(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) {$INCLUDE ../../shared/a_modes.inc} unit r_items; interface uses MAPDEF; // ITEM_MAX procedure r_Items_Load; procedure r_Items_Free; procedure r_Items_Draw; procedure r_Items_DrawDrop; procedure r_Items_Update; implementation uses SysUtils, Classes, Math, r_graphics, r_animations, r_textures, g_base, g_basic, g_game, g_options, g_animations, g_items ; var items: Array [0..ITEM_MAX] of record id: DWORD; anim: TAnimState; end; procedure LoadItem (i: Integer; name: String; w, h, delay, n: Integer; backanim: Boolean); begin g_Frames_CreateWAD(@items[i].id, '', GameWAD + ':TEXTURES\' + name, w, h, n, backanim); if backanim then n := n * 2 - 2; items[i].anim := TAnimState.Create(True, delay, n); end; procedure r_Items_Load; var i: Integer; begin // 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', 64, 32, 20, 4, True); LoadItem(ITEM_HELMET, 'HELMET', 64, 16, 20, 4, True); LoadItem(ITEM_JETPACK, 'JETPACK', 96, 32, 15, 3, True); LoadItem(ITEM_INVIS, 'INVIS', 128, 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); // hud g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BLUESPHERE', GameWAD+':TEXTURES\SBLUE', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_WHITESPHERE', GameWAD+':TEXTURES\SWHITE', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORGREEN', GameWAD+':TEXTURES\ARMORGREEN', 32, 16, 3, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_ARMORBLUE', GameWAD+':TEXTURES\ARMORBLUE', 32, 16, 3, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_JETPACK', GameWAD+':TEXTURES\JETPACK', 32, 32, 3, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVUL', GameWAD+':TEXTURES\INVUL', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_INVIS', GameWAD+':TEXTURES\INVIS', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_RESPAWN', GameWAD+':TEXTURES\ITEMRESPAWN', 32, 32, 5, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_BOTTLE', GameWAD+':TEXTURES\BOTTLE', 16, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_ITEM_HELMET', GameWAD+':TEXTURES\HELMET', 16, 16, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_FLAG_RED', GameWAD+':TEXTURES\FLAGRED', 64, 64, 5, False); g_Frames_CreateWAD(nil, 'FRAMES_FLAG_BLUE', GameWAD+':TEXTURES\FLAGBLUE', 64, 64, 5, False); g_Frames_CreateWAD(nil, 'FRAMES_FLAG_DOM', GameWAD+':TEXTURES\FLAGDOM', 64, 64, 5, False); g_Texture_CreateWADEx('ITEM_MEDKIT_SMALL', GameWAD+':TEXTURES\MED1'); g_Texture_CreateWADEx('ITEM_MEDKIT_LARGE', GameWAD+':TEXTURES\MED2'); g_Texture_CreateWADEx('ITEM_WEAPON_SAW', GameWAD+':TEXTURES\SAW'); g_Texture_CreateWADEx('ITEM_WEAPON_PISTOL', GameWAD+':TEXTURES\PISTOL'); g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET'); g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN1', GameWAD+':TEXTURES\SHOTGUN1'); g_Texture_CreateWADEx('ITEM_WEAPON_SHOTGUN2', GameWAD+':TEXTURES\SHOTGUN2'); g_Texture_CreateWADEx('ITEM_WEAPON_CHAINGUN', GameWAD+':TEXTURES\MGUN'); g_Texture_CreateWADEx('ITEM_WEAPON_ROCKETLAUNCHER', GameWAD+':TEXTURES\RLAUNCHER'); g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN'); g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG'); g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET'); g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD+':TEXTURES\FLAMETHROWER'); g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP'); g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO'); g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1'); g_Texture_CreateWADEx('ITEM_AMMO_SHELLS_BOX', GameWAD+':TEXTURES\SHELL2'); g_Texture_CreateWADEx('ITEM_AMMO_ROCKET', GameWAD+':TEXTURES\ROCKET'); g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS'); g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL'); g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2'); g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD+':TEXTURES\FUELCAN'); g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK'); g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR'); g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG'); g_Texture_CreateWADEx('ITEM_KEY_BLUE', GameWAD+':TEXTURES\KEYB'); g_Texture_CreateWADEx('ITEM_OXYGEN', GameWAD+':TEXTURES\OXYGEN'); g_Texture_CreateWADEx('ITEM_SUIT', GameWAD+':TEXTURES\SUIT'); g_Texture_CreateWADEx('ITEM_WEAPON_KASTET', GameWAD+':TEXTURES\KASTET'); g_Texture_CreateWADEx('ITEM_MEDKIT_BLACK', GameWAD+':TEXTURES\BMED'); end; procedure r_Items_Free; var i: Integer; begin for i := 0 to ITEM_MAX do g_Frames_DeleteByID(items[i].id); end; procedure itemsDrawInternal (dropflag: Boolean); var i, fX, fY: Integer; it: PItem; begin if (ggItems = nil) then exit; for i := 0 to High(ggItems) do begin it := @ggItems[i]; if (not it.used) or (it.ItemType = ITEM_NONE) then continue; // just in case if not it.alive then continue; if (it.dropped <> dropflag) then continue; with it^ do begin if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then begin Obj.lerp(gLerpFactor, fX, fY); r_AnimState_Draw(items[it.ItemType].id, items[it.ItemType].anim, fX, fY, 0, TMirrorType.None, False); if g_debug_Frames then begin e_DrawQuad(Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.X+Obj.Rect.X+Obj.Rect.Width-1, Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, 0, 255, 0); end; end; end; end; end; procedure r_Items_Draw; begin itemsDrawInternal(false); end; procedure r_Items_DrawDrop; begin itemsDrawInternal(true); end; procedure r_Items_Update; var i: Integer; begin for i := 0 to ITEM_MAX do items[i].anim.Update; end; end.