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raw | patch | inline | side by side (parent: f899678)
raw | patch | inline | side by side (parent: f899678)
author | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Tue, 4 Jan 2022 17:02:07 +0000 (20:02 +0300) | ||
committer | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Fri, 9 Jun 2023 07:50:57 +0000 (10:50 +0300) |
diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index ab55a6c11c439135a33a94c28f3c47ca71b8b5e2..365c0444c34fcb21c0517f25ee98a8008b22ca30 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
{$IFDEF ENABLE_HOLMES}
g_holmes,
{$ENDIF}
- e_res, g_window, g_menu, r_render, r_textures, r_animations,
+ e_res, g_window, g_menu, r_render, r_textures, r_animations, r_gfx,
e_input, e_log, g_console, r_console, g_items, g_map, g_panel,
g_playermodel, g_gfx, g_options, Math,
g_triggers, g_monsters, e_sound, CONFIG,
g_Weapon_Update();
g_Monsters_Update();
g_GFX_Update();
+ r_GFX_Update;
g_Player_UpdateAll();
g_Player_UpdatePhysicalObjects();
end;
end;
- g_Frames_CreateWAD(nil, 'FRAMES_TELEPORT', GameWAD+':TEXTURES\TELEPORT', 64, 64, 10, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH', GameWAD+':WEAPONS\PUNCH', 64, 64, 4, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_UP', GameWAD+':WEAPONS\PUNCH_UP', 64, 64, 4, False);
g_Frames_CreateWAD(nil, 'FRAMES_PUNCH_DN', GameWAD+':WEAPONS\PUNCH_DN', 64, 64, 4, False);
g_Texture_Delete('TEXTURE_PLAYER_BLUEFLAG_D');
g_Texture_Delete('TEXTURE_PLAYER_TALKBUBBLE');
g_Texture_Delete('TEXTURE_PLAYER_INVULPENTA');
- g_Frames_DeleteByName('FRAMES_TELEPORT');
g_Frames_DeleteByName('FRAMES_PUNCH');
g_Frames_DeleteByName('FRAMES_PUNCH_UP');
g_Frames_DeleteByName('FRAMES_PUNCH_DN');
diff --git a/src/game/g_gfx.pas b/src/game/g_gfx.pas
index 9c58759a071c0ace4bc29776649bf51d7c5998b3..29b9c2240b0e6be7746570c3cba5c6a1a397c2f8 100644 (file)
--- a/src/game/g_gfx.pas
+++ b/src/game/g_gfx.pas
procedure g_GFX_SetMax (count: Integer);
function g_GFX_GetMax (): Integer;
-procedure g_GFX_OnceAnim (X, Y: Integer; Anim: TAnimation; AnimType: Byte = 0);
-
procedure g_Mark (x, y, Width, Height: Integer; t: Byte; st: Boolean=true);
procedure g_GFX_Update ();
procedure think (); inline;
end;
- TOnceAnim = record
- AnimType: Byte;
- x, y: Integer;
- oldX, oldY: Integer;
- Animation: TAnimation;
- end;
-
var (* private state *)
Particles: array of TParticle = nil;
- OnceAnims: array of TOnceAnim = nil;
implementation
result := MaxParticles;
end;
-
-function FindOnceAnim (): DWORD;
-var
- i: Integer;
-begin
- if OnceAnims <> nil then
- for i := 0 to High(OnceAnims) do
- if OnceAnims[i].Animation = nil then
- begin
- Result := i;
- Exit;
- end;
-
- if OnceAnims = nil then
- begin
- SetLength(OnceAnims, 16);
- Result := 0;
- end
- else
- begin
- Result := High(OnceAnims) + 1;
- SetLength(OnceAnims, Length(OnceAnims) + 16);
- end;
-end;
-
-
-procedure g_GFX_OnceAnim (x, y: Integer; Anim: TAnimation; AnimType: Byte = 0);
-var
- find_id: DWORD;
-begin
- if not gpart_dbg_enabled then exit;
-
- if (Anim = nil) then exit;
-
- find_id := FindOnceAnim();
-
- OnceAnims[find_id].AnimType := AnimType;
- OnceAnims[find_id].Animation := TAnimation.Create(Anim.FramesID, Anim.Loop, Anim.Speed);
- OnceAnims[find_id].Animation.Blending := Anim.Blending;
- OnceAnims[find_id].Animation.alpha := Anim.alpha;
- OnceAnims[find_id].x := x;
- OnceAnims[find_id].y := y;
-end;
-
-
// ////////////////////////////////////////////////////////////////////////// //
procedure g_GFX_Init ();
begin
for a := 0 to High(Particles) do Particles[a].die();
CurrentParticle := 0;
- if (OnceAnims <> nil) then
- begin
- for a := 0 to High(OnceAnims) do OnceAnims[a].Animation.Free();
- OnceAnims := nil;
- end;
-
awakeMap := nil;
// why not?
awakeMapH := -1;
// clear awake map
awmClear();
-
- if OnceAnims <> nil then
- begin
- for a := 0 to High(OnceAnims) do
- if OnceAnims[a].Animation <> nil then
- begin
- OnceAnims[a].oldx := OnceAnims[a].x;
- OnceAnims[a].oldy := OnceAnims[a].y;
-
- case OnceAnims[a].AnimType of
- ONCEANIM_SMOKE:
- begin
- if Random(3) = 0 then
- OnceAnims[a].x := OnceAnims[a].x-1+Random(3);
- if Random(2) = 0 then
- OnceAnims[a].y := OnceAnims[a].y-Random(2);
- end;
- end;
-
- if OnceAnims[a].Animation.Played then
- begin
- OnceAnims[a].Animation.Free();
- OnceAnims[a].Animation := nil;
- end
- else
- OnceAnims[a].Animation.Update();
- end;
- end;
end;
end.
diff --git a/src/game/g_items.pas b/src/game/g_items.pas
index 1ee3fec1b60dd6f7490401081245f37770940e60..6ff6b86e6010e11caf2ba007fc645c388fe61c05 100644 (file)
--- a/src/game/g_items.pas
+++ b/src/game/g_items.pas
uses
Math,
- g_basic, g_sound, g_gfx, g_map, r_textures, r_animations,
+ g_basic, g_sound, g_gfx, g_map, r_animations, r_gfx,
g_game, g_triggers, g_console, g_player, g_net, g_netmsg,
e_log, g_options,
g_grid, binheap, idpool, utils, xstreams;
procedure g_Items_Update ();
var
i, j, k: Integer;
- ID: DWord;
- Anim: TAnimation;
m, ItemRespawnTime: Word;
r, nxt: Boolean;
begin
if (RespawnTime = 0) and (not alive) then
begin
if not QuietRespawn then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', InitX, InitY);
-
- if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(ID, False, 4);
- g_GFX_OnceAnim(InitX+(Obj.Rect.Width div 2)-16, InitY+(Obj.Rect.Height div 2)-16, Anim);
- Anim.Free();
- end;
-
+ r_GFX_OnceAnim(R_GFX_ITEM_RESPAWN, InitX + (Obj.Rect.Width div 2) - 16, InitY + (Obj.Rect.Height div 2) - 16);
Obj.oldX := InitX;
Obj.oldY := InitY;
Obj.X := InitX;
index f12b16d68e2cceecbae3297543b3bf31f375feff..fac6a7b5fe597e937fd30f9e2980ee79d17ca128 100644 (file)
--- a/src/game/g_monsters.pas
+++ b/src/game/g_monsters.pas
implementation
uses
- e_log, g_sound, g_gfx, g_player, g_game, r_textures, r_animations,
+ e_log, g_sound, g_gfx, g_player, g_game, r_textures, r_animations, r_gfx,
g_weapons, g_triggers, g_items, g_options,
g_console, g_map, Math, g_menu, wadreader,
g_language, g_netmsg, idpool, utils, xstreams;
end;
function TMonster.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
-var
- TA: TAnimation;
- FramesID: DWORD;
begin
Result := False;
Exit;
end;
- TA := nil;
-
// Эффект телепорта в позиции монстра:
if not silent then
begin
- if g_Frames_Get(FramesID, 'FRAMES_TELEPORT') then
- TA := TAnimation.Create(FramesID, False, 6);
g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y);
- g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
- FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
+ r_GFX_OnceAnim(
+ R_GFX_TELEPORT,
+ FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
+ FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
+ );
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
end;
// Эффект телепорта в точке назначения:
- if not silent and (TA <> nil) then
+ if not silent then
begin
- g_GFX_OnceAnim(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
- FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, TA);
- TA.Free();
+ r_GFX_OnceAnim(
+ R_GFX_TELEPORT,
+ FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
+ FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32
+ );
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32,
end;
procedure TMonster.OnFireFlame(Times: DWORD = 1);
-var
- id, i: DWORD;
- Anim: TAnimation;
+ var i: DWORD; x, y: Integer;
begin
if (Random(10) = 1) and (Times = 1) then
Exit;
- if g_Frames_Get(id, 'FRAMES_FLAME') then
+ for i := 1 to Times do
begin
- for i := 1 to Times do
- begin
- Anim := TAnimation.Create(id, False, 3);
- Anim.Alpha := 0;
- g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
- Obj.Y+8+Random(8+Times*2)+IfThen(FState = MONSTATE_DEAD, 16, 0), Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ x := Obj.X + Obj.Rect.X + Random(Obj.Rect.Width + Times * 2) - (R_GFX_FLAME_WIDTH div 2);
+ y := Obj.Y + 8 + Random(8 + Times * 2) + IfThen(FState = MONSTATE_DEAD, 16, 0);
+ r_GFX_OnceAnim(R_GFX_FLAME, x, y);
end;
end;
diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 134b995a149e05af8c58a4e554d4fc1c4976e245..a2e2bc944d5ec6651f93b41a55b749e431255a5d 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
implementation
uses
- Math, ENet, e_input, e_log, g_base, g_basic, r_textures, r_animations,
+ Math, ENet, e_input, e_log, g_base, g_basic, r_animations, r_gfx,
g_textures, g_gfx, g_sound, g_console, g_options,
g_game, g_player, g_map, g_panel, g_items, g_weapons, g_phys, g_gui,
g_language, g_monsters, g_netmaster, utils, wadreader, MAPDEF;
Kind: Byte;
X, Y: Integer;
Ang: SmallInt;
- Anim: TAnimation;
- ID: LongWord;
begin
if not gGameOn then Exit;
Kind := M.ReadByte();
NET_GFX_TELE:
begin
- if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(ID, False, 3);
- g_GFX_OnceAnim(X, Y, Anim);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(R_GFX_TELEPORT_FAST, X, Y);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y);
end;
NET_GFX_EXPLODE:
begin
- if g_Frames_Get(ID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(ID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(X-64, Y-64, Anim);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, X - 64, Y - 64);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', X, Y);
end;
NET_GFX_BFGEXPL:
begin
- if g_Frames_Get(ID, 'FRAMES_EXPLODE_BFG') then
- begin
- Anim := TAnimation.Create(ID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(X-64, Y-64, Anim);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(R_GFX_EXPLODE_BFG, X - 64, Y - 64);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', X, Y);
end;
NET_GFX_BFGHIT:
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;
+ r_GFX_OnceAnim(R_GFX_BFG_HIT, X - 32, Y - 32);
end;
NET_GFX_FIRE:
begin
- if g_Frames_Get(ID, 'FRAMES_FIRE') then
- begin
- Anim := TAnimation.Create(ID, False, 4);
- g_GFX_OnceAnim(X, Y, Anim);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(R_GFX_FIRE, X, Y);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_FIRE', X, Y);
end;
NET_GFX_RESPAWN:
begin
- if g_Frames_Get(ID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(ID, False, 4);
- g_GFX_OnceAnim(X, Y, Anim);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(R_GFX_ITEM_RESPAWN, X, Y);
if Ang = 1 then
g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
end;
procedure MC_RECV_ItemSpawn(var M: TMsg);
var
ID: Word;
- AID: DWord;
X, Y, VX, VY: Integer;
T: Byte;
Quiet, Fall{, Resp}: Boolean;
- Anim: TAnimation;
it: PItem;
begin
if not gGameOn then Exit;
if not Quiet then
begin
g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
- if g_Frames_Get(AID, 'FRAMES_ITEM_RESPAWN') then
- begin
- Anim := TAnimation.Create(AID, False, 4);
- g_GFX_OnceAnim(X+(it.Obj.Rect.Width div 2)-16, Y+(it.Obj.Rect.Height div 2)-16, Anim);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(R_GFX_ITEM_RESPAWN, X+(it.Obj.Rect.Width div 2)-16, Y+(it.Obj.Rect.Height div 2)-16);
end;
end;
diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 7bb2248c6d7ef5dad598c0fbc095cf03f019ff39..acd49d048b697a658d07a6e02cf64f1b88789a4c 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
{$IFDEF ENABLE_HOLMES}
g_holmes,
{$ENDIF}
- e_log, g_map, g_items, g_console, g_gfx, Math, r_textures, r_animations,
+ e_log, g_map, g_items, g_console, g_gfx, Math, r_textures, r_animations, r_gfx,
g_options, g_triggers, g_menu, g_game, g_grid, e_res,
wadreader, g_monsters, CONFIG, g_language,
g_net, g_netmsg,
var
RespawnPoint: TRespawnPoint;
a, b, c: Byte;
- Anim: TAnimation;
- ID: DWORD;
begin
FSlopeOld := 0;
FIncCamOld := 0;
// Анимация возрождения:
if (not gLoadGameMode) and (not Silent) then
- if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(ID, False, 3);
- g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
- FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(
+ R_GFX_TELEPORT_FAST,
+ FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
+ FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
+ );
FSpectator := False;
FGhost := False;
end;
function TPlayer.TeleportTo(X, Y: Integer; silent: Boolean; dir: Byte): Boolean;
-var
- Anim: TAnimation;
- ID: DWORD;
begin
Result := False;
FJustTeleported := True;
- Anim := nil;
if not silent then
begin
- if g_Frames_Get(ID, 'FRAMES_TELEPORT') then
- begin
- Anim := TAnimation.Create(ID, False, 3);
- end;
-
g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
- g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
- FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
+ r_GFX_OnceAnim(
+ R_GFX_TELEPORT_FAST,
+ FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
+ FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
+ );
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 1,
end;
end;
- if not silent and (Anim <> nil) then
+ if not silent then
begin
- g_GFX_OnceAnim(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
- FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, Anim);
- Anim.Free();
-
+ r_GFX_OnceAnim(
+ R_GFX_TELEPORT_FAST,
+ FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
+ FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32
+ );
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-32,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)-32, 0,
end;
procedure TPlayer.FlySmoke(Times: DWORD = 1);
-var
- id, i: DWORD;
- Anim: TAnimation;
+ var i: DWORD;
begin
if (Random(5) = 1) and (Times = 1) then
Exit;
Exit;
end;
- if g_Frames_Get(id, 'FRAMES_SMOKE') then
+ for i := 1 to Times do
begin
- for i := 1 to Times do
- begin
- Anim := TAnimation.Create(id, False, 3);
- Anim.Alpha := 150;
- g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
- Obj.Y+Obj.Rect.Height-4+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(
+ R_GFX_SMOKE_TRANS,
+ Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_SMOKE_WIDTH div 2),
+ Obj.Y+Obj.Rect.Height-4+Random(8+Times*2)
+ );
end;
end;
procedure TPlayer.OnFireFlame(Times: DWORD = 1);
-var
- id, i: DWORD;
- Anim: TAnimation;
+ var i: DWORD;
begin
if (Random(10) = 1) and (Times = 1) then
Exit;
- if g_Frames_Get(id, 'FRAMES_FLAME') then
+ for i := 1 to Times do
begin
- for i := 1 to Times do
- begin
- Anim := TAnimation.Create(id, False, 3);
- Anim.Alpha := 0;
- g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
- Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ r_GFX_OnceAnim(
+ R_GFX_FLAME,
+ Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_FLAME_WIDTH div 2),
+ Obj.Y+8+Random(8+Times*2)
+ );
end;
end;
index da9e333696843395097630e55bcefc21a29cd24d..422f9368c6e6a546377ec22d6a6d57e15d189b58 100644 (file)
--- a/src/game/g_triggers.pas
+++ b/src/game/g_triggers.pas
uses
Math,
- g_player, g_map, g_panel, g_gfx, g_game, g_textures, r_textures, r_animations,
+ g_player, g_map, g_panel, g_gfx, g_game, r_animations, r_gfx,
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;
@@ -664,11 +664,8 @@ 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;
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;
+ r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, wx - 64, wy - 64);
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;
+ r_GFX_OnceAnim(R_GFX_EXPLODE_BFG, wx - 64, wy - 64);
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
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);
+ r_GFX_OnceAnim(R_GFX_TELEPORT_FAST, X - 32, Y - 32);
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);
+ r_GFX_OnceAnim(R_GFX_ITEM_RESPAWN, X - 16, Y - 16);
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);
+ r_GFX_OnceAnim(R_GFX_FIRE, X - 32, Y - 128);
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;
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;
+ g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
+ r_GFX_OnceAnim(
+ 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
+ );
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;
+ g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
+ r_GFX_OnceAnim(
+ 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
+ );
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;
+ g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
+ r_GFX_OnceAnim(
+ 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
+ );
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,
case tgcEffect of
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);
+ r_GFX_OnceAnim(
+ 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
+ );
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,
end;
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);
+ r_GFX_OnceAnim(
+ 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
+ );
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,
end;
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);
+ r_GFX_OnceAnim(
+ 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
+ );
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,
diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index d2bb2dd451363d13a3b53a4b276bd49ee48d310f..a5114e15a613670dd90af85c54bd33668b9ce2c0 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,
- g_console, g_options, g_game, r_textures, r_animations,
+ g_console, g_options, g_game, r_textures, r_animations, r_gfx,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
geom, binheap, hashtable, utils, xstreams;
end;
procedure g_Weapon_bfghit(x, y: Integer);
-var
- ID: DWORD;
- Anim: TAnimation;
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;
+ r_GFX_OnceAnim(R_GFX_BFG_HIT, x - 32, y - 32);
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;
- _id: DWORD;
- Anim: TAnimation;
t: DWArray;
st: Word;
- TextureID: DWORD = DWORD(-1);
- s: String;
o: TObj;
spl: Boolean;
Loud: Boolean;
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
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
- 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();
+ r_GFX_OnceAnim(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), cy-20+Random(9));
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
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;
+ r_GFX_OnceAnim(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
- 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;
+ r_GFX_OnceAnim(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);
(Timeout < 1) then
begin
if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
+ r_GFX_OnceAnim(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
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;
-
+ r_GFX_OnceAnim(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);
-
ShotType := 0;
end;
end;
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);
+ r_GFX_OnceAnim(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2));
end
else
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;
- g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
- Anim.Free();
+ r_GFX_OnceAnim(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;
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;
-
+ r_GFX_OnceAnim(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);
-
ShotType := 0;
end;
end;
(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: r_GFX_OnceAnim(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
end;
-
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
(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;
-
+ r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
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;
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
+ r_GFX_OnceAnim(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32)
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;
+ r_GFX_OnceAnim(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
- 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
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
-
+ if ShotType = WEAPON_PLASMA then
+ r_GFX_OnceAnim(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
+ else
+ r_GFX_OnceAnim(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
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;
+ r_GFX_OnceAnim(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
- 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
- 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: r_GFX_OnceAnim(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: r_GFX_OnceAnim(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
- 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;
+ r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end; // case ShotType of...
index 0bd271a1f7840b3802552a83c058abac072860f4..91b9c38c670d5a0e64ddd4b042d2bb4e72ff3a22 100644 (file)
interface
+ const
+ R_GFX_NONE = 0;
+ R_GFX_TELEPORT = 1;
+ R_GFX_FLAME = 2;
+ R_GFX_EXPLODE_ROCKET = 3;
+ R_GFX_EXPLODE_BFG = 4;
+ R_GFX_BFG_HIT = 5;
+ R_GFX_FIRE = 6;
+ R_GFX_ITEM_RESPAWN = 7;
+ R_GFX_SMOKE = 8;
+ R_GFX_EXPLODE_SKELFIRE = 9;
+ R_GFX_EXPLODE_PLASMA = 10;
+ R_GFX_EXPLODE_BSPFIRE = 11;
+ R_GFX_EXPLODE_IMPFIRE = 12;
+ R_GFX_EXPLODE_CACOFIRE = 13;
+ R_GFX_EXPLODE_BARONFIRE = 14;
+ R_GFX_TELEPORT_FAST = 15;
+ R_GFX_SMOKE_TRANS = 16;
+ R_GFX_FLAME_RAND = 17;
+ R_GFX_LAST = 17;
+
+ R_GFX_FLAME_WIDTH = 32;
+ R_GFX_FLAME_HEIGHT = 32;
+ R_GFX_SMOKE_WIDTH = 32;
+ R_GFX_SMOKE_HEIGHT = 32;
+
+ procedure r_GFX_Load;
+ procedure r_GFX_Free;
procedure r_GFX_Draw;
+ procedure r_GFX_Update;
+
+ procedure r_GFX_OnceAnim (AnimType, X, Y: Integer);
implementation
SysUtils, Classes, Math,
utils,
g_base, r_graphics, g_options, r_animations,
- g_game,
+ g_game, g_textures,
g_gfx
;
+ type
+ TOnceAnim = record
+ AnimType: Byte;
+ x, y: Integer;
+ oldX, oldY: Integer;
+ Animation: TAnimationState;
+ end;
+
+ var
+ OnceAnims: array of TOnceAnim = nil;
+ gfxFrames: array [0..R_GFX_LAST] of DWORD;
+
+ procedure r_GFX_Load;
+ begin
+ g_Frames_CreateWAD(nil, 'FRAMES_TELEPORT', GameWAD+':TEXTURES\TELEPORT', 64, 64, 10, False);
+ g_Frames_Get(gfxFrames[R_GFX_TELEPORT], 'FRAMES_TELEPORT');
+ g_Frames_Get(gfxFrames[R_GFX_FLAME], 'FRAMES_FLAME');
+ g_Frames_Get(gfxFrames[R_GFX_EXPLODE_ROCKET], 'FRAMES_EXPLODE_ROCKET');
+ g_Frames_Get(gfxFrames[R_GFX_EXPLODE_BFG], 'FRAMES_EXPLODE_BFG');
+ g_Frames_Get(gfxFrames[R_GFX_BFG_HIT], 'FRAMES_BFGHIT');
+ g_Frames_Get(gfxFrames[R_GFX_FIRE], 'FRAMES_FIRE');
+ g_Frames_Get(gfxFrames[R_GFX_ITEM_RESPAWN], 'FRAMES_ITEM_RESPAWN');
+ g_Frames_Get(gfxFrames[R_GFX_SMOKE], 'FRAMES_SMOKE');
+ g_Frames_Get(gfxFrames[R_GFX_EXPLODE_SKELFIRE], 'FRAMES_EXPLODE_SKELFIRE');
+ g_Frames_Get(gfxFrames[R_GFX_EXPLODE_PLASMA], 'FRAMES_EXPLODE_PLASMA');
+ g_Frames_Get(gfxFrames[R_GFX_EXPLODE_BSPFIRE], 'FRAMES_EXPLODE_BSPFIRE');
+ g_Frames_Get(gfxFrames[R_GFX_EXPLODE_IMPFIRE], 'FRAMES_EXPLODE_IMPFIRE');
+ g_Frames_Get(gfxFrames[R_GFX_EXPLODE_CACOFIRE], 'FRAMES_EXPLODE_CACOFIRE');
+ g_Frames_Get(gfxFrames[R_GFX_EXPLODE_BARONFIRE], 'FRAMES_EXPLODE_BARONFIRE');
+ end;
+
+ procedure r_GFX_Free;
+ var a: Integer;
+ begin
+ g_Frames_DeleteByName('FRAMES_TELEPORT');
+ if OnceAnims <> nil then
+ begin
+ for a := 0 to High(OnceAnims) do
+ OnceAnims[a].Animation.Free();
+ OnceAnims := nil;
+ end;
+ end;
+
+ function FindOnceAnim (): DWORD;
+ var i: Integer;
+ begin
+ if OnceAnims <> nil then
+ for i := 0 to High(OnceAnims) do
+ if OnceAnims[i].Animation = nil then
+ begin
+ Result := i;
+ Exit;
+ end;
+ if OnceAnims = nil then
+ begin
+ SetLength(OnceAnims, 16);
+ Result := 0;
+ end
+ else
+ begin
+ Result := High(OnceAnims) + 1;
+ SetLength(OnceAnims, Length(OnceAnims) + 16);
+ end;
+ end;
+
+ procedure r_GFX_OnceAnim (AnimType, x, y: Integer);
+ var find_id: DWORD; a: TAnimationState;
+ begin
+ if not gpart_dbg_enabled then exit;
+ find_id := FindOnceAnim();
+ case AnimType of
+ R_GFX_NONE: a := nil;
+ R_GFX_TELEPORT: a := TAnimationState.Create(false, 6, 10); // !!! speed can be 3
+ R_GFX_TELEPORT_FAST:
+ begin
+ AnimType := R_GFX_TELEPORT;
+ a := TAnimationState.Create(false, 3, 10);
+ end;
+ R_GFX_FLAME: a := TAnimationState.Create(false, 3, 11);
+ R_GFX_FLAME_RAND:
+ begin
+ AnimType := R_GFX_FLAME;
+ a := TAnimationState.Create(false, 2 + Random(2), 10);
+ end;
+ R_GFX_EXPLODE_ROCKET: a := TAnimationState.Create(false, 6, 6);
+ R_GFX_EXPLODE_BFG: a := TAnimationState.Create(false, 6, 6);
+ R_GFX_BFG_HIT: a := TAnimationState.Create(false, 4, 4);
+ R_GFX_FIRE: a := TAnimationState.Create(false, 4, 8); // !!! speed can be random
+ R_GFX_ITEM_RESPAWN: a := TAnimationState.Create(false, 4, 5);
+ R_GFX_SMOKE: a := TAnimationState.Create(false, 3, 10);
+ R_GFX_SMOKE_TRANS:
+ begin
+ AnimType := R_GFX_SMOKE;
+ a := TAnimationState.Create(false, 3, 10);
+ a.alpha := 150;
+ end;
+ R_GFX_EXPLODE_SKELFIRE: a := TAnimationState.Create(false, 8, 3);
+ R_GFX_EXPLODE_PLASMA: a := TAnimationState.Create(false, 3, 4);
+ R_GFX_EXPLODE_BSPFIRE: a := TAnimationState.Create(false, 3, 5);
+ R_GFX_EXPLODE_IMPFIRE: a := TAnimationState.Create(false, 6, 3);
+ R_GFX_EXPLODE_CACOFIRE: a := TAnimationState.Create(false, 6, 3);
+ R_GFX_EXPLODE_BARONFIRE: a := TAnimationState.Create(false, 6, 3);
+ else
+ a := nil;
+ assert(false)
+ end;
+ OnceAnims[find_id].AnimType := AnimType;
+ OnceAnims[find_id].Animation := a;
+// OnceAnims[find_id].Animation.Blending := Anim.Blending;
+// OnceAnims[find_id].Animation.alpha := Anim.alpha;
+ OnceAnims[find_id].x := x;
+ OnceAnims[find_id].y := y;
+ end;
+
+ procedure r_GFX_Update;
+ var a: Integer;
+ begin
+ if OnceAnims <> nil then
+ begin
+ for a := 0 to High(OnceAnims) do
+ begin
+ if OnceAnims[a].Animation <> nil then
+ begin
+ OnceAnims[a].oldx := OnceAnims[a].x;
+ OnceAnims[a].oldy := OnceAnims[a].y;
+ case OnceAnims[a].AnimType of
+ R_GFX_FLAME, R_GFX_SMOKE: (*ONCEANIM_SMOKE:*)
+ begin
+ if Random(3) = 0 then
+ OnceAnims[a].x := OnceAnims[a].x-1+Random(3);
+ if Random(2) = 0 then
+ OnceAnims[a].y := OnceAnims[a].y-Random(2);
+ end;
+ end;
+ if OnceAnims[a].Animation.Played then
+ begin
+ OnceAnims[a].Animation.Free();
+ OnceAnims[a].Animation := nil;
+ end
+ else
+ OnceAnims[a].Animation.Update();
+ end;
+ end;
+ end;
+ end;
+
procedure r_GFX_Draw;
var
a, len, fx, fy: Integer;
begin
fx := nlerp(oldx, x, gLerpFactor);
fy := nlerp(oldy, y, gLerpFactor);
- r_Animation_Draw(Animation, x, y, TMirrorType.None);
+ r_AnimationState_Draw(gfxFrames[AnimType], Animation, x, y, TMirrorType.None);
end;
end;
end;
index c424e51771c8efddda4b51d51fa391f053d6ad8b..cac3b8f811826076175a2e4bd09e925b66ff4dfc 100644 (file)
e_log, g_system,
g_game, g_options, g_console,
r_window, r_graphics, r_console, r_playermodel,
- r_weapons, r_items
+ r_weapons, r_items, r_gfx
;
var
begin
r_Weapon_Load;
r_Items_Load;
+ r_GFX_Load;
end;
procedure r_Render_Free;
begin
+ r_GFX_Free;
r_Items_Free;
r_Weapon_Free;
end;