index 34dbdfdbe02be7ea1dc9a4056f684f3a3b92e5cd..7a55bf758b8b9744c5a7883c43fbcb0659d23351 100644 (file)
interface
- uses MAPDEF, g_textures, g_base, g_basic, g_weapons, utils;
+ uses MAPDEF, g_animations, g_base, g_basic, g_weapons, utils;
const
A_STAND = 0;
W_POS_NORMAL = 0;
W_POS_UP = 1;
W_POS_DOWN = 2;
+ W_POS_LAST = W_POS_DOWN;
W_ACT_NORMAL = 0;
W_ACT_FIRE = 1;
+ W_ACT_LAST = W_ACT_FIRE;
FLAG_BASEPOINT: TDFPoint = (X:16; Y:43);
type
TWeaponPoints = Array [WP_FIRST + 1..WP_LAST, A_STAND..A_LAST, TDirection.D_LEFT..TDirection.D_RIGHT] of Array of TDFPoint;
- TModelMatrix = Array [TDirection.D_LEFT..TDirection.D_RIGHT, A_STAND..A_LAST] of TAnimationState;
-
TModelTextures = Array [TDirection.D_LEFT..TDirection.D_RIGHT, A_STAND..A_LAST] of record
Resource: String;
Mask: String;
TModelSoundArray = Array of TModelSound;
- TGibsArray = Array of Integer;
-
TPlayerModel = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
private
FDirection: TDirection;
FColor: TRGB;
FCurrentAnimation: Byte;
- FAnimState: TAnimationState;
+ FAnimState: TAnimState;
FCurrentWeapon: Byte;
FFlag: Byte;
FFireCounter: Byte;
public
property Color: TRGB read FColor write FColor;
- property AnimState: TAnimationState read FAnimState;
+ property AnimState: TAnimState read FAnimState;
property CurrentAnimation: Byte read FCurrentAnimation;
property CurrentWeapon: Byte read FCurrentWeapon;
property Flag: Byte read FFlag;
function g_PlayerModel_Load(FileName: String): Boolean;
function g_PlayerModel_GetNames(): SSArray;
function g_PlayerModel_Get(ModelName: String): TPlayerModel;
-function g_PlayerModel_GetGibs (ModelID: Integer; var Gibs: TGibsArray): Boolean;
function g_PlayerModel_GetIndex (ModelName: String): Integer;
{$IFDEF ENABLE_GFX}
// =======================
FileName: String;
Anim: TModelTextures;
- GibsCount: Integer;
- GibsResource:String;
- GibsMask: String;
- GibsOnce: Integer;
+ {$IFDEF ENABLE_GIBS}
+ GibsCount: Integer;
+ GibsResource:String;
+ GibsMask: String;
+ GibsOnce: Integer;
+ {$ENDIF}
end;
var
SlopSound := Min(Max(config.ReadInt('Sound', 'slop', 0), 0), 2);
- GibsCount := config.ReadInt('Gibs', 'count', 0);
- GibsResource := config.ReadStr('Gibs', 'resource', 'GIBS');
- GibsMask := config.ReadStr('Gibs', 'mask', 'GIBSMASK');
- GibsOnce := config.ReadInt('Gibs', 'once', -1);
+ {$IFDEF ENABLE_GIBS}
+ GibsCount := config.ReadInt('Gibs', 'count', 0);
+ GibsResource := config.ReadStr('Gibs', 'resource', 'GIBS');
+ GibsMask := config.ReadStr('Gibs', 'mask', 'GIBSMASK');
+ GibsOnce := config.ReadInt('Gibs', 'once', -1);
+ {$ENDIF}
ok := True;
for aa := WP_FIRST + 1 to WP_LAST do
end;
end;
- function g_PlayerModel_GetGibs (ModelID: Integer; var Gibs: TGibsArray): Boolean;
- var i, b: Integer; c: Boolean;
- begin
- Gibs := nil;
- Result := False;
- if (PlayerModelsArray = nil) or (gGibsCount = 0) then
- Exit;
-
- c := False;
- SetLength(Gibs, gGibsCount);
- for i := 0 to High(Gibs) do
- begin
- if c and (PlayerModelsArray[ModelID].GibsCount = 1) then
- begin
- SetLength(Gibs, i);
- Break;
- end;
-
- repeat
- b := Random(PlayerModelsArray[ModelID].GibsCount);
- until not ((PlayerModelsArray[ModelID].GibsOnce = b + 1) and c);
-
- Gibs[i] := b;
-
- c := PlayerModelsArray[ModelID].GibsOnce = b + 1;
- end;
- Result := True;
- end;
-
function g_PlayerModel_GetNames(): SSArray;
var
i: DWORD;
{ TPlayerModel }
procedure TPlayerModel.ChangeAnimation (Animation: Byte; Force: Boolean = False);
- var once: Boolean; speed, count: Integer;
+ var loop: Boolean; speed, count: Integer;
begin
if not Force then
if FCurrentAnimation = Animation then
Exit;
FCurrentAnimation := Animation;
- once := FCurrentAnimation in [A_STAND, A_WALK];
+ loop := FCurrentAnimation in [A_STAND, A_WALK];
speed := PlayerModelsArray[FID].ModelSpeed[FCurrentAnimation];
count := PlayerModelsArray[FID].Anim[FDirection, FCurrentAnimation].Frames;
- FAnimState := TAnimationState.Create(once, speed, count);
+ FAnimState := TAnimState.Create(loop, speed, count);
end;
destructor TPlayerModel.Destroy();
begin
- FAnimState.Free;
+ FAnimState.Invalidate;
inherited;
end;
procedure TPlayerModel.Update;
begin
- if FAnimState <> nil then
+ if FAnimState.IsValid() then
FAnimState.Update;
if FFireCounter > 0 then
Dec(FFireCounter)