DEADSOFTWARE

gl: fix fluid textures
[d2df-sdl.git] / src / game / renders / opengl / r_map.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../../../shared/a_modes.inc}
16 unit r_map;
18 interface
20 uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize;
23 procedure r_Map_Finalize;
25 procedure r_Map_Load;
26 procedure r_Map_Free;
28 procedure r_Map_LoadTextures;
29 procedure r_Map_FreeTextures;
31 {$IFDEF ENABLE_GFX}
32 procedure r_Map_NewGFX (typ, x, y: Integer);
33 {$ENDIF}
34 {$IFDEF ENABLE_GIBS}
35 function r_Map_GetGibSize (m, i: Integer): TRectWH;
36 {$ENDIF}
37 {$IFDEF ENABLE_MENU}
38 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
39 {$ENDIF}
41 procedure r_Map_Reset;
42 procedure r_Map_Update;
44 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
46 implementation
48 uses
49 {$I ../../../nogl/noGLuses.inc}
50 Math, SysUtils,
51 e_log,
52 binheap, MAPDEF, utils,
53 g_options, g_animations, g_basic, g_phys,
54 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
55 g_console, g_language,
56 {$IFDEF ENABLE_CORPSES}
57 g_corpses,
58 {$ENDIF}
59 {$IFDEF ENABLE_SHELLS}
60 g_shells,
61 {$ENDIF}
62 {$IFDEF ENABLE_GIBS}
63 g_gibs,
64 {$ENDIF}
65 {$IFDEF ENABLE_GFX}
66 g_gfx,
67 {$ENDIF}
68 r_textures, r_draw, r_common
69 ;
71 const
72 MTABLE: array [0..MONSTER_MAN] of record
73 w, h: Integer;
74 end = (
75 (w: 64; h: 64), // NONE
76 (w: 64; h: 64), // DEMON
77 (w: 64; h: 64), // IMP
78 (w: 64; h: 64), // ZOMBY
79 (w: 64; h: 64), // SERG
80 (w: 128; h: 128), // CYBER
81 (w: 64; h: 64), // CGUN
82 (w: 128; h: 128), // BARON
83 (w: 128; h: 128), // KNIGHT
84 (w: 128; h: 128), // CACO
85 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
86 (w: 128; h: 128), // PAIN
87 (w: 256; h: 128), // SPIDER
88 (w: 128; h: 64), // BSP
89 (w: 128; h: 128), // MANCUB
90 (w: 128; h: 128), // SKEL
91 (w: 128; h: 128), // VILE
92 (w: 32; h: 32), // FISH
93 (w: 64; h: 64), // BARREL
94 (w: 128; h: 128), // ROBO
95 (w: 64; h: 64) // MAN
96 );
97 VILEFIRE_DX = 32;
98 VILEFIRE_DY = 128;
100 ItemAnim: array [0..ITEM_LAST] of record
101 name: AnsiString;
102 w, h: Integer;
103 anim: TAnimInfo;
104 end = (
105 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
106 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
107 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
108 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
110 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
111 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
112 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
113 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
114 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
115 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
119 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
139 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
140 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
141 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
143 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
144 );
146 {$IFDEF ENABLE_GFX}
147 GFXAnim: array [0..R_GFX_LAST] of record
148 name: AnsiString;
149 w, h: Integer;
150 anim: TAnimInfo;
151 rdelay: Integer;
152 alpha: Integer;
153 end = (
154 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
155 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
156 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
157 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
158 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
159 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
160 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
161 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
162 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
163 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
164 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
165 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
166 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
168 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
169 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
170 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
171 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
172 );
173 {$ENDIF}
175 ShotAnim: array [0..WEAPON_LAST] of record
176 name: AnsiString;
177 w, h: Integer;
178 anim: TAnimInfo;
179 end = (
180 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
181 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
182 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
186 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
187 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
188 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
189 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
190 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
191 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
193 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
201 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
202 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
203 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
204 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
205 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
206 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
207 );
209 {$IFDEF ENABLE_SHELLS}
210 ShellAnim: array [0..SHELL_LAST] of record
211 name: AnsiString;
212 dx, dy: Integer;
213 end = (
214 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
215 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
216 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
217 );
218 {$ENDIF}
220 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
221 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
222 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
224 type
225 TBinHeapPanelDrawCmp = class
226 public
227 class function less (const a, b: TPanel): Boolean; inline;
228 end;
230 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
232 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
234 var
235 UseAccel: Boolean;
236 DebugFrames: Boolean;
237 DebugHealth: Boolean;
238 DebugCameraScale: Single;
239 FillOutsizeArea: Boolean;
240 SkyTexture: TGLTexture;
241 RenTextures: array of record
242 spec: LongInt;
243 tex: TGLMultiTexture;
244 anim: TAnimInfo;
245 end;
246 Items: array [0..ITEM_LAST] of record
247 tex: TGLMultiTexture;
248 frame: Integer;
249 end;
250 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
251 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
252 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
253 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
254 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
255 VileFire: TGLMultiTexture;
256 InvulPenta: TGLTexture;
257 IndicatorTexture: TGLTexture;
258 TalkTexture: TGLTexture;
259 Models: array of record
260 anim: array [TDirection, 0..A_LAST] of record
261 base, mask: TGLMultiTexture;
262 end;
263 {$IFDEF ENABLE_GIBS}
264 gibs: record
265 base, mask: TGLTextureArray;
266 rect: TRectArray;
267 end;
268 {$ENDIF}
269 end;
271 {$IFDEF ENABLE_SHELLS}
272 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
273 {$ENDIF}
274 {$IFDEF ENABLE_GFX}
275 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
276 gfxlist: array of record
277 typ: Byte;
278 x, y: Integer;
279 oldX, oldY: Integer;
280 anim: TAnimInfo;
281 time: LongWord;
282 frame: LongInt;
283 end = nil;
284 {$ENDIF}
286 FlagFrame: LongInt;
287 plist: TBinHeapPanelDraw = nil;
289 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
290 begin
291 if a.tag < b.tag then result := true
292 else if a.tag > b.tag then result := false
293 else result := a.arrIdx < b.arrIdx;
294 end;
296 procedure r_Map_Initialize;
297 begin
298 FlagFrame := 0;
299 plist := TBinHeapPanelDraw.Create();
300 end;
302 procedure r_Map_Finalize;
303 begin
304 r_Common_FreeAndNil(plist);
305 FlagFrame := 0;
306 end;
308 procedure r_Map_FreeModel (i: Integer);
309 var a: Integer; d: TDirection;
310 begin
311 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
312 begin
313 for a := A_STAND to A_LAST do
314 begin
315 r_Common_FreeAndNil(Models[i].anim[d, a].base);
316 r_Common_FreeAndNil(Models[i].anim[d, a].mask);
317 end;
318 end;
319 {$IFDEF ENABLE_GIBS}
320 if Models[i].gibs.base <> nil then
321 for a := 0 to High(Models[i].gibs.base) do
322 r_Common_FreeAndNil(Models[i].gibs.base[a]);
323 if Models[i].gibs.mask <> nil then
324 for a := 0 to High(Models[i].gibs.mask) do
325 r_Common_FreeAndNil(Models[i].gibs.mask[a]);
326 Models[i].gibs.base := nil;
327 Models[i].gibs.mask := nil;
328 Models[i].gibs.rect := nil;
329 {$ENDIF}
330 end;
332 procedure r_Map_LoadModel (i: Integer);
333 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
334 begin
335 ASSERT(i < Length(Models));
336 ASSERT(i < Length(PlayerModelsArray));
337 r_Map_FreeModel(i);
338 m := @PlayerModelsArray[i];
339 prefix := m.FileName + ':TEXTURES/';
340 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
341 begin
342 for a := A_STAND to A_LAST do
343 begin
344 Models[i].anim[d, a].base := nil;
345 Models[i].anim[d, a].mask := nil;
346 if m.anim[d, a].resource <> '' then
347 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);
348 if m.anim[d, a].mask <> '' then
349 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);
350 end
351 end;
352 {$IFDEF ENABLE_GIBS}
353 Models[i].gibs.base := nil;
354 Models[i].gibs.mask := nil;
355 Models[i].gibs.rect := nil;
356 if m.GibsCount > 0 then
357 begin
358 SetLength(Models[i].gibs.base, m.GibsCount);
359 SetLength(Models[i].gibs.mask, m.GibsCount);
360 SetLength(Models[i].gibs.rect, m.GibsCount);
361 for a := 0 to m.GibsCount - 1 do
362 Models[i].gibs.rect[a] := DefaultGibSize;
363 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then
364 begin
365 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then
366 begin
367 // ok
368 end;
369 end;
370 end;
371 {$ENDIF}
372 end;
374 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
375 const dir: array [TDirection] of AnsiString = ('_L', '');
376 var w, h, count: Integer;
377 begin
378 count := MONSTER_ANIMTABLE[m].AnimCount[a];
379 if count > 0 then
380 begin
381 w := MTABLE[m].w;
382 h := MTABLE[m].h;
383 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
384 begin
385 // special case
386 w := 128;
387 h := 128;
388 end;
389 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
390 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
391 w,
392 h,
393 count,
394 [TGLHints.txNoRepeat],
395 False
396 );
397 end
398 else
399 MonTextures[m, a, d] := nil;
400 end;
402 procedure r_Map_Load;
403 const
404 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
405 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
406 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
407 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
408 var
409 i, j, k: Integer; d: TDirection; b: Boolean;
410 begin
411 // --------- items --------- //
412 r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
413 for i := 0 to ITEM_LAST do
414 begin
415 Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
416 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
417 ItemAnim[i].w,
418 ItemAnim[i].h,
419 ItemAnim[i].anim.frames,
420 [TGLHints.txNoRepeat],
421 false
422 );
423 Items[i].frame := 0;
424 end;
425 // --------- monsters --------- //
426 r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
427 for i := MONSTER_DEMON to MONSTER_MAN do
428 begin
429 for j := 0 to ANIM_LAST do
430 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
431 r_Map_LoadMonsterAnim(i, j, d);
432 r_Common_StepLoading(1);
433 end;
434 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
435 // --------- player models --------- //
436 if PlayerModelsArray <> nil then
437 begin
438 r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
439 SetLength(Models, Length(PlayerModelsArray));
440 for i := 0 to High(PlayerModelsArray) do
441 begin
442 r_Map_LoadModel(i);
443 r_Common_StepLoading(1);
444 end;
445 end;
446 // --------- player weapons --------- //
447 r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
448 for i := 1 to WP_LAST do
449 begin
450 for j := 0 to W_POS_LAST do
451 for k := 0 to W_ACT_LAST do
452 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]);
453 r_Common_StepLoading(1);
454 end;
455 // --------- gfx animations --------- //
456 {$IFDEF ENABLE_GFX}
457 r_Common_SetLoading('GFX Effects', R_GFX_LAST);
458 for i := 1 to R_GFX_LAST do
459 begin
460 if GFXAnim[i].anim.frames > 0 then
461 GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
462 end;
463 {$ENDIF}
464 // --------- shots --------- //
465 r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
466 for i := 0 to WEAPON_LAST do
467 begin
468 if ShotAnim[i].anim.frames > 0 then
469 ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]);
470 end;
471 // --------- flags --------- //
472 r_Common_SetLoading('Flags', 2);
473 FlagTextures[FLAG_NONE] := nil;
474 FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]);
475 FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]);
476 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
477 // --------- shells --------- //
478 {$IFDEF ENABLE_SHELLS}
479 r_Common_SetLoading('Shells', SHELL_LAST + 1);
480 for i := 0 to SHELL_LAST do
481 ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
482 {$ENDIF}
483 // --------- other --------- //
484 r_Common_SetLoading('Effects', 3 * 2 + 3);
485 for b := false to true do
486 begin
487 for i := 0 to 2 do
488 PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]);
489 end;
490 InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]);
491 IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]);
492 TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]);
493 end;
495 procedure r_Map_Free;
496 var i, j, k: Integer; d: TDirection; b: Boolean;
497 begin
498 r_Common_FreeAndNil(TalkTexture);
499 r_Common_FreeAndNil(IndicatorTexture);
500 r_Common_FreeAndNil(InvulPenta);
501 for b := false to true do
502 for i := 0 to 2 do
503 r_Common_FreeAndNil(PunchTextures[b, i]);
504 {$IFDEF ENABLE_SHELLS}
505 for i := 0 to SHELL_LAST do
506 r_Common_FreeAndNil(ShellTextures[i]);
507 {$ENDIF}
508 for i := 0 to FLAG_LAST do
509 r_Common_FreeAndNil(FlagTextures[i]);
510 for i := 0 to WEAPON_LAST do
511 r_Common_FreeAndNil(ShotTextures[i]);
512 {$IFDEF ENABLE_GFX}
513 SetLength(gfxlist, 0);
514 for i := 0 to R_GFX_LAST do
515 r_Common_FreeAndNil(GFXTextures[i]);
516 {$ENDIF}
517 for i := 1 to WP_LAST do
518 for j := 0 to W_POS_LAST do
519 for k := 0 to W_ACT_LAST do
520 r_Common_FreeAndNil(WeapTextures[i, j, k]);
521 if Models <> nil then
522 for i := 0 to High(Models) do
523 r_Map_FreeModel(i);
524 for i := MONSTER_DEMON to MONSTER_MAN do
525 for j := 0 to ANIM_LAST do
526 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
527 r_Common_FreeAndNil(MonTextures[i, j, d]);
528 for i := 0 to ITEM_LAST do
529 r_Common_FreeAndNil(Items[i].tex);
530 end;
532 procedure r_Map_FreeTextures;
533 var i: Integer;
534 begin
535 plist.Clear;
536 r_Common_FreeAndNil(SkyTexture);
537 if RenTextures <> nil then
538 for i := 0 to High(RenTextures) do
539 r_Common_FreeAndNil(RenTextures[i].tex);
540 SetLength(RenTextures, 0);
541 end;
543 procedure r_Map_LoadTextures;
544 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
545 var i, n: Integer; txt: TAnimTextInfo;
546 begin
547 r_Map_FreeTextures;
548 if Textures <> nil then
549 begin
550 n := Length(Textures);
551 SetLength(RenTextures, n);
552 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
553 for i := 0 to n - 1 do
554 begin
555 RenTextures[i].tex := nil;
556 RenTextures[i].anim := DefaultAnimInfo;
557 case Textures[i].TextureName of
558 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
559 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
560 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
561 else
562 RenTextures[i].spec := 0;
563 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
564 if RenTextures[i].tex <> nil then
565 begin
566 RenTextures[i].anim := txt.anim;
567 r_Common_StepLoading(1);
568 end
569 else
570 begin
571 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
572 end;
573 end;
574 ASSERT(RenTextures[i].anim.frames > 0);
575 ASSERT(RenTextures[i].anim.delay > 0);
576 end;
577 end;
578 if gMapInfo.SkyFullName <> '' then
579 begin
580 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
581 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
582 end;
583 plist.Clear;
584 end;
586 procedure r_Map_DrawPanel (p: TPanel);
587 var Texture, spec: Integer; t: TGLMultiTexture; count, frame: LongInt; a: TAnimInfo;
588 begin
589 ASSERT(p <> nil);
590 ASSERT(p.FCurTexture >= -1); (* p.FCurTexture = -1 -> invisible texture *)
591 if p.FCurTexture >= 0 then
592 begin
593 ASSERT(p.FCurTexture <= High(p.TextureIDs));
594 Texture := p.TextureIDs[p.FCurTexture].Texture;
595 ASSERT(Texture >= -1); (* Texture = -1 -> texture not found *)
596 if Texture >= 0 then
597 begin
598 ASSERT(Texture <= High(RenTextures));
599 t := RenTextures[Texture].tex;
600 if t <> nil then
601 begin
602 count := 0; frame := 0;
603 if p.AnimTime <= gTime then
604 begin
605 a := RenTextures[Texture].anim;
606 a.loop := p.AnimLoop;
607 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
608 end;
609 r_Draw_TextureRepeat(t.GetTexture(frame), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
610 end
611 else if RenTextures[Texture].spec = 0 then
612 begin
613 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
614 end;
615 case RenTextures[Texture].spec of
616 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
617 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
618 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
619 end;
620 end
621 else
622 begin
623 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
624 end;
625 end;
626 end;
628 procedure r_Map_DrawPanels (constref panels: TPanelArray; drawDoors: Boolean = false);
629 var i: Integer; p: TPanel;
630 begin
631 if panels <> nil then
632 begin
633 for i := 0 to High(panels) do
634 begin
635 p := panels[i];
636 if p.enabled and not (drawDoors xor p.door) then
637 r_Map_DrawPanel(p);
638 end;
639 end;
640 end;
642 procedure r_Map_DrawPanelType (panelTyp: DWORD);
643 var tagMask: Integer; p: TPanel;
644 begin
645 if UseAccel then
646 begin
647 tagMask := PanelTypeToTag(panelTyp);
648 while plist.count > 0 do
649 begin
650 p := TPanel(plist.Front());
651 if (p.tag and tagMask) = 0 then
652 break;
653 r_Map_DrawPanel(p);
654 plist.PopFront;
655 end;
656 end
657 else
658 begin
659 case panelTyp of
660 PANEL_BACK: if g_rlayer_back then r_Map_DrawPanels(gRenderBackgrounds);
661 PANEL_STEP: if g_rlayer_step then r_Map_DrawPanels(gSteps);
662 PANEL_WALL: if g_rlayer_wall then r_Map_DrawPanels(gWalls);
663 PANEL_CLOSEDOOR: if g_rlayer_door then r_Map_DrawPanels(gWalls, True);
664 PANEL_ACID1: if g_rlayer_acid1 then r_Map_DrawPanels(gAcid1);
665 PANEL_ACID2: if g_rlayer_acid2 then r_Map_DrawPanels(gAcid2);
666 PANEL_WATER: if g_rlayer_water then r_Map_DrawPanels(gWater);
667 PANEL_FORE: if g_rlayer_fore then r_Map_DrawPanels(gRenderForegrounds);
668 end;
669 end;
670 end;
672 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
673 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
674 begin
675 if ggItems <> nil then
676 begin
677 for i := 0 to High(ggItems) do
678 begin
679 it := @ggItems[i];
680 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
681 begin
682 t := Items[it.ItemType].tex;
683 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
684 begin
685 r_Common_GetObjectPos(it.obj, xx, yy);
686 tex := t.GetTexture(Items[it.ItemType].frame);
687 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
688 if DebugFrames then
689 begin
690 r_Draw_Rect(
691 xx + it.obj.rect.x, // it.obj.x + it.obj.rect.x,
692 yy + it.obj.rect.y, // it.obj.y + it.obj.rect.y,
693 xx + it.obj.rect.x + it.obj.rect.width, // it.obj.x + it.obj.rect.x + it.obj.rect.width,
694 yy + it.obj.rect.y + it.obj.rect.height, // it.obj.y + it.obj.rect.y + it.obj.rect.height,
695 0, 255, 0, 255
696 );
697 end;
698 end;
699 end;
700 end;
701 end;
702 end;
704 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
705 // var c: Integer;
706 begin
707 t := nil; dx := 0; dy := 0; flip := false;
708 result := MonTextures[m, a, d] <> nil;
709 if result = false then
710 begin
711 flip := true;
712 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
713 result := MonTextures[m, a, d] <> nil;
714 end;
715 if result = true then
716 begin
717 t := MonTextures[m, a, d];
718 if d = TDirection.D_LEFT then
719 begin
720 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
721 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
722 end
723 else
724 begin
725 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
726 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
727 end;
728 if flip then
729 begin
730 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
731 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
732 dx := -dx;
733 end;
734 end;
735 end;
737 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
738 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
739 begin
740 if VileFire <> nil then
741 begin
742 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
743 begin
744 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
745 begin
746 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
747 tex := VileFire.GetTexture(frame);
748 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);
749 end;
750 end;
751 end;
752 end;
754 procedure r_Map_DrawMonster (constref mon: TMonster);
755 var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
756 begin
757 m := mon.MonsterType;
758 a := mon.MonsterAnim;
759 d := mon.GameDirection;
761 r_Common_GetObjectPos(mon.obj, xx, yy);
762 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
763 begin
764 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
765 end;
766 if DebugFrames then
767 begin
768 r_Draw_Rect(
769 xx + mon.obj.rect.x, // mon.obj.x + mon.obj.rect.x,
770 yy + mon.obj.rect.y, // mon.obj.y + mon.obj.rect.y,
771 xx + mon.obj.rect.x + mon.obj.rect.width, // mon.obj.x + mon.obj.rect.x + mon.obj.rect.width,
772 yy + mon.obj.rect.y + mon.obj.rect.height, // mon.obj.y + mon.obj.rect.y + mon.obj.rect.height,
773 0, 255, 0, 255
774 );
775 end;
776 if DebugHealth and mon.alive then
777 begin
778 r_Common_DrawText(
779 IntToStr(mon.MonsterHealth),
780 xx + mon.obj.rect.x + mon.obj.rect.width div 2,
781 yy + mon.obj.rect.y,
782 255, 255, 255, 255,
783 stdfont,
784 TBasePoint.BP_DOWN
785 );
786 end;
787 end;
789 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
790 var i: Integer; m: TMonster;
791 begin
792 if gMonsters <> nil then
793 begin
794 for i := 0 to High(gMonsters) do
795 begin
796 m := gMonsters[i];
797 if m <> nil then
798 begin
799 r_Map_DrawMonsterAttack(m);
800 // TODO select from grid
801 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
802 r_Map_DrawMonster(m);
803 end;
804 end;
805 end;
806 end;
808 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
809 begin
810 flip := false;
811 result := Models[i].anim[d, a].base <> nil;
812 if result = false then
813 begin
814 flip := true;
815 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
816 result := Models[i].anim[d, a].base <> nil;
817 end;
818 end;
820 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
821 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
822 begin
823 a := pm.CurrentAnimation;
824 d := pm.Direction;
826 (* draw flag*)
827 t := FlagTextures[pm.Flag];
828 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
829 begin
830 flip := d = TDirection.D_RIGHT;
831 angle := PlayerModelsArray[pm.id].FlagAngle;
832 xx := PlayerModelsArray[pm.id].FlagPoint.X;
833 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
834 tex := t.GetTexture(FlagFrame);
835 r_Draw_TextureRepeatRotate(
836 tex,
837 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
838 y + yy - FLAG_BASEPOINT.Y + 1,
839 tex.width,
840 tex.height,
841 flip,
842 255, 255, 255, 255, false,
843 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
844 FLAG_BASEPOINT.Y,
845 IfThen(flip, angle, -angle)
846 );
847 end;
849 (* draw weapon *)
850 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
851 begin
852 case a of
853 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
854 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
855 else pos := W_POS_NORMAL;
856 end;
857 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
858 act := W_ACT_FIRE
859 else
860 act := W_ACT_NORMAL;
861 tex := WeapTextures[pm.CurrentWeapon, pos, act];
862 if tex <> nil then
863 begin
864 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
865 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
866 r_Draw_Texture(
867 tex,
868 x + xx,
869 y + yy,
870 tex.width,
871 tex.height,
872 d = TDirection.D_LEFT,
873 255, 255, 255, alpha, false
874 );
875 end;
876 end;
878 (* draw body *)
879 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
880 begin
881 t := Models[pm.id].anim[d, a].base;
882 back := PlayerModelsArray[pm.id].anim[d, a].back;
883 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
884 t := Models[pm.id].anim[d, a].mask;
885 if t <> nil then
886 begin
887 c := pm.Color;
888 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
889 end;
890 end;
891 end;
893 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
894 const w = 20; h = 14;
895 const dx = 6; dy = 8; dot = 6; size = 2;
896 const tx = 6; ty = h - 1;
897 begin
898 // Outer box (top/down)
899 r_Draw_FillRect(x + 1, y, x + w - 1, y + 1, cb.R, cb.G, cb.B, 255);
900 r_Draw_FillRect(x + 1, y + h - 1, x + w - 1, y + h, cb.R, cb.G, cb.B, 255);
901 // Outer box (left/right)
902 r_Draw_FillRect(x, y + 1, x + 1, y + h - 1, cb.R, cb.G, cb.B, 255);
903 r_Draw_FillRect(x + w - 1, y + 1, x + w, y + h - 1, cb.R, cb.G, cb.B, 255);
904 // Outer tail
905 r_Draw_FillRect(x + tx - 1, y + ty + 0, x + tx + 3 + 1, y + ty + 1, cb.R, cb.G, cb.B, 255);
906 r_Draw_FillRect(x + tx - 1, y + ty + 1, x + tx + 2 + 1, y + ty + 2, cb.R, cb.G, cb.B, 255);
907 r_Draw_FillRect(x + tx - 1, y + ty + 2, x + tx + 1 + 1, y + ty + 3, cb.R, cb.G, cb.B, 255);
908 r_Draw_FillRect(x + tx - 1, y + ty + 3, x + tx + 0 + 1, y + ty + 4, cb.R, cb.G, cb.B, 255);
909 // Inner tail
910 r_Draw_FillRect(x + tx, y + ty + 0, x + tx + 3, y + ty + 1, cf.R, cf.G, cf.B, 255);
911 r_Draw_FillRect(x + tx, y + ty + 1, x + tx + 2, y + ty + 2, cf.R, cf.G, cf.B, 255);
912 r_Draw_FillRect(x + tx, y + ty + 2, x + tx + 1, y + ty + 3, cf.R, cf.G, cf.B, 255);
913 // Inner box
914 r_Draw_FillRect(x + 1, y + 1, x + w - 1, y + h - 1, cf.R, cf.G, cf.B, 255);
915 // Dots
916 r_Draw_FillRect(x + dx + 0*3, y + dy, x + dx + 0*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
917 r_Draw_FillRect(x + dx + 1*3, y + dy, x + dx + 1*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
918 r_Draw_FillRect(x + dx + 2*3, y + dy, x + dx + 2*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
919 end;
921 procedure r_Map_DrawTalkBubble (p: TPlayer);
922 var xx, yy, x, y: Integer; cb, cf: TRGB;
923 begin
924 r_Common_GetPlayerPos(p, xx, yy);
925 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
926 y := yy;
927 cb := _RGB(63, 63, 63);
928 cf := _RGB(240, 240, 240);
929 case gChatBubble of
930 1: // simple text
931 begin
932 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
933 end;
934 2: // adv team color
935 begin
936 case p.Team of
937 TEAM_RED: cb := _RGB(255, 63, 63);
938 TEAM_BLUE: cb := _RGB(63, 63, 255);
939 end;
940 r_Map_DrawBubble(x, y - 18, cb, cf);
941 end;
942 3: // adv player color
943 begin
944 cb := p.Model.Color;
945 cf.R := MIN(cb.R * 2 + 64, 255);
946 cf.G := MIN(cb.G * 2 + 64, 255);
947 cf.B := MIN(cb.B * 2 + 64, 255);
948 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
949 begin
950 cb.R := MAX(cf.R div 2 - 16, 0);
951 cb.G := MAX(cf.G div 2 - 16, 0);
952 cb.B := MAX(cf.B div 2 - 16, 0);
953 end;
954 r_Map_DrawBubble(x, y - 18, cb, cf);
955 end;
956 4: // textured
957 if TalkTexture <> nil then
958 begin
959 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
960 end;
961 end;
962 end;
964 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
965 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
966 begin
967 if p.alive then
968 begin
969 r_Common_GetPlayerPos(p, x, y);
971 (* punch effect *)
972 if p.PunchTime <= gTime then
973 begin
974 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
975 if count < 1 then
976 begin
977 b := R_BERSERK in p.FRulez;
978 if p.FKeys[KEY_DOWN].pressed then
979 t := PunchTextures[b, 2]
980 else if p.FKeys[KEY_UP].pressed then
981 t := PunchTextures[b, 1]
982 else
983 t := PunchTextures[b, 0];
984 if t <> nil then
985 begin
986 flip := p.Direction = TDirection.D_LEFT;
987 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
988 ay := p.Obj.Rect.Y - 11;
989 tex := t.GetTexture(frame);
990 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
991 end;
992 end;
993 end;
995 (* invulnerability effect *)
996 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
997 begin
998 w := InvulPenta.width;
999 h := InvulPenta.height;
1000 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
1001 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
1002 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
1003 end;
1005 (* invisibility effect *)
1006 alpha := 255;
1007 if p.FMegaRulez[MR_INVIS] > gTime then
1008 begin
1009 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
1010 begin
1011 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
1012 alpha := 55;
1013 end
1014 else
1015 alpha := 1; // ???
1016 end;
1018 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
1019 end;
1021 if DebugFrames then
1022 begin
1023 r_Draw_Rect(
1024 x + p.obj.rect.x, // p.obj.x + p.obj.rect.x,
1025 y + p.obj.rect.y, // p.obj.y + p.obj.rect.y,
1026 x + p.obj.rect.x + p.obj.rect.width, // p.obj.x + p.obj.rect.x + p.obj.rect.width,
1027 y + p.obj.rect.y + p.obj.rect.height, // p.obj.y + p.obj.rect.y + p.obj.rect.height,
1028 0, 255, 0, 255
1029 );
1030 end;
1032 if DebugHealth and p.alive then
1033 begin
1034 r_Common_DrawText(
1035 IntToStr(p.health) + '/' + IntToStr(p.armor),
1036 x + p.obj.rect.x + p.obj.rect.width div 2,
1037 y - 24,
1038 255, 255, 255, 255,
1039 stdfont,
1040 TBasePoint.BP_DOWN
1041 );
1042 end;
1044 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
1045 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
1046 r_Map_DrawTalkBubble(p);
1048 // TODO draw aim
1049 end;
1051 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
1052 var i: Integer;
1053 begin
1054 if gPlayers <> nil then
1055 for i := 0 to High(gPlayers) do
1056 if gPlayers[i] <> nil then
1057 r_Map_DrawPlayer(gPlayers[i], player);
1058 end;
1060 {$IFDEF ENABLE_GIBS}
1061 function r_Map_GetGibSize (m, i: Integer): TRectWH;
1062 begin
1063 result := Models[m].gibs.rect[i];
1064 end;
1066 procedure r_Map_DrawGibs (x, y, w, h: Integer);
1067 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
1068 begin
1069 if gGibs <> nil then
1070 begin
1071 for i := 0 to High(gGibs) do
1072 begin
1073 if gGibs[i].alive then
1074 begin
1075 p := @gGibs[i].Obj;
1076 if g_Obj_Collide(x, y, w, h, p) then
1077 begin
1078 r_Common_GetObjectPos(p^, xx, yy);
1079 id := gGibs[i].GibID;
1080 m := gGibs[i].ModelID;
1081 t := Models[m].gibs.base[id];
1082 if t <> nil then
1083 begin
1084 rx := p.Rect.X + p.Rect.Width div 2;
1085 ry := p.Rect.Y + p.Rect.Height div 2;
1086 ra := gGibs[i].RAngle;
1087 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
1088 t := Models[m].gibs.mask[id];
1089 if t <> nil then
1090 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
1091 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
1092 end;
1093 end;
1094 end;
1095 end;
1096 end;
1097 end;
1098 {$ENDIF}
1100 {$IFDEF ENABLE_CORPSES}
1101 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1102 var i, xx, yy: Integer; p: TCorpse;
1103 begin
1104 if gCorpses <> nil then
1105 begin
1106 for i := 0 to High(gCorpses) do
1107 begin
1108 p := gCorpses[i];
1109 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1110 begin
1111 r_Common_GetObjectPos(p.obj, xx, yy);
1112 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1113 end;
1114 end;
1115 end;
1116 end;
1117 {$ENDIF}
1119 {$IFDEF ENABLE_GFX}
1120 function r_Map_GetGFXID (): Integer;
1121 var i: Integer;
1122 begin
1123 i := 0;
1124 if gfxlist <> nil then
1125 begin
1126 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1127 Inc(i);
1128 if i >= Length(gfxlist) then
1129 SetLength(gfxlist, Length(gfxlist) + 1)
1130 end
1131 else
1132 SetLength(gfxlist, 1);
1133 gfxlist[i].typ := R_GFX_NONE;
1134 result := i
1135 end;
1137 procedure r_Map_NewGFX (typ, x, y: Integer);
1138 var i: Integer;
1139 begin
1140 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1141 begin
1142 i := r_Map_GetGFXID();
1143 if i >= 0 then
1144 begin
1145 gfxlist[i].typ := typ;
1146 gfxlist[i].x := x;
1147 gfxlist[i].y := y;
1148 gfxlist[i].oldX := x;
1149 gfxlist[i].oldY := y;
1150 gfxlist[i].anim := GFXAnim[typ].anim;
1151 gfxlist[i].time := gTime DIV GAME_TICK;
1152 gfxlist[i].frame := 0;
1153 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1154 end;
1155 end;
1156 end;
1158 procedure r_Map_ResetGFX;
1159 begin
1160 SetLength(gfxlist, 0);
1161 end;
1163 procedure r_Map_UpdateGFX (tick: LongWord);
1164 var i: Integer; count: LongInt;
1165 begin
1166 if gfxlist <> nil then
1167 begin
1168 for i := 0 to High(gfxlist) do
1169 begin
1170 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1171 begin
1172 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1173 if count < 1 then
1174 begin
1175 gfxlist[i].oldX := gfxlist[i].x;
1176 gfxlist[i].oldY := gfxlist[i].y;
1177 case gfxlist[i].typ of
1178 R_GFX_FLAME, R_GFX_SMOKE:
1179 begin
1180 if Random(3) = 0 then
1181 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1182 if Random(2) = 0 then
1183 gfxlist[i].y := gfxlist[i].y - Random(2);
1184 end;
1185 end;
1186 end
1187 else
1188 gfxlist[i].typ := R_GFX_NONE;
1189 end;
1190 end;
1191 end;
1192 end;
1194 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1195 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1196 begin
1197 if gfxlist <> nil then
1198 begin
1199 for i := 0 to High(gfxlist) do
1200 begin
1201 if gfxlist[i].typ > 0 then
1202 begin
1203 typ := gfxlist[i].typ;
1204 t := GFXTextures[typ];
1205 if t <> nil then
1206 begin
1207 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1208 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1209 tex := t.GetTexture(gfxlist[i].frame);
1210 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1211 end;
1212 end;
1213 end;
1214 end;
1215 end;
1217 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1218 var i, fx, fy: Integer; factor: Single;
1219 begin
1220 if gpart_dbg_enabled and (Particles <> nil) then
1221 begin
1222 r_Draw_EnableTexture2D(false);
1223 factor := r_pixel_scale * g_dbg_scale;
1224 if factor < 0.6 then
1225 glPointSize(1)
1226 else if factor > 1.3 then
1227 glPointSize(factor + 1)
1228 else
1229 glPointSize(2);
1230 glDisable(GL_POINT_SMOOTH);
1231 glEnable(GL_BLEND);
1232 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1234 r_Draw_SetColor(255, 255, 255, 255);
1235 glBegin(GL_POINTS);
1236 for i := 0 to High(Particles) do
1237 begin
1238 if Particles[i].alive then
1239 begin
1240 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1241 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1242 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1243 glVertex2i(fx, fy);
1244 end;
1245 end;
1246 glEnd;
1247 r_Draw_SetColor(0, 0, 0, 255);
1249 glDisable(GL_BLEND);
1250 end;
1251 end;
1252 {$ENDIF}
1254 procedure r_Map_DrawShots (x, y, w, h: Integer);
1255 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1256 begin
1257 if Shots <> nil then
1258 begin
1259 for i := 0 to High(Shots) do
1260 begin
1261 typ := Shots[i].ShotType;
1262 if typ <> 0 then
1263 begin
1264 t := ShotTextures[typ];
1265 if t <> nil then
1266 begin
1267 a := 0;
1268 case typ of
1269 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1270 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1271 end;
1272 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1273 pX := Shots[i].Obj.Rect.Width div 2;
1274 pY := Shots[i].Obj.Rect.Height div 2;
1275 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1276 tex := t.GetTexture(frame);
1277 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1278 if DebugFrames then
1279 begin
1280 r_Draw_Rect(
1281 xx + Shots[i].obj.rect.x, // Shots[i].obj.x + Shots[i].obj.rect.x,
1282 yy + Shots[i].obj.rect.y, // Shots[i].obj.y + Shots[i].obj.rect.y,
1283 xx + Shots[i].obj.rect.x + Shots[i].obj.rect.width, // Shots[i].obj.x + Shots[i].obj.rect.x + Shots[i].obj.rect.width,
1284 yy + Shots[i].obj.rect.y + Shots[i].obj.rect.height, // Shots[i].obj.y + Shots[i].obj.rect.y + Shots[i].obj.rect.height,
1285 0, 255, 0, 255
1286 );
1287 end;
1288 end;
1289 end;
1290 end;
1291 end;
1292 end;
1294 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1295 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1296 begin
1297 if gGameSettings.GameMode = GM_CTF then
1298 begin
1299 for i := FLAG_RED to FLAG_BLUE do
1300 begin
1301 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1302 begin
1303 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1304 flip := gFlags[i].Direction = TDirection.D_LEFT;
1305 if flip then dx := -1 else dx := +1;
1306 t := FlagTextures[i];
1307 tex := t.GetTexture(FlagFrame);
1308 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false);
1309 if DebugFrames then
1310 begin
1311 r_Draw_Rect(
1312 xx + gFlags[i].obj.rect.x, // gFlags[i].obj.x + gFlags[i].obj.rect.x,
1313 yy + gFlags[i].obj.rect.y, // gFlags[i].obj.y + gFlags[i].obj.rect.y,
1314 xx + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width, // gFlags[i].obj.x + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width,
1315 yy + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height, // gFlags[i].obj.y + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height,
1316 0, 255, 0, 255
1317 );
1318 end;
1319 end;
1320 end;
1321 end;
1322 end;
1324 {$IFDEF ENABLE_SHELLS}
1325 procedure r_Map_DrawShells (x, y, w, h: Integer);
1326 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1327 begin
1328 if gShells <> nil then
1329 begin
1330 for i := 0 to High(gShells) do
1331 begin
1332 if gShells[i].alive then
1333 begin
1334 typ := gShells[i].SType;
1335 if typ <= SHELL_LAST then
1336 begin
1337 p := @gShells[i].Obj;
1338 if g_Obj_Collide(x, y, w, h, p) then
1339 begin
1340 t := ShellTextures[typ];
1341 if t <> nil then
1342 begin
1343 r_Common_GetObjectPos(p^, xx, yy);
1344 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1345 end;
1346 end;
1347 end;
1348 end;
1349 end;
1350 end;
1351 end;
1352 {$ENDIF}
1354 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1355 const
1356 factor = 120; (* size ratio between view and sky (120%) *)
1357 limit = 100; (* max speed for parallax *)
1358 var
1359 msw, msh, mvw, mvh, svw, svh: LongInt;
1360 begin
1361 msw := vw * factor div 100;
1362 msh := vh * factor div 100;
1363 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1365 (* calc x parallax or sky center on speed limit *)
1366 mvw := MAX(1, mw - vw);
1367 svw := w - vw;
1368 if 100 * svw div mvw <= limit then
1369 x := -cx * svw div mvw
1370 else
1371 x := -svw div 2;
1373 (* calc y parallax or sky center on speed limit *)
1374 mvh := MAX(1, mh - vh);
1375 svh := h - vh;
1376 if 100 * svh div mvh <= limit then
1377 y := -cy * svh div mvh
1378 else
1379 y := -svh div 2;
1381 (* handle out of map bounds *)
1382 if x > 0 then x := 0;
1383 if y > 0 then y := 0;
1384 if x < -svw then x := -svw;
1385 if y < -svh then y := -svh;
1386 end;
1388 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1389 var i: Integer;
1390 begin
1391 if level > 0 then
1392 begin
1393 case level of
1394 0..14: i := 0;
1395 15..34: i := 1;
1396 35..54: i := 2;
1397 55..74: i := 3;
1398 75..94: i := 4;
1399 else i := 5
1400 end;
1401 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1402 end;
1403 end;
1405 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1406 begin
1407 if p <> nil then
1408 begin
1409 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1410 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1411 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1412 begin
1413 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1414 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1415 end;
1416 if p.FMegaRulez[MR_SUIT] >= gTime then
1417 begin
1418 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1419 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1420 end;
1421 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1422 begin
1423 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1424 end;
1425 end;
1426 end;
1428 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1429 var a, ax, ay, fx, fy, xx, yy: Integer;
1430 begin
1431 if (p <> nil) and p.Alive and (p.Spectator = false) then
1432 begin
1433 r_Common_GetPlayerPos(p, fx, fy);
1434 case gPlayerIndicatorStyle of
1435 0:
1436 if IndicatorTexture <> nil then
1437 begin
1438 ax := IndicatorTexture.width div 2;
1439 ay := IndicatorTexture.height div 2;
1440 if (p.obj.x + p.obj.rect.x) < cx then
1441 begin
1442 a := 90;
1443 xx := fx + p.obj.rect.x + p.obj.rect.width;
1444 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1445 end
1446 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1447 begin
1448 a := 270;
1449 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1450 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1451 end
1452 else if (p.obj.y - IndicatorTexture.height) < cy then
1453 begin
1454 a := 180;
1455 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1456 yy := fy + p.obj.rect.y + p.obj.rect.height;
1457 end
1458 else
1459 begin
1460 a := 0;
1461 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1462 yy := fy - IndicatorTexture.height;
1463 end;
1464 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1465 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1466 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1467 end;
1468 1:
1469 begin
1470 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1471 yy := fy;
1472 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1473 end;
1474 end;
1475 end;
1476 end;
1478 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1479 var i: Integer; p: TPlayer;
1480 begin
1481 case gPlayerIndicator of
1482 1:
1483 if player <> nil then
1484 begin
1485 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1486 end;
1487 2:
1488 if gPlayers <> nil then
1489 begin
1490 for i := 0 to HIGH(gPlayers) do
1491 begin
1492 p := gPlayers[i];
1493 if p <> nil then
1494 begin
1495 if (player <> nil) and (p = player) then
1496 begin
1497 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1498 end
1499 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1500 begin
1501 case gPlayerIndicatorStyle of
1502 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1503 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1504 end;
1505 end;
1506 end;
1507 end;
1508 end;
1509 end;
1510 end;
1512 function r_Map_GetDrawableGridMask (): Integer;
1513 var mask: Integer;
1514 begin
1515 mask := 0;
1516 if g_rlayer_back then mask := mask or GridTagBack;
1517 if g_rlayer_step then mask := mask or GridTagStep;
1518 if g_rlayer_wall then mask := mask or GridTagWall;
1519 if g_rlayer_door then mask := mask or GridTagDoor;
1520 if g_rlayer_acid1 then mask := mask or GridTagAcid1;
1521 if g_rlayer_acid2 then mask := mask or GridTagAcid2;
1522 if g_rlayer_water then mask := mask or GridTagWater;
1523 if g_rlayer_fore then mask := mask or GridTagFore;
1524 result := mask;
1525 end;
1527 procedure r_Map_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer);
1528 (* xx/yy/ww/hh are in map units *)
1529 var iter: TPanelGrid.Iter; p: PPanel;
1530 begin
1531 if UseAccel then
1532 begin
1533 plist.Clear;
1534 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, r_Map_GetDrawableGridMask());
1535 for p in iter do
1536 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1537 plist.Insert(p^);
1538 iter.Release;
1539 end;
1541 r_Map_DrawPanelType(PANEL_BACK);
1542 r_Map_DrawPanelType(PANEL_STEP);
1543 r_Map_DrawItems(xx, yy, ww, hh, false);
1544 r_Map_DrawShots(xx, yy, ww, hh);
1545 {$IFDEF ENABLE_SHELLS}
1546 r_Map_DrawShells(xx, yy, ww, hh);
1547 {$ENDIF}
1548 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1549 {$IFDEF ENABLE_GIBS}
1550 r_Map_DrawGibs(xx, yy, ww, hh);
1551 {$ENDIF}
1552 {$IFDEF ENABLE_CORPSES}
1553 r_Map_DrawCorpses(xx, yy, ww, hh);
1554 {$ENDIF}
1555 r_Map_DrawPanelType(PANEL_WALL);
1556 r_Map_DrawMonsters(xx, yy, ww, hh);
1557 r_Map_DrawItems(xx, yy, ww, hh, true);
1558 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1559 {$IFDEF ENABLE_GFX}
1560 r_Map_DrawParticles(xx, yy, ww, hh);
1561 r_Map_DrawGFX(xx, yy, ww, hh);
1562 {$ENDIF}
1563 r_Map_DrawFlags(xx, yy, ww, hh);
1564 r_Map_DrawPanelType(PANEL_ACID1);
1565 r_Map_DrawPanelType(PANEL_ACID2);
1566 r_Map_DrawPanelType(PANEL_WATER);
1567 r_Map_DrawPanelType(PANEL_FORE);
1568 end;
1570 procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer);
1571 (* w/h/camx/camy are in map units (scaled) *)
1572 const limit = 32767;
1573 var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt;
1574 begin
1575 (* camera rect *)
1576 cx := camx - w div 2;
1577 cy := camy - h div 2;
1578 cw := w;
1579 ch := h;
1581 (* camera bounds *)
1582 if g_dbg_ignore_bounds = false then
1583 begin
1584 if w > gMapInfo.Width then
1585 cx := gMapInfo.Width div 2 - w div 2
1586 else if cx + cw > gMapInfo.Width then
1587 cx := gMapInfo.Width - cw
1588 else if cx < 0 then
1589 cx := 0;
1591 if h > gMapInfo.Height then
1592 cy := gMapInfo.Height div 2 - h div 2
1593 else if cy + ch > gMapInfo.Height then
1594 cy := gMapInfo.Height - ch
1595 else if cy < 0 then
1596 cy := 0;
1597 end;
1599 acx := cx;
1600 acy := cy;
1601 acw := cw;
1602 ach := ch;
1604 (* map bounds *)
1605 xx := cx;
1606 yy := cy;
1607 ww := cw;
1608 hh := ch;
1609 if xx + ww > gMapInfo.Width then
1610 xx := gMapInfo.Width - ww;
1611 if yy + hh > gMapInfo.Height then
1612 yy := gMapInfo.Height - hh;
1613 if xx < 0 then
1614 xx := 0;
1615 if yy < 0 then
1616 yy := 0;
1617 axx := xx;
1618 ayy := yy;
1619 aww := ww;
1620 ahh := hh;
1623 (* view bounds *)
1624 ml := x; mt := y; mr := x + w; mb := y + h;
1625 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1626 begin
1627 ml := MAX(cx + ml, 0) - cx;
1628 mt := MAX(cy + mt, 0) - cy;
1629 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1630 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1631 end;
1632 r_Draw_SetRect(ml, mt, mr, mb);
1635 if DebugCameraScale <> 1.0 then
1636 begin
1637 glTranslatef(cw div 2, ch div 2, 0);
1638 glScalef(DebugCameraScale, DebugCameraScale, 1);
1639 glTranslatef(-w div 2, -h div 2, 0);
1640 end;
1642 if gDrawBackGround and (SkyTexture <> nil) then
1643 begin
1644 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1645 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1646 end;
1648 glTranslatef(-cx, -cy, 0);
1649 r_Map_DrawGame(xx, yy, ww, hh, player);
1650 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1651 begin
1652 (* top *) r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0, 0, 0, 0, 255);
1653 (* left *) r_Draw_FillRect(0 - limit, 0, 0, gMapInfo.Height + limit, 0, 0, 0, 255);
1654 (* right *) r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1655 (* bottom *) r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1656 end;
1657 glTranslatef(cx, cy, 0);
1658 end;
1660 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
1661 var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer;
1662 begin
1663 glPushMatrix;
1664 r_Draw_GetRect(l, t, r, b);
1665 glTranslatef(x, y, 0);
1666 glScalef(g_dbg_scale, g_dbg_scale, 0);
1668 r_Draw_SetRect(x, y, x + w, y + h);
1669 r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh);
1670 acx := cx;
1671 acy := cy;
1672 r_Draw_SetRect(x, y, x + w, y + h);
1674 if DebugCameraScale <> 1.0 then
1675 begin
1676 r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255);
1677 r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255);
1678 end;
1680 if gGameSettings.GameMode <> GM_SINGLE then
1681 begin
1682 glTranslatef(-cx, -cy, 0);
1683 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1684 end;
1686 //glTranslatef(-x, -y, 0);
1687 r_Draw_SetRect(l, t, r, b);
1688 glPopMatrix;
1690 r_Map_DrawScreenEffects(x, y, w, h, player);
1691 end;
1693 procedure r_Map_Reset;
1694 begin
1695 {$IFDEF ENABLE_GFX}
1696 r_Map_ResetGFX;
1697 {$ENDIF}
1698 end;
1700 procedure r_Map_Update;
1701 var i, count, tick: LongInt;
1702 begin
1703 tick := gTime div GAME_TICK;
1704 for i := 0 to ITEM_LAST do
1705 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1706 r_Map_UpdateGFX(tick);
1707 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1708 end;
1710 initialization
1711 conRegVar('r_sq_draw', @UseAccel, 'accelerated spatial queries in rendering', 'accelerated rendering');
1712 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1713 conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
1714 conRegVar('d_frames', @DebugFrames, '', '');
1715 conRegVar('d_health', @DebugHealth, '', '');
1716 UseAccel := true;
1717 DebugCameraScale := 1.0;
1718 FillOutsizeArea := true;
1719 DebugFrames := false;
1720 DebugHealth := false;
1721 end.