X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=2ca87d7ec2431ca5bfe12c71a1f3c533f469641a;hb=0592c8529428165e2523e0cb054bff29e297777a;hp=36bb85fce93a77a36c9fb4f3b0d989d0cfb02260;hpb=49ab56efcf5089400dcdc480b7c4216286fb3d78;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 36bb85f..2ca87d7 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -55,7 +55,7 @@ implementation 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_console, g_language, {$IFDEF ENABLE_CORPSES} g_corpses, {$ENDIF} @@ -411,9 +411,10 @@ implementation 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, @@ -423,53 +424,73 @@ implementation 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); + r_Common_StepLoading(1); + end; VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames); // --------- 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]); + r_Common_StepLoading(1); + end; // --------- gfx animations --------- // {$IFDEF ENABLE_GFX} + r_Common_SetLoading('GFX Effects', R_GFX_LAST); for i := 1 to R_GFX_LAST do + begin if GFXAnim[i].anim.frames > 0 then - GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames); + GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames); + end; {$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); + ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames); + end; // --------- flags --------- // + r_Common_SetLoading('Flags', 2); FlagTextures[FLAG_NONE] := nil; - FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5); - FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5); - // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8); + FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5); + FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5); + // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8); // --------- shells --------- // {$IFDEF ENABLE_SHELLS} + r_Common_SetLoading('Shells', SHELL_LAST + 1); for i := 0 to SHELL_LAST do - ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name); + ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name); {$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); + PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames); end; - // --------- other --------- // - InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA'); - IndicatorTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PLRIND'); - TalkTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/TALKBUBBLE'); + InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA'); + IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND'); + TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE'); end; procedure r_Map_Free; @@ -563,6 +584,7 @@ implementation 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; @@ -573,17 +595,20 @@ implementation 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 - e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]); + e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]) + else + r_Common_StepLoading(1); end; RenTextures[i].anim := txt.anim; end; end; if gMapInfo.SkyFullName <> '' then - SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName); + begin + r_Common_SetLoading(_lc[I_LOAD_SKY], 1); + SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName); + end; plist.Clear; end; @@ -655,7 +680,7 @@ implementation 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 @@ -667,9 +692,9 @@ implementation 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); end; end; end; @@ -711,29 +736,34 @@ implementation 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: TDirection; flip: Boolean; t: TGLMultiTexture; begin m := mon.MonsterType; a := mon.MonsterAnim; d := mon.GameDirection; - mon.obj.Lerp(gLerpFactor, fX, fY); - if r_Map_GetMonsterTexture(m, a, d, t, dx, dy, flip) then - r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, fX + dx, fY + dy, t.width, t.height, flip, 255, 255, 255, 255, false); + begin + r_Common_GetObjectPos(mon.obj, xx, yy); + r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, d], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false); + end; // TODO draw g_debug_frames end; @@ -859,16 +889,11 @@ implementation end; procedure r_Map_DrawTalkBubble (p: TPlayer); - var cobj: TObj; fx, fy, x, y: Integer; cb, cf: TRGB; + var xx, yy, x, y: Integer; cb, cf: TRGB; begin - {$IFDEF ENABLE_CORPSES} - cobj := g_Corpses_GetCameraObj(p); - {$ELSE} - cobj := p.Obj; - {$ENDIF} - cobj.Lerp(gLerpFactor, fx, fy); - x := fx + p.obj.rect.x + p.obj.rect.width div 2; - y := fy; + 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 @@ -907,14 +932,11 @@ implementation 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 @@ -935,7 +957,7 @@ implementation 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; @@ -947,7 +969,7 @@ implementation 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 *) @@ -963,7 +985,7 @@ implementation 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 @@ -990,7 +1012,7 @@ implementation 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 @@ -1001,7 +1023,7 @@ implementation 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]; @@ -1010,11 +1032,11 @@ implementation 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; @@ -1026,7 +1048,7 @@ implementation {$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 @@ -1035,8 +1057,8 @@ implementation 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; @@ -1172,7 +1194,7 @@ implementation {$ENDIF} procedure r_Map_DrawShots (x, y, w, h: Integer); - var i, a, fX, fY, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; + var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; begin if Shots <> nil then begin @@ -1189,12 +1211,12 @@ implementation WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE: a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y) end; - Shots[i].Obj.Lerp(gLerpFactor, fX, fY); + r_Common_GetObjectPos(Shots[i].Obj, xx, yy); pX := Shots[i].Obj.Rect.Width div 2; pY := Shots[i].Obj.Rect.Height div 2; g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame); tex := t.GetTexture(frame); - r_Draw_TextureRepeatRotate(tex, fX, fY, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); + r_Draw_TextureRepeatRotate(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); end; end; end; @@ -1203,7 +1225,7 @@ implementation end; procedure r_Map_DrawFlags (x, y, w, h: Integer); - var i, dx, fx, fy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; + var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; begin if gGameSettings.GameMode = GM_CTF then begin @@ -1211,12 +1233,12 @@ implementation begin if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then begin - gFlags[i].Obj.Lerp(gLerpFactor, fx, fy); + r_Common_GetObjectPos(gFlags[i].Obj, xx, yy); flip := gFlags[i].Direction = TDirection.D_LEFT; if flip then dx := -1 else dx := +1; t := FlagTextures[i]; tex := t.GetTexture(FlagFrame); - r_Draw_TextureRepeat(tex, fx + dx, fy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false) + r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false) end; end; end; @@ -1225,7 +1247,7 @@ implementation {$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 @@ -1242,8 +1264,8 @@ implementation 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; @@ -1328,12 +1350,11 @@ implementation end; procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer); - var a, ax, ay, fx, fy, fSlope, xx, yy: Integer; + var a, ax, ay, fx, fy, xx, yy: Integer; begin - if (p <> nil) and p.Alive then + if (p <> nil) and p.Alive and (p.Spectator = false) then begin - p.obj.Lerp(gLerpFactor, fx, fy); - fSlope := nlerp(p.SlopeOld, p.obj.slopeUpLeft, gLerpFactor); + r_Common_GetPlayerPos(p, fx, fy); case gPlayerIndicatorStyle of 0: if IndicatorTexture <> nil then @@ -1364,7 +1385,6 @@ implementation xx := fx + p.obj.rect.x + (p.obj.rect.width - IndicatorTexture.width) div 2; yy := fy - IndicatorTexture.height; end; - yy := yy + fSlope; 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); @@ -1372,7 +1392,7 @@ implementation 1: begin xx := fx + p.obj.rect.x + p.obj.rect.width div 2; - yy := fy + fSlope; + yy := fy; r_Common_DrawText(p.Name, xx, yy, color.r, color.g, color.b, 255, stdfont, TBasePoint.BP_DOWN); end; end; @@ -1515,7 +1535,6 @@ implementation r_Map_DrawScreenEffects(x, y, w, h, player); - // TODO draw minimap (gShowMap) // TODO draw g_debug_player glTranslatef(-x, -y, 0);