DEADSOFTWARE

Added new blood types for player's models
[d2df-sdl.git] / src / game / g_playermodel.pas
index 9e42436ec5a4440f619ec289298c2cf20444f451..e2148e8ec204f35ae225ab656751a550235bd2b0 100644 (file)
@@ -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
@@ -20,7 +20,9 @@ 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;
@@ -63,6 +65,10 @@ type
     HaveWeapon:  Boolean;
   end;
 
+  TModelBlood = record
+    R, G, B, Kind: Byte;
+  end;
+
   TModelSound = record
     ID:    DWORD;
     Level: Byte;
@@ -79,16 +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;
@@ -124,22 +131,26 @@ type
 
   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
@@ -152,6 +163,7 @@ type
     PainSounds:   TModelSoundArray;
     DieSounds:    TModelSoundArray;
     SlopSound:    Byte;
+    Blood:        TModelBlood;
   end;
 
 const
@@ -258,7 +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;
@@ -305,7 +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
@@ -315,6 +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;
@@ -327,7 +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;
 
@@ -369,6 +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);
@@ -397,7 +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
@@ -463,7 +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;
@@ -478,69 +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;
@@ -579,6 +665,7 @@ begin
       with PlayerModelsArray[a] do
       begin
         Result.FName := Info.Name;
+        Result.FBlood := Blood;
 
         for b := A_STAND to A_LAST do
         begin
@@ -590,18 +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;
 
@@ -691,7 +778,7 @@ begin
     end;
 end;
 
-function g_PlayerModel_GetNames(): SArray;
+function g_PlayerModel_GetNames(): SSArray;
 var
   i: DWORD;
 begin
@@ -721,6 +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;
@@ -731,7 +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;
 
@@ -773,17 +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;
 
@@ -793,10 +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;
@@ -809,29 +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
@@ -854,38 +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;
@@ -895,18 +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;
@@ -973,7 +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;
 
@@ -1002,11 +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;