DEADSOFTWARE

gl: implement load screen
[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 plist.Free;
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 if Models[i].anim[d, a].base <> nil then
315 Models[i].anim[d, a].base.Free;
316 if Models[i].anim[d, a].mask <> nil then
317 Models[i].anim[d, a].mask.Free;
318 Models[i].anim[d, a].base := nil;
319 Models[i].anim[d, a].mask := nil;
320 end;
321 end;
322 {$IFDEF ENABLE_GIBS}
323 if Models[i].gibs.base <> nil then
324 for a := 0 to High(Models[i].gibs.base) do
325 Models[i].gibs.base[a].Free;
326 if Models[i].gibs.mask <> nil then
327 for a := 0 to High(Models[i].gibs.mask) do
328 Models[i].gibs.mask[a].Free;
329 Models[i].gibs.base := nil;
330 Models[i].gibs.mask := nil;
331 Models[i].gibs.rect := nil;
332 {$ENDIF}
333 end;
335 procedure r_Map_LoadModel (i: Integer);
336 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
337 begin
338 ASSERT(i < Length(Models));
339 ASSERT(i < Length(PlayerModelsArray));
340 r_Map_FreeModel(i);
341 m := @PlayerModelsArray[i];
342 prefix := m.FileName + ':TEXTURES/';
343 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
344 begin
345 for a := A_STAND to A_LAST do
346 begin
347 Models[i].anim[d, a].base := nil;
348 Models[i].anim[d, a].mask := nil;
349 if m.anim[d, a].resource <> '' then
350 Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, true);
351 if m.anim[d, a].mask <> '' then
352 Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, true);
353 end
354 end;
355 {$IFDEF ENABLE_GIBS}
356 Models[i].gibs.base := nil;
357 Models[i].gibs.mask := nil;
358 Models[i].gibs.rect := nil;
359 if m.GibsCount > 0 then
360 begin
361 SetLength(Models[i].gibs.base, m.GibsCount);
362 SetLength(Models[i].gibs.mask, m.GibsCount);
363 SetLength(Models[i].gibs.rect, m.GibsCount);
364 for a := 0 to m.GibsCount - 1 do
365 Models[i].gibs.rect[a] := DefaultGibSize;
366 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
367 begin
368 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
369 begin
370 // ok
371 end;
372 end;
373 end;
374 {$ENDIF}
375 end;
377 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
378 const dir: array [TDirection] of AnsiString = ('_L', '');
379 var w, h, count: Integer;
380 begin
381 count := MONSTER_ANIMTABLE[m].AnimCount[a];
382 if count > 0 then
383 begin
384 w := MTABLE[m].w;
385 h := MTABLE[m].h;
386 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
387 begin
388 // special case
389 w := 128;
390 h := 128;
391 end;
392 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
393 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
394 w,
395 h,
396 count,
397 False
398 );
399 end
400 else
401 MonTextures[m, a, d] := nil;
402 end;
404 procedure r_Map_Load;
405 const
406 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
407 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
408 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
409 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
410 var
411 i, j, k: Integer; d: TDirection; b: Boolean;
412 begin
413 // --------- items --------- //
414 r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
415 for i := 0 to ITEM_LAST do
416 begin
417 Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
418 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
419 ItemAnim[i].w,
420 ItemAnim[i].h,
421 ItemAnim[i].anim.frames,
422 false
423 );
424 Items[i].frame := 0;
425 end;
426 // --------- monsters --------- //
427 r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
428 for i := MONSTER_DEMON to MONSTER_MAN do
429 begin
430 for j := 0 to ANIM_LAST do
431 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
432 r_Map_LoadMonsterAnim(i, j, d);
433 r_Common_StepLoading(1);
434 end;
435 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
436 // --------- player models --------- //
437 if PlayerModelsArray <> nil then
438 begin
439 r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
440 SetLength(Models, Length(PlayerModelsArray));
441 for i := 0 to High(PlayerModelsArray) do
442 begin
443 r_Map_LoadModel(i);
444 r_Common_StepLoading(1);
445 end;
446 end;
447 // --------- player weapons --------- //
448 r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
449 for i := 1 to WP_LAST do
450 begin
451 for j := 0 to W_POS_LAST do
452 for k := 0 to W_ACT_LAST do
453 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
454 r_Common_StepLoading(1);
455 end;
456 // --------- gfx animations --------- //
457 {$IFDEF ENABLE_GFX}
458 r_Common_SetLoading('GFX Effects', R_GFX_LAST);
459 for i := 1 to R_GFX_LAST do
460 begin
461 if GFXAnim[i].anim.frames > 0 then
462 GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
463 end;
464 {$ENDIF}
465 // --------- shots --------- //
466 r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
467 for i := 0 to WEAPON_LAST do
468 begin
469 if ShotAnim[i].anim.frames > 0 then
470 ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
471 end;
472 // --------- flags --------- //
473 r_Common_SetLoading('Flags', 2);
474 FlagTextures[FLAG_NONE] := nil;
475 FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
476 FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
477 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
478 // --------- shells --------- //
479 {$IFDEF ENABLE_SHELLS}
480 r_Common_SetLoading('Shells', SHELL_LAST + 1);
481 for i := 0 to SHELL_LAST do
482 ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
483 {$ENDIF}
484 // --------- other --------- //
485 r_Common_SetLoading('Effects', 3 * 2 + 3);
486 for b := false to true do
487 begin
488 for i := 0 to 2 do
489 PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
490 end;
491 InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA');
492 IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND');
493 TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE');
494 end;
496 procedure r_Map_Free;
497 var i, j, k: Integer; d: TDirection; b: Boolean;
498 begin
499 if TalkTexture <> nil then
500 TalkTexture.Free;
501 if IndicatorTexture <> nil then
502 IndicatorTexture.Free;
503 if InvulPenta <> nil then
504 InvulPenta.Free;
505 InvulPenta := nil;
506 for b := false to true do
507 begin
508 for i := 0 to 2 do
509 begin
510 if PunchTextures[b, i] <> nil then
511 PunchTextures[b, i].Free;
512 PunchTextures[b, i] := nil;
513 end;
514 end;
515 {$IFDEF ENABLE_SHELLS}
516 for i := 0 to SHELL_LAST do
517 begin
518 if ShellTextures[i] <> nil then
519 ShellTextures[i].Free;
520 ShellTextures[i] := nil;
521 end;
522 {$ENDIF}
523 for i := 0 to FLAG_LAST do
524 begin
525 if FlagTextures[i] <> nil then
526 FlagTextures[i].Free;
527 FlagTextures[i] := nil;
528 end;
529 for i := 0 to WEAPON_LAST do
530 begin
531 if ShotTextures[i] <> nil then
532 ShotTextures[i].Free;
533 ShotTextures[i] := nil;
534 end;
535 {$IFDEF ENABLE_GFX}
536 gfxlist := nil;
537 for i := 0 to R_GFX_LAST do
538 begin
539 if GFXTextures[i] <> nil then
540 GFXTextures[i].Free;
541 GFXTextures[i] := nil;
542 end;
543 {$ENDIF}
544 for i := 1 to WP_LAST do
545 begin
546 for j := 0 to W_POS_LAST do
547 begin
548 for k := 0 to W_ACT_LAST do
549 begin
550 if WeapTextures[i, j, k] <> nil then
551 WeapTextures[i, j, k].Free;
552 WeapTextures[i, j, k] := nil;
553 end;
554 end;
555 end;
556 if Models <> nil then
557 for i := 0 to High(Models) do
558 r_Map_FreeModel(i);
559 for i := MONSTER_DEMON to MONSTER_MAN do
560 begin
561 for j := 0 to ANIM_LAST do
562 begin
563 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
564 begin
565 if MonTextures[i, j, d] <> nil then
566 MonTextures[i, j, d].Free;
567 MonTextures[i, j, d] := nil;
568 end;
569 end;
570 end;
571 for i := 0 to ITEM_LAST do
572 begin
573 if Items[i].tex <> nil then
574 Items[i].tex.Free;
575 Items[i].tex := nil;
576 end;
577 end;
579 procedure r_Map_LoadTextures;
580 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
581 var i, n: Integer; txt: TAnimTextInfo;
582 begin
583 if Textures <> nil then
584 begin
585 n := Length(Textures);
586 SetLength(RenTextures, n);
587 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
588 for i := 0 to n - 1 do
589 begin
590 txt.anim := DefaultAnimInfo;
591 RenTextures[i].tex := nil;
592 case Textures[i].TextureName of
593 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
594 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
595 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
596 else
597 RenTextures[i].spec := 0;
598 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
599 if RenTextures[i].tex = nil then
600 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
601 else
602 r_Common_StepLoading(1);
603 end;
604 RenTextures[i].anim := txt.anim;
605 end;
606 end;
607 if gMapInfo.SkyFullName <> '' then
608 begin
609 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
610 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName);
611 end;
612 plist.Clear;
613 end;
615 procedure r_Map_FreeTextures;
616 var i: Integer;
617 begin
618 plist.Clear;
619 if SkyTexture <> nil then
620 SkyTexture.Free;
621 SkyTexture := nil;
622 if RenTextures <> nil then
623 for i := 0 to High(RenTextures) do
624 if RenTextures[i].tex <> nil then
625 RenTextures[i].tex.Free;
626 RenTextures := nil;
627 end;
629 procedure r_Map_DrawPanel (p: TPanel);
630 var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
631 begin
632 ASSERT(p <> nil);
633 if p.FCurTexture >= 0 then
634 begin
635 Texture := p.TextureIDs[p.FCurTexture].Texture;
636 t := RenTextures[Texture].tex;
637 if (RenTextures[Texture].spec = 0) or (t <> nil) then
638 begin
639 count := 0; frame := 0;
640 if p.AnimTime <= gTime then
641 begin
642 a := RenTextures[Texture].anim;
643 a.loop := p.AnimLoop;
644 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
645 end;
646 if t <> nil then
647 begin
648 tex := t.GetTexture(frame);
649 r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
650 end
651 else
652 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
653 end;
655 if t = nil then
656 begin
657 case RenTextures[Texture].spec of
658 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
659 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
660 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
661 end
662 end
663 end
664 end;
666 procedure r_Map_DrawPanelType (panelTyp: DWORD);
667 var tagMask, i: Integer; p: TPanel;
668 begin
669 i := 0;
670 tagMask := PanelTypeToTag(panelTyp);
671 while plist.count > 0 do
672 begin
673 p := TPanel(plist.Front());
674 if (p.tag and tagMask) = 0 then
675 break;
676 r_Map_DrawPanel(p);
677 Inc(i);
678 plist.PopFront
679 end;
680 end;
682 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
683 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
684 begin
685 if ggItems <> nil then
686 begin
687 for i := 0 to High(ggItems) do
688 begin
689 it := @ggItems[i];
690 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
691 begin
692 t := Items[it.ItemType].tex;
693 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
694 begin
695 r_Common_GetObjectPos(it.obj, xx, yy);
696 tex := t.GetTexture(Items[it.ItemType].frame);
697 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
698 end;
699 end;
700 end;
701 end;
702 // TODO draw g_debug_frames
703 end;
705 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
706 // var c: Integer;
707 begin
708 t := nil; dx := 0; dy := 0; flip := false;
709 result := MonTextures[m, a, d] <> nil;
710 if result = false then
711 begin
712 flip := true;
713 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
714 result := MonTextures[m, a, d] <> nil;
715 end;
716 if result = true then
717 begin
718 t := MonTextures[m, a, d];
719 if d = TDirection.D_LEFT then
720 begin
721 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
722 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
723 end
724 else
725 begin
726 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
727 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
728 end;
729 if flip then
730 begin
731 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
732 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
733 dx := -dx;
734 end;
735 end;
736 end;
738 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
739 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
740 begin
741 if VileFire <> nil then
742 begin
743 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
744 begin
745 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
746 begin
747 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
748 tex := VileFire.GetTexture(frame);
749 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);
750 end;
751 end;
752 end;
753 end;
755 procedure r_Map_DrawMonster (constref mon: TMonster);
756 var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
757 begin
758 m := mon.MonsterType;
759 a := mon.MonsterAnim;
760 d := mon.GameDirection;
762 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
763 begin
764 r_Common_GetObjectPos(mon.obj, xx, yy);
765 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
766 end;
768 // TODO draw g_debug_frames
769 end;
771 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
772 var i: Integer; m: TMonster;
773 begin
774 if gMonsters <> nil then
775 begin
776 for i := 0 to High(gMonsters) do
777 begin
778 m := gMonsters[i];
779 if m <> nil then
780 begin
781 r_Map_DrawMonsterAttack(m);
782 // TODO select from grid
783 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
784 r_Map_DrawMonster(m);
785 end;
786 end;
787 end;
788 end;
790 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
791 begin
792 flip := false;
793 result := Models[i].anim[d, a].base <> nil;
794 if result = false then
795 begin
796 flip := true;
797 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
798 result := Models[i].anim[d, a].base <> nil;
799 end;
800 end;
802 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
803 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
804 begin
805 a := pm.CurrentAnimation;
806 d := pm.Direction;
808 (* draw flag*)
809 t := FlagTextures[pm.Flag];
810 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
811 begin
812 flip := d = TDirection.D_RIGHT;
813 angle := PlayerModelsArray[pm.id].FlagAngle;
814 xx := PlayerModelsArray[pm.id].FlagPoint.X;
815 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
816 tex := t.GetTexture(FlagFrame);
817 r_Draw_TextureRepeatRotate(
818 tex,
819 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
820 y + yy - FLAG_BASEPOINT.Y + 1,
821 tex.width,
822 tex.height,
823 flip,
824 255, 255, 255, 255, false,
825 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
826 FLAG_BASEPOINT.Y,
827 IfThen(flip, angle, -angle)
828 );
829 end;
831 (* draw weapon *)
832 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
833 begin
834 case a of
835 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
836 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
837 else pos := W_POS_NORMAL;
838 end;
839 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
840 act := W_ACT_FIRE
841 else
842 act := W_ACT_NORMAL;
843 tex := WeapTextures[pm.CurrentWeapon, pos, act];
844 if tex <> nil then
845 begin
846 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
847 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
848 r_Draw_Texture(
849 tex,
850 x + xx,
851 y + yy,
852 tex.width,
853 tex.height,
854 d = TDirection.D_LEFT,
855 255, 255, 255, alpha, false
856 );
857 end;
858 end;
860 (* draw body *)
861 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
862 begin
863 t := Models[pm.id].anim[d, a].base;
864 back := PlayerModelsArray[pm.id].anim[d, a].back;
865 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
866 t := Models[pm.id].anim[d, a].mask;
867 if t <> nil then
868 begin
869 c := pm.Color;
870 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
871 end;
872 end;
873 end;
875 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
876 var dot: Integer;
877 begin
878 // Outer borders
879 r_Draw_Rect(x + 1, y, x + 18, y + 13, cb.R, cb.G, cb.B, 255);
880 r_Draw_Rect(x, y + 1, x + 19, y + 12, cb.R, cb.G, cb.B, 255);
881 // Inner box
882 r_Draw_FillRect(x + 1, y + 1, x + 18, y + 12, cf.R, cf.G, cf.B, 255);
883 // TODO Tail
884 // Dots
885 dot := 6;
886 r_Draw_FillRect(x + dot + 0, y + 8, x + dot + 0 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
887 r_Draw_FillRect(x + dot + 3, y + 8, x + dot + 3 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
888 r_Draw_FillRect(x + dot + 6, y + 8, x + dot + 6 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
889 end;
891 procedure r_Map_DrawTalkBubble (p: TPlayer);
892 var xx, yy, x, y: Integer; cb, cf: TRGB;
893 begin
894 r_Common_GetPlayerPos(p, xx, yy);
895 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
896 y := yy;
897 cb := _RGB(63, 63, 63);
898 cf := _RGB(240, 240, 240);
899 case gChatBubble of
900 1: // simple text
901 begin
902 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
903 end;
904 2: // adv team color
905 begin
906 case p.Team of
907 TEAM_RED: cb := _RGB(255, 63, 63);
908 TEAM_BLUE: cb := _RGB(63, 63, 255);
909 end;
910 r_Map_DrawBubble(x, y - 18, cb, cf);
911 end;
912 3: // adv player color
913 begin
914 cb := p.Model.Color;
915 cf.R := MIN(cb.R * 2 + 64, 255);
916 cf.G := MIN(cb.G * 2 + 64, 255);
917 cf.B := MIN(cb.B * 2 + 64, 255);
918 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
919 begin
920 cb.R := MAX(cf.R div 2 - 16, 0);
921 cb.G := MAX(cf.G div 2 - 16, 0);
922 cb.B := MAX(cf.B div 2 - 16, 0);
923 end;
924 r_Map_DrawBubble(x, y - 18, cb, cf);
925 end;
926 4: // textured
927 if TalkTexture <> nil then
928 begin
929 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
930 end;
931 end;
932 end;
934 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
935 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
936 begin
937 if p.alive then
938 begin
939 r_Common_GetPlayerPos(p, x, y);
941 (* punch effect *)
942 if p.PunchTime <= gTime then
943 begin
944 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
945 if count < 1 then
946 begin
947 b := R_BERSERK in p.FRulez;
948 if p.FKeys[KEY_DOWN].pressed then
949 t := PunchTextures[b, 2]
950 else if p.FKeys[KEY_UP].pressed then
951 t := PunchTextures[b, 1]
952 else
953 t := PunchTextures[b, 0];
954 if t <> nil then
955 begin
956 flip := p.Direction = TDirection.D_LEFT;
957 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
958 ay := p.Obj.Rect.Y - 11;
959 tex := t.GetTexture(frame);
960 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
961 end;
962 end;
963 end;
965 (* invulnerability effect *)
966 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
967 begin
968 w := InvulPenta.width;
969 h := InvulPenta.height;
970 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
971 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
972 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
973 end;
975 (* invisibility effect *)
976 alpha := 255;
977 if p.FMegaRulez[MR_INVIS] > gTime then
978 begin
979 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
980 begin
981 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
982 alpha := 55;
983 end
984 else
985 alpha := 1; // ???
986 end;
988 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
989 end;
990 // TODO draw g_debug_frames
992 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
993 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
994 r_Map_DrawTalkBubble(p);
996 // TODO draw aim
997 end;
999 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
1000 var i: Integer;
1001 begin
1002 if gPlayers <> nil then
1003 for i := 0 to High(gPlayers) do
1004 if gPlayers[i] <> nil then
1005 r_Map_DrawPlayer(gPlayers[i], player);
1006 end;
1008 {$IFDEF ENABLE_GIBS}
1009 function r_Map_GetGibSize (m, i: Integer): TRectWH;
1010 begin
1011 result := Models[m].gibs.rect[i];
1012 end;
1014 procedure r_Map_DrawGibs (x, y, w, h: Integer);
1015 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
1016 begin
1017 if gGibs <> nil then
1018 begin
1019 for i := 0 to High(gGibs) do
1020 begin
1021 if gGibs[i].alive then
1022 begin
1023 p := @gGibs[i].Obj;
1024 if g_Obj_Collide(x, y, w, h, p) then
1025 begin
1026 r_Common_GetObjectPos(p^, xx, yy);
1027 id := gGibs[i].GibID;
1028 m := gGibs[i].ModelID;
1029 t := Models[m].gibs.base[id];
1030 if t <> nil then
1031 begin
1032 rx := p.Rect.X + p.Rect.Width div 2;
1033 ry := p.Rect.Y + p.Rect.Height div 2;
1034 ra := gGibs[i].RAngle;
1035 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
1036 t := Models[m].gibs.mask[id];
1037 if t <> nil then
1038 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
1039 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
1040 end;
1041 end;
1042 end;
1043 end;
1044 end;
1045 // TODO draw g_debug_frames
1046 end;
1047 {$ENDIF}
1049 {$IFDEF ENABLE_CORPSES}
1050 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1051 var i, xx, yy: Integer; p: TCorpse;
1052 begin
1053 if gCorpses <> nil then
1054 begin
1055 for i := 0 to High(gCorpses) do
1056 begin
1057 p := gCorpses[i];
1058 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1059 begin
1060 r_Common_GetObjectPos(p.obj, xx, yy);
1061 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1062 end;
1063 end;
1064 end;
1065 // TODO draw g_debug_frames
1066 end;
1067 {$ENDIF}
1069 {$IFDEF ENABLE_GFX}
1070 function r_Map_GetGFXID (): Integer;
1071 var i: Integer;
1072 begin
1073 i := 0;
1074 if gfxlist <> nil then
1075 begin
1076 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1077 Inc(i);
1078 if i >= Length(gfxlist) then
1079 SetLength(gfxlist, Length(gfxlist) + 1)
1080 end
1081 else
1082 SetLength(gfxlist, 1);
1083 gfxlist[i].typ := R_GFX_NONE;
1084 result := i
1085 end;
1087 procedure r_Map_NewGFX (typ, x, y: Integer);
1088 var i: Integer;
1089 begin
1090 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1091 begin
1092 i := r_Map_GetGFXID();
1093 if i >= 0 then
1094 begin
1095 gfxlist[i].typ := typ;
1096 gfxlist[i].x := x;
1097 gfxlist[i].y := y;
1098 gfxlist[i].oldX := x;
1099 gfxlist[i].oldY := y;
1100 gfxlist[i].anim := GFXAnim[typ].anim;
1101 gfxlist[i].time := gTime DIV GAME_TICK;
1102 gfxlist[i].frame := 0;
1103 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1104 end;
1105 end;
1106 end;
1108 procedure r_Map_UpdateGFX (tick: LongWord);
1109 var i: Integer; count: LongInt;
1110 begin
1111 if gfxlist <> nil then
1112 begin
1113 for i := 0 to High(gfxlist) do
1114 begin
1115 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1116 begin
1117 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1118 if count < 1 then
1119 begin
1120 gfxlist[i].oldX := gfxlist[i].x;
1121 gfxlist[i].oldY := gfxlist[i].y;
1122 case gfxlist[i].typ of
1123 R_GFX_FLAME, R_GFX_SMOKE:
1124 begin
1125 if Random(3) = 0 then
1126 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1127 if Random(2) = 0 then
1128 gfxlist[i].y := gfxlist[i].y - Random(2);
1129 end;
1130 end;
1131 end
1132 else
1133 gfxlist[i].typ := R_GFX_NONE;
1134 end;
1135 end;
1136 end;
1137 end;
1139 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1140 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1141 begin
1142 if gfxlist <> nil then
1143 begin
1144 for i := 0 to High(gfxlist) do
1145 begin
1146 if gfxlist[i].typ > 0 then
1147 begin
1148 typ := gfxlist[i].typ;
1149 t := GFXTextures[typ];
1150 if t <> nil then
1151 begin
1152 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1153 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1154 tex := t.GetTexture(gfxlist[i].frame);
1155 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1156 end;
1157 end;
1158 end;
1159 end;
1160 end;
1162 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1163 var i, fx, fy: Integer;
1164 begin
1165 if gpart_dbg_enabled and (Particles <> nil) then
1166 begin
1167 glDisable(GL_TEXTURE_2D);
1168 if (g_dbg_scale < 0.6) then
1169 glPointSize(1)
1170 else if (g_dbg_scale > 1.3) then
1171 glPointSize(g_dbg_scale + 1)
1172 else
1173 glPointSize(2);
1174 glDisable(GL_POINT_SMOOTH);
1175 glEnable(GL_BLEND);
1176 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1178 glBegin(GL_POINTS);
1179 for i := 0 to High(Particles) do
1180 begin
1181 if Particles[i].alive then
1182 begin
1183 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1184 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1185 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1186 glVertex2f(fx, fy);
1187 end;
1188 end;
1189 glEnd;
1191 glDisable(GL_BLEND);
1192 end;
1193 end;
1194 {$ENDIF}
1196 procedure r_Map_DrawShots (x, y, w, h: Integer);
1197 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1198 begin
1199 if Shots <> nil then
1200 begin
1201 for i := 0 to High(Shots) do
1202 begin
1203 typ := Shots[i].ShotType;
1204 if typ <> 0 then
1205 begin
1206 t := ShotTextures[typ];
1207 if t <> nil then
1208 begin
1209 a := 0;
1210 case typ of
1211 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1212 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1213 end;
1214 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1215 pX := Shots[i].Obj.Rect.Width div 2;
1216 pY := Shots[i].Obj.Rect.Height div 2;
1217 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1218 tex := t.GetTexture(frame);
1219 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1220 end;
1221 end;
1222 end;
1223 end;
1224 // TODO draw g_debug_frames
1225 end;
1227 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1228 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1229 begin
1230 if gGameSettings.GameMode = GM_CTF then
1231 begin
1232 for i := FLAG_RED to FLAG_BLUE do
1233 begin
1234 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1235 begin
1236 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1237 flip := gFlags[i].Direction = TDirection.D_LEFT;
1238 if flip then dx := -1 else dx := +1;
1239 t := FlagTextures[i];
1240 tex := t.GetTexture(FlagFrame);
1241 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
1242 end;
1243 end;
1244 end;
1245 // TODO g_debug_frames
1246 end;
1248 {$IFDEF ENABLE_SHELLS}
1249 procedure r_Map_DrawShells (x, y, w, h: Integer);
1250 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1251 begin
1252 if gShells <> nil then
1253 begin
1254 for i := 0 to High(gShells) do
1255 begin
1256 if gShells[i].alive then
1257 begin
1258 typ := gShells[i].SType;
1259 if typ <= SHELL_LAST then
1260 begin
1261 p := @gShells[i].Obj;
1262 if g_Obj_Collide(x, y, w, h, p) then
1263 begin
1264 t := ShellTextures[typ];
1265 if t <> nil then
1266 begin
1267 r_Common_GetObjectPos(p^, xx, yy);
1268 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1269 end;
1270 end;
1271 end;
1272 end;
1273 end;
1274 end;
1275 end;
1276 {$ENDIF}
1278 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1279 const
1280 factor = 120; (* size ratio between view and sky (120%) *)
1281 limit = 100; (* max speed for parallax *)
1282 var
1283 msw, msh, mvw, mvh, svw, svh: LongInt;
1284 begin
1285 msw := vw * factor div 100;
1286 msh := vh * factor div 100;
1287 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1289 (* calc x parallax or sky center on speed limit *)
1290 mvw := MAX(1, mw - vw);
1291 svw := w - vw;
1292 if 100 * svw div mvw <= limit then
1293 x := -cx * svw div mvw
1294 else
1295 x := -svw div 2;
1297 (* calc y parallax or sky center on speed limit *)
1298 mvh := MAX(1, mh - vh);
1299 svh := h - vh;
1300 if 100 * svh div mvh <= limit then
1301 y := -cy * svh div mvh
1302 else
1303 y := -svh div 2;
1305 (* handle out of map bounds *)
1306 if x > 0 then x := 0;
1307 if y > 0 then y := 0;
1308 if x < -svw then x := -svw;
1309 if y < -svh then y := -svh;
1310 end;
1312 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1313 var i: Integer;
1314 begin
1315 if level > 0 then
1316 begin
1317 case level of
1318 0..14: i := 0;
1319 15..34: i := 1;
1320 35..54: i := 2;
1321 55..74: i := 3;
1322 75..94: i := 4;
1323 else i := 5
1324 end;
1325 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1326 end;
1327 end;
1329 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1330 begin
1331 if p <> nil then
1332 begin
1333 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1334 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1335 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1336 begin
1337 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1338 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1339 end;
1340 if p.FMegaRulez[MR_SUIT] >= gTime then
1341 begin
1342 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1343 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1344 end;
1345 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1346 begin
1347 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1348 end;
1349 end;
1350 end;
1352 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1353 var a, ax, ay, fx, fy, xx, yy: Integer;
1354 begin
1355 if (p <> nil) and p.Alive and (p.Spectator = false) then
1356 begin
1357 r_Common_GetPlayerPos(p, fx, fy);
1358 case gPlayerIndicatorStyle of
1359 0:
1360 if IndicatorTexture <> nil then
1361 begin
1362 ax := IndicatorTexture.width div 2;
1363 ay := IndicatorTexture.height div 2;
1364 if (p.obj.x + p.obj.rect.x) < cx then
1365 begin
1366 a := 90;
1367 xx := fx + p.obj.rect.x + p.obj.rect.width;
1368 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1369 end
1370 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1371 begin
1372 a := 270;
1373 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1374 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1375 end
1376 else if (p.obj.y - IndicatorTexture.height) < cy then
1377 begin
1378 a := 180;
1379 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1380 yy := fy + p.obj.rect.y + p.obj.rect.height;
1381 end
1382 else
1383 begin
1384 a := 0;
1385 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1386 yy := fy - IndicatorTexture.height;
1387 end;
1388 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1389 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1390 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1391 end;
1392 1:
1393 begin
1394 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1395 yy := fy;
1396 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1397 end;
1398 end;
1399 end;
1400 end;
1402 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1403 var i: Integer; p: TPlayer;
1404 begin
1405 case gPlayerIndicator of
1406 1:
1407 if player <> nil then
1408 begin
1409 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1410 end;
1411 2:
1412 if gPlayers <> nil then
1413 begin
1414 for i := 0 to HIGH(gPlayers) do
1415 begin
1416 p := gPlayers[i];
1417 if p <> nil then
1418 begin
1419 if (player <> nil) and (p = player) then
1420 begin
1421 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1422 end
1423 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1424 begin
1425 case gPlayerIndicatorStyle of
1426 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1427 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1428 end;
1429 end;
1430 end;
1431 end;
1432 end;
1433 end;
1434 end;
1436 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
1437 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;
1438 begin
1439 r_Draw_GetRect(l, t, r, b);
1440 r_Draw_SetRect(x, y, x + w, y + h);
1441 glTranslatef(x, y, 0);
1443 (* camera rect *)
1444 cx := (camx - w) + w div 2;
1445 cy := (camy - h) + h div 2;
1446 cw := w;
1447 ch := h;
1449 (* camera bounds *)
1450 if g_dbg_ignore_bounds = false then
1451 begin
1452 if cx + cw > gMapInfo.Width then
1453 cx := gMapInfo.Width - cw;
1454 if cy + ch > gMapInfo.Height then
1455 cy := gMapInfo.Height - ch;
1456 if cx < 0 then
1457 cx := 0;
1458 if cy < 0 then
1459 cy := 0;
1460 end;
1462 (* map bounds *)
1463 xx := cx;
1464 yy := cy;
1465 ww := cw;
1466 hh := ch;
1467 if xx + ww > gMapInfo.Width then
1468 xx := gMapInfo.Width - ww;
1469 if yy + hh > gMapInfo.Height then
1470 yy := gMapInfo.Height - hh;
1471 if xx < 0 then
1472 xx := 0;
1473 if yy < 0 then
1474 yy := 0;
1476 plist.Clear;
1477 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1478 for p in iter do
1479 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1480 plist.Insert(p^);
1481 iter.Release;
1483 glPushMatrix;
1484 if DebugCameraScale <> 1.0 then
1485 begin
1486 glTranslatef(cw div 2, ch div 2, 0);
1487 glScalef(DebugCameraScale, DebugCameraScale, 1);
1488 glTranslatef(-w div 2, -h div 2, 0);
1489 end;
1491 if SkyTexture <> nil then
1492 begin
1493 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1494 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1495 end;
1497 glTranslatef(-cx, -cy, 0);
1498 r_Map_DrawPanelType(PANEL_BACK);
1499 r_Map_DrawPanelType(PANEL_STEP);
1500 r_Map_DrawItems(xx, yy, ww, hh, false);
1501 r_Map_DrawShots(xx, yy, ww, hh);
1502 {$IFDEF ENABLE_SHELLS}
1503 r_Map_DrawShells(xx, yy, ww, hh);
1504 {$ENDIF}
1505 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1506 {$IFDEF ENABLE_GIBS}
1507 r_Map_DrawGibs(xx, yy, ww, hh);
1508 {$ENDIF}
1509 {$IFDEF ENABLE_CORPSES}
1510 r_Map_DrawCorpses(xx, yy, ww, hh);
1511 {$ENDIF}
1512 r_Map_DrawPanelType(PANEL_WALL);
1513 r_Map_DrawMonsters(xx, yy, ww, hh);
1514 r_Map_DrawItems(xx, yy, ww, hh, true);
1515 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1516 {$IFDEF ENABLE_GFX}
1517 r_Map_DrawParticles(xx, yy, ww, hh);
1518 r_Map_DrawGFX(xx, yy, ww, hh);
1519 {$ENDIF}
1520 r_Map_DrawFlags(xx, yy, ww, hh);
1521 r_Map_DrawPanelType(PANEL_ACID1);
1522 r_Map_DrawPanelType(PANEL_ACID2);
1523 r_Map_DrawPanelType(PANEL_WATER);
1524 r_Map_DrawPanelType(PANEL_FORE);
1525 // TODO draw monsters health bar
1526 // TODO draw players health bar
1527 if gGameSettings.GameMode <> GM_SINGLE then
1528 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1529 if DebugCameraScale <> 1.0 then
1530 begin
1531 r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
1532 r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
1533 end;
1534 glPopMatrix;
1536 r_Map_DrawScreenEffects(x, y, w, h, player);
1538 // TODO draw g_debug_player
1540 glTranslatef(-x, -y, 0);
1541 r_Draw_SetRect(l, t, r, b);
1542 end;
1544 procedure r_Map_Update;
1545 var i, count, tick: LongInt;
1546 begin
1547 tick := gTime div GAME_TICK;
1548 for i := 0 to ITEM_LAST do
1549 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1550 r_Map_UpdateGFX(tick);
1551 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1552 end;
1554 initialization
1555 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1556 DebugCameraScale := 1.0;
1557 end.