DEADSOFTWARE

gl: fix indicators
[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 {$ENDIF}
41 procedure r_Map_Update;
43 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
45 implementation
47 uses
48 {$I ../../../nogl/noGLuses.inc}
49 Math, SysUtils,
50 e_log,
51 binheap, MAPDEF, utils,
52 g_options, g_animations, g_basic, g_phys,
53 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
54 g_console, g_language,
55 {$IFDEF ENABLE_CORPSES}
56 g_corpses,
57 {$ENDIF}
58 {$IFDEF ENABLE_SHELLS}
59 g_shells,
60 {$ENDIF}
61 {$IFDEF ENABLE_GIBS}
62 g_gibs,
63 {$ENDIF}
64 {$IFDEF ENABLE_GFX}
65 g_gfx,
66 {$ENDIF}
67 r_textures, r_draw, r_common
68 ;
70 const
71 MTABLE: array [0..MONSTER_MAN] of record
72 w, h: Integer;
73 end = (
74 (w: 64; h: 64), // NONE
75 (w: 64; h: 64), // DEMON
76 (w: 64; h: 64), // IMP
77 (w: 64; h: 64), // ZOMBY
78 (w: 64; h: 64), // SERG
79 (w: 128; h: 128), // CYBER
80 (w: 64; h: 64), // CGUN
81 (w: 128; h: 128), // BARON
82 (w: 128; h: 128), // KNIGHT
83 (w: 128; h: 128), // CACO
84 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
85 (w: 128; h: 128), // PAIN
86 (w: 256; h: 128), // SPIDER
87 (w: 128; h: 64), // BSP
88 (w: 128; h: 128), // MANCUB
89 (w: 128; h: 128), // SKEL
90 (w: 128; h: 128), // VILE
91 (w: 32; h: 32), // FISH
92 (w: 64; h: 64), // BARREL
93 (w: 128; h: 128), // ROBO
94 (w: 64; h: 64) // MAN
95 );
96 VILEFIRE_DX = 32;
97 VILEFIRE_DY = 128;
99 ItemAnim: array [0..ITEM_LAST] of record
100 name: AnsiString;
101 w, h: Integer;
102 anim: TAnimInfo;
103 end = (
104 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
105 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
106 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
107 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
108 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
109 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
110 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
111 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
112 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
113 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
114 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
115 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
116 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
119 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
138 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
139 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
140 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
141 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
142 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
143 );
145 {$IFDEF ENABLE_GFX}
146 GFXAnim: array [0..R_GFX_LAST] of record
147 name: AnsiString;
148 w, h: Integer;
149 anim: TAnimInfo;
150 rdelay: Integer;
151 alpha: Integer;
152 end = (
153 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
154 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
155 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
156 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
157 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
158 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
159 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
160 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
161 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
162 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
163 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
164 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
165 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
166 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
168 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
169 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
170 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
171 );
172 {$ENDIF}
174 ShotAnim: array [0..WEAPON_LAST] of record
175 name: AnsiString;
176 w, h: Integer;
177 anim: TAnimInfo;
178 end = (
179 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
180 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
181 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
182 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
185 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
186 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
187 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
188 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
189 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
190 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
191 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
193 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
200 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
201 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
202 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
203 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
204 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
205 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
206 );
208 {$IFDEF ENABLE_SHELLS}
209 ShellAnim: array [0..SHELL_LAST] of record
210 name: AnsiString;
211 dx, dy: Integer;
212 end = (
213 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
214 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
215 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
216 );
217 {$ENDIF}
219 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
220 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
221 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
223 type
224 TBinHeapPanelDrawCmp = class
225 public
226 class function less (const a, b: TPanel): Boolean; inline;
227 end;
229 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
231 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
233 var
234 DebugCameraScale: Single;
235 FillOutsizeArea: Boolean;
236 SkyTexture: TGLTexture;
237 RenTextures: array of record
238 spec: LongInt;
239 tex: TGLMultiTexture;
240 anim: TAnimInfo;
241 end;
242 Items: array [0..ITEM_LAST] of record
243 tex: TGLMultiTexture;
244 frame: Integer;
245 end;
246 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
247 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
248 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
249 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
250 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
251 VileFire: TGLMultiTexture;
252 InvulPenta: TGLTexture;
253 IndicatorTexture: TGLTexture;
254 TalkTexture: TGLTexture;
255 Models: array of record
256 anim: array [TDirection, 0..A_LAST] of record
257 base, mask: TGLMultiTexture;
258 end;
259 {$IFDEF ENABLE_GIBS}
260 gibs: record
261 base, mask: TGLTextureArray;
262 rect: TRectArray;
263 end;
264 {$ENDIF}
265 end;
267 {$IFDEF ENABLE_SHELLS}
268 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
269 {$ENDIF}
270 {$IFDEF ENABLE_GFX}
271 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
272 gfxlist: array of record
273 typ: Byte;
274 x, y: Integer;
275 oldX, oldY: Integer;
276 anim: TAnimInfo;
277 time: LongWord;
278 frame: LongInt;
279 end = nil;
280 {$ENDIF}
282 FlagFrame: LongInt;
283 plist: TBinHeapPanelDraw = nil;
285 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
286 begin
287 if a.tag < b.tag then begin result := true; exit; end;
288 if a.tag > b.tag then begin result := false; exit; end;
289 result := a.arrIdx < b.arrIdx;
290 end;
292 procedure r_Map_Initialize;
293 begin
294 FlagFrame := 0;
295 plist := TBinHeapPanelDraw.Create();
296 end;
298 procedure r_Map_Finalize;
299 begin
300 r_Common_FreeAndNil(plist);
301 FlagFrame := 0;
302 end;
304 procedure r_Map_FreeModel (i: Integer);
305 var a: Integer; d: TDirection;
306 begin
307 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
308 begin
309 for a := A_STAND to A_LAST do
310 begin
311 r_Common_FreeAndNil(Models[i].anim[d, a].base);
312 r_Common_FreeAndNil(Models[i].anim[d, a].mask);
313 end;
314 end;
315 {$IFDEF ENABLE_GIBS}
316 if Models[i].gibs.base <> nil then
317 for a := 0 to High(Models[i].gibs.base) do
318 r_Common_FreeAndNil(Models[i].gibs.base[a]);
319 if Models[i].gibs.mask <> nil then
320 for a := 0 to High(Models[i].gibs.mask) do
321 r_Common_FreeAndNil(Models[i].gibs.mask[a]);
322 Models[i].gibs.base := nil;
323 Models[i].gibs.mask := nil;
324 Models[i].gibs.rect := nil;
325 {$ENDIF}
326 end;
328 procedure r_Map_LoadModel (i: Integer);
329 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
330 begin
331 ASSERT(i < Length(Models));
332 ASSERT(i < Length(PlayerModelsArray));
333 r_Map_FreeModel(i);
334 m := @PlayerModelsArray[i];
335 prefix := m.FileName + ':TEXTURES/';
336 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
337 begin
338 for a := A_STAND to A_LAST do
339 begin
340 Models[i].anim[d, a].base := nil;
341 Models[i].anim[d, a].mask := nil;
342 if m.anim[d, a].resource <> '' then
343 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);
344 if m.anim[d, a].mask <> '' then
345 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);
346 end
347 end;
348 {$IFDEF ENABLE_GIBS}
349 Models[i].gibs.base := nil;
350 Models[i].gibs.mask := nil;
351 Models[i].gibs.rect := nil;
352 if m.GibsCount > 0 then
353 begin
354 SetLength(Models[i].gibs.base, m.GibsCount);
355 SetLength(Models[i].gibs.mask, m.GibsCount);
356 SetLength(Models[i].gibs.rect, m.GibsCount);
357 for a := 0 to m.GibsCount - 1 do
358 Models[i].gibs.rect[a] := DefaultGibSize;
359 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then
360 begin
361 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then
362 begin
363 // ok
364 end;
365 end;
366 end;
367 {$ENDIF}
368 end;
370 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
371 const dir: array [TDirection] of AnsiString = ('_L', '');
372 var w, h, count: Integer;
373 begin
374 count := MONSTER_ANIMTABLE[m].AnimCount[a];
375 if count > 0 then
376 begin
377 w := MTABLE[m].w;
378 h := MTABLE[m].h;
379 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
380 begin
381 // special case
382 w := 128;
383 h := 128;
384 end;
385 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
386 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
387 w,
388 h,
389 count,
390 [TGLHints.txNoRepeat],
391 False
392 );
393 end
394 else
395 MonTextures[m, a, d] := nil;
396 end;
398 procedure r_Map_Load;
399 const
400 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
401 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
402 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
403 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
404 var
405 i, j, k: Integer; d: TDirection; b: Boolean;
406 begin
407 // --------- items --------- //
408 r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
409 for i := 0 to ITEM_LAST do
410 begin
411 Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
412 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
413 ItemAnim[i].w,
414 ItemAnim[i].h,
415 ItemAnim[i].anim.frames,
416 [TGLHints.txNoRepeat],
417 false
418 );
419 Items[i].frame := 0;
420 end;
421 // --------- monsters --------- //
422 r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
423 for i := MONSTER_DEMON to MONSTER_MAN do
424 begin
425 for j := 0 to ANIM_LAST do
426 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
427 r_Map_LoadMonsterAnim(i, j, d);
428 r_Common_StepLoading(1);
429 end;
430 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
431 // --------- player models --------- //
432 if PlayerModelsArray <> nil then
433 begin
434 r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
435 SetLength(Models, Length(PlayerModelsArray));
436 for i := 0 to High(PlayerModelsArray) do
437 begin
438 r_Map_LoadModel(i);
439 r_Common_StepLoading(1);
440 end;
441 end;
442 // --------- player weapons --------- //
443 r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
444 for i := 1 to WP_LAST do
445 begin
446 for j := 0 to W_POS_LAST do
447 for k := 0 to W_ACT_LAST do
448 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]);
449 r_Common_StepLoading(1);
450 end;
451 // --------- gfx animations --------- //
452 {$IFDEF ENABLE_GFX}
453 r_Common_SetLoading('GFX Effects', R_GFX_LAST);
454 for i := 1 to R_GFX_LAST do
455 begin
456 if GFXAnim[i].anim.frames > 0 then
457 GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
458 end;
459 {$ENDIF}
460 // --------- shots --------- //
461 r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
462 for i := 0 to WEAPON_LAST do
463 begin
464 if ShotAnim[i].anim.frames > 0 then
465 ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]);
466 end;
467 // --------- flags --------- //
468 r_Common_SetLoading('Flags', 2);
469 FlagTextures[FLAG_NONE] := nil;
470 FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]);
471 FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]);
472 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
473 // --------- shells --------- //
474 {$IFDEF ENABLE_SHELLS}
475 r_Common_SetLoading('Shells', SHELL_LAST + 1);
476 for i := 0 to SHELL_LAST do
477 ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
478 {$ENDIF}
479 // --------- other --------- //
480 r_Common_SetLoading('Effects', 3 * 2 + 3);
481 for b := false to true do
482 begin
483 for i := 0 to 2 do
484 PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]);
485 end;
486 InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]);
487 IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]);
488 TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]);
489 end;
491 procedure r_Map_Free;
492 var i, j, k: Integer; d: TDirection; b: Boolean;
493 begin
494 r_Common_FreeAndNil(TalkTexture);
495 r_Common_FreeAndNil(IndicatorTexture);
496 r_Common_FreeAndNil(InvulPenta);
497 for b := false to true do
498 for i := 0 to 2 do
499 r_Common_FreeAndNil(PunchTextures[b, i]);
500 {$IFDEF ENABLE_SHELLS}
501 for i := 0 to SHELL_LAST do
502 r_Common_FreeAndNil(ShellTextures[i]);
503 {$ENDIF}
504 for i := 0 to FLAG_LAST do
505 r_Common_FreeAndNil(FlagTextures[i]);
506 for i := 0 to WEAPON_LAST do
507 r_Common_FreeAndNil(ShotTextures[i]);
508 {$IFDEF ENABLE_GFX}
509 SetLength(gfxlist, 0);
510 for i := 0 to R_GFX_LAST do
511 r_Common_FreeAndNil(GFXTextures[i]);
512 {$ENDIF}
513 for i := 1 to WP_LAST do
514 for j := 0 to W_POS_LAST do
515 for k := 0 to W_ACT_LAST do
516 r_Common_FreeAndNil(WeapTextures[i, j, k]);
517 if Models <> nil then
518 for i := 0 to High(Models) do
519 r_Map_FreeModel(i);
520 for i := MONSTER_DEMON to MONSTER_MAN do
521 for j := 0 to ANIM_LAST do
522 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
523 r_Common_FreeAndNil(MonTextures[i, j, d]);
524 for i := 0 to ITEM_LAST do
525 r_Common_FreeAndNil(Items[i].tex);
526 end;
528 procedure r_Map_LoadTextures;
529 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
530 var i, n: Integer; txt: TAnimTextInfo;
531 begin
532 if Textures <> nil then
533 begin
534 n := Length(Textures);
535 SetLength(RenTextures, n);
536 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
537 for i := 0 to n - 1 do
538 begin
539 txt.anim := DefaultAnimInfo;
540 RenTextures[i].tex := nil;
541 case Textures[i].TextureName of
542 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
543 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
544 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
545 else
546 RenTextures[i].spec := 0;
547 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
548 if RenTextures[i].tex = nil then
549 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
550 else
551 r_Common_StepLoading(1);
552 end;
553 RenTextures[i].anim := txt.anim;
554 end;
555 end;
556 if gMapInfo.SkyFullName <> '' then
557 begin
558 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
559 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
560 end;
561 plist.Clear;
562 end;
564 procedure r_Map_FreeTextures;
565 var i: Integer;
566 begin
567 plist.Clear;
568 r_Common_FreeAndNil(SkyTexture);
569 if RenTextures <> nil then
570 for i := 0 to High(RenTextures) do
571 r_Common_FreeAndNil(RenTextures[i].tex);
572 SetLength(RenTextures, 0);
573 end;
575 procedure r_Map_DrawPanel (p: TPanel);
576 var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
577 begin
578 ASSERT(p <> nil);
579 if p.FCurTexture >= 0 then
580 begin
581 Texture := p.TextureIDs[p.FCurTexture].Texture;
582 t := RenTextures[Texture].tex;
583 if (RenTextures[Texture].spec = 0) or (t <> nil) then
584 begin
585 count := 0; frame := 0;
586 if p.AnimTime <= gTime then
587 begin
588 a := RenTextures[Texture].anim;
589 a.loop := p.AnimLoop;
590 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
591 end;
592 if t <> nil then
593 begin
594 tex := t.GetTexture(frame);
595 r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
596 end
597 else
598 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
599 end;
601 if t = nil then
602 begin
603 case RenTextures[Texture].spec of
604 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
605 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
606 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
607 end
608 end
609 end
610 end;
612 procedure r_Map_DrawPanelType (panelTyp: DWORD);
613 var tagMask, i: Integer; p: TPanel;
614 begin
615 i := 0;
616 tagMask := PanelTypeToTag(panelTyp);
617 while plist.count > 0 do
618 begin
619 p := TPanel(plist.Front());
620 if (p.tag and tagMask) = 0 then
621 break;
622 r_Map_DrawPanel(p);
623 Inc(i);
624 plist.PopFront
625 end;
626 end;
628 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
629 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
630 begin
631 if ggItems <> nil then
632 begin
633 for i := 0 to High(ggItems) do
634 begin
635 it := @ggItems[i];
636 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
637 begin
638 t := Items[it.ItemType].tex;
639 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
640 begin
641 r_Common_GetObjectPos(it.obj, xx, yy);
642 tex := t.GetTexture(Items[it.ItemType].frame);
643 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
644 end;
645 end;
646 end;
647 end;
648 // TODO draw g_debug_frames
649 end;
651 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
652 // var c: Integer;
653 begin
654 t := nil; dx := 0; dy := 0; flip := false;
655 result := MonTextures[m, a, d] <> nil;
656 if result = false then
657 begin
658 flip := true;
659 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
660 result := MonTextures[m, a, d] <> nil;
661 end;
662 if result = true then
663 begin
664 t := MonTextures[m, a, d];
665 if d = TDirection.D_LEFT then
666 begin
667 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
668 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
669 end
670 else
671 begin
672 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
673 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
674 end;
675 if flip then
676 begin
677 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
678 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
679 dx := -dx;
680 end;
681 end;
682 end;
684 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
685 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
686 begin
687 if VileFire <> nil then
688 begin
689 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
690 begin
691 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
692 begin
693 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
694 tex := VileFire.GetTexture(frame);
695 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);
696 end;
697 end;
698 end;
699 end;
701 procedure r_Map_DrawMonster (constref mon: TMonster);
702 var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
703 begin
704 m := mon.MonsterType;
705 a := mon.MonsterAnim;
706 d := mon.GameDirection;
708 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
709 begin
710 r_Common_GetObjectPos(mon.obj, xx, yy);
711 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
712 end;
714 // TODO draw g_debug_frames
715 end;
717 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
718 var i: Integer; m: TMonster;
719 begin
720 if gMonsters <> nil then
721 begin
722 for i := 0 to High(gMonsters) do
723 begin
724 m := gMonsters[i];
725 if m <> nil then
726 begin
727 r_Map_DrawMonsterAttack(m);
728 // TODO select from grid
729 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
730 r_Map_DrawMonster(m);
731 end;
732 end;
733 end;
734 end;
736 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
737 begin
738 flip := false;
739 result := Models[i].anim[d, a].base <> nil;
740 if result = false then
741 begin
742 flip := true;
743 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
744 result := Models[i].anim[d, a].base <> nil;
745 end;
746 end;
748 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
749 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
750 begin
751 a := pm.CurrentAnimation;
752 d := pm.Direction;
754 (* draw flag*)
755 t := FlagTextures[pm.Flag];
756 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
757 begin
758 flip := d = TDirection.D_RIGHT;
759 angle := PlayerModelsArray[pm.id].FlagAngle;
760 xx := PlayerModelsArray[pm.id].FlagPoint.X;
761 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
762 tex := t.GetTexture(FlagFrame);
763 r_Draw_TextureRepeatRotate(
764 tex,
765 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
766 y + yy - FLAG_BASEPOINT.Y + 1,
767 tex.width,
768 tex.height,
769 flip,
770 255, 255, 255, 255, false,
771 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
772 FLAG_BASEPOINT.Y,
773 IfThen(flip, angle, -angle)
774 );
775 end;
777 (* draw weapon *)
778 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
779 begin
780 case a of
781 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
782 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
783 else pos := W_POS_NORMAL;
784 end;
785 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
786 act := W_ACT_FIRE
787 else
788 act := W_ACT_NORMAL;
789 tex := WeapTextures[pm.CurrentWeapon, pos, act];
790 if tex <> nil then
791 begin
792 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
793 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
794 r_Draw_Texture(
795 tex,
796 x + xx,
797 y + yy,
798 tex.width,
799 tex.height,
800 d = TDirection.D_LEFT,
801 255, 255, 255, alpha, false
802 );
803 end;
804 end;
806 (* draw body *)
807 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
808 begin
809 t := Models[pm.id].anim[d, a].base;
810 back := PlayerModelsArray[pm.id].anim[d, a].back;
811 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
812 t := Models[pm.id].anim[d, a].mask;
813 if t <> nil then
814 begin
815 c := pm.Color;
816 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
817 end;
818 end;
819 end;
821 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
822 var dot: Integer;
823 begin
824 // Outer borders
825 r_Draw_Rect(x + 1, y, x + 18, y + 13, cb.R, cb.G, cb.B, 255);
826 r_Draw_Rect(x, y + 1, x + 19, y + 12, cb.R, cb.G, cb.B, 255);
827 // Inner box
828 r_Draw_FillRect(x + 1, y + 1, x + 18, y + 12, cf.R, cf.G, cf.B, 255);
829 // TODO Tail
830 // Dots
831 dot := 6;
832 r_Draw_FillRect(x + dot + 0, y + 8, x + dot + 0 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
833 r_Draw_FillRect(x + dot + 3, y + 8, x + dot + 3 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
834 r_Draw_FillRect(x + dot + 6, y + 8, x + dot + 6 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
835 end;
837 procedure r_Map_DrawTalkBubble (p: TPlayer);
838 var xx, yy, x, y: Integer; cb, cf: TRGB;
839 begin
840 r_Common_GetPlayerPos(p, xx, yy);
841 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
842 y := yy;
843 cb := _RGB(63, 63, 63);
844 cf := _RGB(240, 240, 240);
845 case gChatBubble of
846 1: // simple text
847 begin
848 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
849 end;
850 2: // adv team color
851 begin
852 case p.Team of
853 TEAM_RED: cb := _RGB(255, 63, 63);
854 TEAM_BLUE: cb := _RGB(63, 63, 255);
855 end;
856 r_Map_DrawBubble(x, y - 18, cb, cf);
857 end;
858 3: // adv player color
859 begin
860 cb := p.Model.Color;
861 cf.R := MIN(cb.R * 2 + 64, 255);
862 cf.G := MIN(cb.G * 2 + 64, 255);
863 cf.B := MIN(cb.B * 2 + 64, 255);
864 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
865 begin
866 cb.R := MAX(cf.R div 2 - 16, 0);
867 cb.G := MAX(cf.G div 2 - 16, 0);
868 cb.B := MAX(cf.B div 2 - 16, 0);
869 end;
870 r_Map_DrawBubble(x, y - 18, cb, cf);
871 end;
872 4: // textured
873 if TalkTexture <> nil then
874 begin
875 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
876 end;
877 end;
878 end;
880 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
881 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
882 begin
883 if p.alive then
884 begin
885 r_Common_GetPlayerPos(p, x, y);
887 (* punch effect *)
888 if p.PunchTime <= gTime then
889 begin
890 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
891 if count < 1 then
892 begin
893 b := R_BERSERK in p.FRulez;
894 if p.FKeys[KEY_DOWN].pressed then
895 t := PunchTextures[b, 2]
896 else if p.FKeys[KEY_UP].pressed then
897 t := PunchTextures[b, 1]
898 else
899 t := PunchTextures[b, 0];
900 if t <> nil then
901 begin
902 flip := p.Direction = TDirection.D_LEFT;
903 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
904 ay := p.Obj.Rect.Y - 11;
905 tex := t.GetTexture(frame);
906 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
907 end;
908 end;
909 end;
911 (* invulnerability effect *)
912 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
913 begin
914 w := InvulPenta.width;
915 h := InvulPenta.height;
916 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
917 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
918 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
919 end;
921 (* invisibility effect *)
922 alpha := 255;
923 if p.FMegaRulez[MR_INVIS] > gTime then
924 begin
925 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
926 begin
927 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
928 alpha := 55;
929 end
930 else
931 alpha := 1; // ???
932 end;
934 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
935 end;
936 // TODO draw g_debug_frames
938 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
939 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
940 r_Map_DrawTalkBubble(p);
942 // TODO draw aim
943 end;
945 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
946 var i: Integer;
947 begin
948 if gPlayers <> nil then
949 for i := 0 to High(gPlayers) do
950 if gPlayers[i] <> nil then
951 r_Map_DrawPlayer(gPlayers[i], player);
952 end;
954 {$IFDEF ENABLE_GIBS}
955 function r_Map_GetGibSize (m, i: Integer): TRectWH;
956 begin
957 result := Models[m].gibs.rect[i];
958 end;
960 procedure r_Map_DrawGibs (x, y, w, h: Integer);
961 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
962 begin
963 if gGibs <> nil then
964 begin
965 for i := 0 to High(gGibs) do
966 begin
967 if gGibs[i].alive then
968 begin
969 p := @gGibs[i].Obj;
970 if g_Obj_Collide(x, y, w, h, p) then
971 begin
972 r_Common_GetObjectPos(p^, xx, yy);
973 id := gGibs[i].GibID;
974 m := gGibs[i].ModelID;
975 t := Models[m].gibs.base[id];
976 if t <> nil then
977 begin
978 rx := p.Rect.X + p.Rect.Width div 2;
979 ry := p.Rect.Y + p.Rect.Height div 2;
980 ra := gGibs[i].RAngle;
981 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
982 t := Models[m].gibs.mask[id];
983 if t <> nil then
984 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
985 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
986 end;
987 end;
988 end;
989 end;
990 end;
991 // TODO draw g_debug_frames
992 end;
993 {$ENDIF}
995 {$IFDEF ENABLE_CORPSES}
996 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
997 var i, xx, yy: Integer; p: TCorpse;
998 begin
999 if gCorpses <> nil then
1000 begin
1001 for i := 0 to High(gCorpses) do
1002 begin
1003 p := gCorpses[i];
1004 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1005 begin
1006 r_Common_GetObjectPos(p.obj, xx, yy);
1007 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1008 end;
1009 end;
1010 end;
1011 // TODO draw g_debug_frames
1012 end;
1013 {$ENDIF}
1015 {$IFDEF ENABLE_GFX}
1016 function r_Map_GetGFXID (): Integer;
1017 var i: Integer;
1018 begin
1019 i := 0;
1020 if gfxlist <> nil then
1021 begin
1022 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1023 Inc(i);
1024 if i >= Length(gfxlist) then
1025 SetLength(gfxlist, Length(gfxlist) + 1)
1026 end
1027 else
1028 SetLength(gfxlist, 1);
1029 gfxlist[i].typ := R_GFX_NONE;
1030 result := i
1031 end;
1033 procedure r_Map_NewGFX (typ, x, y: Integer);
1034 var i: Integer;
1035 begin
1036 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1037 begin
1038 i := r_Map_GetGFXID();
1039 if i >= 0 then
1040 begin
1041 gfxlist[i].typ := typ;
1042 gfxlist[i].x := x;
1043 gfxlist[i].y := y;
1044 gfxlist[i].oldX := x;
1045 gfxlist[i].oldY := y;
1046 gfxlist[i].anim := GFXAnim[typ].anim;
1047 gfxlist[i].time := gTime DIV GAME_TICK;
1048 gfxlist[i].frame := 0;
1049 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1050 end;
1051 end;
1052 end;
1054 procedure r_Map_UpdateGFX (tick: LongWord);
1055 var i: Integer; count: LongInt;
1056 begin
1057 if gfxlist <> nil then
1058 begin
1059 for i := 0 to High(gfxlist) do
1060 begin
1061 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1062 begin
1063 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1064 if count < 1 then
1065 begin
1066 gfxlist[i].oldX := gfxlist[i].x;
1067 gfxlist[i].oldY := gfxlist[i].y;
1068 case gfxlist[i].typ of
1069 R_GFX_FLAME, R_GFX_SMOKE:
1070 begin
1071 if Random(3) = 0 then
1072 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1073 if Random(2) = 0 then
1074 gfxlist[i].y := gfxlist[i].y - Random(2);
1075 end;
1076 end;
1077 end
1078 else
1079 gfxlist[i].typ := R_GFX_NONE;
1080 end;
1081 end;
1082 end;
1083 end;
1085 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1086 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1087 begin
1088 if gfxlist <> nil then
1089 begin
1090 for i := 0 to High(gfxlist) do
1091 begin
1092 if gfxlist[i].typ > 0 then
1093 begin
1094 typ := gfxlist[i].typ;
1095 t := GFXTextures[typ];
1096 if t <> nil then
1097 begin
1098 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1099 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1100 tex := t.GetTexture(gfxlist[i].frame);
1101 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1102 end;
1103 end;
1104 end;
1105 end;
1106 end;
1108 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1109 var i, fx, fy: Integer; factor: Single;
1110 begin
1111 if gpart_dbg_enabled and (Particles <> nil) then
1112 begin
1113 r_Draw_EnableTexture2D(false);
1114 factor := r_pixel_scale * g_dbg_scale;
1115 if factor < 0.6 then
1116 glPointSize(1)
1117 else if factor > 1.3 then
1118 glPointSize(factor + 1)
1119 else
1120 glPointSize(2);
1121 glDisable(GL_POINT_SMOOTH);
1122 glEnable(GL_BLEND);
1123 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1125 r_Draw_SetColor(255, 255, 255, 255);
1126 glBegin(GL_POINTS);
1127 for i := 0 to High(Particles) do
1128 begin
1129 if Particles[i].alive then
1130 begin
1131 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1132 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1133 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1134 glVertex2i(fx, fy);
1135 end;
1136 end;
1137 glEnd;
1138 r_Draw_SetColor(0, 0, 0, 255);
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_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer);
1386 (* xx/yy/ww/hh are in map units *)
1387 var iter: TPanelGrid.Iter; p: PPanel;
1388 begin
1389 plist.Clear;
1390 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1391 for p in iter do
1392 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1393 plist.Insert(p^);
1394 iter.Release;
1396 r_Map_DrawPanelType(PANEL_BACK);
1397 r_Map_DrawPanelType(PANEL_STEP);
1398 r_Map_DrawItems(xx, yy, ww, hh, false);
1399 r_Map_DrawShots(xx, yy, ww, hh);
1400 {$IFDEF ENABLE_SHELLS}
1401 r_Map_DrawShells(xx, yy, ww, hh);
1402 {$ENDIF}
1403 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1404 {$IFDEF ENABLE_GIBS}
1405 r_Map_DrawGibs(xx, yy, ww, hh);
1406 {$ENDIF}
1407 {$IFDEF ENABLE_CORPSES}
1408 r_Map_DrawCorpses(xx, yy, ww, hh);
1409 {$ENDIF}
1410 r_Map_DrawPanelType(PANEL_WALL);
1411 r_Map_DrawMonsters(xx, yy, ww, hh);
1412 r_Map_DrawItems(xx, yy, ww, hh, true);
1413 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1414 {$IFDEF ENABLE_GFX}
1415 r_Map_DrawParticles(xx, yy, ww, hh);
1416 r_Map_DrawGFX(xx, yy, ww, hh);
1417 {$ENDIF}
1418 r_Map_DrawFlags(xx, yy, ww, hh);
1419 r_Map_DrawPanelType(PANEL_ACID1);
1420 r_Map_DrawPanelType(PANEL_ACID2);
1421 r_Map_DrawPanelType(PANEL_WATER);
1422 r_Map_DrawPanelType(PANEL_FORE);
1423 // TODO draw monsters health bar
1424 // TODO draw players health bar
1425 end;
1427 procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer);
1428 (* w/h/camx/camy are in map units (scaled) *)
1429 const limit = 32767;
1430 var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt;
1431 begin
1432 (* camera rect *)
1433 cx := camx - w div 2;
1434 cy := camy - h div 2;
1435 cw := w;
1436 ch := h;
1438 (* camera bounds *)
1439 if g_dbg_ignore_bounds = false then
1440 begin
1441 if w > gMapInfo.Width then
1442 cx := gMapInfo.Width div 2 - w div 2
1443 else if cx + cw > gMapInfo.Width then
1444 cx := gMapInfo.Width - cw
1445 else if cx < 0 then
1446 cx := 0;
1448 if h > gMapInfo.Height then
1449 cy := gMapInfo.Height div 2 - h div 2
1450 else if cy + ch > gMapInfo.Height then
1451 cy := gMapInfo.Height - ch
1452 else if cy < 0 then
1453 cy := 0;
1454 end;
1456 acx := cx;
1457 acy := cy;
1458 acw := cw;
1459 ach := ch;
1461 (* map bounds *)
1462 xx := cx;
1463 yy := cy;
1464 ww := cw;
1465 hh := ch;
1466 if xx + ww > gMapInfo.Width then
1467 xx := gMapInfo.Width - ww;
1468 if yy + hh > gMapInfo.Height then
1469 yy := gMapInfo.Height - hh;
1470 if xx < 0 then
1471 xx := 0;
1472 if yy < 0 then
1473 yy := 0;
1474 axx := xx;
1475 ayy := yy;
1476 aww := ww;
1477 ahh := hh;
1480 (* view bounds *)
1481 ml := x; mt := y; mr := x + w; mb := y + h;
1482 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1483 begin
1484 ml := MAX(cx + ml, 0) - cx;
1485 mt := MAX(cy + mt, 0) - cy;
1486 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1487 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1488 end;
1489 r_Draw_SetRect(ml, mt, mr, mb);
1492 if DebugCameraScale <> 1.0 then
1493 begin
1494 glTranslatef(cw div 2, ch div 2, 0);
1495 glScalef(DebugCameraScale, DebugCameraScale, 1);
1496 glTranslatef(-w div 2, -h div 2, 0);
1497 end;
1499 if SkyTexture <> nil then
1500 begin
1501 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1502 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1503 end;
1505 glTranslatef(-cx, -cy, 0);
1506 r_Map_DrawGame(xx, yy, ww, hh, player);
1507 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1508 begin
1509 r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0 - 1, 0, 0, 0, 255);
1510 r_Draw_FillRect(0 - limit, 0, 0 - 1, gMapInfo.Height + limit, 0, 0, 0, 255);
1511 r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1512 r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1513 end;
1514 glTranslatef(cx, cy, 0);
1515 end;
1517 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
1518 var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer;
1519 begin
1520 glPushMatrix;
1521 r_Draw_GetRect(l, t, r, b);
1522 glTranslatef(x, y, 0);
1523 glScalef(g_dbg_scale, g_dbg_scale, 0);
1525 r_Draw_SetRect(x, y, x + w, y + h);
1526 r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh);
1527 acx := cx;
1528 acy := cy;
1529 r_Draw_SetRect(x, y, x + w, y + h);
1531 if DebugCameraScale <> 1.0 then
1532 begin
1533 r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255);
1534 r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255);
1535 end;
1537 if gGameSettings.GameMode <> GM_SINGLE then
1538 begin
1539 glTranslatef(-cx, -cy, 0);
1540 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1541 end;
1543 // TODO draw g_debug_player
1545 //glTranslatef(-x, -y, 0);
1546 r_Draw_SetRect(l, t, r, b);
1547 glPopMatrix;
1549 r_Map_DrawScreenEffects(x, y, w, h, player);
1550 end;
1552 procedure r_Map_Update;
1553 var i, count, tick: LongInt;
1554 begin
1555 tick := gTime div GAME_TICK;
1556 for i := 0 to ITEM_LAST do
1557 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1558 r_Map_UpdateGFX(tick);
1559 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1560 end;
1562 initialization
1563 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1564 conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
1565 DebugCameraScale := 1.0;
1566 FillOutsizeArea := true;
1567 end.