X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=9a984283979f63d9676da548bc34d8bffe020035;hb=0a015427343163d4b6e7939c9a07f34d386f7a88;hp=063c36b91e628b048502af9c5d2116116eaa3db6;hpb=292e2b4e094da60e0e30512697dd275ff6d5de43;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 063c36b..9a98428 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -17,6 +17,8 @@ unit r_map; interface + uses g_base; // TRectWH + procedure r_Map_Initialize; procedure r_Map_Finalize; @@ -26,6 +28,13 @@ interface procedure r_Map_LoadTextures; procedure r_Map_FreeTextures; +{$IFDEF ENABLE_GFX} + procedure r_Map_NewGFX (typ, x, y: Integer); +{$ENDIF} +{$IFDEF ENABLE_GIBS} + function r_Map_GetGibSize (m, i: Integer): TRectWH; +{$ENDIF} + procedure r_Map_Update; procedure r_Map_Draw (x, y, w, h, camx, camy: Integer); @@ -33,6 +42,7 @@ interface implementation uses + Math, {$IFDEF USE_GLES1} GLES11, {$ELSE} @@ -40,11 +50,20 @@ implementation {$ENDIF} e_log, binheap, MAPDEF, utils, - g_options, g_textures, g_basic, g_base, g_phys, + g_options, g_textures, g_basic, g_phys, g_game, g_map, g_panel, g_items, g_monsters, g_playermodel, g_player, g_weapons, {$IFDEF ENABLE_CORPSES} g_corpses, {$ENDIF} + {$IFDEF ENABLE_SHELLS} + g_shells, + {$ENDIF} + {$IFDEF ENABLE_GIBS} + g_gibs, + {$ENDIF} + {$IFDEF ENABLE_GFX} + g_gfx, + {$ENDIF} r_textures, r_draw ; @@ -77,6 +96,130 @@ implementation VILEFIRE_DX = 32; VILEFIRE_DY = 128; + ItemAnim: array [0..ITEM_LAST] of record + name: AnsiString; + w, h: Integer; + d: Integer; // delay + n: Integer; // count + b: Boolean; // backanim + end = ( + (name: ''; w: 0; h: 0; d: 0; n: 0; b: False), + (name: 'MED1'; w: 16; h: 16; d: 0; n: 1; b: False), + (name: 'MED2'; w: 32; h: 32; d: 0; n: 1; b: False), + (name: 'BMED'; w: 32; h: 32; d: 0; n: 1; b: False), + (name: 'ARMORGREEN'; w: 32; h: 16; d: 20; n: 3; b: True), + (name: 'ARMORBLUE'; w: 32; h: 16; d: 20; n: 3; b: True), + (name: 'SBLUE'; w: 32; h: 32; d: 15; n: 4; b: True), + (name: 'SWHITE'; w: 32; h: 32; d: 20; n: 4; b: True), + (name: 'SUIT'; w: 32; h: 64; d: 0; n: 1; b: False), + (name: 'OXYGEN'; w: 16; h: 32; d: 0; n: 1; b: False), + (name: 'INVUL'; w: 32; h: 32; d: 20; n: 4; b: True), + (name: 'SAW'; w: 64; h: 32; d: 0; n: 1; b: False), + (name: 'SHOTGUN1'; w: 64; h: 16; d: 0; n: 1; b: False), + (name: 'SHOTGUN2'; w: 64; h: 16; d: 0; n: 1; b: False), + (name: 'MGUN'; w: 64; h: 16; d: 0; n: 1; b: False), + (name: 'RLAUNCHER'; w: 64; h: 16; d: 0; n: 1; b: False), + (name: 'PGUN'; w: 64; h: 16; d: 0; n: 1; b: False), + (name: 'BFG'; w: 64; h: 64; d: 0; n: 1; b: False), + (name: 'SPULEMET'; w: 64; h: 16; d: 0; n: 1; b: False), + (name: 'CLIP'; w: 16; h: 16; d: 0; n: 1; b: False), + (name: 'AMMO'; w: 32; h: 16; d: 0; n: 1; b: False), + (name: 'SHELL1'; w: 16; h: 8; d: 0; n: 1; b: False), + (name: 'SHELL2'; w: 32; h: 16; d: 0; n: 1; b: False), + (name: 'ROCKET'; w: 16; h: 32; d: 0; n: 1; b: False), + (name: 'ROCKETS'; w: 64; h: 32; d: 0; n: 1; b: False), + (name: 'CELL'; w: 16; h: 16; d: 0; n: 1; b: False), + (name: 'CELL2'; w: 32; h: 32; d: 0; n: 1; b: False), + (name: 'BPACK'; w: 32; h: 32; d: 0; n: 1; b: False), + (name: 'KEYR'; w: 16; h: 16; d: 0; n: 1; b: False), + (name: 'KEYG'; w: 16; h: 16; d: 0; n: 1; b: False), + (name: 'KEYB'; w: 16; h: 16; d: 0; n: 1; b: False), + (name: 'KASTET'; w: 64; h: 32; d: 0; n: 1; b: False), + (name: 'PISTOL'; w: 64; h: 16; d: 0; n: 1; b: False), + (name: 'BOTTLE'; w: 16; h: 32; d: 20; n: 4; b: True), + (name: 'HELMET'; w: 16; h: 16; d: 20; n: 4; b: True), + (name: 'JETPACK'; w: 32; h: 32; d: 15; n: 3; b: True), + (name: 'INVIS'; w: 32; h: 32; d: 20; n: 4; b: True), + (name: 'FLAMETHROWER'; w: 64; h: 32; d: 0; n: 1; b: False), + (name: 'FUELCAN'; w: 16; h: 32; d: 0; n: 1; b: False) + ); + +{$IFDEF ENABLE_GFX} + GFXAnim: array [0..R_GFX_LAST] of record + name: AnsiString; + w, h: Integer; + count: Integer; + back: Boolean; + speed: Integer; + rspeed: Integer; + alpha: Integer; + end = ( + (name: ''; w: 0; h: 0; count: 0; back: false; speed: 0; rspeed: 0; alpha: 0), + (name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 0; alpha: 0), + (name: 'EROCKET'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'EBFG'; w: 128; h: 128; count: 6; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'BFGHIT'; w: 64; h: 64; count: 4; back: false; speed: 4; rspeed: 0; alpha: 0), + (name: 'FIRE'; w: 64; h: 128; count: 8; back: false; speed: 4; rspeed: 2; alpha: 0), + (name: 'ITEMRESPAWN'; w: 32; h: 32; count: 5; back: true; speed: 4; rspeed: 0; alpha: 0), + (name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0), + (name: 'ESKELFIRE'; w: 64; h: 64; count: 3; back: false; speed: 8; rspeed: 0; alpha: 0), + (name: 'EPLASMA'; w: 32; h: 32; count: 4; back: true; speed: 3; rspeed: 0; alpha: 0), + (name: 'EBSPFIRE'; w: 32; h: 32; count: 5; back: false; speed: 3; rspeed: 0; alpha: 0), + (name: 'EIMPFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'ECACOFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'EBARONFIRE'; w: 64; h: 64; count: 3; back: false; speed: 6; rspeed: 0; alpha: 0), + (name: 'TELEPORT'; w: 64; h: 64; count: 10; back: false; speed: 3; rspeed: 0; alpha: 0), // fast + (name: 'SMOKE'; w: 32; h: 32; count: 10; back: false; speed: 3; rspeed: 0; alpha: 150), // transparent + (name: 'FLAME'; w: 32; h: 32; count: 11; back: false; speed: 3; rspeed: 2; alpha: 0) // random + ); +{$ENDIF} + + ShotAnim: array [0..WEAPON_LAST] of record + name: AnsiString; + w, h: Integer; + count: Integer; + end = ( + (name: ''; w: 0; h: 0; count: 0), // 0 KASTET + (name: ''; w: 0; h: 0; count: 0), // 1 SAW + (name: ''; w: 0; h: 0; count: 0), // 2 PISTOL + (name: ''; w: 0; h: 0; count: 0), // 3 SHOTGUN1 + (name: ''; w: 0; h: 0; count: 0), // 4 SHOTGUN2 + (name: ''; w: 0; h: 0; count: 0), // 5 CHAINGUN + (name: 'BROCKET'; w: 64; h: 32; count: 1), // 6 ROCKETLAUNCHER + (name: 'BPLASMA'; w: 16; h: 16; count: 2), // 7 PLASMA + (name: 'BBFG'; w: 64; h: 64; count: 2), // 8 BFG + (name: ''; w: 0; h: 0; count: 0), // 9 SUPERPULEMET + (name: 'FLAME'; w: 32; h: 32; count: 0{11}), // 10 FLAMETHROWER + (name: ''; w: 0; h: 0; count: 0), // 11 + (name: ''; w: 0; h: 0; count: 0), // 12 + (name: ''; w: 0; h: 0; count: 0), // 13 + (name: ''; w: 0; h: 0; count: 0), // 14 + (name: ''; w: 0; h: 0; count: 0), // 15 + (name: ''; w: 0; h: 0; count: 0), // 16 + (name: ''; w: 0; h: 0; count: 0), // 17 + (name: ''; w: 0; h: 0; count: 0), // 18 + (name: ''; w: 0; h: 0; count: 0), // 19 + (name: ''; w: 0; h: 0; count: 0), // 20 ZOMPY_PISTOL + (name: 'BIMPFIRE'; w: 16; h: 16; count: 2), // 21 IMP_FIRE + (name: 'BBSPFIRE'; w: 16; h: 16; count: 2), // 22 BSP_FIRE + (name: 'BCACOFIRE'; w: 16; h: 16; count: 2), // 23 CACO_FIRE + (name: 'BBARONFIRE'; w: 64; h: 16; count: 2), // 24 BARON_FIRE + (name: 'BMANCUBFIRE'; w: 64; h: 32; count: 2), // 25 MANCUB_FIRE + (name: 'BSKELFIRE'; w: 64; h: 64; count: 2) // 26 SKEL_FIRE + ); + +{$IFDEF ENABLE_SHELLS} + ShellAnim: array [0..SHELL_LAST] of record + name: AnsiString; + dx, dy: Integer; + end = ( + (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET + (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL + (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL + ); +{$ENDIF} + type TBinHeapPanelDrawCmp = class public @@ -93,27 +236,45 @@ implementation spec: LongInt; tex: TGLMultiTexture; end; - Items: array [0..ITEM_MAX] of record + Items: array [0..ITEM_LAST] of record tex: TGLMultiTexture; anim: TAnimState; end; MonTextures: array [0..MONSTER_MAN] of TMonsterAnims; WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture; + ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture; + FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture; + PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down] VileFire: TGLMultiTexture; Models: array of record anim: array [TDirection, 0..A_LAST] of record base, mask: TGLMultiTexture; end; -(* - {$IFDEF ENABLE_GIBS} - gibs: array of record - base, mask: TGLTexture; - rect: TRectWH; - end; - {$ENDIF} -*) +{$IFDEF ENABLE_GIBS} + gibs: record + base, mask: TGLTextureArray; + rect: TRectArray; + end; +{$ENDIF} end; + StubShotAnim: TAnimState; // TODO remove this hack + FlagAnim: TAnimState; + +{$IFDEF ENABLE_SHELLS} + ShellTextures: array [0..SHELL_LAST] of TGLTexture; +{$ENDIF} +{$IFDEF ENABLE_GFX} + GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture; + gfxlist: array of record + typ: Byte; + alpha: Byte; + x, y: Integer; + oldX, oldY: Integer; + anim: TAnimState; + end = nil; +{$ENDIF} + plist: TBinHeapPanelDraw = nil; class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline; @@ -125,17 +286,51 @@ implementation procedure r_Map_Initialize; begin + StubShotAnim := TAnimState.Create(true, 1, 1); + FlagAnim := TAnimState.Create(true, 8, 5); plist := TBinHeapPanelDraw.Create(); end; procedure r_Map_Finalize; begin - plist.Free + plist.Free; + StubShotAnim.Invalidate; + end; + + procedure r_Map_FreeModel (i: Integer); + var a: Integer; d: TDirection; + begin + for d := TDirection.D_LEFT to TDirection.D_RIGHT do + begin + for a := A_STAND to A_LAST do + begin + if Models[i].anim[d, a].base <> nil then + Models[i].anim[d, a].base.Free; + if Models[i].anim[d, a].mask <> nil then + Models[i].anim[d, a].mask.Free; + Models[i].anim[d, a].base := nil; + Models[i].anim[d, a].mask := nil; + end; + end; + {$IFDEF ENABLE_GIBS} + if Models[i].gibs.base <> nil then + for a := 0 to High(Models[i].gibs.base) do + Models[i].gibs.base[a].Free; + if Models[i].gibs.mask <> nil then + for a := 0 to High(Models[i].gibs.mask) do + Models[i].gibs.mask[a].Free; + Models[i].gibs.base := nil; + Models[i].gibs.mask := nil; + Models[i].gibs.rect := nil; + {$ENDIF} end; procedure r_Map_LoadModel (i: Integer); var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo; begin + ASSERT(i < Length(Models)); + ASSERT(i < Length(PlayerModelsArray)); + r_Map_FreeModel(i); m := @PlayerModelsArray[i]; prefix := m.FileName + ':TEXTURES/'; for d := TDirection.D_LEFT to TDirection.D_RIGHT do @@ -150,116 +345,89 @@ implementation Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, m.anim[d, a].back, true); end end; -(* {$IFDEF ENABLE_GIBS} - Models[i].gibs := nil; + Models[i].gibs.base := nil; + Models[i].gibs.mask := nil; + Models[i].gibs.rect := nil; if m.GibsCount > 0 then begin - SetLength(Models[i].gibs, m.GibsCount); + SetLength(Models[i].gibs.base, m.GibsCount); + SetLength(Models[i].gibs.mask, m.GibsCount); + SetLength(Models[i].gibs.rect, m.GibsCount); + for a := 0 to m.GibsCount - 1 do + Models[i].gibs.rect[a] := DefaultGibSize; + if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then + begin + if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, Models[i].gibs.mask, nil) then + begin + // ok + end; + end; + for a := 0 to m.GibsCount - 1 do + e_logwritefln('model %s gib %s: %sx%s:%sx%s', [i, a, Models[i].gibs.rect[a].x, Models[i].gibs.rect[a].y, Models[i].gibs.rect[a].width, Models[i].gibs.rect[a].height]); end; {$ENDIF} -*) end; + procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection); + const dir: array [TDirection] of AnsiString = ('_L', ''); + var w, h, count: Integer; + begin + count := MONSTER_ANIMTABLE[m].AnimCount[a]; + if count > 0 then + begin + w := MTABLE[m].w; + h := MTABLE[m].h; + if (m = MONSTER_SOUL) and (a = ANIM_DIE) then + begin + // special case + w := 128; + h := 128; + end; + MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo( + GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d], + w, + h, + count, + False, + False + ); + end + else + MonTextures[m, a, d] := nil; + end; procedure r_Map_Load; const WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM'); WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN'); WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE'); + PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB'); var - i, j, k: Integer; d: TDirection; - - procedure LoadItem (i: Integer; const name: AnsiString; w, h, delay, count: Integer; backanim: Boolean); - begin - ASSERT(i >= 0); - ASSERT(i <= ITEM_MAX); - Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/' + name, w, h, count, backanim, false); - if backanim then count := count * 2 - 2; - Items[i].anim := TAnimState.Create(True, delay, count); - ASSERT(Items[i].tex <> NIL); - end; - - procedure LoadMonster (m, a: Integer; d: TDirection); - const - dir: array [TDirection] of AnsiString = ('_L', ''); - var - w, h, count: Integer; + i, j, k: Integer; d: TDirection; b: Boolean; + begin + // --------- items --------- // + for i := 0 to ITEM_LAST do begin - count := MONSTER_ANIMTABLE[m].AnimCount[a]; - if count > 0 then + if ItemAnim[i].n > 0 then begin - w := MTABLE[m].w; - h := MTABLE[m].h; - if (m = MONSTER_SOUL) and (a = ANIM_DIE) then - begin - // special case - w := 128; - h := 128; - end; - MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo( - GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d], - w, - h, - count, - False, - False - ) - end - else - MonTextures[m, a, d] := nil + Items[i].tex := r_Textures_LoadMultiFromFileAndInfo( + GameWAD + ':TEXTURES/' + ItemAnim[i].name, + ItemAnim[i].w, + ItemAnim[i].h, + ItemAnim[i].n, + ItemAnim[i].b, + false + ); + k := IfThen(ItemAnim[i].b, ItemAnim[i].n * 2 - 2, ItemAnim[i].n); + Items[i].anim := TAnimState.Create(True, ItemAnim[i].d, k); + end; end; - - begin - // --------- items --------- // - // i name w h d n backanim - LoadItem(ITEM_NONE, 'NOTEXTURE', 16, 16, 0, 1, False); - LoadItem(ITEM_MEDKIT_SMALL, 'MED1', 16, 16, 0, 1, False); - LoadItem(ITEM_MEDKIT_LARGE, 'MED2', 32, 32, 0, 1, False); - LoadItem(ITEM_MEDKIT_BLACK, 'BMED', 32, 32, 0, 1, False); - LoadItem(ITEM_ARMOR_GREEN, 'ARMORGREEN', 32, 16, 20, 3, True); - LoadItem(ITEM_ARMOR_BLUE, 'ARMORBLUE', 32, 16, 20, 3, True); - LoadItem(ITEM_SPHERE_BLUE, 'SBLUE', 32, 32, 15, 4, True); - LoadItem(ITEM_SPHERE_WHITE, 'SWHITE', 32, 32, 20, 4, True); - LoadItem(ITEM_SUIT, 'SUIT', 32, 64, 0, 1, False); - LoadItem(ITEM_OXYGEN, 'OXYGEN', 16, 32, 0, 1, False); - LoadItem(ITEM_INVUL, 'INVUL', 32, 32, 20, 4, True); - LoadItem(ITEM_WEAPON_SAW, 'SAW', 64, 32, 0, 1, False); - LoadItem(ITEM_WEAPON_SHOTGUN1, 'SHOTGUN1', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_SHOTGUN2, 'SHOTGUN2', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_CHAINGUN, 'MGUN', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_ROCKETLAUNCHER, 'RLAUNCHER', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_PLASMA, 'PGUN', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_BFG, 'BFG', 64, 64, 0, 1, False); - LoadItem(ITEM_WEAPON_SUPERPULEMET, 'SPULEMET', 64, 16, 0, 1, False); - LoadItem(ITEM_AMMO_BULLETS, 'CLIP', 16, 16, 0, 1, False); - LoadItem(ITEM_AMMO_BULLETS_BOX, 'AMMO', 32, 16, 0, 1, False); - LoadItem(ITEM_AMMO_SHELLS, 'SHELL1', 16, 8, 0, 1, False); - LoadItem(ITEM_AMMO_SHELLS_BOX, 'SHELL2', 32, 16, 0, 1, False); - LoadItem(ITEM_AMMO_ROCKET, 'ROCKET', 16, 32, 0, 1, False); - LoadItem(ITEM_AMMO_ROCKET_BOX, 'ROCKETS', 64, 32, 0, 1, False); - LoadItem(ITEM_AMMO_CELL, 'CELL', 16, 16, 0, 1, False); - LoadItem(ITEM_AMMO_CELL_BIG, 'CELL2', 32, 32, 0, 1, False); - LoadItem(ITEM_AMMO_BACKPACK, 'BPACK', 32, 32, 0, 1, False); - LoadItem(ITEM_KEY_RED, 'KEYR', 16, 16, 0, 1, False); - LoadItem(ITEM_KEY_GREEN, 'KEYG', 16, 16, 0, 1, False); - LoadItem(ITEM_KEY_BLUE, 'KEYB', 16, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_KASTET, 'KASTET', 64, 32, 0, 1, False); - LoadItem(ITEM_WEAPON_PISTOL, 'PISTOL', 64, 16, 0, 1, False); - LoadItem(ITEM_BOTTLE, 'BOTTLE', 16, 32, 20, 4, True); - LoadItem(ITEM_HELMET, 'HELMET', 16, 16, 20, 4, True); - LoadItem(ITEM_JETPACK, 'JETPACK', 32, 32, 15, 3, True); - LoadItem(ITEM_INVIS, 'INVIS', 32, 32, 20, 4, True); - LoadItem(ITEM_WEAPON_FLAMETHROWER, 'FLAMETHROWER', 64, 32, 0, 1, False); - LoadItem(ITEM_AMMO_FUELCAN, 'FUELCAN', 16, 32, 0, 1, False); - // fill with NOTEXURE forgotten item - for i := ITEM_AMMO_FUELCAN + 1 to ITEM_MAX do - LoadItem(i,'NOTEXTURE', 16, 16, 0, 1, False); // --------- monsters --------- // for i := MONSTER_DEMON to MONSTER_MAN do for j := 0 to ANIM_LAST do for d := TDirection.D_LEFT to TDirection.D_RIGHT do - LoadMonster(i, j, d); + r_Map_LoadMonsterAnim(i, j, d); VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False); // --------- player models --------- // if PlayerModelsArray <> nil then @@ -273,11 +441,75 @@ implementation for j := 0 to W_POS_LAST do for k := 0 to W_ACT_LAST do WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]); + // --------- gfx animations --------- // + {$IFDEF ENABLE_GFX} + for i := 1 to R_GFX_LAST do + if GFXAnim[i].count > 0 then + GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].count, GFXAnim[i].back); + {$ENDIF} + // --------- shots --------- // + for i := 0 to WEAPON_LAST do + if ShotAnim[i].count > 0 then + ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].count, false); + // --------- flags --------- // + FlagTextures[FLAG_NONE] := nil; + FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false); + FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false); + // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false); + // --------- shells --------- // + {$IFDEF ENABLE_SHELLS} + for i := 0 to SHELL_LAST do + ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name); + {$ENDIF} + // --------- punch --------- // + for b := false to true do + begin + for i := 0 to 2 do + PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, 4, false); + end; end; procedure r_Map_Free; - var i, j, k, a: Integer; d: TDirection; + var i, j, k: Integer; d: TDirection; b: Boolean; begin + for b := false to true do + begin + for i := 0 to 2 do + begin + if PunchTextures[b, i] <> nil then + PunchTextures[b, i].Free; + PunchTextures[b, i] := nil; + end; + end; + {$IFDEF ENABLE_SHELLS} + for i := 0 to SHELL_LAST do + begin + if ShellTextures[i] <> nil then + ShellTextures[i].Free; + ShellTextures[i] := nil; + end; + {$ENDIF} + for i := 0 to FLAG_LAST do + begin + if FlagTextures[i] <> nil then + FlagTextures[i].Free; + FlagTextures[i] := nil; + end; + for i := 0 to WEAPON_LAST do + begin + if ShotTextures[i] <> nil then + ShotTextures[i].Free; + ShotTextures[i] := nil; + end; + {$IFDEF ENABLE_GFX} + gfxlist := nil; + for i := 0 to R_GFX_LAST do + begin + if GFXTextures[i] <> nil then + GFXTextures[i].Free; + GFXTextures[i] := nil; + end; + {$ENDIF} for i := 1 to WP_LAST do begin for j := 0 to W_POS_LAST do @@ -290,18 +522,9 @@ implementation end; end; end; - for d := TDirection.D_LEFT to TDirection.D_RIGHT do - begin - for a := A_STAND to A_LAST do - begin - if Models[i].anim[d, a].base <> nil then - Models[i].anim[d, a].base.Free; - if Models[i].anim[d, a].mask <> nil then - Models[i].anim[d, a].mask.Free; - Models[i].anim[d, a].base := nil; - Models[i].anim[d, a].mask := nil; - end; - end; + if Models <> nil then + for i := 0 to High(Models) do + r_Map_FreeModel(i); for i := MONSTER_DEMON to MONSTER_MAN do begin for j := 0 to ANIM_LAST do @@ -314,7 +537,7 @@ implementation end; end; end; - for i := 0 to ITEM_MAX do + for i := 0 to ITEM_LAST do begin if Items[i].tex <> nil then begin @@ -366,13 +589,6 @@ implementation RenTextures := nil; end; - procedure r_Map_Update; - var i: Integer; - begin - for i := 0 to ITEM_MAX do - Items[i].anim.Update; - end; - procedure r_Map_DrawPanel (p: TPanel); var Texture: Integer; t: TGLMultiTexture; begin @@ -384,13 +600,12 @@ implementation if (RenTextures[Texture].spec = 0) or (t <> nil) then begin - // TODO set alpha and blending type if t = nil then - r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false) + 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) + 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) else - r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false) + r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending) end; if t = nil then @@ -428,18 +643,18 @@ implementation 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) then + 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 begin it.obj.Lerp(gLerpFactor, fX, fY); - r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false); - // if g_debug_frames then // TODO draw collision frame + r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false, 255, 255, 255, 255, false); end; end; end; end; + // TODO draw g_debug_frames end; function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean; @@ -481,7 +696,7 @@ implementation 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); + 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); end; procedure r_Map_DrawMonster (constref mon: TMonster); @@ -494,12 +709,9 @@ implementation 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); + r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false); -{ - if g_debug_frames - // TODO draw frame -} + // TODO draw g_debug_frames end; procedure r_Map_DrawMonsters (x, y, w, h: Integer); @@ -534,11 +746,35 @@ implementation end; procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer); - var a, pos, act, xx, yy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; + var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB; begin a := pm.CurrentAnimation; d := pm.Direction; - // TODO draw flag + + (* draw flag*) + t := FlagTextures[pm.Flag]; + if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then + begin + flip := d = TDirection.D_RIGHT; + angle := PlayerModelsArray[pm.id].FlagAngle; + xx := PlayerModelsArray[pm.id].FlagPoint.X; + yy := PlayerModelsArray[pm.id].FlagPoint.Y; + r_Draw_MultiTextureRepeatRotate( + t, + FlagAnim, + x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X, + y + yy - FLAG_BASEPOINT.Y + 1, + t.width, + t.height, + flip, + 255, 255, 255, 255, false, + IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X), + FLAG_BASEPOINT.Y, + IfThen(flip, angle, -angle) + ); + end; + + (* draw weapon *) if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then begin case a of @@ -561,23 +797,28 @@ implementation y + yy, tex.width, tex.height, - d = TDirection.D_LEFT + d = TDirection.D_LEFT, + 255, 255, 255, 255, false ); end; end; + + (* draw body *) 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); - // TODO colorize mask + r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, 255, 255, 255, 255, false); t := Models[pm.id].anim[d, a].mask; if t <> nil then - r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip); + begin + c := pm.Color; + r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, 255, false); + end; end; end; procedure r_Map_DrawPlayer (p: TPlayer); - var fX, fY, fSlope: Integer; + var fX, fY, fSlope, ax, ay: Integer; b, flip: Boolean; t: TGLMultiTexture; begin if p.alive then begin @@ -585,7 +826,23 @@ implementation // TODO fix lerp //p.obj.Lerp(gLerpFactor, fX, fY); fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor); - // TODO draw punch + if p.PunchAnim.IsValid() and p.PunchAnim.enabled 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 + 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) + end; + end; // TODO invul pentagram // TODO draw it with transparency r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope); @@ -598,13 +855,53 @@ implementation procedure r_Map_DrawPlayers (x, y, w, h: Integer); var i: Integer; begin - // TODO draw only visible if gPlayers <> nil then for i := 0 to High(gPlayers) do if gPlayers[i] <> nil then r_Map_DrawPlayer(gPlayers[i]); end; +{$IFDEF ENABLE_GIBS} + function r_Map_GetGibSize (m, i: Integer): TRectWH; + begin + result := Models[m].gibs.rect[i]; + end; + + procedure r_Map_DrawGibs (x, y, w, h: Integer); + var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture; + begin + if gGibs <> nil then + begin + for i := 0 to High(gGibs) do + begin + if gGibs[i].alive then + begin + p := @gGibs[i].Obj; + if g_Obj_Collide(x, y, w, h, p) then + begin + p.Lerp(gLerpFactor, fx, fy); + id := gGibs[i].GibID; + m := gGibs[i].ModelID; + t := Models[m].gibs.base[id]; + if t <> nil then + begin + 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); + 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); + end; + end; + end; + end; + end; + // TODO draw g_debug_frames + end; +{$ENDIF} + {$IFDEF ENABLE_CORPSES} procedure r_Map_DrawCorpses (x, y, w, h: Integer); var i, fX, fY: Integer; p: TCorpse; @@ -621,6 +918,212 @@ implementation end; end; end; + // TODO draw g_debug_frames + end; +{$ENDIF} + +{$IFDEF ENABLE_GFX} + function r_Map_GetGFXID (): Integer; + var i: Integer; + begin + i := 0; + if gfxlist <> nil then + begin + while (i < Length(gfxlist)) and gfxlist[i].anim.IsValid() do + Inc(i); + if i >= Length(gfxlist) then + SetLength(gfxlist, Length(gfxlist) + 1) + end + else + SetLength(gfxlist, 1); + gfxlist[i].typ := R_GFX_NONE; + gfxlist[i].anim.Invalidate; + result := i + end; + + procedure r_Map_NewGFX (typ, x, y: Integer); + var i: Integer; + begin + if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then + begin + i := r_Map_GetGFXID(); + if i >= 0 then + begin + gfxlist[i].typ := typ; + gfxlist[i].x := x; + gfxlist[i].y := y; + gfxlist[i].oldX := x; + gfxlist[i].oldY := y; + gfxlist[i].anim := TAnimState.Create(false, GFXAnim[typ].speed + Random(GFXAnim[typ].rspeed), GFXAnim[typ].count); + gfxlist[i].anim.Reset(); + gfxlist[i].anim.Enable(); + end; + end; + end; + + procedure r_Map_UpdateGFX; + var i: Integer; + begin + if gfxlist <> nil then + begin + for i := 0 to High(gfxlist) do + begin + if gfxlist[i].anim.IsValid() then + begin + gfxlist[i].oldX := gfxlist[i].x; + gfxlist[i].oldY := gfxlist[i].y; + case gfxlist[i].typ of + R_GFX_FLAME, R_GFX_SMOKE: + begin + if Random(3) = 0 then + gfxlist[i].x := gfxlist[i].x - 1 + Random(3); + if Random(2) = 0 then + gfxlist[i].y := gfxlist[i].y - Random(2); + end; + end; + if gfxlist[i].anim.played then + gfxlist[i].anim.Invalidate + else + gfxlist[i].anim.Update + end; + end; + end; + end; + + procedure r_Map_DrawParticles (x, y, w, h: Integer); + var i, fx, fy: Integer; + begin + if gpart_dbg_enabled and (Particles <> nil) then + begin + glDisable(GL_TEXTURE_2D); + if (g_dbg_scale < 0.6) then + glPointSize(1) + else if (g_dbg_scale > 1.3) then + glPointSize(g_dbg_scale + 1) + else + glPointSize(2); + glDisable(GL_POINT_SMOOTH); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glBegin(GL_POINTS); + for i := 0 to High(Particles) do + begin + if Particles[i].alive then + begin + fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor); + fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor); + glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha); + glVertex2f(fx, fy); + end; + end; + glEnd; + + glDisable(GL_BLEND); + end; + end; + + procedure r_Map_DrawGFX (x, y, w, h: Integer); + var i, fx, fy, typ: Integer; tex: TGLMultiTexture; + begin + if gfxlist <> nil then + begin + for i := 0 to High(gfxlist) do + begin + if gfxlist[i].anim.IsValid() then + begin + typ := gfxlist[i].typ; + tex := GFXTextures[typ]; + if tex <> nil then + begin + fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor); + fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor); + r_Draw_MultiTextureRepeat(tex, gfxlist[i].anim, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false); + end; + end; + end; + end; + end; +{$ENDIF} + + procedure r_Map_DrawShots (x, y, w, h: Integer); + var i, a, fX, fY, pX, pY, typ: Integer; tex: TGLMultiTexture; anim: ^TAnimState; + begin + if Shots <> nil then + begin + for i := 0 to High(Shots) do + begin + typ := Shots[i].ShotType; + if typ <> 0 then + begin + tex := ShotTextures[typ]; + if tex <> nil then + begin + a := 0; + case typ of + WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE: + a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y) + end; + Shots[i].Obj.Lerp(gLerpFactor, fX, fY); + pX := Shots[i].Obj.Rect.Width div 2; + pY := Shots[i].Obj.Rect.Height div 2; + // TODO fix this hack + if Shots[i].Animation.IsValid() then anim := @Shots[i].Animation else anim := @StubShotAnim; + r_Draw_MultiTextureRepeatRotate(tex, anim^, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); + end; + end; + end; + end; + // TODO draw g_debug_frames + end; + + procedure r_Map_DrawFlags (x, y, w, h: Integer); + var i, dx, fx, fy: Integer; flip: Boolean; tex: TGLMultiTexture; + begin + if gGameSettings.GameMode = GM_CTF then + begin + for i := FLAG_RED to FLAG_BLUE do + begin + if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then + begin + gFlags[i].Obj.Lerp(gLerpFactor, fx, fy); + flip := gFlags[i].Direction = TDirection.D_LEFT; + if flip then dx := -1 else dx := +1; + tex := FlagTextures[i]; + r_Draw_MultiTextureRepeat(tex, FlagAnim, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false) + end; + end; + end; + // TODO g_debug_frames + end; + +{$IFDEF ENABLE_SHELLS} + procedure r_Map_DrawShells (x, y, w, h: Integer); + var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj; + begin + if gShells <> nil then + begin + for i := 0 to High(gShells) do + begin + if gShells[i].alive then + begin + typ := gShells[i].SType; + if typ <= SHELL_LAST then + begin + p := @gShells[i].Obj; + if g_Obj_Collide(x, y, w, h, p) then + begin + 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); + end; + end; + end; + end; + end; + end; end; {$ENDIF} @@ -634,8 +1137,11 @@ implementation ww := w; hh := h; + // TODO lock camera at map bounds + + // TODO draw paralax if SkyTexture <> nil then - r_Draw_Texture(SkyTexture, x, y, w, h, false); + r_Draw_Texture(SkyTexture, x, y, w, h, false, 255, 255, 255, 255, false); plist.Clear; iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask); @@ -649,10 +1155,14 @@ implementation r_Map_DrawPanelType(PANEL_BACK); r_Map_DrawPanelType(PANEL_STEP); r_Map_DrawItems(xx, yy, ww, hh, false); - // TODO draw weapons - // TODO draw shells + r_Map_DrawShots(xx, yy, ww, hh); + {$IFDEF ENABLE_SHELLS} + r_Map_DrawShells(xx, yy, ww, hh); + {$ENDIF} r_Map_DrawPlayers(xx, yy, ww, hh); - // TODO draw gibs + {$IFDEF ENABLE_GIBS} + r_Map_DrawGibs(xx, yy, ww, hh); + {$ENDIF} {$IFDEF ENABLE_CORPSES} r_Map_DrawCorpses(xx, yy, ww, hh); {$ENDIF} @@ -660,13 +1170,34 @@ implementation r_Map_DrawMonsters(xx, yy, ww, hh); r_Map_DrawItems(xx, yy, ww, hh, true); r_Map_DrawPanelType(PANEL_CLOSEDOOR); - // TODO draw gfx - // TODO draw flags + {$IFDEF ENABLE_GFX} + r_Map_DrawParticles(xx, yy, ww, hh); + r_Map_DrawGFX(xx, yy, ww, hh); + {$ENDIF} + r_Map_DrawFlags(xx, yy, ww, hh); r_Map_DrawPanelType(PANEL_ACID1); r_Map_DrawPanelType(PANEL_ACID2); r_Map_DrawPanelType(PANEL_WATER); r_Map_DrawPanelType(PANEL_FORE); + // TODO draw monsters health bar + // TODO draw players health bar + // TODO draw players indicators glPopMatrix; + + // TODO draw player pain + // TODO draw player pickup + // TODO draw player invul + // TODO draw minimap + // TODO draw g_debug_player + end; + + procedure r_Map_Update; + var i: Integer; + begin + for i := 0 to ITEM_LAST do + Items[i].anim.Update; + r_Map_UpdateGFX; + FlagAnim.Update; end; end.