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, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
16 {.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
22 SysUtils
, Classes
, mempool
,
23 g_textures
, g_basic
, g_phys
, xprofiler
;
33 Animation
: TAnimationState
;
37 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
42 Shots
: array of TShot
= nil;
43 LastShotID
: Integer = 0;
45 procedure g_Weapon_LoadData();
46 procedure g_Weapon_FreeData();
47 procedure g_Weapon_Init();
48 procedure g_Weapon_Free();
49 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
50 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
51 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
53 procedure g_Weapon_gun(const x
, y
, xd
, yd
, v
, indmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
54 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
55 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
56 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
57 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
58 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
59 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
60 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
61 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
62 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
63 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
64 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
65 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
66 procedure g_Weapon_bfghit(x
, y
: Integer);
67 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
68 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
69 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
70 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
72 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
73 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
74 procedure g_Weapon_PreUpdate();
75 procedure g_Weapon_Update();
76 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
77 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
79 procedure g_Weapon_SaveState (st
: TStream
);
80 procedure g_Weapon_LoadState (st
: TStream
);
82 procedure g_Weapon_AddDynLights();
91 WEAPON_ROCKETLAUNCHER
= 6;
94 WEAPON_SUPERPULEMET
= 9;
95 WEAPON_FLAMETHROWER
= 10;
96 WEAPON_ZOMBY_PISTOL
= 20;
99 WEAPON_CACO_FIRE
= 23;
100 WEAPON_BARON_FIRE
= 24;
101 WEAPON_MANCUB_FIRE
= 25;
102 WEAPON_SKEL_FIRE
= 26;
104 WP_FIRST
= WEAPON_KASTET
;
105 WP_LAST
= WEAPON_FLAMETHROWER
;
108 gwep_debug_fast_trace
: Boolean = true;
114 Math
, g_map
, g_player
, g_gfx
, g_sound
, g_panel
,
115 g_console
, g_options
, g_game
, r_textures
, r_animations
,
116 g_triggers
, MAPDEF
, e_log
, g_monsters
, g_saveload
,
117 g_language
, g_netmsg
, g_grid
,
118 geom
, binheap
, hashtable
, utils
, xstreams
;
128 SHOT_ROCKETLAUNCHER_WIDTH
= 14;
129 SHOT_ROCKETLAUNCHER_HEIGHT
= 14;
131 SHOT_SKELFIRE_WIDTH
= 14;
132 SHOT_SKELFIRE_HEIGHT
= 14;
134 SHOT_PLASMA_WIDTH
= 16;
135 SHOT_PLASMA_HEIGHT
= 16;
138 SHOT_BFG_HEIGHT
= 32;
139 SHOT_BFG_DAMAGE
= 100;
140 SHOT_BFG_RADIUS
= 256;
142 SHOT_FLAME_WIDTH
= 4;
143 SHOT_FLAME_HEIGHT
= 4;
144 SHOT_FLAME_LIFETIME
= 180;
146 SHOT_SIGNATURE
= $544F4853; // 'SHOT'
149 PHitTime
= ^THitTime
;
153 plridx
: Integer; // if mon=nil
157 TBinHeapKeyHitTime
= class
159 class function less (const a
, b
: Integer): Boolean; inline;
162 // indicies in `wgunHitTime` array
163 TBinaryHeapHitTimes
= specialize TBinaryHeapBase
<Integer, TBinHeapKeyHitTime
>;
166 WaterMap
: array of array of DWORD
= nil;
167 //wgunMonHash: THashIntInt = nil;
168 wgunHitHeap
: TBinaryHeapHitTimes
= nil;
169 wgunHitTime
: array of THitTime
= nil;
170 wgunHitTimeUsed
: Integer = 0;
173 class function TBinHeapKeyHitTime
.less (const a
, b
: Integer): Boolean;
177 hta
:= @wgunHitTime
[a
];
178 htb
:= @wgunHitTime
[b
];
179 if (hta
.distSq
<> htb
.distSq
) then begin result
:= (hta
.distSq
< htb
.distSq
); exit
; end;
180 if (hta
.mon
<> nil) then
183 if (htb
.mon
= nil) then begin result
:= false; exit
; end; // players first
184 result
:= (hta
.mon
.UID
< htb
.mon
.UID
); // why not?
189 if (htb
.mon
<> nil) then begin result
:= true; exit
; end; // players first
190 result
:= (hta
.plridx
< htb
.plridx
); // why not?
195 procedure appendHitTimeMon (adistSq
: Integer; amon
: TMonster
; ax
, ay
: Integer);
197 if (wgunHitTimeUsed
= Length(wgunHitTime
)) then SetLength(wgunHitTime
, wgunHitTimeUsed
+128);
198 with wgunHitTime
[wgunHitTimeUsed
] do
206 wgunHitHeap
.insert(wgunHitTimeUsed
);
207 Inc(wgunHitTimeUsed
);
211 procedure appendHitTimePlr (adistSq
: Integer; aplridx
: Integer; ax
, ay
: Integer);
213 if (wgunHitTimeUsed
= Length(wgunHitTime
)) then SetLength(wgunHitTime
, wgunHitTimeUsed
+128);
214 with wgunHitTime
[wgunHitTimeUsed
] do
222 wgunHitHeap
.insert(wgunHitTimeUsed
);
223 Inc(wgunHitTimeUsed
);
227 function FindShot(): DWORD
;
232 for i
:= 0 to High(Shots
) do
233 if Shots
[i
].ShotType
= 0 then
236 LastShotID
:= Result
;
242 SetLength(Shots
, 128);
247 Result
:= High(Shots
) + 1;
248 SetLength(Shots
, Length(Shots
) + 128);
250 LastShotID
:= Result
;
253 procedure CreateWaterMap();
255 WaterArray
: Array of TWaterPanel
;
262 SetLength(WaterArray
, Length(gWater
));
264 for a
:= 0 to High(gWater
) do
266 WaterArray
[a
].X
:= gWater
[a
].X
;
267 WaterArray
[a
].Y
:= gWater
[a
].Y
;
268 WaterArray
[a
].Width
:= gWater
[a
].Width
;
269 WaterArray
[a
].Height
:= gWater
[a
].Height
;
270 WaterArray
[a
].Active
:= True;
273 g_Game_SetLoadingText(_lc
[I_LOAD_WATER_MAP
], High(WaterArray
), False);
275 for a
:= 0 to High(WaterArray
) do
276 if WaterArray
[a
].Active
then
278 WaterArray
[a
].Active
:= False;
279 m
:= Length(WaterMap
);
280 SetLength(WaterMap
, m
+1);
281 SetLength(WaterMap
[m
], 1);
288 for b
:= 0 to High(WaterArray
) do
289 if WaterArray
[b
].Active
then
290 for c
:= 0 to High(WaterMap
[m
]) do
291 if g_CollideAround(WaterArray
[b
].X
,
294 WaterArray
[b
].Height
,
295 WaterArray
[WaterMap
[m
][c
]].X
,
296 WaterArray
[WaterMap
[m
][c
]].Y
,
297 WaterArray
[WaterMap
[m
][c
]].Width
,
298 WaterArray
[WaterMap
[m
][c
]].Height
) then
300 WaterArray
[b
].Active
:= False;
301 SetLength(WaterMap
[m
],
302 Length(WaterMap
[m
])+1);
303 WaterMap
[m
][High(WaterMap
[m
])] := b
;
309 g_Game_StepLoading();
317 chkTrap_pl
: array [0..256] of Integer;
318 chkTrap_mn
: array [0..65535] of TMonster
;
320 procedure CheckTrap(ID
: DWORD
; dm
: Integer; t
: Byte);
322 //a, b, c, d, i1, i2: Integer;
323 //chkTrap_pl, chkTrap_mn: WArray;
324 plaCount
: Integer = 0;
325 mnaCount
: Integer = 0;
329 function monsWaterCheck (mon: TMonster): Boolean;
331 result := false; // don't stop
332 if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
335 chkTrap_mn[i2] := monidx;
340 function monsWaterCheck (mon
: TMonster
): Boolean;
342 result
:= false; // don't stop
343 if (mon
.trapCheckFrameId
<> frameId
) then
345 mon
.trapCheckFrameId
:= frameId
;
346 chkTrap_mn
[mnaCount
] := mon
;
352 a
, b
, c
, d
, f
: Integer;
355 if (gWater
= nil) or (WaterMap
= nil) then Exit
;
357 frameId
:= g_Mons_getNewTrapFrameId();
362 //SetLength(chkTrap_pl, 1024);
363 //SetLength(chkTrap_mn, 1024);
364 //for d := 0 to 1023 do chkTrap_pl[d] := $FFFF;
365 //for d := 0 to 1023 do chkTrap_mn[d] := $FFFF;
367 for a
:= 0 to High(WaterMap
) do
369 for b
:= 0 to High(WaterMap
[a
]) do
371 pan
:= gWater
[WaterMap
[a
][b
]];
372 if not g_Obj_Collide(pan
.X
, pan
.Y
, pan
.Width
, pan
.Height
, @Shots
[ID
].Obj
) then continue
;
374 for c
:= 0 to High(WaterMap
[a
]) do
376 pan
:= gWater
[WaterMap
[a
][c
]];
377 for d
:= 0 to High(gPlayers
) do
379 if (gPlayers
[d
] <> nil) and (gPlayers
[d
].alive
) then
381 if gPlayers
[d
].Collide(pan
) then
384 while (f
< plaCount
) and (chkTrap_pl
[f
] <> d
) do Inc(f
);
385 if (f
= plaCount
) then
387 chkTrap_pl
[plaCount
] := d
;
389 if (plaCount
= Length(chkTrap_pl
)) then break
;
395 //g_Mons_ForEach(monsWaterCheck);
396 g_Mons_ForEachAliveAt(pan
.X
, pan
.Y
, pan
.Width
, pan
.Height
, monsWaterCheck
);
399 for f
:= 0 to plaCount
-1 do gPlayers
[chkTrap_pl
[f
]].Damage(dm
, Shots
[ID
].SpawnerUID
, 0, 0, t
);
400 for f
:= 0 to mnaCount
-1 do chkTrap_mn
[f
].Damage(dm
, 0, 0, Shots
[ID
].SpawnerUID
, t
);
408 function HitMonster(m
: TMonster
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
415 tt
:= g_GetUIDType(SpawnerUID
);
416 if tt
= UID_MONSTER
then
418 mon
:= g_Monsters_ByUID(SpawnerUID
);
420 mt
:= g_Monsters_ByUID(SpawnerUID
).MonsterType
427 if m
= nil then Exit
;
428 if m
.UID
= SpawnerUID
then
430 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
431 if (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
433 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
434 if (m
.MonsterType
= MONSTER_CYBER
) or
435 (m
.MonsterType
= MONSTER_BARREL
) then
442 if tt
= UID_MONSTER
then
444 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
445 if (mt
= MONSTER_SOUL
) and (m
.MonsterType
= MONSTER_PAIN
) then
448 // Îáà ìîíñòðà îäíîãî âèäà:
449 if mt
= m
.MonsterType
then
451 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
452 MONSTER_SOUL
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
453 Exit
; // Ýòè íå áüþò ñâîèõ
457 if g_Game_IsServer
then
459 if (t
<> HIT_FLAME
) or (m
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
460 Result
:= m
.Damage(d
, vx
, vy
, SpawnerUID
, t
)
462 Result
:= (gLMSRespawn
= LMS_RESPAWN_NONE
); // don't hit monsters when it's warmup time
463 if t
= HIT_FLAME
then
464 m
.CatchFire(SpawnerUID
);
467 Result
:= (gLMSRespawn
= LMS_RESPAWN_NONE
); // don't hit monsters when it's warmup time
471 function HitPlayer (p
: TPlayer
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
475 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì
476 if (p
.UID
= SpawnerUID
) and (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then exit
;
478 if g_Game_IsServer
then
480 if (t
<> HIT_FLAME
) or (p
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then p
.Damage(d
, SpawnerUID
, vx
, vy
, t
);
481 if (t
= HIT_FLAME
) then p
.CatchFire(SpawnerUID
);
488 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
490 function monsCheck (mon
: TMonster
): Boolean;
492 result
:= false; // don't stop
493 if (mon
.alive
) and (mon
.UID
<> SpawnerUID
) then
497 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
498 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
499 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
500 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
502 if HitMonster(mon
, 50, 0, 0, SpawnerUID
, HIT_SOME
) then mon
.BFGHit();
514 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
518 if gAdvCorpses
and (h
<> -1) then
520 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
522 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
523 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
524 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
525 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
527 Damage(50, SpawnerUID
, 0, 0);
528 g_Weapon_BFGHit(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
529 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2));
533 pl
:= g_Player_Get(SpawnerUID
);
541 if (gPlayers
[i
] <> nil) and (gPlayers
[i
].alive
) and (gPlayers
[i
].UID
<> SpawnerUID
) then
543 if (g_PatchLength(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
544 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
545 g_TraceVector(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
546 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) then
548 if (st
= TEAM_NONE
) or (st
<> gPlayers
[i
].Team
) then
549 b
:= HitPlayer(gPlayers
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
)
551 b
:= HitPlayer(gPlayers
[i
], 25, 0, 0, SpawnerUID
, HIT_SOME
);
553 gPlayers
[i
].BFGHit();
557 g_Mons_ForEachAlive(monsCheck
);
560 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
565 find_id
:= FindShot()
569 if Integer(find_id
) >= High(Shots
) then
570 SetLength(Shots
, find_id
+ 64)
574 WEAPON_ROCKETLAUNCHER
:
576 with Shots
[find_id
] do
580 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
581 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
585 ShotType
:= WEAPON_ROCKETLAUNCHER
;
591 with Shots
[find_id
] do
595 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
596 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
599 ShotType
:= WEAPON_PLASMA
;
600 Animation
:= TAnimationState
.Create(True, 5, 2); // !!! put values into table
606 with Shots
[find_id
] do
610 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
611 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
614 ShotType
:= WEAPON_BFG
;
615 Animation
:= TAnimationState
.Create(True, 6, 2); // !!! put values into table
621 with Shots
[find_id
] do
625 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
626 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
629 ShotType
:= WEAPON_FLAMETHROWER
;
630 // Animation := TAnimationState.Create(True, 6, 0); // drawed as gfx
636 with Shots
[find_id
] do
640 Obj
.Rect
.Width
:= 16;
641 Obj
.Rect
.Height
:= 16;
644 ShotType
:= WEAPON_IMP_FIRE
;
645 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
651 with Shots
[find_id
] do
655 Obj
.Rect
.Width
:= 16;
656 Obj
.Rect
.Height
:= 16;
659 ShotType
:= WEAPON_CACO_FIRE
;
660 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
666 with Shots
[find_id
] do
670 Obj
.Rect
.Width
:= 32;
671 Obj
.Rect
.Height
:= 32;
674 ShotType
:= WEAPON_MANCUB_FIRE
;
675 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
681 with Shots
[find_id
] do
685 Obj
.Rect
.Width
:= 16;
686 Obj
.Rect
.Height
:= 16;
689 ShotType
:= WEAPON_BARON_FIRE
;
690 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
696 with Shots
[find_id
] do
700 Obj
.Rect
.Width
:= 16;
701 Obj
.Rect
.Height
:= 16;
704 ShotType
:= WEAPON_BSP_FIRE
;
705 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
711 with Shots
[find_id
] do
715 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
716 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
719 ShotType
:= WEAPON_SKEL_FIRE
;
721 Animation
:= TAnimationState
.Create(True, 5, 2); // !!! put values into table
726 Shots
[find_id
].Obj
.oldX
:= X
;
727 Shots
[find_id
].Obj
.oldY
:= Y
;
728 Shots
[find_id
].Obj
.X
:= X
;
729 Shots
[find_id
].Obj
.Y
:= Y
;
730 Shots
[find_id
].Obj
.Vel
.X
:= XV
;
731 Shots
[find_id
].Obj
.Vel
.Y
:= YV
;
732 Shots
[find_id
].Obj
.Accel
.X
:= 0;
733 Shots
[find_id
].Obj
.Accel
.Y
:= 0;
734 Shots
[find_id
].SpawnerUID
:= Spawner
;
735 if (ShotType
= WEAPON_FLAMETHROWER
) and (XV
= 0) and (YV
= 0) then
736 Shots
[find_id
].Stopped
:= 255
738 Shots
[find_id
].Stopped
:= 0;
742 procedure throw(i
, x
, y
, xd
, yd
, s
: Integer);
749 a
:= Max(Abs(xd
), Abs(yd
));
753 Shots
[i
].Obj
.oldX
:= x
;
754 Shots
[i
].Obj
.oldY
:= y
;
757 Shots
[i
].Obj
.Vel
.X
:= (xd
*s
) div a
;
758 Shots
[i
].Obj
.Vel
.Y
:= (yd
*s
) div a
;
759 Shots
[i
].Obj
.Accel
.X
:= 0;
760 Shots
[i
].Obj
.Accel
.Y
:= 0;
761 Shots
[i
].Stopped
:= 0;
762 if Shots
[i
].ShotType
in [WEAPON_ROCKETLAUNCHER
, WEAPON_BFG
] then
763 Shots
[i
].Timeout
:= 900 // ~25 sec
766 if Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
then
767 Shots
[i
].Timeout
:= SHOT_FLAME_LIFETIME
769 Shots
[i
].Timeout
:= 550; // ~15 sec
773 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
777 function PlayerHit(Team
: Byte = 0): Boolean;
788 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
and g_Obj_Collide(obj
, @gPlayers
[i
].Obj
) then
791 if (Team
> 0) and (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
793 p
:= g_Player_Get(SpawnerUID
);
795 ChkTeam
:= (p
.Team
= gPlayers
[i
].Team
) xor (Team
= 2);
798 if HitPlayer(gPlayers
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
800 if t
<> HIT_FLAME
then
801 gPlayers
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
802 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
804 g_Game_DelayEvent(DE_BFGHIT
, 1000, SpawnerUID
);
812 function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
814 result := false; // don't stop
815 if mon.alive and g_Obj_Collide(obj, @mon.Obj) then
817 if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
819 if (t <> HIT_FLAME) then
821 mon.Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
822 (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
830 function monsCheckHit (mon
: TMonster
): Boolean;
832 result
:= false; // don't stop
833 if HitMonster(mon
, d
, obj
.Vel
.X
, obj
.Vel
.Y
, SpawnerUID
, t
) then
835 if (t
<> HIT_FLAME
) then
837 mon
.Push((obj
.Vel
.X
+obj
.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
838 (obj
.Vel
.Y
+obj
.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
844 function MonsterHit(): Boolean;
846 //result := g_Mons_ForEach(monsCheckHit);
847 //FIXME: accelerate this!
848 result
:= g_Mons_ForEachAliveAt(obj
.X
+obj
.Rect
.X
, obj
.Y
+obj
.Rect
.Y
, obj
.Rect
.Width
, obj
.Rect
.Height
, monsCheckHit
);
858 if gAdvCorpses
and (h
<> -1) then
860 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) and
861 g_Obj_Collide(obj
, @gCorpses
[i
].Obj
) then
864 gCorpses
[i
].Damage(d
, SpawnerUID
, (obj
^.Vel
.X
+obj
^.Accel
.X
) div 4,
865 (obj
^.Vel
.Y
+obj
^.Accel
.Y
) div 4);
870 case gGameSettings
.GameMode
of
874 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
881 // È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
882 // (èëè ñíàðÿä îò ìîíñòðà, èëè friendlyfire, èëè friendly_hit_projectile)
883 if (g_GetUIDType(SpawnerUID
) <> UID_PLAYER
) or
884 LongBool(gGameSettings
.Options
and (GAME_OPTION_TEAMDAMAGE
or GAME_OPTION_TEAMHITPROJECTILE
)) then
897 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
914 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
928 // È â êîíöå ñâîèõ èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
929 // (èëè friendlyfire, èëè friendly_hit_projectile)
930 if LongBool(gGameSettings
.Options
and (GAME_OPTION_TEAMDAMAGE
or GAME_OPTION_TEAMHITPROJECTILE
)) then
943 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
947 case g_GetUIDType(UID
) of
948 UID_PLAYER
: Result
:= HitPlayer(g_Player_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
949 UID_MONSTER
: Result
:= HitMonster(g_Monsters_ByUID(UID
), d
, 0, 0, SpawnerUID
, t
);
954 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
956 r
: Integer; // squared radius
958 function monsExCheck (mon
: TMonster
): Boolean;
962 result
:= false; // don't stop
964 dx
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2)-X
;
965 dy
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2)-Y
;
967 if dx
> 1000 then dx
:= 1000;
968 if dy
> 1000 then dy
:= 1000;
970 if (dx
*dx
+dy
*dy
< r
) then
972 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
973 //e_WriteLog(Format('explo monster #%d: x=%d; y=%d; rad=%d; dx=%d; dy=%d', [monidx, X, Y, rad, dx, dy]), MSG_NOTIFY);
975 mm
:= Max(abs(dx
), abs(dy
));
976 if mm
= 0 then mm
:= 1;
980 HitMonster(mon
, ((mon
.Obj
.Rect
.Width
div 4)*10*(rad
-mm
)) div rad
, 0, 0, SpawnerUID
, HIT_ROCKET
);
983 mon
.Push((dx
*7) div mm
, (dy
*7) div mm
);
989 i
, h
, dx
, dy
, m
, mm
: Integer;
994 g_Triggers_PressC(X
, Y
, rad
, SpawnerUID
, ACTIVATE_SHOT
);
1002 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1005 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1006 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1008 if dx
> 1000 then dx
:= 1000;
1009 if dy
> 1000 then dy
:= 1000;
1011 if dx
*dx
+dy
*dy
< r
then
1013 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
1014 // PLAYER_RECT.Width, PLAYER_RECT.Height);
1016 mm
:= Max(abs(dx
), abs(dy
));
1017 if mm
= 0 then mm
:= 1;
1019 HitPlayer(gPlayers
[i
], (100*(rad
-mm
)) div rad
, (dx
*10) div mm
, (dy
*10) div mm
, SpawnerUID
, HIT_ROCKET
);
1020 gPlayers
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
1024 //g_Mons_ForEach(monsExCheck);
1025 g_Mons_ForEachAt(X
-(rad
+32), Y
-(rad
+32), (rad
+32)*2, (rad
+32)*2, monsExCheck
);
1027 h
:= High(gCorpses
);
1029 if gAdvCorpses
and (h
<> -1) then
1031 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
1034 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1035 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1037 if dx
> 1000 then dx
:= 1000;
1038 if dy
> 1000 then dy
:= 1000;
1040 if dx
*dx
+dy
*dy
< r
then
1042 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1043 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1045 mm
:= Max(abs(dx
), abs(dy
));
1046 if mm
= 0 then mm
:= 1;
1048 Damage(Round(100*(rad
-m
)/rad
), SpawnerUID
, (dx
*10) div mm
, (dy
*10) div mm
);
1054 if gAdvGibs
and (h
<> -1) then
1056 if gGibs
[i
].alive
then
1059 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1060 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1062 if dx
> 1000 then dx
:= 1000;
1063 if dy
> 1000 then dy
:= 1000;
1065 if dx
*dx
+dy
*dy
< r
then
1067 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1068 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1069 _angle
:= GetAngle(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
1070 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2), X
, Y
);
1072 g_Obj_PushA(@Obj
, Round(15*(rad
-m
)/rad
), _angle
);
1073 positionChanged(); // this updates spatial accelerators
1078 procedure g_Weapon_Init();
1083 procedure g_Weapon_Free();
1087 if Shots
<> nil then
1089 for i
:= 0 to High(Shots
) do
1090 if Shots
[i
].ShotType
<> 0 then
1091 Shots
[i
].Animation
.Free();
1099 procedure g_Weapon_LoadData();
1101 e_WriteLog('Loading weapons data...', TMsgType
.Notify
);
1103 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD
+':SOUNDS\HITPUNCH');
1104 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD
+':SOUNDS\MISSPUNCH');
1105 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD
+':SOUNDS\HITBERSERK');
1106 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD
+':SOUNDS\MISSBERSERK');
1107 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD
+':SOUNDS\SELECTSAW');
1108 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD
+':SOUNDS\IDLESAW');
1109 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD
+':SOUNDS\HITSAW');
1110 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD
+':SOUNDS\FIRESHOTGUN2');
1111 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD
+':SOUNDS\FIRESHOTGUN');
1112 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD
+':SOUNDS\FIRESAW');
1113 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD
+':SOUNDS\FIREROCKET');
1114 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD
+':SOUNDS\FIREPLASMA');
1115 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD
+':SOUNDS\FIREPISTOL');
1116 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD
+':SOUNDS\FIRECGUN');
1117 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD
+':SOUNDS\FIREBFG');
1118 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD
+':SOUNDS\FIRE');
1119 g_Sound_CreateWADEx('SOUND_IGNITE', GameWAD
+':SOUNDS\IGNITE');
1120 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD
+':SOUNDS\STARTFIREBFG');
1121 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD
+':SOUNDS\EXPLODEROCKET');
1122 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD
+':SOUNDS\EXPLODEBFG');
1123 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD
+':SOUNDS\BFGWATER');
1124 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD
+':SOUNDS\EXPLODEPLASMA');
1125 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD
+':SOUNDS\PLASMAWATER');
1126 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD
+':SOUNDS\FIREBALL');
1127 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD
+':SOUNDS\EXPLODEBALL');
1128 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD
+':SOUNDS\FIREREV');
1129 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEON', GameWAD
+':SOUNDS\STARTFLM');
1130 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEOFF', GameWAD
+':SOUNDS\STOPFLM');
1131 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEWORK', GameWAD
+':SOUNDS\WORKFLM');
1132 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD
+':SOUNDS\WORKJETPACK');
1133 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD
+':SOUNDS\STARTJETPACK');
1134 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD
+':SOUNDS\STOPJETPACK');
1135 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD
+':SOUNDS\CASING1');
1136 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD
+':SOUNDS\CASING2');
1137 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD
+':SOUNDS\SHELL1');
1138 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD
+':SOUNDS\SHELL2');
1140 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+':TEXTURES\EBULLET');
1141 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+':TEXTURES\ESHELL');
1143 //wgunMonHash := hashNewIntInt();
1144 wgunHitHeap
:= TBinaryHeapHitTimes
.Create();
1147 procedure g_Weapon_FreeData();
1149 e_WriteLog('Releasing weapons data...', TMsgType
.Notify
);
1151 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1152 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1153 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1154 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1155 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1156 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1157 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1158 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1159 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1160 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1161 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1162 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1163 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1164 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1165 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1166 g_Sound_Delete('SOUND_FIRE');
1167 g_Sound_Delete('SOUND_IGNITE');
1168 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1169 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1170 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1171 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1172 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1173 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1174 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1175 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1176 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1177 g_Sound_Delete('SOUND_WEAPON_FLAMEON');
1178 g_Sound_Delete('SOUND_WEAPON_FLAMEOFF');
1179 g_Sound_Delete('SOUND_WEAPON_FLAMEWORK');
1180 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1181 g_Sound_Delete('SOUND_PLAYER_JETON');
1182 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1183 g_Sound_Delete('SOUND_PLAYER_CASING1');
1184 g_Sound_Delete('SOUND_PLAYER_CASING2');
1185 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1186 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1190 function GunHitPlayer (X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer; SpawnerUID
: Word; AllowPush
: Boolean): Boolean;
1195 for i
:= 0 to High(gPlayers
) do
1197 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
and gPlayers
[i
].Collide(X
, Y
) then
1199 if HitPlayer(gPlayers
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
1201 if AllowPush
then gPlayers
[i
].Push(vx
, vy
);
1209 function GunHit (X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer; SpawnerUID
: Word; AllowPush
: Boolean): Byte;
1211 function monsCheck (mon
: TMonster
): Boolean;
1213 result
:= false; // don't stop
1214 if HitMonster(mon
, dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
1216 if AllowPush
then mon
.Push(vx
, vy
);
1223 if GunHitPlayer(X
, Y
, vx
, vy
, dmg
, SpawnerUID
, AllowPush
) then result
:= 1
1224 else if g_Mons_ForEachAliveAt(X
, Y
, 1, 1, monsCheck
) then result
:= 2;
1229 procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
1240 t1, _collide: Boolean;
1242 {$IF DEFINED(D2F_DEBUG)}
1244 showTime: Boolean = true;
1247 a := GetAngle(x, y, xd, yd)+180;
1249 SinCos(DegToRad(-a), s, c);
1251 if Abs(s) < 0.01 then s := 0;
1252 if Abs(c) < 0.01 then c := 0;
1254 x2 := x+Round(c*gMapInfo.Width);
1255 y2 := y+Round(s*gMapInfo.Width);
1257 t1 := gWalls <> nil;
1259 w := gMapInfo.Width;
1260 h := gMapInfo.Height;
1267 if (xd = 0) and (yd = 0) then Exit;
1269 if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
1270 if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
1275 if dx > dy then d := dx else d := dy;
1277 //blood vel, for Monster.Damage()
1278 //vx := (dx*10 div d)*xi;
1279 //vy := (dy*10 div d)*yi;
1281 {$IF DEFINED(D2F_DEBUG)}
1282 stt := getTimeMicro();
1305 if (yy > h) or (yy < 0) then Break;
1306 if (xx > w) or (xx < 0) then Break;
1309 if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
1312 {$IF DEFINED(D2F_DEBUG)}
1313 stt := getTimeMicro()-stt;
1314 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1317 g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
1318 if g_Game_IsServer and g_Game_IsNet then
1319 MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
1322 if not _collide then
1324 _collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
1327 if _collide then Break;
1330 {$IF DEFINED(D2F_DEBUG)}
1333 stt := getTimeMicro()-stt;
1334 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1338 if CheckTrigger and g_Game_IsServer then
1339 g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
1345 procedure g_Weapon_gun (const x
, y
, xd
, yd
, v
, indmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
1350 wallDistSq
: Integer = $3fffffff;
1351 spawnerPlr
: TPlayer
= nil;
1354 function doPlayerHit (idx
: Integer; hx
, hy
: Integer): Boolean;
1357 if (idx
< 0) or (idx
> High(gPlayers
)) then exit
;
1358 if (gPlayers
[idx
] = nil) or not gPlayers
[idx
].alive
then exit
;
1359 if (spawnerPlr
<> nil) then
1361 if ((gGameSettings
.Options
and (GAME_OPTION_TEAMHITTRACE
or GAME_OPTION_TEAMDAMAGE
)) = 0) and
1362 (spawnerPlr
.Team
<> TEAM_NONE
) and (spawnerPlr
.Team
= gPlayers
[idx
].Team
) then
1364 if (spawnerPlr
<> gPlayers
[idx
]) and ((gGameSettings
.Options
and GAME_OPTION_TEAMABSORBDAMAGE
) = 0) then
1365 dmg
:= Max(1, dmg
div 2);
1369 result
:= HitPlayer(gPlayers
[idx
], dmg
, (xi
*v
)*10, (yi
*v
)*10-3, SpawnerUID
, HIT_SOME
);
1370 if result
and (v
<> 0) then gPlayers
[idx
].Push((xi
*v
), (yi
*v
));
1371 {$IF DEFINED(D2F_DEBUG)}
1372 //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
1376 function doMonsterHit (mon
: TMonster
; hx
, hy
: Integer): Boolean;
1379 if (mon
= nil) then exit
;
1380 result
:= HitMonster(mon
, dmg
, (xi
*v
)*10, (yi
*v
)*10-3, SpawnerUID
, HIT_SOME
);
1381 if result
and (v
<> 0) then mon
.Push((xi
*v
), (yi
*v
));
1382 {$IF DEFINED(D2F_DEBUG)}
1383 //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
1387 // collect players along hitray
1388 // return `true` if instant hit was detected
1389 function playerPossibleHit (): Boolean;
1392 px
, py
, pw
, ph
: Integer;
1398 for i
:= 0 to High(gPlayers
) do
1401 if (plr
<> nil) and plr
.alive
then
1403 plr
.getMapBox(px
, py
, pw
, ph
);
1404 if lineAABBIntersects(x
, y
, x2
, y2
, px
, py
, pw
, ph
, inx
, iny
) then
1406 distSq
:= distanceSq(x
, y
, inx
, iny
);
1407 if (distSq
= 0) then
1410 if doPlayerHit(i
, x
, y
) then begin result
:= true; exit
; end;
1412 else if (distSq
< wallDistSq
) then
1414 appendHitTimePlr(distSq
, i
, inx
, iny
);
1421 procedure sqchecker (mon
: TMonster
);
1423 mx
, my
, mw
, mh
: Integer;
1427 mon
.getMapBox(mx
, my
, mw
, mh
);
1428 if lineAABBIntersects(x0
, y0
, x2
, y2
, mx
, my
, mw
, mh
, inx
, iny
) then
1430 distSq
:= distanceSq(x0
, y0
, inx
, iny
);
1431 if (distSq
< wallDistSq
) then appendHitTimeMon(distSq
, mon
, inx
, iny
);
1441 wallHitFlag
: Boolean = false;
1442 wallHitX
: Integer = 0;
1443 wallHitY
: Integer = 0;
1444 didHit
: Boolean = false;
1445 {$IF DEFINED(D2F_DEBUG)}
1449 it
: TMonsterGrid
.Iter
;
1452 if not gwep_debug_fast_trace then
1454 g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
1459 if (xd
= 0) and (yd
= 0) then exit
;
1461 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1462 spawnerPlr
:= g_Player_Get(SpawnerUID
);
1466 //wgunMonHash.reset(); //FIXME: clear hash on level change
1467 wgunHitHeap
.clear();
1468 wgunHitTimeUsed
:= 0;
1470 a
:= GetAngle(x
, y
, xd
, yd
)+180;
1472 SinCos(DegToRad(-a
), s
, c
);
1474 if Abs(s
) < 0.01 then s
:= 0;
1475 if Abs(c
) < 0.01 then c
:= 0;
1479 x2
:= x
+Round(c
*gMapInfo
.Width
);
1480 y2
:= y
+Round(s
*gMapInfo
.Width
);
1485 if (dx
> 0) then xi
:= 1 else if (dx
< 0) then xi
:= -1 else xi
:= 0;
1486 if (dy
> 0) then yi
:= 1 else if (dy
< 0) then yi
:= -1 else yi
:= 0;
1488 {$IF DEFINED(D2F_DEBUG)}
1489 e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x
, y
, x2
, y2
]), TMsgType
.Notify
);
1490 stt
:= getTimeMicro();
1493 wallHitFlag
:= (g_Map_traceToNearestWall(x
, y
, x2
, y2
, @wallHitX
, @wallHitY
) <> nil);
1498 wallDistSq
:= distanceSq(x
, y
, wallHitX
, wallHitY
);
1506 if playerPossibleHit() then exit
; // instant hit
1509 //g_Mons_AlongLine(x, y, x2, y2, sqchecker);
1511 it
:= monsGrid
.forEachAlongLine(x
, y
, x2
, y2
, -1);
1512 for mit
in it
do sqchecker(mit
^);
1515 // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
1516 // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
1517 while (wgunHitHeap
.count
> 0) do
1519 // has some entities to check, do it
1520 i
:= wgunHitHeap
.front
;
1521 wgunHitHeap
.popFront();
1523 xe
:= wgunHitTime
[i
].x
;
1524 ye
:= wgunHitTime
[i
].y
;
1525 // check if it is not behind the wall
1526 if (wgunHitTime
[i
].mon
<> nil) then
1528 didHit
:= doMonsterHit(wgunHitTime
[i
].mon
, xe
, ye
);
1532 didHit
:= doPlayerHit(wgunHitTime
[i
].plridx
, xe
, ye
);
1536 // need new coords for trigger
1539 wallHitFlag
:= false; // no sparks
1547 {$IF DEFINED(D2F_DEBUG)}
1548 stt
:= getTimeMicro()-stt
;
1549 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt
)]), TMsgType
.Notify
);
1551 g_GFX_Spark(wallHitX
, wallHitY
, 2+Random(2), 180+a
, 0, 0);
1552 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_Effect(wallHitX
, wallHitY
, 180+a
, NET_GFX_SPARK
);
1556 {$IF DEFINED(D2F_DEBUG)}
1557 stt
:= getTimeMicro()-stt
;
1558 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt
)]), TMsgType
.Notify
);
1562 if CheckTrigger
and g_Game_IsServer
then g_Triggers_PressL(X
, Y
, wallHitX
, wallHitY
, SpawnerUID
, ACTIVATE_SHOT
);
1566 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
1574 obj
.rect
.Width
:= 39;
1575 obj
.rect
.Height
:= 52;
1581 if g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
) <> 0 then
1582 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x
, y
)
1584 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x
, y
);
1587 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
1595 obj
.rect
.Width
:= 32;
1596 obj
.rect
.Height
:= 52;
1602 Result
:= g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
);
1605 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1606 Silent
: Boolean = False; compat
: Boolean = true);
1612 find_id
:= FindShot()
1616 if Integer(find_id
) >= High(Shots
) then
1617 SetLength(Shots
, find_id
+ 64)
1620 with Shots
[find_id
] do
1624 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
1625 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
1628 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1630 dx
:= -(Obj
.Rect
.Width
div 2);
1631 dy
:= -(Obj
.Rect
.Height
div 2);
1633 ShotType
:= WEAPON_ROCKETLAUNCHER
;
1634 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1640 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1643 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x
, y
);
1646 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word;
1647 WID
: Integer = -1; Silent
: Boolean = False);
1653 find_id
:= FindShot()
1657 if Integer(find_id
) >= High(Shots
) then
1658 SetLength(Shots
, find_id
+ 64)
1661 with Shots
[find_id
] do
1665 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
1666 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
1668 dx
:= -(Obj
.Rect
.Width
div 2);
1669 dy
:= -(Obj
.Rect
.Height
div 2);
1671 ShotType
:= WEAPON_SKEL_FIRE
;
1672 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1675 target
:= TargetUID
;
1676 Animation
:= TAnimationState
.Create(True, 5, 2); // !!! put values into table
1679 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1682 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x
, y
);
1685 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1686 Silent
: Boolean = False; compat
: Boolean = true);
1692 find_id
:= FindShot()
1696 if Integer(find_id
) >= High(Shots
) then
1697 SetLength(Shots
, find_id
+ 64);
1700 with Shots
[find_id
] do
1704 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
1705 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
1708 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1710 dx
:= -(Obj
.Rect
.Width
div 2);
1711 dy
:= -(Obj
.Rect
.Height
div 2);
1713 ShotType
:= WEAPON_PLASMA
;
1714 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1717 Animation
:= TAnimationState
.Create(True, 5, 2); // !!! put values into table
1720 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1723 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1726 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1727 Silent
: Boolean = False; compat
: Boolean = true);
1733 find_id
:= FindShot()
1737 if Integer(find_id
) >= High(Shots
) then
1738 SetLength(Shots
, find_id
+ 64);
1741 with Shots
[find_id
] do
1745 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
1746 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
1749 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1751 dx
:= -(Obj
.Rect
.Width
div 2);
1752 dy
:= -(Obj
.Rect
.Height
div 2);
1754 ShotType
:= WEAPON_FLAMETHROWER
;
1755 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1761 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1763 // if not Silent then
1764 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1767 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1768 Silent
: Boolean = False; compat
: Boolean = true);
1774 find_id
:= FindShot()
1778 if Integer(find_id
) >= High(Shots
) then
1779 SetLength(Shots
, find_id
+ 64)
1782 with Shots
[find_id
] do
1786 Obj
.Rect
.Width
:= 16;
1787 Obj
.Rect
.Height
:= 16;
1790 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1792 dx
:= -(Obj
.Rect
.Width
div 2);
1793 dy
:= -(Obj
.Rect
.Height
div 2);
1795 ShotType
:= WEAPON_IMP_FIRE
;
1796 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1799 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
1802 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1805 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1808 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1809 Silent
: Boolean = False; compat
: Boolean = true);
1815 find_id
:= FindShot()
1819 if Integer(find_id
) >= High(Shots
) then
1820 SetLength(Shots
, find_id
+ 64)
1823 with Shots
[find_id
] do
1827 Obj
.Rect
.Width
:= 16;
1828 Obj
.Rect
.Height
:= 16;
1831 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1833 dx
:= -(Obj
.Rect
.Width
div 2);
1834 dy
:= -(Obj
.Rect
.Height
div 2);
1836 ShotType
:= WEAPON_CACO_FIRE
;
1837 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1840 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
1843 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1846 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1849 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1850 Silent
: Boolean = False; compat
: Boolean = true);
1856 find_id
:= FindShot()
1860 if Integer(find_id
) >= High(Shots
) then
1861 SetLength(Shots
, find_id
+ 64)
1864 with Shots
[find_id
] do
1868 Obj
.Rect
.Width
:= 32;
1869 Obj
.Rect
.Height
:= 16;
1872 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1874 dx
:= -(Obj
.Rect
.Width
div 2);
1875 dy
:= -(Obj
.Rect
.Height
div 2);
1877 ShotType
:= WEAPON_BARON_FIRE
;
1878 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1881 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
1884 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1887 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1890 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1891 Silent
: Boolean = False; compat
: Boolean = true);
1893 find_id
, FramesID
: DWORD
;
1897 find_id
:= FindShot()
1901 if Integer(find_id
) >= High(Shots
) then
1902 SetLength(Shots
, find_id
+ 64)
1905 with Shots
[find_id
] do
1909 Obj
.Rect
.Width
:= 16;
1910 Obj
.Rect
.Height
:= 16;
1913 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1915 dx
:= -(Obj
.Rect
.Width
div 2);
1916 dy
:= -(Obj
.Rect
.Height
div 2);
1918 ShotType
:= WEAPON_BSP_FIRE
;
1919 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1923 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
1926 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1929 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1932 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1933 Silent
: Boolean = False; compat
: Boolean = true);
1939 find_id
:= FindShot()
1943 if Integer(find_id
) >= High(Shots
) then
1944 SetLength(Shots
, find_id
+ 64)
1947 with Shots
[find_id
] do
1951 Obj
.Rect
.Width
:= 32;
1952 Obj
.Rect
.Height
:= 32;
1955 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1957 dx
:= -(Obj
.Rect
.Width
div 2);
1958 dy
:= -(Obj
.Rect
.Height
div 2);
1960 ShotType
:= WEAPON_MANCUB_FIRE
;
1961 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1965 Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
1968 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1971 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1974 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1975 Silent
: Boolean = False; compat
: Boolean = true);
1981 find_id
:= FindShot()
1985 if Integer(find_id
) >= High(Shots
) then
1986 SetLength(Shots
, find_id
+ 64)
1989 with Shots
[find_id
] do
1993 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
1994 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
1997 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1999 dx
:= -(Obj
.Rect
.Width
div 2);
2000 dy
:= -(Obj
.Rect
.Height
div 2);
2002 ShotType
:= WEAPON_BFG
;
2003 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
2006 Animation
:= TAnimationState
.Create(True, 6, 2); // !!! put values into table
2009 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
2012 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x
, y
);
2015 procedure g_Weapon_bfghit(x
, y
: Integer);
2020 if g_Frames_Get(ID
, 'FRAMES_BFGHIT') then
2022 Anim
:= TAnimation
.Create(ID
, False, 4);
2023 g_GFX_OnceAnim(x
-32, y
-32, Anim
);
2028 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2029 Silent
: Boolean = False);
2032 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x
, y
);
2034 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
2035 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
2037 if ABS(x
-xd
) >= ABS(y
-yd
) then
2039 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 3, SpawnerUID
, False);
2040 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
2044 g_Weapon_gun(x
+1, y
, xd
+1, yd
, 1, 3, SpawnerUID
, False);
2045 g_Weapon_gun(x
-1, y
, xd
-1, yd
, 1, 2, SpawnerUID
, False);
2050 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2051 Silent
: Boolean = False);
2054 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x
, y
);
2056 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
2057 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
2058 (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
2060 if ABS(x
-xd
) >= ABS(y
-yd
) then
2062 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 2, SpawnerUID
, False);
2063 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
2067 g_Weapon_gun(x
+1, y
, xd
+1, yd
, 1, 2, SpawnerUID
, False);
2068 g_Weapon_gun(x
-1, y
, xd
-1, yd
, 1, 2, SpawnerUID
, False);
2073 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2074 Silent
: Boolean = False);
2079 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x
, y
);
2084 if ABS(x
-xd
) >= ABS(y
-yd
) then j
:= Random(17) - 8 else k
:= Random(17) - 8; // -8 .. 8
2085 g_Weapon_gun(x
+k
, y
+j
, xd
+k
, yd
+j
, IfThen(i
mod 2 <> 0, 1, 0), 3, SpawnerUID
, i
=0);
2089 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2090 Silent
: Boolean = False);
2092 a
, i
, j
, k
: Integer;
2095 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x
, y
);
2097 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then a
:= 25 else a
:= 20;
2101 if ABS(x
-xd
) >= ABS(y
-yd
) then j
:= Random(41) - 20 else k
:= Random(41) - 20; // -20 .. 20
2102 g_Weapon_gun(x
+k
, y
+j
, xd
+k
, yd
+j
, IfThen(i
mod 3 <> 0, 0, 1), 3, SpawnerUID
, i
=0);
2106 procedure g_Weapon_PreUpdate();
2110 if Shots
= nil then Exit
;
2111 for i
:= 0 to High(Shots
) do
2112 if Shots
[i
].ShotType
<> 0 then
2114 Shots
[i
].Obj
.oldX
:= Shots
[i
].Obj
.X
;
2115 Shots
[i
].Obj
.oldY
:= Shots
[i
].Obj
.Y
;
2119 procedure g_Weapon_Update();
2121 i
, a
, h
, cx
, cy
, oldvx
, oldvy
, tf
: Integer;
2126 TextureID
: DWORD
= DWORD(-1);
2136 for i
:= 0 to High(Shots
) do
2138 if Shots
[i
].ShotType
= 0 then
2145 Timeout
:= Timeout
- 1;
2148 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
2149 if (Stopped
= 0) and g_Game_IsServer
then
2150 t
:= g_Triggers_PressR(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
,
2151 SpawnerUID
, ACTIVATE_SHOT
, triggers
)
2157 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
2158 if triggers
= nil then
2165 if not InDWArray(t
[a
], triggers
) then
2167 SetLength(triggers
, Length(triggers
)+1);
2168 triggers
[High(triggers
)] := t
[a
];
2173 // Àíèìàöèÿ ñíàðÿäà:
2174 if Animation
<> nil then
2178 spl
:= (ShotType
<> WEAPON_PLASMA
) and
2179 (ShotType
<> WEAPON_BFG
) and
2180 (ShotType
<> WEAPON_BSP_FIRE
) and
2181 (ShotType
<> WEAPON_FLAMETHROWER
);
2185 st
:= g_Obj_Move_Projectile(@Obj
, False, spl
);
2191 positionChanged(); // this updates spatial accelerators
2193 if WordBool(st
and MOVE_FALLOUT
) or (Obj
.X
< -1000) or
2194 (Obj
.X
> gMapInfo
.Width
+1000) or (Obj
.Y
< -1000) then
2196 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
2202 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2203 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2205 TextureID
:= DWORD(-1); // !!!
2208 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2210 // Âûëåòåëà èç âîäû:
2211 if WordBool(st
and MOVE_HITAIR
) then
2212 g_Obj_SetSpeed(@Obj
, 12);
2214 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
2215 if WordBool(st
and MOVE_INWATER
) then
2217 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
2219 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx
, cy
)
2220 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx
, cy
);
2222 else if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
2224 Anim
:= TAnimation
.Create(_id
, False, 3);
2226 g_GFX_OnceAnim(Obj
.X
-14+Random(9), cy
-20+Random(9),
2227 Anim
, ONCEANIM_SMOKE
);
2231 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2232 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2233 (g_Weapon_Hit(@Obj
, 10, SpawnerUID
, HIT_SOME
, False) <> 0) or
2239 g_Weapon_Explode(cx
, cy
, 60, SpawnerUID
);
2241 if ShotType
= WEAPON_SKEL_FIRE
then
2242 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2243 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2245 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2246 Anim
.Blending
:= False;
2247 g_GFX_OnceAnim((Obj
.X
+32)-58, (Obj
.Y
+8)-36, Anim
);
2248 g_DynLightExplosion((Obj
.X
+32), (Obj
.Y
+8), 64, 1, 0, 0);
2253 begin // Âçðûâ Ðàêåòû
2254 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2256 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2257 Anim
.Blending
:= False;
2258 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2259 g_DynLightExplosion(cx
, cy
, 64, 1, 0, 0);
2264 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2269 if ShotType
= WEAPON_SKEL_FIRE
then
2270 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
2271 if GetPos(target
, @o
) then
2272 throw(i
, Obj
.X
, Obj
.Y
,
2273 o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)+o
.Vel
.X
+o
.Accel
.X
,
2274 o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)+o
.Vel
.Y
+o
.Accel
.Y
,
2279 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2281 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2282 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2284 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj
.X
, Obj
.Y
);
2285 if g_Game_IsServer
then CheckTrap(i
, 10, HIT_ELECTRO
);
2291 if (ShotType
= WEAPON_PLASMA
) and
2292 (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
2297 if ShotType
= WEAPON_BSP_FIRE
then
2300 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2301 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2302 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
, False) <> 0) or
2305 if ShotType
= WEAPON_PLASMA
then
2306 s
:= 'FRAMES_EXPLODE_PLASMA'
2308 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2311 if g_Frames_Get(TextureID
, s
) then
2313 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2314 Anim
.Blending
:= False;
2315 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2317 g_DynLightExplosion(cx
, cy
, 32, 0, 0.5, 0.5);
2320 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2326 WEAPON_FLAMETHROWER
: // Îãíåìåò
2328 // Ñî âðåìåíåì óìèðàåò
2329 if (Timeout
< 1) then
2335 if WordBool(st
and (MOVE_HITWATER
or MOVE_INWATER
)) then
2337 if WordBool(st
and MOVE_HITWATER
) then
2339 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
2341 Anim
:= TAnimation
.Create(_id
, False, 3);
2345 g_GFX_OnceAnim(cx
-4+tcx
-(Anim
.Width
div 2),
2346 cy
-4+tcy
-(Anim
.Height
div 2),
2347 Anim
, ONCEANIM_SMOKE
);
2353 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
2355 then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx
, cy
)
2356 else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx
, cy
);
2364 Obj
.Accel
.Y
:= Obj
.Accel
.Y
+ 1;
2365 // Ïîïàëè â ñòåíó èëè â âîäó:
2366 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
or MOVE_HITWATER
)) then
2372 if WordBool(st
and MOVE_HITWALL
) then
2373 Stopped
:= MOVE_HITWALL
2374 else if WordBool(st
and MOVE_HITLAND
) then
2375 Stopped
:= MOVE_HITLAND
2376 else if WordBool(st
and MOVE_HITCEIL
) then
2377 Stopped
:= MOVE_HITCEIL
;
2380 a
:= IfThen(Stopped
= 0, 10, 1);
2381 // Åñëè â êîãî-òî ïîïàëè
2382 if g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_FLAME
, False) <> 0 then
2384 // HIT_FLAME ñàì ïîäîææåò
2385 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2395 if (gTime
mod LongWord(tf
) = 0) then
2397 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
2398 Anim
:= TAnimation
.Create(TextureID
, False, 2 + Random(2));
2401 MOVE_HITWALL
: begin tcx
:= cx
-4+Random(8); tcy
:= cy
-12+Random(24); end;
2402 MOVE_HITLAND
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
-10+Random(8); end;
2403 MOVE_HITCEIL
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
+6+Random(8); end;
2404 else begin tcx
:= cx
-4+Random(8); tcy
:= cy
-4+Random(8); end;
2406 g_GFX_OnceAnim(tcx
-(Anim
.Width
div 2), tcy
-(Anim
.Height
div 2), Anim
, ONCEANIM_SMOKE
);
2408 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2414 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2415 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2417 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj
.X
, Obj
.Y
);
2418 if g_Game_IsServer
then CheckTrap(i
, 1000, HIT_ELECTRO
);
2423 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2424 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2425 (g_Weapon_Hit(@Obj
, SHOT_BFG_DAMAGE
, SpawnerUID
, HIT_BFG
, False) <> 0) or
2429 if g_Game_IsServer
then g_Weapon_BFG9000(cx
, cy
, SpawnerUID
);
2432 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') then
2434 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2435 Anim
.Blending
:= False;
2436 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2438 g_DynLightExplosion(cx
, cy
, 96, 0, 1, 0);
2441 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2447 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2450 if WordBool(st
and MOVE_HITAIR
) then
2451 g_Obj_SetSpeed(@Obj
, 16);
2454 if ShotType
= WEAPON_IMP_FIRE
then
2457 if ShotType
= WEAPON_CACO_FIRE
then
2462 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2463 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2464 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
) <> 0) or
2467 if ShotType
= WEAPON_IMP_FIRE
then
2468 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2470 if ShotType
= WEAPON_CACO_FIRE
then
2471 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2473 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2476 if g_Frames_Get(TextureID
, s
) then
2478 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2479 Anim
.Blending
:= False;
2480 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2484 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2490 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2493 if WordBool(st
and MOVE_HITAIR
) then
2494 g_Obj_SetSpeed(@Obj
, 16);
2496 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2497 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2498 (g_Weapon_Hit(@Obj
, 40, SpawnerUID
, HIT_SOME
, False) <> 0) or
2502 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2504 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2505 Anim
.Blending
:= False;
2506 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2510 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2515 end; // case ShotType of...
2517 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2518 if (ShotType
= 0) then
2520 if gGameSettings
.GameType
= GT_SERVER
then
2521 MH_SEND_DeleteShot(i
, Obj
.X
, Obj
.Y
, Loud
);
2522 if Animation
<> nil then
2528 else if (ShotType
<> WEAPON_FLAMETHROWER
) and ((oldvx
<> Obj
.Vel
.X
) or (oldvy
<> Obj
.Vel
.Y
)) then
2529 if gGameSettings
.GameType
= GT_SERVER
then
2530 MH_SEND_UpdateShot(i
);
2535 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
2544 for a
:= 0 to High(Shots
) do
2545 if (Shots
[a
].ShotType
<> 0) and (Shots
[a
].SpawnerUID
<> UID
) then
2546 if ((Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
> 0) and (Shots
[a
].Obj
.X
< X
)) or
2547 (Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
< 0) and (Shots
[a
].Obj
.X
> X
) then
2548 if (Abs(X
-Shots
[a
].Obj
.X
) < Abs(Shots
[a
].Obj
.Vel
.X
*Time
)) and
2549 g_Collide(X
, Y
, Width
, Height
, X
, Shots
[a
].Obj
.Y
,
2550 Shots
[a
].Obj
.Rect
.Width
, Shots
[a
].Obj
.Rect
.Height
) and
2551 g_TraceVector(X
, Y
, Shots
[a
].Obj
.X
, Shots
[a
].Obj
.Y
) then
2558 procedure g_Weapon_SaveState (st
: TStream
);
2560 count
, i
, j
: Integer;
2562 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ
2564 for i
:= 0 to High(Shots
) do if (Shots
[i
].ShotType
<> 0) then Inc(count
);
2566 // Êîëè÷åñòâî ñíàðÿäîâ
2567 utils
.WriteInt(st
, count
);
2569 if (count
= 0) then exit
;
2571 for i
:= 0 to High(Shots
) do
2573 if Shots
[i
].ShotType
<> 0 then
2575 // Ñèãíàòóðà ñíàðÿäà
2576 utils
.writeSign(st
, 'SHOT');
2577 utils
.writeInt(st
, Byte(0)); // version
2579 utils
.writeInt(st
, Byte(Shots
[i
].ShotType
));
2581 utils
.writeInt(st
, Word(Shots
[i
].Target
));
2583 utils
.writeInt(st
, Word(Shots
[i
].SpawnerUID
));
2584 // Ðàçìåð ïîëÿ Triggers
2585 utils
.writeInt(st
, Integer(Length(Shots
[i
].Triggers
)));
2586 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2587 for j
:= 0 to Length(Shots
[i
].Triggers
)-1 do utils
.writeInt(st
, LongWord(Shots
[i
].Triggers
[j
]));
2589 Obj_SaveState(st
, @Shots
[i
].Obj
);
2591 utils
.writeInt(st
, Byte(Shots
[i
].Stopped
));
2596 procedure g_Weapon_LoadState (st
: TStream
);
2598 count
, tc
, i
, j
: Integer;
2600 if (st
= nil) then exit
;
2602 // Êîëè÷åñòâî ñíàðÿäîâ
2603 count
:= utils
.readLongInt(st
);
2604 if (count
< 0) or (count
> 1024*1024) then raise XStreamError
.Create('invalid shots counter');
2606 SetLength(Shots
, count
);
2608 if (count
= 0) then exit
;
2610 for i
:= 0 to count
-1 do
2612 // Ñèãíàòóðà ñíàðÿäà
2613 if not utils
.checkSign(st
, 'SHOT') then raise XStreamError
.Create('invalid shot signature');
2614 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid shot version');
2616 Shots
[i
].ShotType
:= utils
.readByte(st
);
2618 Shots
[i
].Target
:= utils
.readWord(st
);
2620 Shots
[i
].SpawnerUID
:= utils
.readWord(st
);
2621 // Ðàçìåð ïîëÿ Triggers
2622 tc
:= utils
.readLongInt(st
);
2623 if (tc
< 0) or (tc
> 1024*1024) then raise XStreamError
.Create('invalid shot triggers counter');
2624 SetLength(Shots
[i
].Triggers
, tc
);
2625 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2626 for j
:= 0 to tc
-1 do Shots
[i
].Triggers
[j
] := utils
.readLongWord(st
);
2628 Obj_LoadState(@Shots
[i
].Obj
, st
);
2630 Shots
[i
].Stopped
:= utils
.readByte(st
);
2632 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
2633 Shots
[i
].Animation
:= nil;
2635 case Shots
[i
].ShotType
of
2636 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
:
2641 Shots
[i
].Animation
:= TAnimationState
.Create(True, 5, 2); // !!! put values into table
2645 Shots
[i
].Animation
:= TAnimationState
.Create(True, 6, 2); // !!! put values into table
2649 Shots
[i
].Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
2653 Shots
[i
].Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
2657 Shots
[i
].Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
2661 Shots
[i
].Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
2665 Shots
[i
].Animation
:= TAnimationState
.Create(True, 4, 2); // !!! put values into table
2671 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
2676 TextureID
: DWORD
= DWORD(-1);
2680 if (I
> High(Shots
)) or (I
< 0) then Exit
;
2684 if ShotType
= 0 then Exit
;
2687 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2688 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2691 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2695 if ShotType
= WEAPON_SKEL_FIRE
then
2696 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2697 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2699 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2700 Anim
.Blending
:= False;
2701 g_GFX_OnceAnim((Obj
.X
+32)-32, (Obj
.Y
+8)-32, Anim
);
2706 begin // Âçðûâ Ðàêåòû
2707 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2709 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2710 Anim
.Blending
:= False;
2711 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2715 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2719 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2721 if ShotType
= WEAPON_PLASMA
then
2722 s
:= 'FRAMES_EXPLODE_PLASMA'
2724 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2726 if g_Frames_Get(TextureID
, s
) and loud
then
2728 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2729 Anim
.Blending
:= False;
2730 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2733 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2740 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') and Loud
then
2742 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2743 Anim
.Blending
:= False;
2744 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2747 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2751 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2753 if ShotType
= WEAPON_IMP_FIRE
then
2754 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2756 if ShotType
= WEAPON_CACO_FIRE
then
2757 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2759 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2761 if g_Frames_Get(TextureID
, s
) and Loud
then
2763 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2764 Anim
.Blending
:= False;
2765 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2768 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2772 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2774 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') and Loud
then
2776 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2777 Anim
.Blending
:= False;
2778 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2781 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2784 end; // case ShotType of...
2792 procedure g_Weapon_AddDynLights();
2796 if Shots
= nil then Exit
;
2797 for i
:= 0 to High(Shots
) do
2799 if Shots
[i
].ShotType
= 0 then continue
;
2800 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2801 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2802 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2803 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) or
2804 (Shots
[i
].ShotType
= WEAPON_IMP_FIRE
) or
2805 (Shots
[i
].ShotType
= WEAPON_CACO_FIRE
) or
2806 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2807 (Shots
[i
].ShotType
= WEAPON_BSP_FIRE
) or
2808 (Shots
[i
].ShotType
= WEAPON_PLASMA
) or
2809 (Shots
[i
].ShotType
= WEAPON_BFG
) or
2810 (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) or
2813 if (Shots
[i
].ShotType
= WEAPON_PLASMA
) then
2814 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)
2815 else if (Shots
[i
].ShotType
= WEAPON_BFG
) then
2816 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)
2817 else if (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) then
2818 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)
2820 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);
2826 procedure TShot
.positionChanged (); begin end;