index 992d8687a3194d9c15d5dc17b98f7773001117d7..ecc219200a203a4c8d0a58298849c33350299731 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
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
begin
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, '', '');