X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_playermodel.pas;h=e4b485d9eac079280c34118ec8e237be918097c3;hb=d7d166dc3cd287276202e862746208892c4cc89f;hp=b8d0ec6c7ef4b74d3f1c54c6a7297af846029d88;hpb=31d174a428ef1235e1708b0738804b47e006cf5c;p=d2df-sdl.git diff --git a/src/game/g_playermodel.pas b/src/game/g_playermodel.pas index b8d0ec6..e4b485d 100644 --- a/src/game/g_playermodel.pas +++ b/src/game/g_playermodel.pas @@ -80,7 +80,7 @@ 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(TPoolObject) private @@ -88,8 +88,8 @@ type FDirection: TDirection; FColor: TRGB; 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; @@ -259,7 +259,7 @@ 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; @@ -306,7 +306,7 @@ 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 @@ -328,7 +328,7 @@ 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; @@ -398,7 +398,7 @@ 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 @@ -479,69 +479,69 @@ 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; @@ -591,18 +591,18 @@ 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; @@ -732,7 +732,7 @@ 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; @@ -774,17 +774,17 @@ 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; @@ -794,10 +794,10 @@ 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; @@ -810,29 +810,29 @@ 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 @@ -855,38 +855,38 @@ 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; @@ -896,18 +896,18 @@ 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; @@ -974,7 +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; @@ -1003,11 +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;