X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=535d56eeafd6ca3456eec9fe2359f2ab75ec81e9;hb=89aefa5014cb0dcaac0bac925dd0bd82da0f979a;hp=f9ac5dc08648eb151615af14be70b31991d30058;hpb=b36923c380a9760c74967bc8c850517c386747db;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index f9ac5dc..535d56e 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -55,6 +55,7 @@ implementation 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} @@ -221,6 +222,7 @@ implementation 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 @@ -233,10 +235,12 @@ implementation 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; @@ -249,6 +253,8 @@ implementation 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; @@ -341,9 +347,9 @@ implementation 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; {$IFDEF ENABLE_GIBS} @@ -388,7 +394,6 @@ implementation w, h, count, - False, False ); end @@ -413,7 +418,6 @@ implementation ItemAnim[i].w, ItemAnim[i].h, ItemAnim[i].anim.frames, - ItemAnim[i].anim.back, false ); Items[i].frame := 0; @@ -423,7 +427,7 @@ implementation for j := 0 to ANIM_LAST do for d := TDirection.D_LEFT to TDirection.D_RIGHT do r_Map_LoadMonsterAnim(i, j, d); - VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False); + VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames); // --------- player models --------- // if PlayerModelsArray <> nil then begin @@ -440,17 +444,17 @@ implementation {$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); {$ENDIF} // --------- shots --------- // for i := 0 to WEAPON_LAST do if ShotAnim[i].anim.frames > 0 then - ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, ShotAnim[i].anim.back); + ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames); // --------- flags --------- // FlagTextures[FLAG_NONE] := nil; - FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false); - FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false); - // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false); + FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5); + FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5); + // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8); // --------- shells --------- // {$IFDEF ENABLE_SHELLS} for i := 0 to SHELL_LAST do @@ -460,15 +464,21 @@ implementation 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); + 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; @@ -546,7 +556,8 @@ implementation 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 @@ -554,6 +565,7 @@ implementation 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; @@ -561,10 +573,13 @@ implementation 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 @@ -587,22 +602,29 @@ implementation 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 @@ -633,7 +655,7 @@ implementation end; procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean); - var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture; + var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture; begin if ggItems <> nil then begin @@ -645,9 +667,9 @@ implementation 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_Common_GetObjectPos(it.obj, xx, yy); tex := t.GetTexture(Items[it.ItemType].frame); - r_Draw_TextureRepeat(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false); + r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false); end; end; end; @@ -689,25 +711,34 @@ implementation end; procedure r_Map_DrawMonsterAttack (constref mon: TMonster); - var o: TObj; + var o: TObj; count, frame, xx, yy: 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); + begin + if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then + begin + if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then + begin + g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame); + tex := VileFire.GetTexture(frame); + r_Draw_TextureRepeat(tex, xx + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, yy + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false); + end; + end; + end; end; procedure r_Map_DrawMonster (constref mon: TMonster); - var m, a, fX, fY, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; + var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; begin m := mon.MonsterType; a := mon.MonsterAnim; d := mon.GameDirection; - 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); + begin + r_Common_GetObjectPos(mon.obj, xx, yy); + r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false); + end; // TODO draw g_debug_frames end; @@ -744,7 +775,7 @@ implementation 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; @@ -805,25 +836,82 @@ implementation 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 xx, yy, x, y: Integer; cb, cf: TRGB; + begin + r_Common_GetPlayerPos(p, xx, yy); + x := xx + p.obj.rect.x + p.obj.rect.width div 2; + y := yy; + 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; tex: TGLTexture; alpha: Byte; count, frame: LongInt; + var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt; begin if p.alive then begin - fX := p.obj.x; fY := p.obj.y; - // TODO fix lerp - //p.obj.Lerp(gLerpFactor, fX, fY); - fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor); + r_Common_GetPlayerPos(p, x, y); (* punch effect *) if p.PunchTime <= gTime then @@ -844,7 +932,7 @@ implementation 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) + r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false) end; end; end; @@ -856,7 +944,7 @@ implementation 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); + r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false); end; (* invisibility effect *) @@ -872,10 +960,14 @@ implementation alpha := 1; // ??? end; - r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha); + r_Map_DrawPlayerModel(p.Model, x, y, 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; @@ -895,7 +987,7 @@ implementation end; procedure r_Map_DrawGibs (x, y, w, h: Integer); - var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture; + var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture; begin if gGibs <> nil then begin @@ -906,7 +998,7 @@ implementation p := @gGibs[i].Obj; if g_Obj_Collide(x, y, w, h, p) then begin - p.Lerp(gLerpFactor, fx, fy); + r_Common_GetObjectPos(p^, xx, yy); id := gGibs[i].GibID; m := gGibs[i].ModelID; t := Models[m].gibs.base[id]; @@ -915,11 +1007,11 @@ implementation 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); + r_Draw_TextureRepeatRotate(t, xx, yy, 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); + r_Draw_TextureRepeatRotate(t, xx, yy, 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, xx + p.Rect.X, yy + 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; @@ -931,7 +1023,7 @@ implementation {$IFDEF ENABLE_CORPSES} procedure r_Map_DrawCorpses (x, y, w, h: Integer); - var i, fX, fY: Integer; p: TCorpse; + var i, xx, yy: Integer; p: TCorpse; begin if gCorpses <> nil then begin @@ -940,8 +1032,8 @@ implementation p := gCorpses[i]; if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then begin - p.obj.Lerp(gLerpFactor, fX, fY); - r_Map_DrawPlayerModel(p.model, fX, fY, 255); + r_Common_GetObjectPos(p.obj, xx, yy); + r_Map_DrawPlayerModel(p.model, xx, yy, 255); end; end; end; @@ -1077,7 +1169,7 @@ implementation {$ENDIF} procedure r_Map_DrawShots (x, y, w, h: Integer); - var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; + var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; begin if Shots <> nil then begin @@ -1094,12 +1186,12 @@ implementation WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE: a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y) end; - Shots[i].Obj.Lerp(gLerpFactor, fX, fY); + r_Common_GetObjectPos(Shots[i].Obj, xx, yy); pX := Shots[i].Obj.Rect.Width div 2; 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, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); + r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); end; end; end; @@ -1108,7 +1200,7 @@ implementation end; procedure r_Map_DrawFlags (x, y, w, h: Integer); - var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; + var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; begin if gGameSettings.GameMode = GM_CTF then begin @@ -1116,12 +1208,12 @@ implementation begin if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then begin - gFlags[i].Obj.Lerp(gLerpFactor, fx, fy); + r_Common_GetObjectPos(gFlags[i].Obj, xx, yy); 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) + r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false) end; end; end; @@ -1130,7 +1222,7 @@ implementation {$IFDEF ENABLE_SHELLS} procedure r_Map_DrawShells (x, y, w, h: Integer); - var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj; + var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj; begin if gShells <> nil then begin @@ -1147,8 +1239,8 @@ implementation t := ShellTextures[typ]; if t <> nil then begin - p.Lerp(gLerpFactor, fx, fy); - r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle); + r_Common_GetObjectPos(p^, xx, yy); + r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle); end; end; end; @@ -1158,20 +1250,6 @@ implementation end; {$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%) *) @@ -1181,7 +1259,7 @@ implementation 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); @@ -1246,35 +1324,129 @@ implementation end; end; + procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer); + var a, ax, ay, fx, fy, xx, yy: Integer; + begin + if (p <> nil) and p.Alive and (p.Spectator = false) then + begin + r_Common_GetPlayerPos(p, fx, fy); + 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; + 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; + 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); @@ -1284,6 +1456,19 @@ implementation 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); @@ -1314,13 +1499,21 @@ implementation 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; @@ -1333,4 +1526,7 @@ implementation g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame); end; +initialization + conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', ''); + DebugCameraScale := 1.0; end.