diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index a5114e15a613670dd90af85c54bd33668b9ce2c0..922f8dc66042557ad4d2ce360fc6091eef5e4b18 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
implementation
implementation
-uses
- Math, g_map, g_player, g_gfx, g_sound, g_panel,
- 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;
+ uses
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$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
type
TWaterPanel = record
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;
stt := getTimeMicro()-stt;
e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
stt := getTimeMicro()-stt;
e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$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
if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
end
else
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
procedure g_Weapon_bfghit(x, y: Integer);
begin
procedure g_Weapon_bfghit(x, y: Integer);
begin
- r_GFX_OnceAnim(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;
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
o: TObj;
spl: Boolean;
Loud: Boolean;
o: TObj;
spl: Boolean;
Loud: Boolean;
- tcx, tcy: Integer;
+ {$IFDEF ENABLE_GFX}
+ var tcx, tcy: Integer;
+ {$ENDIF}
begin
if Shots = nil then
Exit;
begin
if Shots = nil then
Exit;
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
begin
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
begin
- g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$ENDIF}
if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
end
else
begin
if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
end
else
begin
- r_GFX_OnceAnim(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), cy-20+Random(9));
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), cy-20+Random(9));
+ {$ENDIF}
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
g_Weapon_Explode(cx, cy, 60, SpawnerUID);
if ShotType = WEAPON_SKEL_FIRE then
g_Weapon_Explode(cx, cy, 60, SpawnerUID);
if ShotType = WEAPON_SKEL_FIRE then
- begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- r_GFX_OnceAnim(R_GFX_EXPLODE_SKELFIRE, Obj.X + 32 - 58, Obj.Y + 8 - 36);
+ begin // Âçðûâ ñíàðÿäà Ñêåëåòà
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, Obj.X + 32 - 58, Obj.Y + 8 - 36);
g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
- end
+ {$ENDIF}
+ end
else
else
- begin // Âçðûâ Ðàêåòû
- r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ begin // Âçðûâ Ðàêåòû
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
- end;
+ {$ENDIF}
+ end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
- 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_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;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
ShotType := 0;
end;
begin
if WordBool(st and MOVE_HITWATER) then
begin
begin
if WordBool(st and MOVE_HITWATER) then
begin
- 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));
+ {$IFDEF ENABLE_GFX}
+ tcx := Random(8);
+ tcy := Random(8);
+ g_GFX_QueueEffect(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2));
+ {$ENDIF}
end
else
begin
end
else
begin
- g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$IFDEF ENABLE_GFX}
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$ENDIF}
if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
if Random(2) = 0
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
if (gTime mod LongWord(tf) = 0) then
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;
- 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);
+ {$IFDEF ENABLE_GFX}
+ case Stopped of
+ MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
+ MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
+ MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
+ else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
+ end;
+ g_GFX_QueueEffect(R_GFX_FLAME_RAND, tcx - (R_GFX_FLAME_WIDTH div 2), tcy - (R_GFX_FLAME_HEIGHT div 2));
+ //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
+ {$ENDIF}
end;
end;
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);
- r_GFX_OnceAnim(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;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
ShotType := 0;
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
- 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;
+ {$IFDEF ENABLE_GFX}
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
+ end;
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
ShotType := 0;
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
ShotType := 0;
end;
(g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
(g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
- // Âçðûâ:
- r_GFX_OnceAnim(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;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
ShotType := 0;
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;
+ {$IFDEF ENABLE_GFX}
+ var cx, cy: Integer;
+ {$ENDIF}
begin
if Shots = nil then
Exit;
begin
if Shots = nil then
Exit;
if ShotType = 0 then Exit;
Obj.X := X;
Obj.Y := Y;
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
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
begin
if Loud then
begin
- if ShotType = WEAPON_SKEL_FIRE then
- r_GFX_OnceAnim(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32)
- else
- r_GFX_OnceAnim(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;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
begin
if loud then
begin
begin
if loud then
begin
- 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);
+ {$IFDEF ENABLE_GFX}
+ if ShotType = WEAPON_PLASMA then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
- r_GFX_OnceAnim(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;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
begin
if loud then
begin
begin
if loud then
begin
- 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;
+ {$IFDEF ENABLE_GFX}
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
+ end;
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
- r_GFX_OnceAnim(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...
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end; // case ShotType of...