DEADSOFTWARE

game: disable shells for server
[d2df-sdl.git] / src / game / opengl / r_player.pas
index 28eaf3d8af3810ce0d6961110b4fe87d2e9aae6c..c803b4c9e582de6c48867123a557f63a43951f28 100644 (file)
@@ -19,12 +19,14 @@ interface
 
   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);
   procedure r_Player_DrawHealth;
 
   procedure r_Player_DrawCorpses;
-  procedure r_Player_DrawShells;
 
   procedure r_Player_Draw (p: TPlayer);
   procedure r_Player_DrawIndicator (p: TPlayer; Color: TRGB);
@@ -35,20 +37,57 @@ interface
   procedure r_Player_DrawPain (p: TPlayer);
   procedure r_Player_DrawPickup (p: TPlayer);
 
-  procedure r_Player_DrawCorpse (p: TCorpse);
+  {$IFDEF ENABLE_SHELLS}
+    procedure r_Player_DrawShells;
+  {$ENDIF}
 
 implementation
 
   uses
+    {$IFDEF ENABLE_HOLMES}
+      g_holmes,
+    {$ENDIF}
+    {$IFDEF ENABLE_MENU}
+      g_menu,
+    {$ENDIF}
+    {$IFDEF ENABLE_SHELLS}
+      g_shells,
+    {$ENDIF}
     SysUtils, Classes, Math,
     MAPDEF, utils,
-    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
+    g_basic, g_game, g_phys, g_map, g_language, g_weapons, g_items, g_net, g_options,
+    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
@@ -97,6 +136,16 @@ begin
     end;
 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;
+
   procedure r_Player_DrawCorpses;
     var i: Integer;
   begin
@@ -106,27 +155,39 @@ end;
           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
+{$IFDEF ENABLE_SHELLS}
+  procedure r_Player_DrawShells;
+    var i, fX, fY: Integer; a: TDFPoint; TextureID: DWORD = DWORD(-1);
+  begin
+    if gShells <> nil then
+    begin
+      for i := 0 to High(gShells) do
+      begin
+        if gShells[i].alive and g_Obj_Collide(sX, sY, sWidth, sHeight, @gShells[i].Obj) then
         begin
-          if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then
-            Continue;
-
-          Obj.lerp(gLerpFactor, fX, fY);
-
-          a.X := CX;
-          a.Y := CY;
-
-          e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None);
-        end;
-end;
+          gShells[i].Obj.lerp(gLerpFactor, fX, fY);
+          case gShells[i].SType of
+            SHELL_BULLET:
+            begin
+              TextureID := BulletTexture;
+              a.X := 2;
+              a.Y := 1;
+            end;
+            SHELL_SHELL, SHELL_DBLSHELL:
+            begin
+              TextureID := ShellTexture;
+              a.X := 4;
+              a.Y := 2;
+            end
+          else
+            Assert(false)
+          end;
+          e_DrawAdv(TextureID, fX, fY, 0, True, False, gShells[i].RAngle, @a, TMirrorType.None);
+        end
+      end
+    end
+  end;
+{$ENDIF}
 
 procedure r_Player_DrawIndicator (p: TPlayer; Color: TRGB);
 var
@@ -305,14 +366,12 @@ begin
     else
       Mirror := TMirrorType.Horizontal;
 
-    if p.PunchAnim <> nil then
+    if p.PunchAnim.enabled then
     begin
-      r_Animation_Draw(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);
-      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, 0, Mirror, False);
     end;
 
     if (p.FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> p) or (p.SpawnInvul >= gTime)) then
@@ -761,26 +820,4 @@ 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
-    r_Animation_Draw(p.Animation, fX, fY, TMirrorType.None);
-
-  if p.AnimationMask <> nil then
-  begin
-    e_Colors := p.Color;
-    r_Animation_Draw(p.AnimationMask, fX, fY, TMirrorType.None);
-    e_Colors.R := 255;
-    e_Colors.G := 255;
-    e_Colors.B := 255;
-  end;
-end;
-
 end.