(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) {$INCLUDE ../../shared/a_modes.inc} 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, 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; it: PItem; begin if (ggItems = nil) then exit; for i := 0 to High(ggItems) do begin it := @ggItems[i]; if (not it.used) or (it.ItemType = ITEM_NONE) then continue; // just in case if not it.alive then continue; if (it.dropped <> dropflag) then continue; with it^ do 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, TMirrorType.None) end; if g_debug_Frames then begin e_DrawQuad(Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.X+Obj.Rect.X+Obj.Rect.Width-1, Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, 0, 255, 0); end; end; end; end; end; procedure r_Items_Draw; begin itemsDrawInternal(false); end; procedure r_Items_DrawDrop; begin itemsDrawInternal(true); end; end.