X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=e81872aec3de2cb5c2e9dc780b2861b4abd9bf6b;hb=1c7ee44e1a322dcb170a94d39b3a37f36a9a17bd;hp=4ffd6e18345e203525615484b677c7390e090f50;hpb=df1f12c26369a0d5e9e996583b30c9879570fe99;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 4ffd6e1..e81872a 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -45,7 +45,7 @@ interface implementation uses - Math, + Math, SysUtils, {$IFDEF USE_GLES1} GLES11, {$ELSE} @@ -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} @@ -67,7 +68,7 @@ implementation {$IFDEF ENABLE_GFX} g_gfx, {$ENDIF} - r_textures, r_draw + r_textures, r_draw, r_common ; const @@ -177,35 +178,35 @@ implementation ShotAnim: array [0..WEAPON_LAST] of record name: AnsiString; w, h: Integer; - count: Integer; + anim: TAnimInfo; 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 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN + (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER + (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA + (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET + (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19 + (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL + (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE + (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE + (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE + (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE + (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE + (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE ); {$IFDEF ENABLE_SHELLS} @@ -219,7 +220,9 @@ implementation ); {$ENDIF} + 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 @@ -232,10 +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; @@ -248,6 +253,7 @@ implementation 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; @@ -260,9 +266,6 @@ implementation {$ENDIF} end; - StubShotAnim: TAnimState; // TODO remove this hack - FlagFrame: LongInt; - {$IFDEF ENABLE_SHELLS} ShellTextures: array [0..SHELL_LAST] of TGLTexture; {$ENDIF} @@ -278,6 +281,7 @@ implementation end = nil; {$ENDIF} + FlagFrame: LongInt; plist: TBinHeapPanelDraw = nil; class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline; @@ -289,7 +293,6 @@ implementation procedure r_Map_Initialize; begin - StubShotAnim := TAnimState.Create(true, 1, 1); FlagFrame := 0; plist := TBinHeapPanelDraw.Create(); end; @@ -298,7 +301,6 @@ implementation begin plist.Free; FlagFrame := 0; - StubShotAnim.Invalidate; end; procedure r_Map_FreeModel (i: Integer); @@ -344,9 +346,9 @@ 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; {$IFDEF ENABLE_GIBS} @@ -391,7 +393,6 @@ implementation w, h, count, - False, False ); end @@ -416,7 +417,6 @@ implementation ItemAnim[i].w, ItemAnim[i].h, ItemAnim[i].anim.frames, - ItemAnim[i].anim.back, false ); Items[i].frame := 0; @@ -426,7 +426,7 @@ implementation for j := 0 to ANIM_LAST do for d := TDirection.D_LEFT to TDirection.D_RIGHT do r_Map_LoadMonsterAnim(i, j, d); - VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False); + VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames); // --------- player models --------- // if PlayerModelsArray <> nil then begin @@ -443,17 +443,17 @@ implementation {$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); {$ENDIF} // --------- shots --------- // for i := 0 to WEAPON_LAST do - if ShotAnim[i].count > 0 then - ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].count, false); + if ShotAnim[i].anim.frames > 0 then + ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames); // --------- flags --------- // FlagTextures[FLAG_NONE] := nil; - FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false); - FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false); - // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false); + FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5); + FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5); + // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8); // --------- shells --------- // {$IFDEF ENABLE_SHELLS} for i := 0 to SHELL_LAST do @@ -463,15 +463,18 @@ 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, 4, false); + 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'); 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; @@ -549,7 +552,8 @@ 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 @@ -557,6 +561,7 @@ 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; @@ -564,10 +569,13 @@ 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 @@ -590,22 +598,29 @@ 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 @@ -692,12 +707,16 @@ implementation end; procedure r_Map_DrawMonsterAttack (constref mon: TMonster); - var o: TObj; + var o: TObj; count, frame: 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); + if (mon.VileFireTime <= gTime) and GetPos(mon.MonsterTargetUID, @o) then + begin + g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame); + tex := VileFire.GetTexture(frame); + r_Draw_TextureRepeat(tex, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false); + end; end; procedure r_Map_DrawMonster (constref mon: TMonster); @@ -710,7 +729,7 @@ 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, 255, 255, 255, 255, false); + r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false); // TODO draw g_debug_frames end; @@ -747,7 +766,7 @@ 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; @@ -808,18 +827,19 @@ 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_DrawPlayer (p, drawed: TPlayer); - var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; alpha: Byte; + var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt; begin if p.alive then begin @@ -829,21 +849,26 @@ implementation fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor); (* punch effect *) - if p.PunchAnim.IsValid() and p.PunchAnim.enabled then + if p.PunchTime <= gTime 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 + g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame); + if count < 1 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) + 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; + tex := t.GetTexture(frame); + r_Draw_TextureRepeat(tex, fx + ax, fy + fSlope + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false) + end; end; end; @@ -1075,7 +1100,7 @@ implementation {$ENDIF} procedure r_Map_DrawShots (x, y, w, h: Integer); - var i, a, fX, fY, pX, pY, typ: Integer; tex: TGLMultiTexture; anim: ^TAnimState; + var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; begin if Shots <> nil then begin @@ -1084,8 +1109,8 @@ implementation typ := Shots[i].ShotType; if typ <> 0 then begin - tex := ShotTextures[typ]; - if tex <> nil then + t := ShotTextures[typ]; + if t <> nil then begin a := 0; case typ of @@ -1095,9 +1120,9 @@ implementation Shots[i].Obj.Lerp(gLerpFactor, fX, fY); pX := Shots[i].Obj.Rect.Width div 2; pY := Shots[i].Obj.Rect.Height div 2; - // TODO fix this hack - if Shots[i].Animation.IsValid() then anim := @Shots[i].Animation else anim := @StubShotAnim; - r_Draw_MultiTextureRepeatRotate(tex, anim^, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); + g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame); + tex := t.GetTexture(frame); + r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); end; end; end; @@ -1156,20 +1181,6 @@ implementation end; {$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%) *) @@ -1179,7 +1190,7 @@ 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); @@ -1244,35 +1255,131 @@ implementation 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); @@ -1282,6 +1389,19 @@ 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); @@ -1312,13 +1432,22 @@ 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; @@ -1331,4 +1460,7 @@ implementation g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame); end; +initialization + conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', ''); + DebugCameraScale := 1.0; end.