DEADSOFTWARE

render: move more texture load code into render
[d2df-sdl.git] / src / game / opengl / r_player.pas
index 28eaf3d8af3810ce0d6961110b4fe87d2e9aae6c..d4af4b55fdd5b89432ed810c7759a72c8edaa182 100644 (file)
@@ -19,6 +19,9 @@ 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;
@@ -35,8 +38,6 @@ interface
   procedure r_Player_DrawPain (p: TPlayer);
   procedure r_Player_DrawPickup (p: TPlayer);
 
-  procedure r_Player_DrawCorpse (p: TCorpse);
-
 implementation
 
   uses
@@ -46,9 +47,32 @@ implementation
 {$IFDEF ENABLE_HOLMES}
     g_holmes,
 {$ENDIF}
-    r_playermodel, r_graphics, r_animations, r_textures, r_items
+    r_playermodel, r_graphics, r_animations, r_textures, r_items, r_game
   ;
 
+  var
+    PunchFrames: array [Boolean, 0..2] of 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);
+  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 +121,16 @@ 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
@@ -305,14 +339,12 @@ 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, Mirror);
     end;
 
     if (p.FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> p) or (p.SpawnInvul >= gTime)) then
@@ -761,26 +793,4 @@ 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.