DEADSOFTWARE

game: disable gfx for server
[d2df-sdl.git] / src / game / g_triggers.pas
index ce31a88c3012f4002c7f06aa7883398b811d6304..6629ef5b060334b2375699df35aa06733806cbfe 100644 (file)
@@ -101,12 +101,16 @@ var
 
 implementation
 
-uses
-  Math,
-  g_player, g_map, g_panel, g_gfx, 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;
+  uses
+    {$IFDEF ENABLE_GFX}
+      g_gfx,
+    {$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'
@@ -776,7 +780,9 @@ begin
 
     TRIGGER_SHOT_EXPL:
       begin
-        g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, wx - 64, wy - 64);
+        {$IFDEF ENABLE_GFX}
+          g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, wx - 64, wy - 64);
+        {$ENDIF}
         Projectile := False;
         g_Weapon_Explode(wx, wy, 60, 0);
         snd := 'SOUND_WEAPON_EXPLODEROCKET';
@@ -784,7 +790,9 @@ begin
 
     TRIGGER_SHOT_BFGEXPL:
       begin
-        g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, wx - 64, wy - 64);
+        {$IFDEF ENABLE_GFX}
+          g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, wx - 64, wy - 64);
+        {$ENDIF}
         Projectile := False;
         g_Weapon_BFG9000(wx, wy, 0);
         snd := 'SOUND_WEAPON_EXPLODEBFG';
@@ -852,40 +860,48 @@ end;
 
 procedure tr_MakeEffect (X, Y, VX, VY: Integer; T, ST, CR, CG, CB: Byte; Silent, Send: Boolean);
 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 not Silent then g_Sound_PlayExAt('SOUND_GAME_TELEPORT', X, Y);
-        g_GFX_QueueEffect(R_GFX_TELEPORT_FAST, X - 32, Y - 32);
+        {$IFDEF ENABLE_GFX}
+          g_GFX_QueueEffect(R_GFX_TELEPORT_FAST, X - 32, Y - 32);
+        {$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 not Silent then g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', X, Y);
-        g_GFX_QueueEffect(R_GFX_ITEM_RESPAWN, X - 16, Y - 16);
+        {$IFDEF ENABLE_GFX}
+          g_GFX_QueueEffect(R_GFX_ITEM_RESPAWN, X - 16, Y - 16);
+        {$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 not Silent then g_Sound_PlayExAt('SOUND_FIRE', X, Y);
-        g_GFX_QueueEffect(R_GFX_FIRE, X - 32, Y - 128);
+        {$IFDEF ENABLE_GFX}
+          g_GFX_QueueEffect(R_GFX_FIRE, X - 32, Y - 128);
+        {$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;
@@ -1467,37 +1483,46 @@ begin
               if tgcMax > 0 then Inc(SpawnedCount);
 
               case tgcEffect of
-                EFFECT_TELEPORT: begin
+                EFFECT_TELEPORT:
+                begin
                   g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
-                  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
-                  );
+                  {$IFDEF ENABLE_GFX}
+                    g_GFX_QueueEffect(
+                      R_GFX_TELEPORT_FAST,
+                      mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
+                      mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-32
+                    );
+                  {$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
+                EFFECT_RESPAWN:
+                begin
                   g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
-                  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
-                  );
+                  {$IFDEF ENABLE_GFX}
+                    g_GFX_QueueEffect(
+                      R_GFX_ITEM_RESPAWN,
+                      mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-16,
+                      mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-16
+                    );
+                  {$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
+                EFFECT_FIRE:
+                begin
                   g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
-                  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
-                  );
+                  {$IFDEF ENABLE_GFX}
+                    g_GFX_QueueEffect(
+                      R_GFX_FIRE,
+                      mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-32,
+                      mon.Obj.Y+mon.Obj.Rect.Y+mon.Obj.Rect.Height-128
+                    );
+                  {$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,
@@ -1553,40 +1578,49 @@ begin
                 if tgcMax > 0 then Inc(SpawnedCount);
 
                 case tgcEffect of
-                  EFFECT_TELEPORT: begin
+                  EFFECT_TELEPORT:
+                  begin
                     it := g_Items_ByIdx(iid);
                     g_Sound_PlayExAt('SOUND_GAME_TELEPORT', tgcTX, tgcTY);
-                    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
-                    );
+                    {$IFDEF ENABLE_GFX}
+                      g_GFX_QueueEffect(
+                        R_GFX_TELEPORT_FAST,
+                        it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
+                        it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-32
+                      );
+                    {$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);
                     g_Sound_PlayExAt('SOUND_ITEM_RESPAWNITEM', tgcTX, tgcTY);
-                    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
-                    );
+                    {$IFDEF ENABLE_GFX}
+                      g_GFX_QueueEffect(
+                        R_GFX_ITEM_RESPAWN,
+                        it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-16,
+                        it.Obj.Y+it.Obj.Rect.Y+(it.Obj.Rect.Height div 2)-16
+                      );
+                    {$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);
                     g_Sound_PlayExAt('SOUND_FIRE', tgcTX, tgcTY);
-                    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
-                    );
+                    {$IFDEF ENABLE_GFX}
+                      g_GFX_QueueEffect(
+                        R_GFX_FIRE,
+                        it.Obj.X+it.Obj.Rect.X+(it.Obj.Rect.Width div 2)-32,
+                        it.Obj.Y+it.Obj.Rect.Y+it.Obj.Rect.Height-128
+                      );
+                    {$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,