index 34fc9e71ef620206bbe9a4eda0a0f21923294519..ca4b6dc6c4fc92ae6e1ef9eab5f6171cc5c36cd4 100644 (file)
R, G, B, Kind: Byte;
end;
- TModelInfo = record
- Name: String;
- Author: String;
- Description: String;
- HaveWeapon: Boolean;
- end;
-
TModelSound = record
ID: DWORD;
Level: Byte;
FAnimState: TAnimationState;
FCurrentWeapon: Byte;
FFlag: Byte;
- FFire: Boolean;
FFireCounter: Byte;
FID: Integer;
procedure SetColor(Red, Green, Blue: Byte);
procedure SetWeapon(Weapon: Byte);
procedure SetFlag(Flag: Byte);
- procedure SetFire(Fire: Boolean);
+ procedure SetFire (Fire: Boolean);
+ function GetFire (): Boolean;
function PlaySound(SoundType, Level: Byte; X, Y: Integer): Boolean;
procedure Update();
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;
procedure g_PlayerModel_FreeData();
function g_PlayerModel_Load(FileName: String): Boolean;
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; AnimTyp: Byte; var _Anim, _Mask: TAnimation): Boolean;
function g_PlayerModel_GetGibs(ModelName: String; var Gibs: TGibsArray): Boolean;
+function g_PlayerModel_GetIndex (ModelName: String): Integer;
+
(* --- private data --- *)
type
TPlayerModelInfo = record
- Info: TModelInfo;
+ Name: String;
+ Author: String;
+ Description: String;
+ HaveWeapon: Boolean;
ModelSpeed: Array [A_STAND..A_PAIN] of Byte;
FlagPoint: TDFPoint;
FlagAngle: SmallInt;
WeapNames: Array [WP_FIRST + 1..WP_LAST] of String =
('csaw', 'hgun', 'sg', 'ssg', 'mgun', 'rkt', 'plz', 'bfg', 'spl', 'flm');
+ function g_PlayerModel_GetIndex (ModelName: String): Integer;
+ var i: Integer;
+ begin
+ Result := -1;
+ if PlayerModelsArray <> nil then
+ begin
+ i := 0;
+ while (i < Length(PlayerModelsArray)) and (PlayerModelsArray[i].Name <> ModelName) do
+ Inc(i);
+ if i < Length(PlayerModelsArray) then
+ Result := i
+ end
+ end;
+
function GetPoint(var str: String; var point: TDFPoint): Boolean;
var
a, x, y: Integer;
prefix := FileName+':TEXTURES\';
- with PlayerModelsArray[ID].Info do
- begin
- Name := s;
- Author := config.ReadStr('Model', 'author', '');
- Description := config.ReadStr('Model', 'description', '');
- end;
-
+ PlayerModelsArray[ID].Name := s;
+ PlayerModelsArray[ID].Author := config.ReadStr('Model', 'author', '');
+ PlayerModelsArray[ID].Description := config.ReadStr('Model', 'description', '');
PlayerModelsArray[ID].FileName := FileName;
with PlayerModelsArray[ID] do
begin
end;
{if ok then g_Console_Add(Info.Name+' weapon points ok')
else g_Console_Add(Info.Name+' weapon points fail');}
- Info.HaveWeapon := ok;
+ PlayerModelsArray[ID].HaveWeapon := ok;
s := config.ReadStr('Model', 'flag_point', '');
if not GetPoint(s, FlagPoint) then
Result := True;
end;
-function g_PlayerModel_Get(ModelName: String): TPlayerModel;
+function g_PlayerModel_Get (ModelName: String): TPlayerModel;
var a: Integer;
begin
Result := nil;
for a := 0 to High(PlayerModelsArray) do
begin
- if AnsiLowerCase(PlayerModelsArray[a].Info.Name) = AnsiLowerCase(ModelName) then
+ if AnsiLowerCase(PlayerModelsArray[a].Name) = AnsiLowerCase(ModelName) then
begin
Result := TPlayerModel.Create;
if PlayerModelsArray = nil then Exit;
for a := 0 to High(PlayerModelsArray) do
- if PlayerModelsArray[a].Info.Name = ModelName then
+ if PlayerModelsArray[a].Name = ModelName then
with PlayerModelsArray[a] do
begin
if AnimTyp in [A_STAND, A_WALK] then c := True else c := False;
- 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;
+ if not g_Frames_Get(ID, Name + '_RIGHTANIM' + IntToStr(AnimTyp)) then
+ if not g_Frames_Get(ID, Name + '_LEFTANIM' + IntToStr(AnimTyp)) then Exit;
_Anim := TAnimation.Create(ID, c, ModelSpeed[AnimTyp]);
_Anim.Speed := ModelSpeed[AnimTyp];
- 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;
+ if not g_Frames_Get(ID, Name + '_RIGHTANIM' + IntToStr(AnimTyp) + '_MASK') then
+ if not g_Frames_Get(ID, Name + '_LEFTANIM' + IntToStr(AnimTyp) + '_MASK') then
+ Exit;
_Mask := TAnimation.Create(ID, c, ModelSpeed[AnimTyp]);
_Mask.Speed := ModelSpeed[AnimTyp];
SetLength(Gibs, gGibsCount);
for a := 0 to High(PlayerModelsArray) do
- if PlayerModelsArray[a].Info.Name = ModelName then
+ if PlayerModelsArray[a].Name = ModelName then
begin
for i := 0 to High(Gibs) do
begin
for i := 0 to High(PlayerModelsArray) do
begin
SetLength(Result, Length(Result)+1);
- Result[High(Result)] := PlayerModelsArray[i].Info.Name;
+ Result[High(Result)] := PlayerModelsArray[i].Name;
end;
end;
-function g_PlayerModel_GetInfo(ModelName: string): TModelInfo;
-var
- a: Integer;
-begin
- FillChar(Result, SizeOf(Result), 0);
- if PlayerModelsArray = nil then Exit;
-
- for a := 0 to High(PlayerModelsArray) do
- if PlayerModelsArray[a].Info.Name = ModelName then
- begin
- Result := PlayerModelsArray[a].Info;
- Break;
- end;
-end;
-
function g_PlayerModel_GetBlood(ModelName: string): TModelBlood;
var
a: Integer;
if PlayerModelsArray = nil then Exit;
for a := 0 to High(PlayerModelsArray) do
- if PlayerModelsArray[a].Info.Name = ModelName then
+ if PlayerModelsArray[a].Name = ModelName then
begin
Result := PlayerModelsArray[a].Blood;
Break;
FColor.B := Blue;
end;
-procedure TPlayerModel.SetFire(Fire: Boolean);
-begin
- FFire := Fire;
- if FFire then
- FFireCounter := PlayerModelsArray[FID].ModelSpeed[A_ATTACK] * PlayerModelsArray[FID].Anim[TDirection.D_RIGHT, A_ATTACK].Frames
- else
- FFireCounter := 0
-end;
+ procedure TPlayerModel.SetFire (Fire: Boolean);
+ begin
+ if Fire then
+ FFireCounter := PlayerModelsArray[FID].ModelSpeed[A_ATTACK] * PlayerModelsArray[FID].Anim[TDirection.D_RIGHT, A_ATTACK].Frames
+ else
+ FFireCounter := 0
+ end;
+
+ function TPlayerModel.GetFire (): Boolean;
+ begin
+ Result := FFireCounter > 0
+ end;
procedure TPlayerModel.SetFlag (Flag: Byte);
begin
function TPlayerModel.GetName (): String;
begin
- Result := PlayerModelsArray[FID].Info.Name
+ Result := PlayerModelsArray[FID].Name
end;
procedure TPlayerModel.Update;
FAnimState.Update;
if FFireCounter > 0 then
Dec(FFireCounter)
- else
- FFire := False
end;
procedure g_PlayerModel_LoadAll;