DEADSOFTWARE

gl: fix barrels
[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 {$ENDIF}
41 procedure r_Map_Reset;
42 procedure r_Map_Update;
44 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
46 implementation
48 uses
49 {$I ../../../nogl/noGLuses.inc}
50 Math, SysUtils,
51 e_log,
52 binheap, MAPDEF, utils,
53 g_options, g_animations, g_basic, g_phys,
54 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
55 g_console, g_language,
56 {$IFDEF ENABLE_CORPSES}
57 g_corpses,
58 {$ENDIF}
59 {$IFDEF ENABLE_SHELLS}
60 g_shells,
61 {$ENDIF}
62 {$IFDEF ENABLE_GIBS}
63 g_gibs,
64 {$ENDIF}
65 {$IFDEF ENABLE_GFX}
66 g_gfx,
67 {$ENDIF}
68 r_textures, r_draw, r_common
69 ;
71 const
72 MTABLE: array [0..MONSTER_MAN] of record
73 w, h: Integer;
74 end = (
75 (w: 64; h: 64), // NONE
76 (w: 64; h: 64), // DEMON
77 (w: 64; h: 64), // IMP
78 (w: 64; h: 64), // ZOMBY
79 (w: 64; h: 64), // SERG
80 (w: 128; h: 128), // CYBER
81 (w: 64; h: 64), // CGUN
82 (w: 128; h: 128), // BARON
83 (w: 128; h: 128), // KNIGHT
84 (w: 128; h: 128), // CACO
85 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
86 (w: 128; h: 128), // PAIN
87 (w: 256; h: 128), // SPIDER
88 (w: 128; h: 64), // BSP
89 (w: 128; h: 128), // MANCUB
90 (w: 128; h: 128), // SKEL
91 (w: 128; h: 128), // VILE
92 (w: 32; h: 32), // FISH
93 (w: 64; h: 64), // BARREL
94 (w: 128; h: 128), // ROBO
95 (w: 64; h: 64) // MAN
96 );
97 VILEFIRE_DX = 32;
98 VILEFIRE_DY = 128;
100 ItemAnim: array [0..ITEM_LAST] of record
101 name: AnsiString;
102 w, h: Integer;
103 anim: TAnimInfo;
104 end = (
105 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
106 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
107 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
108 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
110 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
111 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
112 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
113 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
114 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
115 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
119 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
139 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
140 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
141 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
143 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
144 );
146 {$IFDEF ENABLE_GFX}
147 GFXAnim: array [0..R_GFX_LAST] of record
148 name: AnsiString;
149 w, h: Integer;
150 anim: TAnimInfo;
151 rdelay: Integer;
152 alpha: Integer;
153 end = (
154 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
155 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
156 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
157 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
158 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
159 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
160 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
161 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
162 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
163 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
164 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
165 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
166 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
168 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
169 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
170 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
171 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
172 );
173 {$ENDIF}
175 ShotAnim: array [0..WEAPON_LAST] of record
176 name: AnsiString;
177 w, h: Integer;
178 anim: TAnimInfo;
179 end = (
180 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
181 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
182 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
186 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
187 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
188 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
189 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
190 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
191 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
193 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
201 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
202 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
203 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
204 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
205 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
206 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
207 );
209 {$IFDEF ENABLE_SHELLS}
210 ShellAnim: array [0..SHELL_LAST] of record
211 name: AnsiString;
212 dx, dy: Integer;
213 end = (
214 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
215 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
216 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
217 );
218 {$ENDIF}
220 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
221 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
222 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
224 type
225 TBinHeapPanelDrawCmp = class
226 public
227 class function less (const a, b: TPanel): Boolean; inline;
228 end;
230 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
232 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
234 var
235 UseAccel: Boolean;
236 DebugFrames: Boolean;
237 DebugHealth: Boolean;
238 DebugCameraScale: Single;
239 FillOutsizeArea: Boolean;
240 SkyTexture: TGLTexture;
241 RenTextures: array of record
242 spec: LongInt;
243 tex: TGLMultiTexture;
244 anim: TAnimInfo;
245 end;
246 Items: array [0..ITEM_LAST] of record
247 tex: TGLMultiTexture;
248 frame: Integer;
249 end;
250 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
251 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
252 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
253 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
254 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
255 VileFire: TGLMultiTexture;
256 InvulPenta: TGLTexture;
257 IndicatorTexture: TGLTexture;
258 TalkTexture: TGLTexture;
259 Models: array of record
260 anim: array [TDirection, 0..A_LAST] of record
261 base, mask: TGLMultiTexture;
262 end;
263 {$IFDEF ENABLE_GIBS}
264 gibs: record
265 base, mask: TGLTextureArray;
266 rect: TRectArray;
267 end;
268 {$ENDIF}
269 end;
271 {$IFDEF ENABLE_SHELLS}
272 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
273 {$ENDIF}
274 {$IFDEF ENABLE_GFX}
275 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
276 gfxlist: array of record
277 typ: Byte;
278 x, y: Integer;
279 oldX, oldY: Integer;
280 anim: TAnimInfo;
281 time: LongWord;
282 frame: LongInt;
283 end = nil;
284 {$ENDIF}
286 FlagFrame: LongInt;
287 plist: TBinHeapPanelDraw = nil;
289 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
290 begin
291 if a.tag < b.tag then result := true
292 else if a.tag > b.tag then result := false
293 else result := a.arrIdx < b.arrIdx;
294 end;
296 procedure r_Map_Initialize;
297 begin
298 FlagFrame := 0;
299 plist := TBinHeapPanelDraw.Create();
300 end;
302 procedure r_Map_Finalize;
303 begin
304 r_Common_FreeAndNil(plist);
305 FlagFrame := 0;
306 end;
308 procedure r_Map_FreeModel (i: Integer);
309 var a: Integer; d: TDirection;
310 begin
311 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
312 begin
313 for a := A_STAND to A_LAST do
314 begin
315 r_Common_FreeAndNil(Models[i].anim[d, a].base);
316 r_Common_FreeAndNil(Models[i].anim[d, a].mask);
317 end;
318 end;
319 {$IFDEF ENABLE_GIBS}
320 if Models[i].gibs.base <> nil then
321 for a := 0 to High(Models[i].gibs.base) do
322 r_Common_FreeAndNil(Models[i].gibs.base[a]);
323 if Models[i].gibs.mask <> nil then
324 for a := 0 to High(Models[i].gibs.mask) do
325 r_Common_FreeAndNil(Models[i].gibs.mask[a]);
326 Models[i].gibs.base := nil;
327 Models[i].gibs.mask := nil;
328 Models[i].gibs.rect := nil;
329 {$ENDIF}
330 end;
332 procedure r_Map_LoadModel (i: Integer);
333 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
334 begin
335 ASSERT(i < Length(Models));
336 ASSERT(i < Length(PlayerModelsArray));
337 r_Map_FreeModel(i);
338 m := @PlayerModelsArray[i];
339 prefix := m.FileName + ':TEXTURES/';
340 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
341 begin
342 for a := A_STAND to A_LAST do
343 begin
344 Models[i].anim[d, a].base := nil;
345 Models[i].anim[d, a].mask := nil;
346 if m.anim[d, a].resource <> '' then
347 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);
348 if m.anim[d, a].mask <> '' then
349 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);
350 end
351 end;
352 {$IFDEF ENABLE_GIBS}
353 Models[i].gibs.base := nil;
354 Models[i].gibs.mask := nil;
355 Models[i].gibs.rect := nil;
356 if m.GibsCount > 0 then
357 begin
358 SetLength(Models[i].gibs.base, m.GibsCount);
359 SetLength(Models[i].gibs.mask, m.GibsCount);
360 SetLength(Models[i].gibs.rect, m.GibsCount);
361 for a := 0 to m.GibsCount - 1 do
362 Models[i].gibs.rect[a] := DefaultGibSize;
363 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then
364 begin
365 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then
366 begin
367 // ok
368 end;
369 end;
370 end;
371 {$ENDIF}
372 end;
374 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
375 const dir: array [TDirection] of AnsiString = ('_L', '');
376 var w, h, count: Integer;
377 begin
378 count := MONSTER_ANIMTABLE[m].AnimCount[a];
379 if count > 0 then
380 begin
381 w := MTABLE[m].w;
382 h := MTABLE[m].h;
383 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
384 begin
385 // special case
386 w := 128;
387 h := 128;
388 end;
389 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
390 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
391 w,
392 h,
393 count,
394 [TGLHints.txNoRepeat],
395 False
396 );
397 end
398 else
399 MonTextures[m, a, d] := nil;
400 end;
402 procedure r_Map_Load;
403 const
404 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
405 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
406 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
407 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
408 var
409 i, j, k: Integer; d: TDirection; b: Boolean;
410 begin
411 // --------- items --------- //
412 r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
413 for i := 0 to ITEM_LAST do
414 begin
415 Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
416 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
417 ItemAnim[i].w,
418 ItemAnim[i].h,
419 ItemAnim[i].anim.frames,
420 [TGLHints.txNoRepeat],
421 false
422 );
423 Items[i].frame := 0;
424 end;
425 // --------- monsters --------- //
426 r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
427 for i := MONSTER_DEMON to MONSTER_MAN do
428 begin
429 for j := 0 to ANIM_LAST do
430 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
431 r_Map_LoadMonsterAnim(i, j, d);
432 r_Common_StepLoading(1);
433 end;
434 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
435 // --------- player models --------- //
436 if PlayerModelsArray <> nil then
437 begin
438 r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
439 SetLength(Models, Length(PlayerModelsArray));
440 for i := 0 to High(PlayerModelsArray) do
441 begin
442 r_Map_LoadModel(i);
443 r_Common_StepLoading(1);
444 end;
445 end;
446 // --------- player weapons --------- //
447 r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
448 for i := 1 to WP_LAST do
449 begin
450 for j := 0 to W_POS_LAST do
451 for k := 0 to W_ACT_LAST do
452 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]);
453 r_Common_StepLoading(1);
454 end;
455 // --------- gfx animations --------- //
456 {$IFDEF ENABLE_GFX}
457 r_Common_SetLoading('GFX Effects', R_GFX_LAST);
458 for i := 1 to R_GFX_LAST do
459 begin
460 if GFXAnim[i].anim.frames > 0 then
461 GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
462 end;
463 {$ENDIF}
464 // --------- shots --------- //
465 r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
466 for i := 0 to WEAPON_LAST do
467 begin
468 if ShotAnim[i].anim.frames > 0 then
469 ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]);
470 end;
471 // --------- flags --------- //
472 r_Common_SetLoading('Flags', 2);
473 FlagTextures[FLAG_NONE] := nil;
474 FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]);
475 FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]);
476 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
477 // --------- shells --------- //
478 {$IFDEF ENABLE_SHELLS}
479 r_Common_SetLoading('Shells', SHELL_LAST + 1);
480 for i := 0 to SHELL_LAST do
481 ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
482 {$ENDIF}
483 // --------- other --------- //
484 r_Common_SetLoading('Effects', 3 * 2 + 3);
485 for b := false to true do
486 begin
487 for i := 0 to 2 do
488 PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]);
489 end;
490 InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]);
491 IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]);
492 TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]);
493 end;
495 procedure r_Map_Free;
496 var i, j, k: Integer; d: TDirection; b: Boolean;
497 begin
498 r_Common_FreeAndNil(TalkTexture);
499 r_Common_FreeAndNil(IndicatorTexture);
500 r_Common_FreeAndNil(InvulPenta);
501 for b := false to true do
502 for i := 0 to 2 do
503 r_Common_FreeAndNil(PunchTextures[b, i]);
504 {$IFDEF ENABLE_SHELLS}
505 for i := 0 to SHELL_LAST do
506 r_Common_FreeAndNil(ShellTextures[i]);
507 {$ENDIF}
508 for i := 0 to FLAG_LAST do
509 r_Common_FreeAndNil(FlagTextures[i]);
510 for i := 0 to WEAPON_LAST do
511 r_Common_FreeAndNil(ShotTextures[i]);
512 {$IFDEF ENABLE_GFX}
513 SetLength(gfxlist, 0);
514 for i := 0 to R_GFX_LAST do
515 r_Common_FreeAndNil(GFXTextures[i]);
516 {$ENDIF}
517 for i := 1 to WP_LAST do
518 for j := 0 to W_POS_LAST do
519 for k := 0 to W_ACT_LAST do
520 r_Common_FreeAndNil(WeapTextures[i, j, k]);
521 if Models <> nil then
522 for i := 0 to High(Models) do
523 r_Map_FreeModel(i);
524 for i := MONSTER_DEMON to MONSTER_MAN do
525 for j := 0 to ANIM_LAST do
526 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
527 r_Common_FreeAndNil(MonTextures[i, j, d]);
528 for i := 0 to ITEM_LAST do
529 r_Common_FreeAndNil(Items[i].tex);
530 end;
532 procedure r_Map_FreeTextures;
533 var i: Integer;
534 begin
535 plist.Clear;
536 r_Common_FreeAndNil(SkyTexture);
537 if RenTextures <> nil then
538 for i := 0 to High(RenTextures) do
539 r_Common_FreeAndNil(RenTextures[i].tex);
540 SetLength(RenTextures, 0);
541 end;
543 procedure r_Map_LoadTextures;
544 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
545 var i, n: Integer; txt: TAnimTextInfo;
546 begin
547 r_Map_FreeTextures;
548 if Textures <> nil then
549 begin
550 n := Length(Textures);
551 SetLength(RenTextures, n);
552 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
553 for i := 0 to n - 1 do
554 begin
555 RenTextures[i].tex := nil;
556 RenTextures[i].anim := DefaultAnimInfo;
557 case Textures[i].TextureName of
558 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
559 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
560 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
561 else
562 RenTextures[i].spec := 0;
563 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
564 if RenTextures[i].tex <> nil then
565 begin
566 RenTextures[i].anim := txt.anim;
567 r_Common_StepLoading(1);
568 end
569 else
570 begin
571 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
572 end;
573 end;
574 ASSERT(RenTextures[i].anim.frames > 0);
575 ASSERT(RenTextures[i].anim.delay > 0);
576 end;
577 end;
578 if gMapInfo.SkyFullName <> '' then
579 begin
580 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
581 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
582 end;
583 plist.Clear;
584 end;
586 procedure r_Map_DrawPanel (p: TPanel);
587 var Texture, x, y, w, h: Integer; t: TGLMultiTexture; count, frame: LongInt; a: TAnimInfo;
588 begin
589 ASSERT(p <> nil);
590 ASSERT(p.FCurTexture >= -1); (* p.FCurTexture = -1 -> invisible texture *)
591 if p.FCurTexture >= 0 then
592 begin
593 r_Common_GetPanelPos(p, x, y, w, h);
594 ASSERT(p.FCurTexture <= High(p.TextureIDs));
595 Texture := p.TextureIDs[p.FCurTexture].Texture;
596 ASSERT(Texture >= -1); (* Texture = -1 -> texture not found *)
597 if Texture >= 0 then
598 begin
599 ASSERT(Texture <= High(RenTextures));
600 t := RenTextures[Texture].tex;
601 if t <> nil then
602 begin
603 count := 0; frame := 0;
604 if p.AnimTime <= gTime then
605 begin
606 a := RenTextures[Texture].anim;
607 a.loop := p.AnimLoop;
608 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
609 end;
610 r_Draw_TextureRepeat(t.GetTexture(frame), x, y, w, h, false, 255, 255, 255, 255 - p.alpha, p.blending);
611 end
612 else if RenTextures[Texture].spec = 0 then
613 begin
614 r_Draw_TextureRepeat(nil, x, y, w, h, false, 255, 255, 255, 255, false);
615 end;
616 case RenTextures[Texture].spec of
617 TEXTURE_SPECIAL_WATER: r_Draw_Filter(x, y, x + w, y + h, 0, 0, 255, 255);
618 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(x, y, x + w, y + h, 0, 230, 0, 255);
619 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(x, y, x + w, y + h, 230, 0, 0, 255);
620 end;
621 end
622 else
623 begin
624 r_Draw_TextureRepeat(nil, x, y, w, h, false, 255, 255, 255, 255, false);
625 end;
626 end;
627 end;
629 procedure r_Map_DrawPanels (constref panels: TPanelArray; drawDoors: Boolean = false);
630 var i: Integer; p: TPanel;
631 begin
632 if panels <> nil then
633 begin
634 for i := 0 to High(panels) do
635 begin
636 p := panels[i];
637 if p.enabled and not (drawDoors xor p.door) then
638 r_Map_DrawPanel(p);
639 end;
640 end;
641 end;
643 procedure r_Map_DrawPanelType (panelTyp: DWORD);
644 var tagMask: Integer; p: TPanel;
645 begin
646 if UseAccel then
647 begin
648 tagMask := PanelTypeToTag(panelTyp);
649 while plist.count > 0 do
650 begin
651 p := TPanel(plist.Front());
652 if (p.tag and tagMask) = 0 then
653 break;
654 r_Map_DrawPanel(p);
655 plist.PopFront;
656 end;
657 end
658 else
659 begin
660 case panelTyp of
661 PANEL_BACK: if g_rlayer_back then r_Map_DrawPanels(gRenderBackgrounds);
662 PANEL_STEP: if g_rlayer_step then r_Map_DrawPanels(gSteps);
663 PANEL_WALL: if g_rlayer_wall then r_Map_DrawPanels(gWalls);
664 PANEL_CLOSEDOOR: if g_rlayer_door then r_Map_DrawPanels(gWalls, True);
665 PANEL_ACID1: if g_rlayer_acid1 then r_Map_DrawPanels(gAcid1);
666 PANEL_ACID2: if g_rlayer_acid2 then r_Map_DrawPanels(gAcid2);
667 PANEL_WATER: if g_rlayer_water then r_Map_DrawPanels(gWater);
668 PANEL_FORE: if g_rlayer_fore then r_Map_DrawPanels(gRenderForegrounds);
669 end;
670 end;
671 end;
673 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
674 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
675 begin
676 if ggItems <> nil then
677 begin
678 for i := 0 to High(ggItems) do
679 begin
680 it := @ggItems[i];
681 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
682 begin
683 t := Items[it.ItemType].tex;
684 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
685 begin
686 r_Common_GetObjectPos(it.obj, xx, yy);
687 tex := t.GetTexture(Items[it.ItemType].frame);
688 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
689 if DebugFrames then
690 begin
691 r_Draw_Rect(
692 xx + it.obj.rect.x, // it.obj.x + it.obj.rect.x,
693 yy + it.obj.rect.y, // it.obj.y + it.obj.rect.y,
694 xx + it.obj.rect.x + it.obj.rect.width, // it.obj.x + it.obj.rect.x + it.obj.rect.width,
695 yy + it.obj.rect.y + it.obj.rect.height, // it.obj.y + it.obj.rect.y + it.obj.rect.height,
696 0, 255, 0, 255
697 );
698 end;
699 end;
700 end;
701 end;
702 end;
703 end;
705 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
706 // var c: Integer;
707 begin
708 t := nil; dx := 0; dy := 0; flip := false;
709 result := MonTextures[m, a, d] <> nil;
710 if result = false then
711 begin
712 flip := true;
713 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
714 result := MonTextures[m, a, d] <> nil;
715 end;
716 if result = true then
717 begin
718 t := MonTextures[m, a, d];
719 if d = TDirection.D_LEFT then
720 begin
721 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
722 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
723 end
724 else
725 begin
726 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
727 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
728 end;
729 if flip then
730 begin
731 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
732 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
733 dx := -dx;
734 end;
735 end;
736 end;
738 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
739 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
740 begin
741 if VileFire <> nil then
742 begin
743 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
744 begin
745 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
746 begin
747 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
748 tex := VileFire.GetTexture(frame);
749 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);
750 end;
751 end;
752 end;
753 end;
755 procedure r_Map_DrawMonster (constref mon: TMonster);
756 var m, a, xx, yy, dx, dy: Integer; d, da: TDirection; flip: Boolean; t: TGLMultiTexture;
757 begin
758 m := mon.MonsterType;
759 a := mon.MonsterAnim;
760 d := mon.GameDirection;
762 (* hack: barrel tracks player, fix it in game logic *)
763 if m = MONSTER_BARREL then d := TDirection.D_LEFT;
765 r_Common_GetObjectPos(mon.obj, xx, yy);
766 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
767 begin
768 da := mon.GameDirection;
769 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, da], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
770 end;
771 if DebugFrames then
772 begin
773 r_Draw_Rect(
774 xx + mon.obj.rect.x, // mon.obj.x + mon.obj.rect.x,
775 yy + mon.obj.rect.y, // mon.obj.y + mon.obj.rect.y,
776 xx + mon.obj.rect.x + mon.obj.rect.width, // mon.obj.x + mon.obj.rect.x + mon.obj.rect.width,
777 yy + mon.obj.rect.y + mon.obj.rect.height, // mon.obj.y + mon.obj.rect.y + mon.obj.rect.height,
778 0, 255, 0, 255
779 );
780 end;
781 if DebugHealth and mon.alive then
782 begin
783 r_Common_DrawText(
784 IntToStr(mon.MonsterHealth),
785 xx + mon.obj.rect.x + mon.obj.rect.width div 2,
786 yy + mon.obj.rect.y,
787 255, 255, 255, 255,
788 stdfont,
789 TBasePoint.BP_DOWN
790 );
791 end;
792 end;
794 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
795 var i: Integer; m: TMonster;
796 begin
797 if gMonsters <> nil then
798 begin
799 for i := 0 to High(gMonsters) do
800 begin
801 m := gMonsters[i];
802 if m <> nil then
803 begin
804 r_Map_DrawMonsterAttack(m);
805 // TODO select from grid
806 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
807 r_Map_DrawMonster(m);
808 end;
809 end;
810 end;
811 end;
813 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
814 begin
815 flip := false;
816 result := Models[i].anim[d, a].base <> nil;
817 if result = false then
818 begin
819 flip := true;
820 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
821 result := Models[i].anim[d, a].base <> nil;
822 end;
823 end;
825 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
826 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
827 begin
828 a := pm.CurrentAnimation;
829 d := pm.Direction;
831 (* draw flag*)
832 t := FlagTextures[pm.Flag];
833 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
834 begin
835 flip := d = TDirection.D_RIGHT;
836 angle := PlayerModelsArray[pm.id].FlagAngle;
837 xx := PlayerModelsArray[pm.id].FlagPoint.X;
838 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
839 tex := t.GetTexture(FlagFrame);
840 r_Draw_TextureRepeatRotate(
841 tex,
842 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
843 y + yy - FLAG_BASEPOINT.Y + 1,
844 tex.width,
845 tex.height,
846 flip,
847 255, 255, 255, 255, false,
848 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
849 FLAG_BASEPOINT.Y,
850 IfThen(flip, angle, -angle)
851 );
852 end;
854 (* draw weapon *)
855 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
856 begin
857 case a of
858 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
859 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
860 else pos := W_POS_NORMAL;
861 end;
862 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
863 act := W_ACT_FIRE
864 else
865 act := W_ACT_NORMAL;
866 tex := WeapTextures[pm.CurrentWeapon, pos, act];
867 if tex <> nil then
868 begin
869 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
870 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
871 r_Draw_Texture(
872 tex,
873 x + xx,
874 y + yy,
875 tex.width,
876 tex.height,
877 d = TDirection.D_LEFT,
878 255, 255, 255, alpha, false
879 );
880 end;
881 end;
883 (* draw body *)
884 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
885 begin
886 t := Models[pm.id].anim[d, a].base;
887 back := PlayerModelsArray[pm.id].anim[d, a].back;
888 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
889 t := Models[pm.id].anim[d, a].mask;
890 if t <> nil then
891 begin
892 c := pm.Color;
893 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
894 end;
895 end;
896 end;
898 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
899 const w = 20; h = 14;
900 const dx = 6; dy = 8; dot = 6; size = 2;
901 const tx = 6; ty = h - 1;
902 begin
903 // Outer box (top/down)
904 r_Draw_FillRect(x + 1, y, x + w - 1, y + 1, cb.R, cb.G, cb.B, 255);
905 r_Draw_FillRect(x + 1, y + h - 1, x + w - 1, y + h, cb.R, cb.G, cb.B, 255);
906 // Outer box (left/right)
907 r_Draw_FillRect(x, y + 1, x + 1, y + h - 1, cb.R, cb.G, cb.B, 255);
908 r_Draw_FillRect(x + w - 1, y + 1, x + w, y + h - 1, cb.R, cb.G, cb.B, 255);
909 // Outer tail
910 r_Draw_FillRect(x + tx - 1, y + ty + 0, x + tx + 3 + 1, y + ty + 1, cb.R, cb.G, cb.B, 255);
911 r_Draw_FillRect(x + tx - 1, y + ty + 1, x + tx + 2 + 1, y + ty + 2, cb.R, cb.G, cb.B, 255);
912 r_Draw_FillRect(x + tx - 1, y + ty + 2, x + tx + 1 + 1, y + ty + 3, cb.R, cb.G, cb.B, 255);
913 r_Draw_FillRect(x + tx - 1, y + ty + 3, x + tx + 0 + 1, y + ty + 4, cb.R, cb.G, cb.B, 255);
914 // Inner tail
915 r_Draw_FillRect(x + tx, y + ty + 0, x + tx + 3, y + ty + 1, cf.R, cf.G, cf.B, 255);
916 r_Draw_FillRect(x + tx, y + ty + 1, x + tx + 2, y + ty + 2, cf.R, cf.G, cf.B, 255);
917 r_Draw_FillRect(x + tx, y + ty + 2, x + tx + 1, y + ty + 3, cf.R, cf.G, cf.B, 255);
918 // Inner box
919 r_Draw_FillRect(x + 1, y + 1, x + w - 1, y + h - 1, cf.R, cf.G, cf.B, 255);
920 // Dots
921 r_Draw_FillRect(x + dx + 0*3, y + dy, x + dx + 0*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
922 r_Draw_FillRect(x + dx + 1*3, y + dy, x + dx + 1*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
923 r_Draw_FillRect(x + dx + 2*3, y + dy, x + dx + 2*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
924 end;
926 procedure r_Map_DrawTalkBubble (p: TPlayer);
927 var xx, yy, x, y: Integer; cb, cf: TRGB;
928 begin
929 r_Common_GetPlayerPos(p, xx, yy);
930 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
931 y := yy;
932 cb := _RGB(63, 63, 63);
933 cf := _RGB(240, 240, 240);
934 case gChatBubble of
935 1: // simple text
936 begin
937 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
938 end;
939 2: // adv team color
940 begin
941 case p.Team of
942 TEAM_RED: cb := _RGB(255, 63, 63);
943 TEAM_BLUE: cb := _RGB(63, 63, 255);
944 end;
945 r_Map_DrawBubble(x, y - 18, cb, cf);
946 end;
947 3: // adv player color
948 begin
949 cb := p.Model.Color;
950 cf.R := MIN(cb.R * 2 + 64, 255);
951 cf.G := MIN(cb.G * 2 + 64, 255);
952 cf.B := MIN(cb.B * 2 + 64, 255);
953 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
954 begin
955 cb.R := MAX(cf.R div 2 - 16, 0);
956 cb.G := MAX(cf.G div 2 - 16, 0);
957 cb.B := MAX(cf.B div 2 - 16, 0);
958 end;
959 r_Map_DrawBubble(x, y - 18, cb, cf);
960 end;
961 4: // textured
962 if TalkTexture <> nil then
963 begin
964 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
965 end;
966 end;
967 end;
969 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
970 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
971 begin
972 if p.alive then
973 begin
974 r_Common_GetPlayerPos(p, x, y);
976 (* punch effect *)
977 if p.PunchTime <= gTime then
978 begin
979 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
980 if count < 1 then
981 begin
982 b := R_BERSERK in p.FRulez;
983 if p.FKeys[KEY_DOWN].pressed then
984 t := PunchTextures[b, 2]
985 else if p.FKeys[KEY_UP].pressed then
986 t := PunchTextures[b, 1]
987 else
988 t := PunchTextures[b, 0];
989 if t <> nil then
990 begin
991 flip := p.Direction = TDirection.D_LEFT;
992 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
993 ay := p.Obj.Rect.Y - 11;
994 tex := t.GetTexture(frame);
995 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
996 end;
997 end;
998 end;
1000 (* invulnerability effect *)
1001 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
1002 begin
1003 w := InvulPenta.width;
1004 h := InvulPenta.height;
1005 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
1006 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
1007 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
1008 end;
1010 (* invisibility effect *)
1011 alpha := 255;
1012 if p.FMegaRulez[MR_INVIS] > gTime then
1013 begin
1014 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
1015 begin
1016 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
1017 alpha := 55;
1018 end
1019 else
1020 alpha := 1; // ???
1021 end;
1023 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
1024 end;
1026 if DebugFrames then
1027 begin
1028 r_Draw_Rect(
1029 x + p.obj.rect.x, // p.obj.x + p.obj.rect.x,
1030 y + p.obj.rect.y, // p.obj.y + p.obj.rect.y,
1031 x + p.obj.rect.x + p.obj.rect.width, // p.obj.x + p.obj.rect.x + p.obj.rect.width,
1032 y + p.obj.rect.y + p.obj.rect.height, // p.obj.y + p.obj.rect.y + p.obj.rect.height,
1033 0, 255, 0, 255
1034 );
1035 end;
1037 if DebugHealth and p.alive then
1038 begin
1039 r_Common_DrawText(
1040 IntToStr(p.health) + '/' + IntToStr(p.armor),
1041 x + p.obj.rect.x + p.obj.rect.width div 2,
1042 y - 24,
1043 255, 255, 255, 255,
1044 stdfont,
1045 TBasePoint.BP_DOWN
1046 );
1047 end;
1049 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
1050 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
1051 r_Map_DrawTalkBubble(p);
1053 // TODO draw aim
1054 end;
1056 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
1057 var i: Integer;
1058 begin
1059 if gPlayers <> nil then
1060 for i := 0 to High(gPlayers) do
1061 if gPlayers[i] <> nil then
1062 r_Map_DrawPlayer(gPlayers[i], player);
1063 end;
1065 {$IFDEF ENABLE_GIBS}
1066 function r_Map_GetGibSize (m, i: Integer): TRectWH;
1067 begin
1068 result := Models[m].gibs.rect[i];
1069 end;
1071 procedure r_Map_DrawGibs (x, y, w, h: Integer);
1072 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
1073 begin
1074 if gGibs <> nil then
1075 begin
1076 for i := 0 to High(gGibs) do
1077 begin
1078 if gGibs[i].alive then
1079 begin
1080 p := @gGibs[i].Obj;
1081 if g_Obj_Collide(x, y, w, h, p) then
1082 begin
1083 r_Common_GetObjectPos(p^, xx, yy);
1084 id := gGibs[i].GibID;
1085 m := gGibs[i].ModelID;
1086 t := Models[m].gibs.base[id];
1087 if t <> nil then
1088 begin
1089 rx := p.Rect.X + p.Rect.Width div 2;
1090 ry := p.Rect.Y + p.Rect.Height div 2;
1091 ra := gGibs[i].RAngle;
1092 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
1093 t := Models[m].gibs.mask[id];
1094 if t <> nil then
1095 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
1096 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
1097 end;
1098 end;
1099 end;
1100 end;
1101 end;
1102 end;
1103 {$ENDIF}
1105 {$IFDEF ENABLE_CORPSES}
1106 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1107 var i, xx, yy: Integer; p: TCorpse;
1108 begin
1109 if gCorpses <> nil then
1110 begin
1111 for i := 0 to High(gCorpses) do
1112 begin
1113 p := gCorpses[i];
1114 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1115 begin
1116 r_Common_GetObjectPos(p.obj, xx, yy);
1117 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1118 end;
1119 end;
1120 end;
1121 end;
1122 {$ENDIF}
1124 {$IFDEF ENABLE_GFX}
1125 function r_Map_GetGFXID (): Integer;
1126 var i: Integer;
1127 begin
1128 i := 0;
1129 if gfxlist <> nil then
1130 begin
1131 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1132 Inc(i);
1133 if i >= Length(gfxlist) then
1134 SetLength(gfxlist, Length(gfxlist) + 1)
1135 end
1136 else
1137 SetLength(gfxlist, 1);
1138 gfxlist[i].typ := R_GFX_NONE;
1139 result := i
1140 end;
1142 procedure r_Map_NewGFX (typ, x, y: Integer);
1143 var i: Integer;
1144 begin
1145 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1146 begin
1147 i := r_Map_GetGFXID();
1148 if i >= 0 then
1149 begin
1150 gfxlist[i].typ := typ;
1151 gfxlist[i].x := x;
1152 gfxlist[i].y := y;
1153 gfxlist[i].oldX := x;
1154 gfxlist[i].oldY := y;
1155 gfxlist[i].anim := GFXAnim[typ].anim;
1156 gfxlist[i].time := gTime DIV GAME_TICK;
1157 gfxlist[i].frame := 0;
1158 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1159 end;
1160 end;
1161 end;
1163 procedure r_Map_ResetGFX;
1164 begin
1165 SetLength(gfxlist, 0);
1166 end;
1168 procedure r_Map_UpdateGFX (tick: LongWord);
1169 var i: Integer; count: LongInt;
1170 begin
1171 if gfxlist <> nil then
1172 begin
1173 for i := 0 to High(gfxlist) do
1174 begin
1175 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1176 begin
1177 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1178 if count < 1 then
1179 begin
1180 gfxlist[i].oldX := gfxlist[i].x;
1181 gfxlist[i].oldY := gfxlist[i].y;
1182 case gfxlist[i].typ of
1183 R_GFX_FLAME, R_GFX_SMOKE:
1184 begin
1185 if Random(3) = 0 then
1186 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1187 if Random(2) = 0 then
1188 gfxlist[i].y := gfxlist[i].y - Random(2);
1189 end;
1190 end;
1191 end
1192 else
1193 gfxlist[i].typ := R_GFX_NONE;
1194 end;
1195 end;
1196 end;
1197 end;
1199 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1200 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1201 begin
1202 if gfxlist <> nil then
1203 begin
1204 for i := 0 to High(gfxlist) do
1205 begin
1206 if gfxlist[i].typ > 0 then
1207 begin
1208 typ := gfxlist[i].typ;
1209 t := GFXTextures[typ];
1210 if t <> nil then
1211 begin
1212 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1213 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1214 tex := t.GetTexture(gfxlist[i].frame);
1215 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1216 end;
1217 end;
1218 end;
1219 end;
1220 end;
1222 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1223 var i, fx, fy: Integer; factor: Single;
1224 begin
1225 if gpart_dbg_enabled and (Particles <> nil) then
1226 begin
1227 r_Draw_EnableTexture2D(false);
1228 factor := r_pixel_scale * g_dbg_scale;
1229 if factor < 0.6 then
1230 glPointSize(1)
1231 else if factor > 1.3 then
1232 glPointSize(factor + 1)
1233 else
1234 glPointSize(2);
1235 glDisable(GL_POINT_SMOOTH);
1236 glEnable(GL_BLEND);
1237 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1239 r_Draw_SetColor(255, 255, 255, 255);
1240 glBegin(GL_POINTS);
1241 for i := 0 to High(Particles) do
1242 begin
1243 if Particles[i].alive then
1244 begin
1245 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1246 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1247 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1248 glVertex2i(fx, fy);
1249 end;
1250 end;
1251 glEnd;
1252 r_Draw_SetColor(0, 0, 0, 255);
1254 glDisable(GL_BLEND);
1255 end;
1256 end;
1257 {$ENDIF}
1259 procedure r_Map_DrawShots (x, y, w, h: Integer);
1260 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1261 begin
1262 if Shots <> nil then
1263 begin
1264 for i := 0 to High(Shots) do
1265 begin
1266 typ := Shots[i].ShotType;
1267 if typ <> 0 then
1268 begin
1269 t := ShotTextures[typ];
1270 if t <> nil then
1271 begin
1272 a := 0;
1273 case typ of
1274 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1275 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1276 end;
1277 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1278 pX := Shots[i].Obj.Rect.Width div 2;
1279 pY := Shots[i].Obj.Rect.Height div 2;
1280 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1281 tex := t.GetTexture(frame);
1282 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1283 if DebugFrames then
1284 begin
1285 r_Draw_Rect(
1286 xx + Shots[i].obj.rect.x, // Shots[i].obj.x + Shots[i].obj.rect.x,
1287 yy + Shots[i].obj.rect.y, // Shots[i].obj.y + Shots[i].obj.rect.y,
1288 xx + Shots[i].obj.rect.x + Shots[i].obj.rect.width, // Shots[i].obj.x + Shots[i].obj.rect.x + Shots[i].obj.rect.width,
1289 yy + Shots[i].obj.rect.y + Shots[i].obj.rect.height, // Shots[i].obj.y + Shots[i].obj.rect.y + Shots[i].obj.rect.height,
1290 0, 255, 0, 255
1291 );
1292 end;
1293 end;
1294 end;
1295 end;
1296 end;
1297 end;
1299 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1300 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1301 begin
1302 if gGameSettings.GameMode = GM_CTF then
1303 begin
1304 for i := FLAG_RED to FLAG_BLUE do
1305 begin
1306 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1307 begin
1308 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1309 flip := gFlags[i].Direction = TDirection.D_LEFT;
1310 if flip then dx := -1 else dx := +1;
1311 t := FlagTextures[i];
1312 tex := t.GetTexture(FlagFrame);
1313 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false);
1314 if DebugFrames then
1315 begin
1316 r_Draw_Rect(
1317 xx + gFlags[i].obj.rect.x, // gFlags[i].obj.x + gFlags[i].obj.rect.x,
1318 yy + gFlags[i].obj.rect.y, // gFlags[i].obj.y + gFlags[i].obj.rect.y,
1319 xx + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width, // gFlags[i].obj.x + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width,
1320 yy + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height, // gFlags[i].obj.y + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height,
1321 0, 255, 0, 255
1322 );
1323 end;
1324 end;
1325 end;
1326 end;
1327 end;
1329 {$IFDEF ENABLE_SHELLS}
1330 procedure r_Map_DrawShells (x, y, w, h: Integer);
1331 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1332 begin
1333 if gShells <> nil then
1334 begin
1335 for i := 0 to High(gShells) do
1336 begin
1337 if gShells[i].alive then
1338 begin
1339 typ := gShells[i].SType;
1340 if typ <= SHELL_LAST then
1341 begin
1342 p := @gShells[i].Obj;
1343 if g_Obj_Collide(x, y, w, h, p) then
1344 begin
1345 t := ShellTextures[typ];
1346 if t <> nil then
1347 begin
1348 r_Common_GetObjectPos(p^, xx, yy);
1349 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1350 end;
1351 end;
1352 end;
1353 end;
1354 end;
1355 end;
1356 end;
1357 {$ENDIF}
1359 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1360 const
1361 factor = 120; (* size ratio between view and sky (120%) *)
1362 limit = 100; (* max speed for parallax *)
1363 var
1364 msw, msh, mvw, mvh, svw, svh: LongInt;
1365 begin
1366 msw := vw * factor div 100;
1367 msh := vh * factor div 100;
1368 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1370 (* calc x parallax or sky center on speed limit *)
1371 mvw := MAX(1, mw - vw);
1372 svw := w - vw;
1373 if 100 * svw div mvw <= limit then
1374 x := -cx * svw div mvw
1375 else
1376 x := -svw div 2;
1378 (* calc y parallax or sky center on speed limit *)
1379 mvh := MAX(1, mh - vh);
1380 svh := h - vh;
1381 if 100 * svh div mvh <= limit then
1382 y := -cy * svh div mvh
1383 else
1384 y := -svh div 2;
1386 (* handle out of map bounds *)
1387 if x > 0 then x := 0;
1388 if y > 0 then y := 0;
1389 if x < -svw then x := -svw;
1390 if y < -svh then y := -svh;
1391 end;
1393 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1394 var i: Integer;
1395 begin
1396 if level > 0 then
1397 begin
1398 case level of
1399 0..14: i := 0;
1400 15..34: i := 1;
1401 35..54: i := 2;
1402 55..74: i := 3;
1403 75..94: i := 4;
1404 else i := 5
1405 end;
1406 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1407 end;
1408 end;
1410 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1411 begin
1412 if p <> nil then
1413 begin
1414 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1415 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1416 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1417 begin
1418 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1419 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1420 end;
1421 if p.FMegaRulez[MR_SUIT] >= gTime then
1422 begin
1423 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1424 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1425 end;
1426 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1427 begin
1428 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1429 end;
1430 end;
1431 end;
1433 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1434 var a, ax, ay, fx, fy, xx, yy: Integer;
1435 begin
1436 if (p <> nil) and p.Alive and (p.Spectator = false) then
1437 begin
1438 r_Common_GetPlayerPos(p, fx, fy);
1439 case gPlayerIndicatorStyle of
1440 0:
1441 if IndicatorTexture <> nil then
1442 begin
1443 ax := IndicatorTexture.width div 2;
1444 ay := IndicatorTexture.height div 2;
1445 if (p.obj.x + p.obj.rect.x) < cx then
1446 begin
1447 a := 90;
1448 xx := fx + p.obj.rect.x + p.obj.rect.width;
1449 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1450 end
1451 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1452 begin
1453 a := 270;
1454 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1455 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1456 end
1457 else if (p.obj.y - IndicatorTexture.height) < cy then
1458 begin
1459 a := 180;
1460 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1461 yy := fy + p.obj.rect.y + p.obj.rect.height;
1462 end
1463 else
1464 begin
1465 a := 0;
1466 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1467 yy := fy - IndicatorTexture.height;
1468 end;
1469 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1470 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1471 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1472 end;
1473 1:
1474 begin
1475 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1476 yy := fy;
1477 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1478 end;
1479 end;
1480 end;
1481 end;
1483 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1484 var i: Integer; p: TPlayer;
1485 begin
1486 case gPlayerIndicator of
1487 1:
1488 if player <> nil then
1489 begin
1490 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1491 end;
1492 2:
1493 if gPlayers <> nil then
1494 begin
1495 for i := 0 to HIGH(gPlayers) do
1496 begin
1497 p := gPlayers[i];
1498 if p <> nil then
1499 begin
1500 if (player <> nil) and (p = player) then
1501 begin
1502 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1503 end
1504 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1505 begin
1506 case gPlayerIndicatorStyle of
1507 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1508 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1509 end;
1510 end;
1511 end;
1512 end;
1513 end;
1514 end;
1515 end;
1517 function r_Map_GetDrawableGridMask (): Integer;
1518 var mask: Integer;
1519 begin
1520 mask := 0;
1521 if g_rlayer_back then mask := mask or GridTagBack;
1522 if g_rlayer_step then mask := mask or GridTagStep;
1523 if g_rlayer_wall then mask := mask or GridTagWall;
1524 if g_rlayer_door then mask := mask or GridTagDoor;
1525 if g_rlayer_acid1 then mask := mask or GridTagAcid1;
1526 if g_rlayer_acid2 then mask := mask or GridTagAcid2;
1527 if g_rlayer_water then mask := mask or GridTagWater;
1528 if g_rlayer_fore then mask := mask or GridTagFore;
1529 result := mask;
1530 end;
1532 procedure r_Map_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer);
1533 (* xx/yy/ww/hh are in map units *)
1534 var iter: TPanelGrid.Iter; p: PPanel;
1535 begin
1536 if UseAccel then
1537 begin
1538 plist.Clear;
1539 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, r_Map_GetDrawableGridMask());
1540 for p in iter do
1541 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1542 plist.Insert(p^);
1543 iter.Release;
1544 end;
1546 r_Map_DrawPanelType(PANEL_BACK);
1547 r_Map_DrawPanelType(PANEL_STEP);
1548 r_Map_DrawItems(xx, yy, ww, hh, false);
1549 r_Map_DrawShots(xx, yy, ww, hh);
1550 {$IFDEF ENABLE_SHELLS}
1551 r_Map_DrawShells(xx, yy, ww, hh);
1552 {$ENDIF}
1553 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1554 {$IFDEF ENABLE_GIBS}
1555 r_Map_DrawGibs(xx, yy, ww, hh);
1556 {$ENDIF}
1557 {$IFDEF ENABLE_CORPSES}
1558 r_Map_DrawCorpses(xx, yy, ww, hh);
1559 {$ENDIF}
1560 r_Map_DrawPanelType(PANEL_WALL);
1561 r_Map_DrawMonsters(xx, yy, ww, hh);
1562 r_Map_DrawItems(xx, yy, ww, hh, true);
1563 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1564 {$IFDEF ENABLE_GFX}
1565 r_Map_DrawParticles(xx, yy, ww, hh);
1566 r_Map_DrawGFX(xx, yy, ww, hh);
1567 {$ENDIF}
1568 r_Map_DrawFlags(xx, yy, ww, hh);
1569 r_Map_DrawPanelType(PANEL_ACID1);
1570 r_Map_DrawPanelType(PANEL_ACID2);
1571 r_Map_DrawPanelType(PANEL_WATER);
1572 r_Map_DrawPanelType(PANEL_FORE);
1573 end;
1575 procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer);
1576 (* w/h/camx/camy are in map units (scaled) *)
1577 const limit = 32767;
1578 var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt;
1579 begin
1580 (* camera rect *)
1581 cx := camx - w div 2;
1582 cy := camy - h div 2;
1583 cw := w;
1584 ch := h;
1586 (* camera bounds *)
1587 if g_dbg_ignore_bounds = false then
1588 begin
1589 if w > gMapInfo.Width then
1590 cx := gMapInfo.Width div 2 - w div 2
1591 else if cx + cw > gMapInfo.Width then
1592 cx := gMapInfo.Width - cw
1593 else if cx < 0 then
1594 cx := 0;
1596 if h > gMapInfo.Height then
1597 cy := gMapInfo.Height div 2 - h div 2
1598 else if cy + ch > gMapInfo.Height then
1599 cy := gMapInfo.Height - ch
1600 else if cy < 0 then
1601 cy := 0;
1602 end;
1604 acx := cx;
1605 acy := cy;
1606 acw := cw;
1607 ach := ch;
1609 (* map bounds *)
1610 xx := cx;
1611 yy := cy;
1612 ww := cw;
1613 hh := ch;
1614 if xx + ww > gMapInfo.Width then
1615 xx := gMapInfo.Width - ww;
1616 if yy + hh > gMapInfo.Height then
1617 yy := gMapInfo.Height - hh;
1618 if xx < 0 then
1619 xx := 0;
1620 if yy < 0 then
1621 yy := 0;
1622 axx := xx;
1623 ayy := yy;
1624 aww := ww;
1625 ahh := hh;
1628 (* view bounds *)
1629 ml := x; mt := y; mr := x + w; mb := y + h;
1630 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1631 begin
1632 ml := MAX(cx + ml, 0) - cx;
1633 mt := MAX(cy + mt, 0) - cy;
1634 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1635 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1636 end;
1637 r_Draw_SetRect(ml, mt, mr, mb);
1640 if DebugCameraScale <> 1.0 then
1641 begin
1642 glTranslatef(cw div 2, ch div 2, 0);
1643 glScalef(DebugCameraScale, DebugCameraScale, 1);
1644 glTranslatef(-w div 2, -h div 2, 0);
1645 end;
1647 if gDrawBackGround and (SkyTexture <> nil) then
1648 begin
1649 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1650 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1651 end;
1653 glTranslatef(-cx, -cy, 0);
1654 r_Map_DrawGame(xx, yy, ww, hh, player);
1655 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1656 begin
1657 (* top *) r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0, 0, 0, 0, 255);
1658 (* left *) r_Draw_FillRect(0 - limit, 0, 0, gMapInfo.Height + limit, 0, 0, 0, 255);
1659 (* right *) r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1660 (* bottom *) r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1661 end;
1662 glTranslatef(cx, cy, 0);
1663 end;
1665 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
1666 var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer;
1667 begin
1668 glPushMatrix;
1669 r_Draw_GetRect(l, t, r, b);
1670 glTranslatef(x, y, 0);
1671 glScalef(g_dbg_scale, g_dbg_scale, 0);
1673 r_Draw_SetRect(x, y, x + w, y + h);
1674 r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh);
1675 acx := cx;
1676 acy := cy;
1677 r_Draw_SetRect(x, y, x + w, y + h);
1679 if DebugCameraScale <> 1.0 then
1680 begin
1681 r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255);
1682 r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255);
1683 end;
1685 if gGameSettings.GameMode <> GM_SINGLE then
1686 begin
1687 glTranslatef(-cx, -cy, 0);
1688 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1689 end;
1691 //glTranslatef(-x, -y, 0);
1692 r_Draw_SetRect(l, t, r, b);
1693 glPopMatrix;
1695 r_Map_DrawScreenEffects(x, y, w, h, player);
1696 end;
1698 procedure r_Map_Reset;
1699 begin
1700 {$IFDEF ENABLE_GFX}
1701 r_Map_ResetGFX;
1702 {$ENDIF}
1703 end;
1705 procedure r_Map_Update;
1706 var i, count, tick: LongInt;
1707 begin
1708 tick := gTime div GAME_TICK;
1709 for i := 0 to ITEM_LAST do
1710 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1711 r_Map_UpdateGFX(tick);
1712 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1713 end;
1715 initialization
1716 conRegVar('r_sq_draw', @UseAccel, 'accelerated spatial queries in rendering', 'accelerated rendering');
1717 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1718 conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
1719 conRegVar('d_frames', @DebugFrames, '', '');
1720 conRegVar('d_health', @DebugHealth, '', '');
1721 UseAccel := true;
1722 DebugCameraScale := 1.0;
1723 FillOutsizeArea := true;
1724 DebugFrames := false;
1725 DebugHealth := false;
1726 end.