index 87379696680a2cf7d33bd88b5ea097f0891c72b7..e81872aec3de2cb5c2e9dc780b2861b4abd9bf6b 100644 (file)
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}
TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
var
+ DebugCameraScale: Single;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
VileFire: TGLMultiTexture;
InvulPenta: TGLTexture;
+ IndicatorTexture: TGLTexture;
Models: array of record
anim: array [TDirection, 0..A_LAST] of record
base, mask: TGLMultiTexture;
end;
// --------- other --------- //
InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
+ IndicatorTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PLRIND');
end;
procedure r_Map_Free;
var i, j, k: Integer; d: TDirection; b: Boolean;
begin
+ if IndicatorTexture <> nil then
+ IndicatorTexture.Free;
if InvulPenta <> nil then
InvulPenta.Free;
InvulPenta := nil;
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.