DEADSOFTWARE

5513d688256169d2c8dcfe0994e945d36912bc5d
[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 const w = 20; h = 14;
823 const dx = 6; dy = 8; dot = 6; size = 2;
824 const tx = 6; ty = h - 1;
825 begin
826 // Outer box (top/down)
827 r_Draw_FillRect(x + 1, y, x + w - 1, y + 1, cb.R, cb.G, cb.B, 255);
828 r_Draw_FillRect(x + 1, y + h - 1, x + w - 1, y + h, cb.R, cb.G, cb.B, 255);
829 // Outer box (left/right)
830 r_Draw_FillRect(x, y + 1, x + 1, y + h - 1, cb.R, cb.G, cb.B, 255);
831 r_Draw_FillRect(x + w - 1, y + 1, x + w, y + h - 1, cb.R, cb.G, cb.B, 255);
832 // Outer tail
833 r_Draw_FillRect(x + tx - 1, y + ty + 0, x + tx + 3 + 1, y + ty + 1, cb.R, cb.G, cb.B, 255);
834 r_Draw_FillRect(x + tx - 1, y + ty + 1, x + tx + 2 + 1, y + ty + 2, cb.R, cb.G, cb.B, 255);
835 r_Draw_FillRect(x + tx - 1, y + ty + 2, x + tx + 1 + 1, y + ty + 3, cb.R, cb.G, cb.B, 255);
836 r_Draw_FillRect(x + tx - 1, y + ty + 3, x + tx + 0 + 1, y + ty + 4, cb.R, cb.G, cb.B, 255);
837 // Inner tail
838 r_Draw_FillRect(x + tx, y + ty + 0, x + tx + 3, y + ty + 1, cf.R, cf.G, cf.B, 255);
839 r_Draw_FillRect(x + tx, y + ty + 1, x + tx + 2, y + ty + 2, cf.R, cf.G, cf.B, 255);
840 r_Draw_FillRect(x + tx, y + ty + 2, x + tx + 1, y + ty + 3, cf.R, cf.G, cf.B, 255);
841 // Inner box
842 r_Draw_FillRect(x + 1, y + 1, x + w - 1, y + h - 1, cf.R, cf.G, cf.B, 255);
843 // Dots
844 r_Draw_FillRect(x + dx + 0*3, y + dy, x + dx + 0*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
845 r_Draw_FillRect(x + dx + 1*3, y + dy, x + dx + 1*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
846 r_Draw_FillRect(x + dx + 2*3, y + dy, x + dx + 2*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
847 end;
849 procedure r_Map_DrawTalkBubble (p: TPlayer);
850 var xx, yy, x, y: Integer; cb, cf: TRGB;
851 begin
852 r_Common_GetPlayerPos(p, xx, yy);
853 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
854 y := yy;
855 cb := _RGB(63, 63, 63);
856 cf := _RGB(240, 240, 240);
857 case gChatBubble of
858 1: // simple text
859 begin
860 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
861 end;
862 2: // adv team color
863 begin
864 case p.Team of
865 TEAM_RED: cb := _RGB(255, 63, 63);
866 TEAM_BLUE: cb := _RGB(63, 63, 255);
867 end;
868 r_Map_DrawBubble(x, y - 18, cb, cf);
869 end;
870 3: // adv player color
871 begin
872 cb := p.Model.Color;
873 cf.R := MIN(cb.R * 2 + 64, 255);
874 cf.G := MIN(cb.G * 2 + 64, 255);
875 cf.B := MIN(cb.B * 2 + 64, 255);
876 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
877 begin
878 cb.R := MAX(cf.R div 2 - 16, 0);
879 cb.G := MAX(cf.G div 2 - 16, 0);
880 cb.B := MAX(cf.B div 2 - 16, 0);
881 end;
882 r_Map_DrawBubble(x, y - 18, cb, cf);
883 end;
884 4: // textured
885 if TalkTexture <> nil then
886 begin
887 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
888 end;
889 end;
890 end;
892 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
893 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
894 begin
895 if p.alive then
896 begin
897 r_Common_GetPlayerPos(p, x, y);
899 (* punch effect *)
900 if p.PunchTime <= gTime then
901 begin
902 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
903 if count < 1 then
904 begin
905 b := R_BERSERK in p.FRulez;
906 if p.FKeys[KEY_DOWN].pressed then
907 t := PunchTextures[b, 2]
908 else if p.FKeys[KEY_UP].pressed then
909 t := PunchTextures[b, 1]
910 else
911 t := PunchTextures[b, 0];
912 if t <> nil then
913 begin
914 flip := p.Direction = TDirection.D_LEFT;
915 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
916 ay := p.Obj.Rect.Y - 11;
917 tex := t.GetTexture(frame);
918 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
919 end;
920 end;
921 end;
923 (* invulnerability effect *)
924 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
925 begin
926 w := InvulPenta.width;
927 h := InvulPenta.height;
928 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
929 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
930 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
931 end;
933 (* invisibility effect *)
934 alpha := 255;
935 if p.FMegaRulez[MR_INVIS] > gTime then
936 begin
937 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
938 begin
939 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
940 alpha := 55;
941 end
942 else
943 alpha := 1; // ???
944 end;
946 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
947 end;
948 // TODO draw g_debug_frames
950 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
951 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
952 r_Map_DrawTalkBubble(p);
954 // TODO draw aim
955 end;
957 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
958 var i: Integer;
959 begin
960 if gPlayers <> nil then
961 for i := 0 to High(gPlayers) do
962 if gPlayers[i] <> nil then
963 r_Map_DrawPlayer(gPlayers[i], player);
964 end;
966 {$IFDEF ENABLE_GIBS}
967 function r_Map_GetGibSize (m, i: Integer): TRectWH;
968 begin
969 result := Models[m].gibs.rect[i];
970 end;
972 procedure r_Map_DrawGibs (x, y, w, h: Integer);
973 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
974 begin
975 if gGibs <> nil then
976 begin
977 for i := 0 to High(gGibs) do
978 begin
979 if gGibs[i].alive then
980 begin
981 p := @gGibs[i].Obj;
982 if g_Obj_Collide(x, y, w, h, p) then
983 begin
984 r_Common_GetObjectPos(p^, xx, yy);
985 id := gGibs[i].GibID;
986 m := gGibs[i].ModelID;
987 t := Models[m].gibs.base[id];
988 if t <> nil then
989 begin
990 rx := p.Rect.X + p.Rect.Width div 2;
991 ry := p.Rect.Y + p.Rect.Height div 2;
992 ra := gGibs[i].RAngle;
993 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
994 t := Models[m].gibs.mask[id];
995 if t <> nil then
996 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
997 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
998 end;
999 end;
1000 end;
1001 end;
1002 end;
1003 // TODO draw g_debug_frames
1004 end;
1005 {$ENDIF}
1007 {$IFDEF ENABLE_CORPSES}
1008 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1009 var i, xx, yy: Integer; p: TCorpse;
1010 begin
1011 if gCorpses <> nil then
1012 begin
1013 for i := 0 to High(gCorpses) do
1014 begin
1015 p := gCorpses[i];
1016 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1017 begin
1018 r_Common_GetObjectPos(p.obj, xx, yy);
1019 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1020 end;
1021 end;
1022 end;
1023 // TODO draw g_debug_frames
1024 end;
1025 {$ENDIF}
1027 {$IFDEF ENABLE_GFX}
1028 function r_Map_GetGFXID (): Integer;
1029 var i: Integer;
1030 begin
1031 i := 0;
1032 if gfxlist <> nil then
1033 begin
1034 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1035 Inc(i);
1036 if i >= Length(gfxlist) then
1037 SetLength(gfxlist, Length(gfxlist) + 1)
1038 end
1039 else
1040 SetLength(gfxlist, 1);
1041 gfxlist[i].typ := R_GFX_NONE;
1042 result := i
1043 end;
1045 procedure r_Map_NewGFX (typ, x, y: Integer);
1046 var i: Integer;
1047 begin
1048 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1049 begin
1050 i := r_Map_GetGFXID();
1051 if i >= 0 then
1052 begin
1053 gfxlist[i].typ := typ;
1054 gfxlist[i].x := x;
1055 gfxlist[i].y := y;
1056 gfxlist[i].oldX := x;
1057 gfxlist[i].oldY := y;
1058 gfxlist[i].anim := GFXAnim[typ].anim;
1059 gfxlist[i].time := gTime DIV GAME_TICK;
1060 gfxlist[i].frame := 0;
1061 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1062 end;
1063 end;
1064 end;
1066 procedure r_Map_UpdateGFX (tick: LongWord);
1067 var i: Integer; count: LongInt;
1068 begin
1069 if gfxlist <> nil then
1070 begin
1071 for i := 0 to High(gfxlist) do
1072 begin
1073 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1074 begin
1075 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1076 if count < 1 then
1077 begin
1078 gfxlist[i].oldX := gfxlist[i].x;
1079 gfxlist[i].oldY := gfxlist[i].y;
1080 case gfxlist[i].typ of
1081 R_GFX_FLAME, R_GFX_SMOKE:
1082 begin
1083 if Random(3) = 0 then
1084 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1085 if Random(2) = 0 then
1086 gfxlist[i].y := gfxlist[i].y - Random(2);
1087 end;
1088 end;
1089 end
1090 else
1091 gfxlist[i].typ := R_GFX_NONE;
1092 end;
1093 end;
1094 end;
1095 end;
1097 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1098 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1099 begin
1100 if gfxlist <> nil then
1101 begin
1102 for i := 0 to High(gfxlist) do
1103 begin
1104 if gfxlist[i].typ > 0 then
1105 begin
1106 typ := gfxlist[i].typ;
1107 t := GFXTextures[typ];
1108 if t <> nil then
1109 begin
1110 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1111 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1112 tex := t.GetTexture(gfxlist[i].frame);
1113 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1114 end;
1115 end;
1116 end;
1117 end;
1118 end;
1120 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1121 var i, fx, fy: Integer; factor: Single;
1122 begin
1123 if gpart_dbg_enabled and (Particles <> nil) then
1124 begin
1125 r_Draw_EnableTexture2D(false);
1126 factor := r_pixel_scale * g_dbg_scale;
1127 if factor < 0.6 then
1128 glPointSize(1)
1129 else if factor > 1.3 then
1130 glPointSize(factor + 1)
1131 else
1132 glPointSize(2);
1133 glDisable(GL_POINT_SMOOTH);
1134 glEnable(GL_BLEND);
1135 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1137 r_Draw_SetColor(255, 255, 255, 255);
1138 glBegin(GL_POINTS);
1139 for i := 0 to High(Particles) do
1140 begin
1141 if Particles[i].alive then
1142 begin
1143 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1144 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1145 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1146 glVertex2i(fx, fy);
1147 end;
1148 end;
1149 glEnd;
1150 r_Draw_SetColor(0, 0, 0, 255);
1152 glDisable(GL_BLEND);
1153 end;
1154 end;
1155 {$ENDIF}
1157 procedure r_Map_DrawShots (x, y, w, h: Integer);
1158 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1159 begin
1160 if Shots <> nil then
1161 begin
1162 for i := 0 to High(Shots) do
1163 begin
1164 typ := Shots[i].ShotType;
1165 if typ <> 0 then
1166 begin
1167 t := ShotTextures[typ];
1168 if t <> nil then
1169 begin
1170 a := 0;
1171 case typ of
1172 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1173 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1174 end;
1175 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1176 pX := Shots[i].Obj.Rect.Width div 2;
1177 pY := Shots[i].Obj.Rect.Height div 2;
1178 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1179 tex := t.GetTexture(frame);
1180 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1181 end;
1182 end;
1183 end;
1184 end;
1185 // TODO draw g_debug_frames
1186 end;
1188 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1189 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1190 begin
1191 if gGameSettings.GameMode = GM_CTF then
1192 begin
1193 for i := FLAG_RED to FLAG_BLUE do
1194 begin
1195 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1196 begin
1197 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1198 flip := gFlags[i].Direction = TDirection.D_LEFT;
1199 if flip then dx := -1 else dx := +1;
1200 t := FlagTextures[i];
1201 tex := t.GetTexture(FlagFrame);
1202 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
1203 end;
1204 end;
1205 end;
1206 // TODO g_debug_frames
1207 end;
1209 {$IFDEF ENABLE_SHELLS}
1210 procedure r_Map_DrawShells (x, y, w, h: Integer);
1211 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1212 begin
1213 if gShells <> nil then
1214 begin
1215 for i := 0 to High(gShells) do
1216 begin
1217 if gShells[i].alive then
1218 begin
1219 typ := gShells[i].SType;
1220 if typ <= SHELL_LAST then
1221 begin
1222 p := @gShells[i].Obj;
1223 if g_Obj_Collide(x, y, w, h, p) then
1224 begin
1225 t := ShellTextures[typ];
1226 if t <> nil then
1227 begin
1228 r_Common_GetObjectPos(p^, xx, yy);
1229 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1230 end;
1231 end;
1232 end;
1233 end;
1234 end;
1235 end;
1236 end;
1237 {$ENDIF}
1239 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1240 const
1241 factor = 120; (* size ratio between view and sky (120%) *)
1242 limit = 100; (* max speed for parallax *)
1243 var
1244 msw, msh, mvw, mvh, svw, svh: LongInt;
1245 begin
1246 msw := vw * factor div 100;
1247 msh := vh * factor div 100;
1248 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1250 (* calc x parallax or sky center on speed limit *)
1251 mvw := MAX(1, mw - vw);
1252 svw := w - vw;
1253 if 100 * svw div mvw <= limit then
1254 x := -cx * svw div mvw
1255 else
1256 x := -svw div 2;
1258 (* calc y parallax or sky center on speed limit *)
1259 mvh := MAX(1, mh - vh);
1260 svh := h - vh;
1261 if 100 * svh div mvh <= limit then
1262 y := -cy * svh div mvh
1263 else
1264 y := -svh div 2;
1266 (* handle out of map bounds *)
1267 if x > 0 then x := 0;
1268 if y > 0 then y := 0;
1269 if x < -svw then x := -svw;
1270 if y < -svh then y := -svh;
1271 end;
1273 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1274 var i: Integer;
1275 begin
1276 if level > 0 then
1277 begin
1278 case level of
1279 0..14: i := 0;
1280 15..34: i := 1;
1281 35..54: i := 2;
1282 55..74: i := 3;
1283 75..94: i := 4;
1284 else i := 5
1285 end;
1286 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1287 end;
1288 end;
1290 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1291 begin
1292 if p <> nil then
1293 begin
1294 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1295 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1296 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1297 begin
1298 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1299 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1300 end;
1301 if p.FMegaRulez[MR_SUIT] >= gTime then
1302 begin
1303 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1304 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1305 end;
1306 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1307 begin
1308 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1309 end;
1310 end;
1311 end;
1313 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1314 var a, ax, ay, fx, fy, xx, yy: Integer;
1315 begin
1316 if (p <> nil) and p.Alive and (p.Spectator = false) then
1317 begin
1318 r_Common_GetPlayerPos(p, fx, fy);
1319 case gPlayerIndicatorStyle of
1320 0:
1321 if IndicatorTexture <> nil then
1322 begin
1323 ax := IndicatorTexture.width div 2;
1324 ay := IndicatorTexture.height div 2;
1325 if (p.obj.x + p.obj.rect.x) < cx then
1326 begin
1327 a := 90;
1328 xx := fx + p.obj.rect.x + p.obj.rect.width;
1329 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1330 end
1331 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1332 begin
1333 a := 270;
1334 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1335 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1336 end
1337 else if (p.obj.y - IndicatorTexture.height) < cy then
1338 begin
1339 a := 180;
1340 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1341 yy := fy + p.obj.rect.y + p.obj.rect.height;
1342 end
1343 else
1344 begin
1345 a := 0;
1346 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1347 yy := fy - IndicatorTexture.height;
1348 end;
1349 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1350 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1351 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1352 end;
1353 1:
1354 begin
1355 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1356 yy := fy;
1357 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1358 end;
1359 end;
1360 end;
1361 end;
1363 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1364 var i: Integer; p: TPlayer;
1365 begin
1366 case gPlayerIndicator of
1367 1:
1368 if player <> nil then
1369 begin
1370 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1371 end;
1372 2:
1373 if gPlayers <> nil then
1374 begin
1375 for i := 0 to HIGH(gPlayers) do
1376 begin
1377 p := gPlayers[i];
1378 if p <> nil then
1379 begin
1380 if (player <> nil) and (p = player) then
1381 begin
1382 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1383 end
1384 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1385 begin
1386 case gPlayerIndicatorStyle of
1387 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1388 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1389 end;
1390 end;
1391 end;
1392 end;
1393 end;
1394 end;
1395 end;
1397 procedure r_Map_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer);
1398 (* xx/yy/ww/hh are in map units *)
1399 var iter: TPanelGrid.Iter; p: PPanel;
1400 begin
1401 plist.Clear;
1402 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1403 for p in iter do
1404 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1405 plist.Insert(p^);
1406 iter.Release;
1408 r_Map_DrawPanelType(PANEL_BACK);
1409 r_Map_DrawPanelType(PANEL_STEP);
1410 r_Map_DrawItems(xx, yy, ww, hh, false);
1411 r_Map_DrawShots(xx, yy, ww, hh);
1412 {$IFDEF ENABLE_SHELLS}
1413 r_Map_DrawShells(xx, yy, ww, hh);
1414 {$ENDIF}
1415 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1416 {$IFDEF ENABLE_GIBS}
1417 r_Map_DrawGibs(xx, yy, ww, hh);
1418 {$ENDIF}
1419 {$IFDEF ENABLE_CORPSES}
1420 r_Map_DrawCorpses(xx, yy, ww, hh);
1421 {$ENDIF}
1422 r_Map_DrawPanelType(PANEL_WALL);
1423 r_Map_DrawMonsters(xx, yy, ww, hh);
1424 r_Map_DrawItems(xx, yy, ww, hh, true);
1425 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1426 {$IFDEF ENABLE_GFX}
1427 r_Map_DrawParticles(xx, yy, ww, hh);
1428 r_Map_DrawGFX(xx, yy, ww, hh);
1429 {$ENDIF}
1430 r_Map_DrawFlags(xx, yy, ww, hh);
1431 r_Map_DrawPanelType(PANEL_ACID1);
1432 r_Map_DrawPanelType(PANEL_ACID2);
1433 r_Map_DrawPanelType(PANEL_WATER);
1434 r_Map_DrawPanelType(PANEL_FORE);
1435 // TODO draw monsters health bar
1436 // TODO draw players health bar
1437 end;
1439 procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer);
1440 (* w/h/camx/camy are in map units (scaled) *)
1441 const limit = 32767;
1442 var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt;
1443 begin
1444 (* camera rect *)
1445 cx := camx - w div 2;
1446 cy := camy - h div 2;
1447 cw := w;
1448 ch := h;
1450 (* camera bounds *)
1451 if g_dbg_ignore_bounds = false then
1452 begin
1453 if w > gMapInfo.Width then
1454 cx := gMapInfo.Width div 2 - w div 2
1455 else if cx + cw > gMapInfo.Width then
1456 cx := gMapInfo.Width - cw
1457 else if cx < 0 then
1458 cx := 0;
1460 if h > gMapInfo.Height then
1461 cy := gMapInfo.Height div 2 - h div 2
1462 else if cy + ch > gMapInfo.Height then
1463 cy := gMapInfo.Height - ch
1464 else if cy < 0 then
1465 cy := 0;
1466 end;
1468 acx := cx;
1469 acy := cy;
1470 acw := cw;
1471 ach := ch;
1473 (* map bounds *)
1474 xx := cx;
1475 yy := cy;
1476 ww := cw;
1477 hh := ch;
1478 if xx + ww > gMapInfo.Width then
1479 xx := gMapInfo.Width - ww;
1480 if yy + hh > gMapInfo.Height then
1481 yy := gMapInfo.Height - hh;
1482 if xx < 0 then
1483 xx := 0;
1484 if yy < 0 then
1485 yy := 0;
1486 axx := xx;
1487 ayy := yy;
1488 aww := ww;
1489 ahh := hh;
1492 (* view bounds *)
1493 ml := x; mt := y; mr := x + w; mb := y + h;
1494 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1495 begin
1496 ml := MAX(cx + ml, 0) - cx;
1497 mt := MAX(cy + mt, 0) - cy;
1498 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1499 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1500 end;
1501 r_Draw_SetRect(ml, mt, mr, mb);
1504 if DebugCameraScale <> 1.0 then
1505 begin
1506 glTranslatef(cw div 2, ch div 2, 0);
1507 glScalef(DebugCameraScale, DebugCameraScale, 1);
1508 glTranslatef(-w div 2, -h div 2, 0);
1509 end;
1511 if SkyTexture <> nil then
1512 begin
1513 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1514 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1515 end;
1517 glTranslatef(-cx, -cy, 0);
1518 r_Map_DrawGame(xx, yy, ww, hh, player);
1519 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1520 begin
1521 (* top *) r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0, 0, 0, 0, 255);
1522 (* left *) r_Draw_FillRect(0 - limit, 0, 0, gMapInfo.Height + limit, 0, 0, 0, 255);
1523 (* right *) r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1524 (* bottom *) r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1525 end;
1526 glTranslatef(cx, cy, 0);
1527 end;
1529 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
1530 var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer;
1531 begin
1532 glPushMatrix;
1533 r_Draw_GetRect(l, t, r, b);
1534 glTranslatef(x, y, 0);
1535 glScalef(g_dbg_scale, g_dbg_scale, 0);
1537 r_Draw_SetRect(x, y, x + w, y + h);
1538 r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh);
1539 acx := cx;
1540 acy := cy;
1541 r_Draw_SetRect(x, y, x + w, y + h);
1543 if DebugCameraScale <> 1.0 then
1544 begin
1545 r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255);
1546 r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255);
1547 end;
1549 if gGameSettings.GameMode <> GM_SINGLE then
1550 begin
1551 glTranslatef(-cx, -cy, 0);
1552 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1553 end;
1555 // TODO draw g_debug_player
1557 //glTranslatef(-x, -y, 0);
1558 r_Draw_SetRect(l, t, r, b);
1559 glPopMatrix;
1561 r_Map_DrawScreenEffects(x, y, w, h, player);
1562 end;
1564 procedure r_Map_Update;
1565 var i, count, tick: LongInt;
1566 begin
1567 tick := gTime div GAME_TICK;
1568 for i := 0 to ITEM_LAST do
1569 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1570 r_Map_UpdateGFX(tick);
1571 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1572 end;
1574 initialization
1575 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1576 conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
1577 DebugCameraScale := 1.0;
1578 FillOutsizeArea := true;
1579 end.