index 9b018cb216d53d5dc161702bace1ed287250be0f..86d5b5a8be9b8d124ad79aa872302319d3d5c076 100644 (file)
interface
interface
-uses
- MAPDEF, g_textures, g_base, g_basic, g_weapons, r_graphics, utils, g_gfx,
- ImagingTypes, Imaging, ImagingUtility;
+ uses MAPDEF, g_textures, g_base, g_basic, g_weapons, utils, g_gfx;
const
A_STAND = 0;
const
A_STAND = 0;
FLAG_BASEPOINT: TDFPoint = (X:16; Y:43);
type
FLAG_BASEPOINT: TDFPoint = (X:16; Y:43);
type
- TModelInfo = record
- Name: String;
- Author: String;
- Description: String;
- HaveWeapon: Boolean;
+ 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;
+ Frames: Integer;
+ Back: Boolean;
end;
TModelBlood = record
end;
TModelBlood = record
Level: Byte;
end;
Level: Byte;
end;
- TGibSprite = record
- ID: DWORD;
- MaskID: DWORD;
- Rect: TRectWH;
- OnlyOne: Boolean;
- end;
-
TModelSoundArray = Array of TModelSound;
TModelSoundArray = Array of TModelSound;
- TGibsArray = Array of TGibSprite;
- TWeaponPoints = Array [WP_FIRST + 1..WP_LAST] of
- Array [A_STAND..A_LAST] of
- Array [TDirection.D_LEFT..TDirection.D_RIGHT] of Array of TDFPoint;
- TModelMatrix = Array [TDirection.D_LEFT..TDirection.D_RIGHT] of Array [A_STAND..A_LAST] of TAnimation;
+
+ TGibsArray = Array of Integer;
TPlayerModel = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
private
TPlayerModel = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
private
- FName: String;
FDirection: TDirection;
FColor: TRGB;
FDirection: TDirection;
FColor: TRGB;
- FBlood: TModelBlood;
FCurrentAnimation: Byte;
FCurrentAnimation: Byte;
- FAnim: TModelMatrix;
- FMaskAnim: TModelMatrix;
- FWeaponPoints: TWeaponPoints;
- FPainSounds: TModelSoundArray;
- FDieSounds: TModelSoundArray;
- FSlopSound: Byte;
+ FAnimState: TAnimationState;
FCurrentWeapon: Byte;
FCurrentWeapon: Byte;
- FDrawWeapon: Boolean;
FFlag: Byte;
FFlag: Byte;
- FFlagPoint: TDFPoint;
- FFlagAngle: SmallInt;
- FFlagAnim: TAnimation;
- FFire: Boolean;
FFireCounter: Byte;
FFireCounter: Byte;
+ FID: Integer;
public
destructor Destroy(); override;
procedure ChangeAnimation(Animation: Byte; Force: Boolean = False);
public
destructor Destroy(); override;
procedure ChangeAnimation(Animation: Byte; Force: Boolean = False);
- function GetCurrentAnimation: TAnimation;
- function GetCurrentAnimationMask: TAnimation;
procedure SetColor(Red, Green, Blue: Byte);
procedure SetWeapon(Weapon: Byte);
procedure SetFlag(Flag: Byte);
procedure SetColor(Red, Green, Blue: Byte);
procedure SetWeapon(Weapon: Byte);
procedure SetFlag(Flag: Byte);
- procedure SetFire(Fire: Boolean);
+ procedure SetFire (Fire: Boolean);
+ function GetFire (): Boolean;
function PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean;
procedure Update();
function PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean;
procedure Update();
+ function GetBlood (): TModelBlood;
+ function GetName (): String;
+
published
published
- property Fire: Boolean read FFire;
property Direction: TDirection read FDirection write FDirection;
property Animation: Byte read FCurrentAnimation;
property Weapon: Byte read FCurrentWeapon;
property Direction: TDirection read FDirection write FDirection;
property Animation: Byte read FCurrentAnimation;
property Weapon: Byte read FCurrentWeapon;
- property Name: String read FName;
public
property Color: TRGB read FColor write FColor;
public
property Color: TRGB read FColor write FColor;
- property Blood: TModelBlood read FBlood;
-
- property Anim: TModelMatrix read FAnim;
- property MaskAnim: TModelMatrix read FMaskAnim;
+ property AnimState: TAnimationState read FAnimState;
property CurrentAnimation: Byte read FCurrentAnimation;
property CurrentAnimation: Byte read FCurrentAnimation;
-
property CurrentWeapon: Byte read FCurrentWeapon;
property CurrentWeapon: Byte read FCurrentWeapon;
- property DrawWeapon: Boolean read FDrawWeapon;
- property WeaponPoints: TWeaponPoints read FWeaponPoints;
-
property Flag: Byte read FFlag;
property Flag: Byte read FFlag;
- property FlagAnim: TAnimation read FFlagAnim;
- property FlagAngle: SmallInt read FFlagAngle;
- property FlagPoint: TDFPoint read FFlagPoint;
+ property ID: Integer read FID;
end;
end;
+procedure g_PlayerModel_LoadAll;
procedure g_PlayerModel_FreeData();
function g_PlayerModel_Load(FileName: String): Boolean;
function g_PlayerModel_GetNames(): SSArray;
procedure g_PlayerModel_FreeData();
function g_PlayerModel_Load(FileName: String): Boolean;
function g_PlayerModel_GetNames(): SSArray;
-function g_PlayerModel_GetInfo(ModelName: String): TModelInfo;
function g_PlayerModel_GetBlood(ModelName: String): TModelBlood;
function g_PlayerModel_Get(ModelName: String): TPlayerModel;
function g_PlayerModel_GetBlood(ModelName: String): TModelBlood;
function g_PlayerModel_Get(ModelName: String): TPlayerModel;
-function g_PlayerModel_GetAnim(ModelName: String; Anim: Byte; var _Anim, _Mask: TAnimation): Boolean;
-function g_PlayerModel_GetGibs(ModelName: String; var Gibs: TGibsArray): Boolean;
+function g_PlayerModel_GetGibs (ModelID: Integer; var Gibs: TGibsArray): Boolean;
+function g_PlayerModel_GetIndex (ModelName: String): Integer;
+
+procedure g_PlayerModel_LoadFake (ModelName, FileName: String);
+
+(* --- private data --- *)
+
+ type
+ TPlayerModelInfo = record
+ Name: String;
+ Author: String;
+ Description: String;
+ HaveWeapon: Boolean;
+ ModelSpeed: Array [A_STAND..A_PAIN] of Byte;
+ FlagPoint: TDFPoint;
+ FlagAngle: SmallInt;
+ WeaponPoints: TWeaponPoints;
+ PainSounds: TModelSoundArray;
+ DieSounds: TModelSoundArray;
+ SlopSound: Byte;
+ Blood: TModelBlood;
+ // =======================
+ FileName: String;
+ Anim: TModelTextures;
+ GibsCount: Integer;
+ GibsResource:String;
+ GibsMask: String;
+ GibsOnce: Integer;
+ end;
+ var
+ PlayerModelsArray: Array of TPlayerModelInfo;
implementation
uses
implementation
uses
- g_main, g_sound, g_console, SysUtils, g_player, CONFIG,
+ g_sound, g_console, SysUtils, g_player, CONFIG,
e_sound, g_options, g_map, Math, e_log, wadreader;
e_sound, g_options, g_map, Math, e_log, wadreader;
-type
- TPlayerModelInfo = record
- Info: TModelInfo;
- ModelSpeed: Array [A_STAND..A_PAIN] of Byte;
- FlagPoint: TDFPoint;
- FlagAngle: SmallInt;
- WeaponPoints: TWeaponPoints;
- Gibs: TGibsArray;
- PainSounds: TModelSoundArray;
- DieSounds: TModelSoundArray;
- SlopSound: Byte;
- Blood: TModelBlood;
- end;
-
const
FLAG_DEFPOINT: TDFPoint = (X:32; Y:16);
FLAG_DEFANGLE = -20;
const
FLAG_DEFPOINT: TDFPoint = (X:32; Y:16);
FLAG_DEFANGLE = -20;
WeapNames: Array [WP_FIRST + 1..WP_LAST] of String =
('csaw', 'hgun', 'sg', 'ssg', 'mgun', 'rkt', 'plz', 'bfg', 'spl', 'flm');
WeapNames: Array [WP_FIRST + 1..WP_LAST] of String =
('csaw', 'hgun', 'sg', 'ssg', 'mgun', 'rkt', 'plz', 'bfg', 'spl', 'flm');
-var
- PlayerModelsArray: Array of TPlayerModelInfo;
+ function g_PlayerModel_GetIndex (ModelName: String): Integer;
+ var i: Integer;
+ begin
+ Result := -1;
+ if PlayerModelsArray <> nil then
+ begin
+ i := 0;
+ while (i < Length(PlayerModelsArray)) and (PlayerModelsArray[i].Name <> ModelName) do
+ Inc(i);
+ if i < Length(PlayerModelsArray) then
+ Result := i
+ end
+ end;
function GetPoint(var str: String; var point: TDFPoint): Boolean;
var
function GetPoint(var str: String; var point: TDFPoint): Boolean;
var
Result := True;
end;
Result := True;
end;
-procedure ExtAnimFromBaseAnim(MName: String; AIdx: Integer);
-const
- CopyAnim: array [A_LASTBASE+1..A_LASTEXT] of Integer = (
- A_WALK, A_WALK, A_WALK, A_WALK, A_WALK,
- A_STAND, A_WALK, A_ATTACK, A_WALK, A_SEEUP, A_SEEDOWN,
- A_ATTACKUP, A_ATTACKDOWN
- );
-var
- OIdx, W, I: Integer;
- D: TDirection;
- AName, OName: String;
-begin
- // HACK: shitty workaround to duplicate base animations
- // in place of extended, replace with something better later
-
- Assert((AIdx > A_LASTBASE) and (AIdx <= A_LASTEXT));
- OIdx := CopyAnim[AIdx];
-
- AName := MName + '_RIGHTANIM' + IntToStr(AIdx);
- OName := MName + '_RIGHTANIM' + IntToStr(OIdx);
- Assert(g_Frames_Dup(AName, OName));
- Assert(g_Frames_Dup(AName + '_MASK', OName + '_MASK'));
- AName := MName + '_LEFTANIM' + IntToStr(AIdx);
- OName := MName + '_LEFTANIM' + IntToStr(OIdx);
- if g_Frames_Exists(AName) then
- begin
- g_Frames_Dup(AName, OName);
- g_Frames_Dup(AName + '_MASK', OName + '_MASK');
- end;
-
- with PlayerModelsArray[High(PlayerModelsArray)] do
+ procedure g_PlayerMode_ExtendPoints (id: Integer; AIdx: Integer);
+ const
+ CopyAnim: array [A_LASTBASE+1..A_LASTEXT] of Integer = (
+ A_WALK, A_WALK, A_WALK, A_WALK, A_WALK,
+ A_STAND, A_WALK, A_ATTACK, A_WALK, A_SEEUP, A_SEEDOWN,
+ A_ATTACKUP, A_ATTACKDOWN
+ );
+ var W, I, OIdx: Integer; D: TDirection;
begin
begin
- for W := WP_FIRST + 1 to WP_LAST do
+ OIdx := CopyAnim[AIdx];
+ with PlayerModelsArray[id] do
begin
begin
- for D := TDirection.D_LEFT to TDirection.D_RIGHT do
+ for W := WP_FIRST + 1 to WP_LAST do
begin
begin
- SetLength(WeaponPoints[W, AIdx, D], Length(WeaponPoints[W, OIdx, D]));
- for I := 0 to High(WeaponPoints[W, AIdx, D]) do
- WeaponPoints[W, AIdx, D, I] := WeaponPoints[W, OIdx, D, I]
+ for D := TDirection.D_LEFT to TDirection.D_RIGHT do
+ begin
+ SetLength(WeaponPoints[W, AIdx, D], Length(WeaponPoints[W, OIdx, D]));
+ for I := 0 to High(WeaponPoints[W, AIdx, D]) do
+ WeaponPoints[W, AIdx, D, I] := WeaponPoints[W, OIdx, D, I]
+ end;
end;
end;
end;
end;
end;
end;
-end;
-
-function g_PlayerModel_CalcGibSize (pData: Pointer; dataSize, x, y, w, h: Integer): TRectWH;
- var i, j: Integer; done: Boolean; img: TImageData;
- function IsVoid (i, j: Integer): Boolean;
+ procedure g_PlayerModel_LoadFake (ModelName, FileName: String);
+ var id: Integer;
begin
begin
- result := Byte((PByte(img.bits) + (y+j)*img.width*4 + (x+i)*4 + 3)^) = 0
+ SetLength(PlayerModelsArray, Length(PlayerModelsArray) + 1);
+ id := High(PlayerModelsArray);
+ PlayerModelsArray[id].Name := ModelName;
+ PlayerModelsArray[id].HaveWeapon := False;
+ PlayerModelsArray[id].FileName := FileName;
end;
end;
-begin
- InitImage(img);
- assert(LoadImageFromMemory(pData, dataSize, img));
-
- (* trace x from right to left *)
- done := false; i := 0;
- while not done and (i < w) do
- begin
- j := 0;
- while (j < h) and IsVoid(i, j) do inc(j);
- done := (j < h) and (IsVoid(i, j) = false);
- result.x := i;
- inc(i);
- end;
-
- (* trace y from up to down *)
- done := false; j := 0;
- while not done and (j < h) do
- begin
- i := 0;
- while (i < w) and IsVoid(i, j) do inc(i);
- done := (i < w) and (IsVoid(i, j) = false);
- result.y := j;
- inc(j);
- end;
-
- (* trace x from right to left *)
- done := false; i := w - 1;
- while not done and (i >= 0) do
- begin
- j := 0;
- while (j < h) and IsVoid(i, j) do inc(j);
- done := (j < h) and (IsVoid(i, j) = false);
- result.width := i - result.x + 1;
- dec(i);
- end;
-
- (* trace y from down to up *)
- done := false; j := h - 1;
- while not done and (j >= 0) do
- begin
- i := 0;
- while (i < w) and IsVoid(i, j) do inc(i);
- done := (i < w) and (IsVoid(i, j) = false);
- result.height := j - result.y + 1;
- dec(j);
- end;
-
- FreeImage(img);
-end;
-
function g_PlayerModel_Load(FileName: string): Boolean;
var
ID: DWORD;
function g_PlayerModel_Load(FileName: string): Boolean;
var
ID: DWORD;
- a, b, len, lenpd, lenpd2, aa, bb, f: Integer;
+ a, b, len, aa, bb, f: Integer;
cc: TDirection;
config: TConfig;
cc: TDirection;
config: TConfig;
- pData, pData2: Pointer;
+ pData: Pointer;
WAD: TWADFile;
WAD: TWADFile;
- s, aname: string;
+ s: string;
prefix: string;
prefix: string;
- ok, chk: Boolean;
+ ok, chk, chk2: Boolean;
begin
e_WriteLog(Format('Loading player model "%s"...', [FileName]), TMsgType.Notify);
begin
e_WriteLog(Format('Loading player model "%s"...', [FileName]), TMsgType.Notify);
prefix := FileName+':TEXTURES\';
prefix := FileName+':TEXTURES\';
- with PlayerModelsArray[ID].Info do
- begin
- Name := s;
- Author := config.ReadStr('Model', 'author', '');
- Description := config.ReadStr('Model', 'description', '');
- end;
-
+ PlayerModelsArray[ID].Name := s;
+ PlayerModelsArray[ID].Author := config.ReadStr('Model', 'author', '');
+ PlayerModelsArray[ID].Description := config.ReadStr('Model', 'description', '');
+ PlayerModelsArray[ID].FileName := FileName;
with PlayerModelsArray[ID] do
begin
Blood.R := MAX(0, MIN(255, config.ReadInt('Blood', 'R', 150)));
with PlayerModelsArray[ID] do
begin
Blood.R := MAX(0, MIN(255, config.ReadInt('Blood', 'R', 150)));
for b := A_STAND to A_LAST do
begin
for b := A_STAND to A_LAST do
begin
- aname := s+'_RIGHTANIM'+IntToStr(b);
- //e_LogWritefln('### MODEL FILE: [%s]', [prefix+config.ReadStr(AnimNames[b], 'resource', '')]);
- if not (g_Frames_CreateWAD(nil, aname,
- prefix+config.ReadStr(AnimNames[b], 'resource', ''),
- 64, 64, config.ReadInt(AnimNames[b], 'frames', 1),
- config.ReadBool(AnimNames[b], 'backanim', False)) and
- g_Frames_CreateWAD(nil, aname+'_MASK',
- prefix+config.ReadStr(AnimNames[b], 'mask', ''),
- 64, 64, config.ReadInt(AnimNames[b], 'frames', 1),
- config.ReadBool(AnimNames[b], 'backanim', False))) then
+ with PlayerModelsArray[ID].Anim[TDirection.D_RIGHT, b] do
begin
begin
- if b <= A_LASTBASE then
+ Resource := config.ReadStr(AnimNames[b], 'resource', '');
+ Mask := config.ReadStr(AnimNames[b], 'mask', '');
+ Frames := config.ReadInt(AnimNames[b], 'frames', 1);
+ Back := config.ReadBool(AnimNames[b], 'backanim', False);
+ if (Resource = '') or (Mask = '') then
begin
begin
- config.Free();
- WAD.Free();
- Exit;
- end
- else
- begin
- ExtAnimFromBaseAnim(s, b);
- continue;
+ if b <= A_LASTBASE then
+ begin
+ config.Free();
+ WAD.Free();
+ Exit
+ end
+ else
+ begin
+ g_PlayerMode_ExtendPoints(ID, b);
+ continue
+ end
end;
end;
end;
end;
for bb := A_STAND to A_LAST do
for cc := TDirection.D_LEFT to TDirection.D_RIGHT do
begin
for bb := A_STAND to A_LAST do
for cc := TDirection.D_LEFT to TDirection.D_RIGHT do
begin
- f := config.ReadInt(AnimNames[bb], 'frames', 1);
- if config.ReadBool(AnimNames[bb], 'backanim', False) then
- if f > 2 then f := 2*f-2;
+ f := PlayerModelsArray[ID].Anim[cc, bb].Frames;
+ if PlayerModelsArray[ID].Anim[cc, bb].Back and (f > 2) then
+ f := 2 * f - 2;
SetLength(PlayerModelsArray[ID].WeaponPoints[aa, bb, cc], f);
end;
SetLength(PlayerModelsArray[ID].WeaponPoints[aa, bb, cc], f);
end;
- if (config.ReadStr(AnimNames[b], 'resource2', '') <> '') and
- (config.ReadStr(AnimNames[b], 'mask2', '') <> '') then
+ with PlayerModelsArray[ID].Anim[TDirection.D_LEFT, b] do
begin
begin
- aname := s+'_LEFTANIM'+IntToStr(b);
- g_Frames_CreateWAD(nil, aname,
- prefix+config.ReadStr(AnimNames[b], 'resource2', ''),
- 64, 64, config.ReadInt(AnimNames[b], 'frames', 1),
- config.ReadBool(AnimNames[b], 'backanim', False));
-
- g_Frames_CreateWAD(nil, aname+'_MASK',
- prefix+config.ReadStr(AnimNames[b], 'mask2', ''),
- 64, 64, config.ReadInt(AnimNames[b], 'frames', 1),
- config.ReadBool(AnimNames[b], 'backanim', False));
+ Frames := PlayerModelsArray[ID].Anim[TDirection.D_RIGHT, b].Frames;
+ Back := PlayerModelsArray[ID].Anim[TDirection.D_RIGHT, b].Back;
end;
PlayerModelsArray[ID].ModelSpeed[b] := Max(1, config.ReadInt(AnimNames[b], 'waitcount', 1) div 3);
end;
PlayerModelsArray[ID].ModelSpeed[b] := Max(1, config.ReadInt(AnimNames[b], 'waitcount', 1) div 3);
SlopSound := Min(Max(config.ReadInt('Sound', 'slop', 0), 0), 2);
SlopSound := Min(Max(config.ReadInt('Sound', 'slop', 0), 0), 2);
- SetLength(Gibs, ReadInt('Gibs', 'count', 0));
-
- if (Gibs <> nil) and
- (WAD.GetResource('TEXTURES/'+config.ReadStr('Gibs', 'resource', 'GIBS'), pData, lenpd)) and
- (WAD.GetResource('TEXTURES/'+config.ReadStr('Gibs', 'mask', 'GIBSMASK'), pData2, lenpd2)) then
- begin
- for a := 0 to High(Gibs) do
- if e_CreateTextureMemEx(pData, lenpd, Gibs[a].ID, a*32, 0, 32, 32) and
- e_CreateTextureMemEx(pData2, lenpd2, Gibs[a].MaskID, a*32, 0, 32, 32) then
- begin
- //Gibs[a].Rect := e_GetTextureSize2(Gibs[a].ID);
- Gibs[a].Rect := g_PlayerModel_CalcGibSize(pData, lenpd, a*32, 0, 32, 32);
- with Gibs[a].Rect do
- if Height > 3 then Height := Height-1-Random(2);
- Gibs[a].OnlyOne := config.ReadInt('Gibs', 'once', -1) = a+1;
- end;
-
- FreeMem(pData);
- FreeMem(pData2);
- end;
+ GibsCount := config.ReadInt('Gibs', 'count', 0);
+ GibsResource := config.ReadStr('Gibs', 'resource', 'GIBS');
+ GibsMask := config.ReadStr('Gibs', 'mask', 'GIBSMASK');
+ GibsOnce := config.ReadInt('Gibs', 'once', -1);
ok := True;
for aa := WP_FIRST + 1 to WP_LAST do
for bb := A_STAND to A_LAST do
if not (bb in [A_DIE1, A_DIE2, A_PAIN]) then
begin
ok := True;
for aa := WP_FIRST + 1 to WP_LAST do
for bb := A_STAND to A_LAST do
if not (bb in [A_DIE1, A_DIE2, A_PAIN]) then
begin
- chk := GetWeapPoints(config.ReadStr(AnimNames[bb], WeapNames[aa]+'_points', ''), aa, bb, TDirection.D_RIGHT,
- config.ReadInt(AnimNames[bb], 'frames', 0),
- config.ReadBool(AnimNames[bb], 'backanim', False),
- WeaponPoints);
+ chk := GetWeapPoints(
+ config.ReadStr(AnimNames[bb], WeapNames[aa] + '_points', ''),
+ aa,
+ bb,
+ TDirection.D_RIGHT,
+ Anim[TDirection.D_RIGHT, bb].Frames,
+ Anim[TDirection.D_RIGHT, bb].Back,
+ WeaponPoints
+ );
if ok and (not chk) and (aa = WEAPON_FLAMETHROWER) then
begin
// workaround for flamethrower
if ok and (not chk) and (aa = WEAPON_FLAMETHROWER) then
begin
// workaround for flamethrower
- chk := GetWeapPoints(config.ReadStr(AnimNames[bb], WeapNames[WEAPON_PLASMA]+'_points', ''), aa, bb, TDirection.D_RIGHT,
- config.ReadInt(AnimNames[bb], 'frames', 0),
- config.ReadBool(AnimNames[bb], 'backanim', False),
- WeaponPoints);
+ chk := GetWeapPoints(
+ config.ReadStr(AnimNames[bb], WeapNames[WEAPON_PLASMA] + '_points', ''),
+ aa,
+ bb,
+ TDirection.D_RIGHT,
+ Anim[TDirection.D_RIGHT, bb].Frames,
+ Anim[TDirection.D_RIGHT, bb].Back,
+ WeaponPoints
+ );
if chk then
for f := 0 to High(WeaponPoints[aa, bb, TDirection.D_RIGHT]) do
begin
if chk then
for f := 0 to High(WeaponPoints[aa, bb, TDirection.D_RIGHT]) do
begin
end;
end;
end;
end;
end;
end;
+
ok := ok and (chk or (bb > A_LASTBASE));
ok := ok and (chk or (bb > A_LASTBASE));
- if not GetWeapPoints(config.ReadStr(AnimNames[bb], WeapNames[aa]+'2_points', ''), aa, bb, TDirection.D_LEFT,
- config.ReadInt(AnimNames[bb], 'frames', 0),
- config.ReadBool(AnimNames[bb], 'backanim', False),
- WeaponPoints) then
+ chk2 := GetWeapPoints(
+ config.ReadStr(AnimNames[bb], WeapNames[aa] + '2_points', ''),
+ aa,
+ bb,
+ TDirection.D_LEFT,
+ Anim[TDirection.D_LEFT, bb].Frames,
+ Anim[TDirection.D_LEFT, bb].Back,
+ WeaponPoints
+ );
+ if not chk2 then
+ begin
for f := 0 to High(WeaponPoints[aa, bb, TDirection.D_RIGHT]) do
begin
WeaponPoints[aa, bb, TDirection.D_LEFT, f].X := -WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X;
WeaponPoints[aa, bb, TDirection.D_LEFT, f].Y := WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y;
end;
for f := 0 to High(WeaponPoints[aa, bb, TDirection.D_RIGHT]) do
begin
WeaponPoints[aa, bb, TDirection.D_LEFT, f].X := -WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X;
WeaponPoints[aa, bb, TDirection.D_LEFT, f].Y := WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y;
end;
+ end;
if not ok then Break;
end;
{if ok then g_Console_Add(Info.Name+' weapon points ok')
else g_Console_Add(Info.Name+' weapon points fail');}
if not ok then Break;
end;
{if ok then g_Console_Add(Info.Name+' weapon points ok')
else g_Console_Add(Info.Name+' weapon points fail');}
- Info.HaveWeapon := ok;
+ PlayerModelsArray[ID].HaveWeapon := ok;
s := config.ReadStr('Model', 'flag_point', '');
s := config.ReadStr('Model', 'flag_point', '');
- if not GetPoint(s, FlagPoint) then FlagPoint := FLAG_DEFPOINT;
+ if not GetPoint(s, FlagPoint) then
+ FlagPoint := FLAG_DEFPOINT;
FlagAngle := config.ReadInt('Model', 'flag_angle', FLAG_DEFANGLE);
end;
FlagAngle := config.ReadInt('Model', 'flag_angle', FLAG_DEFANGLE);
end;
Result := True;
end;
Result := True;
end;
-function g_PlayerModel_Get(ModelName: String): TPlayerModel;
-var
- a: Integer;
- b: Byte;
- ID, ID2: DWORD;
+function g_PlayerModel_Get (ModelName: String): TPlayerModel;
+ var a: Integer;
begin
Result := nil;
if PlayerModelsArray = nil then Exit;
for a := 0 to High(PlayerModelsArray) do
begin
Result := nil;
if PlayerModelsArray = nil then Exit;
for a := 0 to High(PlayerModelsArray) do
- if AnsiLowerCase(PlayerModelsArray[a].Info.Name) = AnsiLowerCase(ModelName) then
+ begin
+ if AnsiLowerCase(PlayerModelsArray[a].Name) = AnsiLowerCase(ModelName) then
begin
Result := TPlayerModel.Create;
with PlayerModelsArray[a] do
begin
begin
Result := TPlayerModel.Create;
with PlayerModelsArray[a] do
begin
- Result.FName := Info.Name;
- Result.FBlood := Blood;
-
- for b := A_STAND to A_LAST do
- begin
- if not (g_Frames_Get(ID, Info.Name+'_RIGHTANIM'+IntToStr(b)) and
- g_Frames_Get(ID2, Info.Name+'_RIGHTANIM'+IntToStr(b)+'_MASK')) then
- begin
- Result.Free();
- Result := nil;
- Exit;
- end;
-
- Result.FAnim[TDirection.D_RIGHT][b] := TAnimation.Create(ID, b in [A_STAND, A_WALK], ModelSpeed[b]);
-
- Result.FMaskAnim[TDirection.D_RIGHT][b] := TAnimation.Create(ID2, b in [A_STAND, A_WALK], ModelSpeed[b]);
-
- if g_Frames_Exists(Info.Name+'_LEFTANIM'+IntToStr(b)) and
- g_Frames_Exists(Info.Name+'_LEFTANIM'+IntToStr(b)+'_MASK') then
- if g_Frames_Get(ID, Info.Name+'_LEFTANIM'+IntToStr(b)) and
- g_Frames_Get(ID2, Info.Name+'_LEFTANIM'+IntToStr(b)+'_MASK') then
- begin
- Result.FAnim[TDirection.D_LEFT][b] := TAnimation.Create(ID, b in [A_STAND, A_WALK], ModelSpeed[b]);
-
- Result.FMaskAnim[TDirection.D_LEFT][b] := TAnimation.Create(ID2, b in [A_STAND, A_WALK], ModelSpeed[b]);
- end;
- end;
-
- Result.FPainSounds := PainSounds;
- Result.FDieSounds := DieSounds;
- Result.FSlopSound := SlopSound;
- Result.FDrawWeapon := Info.HaveWeapon;
- Result.FWeaponPoints := WeaponPoints;
-
- Result.FFlagPoint := FlagPoint;
- Result.FFlagAngle := FlagAngle;
-
+ Result.FID := a;
+ Result.ChangeAnimation(A_STAND, True);
Break;
end;
Break;
end;
+ end;
end;
end;
end;
end;
-function g_PlayerModel_GetAnim(ModelName: string; Anim: Byte; var _Anim, _Mask: TAnimation): Boolean;
-var
- a: Integer;
- c: Boolean;
- ID: DWORD;
-begin
- Result := False;
+ 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;
- if PlayerModelsArray = nil then Exit;
- for a := 0 to High(PlayerModelsArray) do
- if PlayerModelsArray[a].Info.Name = ModelName then
- with PlayerModelsArray[a] do
+ c := False;
+ SetLength(Gibs, gGibsCount);
+ for i := 0 to High(Gibs) do
+ begin
+ if c and (PlayerModelsArray[ModelID].GibsCount = 1) then
begin
begin
- if Anim in [A_STAND, A_WALK] then c := True else c := False;
-
- if not g_Frames_Get(ID, Info.Name+'_RIGHTANIM'+IntToStr(Anim)) then
- if not g_Frames_Get(ID, Info.Name+'_LEFTANIM'+IntToStr(Anim)) then Exit;
-
- _Anim := TAnimation.Create(ID, c, ModelSpeed[Anim]);
- _Anim.Speed := ModelSpeed[Anim];
-
- if not g_Frames_Get(ID, Info.Name+'_RIGHTANIM'+IntToStr(Anim)+'_MASK') then
- if not g_Frames_Get(ID, Info.Name+'_LEFTANIM'+IntToStr(Anim)+'_MASK') then Exit;
-
- _Mask := TAnimation.Create(ID, c, ModelSpeed[Anim]);
- _Mask.Speed := ModelSpeed[Anim];
-
+ SetLength(Gibs, i);
Break;
end;
Break;
end;
- Result := True;
-end;
-
-function g_PlayerModel_GetGibs(ModelName: string; var Gibs: TGibsArray): Boolean;
-var
- a, i, b: Integer;
- c: Boolean;
-begin
- Result := False;
-
- if PlayerModelsArray = nil then Exit;
- if gGibsCount = 0 then Exit;
-
- c := False;
-
- SetLength(Gibs, gGibsCount);
+ repeat
+ b := Random(PlayerModelsArray[ModelID].GibsCount);
+ until not ((PlayerModelsArray[ModelID].GibsOnce = b + 1) and c);
- for a := 0 to High(PlayerModelsArray) do
- if PlayerModelsArray[a].Info.Name = ModelName then
- begin
- for i := 0 to High(Gibs) do
- begin
- if c and (Length(PlayerModelsArray[a].Gibs) = 1) then
- begin
- SetLength(Gibs, i);
- Break;
- end;
-
- repeat
- b := Random(Length(PlayerModelsArray[a].Gibs));
- until not (PlayerModelsArray[a].Gibs[b].OnlyOne and c);
-
- Gibs[i] := PlayerModelsArray[a].Gibs[b];
-
- if Gibs[i].OnlyOne then c := True;
- end;
+ Gibs[i] := b;
- Result := True;
- Break;
+ c := PlayerModelsArray[ModelID].GibsOnce = b + 1;
end;
end;
-end;
+ Result := True;
+ end;
function g_PlayerModel_GetNames(): SSArray;
var
function g_PlayerModel_GetNames(): SSArray;
var
for i := 0 to High(PlayerModelsArray) do
begin
SetLength(Result, Length(Result)+1);
for i := 0 to High(PlayerModelsArray) do
begin
SetLength(Result, Length(Result)+1);
- Result[High(Result)] := PlayerModelsArray[i].Info.Name;
+ Result[High(Result)] := PlayerModelsArray[i].Name;
end;
end;
end;
end;
-function g_PlayerModel_GetInfo(ModelName: string): TModelInfo;
-var
- a: Integer;
-begin
- FillChar(Result, SizeOf(Result), 0);
- if PlayerModelsArray = nil then Exit;
-
- for a := 0 to High(PlayerModelsArray) do
- if PlayerModelsArray[a].Info.Name = ModelName then
- begin
- Result := PlayerModelsArray[a].Info;
- Break;
- end;
-end;
-
function g_PlayerModel_GetBlood(ModelName: string): TModelBlood;
var
a: Integer;
function g_PlayerModel_GetBlood(ModelName: string): TModelBlood;
var
a: Integer;
if PlayerModelsArray = nil then Exit;
for a := 0 to High(PlayerModelsArray) do
if PlayerModelsArray = nil then Exit;
for a := 0 to High(PlayerModelsArray) do
- if PlayerModelsArray[a].Info.Name = ModelName then
+ if PlayerModelsArray[a].Name = ModelName then
begin
Result := PlayerModelsArray[a].Blood;
Break;
begin
Result := PlayerModelsArray[a].Blood;
Break;
end;
procedure g_PlayerModel_FreeData();
end;
procedure g_PlayerModel_FreeData();
-var
- i: DWORD;
- a, b: Integer;
+ var i, b: Integer;
begin
e_WriteLog('Releasing models...', TMsgType.Notify);
if PlayerModelsArray = nil then Exit;
for i := 0 to High(PlayerModelsArray) do
begin
e_WriteLog('Releasing models...', TMsgType.Notify);
if PlayerModelsArray = nil then Exit;
for i := 0 to High(PlayerModelsArray) do
+ begin
with PlayerModelsArray[i] do
begin
with PlayerModelsArray[i] do
begin
- for a := A_STAND to A_LAST do
- begin
- g_Frames_DeleteByName(Info.Name+'_LEFTANIM'+IntToStr(a));
- g_Frames_DeleteByName(Info.Name+'_LEFTANIM'+IntToStr(a)+'_MASK');
- g_Frames_DeleteByName(Info.Name+'_RIGHTANIM'+IntToStr(a));
- g_Frames_DeleteByName(Info.Name+'_RIGHTANIM'+IntToStr(a)+'_MASK');
- end;
-
if PainSounds <> nil then
for b := 0 to High(PainSounds) do
e_DeleteSound(PainSounds[b].ID);
if PainSounds <> nil then
for b := 0 to High(PainSounds) do
e_DeleteSound(PainSounds[b].ID);
-
if DieSounds <> nil then
for b := 0 to High(DieSounds) do
e_DeleteSound(DieSounds[b].ID);
if DieSounds <> nil then
for b := 0 to High(DieSounds) do
e_DeleteSound(DieSounds[b].ID);
-
- if Gibs <> nil then
- for b := 0 to High(Gibs) do
- begin
- e_DeleteTexture(Gibs[b].ID);
- e_DeleteTexture(Gibs[b].MaskID);
- end;
end;
end;
-
+ end;
PlayerModelsArray := nil;
end;
{ TPlayerModel }
PlayerModelsArray := nil;
end;
{ TPlayerModel }
-procedure TPlayerModel.ChangeAnimation(Animation: Byte; Force: Boolean = False);
-begin
- if not Force then if FCurrentAnimation = Animation then Exit;
-
- FCurrentAnimation := Animation;
-
- if (FDirection = TDirection.D_LEFT) and
- (FAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) and
- (FMaskAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then
- begin
- FAnim[TDirection.D_LEFT][FCurrentAnimation].Reset;
- FMaskAnim[TDirection.D_LEFT][FCurrentAnimation].Reset;
- end
- else
+ procedure TPlayerModel.ChangeAnimation (Animation: Byte; Force: Boolean = False);
+ var once: Boolean; speed, count: Integer;
begin
begin
- FAnim[TDirection.D_RIGHT][FCurrentAnimation].Reset;
- FMaskAnim[TDirection.D_RIGHT][FCurrentAnimation].Reset;
+ if not Force then
+ if FCurrentAnimation = Animation then
+ Exit;
+ FCurrentAnimation := Animation;
+ once := FCurrentAnimation in [A_STAND, A_WALK];
+ speed := PlayerModelsArray[FID].ModelSpeed[FCurrentAnimation];
+ count := PlayerModelsArray[FID].Anim[FDirection, FCurrentAnimation].Frames;
+ FAnimState := TAnimationState.Create(once, speed, count);
end;
end;
-end;
destructor TPlayerModel.Destroy();
destructor TPlayerModel.Destroy();
-var
- a: Byte;
begin
begin
- for a := A_STAND to A_LAST do
- begin
- FAnim[TDirection.D_LEFT][a].Free();
- FMaskAnim[TDirection.D_LEFT][a].Free();
- FAnim[TDirection.D_RIGHT][a].Free();
- FMaskAnim[TDirection.D_RIGHT][a].Free();
- end;
-
+ FAnimState.Free;
inherited;
end;
inherited;
end;
-function TPlayerModel.GetCurrentAnimation: TAnimation;
-begin
- if (FDirection = TDirection.D_LEFT) and (FAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then
- Result := FAnim[TDirection.D_LEFT][FCurrentAnimation]
- else
- Result := FAnim[TDirection.D_RIGHT][FCurrentAnimation];
-end;
-
-function TPlayerModel.GetCurrentAnimationMask: TAnimation;
-begin
- if (FDirection = TDirection.D_LEFT) and (FMaskAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then
- Result := FMaskAnim[TDirection.D_LEFT][FCurrentAnimation]
- else
- Result := FMaskAnim[TDirection.D_RIGHT][FCurrentAnimation];
-end;
-
function TPlayerModel.PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean;
var
TempArray: array of DWORD;
function TPlayerModel.PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean;
var
TempArray: array of DWORD;
if SoundType = MODELSOUND_PAIN then
begin
if SoundType = MODELSOUND_PAIN then
begin
- if FPainSounds = nil then Exit;
+ if PlayerModelsArray[FID].PainSounds = nil then Exit;
- for a := 0 to High(FPainSounds) do
- if FPainSounds[a].Level = Level then
+ for a := 0 to High(PlayerModelsArray[FID].PainSounds) do
+ if PlayerModelsArray[FID].PainSounds[a].Level = Level then
begin
begin
- SetLength(TempArray, Length(TempArray)+1);
- TempArray[High(TempArray)] := FPainSounds[a].ID;
+ SetLength(TempArray, Length(TempArray) + 1);
+ TempArray[High(TempArray)] := PlayerModelsArray[FID].PainSounds[a].ID;
end;
end
else
begin
end;
end
else
begin
- if (Level in [2, 3, 5]) and (FSlopSound > 0) then
+ if (Level in [2, 3, 5]) and (PlayerModelsArray[FID].SlopSound > 0) then
begin
g_Sound_PlayExAt('SOUND_MONSTER_SLOP', X, Y);
begin
g_Sound_PlayExAt('SOUND_MONSTER_SLOP', X, Y);
- if FSlopSound = 1 then
+ if PlayerModelsArray[FID].SlopSound = 1 then
begin
Result := True;
Exit;
end;
end;
begin
Result := True;
Exit;
end;
end;
- if FDieSounds = nil then Exit;
+ if PlayerModelsArray[FID].DieSounds = nil then Exit;
- for a := 0 to High(FDieSounds) do
- if FDieSounds[a].Level = Level then
+ for a := 0 to High(PlayerModelsArray[FID].DieSounds) do
+ if PlayerModelsArray[FID].DieSounds[a].Level = Level then
begin
begin
- SetLength(TempArray, Length(TempArray)+1);
- TempArray[High(TempArray)] := FDieSounds[a].ID;
+ SetLength(TempArray, Length(TempArray) + 1);
+ TempArray[High(TempArray)] := PlayerModelsArray[FID].DieSounds[a].ID;
end;
if (TempArray = nil) and (Level = 5) then
begin
end;
if (TempArray = nil) and (Level = 5) then
begin
FColor.B := Blue;
end;
FColor.B := Blue;
end;
-procedure TPlayerModel.SetFire(Fire: Boolean);
-begin
- FFire := Fire;
-
- if FFire then FFireCounter := FAnim[TDirection.D_RIGHT, A_ATTACK].Speed*FAnim[TDirection.D_RIGHT, A_ATTACK].TotalFrames
- else FFireCounter := 0;
-end;
-
-procedure TPlayerModel.SetFlag(Flag: Byte);
-var
- id: DWORD;
-begin
- FFlag := Flag;
-
- FFlagAnim.Free();
- FFlagAnim := nil;
+ procedure TPlayerModel.SetFire (Fire: Boolean);
+ begin
+ if Fire then
+ FFireCounter := PlayerModelsArray[FID].ModelSpeed[A_ATTACK] * PlayerModelsArray[FID].Anim[TDirection.D_RIGHT, A_ATTACK].Frames + 1
+ else
+ FFireCounter := 0
+ end;
- case Flag of
- FLAG_RED: g_Frames_Get(id, 'FRAMES_FLAG_RED');
- FLAG_BLUE: g_Frames_Get(id, 'FRAMES_FLAG_BLUE');
- else Exit;
+ function TPlayerModel.GetFire (): Boolean;
+ begin
+ Result := FFireCounter > 0
end;
end;
- FFlagAnim := TAnimation.Create(id, True, 8);
-end;
+ procedure TPlayerModel.SetFlag (Flag: Byte);
+ begin
+ FFlag := Flag
+ end;
-procedure TPlayerModel.SetWeapon(Weapon: Byte);
-begin
- FCurrentWeapon := Weapon;
-end;
+ procedure TPlayerModel.SetWeapon (Weapon: Byte);
+ begin
+ FCurrentWeapon := Weapon
+ end;
-procedure TPlayerModel.Update();
-begin
- if (FDirection = TDirection.D_LEFT) and (FAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then
- FAnim[TDirection.D_LEFT][FCurrentAnimation].Update else FAnim[TDirection.D_RIGHT][FCurrentAnimation].Update;
+ function TPlayerModel.GetBlood (): TModelBlood;
+ begin
+ Result := PlayerModelsArray[FID].Blood
+ end;
- if (FDirection = TDirection.D_LEFT) and (FMaskAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then
- FMaskAnim[TDirection.D_LEFT][FCurrentAnimation].Update else FMaskAnim[TDirection.D_RIGHT][FCurrentAnimation].Update;
+ function TPlayerModel.GetName (): String;
+ begin
+ Result := PlayerModelsArray[FID].Name
+ end;
- if FFlagAnim <> nil then FFlagAnim.Update;
+ procedure TPlayerModel.Update;
+ begin
+ if FAnimState <> nil then
+ FAnimState.Update;
+ if FFireCounter > 0 then
+ Dec(FFireCounter)
+ end;
- if FFireCounter > 0 then Dec(FFireCounter) else FFire := False;
-end;
+ procedure g_PlayerModel_LoadAll;
+ var
+ SR: TSearchRec;
+ knownFiles: array of AnsiString = nil;
+ found: Boolean;
+ wext, s: AnsiString;
+ f: Integer;
+ begin
+ // load models from all possible wad types, in all known directories
+ // this does a loosy job (linear search, ooph!), but meh
+ for wext in wadExtensions do
+ begin
+ for f := High(ModelDirs) downto Low(ModelDirs) do
+ begin
+ if (FindFirst(ModelDirs[f]+DirectorySeparator+'*'+wext, faAnyFile, SR) = 0) then
+ begin
+ repeat
+ found := false;
+ for s in knownFiles do
+ begin
+ if (strEquCI1251(forceFilenameExt(SR.Name, ''), forceFilenameExt(ExtractFileName(s), ''))) then
+ begin
+ found := true;
+ break;
+ end;
+ end;
+ if not found then
+ begin
+ SetLength(knownFiles, length(knownFiles)+1);
+ knownFiles[High(knownFiles)] := ModelDirs[f]+DirectorySeparator+SR.Name;
+ end;
+ until (FindNext(SR) <> 0);
+ end;
+ FindClose(SR);
+ end;
+ end;
+ if (length(knownFiles) = 0) then
+ raise Exception.Create('no player models found!');
+ if (length(knownFiles) = 1) then
+ e_LogWriteln('1 player model found.', TMsgType.Notify)
+ else
+ e_LogWritefln('%d player models found.', [Integer(length(knownFiles))], TMsgType.Notify);
+ for s in knownFiles do
+ if not g_PlayerModel_Load(s) then
+ e_LogWritefln('Error loading model "%s"', [s], TMsgType.Warning);
+ end;
end.
end.