1 (* Copyright (C) Doom 2D: Forever Developers
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.
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.
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/>.
15 {$INCLUDE ../../shared/a_modes.inc}
20 uses g_player
, g_base
; // TPlayer, TRGB
22 procedure r_Player_Load
;
23 procedure r_Player_Free
;
25 procedure r_Player_DrawAll
;
26 procedure r_Player_DrawDebug (p
: TPlayer
);
27 procedure r_Player_DrawHealth
;
29 procedure r_Player_Draw (p
: TPlayer
);
30 procedure r_Player_DrawIndicator (p
: TPlayer
; Color
: TRGB
);
31 procedure r_Player_DrawBubble (p
: TPlayer
);
32 procedure r_Player_DrawAim (p
: TPlayer
);
33 procedure r_Player_DrawGUI (pl
: TPlayer
);
34 procedure r_Player_DrawRulez (p
: TPlayer
);
35 procedure r_Player_DrawPain (p
: TPlayer
);
36 procedure r_Player_DrawPickup (p
: TPlayer
);
38 {$IFDEF ENABLE_SHELLS}
39 procedure r_Player_DrawShells
;
42 {$IFDEF ENABLE_CORPSES}
43 procedure r_Player_DrawCorpses
;
49 {$IFDEF ENABLE_HOLMES}
55 {$IFDEF ENABLE_SHELLS}
58 {$IFDEF ENABLE_CORPSES}
61 SysUtils
, Classes
, Math
,
63 g_basic
, g_game
, g_phys
, g_map
, g_language
, g_weapons
, g_items
, g_net
, g_options
,
64 r_playermodel
, r_graphics
, r_animations
, r_textures
, r_items
, r_game
, r_map
68 PunchFrames
: array [Boolean, 0..2] of DWORD
;
72 procedure r_Player_Load
;
74 g_Frames_CreateWAD(@PunchFrames
[False, 0], 'FRAMES_PUNCH', GameWAD
+ ':WEAPONS\PUNCH', 64, 64, 4, False);
75 g_Frames_CreateWAD(@PunchFrames
[False, 1], 'FRAMES_PUNCH_UP', GameWAD
+ ':WEAPONS\PUNCH_UP', 64, 64, 4, False);
76 g_Frames_CreateWAD(@PunchFrames
[False, 2], 'FRAMES_PUNCH_DN', GameWAD
+ ':WEAPONS\PUNCH_DN', 64, 64, 4, False);
77 g_Frames_CreateWAD(@PunchFrames
[True, 0], 'FRAMES_PUNCH_BERSERK', GameWAD
+ ':WEAPONS\PUNCHB', 64, 64, 4, False);
78 g_Frames_CreateWAD(@PunchFrames
[True, 1], 'FRAMES_PUNCH_BERSERK_UP', GameWAD
+ ':WEAPONS\PUNCHB_UP', 64, 64, 4, False);
79 g_Frames_CreateWAD(@PunchFrames
[True, 2], 'FRAMES_PUNCH_BERSERK_DN', GameWAD
+ ':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
80 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+ ':TEXTURES\EBULLET');
81 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+ ':TEXTURES\ESHELL');
82 g_Texture_Get('TEXTURE_SHELL_BULLET', BulletTexture
);
83 g_Texture_Get('TEXTURE_SHELL_SHELL', ShellTexture
);
86 procedure r_Player_Free
;
88 g_Frames_DeleteByName('FRAMES_PUNCH');
89 g_Frames_DeleteByName('FRAMES_PUNCH_UP');
90 g_Frames_DeleteByName('FRAMES_PUNCH_DN');
91 g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK');
92 g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_UP');
93 g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
96 procedure r_Player_DrawAll
;
99 if gPlayers
<> nil then
100 for i
:= 0 to High(gPlayers
) do
101 if gPlayers
[i
] <> nil then
102 r_Player_Draw(gPlayers
[i
])
105 procedure r_Player_DrawDebug (p
: TPlayer
);
109 if p
= nil then Exit
;
110 if (@p
.Obj
) = nil then Exit
;
112 e_TextureFontGetSize(gStdFont
, fW
, fH
);
114 e_TextureFontPrint(0, 0 , 'Pos X: ' + IntToStr(p
.Obj
.X
), gStdFont
);
115 e_TextureFontPrint(0, fH
, 'Pos Y: ' + IntToStr(p
.Obj
.Y
), gStdFont
);
116 e_TextureFontPrint(0, fH
* 2, 'Vel X: ' + IntToStr(p
.Obj
.Vel
.X
), gStdFont
);
117 e_TextureFontPrint(0, fH
* 3, 'Vel Y: ' + IntToStr(p
.Obj
.Vel
.Y
), gStdFont
);
118 e_TextureFontPrint(0, fH
* 4, 'Acc X: ' + IntToStr(p
.Obj
.Accel
.X
), gStdFont
);
119 e_TextureFontPrint(0, fH
* 5, 'Acc Y: ' + IntToStr(p
.Obj
.Accel
.Y
), gStdFont
);
120 e_TextureFontPrint(0, fH
* 6, 'Old X: ' + IntToStr(p
.Obj
.oldX
), gStdFont
);
121 e_TextureFontPrint(0, fH
* 7, 'Old Y: ' + IntToStr(p
.Obj
.oldY
), gStdFont
);
124 procedure r_Player_DrawHealth
;
129 if gPlayers
= nil then Exit
;
130 e_TextureFontGetSize(gStdFont
, fW
, fH
);
132 for i
:= 0 to High(gPlayers
) do
133 if gPlayers
[i
] <> nil then
135 e_TextureFontPrint(gPlayers
[i
].Obj
.X
+ gPlayers
[i
].Obj
.Rect
.X
,
136 gPlayers
[i
].Obj
.Y
+ gPlayers
[i
].Obj
.Rect
.Y
+ gPlayers
[i
].Obj
.Rect
.Height
- fH
* 2,
137 IntToStr(gPlayers
[i
].Health
), gStdFont
);
138 e_TextureFontPrint(gPlayers
[i
].Obj
.X
+ gPlayers
[i
].Obj
.Rect
.X
,
139 gPlayers
[i
].Obj
.Y
+ gPlayers
[i
].Obj
.Rect
.Y
+ gPlayers
[i
].Obj
.Rect
.Height
- fH
,
140 IntToStr(gPlayers
[i
].Armor
), gStdFont
);
144 {$IFDEF ENABLE_CORPSES}
145 procedure r_Player_DrawCorpse (p
: TCorpse
);
148 if (p
.State
<> CORPSE_STATE_REMOVEME
) and (p
.Model
<> nil) then
150 p
.Obj
.lerp(gLerpFactor
, fX
, fY
);
151 r_PlayerModel_Draw(p
.Model
, fX
, fY
)
155 procedure r_Player_DrawCorpses
;
158 if gCorpses
<> nil then
159 for i
:= 0 to High(gCorpses
) do
160 if gCorpses
[i
] <> nil then
161 r_Player_DrawCorpse(gCorpses
[i
])
165 {$IFDEF ENABLE_SHELLS}
166 procedure r_Player_DrawShells
;
167 var i
, fX
, fY
: Integer; a
: TDFPoint
; TextureID
: DWORD
= DWORD(-1);
169 if gShells
<> nil then
171 for i
:= 0 to High(gShells
) do
173 if gShells
[i
].alive
and g_Obj_Collide(sX
, sY
, sWidth
, sHeight
, @gShells
[i
].Obj
) then
175 gShells
[i
].Obj
.lerp(gLerpFactor
, fX
, fY
);
176 case gShells
[i
].SType
of
179 TextureID
:= BulletTexture
;
183 SHELL_SHELL
, SHELL_DBLSHELL
:
185 TextureID
:= ShellTexture
;
192 e_DrawAdv(TextureID
, fX
, fY
, 0, True, False, gShells
[i
].RAngle
, @a
, TMirrorType
.None
);
199 procedure r_Player_DrawIndicator (p
: TPlayer
; Color
: TRGB
);
201 indX
, indY
, fX
, fY
, fSlope
: Integer;
211 p
.Obj
.lerp(gLerpFactor
, fX
, fY
);
212 fSlope
:= nlerp(p
.SlopeOld
, p
.Obj
.slopeUpLeft
, gLerpFactor
);
214 case gPlayerIndicatorStyle
of
217 if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID
) then
219 e_GetTextureSize(ID
, @indW
, @indH
);
223 if (p
.Obj
.X
+ p
.Obj
.Rect
.X
) < 0 then
226 indX
:= fX
+ p
.Obj
.Rect
.X
+ p
.Obj
.Rect
.Width
;
227 indY
:= fY
+ p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
- indW
) div 2;
230 else if (p
.Obj
.X
+ p
.Obj
.Rect
.X
+ p
.Obj
.Rect
.Width
) > Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) then
233 indX
:= fX
+ p
.Obj
.Rect
.X
- indH
;
234 indY
:= fY
+ p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
- indW
) div 2;
237 else if (p
.Obj
.Y
- indH
) < 0 then
240 indX
:= fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
- indW
) div 2;
241 indY
:= fY
+ p
.Obj
.Rect
.Y
+ p
.Obj
.Rect
.Height
;
247 indX
:= fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
- indW
) div 2;
251 indY
:= indY
+ fSlope
;
252 indX
:= EnsureRange(indX
, 0, Max(gMapInfo
.Width
, gPlayerScreenSize
.X
) - indW
);
253 indY
:= EnsureRange(indY
, 0, Max(gMapInfo
.Height
, gPlayerScreenSize
.Y
) - indH
);
257 e_DrawAdv(ID
, indX
, indY
, 0, True, False, indA
, @a
);
264 e_TextureFontGetSize(gStdFont
, nW
, nH
);
265 indX
:= fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
- Length(p
.Name
) * nW
) div 2;
266 indY
:= fY
- nH
+ fSlope
;
267 e_TextureFontPrintEx(indX
, indY
, p
.Name
, gStdFont
, Color
.R
, Color
.G
, Color
.B
, 1.0, True);
273 procedure r_Player_DrawBubble (p
: TPlayer
);
275 bubX
, bubY
, fX
, fY
: Integer;
278 Rw
, Gw
, Bw
: SmallInt;
282 {$IFDEF ENABLE_CORPSES}
283 CObj
:= g_Corpses_GetCameraObj(p
);
287 CObj
.lerp(gLerpFactor
, fX
, fY
);
288 // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
289 bubX
:= fX
+ p
.Obj
.Rect
.X
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, -4, 18);
290 bubY
:= fY
+ p
.Obj
.Rect
.Y
- 18;
298 1: // simple textual non-bubble
300 bubX
:= fX
+ p
.Obj
.Rect
.X
- 11;
301 bubY
:= fY
+ p
.Obj
.Rect
.Y
- 17;
302 e_TextureFontPrint(bubX
, bubY
, '[...]', gStdFont
);
305 2: // advanced pixel-perfect bubble
307 if p
.Team
= TEAM_RED
then
310 if p
.Team
= TEAM_BLUE
then
315 Rb
:= p
.Model
.Color
.R
;
316 Gb
:= p
.Model
.Color
.G
;
317 Bb
:= p
.Model
.Color
.B
;
318 Rw
:= Min(Rb
* 2 + 64, 255);
319 Gw
:= Min(Gb
* 2 + 64, 255);
320 Bw
:= Min(Bb
* 2 + 64, 255);
321 if (Abs(Rw
- Rb
) < 32)
322 or (Abs(Gw
- Gb
) < 32)
323 or (Abs(Bw
- Bb
) < 32) then
325 Rb
:= Max(Rw
div 2 - 16, 0);
326 Gb
:= Max(Gw
div 2 - 16, 0);
327 Bb
:= Max(Bw
div 2 - 16, 0);
330 4: // custom textured bubble
332 if g_Texture_Get('TEXTURE_PLAYER_TALKBUBBLE', ID
) then
333 if p
.Direction
= TDirection
.D_RIGHT
then
334 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False)
336 e_Draw(ID
, bubX
- 6, bubY
- 7, 0, True, False, TMirrorType
.Horizontal
);
342 e_DrawQuad(bubX
+ 1, bubY
, bubX
+ 18, bubY
+ 13, Rb
, Gb
, Bb
);
343 e_DrawQuad(bubX
, bubY
+ 1, bubX
+ 19, bubY
+ 12, Rb
, Gb
, Bb
);
345 e_DrawFillQuad(bubX
+ 1, bubY
+ 1, bubX
+ 18, bubY
+ 12, Rw
, Gw
, Bw
, 0);
348 Dot
:= IfThen(p
.Direction
= TDirection
.D_LEFT
, 14, 5);
349 e_DrawLine(1, bubX
+ Dot
, bubY
+ 14, bubX
+ Dot
, bubY
+ 16, Rb
, Gb
, Bb
);
350 e_DrawLine(1, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 13, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 15, Rw
, Gw
, Bw
);
351 e_DrawLine(1, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 13, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 2, Dot
+ 2), bubY
+ 14, Rw
, Gw
, Bw
);
352 e_DrawLine(1, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 13, Rw
, Gw
, Bw
);
353 e_DrawLine(1, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 3, Dot
+ 3), bubY
+ 14, bubX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, Dot
- 1, Dot
+ 1), bubY
+ 16, Rb
, Gb
, Bb
);
357 e_DrawFillQuad(bubX
+ Dot
, bubY
+ 8, bubX
+ Dot
+ 1, bubY
+ 9, Rb
, Gb
, Bb
, 0);
358 e_DrawFillQuad(bubX
+ Dot
+ 3, bubY
+ 8, bubX
+ Dot
+ 4, bubY
+ 9, Rb
, Gb
, Bb
, 0);
359 e_DrawFillQuad(bubX
+ Dot
+ 6, bubY
+ 8, bubX
+ Dot
+ 7, bubY
+ 9, Rb
, Gb
, Bb
, 0);
362 procedure r_Player_Draw (p
: TPlayer
);
368 fX
, fY
, fSlope
: Integer;
370 p
.Obj
.lerp(gLerpFactor
, fX
, fY
);
371 fSlope
:= nlerp(p
.SlopeOld
, p
.Obj
.slopeUpLeft
, gLerpFactor
);
375 if p
.Direction
= TDirection
.D_RIGHT
then
376 Mirror
:= TMirrorType
.None
378 Mirror
:= TMirrorType
.Horizontal
;
380 if p
.PunchAnim
.enabled
then
382 if p
.FKeys
[KEY_DOWN
].Pressed
then ID
:= PunchFrames
[R_BERSERK
in p
.FRulez
, 2]
383 else if p
.FKeys
[KEY_UP
].Pressed
then ID
:= PunchFrames
[R_BERSERK
in p
.FRulez
, 1]
384 else ID
:= PunchFrames
[R_BERSERK
in p
.FRulez
, 0];
385 r_AnimationState_Draw(ID
, p
.PunchAnim
, fX
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15), fY
+ fSlope
+ p
.Obj
.Rect
.Y
- 11, 0, Mirror
, False);
388 if (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((gPlayerDrawn
<> p
) or (p
.SpawnInvul
>= gTime
)) then
389 if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID
) then
391 e_GetTextureSize(ID
, @w
, @h
);
392 if p
.Direction
= TDirection
.D_LEFT
then
393 e_Draw(ID
, fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2) + 4,
394 fY
+ p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7 + fSlope
, 0, True, False)
396 e_Draw(ID
, fX
+ p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2) - 2,
397 fY
+ p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7 + fSlope
, 0, True, False)
400 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
402 if (gPlayerDrawn
<> nil) and ((p
= gPlayerDrawn
) or
403 ((p
.Team
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
405 if (p
.FMegaRulez
[MR_INVIS
] - gTime
) <= 2100 then
406 dr
:= not Odd((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300)
410 r_PlayerModel_Draw(p
.Model
, fX
, fY
+ fSlope
, 200)
412 r_PlayerModel_Draw(p
.Model
, fX
, fY
+ fSlope
);
415 r_PlayerModel_Draw(p
.Model
, fX
, fY
+ fSlope
, 254);
418 r_PlayerModel_Draw(p
.Model
, fX
, fY
+ fSlope
);
421 if g_debug_Frames
then
423 e_DrawQuad(p
.Obj
.X
+ p
.Obj
.Rect
.X
,
424 p
.Obj
.Y
+ p
.Obj
.Rect
.Y
,
425 p
.Obj
.X
+ p
.Obj
.Rect
.X
+ p
.Obj
.Rect
.Width
- 1,
426 p
.Obj
.Y
+ p
.Obj
.Rect
.Y
+ p
.Obj
.Rect
.Height
- 1,
430 if (gChatBubble
> 0) and (p
.FKeys
[KEY_CHAT
].Pressed
) and not p
.Ghost
then
431 if (p
.FMegaRulez
[MR_INVIS
] <= gTime
) or ((gPlayerDrawn
<> nil) and ((p
= gPlayerDrawn
) or
432 ((p
.Team
= gPlayerDrawn
.Team
) and (gGameSettings
.GameMode
<> GM_DM
)))) then
433 r_Player_DrawBubble(p
);
435 // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
436 if gAimLine
and p
.Alive
and ((p
= gPlayer1
) or (p
= gPlayer2
)) then
440 procedure r_Player_DrawAim (p
: TPlayer
);
442 procedure drawCast (sz
: Integer; ax0
, ay0
, ax1
, ay1
: Integer);
447 {$IFDEF ENABLE_HOLMES}
448 if p
.isValidViewPort() and (p
= gPlayer1
) then
450 g_Holmes_plrLaser(ax0
, ay0
, ax1
, ay1
);
454 e_DrawLine(sz
, ax0
, ay0
, ax1
, ay1
, 255, 0, 0, 96);
455 if (g_Map_traceToNearestWall(ax0
, ay0
, ax1
, ay1
, @ex
, @ey
) <> nil) then
457 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 255, 0, 96);
461 e_DrawLine(sz
, ax0
, ay0
, ex
, ey
, 0, 0, 255, 96);
466 wx
, wy
, xx
, yy
: Integer;
470 wx
:= p
.Obj
.X
+ WEAPONPOINT
[p
.Direction
].X
+ IfThen(p
.Direction
= TDirection
.D_LEFT
, 7, -7);
471 wy
:= p
.Obj
.Y
+ WEAPONPOINT
[p
.Direction
].Y
;
487 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
488 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
489 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
490 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
495 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
496 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
497 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
498 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
500 4: begin // Double Shotgun
503 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
504 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
505 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
506 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
511 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
512 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
513 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
514 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
516 6: begin // Rocket Launcher
519 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 2);
520 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
521 if angle
= ANGLE_LEFTUP
then Dec(angle
, 2);
522 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
524 7: begin // Plasmagun
527 if angle
= ANGLE_RIGHTUP
then Inc(angle
);
528 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 3);
529 if angle
= ANGLE_LEFTUP
then Dec(angle
);
530 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 3);
535 if angle
= ANGLE_RIGHTUP
then Inc(angle
, 1);
536 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 2);
537 if angle
= ANGLE_LEFTUP
then Dec(angle
, 1);
538 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 2);
540 9: begin // Super Chaingun
543 if angle
= ANGLE_RIGHTUP
then Dec(angle
, 2);
544 if angle
= ANGLE_RIGHTDOWN
then Inc(angle
, 4);
545 if angle
= ANGLE_LEFTUP
then Inc(angle
, 2);
546 if angle
= ANGLE_LEFTDOWN
then Dec(angle
, 4);
549 xx
:= Trunc(Cos(-DegToRad(angle
)) * len
) + wx
;
550 yy
:= Trunc(Sin(-DegToRad(angle
)) * len
) + wy
;
551 {$IF DEFINED(D2F_DEBUG)}
552 drawCast(sz
, wx
, wy
, xx
, yy
);
554 e_DrawLine(sz
, wx
, wy
, xx
, yy
, 255, 0, 0, 96);
558 procedure r_Player_DrawGUI (pl
: TPlayer
);
561 X
, Y
, SY
, a
, p
, m
: Integer;
565 stat
: TPlayerStatArray
;
567 X
:= gPlayerScreenSize
.X
;
568 SY
:= gPlayerScreenSize
.Y
;
571 if gShowScore
and (gGameSettings
.GameMode
in [GM_TDM
, GM_CTF
]) then
573 if gGameSettings
.GameMode
= GM_CTF
then
577 if gGameSettings
.GameMode
= GM_CTF
then
579 s
:= 'TEXTURE_PLAYER_REDFLAG';
580 if gFlags
[FLAG_RED
].State
= FLAG_STATE_CAPTURED
then
581 s
:= 'TEXTURE_PLAYER_REDFLAG_S';
582 if gFlags
[FLAG_RED
].State
= FLAG_STATE_DROPPED
then
583 s
:= 'TEXTURE_PLAYER_REDFLAG_D';
584 if g_Texture_Get(s
, ID
) then
585 e_Draw(ID
, X
-16-32, 240-72-4, 0, True, False);
588 s
:= IntToStr(gTeamStat
[TEAM_RED
].Score
);
589 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
590 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-72-4, s
, TEAMCOLOR
[TEAM_RED
]);
592 if gGameSettings
.GameMode
= GM_CTF
then
594 s
:= 'TEXTURE_PLAYER_BLUEFLAG';
595 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_CAPTURED
then
596 s
:= 'TEXTURE_PLAYER_BLUEFLAG_S';
597 if gFlags
[FLAG_BLUE
].State
= FLAG_STATE_DROPPED
then
598 s
:= 'TEXTURE_PLAYER_BLUEFLAG_D';
599 if g_Texture_Get(s
, ID
) then
600 e_Draw(ID
, X
-16-32, 240-32-4, 0, True, False);
603 s
:= IntToStr(gTeamStat
[TEAM_BLUE
].Score
);
604 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
605 e_CharFont_PrintEx(gMenuFont
, X
-16-a
-tw
, 240-32-4, s
, TEAMCOLOR
[TEAM_BLUE
]);
608 if g_Texture_Get('TEXTURE_PLAYER_HUDBG', ID
) then
609 e_DrawFill(ID
, X
, 0, 1, (gPlayerScreenSize
.Y
div 256)+IfThen(gPlayerScreenSize
.Y
mod 256 > 0, 1, 0),
612 if g_Texture_Get('TEXTURE_PLAYER_HUD', ID
) then
613 e_Draw(ID
, X
+2, Y
, 0, True, False);
615 if gGameSettings
.GameType
in [GT_CUSTOM
, GT_SERVER
, GT_CLIENT
] then
619 s
:= IntToStr(pl
.Frags
);
620 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
621 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, Y
, s
, _RGB(255, 0, 0));
626 stat
:= g_Player_GetStats();
631 for a
:= 0 to High(stat
) do
632 if stat
[a
].Name
<> pl
.Name
then
634 if stat
[a
].Frags
> m
then m
:= stat
[a
].Frags
;
635 if stat
[a
].Frags
> pl
.Frags
then p
:= p
+1;
639 s
:= IntToStr(p
)+' / '+IntToStr(Length(stat
))+' ';
640 if pl
.Frags
>= m
then s
:= s
+'+' else s
:= s
+'-';
641 s
:= s
+IntToStr(Abs(pl
.Frags
-m
));
643 e_CharFont_GetSize(gMenuSmallFont
, s
, tw
, th
);
644 e_CharFont_PrintEx(gMenuSmallFont
, X
-16-tw
, Y
+32, s
, _RGB(255, 0, 0));
647 if gLMSRespawn
> LMS_RESPAWN_NONE
then
649 s
:= _lc
[I_GAME_WARMUP
];
650 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
651 s
:= s
+ ': ' + IntToStr((gLMSRespawnTime
- gTime
) div 1000);
652 e_CharFont_PrintEx(gMenuFont
, X
-64-tw
, SY
-32, s
, _RGB(0, 255, 0));
654 else if gShowLives
and (gGameSettings
.MaxLives
> 0) then
656 s
:= IntToStr(pl
.Lives
);
657 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
658 e_CharFont_PrintEx(gMenuFont
, X
-16-tw
, SY
-32, s
, _RGB(0, 255, 0));
662 e_CharFont_GetSize(gMenuSmallFont
, pl
.Name
, tw
, th
);
663 e_CharFont_PrintEx(gMenuSmallFont
, X
+98-(tw
div 2), Y
+8, pl
.Name
, _RGB(255, 0, 0));
665 if R_BERSERK
in pl
.FRulez
then
666 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_BLACK
], X
+37, Y
+45, 0, True, False)
668 e_Draw(gItemsTexturesID
[ITEM_MEDKIT_LARGE
], X
+37, Y
+45, 0, True, False);
670 if g_Texture_Get('TEXTURE_PLAYER_ARMORHUD', ID
) then
671 e_Draw(ID
, X
+36, Y
+77, 0, True, False);
673 s
:= IntToStr(IfThen(pl
.Health
> 0, pl
.Health
, 0));
674 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
675 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+40, s
, _RGB(255, 0, 0));
677 s
:= IntToStr(pl
.Armor
);
678 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
679 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+68, s
, _RGB(255, 0, 0));
681 s
:= IntToStr(pl
.GetAmmoByWeapon(pl
.CurrWeap
));
687 ID
:= gItemsTexturesID
[ITEM_WEAPON_KASTET
];
692 ID
:= gItemsTexturesID
[ITEM_WEAPON_SAW
];
694 WEAPON_PISTOL
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PISTOL
];
695 WEAPON_CHAINGUN
: ID
:= gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
];
696 WEAPON_SHOTGUN1
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
];
697 WEAPON_SHOTGUN2
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
];
698 WEAPON_SUPERPULEMET
: ID
:= gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
];
699 WEAPON_ROCKETLAUNCHER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
];
700 WEAPON_PLASMA
: ID
:= gItemsTexturesID
[ITEM_WEAPON_PLASMA
];
701 WEAPON_BFG
: ID
:= gItemsTexturesID
[ITEM_WEAPON_BFG
];
702 WEAPON_FLAMETHROWER
: ID
:= gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
];
705 e_CharFont_GetSize(gMenuFont
, s
, tw
, th
);
706 e_CharFont_PrintEx(gMenuFont
, X
+178-tw
, Y
+158, s
, _RGB(255, 0, 0));
707 e_Draw(ID
, X
+20, Y
+160, 0, True, False);
709 if R_KEY_RED
in pl
.FRulez
then
710 e_Draw(gItemsTexturesID
[ITEM_KEY_RED
], X
+78, Y
+214, 0, True, False);
712 if R_KEY_GREEN
in pl
.FRulez
then
713 e_Draw(gItemsTexturesID
[ITEM_KEY_GREEN
], X
+95, Y
+214, 0, True, False);
715 if R_KEY_BLUE
in pl
.FRulez
then
716 e_Draw(gItemsTexturesID
[ITEM_KEY_BLUE
], X
+112, Y
+214, 0, True, False);
718 if pl
.JetFuel
> 0 then
720 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
721 e_Draw(ID
, X
+2, Y
+116, 0, True, False);
722 if g_Texture_Get('TEXTURE_PLAYER_HUDJET', ID
) then
723 e_Draw(ID
, X
+2, Y
+126, 0, True, False);
724 e_DrawLine(4, X
+16, Y
+122, X
+16+Trunc(168*IfThen(pl
.Air
> 0, pl
.Air
, 0)/AIR_MAX
), Y
+122, 0, 0, 196);
725 e_DrawLine(4, X
+16, Y
+132, X
+16+Trunc(168*pl
.JetFuel
/JET_MAX
), Y
+132, 208, 0, 0);
729 if g_Texture_Get('TEXTURE_PLAYER_HUDAIR', ID
) then
730 e_Draw(ID
, X
+2, Y
+124, 0, True, False);
731 e_DrawLine(4, X
+16, Y
+130, X
+16+Trunc(168*IfThen(pl
.Air
> 0, pl
.Air
, 0)/AIR_MAX
), Y
+130, 0, 0, 196);
734 if gShowPing
and g_Game_IsClient
then
736 s
:= _lc
[I_GAME_PING_HUD
] + IntToStr(NetPeer
.lastRoundTripTime
) + _lc
[I_NET_SLIST_PING_MS
];
737 e_TextureFontPrint(X
+ 4, Y
+ 242, s
, gStdFont
);
743 e_TextureFontPrint(X
+ 4, Y
+ 242, _lc
[I_PLAYER_SPECT
], gStdFont
);
744 e_TextureFontPrint(X
+ 4, Y
+ 258, _lc
[I_PLAYER_SPECT2
], gStdFont
);
745 e_TextureFontPrint(X
+ 4, Y
+ 274, _lc
[I_PLAYER_SPECT1
], gStdFont
);
748 e_TextureFontGetSize(gStdFont
, cw
, ch
);
749 s
:= _lc
[I_PLAYER_SPECT4
];
750 e_TextureFontPrintEx(gScreenWidth
div 2 - cw
*(Length(s
) div 2),
751 gScreenHeight
-4-ch
, s
, gStdFont
, 255, 255, 255, 1, True);
752 e_TextureFontPrint(X
+ 4, Y
+ 290, _lc
[I_PLAYER_SPECT1S
], gStdFont
);
758 procedure r_Player_DrawRulez (p
: TPlayer
);
762 // При взятии неуязвимости рисуется инверсионный белый фон
763 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
765 if (p
.FMegaRulez
[MR_INVUL
]-gTime
) <= 2100 then
766 dr
:= not Odd((p
.FMegaRulez
[MR_INVUL
]-gTime
) div 300)
771 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
772 191, 191, 191, 0, TBlending
.Invert
);
775 // При взятии защитного костюма рисуется зеленоватый фон
776 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
778 if (p
.FMegaRulez
[MR_SUIT
]-gTime
) <= 2100 then
779 dr
:= not Odd((p
.FMegaRulez
[MR_SUIT
]-gTime
) div 300)
784 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
785 0, 96, 0, 200, TBlending
.None
);
788 // При взятии берсерка рисуется красноватый фон
789 if (p
.Berserk
>= 0) and (LongWord(p
.Berserk
) >= gTime
) and (gFlash
= 2) then
791 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1,
792 255, 0, 0, 200, TBlending
.None
);
796 procedure r_Player_DrawPain (p
: TPlayer
);
800 if p
.Pain
= 0 then Exit
;
804 if a
< 15 then h
:= 0
805 else if a
< 35 then h
:= 1
806 else if a
< 55 then h
:= 2
807 else if a
< 75 then h
:= 3
808 else if a
< 95 then h
:= 4
811 //if a > 255 then a := 255;
813 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 255, 0, 0, 255-h
*50);
814 //e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 255-min(128, a), 255-a, 255-a, 0, B_FILTER);
817 procedure r_Player_DrawPickup (p
: TPlayer
);
821 if p
.Pickup
= 0 then Exit
;
825 if a
< 15 then h
:= 1
826 else if a
< 35 then h
:= 2
827 else if a
< 55 then h
:= 3
828 else if a
< 75 then h
:= 4
831 e_DrawFillQuad(0, 0, gPlayerScreenSize
.X
-1, gPlayerScreenSize
.Y
-1, 150, 200, 150, 255-h
*50);