X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=9a984283979f63d9676da548bc34d8bffe020035;hb=0a015427343163d4b6e7939c9a07f34d386f7a88;hp=8c555bf57f4eb696b56508e953f65331eac99719;hpb=4b3d55edfb4533e51c0617dbcd0bb783d7e2c27e;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 8c555bf..9a98428 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -96,6 +96,54 @@ 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) + ); + {$IFDEF ENABLE_GFX} GFXAnim: array [0..R_GFX_LAST] of record name: AnsiString; @@ -188,7 +236,7 @@ implementation spec: LongInt; tex: TGLMultiTexture; end; - Items: array [0..ITEM_MAX] of record + Items: array [0..ITEM_LAST] of record tex: TGLMultiTexture; anim: TAnimState; end; @@ -196,6 +244,7 @@ implementation WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture; ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture; FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture; + PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down] VileFire: TGLMultiTexture; Models: array of record anim: array [TDirection, 0..A_LAST] of record @@ -209,7 +258,7 @@ implementation {$ENDIF} end; - StubShotAnim: TAnimState; + StubShotAnim: TAnimState; // TODO remove this hack FlagAnim: TAnimState; {$IFDEF ENABLE_SHELLS} @@ -248,11 +297,40 @@ implementation StubShotAnim.Invalidate; end; + procedure r_Map_FreeModel (i: Integer); + var a: Integer; d: TDirection; + begin + for d := TDirection.D_LEFT to TDirection.D_RIGHT do + begin + for a := A_STAND to A_LAST do + begin + if Models[i].anim[d, a].base <> nil then + Models[i].anim[d, a].base.Free; + if Models[i].anim[d, a].mask <> nil then + Models[i].anim[d, a].mask.Free; + Models[i].anim[d, a].base := nil; + Models[i].anim[d, a].mask := nil; + end; + end; + {$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; + {$ENDIF} + end; + procedure r_Map_LoadModel (i: Integer); var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo; begin ASSERT(i < Length(Models)); ASSERT(i < Length(PlayerModelsArray)); + r_Map_FreeModel(i); m := @PlayerModelsArray[i]; prefix := m.FileName + ':TEXTURES/'; for d := TDirection.D_LEFT to TDirection.D_RIGHT do @@ -291,104 +369,65 @@ implementation {$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 @@ -422,11 +461,26 @@ implementation 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 @@ -468,18 +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 @@ -492,7 +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 @@ -598,18 +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, 255, 255, 255, 255, false); - // if g_debug_frames then // TODO draw collision frame 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; @@ -666,10 +711,7 @@ implementation 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); -{ - if g_debug_frames - // TODO draw frame -} + // TODO draw g_debug_frames end; procedure r_Map_DrawMonsters (x, y, w, h: Integer); @@ -776,7 +818,7 @@ implementation 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 @@ -784,7 +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); @@ -797,7 +855,6 @@ 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 @@ -841,6 +898,7 @@ implementation end; end; end; + // TODO draw g_debug_frames end; {$ENDIF} @@ -860,6 +918,7 @@ implementation end; end; end; + // TODO draw g_debug_frames end; {$ENDIF} @@ -1015,6 +1074,7 @@ implementation end; end; end; + // TODO draw g_debug_frames end; procedure r_Map_DrawFlags (x, y, w, h: Integer); @@ -1031,10 +1091,10 @@ implementation 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) - // TODO g_debug_frames end; end; end; + // TODO g_debug_frames end; {$IFDEF ENABLE_SHELLS} @@ -1077,6 +1137,9 @@ 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, 255, 255, 255, 255, false); @@ -1116,13 +1179,22 @@ implementation 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_MAX do + for i := 0 to ITEM_LAST do Items[i].anim.Update; r_Map_UpdateGFX; FlagAnim.Update;