X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_map.pas;h=25b1bfe8e086400f050d115a78c9ffc64010d0ab;hb=ac201b02f10ef558087d50f6b03b4519ab567558;hp=84ebb9555b11ddee98d22ace33c0c02a025a5097;hpb=1fb71d901f9824644dc7cc750da7b6507cca3486;p=d2df-sdl.git diff --git a/src/game/g_map.pas b/src/game/g_map.pas index 84ebb95..25b1bfe 100644 --- a/src/game/g_map.pas +++ b/src/game/g_map.pas @@ -1,10 +1,11 @@ +{$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 @@ -117,7 +118,7 @@ uses 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; + utils, sfs; const FLAGRECT: TRectWH = (X:15; Y:12; Width:33; Height:52); @@ -346,9 +347,10 @@ begin 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 @@ -360,22 +362,22 @@ 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; @@ -402,14 +404,14 @@ begin Anim := False; end; - Result := True; + result := High(Textures); Exit; end; // Çàãðóæàåì ðåñóðñ òåêñòóðû â ïàìÿòü èç WAD'à: g_ProcessResourceStr(RecName, WADName, SectionName, TextureName); - WAD := TWADEditor_1.Create(); + WAD := TWADFile.Create(); if WADName <> '' then WADName := GameDir+'/wads/'+WADName @@ -430,7 +432,7 @@ begin 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 @@ -442,9 +444,9 @@ begin 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; @@ -457,12 +459,12 @@ var _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); - WAD := TWADEditor_1.Create(); + WAD := TWADFile.Create(); if WADName <> '' then WADName := GameDir+'/wads/'+WADName @@ -545,7 +547,7 @@ begin FramesCount := _framecount; Speed := _speed; - Result := True; + result := High(Textures); end else if log then @@ -754,10 +756,11 @@ const 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; @@ -778,455 +781,480 @@ var 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: + g_ProcessResourceStr(Res, FileName, SectionName, ResName); + 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; + if not WAD.GetResource('', ResName, Data, Len) then + begin + g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName])); + 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; + // Çàãðóçêà êàðòû: + e_WriteLog('Loading map: ' + ResName, MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False); + MapReader := TMapReader_1.Create(); - FreeMem(Data); - generateExternalResourcesList(MapReader); -// Çàãðóçêà òåêñòóð: - g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False); - _textures := MapReader.GetTextures(); - -// 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 ïàíåëåé: - e_WriteLog(' Loading panels...', MSG_NOTIFY); - g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False); - panels := MapReader.GetPanels(); + // Çàãðóçêà òðèããåðîâ: + gTriggerClientID := 0; + e_WriteLog(' Loading triggers...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_TRIGGERS], 0, False); + triggers := MapReader.GetTriggers(); -// 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); + // Çàãðóçêà ïàíåëåé: + e_WriteLog(' Loading panels...', MSG_NOTIFY); + g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False); + panels := MapReader.GetPanels(); - 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); + g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName); - 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 + g_ProcessResourceStr(Res, @FileName2, nil, nil); + FileName := FileName2; + 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+':'+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; -// 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); + g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName); - 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 + g_ProcessResourceStr(Res, @FileName2, nil, nil); + FileName := FileName2; + end; + + s := FileName+':'+SectionName+'/'+ResName; + 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; @@ -1236,7 +1264,7 @@ begin FillChar(Result, SizeOf(Result), 0); g_ProcessResourceStr(Res, FileName, SectionName, ResName); - WAD := TWADEditor_1.Create(); + WAD := TWADFile.Create(); if not WAD.ReadFile(FileName) then begin WAD.Free(); @@ -1278,7 +1306,7 @@ end; function g_Map_GetMapsList(WADName: string): SArray; var - WAD: TWADEditor_1; + WAD: TWADFile; a: Integer; ResList: SArray; Data: Pointer; @@ -1287,7 +1315,7 @@ var begin Result := nil; - WAD := TWADEditor_1.Create(); + WAD := TWADFile.Create(); if not WAD.ReadFile(WADName) then begin WAD.Free(); @@ -1317,7 +1345,7 @@ end; function g_Map_Exist(Res: string): Boolean; var - WAD: TWADEditor_1; + WAD: TWADFile; FileName, SectionName, ResName: string; ResList: SArray; a: Integer; @@ -1328,7 +1356,7 @@ begin FileName := addWadExtension(FileName); - WAD := TWADEditor_1.Create; + WAD := TWADFile.Create; if not WAD.ReadFile(FileName) then begin WAD.Free();