2ca87d7ec2431ca5bfe12c71a1f3c533f469641a
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 {$INCLUDE ../../../shared/a_modes.inc}
20 uses g_base
, g_player
, g_playermodel
; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize
;
23 procedure r_Map_Finalize
;
28 procedure r_Map_LoadTextures
;
29 procedure r_Map_FreeTextures
;
32 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
35 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
38 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
41 procedure r_Map_Update
;
43 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
55 binheap
, MAPDEF
, utils
,
56 g_options
, g_animations
, g_basic
, g_phys
,
57 g_game
, g_map
, g_panel
, g_items
, g_monsters
, g_weapons
,
58 g_console
, g_language
,
59 {$IFDEF ENABLE_CORPSES}
62 {$IFDEF ENABLE_SHELLS}
71 r_textures
, r_draw
, r_common
75 MTABLE
: array [0..MONSTER_MAN
] of record
78 (w
: 64; h
: 64), // NONE
79 (w
: 64; h
: 64), // DEMON
80 (w
: 64; h
: 64), // IMP
81 (w
: 64; h
: 64), // ZOMBY
82 (w
: 64; h
: 64), // SERG
83 (w
: 128; h
: 128), // CYBER
84 (w
: 64; h
: 64), // CGUN
85 (w
: 128; h
: 128), // BARON
86 (w
: 128; h
: 128), // KNIGHT
87 (w
: 128; h
: 128), // CACO
88 (w
: 64; h
: 64), // SOUL (DIE is 128x128, see load code)
89 (w
: 128; h
: 128), // PAIN
90 (w
: 256; h
: 128), // SPIDER
91 (w
: 128; h
: 64), // BSP
92 (w
: 128; h
: 128), // MANCUB
93 (w
: 128; h
: 128), // SKEL
94 (w
: 128; h
: 128), // VILE
95 (w
: 32; h
: 32), // FISH
96 (w
: 64; h
: 64), // BARREL
97 (w
: 128; h
: 128), // ROBO
103 ItemAnim
: array [0..ITEM_LAST
] of record
108 (name
: 'NOTEXTURE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
109 (name
: 'MED1'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
110 (name
: 'MED2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
111 (name
: 'BMED'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
112 (name
: 'ARMORGREEN'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
113 (name
: 'ARMORBLUE'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 3; back
: true)),
114 (name
: 'SBLUE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 4; back
: true)),
115 (name
: 'SWHITE'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
116 (name
: 'SUIT'; w
: 32; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
117 (name
: 'OXYGEN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
118 (name
: 'INVUL'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
119 (name
: 'SAW'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
120 (name
: 'SHOTGUN1'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
121 (name
: 'SHOTGUN2'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
122 (name
: 'MGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
123 (name
: 'RLAUNCHER'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
124 (name
: 'PGUN'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
125 (name
: 'BFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
126 (name
: 'SPULEMET'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
127 (name
: 'CLIP'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
128 (name
: 'AMMO'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
129 (name
: 'SHELL1'; w
: 16; h
: 8; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
130 (name
: 'SHELL2'; w
: 32; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
131 (name
: 'ROCKET'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
132 (name
: 'ROCKETS'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
133 (name
: 'CELL'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
134 (name
: 'CELL2'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
135 (name
: 'BPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
136 (name
: 'KEYR'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
137 (name
: 'KEYG'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
138 (name
: 'KEYB'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
139 (name
: 'KASTET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
140 (name
: 'PISTOL'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
141 (name
: 'BOTTLE'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
142 (name
: 'HELMET'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
143 (name
: 'JETPACK'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 15; frames
: 3; back
: true)),
144 (name
: 'INVIS'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 20; frames
: 4; back
: true)),
145 (name
: 'FLAMETHROWER'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)),
146 (name
: 'FUELCAN'; w
: 16; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false))
150 GFXAnim
: array [0..R_GFX_LAST
] of record
157 (name
: ''; w
: 0; h
: 0; anim
: (loop
: false; delay
: 0; frames
: 0; back
: false); rdelay
: 0; alpha
: 0),
158 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
159 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 0; alpha
: 0),
160 (name
: 'EROCKET'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
161 (name
: 'EBFG'; w
: 128; h
: 128; anim
: (loop
: false; delay
: 6; frames
: 6; back
: false); rdelay
: 0; alpha
: 0),
162 (name
: 'BFGHIT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 4; frames
: 4; back
: false); rdelay
: 0; alpha
: 0),
163 (name
: 'FIRE'; w
: 64; h
: 128; anim
: (loop
: false; delay
: 4; frames
: 8; back
: false); rdelay
: 2; alpha
: 0),
164 (name
: 'ITEMRESPAWN'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 4; frames
: 5; back
: true); rdelay
: 0; alpha
: 0),
165 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0),
166 (name
: 'ESKELFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 8; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
167 (name
: 'EPLASMA'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 4; back
: true); rdelay
: 0; alpha
: 0),
168 (name
: 'EBSPFIRE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 5; back
: false); rdelay
: 0; alpha
: 0),
169 (name
: 'EIMPFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
170 (name
: 'ECACOFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
171 (name
: 'EBARONFIRE'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 6; frames
: 3; back
: false); rdelay
: 0; alpha
: 0),
172 (name
: 'TELEPORT'; w
: 64; h
: 64; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 0), // fast
173 (name
: 'SMOKE'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 10; back
: false); rdelay
: 0; alpha
: 150), // transparent
174 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: false; delay
: 3; frames
: 11; back
: false); rdelay
: 2; alpha
: 0) // random
178 ShotAnim
: array [0..WEAPON_LAST
] of record
183 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 0 KASTET
184 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 1 SAW
185 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 2 PISTOL
186 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 3 SHOTGUN1
187 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 4 SHOTGUN2
188 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 5 CHAINGUN
189 (name
: 'BROCKET'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 1; frames
: 1; back
: false)), // 6 ROCKETLAUNCHER
190 (name
: 'BPLASMA'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)), // 7 PLASMA
191 (name
: 'BBFG'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 6; frames
: 2; back
: false)), // 8 BFG
192 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 9 SUPERPULEMET
193 (name
: 'FLAME'; w
: 32; h
: 32; anim
: (loop
: true; delay
: 6; frames
: 0{11}; back
: false)), // 10 FLAMETHROWER
194 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 11
195 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 12
196 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 13
197 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 14
198 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 15
199 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 16
200 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 17
201 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 18
202 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 19
203 (name
: ''; w
: 0; h
: 0; anim
: (loop
: true; delay
: 0; frames
: 0; back
: false)), // 20 ZOMPY_PISTOL
204 (name
: 'BIMPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 21 IMP_FIRE
205 (name
: 'BBSPFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 22 BSP_FIRE
206 (name
: 'BCACOFIRE'; w
: 16; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 23 CACO_FIRE
207 (name
: 'BBARONFIRE'; w
: 64; h
: 16; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 24 BARON_FIRE
208 (name
: 'BMANCUBFIRE'; w
: 64; h
: 32; anim
: (loop
: true; delay
: 4; frames
: 2; back
: false)), // 25 MANCUB_FIRE
209 (name
: 'BSKELFIRE'; w
: 64; h
: 64; anim
: (loop
: true; delay
: 5; frames
: 2; back
: false)) // 26 SKEL_FIRE
212 {$IFDEF ENABLE_SHELLS}
213 ShellAnim
: array [0..SHELL_LAST
] of record
217 (name
: 'EBULLET'; dx
: 2; dy
: 1), // 0 SHELL_BULLET
218 (name
: 'ESHELL'; dx
: 4; dy
: 2), // 1 SHELL_SHELL
219 (name
: 'ESHELL'; dx
: 4; dy
: 2) // 2 SHELL_DBLSHELL
223 PunchAnim
: TAnimInfo
= (loop
: false; delay
: 1; frames
: 4; back
: false);
224 FlagAnim
: TAnimInfo
= (loop
: true; delay
: 8; frames
: 5; back
: false);
225 VileFireAnim
: TAnimInfo
= (loop
: true; delay
: 2; frames
: 8; back
: false);
228 TBinHeapPanelDrawCmp
= class
230 class function less (const a
, b
: TPanel
): Boolean; inline;
233 TBinHeapPanelDraw
= specialize TBinaryHeapBase
<TPanel
, TBinHeapPanelDrawCmp
>;
235 TMonsterAnims
= array [0..ANIM_LAST
, TDirection
] of TGLMultiTexture
;
238 DebugCameraScale
: Single;
239 SkyTexture
: TGLTexture
;
240 RenTextures
: array of record
242 tex
: TGLMultiTexture
;
245 Items
: array [0..ITEM_LAST
] of record
246 tex
: TGLMultiTexture
;
249 MonTextures
: array [0..MONSTER_MAN
] of TMonsterAnims
;
250 WeapTextures
: array [0..WP_LAST
, 0..W_POS_LAST
, 0..W_ACT_LAST
] of TGLTexture
;
251 ShotTextures
: array [0..WEAPON_LAST
] of TGLMultiTexture
;
252 FlagTextures
: array [0..FLAG_LAST
] of TGLMultiTexture
;
253 PunchTextures
: array [Boolean, 0..2] of TGLMultiTexture
; // [berserk, center/up/down]
254 VileFire
: TGLMultiTexture
;
255 InvulPenta
: TGLTexture
;
256 IndicatorTexture
: TGLTexture
;
257 TalkTexture
: TGLTexture
;
258 Models
: array of record
259 anim
: array [TDirection
, 0..A_LAST
] of record
260 base
, mask
: TGLMultiTexture
;
264 base
, mask
: TGLTextureArray
;
270 {$IFDEF ENABLE_SHELLS}
271 ShellTextures
: array [0..SHELL_LAST
] of TGLTexture
;
274 GFXTextures
: array [0..R_GFX_LAST
] of TGLMultiTexture
;
275 gfxlist
: array of record
286 plist
: TBinHeapPanelDraw
= nil;
288 class function TBinHeapPanelDrawCmp
.less (const a
, b
: TPanel
): Boolean; inline;
290 if a
.tag
< b
.tag
then begin result
:= true; exit
; end;
291 if a
.tag
> b
.tag
then begin result
:= false; exit
; end;
292 result
:= a
.arrIdx
< b
.arrIdx
;
295 procedure r_Map_Initialize
;
298 plist
:= TBinHeapPanelDraw
.Create();
301 procedure r_Map_Finalize
;
307 procedure r_Map_FreeModel (i
: Integer);
308 var a
: Integer; d
: TDirection
;
310 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
312 for a
:= A_STAND
to A_LAST
do
314 if Models
[i
].anim
[d
, a
].base
<> nil then
315 Models
[i
].anim
[d
, a
].base
.Free
;
316 if Models
[i
].anim
[d
, a
].mask
<> nil then
317 Models
[i
].anim
[d
, a
].mask
.Free
;
318 Models
[i
].anim
[d
, a
].base
:= nil;
319 Models
[i
].anim
[d
, a
].mask
:= nil;
323 if Models
[i
].gibs
.base
<> nil then
324 for a
:= 0 to High(Models
[i
].gibs
.base
) do
325 Models
[i
].gibs
.base
[a
].Free
;
326 if Models
[i
].gibs
.mask
<> nil then
327 for a
:= 0 to High(Models
[i
].gibs
.mask
) do
328 Models
[i
].gibs
.mask
[a
].Free
;
329 Models
[i
].gibs
.base
:= nil;
330 Models
[i
].gibs
.mask
:= nil;
331 Models
[i
].gibs
.rect
:= nil;
335 procedure r_Map_LoadModel (i
: Integer);
336 var prefix
: AnsiString; a
: Integer; d
: TDirection
; m
: ^TPlayerModelInfo
;
338 ASSERT(i
< Length(Models
));
339 ASSERT(i
< Length(PlayerModelsArray
));
341 m
:= @PlayerModelsArray
[i
];
342 prefix
:= m
.FileName
+ ':TEXTURES/';
343 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
345 for a
:= A_STAND
to A_LAST
do
347 Models
[i
].anim
[d
, a
].base
:= nil;
348 Models
[i
].anim
[d
, a
].mask
:= nil;
349 if m
.anim
[d
, a
].resource
<> '' then
350 Models
[i
].anim
[d
, a
].base
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].resource
, 64, 64, m
.anim
[d
, a
].frames
, true);
351 if m
.anim
[d
, a
].mask
<> '' then
352 Models
[i
].anim
[d
, a
].mask
:= r_Textures_LoadMultiFromFileAndInfo(prefix
+ m
.anim
[d
, a
].mask
, 64, 64, m
.anim
[d
, a
].frames
, true);
356 Models
[i
].gibs
.base
:= nil;
357 Models
[i
].gibs
.mask
:= nil;
358 Models
[i
].gibs
.rect
:= nil;
359 if m
.GibsCount
> 0 then
361 SetLength(Models
[i
].gibs
.base
, m
.GibsCount
);
362 SetLength(Models
[i
].gibs
.mask
, m
.GibsCount
);
363 SetLength(Models
[i
].gibs
.rect
, m
.GibsCount
);
364 for a
:= 0 to m
.GibsCount
- 1 do
365 Models
[i
].gibs
.rect
[a
] := DefaultGibSize
;
366 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsResource
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.base
, Models
[i
].gibs
.rect
) then
368 if r_Textures_LoadStreamFromFile(prefix
+ m
.GibsMask
, 32, 32, m
.GibsCount
, m
.GibsCount
, Models
[i
].gibs
.mask
, nil) then
377 procedure r_Map_LoadMonsterAnim (m
, a
: Integer; d
: TDirection
);
378 const dir
: array [TDirection
] of AnsiString = ('_L', '');
379 var w
, h
, count
: Integer;
381 count
:= MONSTER_ANIMTABLE
[m
].AnimCount
[a
];
386 if (m
= MONSTER_SOUL
) and (a
= ANIM_DIE
) then
392 MonTextures
[m
, a
, d
] := r_Textures_LoadMultiFromFileAndInfo(
393 GameWAD
+ ':MTEXTURES/' + MONSTERTABLE
[m
].name
+ '_' + ANIMTABLE
[a
].name
+ dir
[d
],
401 MonTextures
[m
, a
, d
] := nil;
404 procedure r_Map_Load
;
406 WeapName
: array [0..WP_LAST
] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM');
407 WeapPos
: array [0..W_POS_LAST
] of AnsiString = ('', '_UP', '_DN');
408 WeapAct
: array [0..W_ACT_LAST
] of AnsiString = ('', '_FIRE');
409 PunchName
: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB');
411 i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
413 // --------- items --------- //
414 r_Common_SetLoading(_lc
[I_LOAD_ITEMS_DATA
], ITEM_LAST
+ 1);
415 for i
:= 0 to ITEM_LAST
do
417 Items
[i
].tex
:= r_Common_LoadTextureMultiFromFileAndInfo(
418 GameWAD
+ ':TEXTURES/' + ItemAnim
[i
].name
,
421 ItemAnim
[i
].anim
.frames
,
426 // --------- monsters --------- //
427 r_Common_SetLoading(_lc
[I_LOAD_MONSTER_TEXTURES
], MONSTER_MAN
- MONSTER_DEMON
+ 1);
428 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
430 for j
:= 0 to ANIM_LAST
do
431 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
432 r_Map_LoadMonsterAnim(i
, j
, d
);
433 r_Common_StepLoading(1);
435 VileFire
:= r_Textures_LoadMultiFromFileAndInfo(GameWAD
+ ':TEXTURES/FIRE', 64, 128, VileFireAnim
.frames
);
436 // --------- player models --------- //
437 if PlayerModelsArray
<> nil then
439 r_Common_SetLoading(_lc
[I_LOAD_MODELS
], Length(PlayerModelsArray
));
440 SetLength(Models
, Length(PlayerModelsArray
));
441 for i
:= 0 to High(PlayerModelsArray
) do
444 r_Common_StepLoading(1);
447 // --------- player weapons --------- //
448 r_Common_SetLoading(_lc
[I_LOAD_WEAPONS_DATA
], WP_LAST
);
449 for i
:= 1 to WP_LAST
do
451 for j
:= 0 to W_POS_LAST
do
452 for k
:= 0 to W_ACT_LAST
do
453 WeapTextures
[i
, j
, k
] := r_Textures_LoadFromFile(GameWAD
+ ':WEAPONS\' + WeapName
[i
] + WeapPos
[j
] + WeapAct
[k
]);
454 r_Common_StepLoading(1);
456 // --------- gfx animations --------- //
458 r_Common_SetLoading('GFX Effects', R_GFX_LAST
);
459 for i
:= 1 to R_GFX_LAST
do
461 if GFXAnim
[i
].anim
.frames
> 0 then
462 GFXTextures
[i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + GFXAnim
[i
].name
, GFXAnim
[i
].w
, GFXAnim
[i
].h
, GFXAnim
[i
].anim
.frames
);
465 // --------- shots --------- //
466 r_Common_SetLoading('Weapon splahses', WEAPON_LAST
+ 1);
467 for i
:= 0 to WEAPON_LAST
do
469 if ShotAnim
[i
].anim
.frames
> 0 then
470 ShotTextures
[i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/' + ShotAnim
[i
].name
, ShotAnim
[i
].w
, ShotAnim
[i
].h
, ShotAnim
[i
].anim
.frames
);
472 // --------- flags --------- //
473 r_Common_SetLoading('Flags', 2);
474 FlagTextures
[FLAG_NONE
] := nil;
475 FlagTextures
[FLAG_RED
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGRED', 64, 64, 5);
476 FlagTextures
[FLAG_BLUE
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':TEXTURES/FLAGBLUE', 64, 64, 5);
477 // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
478 // --------- shells --------- //
479 {$IFDEF ENABLE_SHELLS}
480 r_Common_SetLoading('Shells', SHELL_LAST
+ 1);
481 for i
:= 0 to SHELL_LAST
do
482 ShellTextures
[i
] := r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/' + ShellAnim
[i
].name
);
484 // --------- other --------- //
485 r_Common_SetLoading('Effects', 3 * 2 + 3);
486 for b
:= false to true do
489 PunchTextures
[b
, i
] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad
+ ':WEAPONS/' + PunchName
[b
] + WeapPos
[i
], 64, 64, PunchAnim
.frames
);
491 InvulPenta
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/PENTA');
492 IndicatorTexture
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/PLRIND');
493 TalkTexture
:= r_Common_LoadTextureFromFile(GameWad
+ ':TEXTURES/TALKBUBBLE');
496 procedure r_Map_Free
;
497 var i
, j
, k
: Integer; d
: TDirection
; b
: Boolean;
499 if TalkTexture
<> nil then
501 if IndicatorTexture
<> nil then
502 IndicatorTexture
.Free
;
503 if InvulPenta
<> nil then
506 for b
:= false to true do
510 if PunchTextures
[b
, i
] <> nil then
511 PunchTextures
[b
, i
].Free
;
512 PunchTextures
[b
, i
] := nil;
515 {$IFDEF ENABLE_SHELLS}
516 for i
:= 0 to SHELL_LAST
do
518 if ShellTextures
[i
] <> nil then
519 ShellTextures
[i
].Free
;
520 ShellTextures
[i
] := nil;
523 for i
:= 0 to FLAG_LAST
do
525 if FlagTextures
[i
] <> nil then
526 FlagTextures
[i
].Free
;
527 FlagTextures
[i
] := nil;
529 for i
:= 0 to WEAPON_LAST
do
531 if ShotTextures
[i
] <> nil then
532 ShotTextures
[i
].Free
;
533 ShotTextures
[i
] := nil;
537 for i
:= 0 to R_GFX_LAST
do
539 if GFXTextures
[i
] <> nil then
541 GFXTextures
[i
] := nil;
544 for i
:= 1 to WP_LAST
do
546 for j
:= 0 to W_POS_LAST
do
548 for k
:= 0 to W_ACT_LAST
do
550 if WeapTextures
[i
, j
, k
] <> nil then
551 WeapTextures
[i
, j
, k
].Free
;
552 WeapTextures
[i
, j
, k
] := nil;
556 if Models
<> nil then
557 for i
:= 0 to High(Models
) do
559 for i
:= MONSTER_DEMON
to MONSTER_MAN
do
561 for j
:= 0 to ANIM_LAST
do
563 for d
:= TDirection
.D_LEFT
to TDirection
.D_RIGHT
do
565 if MonTextures
[i
, j
, d
] <> nil then
566 MonTextures
[i
, j
, d
].Free
;
567 MonTextures
[i
, j
, d
] := nil;
571 for i
:= 0 to ITEM_LAST
do
573 if Items
[i
].tex
<> nil then
579 procedure r_Map_LoadTextures
;
580 const DefaultAnimInfo
: TAnimInfo
= (loop
: true; delay
: 1; frames
: 1; back
: false);
581 var i
, n
: Integer; txt
: TAnimTextInfo
;
583 if Textures
<> nil then
585 n
:= Length(Textures
);
586 SetLength(RenTextures
, n
);
587 r_Common_SetLoading(_lc
[I_LOAD_TEXTURES
], n
);
588 for i
:= 0 to n
- 1 do
590 txt
.anim
:= DefaultAnimInfo
;
591 RenTextures
[i
].tex
:= nil;
592 case Textures
[i
].TextureName
of
593 TEXTURE_NAME_WATER
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_WATER
;
594 TEXTURE_NAME_ACID1
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID1
;
595 TEXTURE_NAME_ACID2
: RenTextures
[i
].spec
:= TEXTURE_SPECIAL_ACID2
;
597 RenTextures
[i
].spec
:= 0;
598 RenTextures
[i
].tex
:= r_Textures_LoadMultiTextFromFile(Textures
[i
].FullName
, txt
);
599 if RenTextures
[i
].tex
= nil then
600 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures
[i
].FullName
])
602 r_Common_StepLoading(1);
604 RenTextures
[i
].anim
:= txt
.anim
;
607 if gMapInfo
.SkyFullName
<> '' then
609 r_Common_SetLoading(_lc
[I_LOAD_SKY
], 1);
610 SkyTexture
:= r_Common_LoadTextureFromFile(gMapInfo
.SkyFullName
);
615 procedure r_Map_FreeTextures
;
619 if SkyTexture
<> nil then
622 if RenTextures
<> nil then
623 for i
:= 0 to High(RenTextures
) do
624 if RenTextures
[i
].tex
<> nil then
625 RenTextures
[i
].tex
.Free
;
629 procedure r_Map_DrawPanel (p
: TPanel
);
630 var Texture
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
; count
, frame
: LongInt; a
: TAnimInfo
;
633 if p
.FCurTexture
>= 0 then
635 Texture
:= p
.TextureIDs
[p
.FCurTexture
].Texture
;
636 t
:= RenTextures
[Texture
].tex
;
637 if (RenTextures
[Texture
].spec
= 0) or (t
<> nil) then
639 count
:= 0; frame
:= 0;
640 if p
.AnimTime
<= gTime
then
642 a
:= RenTextures
[Texture
].anim
;
643 a
.loop
:= p
.AnimLoop
;
644 g_Anim_GetFrameByTime(a
, (gTime
- p
.AnimTime
) DIV GAME_TICK
, count
, frame
);
648 tex
:= t
.GetTexture(frame
);
649 r_Draw_TextureRepeat(tex
, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255 - p
.alpha
, p
.blending
);
652 r_Draw_TextureRepeat(nil, p
.x
, p
.y
, p
.width
, p
.height
, false, 255, 255, 255, 255, false);
657 case RenTextures
[Texture
].spec
of
658 TEXTURE_SPECIAL_WATER
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 0, 255, 255);
659 TEXTURE_SPECIAL_ACID1
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 0, 230, 0, 255);
660 TEXTURE_SPECIAL_ACID2
: r_Draw_Filter(p
.x
, p
.y
, p
.x
+ p
.width
, p
.y
+ p
.height
, 230, 0, 0, 255);
666 procedure r_Map_DrawPanelType (panelTyp
: DWORD
);
667 var tagMask
, i
: Integer; p
: TPanel
;
670 tagMask
:= PanelTypeToTag(panelTyp
);
671 while plist
.count
> 0 do
673 p
:= TPanel(plist
.Front());
674 if (p
.tag
and tagMask
) = 0 then
682 procedure r_Map_DrawItems (x
, y
, w
, h
: Integer; drop
: Boolean);
683 var i
, xx
, yy
: Integer; it
: PItem
; t
: TGLMultiTexture
; tex
: TGLTexture
;
685 if ggItems
<> nil then
687 for i
:= 0 to High(ggItems
) do
690 if it
.used
and it
.alive
and (it
.dropped
= drop
) and (it
.ItemType
> ITEM_NONE
) and (it
.ItemType
<= ITEM_LAST
) then
692 t
:= Items
[it
.ItemType
].tex
;
693 if g_Collide(it
.obj
.x
, it
.obj
.y
, t
.width
, t
.height
, x
, y
, w
, h
) then
695 r_Common_GetObjectPos(it
.obj
, xx
, yy
);
696 tex
:= t
.GetTexture(Items
[it
.ItemType
].frame
);
697 r_Draw_TextureRepeat(tex
, xx
, yy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false);
702 // TODO draw g_debug_frames
705 function r_Map_GetMonsterTexture (m
, a
: Integer; d
: TDirection
; out t
: TGLMultiTexture
; out dx
, dy
: Integer; out flip
: Boolean): Boolean;
708 t
:= nil; dx
:= 0; dy
:= 0; flip
:= false;
709 result
:= MonTextures
[m
, a
, d
] <> nil;
710 if result
= false then
713 if d
= TDirection
.D_RIGHT
then d
:= TDirection
.D_LEFT
else d
:= TDirection
.D_RIGHT
;
714 result
:= MonTextures
[m
, a
, d
] <> nil;
716 if result
= true then
718 t
:= MonTextures
[m
, a
, d
];
719 if d
= TDirection
.D_LEFT
then
721 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].X
;
722 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaLeft
[a
].Y
;
726 dx
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].X
;
727 dy
:= MONSTER_ANIMTABLE
[m
].AnimDeltaRight
[a
].Y
;
731 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
732 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
738 procedure r_Map_DrawMonsterAttack (constref mon
: TMonster
);
739 var o
: TObj
; count
, frame
, xx
, yy
: LongInt; tex
: TGLTexture
;
741 if VileFire
<> nil then
743 if (mon
.MonsterType
= MONSTER_VILE
) and (mon
.MonsterState
= MONSTATE_SHOOT
) and (mon
.VileFireTime
<= gTime
) then
745 if r_Common_GetPosByUID(mon
.MonsterTargetUID
, o
, xx
, yy
) then
747 g_Anim_GetFrameByTime(VileFireAnim
, (gTime
- mon
.VileFireTime
) DIV GAME_TICK
, count
, frame
);
748 tex
:= VileFire
.GetTexture(frame
);
749 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);
755 procedure r_Map_DrawMonster (constref mon
: TMonster
);
756 var m
, a
, xx
, yy
, dx
, dy
: Integer; d
: TDirection
; flip
: Boolean; t
: TGLMultiTexture
;
758 m
:= mon
.MonsterType
;
759 a
:= mon
.MonsterAnim
;
760 d
:= mon
.GameDirection
;
762 if r_Map_GetMonsterTexture(m
, a
, d
, t
, dx
, dy
, flip
) then
764 r_Common_GetObjectPos(mon
.obj
, xx
, yy
);
765 r_Draw_MultiTextureRepeat(t
, mon
.DirAnim
[a
, d
], false, xx
+ dx
, yy
+ dy
, t
.width
, t
.height
, flip
, 255, 255, 255, 255, false);
768 // TODO draw g_debug_frames
771 procedure r_Map_DrawMonsters (x
, y
, w
, h
: Integer);
772 var i
: Integer; m
: TMonster
;
774 if gMonsters
<> nil then
776 for i
:= 0 to High(gMonsters
) do
781 r_Map_DrawMonsterAttack(m
);
782 // TODO select from grid
783 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
784 r_Map_DrawMonster(m
);
790 function r_Map_GetPlayerModelTex (i
: Integer; var a
: Integer; var d
: TDirection
; out flip
: Boolean): Boolean;
793 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
794 if result
= false then
797 if d
= TDirection
.D_LEFT
then d
:= TDirection
.D_RIGHT
else d
:= TDirection
.D_LEFT
;
798 result
:= Models
[i
].anim
[d
, a
].base
<> nil;
802 procedure r_Map_DrawPlayerModel (pm
: TPlayerModel
; x
, y
: Integer; alpha
: Byte);
803 var a
, pos
, act
, xx
, yy
, angle
: Integer; d
: TDirection
; flip
, back
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; c
: TRGB
;
805 a
:= pm
.CurrentAnimation
;
809 t
:= FlagTextures
[pm
.Flag
];
810 if (t
<> nil) and not (a
in [A_DIE1
, A_DIE2
]) then
812 flip
:= d
= TDirection
.D_RIGHT
;
813 angle
:= PlayerModelsArray
[pm
.id
].FlagAngle
;
814 xx
:= PlayerModelsArray
[pm
.id
].FlagPoint
.X
;
815 yy
:= PlayerModelsArray
[pm
.id
].FlagPoint
.Y
;
816 tex
:= t
.GetTexture(FlagFrame
);
817 r_Draw_TextureRepeatRotate(
819 x
+ IfThen(flip
, 2 * FLAG_BASEPOINT
.X
- xx
+ 1, xx
- 1) - FLAG_BASEPOINT
.X
,
820 y
+ yy
- FLAG_BASEPOINT
.Y
+ 1,
824 255, 255, 255, 255, false,
825 IfThen(flip
, 64 - FLAG_BASEPOINT
.X
, FLAG_BASEPOINT
.X
),
827 IfThen(flip
, angle
, -angle
)
832 if PlayerModelsArray
[pm
.id
].HaveWeapon
and not (a
in [A_DIE1
, A_DIE2
, A_PAIN
]) then
835 A_SEEUP
, A_ATTACKUP
: pos
:= W_POS_UP
;
836 A_SEEDOWN
, A_ATTACKDOWN
: pos
:= W_POS_DOWN
;
837 else pos
:= W_POS_NORMAL
;
839 if (a
in [A_ATTACK
, A_ATTACKUP
, A_ATTACKDOWN
]) or pm
.GetFire() then
843 tex
:= WeapTextures
[pm
.CurrentWeapon
, pos
, act
];
846 xx
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].X
;
847 yy
:= PlayerModelsArray
[pm
.id
].WeaponPoints
[pm
.CurrentWeapon
, a
, d
, pm
.AnimState
.CurrentFrame
].Y
;
854 d
= TDirection
.D_LEFT
,
855 255, 255, 255, alpha
, false
861 if r_Map_GetPlayerModelTex(pm
.id
, a
, d
, flip
) then
863 t
:= Models
[pm
.id
].anim
[d
, a
].base
;
864 back
:= PlayerModelsArray
[pm
.id
].anim
[d
, a
].back
;
865 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, back
, x
, y
, t
.width
, t
.height
, flip
, 255, 255, 255, alpha
, false);
866 t
:= Models
[pm
.id
].anim
[d
, a
].mask
;
870 r_Draw_MultiTextureRepeat(t
, pm
.AnimState
, back
, x
, y
, t
.width
, t
.height
, flip
, c
.r
, c
.g
, c
.b
, alpha
, false);
875 procedure r_Map_DrawBubble (x
, y
: Integer; cb
, cf
: TRGB
);
879 r_Draw_Rect(x
+ 1, y
, x
+ 18, y
+ 13, cb
.R
, cb
.G
, cb
.B
, 255);
880 r_Draw_Rect(x
, y
+ 1, x
+ 19, y
+ 12, cb
.R
, cb
.G
, cb
.B
, 255);
882 r_Draw_FillRect(x
+ 1, y
+ 1, x
+ 18, y
+ 12, cf
.R
, cf
.G
, cf
.B
, 255);
886 r_Draw_FillRect(x
+ dot
+ 0, y
+ 8, x
+ dot
+ 0 + 1 + 1, y
+ 9 + 1, cb
.R
, cb
.G
, cb
.B
, 255);
887 r_Draw_FillRect(x
+ dot
+ 3, y
+ 8, x
+ dot
+ 3 + 1 + 1, y
+ 9 + 1, cb
.R
, cb
.G
, cb
.B
, 255);
888 r_Draw_FillRect(x
+ dot
+ 6, y
+ 8, x
+ dot
+ 6 + 1 + 1, y
+ 9 + 1, cb
.R
, cb
.G
, cb
.B
, 255);
891 procedure r_Map_DrawTalkBubble (p
: TPlayer
);
892 var xx
, yy
, x
, y
: Integer; cb
, cf
: TRGB
;
894 r_Common_GetPlayerPos(p
, xx
, yy
);
895 x
:= xx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2;
897 cb
:= _RGB(63, 63, 63);
898 cf
:= _RGB(240, 240, 240);
902 r_Common_DrawText('[...]', x
, y
, 255, 255, 255, 255, stdfont
, TBasePoint
.BP_DOWN
);
907 TEAM_RED
: cb
:= _RGB(255, 63, 63);
908 TEAM_BLUE
: cb
:= _RGB(63, 63, 255);
910 r_Map_DrawBubble(x
, y
- 18, cb
, cf
);
912 3: // adv player color
915 cf
.R
:= MIN(cb
.R
* 2 + 64, 255);
916 cf
.G
:= MIN(cb
.G
* 2 + 64, 255);
917 cf
.B
:= MIN(cb
.B
* 2 + 64, 255);
918 if (ABS(cf
.R
- cb
.R
) < 32) or (ABS(cf
.G
- cb
.G
) < 32) or (ABS(cf
.B
- cb
.B
) < 32) then
920 cb
.R
:= MAX(cf
.R
div 2 - 16, 0);
921 cb
.G
:= MAX(cf
.G
div 2 - 16, 0);
922 cb
.B
:= MAX(cf
.B
div 2 - 16, 0);
924 r_Map_DrawBubble(x
, y
- 18, cb
, cf
);
927 if TalkTexture
<> nil then
929 r_Common_DrawTexture(TalkTexture
, x
+ 5, y
, TalkTexture
.width
, TalkTexture
.height
, TBasePoint
.BP_DOWN
);
934 procedure r_Map_DrawPlayer (p
, drawed
: TPlayer
);
935 var x
, y
, ax
, ay
, w
, h
: Integer; b
, flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
; alpha
: Byte; count
, frame
: LongInt;
939 r_Common_GetPlayerPos(p
, x
, y
);
942 if p
.PunchTime
<= gTime
then
944 g_Anim_GetFrameByTime(PunchAnim
, (gTime
- p
.PunchTime
) DIV GAME_TICK
, count
, frame
);
947 b
:= R_BERSERK
in p
.FRulez
;
948 if p
.FKeys
[KEY_DOWN
].pressed
then
949 t
:= PunchTextures
[b
, 2]
950 else if p
.FKeys
[KEY_UP
].pressed
then
951 t
:= PunchTextures
[b
, 1]
953 t
:= PunchTextures
[b
, 0];
956 flip
:= p
.Direction
= TDirection
.D_LEFT
;
957 ax
:= IfThen(flip
, 15 - p
.Obj
.Rect
.X
, p
.Obj
.Rect
.X
- 15); // ???
958 ay
:= p
.Obj
.Rect
.Y
- 11;
959 tex
:= t
.GetTexture(frame
);
960 r_Draw_TextureRepeat(tex
, x
+ ax
, y
+ ay
, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
965 (* invulnerability effect *)
966 if (InvulPenta
<> nil) and (p
.FMegaRulez
[MR_INVUL
] > gTime
) and ((p
<> drawed
) or (p
.SpawnInvul
>= gTime
)) then
968 w
:= InvulPenta
.width
;
969 h
:= InvulPenta
.height
;
970 ax
:= p
.Obj
.Rect
.X
+ (p
.Obj
.Rect
.Width
div 2) - (w
div 2); // + IfThen(flip, +4, -2) // ???
971 ay
:= p
.Obj
.Rect
.Y
+ (p
.Obj
.Rect
.Height
div 2) - (h
div 2) - 7; // ???
972 r_Draw_Texture(InvulPenta
, x
+ ax
, y
+ ay
, w
, h
, false, 255, 255, 255, 255, false);
975 (* invisibility effect *)
977 if p
.FMegaRulez
[MR_INVIS
] > gTime
then
979 if (drawed
<> nil) and ((p
= drawed
) or ((p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
981 if (p
.FMegaRulez
[MR_INVIS
] - gTime
> 2100) or not ODD((p
.FMegaRulez
[MR_INVIS
] - gTime
) div 300) then
988 r_Map_DrawPlayerModel(p
.Model
, x
, y
, alpha
);
990 // TODO draw g_debug_frames
992 if (gChatBubble
> 0) and p
.FKeys
[KEY_CHAT
].Pressed
and (p
.Ghost
= false) then
993 if (p
.FMegaRulez
[MR_INVIS
] <= gTime
) or ((drawed
<> nil) and ((p
= drawed
) or (p
.Team
= drawed
.Team
) and (gGameSettings
.GameMode
<> GM_DM
))) then
994 r_Map_DrawTalkBubble(p
);
999 procedure r_Map_DrawPlayers (x
, y
, w
, h
: Integer; player
: TPlayer
);
1002 if gPlayers
<> nil then
1003 for i
:= 0 to High(gPlayers
) do
1004 if gPlayers
[i
] <> nil then
1005 r_Map_DrawPlayer(gPlayers
[i
], player
);
1008 {$IFDEF ENABLE_GIBS}
1009 function r_Map_GetGibSize (m
, i
: Integer): TRectWH
;
1011 result
:= Models
[m
].gibs
.rect
[i
];
1014 procedure r_Map_DrawGibs (x
, y
, w
, h
: Integer);
1015 var i
, xx
, yy
, m
, id
, rx
, ry
, ra
: Integer; p
: PObj
; t
: TGLTexture
;
1017 if gGibs
<> nil then
1019 for i
:= 0 to High(gGibs
) do
1021 if gGibs
[i
].alive
then
1024 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1026 r_Common_GetObjectPos(p
^, xx
, yy
);
1027 id
:= gGibs
[i
].GibID
;
1028 m
:= gGibs
[i
].ModelID
;
1029 t
:= Models
[m
].gibs
.base
[id
];
1032 rx
:= p
.Rect
.X
+ p
.Rect
.Width
div 2;
1033 ry
:= p
.Rect
.Y
+ p
.Rect
.Height
div 2;
1034 ra
:= gGibs
[i
].RAngle
;
1035 r_Draw_TextureRepeatRotate(t
, xx
, yy
, t
.width
, t
.height
, false, 255, 255, 255, 255, false, rx
, ry
, ra
);
1036 t
:= Models
[m
].gibs
.mask
[id
];
1038 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
);
1039 // 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);
1045 // TODO draw g_debug_frames
1049 {$IFDEF ENABLE_CORPSES}
1050 procedure r_Map_DrawCorpses (x
, y
, w
, h
: Integer);
1051 var i
, xx
, yy
: Integer; p
: TCorpse
;
1053 if gCorpses
<> nil then
1055 for i
:= 0 to High(gCorpses
) do
1058 if (p
<> nil) and (p
.state
<> CORPSE_STATE_REMOVEME
) and (p
.model
<> nil) then
1060 r_Common_GetObjectPos(p
.obj
, xx
, yy
);
1061 r_Map_DrawPlayerModel(p
.model
, xx
, yy
, 255);
1065 // TODO draw g_debug_frames
1070 function r_Map_GetGFXID (): Integer;
1074 if gfxlist
<> nil then
1076 while (i
< Length(gfxlist
)) and (gfxlist
[i
].typ
> 0) do
1078 if i
>= Length(gfxlist
) then
1079 SetLength(gfxlist
, Length(gfxlist
) + 1)
1082 SetLength(gfxlist
, 1);
1083 gfxlist
[i
].typ
:= R_GFX_NONE
;
1087 procedure r_Map_NewGFX (typ
, x
, y
: Integer);
1090 if gpart_dbg_enabled
and (typ
> 0) and (typ
<= R_GFX_LAST
) then
1092 i
:= r_Map_GetGFXID();
1095 gfxlist
[i
].typ
:= typ
;
1098 gfxlist
[i
].oldX
:= x
;
1099 gfxlist
[i
].oldY
:= y
;
1100 gfxlist
[i
].anim
:= GFXAnim
[typ
].anim
;
1101 gfxlist
[i
].time
:= gTime
DIV GAME_TICK
;
1102 gfxlist
[i
].frame
:= 0;
1103 INC(gfxlist
[i
].anim
.delay
, Random(GFXAnim
[typ
].rdelay
));
1108 procedure r_Map_UpdateGFX (tick
: LongWord);
1109 var i
: Integer; count
: LongInt;
1111 if gfxlist
<> nil then
1113 for i
:= 0 to High(gfxlist
) do
1115 if (gfxlist
[i
].typ
> 0) and (tick
>= gfxlist
[i
].time
) then
1117 g_Anim_GetFrameByTime(gfxlist
[i
].anim
, tick
- gfxlist
[i
].time
, count
, gfxlist
[i
].frame
);
1120 gfxlist
[i
].oldX
:= gfxlist
[i
].x
;
1121 gfxlist
[i
].oldY
:= gfxlist
[i
].y
;
1122 case gfxlist
[i
].typ
of
1123 R_GFX_FLAME
, R_GFX_SMOKE
:
1125 if Random(3) = 0 then
1126 gfxlist
[i
].x
:= gfxlist
[i
].x
- 1 + Random(3);
1127 if Random(2) = 0 then
1128 gfxlist
[i
].y
:= gfxlist
[i
].y
- Random(2);
1133 gfxlist
[i
].typ
:= R_GFX_NONE
;
1139 procedure r_Map_DrawGFX (x
, y
, w
, h
: Integer);
1140 var i
, fx
, fy
, typ
: Integer; t
: TGLMultiTexture
; tex
: TGLTexture
;
1142 if gfxlist
<> nil then
1144 for i
:= 0 to High(gfxlist
) do
1146 if gfxlist
[i
].typ
> 0 then
1148 typ
:= gfxlist
[i
].typ
;
1149 t
:= GFXTextures
[typ
];
1152 fx
:= nlerp(gfxlist
[i
].oldX
, gfxlist
[i
].x
, gLerpFactor
);
1153 fy
:= nlerp(gfxlist
[i
].oldY
, gfxlist
[i
].y
, gLerpFactor
);
1154 tex
:= t
.GetTexture(gfxlist
[i
].frame
);
1155 r_Draw_TextureRepeat(tex
, fx
, fy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255 - GFXAnim
[typ
].alpha
, false);
1162 procedure r_Map_DrawParticles (x
, y
, w
, h
: Integer);
1163 var i
, fx
, fy
: Integer;
1165 if gpart_dbg_enabled
and (Particles
<> nil) then
1167 glDisable(GL_TEXTURE_2D
);
1168 if (g_dbg_scale
< 0.6) then
1170 else if (g_dbg_scale
> 1.3) then
1171 glPointSize(g_dbg_scale
+ 1)
1174 glDisable(GL_POINT_SMOOTH
);
1176 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
1179 for i
:= 0 to High(Particles
) do
1181 if Particles
[i
].alive
then
1183 fx
:= nlerp(Particles
[i
].oldX
, Particles
[i
].x
, gLerpFactor
);
1184 fy
:= nlerp(Particles
[i
].oldY
, Particles
[i
].y
, gLerpFactor
);
1185 glColor4ub(Particles
[i
].red
, Particles
[i
].green
, Particles
[i
].blue
, Particles
[i
].alpha
);
1191 glDisable(GL_BLEND
);
1196 procedure r_Map_DrawShots (x
, y
, w
, h
: Integer);
1197 var i
, a
, xx
, yy
, pX
, pY
, typ
: Integer; count
, frame
: LongInt; t
: TGLMultiTexture
; tex
: TGLTexture
;
1199 if Shots
<> nil then
1201 for i
:= 0 to High(Shots
) do
1203 typ
:= Shots
[i
].ShotType
;
1206 t
:= ShotTextures
[typ
];
1211 WEAPON_ROCKETLAUNCHER
, WEAPON_BARON_FIRE
, WEAPON_MANCUB_FIRE
, WEAPON_SKEL_FIRE
:
1212 a
:= -GetAngle2(Shots
[i
].Obj
.Vel
.X
, Shots
[i
].Obj
.Vel
.Y
)
1214 r_Common_GetObjectPos(Shots
[i
].Obj
, xx
, yy
);
1215 pX
:= Shots
[i
].Obj
.Rect
.Width
div 2;
1216 pY
:= Shots
[i
].Obj
.Rect
.Height
div 2;
1217 g_Anim_GetFrameByTime(ShotAnim
[typ
].anim
, (gTime
- Shots
[i
].time
) DIV GAME_TICK
, count
, frame
);
1218 tex
:= t
.GetTexture(frame
);
1219 r_Draw_TextureRepeatRotate(tex
, xx
, yy
, tex
.width
, tex
.height
, false, 255, 255, 255, 255, false, pX
, pY
, a
);
1224 // TODO draw g_debug_frames
1227 procedure r_Map_DrawFlags (x
, y
, w
, h
: Integer);
1228 var i
, dx
, xx
, yy
: Integer; flip
: Boolean; t
: TGLMultiTexture
; tex
: TGLTexture
;
1230 if gGameSettings
.GameMode
= GM_CTF
then
1232 for i
:= FLAG_RED
to FLAG_BLUE
do
1234 if not (gFlags
[i
].state
in [FLAG_STATE_NONE
, FLAG_STATE_CAPTURED
]) then
1236 r_Common_GetObjectPos(gFlags
[i
].Obj
, xx
, yy
);
1237 flip
:= gFlags
[i
].Direction
= TDirection
.D_LEFT
;
1238 if flip
then dx
:= -1 else dx
:= +1;
1239 t
:= FlagTextures
[i
];
1240 tex
:= t
.GetTexture(FlagFrame
);
1241 r_Draw_TextureRepeat(tex
, xx
+ dx
, yy
+ 1, tex
.width
, tex
.height
, flip
, 255, 255, 255, 255, false)
1245 // TODO g_debug_frames
1248 {$IFDEF ENABLE_SHELLS}
1249 procedure r_Map_DrawShells (x
, y
, w
, h
: Integer);
1250 var i
, xx
, yy
, typ
: Integer; t
: TGLTexture
; p
: PObj
;
1252 if gShells
<> nil then
1254 for i
:= 0 to High(gShells
) do
1256 if gShells
[i
].alive
then
1258 typ
:= gShells
[i
].SType
;
1259 if typ
<= SHELL_LAST
then
1261 p
:= @gShells
[i
].Obj
;
1262 if g_Obj_Collide(x
, y
, w
, h
, p
) then
1264 t
:= ShellTextures
[typ
];
1267 r_Common_GetObjectPos(p
^, xx
, yy
);
1268 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
);
1278 procedure r_Map_CalcSkyParallax (cx
, cy
, vw
, vh
, sw
, sh
, mw
, mh
: LongInt; out x
, y
, w
, h
: LongInt);
1280 factor
= 120; (* size ratio between view and sky (120%) *)
1281 limit
= 100; (* max speed for parallax *)
1283 msw
, msh
, mvw
, mvh
, svw
, svh
: LongInt;
1285 msw
:= vw
* factor
div 100;
1286 msh
:= vh
* factor
div 100;
1287 r_Common_CalcAspect(sw
, sh
, msw
, msh
, (sw
/ sh
) <= (msw
/ msh
), w
, h
);
1289 (* calc x parallax or sky center on speed limit *)
1290 mvw
:= MAX(1, mw
- vw
);
1292 if 100 * svw
div mvw
<= limit
then
1293 x
:= -cx
* svw
div mvw
1297 (* calc y parallax or sky center on speed limit *)
1298 mvh
:= MAX(1, mh
- vh
);
1300 if 100 * svh
div mvh
<= limit
then
1301 y
:= -cy
* svh
div mvh
1305 (* handle out of map bounds *)
1306 if x
> 0 then x
:= 0;
1307 if y
> 0 then y
:= 0;
1308 if x
< -svw
then x
:= -svw
;
1309 if y
< -svh
then y
:= -svh
;
1312 procedure r_Map_DrawScreenEffect (x
, y
, w
, h
, level
: Integer; r
, g
, b
: Byte);
1325 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, r
, g
, b
, i
* 50)
1329 procedure r_Map_DrawScreenEffects (x
, y
, w
, h
: Integer; p
: TPlayer
);
1333 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pain
, 255, 0, 0);
1334 r_Map_DrawScreenEffect(x
, y
, w
, h
, p
.pickup
, 150, 200, 150);
1335 if (p
.FMegaRulez
[MR_INVUL
] >= gTime
) and (p
.SpawnInvul
< gTime
) then
1337 if ((p
.FMegaRulez
[MR_INVUL
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_INVUL
] - gTime
) div 300) then
1338 r_Draw_InvertRect(x
, y
, x
+ w
, y
+ h
, 191, 191, 191, 255);
1340 if p
.FMegaRulez
[MR_SUIT
] >= gTime
then
1342 if ((p
.FMegaRulez
[MR_SUIT
] - gTime
) > 2100) or not ODD((p
.FMegaRulez
[MR_SUIT
] - gTime
) div 300) then
1343 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 0, 96, 0, 55);
1345 if (p
.Berserk
>= 0) and (p
.Berserk
>= gTime
) and (gFlash
= 2) then
1347 r_Draw_FillRect(x
, y
, x
+ w
, y
+ h
, 255, 0, 0, 55);
1352 procedure r_Map_DrawIndicator (p
: TPlayer
; color
: TRGB
; cx
, cy
, cw
, ch
: Integer);
1353 var a
, ax
, ay
, fx
, fy
, xx
, yy
: Integer;
1355 if (p
<> nil) and p
.Alive
and (p
.Spectator
= false) then
1357 r_Common_GetPlayerPos(p
, fx
, fy
);
1358 case gPlayerIndicatorStyle
of
1360 if IndicatorTexture
<> nil then
1362 ax
:= IndicatorTexture
.width
div 2;
1363 ay
:= IndicatorTexture
.height
div 2;
1364 if (p
.obj
.x
+ p
.obj
.rect
.x
) < cx
then
1367 xx
:= fx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
;
1368 yy
:= fy
+ p
.obj
.rect
.y
+ (p
.obj
.rect
.height
- IndicatorTexture
.width
) div 2;
1370 else if (p
.obj
.x
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
) > (cx
+ cw
) then
1373 xx
:= fx
+ p
.obj
.rect
.x
- IndicatorTexture
.height
;
1374 yy
:= fy
+ p
.obj
.rect
.y
- (p
.obj
.rect
.height
- IndicatorTexture
.width
) div 2;
1376 else if (p
.obj
.y
- IndicatorTexture
.height
) < cy
then
1379 xx
:= fx
+ p
.obj
.rect
.x
+ (p
.obj
.rect
.width
- IndicatorTexture
.width
) div 2;
1380 yy
:= fy
+ p
.obj
.rect
.y
+ p
.obj
.rect
.height
;
1385 xx
:= fx
+ p
.obj
.rect
.x
+ (p
.obj
.rect
.width
- IndicatorTexture
.width
) div 2;
1386 yy
:= fy
- IndicatorTexture
.height
;
1388 xx
:= MIN(MAX(xx
, cx
), cx
+ cw
- IndicatorTexture
.width
);
1389 yy
:= MIN(MAX(yy
, cy
), cy
+ ch
- IndicatorTexture
.height
);
1390 r_Draw_TextureRepeatRotate(IndicatorTexture
, xx
, yy
, IndicatorTexture
.width
, IndicatorTexture
.height
, false, color
.r
, color
.g
, color
.b
, 255, false, ax
, ay
, a
);
1394 xx
:= fx
+ p
.obj
.rect
.x
+ p
.obj
.rect
.width
div 2;
1396 r_Common_DrawText(p
.Name
, xx
, yy
, color
.r
, color
.g
, color
.b
, 255, stdfont
, TBasePoint
.BP_DOWN
);
1402 procedure r_Map_DrawPlayerIndicators (player
: TPlayer
; cx
, cy
, cw
, ch
: Integer);
1403 var i
: Integer; p
: TPlayer
;
1405 case gPlayerIndicator
of
1407 if player
<> nil then
1409 r_Map_DrawIndicator(player
, _RGB(255, 255, 255), cx
, cy
, cw
, ch
);
1412 if gPlayers
<> nil then
1414 for i
:= 0 to HIGH(gPlayers
) do
1419 if (player
<> nil) and (p
= player
) then
1421 r_Map_DrawIndicator(p
, _RGB(255, 255, 255), cx
, cy
, cw
, ch
);
1423 else if (player
= nil) or ((p
.Team
= player
.Team
) and (p
.Team
<> TEAM_NONE
)) then
1425 case gPlayerIndicatorStyle
of
1426 0: r_Map_DrawIndicator(p
, p
.GetColor(), cx
, cy
, cw
, ch
);
1427 1: r_Map_DrawIndicator(p
, _RGB(192, 192, 192), cx
, cy
, cw
, ch
);
1436 procedure r_Map_Draw (x
, y
, w
, h
, camx
, camy
: Integer; player
: TPlayer
);
1437 var iter
: TPanelGrid
.Iter
; p
: PPanel
; cx
, cy
, cw
, ch
, xx
, yy
, ww
, hh
: Integer; sx
, sy
, sw
, sh
: LongInt; l
, t
, r
, b
: Integer;
1439 r_Draw_GetRect(l
, t
, r
, b
);
1440 r_Draw_SetRect(x
, y
, x
+ w
, y
+ h
);
1441 glTranslatef(x
, y
, 0);
1444 cx
:= (camx
- w
) + w
div 2;
1445 cy
:= (camy
- h
) + h
div 2;
1450 if g_dbg_ignore_bounds
= false then
1452 if cx
+ cw
> gMapInfo
.Width
then
1453 cx
:= gMapInfo
.Width
- cw
;
1454 if cy
+ ch
> gMapInfo
.Height
then
1455 cy
:= gMapInfo
.Height
- ch
;
1467 if xx
+ ww
> gMapInfo
.Width
then
1468 xx
:= gMapInfo
.Width
- ww
;
1469 if yy
+ hh
> gMapInfo
.Height
then
1470 yy
:= gMapInfo
.Height
- hh
;
1477 iter
:= mapGrid
.ForEachInAABB(xx
, yy
, ww
, hh
, GridDrawableMask
);
1479 if ((p
^.tag
and GridTagDoor
) <> 0) = p
^.door
then
1484 if DebugCameraScale
<> 1.0 then
1486 glTranslatef(cw
div 2, ch
div 2, 0);
1487 glScalef(DebugCameraScale
, DebugCameraScale
, 1);
1488 glTranslatef(-w
div 2, -h
div 2, 0);
1491 if SkyTexture
<> nil then
1493 r_Map_CalcSkyParallax(cx
, cy
, w
, h
, SkyTexture
.width
, SkyTexture
.height
, gMapInfo
.Width
, gMapInfo
.Height
, sx
, sy
, sw
, sh
);
1494 r_Draw_Texture(SkyTexture
, sx
, sy
, sw
, sh
, false, 255, 255, 255, 255, false);
1497 glTranslatef(-cx
, -cy
, 0);
1498 r_Map_DrawPanelType(PANEL_BACK
);
1499 r_Map_DrawPanelType(PANEL_STEP
);
1500 r_Map_DrawItems(xx
, yy
, ww
, hh
, false);
1501 r_Map_DrawShots(xx
, yy
, ww
, hh
);
1502 {$IFDEF ENABLE_SHELLS}
1503 r_Map_DrawShells(xx
, yy
, ww
, hh
);
1505 r_Map_DrawPlayers(xx
, yy
, ww
, hh
, player
);
1506 {$IFDEF ENABLE_GIBS}
1507 r_Map_DrawGibs(xx
, yy
, ww
, hh
);
1509 {$IFDEF ENABLE_CORPSES}
1510 r_Map_DrawCorpses(xx
, yy
, ww
, hh
);
1512 r_Map_DrawPanelType(PANEL_WALL
);
1513 r_Map_DrawMonsters(xx
, yy
, ww
, hh
);
1514 r_Map_DrawItems(xx
, yy
, ww
, hh
, true);
1515 r_Map_DrawPanelType(PANEL_CLOSEDOOR
);
1517 r_Map_DrawParticles(xx
, yy
, ww
, hh
);
1518 r_Map_DrawGFX(xx
, yy
, ww
, hh
);
1520 r_Map_DrawFlags(xx
, yy
, ww
, hh
);
1521 r_Map_DrawPanelType(PANEL_ACID1
);
1522 r_Map_DrawPanelType(PANEL_ACID2
);
1523 r_Map_DrawPanelType(PANEL_WATER
);
1524 r_Map_DrawPanelType(PANEL_FORE
);
1525 // TODO draw monsters health bar
1526 // TODO draw players health bar
1527 if gGameSettings
.GameMode
<> GM_SINGLE
then
1528 r_Map_DrawPlayerIndicators(player
, cx
, cy
, cw
, ch
);
1529 if DebugCameraScale
<> 1.0 then
1531 r_Draw_Rect (cx
, cy
, cx
+ cw
, cy
+ ch
, 0, 255, 0, 255);
1532 r_Draw_Rect (xx
, yy
, xx
+ ww
, yy
+ hh
, 255, 0, 0, 255);
1536 r_Map_DrawScreenEffects(x
, y
, w
, h
, player
);
1538 // TODO draw g_debug_player
1540 glTranslatef(-x
, -y
, 0);
1541 r_Draw_SetRect(l
, t
, r
, b
);
1544 procedure r_Map_Update
;
1545 var i
, count
, tick
: LongInt;
1547 tick
:= gTime
div GAME_TICK
;
1548 for i
:= 0 to ITEM_LAST
do
1549 g_Anim_GetFrameByTime(ItemAnim
[i
].anim
, tick
, count
, Items
[i
].frame
);
1550 r_Map_UpdateGFX(tick
);
1551 g_Anim_GetFrameByTime(FlagAnim
, tick
, count
, FlagFrame
);
1555 conRegVar('r_debug_camera_scale', @DebugCameraScale
, 0.0001, 1000.0, '', '');
1556 DebugCameraScale
:= 1.0;