DEADSOFTWARE

gl: properly free memory
[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 g_console, g_language,
59 {$IFDEF ENABLE_CORPSES}
60 g_corpses,
61 {$ENDIF}
62 {$IFDEF ENABLE_SHELLS}
63 g_shells,
64 {$ENDIF}
65 {$IFDEF ENABLE_GIBS}
66 g_gibs,
67 {$ENDIF}
68 {$IFDEF ENABLE_GFX}
69 g_gfx,
70 {$ENDIF}
71 r_textures, r_draw, r_common
72 ;
74 const
75 MTABLE: array [0..MONSTER_MAN] of record
76 w, h: Integer;
77 end = (
78 (w: 64; h: 64), // NONE
79 (w: 64; h: 64), // DEMON
80 (w: 64; h: 64), // IMP
81 (w: 64; h: 64), // ZOMBY
82 (w: 64; h: 64), // SERG
83 (w: 128; h: 128), // CYBER
84 (w: 64; h: 64), // CGUN
85 (w: 128; h: 128), // BARON
86 (w: 128; h: 128), // KNIGHT
87 (w: 128; h: 128), // CACO
88 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
89 (w: 128; h: 128), // PAIN
90 (w: 256; h: 128), // SPIDER
91 (w: 128; h: 64), // BSP
92 (w: 128; h: 128), // MANCUB
93 (w: 128; h: 128), // SKEL
94 (w: 128; h: 128), // VILE
95 (w: 32; h: 32), // FISH
96 (w: 64; h: 64), // BARREL
97 (w: 128; h: 128), // ROBO
98 (w: 64; h: 64) // MAN
99 );
100 VILEFIRE_DX = 32;
101 VILEFIRE_DY = 128;
103 ItemAnim: array [0..ITEM_LAST] of record
104 name: AnsiString;
105 w, h: Integer;
106 anim: TAnimInfo;
107 end = (
108 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
110 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
111 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
112 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
113 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
114 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
115 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
119 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
139 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
140 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
141 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
143 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
144 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
145 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
146 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
147 );
149 {$IFDEF ENABLE_GFX}
150 GFXAnim: array [0..R_GFX_LAST] of record
151 name: AnsiString;
152 w, h: Integer;
153 anim: TAnimInfo;
154 rdelay: Integer;
155 alpha: Integer;
156 end = (
157 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
158 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
159 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
160 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
161 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
162 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
163 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
164 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
165 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
166 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
168 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
169 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
170 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
171 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
172 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
173 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
174 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
175 );
176 {$ENDIF}
178 ShotAnim: array [0..WEAPON_LAST] of record
179 name: AnsiString;
180 w, h: Integer;
181 anim: TAnimInfo;
182 end = (
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
186 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
187 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
188 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
189 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
190 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
191 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
193 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
201 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
202 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
203 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
204 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
205 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
206 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
207 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
208 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
209 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
210 );
212 {$IFDEF ENABLE_SHELLS}
213 ShellAnim: array [0..SHELL_LAST] of record
214 name: AnsiString;
215 dx, dy: Integer;
216 end = (
217 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
218 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
219 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
220 );
221 {$ENDIF}
223 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
224 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
225 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
227 type
228 TBinHeapPanelDrawCmp = class
229 public
230 class function less (const a, b: TPanel): Boolean; inline;
231 end;
233 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
235 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
237 var
238 DebugCameraScale: Single;
239 SkyTexture: TGLTexture;
240 RenTextures: array of record
241 spec: LongInt;
242 tex: TGLMultiTexture;
243 anim: TAnimInfo;
244 end;
245 Items: array [0..ITEM_LAST] of record
246 tex: TGLMultiTexture;
247 frame: Integer;
248 end;
249 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
250 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
251 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
252 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
253 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
254 VileFire: TGLMultiTexture;
255 InvulPenta: TGLTexture;
256 IndicatorTexture: TGLTexture;
257 TalkTexture: TGLTexture;
258 Models: array of record
259 anim: array [TDirection, 0..A_LAST] of record
260 base, mask: TGLMultiTexture;
261 end;
262 {$IFDEF ENABLE_GIBS}
263 gibs: record
264 base, mask: TGLTextureArray;
265 rect: TRectArray;
266 end;
267 {$ENDIF}
268 end;
270 {$IFDEF ENABLE_SHELLS}
271 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
272 {$ENDIF}
273 {$IFDEF ENABLE_GFX}
274 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
275 gfxlist: array of record
276 typ: Byte;
277 x, y: Integer;
278 oldX, oldY: Integer;
279 anim: TAnimInfo;
280 time: LongWord;
281 frame: LongInt;
282 end = nil;
283 {$ENDIF}
285 FlagFrame: LongInt;
286 plist: TBinHeapPanelDraw = nil;
288 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
289 begin
290 if a.tag < b.tag then begin result := true; exit; end;
291 if a.tag > b.tag then begin result := false; exit; end;
292 result := a.arrIdx < b.arrIdx;
293 end;
295 procedure r_Map_Initialize;
296 begin
297 FlagFrame := 0;
298 plist := TBinHeapPanelDraw.Create();
299 end;
301 procedure r_Map_Finalize;
302 begin
303 r_Common_FreeAndNil(plist);
304 FlagFrame := 0;
305 end;
307 procedure r_Map_FreeModel (i: Integer);
308 var a: Integer; d: TDirection;
309 begin
310 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
311 begin
312 for a := A_STAND to A_LAST do
313 begin
314 r_Common_FreeAndNil(Models[i].anim[d, a].base);
315 r_Common_FreeAndNil(Models[i].anim[d, a].mask);
316 end;
317 end;
318 {$IFDEF ENABLE_GIBS}
319 if Models[i].gibs.base <> nil then
320 for a := 0 to High(Models[i].gibs.base) do
321 r_Common_FreeAndNil(Models[i].gibs.base[a]);
322 if Models[i].gibs.mask <> nil then
323 for a := 0 to High(Models[i].gibs.mask) do
324 r_Common_FreeAndNil(Models[i].gibs.mask[a]);
325 Models[i].gibs.base := nil;
326 Models[i].gibs.mask := nil;
327 Models[i].gibs.rect := nil;
328 {$ENDIF}
329 end;
331 procedure r_Map_LoadModel (i: Integer);
332 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
333 begin
334 ASSERT(i < Length(Models));
335 ASSERT(i < Length(PlayerModelsArray));
336 r_Map_FreeModel(i);
337 m := @PlayerModelsArray[i];
338 prefix := m.FileName + ':TEXTURES/';
339 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
340 begin
341 for a := A_STAND to A_LAST do
342 begin
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);
349 end
350 end;
351 {$IFDEF ENABLE_GIBS}
352 Models[i].gibs.base := nil;
353 Models[i].gibs.mask := nil;
354 Models[i].gibs.rect := nil;
355 if m.GibsCount > 0 then
356 begin
357 SetLength(Models[i].gibs.base, m.GibsCount);
358 SetLength(Models[i].gibs.mask, m.GibsCount);
359 SetLength(Models[i].gibs.rect, m.GibsCount);
360 for a := 0 to m.GibsCount - 1 do
361 Models[i].gibs.rect[a] := DefaultGibSize;
362 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
363 begin
364 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
365 begin
366 // ok
367 end;
368 end;
369 end;
370 {$ENDIF}
371 end;
373 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
374 const dir: array [TDirection] of AnsiString = ('_L', '');
375 var w, h, count: Integer;
376 begin
377 count := MONSTER_ANIMTABLE[m].AnimCount[a];
378 if count > 0 then
379 begin
380 w := MTABLE[m].w;
381 h := MTABLE[m].h;
382 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
383 begin
384 // special case
385 w := 128;
386 h := 128;
387 end;
388 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
389 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
390 w,
391 h,
392 count,
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 r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
411 for i := 0 to ITEM_LAST do
412 begin
413 Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
414 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
415 ItemAnim[i].w,
416 ItemAnim[i].h,
417 ItemAnim[i].anim.frames,
418 false
419 );
420 Items[i].frame := 0;
421 end;
422 // --------- monsters --------- //
423 r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
424 for i := MONSTER_DEMON to MONSTER_MAN do
425 begin
426 for j := 0 to ANIM_LAST do
427 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
428 r_Map_LoadMonsterAnim(i, j, d);
429 r_Common_StepLoading(1);
430 end;
431 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
432 // --------- player models --------- //
433 if PlayerModelsArray <> nil then
434 begin
435 r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
436 SetLength(Models, Length(PlayerModelsArray));
437 for i := 0 to High(PlayerModelsArray) do
438 begin
439 r_Map_LoadModel(i);
440 r_Common_StepLoading(1);
441 end;
442 end;
443 // --------- player weapons --------- //
444 r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
445 for i := 1 to WP_LAST do
446 begin
447 for j := 0 to W_POS_LAST do
448 for k := 0 to W_ACT_LAST do
449 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
450 r_Common_StepLoading(1);
451 end;
452 // --------- gfx animations --------- //
453 {$IFDEF ENABLE_GFX}
454 r_Common_SetLoading('GFX Effects', R_GFX_LAST);
455 for i := 1 to R_GFX_LAST do
456 begin
457 if GFXAnim[i].anim.frames > 0 then
458 GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
459 end;
460 {$ENDIF}
461 // --------- shots --------- //
462 r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
463 for i := 0 to WEAPON_LAST do
464 begin
465 if ShotAnim[i].anim.frames > 0 then
466 ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
467 end;
468 // --------- flags --------- //
469 r_Common_SetLoading('Flags', 2);
470 FlagTextures[FLAG_NONE] := nil;
471 FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
472 FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
473 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
474 // --------- shells --------- //
475 {$IFDEF ENABLE_SHELLS}
476 r_Common_SetLoading('Shells', SHELL_LAST + 1);
477 for i := 0 to SHELL_LAST do
478 ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
479 {$ENDIF}
480 // --------- other --------- //
481 r_Common_SetLoading('Effects', 3 * 2 + 3);
482 for b := false to true do
483 begin
484 for i := 0 to 2 do
485 PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
486 end;
487 InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA');
488 IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND');
489 TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE');
490 end;
492 procedure r_Map_Free;
493 var i, j, k: Integer; d: TDirection; b: Boolean;
494 begin
495 r_Common_FreeAndNil(TalkTexture);
496 r_Common_FreeAndNil(IndicatorTexture);
497 r_Common_FreeAndNil(InvulPenta);
498 for b := false to true do
499 for i := 0 to 2 do
500 r_Common_FreeAndNil(PunchTextures[b, i]);
501 {$IFDEF ENABLE_SHELLS}
502 for i := 0 to SHELL_LAST do
503 r_Common_FreeAndNil(ShellTextures[i]);
504 {$ENDIF}
505 for i := 0 to FLAG_LAST do
506 r_Common_FreeAndNil(FlagTextures[i]);
507 for i := 0 to WEAPON_LAST do
508 r_Common_FreeAndNil(ShotTextures[i]);
509 {$IFDEF ENABLE_GFX}
510 SetLength(gfxlist, 0);
511 for i := 0 to R_GFX_LAST do
512 r_Common_FreeAndNil(GFXTextures[i]);
513 {$ENDIF}
514 for i := 1 to WP_LAST do
515 for j := 0 to W_POS_LAST do
516 for k := 0 to W_ACT_LAST do
517 r_Common_FreeAndNil(WeapTextures[i, j, k]);
518 if Models <> nil then
519 for i := 0 to High(Models) do
520 r_Map_FreeModel(i);
521 for i := MONSTER_DEMON to MONSTER_MAN do
522 for j := 0 to ANIM_LAST do
523 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
524 r_Common_FreeAndNil(MonTextures[i, j, d]);
525 for i := 0 to ITEM_LAST do
526 r_Common_FreeAndNil(Items[i].tex);
527 end;
529 procedure r_Map_LoadTextures;
530 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
531 var i, n: Integer; txt: TAnimTextInfo;
532 begin
533 if Textures <> nil then
534 begin
535 n := Length(Textures);
536 SetLength(RenTextures, n);
537 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
538 for i := 0 to n - 1 do
539 begin
540 txt.anim := DefaultAnimInfo;
541 RenTextures[i].tex := nil;
542 case Textures[i].TextureName of
543 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
544 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
545 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
546 else
547 RenTextures[i].spec := 0;
548 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
549 if RenTextures[i].tex = nil then
550 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
551 else
552 r_Common_StepLoading(1);
553 end;
554 RenTextures[i].anim := txt.anim;
555 end;
556 end;
557 if gMapInfo.SkyFullName <> '' then
558 begin
559 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
560 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName);
561 end;
562 plist.Clear;
563 end;
565 procedure r_Map_FreeTextures;
566 var i: Integer;
567 begin
568 plist.Clear;
569 r_Common_FreeAndNil(SkyTexture);
570 if RenTextures <> nil then
571 for i := 0 to High(RenTextures) do
572 r_Common_FreeAndNil(RenTextures[i].tex);
573 SetLength(RenTextures, 0);
574 end;
576 procedure r_Map_DrawPanel (p: TPanel);
577 var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
578 begin
579 ASSERT(p <> nil);
580 if p.FCurTexture >= 0 then
581 begin
582 Texture := p.TextureIDs[p.FCurTexture].Texture;
583 t := RenTextures[Texture].tex;
584 if (RenTextures[Texture].spec = 0) or (t <> nil) then
585 begin
586 count := 0; frame := 0;
587 if p.AnimTime <= gTime then
588 begin
589 a := RenTextures[Texture].anim;
590 a.loop := p.AnimLoop;
591 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
592 end;
593 if t <> nil then
594 begin
595 tex := t.GetTexture(frame);
596 r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
597 end
598 else
599 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
600 end;
602 if t = nil then
603 begin
604 case RenTextures[Texture].spec of
605 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
606 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
607 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
608 end
609 end
610 end
611 end;
613 procedure r_Map_DrawPanelType (panelTyp: DWORD);
614 var tagMask, i: Integer; p: TPanel;
615 begin
616 i := 0;
617 tagMask := PanelTypeToTag(panelTyp);
618 while plist.count > 0 do
619 begin
620 p := TPanel(plist.Front());
621 if (p.tag and tagMask) = 0 then
622 break;
623 r_Map_DrawPanel(p);
624 Inc(i);
625 plist.PopFront
626 end;
627 end;
629 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
630 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
631 begin
632 if ggItems <> nil then
633 begin
634 for i := 0 to High(ggItems) do
635 begin
636 it := @ggItems[i];
637 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
638 begin
639 t := Items[it.ItemType].tex;
640 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
641 begin
642 r_Common_GetObjectPos(it.obj, xx, yy);
643 tex := t.GetTexture(Items[it.ItemType].frame);
644 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
645 end;
646 end;
647 end;
648 end;
649 // TODO draw g_debug_frames
650 end;
652 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
653 // var c: Integer;
654 begin
655 t := nil; dx := 0; dy := 0; flip := false;
656 result := MonTextures[m, a, d] <> nil;
657 if result = false then
658 begin
659 flip := true;
660 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
661 result := MonTextures[m, a, d] <> nil;
662 end;
663 if result = true then
664 begin
665 t := MonTextures[m, a, d];
666 if d = TDirection.D_LEFT then
667 begin
668 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
669 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
670 end
671 else
672 begin
673 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
674 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
675 end;
676 if flip then
677 begin
678 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
679 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
680 dx := -dx;
681 end;
682 end;
683 end;
685 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
686 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
687 begin
688 if VileFire <> nil then
689 begin
690 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
691 begin
692 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
693 begin
694 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
695 tex := VileFire.GetTexture(frame);
696 r_Draw_TextureRepeat(tex, xx + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, yy + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false);
697 end;
698 end;
699 end;
700 end;
702 procedure r_Map_DrawMonster (constref mon: TMonster);
703 var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
704 begin
705 m := mon.MonsterType;
706 a := mon.MonsterAnim;
707 d := mon.GameDirection;
709 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
710 begin
711 r_Common_GetObjectPos(mon.obj, xx, yy);
712 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
713 end;
715 // TODO draw g_debug_frames
716 end;
718 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
719 var i: Integer; m: TMonster;
720 begin
721 if gMonsters <> nil then
722 begin
723 for i := 0 to High(gMonsters) do
724 begin
725 m := gMonsters[i];
726 if m <> nil then
727 begin
728 r_Map_DrawMonsterAttack(m);
729 // TODO select from grid
730 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
731 r_Map_DrawMonster(m);
732 end;
733 end;
734 end;
735 end;
737 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
738 begin
739 flip := false;
740 result := Models[i].anim[d, a].base <> nil;
741 if result = false then
742 begin
743 flip := true;
744 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
745 result := Models[i].anim[d, a].base <> nil;
746 end;
747 end;
749 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
750 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
751 begin
752 a := pm.CurrentAnimation;
753 d := pm.Direction;
755 (* draw flag*)
756 t := FlagTextures[pm.Flag];
757 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
758 begin
759 flip := d = TDirection.D_RIGHT;
760 angle := PlayerModelsArray[pm.id].FlagAngle;
761 xx := PlayerModelsArray[pm.id].FlagPoint.X;
762 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
763 tex := t.GetTexture(FlagFrame);
764 r_Draw_TextureRepeatRotate(
765 tex,
766 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
767 y + yy - FLAG_BASEPOINT.Y + 1,
768 tex.width,
769 tex.height,
770 flip,
771 255, 255, 255, 255, false,
772 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
773 FLAG_BASEPOINT.Y,
774 IfThen(flip, angle, -angle)
775 );
776 end;
778 (* draw weapon *)
779 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
780 begin
781 case a of
782 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
783 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
784 else pos := W_POS_NORMAL;
785 end;
786 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
787 act := W_ACT_FIRE
788 else
789 act := W_ACT_NORMAL;
790 tex := WeapTextures[pm.CurrentWeapon, pos, act];
791 if tex <> nil then
792 begin
793 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
794 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
795 r_Draw_Texture(
796 tex,
797 x + xx,
798 y + yy,
799 tex.width,
800 tex.height,
801 d = TDirection.D_LEFT,
802 255, 255, 255, alpha, false
803 );
804 end;
805 end;
807 (* draw body *)
808 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
809 begin
810 t := Models[pm.id].anim[d, a].base;
811 back := PlayerModelsArray[pm.id].anim[d, a].back;
812 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
813 t := Models[pm.id].anim[d, a].mask;
814 if t <> nil then
815 begin
816 c := pm.Color;
817 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
818 end;
819 end;
820 end;
822 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
823 var dot: Integer;
824 begin
825 // Outer borders
826 r_Draw_Rect(x + 1, y, x + 18, y + 13, cb.R, cb.G, cb.B, 255);
827 r_Draw_Rect(x, y + 1, x + 19, y + 12, cb.R, cb.G, cb.B, 255);
828 // Inner box
829 r_Draw_FillRect(x + 1, y + 1, x + 18, y + 12, cf.R, cf.G, cf.B, 255);
830 // TODO Tail
831 // Dots
832 dot := 6;
833 r_Draw_FillRect(x + dot + 0, y + 8, x + dot + 0 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
834 r_Draw_FillRect(x + dot + 3, y + 8, x + dot + 3 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
835 r_Draw_FillRect(x + dot + 6, y + 8, x + dot + 6 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
836 end;
838 procedure r_Map_DrawTalkBubble (p: TPlayer);
839 var xx, yy, x, y: Integer; cb, cf: TRGB;
840 begin
841 r_Common_GetPlayerPos(p, xx, yy);
842 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
843 y := yy;
844 cb := _RGB(63, 63, 63);
845 cf := _RGB(240, 240, 240);
846 case gChatBubble of
847 1: // simple text
848 begin
849 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
850 end;
851 2: // adv team color
852 begin
853 case p.Team of
854 TEAM_RED: cb := _RGB(255, 63, 63);
855 TEAM_BLUE: cb := _RGB(63, 63, 255);
856 end;
857 r_Map_DrawBubble(x, y - 18, cb, cf);
858 end;
859 3: // adv player color
860 begin
861 cb := p.Model.Color;
862 cf.R := MIN(cb.R * 2 + 64, 255);
863 cf.G := MIN(cb.G * 2 + 64, 255);
864 cf.B := MIN(cb.B * 2 + 64, 255);
865 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
866 begin
867 cb.R := MAX(cf.R div 2 - 16, 0);
868 cb.G := MAX(cf.G div 2 - 16, 0);
869 cb.B := MAX(cf.B div 2 - 16, 0);
870 end;
871 r_Map_DrawBubble(x, y - 18, cb, cf);
872 end;
873 4: // textured
874 if TalkTexture <> nil then
875 begin
876 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
877 end;
878 end;
879 end;
881 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
882 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
883 begin
884 if p.alive then
885 begin
886 r_Common_GetPlayerPos(p, x, y);
888 (* punch effect *)
889 if p.PunchTime <= gTime then
890 begin
891 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
892 if count < 1 then
893 begin
894 b := R_BERSERK in p.FRulez;
895 if p.FKeys[KEY_DOWN].pressed then
896 t := PunchTextures[b, 2]
897 else if p.FKeys[KEY_UP].pressed then
898 t := PunchTextures[b, 1]
899 else
900 t := PunchTextures[b, 0];
901 if t <> nil then
902 begin
903 flip := p.Direction = TDirection.D_LEFT;
904 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
905 ay := p.Obj.Rect.Y - 11;
906 tex := t.GetTexture(frame);
907 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
908 end;
909 end;
910 end;
912 (* invulnerability effect *)
913 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
914 begin
915 w := InvulPenta.width;
916 h := InvulPenta.height;
917 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
918 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
919 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
920 end;
922 (* invisibility effect *)
923 alpha := 255;
924 if p.FMegaRulez[MR_INVIS] > gTime then
925 begin
926 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
927 begin
928 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
929 alpha := 55;
930 end
931 else
932 alpha := 1; // ???
933 end;
935 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
936 end;
937 // TODO draw g_debug_frames
939 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
940 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
941 r_Map_DrawTalkBubble(p);
943 // TODO draw aim
944 end;
946 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
947 var i: Integer;
948 begin
949 if gPlayers <> nil then
950 for i := 0 to High(gPlayers) do
951 if gPlayers[i] <> nil then
952 r_Map_DrawPlayer(gPlayers[i], player);
953 end;
955 {$IFDEF ENABLE_GIBS}
956 function r_Map_GetGibSize (m, i: Integer): TRectWH;
957 begin
958 result := Models[m].gibs.rect[i];
959 end;
961 procedure r_Map_DrawGibs (x, y, w, h: Integer);
962 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
963 begin
964 if gGibs <> nil then
965 begin
966 for i := 0 to High(gGibs) do
967 begin
968 if gGibs[i].alive then
969 begin
970 p := @gGibs[i].Obj;
971 if g_Obj_Collide(x, y, w, h, p) then
972 begin
973 r_Common_GetObjectPos(p^, xx, yy);
974 id := gGibs[i].GibID;
975 m := gGibs[i].ModelID;
976 t := Models[m].gibs.base[id];
977 if t <> nil then
978 begin
979 rx := p.Rect.X + p.Rect.Width div 2;
980 ry := p.Rect.Y + p.Rect.Height div 2;
981 ra := gGibs[i].RAngle;
982 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
983 t := Models[m].gibs.mask[id];
984 if t <> nil then
985 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
986 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
987 end;
988 end;
989 end;
990 end;
991 end;
992 // TODO draw g_debug_frames
993 end;
994 {$ENDIF}
996 {$IFDEF ENABLE_CORPSES}
997 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
998 var i, xx, yy: Integer; p: TCorpse;
999 begin
1000 if gCorpses <> nil then
1001 begin
1002 for i := 0 to High(gCorpses) do
1003 begin
1004 p := gCorpses[i];
1005 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1006 begin
1007 r_Common_GetObjectPos(p.obj, xx, yy);
1008 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1009 end;
1010 end;
1011 end;
1012 // TODO draw g_debug_frames
1013 end;
1014 {$ENDIF}
1016 {$IFDEF ENABLE_GFX}
1017 function r_Map_GetGFXID (): Integer;
1018 var i: Integer;
1019 begin
1020 i := 0;
1021 if gfxlist <> nil then
1022 begin
1023 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1024 Inc(i);
1025 if i >= Length(gfxlist) then
1026 SetLength(gfxlist, Length(gfxlist) + 1)
1027 end
1028 else
1029 SetLength(gfxlist, 1);
1030 gfxlist[i].typ := R_GFX_NONE;
1031 result := i
1032 end;
1034 procedure r_Map_NewGFX (typ, x, y: Integer);
1035 var i: Integer;
1036 begin
1037 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1038 begin
1039 i := r_Map_GetGFXID();
1040 if i >= 0 then
1041 begin
1042 gfxlist[i].typ := typ;
1043 gfxlist[i].x := x;
1044 gfxlist[i].y := y;
1045 gfxlist[i].oldX := x;
1046 gfxlist[i].oldY := y;
1047 gfxlist[i].anim := GFXAnim[typ].anim;
1048 gfxlist[i].time := gTime DIV GAME_TICK;
1049 gfxlist[i].frame := 0;
1050 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1051 end;
1052 end;
1053 end;
1055 procedure r_Map_UpdateGFX (tick: LongWord);
1056 var i: Integer; count: LongInt;
1057 begin
1058 if gfxlist <> nil then
1059 begin
1060 for i := 0 to High(gfxlist) do
1061 begin
1062 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1063 begin
1064 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1065 if count < 1 then
1066 begin
1067 gfxlist[i].oldX := gfxlist[i].x;
1068 gfxlist[i].oldY := gfxlist[i].y;
1069 case gfxlist[i].typ of
1070 R_GFX_FLAME, R_GFX_SMOKE:
1071 begin
1072 if Random(3) = 0 then
1073 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1074 if Random(2) = 0 then
1075 gfxlist[i].y := gfxlist[i].y - Random(2);
1076 end;
1077 end;
1078 end
1079 else
1080 gfxlist[i].typ := R_GFX_NONE;
1081 end;
1082 end;
1083 end;
1084 end;
1086 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1087 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1088 begin
1089 if gfxlist <> nil then
1090 begin
1091 for i := 0 to High(gfxlist) do
1092 begin
1093 if gfxlist[i].typ > 0 then
1094 begin
1095 typ := gfxlist[i].typ;
1096 t := GFXTextures[typ];
1097 if t <> nil then
1098 begin
1099 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1100 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1101 tex := t.GetTexture(gfxlist[i].frame);
1102 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1103 end;
1104 end;
1105 end;
1106 end;
1107 end;
1109 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1110 var i, fx, fy: Integer;
1111 begin
1112 if gpart_dbg_enabled and (Particles <> nil) then
1113 begin
1114 glDisable(GL_TEXTURE_2D);
1115 if (g_dbg_scale < 0.6) then
1116 glPointSize(1)
1117 else if (g_dbg_scale > 1.3) then
1118 glPointSize(g_dbg_scale + 1)
1119 else
1120 glPointSize(2);
1121 glDisable(GL_POINT_SMOOTH);
1122 glEnable(GL_BLEND);
1123 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1125 glBegin(GL_POINTS);
1126 for i := 0 to High(Particles) do
1127 begin
1128 if Particles[i].alive then
1129 begin
1130 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1131 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1132 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1133 glVertex2f(fx, fy);
1134 end;
1135 end;
1136 glEnd;
1138 glDisable(GL_BLEND);
1139 end;
1140 end;
1141 {$ENDIF}
1143 procedure r_Map_DrawShots (x, y, w, h: Integer);
1144 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1145 begin
1146 if Shots <> nil then
1147 begin
1148 for i := 0 to High(Shots) do
1149 begin
1150 typ := Shots[i].ShotType;
1151 if typ <> 0 then
1152 begin
1153 t := ShotTextures[typ];
1154 if t <> nil then
1155 begin
1156 a := 0;
1157 case typ of
1158 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1159 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1160 end;
1161 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1162 pX := Shots[i].Obj.Rect.Width div 2;
1163 pY := Shots[i].Obj.Rect.Height div 2;
1164 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1165 tex := t.GetTexture(frame);
1166 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1167 end;
1168 end;
1169 end;
1170 end;
1171 // TODO draw g_debug_frames
1172 end;
1174 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1175 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1176 begin
1177 if gGameSettings.GameMode = GM_CTF then
1178 begin
1179 for i := FLAG_RED to FLAG_BLUE do
1180 begin
1181 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1182 begin
1183 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1184 flip := gFlags[i].Direction = TDirection.D_LEFT;
1185 if flip then dx := -1 else dx := +1;
1186 t := FlagTextures[i];
1187 tex := t.GetTexture(FlagFrame);
1188 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
1189 end;
1190 end;
1191 end;
1192 // TODO g_debug_frames
1193 end;
1195 {$IFDEF ENABLE_SHELLS}
1196 procedure r_Map_DrawShells (x, y, w, h: Integer);
1197 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1198 begin
1199 if gShells <> nil then
1200 begin
1201 for i := 0 to High(gShells) do
1202 begin
1203 if gShells[i].alive then
1204 begin
1205 typ := gShells[i].SType;
1206 if typ <= SHELL_LAST then
1207 begin
1208 p := @gShells[i].Obj;
1209 if g_Obj_Collide(x, y, w, h, p) then
1210 begin
1211 t := ShellTextures[typ];
1212 if t <> nil then
1213 begin
1214 r_Common_GetObjectPos(p^, xx, yy);
1215 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1216 end;
1217 end;
1218 end;
1219 end;
1220 end;
1221 end;
1222 end;
1223 {$ENDIF}
1225 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1226 const
1227 factor = 120; (* size ratio between view and sky (120%) *)
1228 limit = 100; (* max speed for parallax *)
1229 var
1230 msw, msh, mvw, mvh, svw, svh: LongInt;
1231 begin
1232 msw := vw * factor div 100;
1233 msh := vh * factor div 100;
1234 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1236 (* calc x parallax or sky center on speed limit *)
1237 mvw := MAX(1, mw - vw);
1238 svw := w - vw;
1239 if 100 * svw div mvw <= limit then
1240 x := -cx * svw div mvw
1241 else
1242 x := -svw div 2;
1244 (* calc y parallax or sky center on speed limit *)
1245 mvh := MAX(1, mh - vh);
1246 svh := h - vh;
1247 if 100 * svh div mvh <= limit then
1248 y := -cy * svh div mvh
1249 else
1250 y := -svh div 2;
1252 (* handle out of map bounds *)
1253 if x > 0 then x := 0;
1254 if y > 0 then y := 0;
1255 if x < -svw then x := -svw;
1256 if y < -svh then y := -svh;
1257 end;
1259 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1260 var i: Integer;
1261 begin
1262 if level > 0 then
1263 begin
1264 case level of
1265 0..14: i := 0;
1266 15..34: i := 1;
1267 35..54: i := 2;
1268 55..74: i := 3;
1269 75..94: i := 4;
1270 else i := 5
1271 end;
1272 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1273 end;
1274 end;
1276 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1277 begin
1278 if p <> nil then
1279 begin
1280 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1281 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1282 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1283 begin
1284 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1285 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1286 end;
1287 if p.FMegaRulez[MR_SUIT] >= gTime then
1288 begin
1289 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1290 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1291 end;
1292 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1293 begin
1294 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1295 end;
1296 end;
1297 end;
1299 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1300 var a, ax, ay, fx, fy, xx, yy: Integer;
1301 begin
1302 if (p <> nil) and p.Alive and (p.Spectator = false) then
1303 begin
1304 r_Common_GetPlayerPos(p, fx, fy);
1305 case gPlayerIndicatorStyle of
1306 0:
1307 if IndicatorTexture <> nil then
1308 begin
1309 ax := IndicatorTexture.width div 2;
1310 ay := IndicatorTexture.height div 2;
1311 if (p.obj.x + p.obj.rect.x) < cx then
1312 begin
1313 a := 90;
1314 xx := fx + p.obj.rect.x + p.obj.rect.width;
1315 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1316 end
1317 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1318 begin
1319 a := 270;
1320 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1321 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1322 end
1323 else if (p.obj.y - IndicatorTexture.height) < cy then
1324 begin
1325 a := 180;
1326 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1327 yy := fy + p.obj.rect.y + p.obj.rect.height;
1328 end
1329 else
1330 begin
1331 a := 0;
1332 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1333 yy := fy - IndicatorTexture.height;
1334 end;
1335 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1336 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1337 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1338 end;
1339 1:
1340 begin
1341 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1342 yy := fy;
1343 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1344 end;
1345 end;
1346 end;
1347 end;
1349 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1350 var i: Integer; p: TPlayer;
1351 begin
1352 case gPlayerIndicator of
1353 1:
1354 if player <> nil then
1355 begin
1356 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1357 end;
1358 2:
1359 if gPlayers <> nil then
1360 begin
1361 for i := 0 to HIGH(gPlayers) do
1362 begin
1363 p := gPlayers[i];
1364 if p <> nil then
1365 begin
1366 if (player <> nil) and (p = player) then
1367 begin
1368 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1369 end
1370 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1371 begin
1372 case gPlayerIndicatorStyle of
1373 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1374 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1375 end;
1376 end;
1377 end;
1378 end;
1379 end;
1380 end;
1381 end;
1383 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
1384 var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer;
1385 begin
1386 r_Draw_GetRect(l, t, r, b);
1387 r_Draw_SetRect(x, y, x + w, y + h);
1388 glTranslatef(x, y, 0);
1390 (* camera rect *)
1391 cx := (camx - w) + w div 2;
1392 cy := (camy - h) + h div 2;
1393 cw := w;
1394 ch := h;
1396 (* camera bounds *)
1397 if g_dbg_ignore_bounds = false then
1398 begin
1399 if cx + cw > gMapInfo.Width then
1400 cx := gMapInfo.Width - cw;
1401 if cy + ch > gMapInfo.Height then
1402 cy := gMapInfo.Height - ch;
1403 if cx < 0 then
1404 cx := 0;
1405 if cy < 0 then
1406 cy := 0;
1407 end;
1409 (* map bounds *)
1410 xx := cx;
1411 yy := cy;
1412 ww := cw;
1413 hh := ch;
1414 if xx + ww > gMapInfo.Width then
1415 xx := gMapInfo.Width - ww;
1416 if yy + hh > gMapInfo.Height then
1417 yy := gMapInfo.Height - hh;
1418 if xx < 0 then
1419 xx := 0;
1420 if yy < 0 then
1421 yy := 0;
1423 plist.Clear;
1424 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1425 for p in iter do
1426 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1427 plist.Insert(p^);
1428 iter.Release;
1430 glPushMatrix;
1431 if DebugCameraScale <> 1.0 then
1432 begin
1433 glTranslatef(cw div 2, ch div 2, 0);
1434 glScalef(DebugCameraScale, DebugCameraScale, 1);
1435 glTranslatef(-w div 2, -h div 2, 0);
1436 end;
1438 if SkyTexture <> nil then
1439 begin
1440 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1441 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1442 end;
1444 glTranslatef(-cx, -cy, 0);
1445 r_Map_DrawPanelType(PANEL_BACK);
1446 r_Map_DrawPanelType(PANEL_STEP);
1447 r_Map_DrawItems(xx, yy, ww, hh, false);
1448 r_Map_DrawShots(xx, yy, ww, hh);
1449 {$IFDEF ENABLE_SHELLS}
1450 r_Map_DrawShells(xx, yy, ww, hh);
1451 {$ENDIF}
1452 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1453 {$IFDEF ENABLE_GIBS}
1454 r_Map_DrawGibs(xx, yy, ww, hh);
1455 {$ENDIF}
1456 {$IFDEF ENABLE_CORPSES}
1457 r_Map_DrawCorpses(xx, yy, ww, hh);
1458 {$ENDIF}
1459 r_Map_DrawPanelType(PANEL_WALL);
1460 r_Map_DrawMonsters(xx, yy, ww, hh);
1461 r_Map_DrawItems(xx, yy, ww, hh, true);
1462 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1463 {$IFDEF ENABLE_GFX}
1464 r_Map_DrawParticles(xx, yy, ww, hh);
1465 r_Map_DrawGFX(xx, yy, ww, hh);
1466 {$ENDIF}
1467 r_Map_DrawFlags(xx, yy, ww, hh);
1468 r_Map_DrawPanelType(PANEL_ACID1);
1469 r_Map_DrawPanelType(PANEL_ACID2);
1470 r_Map_DrawPanelType(PANEL_WATER);
1471 r_Map_DrawPanelType(PANEL_FORE);
1472 // TODO draw monsters health bar
1473 // TODO draw players health bar
1474 if gGameSettings.GameMode <> GM_SINGLE then
1475 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1476 if DebugCameraScale <> 1.0 then
1477 begin
1478 r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
1479 r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
1480 end;
1481 glPopMatrix;
1483 r_Map_DrawScreenEffects(x, y, w, h, player);
1485 // TODO draw g_debug_player
1487 glTranslatef(-x, -y, 0);
1488 r_Draw_SetRect(l, t, r, b);
1489 end;
1491 procedure r_Map_Update;
1492 var i, count, tick: LongInt;
1493 begin
1494 tick := gTime div GAME_TICK;
1495 for i := 0 to ITEM_LAST do
1496 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1497 r_Map_UpdateGFX(tick);
1498 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1499 end;
1501 initialization
1502 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1503 DebugCameraScale := 1.0;
1504 end.