X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fopengl%2Fr_playermodel.pas;h=c4fe391680359245ceb2fa49000a899ed6e60774;hb=f517a19e84dae6941cff317aaf6fbcc3a5c5bb6f;hp=1602f23e0d2b346d9c4f10e77665ca249486657d;hpb=7f57e4b195f1a553c5bb01638cc7d9908c992c88;p=d2df-sdl.git diff --git a/src/game/opengl/r_playermodel.pas b/src/game/opengl/r_playermodel.pas index 1602f23..c4fe391 100644 --- a/src/game/opengl/r_playermodel.pas +++ b/src/game/opengl/r_playermodel.pas @@ -17,20 +17,26 @@ unit r_playermodel; interface - uses g_playermodel; // TPlayerModel + uses g_playermodel, g_base; // TPlayerModel, TRectWH + procedure r_PlayerModel_Initialize; + procedure r_PlayerModel_Finalize; procedure r_PlayerModel_Load; procedure r_PlayerModel_Free; + procedure r_PlayerModel_Update; procedure r_PlayerModel_Draw (pm: TPlayerModel; X, Y: Integer; Alpha: Byte = 0); + procedure r_PlayerModel_DrawGibs; + + function r_PlayerModel_GetGibRect (m, id: Integer): TRectWH; implementation uses SysUtils, Classes, Math, - MAPDEF, utils, + MAPDEF, utils, e_log, wadreader, ImagingTypes, Imaging, ImagingUtility, r_graphics, g_options, r_animations, r_textures, - g_base, g_basic, g_map, g_weapons + g_basic, g_map, g_weapons, g_textures, g_player, g_phys, g_game ; const @@ -47,7 +53,31 @@ implementation base: DWORD; mask: DWORD; end; + Gibs: Array of record + base: DWORD; + mask: DWORD; + rect: TRectWH; + end; end; + RedFlagFrames: DWORD; + BlueFlagFrames: DWORD; + FlagAnimState: TAnimationState; + + function r_PlayerModel_GetGibRect (m, id: Integer): TRectWH; + begin + Result := Models[m].Gibs[id].rect + end; + + procedure r_PlayerModel_Initialize; + begin + FlagAnimState := TAnimationState.Create(True, 8, 5); + end; + + procedure r_PlayerModel_Finalize; + begin + FlagAnimState.Free; + FlagAnimState := nil; + end; procedure ExtAnimFromBaseAnim(MName: String; AIdx: Integer); const @@ -79,9 +109,86 @@ implementation end; end; + procedure r_PlayerModel_LoadResource (resource: AnsiString; var pData: Pointer; var len: Integer); + var WAD: TWADFile; + begin + pData := nil; + len := 0; + WAD := TWADFile.Create; + WAD.ReadFile(g_ExtractWadName(resource)); + WAD.GetResource(g_ExtractFilePathName(resource), pData, len); + WAD.Free; + 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; + procedure r_PlayerModel_Load; - var ID1, ID2: DWORD; i, a, b: Integer; prefix, aname: String; + var + ID1, ID2: DWORD; + i, a, b: Integer; + prefix, aname: String; + base, mask: Pointer; + baseLen, maskLen: Integer; begin + g_Frames_CreateWAD(@RedFlagFrames, 'FRAMES_FLAG_RED', GameWAD + ':TEXTURES\FLAGRED', 64, 64, 5, False); + g_Frames_CreateWAD(@BlueFlagFrames, 'FRAMES_FLAG_BLUE', GameWAD + ':TEXTURES\FLAGBLUE', 64, 64, 5, False); 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])); @@ -100,7 +207,7 @@ implementation prefix := PlayerModelsArray[i].FileName + ':TEXTURES\'; for b := A_STAND to A_LAST do begin - aname := PlayerModelsArray[i].Info.Name + '_RIGHTANIM' + IntToStr(b); + aname := PlayerModelsArray[i].Name + '_RIGHTANIM' + IntToStr(b); with PlayerModelsArray[i].Anim[TDirection.D_RIGHT, b] do begin if not (g_Frames_CreateWAD(@ID1, aname, prefix + Resource, 64, 64, Frames, Back) and @@ -108,7 +215,7 @@ implementation begin if b > A_LASTBASE then begin - ExtAnimFromBaseAnim(PlayerModelsArray[i].Info.Name, b); + ExtAnimFromBaseAnim(PlayerModelsArray[i].Name, b); continue end end; @@ -119,13 +226,35 @@ implementation begin if (Resource <> '') and (Mask <> '') then begin - aname := PlayerModelsArray[i].Info.Name + '_LEFTANIM' + IntToStr(b); + aname := PlayerModelsArray[i].Name + '_LEFTANIM' + IntToStr(b); g_Frames_CreateWAD(@ID1, aname, prefix + Resource, 64, 64, Frames, Back); g_Frames_CreateWAD(@ID2, aname + '_MASK', prefix + Mask, 64, 64, Frames, Back); Models[i].Frames[TDirection.D_LEFT, b].base := ID1; Models[i].Frames[TDirection.D_LEFT, b].mask := ID2; end end + end; + SetLength(Models[i].Gibs, PlayerModelsArray[i].GibsCount); + if PlayerModelsArray[i].GibsCount > 0 then + begin + r_PlayerModel_LoadResource(prefix + PlayerModelsArray[i].GibsResource, base, baseLen); + r_PlayerModel_LoadResource(prefix + PlayerModelsArray[i].GibsMask, mask, maskLen); + if (base <> nil) and (mask <> nil) then + begin + for a := 0 to PlayerModelsArray[i].GibsCount - 1 do + begin + if e_CreateTextureMemEx(base, baseLen, Models[i].Gibs[a].base, a * 32, 0, 32, 32) and + e_CreateTextureMemEx(mask, maskLen, Models[i].Gibs[a].mask, a * 32, 0, 32, 32) then + begin + Models[i].Gibs[a].rect := g_PlayerModel_CalcGibSize(base, baseLen, a * 32, 0, 32, 32); + with Models[i].Gibs[a].Rect do + if Height > 3 then + Height := Height - 1 - Random(2); // ??? + end + end + end; + FreeMem(mask); + FreeMem(base); end end end @@ -134,6 +263,8 @@ implementation procedure r_PlayerModel_Free; var i, a, b, c: Integer; begin + e_DeleteTexture(RedFlagFrames); + e_DeleteTexture(BlueFlagFrames); if PlayerModelsArray = nil then Exit; for i := 0 to High(PlayerModelsArray) do begin @@ -141,22 +272,13 @@ implementation 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'); + g_Frames_DeleteByName(Name + '_LEFTANIM' + IntToStr(a)); + g_Frames_DeleteByName(Name + '_LEFTANIM' + IntToStr(a) + '_MASK'); + g_Frames_DeleteByName(Name + '_RIGHTANIM' + IntToStr(a)); + g_Frames_DeleteByName(Name + '_RIGHTANIM' + IntToStr(a) + '_MASK'); end; - if Gibs <> nil then - begin - for a := 0 to High(Gibs) do - begin - e_DeleteTexture(Gibs[a].ID); - e_DeleteTexture(Gibs[a].MaskID); - Gibs[a].ID := DWORD(-1); - Gibs[a].MaskID := DWORD(-1); - end - end end + // !!! delete gibs textures here end; for a := WP_FIRST + 1 to WP_LAST do for b := W_POS_NORMAL to W_POS_DOWN do @@ -164,12 +286,18 @@ implementation e_DeleteTexture(WeaponID[a][b][c]) end; + procedure r_PlayerModel_Update; + begin + FlagAnimState.Update + end; + procedure r_PlayerModel_Draw (pm: TPlayerModel; X, Y: Integer; Alpha: Byte = 0); var Mirror: TMirrorType; pos, act: Byte; - p: TDFPoint; + fp, p: TDFPoint; FramesID: DWORD; + fa: Integer; begin // Флаги: if pm.Direction = TDirection.D_LEFT then @@ -177,14 +305,26 @@ begin else Mirror := TMirrorType.Horizontal; - if (pm.Flag <> FLAG_NONE) and (pm.FlagAnim <> nil) and (not (pm.CurrentAnimation in [A_DIE1, A_DIE2])) then + FramesID := 0; + case pm.Flag of + FLAG_RED: FramesID := RedFlagFrames; + FLAG_BLUE: FramesID := BlueFlagFrames; + end; + if (FramesID <> 0) and (not (pm.CurrentAnimation in [A_DIE1, A_DIE2])) then begin + fp := PlayerModelsArray[pm.id].FlagPoint; + fa := PlayerModelsArray[pm.id].FlagAngle; p.X := IfThen(pm.Direction = TDirection.D_LEFT, FLAG_BASEPOINT.X, 64 - FLAG_BASEPOINT.X); p.Y := FLAG_BASEPOINT.Y; - - r_Animation_DrawEx(pm.FlagAnim, X+IfThen(pm.Direction = TDirection.D_LEFT, pm.FlagPoint.X-1, 2*FLAG_BASEPOINT.X-pm.FlagPoint.X+1)-FLAG_BASEPOINT.X, - Y+pm.FlagPoint.Y-FLAG_BASEPOINT.Y+1, Mirror, p, - IfThen(pm.Direction = TDirection.D_RIGHT, pm.FlagAngle, -pm.FlagAngle)); + r_AnimationState_DrawEx( + FramesID, + FlagAnimState, + X + IfThen(pm.Direction = TDirection.D_LEFT, fp.X - 1, 2 * FLAG_BASEPOINT.X - fp.X + 1) - FLAG_BASEPOINT.X, + Y + fp.Y - FLAG_BASEPOINT.Y + 1, + Mirror, + p, + IfThen(pm.Direction = TDirection.D_RIGHT, fa, -fa) + ); end; // Оружие: @@ -193,7 +333,7 @@ begin else Mirror := TMirrorType.Horizontal; - if PlayerModelsArray[pm.id].Info.HaveWeapon and (not (pm.CurrentAnimation in [A_DIE1, A_DIE2, A_PAIN])) and (pm.CurrentWeapon in [WP_FIRST + 1..WP_LAST]) then + if PlayerModelsArray[pm.id].HaveWeapon and (not (pm.CurrentAnimation in [A_DIE1, A_DIE2, A_PAIN])) and (pm.CurrentWeapon in [WP_FIRST + 1..WP_LAST]) then begin if pm.CurrentAnimation in [A_SEEUP, A_ATTACKUP] then pos := W_POS_UP @@ -203,7 +343,7 @@ begin else pos := W_POS_NORMAL; - if (pm.CurrentAnimation in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.Fire then + if (pm.CurrentAnimation in [A_ATTACK, A_ATTACKUP, A_ATTACKDOWN]) or pm.GetFire() then act := W_ACT_FIRE else act := W_ACT_NORMAL; @@ -255,4 +395,32 @@ begin e_Colors.B := 255; end; + procedure r_PlayerModel_DrawGibs; + var i, fX, fY, m, id: Integer; a: TDFPoint; pobj: ^TObj; + begin + if gGibs <> nil then + begin + for i := 0 to High(gGibs) do + begin + if gGibs[i].alive then + begin + pobj := @gGibs[i].Obj; + if not g_Obj_Collide(sX, sY, sWidth, sHeight, pobj) then + Continue; + pobj.lerp(gLerpFactor, fX, fY); + a.X := pobj.Rect.X + (pobj.Rect.Width div 2); + a.y := pobj.Rect.Y + (pobj.Rect.Height div 2); + m := gGibs[i].ModelID; + id := gGibs[i].GibID; + e_DrawAdv(Models[m].Gibs[id].base, fX, fY, 0, True, False, gGibs[i].RAngle, @a, TMirrorType.None); + e_Colors := gGibs[i].Color; + e_DrawAdv(Models[m].Gibs[id].mask, fX, fY, 0, True, False, gGibs[i].RAngle, @a, TMirrorType.None); + e_Colors.R := 255; + e_Colors.G := 255; + e_Colors.B := 255; + end + end + end + end; + end.