From: DeaDDooMER Date: Mon, 3 Jan 2022 20:28:04 +0000 (+0300) Subject: render: use TAnimationState for items X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=3bfe69d75a8da0a2ec95d41b310d0de3cd808cc3;p=d2df-sdl.git render: use TAnimationState for items --- diff --git a/src/game/g_items.pas b/src/game/g_items.pas index c578d2f..51dfc8f 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -39,7 +39,7 @@ Type QuietRespawn: Boolean; SpawnTrigger: Integer; Obj: TObj; - Animation: TAnimation; + Animation: TAnimationState; dropped: Boolean; // dropped from the monster? drops should be rendered after corpses, so zombie corpse will not obscure ammo container, for example procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! @@ -81,7 +81,6 @@ function g_Items_ForEachAlive (cb: TItemEachAliveCB; backwards: Boolean=false): var - gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; gMaxDist: Integer = 1; // for sounds var (* private state *) @@ -177,39 +176,6 @@ const ((53), (20)), // WEAPON_FLAMETHROWER ((13), (20))); // AMMO_FUELCAN -procedure InitTextures(); -begin - 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]); -end; - procedure g_Items_LoadData(); begin e_WriteLog('Loading items data...', TMsgType.Notify); @@ -219,52 +185,6 @@ begin g_Sound_CreateWADEx('SOUND_ITEM_GETWEAPON', GameWAD+':SOUNDS\GETWEAPON'); g_Sound_CreateWADEx('SOUND_ITEM_GETITEM', GameWAD+':SOUNDS\GETITEM'); - 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'); - - InitTextures(); - freeIds := TIdPool.Create(); end; @@ -278,50 +198,6 @@ begin g_Sound_Delete('SOUND_ITEM_GETWEAPON'); g_Sound_Delete('SOUND_ITEM_GETITEM'); - 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'); - freeIds.Free(); freeIds := nil; end; @@ -436,7 +312,6 @@ function g_Items_Create (X, Y: Integer; ItemType: Byte; Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD; var find_id: DWORD; - ID: DWORD; it: PItem; begin if ForcedID < 0 then find_id := allocItem() else find_id := wantItemSlot(ForcedID); @@ -485,15 +360,15 @@ begin // Óñòàíîâêà àíèìàöèè case it.ItemType of - ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20); - ITEM_ARMOR_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORBLUE') then it.Animation := TAnimation.Create(ID, True, 20); - ITEM_JETPACK: if g_Frames_Get(ID, 'FRAMES_ITEM_JETPACK') then it.Animation := TAnimation.Create(ID, True, 15); - ITEM_SPHERE_BLUE: if g_Frames_Get(ID, 'FRAMES_ITEM_BLUESPHERE') then it.Animation := TAnimation.Create(ID, True, 15); - ITEM_SPHERE_WHITE: if g_Frames_Get(ID, 'FRAMES_ITEM_WHITESPHERE') then it.Animation := TAnimation.Create(ID, True, 20); - ITEM_INVUL: if g_Frames_Get(ID, 'FRAMES_ITEM_INVUL') then it.Animation := TAnimation.Create(ID, True, 20); - ITEM_INVIS: if g_Frames_Get(ID, 'FRAMES_ITEM_INVIS') then it.Animation := TAnimation.Create(ID, True, 20); - ITEM_BOTTLE: if g_Frames_Get(ID, 'FRAMES_ITEM_BOTTLE') then it.Animation := TAnimation.Create(ID, True, 20); - ITEM_HELMET: if g_Frames_Get(ID, 'FRAMES_ITEM_HELMET') then it.Animation := TAnimation.Create(ID, True, 20); + 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(); diff --git a/src/game/opengl/r_items.pas b/src/game/opengl/r_items.pas index a317d85..f42cb1f 100644 --- a/src/game/opengl/r_items.pas +++ b/src/game/opengl/r_items.pas @@ -17,19 +17,162 @@ unit r_items; interface + uses MAPDEF; // ITEM_MAX + + procedure r_Items_Load; + procedure r_Items_Free; procedure r_Items_Draw; procedure r_Items_DrawDrop; + var + gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; + implementation uses SysUtils, Classes, Math, - r_graphics, r_animations, - MAPDEF, - g_base, g_basic, g_game, + r_graphics, r_animations, r_textures, + g_base, g_basic, g_game, g_options, g_items ; + var + itemFrames: Array [0..ITEM_MAX] of DWORD; + + procedure r_Items_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]); + // 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; + 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'); + end; + procedure itemsDrawInternal (dropflag: Boolean); var i, fX, fY: Integer; @@ -53,9 +196,9 @@ begin begin e_Draw(gItemsTexturesID[ItemType], fX, fY, 0, true, false); end - else + else if itemFrames[it.ItemType] <> 0 then begin - r_Animation_Draw(Animation, fX, fY, TMirrorType.None); + r_AnimationState_Draw(itemFrames[it.ItemType], Animation, fX, fY, TMirrorType.None) end; if g_debug_Frames then diff --git a/src/game/opengl/r_player.pas b/src/game/opengl/r_player.pas index faff88b..1aa8c03 100644 --- a/src/game/opengl/r_player.pas +++ b/src/game/opengl/r_player.pas @@ -46,7 +46,7 @@ implementation {$IFDEF ENABLE_HOLMES} g_holmes, {$ENDIF} - r_playermodel, r_graphics, r_animations, r_textures + r_playermodel, r_graphics, r_animations, r_textures, r_items ; procedure r_Player_DrawAll; diff --git a/src/game/opengl/r_render.pas b/src/game/opengl/r_render.pas index 4db3f64..c424e51 100644 --- a/src/game/opengl/r_render.pas +++ b/src/game/opengl/r_render.pas @@ -34,7 +34,7 @@ implementation e_log, g_system, g_game, g_options, g_console, r_window, r_graphics, r_console, r_playermodel, - r_weapons + r_weapons, r_items ; var @@ -76,10 +76,12 @@ implementation procedure r_Render_Load; begin r_Weapon_Load; + r_Items_Load; end; procedure r_Render_Free; begin + r_Items_Free; r_Weapon_Free; end;