index 786bd5409728417dc9f342797999f857a85f94b7..d58daee2ce5516c22223cf3573623312d73f24ec 100644 (file)
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
{$ENDIF}
+ procedure r_Map_Reset;
procedure r_Map_Update;
- procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
+ procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
implementation
uses
+ {$I ../../../nogl/noGLuses.inc}
Math, SysUtils,
- {$IFDEF USE_GLES1}
- GLES11,
- {$ELSE}
- GL, GLEXT,
- {$ENDIF}
e_log,
binheap, MAPDEF, utils,
g_options, g_animations, g_basic, g_phys,
g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
+ g_console, g_language,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
TMonsterAnims = array [0..ANIM_LAST, TDirection] of TGLMultiTexture;
var
+ UseAccel: Boolean;
+ DebugFrames: Boolean;
+ DebugHealth: Boolean;
+ DebugCameraScale: Single;
+ FillOutsizeArea: Boolean;
SkyTexture: TGLTexture;
RenTextures: array of record
spec: LongInt;
PunchTextures: array [Boolean, 0..2] of TGLMultiTexture; // [berserk, center/up/down]
VileFire: TGLMultiTexture;
InvulPenta: TGLTexture;
+ IndicatorTexture: TGLTexture;
+ TalkTexture: TGLTexture;
Models: array of record
anim: array [TDirection, 0..A_LAST] of record
base, mask: TGLMultiTexture;
class function TBinHeapPanelDrawCmp.less (const a, b: TPanel): Boolean; inline;
begin
- if a.tag < b.tag then begin result := true; exit; end;
- if a.tag > b.tag then begin result := false; exit; end;
- result := a.arrIdx < b.arrIdx;
+ if a.tag < b.tag then result := true
+ else if a.tag > b.tag then result := false
+ else result := a.arrIdx < b.arrIdx;
end;
procedure r_Map_Initialize;
procedure r_Map_Finalize;
begin
- plist.Free;
+ r_Common_FreeAndNil(plist);
FlagFrame := 0;
end;
begin
for a := A_STAND to A_LAST do
begin
- if Models[i].anim[d, a].base <> nil then
- Models[i].anim[d, a].base.Free;
- if Models[i].anim[d, a].mask <> nil then
- Models[i].anim[d, a].mask.Free;
- Models[i].anim[d, a].base := nil;
- Models[i].anim[d, a].mask := nil;
+ r_Common_FreeAndNil(Models[i].anim[d, a].base);
+ r_Common_FreeAndNil(Models[i].anim[d, a].mask);
end;
end;
{$IFDEF ENABLE_GIBS}
if Models[i].gibs.base <> nil then
for a := 0 to High(Models[i].gibs.base) do
- Models[i].gibs.base[a].Free;
+ r_Common_FreeAndNil(Models[i].gibs.base[a]);
if Models[i].gibs.mask <> nil then
for a := 0 to High(Models[i].gibs.mask) do
- Models[i].gibs.mask[a].Free;
+ r_Common_FreeAndNil(Models[i].gibs.mask[a]);
Models[i].gibs.base := nil;
Models[i].gibs.mask := nil;
Models[i].gibs.rect := nil;
Models[i].anim[d, a].base := nil;
Models[i].anim[d, a].mask := nil;
if m.anim[d, a].resource <> '' then
- Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, m.anim[d, a].back, true);
+ Models[i].anim[d, a].base := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].resource, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
if m.anim[d, a].mask <> '' then
- Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, m.anim[d, a].back, true);
+ Models[i].anim[d, a].mask := r_Textures_LoadMultiFromFileAndInfo(prefix + m.anim[d, a].mask, 64, 64, m.anim[d, a].frames, [TGLHints.txNoRepeat], true);
end
end;
{$IFDEF ENABLE_GIBS}
SetLength(Models[i].gibs.rect, m.GibsCount);
for a := 0 to m.GibsCount - 1 do
Models[i].gibs.rect[a] := DefaultGibSize;
- if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect) then
+ if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then
begin
- if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil) then
+ if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then
begin
// ok
end;
w,
h,
count,
- False,
+ [TGLHints.txNoRepeat],
False
);
end
i, j, k: Integer; d: TDirection; b: Boolean;
begin
// --------- items --------- //
+ r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
for i := 0 to ITEM_LAST do
begin
- Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
+ Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
GameWAD + ':TEXTURES/' + ItemAnim[i].name,
ItemAnim[i].w,
ItemAnim[i].h,
ItemAnim[i].anim.frames,
- ItemAnim[i].anim.back,
+ [TGLHints.txNoRepeat],
false
);
Items[i].frame := 0;
end;
// --------- monsters --------- //
+ r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
for i := MONSTER_DEMON to MONSTER_MAN do
+ begin
for j := 0 to ANIM_LAST do
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
r_Map_LoadMonsterAnim(i, j, d);
- VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, VileFireAnim.back);
+ r_Common_StepLoading(1);
+ end;
+ VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames, [TGLHints.txNoRepeat]);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
+ r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
SetLength(Models, Length(PlayerModelsArray));
for i := 0 to High(PlayerModelsArray) do
+ begin
r_Map_LoadModel(i);
+ r_Common_StepLoading(1);
+ end;
end;
// --------- player weapons --------- //
+ r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
for i := 1 to WP_LAST do
+ begin
for j := 0 to W_POS_LAST do
for k := 0 to W_ACT_LAST do
- WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
+ WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k], [TGLHints.txNoRepeat]);
+ r_Common_StepLoading(1);
+ end;
// --------- gfx animations --------- //
{$IFDEF ENABLE_GFX}
+ r_Common_SetLoading('GFX Effects', R_GFX_LAST);
for i := 1 to R_GFX_LAST do
+ begin
if GFXAnim[i].anim.frames > 0 then
- GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, GFXAnim[i].anim.back);
+ GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]);
+ end;
{$ENDIF}
// --------- shots --------- //
+ r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
for i := 0 to WEAPON_LAST do
+ begin
if ShotAnim[i].anim.frames > 0 then
- ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, ShotAnim[i].anim.back);
+ ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames, [TGLHints.txNoRepeat]);
+ end;
// --------- flags --------- //
+ r_Common_SetLoading('Flags', 2);
FlagTextures[FLAG_NONE] := nil;
- FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, false);
- FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, false);
- // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, false);
+ FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5, [TGLHints.txNoRepeat]);
+ FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5, [TGLHints.txNoRepeat]);
+ // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8, [TGLHints.txNoRepeat]);
// --------- shells --------- //
{$IFDEF ENABLE_SHELLS}
+ r_Common_SetLoading('Shells', SHELL_LAST + 1);
for i := 0 to SHELL_LAST do
- ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
+ ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]);
{$ENDIF}
- // --------- punch --------- //
+ // --------- other --------- //
+ r_Common_SetLoading('Effects', 3 * 2 + 3);
for b := false to true do
begin
for i := 0 to 2 do
- PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, PunchAnim.back);
+ PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]);
end;
- // --------- other --------- //
- InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
+ InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA', [TGLHints.txNoRepeat]);
+ IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND', [TGLHints.txNoRepeat]);
+ TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE', [TGLHints.txNoRepeat]);
end;
procedure r_Map_Free;
var i, j, k: Integer; d: TDirection; b: Boolean;
begin
- if InvulPenta <> nil then
- InvulPenta.Free;
- InvulPenta := nil;
+ r_Common_FreeAndNil(TalkTexture);
+ r_Common_FreeAndNil(IndicatorTexture);
+ r_Common_FreeAndNil(InvulPenta);
for b := false to true do
- begin
for i := 0 to 2 do
- begin
- if PunchTextures[b, i] <> nil then
- PunchTextures[b, i].Free;
- PunchTextures[b, i] := nil;
- end;
- end;
+ r_Common_FreeAndNil(PunchTextures[b, i]);
{$IFDEF ENABLE_SHELLS}
for i := 0 to SHELL_LAST do
- begin
- if ShellTextures[i] <> nil then
- ShellTextures[i].Free;
- ShellTextures[i] := nil;
- end;
+ r_Common_FreeAndNil(ShellTextures[i]);
{$ENDIF}
for i := 0 to FLAG_LAST do
- begin
- if FlagTextures[i] <> nil then
- FlagTextures[i].Free;
- FlagTextures[i] := nil;
- end;
+ r_Common_FreeAndNil(FlagTextures[i]);
for i := 0 to WEAPON_LAST do
- begin
- if ShotTextures[i] <> nil then
- ShotTextures[i].Free;
- ShotTextures[i] := nil;
- end;
+ r_Common_FreeAndNil(ShotTextures[i]);
{$IFDEF ENABLE_GFX}
- gfxlist := nil;
+ SetLength(gfxlist, 0);
for i := 0 to R_GFX_LAST do
- begin
- if GFXTextures[i] <> nil then
- GFXTextures[i].Free;
- GFXTextures[i] := nil;
- end;
+ r_Common_FreeAndNil(GFXTextures[i]);
{$ENDIF}
for i := 1 to WP_LAST do
- begin
for j := 0 to W_POS_LAST do
- begin
for k := 0 to W_ACT_LAST do
- begin
- if WeapTextures[i, j, k] <> nil then
- WeapTextures[i, j, k].Free;
- WeapTextures[i, j, k] := nil;
- end;
- end;
- end;
+ r_Common_FreeAndNil(WeapTextures[i, j, k]);
if Models <> nil then
for i := 0 to High(Models) do
r_Map_FreeModel(i);
for i := MONSTER_DEMON to MONSTER_MAN do
- begin
for j := 0 to ANIM_LAST do
- begin
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
- begin
- if MonTextures[i, j, d] <> nil then
- MonTextures[i, j, d].Free;
- MonTextures[i, j, d] := nil;
- end;
- end;
- end;
+ r_Common_FreeAndNil(MonTextures[i, j, d]);
for i := 0 to ITEM_LAST do
- begin
- if Items[i].tex <> nil then
- Items[i].tex.Free;
- Items[i].tex := nil;
- end;
+ r_Common_FreeAndNil(Items[i].tex);
+ end;
+
+ procedure r_Map_FreeTextures;
+ var i: Integer;
+ begin
+ plist.Clear;
+ r_Common_FreeAndNil(SkyTexture);
+ if RenTextures <> nil then
+ for i := 0 to High(RenTextures) do
+ r_Common_FreeAndNil(RenTextures[i].tex);
+ SetLength(RenTextures, 0);
end;
procedure r_Map_LoadTextures;
const DefaultAnimInfo: TAnimInfo = (loop: true; delay: 1; frames: 1; back: false);
var i, n: Integer; txt: TAnimTextInfo;
begin
+ r_Map_FreeTextures;
if Textures <> nil then
begin
n := Length(Textures);
SetLength(RenTextures, n);
+ r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
for i := 0 to n - 1 do
begin
- txt.anim := DefaultAnimInfo;
RenTextures[i].tex := nil;
+ RenTextures[i].anim := DefaultAnimInfo;
case Textures[i].TextureName of
TEXTURE_NAME_WATER: RenTextures[i].spec := TEXTURE_SPECIAL_WATER;
TEXTURE_NAME_ACID1: RenTextures[i].spec := TEXTURE_SPECIAL_ACID1;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
- e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]);
- RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
- e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]);
- if RenTextures[i].tex = nil then
+ RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt, []);
+ if RenTextures[i].tex <> nil then
+ begin
+ RenTextures[i].anim := txt.anim;
+ r_Common_StepLoading(1);
+ end
+ else
+ begin
e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
+ end;
end;
- RenTextures[i].anim := txt.anim;
+ ASSERT(RenTextures[i].anim.frames > 0);
+ ASSERT(RenTextures[i].anim.delay > 0);
end;
end;
if gMapInfo.SkyFullName <> '' then
- SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName);
- plist.Clear;
- end;
-
- procedure r_Map_FreeTextures;
- var i: Integer;
- begin
+ begin
+ r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
+ SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName, [TGLHints.txNoRepeat]);
+ end;
plist.Clear;
- if SkyTexture <> nil then
- SkyTexture.Free;
- SkyTexture := nil;
- if RenTextures <> nil then
- for i := 0 to High(RenTextures) do
- if RenTextures[i].tex <> nil then
- RenTextures[i].tex.Free;
- RenTextures := nil;
end;
procedure r_Map_DrawPanel (p: TPanel);
- var Texture: Integer; t: TGLMultiTexture; tex: TGLTexture; count, frame: LongInt; a: TAnimInfo;
+ var Texture, x, y, w, h: Integer; t: TGLMultiTexture; count, frame: LongInt; a: TAnimInfo;
begin
ASSERT(p <> nil);
+ ASSERT(p.FCurTexture >= -1); (* p.FCurTexture = -1 -> invisible texture *)
if p.FCurTexture >= 0 then
begin
+ r_Common_GetPanelPos(p, x, y, w, h);
+ ASSERT(p.FCurTexture <= High(p.TextureIDs));
Texture := p.TextureIDs[p.FCurTexture].Texture;
- t := RenTextures[Texture].tex;
- if (RenTextures[Texture].spec = 0) or (t <> nil) then
+ ASSERT(Texture >= -1); (* Texture = -1 -> texture not found *)
+ if Texture >= 0 then
begin
- count := 0; frame := 0;
- if p.AnimTime <= gTime then
- begin
- a := RenTextures[Texture].anim;
- a.loop := p.AnimLoop;
- g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
- end;
+ ASSERT(Texture <= High(RenTextures));
+ t := RenTextures[Texture].tex;
if t <> nil then
begin
- tex := t.GetTexture(frame);
- r_Draw_TextureRepeat(tex, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255 - p.alpha, p.blending);
+ count := 0; frame := 0;
+ if p.AnimTime <= gTime then
+ begin
+ a := RenTextures[Texture].anim;
+ a.loop := p.AnimLoop;
+ g_Anim_GetFrameByTime(a, (gTime - p.AnimTime) DIV GAME_TICK, count, frame);
+ end;
+ r_Draw_TextureRepeat(t.GetTexture(frame), x, y, w, h, false, 255, 255, 255, 255 - p.alpha, p.blending);
end
- else
- r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false, 255, 255, 255, 255, false);
+ else if RenTextures[Texture].spec = 0 then
+ begin
+ r_Draw_TextureRepeat(nil, x, y, w, h, false, 255, 255, 255, 255, false);
+ end;
+ case RenTextures[Texture].spec of
+ TEXTURE_SPECIAL_WATER: r_Draw_Filter(x, y, x + w, y + h, 0, 0, 255, 255);
+ TEXTURE_SPECIAL_ACID1: r_Draw_Filter(x, y, x + w, y + h, 0, 230, 0, 255);
+ TEXTURE_SPECIAL_ACID2: r_Draw_Filter(x, y, x + w, y + h, 230, 0, 0, 255);
+ end;
+ end
+ else
+ begin
+ r_Draw_TextureRepeat(nil, x, y, w, h, false, 255, 255, 255, 255, false);
end;
+ end;
+ end;
- if t = nil then
+ procedure r_Map_DrawPanels (constref panels: TPanelArray; drawDoors: Boolean = false);
+ var i: Integer; p: TPanel;
+ begin
+ if panels <> nil then
+ begin
+ for i := 0 to High(panels) do
begin
- case RenTextures[Texture].spec of
- TEXTURE_SPECIAL_WATER: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 0, 255, 255);
- TEXTURE_SPECIAL_ACID1: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 0, 230, 0, 255);
- TEXTURE_SPECIAL_ACID2: r_Draw_Filter(p.x, p.y, p.x + p.width, p.y + p.height, 230, 0, 0, 255);
- end
- end
- end
+ p := panels[i];
+ if p.enabled and not (drawDoors xor p.door) then
+ r_Map_DrawPanel(p);
+ end;
+ end;
end;
procedure r_Map_DrawPanelType (panelTyp: DWORD);
- var tagMask, i: Integer; p: TPanel;
+ var tagMask: Integer; p: TPanel;
begin
- i := 0;
- tagMask := PanelTypeToTag(panelTyp);
- while plist.count > 0 do
+ if UseAccel then
+ begin
+ tagMask := PanelTypeToTag(panelTyp);
+ while plist.count > 0 do
+ begin
+ p := TPanel(plist.Front());
+ if (p.tag and tagMask) = 0 then
+ break;
+ r_Map_DrawPanel(p);
+ plist.PopFront;
+ end;
+ end
+ else
begin
- p := TPanel(plist.Front());
- if (p.tag and tagMask) = 0 then
- break;
- r_Map_DrawPanel(p);
- Inc(i);
- plist.PopFront
+ case panelTyp of
+ PANEL_BACK: if g_rlayer_back then r_Map_DrawPanels(gRenderBackgrounds);
+ PANEL_STEP: if g_rlayer_step then r_Map_DrawPanels(gSteps);
+ PANEL_WALL: if g_rlayer_wall then r_Map_DrawPanels(gWalls);
+ PANEL_CLOSEDOOR: if g_rlayer_door then r_Map_DrawPanels(gWalls, True);
+ PANEL_ACID1: if g_rlayer_acid1 then r_Map_DrawPanels(gAcid1);
+ PANEL_ACID2: if g_rlayer_acid2 then r_Map_DrawPanels(gAcid2);
+ PANEL_WATER: if g_rlayer_water then r_Map_DrawPanels(gWater);
+ PANEL_FORE: if g_rlayer_fore then r_Map_DrawPanels(gRenderForegrounds);
+ end;
end;
end;
procedure r_Map_DrawItems (x, y, w, h: Integer; drop: Boolean);
- var i, fX, fY: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
+ var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture;
begin
if ggItems <> nil then
begin
t := Items[it.ItemType].tex;
if g_Collide(it.obj.x, it.obj.y, t.width, t.height, x, y, w, h) then
begin
- it.obj.Lerp(gLerpFactor, fX, fY);
+ r_Common_GetObjectPos(it.obj, xx, yy);
tex := t.GetTexture(Items[it.ItemType].frame);
- r_Draw_TextureRepeat(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false);
+ r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false);
+ if DebugFrames then
+ begin
+ r_Draw_Rect(
+ xx + it.obj.rect.x, // it.obj.x + it.obj.rect.x,
+ yy + it.obj.rect.y, // it.obj.y + it.obj.rect.y,
+ xx + it.obj.rect.x + it.obj.rect.width, // it.obj.x + it.obj.rect.x + it.obj.rect.width,
+ yy + it.obj.rect.y + it.obj.rect.height, // it.obj.y + it.obj.rect.y + it.obj.rect.height,
+ 0, 255, 0, 255
+ );
+ end;
end;
end;
end;
end;
- // TODO draw g_debug_frames
end;
function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean;
end;
procedure r_Map_DrawMonsterAttack (constref mon: TMonster);
- var o: TObj; count, frame: LongInt; tex: TGLTexture;
+ var o: TObj; count, frame, xx, yy: LongInt; tex: TGLTexture;
begin
if VileFire <> nil then
- if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) then
- if (mon.VileFireTime <= gTime) and GetPos(mon.MonsterTargetUID, @o) then
+ begin
+ if (mon.MonsterType = MONSTER_VILE) and (mon.MonsterState = MONSTATE_SHOOT) and (mon.VileFireTime <= gTime) then
+ begin
+ if r_Common_GetPosByUID(mon.MonsterTargetUID, o, xx, yy) then
begin
g_Anim_GetFrameByTime(VileFireAnim, (gTime - mon.VileFireTime) DIV GAME_TICK, count, frame);
tex := VileFire.GetTexture(frame);
- r_Draw_TextureRepeat(tex, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false);
+ r_Draw_TextureRepeat(tex, xx + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, yy + o.rect.y + o.rect.height - VILEFIRE_DY, tex.width, tex.height, False, 255, 255, 255, 255, false);
end;
+ end;
+ end;
end;
procedure r_Map_DrawMonster (constref mon: TMonster);
- var m, a, fX, fY, dx, dy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture;
+ var m, a, xx, yy, dx, dy: Integer; d, da: TDirection; flip: Boolean; t: TGLMultiTexture;
begin
m := mon.MonsterType;
a := mon.MonsterAnim;
d := mon.GameDirection;
- mon.obj.Lerp(gLerpFactor, fX, fY);
+ (* hack: barrel tracks player, fix it in game logic *)
+ if m = MONSTER_BARREL then d := TDirection.D_LEFT;
+ r_Common_GetObjectPos(mon.obj, xx, yy);
if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then
- r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
-
- // TODO draw g_debug_frames
+ begin
+ da := mon.GameDirection;
+ r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, da], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false);
+ end;
+ if DebugFrames then
+ begin
+ r_Draw_Rect(
+ xx + mon.obj.rect.x, // mon.obj.x + mon.obj.rect.x,
+ yy + mon.obj.rect.y, // mon.obj.y + mon.obj.rect.y,
+ xx + mon.obj.rect.x + mon.obj.rect.width, // mon.obj.x + mon.obj.rect.x + mon.obj.rect.width,
+ yy + mon.obj.rect.y + mon.obj.rect.height, // mon.obj.y + mon.obj.rect.y + mon.obj.rect.height,
+ 0, 255, 0, 255
+ );
+ end;
+ if DebugHealth and mon.alive then
+ begin
+ r_Common_DrawText(
+ IntToStr(mon.MonsterHealth),
+ xx + mon.obj.rect.x + mon.obj.rect.width div 2,
+ yy + mon.obj.rect.y,
+ 255, 255, 255, 255,
+ stdfont,
+ TBasePoint.BP_DOWN
+ );
+ end;
end;
procedure r_Map_DrawMonsters (x, y, w, h: Integer);
end;
procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte);
- var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
+ var a, pos, act, xx, yy, angle: Integer; d: TDirection; flip, back: Boolean; t: TGLMultiTexture; tex: TGLTexture; c: TRGB;
begin
a := pm.CurrentAnimation;
d := pm.Direction;
if r_Map_GetPlayerModelTex(pm.id, a, d, flip) then
begin
t := Models[pm.id].anim[d, a].base;
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
+ back := PlayerModelsArray[pm.id].anim[d, a].back;
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, 255, 255, 255, alpha, false);
t := Models[pm.id].anim[d, a].mask;
if t <> nil then
begin
c := pm.Color;
- r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
+ r_Draw_MultiTextureRepeat(t, pm.AnimState, back, x, y, t.width, t.height, flip, c.r, c.g, c.b, alpha, false);
+ end;
+ end;
+ end;
+
+ procedure r_Map_DrawBubble (x, y: Integer; cb, cf: TRGB);
+ const w = 20; h = 14;
+ const dx = 6; dy = 8; dot = 6; size = 2;
+ const tx = 6; ty = h - 1;
+ begin
+ // Outer box (top/down)
+ r_Draw_FillRect(x + 1, y, x + w - 1, y + 1, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + 1, y + h - 1, x + w - 1, y + h, cb.R, cb.G, cb.B, 255);
+ // Outer box (left/right)
+ r_Draw_FillRect(x, y + 1, x + 1, y + h - 1, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + w - 1, y + 1, x + w, y + h - 1, cb.R, cb.G, cb.B, 255);
+ // Outer tail
+ r_Draw_FillRect(x + tx - 1, y + ty + 0, x + tx + 3 + 1, y + ty + 1, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + tx - 1, y + ty + 1, x + tx + 2 + 1, y + ty + 2, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + tx - 1, y + ty + 2, x + tx + 1 + 1, y + ty + 3, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + tx - 1, y + ty + 3, x + tx + 0 + 1, y + ty + 4, cb.R, cb.G, cb.B, 255);
+ // Inner tail
+ r_Draw_FillRect(x + tx, y + ty + 0, x + tx + 3, y + ty + 1, cf.R, cf.G, cf.B, 255);
+ r_Draw_FillRect(x + tx, y + ty + 1, x + tx + 2, y + ty + 2, cf.R, cf.G, cf.B, 255);
+ r_Draw_FillRect(x + tx, y + ty + 2, x + tx + 1, y + ty + 3, cf.R, cf.G, cf.B, 255);
+ // Inner box
+ r_Draw_FillRect(x + 1, y + 1, x + w - 1, y + h - 1, cf.R, cf.G, cf.B, 255);
+ // Dots
+ r_Draw_FillRect(x + dx + 0*3, y + dy, x + dx + 0*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + dx + 1*3, y + dy, x + dx + 1*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
+ r_Draw_FillRect(x + dx + 2*3, y + dy, x + dx + 2*3 + size, y + dy + size, cb.R, cb.G, cb.B, 255);
+ end;
+
+ procedure r_Map_DrawTalkBubble (p: TPlayer);
+ var xx, yy, x, y: Integer; cb, cf: TRGB;
+ begin
+ r_Common_GetPlayerPos(p, xx, yy);
+ x := xx + p.obj.rect.x + p.obj.rect.width div 2;
+ y := yy;
+ cb := _RGB(63, 63, 63);
+ cf := _RGB(240, 240, 240);
+ case gChatBubble of
+ 1: // simple text
+ begin
+ r_Common_DrawText('[...]', x, y, 255, 255, 255, 255, stdfont, TBasePoint.BP_DOWN);
+ end;
+ 2: // adv team color
+ begin
+ case p.Team of
+ TEAM_RED: cb := _RGB(255, 63, 63);
+ TEAM_BLUE: cb := _RGB(63, 63, 255);
+ end;
+ r_Map_DrawBubble(x, y - 18, cb, cf);
+ end;
+ 3: // adv player color
+ begin
+ cb := p.Model.Color;
+ cf.R := MIN(cb.R * 2 + 64, 255);
+ cf.G := MIN(cb.G * 2 + 64, 255);
+ cf.B := MIN(cb.B * 2 + 64, 255);
+ if (ABS(cf.R - cb.R) < 32) or (ABS(cf.G - cb.G) < 32) or (ABS(cf.B - cb.B) < 32) then
+ begin
+ cb.R := MAX(cf.R div 2 - 16, 0);
+ cb.G := MAX(cf.G div 2 - 16, 0);
+ cb.B := MAX(cf.B div 2 - 16, 0);
+ end;
+ r_Map_DrawBubble(x, y - 18, cb, cf);
+ end;
+ 4: // textured
+ if TalkTexture <> nil then
+ begin
+ r_Common_DrawTexture(TalkTexture, x + 5, y, TalkTexture.width, TalkTexture.height, TBasePoint.BP_DOWN);
end;
end;
end;
procedure r_Map_DrawPlayer (p, drawed: TPlayer);
- var fX, fY, fSlope, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
+ var x, y, ax, ay, w, h: Integer; b, flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; alpha: Byte; count, frame: LongInt;
begin
if p.alive then
begin
- fX := p.obj.x; fY := p.obj.y;
- // TODO fix lerp
- //p.obj.Lerp(gLerpFactor, fX, fY);
- fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor);
+ r_Common_GetPlayerPos(p, x, y);
(* punch effect *)
if p.PunchTime <= gTime then
ax := IfThen(flip, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15); // ???
ay := p.Obj.Rect.Y - 11;
tex := t.GetTexture(frame);
- r_Draw_TextureRepeat(tex, fx + ax, fy + fSlope + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
+ r_Draw_TextureRepeat(tex, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false)
end;
end;
end;
h := InvulPenta.height;
ax := p.Obj.Rect.X + (p.Obj.Rect.Width div 2) - (w div 2); // + IfThen(flip, +4, -2) // ???
ay := p.Obj.Rect.Y + (p.Obj.Rect.Height div 2) - (h div 2) - 7; // ???
- r_Draw_Texture(InvulPenta, fx + ax, fy + ay + fSlope, w, h, false, 255, 255, 255, 255, false);
+ r_Draw_Texture(InvulPenta, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false);
end;
(* invisibility effect *)
alpha := 1; // ???
end;
- r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope, alpha);
+ r_Map_DrawPlayerModel(p.Model, x, y, alpha);
end;
- // TODO draw g_debug_frames
- // TODO draw chat bubble
+
+ if DebugFrames then
+ begin
+ r_Draw_Rect(
+ x + p.obj.rect.x, // p.obj.x + p.obj.rect.x,
+ y + p.obj.rect.y, // p.obj.y + p.obj.rect.y,
+ x + p.obj.rect.x + p.obj.rect.width, // p.obj.x + p.obj.rect.x + p.obj.rect.width,
+ y + p.obj.rect.y + p.obj.rect.height, // p.obj.y + p.obj.rect.y + p.obj.rect.height,
+ 0, 255, 0, 255
+ );
+ end;
+
+ if DebugHealth and p.alive then
+ begin
+ r_Common_DrawText(
+ IntToStr(p.health) + '/' + IntToStr(p.armor),
+ x + p.obj.rect.x + p.obj.rect.width div 2,
+ y - 24,
+ 255, 255, 255, 255,
+ stdfont,
+ TBasePoint.BP_DOWN
+ );
+ end;
+
+ if (gChatBubble > 0) and p.FKeys[KEY_CHAT].Pressed and (p.Ghost = false) then
+ if (p.FMegaRulez[MR_INVIS] <= gTime) or ((drawed <> nil) and ((p = drawed) or (p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then
+ r_Map_DrawTalkBubble(p);
+
// TODO draw aim
end;
end;
procedure r_Map_DrawGibs (x, y, w, h: Integer);
- var i, fx, fy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
+ var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture;
begin
if gGibs <> nil then
begin
p := @gGibs[i].Obj;
if g_Obj_Collide(x, y, w, h, p) then
begin
- p.Lerp(gLerpFactor, fx, fy);
+ r_Common_GetObjectPos(p^, xx, yy);
id := gGibs[i].GibID;
m := gGibs[i].ModelID;
t := Models[m].gibs.base[id];
rx := p.Rect.X + p.Rect.Width div 2;
ry := p.Rect.Y + p.Rect.Height div 2;
ra := gGibs[i].RAngle;
- r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
+ r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra);
t := Models[m].gibs.mask[id];
if t <> nil then
- r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
- // r_Draw_TextureRepeatRotate(nil, fx + p.Rect.X, fy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
+ r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra);
+ // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra);
end;
end;
end;
end;
end;
- // TODO draw g_debug_frames
end;
{$ENDIF}
{$IFDEF ENABLE_CORPSES}
procedure r_Map_DrawCorpses (x, y, w, h: Integer);
- var i, fX, fY: Integer; p: TCorpse;
+ var i, xx, yy: Integer; p: TCorpse;
begin
if gCorpses <> nil then
begin
p := gCorpses[i];
if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then
begin
- p.obj.Lerp(gLerpFactor, fX, fY);
- r_Map_DrawPlayerModel(p.model, fX, fY, 255);
+ r_Common_GetObjectPos(p.obj, xx, yy);
+ r_Map_DrawPlayerModel(p.model, xx, yy, 255);
end;
end;
end;
- // TODO draw g_debug_frames
end;
{$ENDIF}
end;
end;
+ procedure r_Map_ResetGFX;
+ begin
+ SetLength(gfxlist, 0);
+ end;
+
procedure r_Map_UpdateGFX (tick: LongWord);
var i: Integer; count: LongInt;
begin
end;
procedure r_Map_DrawParticles (x, y, w, h: Integer);
- var i, fx, fy: Integer;
+ var i, fx, fy: Integer; factor: Single;
begin
if gpart_dbg_enabled and (Particles <> nil) then
begin
- glDisable(GL_TEXTURE_2D);
- if (g_dbg_scale < 0.6) then
+ r_Draw_EnableTexture2D(false);
+ factor := r_pixel_scale * g_dbg_scale;
+ if factor < 0.6 then
glPointSize(1)
- else if (g_dbg_scale > 1.3) then
- glPointSize(g_dbg_scale + 1)
+ else if factor > 1.3 then
+ glPointSize(factor + 1)
else
glPointSize(2);
glDisable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ r_Draw_SetColor(255, 255, 255, 255);
glBegin(GL_POINTS);
for i := 0 to High(Particles) do
begin
fx := nlerp(Particles[i].oldX, Particles[i].x, gLerpFactor);
fy := nlerp(Particles[i].oldY, Particles[i].y, gLerpFactor);
glColor4ub(Particles[i].red, Particles[i].green, Particles[i].blue, Particles[i].alpha);
- glVertex2f(fx, fy);
+ glVertex2i(fx, fy);
end;
end;
glEnd;
+ r_Draw_SetColor(0, 0, 0, 255);
glDisable(GL_BLEND);
end;
{$ENDIF}
procedure r_Map_DrawShots (x, y, w, h: Integer);
- var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
+ var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture;
begin
if Shots <> nil then
begin
WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE:
a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y)
end;
- Shots[i].Obj.Lerp(gLerpFactor, fX, fY);
+ r_Common_GetObjectPos(Shots[i].Obj, xx, yy);
pX := Shots[i].Obj.Rect.Width div 2;
pY := Shots[i].Obj.Rect.Height div 2;
g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame);
tex := t.GetTexture(frame);
- r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
+ r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a);
+ if DebugFrames then
+ begin
+ r_Draw_Rect(
+ xx + Shots[i].obj.rect.x, // Shots[i].obj.x + Shots[i].obj.rect.x,
+ yy + Shots[i].obj.rect.y, // Shots[i].obj.y + Shots[i].obj.rect.y,
+ xx + Shots[i].obj.rect.x + Shots[i].obj.rect.width, // Shots[i].obj.x + Shots[i].obj.rect.x + Shots[i].obj.rect.width,
+ yy + Shots[i].obj.rect.y + Shots[i].obj.rect.height, // Shots[i].obj.y + Shots[i].obj.rect.y + Shots[i].obj.rect.height,
+ 0, 255, 0, 255
+ );
+ end;
end;
end;
end;
end;
- // TODO draw g_debug_frames
end;
procedure r_Map_DrawFlags (x, y, w, h: Integer);
- var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
+ var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture;
begin
if gGameSettings.GameMode = GM_CTF then
begin
begin
if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then
begin
- gFlags[i].Obj.Lerp(gLerpFactor, fx, fy);
+ r_Common_GetObjectPos(gFlags[i].Obj, xx, yy);
flip := gFlags[i].Direction = TDirection.D_LEFT;
if flip then dx := -1 else dx := +1;
t := FlagTextures[i];
tex := t.GetTexture(FlagFrame);
- r_Draw_TextureRepeat(tex, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false)
+ r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false);
+ if DebugFrames then
+ begin
+ r_Draw_Rect(
+ xx + gFlags[i].obj.rect.x, // gFlags[i].obj.x + gFlags[i].obj.rect.x,
+ yy + gFlags[i].obj.rect.y, // gFlags[i].obj.y + gFlags[i].obj.rect.y,
+ xx + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width, // gFlags[i].obj.x + gFlags[i].obj.rect.x + gFlags[i].obj.rect.width,
+ yy + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height, // gFlags[i].obj.y + gFlags[i].obj.rect.y + gFlags[i].obj.rect.height,
+ 0, 255, 0, 255
+ );
+ end;
end;
end;
end;
- // TODO g_debug_frames
end;
{$IFDEF ENABLE_SHELLS}
procedure r_Map_DrawShells (x, y, w, h: Integer);
- var i, fx, fy, typ: Integer; t: TGLTexture; p: PObj;
+ var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj;
begin
if gShells <> nil then
begin
t := ShellTextures[typ];
if t <> nil then
begin
- p.Lerp(gLerpFactor, fx, fy);
- r_Draw_TextureRepeatRotate(t, fx, fy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
+ r_Common_GetObjectPos(p^, xx, yy);
+ r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle);
end;
end;
end;
end;
{$ENDIF}
- procedure r_Map_CalcAspect (ow, oh, nw, nh: LongInt; horizontal: Boolean; out ww, hh: LongInt);
- begin
- if horizontal then
- begin
- ww := nw;
- hh := nw * oh div ow;
- end
- else
- begin
- ww := nh * ow div oh;
- hh := nh;
- end;
- end;
-
procedure r_Map_CalcSkyParallax (cx, cy, vw, vh, sw, sh, mw, mh: LongInt; out x, y, w, h: LongInt);
const
factor = 120; (* size ratio between view and sky (120%) *)
begin
msw := vw * factor div 100;
msh := vh * factor div 100;
- r_Map_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
+ r_Common_CalcAspect(sw, sh, msw, msh, (sw / sh) <= (msw / msh), w, h);
(* calc x parallax or sky center on speed limit *)
mvw := MAX(1, mw - vw);
end;
end;
- procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer);
- var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer; sx, sy, sw, sh: LongInt;
+ procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer);
+ var a, ax, ay, fx, fy, xx, yy: Integer;
begin
- cx := camx - w div 2;
- cy := camy - h div 2;
- xx := x + cx;
- yy := y + cy;
- ww := w;
- hh := h;
-
- if g_dbg_ignore_bounds = false then
+ if (p <> nil) and p.Alive and (p.Spectator = false) then
begin
- if xx + ww > gMapInfo.Width then
- xx := gMapInfo.Width - ww;
- if yy + hh > gMapInfo.Height then
- yy := gMapInfo.Height - hh;
- if xx < 0 then
- xx := 0;
- if yy < 0 then
- yy := 0;
- cx := xx - x;
- cy := yy - y;
+ r_Common_GetPlayerPos(p, fx, fy);
+ case gPlayerIndicatorStyle of
+ 0:
+ if IndicatorTexture <> nil then
+ begin
+ ax := IndicatorTexture.width div 2;
+ ay := IndicatorTexture.height div 2;
+ if (p.obj.x + p.obj.rect.x) < cx then
+ begin
+ a := 90;
+ xx := fx + p.obj.rect.x + p.obj.rect.width;
+ yy := fy + p.obj.rect.y + (p.obj.rect.height - IndicatorTexture.width) div 2;
+ end
+ else if (p.obj.x + p.obj.rect.x + p.obj.rect.width) > (cx + cw) then
+ begin
+ a := 270;
+ xx := fx + p.obj.rect.x - IndicatorTexture.height;
+ yy := fy + p.obj.rect.y - (p.obj.rect.height - IndicatorTexture.width) div 2;
+ end
+ else if (p.obj.y - IndicatorTexture.height) < cy then
+ begin
+ a := 180;
+ xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
+ yy := fy + p.obj.rect.y + p.obj.rect.height;
+ end
+ else
+ begin
+ a := 0;
+ xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2;
+ yy := fy - IndicatorTexture.height;
+ end;
+ xx := MIN(MAX(xx, cx), cx + cw - IndicatorTexture.width);
+ yy := MIN(MAX(yy, cy), cy + ch - IndicatorTexture.height);
+ r_Draw_TextureRepeatRotate(IndicatorTexture, xx, yy, IndicatorTexture.width, IndicatorTexture.height, false, color.r, color.g, color.b, 255, false, ax, ay, a);
+ end;
+ 1:
+ begin
+ xx := fx + p.obj.rect.x + p.obj.rect.width div 2;
+ yy := fy;
+ r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN);
+ end;
+ end;
end;
+ end;
- if SkyTexture <> nil then
- begin
- r_Map_CalcSkyParallax(cx, cy, ww, hh, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
- r_Draw_Texture(SkyTexture, x + sx, y + sy, sw, sh, false, 255, 255, 255, 255, false);
+ procedure r_Map_DrawPlayerIndicators (player: TPlayer; cx, cy, cw, ch: Integer);
+ var i: Integer; p: TPlayer;
+ begin
+ case gPlayerIndicator of
+ 1:
+ if player <> nil then
+ begin
+ r_Map_DrawIndicator(player, _RGB(255, 255, 255), cx, cy, cw, ch);
+ end;
+ 2:
+ if gPlayers <> nil then
+ begin
+ for i := 0 to HIGH(gPlayers) do
+ begin
+ p := gPlayers[i];
+ if p <> nil then
+ begin
+ if (player <> nil) and (p = player) then
+ begin
+ r_Map_DrawIndicator(p, _RGB(255, 255, 255), cx, cy, cw, ch);
+ end
+ else if (player = nil) or ((p.Team = player.Team) and (p.Team <> TEAM_NONE)) then
+ begin
+ case gPlayerIndicatorStyle of
+ 0: r_Map_DrawIndicator(p, p.GetColor(), cx, cy, cw, ch);
+ 1: r_Map_DrawIndicator(p, _RGB(192, 192, 192), cx, cy, cw, ch);
+ end;
+ end;
+ end;
+ end;
+ end;
end;
+ end;
- plist.Clear;
- iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, GridDrawableMask);
- for p in iter do
- if ((p^.tag and GridTagDoor) <> 0) = p^.door then
- plist.Insert(p^);
- iter.Release;
+ function r_Map_GetDrawableGridMask (): Integer;
+ var mask: Integer;
+ begin
+ mask := 0;
+ if g_rlayer_back then mask := mask or GridTagBack;
+ if g_rlayer_step then mask := mask or GridTagStep;
+ if g_rlayer_wall then mask := mask or GridTagWall;
+ if g_rlayer_door then mask := mask or GridTagDoor;
+ if g_rlayer_acid1 then mask := mask or GridTagAcid1;
+ if g_rlayer_acid2 then mask := mask or GridTagAcid2;
+ if g_rlayer_water then mask := mask or GridTagWater;
+ if g_rlayer_fore then mask := mask or GridTagFore;
+ result := mask;
+ end;
+
+ procedure r_Map_DrawGame (xx, yy, ww, hh: Integer; player: TPlayer);
+ (* xx/yy/ww/hh are in map units *)
+ var iter: TPanelGrid.Iter; p: PPanel;
+ begin
+ if UseAccel then
+ begin
+ plist.Clear;
+ iter := mapGrid.ForEachInAABB(xx, yy, ww, hh, r_Map_GetDrawableGridMask());
+ for p in iter do
+ if ((p^.tag and GridTagDoor) <> 0) = p^.door then
+ plist.Insert(p^);
+ iter.Release;
+ end;
- glPushMatrix;
- glTranslatef(-cx, -cy, 0);
r_Map_DrawPanelType(PANEL_BACK);
r_Map_DrawPanelType(PANEL_STEP);
r_Map_DrawItems(xx, yy, ww, hh, false);
r_Map_DrawPanelType(PANEL_ACID2);
r_Map_DrawPanelType(PANEL_WATER);
r_Map_DrawPanelType(PANEL_FORE);
- // TODO draw monsters health bar
- // TODO draw players health bar
- // TODO draw players indicators
+ end;
+
+ procedure r_Map_DrawScaled (w, h, camx, camy: Integer; player: TPlayer; out acx, acy, acw, ach, axx, ayy, aww, ahh: Integer);
+ (* w/h/camx/camy are in map units (scaled) *)
+ const limit = 32767;
+ var cx, cy, cw, ch, xx, yy, ww, hh{, ml, mt, mr, mb}: Integer; sx, sy, sw, sh: LongInt;
+ begin
+ (* camera rect *)
+ cx := camx - w div 2;
+ cy := camy - h div 2;
+ cw := w;
+ ch := h;
+
+ (* camera bounds *)
+ if g_dbg_ignore_bounds = false then
+ begin
+ if w > gMapInfo.Width then
+ cx := gMapInfo.Width div 2 - w div 2
+ else if cx + cw > gMapInfo.Width then
+ cx := gMapInfo.Width - cw
+ else if cx < 0 then
+ cx := 0;
+
+ if h > gMapInfo.Height then
+ cy := gMapInfo.Height div 2 - h div 2
+ else if cy + ch > gMapInfo.Height then
+ cy := gMapInfo.Height - ch
+ else if cy < 0 then
+ cy := 0;
+ end;
+
+ acx := cx;
+ acy := cy;
+ acw := cw;
+ ach := ch;
+
+ (* map bounds *)
+ xx := cx;
+ yy := cy;
+ ww := cw;
+ hh := ch;
+ if xx + ww > gMapInfo.Width then
+ xx := gMapInfo.Width - ww;
+ if yy + hh > gMapInfo.Height then
+ yy := gMapInfo.Height - hh;
+ if xx < 0 then
+ xx := 0;
+ if yy < 0 then
+ yy := 0;
+ axx := xx;
+ ayy := yy;
+ aww := ww;
+ ahh := hh;
+
+{
+ (* view bounds *)
+ ml := x; mt := y; mr := x + w; mb := y + h;
+ if FillOutsizeArea and (DebugCameraScale = 1.0) then
+ begin
+ ml := MAX(cx + ml, 0) - cx;
+ mt := MAX(cy + mt, 0) - cy;
+ mr := MIN(cx + mr, gMapInfo.Width - 1) - cx;
+ mb := MIN(cy + mb, gMapInfo.Height - 1) - cy;
+ end;
+ r_Draw_SetRect(ml, mt, mr, mb);
+}
+
+ if DebugCameraScale <> 1.0 then
+ begin
+ glTranslatef(cw div 2, ch div 2, 0);
+ glScalef(DebugCameraScale, DebugCameraScale, 1);
+ glTranslatef(-w div 2, -h div 2, 0);
+ end;
+
+ if gDrawBackGround and (SkyTexture <> nil) then
+ begin
+ r_Map_CalcSkyParallax(cx, cy, w, h, SkyTexture.width, SkyTexture.height, gMapInfo.Width, gMapInfo.Height, sx, sy, sw, sh);
+ r_Draw_Texture(SkyTexture, sx, sy, sw, sh, false, 255, 255, 255, 255, false);
+ end;
+
+ glTranslatef(-cx, -cy, 0);
+ r_Map_DrawGame(xx, yy, ww, hh, player);
+ if FillOutsizeArea and (DebugCameraScale = 1.0) then
+ begin
+ (* top *) r_Draw_FillRect(0 - limit, 0 - limit, gMapInfo.Width + limit, 0, 0, 0, 0, 255);
+ (* left *) r_Draw_FillRect(0 - limit, 0, 0, gMapInfo.Height + limit, 0, 0, 0, 255);
+ (* right *) r_Draw_FillRect(gMapInfo.Width, 0, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
+ (* bottom *) r_Draw_FillRect(0 - limit, gMapInfo.Height, gMapInfo.Width + limit, gMapInfo.Height + limit, 0, 0, 0, 255);
+ end;
+ glTranslatef(cx, cy, 0);
+ end;
+
+ procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer);
+ var cx, cy, cw, ch, xx, yy, ww, hh, ml, mt, mr, mb, mcx, mcy: Integer; l, t, r, b: Integer;
+ begin
+ glPushMatrix;
+ r_Draw_GetRect(l, t, r, b);
+ glTranslatef(x, y, 0);
+ glScalef(g_dbg_scale, g_dbg_scale, 0);
+
+ r_Draw_SetRect(x, y, x + w, y + h);
+ r_Map_DrawScaled(Round(w / g_dbg_scale), Round(h / g_dbg_scale), camx, camy, player, cx, cy, cw, ch, xx, yy, ww, hh);
+ acx := cx;
+ acy := cy;
+ r_Draw_SetRect(x, y, x + w, y + h);
+
+ if DebugCameraScale <> 1.0 then
+ begin
+ r_Draw_Rect(0, 0, cw, ch, 0, 255, 0, 255);
+ r_Draw_Rect(-cx + xx, -cy + yy, -cx + xx + ww, -cy + yy + hh, 255, 0, 0, 255);
+ end;
+
+ if gGameSettings.GameMode <> GM_SINGLE then
+ begin
+ glTranslatef(-cx, -cy, 0);
+ r_Map_DrawPlayerIndicators(player, cx, cy, cw, ch);
+ end;
+
+ //glTranslatef(-x, -y, 0);
+ r_Draw_SetRect(l, t, r, b);
glPopMatrix;
r_Map_DrawScreenEffects(x, y, w, h, player);
+ end;
- // TODO draw minimap (gShowMap)
- // TODO draw g_debug_player
+ procedure r_Map_Reset;
+ begin
+ {$IFDEF ENABLE_GFX}
+ r_Map_ResetGFX;
+ {$ENDIF}
end;
procedure r_Map_Update;
g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame);
end;
+initialization
+ conRegVar('r_sq_draw', @UseAccel, 'accelerated spatial queries in rendering', 'accelerated rendering');
+ conRegVar('r_debug_camera_scale', @DebugCameraScale, 0.0001, 1000.0, '', '');
+ conRegVar('r_gl_fill_outside', @FillOutsizeArea, '', '');
+ conRegVar('d_frames', @DebugFrames, '', '');
+ conRegVar('d_health', @DebugHealth, '', '');
+ UseAccel := true;
+ DebugCameraScale := 1.0;
+ FillOutsizeArea := true;
+ DebugFrames := false;
+ DebugHealth := false;
end.