X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=0353a85a5809c7a9496770d8651ed676655f6326;hb=16342bee09fa001d05697571124e48a93cd35f2c;hp=12d20a4b6be36f90b176903f3c4a3b68ba8fb33b;hpb=2490c26ff92664ba96915ef1a7c6bd38c8137bda;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 12d20a4..0353a85 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -110,12 +110,19 @@ var implementation -uses - Math, g_map, g_player, g_gfx, g_sound, g_panel, - 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; + uses + {$IFDEF ENABLE_GFX} + g_gfx, + {$ENDIF} + {$IFDEF ENABLE_GIBS} + g_gibs, + {$ENDIF} + Math, g_map, g_player, g_sound, g_panel, + 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 + ; type TWaterPanel = record @@ -985,9 +992,10 @@ var end; end; -var - i, h, dx, dy, m, mm: Integer; - _angle: SmallInt; + var i, h, dx, dy, m, mm: Integer; + {$IFDEF ENABLE_GIBS} + var _angle: SmallInt; + {$ENDIF} begin result := false; @@ -1049,30 +1057,28 @@ begin end; end; - h := High(gGibs); - - if gAdvGibs and (h <> -1) then - for i := 0 to h do - if gGibs[i].alive then - with gGibs[i] do - begin - dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X; - dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y; - - if dx > 1000 then dx := 1000; - if dy > 1000 then dy := 1000; - - if dx*dx+dy*dy < r then + {$IFDEF ENABLE_GIBS} + h := High(gGibs); + if gAdvGibs and (h <> -1) then + for i := 0 to h do + if gGibs[i].alive then + with gGibs[i] do begin - m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, - Obj.Rect.Width, Obj.Rect.Height); - _angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2), - Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y); - - g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle); - positionChanged(); // this updates spatial accelerators + dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X; + dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y; + if dx > 1000 then dx := 1000; + if dy > 1000 then dy := 1000; + if dx*dx+dy*dy < r then + begin + m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, + Obj.Rect.Width, Obj.Rect.Height); + _angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2), + Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y); + g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle); + positionChanged(); // this updates spatial accelerators + end; end; - end; + {$ENDIF} end; procedure g_Weapon_Init(); @@ -1545,7 +1551,9 @@ begin stt := getTimeMicro()-stt; e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify); {$ENDIF} - g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0); + {$IFDEF ENABLE_GFX} + g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0); + {$ENDIF} if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK); end else @@ -1984,7 +1992,9 @@ end; procedure g_Weapon_bfghit(x, y: Integer); begin - g_GFX_QueueEffect(R_GFX_BFG_HIT, x - 32, y - 32); + {$IFDEF ENABLE_GFX} + g_GFX_QueueEffect(R_GFX_BFG_HIT, x - 32, y - 32); + {$ENDIF} end; procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word; @@ -2068,7 +2078,9 @@ var o: TObj; spl: Boolean; Loud: Boolean; - tcx, tcy: Integer; + {$IFDEF ENABLE_GFX} + var tcx, tcy: Integer; + {$ENDIF} begin if Shots = nil then Exit; @@ -2149,13 +2161,17 @@ begin if WordBool(st and MOVE_HITAIR) then g_Obj_SetSpeed(@Obj, 12); - //  âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì: - if WordBool(st and MOVE_INWATER) then - g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2), - Obj.Y+(Obj.Rect.Height div 2), - 1+Random(3), 16, 16) - else - g_GFX_QueueEffect(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), Obj.Y+(Obj.Rect.Height div 2)-20+Random(9)); + {$IFDEF ENABLE_GFX} + //  âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì: + if WordBool(st and MOVE_INWATER) then + begin + g_GFX_Bubbles(Obj.X + (Obj.Rect.Width div 2), Obj.Y + (Obj.Rect.Height div 2), 1 + Random(3), 16, 16) + end + else + begin + g_GFX_QueueEffect(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), Obj.Y+(Obj.Rect.Height div 2)-20+Random(9)); + end; + {$ENDIF} // Ïîïàëè â êîãî-òî èëè â ñòåíó: if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or @@ -2168,15 +2184,19 @@ begin g_Weapon_Explode(cx, cy, 60, SpawnerUID); if ShotType = WEAPON_SKEL_FIRE then - begin // Âçðûâ ñíàðÿäà Ñêåëåòà + begin // Âçðûâ ñíàðÿäà Ñêåëåòà + {$IFDEF ENABLE_GFX} 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 + {$ENDIF} + end else - begin // Âçðûâ Ðàêåòû + begin // Âçðûâ Ðàêåòû + {$IFDEF ENABLE_GFX} g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); g_DynLightExplosion(cx, cy, 64, 1, 0, 0); - end; + {$ENDIF} + end; g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y); @@ -2219,11 +2239,13 @@ begin (g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or (Timeout < 1) then begin - if ShotType = WEAPON_PLASMA then - g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16) - else - g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16); - g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5); + {$IFDEF ENABLE_GFX} + 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_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5); + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y); ShotType := 0; end; @@ -2240,14 +2262,18 @@ begin // Ïîä âîäîé òîæå if WordBool(st and (MOVE_HITWATER or MOVE_INWATER)) then begin - if WordBool(st and MOVE_HITWATER) then - begin - tcx := Random(8); - tcy := Random(8); - g_GFX_QueueEffect(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2)); - end - else - g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16); + {$IFDEF ENABLE_GFX} + if WordBool(st and MOVE_HITWATER) then + begin + 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 + g_GFX_Bubbles(cx, cy, 1 + Random(3), 16, 16); + end; + {$ENDIF} ShotType := 0; Continue; end; @@ -2287,14 +2313,16 @@ begin if (gTime mod LongWord(tf) = 0) then begin - case Stopped of - MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end; - MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end; - MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end; - else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end; - end; - g_GFX_QueueEffect(R_GFX_FLAME_RAND, tcx - (R_GFX_FLAME_WIDTH div 2), tcy - (R_GFX_FLAME_HEIGHT div 2)); - //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3); + {$IFDEF ENABLE_GFX} + 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_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); + {$ENDIF} end; end; @@ -2316,8 +2344,10 @@ begin begin // Ëó÷è BFG: if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID); - g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64); - g_DynLightExplosion(cx, cy, 96, 0, 1, 0); + {$IFDEF ENABLE_GFX} + g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64); + g_DynLightExplosion(cx, cy, 96, 0, 1, 0); + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y); ShotType := 0; end; @@ -2343,11 +2373,13 @@ begin (g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or (Timeout < 1) then begin - case ShotType of - WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32); - WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32); - WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32); - end; + {$IFDEF ENABLE_GFX} + 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; + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); ShotType := 0; end; @@ -2364,8 +2396,10 @@ begin (g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or (Timeout < 1) then begin - // Âçðûâ: - g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); + // Âçðûâ: + {$IFDEF ENABLE_GFX} + g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); ShotType := 0; end; @@ -2527,7 +2561,9 @@ begin end; procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True); - var cx, cy: Integer; + {$IFDEF ENABLE_GFX} + var cx, cy: Integer; + {$ENDIF} begin if Shots = nil then Exit; @@ -2538,18 +2574,22 @@ begin if ShotType = 0 then Exit; Obj.X := X; Obj.Y := Y; - cx := Obj.X + (Obj.Rect.Width div 2); - cy := Obj.Y + (Obj.Rect.Height div 2); + {$IFDEF ENABLE_GFX} + cx := Obj.X + (Obj.Rect.Width div 2); + cy := Obj.Y + (Obj.Rect.Height div 2); + {$ENDIF} case ShotType of WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà begin if Loud then begin - if ShotType = WEAPON_SKEL_FIRE then - g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32) - else - g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); + {$IFDEF ENABLE_GFX} + if ShotType = WEAPON_SKEL_FIRE then + g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32) + else + g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y); end; end; @@ -2558,17 +2598,21 @@ begin begin if loud then begin - if ShotType = WEAPON_PLASMA then - g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16) - else - g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16); + {$IFDEF ENABLE_GFX} + 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); + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y); end; end; WEAPON_BFG: // BFG begin - g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64); + {$IFDEF ENABLE_GFX} + g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64); + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y); end; @@ -2576,18 +2620,22 @@ begin begin if loud then begin - case ShotType of - WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32); - WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32); - WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32); - end; + {$IFDEF ENABLE_GFX} + 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; + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); end; end; WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà begin - g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); + {$IFDEF ENABLE_GFX} + g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); + {$ENDIF} g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); end; end; // case ShotType of...