1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../../shared/a_modes.inc}
20 uses MAPDEF
; // ITEM_MAX
22 procedure r_Items_Load
;
23 procedure r_Items_Free
;
24 procedure r_Items_Draw
;
25 procedure r_Items_DrawDrop
;
28 gItemsTexturesID
: Array [1..ITEM_MAX
] of DWORD
;
33 SysUtils
, Classes
, Math
,
34 r_graphics
, r_animations
, r_textures
,
35 g_base
, g_basic
, g_game
, g_options
,
40 itemFrames
: Array [0..ITEM_MAX
] of DWORD
;
42 procedure r_Items_Load
;
44 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD
+':TEXTURES\SBLUE', 32, 32, 4, True);
45 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD
+':TEXTURES\SWHITE', 32, 32, 4, True);
46 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD
+':TEXTURES\ARMORGREEN', 32, 16, 3, True);
47 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD
+':TEXTURES\ARMORBLUE', 32, 16, 3, True);
48 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD
+':TEXTURES\JETPACK', 32, 32, 3, True);
49 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD
+':TEXTURES\INVUL', 32, 32, 4, True);
50 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD
+':TEXTURES\INVIS', 32, 32, 4, True);
51 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD
+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True);
52 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD
+':TEXTURES\BOTTLE', 16, 32, 4, True);
53 g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD
+':TEXTURES\HELMET', 16, 16, 4, True);
54 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD
+':TEXTURES\FLAGRED', 64, 64, 5, False);
55 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD
+':TEXTURES\FLAGBLUE', 64, 64, 5, False);
56 g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD
+':TEXTURES\FLAGDOM', 64, 64, 5, False);
57 g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD
+':TEXTURES\MED1');
58 g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD
+':TEXTURES\MED2');
59 g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD
+':TEXTURES\SAW');
60 g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD
+':TEXTURES\PISTOL');
61 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD
+':TEXTURES\KASTET');
62 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD
+':TEXTURES\SHOTGUN1');
63 g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD
+':TEXTURES\SHOTGUN2');
64 g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD
+':TEXTURES\MGUN');
65 g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD
+':TEXTURES\RLAUNCHER');
66 g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD
+':TEXTURES\PGUN');
67 g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD
+':TEXTURES\BFG');
68 g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD
+':TEXTURES\SPULEMET');
69 g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD
+':TEXTURES\FLAMETHROWER');
70 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD
+':TEXTURES\CLIP');
71 g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD
+':TEXTURES\AMMO');
72 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD
+':TEXTURES\SHELL1');
73 g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD
+':TEXTURES\SHELL2');
74 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD
+':TEXTURES\ROCKET');
75 g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD
+':TEXTURES\ROCKETS');
76 g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD
+':TEXTURES\CELL');
77 g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD
+':TEXTURES\CELL2');
78 g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD
+':TEXTURES\FUELCAN');
79 g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD
+':TEXTURES\BPACK');
80 g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD
+':TEXTURES\KEYR');
81 g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD
+':TEXTURES\KEYG');
82 g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD
+':TEXTURES\KEYB');
83 g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD
+':TEXTURES\OXYGEN');
84 g_Texture_CreateWADEx('ITEM_SUIT', GameWAD
+':TEXTURES\SUIT');
85 g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD
+':TEXTURES\KASTET');
86 g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD
+':TEXTURES\BMED');
88 g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID
[ITEM_MEDKIT_SMALL
]);
89 g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID
[ITEM_MEDKIT_LARGE
]);
90 g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID
[ITEM_MEDKIT_BLACK
]);
91 g_Texture_Get('ITEM_SUIT', gItemsTexturesID
[ITEM_SUIT
]);
92 g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID
[ITEM_OXYGEN
]);
93 g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID
[ITEM_WEAPON_SAW
]);
94 g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN1
]);
95 g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID
[ITEM_WEAPON_SHOTGUN2
]);
96 g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID
[ITEM_WEAPON_CHAINGUN
]);
97 g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID
[ITEM_WEAPON_ROCKETLAUNCHER
]);
98 g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID
[ITEM_WEAPON_PLASMA
]);
99 g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID
[ITEM_WEAPON_BFG
]);
100 g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID
[ITEM_WEAPON_SUPERPULEMET
]);
101 g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID
[ITEM_WEAPON_FLAMETHROWER
]);
102 g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID
[ITEM_AMMO_BULLETS
]);
103 g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID
[ITEM_AMMO_BULLETS_BOX
]);
104 g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID
[ITEM_AMMO_SHELLS
]);
105 g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID
[ITEM_AMMO_SHELLS_BOX
]);
106 g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID
[ITEM_AMMO_ROCKET
]);
107 g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID
[ITEM_AMMO_ROCKET_BOX
]);
108 g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID
[ITEM_AMMO_CELL
]);
109 g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID
[ITEM_AMMO_CELL_BIG
]);
110 g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID
[ITEM_AMMO_FUELCAN
]);
111 g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID
[ITEM_AMMO_BACKPACK
]);
112 g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID
[ITEM_KEY_RED
]);
113 g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID
[ITEM_KEY_GREEN
]);
114 g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID
[ITEM_KEY_BLUE
]);
115 g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID
[ITEM_WEAPON_KASTET
]);
116 g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID
[ITEM_WEAPON_PISTOL
]);
118 g_Frames_Get(itemFrames
[ITEM_ARMOR_GREEN
], 'FRAMES_ITEM_ARMORGREEN');
119 g_Frames_Get(itemFrames
[ITEM_ARMOR_BLUE
], 'FRAMES_ITEM_ARMORBLUE');
120 g_Frames_Get(itemFrames
[ITEM_JETPACK
], 'FRAMES_ITEM_JETPACK');
121 g_Frames_Get(itemFrames
[ITEM_SPHERE_BLUE
], 'FRAMES_ITEM_BLUESPHERE');
122 g_Frames_Get(itemFrames
[ITEM_SPHERE_WHITE
], 'FRAMES_ITEM_WHITESPHERE');
123 g_Frames_Get(itemFrames
[ITEM_INVUL
], 'FRAMES_ITEM_INVUL');
124 g_Frames_Get(itemFrames
[ITEM_INVIS
], 'FRAMES_ITEM_INVIS');
125 g_Frames_Get(itemFrames
[ITEM_BOTTLE
], 'FRAMES_ITEM_BOTTLE');
126 g_Frames_Get(itemFrames
[ITEM_HELMET
], 'FRAMES_ITEM_HELMET');
129 procedure r_Items_Free
;
131 g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
132 g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
133 g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
134 g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
135 g_Frames_DeleteByName('FRAMES_ITEM_JETPACK');
136 g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
137 g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
138 g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
139 g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
140 g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
141 g_Frames_DeleteByName('FRAMES_FLAG_RED');
142 g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
143 g_Frames_DeleteByName('FRAMES_FLAG_DOM');
144 g_Texture_Delete('ITEM_MEDKIT_SMALL');
145 g_Texture_Delete('ITEM_MEDKIT_LARGE');
146 g_Texture_Delete('ITEM_WEAPON_SAW');
147 g_Texture_Delete('ITEM_WEAPON_PISTOL');
148 g_Texture_Delete('ITEM_WEAPON_KASTET');
149 g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
150 g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
151 g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
152 g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
153 g_Texture_Delete('ITEM_WEAPON_PLASMA');
154 g_Texture_Delete('ITEM_WEAPON_BFG');
155 g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
156 g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
157 g_Texture_Delete('ITEM_AMMO_BULLETS');
158 g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
159 g_Texture_Delete('ITEM_AMMO_SHELLS');
160 g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
161 g_Texture_Delete('ITEM_AMMO_ROCKET');
162 g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
163 g_Texture_Delete('ITEM_AMMO_CELL');
164 g_Texture_Delete('ITEM_AMMO_CELL_BIG');
165 g_Texture_Delete('ITEM_AMMO_FUELCAN');
166 g_Texture_Delete('ITEM_AMMO_BACKPACK');
167 g_Texture_Delete('ITEM_KEY_RED');
168 g_Texture_Delete('ITEM_KEY_GREEN');
169 g_Texture_Delete('ITEM_KEY_BLUE');
170 g_Texture_Delete('ITEM_OXYGEN');
171 g_Texture_Delete('ITEM_SUIT');
172 g_Texture_Delete('ITEM_WEAPON_KASTET');
173 g_Texture_Delete('ITEM_MEDKIT_BLACK');
176 procedure itemsDrawInternal (dropflag
: Boolean);
181 if (ggItems
= nil) then exit
;
183 for i
:= 0 to High(ggItems
) do
186 if (not it
.used
) or (it
.ItemType
= ITEM_NONE
) then continue
; // just in case
187 if not it
.alive
then continue
;
188 if (it
.dropped
<> dropflag
) then continue
;
192 if g_Collide(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
, sX
, sY
, sWidth
, sHeight
) then
194 Obj
.lerp(gLerpFactor
, fX
, fY
);
195 if (Animation
= nil) then
197 e_Draw(gItemsTexturesID
[ItemType
], fX
, fY
, 0, true, false);
199 else if itemFrames
[it
.ItemType
] <> 0 then
201 r_AnimationState_Draw(itemFrames
[it
.ItemType
], Animation
, fX
, fY
, 0, TMirrorType
.None
, False)
204 if g_debug_Frames
then
206 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
208 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
209 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
217 procedure r_Items_Draw
;
219 itemsDrawInternal(false);
222 procedure r_Items_DrawDrop
;
224 itemsDrawInternal(true);