DEADSOFTWARE

render: load shell textures in render
[d2df-sdl.git] / src / game / opengl / r_player.pas
index 25a2dd7bfe6ea22e51efe94dc9a5ecc84bc3d286..6d87a18ce5afe35df3f83b35c699966a1a9e5011 100644 (file)
@@ -17,7 +17,10 @@ unit r_player;
 
 interface
 
-  uses g_player, e_graphics; // TPlayer, TRGB
+  uses g_player, g_base; // TPlayer, TRGB
+
+  procedure r_Player_Load;
+  procedure r_Player_Free;
 
   procedure r_Player_DrawAll;
   procedure r_Player_DrawDebug (p: TPlayer);
@@ -35,17 +38,47 @@ interface
   procedure r_Player_DrawPain (p: TPlayer);
   procedure r_Player_DrawPickup (p: TPlayer);
 
-  procedure r_Player_DrawCorpse (p: TCorpse);
-
 implementation
 
   uses
     SysUtils, Classes, Math,
     MAPDEF, utils,
-    g_basic, g_game, g_phys, g_map, g_textures, g_menu, g_language, g_weapons, g_items, g_net, g_options,
-    r_playermodel
+    g_basic, g_game, g_phys, g_map, g_menu, g_language, g_weapons, g_items, g_net, g_options,
+{$IFDEF ENABLE_HOLMES}
+    g_holmes,
+{$ENDIF}
+    r_playermodel, r_graphics, r_animations, r_textures, r_items, r_game, r_map
   ;
 
+  var
+    PunchFrames: array [Boolean, 0..2] of DWORD;
+    BulletTexture: DWORD;
+    ShellTexture: DWORD;
+
+  procedure r_Player_Load;
+  begin
+    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);
+    g_Frames_CreateWAD(@PunchFrames[True, 0], 'FRAMES_PUNCH_BERSERK', GameWAD + ':WEAPONS\PUNCHB', 64, 64, 4, False);
+    g_Frames_CreateWAD(@PunchFrames[True, 1], 'FRAMES_PUNCH_BERSERK_UP', GameWAD + ':WEAPONS\PUNCHB_UP', 64, 64, 4, False);
+    g_Frames_CreateWAD(@PunchFrames[True, 2], 'FRAMES_PUNCH_BERSERK_DN', GameWAD + ':WEAPONS\PUNCHB_DN', 64, 64, 4, False);
+    g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD + ':TEXTURES\EBULLET');
+    g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD + ':TEXTURES\ESHELL');
+    g_Texture_Get('TEXTURE_SHELL_BULLET', BulletTexture);
+    g_Texture_Get('TEXTURE_SHELL_SHELL', ShellTexture);
+  end;
+
+  procedure r_Player_Free;
+  begin
+    g_Frames_DeleteByName('FRAMES_PUNCH');
+    g_Frames_DeleteByName('FRAMES_PUNCH_UP');
+    g_Frames_DeleteByName('FRAMES_PUNCH_DN');
+    g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK');
+    g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_UP');
+    g_Frames_DeleteByName('FRAMES_PUNCH_BERSERK_DN');
+  end;
+
   procedure r_Player_DrawAll;
     var i: Integer;
   begin
@@ -94,60 +127,56 @@ begin
     end;
 end;
 
-procedure r_Player_DrawCorpses;
-var
-  i, fX, fY: Integer;
-  a: TDFPoint;
-begin
-  if gGibs <> nil then
-    for i := 0 to High(gGibs) do
-      if gGibs[i].alive then
-        with gGibs[i] do
-        begin
-          if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
-            Continue;
-
-          Obj.lerp(gLerpFactor, fX, fY);
-
-          a.X := Obj.Rect.X+(Obj.Rect.Width div 2);
-          a.y := Obj.Rect.Y+(Obj.Rect.Height div 2);
-
-          e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
-
-          e_Colors := Color;
-          e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
-          e_Colors.R := 255;
-          e_Colors.G := 255;
-          e_Colors.B := 255;
-        end;
+  procedure r_Player_DrawCorpse (p: TCorpse);
+    var fX, fY: Integer;
+  begin
+    if (p.State <> CORPSE_STATE_REMOVEME) and (p.Model <> nil) then
+    begin
+      p.Obj.lerp(gLerpFactor, fX, fY);
+      r_PlayerModel_Draw(p.Model, fX, fY)
+    end
+  end;
 
-  if gCorpses <> nil then
-    for i := 0 to High(gCorpses) do
-      if gCorpses[i] <> nil then
-        r_Player_DrawCorpse(gCorpses[i])
-end;
+  procedure r_Player_DrawCorpses;
+    var i: Integer;
+  begin
+    if gCorpses <> nil then
+      for i := 0 to High(gCorpses) do
+        if gCorpses[i] <> nil then
+          r_Player_DrawCorpse(gCorpses[i])
+  end;
 
-procedure r_Player_DrawShells;
-var
-  i, fX, fY: Integer;
-  a: TDFPoint;
-begin
-  if gShells <> nil then
-    for i := 0 to High(gShells) do
-      if gShells[i].alive then
-        with gShells[i] do
+  procedure r_Player_DrawShells;
+    var i, fX, fY: Integer; a: TDFPoint; TextureID: DWORD = DWORD(-1);
+  begin
+    if gShells <> nil then
+    begin
+      for i := 0 to High(gShells) do
+      begin
+        if gShells[i].alive and g_Obj_Collide(sX, sY, sWidth, sHeight, @gShells[i].Obj) then
         begin
-          if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
-            Continue;
-
-          Obj.lerp(gLerpFactor, fX, fY);
-
-          a.X := CX;
-          a.Y := CY;
-
-          e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
-        end;
-end;
+          gShells[i].Obj.lerp(gLerpFactor, fX, fY);
+          case gShells[i].SType of
+            SHELL_BULLET:
+            begin
+              TextureID := BulletTexture;
+              a.X := 2;
+              a.Y := 1;
+            end;
+            SHELL_SHELL, SHELL_DBLSHELL:
+            begin
+              TextureID := ShellTexture;
+              a.X := 4;
+              a.Y := 2;
+            end
+          else
+            Assert(false)
+          end;
+          e_DrawAdv(TextureID, fX, fY, 0, True, False, gShells[i].RAngle, @a, TMirrorType.None);
+        end
+      end
+    end
+  end;
 
 procedure r_Player_DrawIndicator (p: TPlayer; Color: TRGB);
 var
@@ -326,14 +355,12 @@ begin
     else
       Mirror := TMirrorType.Horizontal;
 
-    if p.PunchAnim <> nil then
+    if p.PunchAnim.enabled then
     begin
-      p.PunchAnim.Draw(fX + IfThen(p.Direction = TDirection.D_LEFT, 15 - p.Obj.Rect.X, p.Obj.Rect.X - 15), fY + fSlope + p.Obj.Rect.Y - 11, Mirror);
-      if p.PunchAnim.played then
-      begin
-        p.PunchAnim.Free;
-        p.PunchAnim := nil;
-      end;
+      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, Mirror);
     end;
 
     if (p.FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> p) or (p.SpawnInvul >= gTime)) then
@@ -396,7 +423,7 @@ procedure r_Player_DrawAim (p: TPlayer);
   begin
 
 {$IFDEF ENABLE_HOLMES}
-    if isValidViewPort and (self = gPlayer1) then
+    if p.isValidViewPort() and (p = gPlayer1) then
     begin
       g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
     end;
@@ -782,26 +809,4 @@ begin
   e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
 end;
 
-procedure r_Player_DrawCorpse (p: TCorpse);
-var
-  fX, fY: Integer;
-begin
-  if p.State = CORPSE_STATE_REMOVEME then
-    Exit;
-
-  p.Obj.lerp(gLerpFactor, fX, fY);
-
-  if p.Animation <> nil then
-    p.Animation.Draw(fX, fY, TMirrorType.None);
-
-  if p.AnimationMask <> nil then
-  begin
-    e_Colors := p.Color;
-    p.AnimationMask.Draw(fX, fY, TMirrorType.None);
-    e_Colors.R := 255;
-    e_Colors.G := 255;
-    e_Colors.B := 255;
-  end;
-end;
-
 end.