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Hacker News· mariuz·· 8 天前AI 评分12

Doom 移植到 Castle Game Engine(Object Pascal / Free Pascal)

A Port of Doom to the Castle Game Engine (Object Pascal / Free Pascal)

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一个用 Object Pascal 编写的 Doom 移植版,基于 Castle Game Engine,可直接读取原始 WAD 格式,内置 BSD 授权的 Freedoom Phase 1(36 张 ExMy 地图)和 Phase 2(32 张 MAPxx 地图),也支持加载自有的 Doom 1 / Doom 2 IWAD 与 PWAD。

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Build Web

Play in the browser: https://mariuz.github.io/castle-doom/ (WebAssembly build) · Downloads: Releases (Windows installer or zip, Linux, macOS) · Changelog

Doom levels, rendered and played with Castle Game Engine (Object Pascal). It reads the original WAD format directly: Freedoom Phase 1 and Phase 2 (BSD licensed, bundled in data/wads/) work out of the box, and your own vanilla-format Doom 1 / Doom 2 IWADs and PWADs can be loaded from the menu ("Open IWAD...", "Add PWAD...") or the command line:

castle-doom -iwad DOOM2.WAD -file mymap.wad -deh mymap.deh -warp MAP01

This project is deliberately written as a tour of the engine: every Doom subsystem is mapped onto a Castle Game Engine feature.

E1M1 start

Door opened to the outside Lift and a zombieman
MAP04 with a cacodemon Title screen
Doom Castle Game Engine
WAD lumps (VERTEXES, LINEDEFS, SECTORS, BSP NODES...) DoomWad / DoomMap units, plain Pascal records
Walls, floors, ceilings X3D nodes built in code: TIndexedTriangleSetNode, TUnlitMaterialNode, per-vertex TColorNode for sector light, one TCastleScene per movable sector
Textures (TEXTURE1 + PNAMES patch composition, flats, sprites) decoded to TRGBAlphaImage, served through a custom URL protocol doomgfx:/tex/STARTAN3.png (RegisterUrlProtocol) so the engine's texture cache shares them between scenes
Animated flats/walls (NUKAGE, BFALL...) TImageTextureNode.SetUrl swapped every 8 tics
Sky a textured cylinder scene that follows the camera
Light diminishing Doom's colormap arithmetic as a GLSL shader effect (TEffectNode, a FloatVertexAttribute with the sector light) that looks each pixel up in the real PLAYPAL / COLORMAP (exact colours and banding), with the gun flash light, invulnerability and light amplification colormaps (toggle with F)
Player TCastleWalkNavigation: gravity, PreferredHeight 41, ClimbHeight 24 (stairs), Radius, mouse look, head bobbing; collisions via PreciseCollisions on the map scenes
Things / monsters one TCastleTransform per thing with a TCastleBillboard behavior and a quad TCastleScene; sprite rotations picked like R_ProjectSprite
Shooting Doom's autoaim (P_AimLineAttack) and line attacks traced in Doom units against linedefs and thing boxes
Doors, lifts, floors, ceilings, stairs, crushers sector height changes regenerate the affected TCastleScene coordinates in place
Sounds (DS* DMX lumps) converted to WAV on the fly via doomsfx:/DSPISTOL URL protocol, positional audio with TCastleSoundSource
Music (D_* MUS or MIDI lumps + GENMIDI OPL patches) DoomMusic programs Nuked OPL3 (a shared library loaded by DoomOpl3; a built-in FM model otherwise) with the GENMIDI registers and renders the song to WAV (doommus:/D_E1M1.wav), looped on SoundEngine.LoopingChannel[0]
Status bar STBAR + digit patches composed into one image shown by a pixel-perfect TCastleImageControl
Weapon sprites, flashes, screen flashes, messages TCastleImageControl, TCastleRectangleControl, TCastleLabel
Title / intermission TCastleViews

Read docs/ARCHITECTURE.md for a unit-by-unit explanation of how the port works and which engine APIs each part uses; docs/ROADMAP.md lists what is still missing, prioritized; CLAUDE.md has build, test and contribution notes.

What works

  • Freedoom Phase 1 (36 ExMy maps) and Phase 2 (32 MAPxx maps), map selection in the menu.
  • Textured walls with Doom's pegging rules and offsets, masked middle textures (grates), floors and ceilings from BSP subsectors, sky, sector light levels with "fake contrast".
  • Doors (manual, switch, walk-over, locked, blazing), lifts (perpetual ones stop and resume), floors (raise to the shortest lower texture, donuts), ceilings, crushers (slow ones slow down on what they crush, silent ones, stop and resume), stairs, teleporters, light changes, scrolling walls, switch textures, secret sectors, damaging floors, exits (normal and secret) with an intermission screen.
  • Pickups: health, armor, ammo, keys, weapons, powerups, with Doom's messages.
  • Monsters wake up like in Doom: on sight in front of them, or when your shots reach their sector (sound spreads through open doors, stops at closed ones and crosses at most one sound-blocking line; ambush monsters must also see you). They chase (2D Doom-style movement with step/drop-off rules, they open doors and use teleporters and monster-only teleport lines; spectres are drawn as Doom's speckled fuzzoffset fuzz; flyers rise and sink towards you like Doom's P_ZMovement and their corpses fall), attack with melee, hitscan or projectiles, take pain, die (or burst into gibs when overkilled), get knocked back by hits and explosions (so do you), are squashed to gibs as corpses under closing doors and crushers, drop items, and fight each other when hit by another monster (infighting). Lost souls charge, Pain Elementals spit lost souls (three more when they die), Arch-viles raise the dead and burn you with their fire attack. Barrels explode with splash damage. Boss deaths trigger the special map events (E1M8, E2M8, E3M8, E4M6, E4M8, MAP07, Commander Keen). The Icon of Sin on MAP30 spits cubes that spawn monsters and dies to rockets through the hole in its wall.
  • Weapons: fist, chainsaw, pistol, shotgun, super shotgun, chaingun, and real projectiles for the rocket launcher (splash damage), plasma gun and BFG (charge, ball, tracer spray). Punches and the chainsaw turn you towards what they hit, like in Doom.
  • Status bar with face, keys, arms, ammo table; weapon bobbing, weapons lowered and raised when switching; damage, pickup and radiation-suit tints from the WAD's palettes; Doom's screen melt between levels.
  • Automap (Tab) with Doom's line colours, player arrow, zoom, grid and a reveal-all cheat.
  • Doom's text font for messages, and the real intermission screen (level names, FINISHED, animated kills/items/secrets/time with sounds, par times, ENTERING).
  • Freedoom's own wording from the WAD's DEHACKED strings: pickup and door messages, level titles (also on the automap), the Nightmare and quit questions.
  • Finales: Freedoom's story texts (read from the WAD's DEHACKED strings), the end pictures, the bunny scroller after E3M8 and the Doom 2 cast call after MAP30.
  • Doom's own menu from the WAD's graphics: the title pages cycle (TITLEPIC, CREDIT, HELP2) until a key opens the menu; New Game, episode and skill select (all five skills, with Nightmare's fast monsters and respawning), Load Game, Read This! (F1); -skill 1..5. In the game, Esc / F2 / F3 / F4 open Doom's main menu, save and load pages and the sound volume page (M_* graphics, thermometer sliders) over the paused game; saves get a typed name (Doom's _ cursor; the map, kills and time by default). The Options page picks WADs, map and skill.
  • Save and load: F2 / F3 slot menus, F6 / F9 quick save / load, "Continue (quick save)" on the title screen, -loadgame N. Everything is saved: open doors, moving lifts, used switches, corpses, monsters mid-fight, inventory and the automap. In the browser saves are kept in the page's localStorage, so they survive reloads; the home page's "Your saves" section exports them to a file and imports them back, and the desktop build reads the same file (Options: Export / Import saves, --export-saves / --import-saves).
  • External IWADs and PWADs (menu file dialogs or -iwad / -file / -deh / -warp), PWAD lumps overriding the IWAD's like in Doom; vanilla and ZDoom extended nodes (XNOD, ZNOD, XGLN/ZGLN, XGL2/ZGL2, XGL3/ZGL3) and glBSP GL nodes (V1, V2, V3, V5, also from a .gwa file), so maps built with ZDBSP or glBSP load too.
  • Music: MUS and MIDI lumps played on an emulated OPL3 (Nuked OPL3, loaded as a shared library packaged with the game) driven by the WAD's GENMIDI instrument bank, the AdLib / Sound Blaster sound of the original; a built-in FM model plays when the library is missing and in the browser. Title, level and intermission tracks.

Not (yet) done

See docs/ROADMAP.md. Headlines: no UDMF maps, DeHackEd patches change things, frames and code pointers but not the weapons' frames, the browser's music is the approximate FM model (no OPL3 emulator there).

Build and run

Install Castle Game Engine 7 (its Windows download bundles Free Pascal), then (on Windows, copy OpenAL32.dll and wrap_oal.dll from the engine's bin/ next to the executable for sound; castle-engine package does that automatically):

castle-engine compile --mode=release
castle-engine run

or open CastleEngineManifest.xml in the Castle Game Engine editor.

Keys: WASD/arrows move, Shift run, mouse look, left mouse / Ctrl fire, E/Space use, 1-7 and mouse wheel weapons, F light diminishing, M mouse look on/off, J music on/off, F4 sound / music volume, Tab automap (+/-/wheel zoom, G grid, I reveal all), F2/F3 save/load menu, F6/F9 quick save/load, N/P next/previous map, F5 screenshot, F8 the engine's inspector (the map, every thing and the game state by name), H help, Esc Doom's menu over the paused game (Options: end game, messages, mouse sensitivity, sound volume; Esc again or a click beside the items resumes; in the browser, Esc releasing the mouse opens it the same way, and a "click to look around" prompt shows until a click captures the mouse again).

Gamepad (Windows, Linux and the browser, where the pad shows up after a button press): left stick move / strafe, right stick turn / look, right trigger fire, A / X use, LB / RB previous / next weapon, View automap, Menu Doom's menu; in menus the D-pad, A (Enter) and B (back).

Automated smoke test (loads a map, runs a script, saves screenshots, quits):

castle-doom --autotest E1M1 shots/e1m1 --demo "S,F:3,S,T:90,U,W:2,S,X,S,Q"

Continuous integration

  • .github/workflows/build.yml: packages Windows x86_64, Linux x86_64 and macOS app bundles (x86_64 and aarch64, unsigned: right-click > Open the first time) on every push, each on GitHub's runner for that system with FPC and the CGE snapshot set up by castle-build-ci, and a Windows installer (MSI, WiX on a Windows runner, from the Windows zip by tools/make_msi_wxs.py); pushing a tag vX.Y.Z, or running the workflow by hand with release_tag, attaches them to a GitHub Release.
  • The Autotests job runs the FPCUnit unit tests (tests/castle_doom_tests.lpr: WADs, map BSP, music rendering, DeHackEd) and then tools/run_autotests.py under Xvfb.
  • .github/workflows/web.yml: builds the WebAssembly version (FPC main branch with the wasm32 cross-compiler and Pas2js are built from source and cached, since the Docker image does not ship them yet) and deploys pages/ + the game to GitHub Pages.

Source layout

code/doomwad.pas        WAD directory and palette
code/doomgraphics.pas   patches, textures, flats, sprites, animations, doomgfx: protocol
code/doommap.pas        map lumps, BSP queries, subsector polygons
code/doomgeometry.pas   map -> X3D scenes (chunks that can be regenerated)
code/doomthings.pas     thing type table (info.c reduced)
code/doomactors.pas     sprite billboards with frame animation
code/doomworld.pas      game logic: movers, specials, pickups, AI, weapons
code/doomsound.pas      DMX -> WAV, doomsfx: protocol
code/doommusic.pas      MUS/MIDI parsing, GENMIDI -> OPL3 registers or the FM model, doommus: protocol
code/doomopl3.pas       Nuked OPL3 loaded as a shared library (data/lib)
code/doomhud.pas        status bar composition
code/doomautomap.pas    automap (DrawPrimitive2D)
code/doomfont.pas       STCFN text
code/doomintermission.pas  intermission screen
code/doomfinale.pas     finale text, end pictures, bunny scroller, cast call
code/doomstates.pas     vanilla's state table (frames, code pointers) and thing rows, generated by tools/make_states.py
code/doomdehacked.pas   DeHackEd patches: BEX strings, things, frames, code pointers, ammo, par times
code/doomwipe.pas       the screen melt
code/doommenu.pas       Doom's menu (M_* graphics): title pages, main, episode, skill, load / save, Read This
code/gameviewmenu.pas   title screen: Doom menu and options
code/gameviewplay.pas   viewport, navigation, input; the 2D layer comes from data/play.castle-user-interface
code/doomworldstatus.pas  the game's state as published properties (the inspector)
data/play.castle-user-interface  the play view's HUD, texts and screens: a CGE editor design
data/menu.castle-user-interface  the title screen, Doom's menu and the Options panel: a CGE editor design
code/doommaptransform.pas  TDoomMapTransform: a Doom level built from a WAD inside a design ("Doom Map" in the editor)
code/gameviewdesign.pas  --autotest MAPCOMPONENT: shows data/mapcomponent.castle-user-interface, a design with that component

Freedoom is Copyright (c) 2001-2024 Contributors to the Freedoom project, BSD licence (see data/wads/COPYING.txt). Castle Game Engine is LGPL with static linking exception. The music's OPL3 emulator is Nuked OPL3 by Nuke.YKT, LGPL 2.1 or later: it is not part of this repository but built by tools/build_nuked_opl3.sh into data/lib/ (CI does this for the packages, with the licence text next to it) as a shared library the game loads at runtime, so you can replace it with your own build, or delete it to get the built-in FM synthesizer.

来源:Hacker News · github.com