c008f432def97874c3cce8089a30e1ce109847d5
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 {$INCLUDE ../../../shared/a_modes.inc}
20 uses g_base
, g_player
, g_playermodel
; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize
;
23 procedure r_Map_Finalize
;
28 procedure r_Map_LoadTextures
;
29 procedure r_Map_FreeTextures
;
32 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
35 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
38 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
41 procedure r_Map_Update
;
43 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
; out acx
, acy
: Integer);
48 {$I ../../../nogl/noGLuses.inc}
51 binheap
, MAPDEF
, utils
,
52 g_options
, g_animations
, g_basic
, g_phys
,
53 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_weapons
,
54 g_console
, g_language
,
55 {$IFDEF ENABLE_CORPSES}
58 {$IFDEF ENABLE_SHELLS}
67 r_textures
, r_draw
, r_common
71 MTABLE
: array [0..MONSTER_MAN
] of record
74 (w
: 64; h
: 64), // NONE
75 (w
: 64; h
: 64), // DEMON
76 (w
: 64; h
: 64), // IMP
77 (w
: 64; h
: 64), // ZOMBY
78 (w
: 64; h
: 64), // SERG
79 (w
: 128; h
: 128), // CYBER
80 (w
: 64; h
: 64), // CGUN
81 (w
: 128; h
: 128), // BARON
82 (w
: 128; h
: 128), // KNIGHT
83 (w
: 128; h
: 128), // CACO
84 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
85 (w
: 128; h
: 128), // PAIN
86 (w
: 256; h
: 128), // SPIDER
87 (w
: 128; h
: 64), // BSP
88 (w
: 128; h
: 128), // MANCUB
89 (w
: 128; h
: 128), // SKEL
90 (w
: 128; h
: 128), // VILE
91 (w
: 32; h
: 32), // FISH
92 (w
: 64; h
: 64), // BARREL
93 (w
: 128; h
: 128), // ROBO
99 ItemAnim
: array [0..ITEM_LAST
] of record
104 (name
: 'NOTEXTURE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
105 (name
: 'MED1'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
106 (name
: 'MED2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
107 (name
: 'BMED'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
108 (name
: 'ARMORGREEN'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
109 (name
: 'ARMORBLUE'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
110 (name
: 'SBLUE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 4; back
: true)),
111 (name
: 'SWHITE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
112 (name
: 'SUIT'; w
: 32; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
113 (name
: 'OXYGEN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
114 (name
: 'INVUL'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
115 (name
: 'SAW'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
116 (name
: 'SHOTGUN1'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
117 (name
: 'SHOTGUN2'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
118 (name
: 'MGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
119 (name
: 'RLAUNCHER'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
120 (name
: 'PGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
121 (name
: 'BFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
122 (name
: 'SPULEMET'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
123 (name
: 'CLIP'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
124 (name
: 'AMMO'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
125 (name
: 'SHELL1'; w
: 16; h
: 8; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
126 (name
: 'SHELL2'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
127 (name
: 'ROCKET'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
128 (name
: 'ROCKETS'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
129 (name
: 'CELL'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
130 (name
: 'CELL2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
131 (name
: 'BPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
132 (name
: 'KEYR'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
133 (name
: 'KEYG'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
134 (name
: 'KEYB'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
135 (name
: 'KASTET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
136 (name
: 'PISTOL'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
137 (name
: 'BOTTLE'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
138 (name
: 'HELMET'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
139 (name
: 'JETPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 3; back
: true)),
140 (name
: 'INVIS'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
141 (name
: 'FLAMETHROWER'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
142 (name
: 'FUELCAN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false))
146 GFXAnim
: array [0..R_GFX_LAST
] of record
153 (name
: ''; w
: 0; h
: 0; anim
: (loop
: false; delay
: 0; frames
: 0; back
: false); rdelay
: 0; alpha
: 0),
154 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
155 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 0; alpha
: 0),
156 (name
: 'EROCKET'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
157 (name
: 'EBFG'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
158 (name
: 'BFGHIT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 4; frames
: 4; back
: false); rdelay
: 0; alpha
: 0),
159 (name
: 'FIRE'; w
: 64; h
: 128; anim
: (loop
: false; delay
: 4; frames
: 8; back
: false); rdelay
: 2; alpha
: 0),
160 (name
: 'ITEMRESPAWN'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 4; frames
: 5; back
: true); rdelay
: 0; alpha
: 0),
161 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
162 (name
: 'ESKELFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 8; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
163 (name
: 'EPLASMA'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 4; back
: true); rdelay
: 0; alpha
: 0),
164 (name
: 'EBSPFIRE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 5; back
: false); rdelay
: 0; alpha
: 0),
165 (name
: 'EIMPFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
166 (name
: 'ECACOFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
167 (name
: 'EBARONFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
168 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0), // fast
169 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 150), // transparent
170 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 2; alpha
: 0) // random
174 ShotAnim
: array [0..WEAPON_LAST
] of record
179 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 0 KASTET
180 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 1 SAW
181 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 2 PISTOL
182 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 3 SHOTGUN1
183 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 4 SHOTGUN2
184 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 5 CHAINGUN
185 (name
: 'BROCKET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)), // 6 ROCKETLAUNCHER
186 (name
: 'BPLASMA'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)), // 7 PLASMA
187 (name
: 'BBFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 6; frames
: 2; back
: false)), // 8 BFG
188 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 9 SUPERPULEMET
189 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 6; frames
: 0{11}; back
: false)), // 10 FLAMETHROWER
190 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 11
191 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 12
192 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 13
193 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 14
194 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 15
195 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 16
196 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 17
197 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 18
198 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 19
199 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 20 ZOMPY_PISTOL
200 (name
: 'BIMPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 21 IMP_FIRE
201 (name
: 'BBSPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 22 BSP_FIRE
202 (name
: 'BCACOFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 23 CACO_FIRE
203 (name
: 'BBARONFIRE'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 24 BARON_FIRE
204 (name
: 'BMANCUBFIRE'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 25 MANCUB_FIRE
205 (name
: 'BSKELFIRE'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)) // 26 SKEL_FIRE
208 {$IFDEF ENABLE_SHELLS}
209 ShellAnim
: array [0..SHELL_LAST
] of record
213 (name
: 'EBULLET'; dx
: 2; dy
: 1), // 0 SHELL_BULLET
214 (name
: 'ESHELL'; dx
: 4; dy
: 2), // 1 SHELL_SHELL
215 (name
: 'ESHELL'; dx
: 4; dy
: 2) // 2 SHELL_DBLSHELL
219 PunchAnim
: TAnimInfo
= (loop
: false; delay
: 1; frames
: 4; back
: false);
220 FlagAnim
: TAnimInfo
= (loop
: true; delay
: 8; frames
: 5; back
: false);
221 VileFireAnim
: TAnimInfo
= (loop
: true; delay
: 2; frames
: 8; back
: false);
224 TBinHeapPanelDrawCmp
= class
226 class function less (const a
, b
: TPanel
): Boolean; inline;
229 TBinHeapPanelDraw
= specialize TBinaryHeapBase
<TPanel
, TBinHeapPanelDrawCmp
>;
231 TMonsterAnims
= array [0..ANIM_LAST
, TDirection
] of TGLMultiTexture
;
234 DebugCameraScale
: Single;
235 FillOutsizeArea
: Boolean;
236 SkyTexture
: TGLTexture
;
237 RenTextures
: array of record
239 tex
: TGLMultiTexture
;
242 Items
: array [0..ITEM_LAST
] of record
243 tex
: TGLMultiTexture
;
246 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
247 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
248 ShotTextures
: array [0..WEAPON_LAST
] of TGLMultiTexture
;
249 FlagTextures
: array [0..FLAG_LAST
] of TGLMultiTexture
;
250 PunchTextures
: array [Boolean, 0..2] of TGLMultiTexture
; // [berserk, center/up/down]
251 VileFire
: TGLMultiTexture
;
252 InvulPenta
: TGLTexture
;
253 IndicatorTexture
: TGLTexture
;
254 TalkTexture
: TGLTexture
;
255 Models
: array of record
256 anim
: array [TDirection
, 0..A_LAST
] of record
257 base
, mask
: TGLMultiTexture
;
261 base
, mask
: TGLTextureArray
;
267 {$IFDEF ENABLE_SHELLS}
268 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
271 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
272 gfxlist
: array of record
283 plist
: TBinHeapPanelDraw
= nil;
285 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
287 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
288 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
289 result
:= a
.arrIdx
< b
.arrIdx
;
292 procedure r_Map_Initialize
;
295 plist
:= TBinHeapPanelDraw
.Create();
298 procedure r_Map_Finalize
;
300 r_Common_FreeAndNil(plist
);
304 procedure r_Map_FreeModel (i
: Integer);
305 var a
: Integer; d
: TDirection
;
307 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
309 for a
:= A_STAND
to A_LAST
do
311 r_Common_FreeAndNil(Models
[i
].anim
[d
, a
].base
);
312 r_Common_FreeAndNil(Models
[i
].anim
[d
, a
].mask
);
316 if Models
[i
].gibs
.base
<> nil then
317 for a
:= 0 to High(Models
[i
].gibs
.base
) do
318 r_Common_FreeAndNil(Models
[i
].gibs
.base
[a
]);
319 if Models
[i
].gibs
.mask
<> nil then
320 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
321 r_Common_FreeAndNil(Models
[i
].gibs
.mask
[a
]);
322 Models
[i
].gibs
.base
:= nil;
323 Models
[i
].gibs
.mask
:= nil;
324 Models
[i
].gibs
.rect
:= nil;
328 procedure r_Map_LoadModel (i
: Integer);
329 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
331 ASSERT(i
< Length(Models
));
332 ASSERT(i
< Length(PlayerModelsArray
));
334 m
:= @PlayerModelsArray
[i
];
335 prefix
:= m
.FileName
+ ':TEXTURES/';
336 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
338 for a
:= A_STAND
to A_LAST
do
340 Models
[i
].anim
[d
, a
].base
:= nil;
341 Models
[i
].anim
[d
, a
].mask
:= nil;
342 if m
.anim
[d
, a
].resource
<> '' then
343 Models
[i
].anim
[d
, a
].base
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].resource
, 64, 64, m
.anim
[d
, a
].frames
, [TGLHints
.txNoRepeat
], true);
344 if m
.anim
[d
, a
].mask
<> '' then
345 Models
[i
].anim
[d
, a
].mask
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].mask
, 64, 64, m
.anim
[d
, a
].frames
, [TGLHints
.txNoRepeat
], true);
349 Models
[i
].gibs
.base
:= nil;
350 Models
[i
].gibs
.mask
:= nil;
351 Models
[i
].gibs
.rect
:= nil;
352 if m
.GibsCount
> 0 then
354 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
355 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
356 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
357 for a
:= 0 to m
.GibsCount
- 1 do
358 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
359 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
, [TGLHints
.txNoRepeat
]) then
361 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil, [TGLHints
.txNoRepeat
]) then
370 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
371 const dir
: array [TDirection
] of AnsiString = ('_L', '');
372 var w
, h
, count
: Integer;
374 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
379 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
385 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
386 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
390 [TGLHints
.txNoRepeat
],
395 MonTextures
[m
, a
, d
] := nil;
398 procedure r_Map_Load
;
400 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
401 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
402 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
403 PunchName
: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
405 i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
407 // --------- items --------- //
408 r_Common_SetLoading(_lc
[I_LOAD_ITEMS_DATA
], ITEM_LAST
+ 1);
409 for i
:= 0 to ITEM_LAST
do
411 Items
[i
].tex
:= r_Common_LoadTextureMultiFromFileAndInfo(
412 GameWAD
+ ':TEXTURES/' + ItemAnim
[i
].name
,
415 ItemAnim
[i
].anim
.frames
,
416 [TGLHints
.txNoRepeat
],
421 // --------- monsters --------- //
422 r_Common_SetLoading(_lc
[I_LOAD_MONSTER_TEXTURES
], MONSTER_MAN
- MONSTER_DEMON
+ 1);
423 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
425 for j
:= 0 to ANIM_LAST
do
426 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
427 r_Map_LoadMonsterAnim(i
, j
, d
);
428 r_Common_StepLoading(1);
430 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, VileFireAnim
.frames
, [TGLHints
.txNoRepeat
]);
431 // --------- player models --------- //
432 if PlayerModelsArray
<> nil then
434 r_Common_SetLoading(_lc
[I_LOAD_MODELS
], Length(PlayerModelsArray
));
435 SetLength(Models
, Length(PlayerModelsArray
));
436 for i
:= 0 to High(PlayerModelsArray
) do
439 r_Common_StepLoading(1);
442 // --------- player weapons --------- //
443 r_Common_SetLoading(_lc
[I_LOAD_WEAPONS_DATA
], WP_LAST
);
444 for i
:= 1 to WP_LAST
do
446 for j
:= 0 to W_POS_LAST
do
447 for k
:= 0 to W_ACT_LAST
do
448 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
], [TGLHints
.txNoRepeat
]);
449 r_Common_StepLoading(1);
451 // --------- gfx animations --------- //
453 r_Common_SetLoading('GFX Effects', R_GFX_LAST
);
454 for i
:= 1 to R_GFX_LAST
do
456 if GFXAnim
[i
].anim
.frames
> 0 then
457 GFXTextures
[i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].anim
.frames
, [TGLHints
.txNoRepeat
]);
460 // --------- shots --------- //
461 r_Common_SetLoading('Weapon splahses', WEAPON_LAST
+ 1);
462 for i
:= 0 to WEAPON_LAST
do
464 if ShotAnim
[i
].anim
.frames
> 0 then
465 ShotTextures
[i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].anim
.frames
, [TGLHints
.txNoRepeat
]);
467 // --------- flags --------- //
468 r_Common_SetLoading('Flags', 2);
469 FlagTextures
[FLAG_NONE
] := nil;
470 FlagTextures
[FLAG_RED
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints
.txNoRepeat
]);
471 FlagTextures
[FLAG_BLUE
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints
.txNoRepeat
]);
472 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
473 // --------- shells --------- //
474 {$IFDEF ENABLE_SHELLS}
475 r_Common_SetLoading('Shells', SHELL_LAST
+ 1);
476 for i
:= 0 to SHELL_LAST
do
477 ShellTextures
[i
] := r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
, [TGLHints
.txNoRepeat
]);
479 // --------- other --------- //
480 r_Common_SetLoading('Effects', 3 * 2 + 3);
481 for b
:= false to true do
484 PunchTextures
[b
, i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, PunchAnim
.frames
, [TGLHints
.txNoRepeat
]);
486 InvulPenta
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/PENTA', [TGLHints
.txNoRepeat
]);
487 IndicatorTexture
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/PLRIND', [TGLHints
.txNoRepeat
]);
488 TalkTexture
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/TALKBUBBLE', [TGLHints
.txNoRepeat
]);
491 procedure r_Map_Free
;
492 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
494 r_Common_FreeAndNil(TalkTexture
);
495 r_Common_FreeAndNil(IndicatorTexture
);
496 r_Common_FreeAndNil(InvulPenta
);
497 for b
:= false to true do
499 r_Common_FreeAndNil(PunchTextures
[b
, i
]);
500 {$IFDEF ENABLE_SHELLS}
501 for i
:= 0 to SHELL_LAST
do
502 r_Common_FreeAndNil(ShellTextures
[i
]);
504 for i
:= 0 to FLAG_LAST
do
505 r_Common_FreeAndNil(FlagTextures
[i
]);
506 for i
:= 0 to WEAPON_LAST
do
507 r_Common_FreeAndNil(ShotTextures
[i
]);
509 SetLength(gfxlist
, 0);
510 for i
:= 0 to R_GFX_LAST
do
511 r_Common_FreeAndNil(GFXTextures
[i
]);
513 for i
:= 1 to WP_LAST
do
514 for j
:= 0 to W_POS_LAST
do
515 for k
:= 0 to W_ACT_LAST
do
516 r_Common_FreeAndNil(WeapTextures
[i
, j
, k
]);
517 if Models
<> nil then
518 for i
:= 0 to High(Models
) do
520 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
521 for j
:= 0 to ANIM_LAST
do
522 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
523 r_Common_FreeAndNil(MonTextures
[i
, j
, d
]);
524 for i
:= 0 to ITEM_LAST
do
525 r_Common_FreeAndNil(Items
[i
].tex
);
528 procedure r_Map_FreeTextures
;
532 r_Common_FreeAndNil(SkyTexture
);
533 if RenTextures
<> nil then
534 for i
:= 0 to High(RenTextures
) do
535 r_Common_FreeAndNil(RenTextures
[i
].tex
);
536 SetLength(RenTextures
, 0);
539 procedure r_Map_LoadTextures
;
540 const DefaultAnimInfo
: TAnimInfo
= (loop
: true; delay
: 1; frames
: 1; back
: false);
541 var i
, n
: Integer; txt
: TAnimTextInfo
;
544 if Textures
<> nil then
546 n
:= Length(Textures
);
547 SetLength(RenTextures
, n
);
548 r_Common_SetLoading(_lc
[I_LOAD_TEXTURES
], n
);
549 for i
:= 0 to n
- 1 do
551 RenTextures
[i
].tex
:= nil;
552 RenTextures
[i
].anim
:= DefaultAnimInfo
;
553 case Textures
[i
].TextureName
of
554 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
555 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
556 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
558 RenTextures
[i
].spec
:= 0;
559 RenTextures
[i
].tex
:= r_Textures_LoadMultiTextFromFile(Textures
[i
].FullName
, txt
, []);
560 if RenTextures
[i
].tex
<> nil then
562 RenTextures
[i
].anim
:= txt
.anim
;
563 r_Common_StepLoading(1);
567 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
]);
570 ASSERT(RenTextures
[i
].anim
.frames
> 0);
571 ASSERT(RenTextures
[i
].anim
.delay
> 0);
574 if gMapInfo
.SkyFullName
<> '' then
576 r_Common_SetLoading(_lc
[I_LOAD_SKY
], 1);
577 SkyTexture
:= r_Common_LoadTextureFromFile(gMapInfo
.SkyFullName
, [TGLHints
.txNoRepeat
]);
582 procedure r_Map_DrawPanel (p
: TPanel
);
583 var Texture
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
; count
, frame
: LongInt; a
: TAnimInfo
;
586 if p
.FCurTexture
>= 0 then
588 ASSERT(p
.FCurTexture
<= High(p
.TextureIDs
));
589 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
591 ASSERT(Texture
>= -1);
592 ASSERT(Texture
<= High(RenTextures
));
595 t
:= RenTextures
[Texture
].tex
;
596 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
598 count
:= 0; frame
:= 0;
599 if p
.AnimTime
<= gTime
then
601 a
:= RenTextures
[Texture
].anim
;
602 a
.loop
:= p
.AnimLoop
;
603 g_Anim_GetFrameByTime(a
, (gTime
- p
.AnimTime
) DIV GAME_TICK
, count
, frame
);
607 tex
:= t
.GetTexture(frame
);
608 r_Draw_TextureRepeat(tex
, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
);
611 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255, false);
617 case RenTextures
[Texture
].spec
of
618 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
619 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
620 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
626 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
627 var tagMask
, i
: Integer; p
: TPanel
;
630 tagMask
:= PanelTypeToTag(panelTyp
);
631 while plist
.count
> 0 do
633 p
:= TPanel(plist
.Front());
634 if (p
.tag
and tagMask
) = 0 then
642 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
643 var i
, xx
, yy
: Integer; it
: PItem
; t
: TGLMultiTexture
; tex
: TGLTexture
;
645 if ggItems
<> nil then
647 for i
:= 0 to High(ggItems
) do
650 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
652 t
:= Items
[it
.ItemType
].tex
;
653 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
655 r_Common_GetObjectPos(it
.obj
, xx
, yy
);
656 tex
:= t
.GetTexture(Items
[it
.ItemType
].frame
);
657 r_Draw_TextureRepeat(tex
, xx
, yy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false);
662 // TODO draw g_debug_frames
665 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
668 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
669 result
:= MonTextures
[m
, a
, d
] <> nil;
670 if result
= false then
673 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
674 result
:= MonTextures
[m
, a
, d
] <> nil;
676 if result
= true then
678 t
:= MonTextures
[m
, a
, d
];
679 if d
= TDirection
.D_LEFT
then
681 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
682 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
686 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
687 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
691 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
692 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
698 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
699 var o
: TObj
; count
, frame
, xx
, yy
: LongInt; tex
: TGLTexture
;
701 if VileFire
<> nil then
703 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) and (mon
.VileFireTime
<= gTime
) then
705 if r_Common_GetPosByUID(mon
.MonsterTargetUID
, o
, xx
, yy
) then
707 g_Anim_GetFrameByTime(VileFireAnim
, (gTime
- mon
.VileFireTime
) DIV GAME_TICK
, count
, frame
);
708 tex
:= VileFire
.GetTexture(frame
);
709 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);
715 procedure r_Map_DrawMonster (constref mon
: TMonster
);
716 var m
, a
, xx
, yy
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
718 m
:= mon
.MonsterType
;
719 a
:= mon
.MonsterAnim
;
720 d
:= mon
.GameDirection
;
722 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
724 r_Common_GetObjectPos(mon
.obj
, xx
, yy
);
725 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], false, xx
+ dx
, yy
+ 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_DrawBubble (x
, y
: Integer; cb
, cf
: TRGB
);
836 const w
= 20; h
= 14;
837 const dx
= 6; dy
= 8; dot
= 6; size
= 2;
838 const tx
= 6; ty
= h
- 1;
840 // Outer box (top/down)
841 r_Draw_FillRect(x
+ 1, y
, x
+ w
- 1, y
+ 1, cb
.R
, cb
.G
, cb
.B
, 255);
842 r_Draw_FillRect(x
+ 1, y
+ h
- 1, x
+ w
- 1, y
+ h
, cb
.R
, cb
.G
, cb
.B
, 255);
843 // Outer box (left/right)
844 r_Draw_FillRect(x
, y
+ 1, x
+ 1, y
+ h
- 1, cb
.R
, cb
.G
, cb
.B
, 255);
845 r_Draw_FillRect(x
+ w
- 1, y
+ 1, x
+ w
, y
+ h
- 1, cb
.R
, cb
.G
, cb
.B
, 255);
847 r_Draw_FillRect(x
+ tx
- 1, y
+ ty
+ 0, x
+ tx
+ 3 + 1, y
+ ty
+ 1, cb
.R
, cb
.G
, cb
.B
, 255);
848 r_Draw_FillRect(x
+ tx
- 1, y
+ ty
+ 1, x
+ tx
+ 2 + 1, y
+ ty
+ 2, cb
.R
, cb
.G
, cb
.B
, 255);
849 r_Draw_FillRect(x
+ tx
- 1, y
+ ty
+ 2, x
+ tx
+ 1 + 1, y
+ ty
+ 3, cb
.R
, cb
.G
, cb
.B
, 255);
850 r_Draw_FillRect(x
+ tx
- 1, y
+ ty
+ 3, x
+ tx
+ 0 + 1, y
+ ty
+ 4, cb
.R
, cb
.G
, cb
.B
, 255);
852 r_Draw_FillRect(x
+ tx
, y
+ ty
+ 0, x
+ tx
+ 3, y
+ ty
+ 1, cf
.R
, cf
.G
, cf
.B
, 255);
853 r_Draw_FillRect(x
+ tx
, y
+ ty
+ 1, x
+ tx
+ 2, y
+ ty
+ 2, cf
.R
, cf
.G
, cf
.B
, 255);
854 r_Draw_FillRect(x
+ tx
, y
+ ty
+ 2, x
+ tx
+ 1, y
+ ty
+ 3, cf
.R
, cf
.G
, cf
.B
, 255);
856 r_Draw_FillRect(x
+ 1, y
+ 1, x
+ w
- 1, y
+ h
- 1, cf
.R
, cf
.G
, cf
.B
, 255);
858 r_Draw_FillRect(x
+ dx
+ 0*3, y
+ dy
, x
+ dx
+ 0*3 + size
, y
+ dy
+ size
, cb
.R
, cb
.G
, cb
.B
, 255);
859 r_Draw_FillRect(x
+ dx
+ 1*3, y
+ dy
, x
+ dx
+ 1*3 + size
, y
+ dy
+ size
, cb
.R
, cb
.G
, cb
.B
, 255);
860 r_Draw_FillRect(x
+ dx
+ 2*3, y
+ dy
, x
+ dx
+ 2*3 + size
, y
+ dy
+ size
, cb
.R
, cb
.G
, cb
.B
, 255);
863 procedure r_Map_DrawTalkBubble (p
: TPlayer
);
864 var xx
, yy
, x
, y
: Integer; cb
, cf
: TRGB
;
866 r_Common_GetPlayerPos(p
, xx
, yy
);
867 x
:= xx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2;
869 cb
:= _RGB(63, 63, 63);
870 cf
:= _RGB(240, 240, 240);
874 r_Common_DrawText('[...]', x
, y
, 255, 255, 255, 255, stdfont
, TBasePoint
.BP_DOWN
);
879 TEAM_RED
: cb
:= _RGB(255, 63, 63);
880 TEAM_BLUE
: cb
:= _RGB(63, 63, 255);
882 r_Map_DrawBubble(x
, y
- 18, cb
, cf
);
884 3: // adv player color
887 cf
.R
:= MIN(cb
.R
* 2 + 64, 255);
888 cf
.G
:= MIN(cb
.G
* 2 + 64, 255);
889 cf
.B
:= MIN(cb
.B
* 2 + 64, 255);
890 if (ABS(cf
.R
- cb
.R
) < 32) or (ABS(cf
.G
- cb
.G
) < 32) or (ABS(cf
.B
- cb
.B
) < 32) then
892 cb
.R
:= MAX(cf
.R
div 2 - 16, 0);
893 cb
.G
:= MAX(cf
.G
div 2 - 16, 0);
894 cb
.B
:= MAX(cf
.B
div 2 - 16, 0);
896 r_Map_DrawBubble(x
, y
- 18, cb
, cf
);
899 if TalkTexture
<> nil then
901 r_Common_DrawTexture(TalkTexture
, x
+ 5, y
, TalkTexture
.width
, TalkTexture
.height
, TBasePoint
.BP_DOWN
);
906 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
907 var x
, y
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; alpha
: Byte; count
, frame
: LongInt;
911 r_Common_GetPlayerPos(p
, x
, y
);
914 if p
.PunchTime
<= gTime
then
916 g_Anim_GetFrameByTime(PunchAnim
, (gTime
- p
.PunchTime
) DIV GAME_TICK
, count
, frame
);
919 b
:= R_BERSERK
in p
.FRulez
;
920 if p
.FKeys
[KEY_DOWN
].pressed
then
921 t
:= PunchTextures
[b
, 2]
922 else if p
.FKeys
[KEY_UP
].pressed
then
923 t
:= PunchTextures
[b
, 1]
925 t
:= PunchTextures
[b
, 0];
928 flip
:= p
.Direction
= TDirection
.D_LEFT
;
929 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
930 ay
:= p
.Obj
.Rect
.Y
- 11;
931 tex
:= t
.GetTexture(frame
);
932 r_Draw_TextureRepeat(tex
, x
+ ax
, y
+ ay
, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
937 (* invulnerability effect *)
938 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
940 w
:= InvulPenta
.width
;
941 h
:= InvulPenta
.height
;
942 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
943 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
944 r_Draw_Texture(InvulPenta
, x
+ ax
, y
+ ay
, w
, h
, false, 255, 255, 255, 255, false);
947 (* invisibility effect *)
949 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
951 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
953 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
960 r_Map_DrawPlayerModel(p
.Model
, x
, y
, alpha
);
962 // TODO draw g_debug_frames
964 if (gChatBubble
> 0) and p
.FKeys
[KEY_CHAT
].Pressed
and (p
.Ghost
= false) then
965 if (p
.FMegaRulez
[MR_INVIS
] <= gTime
) or ((drawed
<> nil) and ((p
= drawed
) or (p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
966 r_Map_DrawTalkBubble(p
);
971 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
974 if gPlayers
<> nil then
975 for i
:= 0 to High(gPlayers
) do
976 if gPlayers
[i
] <> nil then
977 r_Map_DrawPlayer(gPlayers
[i
], player
);
981 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
983 result
:= Models
[m
].gibs
.rect
[i
];
986 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
987 var i
, xx
, yy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
991 for i
:= 0 to High(gGibs
) do
993 if gGibs
[i
].alive
then
996 if g_Obj_Collide(x
, y
, w
, h
, p
) then
998 r_Common_GetObjectPos(p
^, xx
, yy
);
999 id
:= gGibs
[i
].GibID
;
1000 m
:= gGibs
[i
].ModelID
;
1001 t
:= Models
[m
].gibs
.base
[id
];
1004 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
1005 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
1006 ra
:= gGibs
[i
].RAngle
;
1007 r_Draw_TextureRepeatRotate(t
, xx
, yy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
1008 t
:= Models
[m
].gibs
.mask
[id
];
1010 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
);
1011 // 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);
1017 // TODO draw g_debug_frames
1021 {$IFDEF ENABLE_CORPSES}
1022 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
1023 var i
, xx
, yy
: Integer; p
: TCorpse
;
1025 if gCorpses
<> nil then
1027 for i
:= 0 to High(gCorpses
) do
1030 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
1032 r_Common_GetObjectPos(p
.obj
, xx
, yy
);
1033 r_Map_DrawPlayerModel(p
.model
, xx
, yy
, 255);
1037 // TODO draw g_debug_frames
1042 function r_Map_GetGFXID (): Integer;
1046 if gfxlist
<> nil then
1048 while (i
< Length(gfxlist
)) and (gfxlist
[i
].typ
> 0) do
1050 if i
>= Length(gfxlist
) then
1051 SetLength(gfxlist
, Length(gfxlist
) + 1)
1054 SetLength(gfxlist
, 1);
1055 gfxlist
[i
].typ
:= R_GFX_NONE
;
1059 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
1062 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
1064 i
:= r_Map_GetGFXID();
1067 gfxlist
[i
].typ
:= typ
;
1070 gfxlist
[i
].oldX
:= x
;
1071 gfxlist
[i
].oldY
:= y
;
1072 gfxlist
[i
].anim
:= GFXAnim
[typ
].anim
;
1073 gfxlist
[i
].time
:= gTime
DIV GAME_TICK
;
1074 gfxlist
[i
].frame
:= 0;
1075 INC(gfxlist
[i
].anim
.delay
, Random(GFXAnim
[typ
].rdelay
));
1080 procedure r_Map_UpdateGFX (tick
: LongWord);
1081 var i
: Integer; count
: LongInt;
1083 if gfxlist
<> nil then
1085 for i
:= 0 to High(gfxlist
) do
1087 if (gfxlist
[i
].typ
> 0) and (tick
>= gfxlist
[i
].time
) then
1089 g_Anim_GetFrameByTime(gfxlist
[i
].anim
, tick
- gfxlist
[i
].time
, count
, gfxlist
[i
].frame
);
1092 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
1093 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
1094 case gfxlist
[i
].typ
of
1095 R_GFX_FLAME
, R_GFX_SMOKE
:
1097 if Random(3) = 0 then
1098 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1099 if Random(2) = 0 then
1100 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1105 gfxlist
[i
].typ
:= R_GFX_NONE
;
1111 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1112 var i
, fx
, fy
, typ
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
;
1114 if gfxlist
<> nil then
1116 for i
:= 0 to High(gfxlist
) do
1118 if gfxlist
[i
].typ
> 0 then
1120 typ
:= gfxlist
[i
].typ
;
1121 t
:= GFXTextures
[typ
];
1124 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1125 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1126 tex
:= t
.GetTexture(gfxlist
[i
].frame
);
1127 r_Draw_TextureRepeat(tex
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1134 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1135 var i
, fx
, fy
: Integer; factor
: Single;
1137 if gpart_dbg_enabled
and (Particles
<> nil) then
1139 r_Draw_EnableTexture2D(false);
1140 factor
:= r_pixel_scale
* g_dbg_scale
;
1141 if factor
< 0.6 then
1143 else if factor
> 1.3 then
1144 glPointSize(factor
+ 1)
1147 glDisable(GL_POINT_SMOOTH
);
1149 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1151 r_Draw_SetColor(255, 255, 255, 255);
1153 for i
:= 0 to High(Particles
) do
1155 if Particles
[i
].alive
then
1157 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1158 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1159 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1164 r_Draw_SetColor(0, 0, 0, 255);
1166 glDisable(GL_BLEND
);
1171 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1172 var i
, a
, xx
, yy
, pX
, pY
, typ
: Integer; count
, frame
: LongInt; t
: TGLMultiTexture
; tex
: TGLTexture
;
1174 if Shots
<> nil then
1176 for i
:= 0 to High(Shots
) do
1178 typ
:= Shots
[i
].ShotType
;
1181 t
:= ShotTextures
[typ
];
1186 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1187 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1189 r_Common_GetObjectPos(Shots
[i
].Obj
, xx
, yy
);
1190 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1191 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1192 g_Anim_GetFrameByTime(ShotAnim
[typ
].anim
, (gTime
- Shots
[i
].time
) DIV GAME_TICK
, count
, frame
);
1193 tex
:= t
.GetTexture(frame
);
1194 r_Draw_TextureRepeatRotate(tex
, xx
, yy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1199 // TODO draw g_debug_frames
1202 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1203 var i
, dx
, xx
, yy
: Integer; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
1205 if gGameSettings
.GameMode
= GM_CTF
then
1207 for i
:= FLAG_RED
to FLAG_BLUE
do
1209 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1211 r_Common_GetObjectPos(gFlags
[i
].Obj
, xx
, yy
);
1212 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1213 if flip
then dx
:= -1 else dx
:= +1;
1214 t
:= FlagTextures
[i
];
1215 tex
:= t
.GetTexture(FlagFrame
);
1216 r_Draw_TextureRepeat(tex
, xx
+ dx
, yy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1220 // TODO g_debug_frames
1223 {$IFDEF ENABLE_SHELLS}
1224 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1225 var i
, xx
, yy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1227 if gShells
<> nil then
1229 for i
:= 0 to High(gShells
) do
1231 if gShells
[i
].alive
then
1233 typ
:= gShells
[i
].SType
;
1234 if typ
<= SHELL_LAST
then
1236 p
:= @gShells
[i
].Obj
;
1237 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1239 t
:= ShellTextures
[typ
];
1242 r_Common_GetObjectPos(p
^, xx
, yy
);
1243 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
);
1253 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1255 factor
= 120; (* size ratio between view and sky (120%) *)
1256 limit
= 100; (* max speed for parallax *)
1258 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1260 msw
:= vw
* factor
div 100;
1261 msh
:= vh
* factor
div 100;
1262 r_Common_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1264 (* calc x parallax or sky center on speed limit *)
1265 mvw
:= MAX(1, mw
- vw
);
1267 if 100 * svw
div mvw
<= limit
then
1268 x
:= -cx
* svw
div mvw
1272 (* calc y parallax or sky center on speed limit *)
1273 mvh
:= MAX(1, mh
- vh
);
1275 if 100 * svh
div mvh
<= limit
then
1276 y
:= -cy
* svh
div mvh
1280 (* handle out of map bounds *)
1281 if x
> 0 then x
:= 0;
1282 if y
> 0 then y
:= 0;
1283 if x
< -svw
then x
:= -svw
;
1284 if y
< -svh
then y
:= -svh
;
1287 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1300 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1304 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1308 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1309 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1310 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1312 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1313 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1315 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1317 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1318 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1320 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1322 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1327 procedure r_Map_DrawIndicator (p
: TPlayer
; color
: TRGB
; cx
, cy
, cw
, ch
: Integer);
1328 var a
, ax
, ay
, fx
, fy
, xx
, yy
: Integer;
1330 if (p
<> nil) and p
.Alive
and (p
.Spectator
= false) then
1332 r_Common_GetPlayerPos(p
, fx
, fy
);
1333 case gPlayerIndicatorStyle
of
1335 if IndicatorTexture
<> nil then
1337 ax
:= IndicatorTexture
.width
div 2;
1338 ay
:= IndicatorTexture
.height
div 2;
1339 if (p
.obj
.x
+ p
.obj
.rect
.x
) < cx
then
1342 xx
:= fx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
;
1343 yy
:= fy
+ p
.obj
.rect
.y
+ (p
.obj
.rect
.height
- IndicatorTexture
.width
) div 2;
1345 else if (p
.obj
.x
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
) > (cx
+ cw
) then
1348 xx
:= fx
+ p
.obj
.rect
.x
- IndicatorTexture
.height
;
1349 yy
:= fy
+ p
.obj
.rect
.y
- (p
.obj
.rect
.height
- IndicatorTexture
.width
) div 2;
1351 else if (p
.obj
.y
- IndicatorTexture
.height
) < cy
then
1354 xx
:= fx
+ p
.obj
.rect
.x
+ (p
.obj
.rect
.width
- IndicatorTexture
.width
) div 2;
1355 yy
:= fy
+ p
.obj
.rect
.y
+ p
.obj
.rect
.height
;
1360 xx
:= fx
+ p
.obj
.rect
.x
+ (p
.obj
.rect
.width
- IndicatorTexture
.width
) div 2;
1361 yy
:= fy
- IndicatorTexture
.height
;
1363 xx
:= MIN(MAX(xx
, cx
), cx
+ cw
- IndicatorTexture
.width
);
1364 yy
:= MIN(MAX(yy
, cy
), cy
+ ch
- IndicatorTexture
.height
);
1365 r_Draw_TextureRepeatRotate(IndicatorTexture
, xx
, yy
, IndicatorTexture
.width
, IndicatorTexture
.height
, false, color
.r
, color
.g
, color
.b
, 255, false, ax
, ay
, a
);
1369 xx
:= fx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2;
1371 r_Common_DrawText(p
.Name
, xx
, yy
, color
.r
, color
.g
, color
.b
, 255, stdfont
, TBasePoint
.BP_DOWN
);
1377 procedure r_Map_DrawPlayerIndicators (player
: TPlayer
; cx
, cy
, cw
, ch
: Integer);
1378 var i
: Integer; p
: TPlayer
;
1380 case gPlayerIndicator
of
1382 if player
<> nil then
1384 r_Map_DrawIndicator(player
, _RGB(255, 255, 255), cx
, cy
, cw
, ch
);
1387 if gPlayers
<> nil then
1389 for i
:= 0 to HIGH(gPlayers
) do
1394 if (player
<> nil) and (p
= player
) then
1396 r_Map_DrawIndicator(p
, _RGB(255, 255, 255), cx
, cy
, cw
, ch
);
1398 else if (player
= nil) or ((p
.Team
= player
.Team
) and (p
.Team
<> TEAM_NONE
)) then
1400 case gPlayerIndicatorStyle
of
1401 0: r_Map_DrawIndicator(p
, p
.GetColor(), cx
, cy
, cw
, ch
);
1402 1: r_Map_DrawIndicator(p
, _RGB(192, 192, 192), cx
, cy
, cw
, ch
);
1411 procedure r_Map_DrawGame (xx
, yy
, ww
, hh
: Integer; player
: TPlayer
);
1412 (* xx/yy/ww/hh are in map units *)
1413 var iter
: TPanelGrid
.Iter
; p
: PPanel
;
1416 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
1418 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1422 r_Map_DrawPanelType(PANEL_BACK
);
1423 r_Map_DrawPanelType(PANEL_STEP
);
1424 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1425 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1426 {$IFDEF ENABLE_SHELLS}
1427 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1429 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1430 {$IFDEF ENABLE_GIBS}
1431 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1433 {$IFDEF ENABLE_CORPSES}
1434 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1436 r_Map_DrawPanelType(PANEL_WALL
);
1437 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1438 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1439 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1441 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1442 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1444 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1445 r_Map_DrawPanelType(PANEL_ACID1
);
1446 r_Map_DrawPanelType(PANEL_ACID2
);
1447 r_Map_DrawPanelType(PANEL_WATER
);
1448 r_Map_DrawPanelType(PANEL_FORE
);
1449 // TODO draw monsters health bar
1450 // TODO draw players health bar
1453 procedure r_Map_DrawScaled (w
, h
, camx
, camy
: Integer; player
: TPlayer
; out acx
, acy
, acw
, ach
, axx
, ayy
, aww
, ahh
: Integer);
1454 (* w/h/camx/camy are in map units (scaled) *)
1455 const limit
= 32767;
1456 var cx
, cy
, cw
, ch
, xx
, yy
, ww
, hh
{, ml, mt, mr, mb}: Integer; sx
, sy
, sw
, sh
: LongInt;
1459 cx
:= camx
- w
div 2;
1460 cy
:= camy
- h
div 2;
1465 if g_dbg_ignore_bounds
= false then
1467 if w
> gMapInfo
.Width
then
1468 cx
:= gMapInfo
.Width
div 2 - w
div 2
1469 else if cx
+ cw
> gMapInfo
.Width
then
1470 cx
:= gMapInfo
.Width
- cw
1474 if h
> gMapInfo
.Height
then
1475 cy
:= gMapInfo
.Height
div 2 - h
div 2
1476 else if cy
+ ch
> gMapInfo
.Height
then
1477 cy
:= gMapInfo
.Height
- ch
1492 if xx
+ ww
> gMapInfo
.Width
then
1493 xx
:= gMapInfo
.Width
- ww
;
1494 if yy
+ hh
> gMapInfo
.Height
then
1495 yy
:= gMapInfo
.Height
- hh
;
1507 ml := x; mt := y; mr := x + w; mb := y + h;
1508 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1510 ml := MAX(cx + ml, 0) - cx;
1511 mt := MAX(cy + mt, 0) - cy;
1512 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1513 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1515 r_Draw_SetRect(ml, mt, mr, mb);
1518 if DebugCameraScale
<> 1.0 then
1520 glTranslatef(cw
div 2, ch
div 2, 0);
1521 glScalef(DebugCameraScale
, DebugCameraScale
, 1);
1522 glTranslatef(-w
div 2, -h
div 2, 0);
1525 if SkyTexture
<> nil then
1527 r_Map_CalcSkyParallax(cx
, cy
, w
, h
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1528 r_Draw_Texture(SkyTexture
, sx
, sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1531 glTranslatef(-cx
, -cy
, 0);
1532 r_Map_DrawGame(xx
, yy
, ww
, hh
, player
);
1533 if FillOutsizeArea
and (DebugCameraScale
= 1.0) then
1535 (* top *) r_Draw_FillRect(0 - limit
, 0 - limit
, gMapInfo
.Width
+ limit
, 0, 0, 0, 0, 255);
1536 (* left *) r_Draw_FillRect(0 - limit
, 0, 0, gMapInfo
.Height
+ limit
, 0, 0, 0, 255);
1537 (* right *) r_Draw_FillRect(gMapInfo
.Width
, 0, gMapInfo
.Width
+ limit
, gMapInfo
.Height
+ limit
, 0, 0, 0, 255);
1538 (* bottom *) r_Draw_FillRect(0 - limit
, gMapInfo
.Height
, gMapInfo
.Width
+ limit
, gMapInfo
.Height
+ limit
, 0, 0, 0, 255);
1540 glTranslatef(cx
, cy
, 0);
1543 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
; out acx
, acy
: Integer);
1544 var cx
, cy
, cw
, ch
, xx
, yy
, ww
, hh
, ml
, mt
, mr
, mb
, mcx
, mcy
: Integer; l
, t
, r
, b
: Integer;
1547 r_Draw_GetRect(l
, t
, r
, b
);
1548 glTranslatef(x
, y
, 0);
1549 glScalef(g_dbg_scale
, g_dbg_scale
, 0);
1551 r_Draw_SetRect(x
, y
, x
+ w
, y
+ h
);
1552 r_Map_DrawScaled(Round(w
/ g_dbg_scale
), Round(h
/ g_dbg_scale
), camx
, camy
, player
, cx
, cy
, cw
, ch
, xx
, yy
, ww
, hh
);
1555 r_Draw_SetRect(x
, y
, x
+ w
, y
+ h
);
1557 if DebugCameraScale
<> 1.0 then
1559 r_Draw_Rect(0, 0, cw
, ch
, 0, 255, 0, 255);
1560 r_Draw_Rect(-cx
+ xx
, -cy
+ yy
, -cx
+ xx
+ ww
, -cy
+ yy
+ hh
, 255, 0, 0, 255);
1563 if gGameSettings
.GameMode
<> GM_SINGLE
then
1565 glTranslatef(-cx
, -cy
, 0);
1566 r_Map_DrawPlayerIndicators(player
, cx
, cy
, cw
, ch
);
1569 // TODO draw g_debug_player
1571 //glTranslatef(-x, -y, 0);
1572 r_Draw_SetRect(l
, t
, r
, b
);
1575 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1578 procedure r_Map_Update
;
1579 var i
, count
, tick
: LongInt;
1581 tick
:= gTime
div GAME_TICK
;
1582 for i
:= 0 to ITEM_LAST
do
1583 g_Anim_GetFrameByTime(ItemAnim
[i
].anim
, tick
, count
, Items
[i
].frame
);
1584 r_Map_UpdateGFX(tick
);
1585 g_Anim_GetFrameByTime(FlagAnim
, tick
, count
, FlagFrame
);
1589 conRegVar('r_debug_camera_scale', @DebugCameraScale
, 0.0001, 1000.0, '', '');
1590 conRegVar('r_gl_fill_outside', @FillOutsizeArea
, '', '');
1591 DebugCameraScale
:= 1.0;
1592 FillOutsizeArea
:= true;