DEADSOFTWARE

gl: draw player indicator
[d2df-sdl.git] / src / game / renders / opengl / r_map.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../../../shared/a_modes.inc}
16 unit r_map;
18 interface
20 uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize;
23 procedure r_Map_Finalize;
25 procedure r_Map_Load;
26 procedure r_Map_Free;
28 procedure r_Map_LoadTextures;
29 procedure r_Map_FreeTextures;
31 {$IFDEF ENABLE_GFX}
32 procedure r_Map_NewGFX (typ, x, y: Integer);
33 {$ENDIF}
34 {$IFDEF ENABLE_GIBS}
35 function r_Map_GetGibSize (m, i: Integer): TRectWH;
36 {$ENDIF}
37 {$IFDEF ENABLE_MENU}
38 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
39 {$ENDIF}
41 procedure r_Map_Update;
43 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
45 implementation
47 uses
48 Math, SysUtils,
49 {$IFDEF USE_GLES1}
50 GLES11,
51 {$ELSE}
52 GL, GLEXT,
53 {$ENDIF}
54 e_log,
55 binheap, MAPDEF, utils,
56 g_options, g_animations, g_basic, g_phys,
57 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
58 g_console,
59 {$IFDEF ENABLE_CORPSES}
60 g_corpses,
61 {$ENDIF}
62 {$IFDEF ENABLE_SHELLS}
63 g_shells,
64 {$ENDIF}
65 {$IFDEF ENABLE_GIBS}
66 g_gibs,
67 {$ENDIF}
68 {$IFDEF ENABLE_GFX}
69 g_gfx,
70 {$ENDIF}
71 r_textures, r_draw, r_common
72 ;
74 const
75 MTABLE: array [0..MONSTER_MAN] of record
76 w, h: Integer;
77 end = (
78 (w: 64; h: 64), // NONE
79 (w: 64; h: 64), // DEMON
80 (w: 64; h: 64), // IMP
81 (w: 64; h: 64), // ZOMBY
82 (w: 64; h: 64), // SERG
83 (w: 128; h: 128), // CYBER
84 (w: 64; h: 64), // CGUN
85 (w: 128; h: 128), // BARON
86 (w: 128; h: 128), // KNIGHT
87 (w: 128; h: 128), // CACO
88 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
89 (w: 128; h: 128), // PAIN
90 (w: 256; h: 128), // SPIDER
91 (w: 128; h: 64), // BSP
92 (w: 128; h: 128), // MANCUB
93 (w: 128; h: 128), // SKEL
94 (w: 128; h: 128), // VILE
95 (w: 32; h: 32), // FISH
96 (w: 64; h: 64), // BARREL
97 (w: 128; h: 128), // ROBO
98 (w: 64; h: 64) // MAN
99 );
100 VILEFIRE_DX = 32;
101 VILEFIRE_DY = 128;
103 ItemAnim: array [0..ITEM_LAST] of record
104 name: AnsiString;
105 w, h: Integer;
106 anim: TAnimInfo;
107 end = (
108 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
110 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
111 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
112 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
113 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
114 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
115 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
119 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
139 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
140 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
141 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
143 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
144 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
145 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
146 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
147 );
149 {$IFDEF ENABLE_GFX}
150 GFXAnim: array [0..R_GFX_LAST] of record
151 name: AnsiString;
152 w, h: Integer;
153 anim: TAnimInfo;
154 rdelay: Integer;
155 alpha: Integer;
156 end = (
157 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
158 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
159 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
160 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
161 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
162 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
163 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
164 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
165 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
166 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
168 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
169 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
170 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
171 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
172 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
173 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
174 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
175 );
176 {$ENDIF}
178 ShotAnim: array [0..WEAPON_LAST] of record
179 name: AnsiString;
180 w, h: Integer;
181 anim: TAnimInfo;
182 end = (
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
186 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
187 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
188 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
189 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
190 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
191 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
193 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
201 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
202 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
203 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
204 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
205 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
206 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
207 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
208 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
209 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
210 );
212 {$IFDEF ENABLE_SHELLS}
213 ShellAnim: array [0..SHELL_LAST] of record
214 name: AnsiString;
215 dx, dy: Integer;
216 end = (
217 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
218 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
219 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
220 );
221 {$ENDIF}
223 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
224 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
225 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
227 type
228 TBinHeapPanelDrawCmp = class
229 public
230 class function less (const a, b: TPanel): Boolean; inline;
231 end;
233 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
235 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
237 var
238 DebugCameraScale: Single;
239 SkyTexture: TGLTexture;
240 RenTextures: array of record
241 spec: LongInt;
242 tex: TGLMultiTexture;
243 anim: TAnimInfo;
244 end;
245 Items: array [0..ITEM_LAST] of record
246 tex: TGLMultiTexture;
247 frame: Integer;
248 end;
249 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
250 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
251 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
252 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
253 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
254 VileFire: TGLMultiTexture;
255 InvulPenta: TGLTexture;
256 IndicatorTexture: TGLTexture;
257 Models: array of record
258 anim: array [TDirection, 0..A_LAST] of record
259 base, mask: TGLMultiTexture;
260 end;
261 {$IFDEF ENABLE_GIBS}
262 gibs: record
263 base, mask: TGLTextureArray;
264 rect: TRectArray;
265 end;
266 {$ENDIF}
267 end;
269 {$IFDEF ENABLE_SHELLS}
270 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
271 {$ENDIF}
272 {$IFDEF ENABLE_GFX}
273 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
274 gfxlist: array of record
275 typ: Byte;
276 x, y: Integer;
277 oldX, oldY: Integer;
278 anim: TAnimInfo;
279 time: LongWord;
280 frame: LongInt;
281 end = nil;
282 {$ENDIF}
284 FlagFrame: LongInt;
285 plist: TBinHeapPanelDraw = nil;
287 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
288 begin
289 if a.tag < b.tag then begin result := true; exit; end;
290 if a.tag > b.tag then begin result := false; exit; end;
291 result := a.arrIdx < b.arrIdx;
292 end;
294 procedure r_Map_Initialize;
295 begin
296 FlagFrame := 0;
297 plist := TBinHeapPanelDraw.Create();
298 end;
300 procedure r_Map_Finalize;
301 begin
302 plist.Free;
303 FlagFrame := 0;
304 end;
306 procedure r_Map_FreeModel (i: Integer);
307 var a: Integer; d: TDirection;
308 begin
309 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
310 begin
311 for a := A_STAND to A_LAST do
312 begin
313 if Models[i].anim[d, a].base <> nil then
314 Models[i].anim[d, a].base.Free;
315 if Models[i].anim[d, a].mask <> nil then
316 Models[i].anim[d, a].mask.Free;
317 Models[i].anim[d, a].base := nil;
318 Models[i].anim[d, a].mask := nil;
319 end;
320 end;
321 {$IFDEF ENABLE_GIBS}
322 if Models[i].gibs.base <> nil then
323 for a := 0 to High(Models[i].gibs.base) do
324 Models[i].gibs.base[a].Free;
325 if Models[i].gibs.mask <> nil then
326 for a := 0 to High(Models[i].gibs.mask) do
327 Models[i].gibs.mask[a].Free;
328 Models[i].gibs.base := nil;
329 Models[i].gibs.mask := nil;
330 Models[i].gibs.rect := nil;
331 {$ENDIF}
332 end;
334 procedure r_Map_LoadModel (i: Integer);
335 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
336 begin
337 ASSERT(i < Length(Models));
338 ASSERT(i < Length(PlayerModelsArray));
339 r_Map_FreeModel(i);
340 m := @PlayerModelsArray[i];
341 prefix := m.FileName + ':TEXTURES/';
342 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
343 begin
344 for a := A_STAND to A_LAST do
345 begin
346 Models[i].anim[d, a].base := nil;
347 Models[i].anim[d, a].mask := nil;
348 if m.anim[d, a].resource <> '' then
349 Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, true);
350 if m.anim[d, a].mask <> '' then
351 Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, true);
352 end
353 end;
354 {$IFDEF ENABLE_GIBS}
355 Models[i].gibs.base := nil;
356 Models[i].gibs.mask := nil;
357 Models[i].gibs.rect := nil;
358 if m.GibsCount > 0 then
359 begin
360 SetLength(Models[i].gibs.base, m.GibsCount);
361 SetLength(Models[i].gibs.mask, m.GibsCount);
362 SetLength(Models[i].gibs.rect, m.GibsCount);
363 for a := 0 to m.GibsCount - 1 do
364 Models[i].gibs.rect[a] := DefaultGibSize;
365 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
366 begin
367 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
368 begin
369 // ok
370 end;
371 end;
372 end;
373 {$ENDIF}
374 end;
376 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
377 const dir: array [TDirection] of AnsiString = ('_L', '');
378 var w, h, count: Integer;
379 begin
380 count := MONSTER_ANIMTABLE[m].AnimCount[a];
381 if count > 0 then
382 begin
383 w := MTABLE[m].w;
384 h := MTABLE[m].h;
385 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
386 begin
387 // special case
388 w := 128;
389 h := 128;
390 end;
391 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
392 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
393 w,
394 h,
395 count,
396 False
397 );
398 end
399 else
400 MonTextures[m, a, d] := nil;
401 end;
403 procedure r_Map_Load;
404 const
405 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
406 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
407 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
408 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
409 var
410 i, j, k: Integer; d: TDirection; b: Boolean;
411 begin
412 // --------- items --------- //
413 for i := 0 to ITEM_LAST do
414 begin
415 Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
416 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
417 ItemAnim[i].w,
418 ItemAnim[i].h,
419 ItemAnim[i].anim.frames,
420 false
421 );
422 Items[i].frame := 0;
423 end;
424 // --------- monsters --------- //
425 for i := MONSTER_DEMON to MONSTER_MAN do
426 for j := 0 to ANIM_LAST do
427 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
428 r_Map_LoadMonsterAnim(i, j, d);
429 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
430 // --------- player models --------- //
431 if PlayerModelsArray <> nil then
432 begin
433 SetLength(Models, Length(PlayerModelsArray));
434 for i := 0 to High(PlayerModelsArray) do
435 r_Map_LoadModel(i);
436 end;
437 // --------- player weapons --------- //
438 for i := 1 to WP_LAST do
439 for j := 0 to W_POS_LAST do
440 for k := 0 to W_ACT_LAST do
441 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
442 // --------- gfx animations --------- //
443 {$IFDEF ENABLE_GFX}
444 for i := 1 to R_GFX_LAST do
445 if GFXAnim[i].anim.frames > 0 then
446 GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
447 {$ENDIF}
448 // --------- shots --------- //
449 for i := 0 to WEAPON_LAST do
450 if ShotAnim[i].anim.frames > 0 then
451 ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
452 // --------- flags --------- //
453 FlagTextures[FLAG_NONE] := nil;
454 FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
455 FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
456 // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
457 // --------- shells --------- //
458 {$IFDEF ENABLE_SHELLS}
459 for i := 0 to SHELL_LAST do
460 ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
461 {$ENDIF}
462 // --------- punch --------- //
463 for b := false to true do
464 begin
465 for i := 0 to 2 do
466 PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
467 end;
468 // --------- other --------- //
469 InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
470 IndicatorTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PLRIND');
471 end;
473 procedure r_Map_Free;
474 var i, j, k: Integer; d: TDirection; b: Boolean;
475 begin
476 if IndicatorTexture <> nil then
477 IndicatorTexture.Free;
478 if InvulPenta <> nil then
479 InvulPenta.Free;
480 InvulPenta := nil;
481 for b := false to true do
482 begin
483 for i := 0 to 2 do
484 begin
485 if PunchTextures[b, i] <> nil then
486 PunchTextures[b, i].Free;
487 PunchTextures[b, i] := nil;
488 end;
489 end;
490 {$IFDEF ENABLE_SHELLS}
491 for i := 0 to SHELL_LAST do
492 begin
493 if ShellTextures[i] <> nil then
494 ShellTextures[i].Free;
495 ShellTextures[i] := nil;
496 end;
497 {$ENDIF}
498 for i := 0 to FLAG_LAST do
499 begin
500 if FlagTextures[i] <> nil then
501 FlagTextures[i].Free;
502 FlagTextures[i] := nil;
503 end;
504 for i := 0 to WEAPON_LAST do
505 begin
506 if ShotTextures[i] <> nil then
507 ShotTextures[i].Free;
508 ShotTextures[i] := nil;
509 end;
510 {$IFDEF ENABLE_GFX}
511 gfxlist := nil;
512 for i := 0 to R_GFX_LAST do
513 begin
514 if GFXTextures[i] <> nil then
515 GFXTextures[i].Free;
516 GFXTextures[i] := nil;
517 end;
518 {$ENDIF}
519 for i := 1 to WP_LAST do
520 begin
521 for j := 0 to W_POS_LAST do
522 begin
523 for k := 0 to W_ACT_LAST do
524 begin
525 if WeapTextures[i, j, k] <> nil then
526 WeapTextures[i, j, k].Free;
527 WeapTextures[i, j, k] := nil;
528 end;
529 end;
530 end;
531 if Models <> nil then
532 for i := 0 to High(Models) do
533 r_Map_FreeModel(i);
534 for i := MONSTER_DEMON to MONSTER_MAN do
535 begin
536 for j := 0 to ANIM_LAST do
537 begin
538 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
539 begin
540 if MonTextures[i, j, d] <> nil then
541 MonTextures[i, j, d].Free;
542 MonTextures[i, j, d] := nil;
543 end;
544 end;
545 end;
546 for i := 0 to ITEM_LAST do
547 begin
548 if Items[i].tex <> nil then
549 Items[i].tex.Free;
550 Items[i].tex := nil;
551 end;
552 end;
554 procedure r_Map_LoadTextures;
555 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
556 var i, n: Integer; txt: TAnimTextInfo;
557 begin
558 if Textures <> nil then
559 begin
560 n := Length(Textures);
561 SetLength(RenTextures, n);
562 for i := 0 to n - 1 do
563 begin
564 txt.anim := DefaultAnimInfo;
565 RenTextures[i].tex := nil;
566 case Textures[i].TextureName of
567 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
568 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
569 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
570 else
571 RenTextures[i].spec := 0;
572 e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]);
573 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
574 e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]);
575 if RenTextures[i].tex = nil then
576 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
577 end;
578 RenTextures[i].anim := txt.anim;
579 end;
580 end;
581 if gMapInfo.SkyFullName <> '' then
582 SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName);
583 plist.Clear;
584 end;
586 procedure r_Map_FreeTextures;
587 var i: Integer;
588 begin
589 plist.Clear;
590 if SkyTexture <> nil then
591 SkyTexture.Free;
592 SkyTexture := nil;
593 if RenTextures <> nil then
594 for i := 0 to High(RenTextures) do
595 if RenTextures[i].tex <> nil then
596 RenTextures[i].tex.Free;
597 RenTextures := nil;
598 end;
600 procedure r_Map_DrawPanel (p: TPanel);
601 var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
602 begin
603 ASSERT(p <> nil);
604 if p.FCurTexture >= 0 then
605 begin
606 Texture := p.TextureIDs[p.FCurTexture].Texture;
607 t := RenTextures[Texture].tex;
608 if (RenTextures[Texture].spec = 0) or (t <> nil) then
609 begin
610 count := 0; frame := 0;
611 if p.AnimTime <= gTime then
612 begin
613 a := RenTextures[Texture].anim;
614 a.loop := p.AnimLoop;
615 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
616 end;
617 if t <> nil then
618 begin
619 tex := t.GetTexture(frame);
620 r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
621 end
622 else
623 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
624 end;
626 if t = nil then
627 begin
628 case RenTextures[Texture].spec of
629 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
630 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
631 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
632 end
633 end
634 end
635 end;
637 procedure r_Map_DrawPanelType (panelTyp: DWORD);
638 var tagMask, i: Integer; p: TPanel;
639 begin
640 i := 0;
641 tagMask := PanelTypeToTag(panelTyp);
642 while plist.count > 0 do
643 begin
644 p := TPanel(plist.Front());
645 if (p.tag and tagMask) = 0 then
646 break;
647 r_Map_DrawPanel(p);
648 Inc(i);
649 plist.PopFront
650 end;
651 end;
653 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
654 var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
655 begin
656 if ggItems <> nil then
657 begin
658 for i := 0 to High(ggItems) do
659 begin
660 it := @ggItems[i];
661 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
662 begin
663 t := Items[it.ItemType].tex;
664 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
665 begin
666 it.obj.Lerp(gLerpFactor, fX, fY);
667 tex := t.GetTexture(Items[it.ItemType].frame);
668 r_Draw_TextureRepeat(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false);
669 end;
670 end;
671 end;
672 end;
673 // TODO draw g_debug_frames
674 end;
676 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
677 // var c: Integer;
678 begin
679 t := nil; dx := 0; dy := 0; flip := false;
680 result := MonTextures[m, a, d] <> nil;
681 if result = false then
682 begin
683 flip := true;
684 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
685 result := MonTextures[m, a, d] <> nil;
686 end;
687 if result = true then
688 begin
689 t := MonTextures[m, a, d];
690 if d = TDirection.D_LEFT then
691 begin
692 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
693 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
694 end
695 else
696 begin
697 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
698 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
699 end;
700 if flip then
701 begin
702 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
703 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
704 dx := -dx;
705 end;
706 end;
707 end;
709 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
710 var o: TObj; count, frame: LongInt; tex: TGLTexture;
711 begin
712 if VileFire <> nil then
713 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
714 if (mon.VileFireTime <= gTime) and GetPos(mon.MonsterTargetUID, @o) then
715 begin
716 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
717 tex := VileFire.GetTexture(frame);
718 r_Draw_TextureRepeat(tex, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false);
719 end;
720 end;
722 procedure r_Map_DrawMonster (constref mon: TMonster);
723 var m, a, fX, fY, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
724 begin
725 m := mon.MonsterType;
726 a := mon.MonsterAnim;
727 d := mon.GameDirection;
729 mon.obj.Lerp(gLerpFactor, fX, fY);
731 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
732 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
734 // TODO draw g_debug_frames
735 end;
737 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
738 var i: Integer; m: TMonster;
739 begin
740 if gMonsters <> nil then
741 begin
742 for i := 0 to High(gMonsters) do
743 begin
744 m := gMonsters[i];
745 if m <> nil then
746 begin
747 r_Map_DrawMonsterAttack(m);
748 // TODO select from grid
749 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
750 r_Map_DrawMonster(m);
751 end;
752 end;
753 end;
754 end;
756 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
757 begin
758 flip := false;
759 result := Models[i].anim[d, a].base <> nil;
760 if result = false then
761 begin
762 flip := true;
763 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
764 result := Models[i].anim[d, a].base <> nil;
765 end;
766 end;
768 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
769 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
770 begin
771 a := pm.CurrentAnimation;
772 d := pm.Direction;
774 (* draw flag*)
775 t := FlagTextures[pm.Flag];
776 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
777 begin
778 flip := d = TDirection.D_RIGHT;
779 angle := PlayerModelsArray[pm.id].FlagAngle;
780 xx := PlayerModelsArray[pm.id].FlagPoint.X;
781 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
782 tex := t.GetTexture(FlagFrame);
783 r_Draw_TextureRepeatRotate(
784 tex,
785 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
786 y + yy - FLAG_BASEPOINT.Y + 1,
787 tex.width,
788 tex.height,
789 flip,
790 255, 255, 255, 255, false,
791 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
792 FLAG_BASEPOINT.Y,
793 IfThen(flip, angle, -angle)
794 );
795 end;
797 (* draw weapon *)
798 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
799 begin
800 case a of
801 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
802 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
803 else pos := W_POS_NORMAL;
804 end;
805 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
806 act := W_ACT_FIRE
807 else
808 act := W_ACT_NORMAL;
809 tex := WeapTextures[pm.CurrentWeapon, pos, act];
810 if tex <> nil then
811 begin
812 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
813 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
814 r_Draw_Texture(
815 tex,
816 x + xx,
817 y + yy,
818 tex.width,
819 tex.height,
820 d = TDirection.D_LEFT,
821 255, 255, 255, alpha, false
822 );
823 end;
824 end;
826 (* draw body *)
827 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
828 begin
829 t := Models[pm.id].anim[d, a].base;
830 back := PlayerModelsArray[pm.id].anim[d, a].back;
831 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
832 t := Models[pm.id].anim[d, a].mask;
833 if t <> nil then
834 begin
835 c := pm.Color;
836 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
837 end;
838 end;
839 end;
841 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
842 var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
843 begin
844 if p.alive then
845 begin
846 fX := p.obj.x; fY := p.obj.y;
847 // TODO fix lerp
848 //p.obj.Lerp(gLerpFactor, fX, fY);
849 fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
851 (* punch effect *)
852 if p.PunchTime <= gTime then
853 begin
854 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
855 if count < 1 then
856 begin
857 b := R_BERSERK in p.FRulez;
858 if p.FKeys[KEY_DOWN].pressed then
859 t := PunchTextures[b, 2]
860 else if p.FKeys[KEY_UP].pressed then
861 t := PunchTextures[b, 1]
862 else
863 t := PunchTextures[b, 0];
864 if t <> nil then
865 begin
866 flip := p.Direction = TDirection.D_LEFT;
867 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
868 ay := p.Obj.Rect.Y - 11;
869 tex := t.GetTexture(frame);
870 r_Draw_TextureRepeat(tex, fx + ax, fy + fSlope + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
871 end;
872 end;
873 end;
875 (* invulnerability effect *)
876 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
877 begin
878 w := InvulPenta.width;
879 h := InvulPenta.height;
880 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
881 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
882 r_Draw_Texture(InvulPenta, fx + ax, fy + ay + fSlope, w, h, false, 255, 255, 255, 255, false);
883 end;
885 (* invisibility effect *)
886 alpha := 255;
887 if p.FMegaRulez[MR_INVIS] > gTime then
888 begin
889 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
890 begin
891 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
892 alpha := 55;
893 end
894 else
895 alpha := 1; // ???
896 end;
898 r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha);
899 end;
900 // TODO draw g_debug_frames
901 // TODO draw chat bubble
902 // TODO draw aim
903 end;
905 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
906 var i: Integer;
907 begin
908 if gPlayers <> nil then
909 for i := 0 to High(gPlayers) do
910 if gPlayers[i] <> nil then
911 r_Map_DrawPlayer(gPlayers[i], player);
912 end;
914 {$IFDEF ENABLE_GIBS}
915 function r_Map_GetGibSize (m, i: Integer): TRectWH;
916 begin
917 result := Models[m].gibs.rect[i];
918 end;
920 procedure r_Map_DrawGibs (x, y, w, h: Integer);
921 var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
922 begin
923 if gGibs <> nil then
924 begin
925 for i := 0 to High(gGibs) do
926 begin
927 if gGibs[i].alive then
928 begin
929 p := @gGibs[i].Obj;
930 if g_Obj_Collide(x, y, w, h, p) then
931 begin
932 p.Lerp(gLerpFactor, fx, fy);
933 id := gGibs[i].GibID;
934 m := gGibs[i].ModelID;
935 t := Models[m].gibs.base[id];
936 if t <> nil then
937 begin
938 rx := p.Rect.X + p.Rect.Width div 2;
939 ry := p.Rect.Y + p.Rect.Height div 2;
940 ra := gGibs[i].RAngle;
941 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
942 t := Models[m].gibs.mask[id];
943 if t <> nil then
944 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
945 // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
946 end;
947 end;
948 end;
949 end;
950 end;
951 // TODO draw g_debug_frames
952 end;
953 {$ENDIF}
955 {$IFDEF ENABLE_CORPSES}
956 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
957 var i, fX, fY: Integer; p: TCorpse;
958 begin
959 if gCorpses <> nil then
960 begin
961 for i := 0 to High(gCorpses) do
962 begin
963 p := gCorpses[i];
964 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
965 begin
966 p.obj.Lerp(gLerpFactor, fX, fY);
967 r_Map_DrawPlayerModel(p.model, fX, fY, 255);
968 end;
969 end;
970 end;
971 // TODO draw g_debug_frames
972 end;
973 {$ENDIF}
975 {$IFDEF ENABLE_GFX}
976 function r_Map_GetGFXID (): Integer;
977 var i: Integer;
978 begin
979 i := 0;
980 if gfxlist <> nil then
981 begin
982 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
983 Inc(i);
984 if i >= Length(gfxlist) then
985 SetLength(gfxlist, Length(gfxlist) + 1)
986 end
987 else
988 SetLength(gfxlist, 1);
989 gfxlist[i].typ := R_GFX_NONE;
990 result := i
991 end;
993 procedure r_Map_NewGFX (typ, x, y: Integer);
994 var i: Integer;
995 begin
996 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
997 begin
998 i := r_Map_GetGFXID();
999 if i >= 0 then
1000 begin
1001 gfxlist[i].typ := typ;
1002 gfxlist[i].x := x;
1003 gfxlist[i].y := y;
1004 gfxlist[i].oldX := x;
1005 gfxlist[i].oldY := y;
1006 gfxlist[i].anim := GFXAnim[typ].anim;
1007 gfxlist[i].time := gTime DIV GAME_TICK;
1008 gfxlist[i].frame := 0;
1009 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1010 end;
1011 end;
1012 end;
1014 procedure r_Map_UpdateGFX (tick: LongWord);
1015 var i: Integer; count: LongInt;
1016 begin
1017 if gfxlist <> nil then
1018 begin
1019 for i := 0 to High(gfxlist) do
1020 begin
1021 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1022 begin
1023 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1024 if count < 1 then
1025 begin
1026 gfxlist[i].oldX := gfxlist[i].x;
1027 gfxlist[i].oldY := gfxlist[i].y;
1028 case gfxlist[i].typ of
1029 R_GFX_FLAME, R_GFX_SMOKE:
1030 begin
1031 if Random(3) = 0 then
1032 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1033 if Random(2) = 0 then
1034 gfxlist[i].y := gfxlist[i].y - Random(2);
1035 end;
1036 end;
1037 end
1038 else
1039 gfxlist[i].typ := R_GFX_NONE;
1040 end;
1041 end;
1042 end;
1043 end;
1045 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1046 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1047 begin
1048 if gfxlist <> nil then
1049 begin
1050 for i := 0 to High(gfxlist) do
1051 begin
1052 if gfxlist[i].typ > 0 then
1053 begin
1054 typ := gfxlist[i].typ;
1055 t := GFXTextures[typ];
1056 if t <> nil then
1057 begin
1058 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1059 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1060 tex := t.GetTexture(gfxlist[i].frame);
1061 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1062 end;
1063 end;
1064 end;
1065 end;
1066 end;
1068 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1069 var i, fx, fy: Integer;
1070 begin
1071 if gpart_dbg_enabled and (Particles <> nil) then
1072 begin
1073 glDisable(GL_TEXTURE_2D);
1074 if (g_dbg_scale < 0.6) then
1075 glPointSize(1)
1076 else if (g_dbg_scale > 1.3) then
1077 glPointSize(g_dbg_scale + 1)
1078 else
1079 glPointSize(2);
1080 glDisable(GL_POINT_SMOOTH);
1081 glEnable(GL_BLEND);
1082 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1084 glBegin(GL_POINTS);
1085 for i := 0 to High(Particles) do
1086 begin
1087 if Particles[i].alive then
1088 begin
1089 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1090 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1091 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1092 glVertex2f(fx, fy);
1093 end;
1094 end;
1095 glEnd;
1097 glDisable(GL_BLEND);
1098 end;
1099 end;
1100 {$ENDIF}
1102 procedure r_Map_DrawShots (x, y, w, h: Integer);
1103 var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1104 begin
1105 if Shots <> nil then
1106 begin
1107 for i := 0 to High(Shots) do
1108 begin
1109 typ := Shots[i].ShotType;
1110 if typ <> 0 then
1111 begin
1112 t := ShotTextures[typ];
1113 if t <> nil then
1114 begin
1115 a := 0;
1116 case typ of
1117 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1118 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1119 end;
1120 Shots[i].Obj.Lerp(gLerpFactor, fX, fY);
1121 pX := Shots[i].Obj.Rect.Width div 2;
1122 pY := Shots[i].Obj.Rect.Height div 2;
1123 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1124 tex := t.GetTexture(frame);
1125 r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1126 end;
1127 end;
1128 end;
1129 end;
1130 // TODO draw g_debug_frames
1131 end;
1133 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1134 var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1135 begin
1136 if gGameSettings.GameMode = GM_CTF then
1137 begin
1138 for i := FLAG_RED to FLAG_BLUE do
1139 begin
1140 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1141 begin
1142 gFlags[i].Obj.Lerp(gLerpFactor, fx, fy);
1143 flip := gFlags[i].Direction = TDirection.D_LEFT;
1144 if flip then dx := -1 else dx := +1;
1145 t := FlagTextures[i];
1146 tex := t.GetTexture(FlagFrame);
1147 r_Draw_TextureRepeat(tex, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
1148 end;
1149 end;
1150 end;
1151 // TODO g_debug_frames
1152 end;
1154 {$IFDEF ENABLE_SHELLS}
1155 procedure r_Map_DrawShells (x, y, w, h: Integer);
1156 var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj;
1157 begin
1158 if gShells <> nil then
1159 begin
1160 for i := 0 to High(gShells) do
1161 begin
1162 if gShells[i].alive then
1163 begin
1164 typ := gShells[i].SType;
1165 if typ <= SHELL_LAST then
1166 begin
1167 p := @gShells[i].Obj;
1168 if g_Obj_Collide(x, y, w, h, p) then
1169 begin
1170 t := ShellTextures[typ];
1171 if t <> nil then
1172 begin
1173 p.Lerp(gLerpFactor, fx, fy);
1174 r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1175 end;
1176 end;
1177 end;
1178 end;
1179 end;
1180 end;
1181 end;
1182 {$ENDIF}
1184 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1185 const
1186 factor = 120; (* size ratio between view and sky (120%) *)
1187 limit = 100; (* max speed for parallax *)
1188 var
1189 msw, msh, mvw, mvh, svw, svh: LongInt;
1190 begin
1191 msw := vw * factor div 100;
1192 msh := vh * factor div 100;
1193 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1195 (* calc x parallax or sky center on speed limit *)
1196 mvw := MAX(1, mw - vw);
1197 svw := w - vw;
1198 if 100 * svw div mvw <= limit then
1199 x := -cx * svw div mvw
1200 else
1201 x := -svw div 2;
1203 (* calc y parallax or sky center on speed limit *)
1204 mvh := MAX(1, mh - vh);
1205 svh := h - vh;
1206 if 100 * svh div mvh <= limit then
1207 y := -cy * svh div mvh
1208 else
1209 y := -svh div 2;
1211 (* handle out of map bounds *)
1212 if x > 0 then x := 0;
1213 if y > 0 then y := 0;
1214 if x < -svw then x := -svw;
1215 if y < -svh then y := -svh;
1216 end;
1218 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1219 var i: Integer;
1220 begin
1221 if level > 0 then
1222 begin
1223 case level of
1224 0..14: i := 0;
1225 15..34: i := 1;
1226 35..54: i := 2;
1227 55..74: i := 3;
1228 75..94: i := 4;
1229 else i := 5
1230 end;
1231 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1232 end;
1233 end;
1235 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1236 begin
1237 if p <> nil then
1238 begin
1239 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1240 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1241 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1242 begin
1243 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1244 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1245 end;
1246 if p.FMegaRulez[MR_SUIT] >= gTime then
1247 begin
1248 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1249 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1250 end;
1251 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1252 begin
1253 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1254 end;
1255 end;
1256 end;
1258 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1259 var a, ax, ay, fx, fy, fSlope, xx, yy: Integer;
1260 begin
1261 if (p <> nil) and p.Alive then
1262 begin
1263 p.obj.Lerp(gLerpFactor, fx, fy);
1264 fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
1265 case gPlayerIndicatorStyle of
1266 0:
1267 if IndicatorTexture <> nil then
1268 begin
1269 ax := IndicatorTexture.width div 2;
1270 ay := IndicatorTexture.height div 2;
1271 if (p.obj.x + p.obj.rect.x) < cx then
1272 begin
1273 a := 90;
1274 xx := fx + p.obj.rect.x + p.obj.rect.width;
1275 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1276 end
1277 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1278 begin
1279 a := 270;
1280 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1281 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1282 end
1283 else if (p.obj.y - IndicatorTexture.height) < cy then
1284 begin
1285 a := 180;
1286 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1287 yy := fy + p.obj.rect.y + p.obj.rect.height;
1288 end
1289 else
1290 begin
1291 a := 0;
1292 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1293 yy := fy - IndicatorTexture.height;
1294 end;
1295 yy := yy + fSlope;
1296 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1297 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1298 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1299 end;
1300 1:
1301 begin
1302 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1303 yy := fy + fSlope;
1304 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1305 end;
1306 end;
1307 end;
1308 end;
1310 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1311 var i: Integer; p: TPlayer;
1312 begin
1313 case gPlayerIndicator of
1314 1:
1315 if player <> nil then
1316 begin
1317 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1318 end;
1319 2:
1320 if gPlayers <> nil then
1321 begin
1322 for i := 0 to HIGH(gPlayers) do
1323 begin
1324 p := gPlayers[i];
1325 if p <> nil then
1326 begin
1327 if (player <> nil) and (p = player) then
1328 begin
1329 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1330 end
1331 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1332 begin
1333 case gPlayerIndicatorStyle of
1334 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1335 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1336 end;
1337 end;
1338 end;
1339 end;
1340 end;
1341 end;
1342 end;
1344 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
1345 var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer;
1346 begin
1347 r_Draw_GetRect(l, t, r, b);
1348 r_Draw_SetRect(x, y, x + w, y + h);
1349 glTranslatef(x, y, 0);
1351 (* camera rect *)
1352 cx := (camx - w) + w div 2;
1353 cy := (camy - h) + h div 2;
1354 cw := w;
1355 ch := h;
1357 (* camera bounds *)
1358 if g_dbg_ignore_bounds = false then
1359 begin
1360 if cx + cw > gMapInfo.Width then
1361 cx := gMapInfo.Width - cw;
1362 if cy + ch > gMapInfo.Height then
1363 cy := gMapInfo.Height - ch;
1364 if cx < 0 then
1365 cx := 0;
1366 if cy < 0 then
1367 cy := 0;
1368 end;
1370 (* map bounds *)
1371 xx := cx;
1372 yy := cy;
1373 ww := cw;
1374 hh := ch;
1375 if xx + ww > gMapInfo.Width then
1376 xx := gMapInfo.Width - ww;
1377 if yy + hh > gMapInfo.Height then
1378 yy := gMapInfo.Height - hh;
1379 if xx < 0 then
1380 xx := 0;
1381 if yy < 0 then
1382 yy := 0;
1384 plist.Clear;
1385 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1386 for p in iter do
1387 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1388 plist.Insert(p^);
1389 iter.Release;
1391 glPushMatrix;
1392 if DebugCameraScale <> 1.0 then
1393 begin
1394 glTranslatef(cw div 2, ch div 2, 0);
1395 glScalef(DebugCameraScale, DebugCameraScale, 1);
1396 glTranslatef(-w div 2, -h div 2, 0);
1397 end;
1399 if SkyTexture <> nil then
1400 begin
1401 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1402 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1403 end;
1405 glTranslatef(-cx, -cy, 0);
1406 r_Map_DrawPanelType(PANEL_BACK);
1407 r_Map_DrawPanelType(PANEL_STEP);
1408 r_Map_DrawItems(xx, yy, ww, hh, false);
1409 r_Map_DrawShots(xx, yy, ww, hh);
1410 {$IFDEF ENABLE_SHELLS}
1411 r_Map_DrawShells(xx, yy, ww, hh);
1412 {$ENDIF}
1413 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1414 {$IFDEF ENABLE_GIBS}
1415 r_Map_DrawGibs(xx, yy, ww, hh);
1416 {$ENDIF}
1417 {$IFDEF ENABLE_CORPSES}
1418 r_Map_DrawCorpses(xx, yy, ww, hh);
1419 {$ENDIF}
1420 r_Map_DrawPanelType(PANEL_WALL);
1421 r_Map_DrawMonsters(xx, yy, ww, hh);
1422 r_Map_DrawItems(xx, yy, ww, hh, true);
1423 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1424 {$IFDEF ENABLE_GFX}
1425 r_Map_DrawParticles(xx, yy, ww, hh);
1426 r_Map_DrawGFX(xx, yy, ww, hh);
1427 {$ENDIF}
1428 r_Map_DrawFlags(xx, yy, ww, hh);
1429 r_Map_DrawPanelType(PANEL_ACID1);
1430 r_Map_DrawPanelType(PANEL_ACID2);
1431 r_Map_DrawPanelType(PANEL_WATER);
1432 r_Map_DrawPanelType(PANEL_FORE);
1433 // TODO draw monsters health bar
1434 // TODO draw players health bar
1435 if gGameSettings.GameMode <> GM_SINGLE then
1436 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1437 if DebugCameraScale <> 1.0 then
1438 begin
1439 r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
1440 r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
1441 end;
1442 glPopMatrix;
1444 r_Map_DrawScreenEffects(x, y, w, h, player);
1446 // TODO draw minimap (gShowMap)
1447 // TODO draw g_debug_player
1449 glTranslatef(-x, -y, 0);
1450 r_Draw_SetRect(l, t, r, b);
1451 end;
1453 procedure r_Map_Update;
1454 var i, count, tick: LongInt;
1455 begin
1456 tick := gTime div GAME_TICK;
1457 for i := 0 to ITEM_LAST do
1458 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1459 r_Map_UpdateGFX(tick);
1460 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1461 end;
1463 initialization
1464 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1465 DebugCameraScale := 1.0;
1466 end.