1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
17 {.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
23 SysUtils
, Classes
, mempool
,
24 g_textures
, g_basic
, e_graphics
, g_phys
, xprofiler
;
34 Animation
: TAnimation
;
39 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
44 Shots
: array of TShot
= nil;
45 LastShotID
: Integer = 0;
47 procedure g_Weapon_LoadData();
48 procedure g_Weapon_FreeData();
49 procedure g_Weapon_Init();
50 procedure g_Weapon_Free();
51 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
52 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
53 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
55 procedure g_Weapon_gun(const x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
56 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
57 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
58 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
59 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
60 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
61 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
62 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
63 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
64 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
65 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
66 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
67 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
68 procedure g_Weapon_bfghit(x
, y
: Integer);
69 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
70 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
71 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
72 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
74 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
75 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
76 procedure g_Weapon_Update();
77 procedure g_Weapon_Draw();
78 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
79 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
81 procedure g_Weapon_SaveState (st
: TStream
);
82 procedure g_Weapon_LoadState (st
: TStream
);
84 procedure g_Weapon_AddDynLights();
93 WEAPON_ROCKETLAUNCHER
= 6;
96 WEAPON_SUPERPULEMET
= 9;
97 WEAPON_FLAMETHROWER
= 10;
98 WEAPON_ZOMBY_PISTOL
= 20;
100 WEAPON_BSP_FIRE
= 22;
101 WEAPON_CACO_FIRE
= 23;
102 WEAPON_BARON_FIRE
= 24;
103 WEAPON_MANCUB_FIRE
= 25;
104 WEAPON_SKEL_FIRE
= 26;
106 WP_FIRST
= WEAPON_KASTET
;
107 WP_LAST
= WEAPON_FLAMETHROWER
;
111 gwep_debug_fast_trace
: Boolean = true;
117 Math
, g_map
, g_player
, g_gfx
, g_sound
, g_main
, g_panel
,
118 g_console
, g_options
, g_game
,
119 g_triggers
, MAPDEF
, e_log
, g_monsters
, g_saveload
,
120 g_language
, g_netmsg
, g_grid
,
121 geom
, binheap
, hashtable
, utils
, xstreams
;
131 SHOT_ROCKETLAUNCHER_WIDTH
= 14;
132 SHOT_ROCKETLAUNCHER_HEIGHT
= 14;
134 SHOT_SKELFIRE_WIDTH
= 14;
135 SHOT_SKELFIRE_HEIGHT
= 14;
137 SHOT_PLASMA_WIDTH
= 16;
138 SHOT_PLASMA_HEIGHT
= 16;
141 SHOT_BFG_HEIGHT
= 32;
142 SHOT_BFG_DAMAGE
= 100;
143 SHOT_BFG_RADIUS
= 256;
145 SHOT_FLAME_WIDTH
= 4;
146 SHOT_FLAME_HEIGHT
= 4;
147 SHOT_FLAME_LIFETIME
= 180;
149 SHOT_SIGNATURE
= $544F4853; // 'SHOT'
152 PHitTime
= ^THitTime
;
156 plridx
: Integer; // if mon=nil
160 TBinHeapKeyHitTime
= class
162 class function less (const a
, b
: Integer): Boolean; inline;
165 // indicies in `wgunHitTime` array
166 TBinaryHeapHitTimes
= specialize TBinaryHeapBase
<Integer, TBinHeapKeyHitTime
>;
169 WaterMap
: array of array of DWORD
= nil;
170 //wgunMonHash: THashIntInt = nil;
171 wgunHitHeap
: TBinaryHeapHitTimes
= nil;
172 wgunHitTime
: array of THitTime
= nil;
173 wgunHitTimeUsed
: Integer = 0;
176 class function TBinHeapKeyHitTime
.less (const a
, b
: Integer): Boolean;
180 hta
:= @wgunHitTime
[a
];
181 htb
:= @wgunHitTime
[b
];
182 if (hta
.distSq
<> htb
.distSq
) then begin result
:= (hta
.distSq
< htb
.distSq
); exit
; end;
183 if (hta
.mon
<> nil) then
186 if (htb
.mon
= nil) then begin result
:= false; exit
; end; // players first
187 result
:= (hta
.mon
.UID
< htb
.mon
.UID
); // why not?
192 if (htb
.mon
<> nil) then begin result
:= true; exit
; end; // players first
193 result
:= (hta
.plridx
< htb
.plridx
); // why not?
198 procedure appendHitTimeMon (adistSq
: Integer; amon
: TMonster
; ax
, ay
: Integer);
200 if (wgunHitTimeUsed
= Length(wgunHitTime
)) then SetLength(wgunHitTime
, wgunHitTimeUsed
+128);
201 with wgunHitTime
[wgunHitTimeUsed
] do
209 wgunHitHeap
.insert(wgunHitTimeUsed
);
210 Inc(wgunHitTimeUsed
);
214 procedure appendHitTimePlr (adistSq
: Integer; aplridx
: Integer; ax
, ay
: Integer);
216 if (wgunHitTimeUsed
= Length(wgunHitTime
)) then SetLength(wgunHitTime
, wgunHitTimeUsed
+128);
217 with wgunHitTime
[wgunHitTimeUsed
] do
225 wgunHitHeap
.insert(wgunHitTimeUsed
);
226 Inc(wgunHitTimeUsed
);
230 function FindShot(): DWORD
;
235 for i
:= 0 to High(Shots
) do
236 if Shots
[i
].ShotType
= 0 then
239 LastShotID
:= Result
;
245 SetLength(Shots
, 128);
250 Result
:= High(Shots
) + 1;
251 SetLength(Shots
, Length(Shots
) + 128);
253 LastShotID
:= Result
;
256 procedure CreateWaterMap();
258 WaterArray
: Array of TWaterPanel
;
265 SetLength(WaterArray
, Length(gWater
));
267 for a
:= 0 to High(gWater
) do
269 WaterArray
[a
].X
:= gWater
[a
].X
;
270 WaterArray
[a
].Y
:= gWater
[a
].Y
;
271 WaterArray
[a
].Width
:= gWater
[a
].Width
;
272 WaterArray
[a
].Height
:= gWater
[a
].Height
;
273 WaterArray
[a
].Active
:= True;
276 g_Game_SetLoadingText(_lc
[I_LOAD_WATER_MAP
], High(WaterArray
), False);
278 for a
:= 0 to High(WaterArray
) do
279 if WaterArray
[a
].Active
then
281 WaterArray
[a
].Active
:= False;
282 m
:= Length(WaterMap
);
283 SetLength(WaterMap
, m
+1);
284 SetLength(WaterMap
[m
], 1);
291 for b
:= 0 to High(WaterArray
) do
292 if WaterArray
[b
].Active
then
293 for c
:= 0 to High(WaterMap
[m
]) do
294 if g_CollideAround(WaterArray
[b
].X
,
297 WaterArray
[b
].Height
,
298 WaterArray
[WaterMap
[m
][c
]].X
,
299 WaterArray
[WaterMap
[m
][c
]].Y
,
300 WaterArray
[WaterMap
[m
][c
]].Width
,
301 WaterArray
[WaterMap
[m
][c
]].Height
) then
303 WaterArray
[b
].Active
:= False;
304 SetLength(WaterMap
[m
],
305 Length(WaterMap
[m
])+1);
306 WaterMap
[m
][High(WaterMap
[m
])] := b
;
312 g_Game_StepLoading();
320 chkTrap_pl
: array [0..256] of Integer;
321 chkTrap_mn
: array [0..65535] of TMonster
;
323 procedure CheckTrap(ID
: DWORD
; dm
: Integer; t
: Byte);
325 //a, b, c, d, i1, i2: Integer;
326 //chkTrap_pl, chkTrap_mn: WArray;
327 plaCount
: Integer = 0;
328 mnaCount
: Integer = 0;
332 function monsWaterCheck (mon: TMonster): Boolean;
334 result := false; // don't stop
335 if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
338 chkTrap_mn[i2] := monidx;
343 function monsWaterCheck (mon
: TMonster
): Boolean;
345 result
:= false; // don't stop
346 if (mon
.trapCheckFrameId
<> frameId
) then
348 mon
.trapCheckFrameId
:= frameId
;
349 chkTrap_mn
[mnaCount
] := mon
;
355 a
, b
, c
, d
, f
: Integer;
358 if (gWater
= nil) or (WaterMap
= nil) then Exit
;
360 frameId
:= g_Mons_getNewTrapFrameId();
365 //SetLength(chkTrap_pl, 1024);
366 //SetLength(chkTrap_mn, 1024);
367 //for d := 0 to 1023 do chkTrap_pl[d] := $FFFF;
368 //for d := 0 to 1023 do chkTrap_mn[d] := $FFFF;
370 for a
:= 0 to High(WaterMap
) do
372 for b
:= 0 to High(WaterMap
[a
]) do
374 pan
:= gWater
[WaterMap
[a
][b
]];
375 if not g_Obj_Collide(pan
.X
, pan
.Y
, pan
.Width
, pan
.Height
, @Shots
[ID
].Obj
) then continue
;
377 for c
:= 0 to High(WaterMap
[a
]) do
379 pan
:= gWater
[WaterMap
[a
][c
]];
380 for d
:= 0 to High(gPlayers
) do
382 if (gPlayers
[d
] <> nil) and (gPlayers
[d
].alive
) then
384 if gPlayers
[d
].Collide(pan
) then
387 while (f
< plaCount
) and (chkTrap_pl
[f
] <> d
) do Inc(f
);
388 if (f
= plaCount
) then
390 chkTrap_pl
[plaCount
] := d
;
392 if (plaCount
= Length(chkTrap_pl
)) then break
;
398 //g_Mons_ForEach(monsWaterCheck);
399 g_Mons_ForEachAliveAt(pan
.X
, pan
.Y
, pan
.Width
, pan
.Height
, monsWaterCheck
);
402 for f
:= 0 to plaCount
-1 do gPlayers
[chkTrap_pl
[f
]].Damage(dm
, Shots
[ID
].SpawnerUID
, 0, 0, t
);
403 for f
:= 0 to mnaCount
-1 do chkTrap_mn
[f
].Damage(dm
, 0, 0, Shots
[ID
].SpawnerUID
, t
);
411 function HitMonster(m
: TMonster
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
418 tt
:= g_GetUIDType(SpawnerUID
);
419 if tt
= UID_MONSTER
then
421 mon
:= g_Monsters_ByUID(SpawnerUID
);
423 mt
:= g_Monsters_ByUID(SpawnerUID
).MonsterType
430 if m
= nil then Exit
;
431 if m
.UID
= SpawnerUID
then
433 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
434 if (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
436 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
437 if (m
.MonsterType
= MONSTER_CYBER
) or
438 (m
.MonsterType
= MONSTER_BARREL
) then
445 if tt
= UID_MONSTER
then
447 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
448 if (mt
= MONSTER_SOUL
) and (m
.MonsterType
= MONSTER_PAIN
) then
451 // Îáà ìîíñòðà îäíîãî âèäà:
452 if mt
= m
.MonsterType
then
454 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
455 MONSTER_SOUL
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
456 Exit
; // Ýòè íå áüþò ñâîèõ
460 if g_Game_IsServer
then
462 if (t
<> HIT_FLAME
) or (m
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
463 Result
:= m
.Damage(d
, vx
, vy
, SpawnerUID
, t
)
466 if t
= HIT_FLAME
then
467 m
.CatchFire(SpawnerUID
);
474 function HitPlayer (p
: TPlayer
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
478 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì
479 if (p
.UID
= SpawnerUID
) and (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then exit
;
481 if g_Game_IsServer
then
483 if (t
<> HIT_FLAME
) or (p
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then p
.Damage(d
, SpawnerUID
, vx
, vy
, t
);
484 if (t
= HIT_FLAME
) then p
.CatchFire(SpawnerUID
);
491 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
493 function monsCheck (mon
: TMonster
): Boolean;
495 result
:= false; // don't stop
496 if (mon
.alive
) and (mon
.UID
<> SpawnerUID
) then
500 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
501 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
502 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
503 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
505 if HitMonster(mon
, 50, 0, 0, SpawnerUID
, HIT_SOME
) then mon
.BFGHit();
517 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
521 if gAdvCorpses
and (h
<> -1) then
523 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
525 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
526 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
527 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
528 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
531 g_Weapon_BFGHit(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
532 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2));
536 pl
:= g_Player_Get(SpawnerUID
);
544 if (gPlayers
[i
] <> nil) and (gPlayers
[i
].alive
) and (gPlayers
[i
].UID
<> SpawnerUID
) then
546 if (g_PatchLength(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
547 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
548 g_TraceVector(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
549 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) then
551 if (st
= TEAM_NONE
) or (st
<> gPlayers
[i
].Team
) then
552 b
:= HitPlayer(gPlayers
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
)
554 b
:= HitPlayer(gPlayers
[i
], 25, 0, 0, SpawnerUID
, HIT_SOME
);
556 gPlayers
[i
].BFGHit();
560 g_Mons_ForEachAlive(monsCheck
);
563 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
569 find_id
:= FindShot()
573 if Integer(find_id
) >= High(Shots
) then
574 SetLength(Shots
, find_id
+ 64)
578 WEAPON_ROCKETLAUNCHER
:
580 with Shots
[find_id
] do
584 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
585 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
589 ShotType
:= WEAPON_ROCKETLAUNCHER
;
590 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
596 with Shots
[find_id
] do
600 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
601 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
604 ShotType
:= WEAPON_PLASMA
;
605 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
606 Animation
:= TAnimation
.Create(FramesID
, True, 5);
612 with Shots
[find_id
] do
616 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
617 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
620 ShotType
:= WEAPON_BFG
;
621 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
622 Animation
:= TAnimation
.Create(FramesID
, True, 6);
628 with Shots
[find_id
] do
632 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
633 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
636 ShotType
:= WEAPON_FLAMETHROWER
;
639 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
645 with Shots
[find_id
] do
649 Obj
.Rect
.Width
:= 16;
650 Obj
.Rect
.Height
:= 16;
653 ShotType
:= WEAPON_IMP_FIRE
;
654 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
655 Animation
:= TAnimation
.Create(FramesID
, True, 4);
661 with Shots
[find_id
] do
665 Obj
.Rect
.Width
:= 16;
666 Obj
.Rect
.Height
:= 16;
669 ShotType
:= WEAPON_CACO_FIRE
;
670 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
671 Animation
:= TAnimation
.Create(FramesID
, True, 4);
677 with Shots
[find_id
] do
681 Obj
.Rect
.Width
:= 32;
682 Obj
.Rect
.Height
:= 32;
685 ShotType
:= WEAPON_MANCUB_FIRE
;
686 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
687 Animation
:= TAnimation
.Create(FramesID
, True, 4);
693 with Shots
[find_id
] do
697 Obj
.Rect
.Width
:= 32;
698 Obj
.Rect
.Height
:= 16;
701 ShotType
:= WEAPON_BARON_FIRE
;
702 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
703 Animation
:= TAnimation
.Create(FramesID
, True, 4);
709 with Shots
[find_id
] do
713 Obj
.Rect
.Width
:= 16;
714 Obj
.Rect
.Height
:= 16;
717 ShotType
:= WEAPON_BSP_FIRE
;
718 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
719 Animation
:= TAnimation
.Create(FramesID
, True, 4);
725 with Shots
[find_id
] do
729 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
730 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
733 ShotType
:= WEAPON_SKEL_FIRE
;
735 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
736 Animation
:= TAnimation
.Create(FramesID
, True, 5);
741 Shots
[find_id
].Obj
.X
:= X
;
742 Shots
[find_id
].Obj
.Y
:= Y
;
743 Shots
[find_id
].Obj
.Vel
.X
:= XV
;
744 Shots
[find_id
].Obj
.Vel
.Y
:= YV
;
745 Shots
[find_id
].Obj
.Accel
.X
:= 0;
746 Shots
[find_id
].Obj
.Accel
.Y
:= 0;
747 Shots
[find_id
].SpawnerUID
:= Spawner
;
748 if (ShotType
= WEAPON_FLAMETHROWER
) and (XV
= 0) and (YV
= 0) then
749 Shots
[find_id
].Stopped
:= 255
751 Shots
[find_id
].Stopped
:= 0;
755 procedure throw(i
, x
, y
, xd
, yd
, s
: Integer);
762 a
:= Max(Abs(xd
), Abs(yd
));
768 Shots
[i
].Obj
.Vel
.X
:= (xd
*s
) div a
;
769 Shots
[i
].Obj
.Vel
.Y
:= (yd
*s
) div a
;
770 Shots
[i
].Obj
.Accel
.X
:= 0;
771 Shots
[i
].Obj
.Accel
.Y
:= 0;
772 Shots
[i
].Stopped
:= 0;
773 if Shots
[i
].ShotType
in [WEAPON_ROCKETLAUNCHER
, WEAPON_BFG
] then
774 Shots
[i
].Timeout
:= 900 // ~25 sec
777 if Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
then
778 Shots
[i
].Timeout
:= SHOT_FLAME_LIFETIME
780 Shots
[i
].Timeout
:= 550; // ~15 sec
784 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
788 function PlayerHit(Team
: Byte = 0): Boolean;
799 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
and g_Obj_Collide(obj
, @gPlayers
[i
].Obj
) then
802 if (Team
> 0) and (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
804 p
:= g_Player_Get(SpawnerUID
);
806 ChkTeam
:= (p
.Team
= gPlayers
[i
].Team
) xor (Team
= 2);
809 if HitPlayer(gPlayers
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
811 if t
<> HIT_FLAME
then
812 gPlayers
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
813 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
815 g_Game_DelayEvent(DE_BFGHIT
, 1000, SpawnerUID
);
823 function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
825 result := false; // don't stop
826 if mon.alive and g_Obj_Collide(obj, @mon.Obj) then
828 if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
830 if (t <> HIT_FLAME) then
832 mon.Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
833 (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
841 function monsCheckHit (mon
: TMonster
): Boolean;
843 result
:= false; // don't stop
844 if HitMonster(mon
, d
, obj
.Vel
.X
, obj
.Vel
.Y
, SpawnerUID
, t
) then
846 if (t
<> HIT_FLAME
) then
848 mon
.Push((obj
.Vel
.X
+obj
.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
849 (obj
.Vel
.Y
+obj
.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
855 function MonsterHit(): Boolean;
857 //result := g_Mons_ForEach(monsCheckHit);
858 //FIXME: accelerate this!
859 result
:= g_Mons_ForEachAliveAt(obj
.X
+obj
.Rect
.X
, obj
.Y
+obj
.Rect
.Y
, obj
.Rect
.Width
, obj
.Rect
.Height
, monsCheckHit
);
869 if gAdvCorpses
and (h
<> -1) then
871 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) and
872 g_Obj_Collide(obj
, @gCorpses
[i
].Obj
) then
875 gCorpses
[i
].Damage(d
, (obj
^.Vel
.X
+obj
^.Accel
.X
) div 4,
876 (obj
^.Vel
.Y
+obj
^.Accel
.Y
) div 4);
881 case gGameSettings
.GameMode
of
885 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
902 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
919 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
933 // È â êîíöå ñâîèõ èãðîêîâ
944 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
948 case g_GetUIDType(UID
) of
949 UID_PLAYER
: Result
:= HitPlayer(g_Player_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
950 UID_MONSTER
: Result
:= HitMonster(g_Monsters_ByUID(UID
), d
, 0, 0, SpawnerUID
, t
);
955 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
957 r
: Integer; // squared radius
959 function monsExCheck (mon
: TMonster
): Boolean;
963 result
:= false; // don't stop
965 dx
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2)-X
;
966 dy
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2)-Y
;
968 if dx
> 1000 then dx
:= 1000;
969 if dy
> 1000 then dy
:= 1000;
971 if (dx
*dx
+dy
*dy
< r
) then
973 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
974 //e_WriteLog(Format('explo monster #%d: x=%d; y=%d; rad=%d; dx=%d; dy=%d', [monidx, X, Y, rad, dx, dy]), MSG_NOTIFY);
976 mm
:= Max(abs(dx
), abs(dy
));
977 if mm
= 0 then mm
:= 1;
981 HitMonster(mon
, ((mon
.Obj
.Rect
.Width
div 4)*10*(rad
-mm
)) div rad
, 0, 0, SpawnerUID
, HIT_ROCKET
);
984 mon
.Push((dx
*7) div mm
, (dy
*7) div mm
);
990 i
, h
, dx
, dy
, m
, mm
: Integer;
995 g_Triggers_PressC(X
, Y
, rad
, SpawnerUID
, ACTIVATE_SHOT
);
1003 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1006 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1007 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1009 if dx
> 1000 then dx
:= 1000;
1010 if dy
> 1000 then dy
:= 1000;
1012 if dx
*dx
+dy
*dy
< r
then
1014 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
1015 // PLAYER_RECT.Width, PLAYER_RECT.Height);
1017 mm
:= Max(abs(dx
), abs(dy
));
1018 if mm
= 0 then mm
:= 1;
1020 HitPlayer(gPlayers
[i
], (100*(rad
-mm
)) div rad
, (dx
*10) div mm
, (dy
*10) div mm
, SpawnerUID
, HIT_ROCKET
);
1021 gPlayers
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
1025 //g_Mons_ForEach(monsExCheck);
1026 g_Mons_ForEachAt(X
-(rad
+32), Y
-(rad
+32), (rad
+32)*2, (rad
+32)*2, monsExCheck
);
1028 h
:= High(gCorpses
);
1030 if gAdvCorpses
and (h
<> -1) then
1032 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
1035 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1036 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1038 if dx
> 1000 then dx
:= 1000;
1039 if dy
> 1000 then dy
:= 1000;
1041 if dx
*dx
+dy
*dy
< r
then
1043 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1044 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1046 mm
:= Max(abs(dx
), abs(dy
));
1047 if mm
= 0 then mm
:= 1;
1049 Damage(Round(100*(rad
-m
)/rad
), (dx
*10) div mm
, (dy
*10) div mm
);
1055 if gAdvGibs
and (h
<> -1) then
1057 if gGibs
[i
].alive
then
1060 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1061 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1063 if dx
> 1000 then dx
:= 1000;
1064 if dy
> 1000 then dy
:= 1000;
1066 if dx
*dx
+dy
*dy
< r
then
1068 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1069 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1070 _angle
:= GetAngle(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
1071 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2), X
, Y
);
1073 g_Obj_PushA(@Obj
, Round(15*(rad
-m
)/rad
), _angle
);
1074 positionChanged(); // this updates spatial accelerators
1079 procedure g_Weapon_Init();
1084 procedure g_Weapon_Free();
1088 if Shots
<> nil then
1090 for i
:= 0 to High(Shots
) do
1091 if Shots
[i
].ShotType
<> 0 then
1092 Shots
[i
].Animation
.Free();
1100 procedure g_Weapon_LoadData();
1102 e_WriteLog('Loading weapons data...', TMsgType
.Notify
);
1104 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD
+':SOUNDS\HITPUNCH');
1105 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD
+':SOUNDS\MISSPUNCH');
1106 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD
+':SOUNDS\HITBERSERK');
1107 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD
+':SOUNDS\MISSBERSERK');
1108 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD
+':SOUNDS\SELECTSAW');
1109 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD
+':SOUNDS\IDLESAW');
1110 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD
+':SOUNDS\HITSAW');
1111 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD
+':SOUNDS\FIRESHOTGUN2');
1112 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD
+':SOUNDS\FIRESHOTGUN');
1113 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD
+':SOUNDS\FIRESAW');
1114 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD
+':SOUNDS\FIREROCKET');
1115 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD
+':SOUNDS\FIREPLASMA');
1116 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD
+':SOUNDS\FIREPISTOL');
1117 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD
+':SOUNDS\FIRECGUN');
1118 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD
+':SOUNDS\FIREBFG');
1119 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD
+':SOUNDS\FIRE');
1120 g_Sound_CreateWADEx('SOUND_IGNITE', GameWAD
+':SOUNDS\IGNITE');
1121 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD
+':SOUNDS\STARTFIREBFG');
1122 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD
+':SOUNDS\EXPLODEROCKET');
1123 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD
+':SOUNDS\EXPLODEBFG');
1124 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD
+':SOUNDS\BFGWATER');
1125 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD
+':SOUNDS\EXPLODEPLASMA');
1126 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD
+':SOUNDS\PLASMAWATER');
1127 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD
+':SOUNDS\FIREBALL');
1128 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD
+':SOUNDS\EXPLODEBALL');
1129 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD
+':SOUNDS\FIREREV');
1130 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEON', GameWAD
+':SOUNDS\STARTFLM');
1131 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEOFF', GameWAD
+':SOUNDS\STOPFLM');
1132 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEWORK', GameWAD
+':SOUNDS\WORKFLM');
1133 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD
+':SOUNDS\WORKJETPACK');
1134 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD
+':SOUNDS\STARTJETPACK');
1135 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD
+':SOUNDS\STOPJETPACK');
1136 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD
+':SOUNDS\CASING1');
1137 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD
+':SOUNDS\CASING2');
1138 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD
+':SOUNDS\SHELL1');
1139 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD
+':SOUNDS\SHELL2');
1141 g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD
+':TEXTURES\BROCKET');
1142 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD
+':TEXTURES\BSKELFIRE', 64, 16, 2);
1143 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD
+':TEXTURES\BBFG', 64, 64, 2);
1144 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD
+':TEXTURES\BPLASMA', 16, 16, 2);
1145 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD
+':TEXTURES\BIMPFIRE', 16, 16, 2);
1146 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD
+':TEXTURES\BBSPFIRE', 16, 16, 2);
1147 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD
+':TEXTURES\BCACOFIRE', 16, 16, 2);
1148 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD
+':TEXTURES\BBARONFIRE', 64, 16, 2);
1149 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD
+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
1150 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD
+':TEXTURES\EROCKET', 128, 128, 6);
1151 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD
+':TEXTURES\ESKELFIRE', 64, 64, 3);
1152 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD
+':TEXTURES\EBFG', 128, 128, 6);
1153 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD
+':TEXTURES\EIMPFIRE', 64, 64, 3);
1154 g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD
+':TEXTURES\BFGHIT', 64, 64, 4);
1155 g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD
+':TEXTURES\FIRE', 64, 128, 8);
1156 g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD
+':TEXTURES\FLAME', 32, 32, 11);
1157 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD
+':TEXTURES\EPLASMA', 32, 32, 4, True);
1158 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD
+':TEXTURES\EBSPFIRE', 32, 32, 5);
1159 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD
+':TEXTURES\ECACOFIRE', 64, 64, 3);
1160 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD
+':TEXTURES\EBARONFIRE', 64, 64, 3);
1161 g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD
+':TEXTURES\SMOKE', 32, 32, 10, False);
1163 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+':TEXTURES\EBULLET');
1164 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+':TEXTURES\ESHELL');
1166 //wgunMonHash := hashNewIntInt();
1167 wgunHitHeap
:= TBinaryHeapHitTimes
.Create();
1170 procedure g_Weapon_FreeData();
1172 e_WriteLog('Releasing weapons data...', TMsgType
.Notify
);
1174 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1175 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1176 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1177 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1178 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1179 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1180 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1181 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1182 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1183 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1184 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1185 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1186 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1187 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1188 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1189 g_Sound_Delete('SOUND_FIRE');
1190 g_Sound_Delete('SOUND_IGNITE');
1191 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1192 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1193 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1194 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1195 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1196 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1197 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1198 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1199 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1200 g_Sound_Delete('SOUND_WEAPON_FLAMEON');
1201 g_Sound_Delete('SOUND_WEAPON_FLAMEOFF');
1202 g_Sound_Delete('SOUND_WEAPON_FLAMEWORK');
1203 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1204 g_Sound_Delete('SOUND_PLAYER_JETON');
1205 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1206 g_Sound_Delete('SOUND_PLAYER_CASING1');
1207 g_Sound_Delete('SOUND_PLAYER_CASING2');
1208 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1209 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1211 g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
1212 g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
1213 g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
1214 g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
1215 g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
1216 g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
1217 g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
1218 g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
1219 g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
1220 g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
1221 g_Frames_DeleteByName('FRAMES_BFGHIT');
1222 g_Frames_DeleteByName('FRAMES_FIRE');
1223 g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
1224 g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
1225 g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
1226 g_Frames_DeleteByName('FRAMES_SMOKE');
1227 g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
1228 g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
1232 function GunHitPlayer (X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer; SpawnerUID
: Word; AllowPush
: Boolean): Boolean;
1237 for i
:= 0 to High(gPlayers
) do
1239 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
and gPlayers
[i
].Collide(X
, Y
) then
1241 if HitPlayer(gPlayers
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
1243 if AllowPush
then gPlayers
[i
].Push(vx
, vy
);
1251 function GunHit (X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer; SpawnerUID
: Word; AllowPush
: Boolean): Byte;
1253 function monsCheck (mon
: TMonster
): Boolean;
1255 result
:= false; // don't stop
1256 if HitMonster(mon
, dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
1258 if AllowPush
then mon
.Push(vx
, vy
);
1265 if GunHitPlayer(X
, Y
, vx
, vy
, dmg
, SpawnerUID
, AllowPush
) then result
:= 1
1266 else if g_Mons_ForEachAliveAt(X
, Y
, 1, 1, monsCheck
) then result
:= 2;
1271 procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
1282 t1, _collide: Boolean;
1284 {$IF DEFINED(D2F_DEBUG)}
1286 showTime: Boolean = true;
1289 a := GetAngle(x, y, xd, yd)+180;
1291 SinCos(DegToRad(-a), s, c);
1293 if Abs(s) < 0.01 then s := 0;
1294 if Abs(c) < 0.01 then c := 0;
1296 x2 := x+Round(c*gMapInfo.Width);
1297 y2 := y+Round(s*gMapInfo.Width);
1299 t1 := gWalls <> nil;
1301 w := gMapInfo.Width;
1302 h := gMapInfo.Height;
1309 if (xd = 0) and (yd = 0) then Exit;
1311 if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
1312 if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
1317 if dx > dy then d := dx else d := dy;
1319 //blood vel, for Monster.Damage()
1320 //vx := (dx*10 div d)*xi;
1321 //vy := (dy*10 div d)*yi;
1323 {$IF DEFINED(D2F_DEBUG)}
1324 stt := getTimeMicro();
1347 if (yy > h) or (yy < 0) then Break;
1348 if (xx > w) or (xx < 0) then Break;
1351 if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
1354 {$IF DEFINED(D2F_DEBUG)}
1355 stt := getTimeMicro()-stt;
1356 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1359 g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
1360 if g_Game_IsServer and g_Game_IsNet then
1361 MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
1364 if not _collide then
1366 _collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
1369 if _collide then Break;
1372 {$IF DEFINED(D2F_DEBUG)}
1375 stt := getTimeMicro()-stt;
1376 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1380 if CheckTrigger and g_Game_IsServer then
1381 g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
1387 procedure g_Weapon_gun (const x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
1392 wallDistSq
: Integer = $3fffffff;
1394 function doPlayerHit (idx
: Integer; hx
, hy
: Integer): Boolean;
1397 if (idx
< 0) or (idx
> High(gPlayers
)) then exit
;
1398 if (gPlayers
[idx
] = nil) or not gPlayers
[idx
].alive
then exit
;
1399 result
:= HitPlayer(gPlayers
[idx
], dmg
, (xi
*v
)*10, (yi
*v
)*10-3, SpawnerUID
, HIT_SOME
);
1400 if result
and (v
<> 0) then gPlayers
[idx
].Push((xi
*v
), (yi
*v
));
1401 {$IF DEFINED(D2F_DEBUG)}
1402 //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
1406 function doMonsterHit (mon
: TMonster
; hx
, hy
: Integer): Boolean;
1409 if (mon
= nil) then exit
;
1410 result
:= HitMonster(mon
, dmg
, (xi
*v
)*10, (yi
*v
)*10-3, SpawnerUID
, HIT_SOME
);
1411 if result
and (v
<> 0) then mon
.Push((xi
*v
), (yi
*v
));
1412 {$IF DEFINED(D2F_DEBUG)}
1413 //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
1417 // collect players along hitray
1418 // return `true` if instant hit was detected
1419 function playerPossibleHit (): Boolean;
1422 px
, py
, pw
, ph
: Integer;
1428 for i
:= 0 to High(gPlayers
) do
1431 if (plr
<> nil) and plr
.alive
then
1433 plr
.getMapBox(px
, py
, pw
, ph
);
1434 if lineAABBIntersects(x
, y
, x2
, y2
, px
, py
, pw
, ph
, inx
, iny
) then
1436 distSq
:= distanceSq(x
, y
, inx
, iny
);
1437 if (distSq
= 0) then
1440 if doPlayerHit(i
, x
, y
) then begin result
:= true; exit
; end;
1442 else if (distSq
< wallDistSq
) then
1444 appendHitTimePlr(distSq
, i
, inx
, iny
);
1451 procedure sqchecker (mon
: TMonster
);
1453 mx
, my
, mw
, mh
: Integer;
1457 mon
.getMapBox(mx
, my
, mw
, mh
);
1458 if lineAABBIntersects(x0
, y0
, x2
, y2
, mx
, my
, mw
, mh
, inx
, iny
) then
1460 distSq
:= distanceSq(x0
, y0
, inx
, iny
);
1461 if (distSq
< wallDistSq
) then appendHitTimeMon(distSq
, mon
, inx
, iny
);
1471 wallHitFlag
: Boolean = false;
1472 wallHitX
: Integer = 0;
1473 wallHitY
: Integer = 0;
1474 didHit
: Boolean = false;
1475 {$IF DEFINED(D2F_DEBUG)}
1479 it
: TMonsterGrid
.Iter
;
1482 if not gwep_debug_fast_trace then
1484 g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
1489 if (xd
= 0) and (yd
= 0) then exit
;
1491 //wgunMonHash.reset(); //FIXME: clear hash on level change
1492 wgunHitHeap
.clear();
1493 wgunHitTimeUsed
:= 0;
1495 a
:= GetAngle(x
, y
, xd
, yd
)+180;
1497 SinCos(DegToRad(-a
), s
, c
);
1499 if Abs(s
) < 0.01 then s
:= 0;
1500 if Abs(c
) < 0.01 then c
:= 0;
1504 x2
:= x
+Round(c
*gMapInfo
.Width
);
1505 y2
:= y
+Round(s
*gMapInfo
.Width
);
1510 if (dx
> 0) then xi
:= 1 else if (dx
< 0) then xi
:= -1 else xi
:= 0;
1511 if (dy
> 0) then yi
:= 1 else if (dy
< 0) then yi
:= -1 else yi
:= 0;
1513 {$IF DEFINED(D2F_DEBUG)}
1514 e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x
, y
, x2
, y2
]), TMsgType
.Notify
);
1515 stt
:= getTimeMicro();
1518 wallHitFlag
:= (g_Map_traceToNearestWall(x
, y
, x2
, y2
, @wallHitX
, @wallHitY
) <> nil);
1523 wallDistSq
:= distanceSq(x
, y
, wallHitX
, wallHitY
);
1531 if playerPossibleHit() then exit
; // instant hit
1534 //g_Mons_AlongLine(x, y, x2, y2, sqchecker);
1536 it
:= monsGrid
.forEachAlongLine(x
, y
, x2
, y2
, -1);
1537 for mit
in it
do sqchecker(mit
^);
1540 // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
1541 // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
1542 while (wgunHitHeap
.count
> 0) do
1544 // has some entities to check, do it
1545 i
:= wgunHitHeap
.front
;
1546 wgunHitHeap
.popFront();
1548 xe
:= wgunHitTime
[i
].x
;
1549 ye
:= wgunHitTime
[i
].y
;
1550 // check if it is not behind the wall
1551 if (wgunHitTime
[i
].mon
<> nil) then
1553 didHit
:= doMonsterHit(wgunHitTime
[i
].mon
, xe
, ye
);
1557 didHit
:= doPlayerHit(wgunHitTime
[i
].plridx
, xe
, ye
);
1561 // need new coords for trigger
1564 wallHitFlag
:= false; // no sparks
1572 {$IF DEFINED(D2F_DEBUG)}
1573 stt
:= getTimeMicro()-stt
;
1574 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt
)]), TMsgType
.Notify
);
1576 g_GFX_Spark(wallHitX
, wallHitY
, 2+Random(2), 180+a
, 0, 0);
1577 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_Effect(wallHitX
, wallHitY
, 180+a
, NET_GFX_SPARK
);
1581 {$IF DEFINED(D2F_DEBUG)}
1582 stt
:= getTimeMicro()-stt
;
1583 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt
)]), TMsgType
.Notify
);
1587 if CheckTrigger
and g_Game_IsServer
then g_Triggers_PressL(X
, Y
, wallHitX
, wallHitY
, SpawnerUID
, ACTIVATE_SHOT
);
1591 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
1599 obj
.rect
.Width
:= 39;
1600 obj
.rect
.Height
:= 52;
1606 if g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
) <> 0 then
1607 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x
, y
)
1609 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x
, y
);
1612 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
1620 obj
.rect
.Width
:= 32;
1621 obj
.rect
.Height
:= 52;
1627 Result
:= g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
);
1630 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1631 Silent
: Boolean = False);
1637 find_id
:= FindShot()
1641 if Integer(find_id
) >= High(Shots
) then
1642 SetLength(Shots
, find_id
+ 64)
1645 with Shots
[find_id
] do
1649 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
1650 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
1652 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0);
1653 dy
:= -(Obj
.Rect
.Height
div 2);
1655 ShotType
:= WEAPON_ROCKETLAUNCHER
;
1656 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1660 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
1663 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1666 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x
, y
);
1669 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word;
1670 WID
: Integer = -1; Silent
: Boolean = False);
1672 find_id
, FramesID
: DWORD
;
1676 find_id
:= FindShot()
1680 if Integer(find_id
) >= High(Shots
) then
1681 SetLength(Shots
, find_id
+ 64)
1684 with Shots
[find_id
] do
1688 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
1689 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
1691 dx
:= -(Obj
.Rect
.Width
div 2);
1692 dy
:= -(Obj
.Rect
.Height
div 2);
1694 ShotType
:= WEAPON_SKEL_FIRE
;
1695 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1698 target
:= TargetUID
;
1699 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
1700 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1703 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1706 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x
, y
);
1709 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1710 Silent
: Boolean = False);
1712 find_id
, FramesID
: DWORD
;
1716 find_id
:= FindShot()
1720 if Integer(find_id
) >= High(Shots
) then
1721 SetLength(Shots
, find_id
+ 64);
1724 with Shots
[find_id
] do
1728 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
1729 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
1731 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1732 dy
:= -(Obj
.Rect
.Height
div 2);
1734 ShotType
:= WEAPON_PLASMA
;
1735 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1738 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
1739 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1742 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1745 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1748 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1749 Silent
: Boolean = False);
1755 find_id
:= FindShot()
1759 if Integer(find_id
) >= High(Shots
) then
1760 SetLength(Shots
, find_id
+ 64);
1763 with Shots
[find_id
] do
1767 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
1768 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
1770 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1771 dy
:= -(Obj
.Rect
.Height
div 2);
1773 ShotType
:= WEAPON_FLAMETHROWER
;
1774 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1779 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
1782 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1784 // if not Silent then
1785 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1788 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1789 Silent
: Boolean = False);
1791 find_id
, FramesID
: DWORD
;
1795 find_id
:= FindShot()
1799 if Integer(find_id
) >= High(Shots
) then
1800 SetLength(Shots
, find_id
+ 64)
1803 with Shots
[find_id
] do
1807 Obj
.Rect
.Width
:= 16;
1808 Obj
.Rect
.Height
:= 16;
1810 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1811 dy
:= -(Obj
.Rect
.Height
div 2);
1813 ShotType
:= WEAPON_IMP_FIRE
;
1814 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1817 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
1818 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1821 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1824 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1827 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1828 Silent
: Boolean = False);
1830 find_id
, FramesID
: DWORD
;
1834 find_id
:= FindShot()
1838 if Integer(find_id
) >= High(Shots
) then
1839 SetLength(Shots
, find_id
+ 64)
1842 with Shots
[find_id
] do
1846 Obj
.Rect
.Width
:= 16;
1847 Obj
.Rect
.Height
:= 16;
1849 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1850 dy
:= -(Obj
.Rect
.Height
div 2);
1852 ShotType
:= WEAPON_CACO_FIRE
;
1853 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1856 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
1857 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1860 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1863 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1866 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1867 Silent
: Boolean = False);
1869 find_id
, FramesID
: DWORD
;
1873 find_id
:= FindShot()
1877 if Integer(find_id
) >= High(Shots
) then
1878 SetLength(Shots
, find_id
+ 64)
1881 with Shots
[find_id
] do
1885 Obj
.Rect
.Width
:= 32;
1886 Obj
.Rect
.Height
:= 16;
1888 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1889 dy
:= -(Obj
.Rect
.Height
div 2);
1891 ShotType
:= WEAPON_BARON_FIRE
;
1892 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1895 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
1896 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1899 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1902 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1905 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1906 Silent
: Boolean = False);
1908 find_id
, FramesID
: DWORD
;
1912 find_id
:= FindShot()
1916 if Integer(find_id
) >= High(Shots
) then
1917 SetLength(Shots
, find_id
+ 64)
1920 with Shots
[find_id
] do
1924 Obj
.Rect
.Width
:= 16;
1925 Obj
.Rect
.Height
:= 16;
1927 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1928 dy
:= -(Obj
.Rect
.Height
div 2);
1930 ShotType
:= WEAPON_BSP_FIRE
;
1931 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1935 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
1936 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1939 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1942 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1945 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1946 Silent
: Boolean = False);
1948 find_id
, FramesID
: DWORD
;
1952 find_id
:= FindShot()
1956 if Integer(find_id
) >= High(Shots
) then
1957 SetLength(Shots
, find_id
+ 64)
1960 with Shots
[find_id
] do
1964 Obj
.Rect
.Width
:= 32;
1965 Obj
.Rect
.Height
:= 32;
1967 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1968 dy
:= -(Obj
.Rect
.Height
div 2);
1970 ShotType
:= WEAPON_MANCUB_FIRE
;
1971 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1975 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
1976 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1979 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1982 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1985 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1986 Silent
: Boolean = False);
1988 find_id
, FramesID
: DWORD
;
1992 find_id
:= FindShot()
1996 if Integer(find_id
) >= High(Shots
) then
1997 SetLength(Shots
, find_id
+ 64)
2000 with Shots
[find_id
] do
2004 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
2005 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
2007 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
2008 dy
:= -(Obj
.Rect
.Height
div 2);
2010 ShotType
:= WEAPON_BFG
;
2011 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
2014 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
2015 Animation
:= TAnimation
.Create(FramesID
, True, 6);
2018 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
2021 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x
, y
);
2024 procedure g_Weapon_bfghit(x
, y
: Integer);
2029 if g_Frames_Get(ID
, 'FRAMES_BFGHIT') then
2031 Anim
:= TAnimation
.Create(ID
, False, 4);
2032 g_GFX_OnceAnim(x
-32, y
-32, Anim
);
2037 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2038 Silent
: Boolean = False);
2041 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x
, y
);
2043 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
2044 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
2046 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 3, SpawnerUID
, False);
2047 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
2051 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2052 Silent
: Boolean = False);
2055 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x
, y
);
2057 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
2058 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
2059 (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
2061 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 2, SpawnerUID
, False);
2062 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
2066 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2067 Silent
: Boolean = False);
2072 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x
, y
);
2076 j
:= Random(17)-8; // -8 .. 8
2077 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 2 <> 0, 1, 0), 3, SpawnerUID
, i
=0);
2081 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2082 Silent
: Boolean = False);
2087 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x
, y
);
2089 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then a
:= 25 else a
:= 20;
2092 j
:= Random(41)-20; // -20 .. 20
2093 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 3 <> 0, 0, 1), 3, SpawnerUID
, i
=0);
2097 procedure g_Weapon_Update();
2099 i
, a
, h
, cx
, cy
, oldvx
, oldvy
, tf
: Integer;
2113 for i
:= 0 to High(Shots
) do
2115 if Shots
[i
].ShotType
= 0 then
2122 Timeout
:= Timeout
- 1;
2125 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
2126 if (Stopped
= 0) and g_Game_IsServer
then
2127 t
:= g_Triggers_PressR(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
,
2128 SpawnerUID
, ACTIVATE_SHOT
, triggers
)
2134 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
2135 if triggers
= nil then
2142 if not InDWArray(t
[a
], triggers
) then
2144 SetLength(triggers
, Length(triggers
)+1);
2145 triggers
[High(triggers
)] := t
[a
];
2150 // Àíèìàöèÿ ñíàðÿäà:
2151 if Animation
<> nil then
2155 spl
:= (ShotType
<> WEAPON_PLASMA
) and
2156 (ShotType
<> WEAPON_BFG
) and
2157 (ShotType
<> WEAPON_BSP_FIRE
) and
2158 (ShotType
<> WEAPON_FLAMETHROWER
);
2162 st
:= g_Obj_Move_Projectile(@Obj
, False, spl
);
2168 positionChanged(); // this updates spatial accelerators
2170 if WordBool(st
and MOVE_FALLOUT
) or (Obj
.X
< -1000) or
2171 (Obj
.X
> gMapInfo
.Width
+1000) or (Obj
.Y
< -1000) then
2173 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
2179 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2180 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2183 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2185 // Âûëåòåëà èç âîäû:
2186 if WordBool(st
and MOVE_HITAIR
) then
2187 g_Obj_SetSpeed(@Obj
, 12);
2189 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
2190 if WordBool(st
and MOVE_INWATER
) then
2191 g_GFX_Bubbles(Obj
.X
+(Obj
.Rect
.Width
div 2),
2192 Obj
.Y
+(Obj
.Rect
.Height
div 2),
2193 1+Random(3), 16, 16)
2195 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
2197 Anim
:= TAnimation
.Create(_id
, False, 3);
2199 g_GFX_OnceAnim(Obj
.X
-14+Random(9),
2200 Obj
.Y
+(Obj
.Rect
.Height
div 2)-20+Random(9),
2201 Anim
, ONCEANIM_SMOKE
);
2205 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2206 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2207 (g_Weapon_Hit(@Obj
, 10, SpawnerUID
, HIT_SOME
, False) <> 0) or
2213 g_Weapon_Explode(cx
, cy
, 60, SpawnerUID
);
2215 if ShotType
= WEAPON_SKEL_FIRE
then
2216 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2217 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2219 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2220 Anim
.Blending
:= False;
2221 g_GFX_OnceAnim((Obj
.X
+32)-58, (Obj
.Y
+8)-36, Anim
);
2222 g_DynLightExplosion((Obj
.X
+32), (Obj
.Y
+8), 64, 1, 0, 0);
2227 begin // Âçðûâ Ðàêåòû
2228 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2230 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2231 Anim
.Blending
:= False;
2232 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2233 g_DynLightExplosion(cx
, cy
, 64, 1, 0, 0);
2238 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2243 if ShotType
= WEAPON_SKEL_FIRE
then
2244 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
2245 if GetPos(target
, @o
) then
2246 throw(i
, Obj
.X
, Obj
.Y
,
2247 o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)+o
.Vel
.X
+o
.Accel
.X
,
2248 o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)+o
.Vel
.Y
+o
.Accel
.Y
,
2253 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2255 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2256 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2258 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj
.X
, Obj
.Y
);
2259 if g_Game_IsServer
then CheckTrap(i
, 10, HIT_ELECTRO
);
2265 if (ShotType
= WEAPON_PLASMA
) and
2266 (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
2271 if ShotType
= WEAPON_BSP_FIRE
then
2274 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2275 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2276 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
, False) <> 0) or
2279 if ShotType
= WEAPON_PLASMA
then
2280 s
:= 'FRAMES_EXPLODE_PLASMA'
2282 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2285 if g_Frames_Get(TextureID
, s
) then
2287 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2288 Anim
.Blending
:= False;
2289 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2291 g_DynLightExplosion(cx
, cy
, 32, 0, 0.5, 0.5);
2294 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2300 WEAPON_FLAMETHROWER
: // Îãíåìåò
2302 // Ñî âðåìåíåì óìèðàåò
2303 if (Timeout
< 1) then
2309 if WordBool(st
and (MOVE_HITWATER
or MOVE_INWATER
)) then
2311 if WordBool(st
and MOVE_HITWATER
) then
2313 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
2315 Anim
:= TAnimation
.Create(_id
, False, 3);
2319 g_GFX_OnceAnim(cx
-4+tcx
-(Anim
.Width
div 2),
2320 cy
-4+tcy
-(Anim
.Height
div 2),
2321 Anim
, ONCEANIM_SMOKE
);
2326 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
2333 Obj
.Accel
.Y
:= Obj
.Accel
.Y
+ 1;
2334 // Ïîïàëè â ñòåíó èëè â âîäó:
2335 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
or MOVE_HITWATER
)) then
2341 if WordBool(st
and MOVE_HITWALL
) then
2342 Stopped
:= MOVE_HITWALL
2343 else if WordBool(st
and MOVE_HITLAND
) then
2344 Stopped
:= MOVE_HITLAND
2345 else if WordBool(st
and MOVE_HITCEIL
) then
2346 Stopped
:= MOVE_HITCEIL
;
2349 a
:= IfThen(Stopped
= 0, 3, 1);
2350 // Åñëè â êîãî-òî ïîïàëè
2351 if g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_FLAME
, False) <> 0 then
2353 // HIT_FLAME ñàì ïîäîææåò
2354 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2364 if (gTime
mod LongWord(tf
) = 0) then
2366 Anim
:= TAnimation
.Create(TextureID
, False, 2 + Random(2));
2369 MOVE_HITWALL
: begin tcx
:= cx
-4+Random(8); tcy
:= cy
-12+Random(24); end;
2370 MOVE_HITLAND
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
-10+Random(8); end;
2371 MOVE_HITCEIL
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
+6+Random(8); end;
2372 else begin tcx
:= cx
-4+Random(8); tcy
:= cy
-4+Random(8); end;
2374 g_GFX_OnceAnim(tcx
-(Anim
.Width
div 2), tcy
-(Anim
.Height
div 2), Anim
, ONCEANIM_SMOKE
);
2376 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2382 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2383 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2385 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj
.X
, Obj
.Y
);
2386 if g_Game_IsServer
then CheckTrap(i
, 1000, HIT_ELECTRO
);
2391 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2392 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2393 (g_Weapon_Hit(@Obj
, SHOT_BFG_DAMAGE
, SpawnerUID
, HIT_BFG
, False) <> 0) or
2397 if g_Game_IsServer
then g_Weapon_BFG9000(cx
, cy
, SpawnerUID
);
2400 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') then
2402 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2403 Anim
.Blending
:= False;
2404 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2406 g_DynLightExplosion(cx
, cy
, 96, 0, 1, 0);
2409 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2415 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2418 if WordBool(st
and MOVE_HITAIR
) then
2419 g_Obj_SetSpeed(@Obj
, 16);
2422 if ShotType
= WEAPON_IMP_FIRE
then
2425 if ShotType
= WEAPON_CACO_FIRE
then
2430 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2431 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2432 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
) <> 0) or
2435 if ShotType
= WEAPON_IMP_FIRE
then
2436 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2438 if ShotType
= WEAPON_CACO_FIRE
then
2439 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2441 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2444 if g_Frames_Get(TextureID
, s
) then
2446 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2447 Anim
.Blending
:= False;
2448 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2452 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2458 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2461 if WordBool(st
and MOVE_HITAIR
) then
2462 g_Obj_SetSpeed(@Obj
, 16);
2464 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2465 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2466 (g_Weapon_Hit(@Obj
, 40, SpawnerUID
, HIT_SOME
, False) <> 0) or
2470 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2472 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2473 Anim
.Blending
:= False;
2474 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2478 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2483 end; // case ShotType of...
2485 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2486 if (ShotType
= 0) then
2488 if gGameSettings
.GameType
= GT_SERVER
then
2489 MH_SEND_DeleteShot(i
, Obj
.X
, Obj
.Y
, Loud
);
2490 if Animation
<> nil then
2496 else if (ShotType
<> WEAPON_FLAMETHROWER
) and ((oldvx
<> Obj
.Vel
.X
) or (oldvy
<> Obj
.Vel
.Y
)) then
2497 if gGameSettings
.GameType
= GT_SERVER
then
2498 MH_SEND_UpdateShot(i
);
2503 procedure g_Weapon_Draw();
2512 for i
:= 0 to High(Shots
) do
2513 if Shots
[i
].ShotType
<> 0 then
2516 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2517 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2518 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2519 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2520 a
:= -GetAngle2(Obj
.Vel
.X
, Obj
.Vel
.Y
)
2524 p
.X
:= Obj
.Rect
.Width
div 2;
2525 p
.Y
:= Obj
.Rect
.Height
div 2;
2527 if Animation
<> nil then
2529 if (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2530 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2531 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2532 Animation
.DrawEx(Obj
.X
, Obj
.Y
, TMirrorType
.None
, p
, a
)
2534 Animation
.Draw(Obj
.X
, Obj
.Y
, TMirrorType
.None
);
2536 else if TextureID
<> 0 then
2538 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) then
2539 e_DrawAdv(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False, a
, @p
, TMirrorType
.None
)
2540 else if (Shots
[i
].ShotType
<> WEAPON_FLAMETHROWER
) then
2541 e_Draw(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False);
2544 if g_debug_Frames
then
2546 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
2548 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
2549 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
2555 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
2564 for a
:= 0 to High(Shots
) do
2565 if (Shots
[a
].ShotType
<> 0) and (Shots
[a
].SpawnerUID
<> UID
) then
2566 if ((Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
> 0) and (Shots
[a
].Obj
.X
< X
)) or
2567 (Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
< 0) and (Shots
[a
].Obj
.X
> X
) then
2568 if (Abs(X
-Shots
[a
].Obj
.X
) < Abs(Shots
[a
].Obj
.Vel
.X
*Time
)) and
2569 g_Collide(X
, Y
, Width
, Height
, X
, Shots
[a
].Obj
.Y
,
2570 Shots
[a
].Obj
.Rect
.Width
, Shots
[a
].Obj
.Rect
.Height
) and
2571 g_TraceVector(X
, Y
, Shots
[a
].Obj
.X
, Shots
[a
].Obj
.Y
) then
2578 procedure g_Weapon_SaveState (st
: TStream
);
2580 count
, i
, j
: Integer;
2582 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ
2584 for i
:= 0 to High(Shots
) do if (Shots
[i
].ShotType
<> 0) then Inc(count
);
2586 // Êîëè÷åñòâî ñíàðÿäîâ
2587 utils
.WriteInt(st
, count
);
2589 if (count
= 0) then exit
;
2591 for i
:= 0 to High(Shots
) do
2593 if Shots
[i
].ShotType
<> 0 then
2595 // Ñèãíàòóðà ñíàðÿäà
2596 utils
.writeSign(st
, 'SHOT');
2597 utils
.writeInt(st
, Byte(0)); // version
2599 utils
.writeInt(st
, Byte(Shots
[i
].ShotType
));
2601 utils
.writeInt(st
, Word(Shots
[i
].Target
));
2603 utils
.writeInt(st
, Word(Shots
[i
].SpawnerUID
));
2604 // Ðàçìåð ïîëÿ Triggers
2605 utils
.writeInt(st
, Integer(Length(Shots
[i
].Triggers
)));
2606 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2607 for j
:= 0 to Length(Shots
[i
].Triggers
)-1 do utils
.writeInt(st
, LongWord(Shots
[i
].Triggers
[j
]));
2609 Obj_SaveState(st
, @Shots
[i
].Obj
);
2611 utils
.writeInt(st
, Byte(Shots
[i
].Stopped
));
2616 procedure g_Weapon_LoadState (st
: TStream
);
2618 count
, tc
, i
, j
: Integer;
2621 if (st
= nil) then exit
;
2623 // Êîëè÷åñòâî ñíàðÿäîâ
2624 count
:= utils
.readLongInt(st
);
2625 if (count
< 0) or (count
> 1024*1024) then raise XStreamError
.Create('invalid shots counter');
2627 SetLength(Shots
, count
);
2629 if (count
= 0) then exit
;
2631 for i
:= 0 to count
-1 do
2633 // Ñèãíàòóðà ñíàðÿäà
2634 if not utils
.checkSign(st
, 'SHOT') then raise XStreamError
.Create('invalid shot signature');
2635 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid shot version');
2637 Shots
[i
].ShotType
:= utils
.readByte(st
);
2639 Shots
[i
].Target
:= utils
.readWord(st
);
2641 Shots
[i
].SpawnerUID
:= utils
.readWord(st
);
2642 // Ðàçìåð ïîëÿ Triggers
2643 tc
:= utils
.readLongInt(st
);
2644 if (tc
< 0) or (tc
> 1024*1024) then raise XStreamError
.Create('invalid shot triggers counter');
2645 SetLength(Shots
[i
].Triggers
, tc
);
2646 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2647 for j
:= 0 to tc
-1 do Shots
[i
].Triggers
[j
] := utils
.readLongWord(st
);
2649 Obj_LoadState(@Shots
[i
].Obj
, st
);
2651 Shots
[i
].Stopped
:= utils
.readByte(st
);
2653 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
2654 Shots
[i
].TextureID
:= DWORD(-1);
2655 Shots
[i
].Animation
:= nil;
2657 case Shots
[i
].ShotType
of
2658 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
:
2660 g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots
[i
].TextureID
);
2664 g_Frames_Get(dw
, 'FRAMES_WEAPON_PLASMA');
2665 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 5);
2669 g_Frames_Get(dw
, 'FRAMES_WEAPON_BFG');
2670 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 6);
2674 g_Frames_Get(dw
, 'FRAMES_WEAPON_IMPFIRE');
2675 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2679 g_Frames_Get(dw
, 'FRAMES_WEAPON_BSPFIRE');
2680 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2684 g_Frames_Get(dw
, 'FRAMES_WEAPON_CACOFIRE');
2685 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2689 g_Frames_Get(dw
, 'FRAMES_WEAPON_BARONFIRE');
2690 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2694 g_Frames_Get(dw
, 'FRAMES_WEAPON_MANCUBFIRE');
2695 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2701 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
2709 if (I
> High(Shots
)) or (I
< 0) then Exit
;
2713 if ShotType
= 0 then Exit
;
2716 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2717 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2720 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2724 if ShotType
= WEAPON_SKEL_FIRE
then
2725 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2726 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2728 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2729 Anim
.Blending
:= False;
2730 g_GFX_OnceAnim((Obj
.X
+32)-32, (Obj
.Y
+8)-32, Anim
);
2735 begin // Âçðûâ Ðàêåòû
2736 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2738 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2739 Anim
.Blending
:= False;
2740 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2744 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2748 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2750 if ShotType
= WEAPON_PLASMA
then
2751 s
:= 'FRAMES_EXPLODE_PLASMA'
2753 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2755 if g_Frames_Get(TextureID
, s
) and loud
then
2757 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2758 Anim
.Blending
:= False;
2759 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2762 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2769 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') and Loud
then
2771 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2772 Anim
.Blending
:= False;
2773 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2776 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2780 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2782 if ShotType
= WEAPON_IMP_FIRE
then
2783 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2785 if ShotType
= WEAPON_CACO_FIRE
then
2786 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2788 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2790 if g_Frames_Get(TextureID
, s
) and Loud
then
2792 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2793 Anim
.Blending
:= False;
2794 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2797 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2801 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2803 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') and Loud
then
2805 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2806 Anim
.Blending
:= False;
2807 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2810 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2813 end; // case ShotType of...
2821 procedure g_Weapon_AddDynLights();
2825 if Shots
= nil then Exit
;
2826 for i
:= 0 to High(Shots
) do
2828 if Shots
[i
].ShotType
= 0 then continue
;
2829 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2830 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2831 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2832 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) or
2833 (Shots
[i
].ShotType
= WEAPON_IMP_FIRE
) or
2834 (Shots
[i
].ShotType
= WEAPON_CACO_FIRE
) or
2835 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2836 (Shots
[i
].ShotType
= WEAPON_BSP_FIRE
) or
2837 (Shots
[i
].ShotType
= WEAPON_PLASMA
) or
2838 (Shots
[i
].ShotType
= WEAPON_BFG
) or
2839 (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) or
2842 if (Shots
[i
].ShotType
= WEAPON_PLASMA
) then
2843 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 0, 0.3, 1, 0.4)
2844 else if (Shots
[i
].ShotType
= WEAPON_BFG
) then
2845 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 0, 1, 0, 0.5)
2846 else if (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) then
2847 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 42, 1, 0.8, 0, 0.4)
2849 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 1, 0, 0, 0.4);
2855 procedure TShot
.positionChanged (); begin end;