87379696680a2cf7d33bd88b5ea097f0891c72b7
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
;
243 Items
: array [0..ITEM_LAST
] of record
244 tex
: TGLMultiTexture
;
247 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
248 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
249 ShotTextures
: array [0..WEAPON_LAST
] of TGLMultiTexture
;
250 FlagTextures
: array [0..FLAG_LAST
] of TGLMultiTexture
;
251 PunchTextures
: array [Boolean, 0..2] of TGLMultiTexture
; // [berserk, center/up/down]
252 VileFire
: TGLMultiTexture
;
253 InvulPenta
: TGLTexture
;
254 Models
: array of record
255 anim
: array [TDirection
, 0..A_LAST
] of record
256 base
, mask
: TGLMultiTexture
;
260 base
, mask
: TGLTextureArray
;
266 {$IFDEF ENABLE_SHELLS}
267 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
270 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
271 gfxlist
: array of record
282 plist
: TBinHeapPanelDraw
= nil;
284 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
286 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
287 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
288 result
:= a
.arrIdx
< b
.arrIdx
;
291 procedure r_Map_Initialize
;
294 plist
:= TBinHeapPanelDraw
.Create();
297 procedure r_Map_Finalize
;
303 procedure r_Map_FreeModel (i
: Integer);
304 var a
: Integer; d
: TDirection
;
306 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
308 for a
:= A_STAND
to A_LAST
do
310 if Models
[i
].anim
[d
, a
].base
<> nil then
311 Models
[i
].anim
[d
, a
].base
.Free
;
312 if Models
[i
].anim
[d
, a
].mask
<> nil then
313 Models
[i
].anim
[d
, a
].mask
.Free
;
314 Models
[i
].anim
[d
, a
].base
:= nil;
315 Models
[i
].anim
[d
, a
].mask
:= nil;
319 if Models
[i
].gibs
.base
<> nil then
320 for a
:= 0 to High(Models
[i
].gibs
.base
) do
321 Models
[i
].gibs
.base
[a
].Free
;
322 if Models
[i
].gibs
.mask
<> nil then
323 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
324 Models
[i
].gibs
.mask
[a
].Free
;
325 Models
[i
].gibs
.base
:= nil;
326 Models
[i
].gibs
.mask
:= nil;
327 Models
[i
].gibs
.rect
:= nil;
331 procedure r_Map_LoadModel (i
: Integer);
332 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
334 ASSERT(i
< Length(Models
));
335 ASSERT(i
< Length(PlayerModelsArray
));
337 m
:= @PlayerModelsArray
[i
];
338 prefix
:= m
.FileName
+ ':TEXTURES/';
339 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
341 for a
:= A_STAND
to A_LAST
do
343 Models
[i
].anim
[d
, a
].base
:= nil;
344 Models
[i
].anim
[d
, a
].mask
:= nil;
345 if m
.anim
[d
, a
].resource
<> '' then
346 Models
[i
].anim
[d
, a
].base
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].resource
, 64, 64, m
.anim
[d
, a
].frames
, true);
347 if m
.anim
[d
, a
].mask
<> '' then
348 Models
[i
].anim
[d
, a
].mask
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].mask
, 64, 64, m
.anim
[d
, a
].frames
, true);
352 Models
[i
].gibs
.base
:= nil;
353 Models
[i
].gibs
.mask
:= nil;
354 Models
[i
].gibs
.rect
:= nil;
355 if m
.GibsCount
> 0 then
357 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
358 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
359 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
360 for a
:= 0 to m
.GibsCount
- 1 do
361 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
362 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
) then
364 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil) then
373 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
374 const dir
: array [TDirection
] of AnsiString = ('_L', '');
375 var w
, h
, count
: Integer;
377 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
382 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
388 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
389 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
,
421 // --------- monsters --------- //
422 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
423 for j
:= 0 to ANIM_LAST
do
424 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
425 r_Map_LoadMonsterAnim(i
, j
, d
);
426 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, VileFireAnim
.frames
);
427 // --------- player models --------- //
428 if PlayerModelsArray
<> nil then
430 SetLength(Models
, Length(PlayerModelsArray
));
431 for i
:= 0 to High(PlayerModelsArray
) do
434 // --------- player weapons --------- //
435 for i
:= 1 to WP_LAST
do
436 for j
:= 0 to W_POS_LAST
do
437 for k
:= 0 to W_ACT_LAST
do
438 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
]);
439 // --------- gfx animations --------- //
441 for i
:= 1 to R_GFX_LAST
do
442 if GFXAnim
[i
].anim
.frames
> 0 then
443 GFXTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].anim
.frames
);
445 // --------- shots --------- //
446 for i
:= 0 to WEAPON_LAST
do
447 if ShotAnim
[i
].anim
.frames
> 0 then
448 ShotTextures
[i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].anim
.frames
);
449 // --------- flags --------- //
450 FlagTextures
[FLAG_NONE
] := nil;
451 FlagTextures
[FLAG_RED
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5);
452 FlagTextures
[FLAG_BLUE
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5);
453 // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
454 // --------- shells --------- //
455 {$IFDEF ENABLE_SHELLS}
456 for i
:= 0 to SHELL_LAST
do
457 ShellTextures
[i
] := r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
);
459 // --------- punch --------- //
460 for b
:= false to true do
463 PunchTextures
[b
, i
] := r_Textures_LoadMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, PunchAnim
.frames
);
465 // --------- other --------- //
466 InvulPenta
:= r_Textures_LoadFromFile(GameWad
+ ':TEXTURES/PENTA');
469 procedure r_Map_Free
;
470 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
472 if InvulPenta
<> nil then
475 for b
:= false to true do
479 if PunchTextures
[b
, i
] <> nil then
480 PunchTextures
[b
, i
].Free
;
481 PunchTextures
[b
, i
] := nil;
484 {$IFDEF ENABLE_SHELLS}
485 for i
:= 0 to SHELL_LAST
do
487 if ShellTextures
[i
] <> nil then
488 ShellTextures
[i
].Free
;
489 ShellTextures
[i
] := nil;
492 for i
:= 0 to FLAG_LAST
do
494 if FlagTextures
[i
] <> nil then
495 FlagTextures
[i
].Free
;
496 FlagTextures
[i
] := nil;
498 for i
:= 0 to WEAPON_LAST
do
500 if ShotTextures
[i
] <> nil then
501 ShotTextures
[i
].Free
;
502 ShotTextures
[i
] := nil;
506 for i
:= 0 to R_GFX_LAST
do
508 if GFXTextures
[i
] <> nil then
510 GFXTextures
[i
] := nil;
513 for i
:= 1 to WP_LAST
do
515 for j
:= 0 to W_POS_LAST
do
517 for k
:= 0 to W_ACT_LAST
do
519 if WeapTextures
[i
, j
, k
] <> nil then
520 WeapTextures
[i
, j
, k
].Free
;
521 WeapTextures
[i
, j
, k
] := nil;
525 if Models
<> nil then
526 for i
:= 0 to High(Models
) do
528 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
530 for j
:= 0 to ANIM_LAST
do
532 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
534 if MonTextures
[i
, j
, d
] <> nil then
535 MonTextures
[i
, j
, d
].Free
;
536 MonTextures
[i
, j
, d
] := nil;
540 for i
:= 0 to ITEM_LAST
do
542 if Items
[i
].tex
<> nil then
548 procedure r_Map_LoadTextures
;
549 const DefaultAnimInfo
: TAnimInfo
= (loop
: true; delay
: 1; frames
: 1; back
: false);
550 var i
, n
: Integer; txt
: TAnimTextInfo
;
552 if Textures
<> nil then
554 n
:= Length(Textures
);
555 SetLength(RenTextures
, n
);
556 for i
:= 0 to n
- 1 do
558 txt
.anim
:= DefaultAnimInfo
;
559 RenTextures
[i
].tex
:= nil;
560 case Textures
[i
].TextureName
of
561 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
562 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
563 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
565 RenTextures
[i
].spec
:= 0;
566 e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures
[i
].FullName
]);
567 RenTextures
[i
].tex
:= r_Textures_LoadMultiTextFromFile(Textures
[i
].FullName
, txt
);
568 e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures
[i
].FullName
]);
569 if RenTextures
[i
].tex
= nil then
570 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
]);
572 RenTextures
[i
].anim
:= txt
.anim
;
575 if gMapInfo
.SkyFullName
<> '' then
576 SkyTexture
:= r_Textures_LoadFromFile(gMapInfo
.SkyFullName
);
580 procedure r_Map_FreeTextures
;
584 if SkyTexture
<> nil then
587 if RenTextures
<> nil then
588 for i
:= 0 to High(RenTextures
) do
589 if RenTextures
[i
].tex
<> nil then
590 RenTextures
[i
].tex
.Free
;
594 procedure r_Map_DrawPanel (p
: TPanel
);
595 var Texture
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
; count
, frame
: LongInt; a
: TAnimInfo
;
598 if p
.FCurTexture
>= 0 then
600 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
601 t
:= RenTextures
[Texture
].tex
;
602 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
604 count
:= 0; frame
:= 0;
605 if p
.AnimTime
<= gTime
then
607 a
:= RenTextures
[Texture
].anim
;
608 a
.loop
:= p
.AnimLoop
;
609 g_Anim_GetFrameByTime(a
, (gTime
- p
.AnimTime
) DIV GAME_TICK
, count
, frame
);
613 tex
:= t
.GetTexture(frame
);
614 r_Draw_TextureRepeat(tex
, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
);
617 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255, false);
622 case RenTextures
[Texture
].spec
of
623 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
624 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
625 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
631 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
632 var tagMask
, i
: Integer; p
: TPanel
;
635 tagMask
:= PanelTypeToTag(panelTyp
);
636 while plist
.count
> 0 do
638 p
:= TPanel(plist
.Front());
639 if (p
.tag
and tagMask
) = 0 then
647 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
648 var i
, fX
, fY
: Integer; it
: PItem
; t
: TGLMultiTexture
; tex
: TGLTexture
;
650 if ggItems
<> nil then
652 for i
:= 0 to High(ggItems
) do
655 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
657 t
:= Items
[it
.ItemType
].tex
;
658 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
660 it
.obj
.Lerp(gLerpFactor
, fX
, fY
);
661 tex
:= t
.GetTexture(Items
[it
.ItemType
].frame
);
662 r_Draw_TextureRepeat(tex
, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false);
667 // TODO draw g_debug_frames
670 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
673 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
674 result
:= MonTextures
[m
, a
, d
] <> nil;
675 if result
= false then
678 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
679 result
:= MonTextures
[m
, a
, d
] <> nil;
681 if result
= true then
683 t
:= MonTextures
[m
, a
, d
];
684 if d
= TDirection
.D_LEFT
then
686 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
687 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
691 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
692 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
696 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
697 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
703 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
704 var o
: TObj
; count
, frame
: LongInt; tex
: TGLTexture
;
706 if VileFire
<> nil then
707 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) then
708 if (mon
.VileFireTime
<= gTime
) and GetPos(mon
.MonsterTargetUID
, @o
) then
710 g_Anim_GetFrameByTime(VileFireAnim
, (gTime
- mon
.VileFireTime
) DIV GAME_TICK
, count
, frame
);
711 tex
:= VileFire
.GetTexture(frame
);
712 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);
716 procedure r_Map_DrawMonster (constref mon
: TMonster
);
717 var m
, a
, fX
, fY
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
719 m
:= mon
.MonsterType
;
720 a
:= mon
.MonsterAnim
;
721 d
:= mon
.GameDirection
;
723 mon
.obj
.Lerp(gLerpFactor
, fX
, fY
);
725 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
726 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], false, fX
+ dx
, fY
+ dy
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false);
728 // TODO draw g_debug_frames
731 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
732 var i
: Integer; m
: TMonster
;
734 if gMonsters
<> nil then
736 for i
:= 0 to High(gMonsters
) do
741 r_Map_DrawMonsterAttack(m
);
742 // TODO select from grid
743 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
744 r_Map_DrawMonster(m
);
750 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
753 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
754 if result
= false then
757 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
758 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
762 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
763 var a
, pos
, act
, xx
, yy
, angle
: Integer; d
: TDirection
; flip
, back
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; c
: TRGB
;
765 a
:= pm
.CurrentAnimation
;
769 t
:= FlagTextures
[pm
.Flag
];
770 if (t
<> nil) and not (a
in [A_DIE1
, A_DIE2
]) then
772 flip
:= d
= TDirection
.D_RIGHT
;
773 angle
:= PlayerModelsArray
[pm
.id
].FlagAngle
;
774 xx
:= PlayerModelsArray
[pm
.id
].FlagPoint
.X
;
775 yy
:= PlayerModelsArray
[pm
.id
].FlagPoint
.Y
;
776 tex
:= t
.GetTexture(FlagFrame
);
777 r_Draw_TextureRepeatRotate(
779 x
+ IfThen(flip
, 2 * FLAG_BASEPOINT
.X
- xx
+ 1, xx
- 1) - FLAG_BASEPOINT
.X
,
780 y
+ yy
- FLAG_BASEPOINT
.Y
+ 1,
784 255, 255, 255, 255, false,
785 IfThen(flip
, 64 - FLAG_BASEPOINT
.X
, FLAG_BASEPOINT
.X
),
787 IfThen(flip
, angle
, -angle
)
792 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
795 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
796 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
797 else pos
:= W_POS_NORMAL
;
799 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
803 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
806 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
807 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
814 d
= TDirection
.D_LEFT
,
815 255, 255, 255, alpha
, false
821 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
823 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
824 back
:= PlayerModelsArray
[pm
.id
].anim
[d
, a
].back
;
825 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, back
, x
, y
, t
.width
, t
.height
, flip
, 255, 255, 255, alpha
, false);
826 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
830 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, back
, x
, y
, t
.width
, t
.height
, flip
, c
.r
, c
.g
, c
.b
, alpha
, false);
835 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
836 var fX
, fY
, fSlope
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; alpha
: Byte; count
, frame
: LongInt;
840 fX
:= p
.obj
.x
; fY
:= p
.obj
.y
;
842 //p.obj.Lerp(gLerpFactor, fX, fY);
843 fSlope
:= nlerp(p
.SlopeOld
, p
.obj
.slopeUpLeft
, gLerpFactor
);
846 if p
.PunchTime
<= gTime
then
848 g_Anim_GetFrameByTime(PunchAnim
, (gTime
- p
.PunchTime
) DIV GAME_TICK
, count
, frame
);
851 b
:= R_BERSERK
in p
.FRulez
;
852 if p
.FKeys
[KEY_DOWN
].pressed
then
853 t
:= PunchTextures
[b
, 2]
854 else if p
.FKeys
[KEY_UP
].pressed
then
855 t
:= PunchTextures
[b
, 1]
857 t
:= PunchTextures
[b
, 0];
860 flip
:= p
.Direction
= TDirection
.D_LEFT
;
861 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
862 ay
:= p
.Obj
.Rect
.Y
- 11;
863 tex
:= t
.GetTexture(frame
);
864 r_Draw_TextureRepeat(tex
, fx
+ ax
, fy
+ fSlope
+ ay
, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
869 (* invulnerability effect *)
870 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
872 w
:= InvulPenta
.width
;
873 h
:= InvulPenta
.height
;
874 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
875 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
876 r_Draw_Texture(InvulPenta
, fx
+ ax
, fy
+ ay
+ fSlope
, w
, h
, false, 255, 255, 255, 255, false);
879 (* invisibility effect *)
881 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
883 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
885 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
892 r_Map_DrawPlayerModel(p
.Model
, fX
, fY
+ fSlope
, alpha
);
894 // TODO draw g_debug_frames
895 // TODO draw chat bubble
899 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
902 if gPlayers
<> nil then
903 for i
:= 0 to High(gPlayers
) do
904 if gPlayers
[i
] <> nil then
905 r_Map_DrawPlayer(gPlayers
[i
], player
);
909 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
911 result
:= Models
[m
].gibs
.rect
[i
];
914 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
915 var i
, fx
, fy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
919 for i
:= 0 to High(gGibs
) do
921 if gGibs
[i
].alive
then
924 if g_Obj_Collide(x
, y
, w
, h
, p
) then
926 p
.Lerp(gLerpFactor
, fx
, fy
);
927 id
:= gGibs
[i
].GibID
;
928 m
:= gGibs
[i
].ModelID
;
929 t
:= Models
[m
].gibs
.base
[id
];
932 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
933 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
934 ra
:= gGibs
[i
].RAngle
;
935 r_Draw_TextureRepeatRotate(t
, fx
, fy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
936 t
:= Models
[m
].gibs
.mask
[id
];
938 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
);
939 // 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);
945 // TODO draw g_debug_frames
949 {$IFDEF ENABLE_CORPSES}
950 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
951 var i
, fX
, fY
: Integer; p
: TCorpse
;
953 if gCorpses
<> nil then
955 for i
:= 0 to High(gCorpses
) do
958 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
960 p
.obj
.Lerp(gLerpFactor
, fX
, fY
);
961 r_Map_DrawPlayerModel(p
.model
, fX
, fY
, 255);
965 // TODO draw g_debug_frames
970 function r_Map_GetGFXID (): Integer;
974 if gfxlist
<> nil then
976 while (i
< Length(gfxlist
)) and (gfxlist
[i
].typ
> 0) do
978 if i
>= Length(gfxlist
) then
979 SetLength(gfxlist
, Length(gfxlist
) + 1)
982 SetLength(gfxlist
, 1);
983 gfxlist
[i
].typ
:= R_GFX_NONE
;
987 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
990 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
992 i
:= r_Map_GetGFXID();
995 gfxlist
[i
].typ
:= typ
;
998 gfxlist
[i
].oldX
:= x
;
999 gfxlist
[i
].oldY
:= y
;
1000 gfxlist
[i
].anim
:= GFXAnim
[typ
].anim
;
1001 gfxlist
[i
].time
:= gTime
DIV GAME_TICK
;
1002 gfxlist
[i
].frame
:= 0;
1003 INC(gfxlist
[i
].anim
.delay
, Random(GFXAnim
[typ
].rdelay
));
1008 procedure r_Map_UpdateGFX (tick
: LongWord);
1009 var i
: Integer; count
: LongInt;
1011 if gfxlist
<> nil then
1013 for i
:= 0 to High(gfxlist
) do
1015 if (gfxlist
[i
].typ
> 0) and (tick
>= gfxlist
[i
].time
) then
1017 g_Anim_GetFrameByTime(gfxlist
[i
].anim
, tick
- gfxlist
[i
].time
, count
, gfxlist
[i
].frame
);
1020 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
1021 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
1022 case gfxlist
[i
].typ
of
1023 R_GFX_FLAME
, R_GFX_SMOKE
:
1025 if Random(3) = 0 then
1026 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1027 if Random(2) = 0 then
1028 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1033 gfxlist
[i
].typ
:= R_GFX_NONE
;
1039 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1040 var i
, fx
, fy
, typ
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
;
1042 if gfxlist
<> nil then
1044 for i
:= 0 to High(gfxlist
) do
1046 if gfxlist
[i
].typ
> 0 then
1048 typ
:= gfxlist
[i
].typ
;
1049 t
:= GFXTextures
[typ
];
1052 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1053 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1054 tex
:= t
.GetTexture(gfxlist
[i
].frame
);
1055 r_Draw_TextureRepeat(tex
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1062 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1063 var i
, fx
, fy
: Integer;
1065 if gpart_dbg_enabled
and (Particles
<> nil) then
1067 glDisable(GL_TEXTURE_2D
);
1068 if (g_dbg_scale
< 0.6) then
1070 else if (g_dbg_scale
> 1.3) then
1071 glPointSize(g_dbg_scale
+ 1)
1074 glDisable(GL_POINT_SMOOTH
);
1076 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1079 for i
:= 0 to High(Particles
) do
1081 if Particles
[i
].alive
then
1083 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1084 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1085 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1091 glDisable(GL_BLEND
);
1096 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1097 var i
, a
, fX
, fY
, pX
, pY
, typ
: Integer; count
, frame
: LongInt; t
: TGLMultiTexture
; tex
: TGLTexture
;
1099 if Shots
<> nil then
1101 for i
:= 0 to High(Shots
) do
1103 typ
:= Shots
[i
].ShotType
;
1106 t
:= ShotTextures
[typ
];
1111 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1112 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1114 Shots
[i
].Obj
.Lerp(gLerpFactor
, fX
, fY
);
1115 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1116 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1117 g_Anim_GetFrameByTime(ShotAnim
[typ
].anim
, (gTime
- Shots
[i
].time
) DIV GAME_TICK
, count
, frame
);
1118 tex
:= t
.GetTexture(frame
);
1119 r_Draw_TextureRepeatRotate(tex
, fX
, fY
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1124 // TODO draw g_debug_frames
1127 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1128 var i
, dx
, fx
, fy
: Integer; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
1130 if gGameSettings
.GameMode
= GM_CTF
then
1132 for i
:= FLAG_RED
to FLAG_BLUE
do
1134 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1136 gFlags
[i
].Obj
.Lerp(gLerpFactor
, fx
, fy
);
1137 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1138 if flip
then dx
:= -1 else dx
:= +1;
1139 t
:= FlagTextures
[i
];
1140 tex
:= t
.GetTexture(FlagFrame
);
1141 r_Draw_TextureRepeat(tex
, fx
+ dx
, fy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1145 // TODO g_debug_frames
1148 {$IFDEF ENABLE_SHELLS}
1149 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1150 var i
, fx
, fy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1152 if gShells
<> nil then
1154 for i
:= 0 to High(gShells
) do
1156 if gShells
[i
].alive
then
1158 typ
:= gShells
[i
].SType
;
1159 if typ
<= SHELL_LAST
then
1161 p
:= @gShells
[i
].Obj
;
1162 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1164 t
:= ShellTextures
[typ
];
1167 p
.Lerp(gLerpFactor
, fx
, fy
);
1168 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
);
1178 procedure r_Map_CalcAspect (ow
, oh
, nw
, nh
: LongInt; horizontal
: Boolean; out ww
, hh
: LongInt);
1183 hh
:= nw
* oh
div ow
;
1187 ww
:= nh
* ow
div oh
;
1192 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1194 factor
= 120; (* size ratio between view and sky (120%) *)
1195 limit
= 100; (* max speed for parallax *)
1197 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1199 msw
:= vw
* factor
div 100;
1200 msh
:= vh
* factor
div 100;
1201 r_Map_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1203 (* calc x parallax or sky center on speed limit *)
1204 mvw
:= MAX(1, mw
- vw
);
1206 if 100 * svw
div mvw
<= limit
then
1207 x
:= -cx
* svw
div mvw
1211 (* calc y parallax or sky center on speed limit *)
1212 mvh
:= MAX(1, mh
- vh
);
1214 if 100 * svh
div mvh
<= limit
then
1215 y
:= -cy
* svh
div mvh
1219 (* handle out of map bounds *)
1220 if x
> 0 then x
:= 0;
1221 if y
> 0 then y
:= 0;
1222 if x
< -svw
then x
:= -svw
;
1223 if y
< -svh
then y
:= -svh
;
1226 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1239 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1243 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1247 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1248 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1249 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1251 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1252 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1254 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1256 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1257 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1259 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1261 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1266 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
1267 var iter
: TPanelGrid
.Iter
; p
: PPanel
; cx
, cy
, xx
, yy
, ww
, hh
: Integer; sx
, sy
, sw
, sh
: LongInt;
1269 cx
:= camx
- w
div 2;
1270 cy
:= camy
- h
div 2;
1276 if g_dbg_ignore_bounds
= false then
1278 if xx
+ ww
> gMapInfo
.Width
then
1279 xx
:= gMapInfo
.Width
- ww
;
1280 if yy
+ hh
> gMapInfo
.Height
then
1281 yy
:= gMapInfo
.Height
- hh
;
1290 if SkyTexture
<> nil then
1292 r_Map_CalcSkyParallax(cx
, cy
, ww
, hh
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1293 r_Draw_Texture(SkyTexture
, x
+ sx
, y
+ sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1297 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
1299 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1304 glTranslatef(-cx
, -cy
, 0);
1305 r_Map_DrawPanelType(PANEL_BACK
);
1306 r_Map_DrawPanelType(PANEL_STEP
);
1307 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1308 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1309 {$IFDEF ENABLE_SHELLS}
1310 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1312 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1313 {$IFDEF ENABLE_GIBS}
1314 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1316 {$IFDEF ENABLE_CORPSES}
1317 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1319 r_Map_DrawPanelType(PANEL_WALL
);
1320 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1321 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1322 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1324 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1325 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1327 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1328 r_Map_DrawPanelType(PANEL_ACID1
);
1329 r_Map_DrawPanelType(PANEL_ACID2
);
1330 r_Map_DrawPanelType(PANEL_WATER
);
1331 r_Map_DrawPanelType(PANEL_FORE
);
1332 // TODO draw monsters health bar
1333 // TODO draw players health bar
1334 // TODO draw players indicators
1337 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1339 // TODO draw minimap (gShowMap)
1340 // TODO draw g_debug_player
1343 procedure r_Map_Update
;
1344 var i
, count
, tick
: LongInt;
1346 tick
:= gTime
div GAME_TICK
;
1347 for i
:= 0 to ITEM_LAST
do
1348 g_Anim_GetFrameByTime(ItemAnim
[i
].anim
, tick
, count
, Items
[i
].frame
);
1349 r_Map_UpdateGFX(tick
);
1350 g_Anim_GetFrameByTime(FlagAnim
, tick
, count
, FlagFrame
);