DEADSOFTWARE

render: remove flag animation from player model state
[d2df-sdl.git] / src / game / g_playermodel.pas
index 72f5fb23e726f916f937f888e9991ebd7e69bbbf..51dd6c0deecf8cb6215a419f96e04aef8e3af02e 100644 (file)
@@ -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
  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
  *)
 {$INCLUDE ../shared/a_modes.inc}
+{$M+}
 unit g_playermodel;
 
 interface
 
 uses
-  MAPDEF, 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;
@@ -54,7 +55,31 @@ 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
+  TWeaponPoints = Array [WP_FIRST + 1..WP_LAST, A_STAND..A_LAST, TDirection.D_LEFT..TDirection.D_RIGHT] of Array of TDFPoint;
+
+  TModelMatrix = Array [TDirection.D_LEFT..TDirection.D_RIGHT, A_STAND..A_LAST] of TAnimationState;
+
+  TModelTextures = Array [TDirection.D_LEFT..TDirection.D_RIGHT, A_STAND..A_LAST] of record
+    Resource: String;
+    Mask:     String;
+    Frames:   Integer;
+    Back:     Boolean;
+  end;
+
+  TModelBlood = record
+    R, G, B, Kind: Byte;
+  end;
+
   TModelInfo = record
     Name:        String;
     Author:      String;
@@ -76,89 +101,93 @@ type
 
   TModelSoundArray = Array of TModelSound;
   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;
 
-  TPlayerModel = class (TObject)
+  TPlayerModel = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF}
   private
-    FName:             String;
     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;
-    FWeaponPoints:     TWeaponPoints;
+    FAnimState:        TAnimationState;
     FPainSounds:       TModelSoundArray;
     FDieSounds:        TModelSoundArray;
     FSlopSound:        Byte;
     FCurrentWeapon:    Byte;
-    FDrawWeapon:       Boolean;
     FFlag:             Byte;
-    FFlagPoint:        TDFPoint;
-    FFlagAngle:        SmallInt;
-    FFlagAnim:         TAnimation;
     FFire:             Boolean;
     FFireCounter:      Byte;
+    FID:               Integer;
 
   public
     destructor  Destroy(); override;
     procedure   ChangeAnimation(Animation: Byte; Force: Boolean = False);
-    function    GetCurrentAnimation: TAnimation;
-    function    GetCurrentAnimationMask: TAnimation;
     procedure   SetColor(Red, Green, Blue: Byte);
     procedure   SetWeapon(Weapon: Byte);
     procedure   SetFlag(Flag: Byte);
     procedure   SetFire(Fire: Boolean);
     function    PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean;
     procedure   Update();
-    procedure   Draw(X, Y: Integer; Alpha: Byte = 0);
 
+    function GetBlood (): TModelBlood;
+    function GetName (): String;
+
+  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    AnimState: TAnimationState read FAnimState;
+    property    CurrentAnimation: Byte read FCurrentAnimation;
+    property    CurrentWeapon: Byte read FCurrentWeapon;
+    property    Flag: Byte read FFlag;
+    property    ID: Integer read FID;
   end;
 
-procedure g_PlayerModel_LoadData();
+procedure g_PlayerModel_LoadAll;
 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_GetAnim(ModelName: String; AnimTyp: Byte; var _Anim, _Mask: TAnimation): Boolean;
 function  g_PlayerModel_GetGibs(ModelName: String; var Gibs: TGibsArray): Boolean;
 
+(* --- private data --- *)
+
+  type
+    TPlayerModelInfo = record
+      Info:         TModelInfo;
+      ModelSpeed:   Array [A_STAND..A_PAIN] of Byte;
+      FlagPoint:    TDFPoint;
+      FlagAngle:    SmallInt;
+      WeaponPoints: TWeaponPoints;
+      Gibs:         TGibsArray; // !!! move to render
+      PainSounds:   TModelSoundArray;
+      DieSounds:    TModelSoundArray;
+      SlopSound:    Byte;
+      Blood:        TModelBlood;
+      // =======================
+      FileName:    String;
+      Anim:        TModelTextures;
+      GibsCount:   Integer;
+      GibsResource:String;
+      GibsMask:    String;
+      GibsOnce:    Integer;
+    end;
+
+  var
+    PlayerModelsArray: Array of TPlayerModelInfo;
+
 implementation
 
 uses
-  g_main, g_sound, g_console, SysUtils, g_player, CONFIG,
-  GL, GLExt, e_sound, g_options, g_map, Math, e_log;
-
-type
-  TPlayerModelInfo = record
-    Info:         TModelInfo;
-    ModelSpeed:   Array [A_STAND..A_PAIN] of Byte;
-    FlagPoint:    TDFPoint;
-    FlagAngle:    SmallInt;
-    WeaponPoints: TWeaponPoints;
-    Gibs:         TGibsArray;
-    PainSounds:   TModelSoundArray;
-    DieSounds:    TModelSoundArray;
-    SlopSound:    Byte;
-  end;
+  g_sound, g_console, SysUtils, g_player, CONFIG, r_textures, r_animations,
+  e_sound, g_options, g_map, Math, e_log, wadreader;
 
 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 =
@@ -177,27 +206,6 @@ const
   WeapNames: Array [WP_FIRST + 1..WP_LAST] of String =
              ('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;
@@ -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;
@@ -267,48 +275,87 @@ begin
   Result := True;
 end;
 
-procedure ExtAnimFromBaseAnim(MName: String; AIdx: Integer);
-const
-  CopyAnim: array [A_LASTBASE+1..A_LASTEXT] of Integer = (
-    A_WALK, A_WALK, A_WALK, A_WALK, A_WALK,
-    A_STAND, A_WALK, A_ATTACK, A_WALK, A_SEEUP, A_SEEDOWN,
-    A_ATTACKUP, A_ATTACKDOWN
-  );
-var
-  OIdx, W, I: Integer;
-  D: TDirection;
-  AName, OName: String;
-begin
-  // HACK: shitty workaround to duplicate base animations
-  //       in place of extended, replace with something better later
-
-  Assert((AIdx > A_LASTBASE) and (AIdx <= A_LASTEXT));
-  OIdx := CopyAnim[AIdx];
-
-  AName := MName + '_RIGHTANIM' + IntToStr(AIdx);
-  OName := MName + '_RIGHTANIM' + IntToStr(OIdx);
-  Assert(g_Frames_Dup(AName, OName));
-  Assert(g_Frames_Dup(AName + '_MASK', OName + '_MASK'));
-  AName := MName + '_LEFTANIM' + IntToStr(AIdx);
-  OName := MName + '_LEFTANIM' + IntToStr(OIdx);
-  if g_Frames_Exists(AName) then
-  begin
-    g_Frames_Dup(AName, OName);
-    g_Frames_Dup(AName + '_MASK', OName + '_MASK');
-  end;
-
-  with PlayerModelsArray[High(PlayerModelsArray)] do
+  procedure g_PlayerMode_ExtendPoints (id: Integer; AIdx: Integer);
+    const
+      CopyAnim: array [A_LASTBASE+1..A_LASTEXT] of Integer = (
+        A_WALK, A_WALK, A_WALK, A_WALK, A_WALK,
+        A_STAND, A_WALK, A_ATTACK, A_WALK, A_SEEUP, A_SEEDOWN,
+        A_ATTACKUP, A_ATTACKDOWN
+      );
+    var W, I, OIdx: Integer; D: TDirection;
   begin
-    for W := WP_FIRST + 1 to WP_LAST do
+    OIdx := CopyAnim[AIdx];
+    with PlayerModelsArray[id] do
     begin
-      for D := D_LEFT to D_RIGHT do
+      for W := WP_FIRST + 1 to WP_LAST do
       begin
-        SetLength(WeaponPoints[W, AIdx, D], Length(WeaponPoints[W, OIdx, D]));
-        for I := 0 to High(WeaponPoints[W, AIdx, D]) do
-          WeaponPoints[W, AIdx, D, I] := WeaponPoints[W, OIdx, D, I]
+        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
+            WeaponPoints[W, AIdx, D, I] := WeaponPoints[W, OIdx, D, I]
+        end;
       end;
     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;
@@ -319,11 +366,11 @@ var
   config: TConfig;
   pData, pData2: Pointer;
   WAD: TWADFile;
-  s, aname: string;
+  s: string;
   prefix: string;
-  ok, chk: Boolean;
+  ok, chk, chk2: 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;
 
@@ -365,55 +412,59 @@ begin
     Description := config.ReadStr('Model', 'description', '');
   end;
 
+  PlayerModelsArray[ID].FileName := FileName;
+  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);
-    //e_LogWritefln('### MODEL FILE: [%s]', [prefix+config.ReadStr(AnimNames[b], 'resource', '')]);
-    if not (g_Frames_CreateWAD(nil, aname,
-                               prefix+config.ReadStr(AnimNames[b], 'resource', ''),
-                               64, 64, config.ReadInt(AnimNames[b], 'frames', 1),
-                               config.ReadBool(AnimNames[b], 'backanim', False)) and
-            g_Frames_CreateWAD(nil, aname+'_MASK',
-                               prefix+config.ReadStr(AnimNames[b], 'mask', ''),
-                               64, 64, config.ReadInt(AnimNames[b], 'frames', 1),
-                               config.ReadBool(AnimNames[b], 'backanim', False))) then
+    with PlayerModelsArray[ID].Anim[TDirection.D_RIGHT, b] do
     begin
-      if b <= A_LASTBASE then
+      Resource := config.ReadStr(AnimNames[b], 'resource', '');
+      Mask := config.ReadStr(AnimNames[b], 'mask', '');
+      Frames := config.ReadInt(AnimNames[b], 'frames', 1);
+      Back := config.ReadBool(AnimNames[b], 'backanim', False);
+      if (Resource = '') or (Mask = '') then
       begin
-        config.Free();
-        WAD.Free();
-        Exit;
-      end
-      else
-      begin
-        ExtAnimFromBaseAnim(s, b);
-        continue;
+        if b <= A_LASTBASE then
+        begin
+          config.Free();
+          WAD.Free();
+          Exit
+        end
+        else
+        begin
+          g_PlayerMode_ExtendPoints(ID, b);
+          continue
+        end
       end;
     end;
 
     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
-            if f > 2 then f := 2*f-2;
+          f := PlayerModelsArray[ID].Anim[cc, bb].Frames;
+          if PlayerModelsArray[ID].Anim[cc, bb].Back and (f > 2) then
+            f := 2 * f - 2;
           SetLength(PlayerModelsArray[ID].WeaponPoints[aa, bb, cc], f);
         end;
 
-    if (config.ReadStr(AnimNames[b], 'resource2', '') <> '') and
-       (config.ReadStr(AnimNames[b], 'mask2', '') <> '') then
+    with PlayerModelsArray[ID].Anim[TDirection.D_LEFT, b] do
     begin
-      aname := s+'_LEFTANIM'+IntToStr(b);
-      g_Frames_CreateWAD(nil, aname,
-                         prefix+config.ReadStr(AnimNames[b], 'resource2', ''),
-                         64, 64, config.ReadInt(AnimNames[b], 'frames', 1),
-                         config.ReadBool(AnimNames[b], 'backanim', False));
-
-      g_Frames_CreateWAD(nil, aname+'_MASK',
-                         prefix+config.ReadStr(AnimNames[b], 'mask2', ''),
-                         64, 64, config.ReadInt(AnimNames[b], 'frames', 1),
-                         config.ReadBool(AnimNames[b], 'backanim', False));
+      Frames := PlayerModelsArray[ID].Anim[TDirection.D_RIGHT, b].Frames;
+      Back := PlayerModelsArray[ID].Anim[TDirection.D_RIGHT, b].Back;
     end;
 
     PlayerModelsArray[ID].ModelSpeed[b] := Max(1, config.ReadInt(AnimNames[b], 'waitcount', 1) div 3);
@@ -449,20 +500,25 @@ begin
 
     SlopSound := Min(Max(config.ReadInt('Sound', 'slop', 0), 0), 2);
 
-    SetLength(Gibs, ReadInt('Gibs', 'count', 0));
+    GibsCount := config.ReadInt('Gibs', 'count', 0);
+    GibsResource := config.ReadStr('Gibs', 'resource', 'GIBS');
+    GibsMask := config.ReadStr('Gibs', 'mask', 'GIBSMASK');
+    GibsOnce := config.ReadInt('Gibs', 'once', -1);
 
+    SetLength(Gibs, GibsCount); // !!! remove load
     if (Gibs <> nil) and
-       (WAD.GetResource('TEXTURES/'+config.ReadStr('Gibs', 'resource', 'GIBS'), pData, lenpd)) and
-       (WAD.GetResource('TEXTURES/'+config.ReadStr('Gibs', 'mask', 'GIBSMASK'), pData2, lenpd2)) then
+       (WAD.GetResource('TEXTURES/' + GibsResource, pData, lenpd)) and
+       (WAD.GetResource('TEXTURES/' + GibsMask, pData2, lenpd2)) then
     begin
       for a := 0 to High(Gibs) do
         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;
+          Gibs[a].OnlyOne := GibsOnce = a + 1;
         end;
 
       FreeMem(pData);
@@ -474,70 +530,89 @@ 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,
-                               config.ReadInt(AnimNames[bb], 'frames', 0),
-                               config.ReadBool(AnimNames[bb], 'backanim', False),
-                               WeaponPoints);
+          chk := GetWeapPoints(
+            config.ReadStr(AnimNames[bb], WeapNames[aa] + '_points', ''),
+            aa,
+            bb,
+            TDirection.D_RIGHT,
+            Anim[TDirection.D_RIGHT, bb].Frames,
+            Anim[TDirection.D_RIGHT, bb].Back,
+            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,
-                                 config.ReadInt(AnimNames[bb], 'frames', 0),
-                                 config.ReadBool(AnimNames[bb], 'backanim', False),
-                                 WeaponPoints);
+            chk := GetWeapPoints(
+              config.ReadStr(AnimNames[bb], WeapNames[WEAPON_PLASMA] + '_points', ''),
+              aa,
+              bb,
+              TDirection.D_RIGHT,
+              Anim[TDirection.D_RIGHT, bb].Frames,
+              Anim[TDirection.D_RIGHT, bb].Back,
+              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,
-                               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
+          chk2 := GetWeapPoints(
+            config.ReadStr(AnimNames[bb], WeapNames[aa] + '2_points', ''),
+            aa,
+            bb,
+            TDirection.D_LEFT,
+            Anim[TDirection.D_LEFT, bb].Frames,
+            Anim[TDirection.D_LEFT, bb].Back,
+            WeaponPoints
+          );
+          if not chk2 then
+          begin
+            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;
+          end;
 
           if not ok then Break;
         end;
@@ -546,7 +621,8 @@ begin
     Info.HaveWeapon := ok;
 
     s := config.ReadStr('Model', 'flag_point', '');
-    if not GetPoint(s, FlagPoint) then FlagPoint := FLAG_DEFPOINT;
+    if not GetPoint(s, FlagPoint) then
+      FlagPoint := FLAG_DEFPOINT;
 
     FlagAngle := config.ReadInt('Model', 'flag_angle', FLAG_DEFANGLE);
   end;
@@ -558,64 +634,32 @@ begin
 end;
 
 function g_PlayerModel_Get(ModelName: String): TPlayerModel;
-var
-  a: Integer;
-  b: Byte;
-  ID, ID2: DWORD;
+  var a: Integer;
 begin
   Result := nil;
 
   if PlayerModelsArray = nil then Exit;
 
   for a := 0 to High(PlayerModelsArray) do
+  begin
     if AnsiLowerCase(PlayerModelsArray[a].Info.Name) = AnsiLowerCase(ModelName) then
     begin
       Result := TPlayerModel.Create;
 
       with PlayerModelsArray[a] do
       begin
-        Result.FName := Info.Name;
-
-        for b := A_STAND to A_LAST do
-        begin
-          if not (g_Frames_Get(ID, Info.Name+'_RIGHTANIM'+IntToStr(b)) and
-                  g_Frames_Get(ID2, Info.Name+'_RIGHTANIM'+IntToStr(b)+'_MASK')) then
-          begin
-            Result.Free();
-            Result := nil;
-            Exit;
-          end;
-
-          Result.FAnim[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]);
-
-          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.FMaskAnim[D_LEFT][b] := TAnimation.Create(ID2, b in [A_STAND, A_WALK], ModelSpeed[b]);
-          end;
-        end;
-
         Result.FPainSounds := PainSounds;
         Result.FDieSounds := DieSounds;
         Result.FSlopSound := SlopSound;
-        Result.FDrawWeapon := Info.HaveWeapon;
-        Result.FWeaponPoints := WeaponPoints;
-
-        Result.FFlagPoint := FlagPoint;
-        Result.FFlagAngle := FlagAngle;
-
+        Result.FID := a;
+        Result.ChangeAnimation(A_STAND, True);
         Break;
       end;
+    end;
   end;
 end;
 
-function g_PlayerModel_GetAnim(ModelName: string; Anim: Byte; var _Anim, _Mask: TAnimation): Boolean;
+function g_PlayerModel_GetAnim(ModelName: string; AnimTyp: Byte; var _Anim, _Mask: TAnimation): Boolean;
 var
   a: Integer;
   c: Boolean;
@@ -628,19 +672,19 @@ begin
     if PlayerModelsArray[a].Info.Name = ModelName then
       with PlayerModelsArray[a] do
       begin
-        if Anim in [A_STAND, A_WALK] then c := True else c := False;
+        if AnimTyp in [A_STAND, A_WALK] then c := True else c := False;
 
-        if not g_Frames_Get(ID, Info.Name+'_RIGHTANIM'+IntToStr(Anim)) then
-          if not g_Frames_Get(ID, Info.Name+'_LEFTANIM'+IntToStr(Anim)) then Exit;
+        if not g_Frames_Get(ID, Info.Name+'_RIGHTANIM'+IntToStr(AnimTyp)) then
+          if not g_Frames_Get(ID, Info.Name+'_LEFTANIM'+IntToStr(AnimTyp)) then Exit;
 
-        _Anim := TAnimation.Create(ID, c, ModelSpeed[Anim]);
-        _Anim.Speed := ModelSpeed[Anim];
+        _Anim := TAnimation.Create(ID, c, ModelSpeed[AnimTyp]);
+        _Anim.Speed := ModelSpeed[AnimTyp];
 
-        if not g_Frames_Get(ID, Info.Name+'_RIGHTANIM'+IntToStr(Anim)+'_MASK') then
-          if not g_Frames_Get(ID, Info.Name+'_LEFTANIM'+IntToStr(Anim)+'_MASK') then Exit;
+        if not g_Frames_Get(ID, Info.Name+'_RIGHTANIM'+IntToStr(AnimTyp)+'_MASK') then
+          if not g_Frames_Get(ID, Info.Name+'_LEFTANIM'+IntToStr(AnimTyp)+'_MASK') then Exit;
 
-        _Mask := TAnimation.Create(ID, c, ModelSpeed[Anim]);
-        _Mask.Speed := ModelSpeed[Anim];
+        _Mask := TAnimation.Create(ID, c, ModelSpeed[AnimTyp]);
+        _Mask.Speed := ModelSpeed[AnimTyp];
 
         Break;
       end;
@@ -687,7 +731,7 @@ begin
     end;
 end;
 
-function g_PlayerModel_GetNames(): SArray;
+function g_PlayerModel_GetNames(): SSArray;
 var
   i: DWORD;
 begin
@@ -717,194 +761,67 @@ begin
     end;
 end;
 
-procedure g_PlayerModel_FreeData();
+function g_PlayerModel_GetBlood(ModelName: string): TModelBlood;
 var
-  i: DWORD;
-  a, b, c: Integer;
+  a: 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]);
+  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;
 
-  e_WriteLog('Releasing models...', MSG_NOTIFY);
+procedure g_PlayerModel_FreeData();
+  var i, b: Integer;
+begin
+  e_WriteLog('Releasing models...', TMsgType.Notify);
 
   if PlayerModelsArray = nil then Exit;
 
   for i := 0 to High(PlayerModelsArray) do
+  begin
     with PlayerModelsArray[i] do
     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');
-      end;
-
       if PainSounds <> nil then
         for b := 0 to High(PainSounds) do
           e_DeleteSound(PainSounds[b].ID);
-
       if DieSounds <> nil then
         for b := 0 to High(DieSounds) do
           e_DeleteSound(DieSounds[b].ID);
-
-      if Gibs <> nil then
-        for b := 0 to High(Gibs) do
-        begin
-          e_DeleteTexture(Gibs[b].ID);
-          e_DeleteTexture(Gibs[b].MaskID);
-        end;
     end;
-
+  end;
   PlayerModelsArray := nil;
 end;
 
 { TPlayerModel }
 
-procedure TPlayerModel.ChangeAnimation(Animation: Byte; Force: Boolean = False);
-begin
-  if not Force then if FCurrentAnimation = Animation then Exit;
-
-  FCurrentAnimation := Animation;
-
-  if (FDirection = D_LEFT) and
-     (FAnim[D_LEFT][FCurrentAnimation] <> nil) and
-     (FMaskAnim[D_LEFT][FCurrentAnimation] <> nil) then
+  procedure TPlayerModel.ChangeAnimation (Animation: Byte; Force: Boolean = False);
+    var once: Boolean; speed, count: Integer;
   begin
-    FAnim[D_LEFT][FCurrentAnimation].Reset;
-    FMaskAnim[D_LEFT][FCurrentAnimation].Reset;
-  end
-  else
-  begin
-    FAnim[D_RIGHT][FCurrentAnimation].Reset;
-    FMaskAnim[D_RIGHT][FCurrentAnimation].Reset;
+    if not Force then
+      if FCurrentAnimation = Animation then
+        Exit;
+    FCurrentAnimation := Animation;
+    once := FCurrentAnimation in [A_STAND, A_WALK];
+    speed := PlayerModelsArray[FID].ModelSpeed[FCurrentAnimation];
+    count := PlayerModelsArray[FID].Anim[FDirection, FCurrentAnimation].Frames;
+    FAnimState := TAnimationState.Create(once, speed, count);
   end;
-end;
 
 destructor TPlayerModel.Destroy();
-var
-  a: Byte;
 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();
-  end;
-
+  FAnimState.Free;
   inherited;
 end;
 
-procedure TPlayerModel.Draw(X, Y: Integer; Alpha: Byte = 0);
-var
-  Mirror: TMirrorType;
-  pos, act: Byte;
-  p: TDFPoint;
-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]
-  else
-    Result := FAnim[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]
-  else
-    Result := FMaskAnim[D_RIGHT][FCurrentAnimation];
-end;
-
 function TPlayerModel.PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean;
 var
   TempArray: array of DWORD;
@@ -968,45 +885,87 @@ end;
 procedure TPlayerModel.SetFire(Fire: Boolean);
 begin
   FFire := Fire;
-
-  if FFire then FFireCounter := FAnim[D_RIGHT, A_ATTACK].Speed*FAnim[D_RIGHT, A_ATTACK].TotalFrames
-  else FFireCounter := 0;
+  if FFire then
+    FFireCounter := PlayerModelsArray[FID].ModelSpeed[A_ATTACK] * PlayerModelsArray[FID].Anim[TDirection.D_RIGHT, A_ATTACK].Frames
+  else
+    FFireCounter := 0
 end;
 
-procedure TPlayerModel.SetFlag(Flag: Byte);
-var
-  id: DWORD;
-begin
-  FFlag := Flag;
-
-  FFlagAnim.Free();
-  FFlagAnim := nil;
-
-  case Flag of
-    FLAG_RED: g_Frames_Get(id, 'FRAMES_FLAG_RED');
-    FLAG_BLUE: g_Frames_Get(id, 'FRAMES_FLAG_BLUE');
-    else Exit;
+  procedure TPlayerModel.SetFlag (Flag: Byte);
+  begin
+    FFlag := Flag
   end;
 
-  FFlagAnim := TAnimation.Create(id, True, 8);
-end;
-
-procedure TPlayerModel.SetWeapon(Weapon: Byte);
-begin
-  FCurrentWeapon := Weapon;
-end;
+  procedure TPlayerModel.SetWeapon (Weapon: Byte);
+  begin
+    FCurrentWeapon := Weapon
+  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;
+  function TPlayerModel.GetBlood (): TModelBlood;
+  begin
+    Result := PlayerModelsArray[FID].Blood
+  end;
 
-  if (FDirection = D_LEFT) and (FMaskAnim[D_LEFT][FCurrentAnimation] <> nil) then
-    FMaskAnim[D_LEFT][FCurrentAnimation].Update else FMaskAnim[D_RIGHT][FCurrentAnimation].Update;
+  function TPlayerModel.GetName (): String;
+  begin
+    Result := PlayerModelsArray[FID].Info.Name
+  end;
 
-  if FFlagAnim <> nil then FFlagAnim.Update;
+  procedure TPlayerModel.Update;
+  begin
+    if FAnimState <> nil then
+      FAnimState.Update;
+    if FFireCounter > 0 then
+      Dec(FFireCounter)
+    else
+      FFire := False
+  end;
 
-  if FFireCounter > 0 then Dec(FFireCounter) else FFire := False;
-end;
+  procedure g_PlayerModel_LoadAll;
+    var
+      SR: TSearchRec;
+      knownFiles: array of AnsiString = nil;
+      found: Boolean;
+      wext, s: AnsiString;
+      f: Integer;
+  begin
+    // load models from all possible wad types, in all known directories
+    // this does a loosy job (linear search, ooph!), but meh
+    for wext in wadExtensions do
+    begin
+      for f := High(ModelDirs) downto Low(ModelDirs) do
+      begin
+        if (FindFirst(ModelDirs[f]+DirectorySeparator+'*'+wext, faAnyFile, SR) = 0) then
+        begin
+          repeat
+            found := false;
+            for s in knownFiles do
+            begin
+              if (strEquCI1251(forceFilenameExt(SR.Name, ''), forceFilenameExt(ExtractFileName(s), ''))) then
+              begin
+                found := true;
+                break;
+              end;
+            end;
+            if not found then
+            begin
+              SetLength(knownFiles, length(knownFiles)+1);
+              knownFiles[High(knownFiles)] := ModelDirs[f]+DirectorySeparator+SR.Name;
+            end;
+          until (FindNext(SR) <> 0);
+        end;
+        FindClose(SR);
+      end;
+    end;
+    if (length(knownFiles) = 0) then
+      raise Exception.Create('no player models found!');
+    if (length(knownFiles) = 1) then
+      e_LogWriteln('1 player model found.', TMsgType.Notify)
+    else
+      e_LogWritefln('%d player models found.', [Integer(length(knownFiles))], TMsgType.Notify);
+    for s in knownFiles do
+      if not g_PlayerModel_Load(s) then
+        e_LogWritefln('Error loading model "%s"', [s], TMsgType.Warning);
+  end;
 
 end.