diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index 820dcf99e75339f74326e45037bea2c60cef4fe5..e080bca7cc0e9ba2423956395a48235d460d3581 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
+(* Copyright (C) DooM 2D:Forever Developers
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ *)
+{$MODE DELPHI}
unit g_map;
interface
uses
e_graphics, g_basic, MAPSTRUCT, g_textures, Classes,
- g_phys, WADEDITOR, BinEditor, g_panel, md5;
+ g_phys, wadreader, BinEditor, g_panel, md5;
type
TMapInfo = record
Direction: TDirection;
end;
-
function g_Map_Load(Res: String): Boolean;
function g_Map_GetMapInfo(Res: String): TMapInfo;
function g_Map_GetMapsList(WADName: String): SArray;
function g_Map_Exist(Res: String): Boolean;
procedure g_Map_Free();
procedure g_Map_Update();
+
+// build "potentially visible panels" set, so we can avoid looping over all level panels again and again
+procedure g_Map_BuildPVP (minx, miny, maxx, maxy: Integer);
+procedure g_Map_ResetPVP ();
+// do not call this without calling `g_Map_BuildPVP()` or `g_Map_ResetPVP()` first!
procedure g_Map_DrawPanels(PanelType: Word);
+
procedure g_Map_DrawBack(dx, dy: Integer);
function g_Map_CollidePanel(X, Y: Integer; Width, Height: Word;
PanelType: Word; b1x3: Boolean): Boolean;
procedure g_Map_ResetFlag(Flag: Byte);
procedure g_Map_DrawFlags();
+function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
+
procedure g_Map_SaveState(Var Mem: TBinMemoryWriter);
procedure g_Map_LoadState(Var Mem: TBinMemoryReader);
+procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
+
const
RESPAWNPOINT_PLAYER1 = 1;
RESPAWNPOINT_PLAYER2 = 2;
g_main, e_log, SysUtils, g_items, g_gfx, g_console,
GL, GLExt, g_weapons, g_game, g_sound, e_sound, CONFIG,
g_options, MAPREADER, g_triggers, g_player, MAPDEF,
- Math, g_monsters, g_saveload, g_language, g_netmsg;
+ Math, g_monsters, g_saveload, g_language, g_netmsg,
+ utils, sfs,
+ ImagingTypes, Imaging, ImagingUtility,
+ ImagingGif, ImagingNetworkGraphics;
const
FLAGRECT: TRectWH = (X:15; Y:12; Width:33; Height:52);
MUSIC_SIGNATURE = $4953554D; // 'MUSI'
FLAG_SIGNATURE = $47414C46; // 'FLAG'
+type
+ TPanelID = record
+ PWhere: ^TPanelArray;
+ PArrID: Integer;
+ end;
+
var
+ PanelById: array of TPanelID;
Textures: TLevelTextureArray;
RespawnPoints: Array of TRespawnPoint;
FlagPoints: Array [FLAG_RED..FLAG_BLUE] of PFlagPoint;
panels^[len].SaveIt := True;
Result := len;
+
+ len := Length(PanelByID);
+ SetLength(PanelByID, len + 1);
+ PanelByID[len].PWhere := panels;
+ PanelByID[len].PArrID := Result;
end;
-procedure CreateNullTexture(RecName: String);
+function CreateNullTexture(RecName: String): Integer;
begin
SetLength(Textures, Length(Textures)+1);
+ result := High(Textures);
with Textures[High(Textures)] do
begin
end;
end;
-function CreateTexture(RecName: String; Map: string; log: Boolean): Boolean;
+function CreateTexture(RecName: String; Map: string; log: Boolean): Integer;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
TextureData: Pointer;
- WADName: String;
- SectionName: String;
- TextureName: String;
+ WADName, txname: String;
a, ResLength: Integer;
begin
- Result := False;
+ Result := -1;
if Textures <> nil then
for a := 0 to High(Textures) do
if Textures[a].TextureName = RecName then
begin // Òåêñòóðà ñ òàêèì èìåíåì óæå åñòü
- Result := True;
+ Result := a;
Exit;
end;
Anim := False;
end;
- Result := True;
+ result := High(Textures);
Exit;
end;
// Çàãðóæàåì ðåñóðñ òåêñòóðû â ïàìÿòü èç WAD'à:
- g_ProcessResourceStr(RecName, WADName, SectionName, TextureName);
+ WADName := g_ExtractWadName(RecName);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if WADName <> '' then
WADName := GameDir+'/wads/'+WADName
WAD.ReadFile(WADName);
- if WAD.GetResource(SectionName, TextureName, TextureData, ResLength) then
+ txname := RecName;
+ {
+ if (WADName = Map) and WAD.GetResource(g_ExtractFilePathName(RecName), TextureData, ResLength) then
+ begin
+ FreeMem(TextureData);
+ RecName := 'COMMON\ALIEN';
+ end;
+ }
+
+ if WAD.GetResource(g_ExtractFilePathName(RecName), TextureData, ResLength) then
begin
SetLength(Textures, Length(Textures)+1);
- if not e_CreateTextureMem(TextureData, Textures[High(Textures)].TextureID) then
+ if not e_CreateTextureMem(TextureData, ResLength, Textures[High(Textures)].TextureID) then
Exit;
e_GetTextureSize(Textures[High(Textures)].TextureID,
@Textures[High(Textures)].Width,
@Textures[High(Textures)].Height);
FreeMem(TextureData);
- Textures[High(Textures)].TextureName := RecName;
+ Textures[High(Textures)].TextureName := {RecName}txname;
Textures[High(Textures)].Anim := False;
- Result := True;
+ result := High(Textures);
end
else // Íåò òàêîãî ðåóñðñà â WAD'å
+ begin
+ //e_WriteLog(Format('SHIT! Error loading texture %s : %s : %s', [RecName, txname, g_ExtractFilePathName(RecName)]), MSG_WARNING);
if log then
begin
e_WriteLog(Format('Error loading texture %s', [RecName]), MSG_WARNING);
//e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
end;
+ end;
WAD.Free();
end;
-function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Boolean;
+function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Integer;
var
- WAD: TWADEditor_1;
- TextureWAD: Pointer;
- TextData: Pointer;
- TextureData: Pointer;
- cfg: TConfig;
+ WAD: TWADFile;
+ TextureWAD: PChar = nil;
+ TextData: Pointer = nil;
+ TextureData: Pointer = nil;
+ cfg: TConfig = nil;
WADName: String;
- SectionName: String;
- TextureName: String;
ResLength: Integer;
TextureResource: String;
_width, _height, _framecount, _speed: Integer;
_backanimation: Boolean;
+ //imgfmt: string;
+ ia: TDynImageDataArray = nil;
+ f, c, frdelay, frloop: Integer;
begin
- Result := False;
+ result := -1;
-// ×èòàåì WAD-ðåñóðñ àíèì.òåêñòóðû èç WAD'à â ïàìÿòü:
- g_ProcessResourceStr(RecName, WADName, SectionName, TextureName);
+ //e_WriteLog(Format('*** Loading animated texture "%s"', [RecName]), MSG_NOTIFY);
- WAD := TWADEditor_1.Create();
+ // ×èòàåì WAD-ðåñóðñ àíèì.òåêñòóðû èç WAD'à â ïàìÿòü:
+ WADName := g_ExtractWadName(RecName);
- if WADName <> '' then
- WADName := GameDir+'/wads/'+WADName
- else
- WADName := Map;
+ WAD := TWADFile.Create();
+ try
+ if WADName <> '' then
+ WADName := GameDir+'/wads/'+WADName
+ else
+ WADName := Map;
- WAD.ReadFile(WADName);
+ WAD.ReadFile(WADName);
- if not WAD.GetResource(SectionName, TextureName, TextureWAD, ResLength) then
- begin
- if log then
+ if not WAD.GetResource(g_ExtractFilePathName(RecName), TextureWAD, ResLength) then
begin
- e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
- //e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
+ if log then
+ begin
+ e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
+ //e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
+ end;
+ exit;
end;
- WAD.Free();
- Exit;
- end;
- WAD.FreeWAD();
+ {TEST
+ if WADName = Map then
+ begin
+ //FreeMem(TextureWAD);
+ if not WAD.GetResource('COMMON/animation', TextureWAD, ResLength) then Halt(1);
+ end;
+ }
- if not WAD.ReadMemory(TextureWAD, ResLength) then
- begin
- FreeMem(TextureWAD);
- WAD.Free();
- Exit;
- end;
+ WAD.FreeWAD();
-// ×èòàåì INI-ðåñóðñ àíèì. òåêñòóðû è çàïîìèíàåì åãî óñòàíîâêè:
- if not WAD.GetResource('TEXT', 'ANIM', TextData, ResLength) then
- begin
- FreeMem(TextureWAD);
- WAD.Free();
- Exit;
- end;
+ if ResLength < 6 then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" too short', [RecName]), MSG_WARNING);
+ exit;
+ end;
- cfg := TConfig.CreateMem(TextData, ResLength);
+ // ýòî ïòèöà? ýòî ñàìîë¸ò?
+ if (TextureWAD[0] = 'D') and (TextureWAD[1] = 'F') and
+ (TextureWAD[2] = 'W') and (TextureWAD[3] = 'A') and (TextureWAD[4] = 'D') then
+ begin
+ // íåò, ýòî ñóïåðìåí!
+ if not WAD.ReadMemory(TextureWAD, ResLength) then
+ begin
+ e_WriteLog(Format('Animated texture WAD file "%s" is invalid', [RecName]), MSG_WARNING);
+ exit;
+ end;
- TextureResource := cfg.ReadStr('', 'resource', '');
+ // ×èòàåì INI-ðåñóðñ àíèì. òåêñòóðû è çàïîìèíàåì åãî óñòàíîâêè:
+ if not WAD.GetResource('TEXT/ANIM', TextData, ResLength) then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" has invalid INI', [RecName]), MSG_WARNING);
+ exit;
+ end;
- if TextureResource = '' then
- begin
- FreeMem(TextureWAD);
- FreeMem(TextData);
- WAD.Free();
- cfg.Free();
- Exit;
- end;
+ cfg := TConfig.CreateMem(TextData, ResLength);
- _width := cfg.ReadInt('', 'framewidth', 0);
- _height := cfg.ReadInt('', 'frameheight', 0);
- _framecount := cfg.ReadInt('', 'framecount', 0);
- _speed := cfg.ReadInt('', 'waitcount', 0);
- _backanimation := cfg.ReadBool('', 'backanimation', False);
+ TextureResource := cfg.ReadStr('', 'resource', '');
+ if TextureResource = '' then
+ begin
+ e_WriteLog(Format('Animated texture WAD file "%s" has no "resource"', [RecName]), MSG_WARNING);
+ exit;
+ end;
- cfg.Free();
+ _width := cfg.ReadInt('', 'framewidth', 0);
+ _height := cfg.ReadInt('', 'frameheight', 0);
+ _framecount := cfg.ReadInt('', 'framecount', 0);
+ _speed := cfg.ReadInt('', 'waitcount', 0);
+ _backanimation := cfg.ReadBool('', 'backanimation', False);
-// ×èòàåì ðåñóðñ òåêñòóð (êàäðîâ) àíèì. òåêñòóðû â ïàìÿòü:
- if not WAD.GetResource('TEXTURES', TextureResource, TextureData, ResLength) then
- begin
- FreeMem(TextureWAD);
- FreeMem(TextData);
- WAD.Free();
- Exit;
- end;
+ cfg.Free();
+ cfg := nil;
- WAD.Free();
+ // ×èòàåì ðåñóðñ òåêñòóð (êàäðîâ) àíèì. òåêñòóðû â ïàìÿòü:
+ if not WAD.GetResource('TEXTURES/'+TextureResource, TextureData, ResLength) then
+ begin
+ e_WriteLog(Format('Animated texture WAD file "%s" has no texture "%s"', [RecName, 'TEXTURES/'+TextureResource]), MSG_WARNING);
+ exit;
+ end;
- SetLength(Textures, Length(Textures)+1);
- with Textures[High(Textures)] do
- begin
- // Ñîçäàåì êàäðû àíèì. òåêñòóðû èç ïàìÿòè:
- if g_Frames_CreateMemory(@FramesID, '', TextureData,
- _width, _height, _framecount, _backanimation) then
+ WAD.Free();
+ WAD := nil;
+
+ SetLength(Textures, Length(Textures)+1);
+ with Textures[High(Textures)] do
begin
- TextureName := RecName;
- Width := _width;
- Height := _height;
- Anim := True;
- FramesCount := _framecount;
- Speed := _speed;
+ // Ñîçäàåì êàäðû àíèì. òåêñòóðû èç ïàìÿòè:
+ if g_Frames_CreateMemory(@FramesID, '', TextureData, ResLength, _width, _height, _framecount, _backanimation) then
+ begin
+ TextureName := RecName;
+ Width := _width;
+ Height := _height;
+ Anim := True;
+ FramesCount := _framecount;
+ Speed := _speed;
+ result := High(Textures);
+ end
+ else
+ begin
+ if log then e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
+ end;
+ end;
+ end
+ else
+ begin
+ // try animated image
+ {
+ imgfmt := DetermineMemoryFormat(TextureWAD, ResLength);
+ if length(imgfmt) = 0 then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" has unknown format', [RecName]), MSG_WARNING);
+ exit;
+ end;
+ }
+ GlobalMetadata.ClearMetaItems();
+ GlobalMetadata.ClearMetaItemsForSaving();
+ if not LoadMultiImageFromMemory(TextureWAD, ResLength, ia) then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" cannot be loaded', [RecName]), MSG_WARNING);
+ exit;
+ end;
+ if length(ia) = 0 then
+ begin
+ e_WriteLog(Format('Animated texture file "%s" has no frames', [RecName]), MSG_WARNING);
+ exit;
+ end;
- Result := True;
+ WAD.Free();
+ WAD := nil;
+
+ _width := ia[0].width;
+ _height := ia[0].height;
+ _framecount := length(ia);
+ _speed := 1;
+ _backanimation := false;
+ frdelay := -1;
+ frloop := -666;
+ if GlobalMetadata.HasMetaItem(SMetaFrameDelay) then
+ begin
+ //writeln(' frame delay: ', GlobalMetadata.MetaItems[SMetaFrameDelay]);
+ try
+ f := GlobalMetadata.MetaItems[SMetaFrameDelay];
+ frdelay := f;
+ if f < 0 then f := 0;
+ // rounding ;-)
+ c := f mod 28;
+ if c < 13 then c := 0 else c := 1;
+ f := (f div 28)+c;
+ if f < 1 then f := 1 else if f > 255 then f := 255;
+ _speed := f;
+ except
+ end;
+ end;
+ if GlobalMetadata.HasMetaItem(SMetaAnimationLoops) then
+ begin
+ //writeln(' frame loop : ', GlobalMetadata.MetaItems[SMetaAnimationLoops]);
+ try
+ f := GlobalMetadata.MetaItems[SMetaAnimationLoops];
+ frloop := f;
+ if f <> 0 then _backanimation := true; // non-infinite looping == forth-and-back
+ except
+ end;
+ end;
+ //writeln(' creating animated texture with ', length(ia), ' frames (delay:', _speed, '; backloop:', _backanimation, ') from "', RecName, '"...');
+ //for f := 0 to high(ia) do writeln(' frame #', f, ': ', ia[f].width, 'x', ia[f].height);
+ f := ord(_backanimation);
+ e_WriteLog(Format('Animated texture file "%s": %d frames (delay:%d; back:%d; frdelay:%d; frloop:%d), %dx%d', [RecName, length(ia), _speed, f, frdelay, frloop, _width, _height]), MSG_NOTIFY);
+
+ SetLength(Textures, Length(Textures)+1);
+ // cîçäàåì êàäðû àíèì. òåêñòóðû èç êàðòèíîê
+ if g_CreateFramesImg(ia, @Textures[High(Textures)].FramesID, '', _backanimation) then
+ begin
+ Textures[High(Textures)].TextureName := RecName;
+ Textures[High(Textures)].Width := _width;
+ Textures[High(Textures)].Height := _height;
+ Textures[High(Textures)].Anim := True;
+ Textures[High(Textures)].FramesCount := length(ia);
+ Textures[High(Textures)].Speed := _speed;
+ result := High(Textures);
+ //writeln(' CREATED!');
end
- else
- if log then
- e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
+ else
+ begin
+ if log then e_WriteLog(Format('Error loading animation texture "%s" images', [RecName]), MSG_WARNING);
+ end;
+ end;
+ finally
+ for f := 0 to High(ia) do FreeImage(ia[f]);
+ WAD.Free();
+ cfg.Free();
+ if TextureWAD <> nil then FreeMem(TextureWAD);
+ if TextData <> nil then FreeMem(TextData);
+ if TextureData <> nil then FreeMem(TextureData);
end;
-
- FreeMem(TextureWAD);
- FreeMem(TextData);
end;
procedure CreateItem(Item: TItemRec_1);
DefaultMusRes = 'Standart.wad:STDMUS\MUS1';
DefaultSkyRes = 'Standart.wad:STDSKY\SKY0';
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
_textures: TTexturesRec1Array;
+ _texnummap: array of Integer; // `_textures` -> `Textures`
panels: TPanelsRec1Array;
items: TItemsRec1Array;
monsters: TMonsterRec1Array;
DoorPanel: Integer;
ShotPanel: Integer;
end;
- FileName, SectionName, ResName,
- FileName2, s, TexName: String;
+ FileName, mapResName, s, TexName: String;
Data: Pointer;
Len: Integer;
ok, isAnim, trigRef: Boolean;
- CurTex: Integer;
+ CurTex, ntn: Integer;
begin
Result := False;
gMapInfo.Map := Res;
TriggersTable := nil;
FillChar(texture, SizeOf(texture), 0);
-// Çàãðóçêà WAD:
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
- e_WriteLog('Loading map WAD: ' + FileName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
-
- WAD := TWADEditor_1.Create();
- if not WAD.ReadFile(FileName) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
- WAD.Free();
- Exit;
- end;
- if not WAD.GetResource('', ResName, Data, Len) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName]));
- WAD.Free();
- Exit;
- end;
- WAD.Free();
+ sfsGCDisable(); // temporary disable removing of temporary volumes
+ try
+ // Çàãðóçêà WAD:
+ FileName := g_ExtractWadName(Res);
+ e_WriteLog('Loading map WAD: '+FileName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
-// Çàãðóçêà êàðòû:
- e_WriteLog('Loading map: ' + ResName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
- MapReader := TMapReader_1.Create();
+ WAD := TWADFile.Create();
+ if not WAD.ReadFile(FileName) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
+ WAD.Free();
+ Exit;
+ end;
+ //k8: why loader ignores path here?
+ mapResName := g_ExtractFileName(Res);
+ if not WAD.GetMapResource(mapResName, Data, Len) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [mapResName]));
+ WAD.Free();
+ Exit;
+ end;
- if not MapReader.LoadMap(Data) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]));
- FreeMem(Data);
- MapReader.Free();
- Exit;
- end;
+ WAD.Free();
- FreeMem(Data);
- generateExternalResourcesList(MapReader);
-// Çàãðóçêà òåêñòóð:
- g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
- _textures := MapReader.GetTextures();
+ // Çàãðóçêà êàðòû:
+ e_WriteLog('Loading map: '+mapResName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
+ MapReader := TMapReader_1.Create();
-// Äîáàâëåíèå òåêñòóð â Textures[]:
- if _textures <> nil then
- begin
- e_WriteLog(' Loading textures:', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+ if not MapReader.LoadMap(Data) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]));
+ FreeMem(Data);
+ MapReader.Free();
+ Exit;
+ end;
- for a := 0 to High(_textures) do
+ FreeMem(Data);
+ generateExternalResourcesList(MapReader);
+ // Çàãðóçêà òåêñòóð:
+ g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
+ _textures := MapReader.GetTextures();
+ _texnummap := nil;
+
+ // Äîáàâëåíèå òåêñòóð â Textures[]:
+ if _textures <> nil then
begin
- SetLength(s, 64);
- CopyMemory(@s[1], @_textures[a].Resource[0], 64);
- for b := 1 to Length(s) do
- if s[b] = #0 then
- begin
- SetLength(s, b-1);
- Break;
- end;
- e_WriteLog(' Loading texture: ' + s, MSG_NOTIFY);
- // Àíèìèðîâàííàÿ òåêñòóðà:
- if ByteBool(_textures[a].Anim) then
- begin
- if not CreateAnimTexture(_textures[a].Resource, FileName, True) then
+ e_WriteLog(' Loading textures:', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+ SetLength(_texnummap, length(_textures));
+
+ for a := 0 to High(_textures) do
+ begin
+ SetLength(s, 64);
+ CopyMemory(@s[1], @_textures[a].Resource[0], 64);
+ for b := 1 to Length(s) do
+ if s[b] = #0 then
begin
- g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
- CreateNullTexture(_textures[a].Resource);
+ SetLength(s, b-1);
+ Break;
+ end;
+ e_WriteLog(Format(' Loading texture #%d: %s', [a, s]), MSG_NOTIFY);
+ //if g_Map_IsSpecialTexture(s) then e_WriteLog(' SPECIAL!', MSG_NOTIFY);
+ // Àíèìèðîâàííàÿ òåêñòóðà:
+ if ByteBool(_textures[a].Anim) then
+ begin
+ ntn := CreateAnimTexture(_textures[a].Resource, FileName, True);
+ if ntn < 0 then
+ begin
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
+ ntn := CreateNullTexture(_textures[a].Resource);
+ end;
+ end
+ else // Îáû÷íàÿ òåêñòóðà:
+ ntn := CreateTexture(_textures[a].Resource, FileName, True);
+ if ntn < 0 then
+ begin
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
+ ntn := CreateNullTexture(_textures[a].Resource);
end;
- end
- else // Îáû÷íàÿ òåêñòóðà:
- if not CreateTexture(_textures[a].Resource, FileName, True) then
- begin
- g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
- CreateNullTexture(_textures[a].Resource);
- end;
- g_Game_StepLoading();
+ _texnummap[a] := ntn; // fix texture number
+ g_Game_StepLoading();
+ end;
end;
- end;
-// Çàãðóçêà òðèããåðîâ:
- gTriggerClientID := 0;
- e_WriteLog(' Loading triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
- triggers := MapReader.GetTriggers();
+ // Çàãðóçêà òðèããåðîâ:
+ gTriggerClientID := 0;
+ e_WriteLog(' Loading triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
+ triggers := MapReader.GetTriggers();
-// Çàãðóçêà ïàíåëåé:
- e_WriteLog(' Loading panels...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
- panels := MapReader.GetPanels();
+ // Çàãðóçêà ïàíåëåé:
+ e_WriteLog(' Loading panels...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
+ panels := MapReader.GetPanels();
-// Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
- if triggers <> nil then
- begin
- e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
- SetLength(TriggersTable, Length(triggers));
- g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
-
- for a := 0 to High(TriggersTable) do
+ // check texture numbers for panels
+ for a := 0 to High(panels) do
begin
- // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè):
- TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
- // Ëèôòû:
- if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
- TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
- else
- TriggersTable[a].LiftPanel := -1;
- // Äâåðè:
- if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
- TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
- TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
- TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
- else
- TriggersTable[a].DoorPanel := -1;
- // Òóðåëü:
- if triggers[a].TriggerType = TRIGGER_SHOT then
- TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
- else
- TriggersTable[a].ShotPanel := -1;
-
- g_Game_StepLoading();
+ if panels[a].TextureNum > High(_textures) then
+ begin
+ e_WriteLog('error loading map: invalid texture index for panel', MSG_FATALERROR);
+ result := false;
+ exit;
+ end;
+ panels[a].TextureNum := _texnummap[panels[a].TextureNum];
end;
- end;
-
-// Ñîçäàåì ïàíåëè:
- if panels <> nil then
- begin
- e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
- for a := 0 to High(panels) do
+ // Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
+ if triggers <> nil then
begin
- SetLength(AddTextures, 0);
- trigRef := False;
- CurTex := -1;
- if _textures <> nil then
- begin
- texture := _textures[panels[a].TextureNum];
- ok := True;
- end
- else
- ok := False;
+ e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
+ SetLength(TriggersTable, Length(triggers));
+ g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
- if ok then
+ for a := 0 to High(TriggersTable) do
begin
- // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû.
- // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð:
- ok := False;
- if (TriggersTable <> nil) and (_textures <> nil) then
- for b := 0 to High(TriggersTable) do
- if (TriggersTable[b].TexturePanel = a)
- or (TriggersTable[b].ShotPanel = a) then
- begin
- trigRef := True;
- ok := True;
- Break;
- end;
+ // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè):
+ TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
+ // Ëèôòû:
+ if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
+ TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
+ else
+ TriggersTable[a].LiftPanel := -1;
+ // Äâåðè:
+ if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
+ TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
+ TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
+ TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
+ else
+ TriggersTable[a].DoorPanel := -1;
+ // Òóðåëü:
+ if triggers[a].TriggerType = TRIGGER_SHOT then
+ TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
+ else
+ TriggersTable[a].ShotPanel := -1;
+
+ g_Game_StepLoading();
end;
+ end;
- if ok then
- begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü
- SetLength(s, 64);
- CopyMemory(@s[1], @texture.Resource[0], 64);
- // Èçìåðÿåì äëèíó:
- Len := Length(s);
- for c := Len downto 1 do
- if s[c] <> #0 then
- begin
- Len := c;
- Break;
- end;
- SetLength(s, Len);
+ // Ñîçäàåì ïàíåëè:
+ if panels <> nil then
+ begin
+ e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
- // Ñïåö-òåêñòóðû çàïðåùåíû:
- if g_Map_IsSpecialTexture(s) then
- ok := False
+ for a := 0 to High(panels) do
+ begin
+ SetLength(AddTextures, 0);
+ trigRef := False;
+ CurTex := -1;
+ if _textures <> nil then
+ begin
+ texture := _textures[panels[a].TextureNum];
+ ok := True;
+ end
else
- // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè:
- ok := g_Texture_NumNameFindStart(s);
+ ok := False;
- // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå.
- // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #:
if ok then
begin
- k := NNF_NAME_BEFORE;
- // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû:
- while ok or (k = NNF_NAME_BEFORE) or
- (k = NNF_NAME_EQUALS) do
+ // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû.
+ // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð:
+ ok := False;
+ if (TriggersTable <> nil) and (_textures <> nil) then
+ for b := 0 to High(TriggersTable) do
+ if (TriggersTable[b].TexturePanel = a)
+ or (TriggersTable[b].ShotPanel = a) then
+ begin
+ trigRef := True;
+ ok := True;
+ Break;
+ end;
+ end;
+
+ if ok then
+ begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü
+ SetLength(s, 64);
+ CopyMemory(@s[1], @texture.Resource[0], 64);
+ // Èçìåðÿåì äëèíó:
+ Len := Length(s);
+ for c := Len downto 1 do
+ if s[c] <> #0 then
+ begin
+ Len := c;
+ Break;
+ end;
+ SetLength(s, Len);
+
+ // Ñïåö-òåêñòóðû çàïðåùåíû:
+ if g_Map_IsSpecialTexture(s) then
+ ok := False
+ else
+ // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè:
+ ok := g_Texture_NumNameFindStart(s);
+
+ // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå.
+ // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #:
+ if ok then
begin
- k := g_Texture_NumNameFindNext(TexName);
+ k := NNF_NAME_BEFORE;
+ // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû:
+ while ok or (k = NNF_NAME_BEFORE) or
+ (k = NNF_NAME_EQUALS) do
+ begin
+ k := g_Texture_NumNameFindNext(TexName);
- if (k = NNF_NAME_BEFORE) or
- (k = NNF_NAME_AFTER) then
- begin
- // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó:
- if ByteBool(texture.Anim) then
- begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
- isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
- if not ok then
- begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
- isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
- end;
- end
- else
- begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
- isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
- if not ok then
- begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
+ if (k = NNF_NAME_BEFORE) or
+ (k = NNF_NAME_AFTER) then
+ begin
+ // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó:
+ if ByteBool(texture.Anim) then
+ begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
+ ok := CreateAnimTexture(TexName, FileName, False) >= 0;
+ if not ok then
+ begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
+ isAnim := False;
+ ok := CreateTexture(TexName, FileName, False) >= 0;
+ end;
+ end
+ else
+ begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
+ isAnim := False;
+ ok := CreateTexture(TexName, FileName, False) >= 0;
+ if not ok then
+ begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
+ isAnim := True;
+ ok := CreateAnimTexture(TexName, FileName, False) >= 0;
+ end;
end;
- end;
- // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè:
- if ok then
- begin
- for c := 0 to High(Textures) do
- if Textures[c].TextureName = TexName then
- begin
- SetLength(AddTextures, Length(AddTextures)+1);
- AddTextures[High(AddTextures)].Texture := c;
- AddTextures[High(AddTextures)].Anim := isAnim;
- Break;
- end;
- end;
- end
- else
- if k = NNF_NAME_EQUALS then
- begin
- // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî:
- SetLength(AddTextures, Length(AddTextures)+1);
- AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
- AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
- CurTex := High(AddTextures);
- ok := True;
+ // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè:
+ if ok then
+ begin
+ for c := 0 to High(Textures) do
+ if Textures[c].TextureName = TexName then
+ begin
+ SetLength(AddTextures, Length(AddTextures)+1);
+ AddTextures[High(AddTextures)].Texture := c;
+ AddTextures[High(AddTextures)].Anim := isAnim;
+ Break;
+ end;
+ end;
end
- else // NNF_NO_NAME
- ok := False;
- end; // while ok...
-
- ok := True;
- end; // if ok - åñòü ñìåæíûå òåêñòóðû
- end; // if ok - ññûëàþòñÿ òðèããåðû
-
- if not ok then
- begin
- // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó:
- SetLength(AddTextures, 1);
- AddTextures[0].Texture := panels[a].TextureNum;
- AddTextures[0].Anim := ByteBool(texture.Anim);
- CurTex := 0;
- end;
+ else
+ if k = NNF_NAME_EQUALS then
+ begin
+ // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî:
+ SetLength(AddTextures, Length(AddTextures)+1);
+ AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
+ AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
+ CurTex := High(AddTextures);
+ ok := True;
+ end
+ else // NNF_NO_NAME
+ ok := False;
+ end; // while ok...
- // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
- PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
+ ok := True;
+ end; // if ok - åñòü ñìåæíûå òåêñòóðû
+ end; // if ok - ññûëàþòñÿ òðèããåðû
- // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID:
- if TriggersTable <> nil then
- for b := 0 to High(TriggersTable) do
+ if not ok then
begin
- // Òðèããåð äâåðè/ëèôòà:
- if (TriggersTable[b].LiftPanel = a) or
- (TriggersTable[b].DoorPanel = a) then
- TTriggerData(triggers[b].DATA).PanelID := PanelID;
- // Òðèããåð ñìåíû òåêñòóðû:
- if TriggersTable[b].TexturePanel = a then
- triggers[b].TexturePanel := PanelID;
- // Òðèããåð "Òóðåëü":
- if TriggersTable[b].ShotPanel = a then
- TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
+ // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó:
+ SetLength(AddTextures, 1);
+ AddTextures[0].Texture := panels[a].TextureNum;
+ AddTextures[0].Anim := ByteBool(texture.Anim);
+ CurTex := 0;
end;
- g_Game_StepLoading();
+ //e_WriteLog(Format('panel #%d: TextureNum=%d; ht=%d; ht1=%d; atl=%d', [a, panels[a].TextureNum, High(_textures), High(Textures), High(AddTextures)]), MSG_NOTIFY);
+
+ // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
+ PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
+
+ // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID:
+ if TriggersTable <> nil then
+ for b := 0 to High(TriggersTable) do
+ begin
+ // Òðèããåð äâåðè/ëèôòà:
+ if (TriggersTable[b].LiftPanel = a) or
+ (TriggersTable[b].DoorPanel = a) then
+ TTriggerData(triggers[b].DATA).PanelID := PanelID;
+ // Òðèããåð ñìåíû òåêñòóðû:
+ if TriggersTable[b].TexturePanel = a then
+ triggers[b].TexturePanel := PanelID;
+ // Òðèããåð "Òóðåëü":
+ if TriggersTable[b].ShotPanel = a then
+ TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
+ end;
+
+ g_Game_StepLoading();
+ end;
end;
- end;
-// Åñëè íå LoadState, òî ñîçäàåì òðèããåðû:
- if (triggers <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Creating triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
- // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü:
- for a := 0 to High(triggers) do
+ // Åñëè íå LoadState, òî ñîçäàåì òðèããåðû:
+ if (triggers <> nil) and not gLoadGameMode then
begin
- if triggers[a].TexturePanel <> -1 then
- b := panels[TriggersTable[a].TexturePanel].PanelType
- else
- b := 0;
- if (triggers[a].TriggerType = TRIGGER_SHOT) and
- (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
- c := panels[TriggersTable[a].ShotPanel].PanelType
- else
- c := 0;
- CreateTrigger(triggers[a], b, c);
+ e_WriteLog(' Creating triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
+ // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü:
+ for a := 0 to High(triggers) do
+ begin
+ if triggers[a].TexturePanel <> -1 then
+ b := panels[TriggersTable[a].TexturePanel].PanelType
+ else
+ b := 0;
+ if (triggers[a].TriggerType = TRIGGER_SHOT) and
+ (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
+ c := panels[TriggersTable[a].ShotPanel].PanelType
+ else
+ c := 0;
+ CreateTrigger(triggers[a], b, c);
+ end;
end;
- end;
-// Çàãðóçêà ïðåäìåòîâ:
- e_WriteLog(' Loading triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
- items := MapReader.GetItems();
+ // Çàãðóçêà ïðåäìåòîâ:
+ e_WriteLog(' Loading triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
+ items := MapReader.GetItems();
-// Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû:
- if (items <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Spawning items...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
- for a := 0 to High(items) do
- CreateItem(Items[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû:
+ if (items <> nil) and not gLoadGameMode then
+ begin
+ e_WriteLog(' Spawning items...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
+ for a := 0 to High(items) do
+ CreateItem(Items[a]);
+ end;
-// Çàãðóçêà îáëàñòåé:
- e_WriteLog(' Loading areas...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
- areas := MapReader.GetAreas();
+ // Çàãðóçêà îáëàñòåé:
+ e_WriteLog(' Loading areas...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
+ areas := MapReader.GetAreas();
-// Åñëè íå LoadState, òî ñîçäàåì îáëàñòè:
- if areas <> nil then
- begin
- e_WriteLog(' Creating areas...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
- for a := 0 to High(areas) do
- CreateArea(areas[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì îáëàñòè:
+ if areas <> nil then
+ begin
+ e_WriteLog(' Creating areas...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
+ for a := 0 to High(areas) do
+ CreateArea(areas[a]);
+ end;
-// Çàãðóçêà ìîíñòðîâ:
- e_WriteLog(' Loading monsters...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
- monsters := MapReader.GetMonsters();
+ // Çàãðóçêà ìîíñòðîâ:
+ e_WriteLog(' Loading monsters...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
+ monsters := MapReader.GetMonsters();
- gTotalMonsters := 0;
+ gTotalMonsters := 0;
-// Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ:
- if (monsters <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
- for a := 0 to High(monsters) do
- CreateMonster(monsters[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ:
+ if (monsters <> nil) and not gLoadGameMode then
+ begin
+ e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
+ for a := 0 to High(monsters) do
+ CreateMonster(monsters[a]);
+ end;
-// Çàãðóçêà îïèñàíèÿ êàðòû:
- e_WriteLog(' Reading map info...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
- Header := MapReader.GetMapHeader();
+ // Çàãðóçêà îïèñàíèÿ êàðòû:
+ e_WriteLog(' Reading map info...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
+ Header := MapReader.GetMapHeader();
- MapReader.Free();
+ MapReader.Free();
- with gMapInfo do
- begin
- Name := Header.MapName;
- Description := Header.MapDescription;
- Author := Header.MapAuthor;
- MusicName := Header.MusicName;
- SkyName := Header.SkyName;
- Height := Header.Height;
- Width := Header.Width;
- end;
+ with gMapInfo do
+ begin
+ Name := Header.MapName;
+ Description := Header.MapDescription;
+ Author := Header.MapAuthor;
+ MusicName := Header.MusicName;
+ SkyName := Header.SkyName;
+ Height := Header.Height;
+ Width := Header.Width;
+ end;
-// Çàãðóçêà íåáà:
- if gMapInfo.SkyName <> '' then
- begin
- e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
- g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName);
+ // Çàãðóçêà íåáà:
+ if gMapInfo.SkyName <> '' then
+ begin
+ e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
+ FileName := g_ExtractWadName(gMapInfo.SkyName);
- if FileName <> '' then
- FileName := GameDir+'/wads/'+FileName
- else
- begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
- end;
+ if FileName <> '' then
+ FileName := GameDir+'/wads/'+FileName
+ else
+ begin
+ FileName := g_ExtractWadName(Res);
+ end;
- s := FileName+':'+SectionName+'/'+ResName;
- if g_Texture_CreateWAD(BackID, s) then
- begin
- g_Game_SetupScreenSize();
- end
- else
- g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
- end;
+ s := FileName+':'+g_ExtractFilePathName(gMapInfo.SkyName);
+ if g_Texture_CreateWAD(BackID, s) then
+ begin
+ g_Game_SetupScreenSize();
+ end
+ else
+ g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
+ end;
-// Çàãðóçêà ìóçûêè:
- ok := False;
- if gMapInfo.MusicName <> '' then
- begin
- e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
- g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName);
+ // Çàãðóçêà ìóçûêè:
+ ok := False;
+ if gMapInfo.MusicName <> '' then
+ begin
+ e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
+ FileName := g_ExtractWadName(gMapInfo.MusicName);
- if FileName <> '' then
- FileName := GameDir+'/wads/'+FileName
- else
- begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
- end;
+ if FileName <> '' then
+ FileName := GameDir+'/wads/'+FileName
+ else
+ begin
+ FileName := g_ExtractWadName(Res);
+ end;
+
+ s := FileName+':'+g_ExtractFilePathName(gMapInfo.MusicName);
+ if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
+ ok := True
+ else
+ g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
+ end;
- s := FileName+':'+SectionName+'/'+ResName;
- if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
- ok := True
+ // Îñòàëüíûå óñòàíâêè:
+ CreateDoorMap();
+ CreateLiftMap();
+
+ g_Items_Init();
+ g_Weapon_Init();
+ g_Monsters_Init();
+
+ // Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé:
+ if not gLoadGameMode then
+ g_GFX_Init();
+
+ // Ñáðîñ ëîêàëüíûõ ìàññèâîâ:
+ _textures := nil;
+ panels := nil;
+ items := nil;
+ areas := nil;
+ triggers := nil;
+ TriggersTable := nil;
+ AddTextures := nil;
+
+ // Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà:
+ if ok and (not gLoadGameMode) then
+ begin
+ gMusic.SetByName(gMapInfo.MusicName);
+ gMusic.Play();
+ end
else
- g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
+ gMusic.SetByName('');
+ finally
+ sfsGCEnable(); // enable releasing unused volumes
end;
-// Îñòàëüíûå óñòàíâêè:
- CreateDoorMap();
- CreateLiftMap();
-
- g_Items_Init();
- g_Weapon_Init();
- g_Monsters_Init();
-
-// Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé:
- if not gLoadGameMode then
- g_GFX_Init();
-
-// Ñáðîñ ëîêàëüíûõ ìàññèâîâ:
- _textures := nil;
- panels := nil;
- items := nil;
- areas := nil;
- triggers := nil;
- TriggersTable := nil;
- AddTextures := nil;
-
-// Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà:
- if ok and (not gLoadGameMode) then
- begin
- gMusic.SetByName(gMapInfo.MusicName);
- gMusic.Play();
- end
- else
- gMusic.SetByName('');
-
e_WriteLog('Done loading map.', MSG_NOTIFY);
Result := True;
end;
function g_Map_GetMapInfo(Res: String): TMapInfo;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
- FileName, SectionName, ResName: String;
+ FileName: String;
Data: Pointer;
Len: Integer;
begin
FillChar(Result, SizeOf(Result), 0);
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
+ FileName := g_ExtractWadName(Res);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
- if not WAD.GetResource('', ResName, Data, Len) then
+ //k8: it ignores path again
+ if not WAD.GetMapResource(g_ExtractFileName(Res), Data, Len) then
begin
WAD.Free();
Exit;
function g_Map_GetMapsList(WADName: string): SArray;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
a: Integer;
ResList: SArray;
- Data: Pointer;
- Len: Integer;
- Sign: Array [0..2] of Char;
begin
Result := nil;
-
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(WADName) then
begin
WAD.Free();
Exit;
end;
-
- ResList := WAD.GetResourcesList('');
-
+ ResList := WAD.GetMapResources();
if ResList <> nil then
+ begin
for a := 0 to High(ResList) do
begin
- if not WAD.GetResource('', ResList[a], Data, Len) then Continue;
- CopyMemory(@Sign[0], Data, 3);
- FreeMem(Data);
-
- if Sign = MAP_SIGNATURE then
- begin
- SetLength(Result, Length(Result)+1);
- Result[High(Result)] := ResList[a];
- end;
-
- Sign := '';
+ SetLength(Result, Length(Result)+1);
+ Result[High(Result)] := ResList[a];
end;
-
+ end;
WAD.Free();
end;
function g_Map_Exist(Res: string): Boolean;
var
- WAD: TWADEditor_1;
- FileName, SectionName, ResName: string;
+ WAD: TWADFile;
+ FileName, mnn: string;
ResList: SArray;
a: Integer;
begin
Result := False;
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
-
- if Pos('.wad', LowerCase(FileName)) = 0 then FileName := FileName+'.wad';
+ FileName := addWadExtension(g_ExtractWadName(Res));
- WAD := TWADEditor_1.Create;
+ WAD := TWADFile.Create;
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
- ResList := WAD.GetResourcesList('');
+ ResList := WAD.GetMapResources();
WAD.Free();
+ mnn := g_ExtractFileName(Res);
if ResList <> nil then
- for a := 0 to High(ResList) do if ResList[a] = ResName then
+ for a := 0 to High(ResList) do if StrEquCI1251(ResList[a], mnn) then
begin
Result := True;
Exit;
gDoorMap := nil;
gLiftMap := nil;
+
+ PanelByID := nil;
end;
procedure g_Map_Update();
end;
end;
+
+var
+ pvpset: array of PPanel = nil; // potentially lit panels
+ pvpb, pvpe: array [0..7] of Integer; // start/end (inclusive) of the correspoinding type panels in pvpset
+ pvpcount: Integer = -1; // to avoid constant reallocations
+
+function pvpType (panelType: Word): Integer;
+begin
+ case panelType of
+ PANEL_WALL, PANEL_CLOSEDOOR: result := 0; // gWalls
+ PANEL_BACK: result := 1; // gRenderBackgrounds
+ PANEL_FORE: result := 2; // gRenderForegrounds
+ PANEL_WATER: result := 3; // gWater
+ PANEL_ACID1: result := 4; // gAcid1
+ PANEL_ACID2: result := 5; // gAcid2
+ PANEL_STEP: result := 6; // gSteps
+ else result := -1;
+ end;
+end;
+
+procedure g_Map_ResetPVP ();
+begin
+ pvpcount := -1; // special
+end;
+
+procedure g_Map_BuildPVP (minx, miny, maxx, maxy: Integer);
+var
+ idx: Integer;
+ tpc: Integer;
+
+ procedure checkPanels (var panels: TPanelArray; stp: Integer);
+ var
+ idx, x, y, w, h: Integer;
+ begin
+ if panels = nil then exit;
+ tpc := tpc+Length(panels);
+ if (stp < 0) or (stp > 6) then exit;
+ pvpb[stp] := pvpcount;
+ for idx := 0 to High(panels) do
+ begin
+ w := panels[idx].Width;
+ h := panels[idx].Height;
+ if (w < 1) or (h < 1) then continue;
+ x := panels[idx].X;
+ y := panels[idx].Y;
+ if (x > maxx) or (y > maxy) then continue;
+ if (x+w <= minx) or (y+h <= miny) then continue;
+ if pvpcount = length(pvpset) then SetLength(pvpset, pvpcount+32768);
+ pvpset[pvpcount] := @panels[idx];
+ Inc(pvpcount);
+ end;
+ pvpe[stp] := pvpcount-1;
+ end;
+
+begin
+ //e_WriteLog(Format('visible rect: (%d,%d)-(%d,%d)', [minx, miny, maxx, maxy]), MSG_NOTIFY);
+ pvpcount := 0;
+ for idx := 0 to High(pvpb) do begin pvpb[idx] := 0; pvpe[idx] := -1; end;
+ tpc := 0;
+ checkPanels(gWalls, 0);
+ checkPanels(gRenderBackgrounds, 1);
+ checkPanels(gRenderForegrounds, 2);
+ checkPanels(gWater, 3);
+ checkPanels(gAcid1, 4);
+ checkPanels(gAcid2, 5);
+ checkPanels(gSteps, 6);
+ //e_WriteLog(Format('total panels: %d; visible panels: %d', [tpc, pvpcount]), MSG_NOTIFY);
+end;
+
procedure g_Map_DrawPanels(PanelType: Word);
- procedure DrawPanels(var panels: TPanelArray;
- drawDoors: Boolean = False);
+ procedure DrawPanels (stp: Integer; var panels: TPanelArray; drawDoors: Boolean=False);
var
- a: Integer;
+ idx: Integer;
+ begin
+ if (panels <> nil) and (stp >= 0) and (stp <= 6) then
+ begin
+ if pvpcount < 0 then
+ begin
+ // alas, no visible set
+ for idx := 0 to High(panels) do
+ begin
+ if not (drawDoors xor panels[idx].Door) then panels[idx].Draw();
+ end;
+ end
+ else
+ begin
+ // wow, use visible set
+ if pvpb[stp] <= pvpe[stp] then
+ begin
+ for idx := pvpb[stp] to pvpe[stp] do
+ begin
+ if not (drawDoors xor pvpset[idx].Door) then pvpset[idx].Draw();
+ end;
+ end;
+ end;
+ end;
+ end;
+
+begin
+ case PanelType of
+ PANEL_WALL: DrawPanels(0, gWalls);
+ PANEL_CLOSEDOOR: DrawPanels(0, gWalls, True);
+ PANEL_BACK: DrawPanels(1, gRenderBackgrounds);
+ PANEL_FORE: DrawPanels(2, gRenderForegrounds);
+ PANEL_WATER: DrawPanels(3, gWater);
+ PANEL_ACID1: DrawPanels(4, gAcid1);
+ PANEL_ACID2: DrawPanels(5, gAcid2);
+ PANEL_STEP: DrawPanels(6, gSteps);
+ end;
+end;
+procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
+
+ procedure drawPanels (var panels: TPanelArray);
+ var
+ a: Integer;
begin
if panels <> nil then
+ begin
for a := 0 to High(panels) do
- if not (drawDoors xor panels[a].Door) then
- panels[a].Draw();
+ begin
+ panels[a].DrawShadowVolume(lightX, lightY, radius);
+ end;
+ end;
end;
begin
- case PanelType of
- PANEL_WALL: DrawPanels(gWalls);
- PANEL_CLOSEDOOR: DrawPanels(gWalls, True);
- PANEL_BACK: DrawPanels(gRenderBackgrounds);
- PANEL_FORE: DrawPanels(gRenderForegrounds);
- PANEL_WATER: DrawPanels(gWater);
- PANEL_ACID1: DrawPanels(gAcid1);
- PANEL_ACID2: DrawPanels(gAcid2);
- PANEL_STEP: DrawPanels(gSteps);
- end;
+ drawPanels(gWalls);
+ drawPanels(gRenderForegrounds);
end;
procedure g_Map_DrawBack(dx, dy: Integer);
///// /////
end;
+function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
+var
+ Arr: TPanelArray;
+begin
+ Result := nil;
+ if (PanelID < 0) or (PanelID > High(PanelByID)) then Exit;
+ Arr := PanelByID[PanelID].PWhere^;
+ PanelArrayID := PanelByID[PanelID].PArrID;
+ Result := Addr(Arr[PanelByID[PanelID].PArrID]);
+end;
+
end.