diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index d2bb2dd451363d13a3b53a4b276bd49ee48d310f..ce840d000dea95b1b2612266c5f6359338c90633 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
uses
Math, g_map, g_player, g_gfx, g_sound, g_panel,
uses
Math, g_map, g_player, g_gfx, g_sound, g_panel,
- g_console, g_options, g_game, r_textures, r_animations,
+ g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
geom, binheap, hashtable, utils, xstreams;
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
geom, binheap, hashtable, utils, xstreams;
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
- g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
- g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
-
//wgunMonHash := hashNewIntInt();
wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
//wgunMonHash := hashNewIntInt();
wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
end;
procedure g_Weapon_bfghit(x, y: Integer);
end;
procedure g_Weapon_bfghit(x, y: Integer);
-var
- ID: DWORD;
- Anim: TAnimation;
begin
begin
- if g_Frames_Get(ID, 'FRAMES_BFGHIT') then
- begin
- Anim := TAnimation.Create(ID, False, 4);
- g_GFX_OnceAnim(x-32, y-32, Anim);
- Anim.Free();
- end;
+ g_GFX_QueueEffect(R_GFX_BFG_HIT, x - 32, y - 32);
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
procedure g_Weapon_Update();
var
i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
procedure g_Weapon_Update();
var
i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
- _id: DWORD;
- Anim: TAnimation;
t: DWArray;
st: Word;
t: DWArray;
st: Word;
- TextureID: DWORD = DWORD(-1);
- s: String;
o: TObj;
spl: Boolean;
Loud: Boolean;
o: TObj;
spl: Boolean;
Loud: Boolean;
cx := Obj.X + (Obj.Rect.Width div 2);
cy := Obj.Y + (Obj.Rect.Height div 2);
cx := Obj.X + (Obj.Rect.Width div 2);
cy := Obj.Y + (Obj.Rect.Height div 2);
- TextureID := DWORD(-1); // !!!
-
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
begin
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
begin
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
end
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
end
- else if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ else
begin
begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 150;
- g_GFX_OnceAnim(Obj.X-14+Random(9), cy-20+Random(9),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
+ g_GFX_QueueEffect(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), cy-20+Random(9));
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
if ShotType = WEAPON_SKEL_FIRE then
begin // Âçðûâ ñíàðÿäà Ñêåëåòà
if ShotType = WEAPON_SKEL_FIRE then
begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
- begin
- Anim := TAnimation.Create(TextureID, False, 8);
- Anim.Blending := False;
- g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim);
- g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
- Anim.Free();
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, Obj.X + 32 - 58, Obj.Y + 8 - 36);
+ g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
end
else
begin // Âçðûâ Ðàêåòû
end
else
begin // Âçðûâ Ðàêåòû
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
- Anim.Free();
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
(Timeout < 1) then
begin
if ShotType = WEAPON_PLASMA then
(Timeout < 1) then
begin
if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
else
else
- s := 'FRAMES_EXPLODE_BSPFIRE';
-
- // Âçðûâ Ïëàçìû:
- if g_Frames_Get(TextureID, s) then
- begin
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
- g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
- end;
-
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
+ g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
begin
if WordBool(st and MOVE_HITWATER) then
begin
begin
if WordBool(st and MOVE_HITWATER) then
begin
- if g_Frames_Get(_id, 'FRAMES_SMOKE') then
- begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 0;
- tcx := Random(8);
- tcy := Random(8);
- g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2),
- cy-4+tcy-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ tcx := Random(8);
+ tcy := Random(8);
+ g_GFX_QueueEffect(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2));
end
else
begin
end
else
begin
if (gTime mod LongWord(tf) = 0) then
begin
if (gTime mod LongWord(tf) = 0) then
begin
- g_Frames_Get(TextureID, 'FRAMES_FLAME');
- Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
- Anim.Alpha := 0;
case Stopped of
MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
end;
case Stopped of
MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
end;
- g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
- Anim.Free();
+ g_GFX_QueueEffect(R_GFX_FLAME_RAND, tcx - (R_GFX_FLAME_WIDTH div 2), tcy - (R_GFX_FLAME_HEIGHT div 2));
//g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
end;
end;
//g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
end;
end;
begin
// Ëó÷è BFG:
if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
begin
// Ëó÷è BFG:
if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
-
- // Âçðûâ BFG:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
- end;
-
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
+ g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
(Timeout < 1) then
begin
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
(Timeout < 1) then
begin
- if ShotType = WEAPON_IMP_FIRE then
- s := 'FRAMES_EXPLODE_IMPFIRE'
- else
- if ShotType = WEAPON_CACO_FIRE then
- s := 'FRAMES_EXPLODE_CACOFIRE'
- else
- s := 'FRAMES_EXPLODE_BARONFIRE';
-
- // Âçðûâ:
- if g_Frames_Get(TextureID, s) then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-32, cy-32, Anim);
- Anim.Free();
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
end;
end;
-
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
(Timeout < 1) then
begin
// Âçðûâ:
(Timeout < 1) then
begin
// Âçðûâ:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- end;
-
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
end;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
end;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
-var
- cx, cy: Integer;
- Anim: TAnimation;
- s: string;
- TextureID: DWORD = DWORD(-1);
+ var cx, cy: Integer;
begin
if Shots = nil then
Exit;
begin
if Shots = nil then
Exit;
if Loud then
begin
if ShotType = WEAPON_SKEL_FIRE then
if Loud then
begin
if ShotType = WEAPON_SKEL_FIRE then
- begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
- begin
- Anim := TAnimation.Create(TextureID, False, 8);
- Anim.Blending := False;
- g_GFX_OnceAnim((Obj.X+32)-32, (Obj.Y+8)-32, Anim);
- Anim.Free();
- end;
- end
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32)
else
else
- begin // Âçðûâ Ðàêåòû
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- end;
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
begin
- if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
- else
- s := 'FRAMES_EXPLODE_BSPFIRE';
-
- if g_Frames_Get(TextureID, s) and loud then
+ if loud then
begin
begin
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
-
+ if ShotType = WEAPON_PLASMA then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
- // Âçðûâ BFG:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') and Loud then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
-
- g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
begin
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
begin
- if ShotType = WEAPON_IMP_FIRE then
- s := 'FRAMES_EXPLODE_IMPFIRE'
- else
- if ShotType = WEAPON_CACO_FIRE then
- s := 'FRAMES_EXPLODE_CACOFIRE'
- else
- s := 'FRAMES_EXPLODE_BARONFIRE';
-
- if g_Frames_Get(TextureID, s) and Loud then
+ if loud then
begin
begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-32, cy-32, Anim);
- Anim.Free();
-
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
+ end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') and Loud then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
-
- g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end; // case ShotType of...
end;
end; // case ShotType of...