X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_playermodel.pas;h=e2148e8ec204f35ae225ab656751a550235bd2b0;hb=d8cb72ed4297af2d519c52270f8f32ddfd7fc58b;hp=72f5fb23e726f916f937f888e9991ebd7e69bbbf;hpb=6d6df4e3427cd01e03e172984c9d0d391ff38032;p=d2df-sdl.git diff --git a/src/game/g_playermodel.pas b/src/game/g_playermodel.pas index 72f5fb2..e2148e8 100644 --- a/src/game/g_playermodel.pas +++ b/src/game/g_playermodel.pas @@ -1,4 +1,4 @@ -(* 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 @@ -14,12 +14,15 @@ * along with this program. If not, see . *) {$INCLUDE ../shared/a_modes.inc} +{$M+} unit g_playermodel; interface uses - MAPDEF, g_textures, g_basic, g_weapons, e_graphics, wadreader; + {$IFDEF USE_MEMPOOL}mempool,{$ENDIF} + MAPDEF, g_textures, g_basic, g_weapons, e_graphics, utils, g_gfx, + ImagingTypes, Imaging, ImagingUtility; const A_STAND = 0; @@ -62,6 +65,10 @@ type HaveWeapon: Boolean; end; + TModelBlood = record + R, G, B, Kind: Byte; + end; + TModelSound = record ID: DWORD; Level: Byte; @@ -78,16 +85,17 @@ 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 TDFPoint; + Array [TDirection.D_LEFT..TDirection.D_RIGHT] of Array of TDFPoint; - 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: 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; FWeaponPoints: TWeaponPoints; FPainSounds: TModelSoundArray; FDieSounds: TModelSoundArray; @@ -114,28 +122,35 @@ type 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; 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 + {$INCLUDE ../nogl/noGLuses.inc} g_main, g_sound, g_console, SysUtils, g_player, CONFIG, - GL, GLExt, e_sound, g_options, g_map, Math, e_log; + e_sound, g_options, g_map, Math, e_log, wadreader; type TPlayerModelInfo = record @@ -148,6 +163,7 @@ type PainSounds: TModelSoundArray; DieSounds: TModelSoundArray; SlopSound: Byte; + Blood: TModelBlood; end; const @@ -254,7 +270,7 @@ 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 +317,7 @@ 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 +327,65 @@ 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 +398,7 @@ 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', [ExtractFileName(FileName)]), TMsgType.Notify); Result := False; @@ -365,6 +440,20 @@ 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 +482,7 @@ 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 +548,8 @@ 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 +564,69 @@ 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 +665,7 @@ begin with PlayerModelsArray[a] do begin Result.FName := Info.Name; + Result.FBlood := Blood; for b := A_STAND to A_LAST do begin @@ -586,18 +677,18 @@ 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 +778,7 @@ begin end; end; -function g_PlayerModel_GetNames(): SArray; +function g_PlayerModel_GetNames(): SSArray; var i: DWORD; begin @@ -717,6 +808,24 @@ 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; @@ -727,7 +836,7 @@ begin 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 +878,17 @@ 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; @@ -789,10 +898,10 @@ 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; @@ -805,29 +914,29 @@ var p: TDFPoint; begin // Ôëàãè: - if Direction = D_LEFT then - Mirror := M_NONE + if Direction = TDirection.D_LEFT then + Mirror := TMirrorType.None else - Mirror := M_HORIZONTAL; + Mirror := TMirrorType.Horizontal; if (FFlag <> FLAG_NONE) and (FFlagAnim <> nil) and (not (FCurrentAnimation in [A_DIE1, A_DIE2])) then begin - p.X := IfThen(Direction = D_LEFT, + p.X := IfThen(Direction = TDirection.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, + 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 = D_RIGHT, FFlagAngle, -FFlagAngle)); + IfThen(FDirection = TDirection.D_RIGHT, FFlagAngle, -FFlagAngle)); end; // Îðóæèå: - if Direction = D_RIGHT then - Mirror := M_NONE + if Direction = TDirection.D_RIGHT then + Mirror := TMirrorType.None else - Mirror := M_HORIZONTAL; + Mirror := TMirrorType.Horizontal; if FDrawWeapon and (not (FCurrentAnimation in [A_DIE1, A_DIE2, A_PAIN])) and @@ -850,38 +959,38 @@ begin if Alpha < 201 then e_Draw(WeaponID[FCurrentWeapon][pos][act], X+FWeaponPoints[FCurrentWeapon, FCurrentAnimation, FDirection, - FAnim[D_RIGHT][FCurrentAnimation].CurrentFrame].X, + FAnim[TDirection.D_RIGHT][FCurrentAnimation].CurrentFrame].X, Y+FWeaponPoints[FCurrentWeapon, FCurrentAnimation, FDirection, - FAnim[D_RIGHT][FCurrentAnimation].CurrentFrame].Y, + FAnim[TDirection.D_RIGHT][FCurrentAnimation].CurrentFrame].Y, 0, True, False, Mirror); end; // Ìîäåëü: - if (FDirection = D_LEFT) and - (FAnim[D_LEFT][FCurrentAnimation] <> nil) then + if (FDirection = TDirection.D_LEFT) and + (FAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then begin - FAnim[D_LEFT][FCurrentAnimation].Alpha := Alpha; - FAnim[D_LEFT][FCurrentAnimation].Draw(X, Y, M_NONE); + FAnim[TDirection.D_LEFT][FCurrentAnimation].Alpha := Alpha; + FAnim[TDirection.D_LEFT][FCurrentAnimation].Draw(X, Y, TMirrorType.None); end else begin - FAnim[D_RIGHT][FCurrentAnimation].Alpha := Alpha; - FAnim[D_RIGHT][FCurrentAnimation].Draw(X, Y, Mirror); + FAnim[TDirection.D_RIGHT][FCurrentAnimation].Alpha := Alpha; + FAnim[TDirection.D_RIGHT][FCurrentAnimation].Draw(X, Y, Mirror); end; // Ìàñêà ìîäåëè: e_Colors := FColor; - if (FDirection = D_LEFT) and - (FMaskAnim[D_LEFT][FCurrentAnimation] <> nil) then + if (FDirection = TDirection.D_LEFT) and + (FMaskAnim[TDirection.D_LEFT][FCurrentAnimation] <> nil) then begin - FMaskAnim[D_LEFT][FCurrentAnimation].Alpha := Alpha; - FMaskAnim[D_LEFT][FCurrentAnimation].Draw(X, Y, M_NONE); + FMaskAnim[TDirection.D_LEFT][FCurrentAnimation].Alpha := Alpha; + FMaskAnim[TDirection.D_LEFT][FCurrentAnimation].Draw(X, Y, TMirrorType.None); end else begin - FMaskAnim[D_RIGHT][FCurrentAnimation].Alpha := Alpha; - FMaskAnim[D_RIGHT][FCurrentAnimation].Draw(X, Y, Mirror); + FMaskAnim[TDirection.D_RIGHT][FCurrentAnimation].Alpha := Alpha; + FMaskAnim[TDirection.D_RIGHT][FCurrentAnimation].Draw(X, Y, Mirror); end; e_Colors.R := 255; @@ -891,18 +1000,18 @@ 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 +1078,7 @@ 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 +1107,11 @@ 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;