X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_playermodel.pas;h=b2f57e6c95997ff2835acc80f58380b4ec6827ca;hb=d0936017ccb8a078d1b03f55478af284bb015bbc;hp=612644fce1527f96799429ada9fa976fe0dba7d8;hpb=987c4a835a103345b59937e8e1be8524a6228712;p=d2df-sdl.git diff --git a/src/game/g_playermodel.pas b/src/game/g_playermodel.pas index 612644f..b2f57e6 100644 --- a/src/game/g_playermodel.pas +++ b/src/game/g_playermodel.pas @@ -19,8 +19,7 @@ unit g_playermodel; interface uses - {$IFDEF USE_MEMPOOL}mempool,{$ENDIF} - MAPDEF, g_textures, g_basic, g_weapons, e_graphics, utils, g_gfx, + MAPDEF, g_textures, g_base, g_basic, g_weapons, r_graphics, utils, g_gfx, ImagingTypes, Imaging, ImagingUtility; const @@ -56,6 +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; @@ -85,6 +93,7 @@ type 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; TPlayerModel = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private @@ -93,8 +102,8 @@ type FColor: TRGB; FBlood: TModelBlood; FCurrentAnimation: Byte; - FAnim: Array [TDirection.D_LEFT..TDirection.D_RIGHT] of Array [A_STAND..A_LAST] of TAnimation; - FMaskAnim: Array [TDirection.D_LEFT..TDirection.D_RIGHT] of Array [A_STAND..A_LAST] of TAnimation; + FAnim: TModelMatrix; + FMaskAnim: TModelMatrix; FWeaponPoints: TWeaponPoints; FPainSounds: TModelSoundArray; FDieSounds: TModelSoundArray; @@ -119,7 +128,6 @@ 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; @@ -131,9 +139,21 @@ type 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(): SSArray; @@ -147,8 +167,7 @@ function g_PlayerModel_GetGibs(ModelName: String; var Gibs: TGibsArray): Boolea implementation uses - {$INCLUDE ../nogl/noGLuses.inc} - 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; type @@ -166,14 +185,6 @@ type end; const - 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); FLAG_DEFPOINT: TDFPoint = (X:32; Y:16); FLAG_DEFANGLE = -20; WEAPONBASE: Array [WP_FIRST + 1..WP_LAST] of TDFPoint = @@ -193,26 +204,8 @@ 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: TDFPoint): Boolean; var a, x, y: Integer; @@ -397,7 +390,7 @@ var prefix: string; ok, chk: Boolean; begin - e_WriteLog(Format('Loading player model: %s', [ExtractFileName(FileName)]), TMsgType.Notify); + e_WriteLog(Format('Loading player model "%s"...', [FileName]), TMsgType.Notify); Result := False; @@ -828,13 +821,8 @@ 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...', TMsgType.Notify); if PlayerModelsArray = nil then Exit; @@ -906,97 +894,6 @@ begin inherited; end; -procedure TPlayerModel.Draw(X, Y: Integer; Alpha: Byte = 0); -var - Mirror: TMirrorType; - pos, act: Byte; - p: TDFPoint; -begin -// Ôëàãè: - if Direction = TDirection.D_LEFT then - Mirror := TMirrorType.None - else - Mirror := TMirrorType.Horizontal; - - if (FFlag <> FLAG_NONE) and (FFlagAnim <> nil) and - (not (FCurrentAnimation in [A_DIE1, A_DIE2])) then - begin - p.X := IfThen(Direction = TDirection.D_LEFT, - FLAG_BASEPOINT.X, - 64-FLAG_BASEPOINT.X); - p.Y := FLAG_BASEPOINT.Y; - - FFlagAnim.DrawEx(X+IfThen(Direction = TDirection.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 = TDirection.D_RIGHT, FFlagAngle, -FFlagAngle)); - end; - -// Îðóæèå: - if Direction = TDirection.D_RIGHT then - Mirror := TMirrorType.None - else - Mirror := TMirrorType.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[TDirection.D_RIGHT][FCurrentAnimation].CurrentFrame].X, - Y+FWeaponPoints[FCurrentWeapon, FCurrentAnimation, FDirection, - FAnim[TDirection.D_RIGHT][FCurrentAnimation].CurrentFrame].Y, - 0, True, False, Mirror); - end; - -// Ìîäåëü: - if (FDirection = TDirection.D_LEFT) and - (FAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then - begin - FAnim[TDirection.D_LEFT][FCurrentAnimation].Alpha := Alpha; - FAnim[TDirection.D_LEFT][FCurrentAnimation].Draw(X, Y, TMirrorType.None); - end - else - begin - FAnim[TDirection.D_RIGHT][FCurrentAnimation].Alpha := Alpha; - FAnim[TDirection.D_RIGHT][FCurrentAnimation].Draw(X, Y, Mirror); - end; - -// Ìàñêà ìîäåëè: - e_Colors := FColor; - - if (FDirection = TDirection.D_LEFT) and - (FMaskAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then - begin - FMaskAnim[TDirection.D_LEFT][FCurrentAnimation].Alpha := Alpha; - FMaskAnim[TDirection.D_LEFT][FCurrentAnimation].Draw(X, Y, TMirrorType.None); - end - else - begin - FMaskAnim[TDirection.D_RIGHT][FCurrentAnimation].Alpha := Alpha; - FMaskAnim[TDirection.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 = TDirection.D_LEFT) and (FAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then