DEADSOFTWARE

f27043e12a0cb26addf19793eddde58ad44bb6ba
[d2df-sdl.git] / src / game / renders / opengl / r_map.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../../../shared/a_modes.inc}
16 unit r_map;
18 interface
20 uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize;
23 procedure r_Map_Finalize;
25 procedure r_Map_Load;
26 procedure r_Map_Free;
28 procedure r_Map_LoadTextures;
29 procedure r_Map_FreeTextures;
31 {$IFDEF ENABLE_GFX}
32 procedure r_Map_NewGFX (typ, x, y: Integer);
33 {$ENDIF}
34 {$IFDEF ENABLE_GIBS}
35 function r_Map_GetGibSize (m, i: Integer): TRectWH;
36 {$ENDIF}
37 {$IFDEF ENABLE_MENU}
38 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
39 {$ENDIF}
41 procedure r_Map_Reset;
42 procedure r_Map_Update;
44 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
46 implementation
48 uses
49 {$I ../../../nogl/noGLuses.inc}
50 Math, SysUtils,
51 e_log,
52 binheap, MAPDEF, utils,
53 g_options, g_animations, g_basic, g_phys,
54 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
55 g_console, g_language,
56 {$IFDEF ENABLE_CORPSES}
57 g_corpses,
58 {$ENDIF}
59 {$IFDEF ENABLE_SHELLS}
60 g_shells,
61 {$ENDIF}
62 {$IFDEF ENABLE_GIBS}
63 g_gibs,
64 {$ENDIF}
65 {$IFDEF ENABLE_GFX}
66 g_gfx,
67 {$ENDIF}
68 r_textures, r_draw, r_common
69 ;
71 const
72 MTABLE: array [0..MONSTER_MAN] of record
73 w, h: Integer;
74 end = (
75 (w: 64; h: 64), // NONE
76 (w: 64; h: 64), // DEMON
77 (w: 64; h: 64), // IMP
78 (w: 64; h: 64), // ZOMBY
79 (w: 64; h: 64), // SERG
80 (w: 128; h: 128), // CYBER
81 (w: 64; h: 64), // CGUN
82 (w: 128; h: 128), // BARON
83 (w: 128; h: 128), // KNIGHT
84 (w: 128; h: 128), // CACO
85 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
86 (w: 128; h: 128), // PAIN
87 (w: 256; h: 128), // SPIDER
88 (w: 128; h: 64), // BSP
89 (w: 128; h: 128), // MANCUB
90 (w: 128; h: 128), // SKEL
91 (w: 128; h: 128), // VILE
92 (w: 32; h: 32), // FISH
93 (w: 64; h: 64), // BARREL
94 (w: 128; h: 128), // ROBO
95 (w: 64; h: 64) // MAN
96 );
97 VILEFIRE_DX = 32;
98 VILEFIRE_DY = 128;
100 ItemAnim: array [0..ITEM_LAST] of record
101 name: AnsiString;
102 w, h: Integer;
103 anim: TAnimInfo;
104 end = (
105 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
106 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
107 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
108 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
110 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
111 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
112 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
113 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
114 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
115 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
119 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
139 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
140 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
141 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
143 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
144 );
146 {$IFDEF ENABLE_GFX}
147 GFXAnim: array [0..R_GFX_LAST] of record
148 name: AnsiString;
149 w, h: Integer;
150 anim: TAnimInfo;
151 rdelay: Integer;
152 alpha: Integer;
153 end = (
154 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
155 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
156 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
157 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
158 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
159 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
160 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
161 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
162 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
163 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
164 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
165 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
166 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
168 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
169 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
170 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
171 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
172 );
173 {$ENDIF}
175 ShotAnim: array [0..WEAPON_LAST] of record
176 name: AnsiString;
177 w, h: Integer;
178 anim: TAnimInfo;
179 end = (
180 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
181 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
182 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
186 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
187 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
188 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
189 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
190 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
191 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
193 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
201 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
202 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
203 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
204 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
205 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
206 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
207 );
209 {$IFDEF ENABLE_SHELLS}
210 ShellAnim: array [0..SHELL_LAST] of record
211 name: AnsiString;
212 dx, dy: Integer;
213 end = (
214 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
215 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
216 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
217 );
218 {$ENDIF}
220 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
221 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
222 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
224 type
225 TBinHeapPanelDrawCmp = class
226 public
227 class function less (const a, b: TPanel): Boolean; inline;
228 end;
230 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
232 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
234 var
235 UseAccel: Boolean;
236 DebugFrames: Boolean;
237 DebugHealth: Boolean;
238 DebugCameraScale: Single;
239 FillOutsizeArea: Boolean;
240 SkyTexture: TGLTexture;
241 RenTextures: array of record
242 spec: LongInt;
243 tex: TGLMultiTexture;
244 anim: TAnimInfo;
245 end;
246 Items: array [0..ITEM_LAST] of record
247 tex: TGLMultiTexture;
248 frame: Integer;
249 end;
250 MonTextures: array [0..MONSTER_MAN] of TMonsterAnims;
251 WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture;
252 ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture;
253 FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture;
254 PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
255 VileFire: TGLMultiTexture;
256 InvulPenta: TGLTexture;
257 IndicatorTexture: TGLTexture;
258 TalkTexture: TGLTexture;
259 Models: array of record
260 anim: array [TDirection, 0..A_LAST] of record
261 base, mask: TGLMultiTexture;
262 end;
263 {$IFDEF ENABLE_GIBS}
264 gibs: record
265 base, mask: TGLTextureArray;
266 rect: TRectArray;
267 end;
268 {$ENDIF}
269 end;
271 {$IFDEF ENABLE_SHELLS}
272 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
273 {$ENDIF}
274 {$IFDEF ENABLE_GFX}
275 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
276 gfxlist: array of record
277 typ: Byte;
278 x, y: Integer;
279 oldX, oldY: Integer;
280 anim: TAnimInfo;
281 time: LongWord;
282 frame: LongInt;
283 end = nil;
284 {$ENDIF}
286 FlagFrame: LongInt;
287 plist: TBinHeapPanelDraw = nil;
289 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
290 begin
291 if a.tag < b.tag then result := true
292 else if a.tag > b.tag then result := false
293 else result := a.arrIdx < b.arrIdx;
294 end;
296 procedure r_Map_Initialize;
297 begin
298 FlagFrame := 0;
299 plist := TBinHeapPanelDraw.Create();
300 end;
302 procedure r_Map_Finalize;
303 begin
304 r_Common_FreeAndNil(plist);
305 FlagFrame := 0;
306 end;
308 procedure r_Map_FreeModel (i: Integer);
309 var a: Integer; d: TDirection;
310 begin
311 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
312 begin
313 for a := A_STAND to A_LAST do
314 begin
315 r_Common_FreeAndNil(Models[i].anim[d, a].base);
316 r_Common_FreeAndNil(Models[i].anim[d, a].mask);
317 end;
318 end;
319 {$IFDEF ENABLE_GIBS}
320 if Models[i].gibs.base <> nil then
321 for a := 0 to High(Models[i].gibs.base) do
322 r_Common_FreeAndNil(Models[i].gibs.base[a]);
323 if Models[i].gibs.mask <> nil then
324 for a := 0 to High(Models[i].gibs.mask) do
325 r_Common_FreeAndNil(Models[i].gibs.mask[a]);
326 Models[i].gibs.base := nil;
327 Models[i].gibs.mask := nil;
328 Models[i].gibs.rect := nil;
329 {$ENDIF}
330 end;
332 procedure r_Map_LoadModel (i: Integer);
333 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
334 begin
335 ASSERT(i < Length(Models));
336 ASSERT(i < Length(PlayerModelsArray));
337 r_Map_FreeModel(i);
338 m := @PlayerModelsArray[i];
339 prefix := m.FileName + ':TEXTURES/';
340 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
341 begin
342 for a := A_STAND to A_LAST do
343 begin
344 Models[i].anim[d, a].base := nil;
345 Models[i].anim[d, a].mask := nil;
346 if m.anim[d, a].resource <> '' then
347 Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
348 if m.anim[d, a].mask <> '' then
349 Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
350 end
351 end;
352 {$IFDEF ENABLE_GIBS}
353 Models[i].gibs.base := nil;
354 Models[i].gibs.mask := nil;
355 Models[i].gibs.rect := nil;
356 if m.GibsCount > 0 then
357 begin
358 SetLength(Models[i].gibs.base, m.GibsCount);
359 SetLength(Models[i].gibs.mask, m.GibsCount);
360 SetLength(Models[i].gibs.rect, m.GibsCount);
361 for a := 0 to m.GibsCount - 1 do
362 Models[i].gibs.rect[a] := DefaultGibSize;
363 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then
364 begin
365 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then
366 begin
367 // ok
368 end;
369 end;
370 end;
371 {$ENDIF}
372 end;
374 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
375 const dir: array [TDirection] of AnsiString = ('_L', '');
376 var w, h, count: Integer;
377 begin
378 count := MONSTER_ANIMTABLE[m].AnimCount[a];
379 if count > 0 then
380 begin
381 w := MTABLE[m].w;
382 h := MTABLE[m].h;
383 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
384 begin
385 // special case
386 w := 128;
387 h := 128;
388 end;
389 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
390 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
391 w,
392 h,
393 count,
394 [TGLHints.txNoRepeat],
395 False
396 );
397 end
398 else
399 MonTextures[m, a, d] := nil;
400 end;
402 procedure r_Map_Load;
403 const
404 WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
405 WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN');
406 WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE');
407 PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
408 var
409 i, j, k: Integer; d: TDirection; b: Boolean;
410 begin
411 // --------- items --------- //
412 r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
413 for i := 0 to ITEM_LAST do
414 begin
415 Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
416 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
417 ItemAnim[i].w,
418 ItemAnim[i].h,
419 ItemAnim[i].anim.frames,
420 [TGLHints.txNoRepeat],
421 false
422 );
423 Items[i].frame := 0;
424 end;
425 // --------- monsters --------- //
426 r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
427 for i := MONSTER_DEMON to MONSTER_MAN do
428 begin
429 for j := 0 to ANIM_LAST do
430 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
431 r_Map_LoadMonsterAnim(i, j, d);
432 r_Common_StepLoading(1);
433 end;
434 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
435 // --------- player models --------- //
436 if PlayerModelsArray <> nil then
437 begin
438 r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
439 SetLength(Models, Length(PlayerModelsArray));
440 for i := 0 to High(PlayerModelsArray) do
441 begin
442 r_Map_LoadModel(i);
443 r_Common_StepLoading(1);
444 end;
445 end;
446 // --------- player weapons --------- //
447 r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
448 for i := 1 to WP_LAST do
449 begin
450 for j := 0 to W_POS_LAST do
451 for k := 0 to W_ACT_LAST do
452 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]);
453 r_Common_StepLoading(1);
454 end;
455 // --------- gfx animations --------- //
456 {$IFDEF ENABLE_GFX}
457 r_Common_SetLoading('GFX Effects', R_GFX_LAST);
458 for i := 1 to R_GFX_LAST do
459 begin
460 if GFXAnim[i].anim.frames > 0 then
461 GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
462 end;
463 {$ENDIF}
464 // --------- shots --------- //
465 r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
466 for i := 0 to WEAPON_LAST do
467 begin
468 if ShotAnim[i].anim.frames > 0 then
469 ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]);
470 end;
471 // --------- flags --------- //
472 r_Common_SetLoading('Flags', 2);
473 FlagTextures[FLAG_NONE] := nil;
474 FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]);
475 FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]);
476 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
477 // --------- shells --------- //
478 {$IFDEF ENABLE_SHELLS}
479 r_Common_SetLoading('Shells', SHELL_LAST + 1);
480 for i := 0 to SHELL_LAST do
481 ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
482 {$ENDIF}
483 // --------- other --------- //
484 r_Common_SetLoading('Effects', 3 * 2 + 3);
485 for b := false to true do
486 begin
487 for i := 0 to 2 do
488 PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]);
489 end;
490 InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]);
491 IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]);
492 TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]);
493 end;
495 procedure r_Map_Free;
496 var i, j, k: Integer; d: TDirection; b: Boolean;
497 begin
498 r_Common_FreeAndNil(TalkTexture);
499 r_Common_FreeAndNil(IndicatorTexture);
500 r_Common_FreeAndNil(InvulPenta);
501 for b := false to true do
502 for i := 0 to 2 do
503 r_Common_FreeAndNil(PunchTextures[b, i]);
504 {$IFDEF ENABLE_SHELLS}
505 for i := 0 to SHELL_LAST do
506 r_Common_FreeAndNil(ShellTextures[i]);
507 {$ENDIF}
508 for i := 0 to FLAG_LAST do
509 r_Common_FreeAndNil(FlagTextures[i]);
510 for i := 0 to WEAPON_LAST do
511 r_Common_FreeAndNil(ShotTextures[i]);
512 {$IFDEF ENABLE_GFX}
513 SetLength(gfxlist, 0);
514 for i := 0 to R_GFX_LAST do
515 r_Common_FreeAndNil(GFXTextures[i]);
516 {$ENDIF}
517 for i := 1 to WP_LAST do
518 for j := 0 to W_POS_LAST do
519 for k := 0 to W_ACT_LAST do
520 r_Common_FreeAndNil(WeapTextures[i, j, k]);
521 if Models <> nil then
522 for i := 0 to High(Models) do
523 r_Map_FreeModel(i);
524 for i := MONSTER_DEMON to MONSTER_MAN do
525 for j := 0 to ANIM_LAST do
526 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
527 r_Common_FreeAndNil(MonTextures[i, j, d]);
528 for i := 0 to ITEM_LAST do
529 r_Common_FreeAndNil(Items[i].tex);
530 end;
532 procedure r_Map_FreeTextures;
533 var i: Integer;
534 begin
535 plist.Clear;
536 r_Common_FreeAndNil(SkyTexture);
537 if RenTextures <> nil then
538 for i := 0 to High(RenTextures) do
539 r_Common_FreeAndNil(RenTextures[i].tex);
540 SetLength(RenTextures, 0);
541 end;
543 procedure r_Map_LoadTextures;
544 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
545 var i, n: Integer; txt: TAnimTextInfo;
546 begin
547 r_Map_FreeTextures;
548 if Textures <> nil then
549 begin
550 n := Length(Textures);
551 SetLength(RenTextures, n);
552 r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
553 for i := 0 to n - 1 do
554 begin
555 RenTextures[i].tex := nil;
556 RenTextures[i].anim := DefaultAnimInfo;
557 case Textures[i].TextureName of
558 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
559 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
560 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
561 else
562 RenTextures[i].spec := 0;
563 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
564 if RenTextures[i].tex <> nil then
565 begin
566 RenTextures[i].anim := txt.anim;
567 r_Common_StepLoading(1);
568 end
569 else
570 begin
571 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
572 end;
573 end;
574 ASSERT(RenTextures[i].anim.frames > 0);
575 ASSERT(RenTextures[i].anim.delay > 0);
576 end;
577 end;
578 if gMapInfo.SkyFullName <> '' then
579 begin
580 r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
581 SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
582 end;
583 plist.Clear;
584 end;
586 procedure r_Map_DrawPanel (p: TPanel);
587 var Texture, x, y, w, h: Integer; t: TGLMultiTexture; count, frame: LongInt; a: TAnimInfo;
588 begin
589 ASSERT(p <> nil);
590 ASSERT(p.FCurTexture >= -1); (* p.FCurTexture = -1 -> invisible texture *)
591 if p.FCurTexture >= 0 then
592 begin
593 r_Common_GetPanelPos(p, x, y, w, h);
594 ASSERT(p.FCurTexture <= High(p.TextureIDs));
595 Texture := p.TextureIDs[p.FCurTexture].Texture;
596 ASSERT(Texture >= -1); (* Texture = -1 -> texture not found *)
597 if Texture >= 0 then
598 begin
599 ASSERT(Texture <= High(RenTextures));
600 t := RenTextures[Texture].tex;
601 if t <> nil then
602 begin
603 count := 0; frame := 0;
604 if p.AnimTime <= gTime then
605 begin
606 a := RenTextures[Texture].anim;
607 a.loop := p.AnimLoop;
608 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
609 end;
610 r_Draw_TextureRepeat(t.GetTexture(frame), x, y, w, h, false, 255, 255, 255, 255 - p.alpha, p.blending);
611 end
612 else if RenTextures[Texture].spec = 0 then
613 begin
614 r_Draw_TextureRepeat(nil, x, y, w, h, false, 255, 255, 255, 255, false);
615 end;
616 case RenTextures[Texture].spec of
617 TEXTURE_SPECIAL_WATER: r_Draw_Filter(x, y, x + w, y + h, 0, 0, 255, 255);
618 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(x, y, x + w, y + h, 0, 230, 0, 255);
619 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(x, y, x + w, y + h, 230, 0, 0, 255);
620 end;
621 end
622 else
623 begin
624 r_Draw_TextureRepeat(nil, x, y, w, h, false, 255, 255, 255, 255, false);
625 end;
626 end;
627 end;
629 procedure r_Map_DrawPanels (constref panels: TPanelArray; drawDoors: Boolean = false);
630 var i: Integer; p: TPanel;
631 begin
632 if panels <> nil then
633 begin
634 for i := 0 to High(panels) do
635 begin
636 p := panels[i];
637 if p.enabled and not (drawDoors xor p.door) then
638 r_Map_DrawPanel(p);
639 end;
640 end;
641 end;
643 procedure r_Map_DrawPanelType (panelTyp: DWORD);
644 var tagMask: Integer; p: TPanel;
645 begin
646 if UseAccel then
647 begin
648 tagMask := PanelTypeToTag(panelTyp);
649 while plist.count > 0 do
650 begin
651 p := TPanel(plist.Front());
652 if (p.tag and tagMask) = 0 then
653 break;
654 r_Map_DrawPanel(p);
655 plist.PopFront;
656 end;
657 end
658 else
659 begin
660 case panelTyp of
661 PANEL_BACK: if g_rlayer_back then r_Map_DrawPanels(gRenderBackgrounds);
662 PANEL_STEP: if g_rlayer_step then r_Map_DrawPanels(gSteps);
663 PANEL_WALL: if g_rlayer_wall then r_Map_DrawPanels(gWalls);
664 PANEL_CLOSEDOOR: if g_rlayer_door then r_Map_DrawPanels(gWalls, True);
665 PANEL_ACID1: if g_rlayer_acid1 then r_Map_DrawPanels(gAcid1);
666 PANEL_ACID2: if g_rlayer_acid2 then r_Map_DrawPanels(gAcid2);
667 PANEL_WATER: if g_rlayer_water then r_Map_DrawPanels(gWater);
668 PANEL_FORE: if g_rlayer_fore then r_Map_DrawPanels(gRenderForegrounds);
669 end;
670 end;
671 end;
673 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
674 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
675 begin
676 if ggItems <> nil then
677 begin
678 for i := 0 to High(ggItems) do
679 begin
680 it := @ggItems[i];
681 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
682 begin
683 t := Items[it.ItemType].tex;
684 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
685 begin
686 r_Common_GetObjectPos(it.obj, xx, yy);
687 tex := t.GetTexture(Items[it.ItemType].frame);
688 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
689 if DebugFrames then
690 begin
691 r_Draw_Rect(
692 xx + it.obj.rect.x, // it.obj.x + it.obj.rect.x,
693 yy + it.obj.rect.y, // it.obj.y + it.obj.rect.y,
694 xx + it.obj.rect.x + it.obj.rect.width, // it.obj.x + it.obj.rect.x + it.obj.rect.width,
695 yy + it.obj.rect.y + it.obj.rect.height, // it.obj.y + it.obj.rect.y + it.obj.rect.height,
696 0, 255, 0, 255
697 );
698 end;
699 end;
700 end;
701 end;
702 end;
703 end;
705 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
706 var w: Integer;
707 begin
708 t := nil; dx := 0; dy := 0; flip := false;
709 result := MonTextures[m, a, d] <> nil;
710 if result = false then
711 begin
712 flip := true;
713 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
714 result := MonTextures[m, a, d] <> nil;
715 end;
716 if result = true then
717 begin
718 t := MonTextures[m, a, d];
719 if d = TDirection.D_LEFT then
720 begin
721 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
722 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
723 end
724 else
725 begin
726 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
727 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
728 end;
729 if flip then
730 begin
731 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then w := 64 else w := 0;
732 dx := -dx - w;
733 end;
734 end;
735 end;
737 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
738 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
739 begin
740 if VileFire <> nil then
741 begin
742 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
743 begin
744 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
745 begin
746 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
747 tex := VileFire.GetTexture(frame);
748 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);
749 end;
750 end;
751 end;
752 end;
754 procedure r_Map_DrawMonster (constref mon: TMonster);
755 var m, a, xx, yy, dx, dy: Integer; d, da: TDirection; flip: Boolean; t: TGLMultiTexture;
756 begin
757 m := mon.MonsterType;
758 a := mon.MonsterAnim;
759 d := mon.GameDirection;
761 (* hack: barrel tracks player, fix it in game logic *)
762 if m = MONSTER_BARREL then d := TDirection.D_LEFT;
764 r_Common_GetObjectPos(mon.obj, xx, yy);
765 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
766 begin
767 da := mon.GameDirection;
768 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, da], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
769 end;
770 if DebugFrames then
771 begin
772 r_Draw_Rect(
773 xx + mon.obj.rect.x, // mon.obj.x + mon.obj.rect.x,
774 yy + mon.obj.rect.y, // mon.obj.y + mon.obj.rect.y,
775 xx + mon.obj.rect.x + mon.obj.rect.width, // mon.obj.x + mon.obj.rect.x + mon.obj.rect.width,
776 yy + mon.obj.rect.y + mon.obj.rect.height, // mon.obj.y + mon.obj.rect.y + mon.obj.rect.height,
777 0, 255, 0, 255
778 );
779 end;
780 if DebugHealth and mon.alive then
781 begin
782 r_Common_DrawText(
783 IntToStr(mon.MonsterHealth),
784 xx + mon.obj.rect.x + mon.obj.rect.width div 2,
785 yy + mon.obj.rect.y,
786 255, 255, 255, 255,
787 stdfont,
788 TBasePoint.BP_DOWN
789 );
790 end;
791 end;
793 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
794 var i: Integer; m: TMonster;
795 begin
796 if gMonsters <> nil then
797 begin
798 for i := 0 to High(gMonsters) do
799 begin
800 m := gMonsters[i];
801 if m <> nil then
802 begin
803 r_Map_DrawMonsterAttack(m);
804 // TODO select from grid
805 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
806 r_Map_DrawMonster(m);
807 end;
808 end;
809 end;
810 end;
812 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
813 begin
814 flip := false;
815 result := Models[i].anim[d, a].base <> nil;
816 if result = false then
817 begin
818 flip := true;
819 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
820 result := Models[i].anim[d, a].base <> nil;
821 end;
822 end;
824 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
825 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
826 begin
827 a := pm.CurrentAnimation;
828 d := pm.Direction;
830 (* draw flag*)
831 t := FlagTextures[pm.Flag];
832 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
833 begin
834 flip := d = TDirection.D_RIGHT;
835 angle := PlayerModelsArray[pm.id].FlagAngle;
836 xx := PlayerModelsArray[pm.id].FlagPoint.X;
837 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
838 tex := t.GetTexture(FlagFrame);
839 r_Draw_TextureRepeatRotate(
840 tex,
841 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
842 y + yy - FLAG_BASEPOINT.Y + 1,
843 tex.width,
844 tex.height,
845 flip,
846 255, 255, 255, 255, false,
847 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
848 FLAG_BASEPOINT.Y,
849 IfThen(flip, angle, -angle)
850 );
851 end;
853 (* draw weapon *)
854 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
855 begin
856 case a of
857 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
858 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
859 else pos := W_POS_NORMAL;
860 end;
861 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
862 act := W_ACT_FIRE
863 else
864 act := W_ACT_NORMAL;
865 tex := WeapTextures[pm.CurrentWeapon, pos, act];
866 if tex <> nil then
867 begin
868 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
869 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
870 r_Draw_Texture(
871 tex,
872 x + xx,
873 y + yy,
874 tex.width,
875 tex.height,
876 d = TDirection.D_LEFT,
877 255, 255, 255, alpha, false
878 );
879 end;
880 end;
882 (* draw body *)
883 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
884 begin
885 t := Models[pm.id].anim[d, a].base;
886 back := PlayerModelsArray[pm.id].anim[d, a].back;
887 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
888 t := Models[pm.id].anim[d, a].mask;
889 if t <> nil then
890 begin
891 c := pm.Color;
892 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
893 end;
894 end;
895 end;
897 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
898 const w = 20; h = 14;
899 const dx = 6; dy = 8; dot = 6; size = 2;
900 const tx = 6; ty = h - 1;
901 begin
902 // Outer box (top/down)
903 r_Draw_FillRect(x + 1, y, x + w - 1, y + 1, cb.R, cb.G, cb.B, 255);
904 r_Draw_FillRect(x + 1, y + h - 1, x + w - 1, y + h, cb.R, cb.G, cb.B, 255);
905 // Outer box (left/right)
906 r_Draw_FillRect(x, y + 1, x + 1, y + h - 1, cb.R, cb.G, cb.B, 255);
907 r_Draw_FillRect(x + w - 1, y + 1, x + w, y + h - 1, cb.R, cb.G, cb.B, 255);
908 // Outer tail
909 r_Draw_FillRect(x + tx - 1, y + ty + 0, x + tx + 3 + 1, y + ty + 1, cb.R, cb.G, cb.B, 255);
910 r_Draw_FillRect(x + tx - 1, y + ty + 1, x + tx + 2 + 1, y + ty + 2, cb.R, cb.G, cb.B, 255);
911 r_Draw_FillRect(x + tx - 1, y + ty + 2, x + tx + 1 + 1, y + ty + 3, cb.R, cb.G, cb.B, 255);
912 r_Draw_FillRect(x + tx - 1, y + ty + 3, x + tx + 0 + 1, y + ty + 4, cb.R, cb.G, cb.B, 255);
913 // Inner tail
914 r_Draw_FillRect(x + tx, y + ty + 0, x + tx + 3, y + ty + 1, cf.R, cf.G, cf.B, 255);
915 r_Draw_FillRect(x + tx, y + ty + 1, x + tx + 2, y + ty + 2, cf.R, cf.G, cf.B, 255);
916 r_Draw_FillRect(x + tx, y + ty + 2, x + tx + 1, y + ty + 3, cf.R, cf.G, cf.B, 255);
917 // Inner box
918 r_Draw_FillRect(x + 1, y + 1, x + w - 1, y + h - 1, cf.R, cf.G, cf.B, 255);
919 // Dots
920 r_Draw_FillRect(x + dx + 0*3, y + dy, x + dx + 0*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
921 r_Draw_FillRect(x + dx + 1*3, y + dy, x + dx + 1*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
922 r_Draw_FillRect(x + dx + 2*3, y + dy, x + dx + 2*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
923 end;
925 procedure r_Map_DrawTalkBubble (p: TPlayer);
926 var xx, yy, x, y: Integer; cb, cf: TRGB;
927 begin
928 r_Common_GetPlayerPos(p, xx, yy);
929 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
930 y := yy;
931 cb := _RGB(63, 63, 63);
932 cf := _RGB(240, 240, 240);
933 case gChatBubble of
934 1: // simple text
935 begin
936 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
937 end;
938 2: // adv team color
939 begin
940 case p.Team of
941 TEAM_RED: cb := _RGB(255, 63, 63);
942 TEAM_BLUE: cb := _RGB(63, 63, 255);
943 end;
944 r_Map_DrawBubble(x, y - 18, cb, cf);
945 end;
946 3: // adv player color
947 begin
948 cb := p.Model.Color;
949 cf.R := MIN(cb.R * 2 + 64, 255);
950 cf.G := MIN(cb.G * 2 + 64, 255);
951 cf.B := MIN(cb.B * 2 + 64, 255);
952 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
953 begin
954 cb.R := MAX(cf.R div 2 - 16, 0);
955 cb.G := MAX(cf.G div 2 - 16, 0);
956 cb.B := MAX(cf.B div 2 - 16, 0);
957 end;
958 r_Map_DrawBubble(x, y - 18, cb, cf);
959 end;
960 4: // textured
961 if TalkTexture <> nil then
962 begin
963 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
964 end;
965 end;
966 end;
968 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
969 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
970 begin
971 if p.alive then
972 begin
973 r_Common_GetPlayerPos(p, x, y);
975 (* punch effect *)
976 if p.PunchTime <= gTime then
977 begin
978 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
979 if count < 1 then
980 begin
981 b := R_BERSERK in p.FRulez;
982 if p.FKeys[KEY_DOWN].pressed then
983 t := PunchTextures[b, 2]
984 else if p.FKeys[KEY_UP].pressed then
985 t := PunchTextures[b, 1]
986 else
987 t := PunchTextures[b, 0];
988 if t <> nil then
989 begin
990 flip := p.Direction = TDirection.D_LEFT;
991 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
992 ay := p.Obj.Rect.Y - 11;
993 tex := t.GetTexture(frame);
994 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
995 end;
996 end;
997 end;
999 (* invulnerability effect *)
1000 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
1001 begin
1002 w := InvulPenta.width;
1003 h := InvulPenta.height;
1004 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
1005 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
1006 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
1007 end;
1009 (* invisibility effect *)
1010 alpha := 255;
1011 if p.FMegaRulez[MR_INVIS] > gTime then
1012 begin
1013 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
1014 begin
1015 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
1016 alpha := 55;
1017 end
1018 else
1019 alpha := 1; // ???
1020 end;
1022 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
1023 end;
1025 if DebugFrames then
1026 begin
1027 r_Draw_Rect(
1028 x + p.obj.rect.x, // p.obj.x + p.obj.rect.x,
1029 y + p.obj.rect.y, // p.obj.y + p.obj.rect.y,
1030 x + p.obj.rect.x + p.obj.rect.width, // p.obj.x + p.obj.rect.x + p.obj.rect.width,
1031 y + p.obj.rect.y + p.obj.rect.height, // p.obj.y + p.obj.rect.y + p.obj.rect.height,
1032 0, 255, 0, 255
1033 );
1034 end;
1036 if DebugHealth and p.alive then
1037 begin
1038 r_Common_DrawText(
1039 IntToStr(p.health) + '/' + IntToStr(p.armor),
1040 x + p.obj.rect.x + p.obj.rect.width div 2,
1041 y - 24,
1042 255, 255, 255, 255,
1043 stdfont,
1044 TBasePoint.BP_DOWN
1045 );
1046 end;
1048 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
1049 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
1050 r_Map_DrawTalkBubble(p);
1052 // TODO draw aim
1053 end;
1055 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
1056 var i: Integer;
1057 begin
1058 if gPlayers <> nil then
1059 for i := 0 to High(gPlayers) do
1060 if gPlayers[i] <> nil then
1061 r_Map_DrawPlayer(gPlayers[i], player);
1062 end;
1064 {$IFDEF ENABLE_GIBS}
1065 function r_Map_GetGibSize (m, i: Integer): TRectWH;
1066 begin
1067 result := Models[m].gibs.rect[i];
1068 end;
1070 procedure r_Map_DrawGibs (x, y, w, h: Integer);
1071 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
1072 begin
1073 if gGibs <> nil then
1074 begin
1075 for i := 0 to High(gGibs) do
1076 begin
1077 if gGibs[i].alive then
1078 begin
1079 p := @gGibs[i].Obj;
1080 if g_Obj_Collide(x, y, w, h, p) then
1081 begin
1082 r_Common_GetObjectPos(p^, xx, yy);
1083 id := gGibs[i].GibID;
1084 m := gGibs[i].ModelID;
1085 t := Models[m].gibs.base[id];
1086 if t <> nil then
1087 begin
1088 rx := p.Rect.X + p.Rect.Width div 2;
1089 ry := p.Rect.Y + p.Rect.Height div 2;
1090 ra := gGibs[i].RAngle;
1091 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
1092 t := Models[m].gibs.mask[id];
1093 if t <> nil then
1094 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
1095 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
1096 end;
1097 end;
1098 end;
1099 end;
1100 end;
1101 end;
1102 {$ENDIF}
1104 {$IFDEF ENABLE_CORPSES}
1105 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1106 var i, xx, yy: Integer; p: TCorpse;
1107 begin
1108 if gCorpses <> nil then
1109 begin
1110 for i := 0 to High(gCorpses) do
1111 begin
1112 p := gCorpses[i];
1113 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1114 begin
1115 r_Common_GetObjectPos(p.obj, xx, yy);
1116 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1117 end;
1118 end;
1119 end;
1120 end;
1121 {$ENDIF}
1123 {$IFDEF ENABLE_GFX}
1124 function r_Map_GetGFXID (): Integer;
1125 var i: Integer;
1126 begin
1127 i := 0;
1128 if gfxlist <> nil then
1129 begin
1130 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1131 Inc(i);
1132 if i >= Length(gfxlist) then
1133 SetLength(gfxlist, Length(gfxlist) + 1)
1134 end
1135 else
1136 SetLength(gfxlist, 1);
1137 gfxlist[i].typ := R_GFX_NONE;
1138 result := i
1139 end;
1141 procedure r_Map_NewGFX (typ, x, y: Integer);
1142 var i: Integer;
1143 begin
1144 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1145 begin
1146 i := r_Map_GetGFXID();
1147 if i >= 0 then
1148 begin
1149 gfxlist[i].typ := typ;
1150 gfxlist[i].x := x;
1151 gfxlist[i].y := y;
1152 gfxlist[i].oldX := x;
1153 gfxlist[i].oldY := y;
1154 gfxlist[i].anim := GFXAnim[typ].anim;
1155 gfxlist[i].time := gTime DIV GAME_TICK;
1156 gfxlist[i].frame := 0;
1157 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1158 end;
1159 end;
1160 end;
1162 procedure r_Map_ResetGFX;
1163 begin
1164 SetLength(gfxlist, 0);
1165 end;
1167 procedure r_Map_UpdateGFX (tick: LongWord);
1168 var i: Integer; count: LongInt;
1169 begin
1170 if gfxlist <> nil then
1171 begin
1172 for i := 0 to High(gfxlist) do
1173 begin
1174 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1175 begin
1176 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1177 if count < 1 then
1178 begin
1179 gfxlist[i].oldX := gfxlist[i].x;
1180 gfxlist[i].oldY := gfxlist[i].y;
1181 case gfxlist[i].typ of
1182 R_GFX_FLAME, R_GFX_SMOKE:
1183 begin
1184 if Random(3) = 0 then
1185 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1186 if Random(2) = 0 then
1187 gfxlist[i].y := gfxlist[i].y - Random(2);
1188 end;
1189 end;
1190 end
1191 else
1192 gfxlist[i].typ := R_GFX_NONE;
1193 end;
1194 end;
1195 end;
1196 end;
1198 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1199 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1200 begin
1201 if gfxlist <> nil then
1202 begin
1203 for i := 0 to High(gfxlist) do
1204 begin
1205 if gfxlist[i].typ > 0 then
1206 begin
1207 typ := gfxlist[i].typ;
1208 t := GFXTextures[typ];
1209 if t <> nil then
1210 begin
1211 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1212 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1213 tex := t.GetTexture(gfxlist[i].frame);
1214 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1215 end;
1216 end;
1217 end;
1218 end;
1219 end;
1221 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1222 var i, fx, fy: Integer; factor: Single;
1223 begin
1224 if gpart_dbg_enabled and (Particles <> nil) then
1225 begin
1226 r_Draw_EnableTexture2D(false);
1227 factor := r_pixel_scale * g_dbg_scale;
1228 if factor < 0.6 then
1229 glPointSize(1)
1230 else if factor > 1.3 then
1231 glPointSize(factor + 1)
1232 else
1233 glPointSize(2);
1234 glDisable(GL_POINT_SMOOTH);
1235 glEnable(GL_BLEND);
1236 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1238 r_Draw_SetColor(255, 255, 255, 255);
1239 glBegin(GL_POINTS);
1240 for i := 0 to High(Particles) do
1241 begin
1242 if Particles[i].alive then
1243 begin
1244 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1245 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1246 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1247 glVertex2i(fx, fy);
1248 end;
1249 end;
1250 glEnd;
1251 r_Draw_SetColor(0, 0, 0, 255);
1253 glDisable(GL_BLEND);
1254 end;
1255 end;
1256 {$ENDIF}
1258 procedure r_Map_DrawShots (x, y, w, h: Integer);
1259 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1260 begin
1261 if Shots <> nil then
1262 begin
1263 for i := 0 to High(Shots) do
1264 begin
1265 typ := Shots[i].ShotType;
1266 if typ <> 0 then
1267 begin
1268 t := ShotTextures[typ];
1269 if t <> nil then
1270 begin
1271 a := 0;
1272 case typ of
1273 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1274 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1275 end;
1276 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1277 pX := Shots[i].Obj.Rect.Width div 2;
1278 pY := Shots[i].Obj.Rect.Height div 2;
1279 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1280 tex := t.GetTexture(frame);
1281 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1282 if DebugFrames then
1283 begin
1284 r_Draw_Rect(
1285 xx + Shots[i].obj.rect.x, // Shots[i].obj.x + Shots[i].obj.rect.x,
1286 yy + Shots[i].obj.rect.y, // Shots[i].obj.y + Shots[i].obj.rect.y,
1287 xx + Shots[i].obj.rect.x + Shots[i].obj.rect.width, // Shots[i].obj.x + Shots[i].obj.rect.x + Shots[i].obj.rect.width,
1288 yy + Shots[i].obj.rect.y + Shots[i].obj.rect.height, // Shots[i].obj.y + Shots[i].obj.rect.y + Shots[i].obj.rect.height,
1289 0, 255, 0, 255
1290 );
1291 end;
1292 end;
1293 end;
1294 end;
1295 end;
1296 end;
1298 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1299 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1300 begin
1301 if gGameSettings.GameMode = GM_CTF then
1302 begin
1303 for i := FLAG_RED to FLAG_BLUE do
1304 begin
1305 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1306 begin
1307 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1308 flip := gFlags[i].Direction = TDirection.D_LEFT;
1309 if flip then dx := -1 else dx := +1;
1310 t := FlagTextures[i];
1311 tex := t.GetTexture(FlagFrame);
1312 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false);
1313 if DebugFrames then
1314 begin
1315 r_Draw_Rect(
1316 xx + gFlags[i].obj.rect.x, // gFlags[i].obj.x + gFlags[i].obj.rect.x,
1317 yy + gFlags[i].obj.rect.y, // gFlags[i].obj.y + gFlags[i].obj.rect.y,
1318 xx + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width, // gFlags[i].obj.x + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width,
1319 yy + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height, // gFlags[i].obj.y + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height,
1320 0, 255, 0, 255
1321 );
1322 end;
1323 end;
1324 end;
1325 end;
1326 end;
1328 {$IFDEF ENABLE_SHELLS}
1329 procedure r_Map_DrawShells (x, y, w, h: Integer);
1330 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1331 begin
1332 if gShells <> nil then
1333 begin
1334 for i := 0 to High(gShells) do
1335 begin
1336 if gShells[i].alive then
1337 begin
1338 typ := gShells[i].SType;
1339 if typ <= SHELL_LAST then
1340 begin
1341 p := @gShells[i].Obj;
1342 if g_Obj_Collide(x, y, w, h, p) then
1343 begin
1344 t := ShellTextures[typ];
1345 if t <> nil then
1346 begin
1347 r_Common_GetObjectPos(p^, xx, yy);
1348 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1349 end;
1350 end;
1351 end;
1352 end;
1353 end;
1354 end;
1355 end;
1356 {$ENDIF}
1358 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1359 const
1360 factor = 120; (* size ratio between view and sky (120%) *)
1361 limit = 100; (* max speed for parallax *)
1362 var
1363 msw, msh, mvw, mvh, svw, svh: LongInt;
1364 begin
1365 msw := vw * factor div 100;
1366 msh := vh * factor div 100;
1367 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1369 (* calc x parallax or sky center on speed limit *)
1370 mvw := MAX(1, mw - vw);
1371 svw := w - vw;
1372 if 100 * svw div mvw <= limit then
1373 x := -cx * svw div mvw
1374 else
1375 x := -svw div 2;
1377 (* calc y parallax or sky center on speed limit *)
1378 mvh := MAX(1, mh - vh);
1379 svh := h - vh;
1380 if 100 * svh div mvh <= limit then
1381 y := -cy * svh div mvh
1382 else
1383 y := -svh div 2;
1385 (* handle out of map bounds *)
1386 if x > 0 then x := 0;
1387 if y > 0 then y := 0;
1388 if x < -svw then x := -svw;
1389 if y < -svh then y := -svh;
1390 end;
1392 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1393 var i: Integer;
1394 begin
1395 if level > 0 then
1396 begin
1397 case level of
1398 0..14: i := 0;
1399 15..34: i := 1;
1400 35..54: i := 2;
1401 55..74: i := 3;
1402 75..94: i := 4;
1403 else i := 5
1404 end;
1405 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1406 end;
1407 end;
1409 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1410 begin
1411 if p <> nil then
1412 begin
1413 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1414 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1415 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1416 begin
1417 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1418 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1419 end;
1420 if p.FMegaRulez[MR_SUIT] >= gTime then
1421 begin
1422 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1423 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1424 end;
1425 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1426 begin
1427 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1428 end;
1429 end;
1430 end;
1432 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1433 var a, ax, ay, fx, fy, xx, yy: Integer;
1434 begin
1435 if (p <> nil) and p.Alive and (p.Spectator = false) then
1436 begin
1437 r_Common_GetPlayerPos(p, fx, fy);
1438 case gPlayerIndicatorStyle of
1439 0:
1440 if IndicatorTexture <> nil then
1441 begin
1442 ax := IndicatorTexture.width div 2;
1443 ay := IndicatorTexture.height div 2;
1444 if (p.obj.x + p.obj.rect.x) < cx then
1445 begin
1446 a := 90;
1447 xx := fx + p.obj.rect.x + p.obj.rect.width;
1448 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1449 end
1450 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1451 begin
1452 a := 270;
1453 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1454 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1455 end
1456 else if (p.obj.y - IndicatorTexture.height) < cy then
1457 begin
1458 a := 180;
1459 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1460 yy := fy + p.obj.rect.y + p.obj.rect.height;
1461 end
1462 else
1463 begin
1464 a := 0;
1465 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1466 yy := fy - IndicatorTexture.height;
1467 end;
1468 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1469 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1470 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1471 end;
1472 1:
1473 begin
1474 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1475 yy := fy;
1476 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1477 end;
1478 end;
1479 end;
1480 end;
1482 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1483 var i: Integer; p: TPlayer;
1484 begin
1485 case gPlayerIndicator of
1486 1:
1487 if player <> nil then
1488 begin
1489 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1490 end;
1491 2:
1492 if gPlayers <> nil then
1493 begin
1494 for i := 0 to HIGH(gPlayers) do
1495 begin
1496 p := gPlayers[i];
1497 if p <> nil then
1498 begin
1499 if (player <> nil) and (p = player) then
1500 begin
1501 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1502 end
1503 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1504 begin
1505 case gPlayerIndicatorStyle of
1506 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1507 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1508 end;
1509 end;
1510 end;
1511 end;
1512 end;
1513 end;
1514 end;
1516 function r_Map_GetDrawableGridMask (): Integer;
1517 var mask: Integer;
1518 begin
1519 mask := 0;
1520 if g_rlayer_back then mask := mask or GridTagBack;
1521 if g_rlayer_step then mask := mask or GridTagStep;
1522 if g_rlayer_wall then mask := mask or GridTagWall;
1523 if g_rlayer_door then mask := mask or GridTagDoor;
1524 if g_rlayer_acid1 then mask := mask or GridTagAcid1;
1525 if g_rlayer_acid2 then mask := mask or GridTagAcid2;
1526 if g_rlayer_water then mask := mask or GridTagWater;
1527 if g_rlayer_fore then mask := mask or GridTagFore;
1528 result := mask;
1529 end;
1531 procedure r_Map_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer);
1532 (* xx/yy/ww/hh are in map units *)
1533 var iter: TPanelGrid.Iter; p: PPanel;
1534 begin
1535 if UseAccel then
1536 begin
1537 plist.Clear;
1538 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, r_Map_GetDrawableGridMask());
1539 for p in iter do
1540 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1541 plist.Insert(p^);
1542 iter.Release;
1543 end;
1545 r_Map_DrawPanelType(PANEL_BACK);
1546 r_Map_DrawPanelType(PANEL_STEP);
1547 r_Map_DrawItems(xx, yy, ww, hh, false);
1548 r_Map_DrawShots(xx, yy, ww, hh);
1549 {$IFDEF ENABLE_SHELLS}
1550 r_Map_DrawShells(xx, yy, ww, hh);
1551 {$ENDIF}
1552 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1553 {$IFDEF ENABLE_GIBS}
1554 r_Map_DrawGibs(xx, yy, ww, hh);
1555 {$ENDIF}
1556 {$IFDEF ENABLE_CORPSES}
1557 r_Map_DrawCorpses(xx, yy, ww, hh);
1558 {$ENDIF}
1559 r_Map_DrawPanelType(PANEL_WALL);
1560 r_Map_DrawMonsters(xx, yy, ww, hh);
1561 r_Map_DrawItems(xx, yy, ww, hh, true);
1562 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1563 {$IFDEF ENABLE_GFX}
1564 r_Map_DrawParticles(xx, yy, ww, hh);
1565 r_Map_DrawGFX(xx, yy, ww, hh);
1566 {$ENDIF}
1567 r_Map_DrawFlags(xx, yy, ww, hh);
1568 r_Map_DrawPanelType(PANEL_ACID1);
1569 r_Map_DrawPanelType(PANEL_ACID2);
1570 r_Map_DrawPanelType(PANEL_WATER);
1571 r_Map_DrawPanelType(PANEL_FORE);
1572 end;
1574 procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer);
1575 (* w/h/camx/camy are in map units (scaled) *)
1576 const limit = 32767;
1577 var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt;
1578 begin
1579 (* camera rect *)
1580 cx := camx - w div 2;
1581 cy := camy - h div 2;
1582 cw := w;
1583 ch := h;
1585 (* camera bounds *)
1586 if g_dbg_ignore_bounds = false then
1587 begin
1588 if w > gMapInfo.Width then
1589 cx := gMapInfo.Width div 2 - w div 2
1590 else if cx + cw > gMapInfo.Width then
1591 cx := gMapInfo.Width - cw
1592 else if cx < 0 then
1593 cx := 0;
1595 if h > gMapInfo.Height then
1596 cy := gMapInfo.Height div 2 - h div 2
1597 else if cy + ch > gMapInfo.Height then
1598 cy := gMapInfo.Height - ch
1599 else if cy < 0 then
1600 cy := 0;
1601 end;
1603 acx := cx;
1604 acy := cy;
1605 acw := cw;
1606 ach := ch;
1608 (* map bounds *)
1609 xx := cx;
1610 yy := cy;
1611 ww := cw;
1612 hh := ch;
1613 if xx + ww > gMapInfo.Width then
1614 xx := gMapInfo.Width - ww;
1615 if yy + hh > gMapInfo.Height then
1616 yy := gMapInfo.Height - hh;
1617 if xx < 0 then
1618 xx := 0;
1619 if yy < 0 then
1620 yy := 0;
1621 axx := xx;
1622 ayy := yy;
1623 aww := ww;
1624 ahh := hh;
1627 (* view bounds *)
1628 ml := x; mt := y; mr := x + w; mb := y + h;
1629 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1630 begin
1631 ml := MAX(cx + ml, 0) - cx;
1632 mt := MAX(cy + mt, 0) - cy;
1633 mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
1634 mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
1635 end;
1636 r_Draw_SetRect(ml, mt, mr, mb);
1639 if DebugCameraScale <> 1.0 then
1640 begin
1641 glTranslatef(cw div 2, ch div 2, 0);
1642 glScalef(DebugCameraScale, DebugCameraScale, 1);
1643 glTranslatef(-w div 2, -h div 2, 0);
1644 end;
1646 if gDrawBackGround and (SkyTexture <> nil) then
1647 begin
1648 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1649 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1650 end;
1652 glTranslatef(-cx, -cy, 0);
1653 r_Map_DrawGame(xx, yy, ww, hh, player);
1654 if FillOutsizeArea and (DebugCameraScale = 1.0) then
1655 begin
1656 (* top *) r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0, 0, 0, 0, 255);
1657 (* left *) r_Draw_FillRect(0 - limit, 0, 0, gMapInfo.Height + limit, 0, 0, 0, 255);
1658 (* right *) r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1659 (* bottom *) r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
1660 end;
1661 glTranslatef(cx, cy, 0);
1662 end;
1664 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
1665 var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer;
1666 begin
1667 glPushMatrix;
1668 r_Draw_GetRect(l, t, r, b);
1669 glTranslatef(x, y, 0);
1670 glScalef(g_dbg_scale, g_dbg_scale, 0);
1672 r_Draw_SetRect(x, y, x + w, y + h);
1673 r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh);
1674 acx := cx;
1675 acy := cy;
1676 r_Draw_SetRect(x, y, x + w, y + h);
1678 if DebugCameraScale <> 1.0 then
1679 begin
1680 r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255);
1681 r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255);
1682 end;
1684 if gGameSettings.GameMode <> GM_SINGLE then
1685 begin
1686 glTranslatef(-cx, -cy, 0);
1687 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1688 end;
1690 //glTranslatef(-x, -y, 0);
1691 r_Draw_SetRect(l, t, r, b);
1692 glPopMatrix;
1694 r_Map_DrawScreenEffects(x, y, w, h, player);
1695 end;
1697 procedure r_Map_Reset;
1698 begin
1699 {$IFDEF ENABLE_GFX}
1700 r_Map_ResetGFX;
1701 {$ENDIF}
1702 end;
1704 procedure r_Map_Update;
1705 var i, count, tick: LongInt;
1706 begin
1707 tick := gTime div GAME_TICK;
1708 for i := 0 to ITEM_LAST do
1709 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1710 r_Map_UpdateGFX(tick);
1711 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1712 end;
1714 initialization
1715 conRegVar('r_sq_draw', @UseAccel, 'accelerated spatial queries in rendering', 'accelerated rendering');
1716 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1717 conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
1718 conRegVar('d_frames', @DebugFrames, '', '');
1719 conRegVar('d_health', @DebugHealth, '', '');
1720 UseAccel := true;
1721 DebugCameraScale := 1.0;
1722 FillOutsizeArea := true;
1723 DebugFrames := false;
1724 DebugHealth := false;
1725 end.