DEADSOFTWARE

game: disable gfx for server
[d2df-sdl.git] / src / game / g_player.pas
index e7f3fee964a6f24df74675de530d0b8d3255312b..db438329dd146c0de2d43eb20ec662bc99002c09 100644 (file)
@@ -23,7 +23,7 @@ uses
   {$IFDEF USE_MEMPOOL}mempool,{$ENDIF}
   g_base, g_playermodel, g_basic, g_textures,
   g_weapons, g_phys, g_sound, g_saveload, MAPDEF,
-  g_panel, r_playermodel;
+  g_panel;
 
 const
   KEY_LEFT       = 1;
@@ -520,12 +520,10 @@ type
 
   PShell = ^TShell;
   TShell = record
-    SpriteID: DWORD;
-    alive:     Boolean;
+    alive:    Boolean;
     SType:    Byte;
     RAngle:   Integer;
     Timeout:  Cardinal;
-    CX, CY:   Integer;
     Obj:      TObj;
 
     procedure getMapBox (out x, y, w, h: Integer); inline;
@@ -626,11 +624,20 @@ procedure g_Bot_RemoveAll();
 implementation
 
 uses
-{$IFDEF ENABLE_HOLMES}
-  g_holmes,
-{$ENDIF}
-  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,
+  {$IFDEF ENABLE_HOLMES}
+    g_holmes,
+  {$ENDIF}
+  {$IFDEF ENABLE_MENU}
+    g_menu,
+  {$ENDIF}
+  {$IFNDEF HEADLESS}
+    r_render,
+  {$ENDIF}
+  {$IFDEF ENABLE_GFX}
+    g_gfx,
+  {$ENDIF}
+  e_log, g_map, g_items, g_console, Math,
+  g_options, g_triggers, g_game, g_grid, e_res,
   wadreader, g_monsters, CONFIG, g_language,
   g_net, g_netmsg,
   utils, xstreams;
@@ -1576,33 +1583,22 @@ begin
 end;
 
 procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte);
-var
-  SID: DWORD;
 begin
   if (gShells = nil) or (Length(gShells) = 0) then
     Exit;
 
   with gShells[CurrentShell] do
   begin
-    SpriteID := 0;
     g_Obj_Init(@Obj);
     Obj.Rect.X := 0;
     Obj.Rect.Y := 0;
     if T = SHELL_BULLET then
     begin
-      if g_Texture_Get('TEXTURE_SHELL_BULLET', SID) then
-        SpriteID := SID;
-      CX := 2;
-      CY := 1;
       Obj.Rect.Width := 4;
       Obj.Rect.Height := 2;
     end
     else
     begin
-      if g_Texture_Get('TEXTURE_SHELL_SHELL', SID) then
-        SpriteID := SID;
-      CX := 4;
-      CY := 2;
       Obj.Rect.Width := 7;
       Obj.Rect.Height := 3;
     end;
@@ -1626,7 +1622,9 @@ procedure g_Player_CreateGibs (fX, fY, mid: Integer; fColor: TRGB);
 var
   a: Integer;
   GibsArray: TGibsArray;
-  Blood: TModelBlood;
+  {$IFDEF ENABLE_GFX}
+    Blood: TModelBlood;
+  {$ENDIF}
 begin
   if mid = -1 then
     Exit;
@@ -1634,7 +1632,10 @@ begin
     Exit;
   if not g_PlayerModel_GetGibs(mid, GibsArray) then
     Exit;
-  Blood := PlayerModelsArray[mid].Blood;
+
+  {$IFDEF ENABLE_GFX}
+    Blood := PlayerModelsArray[mid].Blood;
+  {$ENDIF}
 
   for a := 0 to High(GibsArray) do
     with gGibs[CurrentGib] do
@@ -1644,16 +1645,38 @@ begin
       Color := fColor;
       alive := True;
       g_Obj_Init(@Obj);
-      Obj.Rect := r_PlayerModel_GetGibRect(ModelID, GibID);
+      {$IFNDEF HEADLESS}
+        Obj.Rect := r_Render_GetGibRect(ModelID, GibID);
+      {$ELSE}
+        Obj.Rect.X := 16;
+        Obj.Rect.Y := 16;
+        Obj.Rect.Width := 16;
+        Obj.Rect.Height := 16;
+      {$ENDIF}
       Obj.X := fX - Obj.Rect.X - (Obj.Rect.Width div 2);
       Obj.Y := fY - Obj.Rect.Y - (Obj.Rect.Height div 2);
       g_Obj_PushA(@Obj, 25 + Random(10), Random(361));
       positionChanged(); // this updates spatial accelerators
       RAngle := Random(360);
 
-      if gBloodCount > 0 then
-        g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
-                    Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
+      {$IFDEF ENABLE_GFX}
+        if gBloodCount > 0 then
+        begin
+          g_GFX_Blood(
+            fX,
+            fY,
+            16 * gBloodCount + Random(5 * gBloodCount),
+            -16 + Random(33),
+            -16 + Random(33),
+            Random(48),
+            Random(48),
+            Blood.R,
+            Blood.G,
+            Blood.B,
+            Blood.Kind
+         );
+        end;
+      {$ENDIF}
 
       if CurrentGib >= High(gGibs) then
         CurrentGib := 0
@@ -2198,9 +2221,13 @@ begin
           HIT_BFG, HIT_ROCKET, HIT_SOME: MakeBloodVector(c, vx, vy);
         end;
 
-      if t = HIT_WATER then
-        g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
-                      FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
+      {$IFDEF ENABLE_GFX}
+        if t = HIT_WATER then
+        begin
+          g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+                        FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
+        end;
+      {$ENDIF}
     end;
 
   // Буфер урона:
@@ -2995,27 +3022,35 @@ begin
 end;
 
 procedure TPlayer.MakeBloodSimple(Count: Word);
-  var Blood: TModelBlood;
-begin
-  Blood := SELF.FModel.GetBlood();
-  g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
-              FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
-              Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
-              Blood.R, Blood.G, Blood.B, Blood.Kind);
-  g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
-              FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
-              Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
-              Blood.R, Blood.G, Blood.B, Blood.Kind);
+  {$IFDEF ENABLE_GFX}
+    var Blood: TModelBlood;
+  {$ENDIF}
+begin
+  {$IFDEF ENABLE_GFX}
+    Blood := SELF.FModel.GetBlood();
+    g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
+                FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
+                Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
+                Blood.R, Blood.G, Blood.B, Blood.Kind);
+    g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
+                FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
+                Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
+                Blood.R, Blood.G, Blood.B, Blood.Kind);
+  {$ENDIF}
 end;
 
 procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
-  var Blood: TModelBlood;
+  {$IFDEF ENABLE_GFX}
+    var Blood: TModelBlood;
+  {$ENDIF}
 begin
-  Blood := SELF.FModel.GetBlood();
-  g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
-              FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
-              Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
-              Blood.R, Blood.G, Blood.B, Blood.Kind);
+  {$IFDEF ENABLE_GFX}
+    Blood := SELF.FModel.GetBlood();
+    g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+                FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
+                Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
+                Blood.R, Blood.G, Blood.B, Blood.Kind);
+  {$ENDIF}
 end;
 
 procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
@@ -3920,13 +3955,17 @@ begin
   FFirePainTime := 0;
   FFireAttacker := 0;
 
-// Анимация возрождения:
-  if (not gLoadGameMode) and (not Silent) then
-    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
-    );
+  {$IFDEF ENABLE_GFX}
+    // Анимация возрождения:
+    if (not gLoadGameMode) and (not Silent) then
+    begin
+      g_GFX_QueueEffect(
+        R_GFX_TELEPORT_FAST,
+        FObj.X + PLAYER_RECT.X + (PLAYER_RECT.Width div 2) - 32,
+        FObj.Y + PLAYER_RECT.Y + (PLAYER_RECT.Height div 2) - 32
+      );
+    end;
+  {$ENDIF}
 
   FSpectator := False;
   FGhost := False;
@@ -4122,11 +4161,13 @@ begin
   if not silent then
   begin
     g_Sound_PlayExAt('SOUND_GAME_TELEPORT', FObj.X, FObj.Y);
-    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
-    );
+    {$IFDEF ENABLE_GFX}
+      g_GFX_QueueEffect(
+        R_GFX_TELEPORT_FAST,
+        FObj.X + PLAYER_RECT.X + (PLAYER_RECT.Width div 2) - 32,
+        FObj.Y + PLAYER_RECT.Y + (PLAYER_RECT.Height div 2) - 32
+      );
+    {$ENDIF}
     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,
@@ -4174,11 +4215,13 @@ begin
 
   if not silent then
   begin
-    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
-    );
+    {$IFDEF ENABLE_GFX}
+      g_GFX_QueueEffect(
+        R_GFX_TELEPORT_FAST,
+        FObj.X + PLAYER_RECT.X + (PLAYER_RECT.Width div 2) - 32,
+        FObj.Y + PLAYER_RECT.Y + (PLAYER_RECT.Height div 2) - 32
+      );
+    {$ENDIF}
     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,
@@ -4573,7 +4616,9 @@ begin
       end
       else if (FAir mod 31 = 0) and not blockmon then
       begin
-        g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
+        {$IFDEF ENABLE_GFX}
+          g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
+        {$ENDIF}
         if Random(2) = 0 then
           g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
         else
@@ -5664,8 +5709,10 @@ begin
 
   if BodyInLiquid(0, 0) then
   begin
-    g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
-                  Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
+    {$IFDEF ENABLE_GFX}
+      g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
+                    Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
+    {$ENDIF}
     if Random(2) = 0 then
       g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y)
     else
@@ -5675,11 +5722,13 @@ begin
 
   for i := 1 to Times do
   begin
-    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)
-    );
+    {$IFDEF ENABLE_GFX}
+      g_GFX_QueueEffect(
+        R_GFX_SMOKE_TRANS,
+        Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_SMOKE_WIDTH div 2),
+        Obj.Y+Obj.Rect.Height-4+Random(8+Times*2)
+      );
+    {$ENDIF}
   end;
 end;
 
@@ -5691,11 +5740,13 @@ begin
 
   for i := 1 to Times do
   begin
-    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)
-    );
+    {$IFDEF ENABLE_GFX}
+      g_GFX_QueueEffect(
+        R_GFX_FLAME,
+        Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(R_GFX_FLAME_WIDTH div 2),
+        Obj.Y+8+Random(8+Times*2)
+      );
+    {$ENDIF}
   end;
 end;
 
@@ -5767,7 +5818,9 @@ end;
 
 
 procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
-  var Blood: TModelBlood;
+  {$IFDEF ENABLE_GFX}
+    var Blood: TModelBlood;
+  {$ENDIF}
 begin
   if FState = CORPSE_STATE_REMOVEME then
     Exit;
@@ -5801,13 +5854,15 @@ begin
   end
   else
     begin
-      Blood := FModel.GetBlood();
       FObj.Vel.X := FObj.Vel.X + vx;
       FObj.Vel.Y := FObj.Vel.Y + vy;
-      g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
-                  FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
-                  Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
-                  Blood.R, Blood.G, Blood.B, Blood.Kind);
+      {$IFDEF ENABLE_GFX}
+        Blood := FModel.GetBlood();
+        g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
+                    FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
+                    Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
+                    Blood.R, Blood.G, Blood.B, Blood.Kind);
+      {$ENDIF}
     end;
 end;
 
@@ -5867,16 +5922,16 @@ begin
   // animation
   anim := (FModel <> nil);
   utils.writeBool(st, anim);
-  if anim then FModel.AnimState.SaveState(st);
+  if anim then FModel.AnimState.SaveState(st, 0, False);
   // animation for mask (same as animation, compat with older saves)
   anim := (FModel <> nil);
   utils.writeBool(st, anim);
-  if anim then FModel.AnimState.SaveState(st);
+  if anim then FModel.AnimState.SaveState(st, 0, False);
 end;
 
 
 procedure TCorpse.LoadState (st: TStream);
-  var anim: Boolean; r, g, b: Byte; stub: TAnimationState;
+  var anim, blending: Boolean; r, g, b, alpha: Byte; stub: TAnimationState;
 begin
   assert(st <> nil);
 
@@ -5900,7 +5955,7 @@ begin
   anim := utils.readBool(st);
   if anim then
   begin
-    stub.LoadState(st);
+    stub.LoadState(st, alpha, blending);
     FModel.AnimState.CurrentFrame := Min(stub.CurrentFrame, FModel.AnimState.Length);
   end
   else
@@ -5910,7 +5965,7 @@ begin
   end;
   // animation for mask (same as animation, compat with older saves)
   anim := utils.readBool(st);
-  if anim then stub.LoadState(st);
+  if anim then stub.LoadState(st, alpha, blending);
   stub.Free;
 end;