DEADSOFTWARE

7e9482e6a3e7b43e82a94851c43d177756898e32
[d2df-sdl.git] / src / game / renders / opengl / r_map.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../../../shared/a_modes.inc}
16 unit r_map;
18 interface
20 uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize;
23 procedure r_Map_Finalize;
25 procedure r_Map_Load;
26 procedure r_Map_Free;
28 procedure r_Map_LoadTextures;
29 procedure r_Map_FreeTextures;
31 {$IFDEF ENABLE_GFX}
32 procedure r_Map_NewGFX (typ, x, y: Integer);
33 {$ENDIF}
34 {$IFDEF ENABLE_GIBS}
35 function r_Map_GetGibSize (m, i: Integer): TRectWH;
36 {$ENDIF}
37 {$IFDEF ENABLE_MENU}
38 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
39 {$ENDIF}
41 procedure r_Map_Update;
43 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
45 implementation
47 uses
48 Math, SysUtils,
49 {$IFDEF USE_GLES1}
50 GLES11,
51 {$ELSE}
52 GL, GLEXT,
53 {$ENDIF}
54 e_log,
55 binheap, MAPDEF, utils,
56 g_options, g_animations, g_basic, g_phys,
57 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
58 {$IFDEF ENABLE_CORPSES}
59 g_corpses,
60 {$ENDIF}
61 {$IFDEF ENABLE_SHELLS}
62 g_shells,
63 {$ENDIF}
64 {$IFDEF ENABLE_GIBS}
65 g_gibs,
66 {$ENDIF}
67 {$IFDEF ENABLE_GFX}
68 g_gfx,
69 {$ENDIF}
70 r_textures, r_draw, r_common
71 ;
73 const
74 MTABLE: array [0..MONSTER_MAN] of record
75 w, h: Integer;
76 end = (
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
97 (w: 64; h: 64) // MAN
98 );
99 VILEFIRE_DX = 32;
100 VILEFIRE_DY = 128;
102 ItemAnim: array [0..ITEM_LAST] of record
103 name: AnsiString;
104 w, h: Integer;
105 anim: TAnimInfo;
106 end = (
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))
146 );
148 {$IFDEF ENABLE_GFX}
149 GFXAnim: array [0..R_GFX_LAST] of record
150 name: AnsiString;
151 w, h: Integer;
152 anim: TAnimInfo;
153 rdelay: Integer;
154 alpha: Integer;
155 end = (
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
174 );
175 {$ENDIF}
177 ShotAnim: array [0..WEAPON_LAST] of record
178 name: AnsiString;
179 w, h: Integer;
180 anim: TAnimInfo;
181 end = (
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
209 );
211 {$IFDEF ENABLE_SHELLS}
212 ShellAnim: array [0..SHELL_LAST] of record
213 name: AnsiString;
214 dx, dy: Integer;
215 end = (
216 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
217 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
218 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
219 );
220 {$ENDIF}
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);
226 type
227 TBinHeapPanelDrawCmp = class
228 public
229 class function less (const a, b: TPanel): Boolean; inline;
230 end;
232 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
234 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
236 var
237 SkyTexture: TGLTexture;
238 RenTextures: array of record
239 spec: LongInt;
240 tex: TGLMultiTexture;
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 Models: array of record
254 anim: array [TDirection, 0..A_LAST] of record
255 base, mask: TGLMultiTexture;
256 end;
257 {$IFDEF ENABLE_GIBS}
258 gibs: record
259 base, mask: TGLTextureArray;
260 rect: TRectArray;
261 end;
262 {$ENDIF}
263 end;
265 {$IFDEF ENABLE_SHELLS}
266 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
267 {$ENDIF}
268 {$IFDEF ENABLE_GFX}
269 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
270 gfxlist: array of record
271 typ: Byte;
272 x, y: Integer;
273 oldX, oldY: Integer;
274 anim: TAnimInfo;
275 time: LongWord;
276 frame: LongInt;
277 end = nil;
278 {$ENDIF}
280 FlagFrame: LongInt;
281 plist: TBinHeapPanelDraw = nil;
283 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
284 begin
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;
288 end;
290 procedure r_Map_Initialize;
291 begin
292 FlagFrame := 0;
293 plist := TBinHeapPanelDraw.Create();
294 end;
296 procedure r_Map_Finalize;
297 begin
298 plist.Free;
299 FlagFrame := 0;
300 end;
302 procedure r_Map_FreeModel (i: Integer);
303 var a: Integer; d: TDirection;
304 begin
305 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
306 begin
307 for a := A_STAND to A_LAST do
308 begin
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;
315 end;
316 end;
317 {$IFDEF ENABLE_GIBS}
318 if Models[i].gibs.base <> nil then
319 for a := 0 to High(Models[i].gibs.base) do
320 Models[i].gibs.base[a].Free;
321 if Models[i].gibs.mask <> nil then
322 for a := 0 to High(Models[i].gibs.mask) do
323 Models[i].gibs.mask[a].Free;
324 Models[i].gibs.base := nil;
325 Models[i].gibs.mask := nil;
326 Models[i].gibs.rect := nil;
327 {$ENDIF}
328 end;
330 procedure r_Map_LoadModel (i: Integer);
331 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
332 begin
333 ASSERT(i < Length(Models));
334 ASSERT(i < Length(PlayerModelsArray));
335 r_Map_FreeModel(i);
336 m := @PlayerModelsArray[i];
337 prefix := m.FileName + ':TEXTURES/';
338 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
339 begin
340 for a := A_STAND to A_LAST do
341 begin
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);
348 end
349 end;
350 {$IFDEF ENABLE_GIBS}
351 Models[i].gibs.base := nil;
352 Models[i].gibs.mask := nil;
353 Models[i].gibs.rect := nil;
354 if m.GibsCount > 0 then
355 begin
356 SetLength(Models[i].gibs.base, m.GibsCount);
357 SetLength(Models[i].gibs.mask, m.GibsCount);
358 SetLength(Models[i].gibs.rect, m.GibsCount);
359 for a := 0 to m.GibsCount - 1 do
360 Models[i].gibs.rect[a] := DefaultGibSize;
361 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
362 begin
363 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
364 begin
365 // ok
366 end;
367 end;
368 end;
369 {$ENDIF}
370 end;
372 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
373 const dir: array [TDirection] of AnsiString = ('_L', '');
374 var w, h, count: Integer;
375 begin
376 count := MONSTER_ANIMTABLE[m].AnimCount[a];
377 if count > 0 then
378 begin
379 w := MTABLE[m].w;
380 h := MTABLE[m].h;
381 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
382 begin
383 // special case
384 w := 128;
385 h := 128;
386 end;
387 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
388 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
389 w,
390 h,
391 count,
392 False,
393 False
394 );
395 end
396 else
397 MonTextures[m, a, d] := nil;
398 end;
400 procedure r_Map_Load;
401 const
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');
406 var
407 i, j, k: Integer; d: TDirection; b: Boolean;
408 begin
409 // --------- items --------- //
410 for i := 0 to ITEM_LAST do
411 begin
412 Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
413 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
414 ItemAnim[i].w,
415 ItemAnim[i].h,
416 ItemAnim[i].anim.frames,
417 ItemAnim[i].anim.back,
418 false
419 );
420 Items[i].frame := 0;
421 end;
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
430 begin
431 SetLength(Models, Length(PlayerModelsArray));
432 for i := 0 to High(PlayerModelsArray) do
433 r_Map_LoadModel(i);
434 end;
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 --------- //
441 {$IFDEF ENABLE_GFX}
442 for i := 1 to R_GFX_LAST do
443 if GFXAnim[i].anim.frames > 0 then
444 GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, GFXAnim[i].anim.back);
445 {$ENDIF}
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 {$IFDEF ENABLE_SHELLS}
457 for i := 0 to SHELL_LAST do
458 ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
459 {$ENDIF}
460 // --------- punch --------- //
461 for b := false to true do
462 begin
463 for i := 0 to 2 do
464 PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, PunchAnim.back);
465 end;
466 // --------- other --------- //
467 InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
468 end;
470 procedure r_Map_Free;
471 var i, j, k: Integer; d: TDirection; b: Boolean;
472 begin
473 if InvulPenta <> nil then
474 InvulPenta.Free;
475 InvulPenta := nil;
476 for b := false to true do
477 begin
478 for i := 0 to 2 do
479 begin
480 if PunchTextures[b, i] <> nil then
481 PunchTextures[b, i].Free;
482 PunchTextures[b, i] := nil;
483 end;
484 end;
485 {$IFDEF ENABLE_SHELLS}
486 for i := 0 to SHELL_LAST do
487 begin
488 if ShellTextures[i] <> nil then
489 ShellTextures[i].Free;
490 ShellTextures[i] := nil;
491 end;
492 {$ENDIF}
493 for i := 0 to FLAG_LAST do
494 begin
495 if FlagTextures[i] <> nil then
496 FlagTextures[i].Free;
497 FlagTextures[i] := nil;
498 end;
499 for i := 0 to WEAPON_LAST do
500 begin
501 if ShotTextures[i] <> nil then
502 ShotTextures[i].Free;
503 ShotTextures[i] := nil;
504 end;
505 {$IFDEF ENABLE_GFX}
506 gfxlist := nil;
507 for i := 0 to R_GFX_LAST do
508 begin
509 if GFXTextures[i] <> nil then
510 GFXTextures[i].Free;
511 GFXTextures[i] := nil;
512 end;
513 {$ENDIF}
514 for i := 1 to WP_LAST do
515 begin
516 for j := 0 to W_POS_LAST do
517 begin
518 for k := 0 to W_ACT_LAST do
519 begin
520 if WeapTextures[i, j, k] <> nil then
521 WeapTextures[i, j, k].Free;
522 WeapTextures[i, j, k] := nil;
523 end;
524 end;
525 end;
526 if Models <> nil then
527 for i := 0 to High(Models) do
528 r_Map_FreeModel(i);
529 for i := MONSTER_DEMON to MONSTER_MAN do
530 begin
531 for j := 0 to ANIM_LAST do
532 begin
533 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
534 begin
535 if MonTextures[i, j, d] <> nil then
536 MonTextures[i, j, d].Free;
537 MonTextures[i, j, d] := nil;
538 end;
539 end;
540 end;
541 for i := 0 to ITEM_LAST do
542 begin
543 if Items[i].tex <> nil then
544 Items[i].tex.Free;
545 Items[i].tex := nil;
546 end;
547 end;
549 procedure r_Map_LoadTextures;
550 var i, n: Integer;
551 begin
552 if Textures <> nil then
553 begin
554 n := Length(Textures);
555 SetLength(RenTextures, n);
556 for i := 0 to n - 1 do
557 begin
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;
563 else
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]);
568 end;
569 end;
570 end;
571 if gMapInfo.SkyFullName <> '' then
572 SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName);
573 plist.Clear;
574 end;
576 procedure r_Map_FreeTextures;
577 var i: Integer;
578 begin
579 plist.Clear;
580 if SkyTexture <> nil then
581 SkyTexture.Free;
582 SkyTexture := nil;
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;
587 RenTextures := nil;
588 end;
590 procedure r_Map_DrawPanel (p: TPanel);
591 var Texture: Integer; t: TGLMultiTexture;
592 begin
593 ASSERT(p <> nil);
594 if p.FCurTexture >= 0 then
595 begin
596 Texture := p.TextureIDs[p.FCurTexture].Texture;
597 t := RenTextures[Texture].tex;
599 if (RenTextures[Texture].spec = 0) or (t <> nil) then
600 begin
601 if 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)
605 else
606 r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending)
607 end;
609 if t = nil then
610 begin
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);
615 end
616 end
617 end
618 end;
620 procedure r_Map_DrawPanelType (panelTyp: DWORD);
621 var tagMask, i: Integer; p: TPanel;
622 begin
623 i := 0;
624 tagMask := PanelTypeToTag(panelTyp);
625 while plist.count > 0 do
626 begin
627 p := TPanel(plist.Front());
628 if (p.tag and tagMask) = 0 then
629 break;
630 r_Map_DrawPanel(p);
631 Inc(i);
632 plist.PopFront
633 end;
634 end;
636 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
637 var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
638 begin
639 if ggItems <> nil then
640 begin
641 for i := 0 to High(ggItems) do
642 begin
643 it := @ggItems[i];
644 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
645 begin
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
648 begin
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);
652 end;
653 end;
654 end;
655 end;
656 // TODO draw g_debug_frames
657 end;
659 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
660 // var c: Integer;
661 begin
662 t := nil; dx := 0; dy := 0; flip := false;
663 result := MonTextures[m, a, d] <> nil;
664 if result = false then
665 begin
666 flip := true;
667 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
668 result := MonTextures[m, a, d] <> nil;
669 end;
670 if result = true then
671 begin
672 t := MonTextures[m, a, d];
673 if d = TDirection.D_LEFT then
674 begin
675 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
676 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
677 end
678 else
679 begin
680 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
681 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
682 end;
683 if flip then
684 begin
685 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
686 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
687 dx := -dx;
688 end;
689 end;
690 end;
692 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
693 var o: TObj; count, frame: LongInt; tex: TGLTexture;
694 begin
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
698 begin
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);
702 end;
703 end;
705 procedure r_Map_DrawMonster (constref mon: TMonster);
706 var m, a, fX, fY, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
707 begin
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
718 end;
720 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
721 var i: Integer; m: TMonster;
722 begin
723 if gMonsters <> nil then
724 begin
725 for i := 0 to High(gMonsters) do
726 begin
727 m := gMonsters[i];
728 if m <> nil then
729 begin
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);
734 end;
735 end;
736 end;
737 end;
739 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
740 begin
741 flip := false;
742 result := Models[i].anim[d, a].base <> nil;
743 if result = false then
744 begin
745 flip := true;
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;
748 end;
749 end;
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;
753 begin
754 a := pm.CurrentAnimation;
755 d := pm.Direction;
757 (* draw flag*)
758 t := FlagTextures[pm.Flag];
759 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
760 begin
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(
767 tex,
768 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
769 y + yy - FLAG_BASEPOINT.Y + 1,
770 tex.width,
771 tex.height,
772 flip,
773 255, 255, 255, 255, false,
774 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
775 FLAG_BASEPOINT.Y,
776 IfThen(flip, angle, -angle)
777 );
778 end;
780 (* draw weapon *)
781 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
782 begin
783 case a of
784 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
785 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
786 else pos := W_POS_NORMAL;
787 end;
788 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
789 act := W_ACT_FIRE
790 else
791 act := W_ACT_NORMAL;
792 tex := WeapTextures[pm.CurrentWeapon, pos, act];
793 if tex <> nil then
794 begin
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;
797 r_Draw_Texture(
798 tex,
799 x + xx,
800 y + yy,
801 tex.width,
802 tex.height,
803 d = TDirection.D_LEFT,
804 255, 255, 255, alpha, false
805 );
806 end;
807 end;
809 (* draw body *)
810 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
811 begin
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;
815 if t <> nil then
816 begin
817 c := pm.Color;
818 r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
819 end;
820 end;
821 end;
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;
825 begin
826 if p.alive then
827 begin
828 fX := p.obj.x; fY := p.obj.y;
829 // TODO fix lerp
830 //p.obj.Lerp(gLerpFactor, fX, fY);
831 fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
833 (* punch effect *)
834 if p.PunchTime <= gTime then
835 begin
836 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
837 if count < 1 then
838 begin
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]
844 else
845 t := PunchTextures[b, 0];
846 if t <> nil then
847 begin
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)
853 end;
854 end;
855 end;
857 (* invulnerability effect *)
858 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
859 begin
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);
865 end;
867 (* invisibility effect *)
868 alpha := 255;
869 if p.FMegaRulez[MR_INVIS] > gTime then
870 begin
871 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
872 begin
873 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
874 alpha := 55;
875 end
876 else
877 alpha := 1; // ???
878 end;
880 r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha);
881 end;
882 // TODO draw g_debug_frames
883 // TODO draw chat bubble
884 // TODO draw aim
885 end;
887 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
888 var i: Integer;
889 begin
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);
894 end;
896 {$IFDEF ENABLE_GIBS}
897 function r_Map_GetGibSize (m, i: Integer): TRectWH;
898 begin
899 result := Models[m].gibs.rect[i];
900 end;
902 procedure r_Map_DrawGibs (x, y, w, h: Integer);
903 var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
904 begin
905 if gGibs <> nil then
906 begin
907 for i := 0 to High(gGibs) do
908 begin
909 if gGibs[i].alive then
910 begin
911 p := @gGibs[i].Obj;
912 if g_Obj_Collide(x, y, w, h, p) then
913 begin
914 p.Lerp(gLerpFactor, fx, fy);
915 id := gGibs[i].GibID;
916 m := gGibs[i].ModelID;
917 t := Models[m].gibs.base[id];
918 if t <> nil then
919 begin
920 rx := p.Rect.X + p.Rect.Width div 2;
921 ry := p.Rect.Y + p.Rect.Height div 2;
922 ra := gGibs[i].RAngle;
923 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
924 t := Models[m].gibs.mask[id];
925 if t <> nil then
926 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
927 // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
928 end;
929 end;
930 end;
931 end;
932 end;
933 // TODO draw g_debug_frames
934 end;
935 {$ENDIF}
937 {$IFDEF ENABLE_CORPSES}
938 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
939 var i, fX, fY: Integer; p: TCorpse;
940 begin
941 if gCorpses <> nil then
942 begin
943 for i := 0 to High(gCorpses) do
944 begin
945 p := gCorpses[i];
946 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
947 begin
948 p.obj.Lerp(gLerpFactor, fX, fY);
949 r_Map_DrawPlayerModel(p.model, fX, fY, 255);
950 end;
951 end;
952 end;
953 // TODO draw g_debug_frames
954 end;
955 {$ENDIF}
957 {$IFDEF ENABLE_GFX}
958 function r_Map_GetGFXID (): Integer;
959 var i: Integer;
960 begin
961 i := 0;
962 if gfxlist <> nil then
963 begin
964 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
965 Inc(i);
966 if i >= Length(gfxlist) then
967 SetLength(gfxlist, Length(gfxlist) + 1)
968 end
969 else
970 SetLength(gfxlist, 1);
971 gfxlist[i].typ := R_GFX_NONE;
972 result := i
973 end;
975 procedure r_Map_NewGFX (typ, x, y: Integer);
976 var i: Integer;
977 begin
978 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
979 begin
980 i := r_Map_GetGFXID();
981 if i >= 0 then
982 begin
983 gfxlist[i].typ := typ;
984 gfxlist[i].x := x;
985 gfxlist[i].y := y;
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));
992 end;
993 end;
994 end;
996 procedure r_Map_UpdateGFX (tick: LongWord);
997 var i: Integer; count: LongInt;
998 begin
999 if gfxlist <> nil then
1000 begin
1001 for i := 0 to High(gfxlist) do
1002 begin
1003 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1004 begin
1005 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1006 if count < 1 then
1007 begin
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:
1012 begin
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);
1017 end;
1018 end;
1019 end
1020 else
1021 gfxlist[i].typ := R_GFX_NONE;
1022 end;
1023 end;
1024 end;
1025 end;
1027 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1028 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1029 begin
1030 if gfxlist <> nil then
1031 begin
1032 for i := 0 to High(gfxlist) do
1033 begin
1034 if gfxlist[i].typ > 0 then
1035 begin
1036 typ := gfxlist[i].typ;
1037 t := GFXTextures[typ];
1038 if t <> nil then
1039 begin
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);
1044 end;
1045 end;
1046 end;
1047 end;
1048 end;
1050 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1051 var i, fx, fy: Integer;
1052 begin
1053 if gpart_dbg_enabled and (Particles <> nil) then
1054 begin
1055 glDisable(GL_TEXTURE_2D);
1056 if (g_dbg_scale < 0.6) then
1057 glPointSize(1)
1058 else if (g_dbg_scale > 1.3) then
1059 glPointSize(g_dbg_scale + 1)
1060 else
1061 glPointSize(2);
1062 glDisable(GL_POINT_SMOOTH);
1063 glEnable(GL_BLEND);
1064 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1066 glBegin(GL_POINTS);
1067 for i := 0 to High(Particles) do
1068 begin
1069 if Particles[i].alive then
1070 begin
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);
1074 glVertex2f(fx, fy);
1075 end;
1076 end;
1077 glEnd;
1079 glDisable(GL_BLEND);
1080 end;
1081 end;
1082 {$ENDIF}
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;
1086 begin
1087 if Shots <> nil then
1088 begin
1089 for i := 0 to High(Shots) do
1090 begin
1091 typ := Shots[i].ShotType;
1092 if typ <> 0 then
1093 begin
1094 t := ShotTextures[typ];
1095 if t <> nil then
1096 begin
1097 a := 0;
1098 case typ of
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)
1101 end;
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);
1108 end;
1109 end;
1110 end;
1111 end;
1112 // TODO draw g_debug_frames
1113 end;
1115 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1116 var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1117 begin
1118 if gGameSettings.GameMode = GM_CTF then
1119 begin
1120 for i := FLAG_RED to FLAG_BLUE do
1121 begin
1122 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1123 begin
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)
1130 end;
1131 end;
1132 end;
1133 // TODO g_debug_frames
1134 end;
1136 {$IFDEF ENABLE_SHELLS}
1137 procedure r_Map_DrawShells (x, y, w, h: Integer);
1138 var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj;
1139 begin
1140 if gShells <> nil then
1141 begin
1142 for i := 0 to High(gShells) do
1143 begin
1144 if gShells[i].alive then
1145 begin
1146 typ := gShells[i].SType;
1147 if typ <= SHELL_LAST then
1148 begin
1149 p := @gShells[i].Obj;
1150 if g_Obj_Collide(x, y, w, h, p) then
1151 begin
1152 t := ShellTextures[typ];
1153 if t <> nil then
1154 begin
1155 p.Lerp(gLerpFactor, fx, fy);
1156 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1157 end;
1158 end;
1159 end;
1160 end;
1161 end;
1162 end;
1163 end;
1164 {$ENDIF}
1166 procedure r_Map_CalcAspect (ow, oh, nw, nh: LongInt; horizontal: Boolean; out ww, hh: LongInt);
1167 begin
1168 if horizontal then
1169 begin
1170 ww := nw;
1171 hh := nw * oh div ow;
1172 end
1173 else
1174 begin
1175 ww := nh * ow div oh;
1176 hh := nh;
1177 end;
1178 end;
1180 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1181 const
1182 factor = 120; (* size ratio between view and sky (120%) *)
1183 limit = 100; (* max speed for parallax *)
1184 var
1185 msw, msh, mvw, mvh, svw, svh: LongInt;
1186 begin
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);
1193 svw := w - vw;
1194 if 100 * svw div mvw <= limit then
1195 x := -cx * svw div mvw
1196 else
1197 x := -svw div 2;
1199 (* calc y parallax or sky center on speed limit *)
1200 mvh := MAX(1, mh - vh);
1201 svh := h - vh;
1202 if 100 * svh div mvh <= limit then
1203 y := -cy * svh div mvh
1204 else
1205 y := -svh div 2;
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;
1212 end;
1214 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1215 var i: Integer;
1216 begin
1217 if level > 0 then
1218 begin
1219 case level of
1220 0..14: i := 0;
1221 15..34: i := 1;
1222 35..54: i := 2;
1223 55..74: i := 3;
1224 75..94: i := 4;
1225 else i := 5
1226 end;
1227 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1228 end;
1229 end;
1231 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1232 begin
1233 if p <> nil then
1234 begin
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
1238 begin
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);
1241 end;
1242 if p.FMegaRulez[MR_SUIT] >= gTime then
1243 begin
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);
1246 end;
1247 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1248 begin
1249 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1250 end;
1251 end;
1252 end;
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;
1256 begin
1257 cx := camx - w div 2;
1258 cy := camy - h div 2;
1259 xx := x + cx;
1260 yy := y + cy;
1261 ww := w;
1262 hh := h;
1264 if g_dbg_ignore_bounds = false then
1265 begin
1266 if xx + ww > gMapInfo.Width then
1267 xx := gMapInfo.Width - ww;
1268 if yy + hh > gMapInfo.Height then
1269 yy := gMapInfo.Height - hh;
1270 if xx < 0 then
1271 xx := 0;
1272 if yy < 0 then
1273 yy := 0;
1274 cx := xx - x;
1275 cy := yy - y;
1276 end;
1278 if SkyTexture <> nil then
1279 begin
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);
1282 end;
1284 plist.Clear;
1285 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1286 for p in iter do
1287 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1288 plist.Insert(p^);
1289 iter.Release;
1291 glPushMatrix;
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 {$IFDEF ENABLE_SHELLS}
1298 r_Map_DrawShells(xx, yy, ww, hh);
1299 {$ENDIF}
1300 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1301 {$IFDEF ENABLE_GIBS}
1302 r_Map_DrawGibs(xx, yy, ww, hh);
1303 {$ENDIF}
1304 {$IFDEF ENABLE_CORPSES}
1305 r_Map_DrawCorpses(xx, yy, ww, hh);
1306 {$ENDIF}
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);
1311 {$IFDEF ENABLE_GFX}
1312 r_Map_DrawParticles(xx, yy, ww, hh);
1313 r_Map_DrawGFX(xx, yy, ww, hh);
1314 {$ENDIF}
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
1323 glPopMatrix;
1325 r_Map_DrawScreenEffects(x, y, w, h, player);
1327 // TODO draw minimap (gShowMap)
1328 // TODO draw g_debug_player
1329 end;
1331 procedure r_Map_Update;
1332 var i, count, tick: LongInt;
1333 begin
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);
1339 end;
1341 end.