X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Frenders%2Fopengl%2Fr_map.pas;h=eba81403044209ce9ace6903bc3d83c22bb5850e;hb=656407d4bcc9419011375f19ad756d9ab7254f89;hp=60f1ee62e66605d3bd441719db1e02cdc075ecaa;hpb=9f8a16fcd7739f5ea3ea45242a761a0bbeb095fb;p=d2df-sdl.git diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index 60f1ee6..eba8140 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -17,6 +17,8 @@ unit r_map; interface + uses g_base, g_player, g_playermodel; // TRectWH, TPlayer, TPlayerModel + procedure r_Map_Initialize; procedure r_Map_Finalize; @@ -26,29 +28,53 @@ interface procedure r_Map_LoadTextures; procedure r_Map_FreeTextures; +{$IFDEF ENABLE_GFX} + procedure r_Map_NewGFX (typ, x, y: Integer); +{$ENDIF} +{$IFDEF ENABLE_GIBS} + function r_Map_GetGibSize (m, i: Integer): TRectWH; +{$ENDIF} +{$IFDEF ENABLE_MENU} + procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte); +{$ENDIF} + + procedure r_Map_Reset; procedure r_Map_Update; - procedure r_Map_Draw (x, y, w, h, camx, camy: Integer); + procedure r_Map_Draw (x, y, w, h, camx, camy: Integer; player: TPlayer; out acx, acy: Integer); + procedure r_Map_GetSpectatorLimits (out x0, y0, x1, y1: Integer); implementation uses - {$IFDEF USE_GLES1} - GLES11, - {$ELSE} - GL, GLEXT, - {$ENDIF} + {$I ../../../nogl/noGLuses.inc} + Math, SysUtils, e_log, binheap, MAPDEF, utils, - g_options, g_textures, g_basic, g_base, g_phys, - g_game, g_map, g_panel, g_items, g_monsters, g_playermodel, g_player, g_weapons, + 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} - r_textures, r_draw + {$IFDEF ENABLE_SHELLS} + g_shells, + {$ENDIF} + {$IFDEF ENABLE_GIBS} + g_gibs, + {$ENDIF} + {$IFDEF ENABLE_GFX} + g_gfx, + {$ENDIF} + r_textures, r_draw, r_common ; const + MAXGIBW = 32; + MAXGIBH = 32; + + MAXMONW = 256; + MAXMONH = 128; MTABLE: array [0..MONSTER_MAN] of record w, h: Integer; end = ( @@ -77,6 +103,133 @@ implementation VILEFIRE_DX = 32; VILEFIRE_DY = 128; + MAXITEMW = 64; + MAXITEMH = 64; + ItemAnim: array [0..ITEM_LAST] of record + name: AnsiString; + w, h: Integer; + anim: TAnimInfo; + end = ( + (name: 'NOTEXTURE'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'MED1'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'MED2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'BMED'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'ARMORGREEN'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)), + (name: 'ARMORBLUE'; w: 32; h: 16; anim: (loop: true; delay: 20; frames: 3; back: true)), + (name: 'SBLUE'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 4; back: true)), + (name: 'SWHITE'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)), + (name: 'SUIT'; w: 32; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'OXYGEN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'INVUL'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)), + (name: 'SAW'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'SHOTGUN1'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'SHOTGUN2'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'MGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'RLAUNCHER'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'PGUN'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'BFG'; w: 64; h: 64; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'SPULEMET'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'CLIP'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'AMMO'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'SHELL1'; w: 16; h: 8; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'SHELL2'; w: 32; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'ROCKET'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'ROCKETS'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'CELL'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'CELL2'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'BPACK'; w: 32; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'KEYR'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'KEYG'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'KEYB'; w: 16; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'KASTET'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'PISTOL'; w: 64; h: 16; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'BOTTLE'; w: 16; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)), + (name: 'HELMET'; w: 16; h: 16; anim: (loop: true; delay: 20; frames: 4; back: true)), + (name: 'JETPACK'; w: 32; h: 32; anim: (loop: true; delay: 15; frames: 3; back: true)), + (name: 'INVIS'; w: 32; h: 32; anim: (loop: true; delay: 20; frames: 4; back: true)), + (name: 'FLAMETHROWER'; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), + (name: 'FUELCAN'; w: 16; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)) + ); + +{$IFDEF ENABLE_GFX} + GFXAnim: array [0..R_GFX_LAST] of record + name: AnsiString; + w, h: Integer; + anim: TAnimInfo; + rdelay: Integer; + alpha: Integer; + end = ( + (name: ''; w: 0; h: 0; anim: (loop: false; delay: 0; frames: 0; back: false); rdelay: 0; alpha: 0), + (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 10; back: false); rdelay: 0; alpha: 0), + (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 0; alpha: 0), + (name: 'EROCKET'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0), + (name: 'EBFG'; w: 128; h: 128; anim: (loop: false; delay: 6; frames: 6; back: false); rdelay: 0; alpha: 0), + (name: 'BFGHIT'; w: 64; h: 64; anim: (loop: false; delay: 4; frames: 4; back: false); rdelay: 0; alpha: 0), + (name: 'FIRE'; w: 64; h: 128; anim: (loop: false; delay: 4; frames: 8; back: false); rdelay: 2; alpha: 0), + (name: 'ITEMRESPAWN'; w: 32; h: 32; anim: (loop: false; delay: 4; frames: 5; back: true); rdelay: 0; alpha: 0), + (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), + (name: 'ESKELFIRE'; w: 64; h: 64; anim: (loop: false; delay: 8; frames: 3; back: false); rdelay: 0; alpha: 0), + (name: 'EPLASMA'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 4; back: true); rdelay: 0; alpha: 0), + (name: 'EBSPFIRE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 5; back: false); rdelay: 0; alpha: 0), + (name: 'EIMPFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0), + (name: 'ECACOFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0), + (name: 'EBARONFIRE'; w: 64; h: 64; anim: (loop: false; delay: 6; frames: 3; back: false); rdelay: 0; alpha: 0), + (name: 'TELEPORT'; w: 64; h: 64; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 0), // fast + (name: 'SMOKE'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 10; back: false); rdelay: 0; alpha: 150), // transparent + (name: 'FLAME'; w: 32; h: 32; anim: (loop: false; delay: 3; frames: 11; back: false); rdelay: 2; alpha: 0) // random + ); +{$ENDIF} + + ShotAnim: array [0..WEAPON_LAST] of record + name: AnsiString; + x, y: Integer; + w, h: Integer; + anim: TAnimInfo; + end = ( + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 0 KASTET + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 1 SAW + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 2 PISTOL + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 3 SHOTGUN1 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 4 SHOTGUN2 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 5 CHAINGUN + (name: 'BROCKET'; x: 0; y: 0; w: 64; h: 32; anim: (loop: true; delay: 1; frames: 1; back: false)), // 6 ROCKETLAUNCHER + (name: 'BPLASMA'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 5; frames: 2; back: false)), // 7 PLASMA + (name: 'BBFG'; x: 6; y: 7; w: 64; h: 64; anim: (loop: true; delay: 6; frames: 2; back: false)), // 8 BFG + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 9 SUPERPULEMET + (name: 'FLAME'; x: 0; y: 0; w: 32; h: 32; anim: (loop: true; delay: 6; frames: 0{11}; back: false)), // 10 FLAMETHROWER + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 11 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 12 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 13 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 14 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 15 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 16 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 17 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 18 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 19 + (name: ''; x: 0; y: 0; w: 0; h: 0; anim: (loop: true; delay: 0; frames: 0; back: false)), // 20 ZOMPY_PISTOL + (name: 'BIMPFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 21 IMP_FIRE + (name: 'BBSPFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 22 BSP_FIRE + (name: 'BCACOFIRE'; x: 0; y: 0; w: 16; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 23 CACO_FIRE + (name: 'BBARONFIRE'; x: 0; y: 0; w: 64; h: 16; anim: (loop: true; delay: 4; frames: 2; back: false)), // 24 BARON_FIRE + (name: 'BMANCUBFIRE'; x: 0; y: 0; w: 64; h: 32; anim: (loop: true; delay: 4; frames: 2; back: false)), // 25 MANCUB_FIRE + (name: 'BSKELFIRE'; x: 0; y: 0; w: 64; h: 64; anim: (loop: true; delay: 5; frames: 2; back: false)) // 26 SKEL_FIRE + ); + +{$IFDEF ENABLE_SHELLS} + ShellAnim: array [0..SHELL_LAST] of record + name: AnsiString; + dx, dy: Integer; + end = ( + (name: 'EBULLET'; dx: 2; dy: 1), // 0 SHELL_BULLET + (name: 'ESHELL'; dx: 4; dy: 2), // 1 SHELL_SHELL + (name: 'ESHELL'; dx: 4; dy: 2) // 2 SHELL_DBLSHELL + ); +{$ENDIF} + + PunchAnim: TAnimInfo = (loop: false; delay: 1; frames: 4; back: false); + FlagAnim: TAnimInfo = (loop: true; delay: 8; frames: 5; back: false); + VileFireAnim: TAnimInfo = (loop: true; delay: 2; frames: 8; back: false); + type TBinHeapPanelDrawCmp = class public @@ -88,54 +241,109 @@ implementation 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; tex: TGLMultiTexture; + anim: TAnimInfo; end; - Items: array [0..ITEM_MAX] of record + Items: array [0..ITEM_LAST] of record tex: TGLMultiTexture; - anim: TAnimState; + frame: Integer; end; MonTextures: array [0..MONSTER_MAN] of TMonsterAnims; WeapTextures: array [0..WP_LAST, 0..W_POS_LAST, 0..W_ACT_LAST] of TGLTexture; + ShotTextures: array [0..WEAPON_LAST] of TGLMultiTexture; + FlagTextures: array [0..FLAG_LAST] of TGLMultiTexture; + 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; end; -(* - {$IFDEF ENABLE_GIBS} - gibs: array of record - base, mask: TGLTexture; - rect: TRectWH; - end; - {$ENDIF} -*) +{$IFDEF ENABLE_GIBS} + gibs: record + base, mask: TGLTextureArray; + rect: TRectArray; + end; +{$ENDIF} end; +{$IFDEF ENABLE_SHELLS} + ShellTextures: array [0..SHELL_LAST] of TGLTexture; +{$ENDIF} +{$IFDEF ENABLE_GFX} + GFXTextures: array [0..R_GFX_LAST] of TGLMultiTexture; + gfxlist: array of record + typ: Byte; + x, y: Integer; + oldX, oldY: Integer; + anim: TAnimInfo; + time: LongWord; + frame: LongInt; + end = nil; +{$ENDIF} + + FlagFrame: LongInt; plist: TBinHeapPanelDraw = nil; 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; begin + FlagFrame := 0; plist := TBinHeapPanelDraw.Create(); end; procedure r_Map_Finalize; begin - plist.Free + r_Common_FreeAndNil(plist); + FlagFrame := 0; + end; + + procedure r_Map_FreeModel (i: Integer); + var a: Integer; d: TDirection; + begin + for d := TDirection.D_LEFT to TDirection.D_RIGHT do + begin + for a := A_STAND to A_LAST do + begin + r_Common_FreeAndNil(Models[i].anim[d, a].base); + r_Common_FreeAndNil(Models[i].anim[d, a].mask); + end; + end; + {$IFDEF ENABLE_GIBS} + if Models[i].gibs.base <> nil then + for a := 0 to High(Models[i].gibs.base) do + r_Common_FreeAndNil(Models[i].gibs.base[a]); + if Models[i].gibs.mask <> nil then + for a := 0 to High(Models[i].gibs.mask) do + r_Common_FreeAndNil(Models[i].gibs.mask[a]); + Models[i].gibs.base := nil; + Models[i].gibs.mask := nil; + Models[i].gibs.rect := nil; + {$ENDIF} end; procedure r_Map_LoadModel (i: Integer); var prefix: AnsiString; a: Integer; d: TDirection; m: ^TPlayerModelInfo; begin + ASSERT(i < Length(Models)); + ASSERT(i < Length(PlayerModelsArray)); + r_Map_FreeModel(i); m := @PlayerModelsArray[i]; prefix := m.FileName + ':TEXTURES/'; for d := TDirection.D_LEFT to TDirection.D_RIGHT do @@ -145,273 +353,363 @@ implementation 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; -(* {$IFDEF ENABLE_GIBS} - Models[i].gibs := nil; + Models[i].gibs.base := nil; + Models[i].gibs.mask := nil; + Models[i].gibs.rect := nil; if m.GibsCount > 0 then begin - SetLength(Models[i].gibs, m.GibsCount); + SetLength(Models[i].gibs.base, m.GibsCount); + SetLength(Models[i].gibs.mask, m.GibsCount); + SetLength(Models[i].gibs.rect, m.GibsCount); + for a := 0 to m.GibsCount - 1 do + Models[i].gibs.rect[a] := DefaultGibSize; + if r_Textures_LoadStreamFromFile(prefix + m.GibsResource, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.base, Models[i].gibs.rect, [TGLHints.txNoRepeat]) then + begin + if r_Textures_LoadStreamFromFile(prefix + m.GibsMask, 32, 32, m.GibsCount, m.GibsCount, Models[i].gibs.mask, nil, [TGLHints.txNoRepeat]) then + begin + // ok + end; + end; end; {$ENDIF} -*) end; + procedure r_Map_LoadMonsterAnim (m, a: Integer; d: TDirection); + const dir: array [TDirection] of AnsiString = ('_L', ''); + var w, h, count: Integer; + begin + count := MONSTER_ANIMTABLE[m].AnimCount[a]; + if count > 0 then + begin + w := MTABLE[m].w; + h := MTABLE[m].h; + if (m = MONSTER_SOUL) and (a = ANIM_DIE) then + begin + // special case + w := 128; + h := 128; + end; + MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo( + GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d], + w, + h, + count, + [TGLHints.txNoRepeat], + False + ); + end + else + MonTextures[m, a, d] := nil; + end; procedure r_Map_Load; const WeapName: array [0..WP_LAST] of AnsiString = ('', 'CSAW', 'HGUN', 'SG', 'SSG', 'MGUN', 'RKT', 'PLZ', 'BFG', 'SPL', 'FLM'); WeapPos: array [0..W_POS_LAST] of AnsiString = ('', '_UP', '_DN'); WeapAct: array [0..W_ACT_LAST] of AnsiString = ('', '_FIRE'); + PunchName: array [Boolean] of AnsiString = ('PUNCH', 'PUNCHB'); var - i, j, k: Integer; d: TDirection; - - procedure LoadItem (i: Integer; const name: AnsiString; w, h, delay, count: Integer; backanim: Boolean); - begin - ASSERT(i >= 0); - ASSERT(i <= ITEM_MAX); - Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/' + name, w, h, count, backanim, false); - if backanim then count := count * 2 - 2; - Items[i].anim := TAnimState.Create(True, delay, count); - ASSERT(Items[i].tex <> NIL); - end; - - procedure LoadMonster (m, a: Integer; d: TDirection); - const - dir: array [TDirection] of AnsiString = ('_L', ''); - var - w, h, count: Integer; - begin - count := MONSTER_ANIMTABLE[m].AnimCount[a]; - if count > 0 then - begin - w := MTABLE[m].w; - h := MTABLE[m].h; - if (m = MONSTER_SOUL) and (a = ANIM_DIE) then - begin - // special case - w := 128; - h := 128; - end; - MonTextures[m, a, d] := r_Textures_LoadMultiFromFileAndInfo( - GameWAD + ':MTEXTURES/' + MONSTERTABLE[m].name + '_' + ANIMTABLE[a].name + dir[d], - w, - h, - count, - False, - False - ) - end - else - MonTextures[m, a, d] := nil - end; - + i, j, k: Integer; d: TDirection; b: Boolean; begin // --------- items --------- // - // i name w h d n backanim - LoadItem(ITEM_NONE, 'NOTEXTURE', 16, 16, 0, 1, False); - LoadItem(ITEM_MEDKIT_SMALL, 'MED1', 16, 16, 0, 1, False); - LoadItem(ITEM_MEDKIT_LARGE, 'MED2', 32, 32, 0, 1, False); - LoadItem(ITEM_MEDKIT_BLACK, 'BMED', 32, 32, 0, 1, False); - LoadItem(ITEM_ARMOR_GREEN, 'ARMORGREEN', 32, 16, 20, 3, True); - LoadItem(ITEM_ARMOR_BLUE, 'ARMORBLUE', 32, 16, 20, 3, True); - LoadItem(ITEM_SPHERE_BLUE, 'SBLUE', 32, 32, 15, 4, True); - LoadItem(ITEM_SPHERE_WHITE, 'SWHITE', 32, 32, 20, 4, True); - LoadItem(ITEM_SUIT, 'SUIT', 32, 64, 0, 1, False); - LoadItem(ITEM_OXYGEN, 'OXYGEN', 16, 32, 0, 1, False); - LoadItem(ITEM_INVUL, 'INVUL', 32, 32, 20, 4, True); - LoadItem(ITEM_WEAPON_SAW, 'SAW', 64, 32, 0, 1, False); - LoadItem(ITEM_WEAPON_SHOTGUN1, 'SHOTGUN1', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_SHOTGUN2, 'SHOTGUN2', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_CHAINGUN, 'MGUN', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_ROCKETLAUNCHER, 'RLAUNCHER', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_PLASMA, 'PGUN', 64, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_BFG, 'BFG', 64, 64, 0, 1, False); - LoadItem(ITEM_WEAPON_SUPERPULEMET, 'SPULEMET', 64, 16, 0, 1, False); - LoadItem(ITEM_AMMO_BULLETS, 'CLIP', 16, 16, 0, 1, False); - LoadItem(ITEM_AMMO_BULLETS_BOX, 'AMMO', 32, 16, 0, 1, False); - LoadItem(ITEM_AMMO_SHELLS, 'SHELL1', 16, 8, 0, 1, False); - LoadItem(ITEM_AMMO_SHELLS_BOX, 'SHELL2', 32, 16, 0, 1, False); - LoadItem(ITEM_AMMO_ROCKET, 'ROCKET', 16, 32, 0, 1, False); - LoadItem(ITEM_AMMO_ROCKET_BOX, 'ROCKETS', 64, 32, 0, 1, False); - LoadItem(ITEM_AMMO_CELL, 'CELL', 16, 16, 0, 1, False); - LoadItem(ITEM_AMMO_CELL_BIG, 'CELL2', 32, 32, 0, 1, False); - LoadItem(ITEM_AMMO_BACKPACK, 'BPACK', 32, 32, 0, 1, False); - LoadItem(ITEM_KEY_RED, 'KEYR', 16, 16, 0, 1, False); - LoadItem(ITEM_KEY_GREEN, 'KEYG', 16, 16, 0, 1, False); - LoadItem(ITEM_KEY_BLUE, 'KEYB', 16, 16, 0, 1, False); - LoadItem(ITEM_WEAPON_KASTET, 'KASTET', 64, 32, 0, 1, False); - LoadItem(ITEM_WEAPON_PISTOL, 'PISTOL', 64, 16, 0, 1, False); - LoadItem(ITEM_BOTTLE, 'BOTTLE', 16, 32, 20, 4, True); - LoadItem(ITEM_HELMET, 'HELMET', 16, 16, 20, 4, True); - LoadItem(ITEM_JETPACK, 'JETPACK', 32, 32, 15, 3, True); - LoadItem(ITEM_INVIS, 'INVIS', 32, 32, 20, 4, True); - LoadItem(ITEM_WEAPON_FLAMETHROWER, 'FLAMETHROWER', 64, 32, 0, 1, False); - LoadItem(ITEM_AMMO_FUELCAN, 'FUELCAN', 16, 32, 0, 1, False); - // fill with NOTEXURE forgotten item - for i := ITEM_AMMO_FUELCAN + 1 to ITEM_MAX do - LoadItem(i,'NOTEXTURE', 16, 16, 0, 1, False); + r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1); + for i := 0 to ITEM_LAST do + begin + Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo( + GameWAD + ':TEXTURES/' + ItemAnim[i].name, + ItemAnim[i].w, + ItemAnim[i].h, + ItemAnim[i].anim.frames, + [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 - LoadMonster(i, j, d); - VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, 8, False, False); + r_Map_LoadMonsterAnim(i, j, d); + 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 --------- // + {$IFDEF ENABLE_GFX} + r_Common_SetLoading('GFX Effects', R_GFX_LAST); + for i := 1 to R_GFX_LAST do + begin + if GFXAnim[i].anim.frames > 0 then + GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames, [TGLHints.txNoRepeat]); + end; + {$ENDIF} + // --------- shots --------- // + r_Common_SetLoading('Weapon splashes', WEAPON_LAST + 1); + for i := 0 to WEAPON_LAST do + begin + if ShotAnim[i].anim.frames > 0 then + 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_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 --------- // + {$IFDEF ENABLE_SHELLS} + r_Common_SetLoading('Shells', SHELL_LAST + 1); + for i := 0 to SHELL_LAST do + ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name, [TGLHints.txNoRepeat]); + {$ENDIF} + // --------- 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_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames, [TGLHints.txNoRepeat]); + end; + 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: Integer; d: TDirection; + var i, j, k: Integer; d: TDirection; b: Boolean; begin + r_Common_FreeAndNil(TalkTexture); + r_Common_FreeAndNil(IndicatorTexture); + r_Common_FreeAndNil(InvulPenta); + for b := false to true do + for i := 0 to 2 do + r_Common_FreeAndNil(PunchTextures[b, i]); + {$IFDEF ENABLE_SHELLS} + for i := 0 to SHELL_LAST do + r_Common_FreeAndNil(ShellTextures[i]); + {$ENDIF} + for i := 0 to FLAG_LAST do + r_Common_FreeAndNil(FlagTextures[i]); + for i := 0 to WEAPON_LAST do + r_Common_FreeAndNil(ShotTextures[i]); + {$IFDEF ENABLE_GFX} + SetLength(gfxlist, 0); + for i := 0 to R_GFX_LAST do + r_Common_FreeAndNil(GFXTextures[i]); + {$ENDIF} + for i := 1 to WP_LAST do + for j := 0 to W_POS_LAST do + for k := 0 to W_ACT_LAST do + 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; - for i := 0 to ITEM_MAX do - begin - if Items[i].tex <> nil then - begin - Items[i].tex.Free; - Items[i].tex := nil; - end; - Items[i].anim.Invalidate; - end; + r_Common_FreeAndNil(MonTextures[i, j, d]); + for i := 0 to ITEM_LAST do + 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; - var i, n: Integer; + 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 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; - RenTextures[i].tex := r_Textures_LoadMultiFromFile(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; + 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_Update; - var i: Integer; - begin - for i := 0 to ITEM_MAX do - Items[i].anim.Update; end; procedure r_Map_DrawPanel (p: TPanel); - var Texture: Integer; t: TGLMultiTexture; + 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 - // TODO set alpha and blending type - if t = nil then - r_Draw_TextureRepeat(nil, p.x, p.y, p.width, p.height, false) - else if p.TextureIDs[p.FCurTexture].AnTex.IsValid() then - r_Draw_MultiTextureRepeat(t, p.TextureIDs[p.FCurTexture].AnTex, p.x, p.y, p.width, p.height, false) - else - r_Draw_TextureRepeat(t.GetTexture(0), p.x, p.y, p.width, p.height, false) + ASSERT(Texture <= High(RenTextures)); + t := RenTextures[Texture].tex; + if t <> nil 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; + r_Draw_TextureRepeat(t.GetTexture(frame), x, y, w, h, false, 255, 255, 255, 255 - p.alpha, p.blending); + end + 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; + var i, xx, yy: Integer; it: PItem; t: TGLMultiTexture; tex: TGLTexture; begin if ggItems <> nil then begin + (* hack: prevent visual disappearance *) + x := x - MAXITEMW; + y := y - MAXITEMH; + w := w + MAXITEMW*2; + h := h + MAXITEMH*2; for i := 0 to High(ggItems) do begin it := @ggItems[i]; - if it.used and it.alive and (it.dropped = drop) and (it.ItemType <> ITEM_NONE) then + if it.used and it.alive and (it.dropped = drop) and (it.ItemType > ITEM_NONE) and (it.ItemType <= ITEM_LAST) 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 + r_Common_GetObjectPos(it.obj, xx, yy); + if g_Collide(xx + it.obj.rect.x, yy + it.obj.rect.y, it.obj.rect.width, it.obj.rect.height, x, y, w, h) then begin - it.obj.Lerp(gLerpFactor, fX, fY); - r_Draw_MultiTextureRepeat(t, Items[it.ItemType].anim, fX, fY, t.width, t.height, false); - // if g_debug_frames then // TODO draw collision frame + t := Items[it.ItemType].tex; + tex := t.GetTexture(Items[it.ItemType].frame); + 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; @@ -419,7 +717,7 @@ implementation end; function r_Map_GetMonsterTexture (m, a: Integer; d: TDirection; out t: TGLMultiTexture; out dx, dy: Integer; out flip: Boolean): Boolean; - // var c: Integer; + var w: Integer; begin t := nil; dx := 0; dy := 0; flip := false; result := MonTextures[m, a, d] <> nil; @@ -444,38 +742,66 @@ implementation end; if flip then begin -// c := (MONSTERTABLE[MonsterType].Rect.X - dx) + MONSTERTABLE[MonsterType].Rect.Width; -// dx := MTABLE[m].width - c - MONSTERTABLE[MonsterType].Rect.X; - dx := -dx; + if (m = MONSTER_SOUL) and (a = ANIM_DIE) then w := 64 else w := 0; + dx := -dx - w; end; end; end; procedure r_Map_DrawMonsterAttack (constref mon: TMonster); - var o: TObj; + 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.VileFireAnim.IsValid() and GetPos(mon.MonsterTargetUID, @o) then - r_Draw_MultiTextureRepeat(VileFire, mon.VileFireAnim, o.x + o.rect.x + (o.rect.width div 2) - VILEFIRE_DX, o.y + o.rect.y + o.rect.height - VILEFIRE_DY, VileFire.width, VileFire.height, False); + 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, 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); - -{ - if g_debug_frames - // TODO draw frame -} + 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); @@ -483,6 +809,11 @@ implementation begin if gMonsters <> nil then begin + (* hack: prevent visual disappearance *) + x := x - MAXMONW; + y := y - MAXMONH; + w := w + MAXMONW*2; + h := h + MAXMONH*2; for i := 0 to High(gMonsters) do begin m := gMonsters[i]; @@ -509,13 +840,37 @@ implementation end; end; - procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer); - var a, pos, act, xx, yy: Integer; d: TDirection; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; + procedure r_Map_DrawPlayerModel (pm: TPlayerModel; x, y: Integer; alpha: Byte); + 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; - // TODO draw flag - if PlayerModelsArray[pm.id].HaveWeapon and not (pm.CurrentAnimation in [A_DIE1, A_DIE2, A_PAIN]) then + + (* draw flag*) + t := FlagTextures[pm.Flag]; + if (t <> nil) and not (a in [A_DIE1, A_DIE2]) then + begin + flip := d = TDirection.D_RIGHT; + angle := PlayerModelsArray[pm.id].FlagAngle; + xx := PlayerModelsArray[pm.id].FlagPoint.X; + yy := PlayerModelsArray[pm.id].FlagPoint.Y; + tex := t.GetTexture(FlagFrame); + r_Draw_TextureRepeatRotate( + tex, + x + IfThen(flip, 2 * FLAG_BASEPOINT.X - xx + 1, xx - 1) - FLAG_BASEPOINT.X, + y + yy - FLAG_BASEPOINT.Y + 1, + tex.width, + tex.height, + flip, + 255, 255, 255, 255, false, + IfThen(flip, 64 - FLAG_BASEPOINT.X, FLAG_BASEPOINT.X), + FLAG_BASEPOINT.Y, + IfThen(flip, angle, -angle) + ); + end; + + (* draw weapon *) + if PlayerModelsArray[pm.id].HaveWeapon and not (a in [A_DIE1, A_DIE2, A_PAIN]) then begin case a of A_SEEUP, A_ATTACKUP: pos := W_POS_UP; @@ -537,53 +892,283 @@ implementation y + yy, tex.width, tex.height, - d = TDirection.D_LEFT + d = TDirection.D_LEFT, + 255, 255, 255, alpha, false ); end; end; + + (* draw body *) 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); - // TODO colorize mask + 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 - r_Draw_MultiTextureRepeat(t, pm.AnimState, x, y, t.width, t.height, flip); + begin + c := pm.Color; + 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_DrawPlayer (p: TPlayer); - var fX, fY, fSlope: Integer; + 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_DrawAim (p: TPlayer); + var x0, y0, x1, y1, a, len: Integer; + begin + ASSERT(p <> nil); + r_Common_GetPlayerPos(p, x0, y0); + x0 := x0 + WEAPONPOINT[p.Direction].X + IfThen(p.Direction = TDirection.D_LEFT, 7, -7); + y0 := y0 + WEAPONPOINT[p.Direction].Y; + a := p.Angle_; + len := 1024; + case p.CurrWeap of + WEAPON_KASTET: len := 12; + WEAPON_SAW: len := 24; + WEAPON_PISTOL, WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_CHAINGUN, + WEAPON_ROCKETLAUNCHER, WEAPON_SUPERPULEMET, WEAPON_FLAMETHROWER: + begin + if a = ANGLE_RIGHTUP then DEC(a, 2); + if a = ANGLE_RIGHTDOWN then INC(a, 4); + if a = ANGLE_LEFTUP then INC(a, 2); + if a = ANGLE_LEFTDOWN then DEC(a, 4); + end; + WEAPON_PLASMA: + begin + if a = ANGLE_RIGHTUP then DEC(a, 1); + if a = ANGLE_RIGHTDOWN then INC(a, 3); + if a = ANGLE_LEFTUP then INC(a, 1); + if a = ANGLE_LEFTDOWN then DEC(a, 3); + end; + WEAPON_BFG: + begin + if a = ANGLE_RIGHTUP then DEC(a, 1); + if a = ANGLE_RIGHTDOWN then INC(a, 2); + if a = ANGLE_LEFTUP then INC(a, 1); + if a = ANGLE_LEFTDOWN then DEC(a, 2); + end; + end; + x1 := x0 + Trunc(Cos(-DegToRad(a)) * len); + y1 := y0 + Trunc(Sin(-DegToRad(a)) * len); + r_Draw_Line(x0, y0, x1, y1, 255, 0, 0, 158); + end; + + procedure r_Map_DrawPlayer (p, drawed: TPlayer); + 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); - // TODO draw punch - // TODO invul pentagram - // TODO draw it with transparency - r_Map_DrawPlayerModel(p.Model, fX, fY + fSlope); + r_Common_GetPlayerPos(p, x, y); + + (* punch effect *) + if p.PunchTime <= gTime then + begin + g_Anim_GetFrameByTime(PunchAnim, (gTime - p.PunchTime) DIV GAME_TICK, count, frame); + if count < 1 then + begin + b := R_BERSERK in p.FRulez; + if p.FKeys[KEY_DOWN].pressed then + t := PunchTextures[b, 2] + else if p.FKeys[KEY_UP].pressed then + t := PunchTextures[b, 1] + else + t := PunchTextures[b, 0]; + if t <> nil then + begin + flip := p.Direction = TDirection.D_LEFT; + 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, x + ax, y + ay, tex.width, tex.height, flip, 255, 255, 255, 255, false) + end; + end; + end; + + (* invulnerability effect *) + if (InvulPenta <> nil) and (p.FMegaRulez[MR_INVUL] > gTime) and ((p <> drawed) or (p.SpawnInvul >= gTime)) then + begin + w := InvulPenta.width; + 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, x + ax, y + ay, w, h, false, 255, 255, 255, 255, false); + end; + + (* invisibility effect *) + alpha := 255; + if p.FMegaRulez[MR_INVIS] > gTime then + begin + if (drawed <> nil) and ((p = drawed) or ((p.Team = drawed.Team) and (gGameSettings.GameMode <> GM_DM))) then + begin + if (p.FMegaRulez[MR_INVIS] - gTime > 2100) or not ODD((p.FMegaRulez[MR_INVIS] - gTime) div 300) then + alpha := 55; + end + else + alpha := 1; // ??? + end; + + r_Map_DrawPlayerModel(p.Model, x, y, alpha); + end; + + 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; - // TODO draw g_debug_frames - // TODO draw chat bubble - // TODO draw aim + + 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); + + if gAimLine and p.alive and ((p = gPlayer1) or (p = gPlayer2)) then + r_Map_DrawAim(p); end; - procedure r_Map_DrawPlayers (x, y, w, h: Integer); + procedure r_Map_DrawPlayers (x, y, w, h: Integer; player: TPlayer); var i: Integer; begin - // TODO draw only visible if gPlayers <> nil then for i := 0 to High(gPlayers) do if gPlayers[i] <> nil then - r_Map_DrawPlayer(gPlayers[i]); + r_Map_DrawPlayer(gPlayers[i], player); end; +{$IFDEF ENABLE_GIBS} + function r_Map_GetGibSize (m, i: Integer): TRectWH; + begin + result := Models[m].gibs.rect[i]; + end; + + procedure r_Map_DrawGibs (x, y, w, h: Integer); + var i, xx, yy, m, id, rx, ry, ra: Integer; p: PObj; t: TGLTexture; + begin + if gGibs <> nil then + begin + (* hack: prevent visual disappearance *) + x := x - MAXGIBW; + y := y - MAXGIBH; + w := w + MAXGIBW*2; + h := h + MAXGIBH*2; + for i := 0 to High(gGibs) do + begin + if gGibs[i].alive then + begin + p := @gGibs[i].Obj; + if g_Obj_Collide(x, y, w, h, p) then + begin + r_Common_GetObjectPos(p^, xx, yy); + id := gGibs[i].GibID; + m := gGibs[i].ModelID; + t := Models[m].gibs.base[id]; + if t <> nil then + begin + rx := p.Rect.X + p.Rect.Width div 2; + ry := p.Rect.Y + p.Rect.Height div 2; + ra := gGibs[i].RAngle; + r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, rx, ry, ra); + t := Models[m].gibs.mask[id]; + if t <> nil then + r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, gGibs[i].Color.R, gGibs[i].Color.G, gGibs[i].Color.B, 255, false, rx, ry, ra); + // r_Draw_TextureRepeatRotate(nil, xx + p.Rect.X, yy + p.Rect.Y, p.Rect.Width, p.Rect.Height, false, 255, 255, 255, 255, false, p.Rect.Width div 2, p.Rect.Height div 2, ra); + end; + end; + end; + end; + end; + end; +{$ENDIF} + {$IFDEF ENABLE_CORPSES} procedure r_Map_DrawCorpses (x, y, w, h: Integer); - var i, fX, fY: Integer; p: TCorpse; + var i, xx, yy: Integer; p: TCorpse; begin if gCorpses <> nil then begin @@ -592,43 +1177,447 @@ implementation p := gCorpses[i]; if (p <> nil) and (p.state <> CORPSE_STATE_REMOVEME) and (p.model <> nil) then begin - p.obj.Lerp(gLerpFactor, fX, fY); - r_Map_DrawPlayerModel(p.model, fX, fY); + r_Common_GetObjectPos(p.obj, xx, yy); + r_Map_DrawPlayerModel(p.model, xx, yy, 255); end; end; end; end; {$ENDIF} - procedure r_Map_Draw (x, y, w, h, camx, camy: Integer); - var iter: TPanelGrid.Iter; p: PPanel; cx, cy, xx, yy, ww, hh: Integer; +{$IFDEF ENABLE_GFX} + function r_Map_GetGFXID (): Integer; + var i: Integer; begin - cx := camx - w div 2; - cy := camy - h div 2; - xx := x + cx; - yy := y + cy; - ww := w; - hh := h; + i := 0; + if gfxlist <> nil then + begin + while (i < Length(gfxlist)) and (gfxlist[i].typ > 0) do + Inc(i); + if i >= Length(gfxlist) then + SetLength(gfxlist, Length(gfxlist) + 1) + end + else + SetLength(gfxlist, 1); + gfxlist[i].typ := R_GFX_NONE; + result := i + end; - if SkyTexture <> nil then - r_Draw_Texture(SkyTexture, x, y, w, h, false); + procedure r_Map_NewGFX (typ, x, y: Integer); + var i: Integer; + begin + if gpart_dbg_enabled and (typ > 0) and (typ <= R_GFX_LAST) then + begin + i := r_Map_GetGFXID(); + if i >= 0 then + begin + gfxlist[i].typ := typ; + gfxlist[i].x := x; + gfxlist[i].y := y; + gfxlist[i].oldX := x; + gfxlist[i].oldY := y; + gfxlist[i].anim := GFXAnim[typ].anim; + gfxlist[i].time := gTime DIV GAME_TICK; + gfxlist[i].frame := 0; + INC(gfxlist[i].anim.delay, Random(GFXAnim[typ].rdelay)); + 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; + procedure r_Map_ResetGFX; + begin + SetLength(gfxlist, 0); + end; + + procedure r_Map_UpdateGFX (tick: LongWord); + var i: Integer; count: LongInt; + begin + if gfxlist <> nil then + begin + for i := 0 to High(gfxlist) do + begin + if (gfxlist[i].typ > 0) and (tick >= gfxlist[i].time) then + begin + g_Anim_GetFrameByTime(gfxlist[i].anim, tick - gfxlist[i].time, count, gfxlist[i].frame); + if count < 1 then + begin + gfxlist[i].oldX := gfxlist[i].x; + gfxlist[i].oldY := gfxlist[i].y; + case gfxlist[i].typ of + R_GFX_FLAME, R_GFX_SMOKE: + begin + if Random(3) = 0 then + gfxlist[i].x := gfxlist[i].x - 1 + Random(3); + if Random(2) = 0 then + gfxlist[i].y := gfxlist[i].y - Random(2); + end; + end; + end + else + gfxlist[i].typ := R_GFX_NONE; + end; + end; + end; + end; + + procedure r_Map_DrawGFX (x, y, w, h: Integer); + var i, fx, fy, typ: Integer; t: TGLMultiTexture; tex: TGLTexture; + begin + if gfxlist <> nil then + begin + for i := 0 to High(gfxlist) do + begin + if gfxlist[i].typ > 0 then + begin + typ := gfxlist[i].typ; + t := GFXTextures[typ]; + if t <> nil then + begin + fx := nlerp(gfxlist[i].oldX, gfxlist[i].x, gLerpFactor); + fy := nlerp(gfxlist[i].oldY, gfxlist[i].y, gLerpFactor); + tex := t.GetTexture(gfxlist[i].frame); + r_Draw_TextureRepeat(tex, fx, fy, tex.width, tex.height, false, 255, 255, 255, 255 - GFXAnim[typ].alpha, false); + end; + end; + end; + end; + end; + + procedure r_Map_DrawParticles (x, y, w, h: Integer); + var i, fx, fy: Integer; factor: Single; + begin + if gpart_dbg_enabled and (Particles <> nil) then + begin + r_Draw_EnableTexture2D(false); + factor := r_pixel_scale * g_dbg_scale; + if factor < 0.6 then + glPointSize(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 + if Particles[i].alive then + 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); + glVertex2i(fx, fy); + end; + end; + glEnd; + r_Draw_SetColor(0, 0, 0, 255); + + glDisable(GL_BLEND); + end; + end; +{$ENDIF} + + procedure r_Map_DrawShots (x, y, w, h: Integer); + var i, a, xx, yy, pX, pY, typ: Integer; count, frame: LongInt; t: TGLMultiTexture; tex: TGLTexture; + begin + if Shots <> nil then + begin + for i := 0 to High(Shots) do + begin + typ := Shots[i].ShotType; + if typ <> 0 then + begin + t := ShotTextures[typ]; + if t <> nil then + begin + a := 0; + case typ of + WEAPON_ROCKETLAUNCHER, WEAPON_BARON_FIRE, WEAPON_MANCUB_FIRE, WEAPON_SKEL_FIRE: + a := -GetAngle2(Shots[i].Obj.Vel.X, Shots[i].Obj.Vel.Y) + end; + 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, xx - ShotAnim[typ].x, yy - ShotAnim[typ].y, 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; + end; + + procedure r_Map_DrawFlags (x, y, w, h: Integer); + var i, dx, xx, yy: Integer; flip: Boolean; t: TGLMultiTexture; tex: TGLTexture; + begin + if gGameSettings.GameMode = GM_CTF then + begin + for i := FLAG_RED to FLAG_BLUE do + begin + if not (gFlags[i].state in [FLAG_STATE_NONE, FLAG_STATE_CAPTURED]) then + begin + 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, 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; + end; + +{$IFDEF ENABLE_SHELLS} + procedure r_Map_DrawShells (x, y, w, h: Integer); + var i, xx, yy, typ: Integer; t: TGLTexture; p: PObj; + begin + if gShells <> nil then + begin + for i := 0 to High(gShells) do + begin + if gShells[i].alive then + begin + typ := gShells[i].SType; + if typ <= SHELL_LAST then + begin + p := @gShells[i].Obj; + if g_Obj_Collide(x, y, w, h, p) then + begin + t := ShellTextures[typ]; + if t <> nil then + begin + r_Common_GetObjectPos(p^, xx, yy); + r_Draw_TextureRepeatRotate(t, xx, yy, t.width, t.height, false, 255, 255, 255, 255, false, ShellAnim[typ].dx, ShellAnim[typ].dy, gShells[i].RAngle); + end; + end; + end; + end; + end; + end; + end; +{$ENDIF} + + 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%) *) + limit = 100; (* max speed for parallax *) + var + msw, msh, mvw, mvh, svw, svh: LongInt; + begin + msw := vw * factor div 100; + msh := vh * factor div 100; + 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); + svw := w - vw; + if 100 * svw div mvw <= limit then + x := -cx * svw div mvw + else + x := -svw div 2; + + (* calc y parallax or sky center on speed limit *) + mvh := MAX(1, mh - vh); + svh := h - vh; + if 100 * svh div mvh <= limit then + y := -cy * svh div mvh + else + y := -svh div 2; + + (* handle out of map bounds *) + if x > 0 then x := 0; + if y > 0 then y := 0; + if x < -svw then x := -svw; + if y < -svh then y := -svh; + end; + + procedure r_Map_DrawScreenEffect (x, y, w, h, level: Integer; r, g, b: Byte); + var i: Integer; + begin + if level > 0 then + begin + case level of + 0..14: i := 0; + 15..34: i := 1; + 35..54: i := 2; + 55..74: i := 3; + 75..94: i := 4; + else i := 5 + end; + r_Draw_FillRect(x, y, x + w, y + h, r, g, b, i * 50) + end; + end; + + procedure r_Map_DrawScreenEffects (x, y, w, h: Integer; p: TPlayer); + begin + if p <> nil then + begin + r_Map_DrawScreenEffect(x, y, w, h, p.pain, 255, 0, 0); + r_Map_DrawScreenEffect(x, y, w, h, p.pickup, 150, 200, 150); + if (p.FMegaRulez[MR_INVUL] >= gTime) and (p.SpawnInvul < gTime) then + begin + if ((p.FMegaRulez[MR_INVUL] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_INVUL] - gTime) div 300) then + r_Draw_InvertRect(x, y, x + w, y + h, 191, 191, 191, 255); + end; + if p.FMegaRulez[MR_SUIT] >= gTime then + begin + if ((p.FMegaRulez[MR_SUIT] - gTime) > 2100) or not ODD((p.FMegaRulez[MR_SUIT] - gTime) div 300) then + r_Draw_FillRect(x, y, x + w, y + h, 0, 96, 0, 55); + end; + if (p.Berserk >= 0) and (p.Berserk >= gTime) and (gFlash = 2) then + begin + r_Draw_FillRect(x, y, x + w, y + h, 255, 0, 0, 55); + end; + end; + end; + + procedure r_Map_DrawIndicator (p: TPlayer; color: TRGB; cx, cy, cw, ch: Integer); + var a, ax, ay, fx, fy, xx, yy: Integer; + begin + if (p <> nil) and p.Alive and (p.Spectator = false) then + begin + 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; + + 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; + + 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); - // TODO draw weapons - // TODO draw shells - r_Map_DrawPlayers(xx, yy, ww, hh); - // TODO draw gibs + r_Map_DrawShots(xx, yy, ww, hh); + {$IFDEF ENABLE_SHELLS} + r_Map_DrawShells(xx, yy, ww, hh); + {$ENDIF} + r_Map_DrawPlayers(xx, yy, ww, hh, player); + {$IFDEF ENABLE_GIBS} + r_Map_DrawGibs(xx, yy, ww, hh); + {$ENDIF} {$IFDEF ENABLE_CORPSES} r_Map_DrawCorpses(xx, yy, ww, hh); {$ENDIF} @@ -636,13 +1625,195 @@ implementation r_Map_DrawMonsters(xx, yy, ww, hh); r_Map_DrawItems(xx, yy, ww, hh, true); r_Map_DrawPanelType(PANEL_CLOSEDOOR); - // TODO draw gfx - // TODO draw flags + {$IFDEF ENABLE_GFX} + r_Map_DrawParticles(xx, yy, ww, hh); + r_Map_DrawGFX(xx, yy, ww, hh); + {$ENDIF} + r_Map_DrawFlags(xx, yy, ww, hh); r_Map_DrawPanelType(PANEL_ACID1); r_Map_DrawPanelType(PANEL_ACID2); r_Map_DrawPanelType(PANEL_WATER); r_Map_DrawPanelType(PANEL_FORE); + 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_SetFilter(SkyTexture, gTextureFilter); + 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; + + procedure r_Map_Reset; + begin + {$IFDEF ENABLE_GFX} + r_Map_ResetGFX; + {$ENDIF} + end; + + procedure r_Map_Update; + var i, count, tick: LongInt; + begin + tick := gTime div GAME_TICK; + for i := 0 to ITEM_LAST do + g_Anim_GetFrameByTime(ItemAnim[i].anim, tick, count, Items[i].frame); + r_Map_UpdateGFX(tick); + g_Anim_GetFrameByTime(FlagAnim, tick, count, FlagFrame); + end; + + procedure r_Map_GetSpectatorLimits (out x0, y0, x1, y1: Integer); + var w, h: Integer; + begin + w := Round(gScreenWidth / g_dbg_scale); + if gMapInfo.Width > w then + begin + x0 := w div 2; + x1 := gMapInfo.Width - w div 2 - 1; + end + else + begin + x0 := gMapInfo.Width div 2; + x1 := gMapInfo.Width div 2; + end; + + h := Round(gScreenHeight / g_dbg_scale); + if gMapInfo.Height > h then + begin + y0 := h div 2; + y1 := gMapInfo.Height - h div 2 - 1; + end + else + begin + y0 := gMapInfo.Height div 2; + y1 := gMapInfo.Height div 2; + end; 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.