
end;
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
x + p.obj.rect.x, // p.obj.x + p.obj.rect.x,
);
end;
- if DebugHealth and p.alive then
+ if DebugHealth and p.alive and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Common_DrawText(
IntToStr(p.health) + '/' + IntToStr(p.armor),
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
+ if gAimLine and p.alive and ((p = gPlayer1) or (p = gPlayer2)) then
+ r_Map_DrawAim(p);
end;
procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
begin
if gGibs <> nil then
begin
+ (* hack: prevent visual disappearance *)
+ x := x - MAXGIBW;
+ y := y - MAXGIBH;
+ w := w + MAXGIBW*2;
+ h := h + MAXGIBH*2;
for i := 0 to High(gGibs) do
begin
if gGibs[i].alive then
pY := Shots[i].Obj.Rect.Height div 2;
g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
tex := t.GetTexture(frame);
- r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
- if DebugFrames then
+ r_Draw_TextureRepeatRotate(tex, xx - ShotAnim[typ].x, yy - ShotAnim[typ].y, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
xx + Shots[i].obj.rect.x, // Shots[i].obj.x + Shots[i].obj.rect.x,
t := FlagTextures[i];
tex := t.GetTexture(FlagFrame);
r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false);
- if DebugFrames then
+ if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then
begin
r_Draw_Rect(
xx + gFlags[i].obj.rect.x, // gFlags[i].obj.x + gFlags[i].obj.rect.x,
if gDrawBackGround and (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_SetFilter(SkyTexture, gTextureFilter);
r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
end;
g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
end;
+ procedure r_Map_GetSpectatorLimits (out x0, y0, x1, y1: Integer);
+ var w, h: Integer;
+ begin
+ w := Round(gScreenWidth / g_dbg_scale);
+ if gMapInfo.Width > w then
+ begin
+ x0 := w div 2;
+ x1 := gMapInfo.Width - w div 2 - 1;
+ end
+ else
+ begin
+ x0 := gMapInfo.Width div 2;
+ x1 := gMapInfo.Width div 2;
+ end;
+
+ h := Round(gScreenHeight / g_dbg_scale);
+ if gMapInfo.Height > h then
+ begin
+ y0 := h div 2;
+ y1 := gMapInfo.Height - h div 2 - 1;
+ end
+ else
+ begin
+ y0 := gMapInfo.Height div 2;
+ y1 := gMapInfo.Height div 2;
+ end;
+ end;
+
initialization
conRegVar('r_sq_draw', @UseAccel, 'accelerated spatial queries in rendering', 'accelerated rendering');
conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');