diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index 90cb224e401f03ba139123567a9177b77e6c16c8..6c156caf5c973912a371ba6e4c0fc9397dce1467 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
+{$MODE DELPHI}
unit g_map;
interface
uses
e_graphics, g_basic, MAPSTRUCT, g_textures, Classes,
- g_phys, WADEDITOR, BinEditor, g_panel, md5;
+ g_phys, wadreader, BinEditor, g_panel, md5;
type
TMapInfo = record
g_main, e_log, SysUtils, g_items, g_gfx, g_console,
GL, GLExt, g_weapons, g_game, g_sound, e_sound, CONFIG,
g_options, MAPREADER, g_triggers, g_player, MAPDEF,
- Math, g_monsters, g_saveload, g_language, g_netmsg;
+ Math, g_monsters, g_saveload, g_language, g_netmsg,
+ utils, sfs;
const
FLAGRECT: TRectWH = (X:15; Y:12; Width:33; Height:52);
Result := len;
end;
-procedure CreateNullTexture(RecName: String);
+function CreateNullTexture(RecName: String): Integer;
begin
SetLength(Textures, Length(Textures)+1);
+ result := High(Textures);
with Textures[High(Textures)] do
begin
end;
end;
-function CreateTexture(RecName: String; Map: string; log: Boolean): Boolean;
+function CreateTexture(RecName: String; Map: string; log: Boolean): Integer;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
TextureData: Pointer;
WADName: String;
- SectionName: String;
- TextureName: String;
a, ResLength: Integer;
begin
- Result := False;
+ Result := -1;
if Textures <> nil then
for a := 0 to High(Textures) do
if Textures[a].TextureName = RecName then
begin // Òåêñòóðà ñ òàêèì èìåíåì óæå åñòü
- Result := True;
+ Result := a;
Exit;
end;
Anim := False;
end;
- Result := True;
+ result := High(Textures);
Exit;
end;
// Çàãðóæàåì ðåñóðñ òåêñòóðû â ïàìÿòü èç WAD'à:
- g_ProcessResourceStr(RecName, WADName, SectionName, TextureName);
+ WADName := g_ExtractWadName(RecName);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if WADName <> '' then
WADName := GameDir+'/wads/'+WADName
WAD.ReadFile(WADName);
- if WAD.GetResource(SectionName, TextureName, TextureData, ResLength) then
+ if WAD.GetResource(g_ExtractFilePathName(RecName), TextureData, ResLength) then
begin
SetLength(Textures, Length(Textures)+1);
- if not e_CreateTextureMem(TextureData, Textures[High(Textures)].TextureID) then
+ if not e_CreateTextureMem(TextureData, ResLength, Textures[High(Textures)].TextureID) then
Exit;
e_GetTextureSize(Textures[High(Textures)].TextureID,
@Textures[High(Textures)].Width,
Textures[High(Textures)].TextureName := RecName;
Textures[High(Textures)].Anim := False;
- Result := True;
+ result := High(Textures);
end
else // Íåò òàêîãî ðåóñðñà â WAD'å
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);
+ //e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
end;
WAD.Free();
end;
-function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Boolean;
+function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Integer;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
TextureWAD: Pointer;
TextData: Pointer;
TextureData: Pointer;
cfg: TConfig;
WADName: String;
- SectionName: String;
- TextureName: String;
ResLength: Integer;
TextureResource: String;
_width, _height, _framecount, _speed: Integer;
_backanimation: Boolean;
begin
- Result := False;
+ Result := -1;
// ×èòàåì WAD-ðåñóðñ àíèì.òåêñòóðû èç WAD'à â ïàìÿòü:
- g_ProcessResourceStr(RecName, WADName, SectionName, TextureName);
+ WADName := g_ExtractWadName(RecName);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if WADName <> '' then
WADName := GameDir+'/wads/'+WADName
WAD.ReadFile(WADName);
- if not WAD.GetResource(SectionName, TextureName, TextureWAD, ResLength) then
+ 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);
+ //e_WriteLog(Format('WAD Reader error: %s', [WAD.GetLastErrorStr]), MSG_WARNING);
end;
WAD.Free();
Exit;
end;
// ×èòàåì INI-ðåñóðñ àíèì. òåêñòóðû è çàïîìèíàåì åãî óñòàíîâêè:
- if not WAD.GetResource('TEXT', 'ANIM', TextData, ResLength) then
+ if not WAD.GetResource('TEXT/ANIM', TextData, ResLength) then
begin
FreeMem(TextureWAD);
WAD.Free();
cfg.Free();
// ×èòàåì ðåñóðñ òåêñòóð (êàäðîâ) àíèì. òåêñòóðû â ïàìÿòü:
- if not WAD.GetResource('TEXTURES', TextureResource, TextureData, ResLength) then
+ if not WAD.GetResource('TEXTURES/'+TextureResource, TextureData, ResLength) then
begin
FreeMem(TextureWAD);
FreeMem(TextData);
with Textures[High(Textures)] do
begin
// Ñîçäàåì êàäðû àíèì. òåêñòóðû èç ïàìÿòè:
- if g_Frames_CreateMemory(@FramesID, '', TextureData,
+ if g_Frames_CreateMemory(@FramesID, '', TextureData, ResLength,
_width, _height, _framecount, _backanimation) then
begin
TextureName := RecName;
FramesCount := _framecount;
Speed := _speed;
- Result := True;
+ result := High(Textures);
end
else
if log then
DefaultMusRes = 'Standart.wad:STDMUS\MUS1';
DefaultSkyRes = 'Standart.wad:STDSKY\SKY0';
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
_textures: TTexturesRec1Array;
+ _texnummap: array of Integer; // `_textures` -> `Textures`
panels: TPanelsRec1Array;
items: TItemsRec1Array;
monsters: TMonsterRec1Array;
DoorPanel: Integer;
ShotPanel: Integer;
end;
- FileName, SectionName, ResName,
- FileName2, s, TexName: String;
+ FileName, mapResName, s, TexName: String;
Data: Pointer;
Len: Integer;
ok, isAnim, trigRef: Boolean;
- CurTex: Integer;
+ CurTex, ntn: Integer;
begin
Result := False;
gMapInfo.Map := Res;
TriggersTable := nil;
FillChar(texture, SizeOf(texture), 0);
-// Çàãðóçêà WAD:
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
- e_WriteLog('Loading map WAD: ' + FileName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
+ sfsGCDisable(); // temporary disable removing of temporary volumes
+ try
+ // Çàãðóçêà WAD:
+ FileName := g_ExtractWadName(Res);
+ e_WriteLog('Loading map WAD: '+FileName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
- WAD := TWADEditor_1.Create();
- if not WAD.ReadFile(FileName) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
- WAD.Free();
- Exit;
- end;
- if not WAD.GetResource('', ResName, Data, Len) then
- begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName]));
+ WAD := 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.GetResource(mapResName, Data, Len) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [mapResName]));
+ WAD.Free();
+ Exit;
+ end;
WAD.Free();
- Exit;
- end;
- WAD.Free();
-
-// Çàãðóçêà êàðòû:
- e_WriteLog('Loading map: ' + ResName, 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);
-// Çàãðóçêà òåêñòóð:
- g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
- _textures := MapReader.GetTextures();
+ // Çàãðóçêà êàðòû:
+ e_WriteLog('Loading map: '+mapResName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
+ MapReader := TMapReader_1.Create();
-// Äîáàâëåíèå òåêñòóð â Textures[]:
- if _textures <> nil then
- begin
- e_WriteLog(' Loading textures:', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+ if not MapReader.LoadMap(Data) then
+ begin
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [Res]));
+ FreeMem(Data);
+ MapReader.Free();
+ Exit;
+ end;
- for a := 0 to High(_textures) do
+ FreeMem(Data);
+ generateExternalResourcesList(MapReader);
+ // Çàãðóçêà òåêñòóð:
+ g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
+ _textures := MapReader.GetTextures();
+ _texnummap := nil;
+
+ // Äîáàâëåíèå òåêñòóð â Textures[]:
+ if _textures <> nil then
begin
- SetLength(s, 64);
- CopyMemory(@s[1], @_textures[a].Resource[0], 64);
- for b := 1 to Length(s) do
- if s[b] = #0 then
- begin
- SetLength(s, b-1);
- Break;
- end;
- e_WriteLog(' Loading texture: ' + s, MSG_NOTIFY);
- // Àíèìèðîâàííàÿ òåêñòóðà:
- if ByteBool(_textures[a].Anim) then
- begin
- if not CreateAnimTexture(_textures[a].Resource, FileName, True) then
+ e_WriteLog(' Loading textures:', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+ SetLength(_texnummap, length(_textures));
+
+ for a := 0 to High(_textures) do
+ begin
+ SetLength(s, 64);
+ CopyMemory(@s[1], @_textures[a].Resource[0], 64);
+ for b := 1 to Length(s) do
+ if s[b] = #0 then
begin
- g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
- CreateNullTexture(_textures[a].Resource);
+ SetLength(s, b-1);
+ Break;
+ end;
+ e_WriteLog(Format(' Loading texture #%d: %s', [a, s]), MSG_NOTIFY);
+ //if g_Map_IsSpecialTexture(s) then e_WriteLog(' SPECIAL!', MSG_NOTIFY);
+ // Àíèìèðîâàííàÿ òåêñòóðà:
+ if ByteBool(_textures[a].Anim) then
+ begin
+ ntn := CreateAnimTexture(_textures[a].Resource, FileName, True);
+ if ntn < 0 then
+ begin
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
+ ntn := CreateNullTexture(_textures[a].Resource);
+ end;
+ end
+ else // Îáû÷íàÿ òåêñòóðà:
+ ntn := CreateTexture(_textures[a].Resource, FileName, True);
+ if ntn < 0 then
+ begin
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
+ ntn := CreateNullTexture(_textures[a].Resource);
end;
- end
- else // Îáû÷íàÿ òåêñòóðà:
- if not CreateTexture(_textures[a].Resource, FileName, True) then
- begin
- g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
- CreateNullTexture(_textures[a].Resource);
- end;
- g_Game_StepLoading();
+ _texnummap[a] := ntn; // fix texture number
+ g_Game_StepLoading();
+ end;
end;
- end;
-// Çàãðóçêà òðèããåðîâ:
- gTriggerClientID := 0;
- e_WriteLog(' Loading triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
- triggers := MapReader.GetTriggers();
+ // Çàãðóçêà òðèããåðîâ:
+ gTriggerClientID := 0;
+ e_WriteLog(' Loading triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False);
+ triggers := MapReader.GetTriggers();
-// Çàãðóçêà ïàíåëåé:
- e_WriteLog(' Loading panels...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
- panels := MapReader.GetPanels();
+ // Çàãðóçêà ïàíåëåé:
+ e_WriteLog(' Loading panels...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
+ panels := MapReader.GetPanels();
-// Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
- if triggers <> nil then
- begin
- e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
- SetLength(TriggersTable, Length(triggers));
- g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
-
- for a := 0 to High(TriggersTable) do
+ // check texture numbers for panels
+ for a := 0 to High(panels) do
begin
- // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè):
- TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
- // Ëèôòû:
- if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
- TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
- else
- TriggersTable[a].LiftPanel := -1;
- // Äâåðè:
- if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
- TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
- TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
- TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
- else
- TriggersTable[a].DoorPanel := -1;
- // Òóðåëü:
- if triggers[a].TriggerType = TRIGGER_SHOT then
- TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
- else
- TriggersTable[a].ShotPanel := -1;
-
- g_Game_StepLoading();
+ if panels[a].TextureNum > High(_textures) then
+ begin
+ e_WriteLog('error loading map: invalid texture index for panel', MSG_FATALERROR);
+ result := false;
+ exit;
+ end;
+ panels[a].TextureNum := _texnummap[panels[a].TextureNum];
end;
- end;
-
-// Ñîçäàåì ïàíåëè:
- if panels <> nil then
- begin
- e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
- for a := 0 to High(panels) do
+ // Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
+ if triggers <> nil then
begin
- SetLength(AddTextures, 0);
- trigRef := False;
- CurTex := -1;
- if _textures <> nil then
- begin
- texture := _textures[panels[a].TextureNum];
- ok := True;
- end
- else
- ok := False;
+ e_WriteLog(' Setting up trigger table...', MSG_NOTIFY);
+ SetLength(TriggersTable, Length(triggers));
+ g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS_TABLE], High(TriggersTable), False);
- if ok then
+ for a := 0 to High(TriggersTable) do
begin
- // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû.
- // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð:
- ok := False;
- if (TriggersTable <> nil) and (_textures <> nil) then
- for b := 0 to High(TriggersTable) do
- if (TriggersTable[b].TexturePanel = a)
- or (TriggersTable[b].ShotPanel = a) then
- begin
- trigRef := True;
- ok := True;
- Break;
- end;
+ // Ñìåíà òåêñòóðû (âîçìîæíî, êíîïêè):
+ TriggersTable[a].TexturePanel := triggers[a].TexturePanel;
+ // Ëèôòû:
+ if triggers[a].TriggerType in [TRIGGER_LIFTUP, TRIGGER_LIFTDOWN, TRIGGER_LIFT] then
+ TriggersTable[a].LiftPanel := TTriggerData(triggers[a].DATA).PanelID
+ else
+ TriggersTable[a].LiftPanel := -1;
+ // Äâåðè:
+ if triggers[a].TriggerType in [TRIGGER_OPENDOOR,
+ TRIGGER_CLOSEDOOR, TRIGGER_DOOR, TRIGGER_DOOR5,
+ TRIGGER_CLOSETRAP, TRIGGER_TRAP] then
+ TriggersTable[a].DoorPanel := TTriggerData(triggers[a].DATA).PanelID
+ else
+ TriggersTable[a].DoorPanel := -1;
+ // Òóðåëü:
+ if triggers[a].TriggerType = TRIGGER_SHOT then
+ TriggersTable[a].ShotPanel := TTriggerData(triggers[a].DATA).ShotPanelID
+ else
+ TriggersTable[a].ShotPanel := -1;
+
+ g_Game_StepLoading();
end;
+ end;
- if ok then
- begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü
- SetLength(s, 64);
- CopyMemory(@s[1], @texture.Resource[0], 64);
- // Èçìåðÿåì äëèíó:
- Len := Length(s);
- for c := Len downto 1 do
- if s[c] <> #0 then
- begin
- Len := c;
- Break;
- end;
- SetLength(s, Len);
+ // Ñîçäàåì ïàíåëè:
+ if panels <> nil then
+ begin
+ e_WriteLog(' Setting up trigger links...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_LINK_TRIGGERS], High(panels), False);
- // Ñïåö-òåêñòóðû çàïðåùåíû:
- if g_Map_IsSpecialTexture(s) then
- ok := False
+ for a := 0 to High(panels) do
+ begin
+ SetLength(AddTextures, 0);
+ trigRef := False;
+ CurTex := -1;
+ if _textures <> nil then
+ begin
+ texture := _textures[panels[a].TextureNum];
+ ok := True;
+ end
else
- // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè:
- ok := g_Texture_NumNameFindStart(s);
+ ok := False;
- // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå.
- // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #:
if ok then
begin
- k := NNF_NAME_BEFORE;
- // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû:
- while ok or (k = NNF_NAME_BEFORE) or
- (k = NNF_NAME_EQUALS) do
+ // Ñìîòðèì, ññûëàþòñÿ ëè íà ýòó ïàíåëü òðèããåðû.
+ // Åñëè äà - òî íàäî ñîçäàòü åùå òåêñòóð:
+ ok := False;
+ if (TriggersTable <> nil) and (_textures <> nil) then
+ for b := 0 to High(TriggersTable) do
+ if (TriggersTable[b].TexturePanel = a)
+ or (TriggersTable[b].ShotPanel = a) then
+ begin
+ trigRef := True;
+ ok := True;
+ Break;
+ end;
+ end;
+
+ if ok then
+ begin // Åñòü ññûëêè òðèããåðîâ íà ýòó ïàíåëü
+ SetLength(s, 64);
+ CopyMemory(@s[1], @texture.Resource[0], 64);
+ // Èçìåðÿåì äëèíó:
+ Len := Length(s);
+ for c := Len downto 1 do
+ if s[c] <> #0 then
+ begin
+ Len := c;
+ Break;
+ end;
+ SetLength(s, Len);
+
+ // Ñïåö-òåêñòóðû çàïðåùåíû:
+ if g_Map_IsSpecialTexture(s) then
+ ok := False
+ else
+ // Îïðåäåëÿåì íàëè÷èå è ïîëîæåíèå öèôð â êîíöå ñòðîêè:
+ ok := g_Texture_NumNameFindStart(s);
+
+ // Åñëè ok, çíà÷èò åñòü öèôðû â êîíöå.
+ // Çàãðóæàåì òåêñòóðû ñ îñòàëüíûìè #:
+ if ok then
begin
- k := g_Texture_NumNameFindNext(TexName);
+ k := NNF_NAME_BEFORE;
+ // Öèêë ïî èçìåíåíèþ èìåíè òåêñòóðû:
+ while ok or (k = NNF_NAME_BEFORE) or
+ (k = NNF_NAME_EQUALS) do
+ begin
+ k := g_Texture_NumNameFindNext(TexName);
- if (k = NNF_NAME_BEFORE) or
- (k = NNF_NAME_AFTER) then
- begin
- // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó:
- if ByteBool(texture.Anim) then
- begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
- isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
- if not ok then
- begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
- isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
- end;
- end
- else
- begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
- isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
- if not ok then
- begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
+ if (k = NNF_NAME_BEFORE) or
+ (k = NNF_NAME_AFTER) then
+ begin
+ // Ïðîáóåì äîáàâèòü íîâóþ òåêñòóðó:
+ if ByteBool(texture.Anim) then
+ begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
+ ok := CreateAnimTexture(TexName, FileName, False) >= 0;
+ if not ok then
+ begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
+ isAnim := False;
+ ok := CreateTexture(TexName, FileName, False) >= 0;
+ end;
+ end
+ else
+ begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
+ isAnim := False;
+ ok := CreateTexture(TexName, FileName, False) >= 0;
+ if not ok then
+ begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
+ isAnim := True;
+ ok := CreateAnimTexture(TexName, FileName, False) >= 0;
+ end;
end;
- end;
- // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè:
- if ok then
- begin
- for c := 0 to High(Textures) do
- if Textures[c].TextureName = TexName then
- begin
- SetLength(AddTextures, Length(AddTextures)+1);
- AddTextures[High(AddTextures)].Texture := c;
- AddTextures[High(AddTextures)].Anim := isAnim;
- Break;
- end;
- end;
- end
- else
- if k = NNF_NAME_EQUALS then
- begin
- // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî:
- SetLength(AddTextures, Length(AddTextures)+1);
- AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
- AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
- CurTex := High(AddTextures);
- ok := True;
+ // Îíà ñóùåñòâóåò. Çàíîñèì åå ID â ñïèñîê ïàíåëè:
+ if ok then
+ begin
+ for c := 0 to High(Textures) do
+ if Textures[c].TextureName = TexName then
+ begin
+ SetLength(AddTextures, Length(AddTextures)+1);
+ AddTextures[High(AddTextures)].Texture := c;
+ AddTextures[High(AddTextures)].Anim := isAnim;
+ Break;
+ end;
+ end;
end
- else // NNF_NO_NAME
- ok := False;
- end; // while ok...
-
- ok := True;
- end; // if ok - åñòü ñìåæíûå òåêñòóðû
- end; // if ok - ññûëàþòñÿ òðèããåðû
-
- if not ok then
- begin
- // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó:
- SetLength(AddTextures, 1);
- AddTextures[0].Texture := panels[a].TextureNum;
- AddTextures[0].Anim := ByteBool(texture.Anim);
- CurTex := 0;
- end;
+ else
+ if k = NNF_NAME_EQUALS then
+ begin
+ // Çàíîñèì òåêóùóþ òåêñòóðó íà ñâîå ìåñòî:
+ SetLength(AddTextures, Length(AddTextures)+1);
+ AddTextures[High(AddTextures)].Texture := panels[a].TextureNum;
+ AddTextures[High(AddTextures)].Anim := ByteBool(texture.Anim);
+ CurTex := High(AddTextures);
+ ok := True;
+ end
+ else // NNF_NO_NAME
+ ok := False;
+ end; // while ok...
- // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
- PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
+ ok := True;
+ end; // if ok - åñòü ñìåæíûå òåêñòóðû
+ end; // if ok - ññûëàþòñÿ òðèããåðû
- // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID:
- if TriggersTable <> nil then
- for b := 0 to High(TriggersTable) do
+ if not ok then
begin
- // Òðèããåð äâåðè/ëèôòà:
- if (TriggersTable[b].LiftPanel = a) or
- (TriggersTable[b].DoorPanel = a) then
- TTriggerData(triggers[b].DATA).PanelID := PanelID;
- // Òðèããåð ñìåíû òåêñòóðû:
- if TriggersTable[b].TexturePanel = a then
- triggers[b].TexturePanel := PanelID;
- // Òðèããåð "Òóðåëü":
- if TriggersTable[b].ShotPanel = a then
- TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
+ // Çàíîñèì òîëüêî òåêóùóþ òåêñòóðó:
+ SetLength(AddTextures, 1);
+ AddTextures[0].Texture := panels[a].TextureNum;
+ AddTextures[0].Anim := ByteBool(texture.Anim);
+ CurTex := 0;
end;
- g_Game_StepLoading();
+ //e_WriteLog(Format('panel #%d: TextureNum=%d; ht=%d; ht1=%d; atl=%d', [a, panels[a].TextureNum, High(_textures), High(Textures), High(AddTextures)]), MSG_NOTIFY);
+
+ // Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
+ PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
+
+ // Åñëè èñïîëüçóåòñÿ â òðèããåðàõ, òî ñòàâèì òî÷íûé ID:
+ if TriggersTable <> nil then
+ for b := 0 to High(TriggersTable) do
+ begin
+ // Òðèããåð äâåðè/ëèôòà:
+ if (TriggersTable[b].LiftPanel = a) or
+ (TriggersTable[b].DoorPanel = a) then
+ TTriggerData(triggers[b].DATA).PanelID := PanelID;
+ // Òðèããåð ñìåíû òåêñòóðû:
+ if TriggersTable[b].TexturePanel = a then
+ triggers[b].TexturePanel := PanelID;
+ // Òðèããåð "Òóðåëü":
+ if TriggersTable[b].ShotPanel = a then
+ TTriggerData(triggers[b].DATA).ShotPanelID := PanelID;
+ end;
+
+ g_Game_StepLoading();
+ end;
end;
- end;
-// Åñëè íå LoadState, òî ñîçäàåì òðèããåðû:
- if (triggers <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Creating triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
- // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü:
- for a := 0 to High(triggers) do
+ // Åñëè íå LoadState, òî ñîçäàåì òðèããåðû:
+ if (triggers <> nil) and not gLoadGameMode then
begin
- if triggers[a].TexturePanel <> -1 then
- b := panels[TriggersTable[a].TexturePanel].PanelType
- else
- b := 0;
- if (triggers[a].TriggerType = TRIGGER_SHOT) and
- (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
- c := panels[TriggersTable[a].ShotPanel].PanelType
- else
- c := 0;
- CreateTrigger(triggers[a], b, c);
+ e_WriteLog(' Creating triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_TRIGGERS], 0, False);
+ // Óêàçûâàåì òèï ïàíåëè, åñëè åñòü:
+ for a := 0 to High(triggers) do
+ begin
+ if triggers[a].TexturePanel <> -1 then
+ b := panels[TriggersTable[a].TexturePanel].PanelType
+ else
+ b := 0;
+ if (triggers[a].TriggerType = TRIGGER_SHOT) and
+ (TTriggerData(triggers[a].DATA).ShotPanelID <> -1) then
+ c := panels[TriggersTable[a].ShotPanel].PanelType
+ else
+ c := 0;
+ CreateTrigger(triggers[a], b, c);
+ end;
end;
- end;
-// Çàãðóçêà ïðåäìåòîâ:
- e_WriteLog(' Loading triggers...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
- items := MapReader.GetItems();
+ // Çàãðóçêà ïðåäìåòîâ:
+ e_WriteLog(' Loading triggers...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_ITEMS], 0, False);
+ items := MapReader.GetItems();
-// Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû:
- if (items <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Spawning items...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
- for a := 0 to High(items) do
- CreateItem(Items[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì ïðåäìåòû:
+ if (items <> nil) and not gLoadGameMode then
+ begin
+ e_WriteLog(' Spawning items...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_ITEMS], 0, False);
+ for a := 0 to High(items) do
+ CreateItem(Items[a]);
+ end;
-// Çàãðóçêà îáëàñòåé:
- e_WriteLog(' Loading areas...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
- areas := MapReader.GetAreas();
+ // Çàãðóçêà îáëàñòåé:
+ e_WriteLog(' Loading areas...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_AREAS], 0, False);
+ areas := MapReader.GetAreas();
-// Åñëè íå LoadState, òî ñîçäàåì îáëàñòè:
- if areas <> nil then
- begin
- e_WriteLog(' Creating areas...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
- for a := 0 to High(areas) do
- CreateArea(areas[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì îáëàñòè:
+ if areas <> nil then
+ begin
+ e_WriteLog(' Creating areas...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_AREAS], 0, False);
+ for a := 0 to High(areas) do
+ CreateArea(areas[a]);
+ end;
-// Çàãðóçêà ìîíñòðîâ:
- e_WriteLog(' Loading monsters...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
- monsters := MapReader.GetMonsters();
+ // Çàãðóçêà ìîíñòðîâ:
+ e_WriteLog(' Loading monsters...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MONSTERS], 0, False);
+ monsters := MapReader.GetMonsters();
- gTotalMonsters := 0;
+ gTotalMonsters := 0;
-// Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ:
- if (monsters <> nil) and not gLoadGameMode then
- begin
- e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
- for a := 0 to High(monsters) do
- CreateMonster(monsters[a]);
- end;
+ // Åñëè íå LoadState, òî ñîçäàåì ìîíñòðîâ:
+ if (monsters <> nil) and not gLoadGameMode then
+ begin
+ e_WriteLog(' Spawning monsters...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_CREATE_MONSTERS], 0, False);
+ for a := 0 to High(monsters) do
+ CreateMonster(monsters[a]);
+ end;
-// Çàãðóçêà îïèñàíèÿ êàðòû:
- e_WriteLog(' Reading map info...', MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
- Header := MapReader.GetMapHeader();
+ // Çàãðóçêà îïèñàíèÿ êàðòû:
+ e_WriteLog(' Reading map info...', MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MAP_HEADER], 0, False);
+ Header := MapReader.GetMapHeader();
- MapReader.Free();
+ MapReader.Free();
- with gMapInfo do
- begin
- Name := Header.MapName;
- Description := Header.MapDescription;
- Author := Header.MapAuthor;
- MusicName := Header.MusicName;
- SkyName := Header.SkyName;
- Height := Header.Height;
- Width := Header.Width;
- end;
+ with gMapInfo do
+ begin
+ Name := Header.MapName;
+ Description := Header.MapDescription;
+ Author := Header.MapAuthor;
+ MusicName := Header.MusicName;
+ SkyName := Header.SkyName;
+ Height := Header.Height;
+ Width := Header.Width;
+ end;
-// Çàãðóçêà íåáà:
- if gMapInfo.SkyName <> '' then
- begin
- e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
- g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName);
+ // Çàãðóçêà íåáà:
+ if gMapInfo.SkyName <> '' then
+ begin
+ e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
+ FileName := g_ExtractWadName(gMapInfo.SkyName);
- if FileName <> '' then
- FileName := GameDir+'/wads/'+FileName
- else
- begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
- end;
+ if FileName <> '' then
+ FileName := GameDir+'/wads/'+FileName
+ else
+ begin
+ FileName := g_ExtractWadName(Res);
+ end;
- s := FileName+':'+SectionName+'/'+ResName;
- if g_Texture_CreateWAD(BackID, s) then
- begin
- g_Game_SetupScreenSize();
- end
- else
- g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
- end;
+ s := FileName+':'+g_ExtractFilePathName(gMapInfo.SkyName);
+ if g_Texture_CreateWAD(BackID, s) then
+ begin
+ g_Game_SetupScreenSize();
+ end
+ else
+ g_FatalError(Format(_lc[I_GAME_ERROR_SKY], [s]));
+ end;
-// Çàãðóçêà ìóçûêè:
- ok := False;
- if gMapInfo.MusicName <> '' then
- begin
- e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
- g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
- g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName);
+ // Çàãðóçêà ìóçûêè:
+ ok := False;
+ if gMapInfo.MusicName <> '' then
+ begin
+ e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
+ g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
+ FileName := g_ExtractWadName(gMapInfo.MusicName);
- if FileName <> '' then
- FileName := GameDir+'/wads/'+FileName
- else
- begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
- end;
+ if FileName <> '' then
+ FileName := GameDir+'/wads/'+FileName
+ else
+ begin
+ FileName := g_ExtractWadName(Res);
+ end;
+
+ s := FileName+':'+g_ExtractFilePathName(gMapInfo.MusicName);
+ if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
+ ok := True
+ else
+ g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
+ end;
- s := FileName+':'+SectionName+'/'+ResName;
- if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
- ok := True
+ // Îñòàëüíûå óñòàíâêè:
+ CreateDoorMap();
+ CreateLiftMap();
+
+ g_Items_Init();
+ g_Weapon_Init();
+ g_Monsters_Init();
+
+ // Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé:
+ if not gLoadGameMode then
+ g_GFX_Init();
+
+ // Ñáðîñ ëîêàëüíûõ ìàññèâîâ:
+ _textures := nil;
+ panels := nil;
+ items := nil;
+ areas := nil;
+ triggers := nil;
+ TriggersTable := nil;
+ AddTextures := nil;
+
+ // Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà:
+ if ok and (not gLoadGameMode) then
+ begin
+ gMusic.SetByName(gMapInfo.MusicName);
+ gMusic.Play();
+ end
else
- g_FatalError(Format(_lc[I_GAME_ERROR_MUSIC], [s]));
+ gMusic.SetByName('');
+ finally
+ sfsGCEnable(); // enable releasing unused volumes
end;
-// Îñòàëüíûå óñòàíâêè:
- CreateDoorMap();
- CreateLiftMap();
-
- g_Items_Init();
- g_Weapon_Init();
- g_Monsters_Init();
-
-// Åñëè íå LoadState, òî ñîçäàåì êàðòó ñòîëêíîâåíèé:
- if not gLoadGameMode then
- g_GFX_Init();
-
-// Ñáðîñ ëîêàëüíûõ ìàññèâîâ:
- _textures := nil;
- panels := nil;
- items := nil;
- areas := nil;
- triggers := nil;
- TriggersTable := nil;
- AddTextures := nil;
-
-// Âêëþ÷àåì ìóçûêó, åñëè ýòî íå çàãðóçêà:
- if ok and (not gLoadGameMode) then
- begin
- gMusic.SetByName(gMapInfo.MusicName);
- gMusic.Play();
- end
- else
- gMusic.SetByName('');
-
e_WriteLog('Done loading map.', MSG_NOTIFY);
Result := True;
end;
function g_Map_GetMapInfo(Res: String): TMapInfo;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
- FileName, SectionName, ResName: String;
+ FileName: String;
Data: Pointer;
Len: Integer;
begin
FillChar(Result, SizeOf(Result), 0);
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
+ FileName := g_ExtractWadName(Res);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
- if not WAD.GetResource('', ResName, Data, Len) then
+ //k8: it ignores path again
+ if not WAD.GetResource(g_ExtractFileName(Res), Data, Len) then
begin
WAD.Free();
Exit;
function g_Map_GetMapsList(WADName: string): SArray;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
a: Integer;
ResList: SArray;
Data: Pointer;
begin
Result := nil;
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(WADName) then
begin
WAD.Free();
Exit;
end;
- ResList := WAD.GetResourcesList('');
+ ResList := WAD.GetRootResources();
if ResList <> nil then
for a := 0 to High(ResList) do
begin
- if not WAD.GetResource('', ResList[a], Data, Len) then Continue;
+ if not WAD.GetResource(ResList[a], Data, Len) then Continue;
CopyMemory(@Sign[0], Data, 3);
FreeMem(Data);
function g_Map_Exist(Res: string): Boolean;
var
- WAD: TWADEditor_1;
- FileName, SectionName, ResName: string;
+ WAD: TWADFile;
+ FileName, mnn: string;
ResList: SArray;
a: Integer;
begin
Result := False;
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
-
- if Pos('.wad', LowerCase(FileName)) = 0 then FileName := FileName+'.wad';
+ FileName := addWadExtension(g_ExtractWadName(Res));
- WAD := TWADEditor_1.Create;
+ WAD := TWADFile.Create;
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
- ResList := WAD.GetResourcesList('');
+ ResList := WAD.GetRootResources();
WAD.Free();
+ mnn := g_ExtractFileName(Res);
if ResList <> nil then
- for a := 0 to High(ResList) do if ResList[a] = ResName then
+ for a := 0 to High(ResList) do if StrEquCI1251(ResList[a], mnn) then
begin
Result := True;
Exit;