X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_playermodel.pas;h=b2f57e6c95997ff2835acc80f58380b4ec6827ca;hb=d0936017ccb8a078d1b03f55478af284bb015bbc;hp=3c121dba7854435f9a2e5d6a5cc4419b82f72a40;hpb=a6271e37492b08be8791fdc0b452f42e04c86d16;p=d2df-sdl.git diff --git a/src/game/g_playermodel.pas b/src/game/g_playermodel.pas index 3c121db..b2f57e6 100644 --- a/src/game/g_playermodel.pas +++ b/src/game/g_playermodel.pas @@ -1,9 +1,8 @@ -(* Copyright (C) DooM 2D:Forever Developers +(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -14,12 +13,14 @@ * along with this program. If not, see . *) {$INCLUDE ../shared/a_modes.inc} +{$M+} unit g_playermodel; interface uses - g_textures, g_basic, g_weapons, e_graphics, wadreader; + MAPDEF, g_textures, g_base, g_basic, g_weapons, r_graphics, utils, g_gfx, + ImagingTypes, Imaging, ImagingUtility; const A_STAND = 0; @@ -54,6 +55,15 @@ const MODELSOUND_PAIN = 0; MODELSOUND_DIE = 1; + W_POS_NORMAL = 0; + W_POS_UP = 1; + W_POS_DOWN = 2; + + W_ACT_NORMAL = 0; + W_ACT_FIRE = 1; + + FLAG_BASEPOINT: TDFPoint = (X:16; Y:43); + type TModelInfo = record Name: String; @@ -62,6 +72,10 @@ type HaveWeapon: Boolean; end; + TModelBlood = record + R, G, B, Kind: Byte; + end; + TModelSound = record ID: DWORD; Level: Byte; @@ -78,16 +92,18 @@ type TGibsArray = Array of TGibSprite; TWeaponPoints = Array [WP_FIRST + 1..WP_LAST] of Array [A_STAND..A_LAST] of - Array [D_LEFT..D_RIGHT] of Array of TPoint; + 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; - TPlayerModel = class (TObject) + TPlayerModel = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FName: String; FDirection: TDirection; FColor: TRGB; + FBlood: TModelBlood; FCurrentAnimation: Byte; - FAnim: Array [D_LEFT..D_RIGHT] of Array [A_STAND..A_LAST] of TAnimation; - FMaskAnim: Array [D_LEFT..D_RIGHT] of Array [A_STAND..A_LAST] of TAnimation; + FAnim: TModelMatrix; + FMaskAnim: TModelMatrix; FWeaponPoints: TWeaponPoints; FPainSounds: TModelSoundArray; FDieSounds: TModelSoundArray; @@ -95,7 +111,7 @@ type FCurrentWeapon: Byte; FDrawWeapon: Boolean; FFlag: Byte; - FFlagPoint: TPoint; + FFlagPoint: TDFPoint; FFlagAngle: SmallInt; FFlagAnim: TAnimation; FFire: Boolean; @@ -112,56 +128,66 @@ type procedure SetFire(Fire: Boolean); function PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean; procedure Update(); - procedure Draw(X, Y: Integer; Alpha: Byte = 0); + published property Fire: Boolean read FFire; 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; + property Blood: TModelBlood read FBlood; + + property Anim: TModelMatrix read FAnim; + property MaskAnim: TModelMatrix read FMaskAnim; + property CurrentAnimation: Byte read FCurrentAnimation; + + property CurrentWeapon: Byte read FCurrentWeapon; + property DrawWeapon: Boolean read FDrawWeapon; + property WeaponPoints: TWeaponPoints read FWeaponPoints; + + property Flag: Byte read FFlag; + property FlagAnim: TAnimation read FFlagAnim; + property FlagAngle: SmallInt read FFlagAngle; + property FlagPoint: TDFPoint read FFlagPoint; end; -procedure g_PlayerModel_LoadData(); procedure g_PlayerModel_FreeData(); function g_PlayerModel_Load(FileName: String): Boolean; -function g_PlayerModel_GetNames(): SArray; +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_GetAnim(ModelName: String; Anim: Byte; var _Anim, _Mask: TAnimation): Boolean; function g_PlayerModel_GetGibs(ModelName: String; var Gibs: TGibsArray): Boolean; + implementation uses - g_main, g_sound, g_console, SysUtils, g_player, CONFIG, - GL, GLExt, e_sound, g_options, g_map, Math, e_log; + g_sound, g_console, SysUtils, g_player, CONFIG, + e_sound, g_options, g_map, Math, e_log, wadreader; type TPlayerModelInfo = record Info: TModelInfo; ModelSpeed: Array [A_STAND..A_PAIN] of Byte; - FlagPoint: TPoint; + FlagPoint: TDFPoint; FlagAngle: SmallInt; WeaponPoints: TWeaponPoints; Gibs: TGibsArray; PainSounds: TModelSoundArray; DieSounds: TModelSoundArray; SlopSound: Byte; + Blood: TModelBlood; end; const - W_POS_NORMAL = 0; - W_POS_UP = 1; - W_POS_DOWN = 2; - - W_ACT_NORMAL = 0; - W_ACT_FIRE = 1; - - FLAG_BASEPOINT: TPoint = (X:16; Y:43); - FLAG_DEFPOINT: TPoint = (X:32; Y:16); + FLAG_DEFPOINT: TDFPoint = (X:32; Y:16); FLAG_DEFANGLE = -20; - WEAPONBASE: Array [WP_FIRST + 1..WP_LAST] of TPoint = + WEAPONBASE: Array [WP_FIRST + 1..WP_LAST] of TDFPoint = ((X:8; Y:4), (X:8; Y:8), (X:16; Y:16), (X:16; Y:24), (X:16; Y:16), (X:24; Y:24), (X:16; Y:16), (X:24; Y:24), (X:16; Y:16), (X:8; Y:8)); @@ -178,27 +204,9 @@ const ('csaw', 'hgun', 'sg', 'ssg', 'mgun', 'rkt', 'plz', 'bfg', 'spl', 'flm'); var - WeaponID: Array [WP_FIRST + 1..WP_LAST] of - Array [W_POS_NORMAL..W_POS_DOWN] of - Array [W_ACT_NORMAL..W_ACT_FIRE] of DWORD; PlayerModelsArray: Array of TPlayerModelInfo; -procedure g_PlayerModel_LoadData(); -var - a: Integer; -begin - for a := WP_FIRST + 1 to WP_LAST do - begin - g_Texture_CreateWAD(WeaponID[a][W_POS_NORMAL][W_ACT_NORMAL], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a])); - g_Texture_CreateWAD(WeaponID[a][W_POS_NORMAL][W_ACT_FIRE], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a])+'_FIRE'); - g_Texture_CreateWAD(WeaponID[a][W_POS_UP][W_ACT_NORMAL], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a])+'_UP'); - g_Texture_CreateWAD(WeaponID[a][W_POS_UP][W_ACT_FIRE], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a])+'_UP_FIRE'); - g_Texture_CreateWAD(WeaponID[a][W_POS_DOWN][W_ACT_NORMAL], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a])+'_DN'); - g_Texture_CreateWAD(WeaponID[a][W_POS_DOWN][W_ACT_FIRE], GameWAD+':WEAPONS\'+UpperCase(WeapNames[a])+'_DN_FIRE'); - end; -end; - -function GetPoint(var str: String; var point: TPoint): Boolean; +function GetPoint(var str: String; var point: TDFPoint): Boolean; var a, x, y: Integer; s: String; @@ -254,7 +262,7 @@ begin begin X := X - WEAPONBASE[weapon].X; Y := Y - WEAPONBASE[weapon].Y; - if dir = D_LEFT then + if dir = TDirection.D_LEFT then X := -X; end; end; @@ -301,7 +309,7 @@ begin begin for W := WP_FIRST + 1 to WP_LAST do begin - for D := D_LEFT to D_RIGHT do + 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 @@ -311,6 +319,65 @@ begin 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; + begin + result := Byte((PByte(img.bits) + (y+j)*img.width*4 + (x+i)*4 + 3)^) = 0 + 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; @@ -323,7 +390,7 @@ var prefix: string; ok, chk: Boolean; begin - e_WriteLog(Format('Loading player model: %s', [ExtractFileName(FileName)]), MSG_NOTIFY); + e_WriteLog(Format('Loading player model "%s"...', [FileName]), TMsgType.Notify); Result := False; @@ -365,6 +432,20 @@ begin Description := config.ReadStr('Model', 'description', ''); end; + with PlayerModelsArray[ID] do + begin + Blood.R := MAX(0, MIN(255, config.ReadInt('Blood', 'R', 150))); + Blood.G := MAX(0, MIN(255, config.ReadInt('Blood', 'G', 0))); + Blood.B := MAX(0, MIN(255, config.ReadInt('Blood', 'B', 0))); + case config.ReadStr('Blood', 'Kind', 'NORMAL') of + 'NORMAL': Blood.Kind := BLOOD_NORMAL; + 'SPARKS': Blood.Kind := BLOOD_CSPARKS; + 'COMBINE': Blood.Kind := BLOOD_COMBINE; + else + Blood.Kind := BLOOD_NORMAL + end + end; + for b := A_STAND to A_LAST do begin aname := s+'_RIGHTANIM'+IntToStr(b); @@ -393,7 +474,7 @@ begin for aa := WP_FIRST + 1 to WP_LAST do for bb := A_STAND to A_LAST do - for cc := D_LEFT to D_RIGHT 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 @@ -459,7 +540,8 @@ begin 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 := 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; @@ -474,69 +556,69 @@ begin 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, D_RIGHT, + 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); 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, D_RIGHT, + 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); if chk then - for f := 0 to High(WeaponPoints[aa, bb, D_RIGHT]) do + for f := 0 to High(WeaponPoints[aa, bb, TDirection.D_RIGHT]) do begin case bb of A_STAND, A_PAIN: begin - Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); - Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 8); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X, 6); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y, 8); end; A_WALKATTACK, A_WALK: begin - Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 9); - Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 9); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X, 9); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y, 9); end; A_ATTACK: begin - Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); - Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 8); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X, 5); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y, 8); end; A_WALKSEEUP, A_SEEUP: begin - Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); - Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 16); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X, 5); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y, 16); end; A_WALKSEEDOWN, A_SEEDOWN: begin - Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); - Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 5); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X, 6); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y, 5); end; A_WALKATTACKUP, A_ATTACKUP: begin - Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); - Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 16); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X, 5); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y, 16); end; A_WALKATTACKDOWN, A_ATTACKDOWN: begin - Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); - Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 4); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].X, 6); + Dec(WeaponPoints[aa, bb, TDirection.D_RIGHT, f].Y, 4); end; end; end; end; ok := ok and (chk or (bb > A_LASTBASE)); - if not GetWeapPoints(config.ReadStr(AnimNames[bb], WeapNames[aa]+'2_points', ''), aa, bb, D_LEFT, + 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 - for f := 0 to High(WeaponPoints[aa, bb, D_RIGHT]) do + for f := 0 to High(WeaponPoints[aa, bb, TDirection.D_RIGHT]) do begin - WeaponPoints[aa, bb, D_LEFT, f].X := -WeaponPoints[aa, bb, D_RIGHT, f].X; - WeaponPoints[aa, bb, D_LEFT, f].Y := WeaponPoints[aa, bb, D_RIGHT, f].Y; + 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; if not ok then Break; @@ -575,6 +657,7 @@ begin with PlayerModelsArray[a] do begin Result.FName := Info.Name; + Result.FBlood := Blood; for b := A_STAND to A_LAST do begin @@ -586,18 +669,18 @@ begin Exit; end; - Result.FAnim[D_RIGHT][b] := TAnimation.Create(ID, b in [A_STAND, A_WALK], ModelSpeed[b]); + Result.FAnim[TDirection.D_RIGHT][b] := TAnimation.Create(ID, b in [A_STAND, A_WALK], ModelSpeed[b]); - Result.FMaskAnim[D_RIGHT][b] := TAnimation.Create(ID2, 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[D_LEFT][b] := TAnimation.Create(ID, b in [A_STAND, A_WALK], ModelSpeed[b]); + Result.FAnim[TDirection.D_LEFT][b] := TAnimation.Create(ID, b in [A_STAND, A_WALK], ModelSpeed[b]); - Result.FMaskAnim[D_LEFT][b] := TAnimation.Create(ID2, 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; @@ -687,7 +770,7 @@ begin end; end; -function g_PlayerModel_GetNames(): SArray; +function g_PlayerModel_GetNames(): SSArray; var i: DWORD; begin @@ -717,17 +800,30 @@ begin end; end; +function g_PlayerModel_GetBlood(ModelName: string): TModelBlood; +var + a: Integer; +begin + Result.R := 150; + Result.G := 0; + Result.B := 0; + Result.Kind := BLOOD_NORMAL; + if PlayerModelsArray = nil then Exit; + + for a := 0 to High(PlayerModelsArray) do + if PlayerModelsArray[a].Info.Name = ModelName then + begin + Result := PlayerModelsArray[a].Blood; + Break; + end; +end; + procedure g_PlayerModel_FreeData(); var i: DWORD; - a, b, c: Integer; + a, b: Integer; begin - for a := WP_FIRST + 1 to WP_LAST do - for b := W_POS_NORMAL to W_POS_DOWN do - for c := W_ACT_NORMAL to W_ACT_FIRE do - e_DeleteTexture(WeaponID[a][b][c]); - - e_WriteLog('Releasing models...', MSG_NOTIFY); + e_WriteLog('Releasing models...', TMsgType.Notify); if PlayerModelsArray = nil then Exit; @@ -769,17 +865,17 @@ begin FCurrentAnimation := Animation; - if (FDirection = D_LEFT) and - (FAnim[D_LEFT][FCurrentAnimation] <> nil) and - (FMaskAnim[D_LEFT][FCurrentAnimation] <> nil) then + if (FDirection = TDirection.D_LEFT) and + (FAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) and + (FMaskAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then begin - FAnim[D_LEFT][FCurrentAnimation].Reset; - FMaskAnim[D_LEFT][FCurrentAnimation].Reset; + FAnim[TDirection.D_LEFT][FCurrentAnimation].Reset; + FMaskAnim[TDirection.D_LEFT][FCurrentAnimation].Reset; end else begin - FAnim[D_RIGHT][FCurrentAnimation].Reset; - FMaskAnim[D_RIGHT][FCurrentAnimation].Reset; + FAnim[TDirection.D_RIGHT][FCurrentAnimation].Reset; + FMaskAnim[TDirection.D_RIGHT][FCurrentAnimation].Reset; end; end; @@ -789,120 +885,29 @@ var begin for a := A_STAND to A_LAST do begin - FAnim[D_LEFT][a].Free(); - FMaskAnim[D_LEFT][a].Free(); - FAnim[D_RIGHT][a].Free(); - FMaskAnim[D_RIGHT][a].Free(); + 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; inherited; end; -procedure TPlayerModel.Draw(X, Y: Integer; Alpha: Byte = 0); -var - Mirror: TMirrorType; - pos, act: Byte; - p: TPoint; -begin -// Ôëàãè: - if Direction = D_LEFT then - Mirror := M_NONE - else - Mirror := M_HORIZONTAL; - - if (FFlag <> FLAG_NONE) and (FFlagAnim <> nil) and - (not (FCurrentAnimation in [A_DIE1, A_DIE2])) then - begin - p.X := IfThen(Direction = D_LEFT, - FLAG_BASEPOINT.X, - 64-FLAG_BASEPOINT.X); - p.Y := FLAG_BASEPOINT.Y; - - FFlagAnim.DrawEx(X+IfThen(Direction = D_LEFT, FFlagPoint.X-1, 2*FLAG_BASEPOINT.X-FFlagPoint.X+1)-FLAG_BASEPOINT.X, - Y+FFlagPoint.Y-FLAG_BASEPOINT.Y+1, Mirror, p, - IfThen(FDirection = D_RIGHT, FFlagAngle, -FFlagAngle)); - end; - -// Îðóæèå: - if Direction = D_RIGHT then - Mirror := M_NONE - else - Mirror := M_HORIZONTAL; - - if FDrawWeapon and - (not (FCurrentAnimation in [A_DIE1, A_DIE2, A_PAIN])) and - (FCurrentWeapon in [WP_FIRST + 1..WP_LAST]) then - begin - if FCurrentAnimation in [A_SEEUP, A_ATTACKUP] then - pos := W_POS_UP - else - if FCurrentAnimation in [A_SEEDOWN, A_ATTACKDOWN] then - pos := W_POS_DOWN - else - pos := W_POS_NORMAL; - - if (FCurrentAnimation in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or - FFire then - act := W_ACT_FIRE - else - act := W_ACT_NORMAL; - - if Alpha < 201 then - e_Draw(WeaponID[FCurrentWeapon][pos][act], - X+FWeaponPoints[FCurrentWeapon, FCurrentAnimation, FDirection, - FAnim[D_RIGHT][FCurrentAnimation].CurrentFrame].X, - Y+FWeaponPoints[FCurrentWeapon, FCurrentAnimation, FDirection, - FAnim[D_RIGHT][FCurrentAnimation].CurrentFrame].Y, - 0, True, False, Mirror); - end; - -// Ìîäåëü: - if (FDirection = D_LEFT) and - (FAnim[D_LEFT][FCurrentAnimation] <> nil) then - begin - FAnim[D_LEFT][FCurrentAnimation].Alpha := Alpha; - FAnim[D_LEFT][FCurrentAnimation].Draw(X, Y, M_NONE); - end - else - begin - FAnim[D_RIGHT][FCurrentAnimation].Alpha := Alpha; - FAnim[D_RIGHT][FCurrentAnimation].Draw(X, Y, Mirror); - end; - -// Ìàñêà ìîäåëè: - e_Colors := FColor; - - if (FDirection = D_LEFT) and - (FMaskAnim[D_LEFT][FCurrentAnimation] <> nil) then - begin - FMaskAnim[D_LEFT][FCurrentAnimation].Alpha := Alpha; - FMaskAnim[D_LEFT][FCurrentAnimation].Draw(X, Y, M_NONE); - end - else - begin - FMaskAnim[D_RIGHT][FCurrentAnimation].Alpha := Alpha; - FMaskAnim[D_RIGHT][FCurrentAnimation].Draw(X, Y, Mirror); - end; - - e_Colors.R := 255; - e_Colors.G := 255; - e_Colors.B := 255; -end; - function TPlayerModel.GetCurrentAnimation: TAnimation; begin - if (FDirection = D_LEFT) and (FAnim[D_LEFT][FCurrentAnimation] <> nil) then - Result := FAnim[D_LEFT][FCurrentAnimation] + if (FDirection = TDirection.D_LEFT) and (FAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then + Result := FAnim[TDirection.D_LEFT][FCurrentAnimation] else - Result := FAnim[D_RIGHT][FCurrentAnimation]; + Result := FAnim[TDirection.D_RIGHT][FCurrentAnimation]; end; function TPlayerModel.GetCurrentAnimationMask: TAnimation; begin - if (FDirection = D_LEFT) and (FMaskAnim[D_LEFT][FCurrentAnimation] <> nil) then - Result := FMaskAnim[D_LEFT][FCurrentAnimation] + if (FDirection = TDirection.D_LEFT) and (FMaskAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then + Result := FMaskAnim[TDirection.D_LEFT][FCurrentAnimation] else - Result := FMaskAnim[D_RIGHT][FCurrentAnimation]; + Result := FMaskAnim[TDirection.D_RIGHT][FCurrentAnimation]; end; function TPlayerModel.PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean; @@ -969,7 +974,7 @@ procedure TPlayerModel.SetFire(Fire: Boolean); begin FFire := Fire; - if FFire then FFireCounter := FAnim[D_RIGHT, A_ATTACK].Speed*FAnim[D_RIGHT, A_ATTACK].TotalFrames + if FFire then FFireCounter := FAnim[TDirection.D_RIGHT, A_ATTACK].Speed*FAnim[TDirection.D_RIGHT, A_ATTACK].TotalFrames else FFireCounter := 0; end; @@ -998,11 +1003,11 @@ end; procedure TPlayerModel.Update(); begin - if (FDirection = D_LEFT) and (FAnim[D_LEFT][FCurrentAnimation] <> nil) then - FAnim[D_LEFT][FCurrentAnimation].Update else FAnim[D_RIGHT][FCurrentAnimation].Update; + 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; - if (FDirection = D_LEFT) and (FMaskAnim[D_LEFT][FCurrentAnimation] <> nil) then - FMaskAnim[D_LEFT][FCurrentAnimation].Update else FMaskAnim[D_RIGHT][FCurrentAnimation].Update; + 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; if FFlagAnim <> nil then FFlagAnim.Update;