DEADSOFTWARE

gl: add cvar r_gl_maxtexsize
[d2df-sdl.git] / src / game / renders / opengl / r_map.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../../../shared/a_modes.inc}
16 unit r_map;
18 interface
20 uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel
22 procedure r_Map_Initialize;
23 procedure r_Map_Finalize;
25 procedure r_Map_Load;
26 procedure r_Map_Free;
28 procedure r_Map_LoadTextures;
29 procedure r_Map_FreeTextures;
31 {$IFDEF ENABLE_GFX}
32 procedure r_Map_NewGFX (typ, x, y: Integer);
33 {$ENDIF}
34 {$IFDEF ENABLE_GIBS}
35 function r_Map_GetGibSize (m, i: Integer): TRectWH;
36 {$ENDIF}
37 {$IFDEF ENABLE_MENU}
38 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
39 {$ENDIF}
41 procedure r_Map_Update;
43 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
45 implementation
47 uses
48 Math, SysUtils,
49 {$IFDEF USE_GLES1}
50 GLES11,
51 {$ELSE}
52 GL, GLEXT,
53 {$ENDIF}
54 e_log,
55 binheap, MAPDEF, utils,
56 g_options, g_animations, g_basic, g_phys,
57 g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
58 g_console,
59 {$IFDEF ENABLE_CORPSES}
60 g_corpses,
61 {$ENDIF}
62 {$IFDEF ENABLE_SHELLS}
63 g_shells,
64 {$ENDIF}
65 {$IFDEF ENABLE_GIBS}
66 g_gibs,
67 {$ENDIF}
68 {$IFDEF ENABLE_GFX}
69 g_gfx,
70 {$ENDIF}
71 r_textures, r_draw, r_common
72 ;
74 const
75 MTABLE: array [0..MONSTER_MAN] of record
76 w, h: Integer;
77 end = (
78 (w: 64; h: 64), // NONE
79 (w: 64; h: 64), // DEMON
80 (w: 64; h: 64), // IMP
81 (w: 64; h: 64), // ZOMBY
82 (w: 64; h: 64), // SERG
83 (w: 128; h: 128), // CYBER
84 (w: 64; h: 64), // CGUN
85 (w: 128; h: 128), // BARON
86 (w: 128; h: 128), // KNIGHT
87 (w: 128; h: 128), // CACO
88 (w: 64; h: 64), // SOUL (DIE is 128x128, see load code)
89 (w: 128; h: 128), // PAIN
90 (w: 256; h: 128), // SPIDER
91 (w: 128; h: 64), // BSP
92 (w: 128; h: 128), // MANCUB
93 (w: 128; h: 128), // SKEL
94 (w: 128; h: 128), // VILE
95 (w: 32; h: 32), // FISH
96 (w: 64; h: 64), // BARREL
97 (w: 128; h: 128), // ROBO
98 (w: 64; h: 64) // MAN
99 );
100 VILEFIRE_DX = 32;
101 VILEFIRE_DY = 128;
103 ItemAnim: array [0..ITEM_LAST] of record
104 name: AnsiString;
105 w, h: Integer;
106 anim: TAnimInfo;
107 end = (
108 (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
109 (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
110 (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
111 (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
112 (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
113 (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)),
114 (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)),
115 (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
116 (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
117 (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
118 (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
119 (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
120 (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
121 (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
122 (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
123 (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
124 (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
125 (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)),
126 (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
127 (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
128 (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
129 (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)),
130 (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
131 (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
132 (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
133 (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
134 (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
135 (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
136 (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
137 (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
138 (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
139 (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
140 (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)),
141 (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
142 (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)),
143 (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)),
144 (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)),
145 (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)),
146 (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false))
147 );
149 {$IFDEF ENABLE_GFX}
150 GFXAnim: array [0..R_GFX_LAST] of record
151 name: AnsiString;
152 w, h: Integer;
153 anim: TAnimInfo;
154 rdelay: Integer;
155 alpha: Integer;
156 end = (
157 (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0),
158 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0),
159 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0),
160 (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
161 (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0),
162 (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0),
163 (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0),
164 (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0),
165 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0),
166 (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0),
167 (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0),
168 (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0),
169 (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
170 (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
171 (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0),
172 (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast
173 (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent
174 (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random
175 );
176 {$ENDIF}
178 ShotAnim: array [0..WEAPON_LAST] of record
179 name: AnsiString;
180 w, h: Integer;
181 anim: TAnimInfo;
182 end = (
183 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET
184 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW
185 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL
186 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1
187 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2
188 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN
189 (name: 'BROCKET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER
190 (name: 'BPLASMA'; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA
191 (name: 'BBFG'; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG
192 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET
193 (name: 'FLAME'; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER
194 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11
195 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12
196 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13
197 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14
198 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15
199 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16
200 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17
201 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18
202 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19
203 (name: ''; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL
204 (name: 'BIMPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE
205 (name: 'BBSPFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE
206 (name: 'BCACOFIRE'; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE
207 (name: 'BBARONFIRE'; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE
208 (name: 'BMANCUBFIRE'; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE
209 (name: 'BSKELFIRE'; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE
210 );
212 {$IFDEF ENABLE_SHELLS}
213 ShellAnim: array [0..SHELL_LAST] of record
214 name: AnsiString;
215 dx, dy: Integer;
216 end = (
217 (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET
218 (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL
219 (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL
220 );
221 {$ENDIF}
223 PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false);
224 FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false);
225 VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false);
227 type
228 TBinHeapPanelDrawCmp = class
229 public
230 class function less (const a, b: TPanel): Boolean; inline;
231 end;
233 TBinHeapPanelDraw = specialize TBinaryHeapBase<TPanel, TBinHeapPanelDrawCmp>;
235 TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
237 var
238 DebugCameraScale: Single;
239 SkyTexture: TGLTexture;
240 RenTextures: array of record
241 spec: LongInt;
242 tex: TGLMultiTexture;
243 anim: TAnimInfo;
244 end;
245 Items: array [0..ITEM_LAST] of record
246 tex: TGLMultiTexture;
247 frame: Integer;
248 end;
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;
261 end;
262 {$IFDEF ENABLE_GIBS}
263 gibs: record
264 base, mask: TGLTextureArray;
265 rect: TRectArray;
266 end;
267 {$ENDIF}
268 end;
270 {$IFDEF ENABLE_SHELLS}
271 ShellTextures: array [0..SHELL_LAST] of TGLTexture;
272 {$ENDIF}
273 {$IFDEF ENABLE_GFX}
274 GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture;
275 gfxlist: array of record
276 typ: Byte;
277 x, y: Integer;
278 oldX, oldY: Integer;
279 anim: TAnimInfo;
280 time: LongWord;
281 frame: LongInt;
282 end = nil;
283 {$ENDIF}
285 FlagFrame: LongInt;
286 plist: TBinHeapPanelDraw = nil;
288 class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
289 begin
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;
293 end;
295 procedure r_Map_Initialize;
296 begin
297 FlagFrame := 0;
298 plist := TBinHeapPanelDraw.Create();
299 end;
301 procedure r_Map_Finalize;
302 begin
303 plist.Free;
304 FlagFrame := 0;
305 end;
307 procedure r_Map_FreeModel (i: Integer);
308 var a: Integer; d: TDirection;
309 begin
310 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
311 begin
312 for a := A_STAND to A_LAST do
313 begin
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;
320 end;
321 end;
322 {$IFDEF ENABLE_GIBS}
323 if Models[i].gibs.base <> nil then
324 for a := 0 to High(Models[i].gibs.base) do
325 Models[i].gibs.base[a].Free;
326 if Models[i].gibs.mask <> nil then
327 for a := 0 to High(Models[i].gibs.mask) do
328 Models[i].gibs.mask[a].Free;
329 Models[i].gibs.base := nil;
330 Models[i].gibs.mask := nil;
331 Models[i].gibs.rect := nil;
332 {$ENDIF}
333 end;
335 procedure r_Map_LoadModel (i: Integer);
336 var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo;
337 begin
338 ASSERT(i < Length(Models));
339 ASSERT(i < Length(PlayerModelsArray));
340 r_Map_FreeModel(i);
341 m := @PlayerModelsArray[i];
342 prefix := m.FileName + ':TEXTURES/';
343 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
344 begin
345 for a := A_STAND to A_LAST do
346 begin
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);
353 end
354 end;
355 {$IFDEF ENABLE_GIBS}
356 Models[i].gibs.base := nil;
357 Models[i].gibs.mask := nil;
358 Models[i].gibs.rect := nil;
359 if m.GibsCount > 0 then
360 begin
361 SetLength(Models[i].gibs.base, m.GibsCount);
362 SetLength(Models[i].gibs.mask, m.GibsCount);
363 SetLength(Models[i].gibs.rect, m.GibsCount);
364 for a := 0 to m.GibsCount - 1 do
365 Models[i].gibs.rect[a] := DefaultGibSize;
366 if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
367 begin
368 if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
369 begin
370 // ok
371 end;
372 end;
373 end;
374 {$ENDIF}
375 end;
377 procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection);
378 const dir: array [TDirection] of AnsiString = ('_L', '');
379 var w, h, count: Integer;
380 begin
381 count := MONSTER_ANIMTABLE[m].AnimCount[a];
382 if count > 0 then
383 begin
384 w := MTABLE[m].w;
385 h := MTABLE[m].h;
386 if (m = MONSTER_SOUL) and (a = ANIM_DIE) then
387 begin
388 // special case
389 w := 128;
390 h := 128;
391 end;
392 MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo(
393 GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d],
394 w,
395 h,
396 count,
397 False
398 );
399 end
400 else
401 MonTextures[m, a, d] := nil;
402 end;
404 procedure r_Map_Load;
405 const
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');
410 var
411 i, j, k: Integer; d: TDirection; b: Boolean;
412 begin
413 // --------- items --------- //
414 for i := 0 to ITEM_LAST do
415 begin
416 Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
417 GameWAD + ':TEXTURES/' + ItemAnim[i].name,
418 ItemAnim[i].w,
419 ItemAnim[i].h,
420 ItemAnim[i].anim.frames,
421 false
422 );
423 Items[i].frame := 0;
424 end;
425 // --------- monsters --------- //
426 for i := MONSTER_DEMON to MONSTER_MAN do
427 for j := 0 to ANIM_LAST do
428 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
429 r_Map_LoadMonsterAnim(i, j, d);
430 VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
431 // --------- player models --------- //
432 if PlayerModelsArray <> nil then
433 begin
434 SetLength(Models, Length(PlayerModelsArray));
435 for i := 0 to High(PlayerModelsArray) do
436 r_Map_LoadModel(i);
437 end;
438 // --------- player weapons --------- //
439 for i := 1 to WP_LAST do
440 for j := 0 to W_POS_LAST do
441 for k := 0 to W_ACT_LAST do
442 WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
443 // --------- gfx animations --------- //
444 {$IFDEF ENABLE_GFX}
445 for i := 1 to R_GFX_LAST do
446 if GFXAnim[i].anim.frames > 0 then
447 GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
448 {$ENDIF}
449 // --------- shots --------- //
450 for i := 0 to WEAPON_LAST do
451 if ShotAnim[i].anim.frames > 0 then
452 ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
453 // --------- flags --------- //
454 FlagTextures[FLAG_NONE] := nil;
455 FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
456 FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
457 // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
458 // --------- shells --------- //
459 {$IFDEF ENABLE_SHELLS}
460 for i := 0 to SHELL_LAST do
461 ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
462 {$ENDIF}
463 // --------- punch --------- //
464 for b := false to true do
465 begin
466 for i := 0 to 2 do
467 PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
468 end;
469 // --------- other --------- //
470 InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
471 IndicatorTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PLRIND');
472 TalkTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/TALKBUBBLE');
473 end;
475 procedure r_Map_Free;
476 var i, j, k: Integer; d: TDirection; b: Boolean;
477 begin
478 if TalkTexture <> nil then
479 TalkTexture.Free;
480 if IndicatorTexture <> nil then
481 IndicatorTexture.Free;
482 if InvulPenta <> nil then
483 InvulPenta.Free;
484 InvulPenta := nil;
485 for b := false to true do
486 begin
487 for i := 0 to 2 do
488 begin
489 if PunchTextures[b, i] <> nil then
490 PunchTextures[b, i].Free;
491 PunchTextures[b, i] := nil;
492 end;
493 end;
494 {$IFDEF ENABLE_SHELLS}
495 for i := 0 to SHELL_LAST do
496 begin
497 if ShellTextures[i] <> nil then
498 ShellTextures[i].Free;
499 ShellTextures[i] := nil;
500 end;
501 {$ENDIF}
502 for i := 0 to FLAG_LAST do
503 begin
504 if FlagTextures[i] <> nil then
505 FlagTextures[i].Free;
506 FlagTextures[i] := nil;
507 end;
508 for i := 0 to WEAPON_LAST do
509 begin
510 if ShotTextures[i] <> nil then
511 ShotTextures[i].Free;
512 ShotTextures[i] := nil;
513 end;
514 {$IFDEF ENABLE_GFX}
515 gfxlist := nil;
516 for i := 0 to R_GFX_LAST do
517 begin
518 if GFXTextures[i] <> nil then
519 GFXTextures[i].Free;
520 GFXTextures[i] := nil;
521 end;
522 {$ENDIF}
523 for i := 1 to WP_LAST do
524 begin
525 for j := 0 to W_POS_LAST do
526 begin
527 for k := 0 to W_ACT_LAST do
528 begin
529 if WeapTextures[i, j, k] <> nil then
530 WeapTextures[i, j, k].Free;
531 WeapTextures[i, j, k] := nil;
532 end;
533 end;
534 end;
535 if Models <> nil then
536 for i := 0 to High(Models) do
537 r_Map_FreeModel(i);
538 for i := MONSTER_DEMON to MONSTER_MAN do
539 begin
540 for j := 0 to ANIM_LAST do
541 begin
542 for d := TDirection.D_LEFT to TDirection.D_RIGHT do
543 begin
544 if MonTextures[i, j, d] <> nil then
545 MonTextures[i, j, d].Free;
546 MonTextures[i, j, d] := nil;
547 end;
548 end;
549 end;
550 for i := 0 to ITEM_LAST do
551 begin
552 if Items[i].tex <> nil then
553 Items[i].tex.Free;
554 Items[i].tex := nil;
555 end;
556 end;
558 procedure r_Map_LoadTextures;
559 const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
560 var i, n: Integer; txt: TAnimTextInfo;
561 begin
562 if Textures <> nil then
563 begin
564 n := Length(Textures);
565 SetLength(RenTextures, n);
566 for i := 0 to n - 1 do
567 begin
568 txt.anim := DefaultAnimInfo;
569 RenTextures[i].tex := nil;
570 case Textures[i].TextureName of
571 TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
572 TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
573 TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
574 else
575 RenTextures[i].spec := 0;
576 e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]);
577 RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
578 e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]);
579 if RenTextures[i].tex = nil then
580 e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
581 end;
582 RenTextures[i].anim := txt.anim;
583 end;
584 end;
585 if gMapInfo.SkyFullName <> '' then
586 SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName);
587 plist.Clear;
588 end;
590 procedure r_Map_FreeTextures;
591 var i: Integer;
592 begin
593 plist.Clear;
594 if SkyTexture <> nil then
595 SkyTexture.Free;
596 SkyTexture := nil;
597 if RenTextures <> nil then
598 for i := 0 to High(RenTextures) do
599 if RenTextures[i].tex <> nil then
600 RenTextures[i].tex.Free;
601 RenTextures := nil;
602 end;
604 procedure r_Map_DrawPanel (p: TPanel);
605 var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
606 begin
607 ASSERT(p <> nil);
608 if p.FCurTexture >= 0 then
609 begin
610 Texture := p.TextureIDs[p.FCurTexture].Texture;
611 t := RenTextures[Texture].tex;
612 if (RenTextures[Texture].spec = 0) or (t <> nil) then
613 begin
614 count := 0; frame := 0;
615 if p.AnimTime <= gTime then
616 begin
617 a := RenTextures[Texture].anim;
618 a.loop := p.AnimLoop;
619 g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
620 end;
621 if t <> nil then
622 begin
623 tex := t.GetTexture(frame);
624 r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
625 end
626 else
627 r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
628 end;
630 if t = nil then
631 begin
632 case RenTextures[Texture].spec of
633 TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
634 TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
635 TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
636 end
637 end
638 end
639 end;
641 procedure r_Map_DrawPanelType (panelTyp: DWORD);
642 var tagMask, i: Integer; p: TPanel;
643 begin
644 i := 0;
645 tagMask := PanelTypeToTag(panelTyp);
646 while plist.count > 0 do
647 begin
648 p := TPanel(plist.Front());
649 if (p.tag and tagMask) = 0 then
650 break;
651 r_Map_DrawPanel(p);
652 Inc(i);
653 plist.PopFront
654 end;
655 end;
657 procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
658 var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
659 begin
660 if ggItems <> nil then
661 begin
662 for i := 0 to High(ggItems) do
663 begin
664 it := @ggItems[i];
665 if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) then
666 begin
667 t := Items[it.ItemType].tex;
668 if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
669 begin
670 r_Common_GetObjectPos(it.obj, xx, yy);
671 tex := t.GetTexture(Items[it.ItemType].frame);
672 r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
673 end;
674 end;
675 end;
676 end;
677 // TODO draw g_debug_frames
678 end;
680 function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
681 // var c: Integer;
682 begin
683 t := nil; dx := 0; dy := 0; flip := false;
684 result := MonTextures[m, a, d] <> nil;
685 if result = false then
686 begin
687 flip := true;
688 if d = TDirection.D_RIGHT then d := TDirection.D_LEFT else d := TDirection.D_RIGHT;
689 result := MonTextures[m, a, d] <> nil;
690 end;
691 if result = true then
692 begin
693 t := MonTextures[m, a, d];
694 if d = TDirection.D_LEFT then
695 begin
696 dx := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].X;
697 dy := MONSTER_ANIMTABLE[m].AnimDeltaLeft[a].Y;
698 end
699 else
700 begin
701 dx := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].X;
702 dy := MONSTER_ANIMTABLE[m].AnimDeltaRight[a].Y;
703 end;
704 if flip then
705 begin
706 // c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width;
707 // dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X;
708 dx := -dx;
709 end;
710 end;
711 end;
713 procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
714 var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
715 begin
716 if VileFire <> nil then
717 begin
718 if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
719 begin
720 if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
721 begin
722 g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
723 tex := VileFire.GetTexture(frame);
724 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);
725 end;
726 end;
727 end;
728 end;
730 procedure r_Map_DrawMonster (constref mon: TMonster);
731 var m, a, xx, yy, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
732 begin
733 m := mon.MonsterType;
734 a := mon.MonsterAnim;
735 d := mon.GameDirection;
737 if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
738 begin
739 r_Common_GetObjectPos(mon.obj, xx, yy);
740 r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
741 end;
743 // TODO draw g_debug_frames
744 end;
746 procedure r_Map_DrawMonsters (x, y, w, h: Integer);
747 var i: Integer; m: TMonster;
748 begin
749 if gMonsters <> nil then
750 begin
751 for i := 0 to High(gMonsters) do
752 begin
753 m := gMonsters[i];
754 if m <> nil then
755 begin
756 r_Map_DrawMonsterAttack(m);
757 // TODO select from grid
758 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
759 r_Map_DrawMonster(m);
760 end;
761 end;
762 end;
763 end;
765 function r_Map_GetPlayerModelTex (i: Integer; var a: Integer; var d: TDirection; out flip: Boolean): Boolean;
766 begin
767 flip := false;
768 result := Models[i].anim[d, a].base <> nil;
769 if result = false then
770 begin
771 flip := true;
772 if d = TDirection.D_LEFT then d := TDirection.D_RIGHT else d := TDirection.D_LEFT;
773 result := Models[i].anim[d, a].base <> nil;
774 end;
775 end;
777 procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
778 var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
779 begin
780 a := pm.CurrentAnimation;
781 d := pm.Direction;
783 (* draw flag*)
784 t := FlagTextures[pm.Flag];
785 if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then
786 begin
787 flip := d = TDirection.D_RIGHT;
788 angle := PlayerModelsArray[pm.id].FlagAngle;
789 xx := PlayerModelsArray[pm.id].FlagPoint.X;
790 yy := PlayerModelsArray[pm.id].FlagPoint.Y;
791 tex := t.GetTexture(FlagFrame);
792 r_Draw_TextureRepeatRotate(
793 tex,
794 x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X,
795 y + yy - FLAG_BASEPOINT.Y + 1,
796 tex.width,
797 tex.height,
798 flip,
799 255, 255, 255, 255, false,
800 IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X),
801 FLAG_BASEPOINT.Y,
802 IfThen(flip, angle, -angle)
803 );
804 end;
806 (* draw weapon *)
807 if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then
808 begin
809 case a of
810 A_SEEUP, A_ATTACKUP: pos := W_POS_UP;
811 A_SEEDOWN, A_ATTACKDOWN: pos := W_POS_DOWN;
812 else pos := W_POS_NORMAL;
813 end;
814 if (a in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then
815 act := W_ACT_FIRE
816 else
817 act := W_ACT_NORMAL;
818 tex := WeapTextures[pm.CurrentWeapon, pos, act];
819 if tex <> nil then
820 begin
821 xx := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].X;
822 yy := PlayerModelsArray[pm.id].WeaponPoints[pm.CurrentWeapon, a, d, pm.AnimState.CurrentFrame].Y;
823 r_Draw_Texture(
824 tex,
825 x + xx,
826 y + yy,
827 tex.width,
828 tex.height,
829 d = TDirection.D_LEFT,
830 255, 255, 255, alpha, false
831 );
832 end;
833 end;
835 (* draw body *)
836 if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
837 begin
838 t := Models[pm.id].anim[d, a].base;
839 back := PlayerModelsArray[pm.id].anim[d, a].back;
840 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
841 t := Models[pm.id].anim[d, a].mask;
842 if t <> nil then
843 begin
844 c := pm.Color;
845 r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
846 end;
847 end;
848 end;
850 procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
851 var dot: Integer;
852 begin
853 // Outer borders
854 r_Draw_Rect(x + 1, y, x + 18, y + 13, cb.R, cb.G, cb.B, 255);
855 r_Draw_Rect(x, y + 1, x + 19, y + 12, cb.R, cb.G, cb.B, 255);
856 // Inner box
857 r_Draw_FillRect(x + 1, y + 1, x + 18, y + 12, cf.R, cf.G, cf.B, 255);
858 // TODO Tail
859 // Dots
860 dot := 6;
861 r_Draw_FillRect(x + dot + 0, y + 8, x + dot + 0 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
862 r_Draw_FillRect(x + dot + 3, y + 8, x + dot + 3 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
863 r_Draw_FillRect(x + dot + 6, y + 8, x + dot + 6 + 1 + 1, y + 9 + 1, cb.R, cb.G, cb.B, 255);
864 end;
866 procedure r_Map_DrawTalkBubble (p: TPlayer);
867 var xx, yy, x, y: Integer; cb, cf: TRGB;
868 begin
869 r_Common_GetPlayerPos(p, xx, yy);
870 x := xx + p.obj.rect.x + p.obj.rect.width div 2;
871 y := yy;
872 cb := _RGB(63, 63, 63);
873 cf := _RGB(240, 240, 240);
874 case gChatBubble of
875 1: // simple text
876 begin
877 r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
878 end;
879 2: // adv team color
880 begin
881 case p.Team of
882 TEAM_RED: cb := _RGB(255, 63, 63);
883 TEAM_BLUE: cb := _RGB(63, 63, 255);
884 end;
885 r_Map_DrawBubble(x, y - 18, cb, cf);
886 end;
887 3: // adv player color
888 begin
889 cb := p.Model.Color;
890 cf.R := MIN(cb.R * 2 + 64, 255);
891 cf.G := MIN(cb.G * 2 + 64, 255);
892 cf.B := MIN(cb.B * 2 + 64, 255);
893 if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
894 begin
895 cb.R := MAX(cf.R div 2 - 16, 0);
896 cb.G := MAX(cf.G div 2 - 16, 0);
897 cb.B := MAX(cf.B div 2 - 16, 0);
898 end;
899 r_Map_DrawBubble(x, y - 18, cb, cf);
900 end;
901 4: // textured
902 if TalkTexture <> nil then
903 begin
904 r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
905 end;
906 end;
907 end;
909 procedure r_Map_DrawPlayer (p, drawed: TPlayer);
910 var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
911 begin
912 if p.alive then
913 begin
914 r_Common_GetPlayerPos(p, x, y);
916 (* punch effect *)
917 if p.PunchTime <= gTime then
918 begin
919 g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame);
920 if count < 1 then
921 begin
922 b := R_BERSERK in p.FRulez;
923 if p.FKeys[KEY_DOWN].pressed then
924 t := PunchTextures[b, 2]
925 else if p.FKeys[KEY_UP].pressed then
926 t := PunchTextures[b, 1]
927 else
928 t := PunchTextures[b, 0];
929 if t <> nil then
930 begin
931 flip := p.Direction = TDirection.D_LEFT;
932 ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
933 ay := p.Obj.Rect.Y - 11;
934 tex := t.GetTexture(frame);
935 r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
936 end;
937 end;
938 end;
940 (* invulnerability effect *)
941 if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then
942 begin
943 w := InvulPenta.width;
944 h := InvulPenta.height;
945 ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
946 ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
947 r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
948 end;
950 (* invisibility effect *)
951 alpha := 255;
952 if p.FMegaRulez[MR_INVIS] > gTime then
953 begin
954 if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
955 begin
956 if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then
957 alpha := 55;
958 end
959 else
960 alpha := 1; // ???
961 end;
963 r_Map_DrawPlayerModel(p.Model, x, y, alpha);
964 end;
965 // TODO draw g_debug_frames
967 if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
968 if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
969 r_Map_DrawTalkBubble(p);
971 // TODO draw aim
972 end;
974 procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer);
975 var i: Integer;
976 begin
977 if gPlayers <> nil then
978 for i := 0 to High(gPlayers) do
979 if gPlayers[i] <> nil then
980 r_Map_DrawPlayer(gPlayers[i], player);
981 end;
983 {$IFDEF ENABLE_GIBS}
984 function r_Map_GetGibSize (m, i: Integer): TRectWH;
985 begin
986 result := Models[m].gibs.rect[i];
987 end;
989 procedure r_Map_DrawGibs (x, y, w, h: Integer);
990 var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
991 begin
992 if gGibs <> nil then
993 begin
994 for i := 0 to High(gGibs) do
995 begin
996 if gGibs[i].alive then
997 begin
998 p := @gGibs[i].Obj;
999 if g_Obj_Collide(x, y, w, h, p) then
1000 begin
1001 r_Common_GetObjectPos(p^, xx, yy);
1002 id := gGibs[i].GibID;
1003 m := gGibs[i].ModelID;
1004 t := Models[m].gibs.base[id];
1005 if t <> nil then
1006 begin
1007 rx := p.Rect.X + p.Rect.Width div 2;
1008 ry := p.Rect.Y + p.Rect.Height div 2;
1009 ra := gGibs[i].RAngle;
1010 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
1011 t := Models[m].gibs.mask[id];
1012 if t <> nil then
1013 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
1014 // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
1015 end;
1016 end;
1017 end;
1018 end;
1019 end;
1020 // TODO draw g_debug_frames
1021 end;
1022 {$ENDIF}
1024 {$IFDEF ENABLE_CORPSES}
1025 procedure r_Map_DrawCorpses (x, y, w, h: Integer);
1026 var i, xx, yy: Integer; p: TCorpse;
1027 begin
1028 if gCorpses <> nil then
1029 begin
1030 for i := 0 to High(gCorpses) do
1031 begin
1032 p := gCorpses[i];
1033 if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
1034 begin
1035 r_Common_GetObjectPos(p.obj, xx, yy);
1036 r_Map_DrawPlayerModel(p.model, xx, yy, 255);
1037 end;
1038 end;
1039 end;
1040 // TODO draw g_debug_frames
1041 end;
1042 {$ENDIF}
1044 {$IFDEF ENABLE_GFX}
1045 function r_Map_GetGFXID (): Integer;
1046 var i: Integer;
1047 begin
1048 i := 0;
1049 if gfxlist <> nil then
1050 begin
1051 while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do
1052 Inc(i);
1053 if i >= Length(gfxlist) then
1054 SetLength(gfxlist, Length(gfxlist) + 1)
1055 end
1056 else
1057 SetLength(gfxlist, 1);
1058 gfxlist[i].typ := R_GFX_NONE;
1059 result := i
1060 end;
1062 procedure r_Map_NewGFX (typ, x, y: Integer);
1063 var i: Integer;
1064 begin
1065 if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then
1066 begin
1067 i := r_Map_GetGFXID();
1068 if i >= 0 then
1069 begin
1070 gfxlist[i].typ := typ;
1071 gfxlist[i].x := x;
1072 gfxlist[i].y := y;
1073 gfxlist[i].oldX := x;
1074 gfxlist[i].oldY := y;
1075 gfxlist[i].anim := GFXAnim[typ].anim;
1076 gfxlist[i].time := gTime DIV GAME_TICK;
1077 gfxlist[i].frame := 0;
1078 INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay));
1079 end;
1080 end;
1081 end;
1083 procedure r_Map_UpdateGFX (tick: LongWord);
1084 var i: Integer; count: LongInt;
1085 begin
1086 if gfxlist <> nil then
1087 begin
1088 for i := 0 to High(gfxlist) do
1089 begin
1090 if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then
1091 begin
1092 g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame);
1093 if count < 1 then
1094 begin
1095 gfxlist[i].oldX := gfxlist[i].x;
1096 gfxlist[i].oldY := gfxlist[i].y;
1097 case gfxlist[i].typ of
1098 R_GFX_FLAME, R_GFX_SMOKE:
1099 begin
1100 if Random(3) = 0 then
1101 gfxlist[i].x := gfxlist[i].x - 1 + Random(3);
1102 if Random(2) = 0 then
1103 gfxlist[i].y := gfxlist[i].y - Random(2);
1104 end;
1105 end;
1106 end
1107 else
1108 gfxlist[i].typ := R_GFX_NONE;
1109 end;
1110 end;
1111 end;
1112 end;
1114 procedure r_Map_DrawGFX (x, y, w, h: Integer);
1115 var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture;
1116 begin
1117 if gfxlist <> nil then
1118 begin
1119 for i := 0 to High(gfxlist) do
1120 begin
1121 if gfxlist[i].typ > 0 then
1122 begin
1123 typ := gfxlist[i].typ;
1124 t := GFXTextures[typ];
1125 if t <> nil then
1126 begin
1127 fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor);
1128 fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor);
1129 tex := t.GetTexture(gfxlist[i].frame);
1130 r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false);
1131 end;
1132 end;
1133 end;
1134 end;
1135 end;
1137 procedure r_Map_DrawParticles (x, y, w, h: Integer);
1138 var i, fx, fy: Integer;
1139 begin
1140 if gpart_dbg_enabled and (Particles <> nil) then
1141 begin
1142 glDisable(GL_TEXTURE_2D);
1143 if (g_dbg_scale < 0.6) then
1144 glPointSize(1)
1145 else if (g_dbg_scale > 1.3) then
1146 glPointSize(g_dbg_scale + 1)
1147 else
1148 glPointSize(2);
1149 glDisable(GL_POINT_SMOOTH);
1150 glEnable(GL_BLEND);
1151 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1153 glBegin(GL_POINTS);
1154 for i := 0 to High(Particles) do
1155 begin
1156 if Particles[i].alive then
1157 begin
1158 fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
1159 fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
1160 glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
1161 glVertex2f(fx, fy);
1162 end;
1163 end;
1164 glEnd;
1166 glDisable(GL_BLEND);
1167 end;
1168 end;
1169 {$ENDIF}
1171 procedure r_Map_DrawShots (x, y, w, h: Integer);
1172 var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
1173 begin
1174 if Shots <> nil then
1175 begin
1176 for i := 0 to High(Shots) do
1177 begin
1178 typ := Shots[i].ShotType;
1179 if typ <> 0 then
1180 begin
1181 t := ShotTextures[typ];
1182 if t <> nil then
1183 begin
1184 a := 0;
1185 case typ of
1186 WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
1187 a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
1188 end;
1189 r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
1190 pX := Shots[i].Obj.Rect.Width div 2;
1191 pY := Shots[i].Obj.Rect.Height div 2;
1192 g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
1193 tex := t.GetTexture(frame);
1194 r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
1195 end;
1196 end;
1197 end;
1198 end;
1199 // TODO draw g_debug_frames
1200 end;
1202 procedure r_Map_DrawFlags (x, y, w, h: Integer);
1203 var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
1204 begin
1205 if gGameSettings.GameMode = GM_CTF then
1206 begin
1207 for i := FLAG_RED to FLAG_BLUE do
1208 begin
1209 if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
1210 begin
1211 r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
1212 flip := gFlags[i].Direction = TDirection.D_LEFT;
1213 if flip then dx := -1 else dx := +1;
1214 t := FlagTextures[i];
1215 tex := t.GetTexture(FlagFrame);
1216 r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
1217 end;
1218 end;
1219 end;
1220 // TODO g_debug_frames
1221 end;
1223 {$IFDEF ENABLE_SHELLS}
1224 procedure r_Map_DrawShells (x, y, w, h: Integer);
1225 var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
1226 begin
1227 if gShells <> nil then
1228 begin
1229 for i := 0 to High(gShells) do
1230 begin
1231 if gShells[i].alive then
1232 begin
1233 typ := gShells[i].SType;
1234 if typ <= SHELL_LAST then
1235 begin
1236 p := @gShells[i].Obj;
1237 if g_Obj_Collide(x, y, w, h, p) then
1238 begin
1239 t := ShellTextures[typ];
1240 if t <> nil then
1241 begin
1242 r_Common_GetObjectPos(p^, xx, yy);
1243 r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
1244 end;
1245 end;
1246 end;
1247 end;
1248 end;
1249 end;
1250 end;
1251 {$ENDIF}
1253 procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
1254 const
1255 factor = 120; (* size ratio between view and sky (120%) *)
1256 limit = 100; (* max speed for parallax *)
1257 var
1258 msw, msh, mvw, mvh, svw, svh: LongInt;
1259 begin
1260 msw := vw * factor div 100;
1261 msh := vh * factor div 100;
1262 r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
1264 (* calc x parallax or sky center on speed limit *)
1265 mvw := MAX(1, mw - vw);
1266 svw := w - vw;
1267 if 100 * svw div mvw <= limit then
1268 x := -cx * svw div mvw
1269 else
1270 x := -svw div 2;
1272 (* calc y parallax or sky center on speed limit *)
1273 mvh := MAX(1, mh - vh);
1274 svh := h - vh;
1275 if 100 * svh div mvh <= limit then
1276 y := -cy * svh div mvh
1277 else
1278 y := -svh div 2;
1280 (* handle out of map bounds *)
1281 if x > 0 then x := 0;
1282 if y > 0 then y := 0;
1283 if x < -svw then x := -svw;
1284 if y < -svh then y := -svh;
1285 end;
1287 procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte);
1288 var i: Integer;
1289 begin
1290 if level > 0 then
1291 begin
1292 case level of
1293 0..14: i := 0;
1294 15..34: i := 1;
1295 35..54: i := 2;
1296 55..74: i := 3;
1297 75..94: i := 4;
1298 else i := 5
1299 end;
1300 r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50)
1301 end;
1302 end;
1304 procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer);
1305 begin
1306 if p <> nil then
1307 begin
1308 r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0);
1309 r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150);
1310 if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then
1311 begin
1312 if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then
1313 r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255);
1314 end;
1315 if p.FMegaRulez[MR_SUIT] >= gTime then
1316 begin
1317 if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then
1318 r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55);
1319 end;
1320 if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then
1321 begin
1322 r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55);
1323 end;
1324 end;
1325 end;
1327 procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
1328 var a, ax, ay, fx, fy, xx, yy: Integer;
1329 begin
1330 if (p <> nil) and p.Alive and (p.Spectator = false) then
1331 begin
1332 r_Common_GetPlayerPos(p, fx, fy);
1333 case gPlayerIndicatorStyle of
1334 0:
1335 if IndicatorTexture <> nil then
1336 begin
1337 ax := IndicatorTexture.width div 2;
1338 ay := IndicatorTexture.height div 2;
1339 if (p.obj.x + p.obj.rect.x) < cx then
1340 begin
1341 a := 90;
1342 xx := fx + p.obj.rect.x + p.obj.rect.width;
1343 yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
1344 end
1345 else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
1346 begin
1347 a := 270;
1348 xx := fx + p.obj.rect.x - IndicatorTexture.height;
1349 yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
1350 end
1351 else if (p.obj.y - IndicatorTexture.height) < cy then
1352 begin
1353 a := 180;
1354 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1355 yy := fy + p.obj.rect.y + p.obj.rect.height;
1356 end
1357 else
1358 begin
1359 a := 0;
1360 xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
1361 yy := fy - IndicatorTexture.height;
1362 end;
1363 xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
1364 yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
1365 r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
1366 end;
1367 1:
1368 begin
1369 xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
1370 yy := fy;
1371 r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
1372 end;
1373 end;
1374 end;
1375 end;
1377 procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
1378 var i: Integer; p: TPlayer;
1379 begin
1380 case gPlayerIndicator of
1381 1:
1382 if player <> nil then
1383 begin
1384 r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
1385 end;
1386 2:
1387 if gPlayers <> nil then
1388 begin
1389 for i := 0 to HIGH(gPlayers) do
1390 begin
1391 p := gPlayers[i];
1392 if p <> nil then
1393 begin
1394 if (player <> nil) and (p = player) then
1395 begin
1396 r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
1397 end
1398 else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
1399 begin
1400 case gPlayerIndicatorStyle of
1401 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
1402 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
1403 end;
1404 end;
1405 end;
1406 end;
1407 end;
1408 end;
1409 end;
1411 procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
1412 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;
1413 begin
1414 r_Draw_GetRect(l, t, r, b);
1415 r_Draw_SetRect(x, y, x + w, y + h);
1416 glTranslatef(x, y, 0);
1418 (* camera rect *)
1419 cx := (camx - w) + w div 2;
1420 cy := (camy - h) + h div 2;
1421 cw := w;
1422 ch := h;
1424 (* camera bounds *)
1425 if g_dbg_ignore_bounds = false then
1426 begin
1427 if cx + cw > gMapInfo.Width then
1428 cx := gMapInfo.Width - cw;
1429 if cy + ch > gMapInfo.Height then
1430 cy := gMapInfo.Height - ch;
1431 if cx < 0 then
1432 cx := 0;
1433 if cy < 0 then
1434 cy := 0;
1435 end;
1437 (* map bounds *)
1438 xx := cx;
1439 yy := cy;
1440 ww := cw;
1441 hh := ch;
1442 if xx + ww > gMapInfo.Width then
1443 xx := gMapInfo.Width - ww;
1444 if yy + hh > gMapInfo.Height then
1445 yy := gMapInfo.Height - hh;
1446 if xx < 0 then
1447 xx := 0;
1448 if yy < 0 then
1449 yy := 0;
1451 plist.Clear;
1452 iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
1453 for p in iter do
1454 if ((p^.tag and GridTagDoor) <> 0) = p^.door then
1455 plist.Insert(p^);
1456 iter.Release;
1458 glPushMatrix;
1459 if DebugCameraScale <> 1.0 then
1460 begin
1461 glTranslatef(cw div 2, ch div 2, 0);
1462 glScalef(DebugCameraScale, DebugCameraScale, 1);
1463 glTranslatef(-w div 2, -h div 2, 0);
1464 end;
1466 if SkyTexture <> nil then
1467 begin
1468 r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
1469 r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
1470 end;
1472 glTranslatef(-cx, -cy, 0);
1473 r_Map_DrawPanelType(PANEL_BACK);
1474 r_Map_DrawPanelType(PANEL_STEP);
1475 r_Map_DrawItems(xx, yy, ww, hh, false);
1476 r_Map_DrawShots(xx, yy, ww, hh);
1477 {$IFDEF ENABLE_SHELLS}
1478 r_Map_DrawShells(xx, yy, ww, hh);
1479 {$ENDIF}
1480 r_Map_DrawPlayers(xx, yy, ww, hh, player);
1481 {$IFDEF ENABLE_GIBS}
1482 r_Map_DrawGibs(xx, yy, ww, hh);
1483 {$ENDIF}
1484 {$IFDEF ENABLE_CORPSES}
1485 r_Map_DrawCorpses(xx, yy, ww, hh);
1486 {$ENDIF}
1487 r_Map_DrawPanelType(PANEL_WALL);
1488 r_Map_DrawMonsters(xx, yy, ww, hh);
1489 r_Map_DrawItems(xx, yy, ww, hh, true);
1490 r_Map_DrawPanelType(PANEL_CLOSEDOOR);
1491 {$IFDEF ENABLE_GFX}
1492 r_Map_DrawParticles(xx, yy, ww, hh);
1493 r_Map_DrawGFX(xx, yy, ww, hh);
1494 {$ENDIF}
1495 r_Map_DrawFlags(xx, yy, ww, hh);
1496 r_Map_DrawPanelType(PANEL_ACID1);
1497 r_Map_DrawPanelType(PANEL_ACID2);
1498 r_Map_DrawPanelType(PANEL_WATER);
1499 r_Map_DrawPanelType(PANEL_FORE);
1500 // TODO draw monsters health bar
1501 // TODO draw players health bar
1502 if gGameSettings.GameMode <> GM_SINGLE then
1503 r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
1504 if DebugCameraScale <> 1.0 then
1505 begin
1506 r_Draw_Rect (cx, cy, cx + cw, cy + ch, 0, 255, 0, 255);
1507 r_Draw_Rect (xx, yy, xx + ww, yy + hh, 255, 0, 0, 255);
1508 end;
1509 glPopMatrix;
1511 r_Map_DrawScreenEffects(x, y, w, h, player);
1513 // TODO draw g_debug_player
1515 glTranslatef(-x, -y, 0);
1516 r_Draw_SetRect(l, t, r, b);
1517 end;
1519 procedure r_Map_Update;
1520 var i, count, tick: LongInt;
1521 begin
1522 tick := gTime div GAME_TICK;
1523 for i := 0 to ITEM_LAST do
1524 g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame);
1525 r_Map_UpdateGFX(tick);
1526 g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
1527 end;
1529 initialization
1530 conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
1531 DebugCameraScale := 1.0;
1532 end.