From: DeaDDooMER Date: Wed, 2 Feb 2022 21:30:11 +0000 (+0300) Subject: render: move item animations into render X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=06becc2e3715be961a5ce32accc4e97a4df28804;p=d2df-sdl.git render: move item animations into render --- diff --git a/src/game/g_items.pas b/src/game/g_items.pas index 33ab113..e81bdd4 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -19,7 +19,7 @@ interface uses SysUtils, Classes, - MAPDEF, g_textures, g_phys, g_saveload; + MAPDEF, g_phys, g_saveload; Type PItem = ^TItem; @@ -39,7 +39,6 @@ Type QuietRespawn: Boolean; SpawnTrigger: Integer; Obj: TObj; - Animation: TAnimationState; dropped: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example NeedSend: Boolean; @@ -238,11 +237,6 @@ begin if not it.slotIsUsed then raise Exception.Create('releaseItem: trying to release unallocated item (1)'); if (it.arrIdx <> idx) then raise Exception.Create('releaseItem: arrIdx inconsistency'); it.slotIsUsed := false; - if (it.Animation <> nil) then - begin - it.Animation.Free(); - it.Animation := nil; - end; it.alive := False; it.SpawnTrigger := -1; it.ItemType := ITEM_NONE; @@ -266,7 +260,6 @@ begin it.slotIsUsed := false; it.arrIdx := i; it.ItemType := ITEM_NONE; - it.Animation := nil; it.alive := false; it.SpawnTrigger := -1; it.Respawnable := false; @@ -323,14 +316,9 @@ end; procedure g_Items_Free (); -var - i: Integer; begin if (ggItems <> nil) then - begin - for i := 0 to High(ggItems) do ggItems[i].Animation.Free(); ggItems := nil; - end; freeIds.clear(); end; @@ -368,7 +356,6 @@ begin it.Obj.Rect.Width := ITEMSIZE[ItemType][0]; it.Obj.Rect.Height := ITEMSIZE[ItemType][1]; - it.Animation := nil; it.SpawnTrigger := -1; // Êîîðäèíàòû îòíîñèòåëüíî öåíòðà íèæíåãî ðåáðà @@ -386,19 +373,6 @@ begin it.Obj.oldX := it.Obj.X; it.Obj.oldY := it.Obj.Y; - // Óñòàíîâêà àíèìàöèè - case it.ItemType of - ITEM_ARMOR_GREEN: it.Animation := TAnimationState.Create(True, 20, 3); - ITEM_ARMOR_BLUE: it.Animation := TAnimationState.Create(True, 20, 3); - ITEM_JETPACK: it.Animation := TAnimationState.Create(True, 15, 3); - ITEM_SPHERE_BLUE: it.Animation := TAnimationState.Create(True, 15, 4); - ITEM_SPHERE_WHITE: it.Animation := TAnimationState.Create(True, 20, 4); - ITEM_INVUL: it.Animation := TAnimationState.Create(True, 20, 4); - ITEM_INVIS: it.Animation := TAnimationState.Create(True, 20, 4); - ITEM_BOTTLE: it.Animation := TAnimationState.Create(True, 20, 4); - ITEM_HELMET: it.Animation := TAnimationState.Create(True, 20, 4); - end; - it.positionChanged(); result := find_id; @@ -536,8 +510,6 @@ begin QuietRespawn := false; end; end; - - if (Animation <> nil) then Animation.Update(); end; end; end; diff --git a/src/game/opengl/r_animations.pas b/src/game/opengl/r_animations.pas index 8af7830..6e02aec 100644 --- a/src/game/opengl/r_animations.pas +++ b/src/game/opengl/r_animations.pas @@ -22,6 +22,9 @@ interface procedure r_AnimationState_Draw (FID: DWORD; t: TAnimationState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean); procedure r_AnimationState_DrawEx (FID: DWORD; t: TAnimationState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean; rpoint: TDFPoint; angle: SmallInt); + procedure r_AnimState_Draw (FID: DWORD; const t: TAnimState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean); + procedure r_AnimState_DrawEx (FID: DWORD; const t: TAnimState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean; rpoint: TDFPoint; angle: SmallInt); + function g_CreateFramesImg (ia: TDynImageDataArray; ID: PDWORD; const Name: AnsiString; BackAnimation: Boolean = false): Boolean; function g_Frames_CreateWAD (ID: PDWORD; const Name, Resource: AnsiString; mWidth, mHeight, mCount: Word; BackAnimation: Boolean=false): Boolean; @@ -80,6 +83,18 @@ implementation e_DrawAdv(framesArray[FID].TexturesID[t.currentFrame], x, y, alpha, true, blending, angle, @rpoint, mirror) end; + procedure r_AnimState_Draw (FID: DWORD; const t: TAnimState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean); + begin + if t.enabled then + e_DrawAdv(framesArray[FID].TexturesID[t.currentFrame], x, y, alpha, true, blending, 0, nil, mirror) + end; + + procedure r_AnimState_DrawEx (FID: DWORD; const t: TAnimState; x, y: Integer; alpha: Byte; mirror: TMirrorType; blending: Boolean; rpoint: TDFPoint; angle: SmallInt); + begin + if t.enabled then + e_DrawAdv(framesArray[FID].TexturesID[t.currentFrame], x, y, alpha, true, blending, angle, @rpoint, mirror) + end; + function allocFrameSlot (): LongWord; var f: integer; diff --git a/src/game/opengl/r_items.pas b/src/game/opengl/r_items.pas index a36feec..168d740 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_textures, 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. diff --git a/src/game/opengl/r_player.pas b/src/game/opengl/r_player.pas index 7e047f9..6204da3 100644 --- a/src/game/opengl/r_player.pas +++ b/src/game/opengl/r_player.pas @@ -65,12 +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); diff --git a/src/game/opengl/r_render.pas b/src/game/opengl/r_render.pas index e20271a..363093c 100644 --- a/src/game/opengl/r_render.pas +++ b/src/game/opengl/r_render.pas @@ -288,6 +288,7 @@ implementation r_Map_Update; r_PlayerModel_Update; r_Console_Update; + r_Items_Update; end; procedure r_Render_Draw;