index 6e3dfee703f939d272ffa52604a0c3a1bd005d5d..168d740e804bad69eb1aa0cb83fe64dd0aa6c2f0 100644 (file)
interface
interface
+ uses MAPDEF; // ITEM_MAX
+
+ procedure r_Items_Load;
+ procedure r_Items_Free;
procedure r_Items_Draw;
procedure r_Items_DrawDrop;
procedure r_Items_Draw;
procedure r_Items_DrawDrop;
+ procedure r_Items_Update;
implementation
uses
SysUtils, Classes, Math,
implementation
uses
SysUtils, Classes, Math,
- r_graphics,
- MAPDEF,
- g_base, g_basic, g_game,
+ r_graphics, r_animations, r_textures,
+ g_base, g_basic, g_game, g_options, g_textures,
g_items
;
g_items
;
+ var
+ items: Array [0..ITEM_MAX] of record
+ id: DWORD;
+ anim: TAnimState;
+ end;
+
+ procedure LoadItem (i: Integer; name: String; w, h, delay, n: Integer; backanim: Boolean);
+ begin
+ g_Frames_CreateWAD(@items[i].id, '', GameWAD + ':TEXTURES\' + name, w, h, n, backanim);
+ if backanim then n := n * 2 - 2;
+ items[i].anim := TAnimState.Create(True, delay, n);
+ end;
+
+ procedure r_Items_Load;
+ var i: Integer;
+ begin
+ // i name w h d n backanim
+ LoadItem(ITEM_NONE, 'NOTEXTURE', 16, 16, 0, 1, False);
+ LoadItem(ITEM_MEDKIT_SMALL, 'MED1', 16, 16, 0, 1, False);
+ LoadItem(ITEM_MEDKIT_LARGE, 'MED2', 32, 32, 0, 1, False);
+ LoadItem(ITEM_MEDKIT_BLACK, 'BMED', 32, 32, 0, 1, False);
+ LoadItem(ITEM_ARMOR_GREEN, 'ARMORGREEN', 32, 16, 20, 3, True);
+ LoadItem(ITEM_ARMOR_BLUE, 'ARMORBLUE', 32, 16, 20, 3, True);
+ LoadItem(ITEM_SPHERE_BLUE, 'SBLUE', 32, 32, 15, 4, True);
+ LoadItem(ITEM_SPHERE_WHITE, 'SWHITE', 32, 32, 20, 4, True);
+ LoadItem(ITEM_SUIT, 'SUIT', 32, 64, 0, 1, False);
+ LoadItem(ITEM_OXYGEN, 'OXYGEN', 16, 32, 0, 1, False);
+ LoadItem(ITEM_INVUL, 'INVUL', 32, 32, 20, 4, True);
+ LoadItem(ITEM_WEAPON_SAW, 'SAW', 64, 32, 0, 1, False);
+ LoadItem(ITEM_WEAPON_SHOTGUN1, 'SHOTGUN1', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_SHOTGUN2, 'SHOTGUN2', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_CHAINGUN, 'MGUN', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_ROCKETLAUNCHER, 'RLAUNCHER', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_PLASMA, 'PGUN', 64, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_BFG, 'BFG', 64, 64, 0, 1, False);
+ LoadItem(ITEM_WEAPON_SUPERPULEMET, 'SPULEMET', 64, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_BULLETS, 'CLIP', 16, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_BULLETS_BOX, 'AMMO', 32, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_SHELLS, 'SHELL1', 16, 8, 0, 1, False);
+ LoadItem(ITEM_AMMO_SHELLS_BOX, 'SHELL2', 32, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_ROCKET, 'ROCKET', 16, 32, 0, 1, False);
+ LoadItem(ITEM_AMMO_ROCKET_BOX, 'ROCKETS', 64, 32, 0, 1, False);
+ LoadItem(ITEM_AMMO_CELL, 'CELL', 16, 16, 0, 1, False);
+ LoadItem(ITEM_AMMO_CELL_BIG, 'CELL2', 32, 32, 0, 1, False);
+ LoadItem(ITEM_AMMO_BACKPACK, 'BPACK', 32, 32, 0, 1, False);
+ LoadItem(ITEM_KEY_RED, 'KEYR', 16, 16, 0, 1, False);
+ LoadItem(ITEM_KEY_GREEN, 'KEYG', 16, 16, 0, 1, False);
+ LoadItem(ITEM_KEY_BLUE, 'KEYB', 16, 16, 0, 1, False);
+ LoadItem(ITEM_WEAPON_KASTET, 'KASTET', 64, 32, 0, 1, False);
+ LoadItem(ITEM_WEAPON_PISTOL, 'PISTOL', 64, 16, 0, 1, False);
+ LoadItem(ITEM_BOTTLE, 'BOTTLE', 64, 32, 20, 4, True);
+ LoadItem(ITEM_HELMET, 'HELMET', 64, 16, 20, 4, True);
+ LoadItem(ITEM_JETPACK, 'JETPACK', 96, 32, 15, 3, True);
+ LoadItem(ITEM_INVIS, 'INVIS', 128, 32, 20, 4, True);
+ LoadItem(ITEM_WEAPON_FLAMETHROWER, 'FLAMETHROWER', 64, 32, 0, 1, False);
+ LoadItem(ITEM_AMMO_FUELCAN, 'FUELCAN', 16, 32, 0, 1, False);
+
+ // fill with NOTEXURE forgotten item
+ for i := ITEM_AMMO_FUELCAN + 1 to ITEM_MAX do
+ LoadItem(i,'NOTEXTURE', 16, 16, 0, 1, False);
+
+ // hud
+ 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');
+ end;
+
+ procedure r_Items_Free;
+ var i: Integer;
+ begin
+ for i := 0 to ITEM_MAX do
+ g_Frames_DeleteByID(items[i].id);
+ end;
+
procedure itemsDrawInternal (dropflag: Boolean);
var
i, fX, fY: Integer;
procedure itemsDrawInternal (dropflag: Boolean);
var
i, fX, fY: Integer;
if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
begin
Obj.lerp(gLerpFactor, fX, fY);
if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
begin
Obj.lerp(gLerpFactor, fX, fY);
- if (Animation = nil) then
- begin
- e_Draw(gItemsTexturesID[ItemType], fX, fY, 0, true, false);
- end
- else
- begin
- Animation.Draw(fX, fY, TMirrorType.None);
- end;
+
+ r_AnimState_Draw(items[it.ItemType].id, items[it.ItemType].anim, fX, fY, 0, TMirrorType.None, False);
if g_debug_Frames then
begin
if g_debug_Frames then
begin
itemsDrawInternal(true);
end;
itemsDrawInternal(true);
end;
+ procedure r_Items_Update;
+ var i: Integer;
+ begin
+ for i := 0 to ITEM_MAX do
+ items[i].anim.Update;
+ end;
+
end.
end.