index 535d56eeafd6ca3456eec9fe2359f2ab75ec81e9..2ca87d7ec2431ca5bfe12c71a1f3c533f469641a 100644 (file)
binheap, MAPDEF, utils,
g_options, g_animations, g_basic, g_phys,
g_game, g_map, g_panel, g_items, g_monsters, g_weapons,
- g_console,
+ g_console, g_language,
{$IFDEF ENABLE_CORPSES}
g_corpses,
{$ENDIF}
i, j, k: Integer; d: TDirection; b: Boolean;
begin
// --------- items --------- //
+ r_Common_SetLoading(_lc[I_LOAD_ITEMS_DATA], ITEM_LAST + 1);
for i := 0 to ITEM_LAST do
begin
- Items[i].tex := r_Textures_LoadMultiFromFileAndInfo(
+ Items[i].tex := r_Common_LoadTextureMultiFromFileAndInfo(
GameWAD + ':TEXTURES/' + ItemAnim[i].name,
ItemAnim[i].w,
ItemAnim[i].h,
Items[i].frame := 0;
end;
// --------- monsters --------- //
+ r_Common_SetLoading(_lc[I_LOAD_MONSTER_TEXTURES], MONSTER_MAN - MONSTER_DEMON + 1);
for i := MONSTER_DEMON to MONSTER_MAN do
+ begin
for j := 0 to ANIM_LAST do
for d := TDirection.D_LEFT to TDirection.D_RIGHT do
r_Map_LoadMonsterAnim(i, j, d);
+ r_Common_StepLoading(1);
+ end;
VileFire := r_Textures_LoadMultiFromFileAndInfo(GameWAD + ':TEXTURES/FIRE', 64, 128, VileFireAnim.frames);
// --------- player models --------- //
if PlayerModelsArray <> nil then
begin
+ r_Common_SetLoading(_lc[I_LOAD_MODELS], Length(PlayerModelsArray));
SetLength(Models, Length(PlayerModelsArray));
for i := 0 to High(PlayerModelsArray) do
+ begin
r_Map_LoadModel(i);
+ r_Common_StepLoading(1);
+ end;
end;
// --------- player weapons --------- //
+ r_Common_SetLoading(_lc[I_LOAD_WEAPONS_DATA], WP_LAST);
for i := 1 to WP_LAST do
+ begin
for j := 0 to W_POS_LAST do
for k := 0 to W_ACT_LAST do
WeapTextures[i, j, k] := r_Textures_LoadFromFile(GameWAD + ':WEAPONS\' + WeapName[i] + WeapPos[j] + WeapAct[k]);
+ r_Common_StepLoading(1);
+ end;
// --------- gfx animations --------- //
{$IFDEF ENABLE_GFX}
+ r_Common_SetLoading('GFX Effects', R_GFX_LAST);
for i := 1 to R_GFX_LAST do
+ begin
if GFXAnim[i].anim.frames > 0 then
- GFXTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
+ GFXTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + GFXAnim[i].name, GFXAnim[i].w, GFXAnim[i].h, GFXAnim[i].anim.frames);
+ end;
{$ENDIF}
// --------- shots --------- //
+ r_Common_SetLoading('Weapon splahses', WEAPON_LAST + 1);
for i := 0 to WEAPON_LAST do
+ begin
if ShotAnim[i].anim.frames > 0 then
- ShotTextures[i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
+ ShotTextures[i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/' + ShotAnim[i].name, ShotAnim[i].w, ShotAnim[i].h, ShotAnim[i].anim.frames);
+ end;
// --------- flags --------- //
+ r_Common_SetLoading('Flags', 2);
FlagTextures[FLAG_NONE] := nil;
- FlagTextures[FLAG_RED] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
- FlagTextures[FLAG_BLUE] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
- // FlagTextures[FLAG_DOM] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
+ FlagTextures[FLAG_RED] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGRED', 64, 64, 5);
+ FlagTextures[FLAG_BLUE] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGBLUE', 64, 64, 5);
+ // FlagTextures[FLAG_DOM] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':TEXTURES/FLAGDOM', 64, 64, 8);
// --------- shells --------- //
{$IFDEF ENABLE_SHELLS}
+ r_Common_SetLoading('Shells', SHELL_LAST + 1);
for i := 0 to SHELL_LAST do
- ShellTextures[i] := r_Textures_LoadFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
+ ShellTextures[i] := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/' + ShellAnim[i].name);
{$ENDIF}
- // --------- punch --------- //
+ // --------- other --------- //
+ r_Common_SetLoading('Effects', 3 * 2 + 3);
for b := false to true do
begin
for i := 0 to 2 do
- PunchTextures[b, i] := r_Textures_LoadMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
+ PunchTextures[b, i] := r_Common_LoadTextureMultiFromFileAndInfo(GameWad + ':WEAPONS/' + PunchName[b] + WeapPos[i], 64, 64, PunchAnim.frames);
end;
- // --------- other --------- //
- InvulPenta := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PENTA');
- IndicatorTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/PLRIND');
- TalkTexture := r_Textures_LoadFromFile(GameWad + ':TEXTURES/TALKBUBBLE');
+ InvulPenta := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PENTA');
+ IndicatorTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/PLRIND');
+ TalkTexture := r_Common_LoadTextureFromFile(GameWad + ':TEXTURES/TALKBUBBLE');
end;
procedure r_Map_Free;
begin
n := Length(Textures);
SetLength(RenTextures, n);
+ r_Common_SetLoading(_lc[I_LOAD_TEXTURES], n);
for i := 0 to n - 1 do
begin
txt.anim := DefaultAnimInfo;
TEXTURE_NAME_ACID2: RenTextures[i].spec := TEXTURE_SPECIAL_ACID2;
else
RenTextures[i].spec := 0;
- e_LogWritefln('r_Map_LoadTextures: begin load texture: %s', [Textures[i].FullName]);
RenTextures[i].tex := r_Textures_LoadMultiTextFromFile(Textures[i].FullName, txt);
- e_LogWritefln('r_Map_LoadTextures: end load texture: %s', [Textures[i].FullName]);
if RenTextures[i].tex = nil then
- e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName]);
+ e_LogWritefln('r_Map_LoadTextures: failed to load texture: %s', [Textures[i].FullName])
+ else
+ r_Common_StepLoading(1);
end;
RenTextures[i].anim := txt.anim;
end;
end;
if gMapInfo.SkyFullName <> '' then
- SkyTexture := r_Textures_LoadFromFile(gMapInfo.SkyFullName);
+ begin
+ r_Common_SetLoading(_lc[I_LOAD_SKY], 1);
+ SkyTexture := r_Common_LoadTextureFromFile(gMapInfo.SkyFullName);
+ end;
plist.Clear;
end;