index 779a9a151238f73afceb3c1d8e91df2cb3494ed2..a4dcc0afbf82de2c2c7543b62bd60bad97afc9ec 100644 (file)
--- a/src/game/g_triggers.pas
+++ b/src/game/g_triggers.pas
uses
SysUtils, Variants, Classes,
- MAPDEF, e_graphics, g_basic, g_sound,
+ MAPDEF, g_basic, g_sound,
xdynrec, hashtable, exoma;
type
implementation
-uses
- Math,
- g_player, g_map, g_panel, g_gfx, g_game, g_textures,
- g_console, g_monsters, g_items, g_phys, g_weapons,
- wadreader, g_main, e_log, g_language, e_res,
- g_options, g_net, g_netmsg, utils, xparser, xstreams;
+ uses
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_SHELLS}
+ g_shells,
+ {$ENDIF}
+ Math,
+ g_player, g_map, g_panel, g_game,
+ g_console, g_monsters, g_items, g_phys, g_weapons,
+ wadreader, e_log, g_language, e_res,
+ g_options, g_net, g_netmsg, utils, xparser, xstreams
+ ;
const
TRIGGER_SIGNATURE = $58475254; // 'TRGX'
@@ -664,11 +671,8 @@ function tr_SpawnShot (ShotType: Integer; wx, wy, dx, dy: Integer; ShotSound: Bo
var
snd: string;
Projectile: Boolean;
- TextureID: DWORD;
- Anim: TAnimation;
begin
result := -1;
- TextureID := DWORD(-1);
snd := 'SOUND_WEAPON_FIREROCKET';
Projectile := true;
Projectile := False;
if ShotSound then
begin
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
if g_Game_IsNet then MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL1);
end;
end;
Projectile := False;
if ShotSound then
begin
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_BULLET);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_BULLET);
+ {$ENDIF}
if g_Game_IsNet then MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL1);
end;
end;
Projectile := False;
if ShotSound then
begin
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_SHELL);
+ {$ENDIF}
if g_Game_IsNet then MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL2);
end;
end;
Projectile := False;
if ShotSound then
begin
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
- g_Player_CreateShell(wx, wy, 0, -2, SHELL_SHELL);
+ {$IFDEF ENABLE_SHELLS}
+ g_Shells_Create(wx, wy, 0, -2, SHELL_SHELL);
+ g_Shells_Create(wx, wy, 0, -2, SHELL_SHELL);
+ {$ENDIF}
if g_Game_IsNet then MH_SEND_Effect(wx, wy, 0, NET_GFX_SHELL3);
end;
end;
TRIGGER_SHOT_EXPL:
begin
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(wx-64, wy-64, Anim);
- Anim.Free();
- end;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, wx - 64, wy - 64);
+ {$ENDIF}
Projectile := False;
g_Weapon_Explode(wx, wy, 60, 0);
snd := 'SOUND_WEAPON_EXPLODEROCKET';
TRIGGER_SHOT_BFGEXPL:
begin
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(wx-64, wy-64, Anim);
- Anim.Free();
- end;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, wx - 64, wy - 64);
+ {$ENDIF}
Projectile := False;
g_Weapon_BFG9000(wx, wy, 0);
snd := 'SOUND_WEAPON_EXPLODEBFG';
procedure tr_MakeEffect (X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean);
-var
- FramesID: DWORD;
- Anim: TAnimation;
begin
- if T = TRIGGER_EFFECT_PARTICLE then
- begin
- case ST of
- TRIGGER_EFFECT_SLIQUID:
- begin
- if (CR = 255) and (CG = 0) and (CB = 0) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 1, 0, 0, 0)
- else if (CR = 0) and (CG = 255) and (CB = 0) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 2, 0, 0, 0)
- else if (CR = 0) and (CG = 0) and (CB = 255) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 3, 0, 0, 0)
- else g_GFX_SimpleWater(X, Y, 1, VX, VY, 0, 0, 0, 0);
- end;
- TRIGGER_EFFECT_LLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 4, CR, CG, CB);
- TRIGGER_EFFECT_DLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 5, CR, CG, CB);
- TRIGGER_EFFECT_BLOOD: g_GFX_Blood(X, Y, 1, VX, VY, 0, 0, CR, CG, CB);
- TRIGGER_EFFECT_SPARK: g_GFX_Spark(X, Y, 1, GetAngle2(VX, VY), 0, 0);
- TRIGGER_EFFECT_BUBBLE: g_GFX_Bubbles(X, Y, 1, 0, 0);
+ {$IFDEF ENABLE_GFX}
+ if T = TRIGGER_EFFECT_PARTICLE then
+ begin
+ case ST of
+ TRIGGER_EFFECT_SLIQUID:
+ begin
+ if (CR = 255) and (CG = 0) and (CB = 0) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 1, 0, 0, 0)
+ else if (CR = 0) and (CG = 255) and (CB = 0) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 2, 0, 0, 0)
+ else if (CR = 0) and (CG = 0) and (CB = 255) then g_GFX_SimpleWater(X, Y, 1, VX, VY, 3, 0, 0, 0)
+ else g_GFX_SimpleWater(X, Y, 1, VX, VY, 0, 0, 0, 0);
+ end;
+ TRIGGER_EFFECT_LLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 4, CR, CG, CB);
+ TRIGGER_EFFECT_DLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 5, CR, CG, CB);
+ TRIGGER_EFFECT_BLOOD: g_GFX_Blood(X, Y, 1, VX, VY, 0, 0, CR, CG, CB);
+ TRIGGER_EFFECT_SPARK: g_GFX_Spark(X, Y, 1, GetAngle2(VX, VY), 0, 0);
+ TRIGGER_EFFECT_BUBBLE: g_GFX_Bubbles(X, Y, 1, 0, 0);
+ end;
end;
- end;
+ {$ENDIF}
if T = TRIGGER_EFFECT_ANIMATION then
begin
case ST of
EFFECT_TELEPORT: begin
- if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(FramesID, False, 3);
- if not Silent then g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y);
- g_GFX_OnceAnim(X-32, Y-32, Anim);
- Anim.Free();
- end;
+ if not Silent then g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_TELEPORT_FAST, X - 32, Y - 32);
+ {$ENDIF}
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X, Y, Byte(not Silent), NET_GFX_TELE);
end;
EFFECT_RESPAWN: begin
- if g_Frames_Get(FramesID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- if not Silent then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
- g_GFX_OnceAnim(X-16, Y-16, Anim);
- Anim.Free();
- end;
+ if not Silent then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_ITEM_RESPAWN, X - 16, Y - 16);
+ {$ENDIF}
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X-16, Y-16, Byte(not Silent), NET_GFX_RESPAWN);
end;
EFFECT_FIRE: begin
- if g_Frames_Get(FramesID, 'FRAMES_FIRE') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- if not Silent then g_Sound_PlayExAt('SOUND_FIRE', X, Y);
- g_GFX_OnceAnim(X-32, Y-128, Anim);
- Anim.Free();
- end;
+ if not Silent then g_Sound_PlayExAt('SOUND_FIRE', X, Y);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_FIRE, X - 32, Y - 128);
+ {$ENDIF}
if Send and g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(X-32, Y-128, Byte(not Silent), NET_GFX_FIRE);
end;
end;
iid: LongWord;
coolDown: Boolean;
pAngle: Real;
- FramesID: DWORD;
- Anim: TAnimation;
UIDType: Byte;
TargetUID: Word;
it: PItem;
if tgcMax > 0 then Inc(SpawnedCount);
case tgcEffect of
- EFFECT_TELEPORT: begin
- if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(FramesID, False, 3);
- g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
- g_GFX_OnceAnim(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
- mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-32, Anim);
- Anim.Free();
- end;
+ EFFECT_TELEPORT:
+ begin
+ g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_TELEPORT_FAST,
+ mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
+ mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-32
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-32, 1,
NET_GFX_TELE);
end;
- EFFECT_RESPAWN: begin
- if g_Frames_Get(FramesID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
- g_GFX_OnceAnim(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-16,
- mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-16, Anim);
- Anim.Free();
- end;
+ EFFECT_RESPAWN:
+ begin
+ g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_ITEM_RESPAWN,
+ mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-16,
+ mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-16
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-16,
mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-16, 1,
NET_GFX_RESPAWN);
end;
- EFFECT_FIRE: begin
- if g_Frames_Get(FramesID, 'FRAMES_FIRE') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
- g_GFX_OnceAnim(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
- mon.Obj.Y+mon.Obj.Rect.Y+mon.Obj.Rect.Height-128, Anim);
- Anim.Free();
- end;
+ EFFECT_FIRE:
+ begin
+ g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_FIRE,
+ mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
+ mon.Obj.Y+mon.Obj.Rect.Y+mon.Obj.Rect.Height-128
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
mon.Obj.Y+mon.Obj.Rect.Y+mon.Obj.Rect.Height-128, 1,
if tgcMax > 0 then Inc(SpawnedCount);
case tgcEffect of
- EFFECT_TELEPORT: begin
+ EFFECT_TELEPORT:
+ begin
it := g_Items_ByIdx(iid);
- if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(FramesID, False, 3);
- g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
- g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
- it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32, Anim);
- Anim.Free();
- end;
+ g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_TELEPORT_FAST,
+ it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
+ it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32, 1,
NET_GFX_TELE);
end;
- EFFECT_RESPAWN: begin
+ EFFECT_RESPAWN:
+ begin
it := g_Items_ByIdx(iid);
- if g_Frames_Get(FramesID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
- g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16,
- it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16, Anim);
- Anim.Free();
- end;
+ g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_ITEM_RESPAWN,
+ it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16,
+ it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16,
it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16, 1,
NET_GFX_RESPAWN);
end;
- EFFECT_FIRE: begin
+ EFFECT_FIRE:
+ begin
it := g_Items_ByIdx(iid);
- if g_Frames_Get(FramesID, 'FRAMES_FIRE') then
- begin
- Anim := TAnimation.Create(FramesID, False, 4);
- g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
- g_GFX_OnceAnim(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
- it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128, Anim);
- Anim.Free();
- end;
+ g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(
+ R_GFX_FIRE,
+ it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
+ it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128
+ );
+ {$ENDIF}
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128, 1,