X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_monsters.pas;h=213e264181188a5386926fecb922aadc4418f9d7;hb=6cdd36d2fb73f13be7b6ea1870a8b3b0817b37f1;hp=d31219cfe4c48be4bc7ca92c9862f6d819855f3d;hpb=d197a2da28970b16c06f8fbbbca3a9c7080b7988;p=d2df-sdl.git diff --git a/src/game/g_monsters.pas b/src/game/g_monsters.pas index d31219c..213e264 100644 --- a/src/game/g_monsters.pas +++ b/src/game/g_monsters.pas @@ -81,10 +81,12 @@ type tx, ty: Integer; FStartID: Integer; FObj: TObj; - FBloodRed: Byte; - FBloodGreen: Byte; - FBloodBlue: Byte; - FBloodKind: Byte; + {$IFDEF ENABLE_GFX} + FBloodRed: Byte; + FBloodGreen: Byte; + FBloodBlue: Byte; + FBloodKind: Byte; + {$ENDIF} FShellTimer: Integer; FShellType: Byte; FFirePainTime: Integer; @@ -521,10 +523,13 @@ var implementation uses - {$IFNDEF HEADLESS} + {$IFDEF ENABLE_MENU} g_menu, {$ENDIF} - e_log, g_sound, g_gfx, g_player, g_game, + {$IFDEF ENABLE_GFX} + g_gfx, + {$ENDIF} + e_log, g_sound, g_player, g_game, g_weapons, g_triggers, g_items, g_options, g_console, g_map, Math, wadreader, g_language, g_netmsg, idpool, utils, xstreams; @@ -1633,6 +1638,7 @@ begin mplatCheckFrameId := 0; mNeedSend := false; +{$IFDEF ENABLE_GFX} if FMonsterType in [MONSTER_ROBO, MONSTER_BARREL] then FBloodKind := BLOOD_SPARKS else @@ -1655,6 +1661,7 @@ begin FBloodGreen := 0; FBloodBlue := 0; end; +{$ENDIF} SetLength(FAnim, Length(ANIMTABLE)); for a := ANIM_SLEEP to ANIM_PAIN do @@ -1663,7 +1670,7 @@ begin FAnim[a, TDirection.D_LEFT] := TAnimationState.Create(ANIMTABLE[a].loop, MONSTER_ANIMTABLE[MonsterType].AnimSpeed[a], MONSTER_ANIMTABLE[MonsterType].AnimCount[a]); end; if MonsterType = MONSTER_VILE then - vilefire := TAnimationState.Create(True, 2, 0); // !!! len + vilefire := TAnimationState.Create(True, 2, 8); end; function TMonster.Damage(aDamage: Word; VelX, VelY: Integer; SpawnerUID: Word; t: Byte): Boolean; @@ -1888,6 +1895,7 @@ end; procedure TMonster.MakeBloodSimple(Count: Word); begin +{$IFDEF ENABLE_GFX} g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)+8, FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2), Count div 2, 3, -1, 16, (FObj.Rect.Height*2 div 3), @@ -1896,14 +1904,17 @@ begin FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2), Count div 2, -3, -1, 16, (FObj.Rect.Height*2) div 3, FBloodRed, FBloodGreen, FBloodBlue, FBloodKind); +{$ENDIF} end; procedure TMonster.MakeBloodVector(Count: Word; VelX, VelY: Integer); begin +{$IFDEF ENABLE_GFX} g_GFX_Blood(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2), Count, VelX, VelY, 16, (FObj.Rect.Height*2) div 3, FBloodRed, FBloodGreen, FBloodBlue, FBloodKind); +{$ENDIF} end; procedure TMonster.Push(vx, vy: Integer); @@ -1987,12 +1998,13 @@ begin if not silent then begin g_Sound_PlayExAt('SOUND_GAME_TELEPORT', Obj.X, Obj.Y); +{$IFDEF ENABLE_GFX} g_GFX_QueueEffect( 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 ); - +{$ENDIF} if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32, FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 1, @@ -2022,12 +2034,13 @@ begin // Эффект телепорта в точке назначения: if not silent then begin +{$IFDEF ENABLE_GFX} g_GFX_QueueEffect( 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 ); - +{$ENDIF} if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-32, FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-32, 0, @@ -2157,18 +2170,20 @@ begin // Возможно, создаем пузырьки в воде: if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then begin - case FMonsterType of - MONSTER_FISH: - if Random(4) <> 0 then bubbles := False else + {$IFDEF ENABLE_GFX} + case FMonsterType of + MONSTER_FISH: + if Random(4) <> 0 then bubbles := False else + g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), + FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + MONSTER_ROBO, MONSTER_BARREL: g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); - MONSTER_ROBO, MONSTER_BARREL: - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), - FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); - else - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), - FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); - end; + else + g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), + FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); + end; + {$ENDIF} if bubbles then if Random(2) = 0 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); @@ -3119,18 +3134,20 @@ begin // Возможно, создаем пузырьки в воде: if WordBool(st and MOVE_INWATER) and (Random(32) = 0) then begin - case FMonsterType of - MONSTER_FISH: - if Random(4) <> 0 then bubbles := False else + {$IFDEF ENABLE_GFX} + case FMonsterType of + MONSTER_FISH: + if Random(4) <> 0 then bubbles := False else + g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), + FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); + MONSTER_ROBO, MONSTER_BARREL: g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); - MONSTER_ROBO, MONSTER_BARREL: - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width), - FObj.Y+FObj.Rect.Y + Random(4), 1, 0, 0); - else - g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), - FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); - end; + else + g_GFX_Bubbles(FObj.X+FObj.Rect.X + Random(FObj.Rect.Width-4), + FObj.Y+FObj.Rect.Y + Random(4), 5, 4, 4); + end; + {$ENDIF} if bubbles then if Random(2) = 0 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); @@ -4142,7 +4159,7 @@ begin anim := (vilefire <> nil); utils.writeBool(st, anim); // Если есть - сохраняем: - if anim then vilefire.SaveState(st); + if anim then vilefire.SaveState(st, 0, False); // Анимации for i := ANIM_SLEEP to ANIM_PAIN do begin @@ -4150,12 +4167,12 @@ begin anim := (FAnim[i, TDirection.D_LEFT] <> nil); utils.writeBool(st, anim); // Если есть - сохраняем - if anim then FAnim[i, TDirection.D_LEFT].SaveState(st); + if anim then FAnim[i, TDirection.D_LEFT].SaveState(st, 0, False); // Есть ли правая анимация anim := (FAnim[i, TDirection.D_RIGHT] <> nil); utils.writeBool(st, anim); // Если есть - сохраняем - if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st); + if anim then FAnim[i, TDirection.D_RIGHT].SaveState(st, 0, False); end; end; @@ -4163,8 +4180,8 @@ end; procedure TMonster.LoadState (st: TStream); var i: Integer; - b: Byte; - anim: Boolean; + b, alpha: Byte; + anim, blending: Boolean; begin assert(st <> nil); @@ -4224,7 +4241,7 @@ begin if anim then begin Assert(vilefire <> nil, 'TMonster.LoadState: no vilefire anim'); - vilefire.LoadState(st); + vilefire.LoadState(st, alpha, blending); end; // Анимации for i := ANIM_SLEEP to ANIM_PAIN do @@ -4235,7 +4252,7 @@ begin if anim then begin Assert(FAnim[i, TDirection.D_LEFT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_left anim'); - FAnim[i, TDirection.D_LEFT].LoadState(st); + FAnim[i, TDirection.D_LEFT].LoadState(st, alpha, blending); end; // Есть ли правая анимация anim := utils.readBool(st); @@ -4243,7 +4260,7 @@ begin if anim then begin Assert(FAnim[i, TDirection.D_RIGHT] <> nil, 'TMonster.LoadState: no '+IntToStr(i)+'_right anim'); - FAnim[i, TDirection.D_RIGHT].LoadState(st); + FAnim[i, TDirection.D_RIGHT].LoadState(st, alpha, blending); end; end; // update cache @@ -4291,17 +4308,20 @@ begin end; procedure TMonster.OnFireFlame(Times: DWORD = 1); - var i: DWORD; x, y: Integer; + {$IFDEF ENABLE_GFX} + var i: DWORD; x, y: Integer; + {$ENDIF} begin - if (Random(10) = 1) and (Times = 1) then - Exit; - - for i := 1 to Times do - begin - x := Obj.X + Obj.Rect.X + Random(Obj.Rect.Width + Times * 2) - (R_GFX_FLAME_WIDTH div 2); - y := Obj.Y + 8 + Random(8 + Times * 2) + IfThen(FState = MONSTATE_DEAD, 16, 0); - g_GFX_QueueEffect(R_GFX_FLAME, x, y); - end; + {$IFDEF ENABLE_GFX} + if (Random(10) = 1) and (Times = 1) then + Exit; + for i := 1 to Times do + begin + 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); + g_GFX_QueueEffect(R_GFX_FLAME, x, y); + end; + {$ENDIF} end;