7e9482e6a3e7b43e82a94851c43d177756898e32
1 (* Copyright (C) Doom 2D: Forever Developers
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.
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.
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/>.
15 {$INCLUDE ../../../shared/a_modes.inc}
20 uses g_base
, g_player
, g_playermodel
; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize
;
23 procedure r_Map_Finalize
;
28 procedure r_Map_LoadTextures
;
29 procedure r_Map_FreeTextures
;
32 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
35 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
38 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
41 procedure r_Map_Update
;
43 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
55 binheap
, MAPDEF
, utils
,
56 g_options
, g_animations
, g_basic
, g_phys
,
57 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_weapons
,
58 {$IFDEF ENABLE_CORPSES}
61 {$IFDEF ENABLE_SHELLS}
70 r_textures
, r_draw
, r_common
74 MTABLE
: array [0..MONSTER_MAN
] of record
77 (w
: 64; h
: 64), // NONE
78 (w
: 64; h
: 64), // DEMON
79 (w
: 64; h
: 64), // IMP
80 (w
: 64; h
: 64), // ZOMBY
81 (w
: 64; h
: 64), // SERG
82 (w
: 128; h
: 128), // CYBER
83 (w
: 64; h
: 64), // CGUN
84 (w
: 128; h
: 128), // BARON
85 (w
: 128; h
: 128), // KNIGHT
86 (w
: 128; h
: 128), // CACO
87 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
88 (w
: 128; h
: 128), // PAIN
89 (w
: 256; h
: 128), // SPIDER
90 (w
: 128; h
: 64), // BSP
91 (w
: 128; h
: 128), // MANCUB
92 (w
: 128; h
: 128), // SKEL
93 (w
: 128; h
: 128), // VILE
94 (w
: 32; h
: 32), // FISH
95 (w
: 64; h
: 64), // BARREL
96 (w
: 128; h
: 128), // ROBO
102 ItemAnim
: array [0..ITEM_LAST
] of record
107 (name
: 'NOTEXTURE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
108 (name
: 'MED1'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
109 (name
: 'MED2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
110 (name
: 'BMED'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
111 (name
: 'ARMORGREEN'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
112 (name
: 'ARMORBLUE'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
113 (name
: 'SBLUE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 4; back
: true)),
114 (name
: 'SWHITE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
115 (name
: 'SUIT'; w
: 32; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
116 (name
: 'OXYGEN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
117 (name
: 'INVUL'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
118 (name
: 'SAW'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
119 (name
: 'SHOTGUN1'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
120 (name
: 'SHOTGUN2'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
121 (name
: 'MGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
122 (name
: 'RLAUNCHER'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
123 (name
: 'PGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
124 (name
: 'BFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
125 (name
: 'SPULEMET'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
126 (name
: 'CLIP'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
127 (name
: 'AMMO'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
128 (name
: 'SHELL1'; w
: 16; h
: 8; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
129 (name
: 'SHELL2'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
130 (name
: 'ROCKET'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
131 (name
: 'ROCKETS'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
132 (name
: 'CELL'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
133 (name
: 'CELL2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
134 (name
: 'BPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
135 (name
: 'KEYR'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
136 (name
: 'KEYG'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
137 (name
: 'KEYB'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
138 (name
: 'KASTET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
139 (name
: 'PISTOL'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
140 (name
: 'BOTTLE'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
141 (name
: 'HELMET'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
142 (name
: 'JETPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 3; back
: true)),
143 (name
: 'INVIS'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
144 (name
: 'FLAMETHROWER'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
145 (name
: 'FUELCAN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false))
149 GFXAnim
: array [0..R_GFX_LAST
] of record
156 (name
: ''; w
: 0; h
: 0; anim
: (loop
: false; delay
: 0; frames
: 0; back
: false); rdelay
: 0; alpha
: 0),
157 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
158 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 0; alpha
: 0),
159 (name
: 'EROCKET'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
160 (name
: 'EBFG'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
161 (name
: 'BFGHIT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 4; frames
: 4; back
: false); rdelay
: 0; alpha
: 0),
162 (name
: 'FIRE'; w
: 64; h
: 128; anim
: (loop
: false; delay
: 4; frames
: 8; back
: false); rdelay
: 2; alpha
: 0),
163 (name
: 'ITEMRESPAWN'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 4; frames
: 5; back
: true); rdelay
: 0; alpha
: 0),
164 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
165 (name
: 'ESKELFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 8; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
166 (name
: 'EPLASMA'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 4; back
: true); rdelay
: 0; alpha
: 0),
167 (name
: 'EBSPFIRE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 5; back
: false); rdelay
: 0; alpha
: 0),
168 (name
: 'EIMPFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
169 (name
: 'ECACOFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
170 (name
: 'EBARONFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
171 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0), // fast
172 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 150), // transparent
173 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 2; alpha
: 0) // random
177 ShotAnim
: array [0..WEAPON_LAST
] of record
182 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 0 KASTET
183 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 1 SAW
184 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 2 PISTOL
185 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 3 SHOTGUN1
186 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 4 SHOTGUN2
187 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 5 CHAINGUN
188 (name
: 'BROCKET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)), // 6 ROCKETLAUNCHER
189 (name
: 'BPLASMA'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)), // 7 PLASMA
190 (name
: 'BBFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 6; frames
: 2; back
: false)), // 8 BFG
191 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 9 SUPERPULEMET
192 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 6; frames
: 0{11}; back
: false)), // 10 FLAMETHROWER
193 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 11
194 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 12
195 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 13
196 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 14
197 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 15
198 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 16
199 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 17
200 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 18
201 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 19
202 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 20 ZOMPY_PISTOL
203 (name
: 'BIMPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 21 IMP_FIRE
204 (name
: 'BBSPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 22 BSP_FIRE
205 (name
: 'BCACOFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 23 CACO_FIRE
206 (name
: 'BBARONFIRE'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 24 BARON_FIRE
207 (name
: 'BMANCUBFIRE'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 25 MANCUB_FIRE
208 (name
: 'BSKELFIRE'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)) // 26 SKEL_FIRE
211 {$IFDEF ENABLE_SHELLS}
212 ShellAnim
: array [0..SHELL_LAST
] of record
216 (name
: 'EBULLET'; dx
: 2; dy
: 1), // 0 SHELL_BULLET
217 (name
: 'ESHELL'; dx
: 4; dy
: 2), // 1 SHELL_SHELL
218 (name
: 'ESHELL'; dx
: 4; dy
: 2) // 2 SHELL_DBLSHELL
222 PunchAnim
: TAnimInfo
= (loop
: false; delay
: 1; frames
: 4; back
: false);
223 FlagAnim
: TAnimInfo
= (loop
: true; delay
: 8; frames
: 5; back
: false);
224 VileFireAnim
: TAnimInfo
= (loop
: true; delay
: 2; frames
: 8; back
: false);
227 TBinHeapPanelDrawCmp
= class
229 class function less (const a
, b
: TPanel
): Boolean; inline;
232 TBinHeapPanelDraw
= specialize TBinaryHeapBase
<TPanel
, TBinHeapPanelDrawCmp
>;
234 TMonsterAnims
= array [0..ANIM_LAST
, TDirection
] of TGLMultiTexture
;
237 SkyTexture
: TGLTexture
;
238 RenTextures
: array of record
240 tex
: TGLMultiTexture
;
242 Items
: array [0..ITEM_LAST
] of record
243 tex
: TGLMultiTexture
;
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 Models
: array of record
254 anim
: array [TDirection
, 0..A_LAST
] of record
255 base
, mask
: TGLMultiTexture
;
259 base
, mask
: TGLTextureArray
;
265 {$IFDEF ENABLE_SHELLS}
266 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
269 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
270 gfxlist
: array of record
281 plist
: TBinHeapPanelDraw
= nil;
283 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
285 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
286 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
287 result
:= a
.arrIdx
< b
.arrIdx
;
290 procedure r_Map_Initialize
;
293 plist
:= TBinHeapPanelDraw
.Create();
296 procedure r_Map_Finalize
;
302 procedure r_Map_FreeModel (i
: Integer);
303 var a
: Integer; d
: TDirection
;
305 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
307 for a
:= A_STAND
to A_LAST
do
309 if Models
[i
].anim
[d
, a
].base
<> nil then
310 Models
[i
].anim
[d
, a
].base
.Free
;
311 if Models
[i
].anim
[d
, a
].mask
<> nil then
312 Models
[i
].anim
[d
, a
].mask
.Free
;
313 Models
[i
].anim
[d
, a
].base
:= nil;
314 Models
[i
].anim
[d
, a
].mask
:= nil;
318 if Models
[i
].gibs
.base
<> nil then
319 for a
:= 0 to High(Models
[i
].gibs
.base
) do
320 Models
[i
].gibs
.base
[a
].Free
;
321 if Models
[i
].gibs
.mask
<> nil then
322 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
323 Models
[i
].gibs
.mask
[a
].Free
;
324 Models
[i
].gibs
.base
:= nil;
325 Models
[i
].gibs
.mask
:= nil;
326 Models
[i
].gibs
.rect
:= nil;
330 procedure r_Map_LoadModel (i
: Integer);
331 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
333 ASSERT(i
< Length(Models
));
334 ASSERT(i
< Length(PlayerModelsArray
));
336 m
:= @PlayerModelsArray
[i
];
337 prefix
:= m
.FileName
+ ':TEXTURES/';
338 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
340 for a
:= A_STAND
to A_LAST
do
342 Models
[i
].anim
[d
, a
].base
:= nil;
343 Models
[i
].anim
[d
, a
].mask
:= nil;
344 if m
.anim
[d
, a
].resource
<> '' then
345 Models
[i
].anim
[d
, a
].base
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].resource
, 64, 64, m
.anim
[d
, a
].frames
, m
.anim
[d
, a
].back
, true);
346 if m
.anim
[d
, a
].mask
<> '' then
347 Models
[i
].anim
[d
, a
].mask
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].mask
, 64, 64, m
.anim
[d
, a
].frames
, m
.anim
[d
, a
].back
, true);
351 Models
[i
].gibs
.base
:= nil;
352 Models
[i
].gibs
.mask
:= nil;
353 Models
[i
].gibs
.rect
:= nil;
354 if m
.GibsCount
> 0 then
356 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
357 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
358 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
359 for a
:= 0 to m
.GibsCount
- 1 do
360 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
361 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
) then
363 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil) then
372 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
373 const dir
: array [TDirection
] of AnsiString = ('_L', '');
374 var w
, h
, count
: Integer;
376 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
381 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
387 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
388 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
397 MonTextures
[m
, a
, d
] := nil;
400 procedure r_Map_Load
;
402 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
403 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
404 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
405 PunchName
: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
407 i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
409 // --------- items --------- //
410 for i
:= 0 to ITEM_LAST
do
412 Items
[i
].tex
:= r_Textures_LoadMultiFromFileAndInfo(
413 GameWAD
+ ':TEXTURES/' + ItemAnim
[i
].name
,
416 ItemAnim
[i
].anim
.frames
,
417 ItemAnim
[i
].anim
.back
,
422 // --------- monsters --------- //
423 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
424 for j
:= 0 to ANIM_LAST
do
425 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
426 r_Map_LoadMonsterAnim(i
, j
, d
);
427 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, VileFireAnim
.frames
, VileFireAnim
.back
);
428 // --------- player models --------- //
429 if PlayerModelsArray
<> nil then
431 SetLength(Models
, Length(PlayerModelsArray
));
432 for i
:= 0 to High(PlayerModelsArray
) do
435 // --------- player weapons --------- //
436 for i
:= 1 to WP_LAST
do
437 for j
:= 0 to W_POS_LAST
do
438 for k
:= 0 to W_ACT_LAST
do
439 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
]);
440 // --------- gfx animations --------- //
442 for i
:= 1 to R_GFX_LAST
do
443 if GFXAnim
[i
].anim
.frames
> 0 then
444 GFXTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].anim
.frames
, GFXAnim
[i
].anim
.back
);
446 // --------- shots --------- //
447 for i
:= 0 to WEAPON_LAST
do
448 if ShotAnim
[i
].anim
.frames
> 0 then
449 ShotTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].anim
.frames
, ShotAnim
[i
].anim
.back
);
450 // --------- flags --------- //
451 FlagTextures
[FLAG_NONE
] := nil;
452 FlagTextures
[FLAG_RED
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5, false);
453 FlagTextures
[FLAG_BLUE
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
454 // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
455 // --------- shells --------- //
456 {$IFDEF ENABLE_SHELLS}
457 for i
:= 0 to SHELL_LAST
do
458 ShellTextures
[i
] := r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
);
460 // --------- punch --------- //
461 for b
:= false to true do
464 PunchTextures
[b
, i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, PunchAnim
.frames
, PunchAnim
.back
);
466 // --------- other --------- //
467 InvulPenta
:= r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/PENTA');
470 procedure r_Map_Free
;
471 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
473 if InvulPenta
<> nil then
476 for b
:= false to true do
480 if PunchTextures
[b
, i
] <> nil then
481 PunchTextures
[b
, i
].Free
;
482 PunchTextures
[b
, i
] := nil;
485 {$IFDEF ENABLE_SHELLS}
486 for i
:= 0 to SHELL_LAST
do
488 if ShellTextures
[i
] <> nil then
489 ShellTextures
[i
].Free
;
490 ShellTextures
[i
] := nil;
493 for i
:= 0 to FLAG_LAST
do
495 if FlagTextures
[i
] <> nil then
496 FlagTextures
[i
].Free
;
497 FlagTextures
[i
] := nil;
499 for i
:= 0 to WEAPON_LAST
do
501 if ShotTextures
[i
] <> nil then
502 ShotTextures
[i
].Free
;
503 ShotTextures
[i
] := nil;
507 for i
:= 0 to R_GFX_LAST
do
509 if GFXTextures
[i
] <> nil then
511 GFXTextures
[i
] := nil;
514 for i
:= 1 to WP_LAST
do
516 for j
:= 0 to W_POS_LAST
do
518 for k
:= 0 to W_ACT_LAST
do
520 if WeapTextures
[i
, j
, k
] <> nil then
521 WeapTextures
[i
, j
, k
].Free
;
522 WeapTextures
[i
, j
, k
] := nil;
526 if Models
<> nil then
527 for i
:= 0 to High(Models
) do
529 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
531 for j
:= 0 to ANIM_LAST
do
533 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
535 if MonTextures
[i
, j
, d
] <> nil then
536 MonTextures
[i
, j
, d
].Free
;
537 MonTextures
[i
, j
, d
] := nil;
541 for i
:= 0 to ITEM_LAST
do
543 if Items
[i
].tex
<> nil then
549 procedure r_Map_LoadTextures
;
552 if Textures
<> nil then
554 n
:= Length(Textures
);
555 SetLength(RenTextures
, n
);
556 for i
:= 0 to n
- 1 do
558 RenTextures
[i
].tex
:= nil;
559 case Textures
[i
].TextureName
of
560 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
561 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
562 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
564 RenTextures
[i
].spec
:= 0;
565 RenTextures
[i
].tex
:= r_Textures_LoadMultiFromFile(Textures
[i
].FullName
);
566 if RenTextures
[i
].tex
= nil then
567 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
]);
571 if gMapInfo
.SkyFullName
<> '' then
572 SkyTexture
:= r_Textures_LoadFromFile(gMapInfo
.SkyFullName
);
576 procedure r_Map_FreeTextures
;
580 if SkyTexture
<> nil then
583 if RenTextures
<> nil then
584 for i
:= 0 to High(RenTextures
) do
585 if RenTextures
[i
].tex
<> nil then
586 RenTextures
[i
].tex
.Free
;
590 procedure r_Map_DrawPanel (p
: TPanel
);
591 var Texture
: Integer; t
: TGLMultiTexture
;
594 if p
.FCurTexture
>= 0 then
596 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
597 t
:= RenTextures
[Texture
].tex
;
599 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
602 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
603 else if p
.TextureIDs
[p
.FCurTexture
].AnTex
.IsValid() then
604 r_Draw_MultiTextureRepeat(t
, p
.TextureIDs
[p
.FCurTexture
].AnTex
, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
606 r_Draw_TextureRepeat(t
.GetTexture(0), p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
)
611 case RenTextures
[Texture
].spec
of
612 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
613 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
614 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
620 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
621 var tagMask
, i
: Integer; p
: TPanel
;
624 tagMask
:= PanelTypeToTag(panelTyp
);
625 while plist
.count
> 0 do
627 p
:= TPanel(plist
.Front());
628 if (p
.tag
and tagMask
) = 0 then
636 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
637 var i
, fX
, fY
: Integer; it
: PItem
; t
: TGLMultiTexture
; tex
: TGLTexture
;
639 if ggItems
<> nil then
641 for i
:= 0 to High(ggItems
) do
644 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
646 t
:= Items
[it
.ItemType
].tex
;
647 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
649 it
.obj
.Lerp(gLerpFactor
, fX
, fY
);
650 tex
:= t
.GetTexture(Items
[it
.ItemType
].frame
);
651 r_Draw_TextureRepeat(tex
, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false);
656 // TODO draw g_debug_frames
659 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
662 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
663 result
:= MonTextures
[m
, a
, d
] <> nil;
664 if result
= false then
667 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
668 result
:= MonTextures
[m
, a
, d
] <> nil;
670 if result
= true then
672 t
:= MonTextures
[m
, a
, d
];
673 if d
= TDirection
.D_LEFT
then
675 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
676 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
680 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
681 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
685 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
686 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
692 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
693 var o
: TObj
; count
, frame
: LongInt; tex
: TGLTexture
;
695 if VileFire
<> nil then
696 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) then
697 if (mon
.VileFireTime
<= gTime
) and GetPos(mon
.MonsterTargetUID
, @o
) then
699 g_Anim_GetFrameByTime(VileFireAnim
, (gTime
- mon
.VileFireTime
) DIV GAME_TICK
, count
, frame
);
700 tex
:= VileFire
.GetTexture(frame
);
701 r_Draw_TextureRepeat(tex
, o
.x
+ o
.rect
.x
+ (o
.rect
.width
div 2) - VILEFIRE_DX
, o
.y
+ o
.rect
.y
+ o
.rect
.height
- VILEFIRE_DY
, tex
.width
, tex
.height
, False, 255, 255, 255, 255, false);
705 procedure r_Map_DrawMonster (constref mon
: TMonster
);
706 var m
, a
, fX
, fY
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
708 m
:= mon
.MonsterType
;
709 a
:= mon
.MonsterAnim
;
710 d
:= mon
.GameDirection
;
712 mon
.obj
.Lerp(gLerpFactor
, fX
, fY
);
714 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
715 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], fX
+ dx
, fY
+ dy
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false);
717 // TODO draw g_debug_frames
720 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
721 var i
: Integer; m
: TMonster
;
723 if gMonsters
<> nil then
725 for i
:= 0 to High(gMonsters
) do
730 r_Map_DrawMonsterAttack(m
);
731 // TODO select from grid
732 if g_Collide(m
.obj
.x
+ m
.obj
.rect
.x
, m
.obj
.y
+ m
.obj
.rect
.y
, m
.obj
.rect
.width
, m
.obj
.rect
.height
, x
, y
, w
, h
) then
733 r_Map_DrawMonster(m
);
739 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
742 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
743 if result
= false then
746 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
747 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
751 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
752 var a
, pos
, act
, xx
, yy
, angle
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; c
: TRGB
;
754 a
:= pm
.CurrentAnimation
;
758 t
:= FlagTextures
[pm
.Flag
];
759 if (t
<> nil) and not (a
in [A_DIE1
, A_DIE2
]) then
761 flip
:= d
= TDirection
.D_RIGHT
;
762 angle
:= PlayerModelsArray
[pm
.id
].FlagAngle
;
763 xx
:= PlayerModelsArray
[pm
.id
].FlagPoint
.X
;
764 yy
:= PlayerModelsArray
[pm
.id
].FlagPoint
.Y
;
765 tex
:= t
.GetTexture(FlagFrame
);
766 r_Draw_TextureRepeatRotate(
768 x
+ IfThen(flip
, 2 * FLAG_BASEPOINT
.X
- xx
+ 1, xx
- 1) - FLAG_BASEPOINT
.X
,
769 y
+ yy
- FLAG_BASEPOINT
.Y
+ 1,
773 255, 255, 255, 255, false,
774 IfThen(flip
, 64 - FLAG_BASEPOINT
.X
, FLAG_BASEPOINT
.X
),
776 IfThen(flip
, angle
, -angle
)
781 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
784 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
785 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
786 else pos
:= W_POS_NORMAL
;
788 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
792 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
795 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
796 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
803 d
= TDirection
.D_LEFT
,
804 255, 255, 255, alpha
, false
810 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
812 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
813 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
, 255, 255, 255, alpha
, false);
814 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
818 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, x
, y
, t
.width
, t
.height
, flip
, c
.r
, c
.g
, c
.b
, alpha
, false);
823 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
824 var fX
, fY
, fSlope
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; alpha
: Byte; count
, frame
: LongInt;
828 fX
:= p
.obj
.x
; fY
:= p
.obj
.y
;
830 //p.obj.Lerp(gLerpFactor, fX, fY);
831 fSlope
:= nlerp(p
.SlopeOld
, p
.obj
.slopeUpLeft
, gLerpFactor
);
834 if p
.PunchTime
<= gTime
then
836 g_Anim_GetFrameByTime(PunchAnim
, (gTime
- p
.PunchTime
) DIV GAME_TICK
, count
, frame
);
839 b
:= R_BERSERK
in p
.FRulez
;
840 if p
.FKeys
[KEY_DOWN
].pressed
then
841 t
:= PunchTextures
[b
, 2]
842 else if p
.FKeys
[KEY_UP
].pressed
then
843 t
:= PunchTextures
[b
, 1]
845 t
:= PunchTextures
[b
, 0];
848 flip
:= p
.Direction
= TDirection
.D_LEFT
;
849 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
850 ay
:= p
.Obj
.Rect
.Y
- 11;
851 tex
:= t
.GetTexture(frame
);
852 r_Draw_TextureRepeat(tex
, fx
+ ax
, fy
+ fSlope
+ ay
, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
857 (* invulnerability effect *)
858 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
860 w
:= InvulPenta
.width
;
861 h
:= InvulPenta
.height
;
862 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
863 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
864 r_Draw_Texture(InvulPenta
, fx
+ ax
, fy
+ ay
+ fSlope
, w
, h
, false, 255, 255, 255, 255, false);
867 (* invisibility effect *)
869 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
871 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
873 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
880 r_Map_DrawPlayerModel(p
.Model
, fX
, fY
+ fSlope
, alpha
);
882 // TODO draw g_debug_frames
883 // TODO draw chat bubble
887 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
890 if gPlayers
<> nil then
891 for i
:= 0 to High(gPlayers
) do
892 if gPlayers
[i
] <> nil then
893 r_Map_DrawPlayer(gPlayers
[i
], player
);
897 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
899 result
:= Models
[m
].gibs
.rect
[i
];
902 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
903 var i
, fx
, fy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
907 for i
:= 0 to High(gGibs
) do
909 if gGibs
[i
].alive
then
912 if g_Obj_Collide(x
, y
, w
, h
, p
) then
914 p
.Lerp(gLerpFactor
, fx
, fy
);
915 id
:= gGibs
[i
].GibID
;
916 m
:= gGibs
[i
].ModelID
;
917 t
:= Models
[m
].gibs
.base
[id
];
920 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
921 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
922 ra
:= gGibs
[i
].RAngle
;
923 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
924 t
:= Models
[m
].gibs
.mask
[id
];
926 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, gGibs
[i
].Color
.R
, gGibs
[i
].Color
.G
, gGibs
[i
].Color
.B
, 255, false, rx
, ry
, ra
);
927 // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + 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);
933 // TODO draw g_debug_frames
937 {$IFDEF ENABLE_CORPSES}
938 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
939 var i
, fX
, fY
: Integer; p
: TCorpse
;
941 if gCorpses
<> nil then
943 for i
:= 0 to High(gCorpses
) do
946 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
948 p
.obj
.Lerp(gLerpFactor
, fX
, fY
);
949 r_Map_DrawPlayerModel(p
.model
, fX
, fY
, 255);
953 // TODO draw g_debug_frames
958 function r_Map_GetGFXID (): Integer;
962 if gfxlist
<> nil then
964 while (i
< Length(gfxlist
)) and (gfxlist
[i
].typ
> 0) do
966 if i
>= Length(gfxlist
) then
967 SetLength(gfxlist
, Length(gfxlist
) + 1)
970 SetLength(gfxlist
, 1);
971 gfxlist
[i
].typ
:= R_GFX_NONE
;
975 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
978 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
980 i
:= r_Map_GetGFXID();
983 gfxlist
[i
].typ
:= typ
;
986 gfxlist
[i
].oldX
:= x
;
987 gfxlist
[i
].oldY
:= y
;
988 gfxlist
[i
].anim
:= GFXAnim
[typ
].anim
;
989 gfxlist
[i
].time
:= gTime
DIV GAME_TICK
;
990 gfxlist
[i
].frame
:= 0;
991 INC(gfxlist
[i
].anim
.delay
, Random(GFXAnim
[typ
].rdelay
));
996 procedure r_Map_UpdateGFX (tick
: LongWord);
997 var i
: Integer; count
: LongInt;
999 if gfxlist
<> nil then
1001 for i
:= 0 to High(gfxlist
) do
1003 if (gfxlist
[i
].typ
> 0) and (tick
>= gfxlist
[i
].time
) then
1005 g_Anim_GetFrameByTime(gfxlist
[i
].anim
, tick
- gfxlist
[i
].time
, count
, gfxlist
[i
].frame
);
1008 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
1009 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
1010 case gfxlist
[i
].typ
of
1011 R_GFX_FLAME
, R_GFX_SMOKE
:
1013 if Random(3) = 0 then
1014 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1015 if Random(2) = 0 then
1016 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1021 gfxlist
[i
].typ
:= R_GFX_NONE
;
1027 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1028 var i
, fx
, fy
, typ
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
;
1030 if gfxlist
<> nil then
1032 for i
:= 0 to High(gfxlist
) do
1034 if gfxlist
[i
].typ
> 0 then
1036 typ
:= gfxlist
[i
].typ
;
1037 t
:= GFXTextures
[typ
];
1040 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1041 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1042 tex
:= t
.GetTexture(gfxlist
[i
].frame
);
1043 r_Draw_TextureRepeat(tex
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1050 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1051 var i
, fx
, fy
: Integer;
1053 if gpart_dbg_enabled
and (Particles
<> nil) then
1055 glDisable(GL_TEXTURE_2D
);
1056 if (g_dbg_scale
< 0.6) then
1058 else if (g_dbg_scale
> 1.3) then
1059 glPointSize(g_dbg_scale
+ 1)
1062 glDisable(GL_POINT_SMOOTH
);
1064 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1067 for i
:= 0 to High(Particles
) do
1069 if Particles
[i
].alive
then
1071 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1072 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1073 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1079 glDisable(GL_BLEND
);
1084 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1085 var i
, a
, fX
, fY
, pX
, pY
, typ
: Integer; count
, frame
: LongInt; t
: TGLMultiTexture
; tex
: TGLTexture
;
1087 if Shots
<> nil then
1089 for i
:= 0 to High(Shots
) do
1091 typ
:= Shots
[i
].ShotType
;
1094 t
:= ShotTextures
[typ
];
1099 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1100 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1102 Shots
[i
].Obj
.Lerp(gLerpFactor
, fX
, fY
);
1103 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1104 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1105 g_Anim_GetFrameByTime(ShotAnim
[typ
].anim
, (gTime
- Shots
[i
].time
) DIV GAME_TICK
, count
, frame
);
1106 tex
:= t
.GetTexture(frame
);
1107 r_Draw_TextureRepeatRotate(tex
, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1112 // TODO draw g_debug_frames
1115 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1116 var i
, dx
, fx
, fy
: Integer; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
1118 if gGameSettings
.GameMode
= GM_CTF
then
1120 for i
:= FLAG_RED
to FLAG_BLUE
do
1122 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1124 gFlags
[i
].Obj
.Lerp(gLerpFactor
, fx
, fy
);
1125 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1126 if flip
then dx
:= -1 else dx
:= +1;
1127 t
:= FlagTextures
[i
];
1128 tex
:= t
.GetTexture(FlagFrame
);
1129 r_Draw_TextureRepeat(tex
, fx
+ dx
, fy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1133 // TODO g_debug_frames
1136 {$IFDEF ENABLE_SHELLS}
1137 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1138 var i
, fx
, fy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1140 if gShells
<> nil then
1142 for i
:= 0 to High(gShells
) do
1144 if gShells
[i
].alive
then
1146 typ
:= gShells
[i
].SType
;
1147 if typ
<= SHELL_LAST
then
1149 p
:= @gShells
[i
].Obj
;
1150 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1152 t
:= ShellTextures
[typ
];
1155 p
.Lerp(gLerpFactor
, fx
, fy
);
1156 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, ShellAnim
[typ
].dx
, ShellAnim
[typ
].dy
, gShells
[i
].RAngle
);
1166 procedure r_Map_CalcAspect (ow
, oh
, nw
, nh
: LongInt; horizontal
: Boolean; out ww
, hh
: LongInt);
1171 hh
:= nw
* oh
div ow
;
1175 ww
:= nh
* ow
div oh
;
1180 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1182 factor
= 120; (* size ratio between view and sky (120%) *)
1183 limit
= 100; (* max speed for parallax *)
1185 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1187 msw
:= vw
* factor
div 100;
1188 msh
:= vh
* factor
div 100;
1189 r_Map_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1191 (* calc x parallax or sky center on speed limit *)
1192 mvw
:= MAX(1, mw
- vw
);
1194 if 100 * svw
div mvw
<= limit
then
1195 x
:= -cx
* svw
div mvw
1199 (* calc y parallax or sky center on speed limit *)
1200 mvh
:= MAX(1, mh
- vh
);
1202 if 100 * svh
div mvh
<= limit
then
1203 y
:= -cy
* svh
div mvh
1207 (* handle out of map bounds *)
1208 if x
> 0 then x
:= 0;
1209 if y
> 0 then y
:= 0;
1210 if x
< -svw
then x
:= -svw
;
1211 if y
< -svh
then y
:= -svh
;
1214 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1227 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1231 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1235 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1236 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1237 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1239 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1240 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1242 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1244 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1245 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1247 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1249 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1254 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
1255 var iter
: TPanelGrid
.Iter
; p
: PPanel
; cx
, cy
, xx
, yy
, ww
, hh
: Integer; sx
, sy
, sw
, sh
: LongInt;
1257 cx
:= camx
- w
div 2;
1258 cy
:= camy
- h
div 2;
1264 if g_dbg_ignore_bounds
= false then
1266 if xx
+ ww
> gMapInfo
.Width
then
1267 xx
:= gMapInfo
.Width
- ww
;
1268 if yy
+ hh
> gMapInfo
.Height
then
1269 yy
:= gMapInfo
.Height
- hh
;
1278 if SkyTexture
<> nil then
1280 r_Map_CalcSkyParallax(cx
, cy
, ww
, hh
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1281 r_Draw_Texture(SkyTexture
, x
+ sx
, y
+ sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1285 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
1287 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1292 glTranslatef(-cx
, -cy
, 0);
1293 r_Map_DrawPanelType(PANEL_BACK
);
1294 r_Map_DrawPanelType(PANEL_STEP
);
1295 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1296 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1297 {$IFDEF ENABLE_SHELLS}
1298 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1300 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1301 {$IFDEF ENABLE_GIBS}
1302 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1304 {$IFDEF ENABLE_CORPSES}
1305 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1307 r_Map_DrawPanelType(PANEL_WALL
);
1308 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1309 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1310 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1312 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1313 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1315 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1316 r_Map_DrawPanelType(PANEL_ACID1
);
1317 r_Map_DrawPanelType(PANEL_ACID2
);
1318 r_Map_DrawPanelType(PANEL_WATER
);
1319 r_Map_DrawPanelType(PANEL_FORE
);
1320 // TODO draw monsters health bar
1321 // TODO draw players health bar
1322 // TODO draw players indicators
1325 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1327 // TODO draw minimap (gShowMap)
1328 // TODO draw g_debug_player
1331 procedure r_Map_Update
;
1332 var i
, count
, tick
: LongInt;
1334 tick
:= gTime
div GAME_TICK
;
1335 for i
:= 0 to ITEM_LAST
do
1336 g_Anim_GetFrameByTime(ItemAnim
[i
].anim
, tick
, count
, Items
[i
].frame
);
1337 r_Map_UpdateGFX(tick
);
1338 g_Anim_GetFrameByTime(FlagAnim
, tick
, count
, FlagFrame
);