DEADSOFTWARE

gl: fix particle size with r_scale_resolution>1
[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 {$ENDIF}
41 procedure r_Map_Update;
43 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
45 implementation
47 uses
48 Math, SysUtils,
49 {$IFDEF USE_GLES1}
50 GLES11,
51 {$ELSE}
52 GL, GLEXT,
53 {$ENDIF}
54 e_log,
55 binheap, MAPDEF, utils,
56 g_options, g_animations, g_basic, g_phys,
57 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
58 g_console, g_language,
59 {$IFDEF ENABLE_CORPSES}
60 g_corpses,
61 {$ENDIF}
62 {$IFDEF ENABLE_SHELLS}
63 g_shells,
64 {$ENDIF}
65 {$IFDEF ENABLE_GIBS}
66 g_gibs,
67 {$ENDIF}
68 {$IFDEF ENABLE_GFX}
69 g_gfx,
70 {$ENDIF}
71 r_textures, r_draw, r_common
72 ;
74 const
75 MTABLE: array [0..MONSTER_MAN] of record
76 w, h: Integer;
77 end = (
78 (w: 64; h: 64), // NONE
79 (w: 64; h: 64), // DEMON
80 (w: 64; h: 64), // IMP
81 (w: 64; h: 64), // ZOMBY
82 (w: 64; h: 64), // SERG
83 (w: 128; h: 128), // CYBER
84 (w: 64; h: 64), // CGUN
85 (w: 128; h: 128), // BARON
86 (w: 128; h: 128), // KNIGHT
87 (w: 128; h: 128), // CACO
88 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
89 (w: 128; h: 128), // PAIN
90 (w: 256; h: 128), // SPIDER
91 (w: 128; h: 64), // BSP
92 (w: 128; h: 128), // MANCUB
93 (w: 128; h: 128), // SKEL
94 (w: 128; h: 128), // VILE
95 (w: 32; h: 32), // FISH
96 (w: 64; h: 64), // BARREL
97 (w: 128; h: 128), // ROBO
98 (w: 64; h: 64) // MAN
99 );
100 VILEFIRE_DX = 32;
101 VILEFIRE_DY = 128;
103 ItemAnim: array [0..ITEM_LAST] of record
104 name: AnsiString;
105 w, h: Integer;
106 anim: TAnimInfo;
107 end = (
108 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
110 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
111 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
112 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
113 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
114 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
115 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
119 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
139 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
140 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
141 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
143 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
144 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
145 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
146 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
147 );
149 {$IFDEF ENABLE_GFX}
150 GFXAnim: array [0..R_GFX_LAST] of record
151 name: AnsiString;
152 w, h: Integer;
153 anim: TAnimInfo;
154 rdelay: Integer;
155 alpha: Integer;
156 end = (
157 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
158 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
159 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
160 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
161 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
162 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
163 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
164 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
165 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
166 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
168 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
169 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
170 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
171 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
172 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
173 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
174 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
175 );
176 {$ENDIF}
178 ShotAnim: array [0..WEAPON_LAST] of record
179 name: AnsiString;
180 w, h: Integer;
181 anim: TAnimInfo;
182 end = (
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
186 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
187 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
188 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
189 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
190 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
191 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
193 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
201 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
202 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
203 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
204 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
205 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
206 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
207 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
208 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
209 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
210 );
212 {$IFDEF ENABLE_SHELLS}
213 ShellAnim: array [0..SHELL_LAST] of record
214 name: AnsiString;
215 dx, dy: Integer;
216 end = (
217 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
218 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
219 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
220 );
221 {$ENDIF}
223 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
224 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
225 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
227 type
228 TBinHeapPanelDrawCmp = class
229 public
230 class function less (const a, b: TPanel): Boolean; inline;
231 end;
233 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
235 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
237 var
238 DebugCameraScale: Single;
239 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 begin result := true; exit; end;
292 if a.tag > b.tag then begin result := false; exit; end;
293 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_LoadTextures;
533 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
534 var i, n: Integer; txt: TAnimTextInfo;
535 begin
536 if Textures <> nil then
537 begin
538 n := Length(Textures);
539 SetLength(RenTextures, n);
540 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
541 for i := 0 to n - 1 do
542 begin
543 txt.anim := DefaultAnimInfo;
544 RenTextures[i].tex := nil;
545 case Textures[i].TextureName of
546 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
547 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
548 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
549 else
550 RenTextures[i].spec := 0;
551 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
552 if RenTextures[i].tex = nil then
553 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
554 else
555 r_Common_StepLoading(1);
556 end;
557 RenTextures[i].anim := txt.anim;
558 end;
559 end;
560 if gMapInfo.SkyFullName <> '' then
561 begin
562 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
563 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
564 end;
565 plist.Clear;
566 end;
568 procedure r_Map_FreeTextures;
569 var i: Integer;
570 begin
571 plist.Clear;
572 r_Common_FreeAndNil(SkyTexture);
573 if RenTextures <> nil then
574 for i := 0 to High(RenTextures) do
575 r_Common_FreeAndNil(RenTextures[i].tex);
576 SetLength(RenTextures, 0);
577 end;
579 procedure r_Map_DrawPanel (p: TPanel);
580 var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
581 begin
582 ASSERT(p <> nil);
583 if p.FCurTexture >= 0 then
584 begin
585 Texture := p.TextureIDs[p.FCurTexture].Texture;
586 t := RenTextures[Texture].tex;
587 if (RenTextures[Texture].spec = 0) or (t <> nil) then
588 begin
589 count := 0; frame := 0;
590 if p.AnimTime <= gTime then
591 begin
592 a := RenTextures[Texture].anim;
593 a.loop := p.AnimLoop;
594 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
595 end;
596 if t <> nil then
597 begin
598 tex := t.GetTexture(frame);
599 r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
600 end
601 else
602 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
603 end;
605 if t = nil then
606 begin
607 case RenTextures[Texture].spec of
608 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
609 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
610 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
611 end
612 end
613 end
614 end;
616 procedure r_Map_DrawPanelType (panelTyp: DWORD);
617 var tagMask, i: Integer; p: TPanel;
618 begin
619 i := 0;
620 tagMask := PanelTypeToTag(panelTyp);
621 while plist.count > 0 do
622 begin
623 p := TPanel(plist.Front());
624 if (p.tag and tagMask) = 0 then
625 break;
626 r_Map_DrawPanel(p);
627 Inc(i);
628 plist.PopFront
629 end;
630 end;
632 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
633 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
634 begin
635 if ggItems <> nil then
636 begin
637 for i := 0 to High(ggItems) do
638 begin
639 it := @ggItems[i];
640 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
641 begin
642 t := Items[it.ItemType].tex;
643 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
644 begin
645 r_Common_GetObjectPos(it.obj, xx, yy);
646 tex := t.GetTexture(Items[it.ItemType].frame);
647 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
648 end;
649 end;
650 end;
651 end;
652 // TODO draw g_debug_frames
653 end;
655 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
656 // var c: Integer;
657 begin
658 t := nil; dx := 0; dy := 0; flip := false;
659 result := MonTextures[m, a, d] <> nil;
660 if result = false then
661 begin
662 flip := true;
663 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
664 result := MonTextures[m, a, d] <> nil;
665 end;
666 if result = true then
667 begin
668 t := MonTextures[m, a, d];
669 if d = TDirection.D_LEFT then
670 begin
671 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
672 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
673 end
674 else
675 begin
676 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
677 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
678 end;
679 if flip then
680 begin
681 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
682 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
683 dx := -dx;
684 end;
685 end;
686 end;
688 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
689 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
690 begin
691 if VileFire <> nil then
692 begin
693 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
694 begin
695 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
696 begin
697 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
698 tex := VileFire.GetTexture(frame);
699 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);
700 end;
701 end;
702 end;
703 end;
705 procedure r_Map_DrawMonster (constref mon: TMonster);
706 var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
707 begin
708 m := mon.MonsterType;
709 a := mon.MonsterAnim;
710 d := mon.GameDirection;
712 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
713 begin
714 r_Common_GetObjectPos(mon.obj, xx, yy);
715 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
716 end;
718 // TODO draw g_debug_frames
719 end;
721 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
722 var i: Integer; m: TMonster;
723 begin
724 if gMonsters <> nil then
725 begin
726 for i := 0 to High(gMonsters) do
727 begin
728 m := gMonsters[i];
729 if m <> nil then
730 begin
731 r_Map_DrawMonsterAttack(m);
732 // TODO select from grid
733 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
734 r_Map_DrawMonster(m);
735 end;
736 end;
737 end;
738 end;
740 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
741 begin
742 flip := false;
743 result := Models[i].anim[d, a].base <> nil;
744 if result = false then
745 begin
746 flip := true;
747 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
748 result := Models[i].anim[d, a].base <> nil;
749 end;
750 end;
752 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
753 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
754 begin
755 a := pm.CurrentAnimation;
756 d := pm.Direction;
758 (* draw flag*)
759 t := FlagTextures[pm.Flag];
760 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
761 begin
762 flip := d = TDirection.D_RIGHT;
763 angle := PlayerModelsArray[pm.id].FlagAngle;
764 xx := PlayerModelsArray[pm.id].FlagPoint.X;
765 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
766 tex := t.GetTexture(FlagFrame);
767 r_Draw_TextureRepeatRotate(
768 tex,
769 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
770 y + yy - FLAG_BASEPOINT.Y + 1,
771 tex.width,
772 tex.height,
773 flip,
774 255, 255, 255, 255, false,
775 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
776 FLAG_BASEPOINT.Y,
777 IfThen(flip, angle, -angle)
778 );
779 end;
781 (* draw weapon *)
782 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
783 begin
784 case a of
785 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
786 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
787 else pos := W_POS_NORMAL;
788 end;
789 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
790 act := W_ACT_FIRE
791 else
792 act := W_ACT_NORMAL;
793 tex := WeapTextures[pm.CurrentWeapon, pos, act];
794 if tex <> nil then
795 begin
796 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
797 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
798 r_Draw_Texture(
799 tex,
800 x + xx,
801 y + yy,
802 tex.width,
803 tex.height,
804 d = TDirection.D_LEFT,
805 255, 255, 255, alpha, false
806 );
807 end;
808 end;
810 (* draw body *)
811 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
812 begin
813 t := Models[pm.id].anim[d, a].base;
814 back := PlayerModelsArray[pm.id].anim[d, a].back;
815 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
816 t := Models[pm.id].anim[d, a].mask;
817 if t <> nil then
818 begin
819 c := pm.Color;
820 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
821 end;
822 end;
823 end;
825 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
826 var dot: Integer;
827 begin
828 // Outer borders
829 r_Draw_Rect(x + 1, y, x + 18, y + 13, cb.R, cb.G, cb.B, 255);
830 r_Draw_Rect(x, y + 1, x + 19, y + 12, cb.R, cb.G, cb.B, 255);
831 // Inner box
832 r_Draw_FillRect(x + 1, y + 1, x + 18, y + 12, cf.R, cf.G, cf.B, 255);
833 // TODO Tail
834 // Dots
835 dot := 6;
836 r_Draw_FillRect(x + dot + 0, y + 8, x + dot + 0 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
837 r_Draw_FillRect(x + dot + 3, y + 8, x + dot + 3 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
838 r_Draw_FillRect(x + dot + 6, y + 8, x + dot + 6 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
839 end;
841 procedure r_Map_DrawTalkBubble (p: TPlayer);
842 var xx, yy, x, y: Integer; cb, cf: TRGB;
843 begin
844 r_Common_GetPlayerPos(p, xx, yy);
845 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
846 y := yy;
847 cb := _RGB(63, 63, 63);
848 cf := _RGB(240, 240, 240);
849 case gChatBubble of
850 1: // simple text
851 begin
852 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
853 end;
854 2: // adv team color
855 begin
856 case p.Team of
857 TEAM_RED: cb := _RGB(255, 63, 63);
858 TEAM_BLUE: cb := _RGB(63, 63, 255);
859 end;
860 r_Map_DrawBubble(x, y - 18, cb, cf);
861 end;
862 3: // adv player color
863 begin
864 cb := p.Model.Color;
865 cf.R := MIN(cb.R * 2 + 64, 255);
866 cf.G := MIN(cb.G * 2 + 64, 255);
867 cf.B := MIN(cb.B * 2 + 64, 255);
868 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
869 begin
870 cb.R := MAX(cf.R div 2 - 16, 0);
871 cb.G := MAX(cf.G div 2 - 16, 0);
872 cb.B := MAX(cf.B div 2 - 16, 0);
873 end;
874 r_Map_DrawBubble(x, y - 18, cb, cf);
875 end;
876 4: // textured
877 if TalkTexture <> nil then
878 begin
879 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
880 end;
881 end;
882 end;
884 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
885 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
886 begin
887 if p.alive then
888 begin
889 r_Common_GetPlayerPos(p, x, y);
891 (* punch effect *)
892 if p.PunchTime <= gTime then
893 begin
894 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
895 if count < 1 then
896 begin
897 b := R_BERSERK in p.FRulez;
898 if p.FKeys[KEY_DOWN].pressed then
899 t := PunchTextures[b, 2]
900 else if p.FKeys[KEY_UP].pressed then
901 t := PunchTextures[b, 1]
902 else
903 t := PunchTextures[b, 0];
904 if t <> nil then
905 begin
906 flip := p.Direction = TDirection.D_LEFT;
907 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
908 ay := p.Obj.Rect.Y - 11;
909 tex := t.GetTexture(frame);
910 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
911 end;
912 end;
913 end;
915 (* invulnerability effect *)
916 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
917 begin
918 w := InvulPenta.width;
919 h := InvulPenta.height;
920 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
921 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
922 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
923 end;
925 (* invisibility effect *)
926 alpha := 255;
927 if p.FMegaRulez[MR_INVIS] > gTime then
928 begin
929 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
930 begin
931 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
932 alpha := 55;
933 end
934 else
935 alpha := 1; // ???
936 end;
938 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
939 end;
940 // TODO draw g_debug_frames
942 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
943 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
944 r_Map_DrawTalkBubble(p);
946 // TODO draw aim
947 end;
949 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
950 var i: Integer;
951 begin
952 if gPlayers <> nil then
953 for i := 0 to High(gPlayers) do
954 if gPlayers[i] <> nil then
955 r_Map_DrawPlayer(gPlayers[i], player);
956 end;
958 {$IFDEF ENABLE_GIBS}
959 function r_Map_GetGibSize (m, i: Integer): TRectWH;
960 begin
961 result := Models[m].gibs.rect[i];
962 end;
964 procedure r_Map_DrawGibs (x, y, w, h: Integer);
965 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
966 begin
967 if gGibs <> nil then
968 begin
969 for i := 0 to High(gGibs) do
970 begin
971 if gGibs[i].alive then
972 begin
973 p := @gGibs[i].Obj;
974 if g_Obj_Collide(x, y, w, h, p) then
975 begin
976 r_Common_GetObjectPos(p^, xx, yy);
977 id := gGibs[i].GibID;
978 m := gGibs[i].ModelID;
979 t := Models[m].gibs.base[id];
980 if t <> nil then
981 begin
982 rx := p.Rect.X + p.Rect.Width div 2;
983 ry := p.Rect.Y + p.Rect.Height div 2;
984 ra := gGibs[i].RAngle;
985 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
986 t := Models[m].gibs.mask[id];
987 if t <> nil then
988 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
989 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
990 end;
991 end;
992 end;
993 end;
994 end;
995 // TODO draw g_debug_frames
996 end;
997 {$ENDIF}
999 {$IFDEF ENABLE_CORPSES}
1000 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1001 var i, xx, yy: Integer; p: TCorpse;
1002 begin
1003 if gCorpses <> nil then
1004 begin
1005 for i := 0 to High(gCorpses) do
1006 begin
1007 p := gCorpses[i];
1008 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1009 begin
1010 r_Common_GetObjectPos(p.obj, xx, yy);
1011 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1012 end;
1013 end;
1014 end;
1015 // TODO draw g_debug_frames
1016 end;
1017 {$ENDIF}
1019 {$IFDEF ENABLE_GFX}
1020 function r_Map_GetGFXID (): Integer;
1021 var i: Integer;
1022 begin
1023 i := 0;
1024 if gfxlist <> nil then
1025 begin
1026 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1027 Inc(i);
1028 if i >= Length(gfxlist) then
1029 SetLength(gfxlist, Length(gfxlist) + 1)
1030 end
1031 else
1032 SetLength(gfxlist, 1);
1033 gfxlist[i].typ := R_GFX_NONE;
1034 result := i
1035 end;
1037 procedure r_Map_NewGFX (typ, x, y: Integer);
1038 var i: Integer;
1039 begin
1040 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1041 begin
1042 i := r_Map_GetGFXID();
1043 if i >= 0 then
1044 begin
1045 gfxlist[i].typ := typ;
1046 gfxlist[i].x := x;
1047 gfxlist[i].y := y;
1048 gfxlist[i].oldX := x;
1049 gfxlist[i].oldY := y;
1050 gfxlist[i].anim := GFXAnim[typ].anim;
1051 gfxlist[i].time := gTime DIV GAME_TICK;
1052 gfxlist[i].frame := 0;
1053 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1054 end;
1055 end;
1056 end;
1058 procedure r_Map_UpdateGFX (tick: LongWord);
1059 var i: Integer; count: LongInt;
1060 begin
1061 if gfxlist <> nil then
1062 begin
1063 for i := 0 to High(gfxlist) do
1064 begin
1065 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1066 begin
1067 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1068 if count < 1 then
1069 begin
1070 gfxlist[i].oldX := gfxlist[i].x;
1071 gfxlist[i].oldY := gfxlist[i].y;
1072 case gfxlist[i].typ of
1073 R_GFX_FLAME, R_GFX_SMOKE:
1074 begin
1075 if Random(3) = 0 then
1076 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1077 if Random(2) = 0 then
1078 gfxlist[i].y := gfxlist[i].y - Random(2);
1079 end;
1080 end;
1081 end
1082 else
1083 gfxlist[i].typ := R_GFX_NONE;
1084 end;
1085 end;
1086 end;
1087 end;
1089 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1090 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1091 begin
1092 if gfxlist <> nil then
1093 begin
1094 for i := 0 to High(gfxlist) do
1095 begin
1096 if gfxlist[i].typ > 0 then
1097 begin
1098 typ := gfxlist[i].typ;
1099 t := GFXTextures[typ];
1100 if t <> nil then
1101 begin
1102 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1103 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1104 tex := t.GetTexture(gfxlist[i].frame);
1105 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1106 end;
1107 end;
1108 end;
1109 end;
1110 end;
1112 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1113 var i, fx, fy: Integer; factor: Single;
1114 begin
1115 if gpart_dbg_enabled and (Particles <> nil) then
1116 begin
1117 r_Draw_EnableTexture2D(false);
1118 factor := r_pixel_scale * g_dbg_scale;
1119 if factor < 0.6 then
1120 glPointSize(1)
1121 else if factor > 1.3 then
1122 glPointSize(factor + 1)
1123 else
1124 glPointSize(2);
1125 glDisable(GL_POINT_SMOOTH);
1126 glEnable(GL_BLEND);
1127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1129 r_Draw_SetColor(255, 255, 255, 255);
1130 glBegin(GL_POINTS);
1131 for i := 0 to High(Particles) do
1132 begin
1133 if Particles[i].alive then
1134 begin
1135 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1136 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1137 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1138 glVertex2i(fx, fy);
1139 end;
1140 end;
1141 glEnd;
1142 r_Draw_SetColor(0, 0, 0, 255);
1144 glDisable(GL_BLEND);
1145 end;
1146 end;
1147 {$ENDIF}
1149 procedure r_Map_DrawShots (x, y, w, h: Integer);
1150 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1151 begin
1152 if Shots <> nil then
1153 begin
1154 for i := 0 to High(Shots) do
1155 begin
1156 typ := Shots[i].ShotType;
1157 if typ <> 0 then
1158 begin
1159 t := ShotTextures[typ];
1160 if t <> nil then
1161 begin
1162 a := 0;
1163 case typ of
1164 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1165 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1166 end;
1167 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1168 pX := Shots[i].Obj.Rect.Width div 2;
1169 pY := Shots[i].Obj.Rect.Height div 2;
1170 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1171 tex := t.GetTexture(frame);
1172 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1173 end;
1174 end;
1175 end;
1176 end;
1177 // TODO draw g_debug_frames
1178 end;
1180 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1181 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1182 begin
1183 if gGameSettings.GameMode = GM_CTF then
1184 begin
1185 for i := FLAG_RED to FLAG_BLUE do
1186 begin
1187 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1188 begin
1189 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1190 flip := gFlags[i].Direction = TDirection.D_LEFT;
1191 if flip then dx := -1 else dx := +1;
1192 t := FlagTextures[i];
1193 tex := t.GetTexture(FlagFrame);
1194 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
1195 end;
1196 end;
1197 end;
1198 // TODO g_debug_frames
1199 end;
1201 {$IFDEF ENABLE_SHELLS}
1202 procedure r_Map_DrawShells (x, y, w, h: Integer);
1203 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1204 begin
1205 if gShells <> nil then
1206 begin
1207 for i := 0 to High(gShells) do
1208 begin
1209 if gShells[i].alive then
1210 begin
1211 typ := gShells[i].SType;
1212 if typ <= SHELL_LAST then
1213 begin
1214 p := @gShells[i].Obj;
1215 if g_Obj_Collide(x, y, w, h, p) then
1216 begin
1217 t := ShellTextures[typ];
1218 if t <> nil then
1219 begin
1220 r_Common_GetObjectPos(p^, xx, yy);
1221 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1222 end;
1223 end;
1224 end;
1225 end;
1226 end;
1227 end;
1228 end;
1229 {$ENDIF}
1231 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1232 const
1233 factor = 120; (* size ratio between view and sky (120%) *)
1234 limit = 100; (* max speed for parallax *)
1235 var
1236 msw, msh, mvw, mvh, svw, svh: LongInt;
1237 begin
1238 msw := vw * factor div 100;
1239 msh := vh * factor div 100;
1240 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1242 (* calc x parallax or sky center on speed limit *)
1243 mvw := MAX(1, mw - vw);
1244 svw := w - vw;
1245 if 100 * svw div mvw <= limit then
1246 x := -cx * svw div mvw
1247 else
1248 x := -svw div 2;
1250 (* calc y parallax or sky center on speed limit *)
1251 mvh := MAX(1, mh - vh);
1252 svh := h - vh;
1253 if 100 * svh div mvh <= limit then
1254 y := -cy * svh div mvh
1255 else
1256 y := -svh div 2;
1258 (* handle out of map bounds *)
1259 if x > 0 then x := 0;
1260 if y > 0 then y := 0;
1261 if x < -svw then x := -svw;
1262 if y < -svh then y := -svh;
1263 end;
1265 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1266 var i: Integer;
1267 begin
1268 if level > 0 then
1269 begin
1270 case level of
1271 0..14: i := 0;
1272 15..34: i := 1;
1273 35..54: i := 2;
1274 55..74: i := 3;
1275 75..94: i := 4;
1276 else i := 5
1277 end;
1278 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1279 end;
1280 end;
1282 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1283 begin
1284 if p <> nil then
1285 begin
1286 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1287 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1288 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1289 begin
1290 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1291 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1292 end;
1293 if p.FMegaRulez[MR_SUIT] >= gTime then
1294 begin
1295 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1296 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1297 end;
1298 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1299 begin
1300 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1301 end;
1302 end;
1303 end;
1305 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1306 var a, ax, ay, fx, fy, xx, yy: Integer;
1307 begin
1308 if (p <> nil) and p.Alive and (p.Spectator = false) then
1309 begin
1310 r_Common_GetPlayerPos(p, fx, fy);
1311 case gPlayerIndicatorStyle of
1312 0:
1313 if IndicatorTexture <> nil then
1314 begin
1315 ax := IndicatorTexture.width div 2;
1316 ay := IndicatorTexture.height div 2;
1317 if (p.obj.x + p.obj.rect.x) < cx then
1318 begin
1319 a := 90;
1320 xx := fx + p.obj.rect.x + p.obj.rect.width;
1321 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1322 end
1323 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1324 begin
1325 a := 270;
1326 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1327 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1328 end
1329 else if (p.obj.y - IndicatorTexture.height) < cy then
1330 begin
1331 a := 180;
1332 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1333 yy := fy + p.obj.rect.y + p.obj.rect.height;
1334 end
1335 else
1336 begin
1337 a := 0;
1338 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1339 yy := fy - IndicatorTexture.height;
1340 end;
1341 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1342 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1343 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1344 end;
1345 1:
1346 begin
1347 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1348 yy := fy;
1349 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1350 end;
1351 end;
1352 end;
1353 end;
1355 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1356 var i: Integer; p: TPlayer;
1357 begin
1358 case gPlayerIndicator of
1359 1:
1360 if player <> nil then
1361 begin
1362 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1363 end;
1364 2:
1365 if gPlayers <> nil then
1366 begin
1367 for i := 0 to HIGH(gPlayers) do
1368 begin
1369 p := gPlayers[i];
1370 if p <> nil then
1371 begin
1372 if (player <> nil) and (p = player) then
1373 begin
1374 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1375 end
1376 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1377 begin
1378 case gPlayerIndicatorStyle of
1379 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1380 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1381 end;
1382 end;
1383 end;
1384 end;
1385 end;
1386 end;
1387 end;
1389 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
1390 var iter: TPanelGrid.Iter; p: PPanel; cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; sx, sy, sw, sh: LongInt; l, t, r, b: Integer;
1391 begin
1392 r_Draw_GetRect(l, t, r, b);
1393 glTranslatef(x, y, 0);
1395 (* camera rect *)
1396 cx := (camx - w) + w div 2;
1397 cy := (camy - h) + h div 2;
1398 cw := w;
1399 ch := h;
1401 (* camera bounds *)
1402 if g_dbg_ignore_bounds = false then
1403 begin
1404 if w > gMapInfo.Width then
1405 cx := gMapInfo.Width div 2 - w div 2
1406 else if cx + cw > gMapInfo.Width then
1407 cx := gMapInfo.Width - cw
1408 else if cx < 0 then
1409 cx := 0;
1411 if h > gMapInfo.Height then
1412 cy := gMapInfo.Height div 2 - h div 2
1413 else if cy + ch > gMapInfo.Height then
1414 cy := gMapInfo.Height - ch
1415 else if cy < 0 then
1416 cy := 0;
1417 end;
1419 acx := cx;
1420 acy := cy;
1422 (* map bounds *)
1423 xx := cx;
1424 yy := cy;
1425 ww := cw;
1426 hh := ch;
1427 if xx + ww > gMapInfo.Width then
1428 xx := gMapInfo.Width - ww;
1429 if yy + hh > gMapInfo.Height then
1430 yy := gMapInfo.Height - hh;
1431 if xx < 0 then
1432 xx := 0;
1433 if yy < 0 then
1434 yy := 0;
1436 (* view bounds *)
1437 ml := x; mt := y; mr := x + w; mb := y + h;
1438 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1439 begin
1440 ml := MAX(cx + ml, 0) - cx;
1441 mt := MAX(cy + mt, 0) - cy;
1442 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1443 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1444 end;
1445 r_Draw_SetRect(ml, mt, mr, mb);
1447 plist.Clear;
1448 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1449 for p in iter do
1450 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1451 plist.Insert(p^);
1452 iter.Release;
1454 glPushMatrix;
1455 if DebugCameraScale <> 1.0 then
1456 begin
1457 glTranslatef(cw div 2, ch div 2, 0);
1458 glScalef(DebugCameraScale, DebugCameraScale, 1);
1459 glTranslatef(-w div 2, -h div 2, 0);
1460 end;
1462 if SkyTexture <> nil then
1463 begin
1464 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1465 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1466 end;
1468 glTranslatef(-cx, -cy, 0);
1469 r_Map_DrawPanelType(PANEL_BACK);
1470 r_Map_DrawPanelType(PANEL_STEP);
1471 r_Map_DrawItems(xx, yy, ww, hh, false);
1472 r_Map_DrawShots(xx, yy, ww, hh);
1473 {$IFDEF ENABLE_SHELLS}
1474 r_Map_DrawShells(xx, yy, ww, hh);
1475 {$ENDIF}
1476 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1477 {$IFDEF ENABLE_GIBS}
1478 r_Map_DrawGibs(xx, yy, ww, hh);
1479 {$ENDIF}
1480 {$IFDEF ENABLE_CORPSES}
1481 r_Map_DrawCorpses(xx, yy, ww, hh);
1482 {$ENDIF}
1483 r_Map_DrawPanelType(PANEL_WALL);
1484 r_Map_DrawMonsters(xx, yy, ww, hh);
1485 r_Map_DrawItems(xx, yy, ww, hh, true);
1486 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1487 {$IFDEF ENABLE_GFX}
1488 r_Map_DrawParticles(xx, yy, ww, hh);
1489 r_Map_DrawGFX(xx, yy, ww, hh);
1490 {$ENDIF}
1491 r_Map_DrawFlags(xx, yy, ww, hh);
1492 r_Map_DrawPanelType(PANEL_ACID1);
1493 r_Map_DrawPanelType(PANEL_ACID2);
1494 r_Map_DrawPanelType(PANEL_WATER);
1495 r_Map_DrawPanelType(PANEL_FORE);
1496 // TODO draw monsters health bar
1497 // TODO draw players health bar
1499 r_Draw_SetRect(x, y, x + w, y + h);
1501 if gGameSettings.GameMode <> GM_SINGLE then
1502 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1503 if DebugCameraScale <> 1.0 then
1504 begin
1505 r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
1506 r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
1507 end;
1508 glPopMatrix;
1510 r_Map_DrawScreenEffects(x, y, w, h, player);
1512 // TODO draw g_debug_player
1514 glTranslatef(-x, -y, 0);
1515 r_Draw_SetRect(l, t, r, b);
1516 end;
1518 procedure r_Map_Update;
1519 var i, count, tick: LongInt;
1520 begin
1521 tick := gTime div GAME_TICK;
1522 for i := 0 to ITEM_LAST do
1523 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1524 r_Map_UpdateGFX(tick);
1525 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1526 end;
1528 initialization
1529 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1530 conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
1531 DebugCameraScale := 1.0;
1532 FillOutsizeArea := true;
1533 end.