index f42cb1fdfceefaaaf4dcb52656cac31abc01a1f3..168d740e804bad69eb1aa0cb83fe64dd0aa6c2f0 100644 (file)
procedure r_Items_Free;
procedure r_Items_Draw;
procedure r_Items_DrawDrop;
procedure r_Items_Free;
procedure r_Items_Draw;
procedure r_Items_DrawDrop;
-
- var
- gItemsTexturesID: Array [1..ITEM_MAX] of DWORD;
+ procedure r_Items_Update;
implementation
uses
SysUtils, Classes, Math,
r_graphics, r_animations, r_textures,
implementation
uses
SysUtils, Classes, Math,
r_graphics, r_animations, r_textures,
- g_base, g_basic, g_game, g_options,
+ g_base, g_basic, g_game, g_options, g_textures,
g_items
;
var
g_items
;
var
- itemFrames: Array [0..ITEM_MAX] of DWORD;
+ 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;
procedure r_Items_Load;
+ var i: Integer;
begin
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_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_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');
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');
- //
- g_Texture_Get('ITEM_MEDKIT_SMALL', gItemsTexturesID[ITEM_MEDKIT_SMALL]);
- g_Texture_Get('ITEM_MEDKIT_LARGE', gItemsTexturesID[ITEM_MEDKIT_LARGE]);
- g_Texture_Get('ITEM_MEDKIT_BLACK', gItemsTexturesID[ITEM_MEDKIT_BLACK]);
- g_Texture_Get('ITEM_SUIT', gItemsTexturesID[ITEM_SUIT]);
- g_Texture_Get('ITEM_OXYGEN', gItemsTexturesID[ITEM_OXYGEN]);
- g_Texture_Get('ITEM_WEAPON_SAW', gItemsTexturesID[ITEM_WEAPON_SAW]);
- g_Texture_Get('ITEM_WEAPON_SHOTGUN1', gItemsTexturesID[ITEM_WEAPON_SHOTGUN1]);
- g_Texture_Get('ITEM_WEAPON_SHOTGUN2', gItemsTexturesID[ITEM_WEAPON_SHOTGUN2]);
- g_Texture_Get('ITEM_WEAPON_CHAINGUN', gItemsTexturesID[ITEM_WEAPON_CHAINGUN]);
- g_Texture_Get('ITEM_WEAPON_ROCKETLAUNCHER', gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]);
- g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]);
- g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]);
- g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]);
- g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]);
- g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]);
- g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]);
- g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]);
- g_Texture_Get('ITEM_AMMO_SHELLS_BOX', gItemsTexturesID[ITEM_AMMO_SHELLS_BOX]);
- g_Texture_Get('ITEM_AMMO_ROCKET', gItemsTexturesID[ITEM_AMMO_ROCKET]);
- g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]);
- g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]);
- g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]);
- g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]);
- g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]);
- g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]);
- g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]);
- g_Texture_Get('ITEM_KEY_BLUE', gItemsTexturesID[ITEM_KEY_BLUE]);
- g_Texture_Get('ITEM_WEAPON_KASTET', gItemsTexturesID[ITEM_WEAPON_KASTET]);
- g_Texture_Get('ITEM_WEAPON_PISTOL', gItemsTexturesID[ITEM_WEAPON_PISTOL]);
- // Frames
- g_Frames_Get(itemFrames[ITEM_ARMOR_GREEN], 'FRAMES_ITEM_ARMORGREEN');
- g_Frames_Get(itemFrames[ITEM_ARMOR_BLUE], 'FRAMES_ITEM_ARMORBLUE');
- g_Frames_Get(itemFrames[ITEM_JETPACK], 'FRAMES_ITEM_JETPACK');
- g_Frames_Get(itemFrames[ITEM_SPHERE_BLUE], 'FRAMES_ITEM_BLUESPHERE');
- g_Frames_Get(itemFrames[ITEM_SPHERE_WHITE], 'FRAMES_ITEM_WHITESPHERE');
- g_Frames_Get(itemFrames[ITEM_INVUL], 'FRAMES_ITEM_INVUL');
- g_Frames_Get(itemFrames[ITEM_INVIS], 'FRAMES_ITEM_INVIS');
- g_Frames_Get(itemFrames[ITEM_BOTTLE], 'FRAMES_ITEM_BOTTLE');
- g_Frames_Get(itemFrames[ITEM_HELMET], 'FRAMES_ITEM_HELMET');
end;
procedure r_Items_Free;
end;
procedure r_Items_Free;
+ var i: Integer;
begin
begin
- g_Frames_DeleteByName('FRAMES_ITEM_BLUESPHERE');
- g_Frames_DeleteByName('FRAMES_ITEM_WHITESPHERE');
- g_Frames_DeleteByName('FRAMES_ITEM_ARMORGREEN');
- g_Frames_DeleteByName('FRAMES_ITEM_ARMORBLUE');
- g_Frames_DeleteByName('FRAMES_ITEM_JETPACK');
- g_Frames_DeleteByName('FRAMES_ITEM_INVUL');
- g_Frames_DeleteByName('FRAMES_ITEM_INVIS');
- g_Frames_DeleteByName('FRAMES_ITEM_RESPAWN');
- g_Frames_DeleteByName('FRAMES_ITEM_BOTTLE');
- g_Frames_DeleteByName('FRAMES_ITEM_HELMET');
- g_Frames_DeleteByName('FRAMES_FLAG_RED');
- g_Frames_DeleteByName('FRAMES_FLAG_BLUE');
- g_Frames_DeleteByName('FRAMES_FLAG_DOM');
- g_Texture_Delete('ITEM_MEDKIT_SMALL');
- g_Texture_Delete('ITEM_MEDKIT_LARGE');
- g_Texture_Delete('ITEM_WEAPON_SAW');
- g_Texture_Delete('ITEM_WEAPON_PISTOL');
- g_Texture_Delete('ITEM_WEAPON_KASTET');
- g_Texture_Delete('ITEM_WEAPON_SHOTGUN1');
- g_Texture_Delete('ITEM_WEAPON_SHOTGUN2');
- g_Texture_Delete('ITEM_WEAPON_CHAINGUN');
- g_Texture_Delete('ITEM_WEAPON_ROCKETLAUNCHER');
- g_Texture_Delete('ITEM_WEAPON_PLASMA');
- g_Texture_Delete('ITEM_WEAPON_BFG');
- g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET');
- g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER');
- g_Texture_Delete('ITEM_AMMO_BULLETS');
- g_Texture_Delete('ITEM_AMMO_BULLETS_BOX');
- g_Texture_Delete('ITEM_AMMO_SHELLS');
- g_Texture_Delete('ITEM_AMMO_SHELLS_BOX');
- g_Texture_Delete('ITEM_AMMO_ROCKET');
- g_Texture_Delete('ITEM_AMMO_ROCKET_BOX');
- g_Texture_Delete('ITEM_AMMO_CELL');
- g_Texture_Delete('ITEM_AMMO_CELL_BIG');
- g_Texture_Delete('ITEM_AMMO_FUELCAN');
- g_Texture_Delete('ITEM_AMMO_BACKPACK');
- g_Texture_Delete('ITEM_KEY_RED');
- g_Texture_Delete('ITEM_KEY_GREEN');
- g_Texture_Delete('ITEM_KEY_BLUE');
- g_Texture_Delete('ITEM_OXYGEN');
- g_Texture_Delete('ITEM_SUIT');
- g_Texture_Delete('ITEM_WEAPON_KASTET');
- g_Texture_Delete('ITEM_MEDKIT_BLACK');
+ for i := 0 to ITEM_MAX do
+ g_Frames_DeleteByID(items[i].id);
end;
procedure itemsDrawInternal (dropflag: Boolean);
end;
procedure itemsDrawInternal (dropflag: Boolean);
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 if itemFrames[it.ItemType] <> 0 then
- begin
- r_AnimationState_Draw(itemFrames[it.ItemType], Animation, 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.