X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fopengl%2Fr_items.pas;h=d29ccc296a0eba8c1ca857ff580d9cf705b79f59;hb=a0269440c6b9e8f1f0f578f26864804f9a412b13;hp=6e3dfee703f939d272ffa52604a0c3a1bd005d5d;hpb=53a532345838de82821c8711ae5e2e35d34892c4;p=d2df-sdl.git diff --git a/src/game/opengl/r_items.pas b/src/game/opengl/r_items.pas index 6e3dfee..d29ccc2 100644 --- a/src/game/opengl/r_items.pas +++ b/src/game/opengl/r_items.pas @@ -17,19 +17,137 @@ 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, - MAPDEF, - g_base, g_basic, g_game, + 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; @@ -49,14 +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 - begin - Animation.Draw(fX, fY, TMirrorType.None); - end; + + r_AnimState_Draw(items[it.ItemType].id, items[it.ItemType].anim, fX, fY, 0, TMirrorType.None, False); if g_debug_Frames then begin @@ -81,4 +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.