From: fgsfds Date: Sun, 27 Aug 2017 17:12:33 +0000 (+0300) Subject: load extended model animations if present X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=commitdiff_plain;h=f855d3d16f4a7dcbbe7dffd3cfa5dfd3b9909458 load extended model animations if present --- diff --git a/src/game/g_playermodel.pas b/src/game/g_playermodel.pas index 0d696ee..fe68b2b 100644 --- a/src/game/g_playermodel.pas +++ b/src/game/g_playermodel.pas @@ -32,6 +32,24 @@ const A_ATTACKUP = 7; A_ATTACKDOWN = 8; A_PAIN = 9; + // EXTENDED + A_WALKATTACK = 10; + A_WALKSEEUP = 11; + A_WALKSEEDOWN = 12; + A_WALKATTACKUP = 13; + A_WALKATTACKDOWN = 14; + A_FISTSTAND = 15; + A_FISTWALK = 16; + A_FISTATTACK = 17; + A_FISTWALKATTACK = 18; + A_FISTSEEUP = 19; + A_FISTSEEDOWN = 20; + A_FISTATTACKUP = 21; + A_FISTATTACKDOWN = 22; + + A_LASTBASE = A_PAIN; + A_LASTEXT = A_FISTATTACKDOWN; + A_LAST = A_LASTEXT; MODELSOUND_PAIN = 0; MODELSOUND_DIE = 1; @@ -59,7 +77,7 @@ type TModelSoundArray = Array of TModelSound; TGibsArray = Array of TGibSprite; TWeaponPoints = Array [WP_FIRST + 1..WP_LAST] of - Array [A_STAND..A_PAIN] of + Array [A_STAND..A_LAST] of Array [D_LEFT..D_RIGHT] of Array of TPoint; TPlayerModel = class (TObject) @@ -68,8 +86,8 @@ type FDirection: TDirection; FColor: TRGB; FCurrentAnimation: Byte; - FAnim: Array [D_LEFT..D_RIGHT] of Array [A_STAND..A_PAIN] of TAnimation; - FMaskAnim: Array [D_LEFT..D_RIGHT] of Array [A_STAND..A_PAIN] of TAnimation; + 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; FPainSounds: TModelSoundArray; FDieSounds: TModelSoundArray; @@ -148,9 +166,14 @@ const (X:16; Y:16), (X:24; Y:24), (X:16; Y:16), (X:24; Y:24), (X:16; Y:16), (X:8; Y:8)); - AnimNames: Array [A_STAND..A_PAIN] of String = + AnimNames: Array [A_STAND..A_LASTEXT] of String = ('StandAnim','WalkAnim','Die1Anim','Die2Anim','AttackAnim', - 'SeeUpAnim','SeeDownAnim','AttackUpAnim','AttackDownAnim','PainAnim'); + 'SeeUpAnim','SeeDownAnim','AttackUpAnim','AttackDownAnim','PainAnim', + // EXTENDED + 'WalkAttackAnim', 'WalkSeeUpAnim', 'WalkSeeDownAnim', + 'WalkAttackUpAnim', 'WalkAttackDownAnim', 'FistStandAnim', 'FistWalkAnim', + 'FistAttackAnim', 'FistWalkAttackAnim', 'FistSeeUpAnim', 'FistSeeDownAnim', + 'FistAttackUpAnim', 'FistAttackDownAnim'); WeapNames: Array [WP_FIRST + 1..WP_LAST] of String = ('csaw', 'hgun', 'sg', 'ssg', 'mgun', 'rkt', 'plz', 'bfg', 'spl', 'flm'); @@ -244,6 +267,50 @@ 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 + begin + for W := WP_FIRST + 1 to WP_LAST do + begin + for D := D_LEFT to 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_Load(FileName: string): Boolean; var ID: DWORD; @@ -252,7 +319,7 @@ var config: TConfig; pData, pData2: Pointer; WAD: TWADFile; - s: string; + s, aname: string; prefix: string; ok, chk: Boolean; begin @@ -298,24 +365,33 @@ begin Description := config.ReadStr('Model', 'description', ''); end; - for b := A_STAND to A_PAIN do + for b := A_STAND to A_LAST do begin - if not (g_Frames_CreateWAD(nil, s+'_RIGHTANIM'+IntToStr(b), + aname := s+'_RIGHTANIM'+IntToStr(b); + 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, s+'_RIGHTANIM'+IntToStr(b)+'_MASK', + 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 begin - config.Free(); - WAD.Free(); - Exit; + if b <= A_LASTBASE then + begin + config.Free(); + WAD.Free(); + Exit; + end + else + begin + ExtAnimFromBaseAnim(s, b); + continue; + end; end; for aa := WP_FIRST + 1 to WP_LAST do - for bb := A_STAND to A_PAIN do + for bb := A_STAND to A_LAST do for cc := D_LEFT to D_RIGHT do begin f := config.ReadInt(AnimNames[bb], 'frames', 1); @@ -327,12 +403,13 @@ begin if (config.ReadStr(AnimNames[b], 'resource2', '') <> '') and (config.ReadStr(AnimNames[b], 'mask2', '') <> '') then begin - g_Frames_CreateWAD(nil, s+'_LEFTANIM'+IntToStr(b), + 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, s+'_LEFTANIM'+IntToStr(b)+'_MASK', + 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)); @@ -393,7 +470,7 @@ begin ok := True; for aa := WP_FIRST + 1 to WP_LAST do - for bb := A_STAND to A_PAIN do + 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, @@ -416,7 +493,7 @@ begin Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 8); end; - A_WALK: + A_WALKATTACK, A_WALK: begin Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 9); Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 9); @@ -426,22 +503,22 @@ begin Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 8); end; - A_SEEUP: + A_WALKSEEUP, A_SEEUP: begin Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 16); end; - A_SEEDOWN: + A_WALKSEEDOWN, A_SEEDOWN: begin Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 5); end; - A_ATTACKUP: + A_WALKATTACKUP, A_ATTACKUP: begin Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 16); end; - A_ATTACKDOWN: + A_WALKATTACKDOWN, A_ATTACKDOWN: begin Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 4); @@ -449,7 +526,7 @@ begin end; end; end; - ok := ok and chk; + 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), @@ -498,43 +575,42 @@ begin begin Result.FName := Info.Name; - for b := A_STAND to A_PAIN do + 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; + Exit; + end; - Result.FAnim[D_RIGHT][b] := TAnimation.Create(ID, b in [A_STAND, A_WALK], ModelSpeed[b]); + 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]); + 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]); + 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]); + 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; - end; + Result.FDrawWeapon := Info.HaveWeapon; + Result.FWeaponPoints := WeaponPoints; - Result.FDrawWeapon := Info.HaveWeapon; - Result.FWeaponPoints := WeaponPoints; + Result.FFlagPoint := FlagPoint; + Result.FFlagAngle := FlagAngle; - Result.FFlagPoint := FlagPoint; - Result.FFlagAngle := FlagAngle; - - Break; - end; + Break; + end; end; end; @@ -657,7 +733,7 @@ begin for i := 0 to High(PlayerModelsArray) do with PlayerModelsArray[i] do begin - for a := A_STAND to A_PAIN do + 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'); @@ -710,7 +786,7 @@ destructor TPlayerModel.Destroy(); var a: Byte; begin - for a := A_STAND to A_PAIN do + for a := A_STAND to A_LAST do begin FAnim[D_LEFT][a].Free(); FMaskAnim[D_LEFT][a].Free(); diff --git a/src/game/g_textures.pas b/src/game/g_textures.pas index 0688391..36ab6bd 100644 --- a/src/game/g_textures.pas +++ b/src/game/g_textures.pas @@ -98,6 +98,7 @@ function g_Frames_CreateFile(ID: PDWORD; Name: ShortString; FileName: String; FWidth, FHeight, FCount: Word; BackAnimation: Boolean = False): Boolean; function g_Frames_CreateMemory(ID: PDWORD; Name: ShortString; pData: Pointer; dataSize: LongInt; FWidth, FHeight, FCount: Word; BackAnimation: Boolean = False): Boolean; +function g_Frames_Dup(NewName, OldName: ShortString): Boolean; //function g_Frames_CreateRevert(ID: PDWORD; Name: ShortString; Frames: string): Boolean; function g_Frames_Get(out ID: DWORD; FramesName: ShortString): Boolean; function g_Frames_GetTexture(out ID: DWORD; FramesName: ShortString; Frame: Word): Boolean; @@ -514,6 +515,30 @@ begin Result := True; end;} +function g_Frames_Dup(NewName, OldName: ShortString): Boolean; +var + find_id, b: DWORD; + a, c: Integer; +begin + Result := False; + + if not g_Frames_Get(b, OldName) then Exit; + + find_id := FindFrame(); + + FramesArray[find_id].Name := LowerCase(NewName); + FramesArray[find_id].FrameWidth := FramesArray[b].FrameWidth; + FramesArray[find_id].FrameHeight := FramesArray[b].FrameHeight; + + c := High(FramesArray[b].TexturesID); + SetLength(FramesArray[find_id].TexturesID, c+1); + + for a := 0 to c do + FramesArray[find_id].TexturesID[a] := FramesArray[b].TexturesID[a]; + + Result := True; +end; + procedure g_Frames_DeleteByName(FramesName: ShortString); var a: DWORD;