X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fopengl%2Fr_player.pas;h=1beb1e4d78269e1aa8fdb423518bf708f6e43d2e;hb=b75596f7e02fb6399a6d9dd035ec7e9ad58b7f79;hp=638674f32418583a32ee1e4c383391f79215818a;hpb=b8b3691f5a4d6537539f557588cfd6fab79ed4b6;p=d2df-sdl.git diff --git a/src/game/opengl/r_player.pas b/src/game/opengl/r_player.pas index 638674f..1beb1e4 100644 --- a/src/game/opengl/r_player.pas +++ b/src/game/opengl/r_player.pas @@ -26,8 +26,6 @@ interface procedure r_Player_DrawDebug (p: TPlayer); procedure r_Player_DrawHealth; - procedure r_Player_DrawCorpses; - procedure r_Player_Draw (p: TPlayer); procedure r_Player_DrawIndicator (p: TPlayer; Color: TRGB); procedure r_Player_DrawBubble (p: TPlayer); @@ -41,6 +39,10 @@ interface procedure r_Player_DrawShells; {$ENDIF} + {$IFDEF ENABLE_CORPSES} + procedure r_Player_DrawCorpses; + {$ENDIF} + implementation uses @@ -53,6 +55,9 @@ implementation {$IFDEF ENABLE_SHELLS} g_shells, {$ENDIF} + {$IFDEF ENABLE_CORPSES} + g_corpses, + {$ENDIF} SysUtils, Classes, Math, MAPDEF, utils, g_basic, g_game, g_phys, g_map, g_language, g_weapons, g_items, g_net, g_options, @@ -60,12 +65,87 @@ implementation ; var + gItemsTexturesID: array [0..ITEM_MAX] of DWORD; PunchFrames: array [Boolean, 0..2] of DWORD; BulletTexture: DWORD; ShellTexture: DWORD; procedure r_Player_Load; begin + 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'); + + 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]); + g_Frames_CreateWAD(@PunchFrames[False, 0], 'FRAMES_PUNCH', GameWAD + ':WEAPONS\PUNCH', 64, 64, 4, False); g_Frames_CreateWAD(@PunchFrames[False, 1], 'FRAMES_PUNCH_UP', GameWAD + ':WEAPONS\PUNCH_UP', 64, 64, 4, False); g_Frames_CreateWAD(@PunchFrames[False, 2], 'FRAMES_PUNCH_DN', GameWAD + ':WEAPONS\PUNCH_DN', 64, 64, 4, False); @@ -136,6 +216,7 @@ begin end; end; +{$IFDEF ENABLE_CORPSES} procedure r_Player_DrawCorpse (p: TCorpse); var fX, fY: Integer; begin @@ -154,6 +235,7 @@ end; if gCorpses[i] <> nil then r_Player_DrawCorpse(gCorpses[i]) end; +{$ENDIF} {$IFDEF ENABLE_SHELLS} procedure r_Player_DrawShells; @@ -272,7 +354,11 @@ var Dot: Byte; CObj: TObj; begin - CObj := p.getCameraObj(); + {$IFDEF ENABLE_CORPSES} + CObj := g_Corpses_GetCameraObj(p); + {$ELSE} + CObj := p.Obj; + {$ENDIF} CObj.lerp(gLerpFactor, fX, fY); // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake bubX := fX + p.Obj.Rect.X + IfThen(p.Direction = TDirection.D_LEFT, -4, 18); @@ -366,12 +452,12 @@ begin else Mirror := TMirrorType.Horizontal; - if p.PunchAnim.enabled then + if p.PunchAnim.IsValid() and p.PunchAnim.enabled then begin if p.FKeys[KEY_DOWN].Pressed then ID := PunchFrames[R_BERSERK in p.FRulez, 2] else if p.FKeys[KEY_UP].Pressed then ID := PunchFrames[R_BERSERK in p.FRulez, 1] else ID := PunchFrames[R_BERSERK in p.FRulez, 0]; - r_AnimationState_Draw(ID, p.PunchAnim, fX + IfThen(p.Direction = TDirection.D_LEFT, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15), fY + fSlope + p.Obj.Rect.Y - 11, 0, Mirror, False); + r_AnimState_Draw(ID, p.PunchAnim, fX + IfThen(p.Direction = TDirection.D_LEFT, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15), fY + fSlope + p.Obj.Rect.Y - 11, 0, Mirror, False); end; if (p.FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> p) or (p.SpawnInvul >= gTime)) then