DEADSOFTWARE

render: use TAnimationState for items
[d2df-sdl.git] / src / game / opengl / r_items.pas
index a317d857744e99437707f77f50ce3576db86212e..f42cb1fdfceefaaaf4dcb52656cac31abc01a1f3 100644 (file)
@@ -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