X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fopengl%2Fr_items.pas;h=d29ccc296a0eba8c1ca857ff580d9cf705b79f59;hb=87d7671fba8d9f2961a1f682a406bd4049f23796;hp=a36feece8045ce386679174a99194c52353c335b;hpb=ac375654231a010b2f2bdbd90dd74d1c2903f967;p=d2df-sdl.git diff --git a/src/game/opengl/r_items.pas b/src/game/opengl/r_items.pas index a36feec..d29ccc2 100644 --- a/src/game/opengl/r_items.pas +++ b/src/game/opengl/r_items.pas @@ -23,24 +23,79 @@ interface procedure r_Items_Free; procedure r_Items_Draw; procedure r_Items_DrawDrop; - - var - gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; + procedure r_Items_Update; implementation uses SysUtils, Classes, Math, r_graphics, r_animations, r_textures, - g_base, g_basic, g_game, g_options, + g_base, g_basic, g_game, g_options, g_animations, g_items ; var - itemFrames: Array [0..ITEM_MAX] of DWORD; + 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); @@ -84,93 +139,13 @@ implementation 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'); - // - g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]); - g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]); - g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]); - g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]); - g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]); - g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]); - g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]); - g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]); - g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]); - g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]); - g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]); - g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]); - g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]); - g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]); - g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]); - g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]); - g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]); - g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]); - g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]); - g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]); - g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]); - g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]); - g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]); - g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]); - g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]); - g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]); - g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]); - g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]); - g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]); - // Frames - g_Frames_Get(itemFrames[ITEM_ARMOR_GREEN], 'FRAMES_ITEM_ARMORGREEN'); - g_Frames_Get(itemFrames[ITEM_ARMOR_BLUE], 'FRAMES_ITEM_ARMORBLUE'); - g_Frames_Get(itemFrames[ITEM_JETPACK], 'FRAMES_ITEM_JETPACK'); - g_Frames_Get(itemFrames[ITEM_SPHERE_BLUE], 'FRAMES_ITEM_BLUESPHERE'); - g_Frames_Get(itemFrames[ITEM_SPHERE_WHITE], 'FRAMES_ITEM_WHITESPHERE'); - g_Frames_Get(itemFrames[ITEM_INVUL], 'FRAMES_ITEM_INVUL'); - g_Frames_Get(itemFrames[ITEM_INVIS], 'FRAMES_ITEM_INVIS'); - g_Frames_Get(itemFrames[ITEM_BOTTLE], 'FRAMES_ITEM_BOTTLE'); - g_Frames_Get(itemFrames[ITEM_HELMET], 'FRAMES_ITEM_HELMET'); end; procedure r_Items_Free; + var i: Integer; begin - g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE'); - g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE'); - g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN'); - g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE'); - g_Frames_DeleteByName('FRAMES_ITEM_JETPACK'); - g_Frames_DeleteByName('FRAMES_ITEM_INVUL'); - g_Frames_DeleteByName('FRAMES_ITEM_INVIS'); - g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN'); - g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE'); - g_Frames_DeleteByName('FRAMES_ITEM_HELMET'); - g_Frames_DeleteByName('FRAMES_FLAG_RED'); - g_Frames_DeleteByName('FRAMES_FLAG_BLUE'); - g_Frames_DeleteByName('FRAMES_FLAG_DOM'); - g_Texture_Delete('ITEM_MEDKIT_SMALL'); - g_Texture_Delete('ITEM_MEDKIT_LARGE'); - g_Texture_Delete('ITEM_WEAPON_SAW'); - g_Texture_Delete('ITEM_WEAPON_PISTOL'); - g_Texture_Delete('ITEM_WEAPON_KASTET'); - g_Texture_Delete('ITEM_WEAPON_SHOTGUN1'); - g_Texture_Delete('ITEM_WEAPON_SHOTGUN2'); - g_Texture_Delete('ITEM_WEAPON_CHAINGUN'); - g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER'); - g_Texture_Delete('ITEM_WEAPON_PLASMA'); - g_Texture_Delete('ITEM_WEAPON_BFG'); - g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET'); - g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER'); - g_Texture_Delete('ITEM_AMMO_BULLETS'); - g_Texture_Delete('ITEM_AMMO_BULLETS_BOX'); - g_Texture_Delete('ITEM_AMMO_SHELLS'); - g_Texture_Delete('ITEM_AMMO_SHELLS_BOX'); - g_Texture_Delete('ITEM_AMMO_ROCKET'); - g_Texture_Delete('ITEM_AMMO_ROCKET_BOX'); - g_Texture_Delete('ITEM_AMMO_CELL'); - g_Texture_Delete('ITEM_AMMO_CELL_BIG'); - g_Texture_Delete('ITEM_AMMO_FUELCAN'); - g_Texture_Delete('ITEM_AMMO_BACKPACK'); - g_Texture_Delete('ITEM_KEY_RED'); - g_Texture_Delete('ITEM_KEY_GREEN'); - g_Texture_Delete('ITEM_KEY_BLUE'); - g_Texture_Delete('ITEM_OXYGEN'); - g_Texture_Delete('ITEM_SUIT'); - g_Texture_Delete('ITEM_WEAPON_KASTET'); - g_Texture_Delete('ITEM_MEDKIT_BLACK'); + for i := 0 to ITEM_MAX do + g_Frames_DeleteByID(items[i].id); end; procedure itemsDrawInternal (dropflag: Boolean); @@ -192,14 +167,8 @@ 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); - if (Animation = nil) then - begin - e_Draw(gItemsTexturesID[ItemType], fX, fY, 0, true, false); - end - else if itemFrames[it.ItemType] <> 0 then - begin - r_AnimationState_Draw(itemFrames[it.ItemType], Animation, fX, fY, 0, TMirrorType.None, False) - end; + + r_AnimState_Draw(items[it.ItemType].id, items[it.ItemType].anim, fX, fY, 0, TMirrorType.None, False); if g_debug_Frames then begin @@ -224,4 +193,11 @@ 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.