DEADSOFTWARE

gl: optimize repeatable textures
[d2df-sdl.git] / src / game / renders / opengl / r_map.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../../../shared/a_modes.inc}
16 unit r_map;
18 interface
20 uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize;
23 procedure r_Map_Finalize;
25 procedure r_Map_Load;
26 procedure r_Map_Free;
28 procedure r_Map_LoadTextures;
29 procedure r_Map_FreeTextures;
31 {$IFDEF ENABLE_GFX}
32 procedure r_Map_NewGFX (typ, x, y: Integer);
33 {$ENDIF}
34 {$IFDEF ENABLE_GIBS}
35 function r_Map_GetGibSize (m, i: Integer): TRectWH;
36 {$ENDIF}
37 {$IFDEF ENABLE_MENU}
38 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
39 {$ENDIF}
41 procedure r_Map_Update;
43 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
45 implementation
47 uses
48 Math, SysUtils,
49 {$IFDEF USE_GLES1}
50 GLES11,
51 {$ELSE}
52 GL, GLEXT,
53 {$ENDIF}
54 e_log,
55 binheap, MAPDEF, utils,
56 g_options, g_animations, g_basic, g_phys,
57 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
58 g_console, g_language,
59 {$IFDEF ENABLE_CORPSES}
60 g_corpses,
61 {$ENDIF}
62 {$IFDEF ENABLE_SHELLS}
63 g_shells,
64 {$ENDIF}
65 {$IFDEF ENABLE_GIBS}
66 g_gibs,
67 {$ENDIF}
68 {$IFDEF ENABLE_GFX}
69 g_gfx,
70 {$ENDIF}
71 r_textures, r_draw, r_common
72 ;
74 const
75 MTABLE: array [0..MONSTER_MAN] of record
76 w, h: Integer;
77 end = (
78 (w: 64; h: 64), // NONE
79 (w: 64; h: 64), // DEMON
80 (w: 64; h: 64), // IMP
81 (w: 64; h: 64), // ZOMBY
82 (w: 64; h: 64), // SERG
83 (w: 128; h: 128), // CYBER
84 (w: 64; h: 64), // CGUN
85 (w: 128; h: 128), // BARON
86 (w: 128; h: 128), // KNIGHT
87 (w: 128; h: 128), // CACO
88 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
89 (w: 128; h: 128), // PAIN
90 (w: 256; h: 128), // SPIDER
91 (w: 128; h: 64), // BSP
92 (w: 128; h: 128), // MANCUB
93 (w: 128; h: 128), // SKEL
94 (w: 128; h: 128), // VILE
95 (w: 32; h: 32), // FISH
96 (w: 64; h: 64), // BARREL
97 (w: 128; h: 128), // ROBO
98 (w: 64; h: 64) // MAN
99 );
100 VILEFIRE_DX = 32;
101 VILEFIRE_DY = 128;
103 ItemAnim: array [0..ITEM_LAST] of record
104 name: AnsiString;
105 w, h: Integer;
106 anim: TAnimInfo;
107 end = (
108 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
110 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
111 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
112 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
113 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
114 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
115 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
119 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
139 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
140 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
141 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
143 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
144 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
145 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
146 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
147 );
149 {$IFDEF ENABLE_GFX}
150 GFXAnim: array [0..R_GFX_LAST] of record
151 name: AnsiString;
152 w, h: Integer;
153 anim: TAnimInfo;
154 rdelay: Integer;
155 alpha: Integer;
156 end = (
157 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
158 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
159 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
160 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
161 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
162 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
163 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
164 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
165 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
166 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
168 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
169 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
170 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
171 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
172 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
173 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
174 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
175 );
176 {$ENDIF}
178 ShotAnim: array [0..WEAPON_LAST] of record
179 name: AnsiString;
180 w, h: Integer;
181 anim: TAnimInfo;
182 end = (
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
186 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
187 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
188 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
189 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
190 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
191 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
193 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
201 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
202 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
203 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
204 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
205 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
206 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
207 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
208 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
209 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
210 );
212 {$IFDEF ENABLE_SHELLS}
213 ShellAnim: array [0..SHELL_LAST] of record
214 name: AnsiString;
215 dx, dy: Integer;
216 end = (
217 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
218 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
219 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
220 );
221 {$ENDIF}
223 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
224 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
225 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
227 type
228 TBinHeapPanelDrawCmp = class
229 public
230 class function less (const a, b: TPanel): Boolean; inline;
231 end;
233 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
235 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
237 var
238 DebugCameraScale: Single;
239 SkyTexture: TGLTexture;
240 RenTextures: array of record
241 spec: LongInt;
242 tex: TGLMultiTexture;
243 anim: TAnimInfo;
244 end;
245 Items: array [0..ITEM_LAST] of record
246 tex: TGLMultiTexture;
247 frame: Integer;
248 end;
249 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
250 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
251 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
252 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
253 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
254 VileFire: TGLMultiTexture;
255 InvulPenta: TGLTexture;
256 IndicatorTexture: TGLTexture;
257 TalkTexture: TGLTexture;
258 Models: array of record
259 anim: array [TDirection, 0..A_LAST] of record
260 base, mask: TGLMultiTexture;
261 end;
262 {$IFDEF ENABLE_GIBS}
263 gibs: record
264 base, mask: TGLTextureArray;
265 rect: TRectArray;
266 end;
267 {$ENDIF}
268 end;
270 {$IFDEF ENABLE_SHELLS}
271 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
272 {$ENDIF}
273 {$IFDEF ENABLE_GFX}
274 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
275 gfxlist: array of record
276 typ: Byte;
277 x, y: Integer;
278 oldX, oldY: Integer;
279 anim: TAnimInfo;
280 time: LongWord;
281 frame: LongInt;
282 end = nil;
283 {$ENDIF}
285 FlagFrame: LongInt;
286 plist: TBinHeapPanelDraw = nil;
288 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
289 begin
290 if a.tag < b.tag then begin result := true; exit; end;
291 if a.tag > b.tag then begin result := false; exit; end;
292 result := a.arrIdx < b.arrIdx;
293 end;
295 procedure r_Map_Initialize;
296 begin
297 FlagFrame := 0;
298 plist := TBinHeapPanelDraw.Create();
299 end;
301 procedure r_Map_Finalize;
302 begin
303 r_Common_FreeAndNil(plist);
304 FlagFrame := 0;
305 end;
307 procedure r_Map_FreeModel (i: Integer);
308 var a: Integer; d: TDirection;
309 begin
310 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
311 begin
312 for a := A_STAND to A_LAST do
313 begin
314 r_Common_FreeAndNil(Models[i].anim[d, a].base);
315 r_Common_FreeAndNil(Models[i].anim[d, a].mask);
316 end;
317 end;
318 {$IFDEF ENABLE_GIBS}
319 if Models[i].gibs.base <> nil then
320 for a := 0 to High(Models[i].gibs.base) do
321 r_Common_FreeAndNil(Models[i].gibs.base[a]);
322 if Models[i].gibs.mask <> nil then
323 for a := 0 to High(Models[i].gibs.mask) do
324 r_Common_FreeAndNil(Models[i].gibs.mask[a]);
325 Models[i].gibs.base := nil;
326 Models[i].gibs.mask := nil;
327 Models[i].gibs.rect := nil;
328 {$ENDIF}
329 end;
331 procedure r_Map_LoadModel (i: Integer);
332 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
333 begin
334 ASSERT(i < Length(Models));
335 ASSERT(i < Length(PlayerModelsArray));
336 r_Map_FreeModel(i);
337 m := @PlayerModelsArray[i];
338 prefix := m.FileName + ':TEXTURES/';
339 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
340 begin
341 for a := A_STAND to A_LAST do
342 begin
343 Models[i].anim[d, a].base := nil;
344 Models[i].anim[d, a].mask := nil;
345 if m.anim[d, a].resource <> '' then
346 Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
347 if m.anim[d, a].mask <> '' then
348 Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
349 end
350 end;
351 {$IFDEF ENABLE_GIBS}
352 Models[i].gibs.base := nil;
353 Models[i].gibs.mask := nil;
354 Models[i].gibs.rect := nil;
355 if m.GibsCount > 0 then
356 begin
357 SetLength(Models[i].gibs.base, m.GibsCount);
358 SetLength(Models[i].gibs.mask, m.GibsCount);
359 SetLength(Models[i].gibs.rect, m.GibsCount);
360 for a := 0 to m.GibsCount - 1 do
361 Models[i].gibs.rect[a] := DefaultGibSize;
362 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then
363 begin
364 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then
365 begin
366 // ok
367 end;
368 end;
369 end;
370 {$ENDIF}
371 end;
373 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
374 const dir: array [TDirection] of AnsiString = ('_L', '');
375 var w, h, count: Integer;
376 begin
377 count := MONSTER_ANIMTABLE[m].AnimCount[a];
378 if count > 0 then
379 begin
380 w := MTABLE[m].w;
381 h := MTABLE[m].h;
382 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
383 begin
384 // special case
385 w := 128;
386 h := 128;
387 end;
388 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
389 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
390 w,
391 h,
392 count,
393 [TGLHints.txNoRepeat],
394 False
395 );
396 end
397 else
398 MonTextures[m, a, d] := nil;
399 end;
401 procedure r_Map_Load;
402 const
403 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
404 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
405 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
406 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
407 var
408 i, j, k: Integer; d: TDirection; b: Boolean;
409 begin
410 // --------- items --------- //
411 r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
412 for i := 0 to ITEM_LAST do
413 begin
414 Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
415 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
416 ItemAnim[i].w,
417 ItemAnim[i].h,
418 ItemAnim[i].anim.frames,
419 [TGLHints.txNoRepeat],
420 false
421 );
422 Items[i].frame := 0;
423 end;
424 // --------- monsters --------- //
425 r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
426 for i := MONSTER_DEMON to MONSTER_MAN do
427 begin
428 for j := 0 to ANIM_LAST do
429 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
430 r_Map_LoadMonsterAnim(i, j, d);
431 r_Common_StepLoading(1);
432 end;
433 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
434 // --------- player models --------- //
435 if PlayerModelsArray <> nil then
436 begin
437 r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
438 SetLength(Models, Length(PlayerModelsArray));
439 for i := 0 to High(PlayerModelsArray) do
440 begin
441 r_Map_LoadModel(i);
442 r_Common_StepLoading(1);
443 end;
444 end;
445 // --------- player weapons --------- //
446 r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
447 for i := 1 to WP_LAST do
448 begin
449 for j := 0 to W_POS_LAST do
450 for k := 0 to W_ACT_LAST do
451 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]);
452 r_Common_StepLoading(1);
453 end;
454 // --------- gfx animations --------- //
455 {$IFDEF ENABLE_GFX}
456 r_Common_SetLoading('GFX Effects', R_GFX_LAST);
457 for i := 1 to R_GFX_LAST do
458 begin
459 if GFXAnim[i].anim.frames > 0 then
460 GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
461 end;
462 {$ENDIF}
463 // --------- shots --------- //
464 r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
465 for i := 0 to WEAPON_LAST do
466 begin
467 if ShotAnim[i].anim.frames > 0 then
468 ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]);
469 end;
470 // --------- flags --------- //
471 r_Common_SetLoading('Flags', 2);
472 FlagTextures[FLAG_NONE] := nil;
473 FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]);
474 FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]);
475 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
476 // --------- shells --------- //
477 {$IFDEF ENABLE_SHELLS}
478 r_Common_SetLoading('Shells', SHELL_LAST + 1);
479 for i := 0 to SHELL_LAST do
480 ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
481 {$ENDIF}
482 // --------- other --------- //
483 r_Common_SetLoading('Effects', 3 * 2 + 3);
484 for b := false to true do
485 begin
486 for i := 0 to 2 do
487 PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]);
488 end;
489 InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]);
490 IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]);
491 TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]);
492 end;
494 procedure r_Map_Free;
495 var i, j, k: Integer; d: TDirection; b: Boolean;
496 begin
497 r_Common_FreeAndNil(TalkTexture);
498 r_Common_FreeAndNil(IndicatorTexture);
499 r_Common_FreeAndNil(InvulPenta);
500 for b := false to true do
501 for i := 0 to 2 do
502 r_Common_FreeAndNil(PunchTextures[b, i]);
503 {$IFDEF ENABLE_SHELLS}
504 for i := 0 to SHELL_LAST do
505 r_Common_FreeAndNil(ShellTextures[i]);
506 {$ENDIF}
507 for i := 0 to FLAG_LAST do
508 r_Common_FreeAndNil(FlagTextures[i]);
509 for i := 0 to WEAPON_LAST do
510 r_Common_FreeAndNil(ShotTextures[i]);
511 {$IFDEF ENABLE_GFX}
512 SetLength(gfxlist, 0);
513 for i := 0 to R_GFX_LAST do
514 r_Common_FreeAndNil(GFXTextures[i]);
515 {$ENDIF}
516 for i := 1 to WP_LAST do
517 for j := 0 to W_POS_LAST do
518 for k := 0 to W_ACT_LAST do
519 r_Common_FreeAndNil(WeapTextures[i, j, k]);
520 if Models <> nil then
521 for i := 0 to High(Models) do
522 r_Map_FreeModel(i);
523 for i := MONSTER_DEMON to MONSTER_MAN do
524 for j := 0 to ANIM_LAST do
525 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
526 r_Common_FreeAndNil(MonTextures[i, j, d]);
527 for i := 0 to ITEM_LAST do
528 r_Common_FreeAndNil(Items[i].tex);
529 end;
531 procedure r_Map_LoadTextures;
532 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
533 var i, n: Integer; txt: TAnimTextInfo;
534 begin
535 if Textures <> nil then
536 begin
537 n := Length(Textures);
538 SetLength(RenTextures, n);
539 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
540 for i := 0 to n - 1 do
541 begin
542 txt.anim := DefaultAnimInfo;
543 RenTextures[i].tex := nil;
544 case Textures[i].TextureName of
545 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
546 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
547 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
548 else
549 RenTextures[i].spec := 0;
550 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
551 if RenTextures[i].tex = nil then
552 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
553 else
554 r_Common_StepLoading(1);
555 end;
556 RenTextures[i].anim := txt.anim;
557 end;
558 end;
559 if gMapInfo.SkyFullName <> '' then
560 begin
561 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
562 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
563 end;
564 plist.Clear;
565 end;
567 procedure r_Map_FreeTextures;
568 var i: Integer;
569 begin
570 plist.Clear;
571 r_Common_FreeAndNil(SkyTexture);
572 if RenTextures <> nil then
573 for i := 0 to High(RenTextures) do
574 r_Common_FreeAndNil(RenTextures[i].tex);
575 SetLength(RenTextures, 0);
576 end;
578 procedure r_Map_DrawPanel (p: TPanel);
579 var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
580 begin
581 ASSERT(p <> nil);
582 if p.FCurTexture >= 0 then
583 begin
584 Texture := p.TextureIDs[p.FCurTexture].Texture;
585 t := RenTextures[Texture].tex;
586 if (RenTextures[Texture].spec = 0) or (t <> nil) then
587 begin
588 count := 0; frame := 0;
589 if p.AnimTime <= gTime then
590 begin
591 a := RenTextures[Texture].anim;
592 a.loop := p.AnimLoop;
593 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
594 end;
595 if t <> nil then
596 begin
597 tex := t.GetTexture(frame);
598 r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
599 end
600 else
601 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
602 end;
604 if t = nil then
605 begin
606 case RenTextures[Texture].spec of
607 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
608 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
609 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
610 end
611 end
612 end
613 end;
615 procedure r_Map_DrawPanelType (panelTyp: DWORD);
616 var tagMask, i: Integer; p: TPanel;
617 begin
618 i := 0;
619 tagMask := PanelTypeToTag(panelTyp);
620 while plist.count > 0 do
621 begin
622 p := TPanel(plist.Front());
623 if (p.tag and tagMask) = 0 then
624 break;
625 r_Map_DrawPanel(p);
626 Inc(i);
627 plist.PopFront
628 end;
629 end;
631 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
632 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
633 begin
634 if ggItems <> nil then
635 begin
636 for i := 0 to High(ggItems) do
637 begin
638 it := @ggItems[i];
639 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
640 begin
641 t := Items[it.ItemType].tex;
642 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
643 begin
644 r_Common_GetObjectPos(it.obj, xx, yy);
645 tex := t.GetTexture(Items[it.ItemType].frame);
646 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
647 end;
648 end;
649 end;
650 end;
651 // TODO draw g_debug_frames
652 end;
654 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
655 // var c: Integer;
656 begin
657 t := nil; dx := 0; dy := 0; flip := false;
658 result := MonTextures[m, a, d] <> nil;
659 if result = false then
660 begin
661 flip := true;
662 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
663 result := MonTextures[m, a, d] <> nil;
664 end;
665 if result = true then
666 begin
667 t := MonTextures[m, a, d];
668 if d = TDirection.D_LEFT then
669 begin
670 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
671 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
672 end
673 else
674 begin
675 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
676 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
677 end;
678 if flip then
679 begin
680 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
681 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
682 dx := -dx;
683 end;
684 end;
685 end;
687 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
688 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
689 begin
690 if VileFire <> nil then
691 begin
692 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
693 begin
694 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
695 begin
696 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
697 tex := VileFire.GetTexture(frame);
698 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);
699 end;
700 end;
701 end;
702 end;
704 procedure r_Map_DrawMonster (constref mon: TMonster);
705 var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
706 begin
707 m := mon.MonsterType;
708 a := mon.MonsterAnim;
709 d := mon.GameDirection;
711 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
712 begin
713 r_Common_GetObjectPos(mon.obj, xx, yy);
714 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
715 end;
717 // TODO draw g_debug_frames
718 end;
720 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
721 var i: Integer; m: TMonster;
722 begin
723 if gMonsters <> nil then
724 begin
725 for i := 0 to High(gMonsters) do
726 begin
727 m := gMonsters[i];
728 if m <> nil then
729 begin
730 r_Map_DrawMonsterAttack(m);
731 // TODO select from grid
732 if g_Collide(m.obj.x + m.obj.rect.x, m.obj.y + m.obj.rect.y, m.obj.rect.width, m.obj.rect.height, x, y, w, h) then
733 r_Map_DrawMonster(m);
734 end;
735 end;
736 end;
737 end;
739 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
740 begin
741 flip := false;
742 result := Models[i].anim[d, a].base <> nil;
743 if result = false then
744 begin
745 flip := true;
746 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
747 result := Models[i].anim[d, a].base <> nil;
748 end;
749 end;
751 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
752 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
753 begin
754 a := pm.CurrentAnimation;
755 d := pm.Direction;
757 (* draw flag*)
758 t := FlagTextures[pm.Flag];
759 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
760 begin
761 flip := d = TDirection.D_RIGHT;
762 angle := PlayerModelsArray[pm.id].FlagAngle;
763 xx := PlayerModelsArray[pm.id].FlagPoint.X;
764 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
765 tex := t.GetTexture(FlagFrame);
766 r_Draw_TextureRepeatRotate(
767 tex,
768 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
769 y + yy - FLAG_BASEPOINT.Y + 1,
770 tex.width,
771 tex.height,
772 flip,
773 255, 255, 255, 255, false,
774 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
775 FLAG_BASEPOINT.Y,
776 IfThen(flip, angle, -angle)
777 );
778 end;
780 (* draw weapon *)
781 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
782 begin
783 case a of
784 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
785 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
786 else pos := W_POS_NORMAL;
787 end;
788 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
789 act := W_ACT_FIRE
790 else
791 act := W_ACT_NORMAL;
792 tex := WeapTextures[pm.CurrentWeapon, pos, act];
793 if tex <> nil then
794 begin
795 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
796 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
797 r_Draw_Texture(
798 tex,
799 x + xx,
800 y + yy,
801 tex.width,
802 tex.height,
803 d = TDirection.D_LEFT,
804 255, 255, 255, alpha, false
805 );
806 end;
807 end;
809 (* draw body *)
810 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
811 begin
812 t := Models[pm.id].anim[d, a].base;
813 back := PlayerModelsArray[pm.id].anim[d, a].back;
814 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
815 t := Models[pm.id].anim[d, a].mask;
816 if t <> nil then
817 begin
818 c := pm.Color;
819 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
820 end;
821 end;
822 end;
824 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
825 var dot: Integer;
826 begin
827 // Outer borders
828 r_Draw_Rect(x + 1, y, x + 18, y + 13, cb.R, cb.G, cb.B, 255);
829 r_Draw_Rect(x, y + 1, x + 19, y + 12, cb.R, cb.G, cb.B, 255);
830 // Inner box
831 r_Draw_FillRect(x + 1, y + 1, x + 18, y + 12, cf.R, cf.G, cf.B, 255);
832 // TODO Tail
833 // Dots
834 dot := 6;
835 r_Draw_FillRect(x + dot + 0, y + 8, x + dot + 0 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
836 r_Draw_FillRect(x + dot + 3, y + 8, x + dot + 3 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
837 r_Draw_FillRect(x + dot + 6, y + 8, x + dot + 6 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
838 end;
840 procedure r_Map_DrawTalkBubble (p: TPlayer);
841 var xx, yy, x, y: Integer; cb, cf: TRGB;
842 begin
843 r_Common_GetPlayerPos(p, xx, yy);
844 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
845 y := yy;
846 cb := _RGB(63, 63, 63);
847 cf := _RGB(240, 240, 240);
848 case gChatBubble of
849 1: // simple text
850 begin
851 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
852 end;
853 2: // adv team color
854 begin
855 case p.Team of
856 TEAM_RED: cb := _RGB(255, 63, 63);
857 TEAM_BLUE: cb := _RGB(63, 63, 255);
858 end;
859 r_Map_DrawBubble(x, y - 18, cb, cf);
860 end;
861 3: // adv player color
862 begin
863 cb := p.Model.Color;
864 cf.R := MIN(cb.R * 2 + 64, 255);
865 cf.G := MIN(cb.G * 2 + 64, 255);
866 cf.B := MIN(cb.B * 2 + 64, 255);
867 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
868 begin
869 cb.R := MAX(cf.R div 2 - 16, 0);
870 cb.G := MAX(cf.G div 2 - 16, 0);
871 cb.B := MAX(cf.B div 2 - 16, 0);
872 end;
873 r_Map_DrawBubble(x, y - 18, cb, cf);
874 end;
875 4: // textured
876 if TalkTexture <> nil then
877 begin
878 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
879 end;
880 end;
881 end;
883 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
884 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
885 begin
886 if p.alive then
887 begin
888 r_Common_GetPlayerPos(p, x, y);
890 (* punch effect *)
891 if p.PunchTime <= gTime then
892 begin
893 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
894 if count < 1 then
895 begin
896 b := R_BERSERK in p.FRulez;
897 if p.FKeys[KEY_DOWN].pressed then
898 t := PunchTextures[b, 2]
899 else if p.FKeys[KEY_UP].pressed then
900 t := PunchTextures[b, 1]
901 else
902 t := PunchTextures[b, 0];
903 if t <> nil then
904 begin
905 flip := p.Direction = TDirection.D_LEFT;
906 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
907 ay := p.Obj.Rect.Y - 11;
908 tex := t.GetTexture(frame);
909 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
910 end;
911 end;
912 end;
914 (* invulnerability effect *)
915 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
916 begin
917 w := InvulPenta.width;
918 h := InvulPenta.height;
919 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
920 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
921 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
922 end;
924 (* invisibility effect *)
925 alpha := 255;
926 if p.FMegaRulez[MR_INVIS] > gTime then
927 begin
928 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
929 begin
930 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
931 alpha := 55;
932 end
933 else
934 alpha := 1; // ???
935 end;
937 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
938 end;
939 // TODO draw g_debug_frames
941 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
942 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
943 r_Map_DrawTalkBubble(p);
945 // TODO draw aim
946 end;
948 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
949 var i: Integer;
950 begin
951 if gPlayers <> nil then
952 for i := 0 to High(gPlayers) do
953 if gPlayers[i] <> nil then
954 r_Map_DrawPlayer(gPlayers[i], player);
955 end;
957 {$IFDEF ENABLE_GIBS}
958 function r_Map_GetGibSize (m, i: Integer): TRectWH;
959 begin
960 result := Models[m].gibs.rect[i];
961 end;
963 procedure r_Map_DrawGibs (x, y, w, h: Integer);
964 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
965 begin
966 if gGibs <> nil then
967 begin
968 for i := 0 to High(gGibs) do
969 begin
970 if gGibs[i].alive then
971 begin
972 p := @gGibs[i].Obj;
973 if g_Obj_Collide(x, y, w, h, p) then
974 begin
975 r_Common_GetObjectPos(p^, xx, yy);
976 id := gGibs[i].GibID;
977 m := gGibs[i].ModelID;
978 t := Models[m].gibs.base[id];
979 if t <> nil then
980 begin
981 rx := p.Rect.X + p.Rect.Width div 2;
982 ry := p.Rect.Y + p.Rect.Height div 2;
983 ra := gGibs[i].RAngle;
984 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
985 t := Models[m].gibs.mask[id];
986 if t <> nil then
987 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
988 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
989 end;
990 end;
991 end;
992 end;
993 end;
994 // TODO draw g_debug_frames
995 end;
996 {$ENDIF}
998 {$IFDEF ENABLE_CORPSES}
999 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1000 var i, xx, yy: Integer; p: TCorpse;
1001 begin
1002 if gCorpses <> nil then
1003 begin
1004 for i := 0 to High(gCorpses) do
1005 begin
1006 p := gCorpses[i];
1007 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1008 begin
1009 r_Common_GetObjectPos(p.obj, xx, yy);
1010 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1011 end;
1012 end;
1013 end;
1014 // TODO draw g_debug_frames
1015 end;
1016 {$ENDIF}
1018 {$IFDEF ENABLE_GFX}
1019 function r_Map_GetGFXID (): Integer;
1020 var i: Integer;
1021 begin
1022 i := 0;
1023 if gfxlist <> nil then
1024 begin
1025 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1026 Inc(i);
1027 if i >= Length(gfxlist) then
1028 SetLength(gfxlist, Length(gfxlist) + 1)
1029 end
1030 else
1031 SetLength(gfxlist, 1);
1032 gfxlist[i].typ := R_GFX_NONE;
1033 result := i
1034 end;
1036 procedure r_Map_NewGFX (typ, x, y: Integer);
1037 var i: Integer;
1038 begin
1039 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1040 begin
1041 i := r_Map_GetGFXID();
1042 if i >= 0 then
1043 begin
1044 gfxlist[i].typ := typ;
1045 gfxlist[i].x := x;
1046 gfxlist[i].y := y;
1047 gfxlist[i].oldX := x;
1048 gfxlist[i].oldY := y;
1049 gfxlist[i].anim := GFXAnim[typ].anim;
1050 gfxlist[i].time := gTime DIV GAME_TICK;
1051 gfxlist[i].frame := 0;
1052 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1053 end;
1054 end;
1055 end;
1057 procedure r_Map_UpdateGFX (tick: LongWord);
1058 var i: Integer; count: LongInt;
1059 begin
1060 if gfxlist <> nil then
1061 begin
1062 for i := 0 to High(gfxlist) do
1063 begin
1064 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1065 begin
1066 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1067 if count < 1 then
1068 begin
1069 gfxlist[i].oldX := gfxlist[i].x;
1070 gfxlist[i].oldY := gfxlist[i].y;
1071 case gfxlist[i].typ of
1072 R_GFX_FLAME, R_GFX_SMOKE:
1073 begin
1074 if Random(3) = 0 then
1075 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1076 if Random(2) = 0 then
1077 gfxlist[i].y := gfxlist[i].y - Random(2);
1078 end;
1079 end;
1080 end
1081 else
1082 gfxlist[i].typ := R_GFX_NONE;
1083 end;
1084 end;
1085 end;
1086 end;
1088 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1089 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1090 begin
1091 if gfxlist <> nil then
1092 begin
1093 for i := 0 to High(gfxlist) do
1094 begin
1095 if gfxlist[i].typ > 0 then
1096 begin
1097 typ := gfxlist[i].typ;
1098 t := GFXTextures[typ];
1099 if t <> nil then
1100 begin
1101 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1102 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1103 tex := t.GetTexture(gfxlist[i].frame);
1104 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1105 end;
1106 end;
1107 end;
1108 end;
1109 end;
1111 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1112 var i, fx, fy: Integer;
1113 begin
1114 if gpart_dbg_enabled and (Particles <> nil) then
1115 begin
1116 glDisable(GL_TEXTURE_2D);
1117 if (g_dbg_scale < 0.6) then
1118 glPointSize(1)
1119 else if (g_dbg_scale > 1.3) then
1120 glPointSize(g_dbg_scale + 1)
1121 else
1122 glPointSize(2);
1123 glDisable(GL_POINT_SMOOTH);
1124 glEnable(GL_BLEND);
1125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1127 glBegin(GL_POINTS);
1128 for i := 0 to High(Particles) do
1129 begin
1130 if Particles[i].alive then
1131 begin
1132 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1133 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1134 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1135 glVertex2f(fx, fy);
1136 end;
1137 end;
1138 glEnd;
1140 glDisable(GL_BLEND);
1141 end;
1142 end;
1143 {$ENDIF}
1145 procedure r_Map_DrawShots (x, y, w, h: Integer);
1146 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1147 begin
1148 if Shots <> nil then
1149 begin
1150 for i := 0 to High(Shots) do
1151 begin
1152 typ := Shots[i].ShotType;
1153 if typ <> 0 then
1154 begin
1155 t := ShotTextures[typ];
1156 if t <> nil then
1157 begin
1158 a := 0;
1159 case typ of
1160 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1161 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1162 end;
1163 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1164 pX := Shots[i].Obj.Rect.Width div 2;
1165 pY := Shots[i].Obj.Rect.Height div 2;
1166 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1167 tex := t.GetTexture(frame);
1168 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1169 end;
1170 end;
1171 end;
1172 end;
1173 // TODO draw g_debug_frames
1174 end;
1176 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1177 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1178 begin
1179 if gGameSettings.GameMode = GM_CTF then
1180 begin
1181 for i := FLAG_RED to FLAG_BLUE do
1182 begin
1183 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1184 begin
1185 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1186 flip := gFlags[i].Direction = TDirection.D_LEFT;
1187 if flip then dx := -1 else dx := +1;
1188 t := FlagTextures[i];
1189 tex := t.GetTexture(FlagFrame);
1190 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
1191 end;
1192 end;
1193 end;
1194 // TODO g_debug_frames
1195 end;
1197 {$IFDEF ENABLE_SHELLS}
1198 procedure r_Map_DrawShells (x, y, w, h: Integer);
1199 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1200 begin
1201 if gShells <> nil then
1202 begin
1203 for i := 0 to High(gShells) do
1204 begin
1205 if gShells[i].alive then
1206 begin
1207 typ := gShells[i].SType;
1208 if typ <= SHELL_LAST then
1209 begin
1210 p := @gShells[i].Obj;
1211 if g_Obj_Collide(x, y, w, h, p) then
1212 begin
1213 t := ShellTextures[typ];
1214 if t <> nil then
1215 begin
1216 r_Common_GetObjectPos(p^, xx, yy);
1217 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1218 end;
1219 end;
1220 end;
1221 end;
1222 end;
1223 end;
1224 end;
1225 {$ENDIF}
1227 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1228 const
1229 factor = 120; (* size ratio between view and sky (120%) *)
1230 limit = 100; (* max speed for parallax *)
1231 var
1232 msw, msh, mvw, mvh, svw, svh: LongInt;
1233 begin
1234 msw := vw * factor div 100;
1235 msh := vh * factor div 100;
1236 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1238 (* calc x parallax or sky center on speed limit *)
1239 mvw := MAX(1, mw - vw);
1240 svw := w - vw;
1241 if 100 * svw div mvw <= limit then
1242 x := -cx * svw div mvw
1243 else
1244 x := -svw div 2;
1246 (* calc y parallax or sky center on speed limit *)
1247 mvh := MAX(1, mh - vh);
1248 svh := h - vh;
1249 if 100 * svh div mvh <= limit then
1250 y := -cy * svh div mvh
1251 else
1252 y := -svh div 2;
1254 (* handle out of map bounds *)
1255 if x > 0 then x := 0;
1256 if y > 0 then y := 0;
1257 if x < -svw then x := -svw;
1258 if y < -svh then y := -svh;
1259 end;
1261 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1262 var i: Integer;
1263 begin
1264 if level > 0 then
1265 begin
1266 case level of
1267 0..14: i := 0;
1268 15..34: i := 1;
1269 35..54: i := 2;
1270 55..74: i := 3;
1271 75..94: i := 4;
1272 else i := 5
1273 end;
1274 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1275 end;
1276 end;
1278 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1279 begin
1280 if p <> nil then
1281 begin
1282 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1283 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1284 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1285 begin
1286 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1287 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1288 end;
1289 if p.FMegaRulez[MR_SUIT] >= gTime then
1290 begin
1291 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1292 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1293 end;
1294 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1295 begin
1296 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1297 end;
1298 end;
1299 end;
1301 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1302 var a, ax, ay, fx, fy, xx, yy: Integer;
1303 begin
1304 if (p <> nil) and p.Alive and (p.Spectator = false) then
1305 begin
1306 r_Common_GetPlayerPos(p, fx, fy);
1307 case gPlayerIndicatorStyle of
1308 0:
1309 if IndicatorTexture <> nil then
1310 begin
1311 ax := IndicatorTexture.width div 2;
1312 ay := IndicatorTexture.height div 2;
1313 if (p.obj.x + p.obj.rect.x) < cx then
1314 begin
1315 a := 90;
1316 xx := fx + p.obj.rect.x + p.obj.rect.width;
1317 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1318 end
1319 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1320 begin
1321 a := 270;
1322 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1323 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1324 end
1325 else if (p.obj.y - IndicatorTexture.height) < cy then
1326 begin
1327 a := 180;
1328 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1329 yy := fy + p.obj.rect.y + p.obj.rect.height;
1330 end
1331 else
1332 begin
1333 a := 0;
1334 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1335 yy := fy - IndicatorTexture.height;
1336 end;
1337 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1338 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1339 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1340 end;
1341 1:
1342 begin
1343 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1344 yy := fy;
1345 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1346 end;
1347 end;
1348 end;
1349 end;
1351 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1352 var i: Integer; p: TPlayer;
1353 begin
1354 case gPlayerIndicator of
1355 1:
1356 if player <> nil then
1357 begin
1358 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1359 end;
1360 2:
1361 if gPlayers <> nil then
1362 begin
1363 for i := 0 to HIGH(gPlayers) do
1364 begin
1365 p := gPlayers[i];
1366 if p <> nil then
1367 begin
1368 if (player <> nil) and (p = player) then
1369 begin
1370 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1371 end
1372 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1373 begin
1374 case gPlayerIndicatorStyle of
1375 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1376 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1377 end;
1378 end;
1379 end;
1380 end;
1381 end;
1382 end;
1383 end;
1385 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
1386 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;
1387 begin
1388 r_Draw_GetRect(l, t, r, b);
1389 r_Draw_SetRect(x, y, x + w, y + h);
1390 glTranslatef(x, y, 0);
1392 (* camera rect *)
1393 cx := (camx - w) + w div 2;
1394 cy := (camy - h) + h div 2;
1395 cw := w;
1396 ch := h;
1398 (* camera bounds *)
1399 if g_dbg_ignore_bounds = false then
1400 begin
1401 if cx + cw > gMapInfo.Width then
1402 cx := gMapInfo.Width - cw;
1403 if cy + ch > gMapInfo.Height then
1404 cy := gMapInfo.Height - ch;
1405 if cx < 0 then
1406 cx := 0;
1407 if cy < 0 then
1408 cy := 0;
1409 end;
1411 (* map bounds *)
1412 xx := cx;
1413 yy := cy;
1414 ww := cw;
1415 hh := ch;
1416 if xx + ww > gMapInfo.Width then
1417 xx := gMapInfo.Width - ww;
1418 if yy + hh > gMapInfo.Height then
1419 yy := gMapInfo.Height - hh;
1420 if xx < 0 then
1421 xx := 0;
1422 if yy < 0 then
1423 yy := 0;
1425 plist.Clear;
1426 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1427 for p in iter do
1428 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1429 plist.Insert(p^);
1430 iter.Release;
1432 glPushMatrix;
1433 if DebugCameraScale <> 1.0 then
1434 begin
1435 glTranslatef(cw div 2, ch div 2, 0);
1436 glScalef(DebugCameraScale, DebugCameraScale, 1);
1437 glTranslatef(-w div 2, -h div 2, 0);
1438 end;
1440 if SkyTexture <> nil then
1441 begin
1442 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1443 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1444 end;
1446 glTranslatef(-cx, -cy, 0);
1447 r_Map_DrawPanelType(PANEL_BACK);
1448 r_Map_DrawPanelType(PANEL_STEP);
1449 r_Map_DrawItems(xx, yy, ww, hh, false);
1450 r_Map_DrawShots(xx, yy, ww, hh);
1451 {$IFDEF ENABLE_SHELLS}
1452 r_Map_DrawShells(xx, yy, ww, hh);
1453 {$ENDIF}
1454 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1455 {$IFDEF ENABLE_GIBS}
1456 r_Map_DrawGibs(xx, yy, ww, hh);
1457 {$ENDIF}
1458 {$IFDEF ENABLE_CORPSES}
1459 r_Map_DrawCorpses(xx, yy, ww, hh);
1460 {$ENDIF}
1461 r_Map_DrawPanelType(PANEL_WALL);
1462 r_Map_DrawMonsters(xx, yy, ww, hh);
1463 r_Map_DrawItems(xx, yy, ww, hh, true);
1464 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1465 {$IFDEF ENABLE_GFX}
1466 r_Map_DrawParticles(xx, yy, ww, hh);
1467 r_Map_DrawGFX(xx, yy, ww, hh);
1468 {$ENDIF}
1469 r_Map_DrawFlags(xx, yy, ww, hh);
1470 r_Map_DrawPanelType(PANEL_ACID1);
1471 r_Map_DrawPanelType(PANEL_ACID2);
1472 r_Map_DrawPanelType(PANEL_WATER);
1473 r_Map_DrawPanelType(PANEL_FORE);
1474 // TODO draw monsters health bar
1475 // TODO draw players health bar
1476 if gGameSettings.GameMode <> GM_SINGLE then
1477 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1478 if DebugCameraScale <> 1.0 then
1479 begin
1480 r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
1481 r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
1482 end;
1483 glPopMatrix;
1485 r_Map_DrawScreenEffects(x, y, w, h, player);
1487 // TODO draw g_debug_player
1489 glTranslatef(-x, -y, 0);
1490 r_Draw_SetRect(l, t, r, b);
1491 end;
1493 procedure r_Map_Update;
1494 var i, count, tick: LongInt;
1495 begin
1496 tick := gTime div GAME_TICK;
1497 for i := 0 to ITEM_LAST do
1498 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1499 r_Map_UpdateGFX(tick);
1500 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1501 end;
1503 initialization
1504 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1505 DebugCameraScale := 1.0;
1506 end.