(* Copyright (C) DooM 2D:Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*)
{$INCLUDE ../shared/a_modes.inc}
unit g_map;
interface
uses
e_graphics, g_basic, MAPSTRUCT, g_textures, Classes,
g_phys, wadreader, BinEditor, g_panel, g_grid, z_aabbtree, md5, binheap, xprofiler;
type
TMapInfo = record
Map: String;
Name: String;
Description: String;
Author: String;
MusicName: String;
SkyName: String;
Height: Word;
Width: Word;
end;
PRespawnPoint = ^TRespawnPoint;
TRespawnPoint = record
X, Y: Integer;
Direction: TDirection;
PointType: Byte;
end;
PFlagPoint = ^TFlagPoint;
TFlagPoint = TRespawnPoint;
PFlag = ^TFlag;
TFlag = record
Obj: TObj;
RespawnType: Byte;
State: Byte;
Count: Integer;
CaptureTime: LongWord;
Animation: TAnimation;
Direction: TDirection;
end;
function g_Map_Load(Res: String): Boolean;
function g_Map_GetMapInfo(Res: String): TMapInfo;
function g_Map_GetMapsList(WADName: String): SArray;
function g_Map_Exist(Res: String): Boolean;
procedure g_Map_Free();
procedure g_Map_Update();
procedure g_Map_DrawPanels (PanelType: Word); // unaccelerated
procedure g_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer);
procedure g_Map_DrawBack(dx, dy: Integer);
function g_Map_CollidePanel(X, Y: Integer; Width, Height: Word;
PanelType: Word; b1x3: Boolean): Boolean;
function g_Map_CollideLiquid_Texture(X, Y: Integer; Width, Height: Word): DWORD;
procedure g_Map_EnableWall(ID: DWORD);
procedure g_Map_DisableWall(ID: DWORD);
procedure g_Map_SwitchTexture(PanelType: Word; ID: DWORD; AnimLoop: Byte = 0);
procedure g_Map_SetLift(ID: DWORD; t: Integer);
procedure g_Map_ReAdd_DieTriggers();
function g_Map_IsSpecialTexture(Texture: String): Boolean;
function g_Map_GetPoint(PointType: Byte; var RespawnPoint: TRespawnPoint): Boolean;
function g_Map_GetPointCount(PointType: Byte): Word;
function g_Map_HaveFlagPoints(): Boolean;
procedure g_Map_ResetFlag(Flag: Byte);
procedure g_Map_DrawFlags();
function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
procedure g_Map_SaveState(Var Mem: TBinMemoryWriter);
procedure g_Map_LoadState(Var Mem: TBinMemoryReader);
procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
procedure g_Map_ProfilersBegin ();
procedure g_Map_ProfilersEnd ();
const
RESPAWNPOINT_PLAYER1 = 1;
RESPAWNPOINT_PLAYER2 = 2;
RESPAWNPOINT_DM = 3;
RESPAWNPOINT_RED = 4;
RESPAWNPOINT_BLUE = 5;
FLAG_NONE = 0;
FLAG_RED = 1;
FLAG_BLUE = 2;
FLAG_DOM = 3;
FLAG_STATE_NONE = 0;
FLAG_STATE_NORMAL = 1;
FLAG_STATE_DROPPED = 2;
FLAG_STATE_CAPTURED = 3;
FLAG_STATE_SCORED = 4; // Для эвентов через сетку.
FLAG_STATE_RETURNED = 5; // Для эвентов через сетку.
FLAG_TIME = 720; // 20 seconds
SKY_STRETCH: Single = 1.5;
const
GridTagInvalid = 0;
(* draw order:
PANEL_BACK
PANEL_STEP
PANEL_WALL
PANEL_CLOSEDOOR
PANEL_ACID1
PANEL_ACID2
PANEL_WATER
PANEL_FORE
*)
// sorted by draw priority
GridTagBack = 1 shl 0;
GridTagStep = 1 shl 1;
GridTagWall = 1 shl 2;
GridTagDoor = 1 shl 3;
GridTagAcid1 = 1 shl 4;
GridTagAcid2 = 1 shl 5;
GridTagWater = 1 shl 6;
GridTagFore = 1 shl 7;
// the following are invisible
GridTagLift = 1 shl 8;
GridTagBlockMon = 1 shl 9;
var
gWalls: TPanelArray;
gRenderBackgrounds: TPanelArray;
gRenderForegrounds: TPanelArray;
gWater, gAcid1, gAcid2: TPanelArray;
gSteps: TPanelArray;
gLifts: TPanelArray;
gBlockMon: TPanelArray;
gFlags: array [FLAG_RED..FLAG_BLUE] of TFlag;
//gDOMFlags: array of TFlag;
gMapInfo: TMapInfo;
gBackSize: TPoint;
gDoorMap: array of array of DWORD;
gLiftMap: array of array of DWORD;
gWADHash: TMD5Digest;
BackID: DWORD = DWORD(-1);
gExternalResources: TStringList;
gdbg_map_use_accel_render: Boolean = true;
gdbg_map_use_accel_coldet: Boolean = true;
gdbg_map_use_tree_draw: Boolean = false;
gdbg_map_use_tree_coldet: Boolean = false;
gdbg_map_dump_coldet_tree_queries: Boolean = false;
profMapCollision: TProfiler = nil; //WARNING: FOR DEBUGGING ONLY!
gDrawPanelList: TBinaryHeapObj = nil; // binary heap of all walls we have to render, populated by `g_Map_CollectDrawPanels()`
function panelTypeToTag (panelType: Word): Integer; // returns GridTagXXX
implementation
uses
g_main, e_log, SysUtils, g_items, g_gfx, g_console,
GL, GLExt, g_weapons, g_game, g_sound, e_sound, CONFIG,
g_options, MAPREADER, g_triggers, g_player, MAPDEF,
Math, g_monsters, g_saveload, g_language, g_netmsg,
utils, sfs,
ImagingTypes, Imaging, ImagingUtility,
ImagingGif, ImagingNetworkGraphics;
const
FLAGRECT: TRectWH = (X:15; Y:12; Width:33; Height:52);
MUSIC_SIGNATURE = $4953554D; // 'MUSI'
FLAG_SIGNATURE = $47414C46; // 'FLAG'
type
TPanelGrid = specialize TBodyGridBase;
TDynAABBTreePanelBase = specialize TDynAABBTreeBase;
TDynAABBTreeMap = class(TDynAABBTreePanelBase)
function getFleshAABB (out aabb: AABB2D; pan: TPanel; tag: Integer): Boolean; override;
end;
function TDynAABBTreeMap.getFleshAABB (out aabb: AABB2D; pan: TPanel; tag: Integer): Boolean;
begin
result := false;
if (pan = nil) then begin aabb := AABB2D.Create(0, 0, 0, 0); exit; end;
aabb := AABB2D.Create(pan.X, pan.Y, pan.X+pan.Width-1, pan.Y+pan.Height-1);
if (pan.Width < 1) or (pan.Height < 1) then exit;
if not aabb.valid then raise Exception.Create('wutafuuuuuuu?!');
result := true;
end;
function panelTypeToTag (panelType: Word): Integer;
begin
case panelType of
PANEL_WALL: result := GridTagWall; // gWalls
PANEL_OPENDOOR, PANEL_CLOSEDOOR: result := GridTagDoor; // gWalls
PANEL_BACK: result := GridTagBack; // gRenderBackgrounds
PANEL_FORE: result := GridTagFore; // gRenderForegrounds
PANEL_WATER: result := GridTagWater; // gWater
PANEL_ACID1: result := GridTagAcid1; // gAcid1
PANEL_ACID2: result := GridTagAcid2; // gAcid2
PANEL_STEP: result := GridTagStep; // gSteps
PANEL_LIFTUP, PANEL_LIFTDOWN, PANEL_LIFTLEFT, PANEL_LIFTRIGHT: result := GridTagLift; // gLifts -- this is for all lifts
PANEL_BLOCKMON: result := GridTagBlockMon; // gBlockMon -- this is for all blockmons
else result := GridTagInvalid;
end;
end;
function dplLess (a, b: TObject): Boolean;
var
pa, pb: TPanel;
begin
//result := ((a as TPanel).ArrIdx < (b as TPanel).ArrIdx);
pa := TPanel(a);
pb := TPanel(b);
if (pa.tag < pb.tag) then begin result := true; exit; end;
if (pa.tag > pb.tag) then begin result := false; exit; end;
result := (pa.ArrIdx < pb.ArrIdx);
end;
procedure dplClear ();
begin
if (gDrawPanelList = nil) then gDrawPanelList := TBinaryHeapObj.Create(@dplLess) else gDrawPanelList.clear();
end;
type
TPanelID = record
PWhere: ^TPanelArray;
PArrID: Integer;
end;
var
PanelById: array of TPanelID;
Textures: TLevelTextureArray;
RespawnPoints: Array of TRespawnPoint;
FlagPoints: Array [FLAG_RED..FLAG_BLUE] of PFlagPoint;
//DOMFlagPoints: Array of TFlagPoint;
gMapGrid: TPanelGrid = nil;
mapTree: TDynAABBTreeMap = nil;
procedure g_Map_ProfilersBegin ();
begin
if (profMapCollision = nil) then profMapCollision := TProfiler.Create('COLSOLID', g_profile_history_size);
profMapCollision.mainBegin(g_profile_collision);
// create sections
if g_profile_collision then
begin
profMapCollision.sectionBegin('*solids');
profMapCollision.sectionEnd();
profMapCollision.sectionBegin('liquids');
profMapCollision.sectionEnd();
end;
end;
procedure g_Map_ProfilersEnd ();
begin
if (profMapCollision <> nil) then profMapCollision.mainEnd();
end;
function g_Map_IsSpecialTexture(Texture: String): Boolean;
begin
Result := (Texture = TEXTURE_NAME_WATER) or
(Texture = TEXTURE_NAME_ACID1) or
(Texture = TEXTURE_NAME_ACID2);
end;
procedure CreateDoorMap();
var
PanelArray: Array of record
X, Y: Integer;
Width, Height: Word;
Active: Boolean;
PanelID: DWORD;
end;
a, b, c, m, i, len: Integer;
ok: Boolean;
begin
if gWalls = nil then
Exit;
i := 0;
len := 128;
SetLength(PanelArray, len);
for a := 0 to High(gWalls) do
if gWalls[a].Door then
begin
PanelArray[i].X := gWalls[a].X;
PanelArray[i].Y := gWalls[a].Y;
PanelArray[i].Width := gWalls[a].Width;
PanelArray[i].Height := gWalls[a].Height;
PanelArray[i].Active := True;
PanelArray[i].PanelID := a;
i := i + 1;
if i = len then
begin
len := len + 128;
SetLength(PanelArray, len);
end;
end;
// Нет дверей:
if i = 0 then
begin
PanelArray := nil;
Exit;
end;
SetLength(gDoorMap, 0);
g_Game_SetLoadingText(_lc[I_LOAD_DOOR_MAP], i-1, False);
for a := 0 to i-1 do
if PanelArray[a].Active then
begin
PanelArray[a].Active := False;
m := Length(gDoorMap);
SetLength(gDoorMap, m+1);
SetLength(gDoorMap[m], 1);
gDoorMap[m, 0] := PanelArray[a].PanelID;
ok := True;
while ok do
begin
ok := False;
for b := 0 to i-1 do
if PanelArray[b].Active then
for c := 0 to High(gDoorMap[m]) do
if {((gRenderWalls[PanelArray[b].RenderPanelID].TextureID = gRenderWalls[gDoorMap[m, c]].TextureID) or
gRenderWalls[PanelArray[b].RenderPanelID].Hide or gRenderWalls[gDoorMap[m, c]].Hide) and}
g_CollideAround(PanelArray[b].X, PanelArray[b].Y,
PanelArray[b].Width, PanelArray[b].Height,
gWalls[gDoorMap[m, c]].X,
gWalls[gDoorMap[m, c]].Y,
gWalls[gDoorMap[m, c]].Width,
gWalls[gDoorMap[m, c]].Height) then
begin
PanelArray[b].Active := False;
SetLength(gDoorMap[m],
Length(gDoorMap[m])+1);
gDoorMap[m, High(gDoorMap[m])] := PanelArray[b].PanelID;
ok := True;
Break;
end;
end;
g_Game_StepLoading();
end;
PanelArray := nil;
end;
procedure CreateLiftMap();
var
PanelArray: Array of record
X, Y: Integer;
Width, Height: Word;
Active: Boolean;
end;
a, b, c, len, i, j: Integer;
ok: Boolean;
begin
if gLifts = nil then
Exit;
len := Length(gLifts);
SetLength(PanelArray, len);
for a := 0 to len-1 do
begin
PanelArray[a].X := gLifts[a].X;
PanelArray[a].Y := gLifts[a].Y;
PanelArray[a].Width := gLifts[a].Width;
PanelArray[a].Height := gLifts[a].Height;
PanelArray[a].Active := True;
end;
SetLength(gLiftMap, len);
i := 0;
g_Game_SetLoadingText(_lc[I_LOAD_LIFT_MAP], len-1, False);
for a := 0 to len-1 do
if PanelArray[a].Active then
begin
PanelArray[a].Active := False;
SetLength(gLiftMap[i], 32);
j := 0;
gLiftMap[i, j] := a;
ok := True;
while ok do
begin
ok := False;
for b := 0 to len-1 do
if PanelArray[b].Active then
for c := 0 to j do
if g_CollideAround(PanelArray[b].X,
PanelArray[b].Y,
PanelArray[b].Width,
PanelArray[b].Height,
PanelArray[gLiftMap[i, c]].X,
PanelArray[gLiftMap[i, c]].Y,
PanelArray[gLiftMap[i, c]].Width,
PanelArray[gLiftMap[i, c]].Height) then
begin
PanelArray[b].Active := False;
j := j+1;
if j > High(gLiftMap[i]) then
SetLength(gLiftMap[i],
Length(gLiftMap[i])+32);
gLiftMap[i, j] := b;
ok := True;
Break;
end;
end;
SetLength(gLiftMap[i], j+1);
i := i+1;
g_Game_StepLoading();
end;
SetLength(gLiftMap, i);
PanelArray := nil;
end;
function CreatePanel(PanelRec: TPanelRec_1; AddTextures: TAddTextureArray;
CurTex: Integer; sav: Boolean): Integer;
var
len: Integer;
panels: ^TPanelArray;
begin
Result := -1;
case PanelRec.PanelType of
PANEL_WALL, PANEL_OPENDOOR, PANEL_CLOSEDOOR:
panels := @gWalls;
PANEL_BACK:
panels := @gRenderBackgrounds;
PANEL_FORE:
panels := @gRenderForegrounds;
PANEL_WATER:
panels := @gWater;
PANEL_ACID1:
panels := @gAcid1;
PANEL_ACID2:
panels := @gAcid2;
PANEL_STEP:
panels := @gSteps;
PANEL_LIFTUP, PANEL_LIFTDOWN, PANEL_LIFTLEFT, PANEL_LIFTRIGHT:
panels := @gLifts;
PANEL_BLOCKMON:
panels := @gBlockMon;
else
Exit;
end;
len := Length(panels^);
SetLength(panels^, len + 1);
panels^[len] := TPanel.Create(PanelRec, AddTextures, CurTex, Textures);
panels^[len].ArrIdx := len;
panels^[len].tag := panelTypeToTag(PanelRec.PanelType);
if sav then
panels^[len].SaveIt := True;
Result := len;
len := Length(PanelByID);
SetLength(PanelByID, len + 1);
PanelByID[len].PWhere := panels;
PanelByID[len].PArrID := Result;
end;
function CreateNullTexture(RecName: String): Integer;
begin
SetLength(Textures, Length(Textures)+1);
result := High(Textures);
with Textures[High(Textures)] do
begin
TextureName := RecName;
Width := 1;
Height := 1;
Anim := False;
TextureID := TEXTURE_NONE;
end;
end;
function CreateTexture(RecName: String; Map: string; log: Boolean): Integer;
var
WAD: TWADFile;
TextureData: Pointer;
WADName, txname: String;
a, ResLength: Integer;
begin
Result := -1;
if Textures <> nil then
for a := 0 to High(Textures) do
if Textures[a].TextureName = RecName then
begin // Текстура с таким именем уже есть
Result := a;
Exit;
end;
// Текстуры со специальными именами (вода, лава, кислота):
if (RecName = TEXTURE_NAME_WATER) or
(RecName = TEXTURE_NAME_ACID1) or
(RecName = TEXTURE_NAME_ACID2) then
begin
SetLength(Textures, Length(Textures)+1);
with Textures[High(Textures)] do
begin
TextureName := RecName;
if TextureName = TEXTURE_NAME_WATER then
TextureID := TEXTURE_SPECIAL_WATER
else
if TextureName = TEXTURE_NAME_ACID1 then
TextureID := TEXTURE_SPECIAL_ACID1
else
if TextureName = TEXTURE_NAME_ACID2 then
TextureID := TEXTURE_SPECIAL_ACID2;
Anim := False;
end;
result := High(Textures);
Exit;
end;
// Загружаем ресурс текстуры в память из WAD'а:
WADName := g_ExtractWadName(RecName);
WAD := TWADFile.Create();
if WADName <> '' then
WADName := GameDir+'/wads/'+WADName
else
WADName := Map;
WAD.ReadFile(WADName);
txname := RecName;
{
if (WADName = Map) and WAD.GetResource(g_ExtractFilePathName(RecName), TextureData, ResLength) then
begin
FreeMem(TextureData);
RecName := 'COMMON\ALIEN';
end;
}
if WAD.GetResource(g_ExtractFilePathName(RecName), TextureData, ResLength) then
begin
SetLength(Textures, Length(Textures)+1);
if not e_CreateTextureMem(TextureData, ResLength, Textures[High(Textures)].TextureID) then
Exit;
e_GetTextureSize(Textures[High(Textures)].TextureID,
@Textures[High(Textures)].Width,
@Textures[High(Textures)].Height);
FreeMem(TextureData);
Textures[High(Textures)].TextureName := {RecName}txname;
Textures[High(Textures)].Anim := False;
result := High(Textures);
end
else // Нет такого реусрса в WAD'е
begin
//e_WriteLog(Format('SHIT! Error loading texture %s : %s : %s', [RecName, txname, g_ExtractFilePathName(RecName)]), MSG_WARNING);
if log then
begin
e_WriteLog(Format('Error loading texture %s', [RecName]), MSG_WARNING);
//e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
end;
end;
WAD.Free();
end;
function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Integer;
var
WAD: TWADFile;
TextureWAD: PChar = nil;
TextData: Pointer = nil;
TextureData: Pointer = nil;
cfg: TConfig = nil;
WADName: String;
ResLength: Integer;
TextureResource: String;
_width, _height, _framecount, _speed: Integer;
_backanimation: Boolean;
//imgfmt: string;
ia: TDynImageDataArray = nil;
f, c, frdelay, frloop: Integer;
begin
result := -1;
//e_WriteLog(Format('*** Loading animated texture "%s"', [RecName]), MSG_NOTIFY);
// Читаем WAD-ресурс аним.текстуры из WAD'а в память:
WADName := g_ExtractWadName(RecName);
WAD := TWADFile.Create();
try
if WADName <> '' then
WADName := GameDir+'/wads/'+WADName
else
WADName := Map;
WAD.ReadFile(WADName);
if not WAD.GetResource(g_ExtractFilePathName(RecName), TextureWAD, ResLength) then
begin
if log then
begin
e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
//e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
end;
exit;
end;
{TEST
if WADName = Map then
begin
//FreeMem(TextureWAD);
if not WAD.GetResource('COMMON/animation', TextureWAD, ResLength) then Halt(1);
end;
}
WAD.FreeWAD();
if ResLength < 6 then
begin
e_WriteLog(Format('Animated texture file "%s" too short', [RecName]), MSG_WARNING);
exit;
end;
// это птица? это самолёт?
if (TextureWAD[0] = 'D') and (TextureWAD[1] = 'F') and
(TextureWAD[2] = 'W') and (TextureWAD[3] = 'A') and (TextureWAD[4] = 'D') then
begin
// нет, это супермен!
if not WAD.ReadMemory(TextureWAD, ResLength) then
begin
e_WriteLog(Format('Animated texture WAD file "%s" is invalid', [RecName]), MSG_WARNING);
exit;
end;
// Читаем INI-ресурс аним. текстуры и запоминаем его установки:
if not WAD.GetResource('TEXT/ANIM', TextData, ResLength) then
begin
e_WriteLog(Format('Animated texture file "%s" has invalid INI', [RecName]), MSG_WARNING);
exit;
end;
cfg := TConfig.CreateMem(TextData, ResLength);
TextureResource := cfg.ReadStr('', 'resource', '');
if TextureResource = '' then
begin
e_WriteLog(Format('Animated texture WAD file "%s" has no "resource"', [RecName]), MSG_WARNING);
exit;
end;
_width := cfg.ReadInt('', 'framewidth', 0);
_height := cfg.ReadInt('', 'frameheight', 0);
_framecount := cfg.ReadInt('', 'framecount', 0);
_speed := cfg.ReadInt('', 'waitcount', 0);
_backanimation := cfg.ReadBool('', 'backanimation', False);
cfg.Free();
cfg := nil;
// Читаем ресурс текстур (кадров) аним. текстуры в память:
if not WAD.GetResource('TEXTURES/'+TextureResource, TextureData, ResLength) then
begin
e_WriteLog(Format('Animated texture WAD file "%s" has no texture "%s"', [RecName, 'TEXTURES/'+TextureResource]), MSG_WARNING);
exit;
end;
WAD.Free();
WAD := nil;
SetLength(Textures, Length(Textures)+1);
with Textures[High(Textures)] do
begin
// Создаем кадры аним. текстуры из памяти:
if g_Frames_CreateMemory(@FramesID, '', TextureData, ResLength, _width, _height, _framecount, _backanimation) then
begin
TextureName := RecName;
Width := _width;
Height := _height;
Anim := True;
FramesCount := _framecount;
Speed := _speed;
result := High(Textures);
end
else
begin
if log then e_WriteLog(Format('Error loading animation texture %s', [RecName]), MSG_WARNING);
end;
end;
end
else
begin
// try animated image
{
imgfmt := DetermineMemoryFormat(TextureWAD, ResLength);
if length(imgfmt) = 0 then
begin
e_WriteLog(Format('Animated texture file "%s" has unknown format', [RecName]), MSG_WARNING);
exit;
end;
}
GlobalMetadata.ClearMetaItems();
GlobalMetadata.ClearMetaItemsForSaving();
if not LoadMultiImageFromMemory(TextureWAD, ResLength, ia) then
begin
e_WriteLog(Format('Animated texture file "%s" cannot be loaded', [RecName]), MSG_WARNING);
exit;
end;
if length(ia) = 0 then
begin
e_WriteLog(Format('Animated texture file "%s" has no frames', [RecName]), MSG_WARNING);
exit;
end;
WAD.Free();
WAD := nil;
_width := ia[0].width;
_height := ia[0].height;
_framecount := length(ia);
_speed := 1;
_backanimation := false;
frdelay := -1;
frloop := -666;
if GlobalMetadata.HasMetaItem(SMetaFrameDelay) then
begin
//writeln(' frame delay: ', GlobalMetadata.MetaItems[SMetaFrameDelay]);
try
f := GlobalMetadata.MetaItems[SMetaFrameDelay];
frdelay := f;
if f < 0 then f := 0;
// rounding ;-)
c := f mod 28;
if c < 13 then c := 0 else c := 1;
f := (f div 28)+c;
if f < 1 then f := 1 else if f > 255 then f := 255;
_speed := f;
except
end;
end;
if GlobalMetadata.HasMetaItem(SMetaAnimationLoops) then
begin
//writeln(' frame loop : ', GlobalMetadata.MetaItems[SMetaAnimationLoops]);
try
f := GlobalMetadata.MetaItems[SMetaAnimationLoops];
frloop := f;
if f <> 0 then _backanimation := true; // non-infinite looping == forth-and-back
except
end;
end;
//writeln(' creating animated texture with ', length(ia), ' frames (delay:', _speed, '; backloop:', _backanimation, ') from "', RecName, '"...');
//for f := 0 to high(ia) do writeln(' frame #', f, ': ', ia[f].width, 'x', ia[f].height);
f := ord(_backanimation);
e_WriteLog(Format('Animated texture file "%s": %d frames (delay:%d; back:%d; frdelay:%d; frloop:%d), %dx%d', [RecName, length(ia), _speed, f, frdelay, frloop, _width, _height]), MSG_NOTIFY);
SetLength(Textures, Length(Textures)+1);
// cоздаем кадры аним. текстуры из картинок
if g_CreateFramesImg(ia, @Textures[High(Textures)].FramesID, '', _backanimation) then
begin
Textures[High(Textures)].TextureName := RecName;
Textures[High(Textures)].Width := _width;
Textures[High(Textures)].Height := _height;
Textures[High(Textures)].Anim := True;
Textures[High(Textures)].FramesCount := length(ia);
Textures[High(Textures)].Speed := _speed;
result := High(Textures);
//writeln(' CREATED!');
end
else
begin
if log then e_WriteLog(Format('Error loading animation texture "%s" images', [RecName]), MSG_WARNING);
end;
end;
finally
for f := 0 to High(ia) do FreeImage(ia[f]);
WAD.Free();
cfg.Free();
if TextureWAD <> nil then FreeMem(TextureWAD);
if TextData <> nil then FreeMem(TextData);
if TextureData <> nil then FreeMem(TextureData);
end;
end;
procedure CreateItem(Item: TItemRec_1);
begin
if g_Game_IsClient then Exit;
if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) and
ByteBool(Item.Options and ITEM_OPTION_ONLYDM) then
Exit;
g_Items_Create(Item.X, Item.Y, Item.ItemType, ByteBool(Item.Options and ITEM_OPTION_FALL),
gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF, GM_COOP]);
end;
procedure CreateArea(Area: TAreaRec_1);
var
a: Integer;
id: DWORD;
begin
case Area.AreaType of
AREA_DMPOINT, AREA_PLAYERPOINT1, AREA_PLAYERPOINT2,
AREA_REDTEAMPOINT, AREA_BLUETEAMPOINT:
begin
SetLength(RespawnPoints, Length(RespawnPoints)+1);
with RespawnPoints[High(RespawnPoints)] do
begin
X := Area.X;
Y := Area.Y;
Direction := TDirection(Area.Direction);
case Area.AreaType of
AREA_DMPOINT: PointType := RESPAWNPOINT_DM;
AREA_PLAYERPOINT1: PointType := RESPAWNPOINT_PLAYER1;
AREA_PLAYERPOINT2: PointType := RESPAWNPOINT_PLAYER2;
AREA_REDTEAMPOINT: PointType := RESPAWNPOINT_RED;
AREA_BLUETEAMPOINT: PointType := RESPAWNPOINT_BLUE;
end;
end;
end;
AREA_REDFLAG, AREA_BLUEFLAG:
begin
if Area.AreaType = AREA_REDFLAG then a := FLAG_RED else a := FLAG_BLUE;
if FlagPoints[a] <> nil then Exit;
New(FlagPoints[a]);
with FlagPoints[a]^ do
begin
X := Area.X-FLAGRECT.X;
Y := Area.Y-FLAGRECT.Y;
Direction := TDirection(Area.Direction);
end;
with gFlags[a] do
begin
case a of
FLAG_RED: g_Frames_Get(id, 'FRAMES_FLAG_RED');
FLAG_BLUE: g_Frames_Get(id, 'FRAMES_FLAG_BLUE');
end;
Animation := TAnimation.Create(id, True, 8);
Obj.Rect := FLAGRECT;
g_Map_ResetFlag(a);
end;
end;
AREA_DOMFLAG:
begin
{SetLength(DOMFlagPoints, Length(DOMFlagPoints)+1);
with DOMFlagPoints[High(DOMFlagPoints)] do
begin
X := Area.X;
Y := Area.Y;
Direction := TDirection(Area.Direction);
end;
g_Map_CreateFlag(DOMFlagPoints[High(DOMFlagPoints)], FLAG_DOM, FLAG_STATE_NORMAL);}
end;
end;
end;
procedure CreateTrigger(Trigger: TTriggerRec_1; fTexturePanel1Type, fTexturePanel2Type: Word);
var
_trigger: TTrigger;
begin
if g_Game_IsClient and not (Trigger.TriggerType in [TRIGGER_SOUND, TRIGGER_MUSIC]) then Exit;
with _trigger do
begin
X := Trigger.X;
Y := Trigger.Y;
Width := Trigger.Width;
Height := Trigger.Height;
Enabled := ByteBool(Trigger.Enabled);
TexturePanel := Trigger.TexturePanel;
TexturePanelType := fTexturePanel1Type;
ShotPanelType := fTexturePanel2Type;
TriggerType := Trigger.TriggerType;
ActivateType := Trigger.ActivateType;
Keys := Trigger.Keys;
Data.Default := Trigger.DATA;
end;
g_Triggers_Create(_trigger);
end;
procedure CreateMonster(monster: TMonsterRec_1);
var
a: Integer;
mon: TMonster;
begin
if g_Game_IsClient then Exit;
if (gGameSettings.GameType = GT_SINGLE)
or LongBool(gGameSettings.Options and GAME_OPTION_MONSTERS) then
begin
mon := g_Monsters_Create(monster.MonsterType, monster.X, monster.Y, TDirection(monster.Direction));
if gTriggers <> nil then
begin
for a := 0 to High(gTriggers) do
begin
if gTriggers[a].TriggerType in [TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF, TRIGGER_ONOFF] then
begin
if (gTriggers[a].Data.MonsterID-1) = mon.StartID then mon.AddTrigger(a);
end;
end;
end;
if monster.MonsterType <> MONSTER_BARREL then Inc(gTotalMonsters);
end;
end;
procedure g_Map_ReAdd_DieTriggers();
function monsDieTrig (monidx: Integer; mon: TMonster): Boolean;
var
a: Integer;
begin
result := false; // don't stop
mon.ClearTriggers();
for a := 0 to High(gTriggers) do
begin
if gTriggers[a].TriggerType in [TRIGGER_PRESS, TRIGGER_ON, TRIGGER_OFF, TRIGGER_ONOFF] then
begin
if (gTriggers[a].Data.MonsterID-1) = mon.StartID then mon.AddTrigger(a);
end;
end;
end;
begin
if g_Game_IsClient then Exit;
g_Mons_ForEach(monsDieTrig);
end;
function extractWadName(resourceName: string): string;
var
posN: Integer;
begin
posN := Pos(':', resourceName);
if posN > 0 then
Result:= Copy(resourceName, 0, posN-1)
else
Result := '';
end;
procedure addResToExternalResList(res: string);
begin
res := extractWadName(res);
if (res <> '') and (gExternalResources.IndexOf(res) = -1) then
gExternalResources.Add(res);
end;
procedure generateExternalResourcesList(mapReader: TMapReader_1);
var
textures: TTexturesRec1Array;
mapHeader: TMapHeaderRec_1;
i: integer;
resFile: String = '';
begin
if gExternalResources = nil then
gExternalResources := TStringList.Create;
gExternalResources.Clear;
textures := mapReader.GetTextures();
for i := 0 to High(textures) do
begin
addResToExternalResList(resFile);
end;
textures := nil;
mapHeader := mapReader.GetMapHeader;
addResToExternalResList(mapHeader.MusicName);
addResToExternalResList(mapHeader.SkyName);
end;
procedure mapCreateGrid ();
var
mapX0: Integer = $3fffffff;
mapY0: Integer = $3fffffff;
mapX1: Integer = -$3fffffff;
mapY1: Integer = -$3fffffff;
procedure calcBoundingBox (constref panels: TPanelArray);
var
idx: Integer;
pan: TPanel;
begin
for idx := 0 to High(panels) do
begin
pan := panels[idx];
if not pan.visvalid then continue;
if (pan.Width < 1) or (pan.Height < 1) then continue;
if (mapX0 > pan.x0) then mapX0 := pan.x0;
if (mapY0 > pan.y0) then mapY0 := pan.y0;
if (mapX1 < pan.x1) then mapX1 := pan.x1;
if (mapY1 < pan.y1) then mapY1 := pan.y1;
end;
end;
procedure addPanelsToGrid (constref panels: TPanelArray; tag: Integer);
var
idx: Integer;
pan: TPanel;
begin
tag := panelTypeToTag(tag);
for idx := High(panels) downto 0 do
begin
pan := panels[idx];
pan.tag := tag;
if not pan.visvalid then continue;
gMapGrid.insertBody(pan, pan.X, pan.Y, pan.Width, pan.Height, tag);
mapTree.insertObject(pan, tag, true); // as static object
end;
end;
begin
gMapGrid.Free();
gMapGrid := nil;
mapTree.Free();
mapTree := nil;
calcBoundingBox(gWalls);
calcBoundingBox(gRenderBackgrounds);
calcBoundingBox(gRenderForegrounds);
calcBoundingBox(gWater);
calcBoundingBox(gAcid1);
calcBoundingBox(gAcid2);
calcBoundingBox(gSteps);
calcBoundingBox(gLifts);
calcBoundingBox(gBlockMon);
e_WriteLog(Format('map dimensions: (%d,%d)-(%d,%d)', [mapX0, mapY0, mapX1, mapY1]), MSG_WARNING);
gMapGrid := TPanelGrid.Create(mapX0, mapY0, mapX1-mapX0+1, mapY1-mapY0+1);
mapTree := TDynAABBTreeMap.Create();
addPanelsToGrid(gWalls, PANEL_WALL);
addPanelsToGrid(gWalls, PANEL_CLOSEDOOR);
addPanelsToGrid(gWalls, PANEL_OPENDOOR);
addPanelsToGrid(gRenderBackgrounds, PANEL_BACK);
addPanelsToGrid(gRenderForegrounds, PANEL_FORE);
addPanelsToGrid(gWater, PANEL_WATER);
addPanelsToGrid(gAcid1, PANEL_ACID1);
addPanelsToGrid(gAcid2, PANEL_ACID2);
addPanelsToGrid(gSteps, PANEL_STEP);
addPanelsToGrid(gLifts, PANEL_LIFTUP); // it doesn't matter which LIFT type is used here
addPanelsToGrid(gBlockMon, PANEL_BLOCKMON);
gMapGrid.dumpStats();
e_WriteLog(Format('tree depth: %d; %d nodes used, %d nodes allocated', [mapTree.computeTreeHeight, mapTree.nodeCount, mapTree.nodeAlloced]), MSG_NOTIFY);
mapTree.forEachLeaf(nil);
end;
function g_Map_Load(Res: String): Boolean;
const
DefaultMusRes = 'Standart.wad:STDMUS\MUS1';
DefaultSkyRes = 'Standart.wad:STDSKY\SKY0';
var
WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
_textures: TTexturesRec1Array;
_texnummap: array of Integer; // `_textures` -> `Textures`
panels: TPanelsRec1Array;
items: TItemsRec1Array;
monsters: TMonsterRec1Array;
areas: TAreasRec1Array;
triggers: TTriggersRec1Array;
a, b, c, k: Integer;
PanelID: DWORD;
AddTextures: TAddTextureArray;
texture: TTextureRec_1;
TriggersTable: Array of record
TexturePanel: Integer;
LiftPanel: Integer;
DoorPanel: Integer;
ShotPanel: Integer;
end;
FileName, mapResName, s, TexName: String;
Data: Pointer;
Len: Integer;
ok, isAnim, trigRef: Boolean;
CurTex, ntn: Integer;
begin
gMapGrid.Free();
gMapGrid := nil;
mapTree.Free();
mapTree := nil;
Result := False;
gMapInfo.Map := Res;
TriggersTable := nil;
FillChar(texture, SizeOf(texture), 0);
sfsGCDisable(); // temporary disable removing of temporary volumes
try
// Загрузка WAD:
FileName := g_ExtractWadName(Res);
e_WriteLog('Loading map WAD: '+FileName, MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
WAD := TWADFile.Create();
if not WAD.ReadFile(FileName) then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
WAD.Free();
Exit;
end;
//k8: why loader ignores path here?
mapResName := g_ExtractFileName(Res);
if not WAD.GetMapResource(mapResName, Data, Len) then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [mapResName]));
WAD.Free();
Exit;
end;
WAD.Free();
// Загрузка карты:
e_WriteLog('Loading map: '+mapResName, MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
MapReader := TMapReader_1.Create();
if not MapReader.LoadMap(Data) then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]));
FreeMem(Data);
MapReader.Free();
Exit;
end;
FreeMem(Data);
generateExternalResourcesList(MapReader);
// Загрузка текстур:
g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
_textures := MapReader.GetTextures();
_texnummap := nil;
// Добавление текстур в Textures[]:
if _textures <> nil then
begin
e_WriteLog(' Loading textures:', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
SetLength(_texnummap, length(_textures));
for a := 0 to High(_textures) do
begin
SetLength(s, 64);
CopyMemory(@s[1], @_textures[a].Resource[0], 64);
for b := 1 to Length(s) do
if s[b] = #0 then
begin
SetLength(s, b-1);
Break;
end;
e_WriteLog(Format(' Loading texture #%d: %s', [a, s]), MSG_NOTIFY);
//if g_Map_IsSpecialTexture(s) then e_WriteLog(' SPECIAL!', MSG_NOTIFY);
// Анимированная текстура:
if ByteBool(_textures[a].Anim) then
begin
ntn := CreateAnimTexture(_textures[a].Resource, FileName, True);
if ntn < 0 then
begin
g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
ntn := CreateNullTexture(_textures[a].Resource);
end;
end
else // Обычная текстура:
ntn := CreateTexture(_textures[a].Resource, FileName, True);
if ntn < 0 then
begin
g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
ntn := CreateNullTexture(_textures[a].Resource);
end;
_texnummap[a] := ntn; // fix texture number
g_Game_StepLoading();
end;
end;
// Загрузка триггеров:
gTriggerClientID := 0;
e_WriteLog(' Loading triggers...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
triggers := MapReader.GetTriggers();
// Загрузка панелей:
e_WriteLog(' Loading panels...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
panels := MapReader.GetPanels();
// check texture numbers for panels
for a := 0 to High(panels) do
begin
if panels[a].TextureNum > High(_textures) then
begin
e_WriteLog('error loading map: invalid texture index for panel', MSG_FATALERROR);
result := false;
exit;
end;
panels[a].TextureNum := _texnummap[panels[a].TextureNum];
end;
// Создание таблицы триггеров (соответствие панелей триггерам):
if triggers <> nil then
begin
e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
SetLength(TriggersTable, Length(triggers));
g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
for a := 0 to High(TriggersTable) do
begin
// Смена текстуры (возможно, кнопки):
TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
// Лифты:
if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
else
TriggersTable[a].LiftPanel := -1;
// Двери:
if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
else
TriggersTable[a].DoorPanel := -1;
// Турель:
if triggers[a].TriggerType = TRIGGER_SHOT then
TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
else
TriggersTable[a].ShotPanel := -1;
g_Game_StepLoading();
end;
end;
// Создаем панели:
if panels <> nil then
begin
e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
for a := 0 to High(panels) do
begin
SetLength(AddTextures, 0);
trigRef := False;
CurTex := -1;
if _textures <> nil then
begin
texture := _textures[panels[a].TextureNum];
ok := True;
end
else
ok := False;
if ok then
begin
// Смотрим, ссылаются ли на эту панель триггеры.
// Если да - то надо создать еще текстур:
ok := False;
if (TriggersTable <> nil) and (_textures <> nil) then
for b := 0 to High(TriggersTable) do
if (TriggersTable[b].TexturePanel = a)
or (TriggersTable[b].ShotPanel = a) then
begin
trigRef := True;
ok := True;
Break;
end;
end;
if ok then
begin // Есть ссылки триггеров на эту панель
SetLength(s, 64);
CopyMemory(@s[1], @texture.Resource[0], 64);
// Измеряем длину:
Len := Length(s);
for c := Len downto 1 do
if s[c] <> #0 then
begin
Len := c;
Break;
end;
SetLength(s, Len);
// Спец-текстуры запрещены:
if g_Map_IsSpecialTexture(s) then
ok := False
else
// Определяем наличие и положение цифр в конце строки:
ok := g_Texture_NumNameFindStart(s);
// Если ok, значит есть цифры в конце.
// Загружаем текстуры с остальными #:
if ok then
begin
k := NNF_NAME_BEFORE;
// Цикл по изменению имени текстуры:
while ok or (k = NNF_NAME_BEFORE) or
(k = NNF_NAME_EQUALS) do
begin
k := g_Texture_NumNameFindNext(TexName);
if (k = NNF_NAME_BEFORE) or
(k = NNF_NAME_AFTER) then
begin
// Пробуем добавить новую текстуру:
if ByteBool(texture.Anim) then
begin // Начальная - анимированная, ищем анимированную
isAnim := True;
ok := CreateAnimTexture(TexName, FileName, False) >= 0;
if not ok then
begin // Нет анимированной, ищем обычную
isAnim := False;
ok := CreateTexture(TexName, FileName, False) >= 0;
end;
end
else
begin // Начальная - обычная, ищем обычную
isAnim := False;
ok := CreateTexture(TexName, FileName, False) >= 0;
if not ok then
begin // Нет обычной, ищем анимированную
isAnim := True;
ok := CreateAnimTexture(TexName, FileName, False) >= 0;
end;
end;
// Она существует. Заносим ее ID в список панели:
if ok then
begin
for c := 0 to High(Textures) do
if Textures[c].TextureName = TexName then
begin
SetLength(AddTextures, Length(AddTextures)+1);
AddTextures[High(AddTextures)].Texture := c;
AddTextures[High(AddTextures)].Anim := isAnim;
Break;
end;
end;
end
else
if k = NNF_NAME_EQUALS then
begin
// Заносим текущую текстуру на свое место:
SetLength(AddTextures, Length(AddTextures)+1);
AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
CurTex := High(AddTextures);
ok := True;
end
else // NNF_NO_NAME
ok := False;
end; // while ok...
ok := True;
end; // if ok - есть смежные текстуры
end; // if ok - ссылаются триггеры
if not ok then
begin
// Заносим только текущую текстуру:
SetLength(AddTextures, 1);
AddTextures[0].Texture := panels[a].TextureNum;
AddTextures[0].Anim := ByteBool(texture.Anim);
CurTex := 0;
end;
//e_WriteLog(Format('panel #%d: TextureNum=%d; ht=%d; ht1=%d; atl=%d', [a, panels[a].TextureNum, High(_textures), High(Textures), High(AddTextures)]), MSG_NOTIFY);
// Создаем панель и запоминаем ее номер:
PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
// Если используется в триггерах, то ставим точный ID:
if TriggersTable <> nil then
for b := 0 to High(TriggersTable) do
begin
// Триггер двери/лифта:
if (TriggersTable[b].LiftPanel = a) or
(TriggersTable[b].DoorPanel = a) then
TTriggerData(triggers[b].DATA).PanelID := PanelID;
// Триггер смены текстуры:
if TriggersTable[b].TexturePanel = a then
triggers[b].TexturePanel := PanelID;
// Триггер "Турель":
if TriggersTable[b].ShotPanel = a then
TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
end;
g_Game_StepLoading();
end;
end;
// Если не LoadState, то создаем триггеры:
if (triggers <> nil) and not gLoadGameMode then
begin
e_WriteLog(' Creating triggers...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
// Указываем тип панели, если есть:
for a := 0 to High(triggers) do
begin
if triggers[a].TexturePanel <> -1 then
b := panels[TriggersTable[a].TexturePanel].PanelType
else
b := 0;
if (triggers[a].TriggerType = TRIGGER_SHOT) and
(TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
c := panels[TriggersTable[a].ShotPanel].PanelType
else
c := 0;
CreateTrigger(triggers[a], b, c);
end;
end;
// Загрузка предметов:
e_WriteLog(' Loading triggers...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
items := MapReader.GetItems();
// Если не LoadState, то создаем предметы:
if (items <> nil) and not gLoadGameMode then
begin
e_WriteLog(' Spawning items...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
for a := 0 to High(items) do
CreateItem(Items[a]);
end;
// Загрузка областей:
e_WriteLog(' Loading areas...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
areas := MapReader.GetAreas();
// Если не LoadState, то создаем области:
if areas <> nil then
begin
e_WriteLog(' Creating areas...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
for a := 0 to High(areas) do
CreateArea(areas[a]);
end;
// Загрузка монстров:
e_WriteLog(' Loading monsters...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
monsters := MapReader.GetMonsters();
gTotalMonsters := 0;
// Если не LoadState, то создаем монстров:
if (monsters <> nil) and not gLoadGameMode then
begin
e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
for a := 0 to High(monsters) do
CreateMonster(monsters[a]);
end;
// Загрузка описания карты:
e_WriteLog(' Reading map info...', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
Header := MapReader.GetMapHeader();
MapReader.Free();
with gMapInfo do
begin
Name := Header.MapName;
Description := Header.MapDescription;
Author := Header.MapAuthor;
MusicName := Header.MusicName;
SkyName := Header.SkyName;
Height := Header.Height;
Width := Header.Width;
end;
// Загрузка неба:
if gMapInfo.SkyName <> '' then
begin
e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
FileName := g_ExtractWadName(gMapInfo.SkyName);
if FileName <> '' then
FileName := GameDir+'/wads/'+FileName
else
begin
FileName := g_ExtractWadName(Res);
end;
s := FileName+':'+g_ExtractFilePathName(gMapInfo.SkyName);
if g_Texture_CreateWAD(BackID, s) then
begin
g_Game_SetupScreenSize();
end
else
g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
end;
// Загрузка музыки:
ok := False;
if gMapInfo.MusicName <> '' then
begin
e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
FileName := g_ExtractWadName(gMapInfo.MusicName);
if FileName <> '' then
FileName := GameDir+'/wads/'+FileName
else
begin
FileName := g_ExtractWadName(Res);
end;
s := FileName+':'+g_ExtractFilePathName(gMapInfo.MusicName);
if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
ok := True
else
g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
end;
// Остальные устанвки:
CreateDoorMap();
CreateLiftMap();
g_Items_Init();
g_Weapon_Init();
g_Monsters_Init();
// Если не LoadState, то создаем карту столкновений:
if not gLoadGameMode then
g_GFX_Init();
// Сброс локальных массивов:
_textures := nil;
panels := nil;
items := nil;
areas := nil;
triggers := nil;
TriggersTable := nil;
AddTextures := nil;
// Включаем музыку, если это не загрузка:
if ok and (not gLoadGameMode) then
begin
gMusic.SetByName(gMapInfo.MusicName);
gMusic.Play();
end
else
gMusic.SetByName('');
finally
sfsGCEnable(); // enable releasing unused volumes
end;
e_WriteLog('Creating map grid', MSG_NOTIFY);
mapCreateGrid();
e_WriteLog('Done loading map.', MSG_NOTIFY);
Result := True;
end;
function g_Map_GetMapInfo(Res: String): TMapInfo;
var
WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
FileName: String;
Data: Pointer;
Len: Integer;
begin
FillChar(Result, SizeOf(Result), 0);
FileName := g_ExtractWadName(Res);
WAD := TWADFile.Create();
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
//k8: it ignores path again
if not WAD.GetMapResource(g_ExtractFileName(Res), Data, Len) then
begin
WAD.Free();
Exit;
end;
WAD.Free();
MapReader := TMapReader_1.Create();
if not MapReader.LoadMap(Data) then
begin
g_Console_Add(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]), True);
ZeroMemory(@Header, SizeOf(Header));
Result.Name := _lc[I_GAME_ERROR_MAP_SELECT];
Result.Description := _lc[I_GAME_ERROR_MAP_SELECT];
end
else
begin
Header := MapReader.GetMapHeader();
Result.Name := Header.MapName;
Result.Description := Header.MapDescription;
end;
FreeMem(Data);
MapReader.Free();
Result.Map := Res;
Result.Author := Header.MapAuthor;
Result.Height := Header.Height;
Result.Width := Header.Width;
end;
function g_Map_GetMapsList(WADName: string): SArray;
var
WAD: TWADFile;
a: Integer;
ResList: SArray;
begin
Result := nil;
WAD := TWADFile.Create();
if not WAD.ReadFile(WADName) then
begin
WAD.Free();
Exit;
end;
ResList := WAD.GetMapResources();
if ResList <> nil then
begin
for a := 0 to High(ResList) do
begin
SetLength(Result, Length(Result)+1);
Result[High(Result)] := ResList[a];
end;
end;
WAD.Free();
end;
function g_Map_Exist(Res: string): Boolean;
var
WAD: TWADFile;
FileName, mnn: string;
ResList: SArray;
a: Integer;
begin
Result := False;
FileName := addWadExtension(g_ExtractWadName(Res));
WAD := TWADFile.Create;
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
ResList := WAD.GetMapResources();
WAD.Free();
mnn := g_ExtractFileName(Res);
if ResList <> nil then
for a := 0 to High(ResList) do if StrEquCI1251(ResList[a], mnn) then
begin
Result := True;
Exit;
end;
end;
procedure g_Map_Free();
var
a: Integer;
procedure FreePanelArray(var panels: TPanelArray);
var
i: Integer;
begin
if panels <> nil then
begin
for i := 0 to High(panels) do
panels[i].Free();
panels := nil;
end;
end;
begin
g_GFX_Free();
g_Weapon_Free();
g_Items_Free();
g_Triggers_Free();
g_Monsters_Free();
RespawnPoints := nil;
if FlagPoints[FLAG_RED] <> nil then
begin
Dispose(FlagPoints[FLAG_RED]);
FlagPoints[FLAG_RED] := nil;
end;
if FlagPoints[FLAG_BLUE] <> nil then
begin
Dispose(FlagPoints[FLAG_BLUE]);
FlagPoints[FLAG_BLUE] := nil;
end;
//DOMFlagPoints := nil;
//gDOMFlags := nil;
if Textures <> nil then
begin
for a := 0 to High(Textures) do
if not g_Map_IsSpecialTexture(Textures[a].TextureName) then
if Textures[a].Anim then
g_Frames_DeleteByID(Textures[a].FramesID)
else
if Textures[a].TextureID <> TEXTURE_NONE then
e_DeleteTexture(Textures[a].TextureID);
Textures := nil;
end;
FreePanelArray(gWalls);
FreePanelArray(gRenderBackgrounds);
FreePanelArray(gRenderForegrounds);
FreePanelArray(gWater);
FreePanelArray(gAcid1);
FreePanelArray(gAcid2);
FreePanelArray(gSteps);
FreePanelArray(gLifts);
FreePanelArray(gBlockMon);
if BackID <> DWORD(-1) then
begin
gBackSize.X := 0;
gBackSize.Y := 0;
e_DeleteTexture(BackID);
BackID := DWORD(-1);
end;
g_Game_StopAllSounds(False);
gMusic.FreeSound();
g_Sound_Delete(gMapInfo.MusicName);
gMapInfo.Name := '';
gMapInfo.Description := '';
gMapInfo.MusicName := '';
gMapInfo.Height := 0;
gMapInfo.Width := 0;
gDoorMap := nil;
gLiftMap := nil;
PanelByID := nil;
end;
procedure g_Map_Update();
var
a, d, j: Integer;
m: Word;
s: String;
procedure UpdatePanelArray(var panels: TPanelArray);
var
i: Integer;
begin
if panels <> nil then
for i := 0 to High(panels) do
panels[i].Update();
end;
begin
UpdatePanelArray(gWalls);
UpdatePanelArray(gRenderBackgrounds);
UpdatePanelArray(gRenderForegrounds);
UpdatePanelArray(gWater);
UpdatePanelArray(gAcid1);
UpdatePanelArray(gAcid2);
UpdatePanelArray(gSteps);
if gGameSettings.GameMode = GM_CTF then
begin
for a := FLAG_RED to FLAG_BLUE do
if not (gFlags[a].State in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
with gFlags[a] do
begin
if gFlags[a].Animation <> nil then
gFlags[a].Animation.Update();
m := g_Obj_Move(@Obj, True, True);
if gTime mod (GAME_TICK*2) <> 0 then
Continue;
// Сопротивление воздуха:
Obj.Vel.X := z_dec(Obj.Vel.X, 1);
// Таймаут потерянного флага, либо он выпал за карту:
if ((Count = 0) or ByteBool(m and MOVE_FALLOUT)) and g_Game_IsServer then
begin
g_Map_ResetFlag(a);
gFlags[a].CaptureTime := 0;
if a = FLAG_RED then
s := _lc[I_PLAYER_FLAG_RED]
else
s := _lc[I_PLAYER_FLAG_BLUE];
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
if g_Game_IsNet then
MH_SEND_FlagEvent(FLAG_STATE_RETURNED, a, 0);
Continue;
end;
if Count > 0 then
Count := Count - 1;
// Игрок берет флаг:
if gPlayers <> nil then
begin
j := Random(Length(gPlayers)) - 1;
for d := 0 to High(gPlayers) do
begin
Inc(j);
if j > High(gPlayers) then
j := 0;
if gPlayers[j] <> nil then
if gPlayers[j].Live and
g_Obj_Collide(@Obj, @gPlayers[j].Obj) then
begin
if gPlayers[j].GetFlag(a) then
Break;
end;
end;
end;
end;
end;
end;
// old algo
procedure g_Map_DrawPanels (PanelType: Word);
procedure DrawPanels (constref panels: TPanelArray; drawDoors: Boolean=False);
var
idx: Integer;
begin
if (panels <> nil) then
begin
// alas, no visible set
for idx := 0 to High(panels) do
begin
if not (drawDoors xor panels[idx].Door) then panels[idx].Draw();
end;
end;
end;
begin
case PanelType of
PANEL_WALL: DrawPanels(gWalls);
PANEL_CLOSEDOOR: DrawPanels(gWalls, True);
PANEL_BACK: DrawPanels(gRenderBackgrounds);
PANEL_FORE: DrawPanels(gRenderForegrounds);
PANEL_WATER: DrawPanels(gWater);
PANEL_ACID1: DrawPanels(gAcid1);
PANEL_ACID2: DrawPanels(gAcid2);
PANEL_STEP: DrawPanels(gSteps);
end;
end;
// new algo
procedure g_Map_CollectDrawPanels (x0, y0, wdt, hgt: Integer);
function checker (pan: TPanel; tag: Integer): Boolean;
begin
result := false; // don't stop, ever
if ((tag and GridTagDoor) <> 0) <> pan.Door then exit;
gDrawPanelList.insert(pan);
end;
begin
dplClear();
//tagmask := panelTypeToTag(PanelType);
if gdbg_map_use_tree_draw then
begin
mapTree.aabbQuery(x0, y0, wdt, hgt, checker, (GridTagBack or GridTagStep or GridTagWall or GridTagDoor or GridTagAcid1 or GridTagAcid2 or GridTagWater or GridTagFore));
end
else
begin
gMapGrid.forEachInAABB(x0, y0, wdt, hgt, checker, (GridTagBack or GridTagStep or GridTagWall or GridTagDoor or GridTagAcid1 or GridTagAcid2 or GridTagWater or GridTagFore));
end;
// list will be rendered in `g_game.DrawPlayer()`
end;
procedure g_Map_DrawPanelShadowVolumes(lightX: Integer; lightY: Integer; radius: Integer);
function checker (pan: TPanel; tag: Integer): Boolean;
begin
result := false; // don't stop, ever
pan.DrawShadowVolume(lightX, lightY, radius);
end;
begin
if gdbg_map_use_tree_draw then
begin
mapTree.aabbQuery(lightX-radius, lightY-radius, radius*2, radius*2, checker, (GridTagWall or GridTagDoor));
end
else
begin
gMapGrid.forEachInAABB(lightX-radius, lightY-radius, radius*2, radius*2, checker, (GridTagWall or GridTagDoor));
end;
end;
procedure g_Map_DrawBack(dx, dy: Integer);
begin
if gDrawBackGround and (BackID <> DWORD(-1)) then
e_DrawSize(BackID, dx, dy, 0, False, False, gBackSize.X, gBackSize.Y)
else
e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
end;
function g_Map_CollidePanelOld(X, Y: Integer; Width, Height: Word;
PanelType: Word; b1x3: Boolean): Boolean;
var
a, h: Integer;
begin
Result := False;
if WordBool(PanelType and PANEL_WALL) then
if gWalls <> nil then
begin
h := High(gWalls);
for a := 0 to h do
if gWalls[a].Enabled and
g_Collide(X, Y, Width, Height,
gWalls[a].X, gWalls[a].Y,
gWalls[a].Width, gWalls[a].Height) then
begin
Result := True;
Exit;
end;
end;
if WordBool(PanelType and PANEL_WATER) then
if gWater <> nil then
begin
h := High(gWater);
for a := 0 to h do
if g_Collide(X, Y, Width, Height,
gWater[a].X, gWater[a].Y,
gWater[a].Width, gWater[a].Height) then
begin
Result := True;
Exit;
end;
end;
if WordBool(PanelType and PANEL_ACID1) then
if gAcid1 <> nil then
begin
h := High(gAcid1);
for a := 0 to h do
if g_Collide(X, Y, Width, Height,
gAcid1[a].X, gAcid1[a].Y,
gAcid1[a].Width, gAcid1[a].Height) then
begin
Result := True;
Exit;
end;
end;
if WordBool(PanelType and PANEL_ACID2) then
if gAcid2 <> nil then
begin
h := High(gAcid2);
for a := 0 to h do
if g_Collide(X, Y, Width, Height,
gAcid2[a].X, gAcid2[a].Y,
gAcid2[a].Width, gAcid2[a].Height) then
begin
Result := True;
Exit;
end;
end;
if WordBool(PanelType and PANEL_STEP) then
if gSteps <> nil then
begin
h := High(gSteps);
for a := 0 to h do
if g_Collide(X, Y, Width, Height,
gSteps[a].X, gSteps[a].Y,
gSteps[a].Width, gSteps[a].Height) then
begin
Result := True;
Exit;
end;
end;
if WordBool(PanelType and (PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT)) then
if gLifts <> nil then
begin
h := High(gLifts);
for a := 0 to h do
if ((WordBool(PanelType and (PANEL_LIFTUP)) and (gLifts[a].LiftType = 0)) or
(WordBool(PanelType and (PANEL_LIFTDOWN)) and (gLifts[a].LiftType = 1)) or
(WordBool(PanelType and (PANEL_LIFTLEFT)) and (gLifts[a].LiftType = 2)) or
(WordBool(PanelType and (PANEL_LIFTRIGHT)) and (gLifts[a].LiftType = 3))) and
g_Collide(X, Y, Width, Height,
gLifts[a].X, gLifts[a].Y,
gLifts[a].Width, gLifts[a].Height) then
begin
Result := True;
Exit;
end;
end;
if WordBool(PanelType and PANEL_BLOCKMON) then
if gBlockMon <> nil then
begin
h := High(gBlockMon);
for a := 0 to h do
if ( (not b1x3) or
((gBlockMon[a].Width + gBlockMon[a].Height) >= 64) ) and
g_Collide(X, Y, Width, Height,
gBlockMon[a].X, gBlockMon[a].Y,
gBlockMon[a].Width, gBlockMon[a].Height) then
begin
Result := True;
Exit;
end;
end;
end;
function g_Map_CollideLiquid_TextureOld(X, Y: Integer; Width, Height: Word): DWORD;
var
texid: DWORD;
function checkPanels (constref panels: TPanelArray): Boolean;
var
a: Integer;
begin
result := false;
if panels = nil then exit;
for a := 0 to High(panels) do
begin
if g_Collide(X, Y, Width, Height, panels[a].X, panels[a].Y, panels[a].Width, panels[a].Height) then
begin
result := true;
texid := panels[a].GetTextureID();
exit;
end;
end;
end;
begin
texid := TEXTURE_NONE;
result := texid;
if not checkPanels(gWater) then
if not checkPanels(gAcid1) then
if not checkPanels(gAcid2) then exit;
result := texid;
end;
function g_Map_CollidePanel(X, Y: Integer; Width, Height: Word; PanelType: Word; b1x3: Boolean): Boolean;
function checker (pan: TPanel; tag: Integer): Boolean;
begin
result := false; // don't stop, ever
if ((tag and (GridTagWall or GridTagDoor)) <> 0) then
begin
if not pan.Enabled then exit;
end;
if ((tag and GridTagLift) <> 0) then
begin
result :=
((WordBool(PanelType and PANEL_LIFTUP) and (pan.LiftType = 0)) or
(WordBool(PanelType and PANEL_LIFTDOWN) and (pan.LiftType = 1)) or
(WordBool(PanelType and PANEL_LIFTLEFT) and (pan.LiftType = 2)) or
(WordBool(PanelType and PANEL_LIFTRIGHT) and (pan.LiftType = 3))) and
g_Collide(X, Y, Width, Height, pan.X, pan.Y, pan.Width, pan.Height);
exit;
end;
if ((tag and GridTagBlockMon) <> 0) then
begin
result := ((not b1x3) or (pan.Width+pan.Height >= 64)) and g_Collide(X, Y, Width, Height, pan.X, pan.Y, pan.Width, pan.Height);
exit;
end;
// other shit
result := g_Collide(X, Y, Width, Height, pan.X, pan.Y, pan.Width, pan.Height);
end;
var
tagmask: Integer = 0;
begin
if WordBool(PanelType and (PANEL_WALL or PANEL_CLOSEDOOR or PANEL_OPENDOOR)) then tagmask := tagmask or (GridTagWall or GridTagDoor);
if WordBool(PanelType and PANEL_WATER) then tagmask := tagmask or GridTagWater;
if WordBool(PanelType and PANEL_ACID1) then tagmask := tagmask or GridTagAcid1;
if WordBool(PanelType and PANEL_ACID2) then tagmask := tagmask or GridTagAcid2;
if WordBool(PanelType and PANEL_STEP) then tagmask := tagmask or GridTagStep;
if WordBool(PanelType and (PANEL_LIFTUP or PANEL_LIFTDOWN or PANEL_LIFTLEFT or PANEL_LIFTRIGHT)) then tagmask := tagmask or GridTagLift;
if WordBool(PanelType and PANEL_BLOCKMON) then tagmask := tagmask or GridTagBlockMon;
if (tagmask = 0) then begin result := false; exit; end; // just in case
if (profMapCollision <> nil) then profMapCollision.sectionBeginAccum('*solids');
if gdbg_map_use_accel_coldet then
begin
if gdbg_map_use_tree_coldet then
begin
//e_WriteLog(Format('coldet query: x=%d; y=%d; w=%d; h=%d', [X, Y, Width, Height]), MSG_NOTIFY);
result := (mapTree.aabbQuery(X, Y, Width, Height, checker, tagmask) <> nil);
if (gdbg_map_dump_coldet_tree_queries) and (mapTree.nodesVisited <> 0) then
begin
//e_WriteLog(Format('map collision: %d nodes visited (%d deep)', [mapTree.nodesVisited, mapTree.nodesDeepVisited]), MSG_NOTIFY);
g_Console_Add(Format('map collision: %d nodes visited (%d deep)', [mapTree.nodesVisited, mapTree.nodesDeepVisited]));
end;
end
else
begin
result := gMapGrid.forEachInAABB(X, Y, Width, Height, checker, tagmask);
end;
end
else
begin
result := g_Map_CollidePanelOld(X, Y, Width, Height, PanelType, b1x3);
end;
if (profMapCollision <> nil) then profMapCollision.sectionEnd();
end;
function g_Map_CollideLiquid_Texture(X, Y: Integer; Width, Height: Word): DWORD;
var
cctype: Integer = 3; // priority: 0: water was hit, 1: acid1 was hit, 2: acid2 was hit; 3: nothing was hit
texid: DWORD;
// slightly different from the old code, but meh...
function checker (pan: TPanel; tag: Integer): Boolean;
begin
result := false; // don't stop, ever
//if ((tag and (GridTagWater or GridTagAcid1 or GridTagAcid2)) = 0) then exit;
// check priorities
case cctype of
0: if ((tag and GridTagWater) = 0) then exit; // allowed: water
1: if ((tag and (GridTagWater or GridTagAcid1)) = 0) then exit; // allowed: water, acid1
//2: if ((tag and (GridTagWater or GridTagAcid1 or GridTagAcid2) = 0) then exit; // allowed: water, acid1, acid2
end;
// collision?
if not g_Collide(X, Y, Width, Height, pan.X, pan.Y, pan.Width, pan.Height) then exit;
// yeah
texid := pan.GetTextureID();
// water? water has the highest priority, so stop right here
if ((tag and GridTagWater) <> 0) then begin cctype := 0; result := true; exit; end;
// acid2?
if ((tag and GridTagAcid2) <> 0) then cctype := 2;
// acid1?
if ((tag and GridTagAcid1) <> 0) then cctype := 1;
end;
begin
if (profMapCollision <> nil) then profMapCollision.sectionBeginAccum('liquids');
if gdbg_map_use_accel_coldet then
begin
texid := TEXTURE_NONE;
if gdbg_map_use_tree_coldet then
begin
mapTree.aabbQuery(X, Y, Width, Height, checker, (GridTagWater or GridTagAcid1 or GridTagAcid2));
end
else
begin
gMapGrid.forEachInAABB(X, Y, Width, Height, checker, (GridTagWater or GridTagAcid1 or GridTagAcid2));
end;
result := texid;
end
else
begin
result := g_Map_CollideLiquid_TextureOld(X, Y, Width, Height);
end;
if (profMapCollision <> nil) then profMapCollision.sectionEnd();
end;
procedure g_Map_EnableWall(ID: DWORD);
begin
with gWalls[ID] do
begin
Enabled := True;
g_Mark(X, Y, Width, Height, MARK_DOOR, True);
if g_Game_IsServer and g_Game_IsNet then MH_SEND_PanelState(PanelType, ID);
end;
end;
procedure g_Map_DisableWall(ID: DWORD);
begin
with gWalls[ID] do
begin
Enabled := False;
g_Mark(X, Y, Width, Height, MARK_DOOR, False);
if g_Game_IsServer and g_Game_IsNet then MH_SEND_PanelState(PanelType, ID);
end;
end;
procedure g_Map_SwitchTexture(PanelType: Word; ID: DWORD; AnimLoop: Byte = 0);
var
tp: TPanel;
begin
case PanelType of
PANEL_WALL, PANEL_OPENDOOR, PANEL_CLOSEDOOR:
tp := gWalls[ID];
PANEL_FORE:
tp := gRenderForegrounds[ID];
PANEL_BACK:
tp := gRenderBackgrounds[ID];
PANEL_WATER:
tp := gWater[ID];
PANEL_ACID1:
tp := gAcid1[ID];
PANEL_ACID2:
tp := gAcid2[ID];
PANEL_STEP:
tp := gSteps[ID];
else
Exit;
end;
tp.NextTexture(AnimLoop);
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_PanelTexture(PanelType, ID, AnimLoop);
end;
procedure g_Map_SetLift(ID: DWORD; t: Integer);
begin
if gLifts[ID].LiftType = t then
Exit;
with gLifts[ID] do
begin
LiftType := t;
g_Mark(X, Y, Width, Height, MARK_LIFT, False);
if LiftType = 0 then
g_Mark(X, Y, Width, Height, MARK_LIFTUP, True)
else if LiftType = 1 then
g_Mark(X, Y, Width, Height, MARK_LIFTDOWN, True)
else if LiftType = 2 then
g_Mark(X, Y, Width, Height, MARK_LIFTLEFT, True)
else if LiftType = 3 then
g_Mark(X, Y, Width, Height, MARK_LIFTRIGHT, True);
if g_Game_IsServer and g_Game_IsNet then MH_SEND_PanelState(PanelType, ID);
end;
end;
function g_Map_GetPoint(PointType: Byte; var RespawnPoint: TRespawnPoint): Boolean;
var
a: Integer;
PointsArray: Array of TRespawnPoint;
begin
Result := False;
SetLength(PointsArray, 0);
if RespawnPoints = nil then
Exit;
for a := 0 to High(RespawnPoints) do
if RespawnPoints[a].PointType = PointType then
begin
SetLength(PointsArray, Length(PointsArray)+1);
PointsArray[High(PointsArray)] := RespawnPoints[a];
end;
if PointsArray = nil then
Exit;
RespawnPoint := PointsArray[Random(Length(PointsArray))];
Result := True;
end;
function g_Map_GetPointCount(PointType: Byte): Word;
var
a: Integer;
begin
Result := 0;
if RespawnPoints = nil then
Exit;
for a := 0 to High(RespawnPoints) do
if RespawnPoints[a].PointType = PointType then
Result := Result + 1;
end;
function g_Map_HaveFlagPoints(): Boolean;
begin
Result := (FlagPoints[FLAG_RED] <> nil) and (FlagPoints[FLAG_BLUE] <> nil);
end;
procedure g_Map_ResetFlag(Flag: Byte);
begin
with gFlags[Flag] do
begin
Obj.X := -1000;
Obj.Y := -1000;
Obj.Vel.X := 0;
Obj.Vel.Y := 0;
Direction := D_LEFT;
State := FLAG_STATE_NONE;
if FlagPoints[Flag] <> nil then
begin
Obj.X := FlagPoints[Flag]^.X;
Obj.Y := FlagPoints[Flag]^.Y;
Direction := FlagPoints[Flag]^.Direction;
State := FLAG_STATE_NORMAL;
end;
Count := -1;
end;
end;
procedure g_Map_DrawFlags();
var
i, dx: Integer;
Mirror: TMirrorType;
begin
if gGameSettings.GameMode <> GM_CTF then
Exit;
for i := FLAG_RED to FLAG_BLUE do
with gFlags[i] do
if State <> FLAG_STATE_CAPTURED then
begin
if State = FLAG_STATE_NONE then
continue;
if Direction = D_LEFT then
begin
Mirror := M_HORIZONTAL;
dx := -1;
end
else
begin
Mirror := M_NONE;
dx := 1;
end;
Animation.Draw(Obj.X+dx, Obj.Y+1, Mirror);
if g_debug_Frames then
begin
e_DrawQuad(Obj.X+Obj.Rect.X,
Obj.Y+Obj.Rect.Y,
Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
0, 255, 0);
end;
end;
end;
procedure g_Map_SaveState(Var Mem: TBinMemoryWriter);
var
dw: DWORD;
b: Byte;
str: String;
boo: Boolean;
procedure SavePanelArray(var panels: TPanelArray);
var
PAMem: TBinMemoryWriter;
i: Integer;
begin
// Создаем новый список сохраняемых панелей:
PAMem := TBinMemoryWriter.Create((Length(panels)+1) * 40);
i := 0;
while i < Length(panels) do
begin
if panels[i].SaveIt then
begin
// ID панели:
PAMem.WriteInt(i);
// Сохраняем панель:
panels[i].SaveState(PAMem);
end;
Inc(i);
end;
// Сохраняем этот список панелей:
PAMem.SaveToMemory(Mem);
PAMem.Free();
end;
procedure SaveFlag(flag: PFlag);
begin
// Сигнатура флага:
dw := FLAG_SIGNATURE; // 'FLAG'
Mem.WriteDWORD(dw);
// Время перепоявления флага:
Mem.WriteByte(flag^.RespawnType);
// Состояние флага:
Mem.WriteByte(flag^.State);
// Направление флага:
if flag^.Direction = D_LEFT then
b := 1
else // D_RIGHT
b := 2;
Mem.WriteByte(b);
// Объект флага:
Obj_SaveState(@flag^.Obj, Mem);
end;
begin
Mem := TBinMemoryWriter.Create(1024 * 1024); // 1 MB
///// Сохраняем списки панелей: /////
// Сохраняем панели стен и дверей:
SavePanelArray(gWalls);
// Сохраняем панели фона:
SavePanelArray(gRenderBackgrounds);
// Сохраняем панели переднего плана:
SavePanelArray(gRenderForegrounds);
// Сохраняем панели воды:
SavePanelArray(gWater);
// Сохраняем панели кислоты-1:
SavePanelArray(gAcid1);
// Сохраняем панели кислоты-2:
SavePanelArray(gAcid2);
// Сохраняем панели ступеней:
SavePanelArray(gSteps);
// Сохраняем панели лифтов:
SavePanelArray(gLifts);
///// /////
///// Сохраняем музыку: /////
// Сигнатура музыки:
dw := MUSIC_SIGNATURE; // 'MUSI'
Mem.WriteDWORD(dw);
// Название музыки:
Assert(gMusic <> nil, 'g_Map_SaveState: gMusic = nil');
if gMusic.NoMusic then
str := ''
else
str := gMusic.Name;
Mem.WriteString(str, 64);
// Позиция проигрывания музыки:
dw := gMusic.GetPosition();
Mem.WriteDWORD(dw);
// Стоит ли музыка на спец-паузе:
boo := gMusic.SpecPause;
Mem.WriteBoolean(boo);
///// /////
///// Сохраняем количество монстров: /////
Mem.WriteInt(gTotalMonsters);
///// /////
//// Сохраняем флаги, если это CTF: /////
if gGameSettings.GameMode = GM_CTF then
begin
// Флаг Красной команды:
SaveFlag(@gFlags[FLAG_RED]);
// Флаг Синей команды:
SaveFlag(@gFlags[FLAG_BLUE]);
end;
///// /////
///// Сохраняем количество побед, если это TDM/CTF: /////
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
begin
// Очки Красной команды:
Mem.WriteSmallInt(gTeamStat[TEAM_RED].Goals);
// Очки Синей команды:
Mem.WriteSmallInt(gTeamStat[TEAM_BLUE].Goals);
end;
///// /////
end;
procedure g_Map_LoadState(Var Mem: TBinMemoryReader);
var
dw: DWORD;
b: Byte;
str: String;
boo: Boolean;
procedure LoadPanelArray(var panels: TPanelArray);
var
PAMem: TBinMemoryReader;
i, id: Integer;
begin
// Загружаем текущий список панелей:
PAMem := TBinMemoryReader.Create();
PAMem.LoadFromMemory(Mem);
for i := 0 to Length(panels)-1 do
if panels[i].SaveIt then
begin
// ID панели:
PAMem.ReadInt(id);
if id <> i then
begin
raise EBinSizeError.Create('g_Map_LoadState: LoadPanelArray: Wrong Panel ID');
end;
// Загружаем панель:
panels[i].LoadState(PAMem);
end;
// Этот список панелей загружен:
PAMem.Free();
end;
procedure LoadFlag(flag: PFlag);
begin
// Сигнатура флага:
Mem.ReadDWORD(dw);
if dw <> FLAG_SIGNATURE then // 'FLAG'
begin
raise EBinSizeError.Create('g_Map_LoadState: LoadFlag: Wrong Flag Signature');
end;
// Время перепоявления флага:
Mem.ReadByte(flag^.RespawnType);
// Состояние флага:
Mem.ReadByte(flag^.State);
// Направление флага:
Mem.ReadByte(b);
if b = 1 then
flag^.Direction := D_LEFT
else // b = 2
flag^.Direction := D_RIGHT;
// Объект флага:
Obj_LoadState(@flag^.Obj, Mem);
end;
begin
if Mem = nil then
Exit;
///// Загружаем списки панелей: /////
// Загружаем панели стен и дверей:
LoadPanelArray(gWalls);
// Загружаем панели фона:
LoadPanelArray(gRenderBackgrounds);
// Загружаем панели переднего плана:
LoadPanelArray(gRenderForegrounds);
// Загружаем панели воды:
LoadPanelArray(gWater);
// Загружаем панели кислоты-1:
LoadPanelArray(gAcid1);
// Загружаем панели кислоты-2:
LoadPanelArray(gAcid2);
// Загружаем панели ступеней:
LoadPanelArray(gSteps);
// Загружаем панели лифтов:
LoadPanelArray(gLifts);
///// /////
// Обновляем карту столкновений и сетку:
g_GFX_Init();
mapCreateGrid();
///// Загружаем музыку: /////
// Сигнатура музыки:
Mem.ReadDWORD(dw);
if dw <> MUSIC_SIGNATURE then // 'MUSI'
begin
raise EBinSizeError.Create('g_Map_LoadState: Wrong Music Signature');
end;
// Название музыки:
Assert(gMusic <> nil, 'g_Map_LoadState: gMusic = nil');
Mem.ReadString(str);
// Позиция проигрывания музыки:
Mem.ReadDWORD(dw);
// Стоит ли музыка на спец-паузе:
Mem.ReadBoolean(boo);
// Запускаем эту музыку:
gMusic.SetByName(str);
gMusic.SpecPause := boo;
gMusic.Play();
gMusic.Pause(True);
gMusic.SetPosition(dw);
///// /////
///// Загружаем количество монстров: /////
Mem.ReadInt(gTotalMonsters);
///// /////
//// Загружаем флаги, если это CTF: /////
if gGameSettings.GameMode = GM_CTF then
begin
// Флаг Красной команды:
LoadFlag(@gFlags[FLAG_RED]);
// Флаг Синей команды:
LoadFlag(@gFlags[FLAG_BLUE]);
end;
///// /////
///// Загружаем количество побед, если это TDM/CTF: /////
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
begin
// Очки Красной команды:
Mem.ReadSmallInt(gTeamStat[TEAM_RED].Goals);
// Очки Синей команды:
Mem.ReadSmallInt(gTeamStat[TEAM_BLUE].Goals);
end;
///// /////
end;
function g_Map_PanelForPID(PanelID: Integer; var PanelArrayID: Integer): PPanel;
var
Arr: TPanelArray;
begin
Result := nil;
if (PanelID < 0) or (PanelID > High(PanelByID)) then Exit;
Arr := PanelByID[PanelID].PWhere^;
PanelArrayID := PanelByID[PanelID].PArrID;
Result := Addr(Arr[PanelByID[PanelID].PArrID]);
end;
end.