(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*)
{$INCLUDE ../shared/a_modes.inc}
{.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
unit g_weapons;
interface
uses
SysUtils, Classes, mempool,
g_textures, g_basic, e_graphics, g_phys, xprofiler;
type
TShot = record
ShotType: Byte;
Target: Word;
SpawnerUID: Word;
Triggers: DWArray;
Obj: TObj;
Animation: TAnimation;
TextureID: DWORD;
Timeout: DWORD;
Stopped: Byte;
procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
end;
var
Shots: array of TShot = nil;
LastShotID: Integer = 0;
procedure g_Weapon_LoadData();
procedure g_Weapon_FreeData();
procedure g_Weapon_Init();
procedure g_Weapon_Free();
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
procedure g_Weapon_gun(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_bfghit(x, y: Integer);
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
procedure g_Weapon_Update();
procedure g_Weapon_Draw();
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
procedure g_Weapon_SaveState (st: TStream);
procedure g_Weapon_LoadState (st: TStream);
procedure g_Weapon_AddDynLights();
const
WEAPON_KASTET = 0;
WEAPON_SAW = 1;
WEAPON_PISTOL = 2;
WEAPON_SHOTGUN1 = 3;
WEAPON_SHOTGUN2 = 4;
WEAPON_CHAINGUN = 5;
WEAPON_ROCKETLAUNCHER = 6;
WEAPON_PLASMA = 7;
WEAPON_BFG = 8;
WEAPON_SUPERPULEMET = 9;
WEAPON_FLAMETHROWER = 10;
WEAPON_ZOMBY_PISTOL = 20;
WEAPON_IMP_FIRE = 21;
WEAPON_BSP_FIRE = 22;
WEAPON_CACO_FIRE = 23;
WEAPON_BARON_FIRE = 24;
WEAPON_MANCUB_FIRE = 25;
WEAPON_SKEL_FIRE = 26;
WP_FIRST = WEAPON_KASTET;
WP_LAST = WEAPON_FLAMETHROWER;
var
gwep_debug_fast_trace: Boolean = true;
implementation
uses
Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel,
g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
geom, binheap, hashtable, utils, xstreams;
type
TWaterPanel = record
X, Y: Integer;
Width, Height: Word;
Active: Boolean;
end;
const
SHOT_ROCKETLAUNCHER_WIDTH = 14;
SHOT_ROCKETLAUNCHER_HEIGHT = 14;
SHOT_SKELFIRE_WIDTH = 14;
SHOT_SKELFIRE_HEIGHT = 14;
SHOT_PLASMA_WIDTH = 16;
SHOT_PLASMA_HEIGHT = 16;
SHOT_BFG_WIDTH = 32;
SHOT_BFG_HEIGHT = 32;
SHOT_BFG_DAMAGE = 100;
SHOT_BFG_RADIUS = 256;
SHOT_FLAME_WIDTH = 4;
SHOT_FLAME_HEIGHT = 4;
SHOT_FLAME_LIFETIME = 180;
SHOT_SIGNATURE = $544F4853; // 'SHOT'
type
PHitTime = ^THitTime;
THitTime = record
distSq: Integer;
mon: TMonster;
plridx: Integer; // if mon=nil
x, y: Integer;
end;
TBinHeapKeyHitTime = class
public
class function less (const a, b: Integer): Boolean; inline;
end;
// indicies in `wgunHitTime` array
TBinaryHeapHitTimes = specialize TBinaryHeapBase;
var
WaterMap: array of array of DWORD = nil;
//wgunMonHash: THashIntInt = nil;
wgunHitHeap: TBinaryHeapHitTimes = nil;
wgunHitTime: array of THitTime = nil;
wgunHitTimeUsed: Integer = 0;
class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean;
var
hta, htb: PHitTime;
begin
hta := @wgunHitTime[a];
htb := @wgunHitTime[b];
if (hta.distSq <> htb.distSq) then begin result := (hta.distSq < htb.distSq); exit; end;
if (hta.mon <> nil) then
begin
// a is monster
if (htb.mon = nil) then begin result := false; exit; end; // players first
result := (hta.mon.UID < htb.mon.UID); // why not?
end
else
begin
// a is player
if (htb.mon <> nil) then begin result := true; exit; end; // players first
result := (hta.plridx < htb.plridx); // why not?
end;
end;
procedure appendHitTimeMon (adistSq: Integer; amon: TMonster; ax, ay: Integer);
begin
if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
with wgunHitTime[wgunHitTimeUsed] do
begin
distSq := adistSq;
mon := amon;
plridx := -1;
x := ax;
y := ay;
end;
wgunHitHeap.insert(wgunHitTimeUsed);
Inc(wgunHitTimeUsed);
end;
procedure appendHitTimePlr (adistSq: Integer; aplridx: Integer; ax, ay: Integer);
begin
if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
with wgunHitTime[wgunHitTimeUsed] do
begin
distSq := adistSq;
mon := nil;
plridx := aplridx;
x := ax;
y := ay;
end;
wgunHitHeap.insert(wgunHitTimeUsed);
Inc(wgunHitTimeUsed);
end;
function FindShot(): DWORD;
var
i: Integer;
begin
if Shots <> nil then
for i := 0 to High(Shots) do
if Shots[i].ShotType = 0 then
begin
Result := i;
LastShotID := Result;
Exit;
end;
if Shots = nil then
begin
SetLength(Shots, 128);
Result := 0;
end
else
begin
Result := High(Shots) + 1;
SetLength(Shots, Length(Shots) + 128);
end;
LastShotID := Result;
end;
procedure CreateWaterMap();
var
WaterArray: Array of TWaterPanel;
a, b, c, m: Integer;
ok: Boolean;
begin
if gWater = nil then
Exit;
SetLength(WaterArray, Length(gWater));
for a := 0 to High(gWater) do
begin
WaterArray[a].X := gWater[a].X;
WaterArray[a].Y := gWater[a].Y;
WaterArray[a].Width := gWater[a].Width;
WaterArray[a].Height := gWater[a].Height;
WaterArray[a].Active := True;
end;
g_Game_SetLoadingText(_lc[I_LOAD_WATER_MAP], High(WaterArray), False);
for a := 0 to High(WaterArray) do
if WaterArray[a].Active then
begin
WaterArray[a].Active := False;
m := Length(WaterMap);
SetLength(WaterMap, m+1);
SetLength(WaterMap[m], 1);
WaterMap[m][0] := a;
ok := True;
while ok do
begin
ok := False;
for b := 0 to High(WaterArray) do
if WaterArray[b].Active then
for c := 0 to High(WaterMap[m]) do
if g_CollideAround(WaterArray[b].X,
WaterArray[b].Y,
WaterArray[b].Width,
WaterArray[b].Height,
WaterArray[WaterMap[m][c]].X,
WaterArray[WaterMap[m][c]].Y,
WaterArray[WaterMap[m][c]].Width,
WaterArray[WaterMap[m][c]].Height) then
begin
WaterArray[b].Active := False;
SetLength(WaterMap[m],
Length(WaterMap[m])+1);
WaterMap[m][High(WaterMap[m])] := b;
ok := True;
Break;
end;
end;
g_Game_StepLoading();
end;
WaterArray := nil;
end;
var
chkTrap_pl: array [0..256] of Integer;
chkTrap_mn: array [0..65535] of TMonster;
procedure CheckTrap(ID: DWORD; dm: Integer; t: Byte);
var
//a, b, c, d, i1, i2: Integer;
//chkTrap_pl, chkTrap_mn: WArray;
plaCount: Integer = 0;
mnaCount: Integer = 0;
frameId: DWord;
{
function monsWaterCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
begin
i2 += 1;
chkTrap_mn[i2] := monidx;
end;
end;
}
function monsWaterCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if (mon.trapCheckFrameId <> frameId) then
begin
mon.trapCheckFrameId := frameId;
chkTrap_mn[mnaCount] := mon;
Inc(mnaCount);
end;
end;
var
a, b, c, d, f: Integer;
pan: TPanel;
begin
if (gWater = nil) or (WaterMap = nil) then Exit;
frameId := g_Mons_getNewTrapFrameId();
//i1 := -1;
//i2 := -1;
//SetLength(chkTrap_pl, 1024);
//SetLength(chkTrap_mn, 1024);
//for d := 0 to 1023 do chkTrap_pl[d] := $FFFF;
//for d := 0 to 1023 do chkTrap_mn[d] := $FFFF;
for a := 0 to High(WaterMap) do
begin
for b := 0 to High(WaterMap[a]) do
begin
pan := gWater[WaterMap[a][b]];
if not g_Obj_Collide(pan.X, pan.Y, pan.Width, pan.Height, @Shots[ID].Obj) then continue;
for c := 0 to High(WaterMap[a]) do
begin
pan := gWater[WaterMap[a][c]];
for d := 0 to High(gPlayers) do
begin
if (gPlayers[d] <> nil) and (gPlayers[d].alive) then
begin
if gPlayers[d].Collide(pan) then
begin
f := 0;
while (f < plaCount) and (chkTrap_pl[f] <> d) do Inc(f);
if (f = plaCount) then
begin
chkTrap_pl[plaCount] := d;
Inc(plaCount);
if (plaCount = Length(chkTrap_pl)) then break;
end;
end;
end;
end;
//g_Mons_ForEach(monsWaterCheck);
g_Mons_ForEachAliveAt(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck);
end;
for f := 0 to plaCount-1 do gPlayers[chkTrap_pl[f]].Damage(dm, Shots[ID].SpawnerUID, 0, 0, t);
for f := 0 to mnaCount-1 do chkTrap_mn[f].Damage(dm, 0, 0, Shots[ID].SpawnerUID, t);
end;
end;
//chkTrap_pl := nil;
//chkTrap_mn := nil;
end;
function HitMonster(m: TMonster; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
var
tt, mt: Byte;
mon: TMonster;
begin
Result := False;
tt := g_GetUIDType(SpawnerUID);
if tt = UID_MONSTER then
begin
mon := g_Monsters_ByUID(SpawnerUID);
if mon <> nil then
mt := g_Monsters_ByUID(SpawnerUID).MonsterType
else
mt := 0;
end
else
mt := 0;
if m = nil then Exit;
if m.UID = SpawnerUID then
begin
// Сам себя может ранить только ракетой и током:
if (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then
Exit;
// Кибер демон и бочка вообще не могут себя ранить:
if (m.MonsterType = MONSTER_CYBER) or
(m.MonsterType = MONSTER_BARREL) then
begin
Result := True;
Exit;
end;
end;
if tt = UID_MONSTER then
begin
// Lost_Soul не может ранить Pain_Elemental'а:
if (mt = MONSTER_SOUL) and (m.MonsterType = MONSTER_PAIN) then
Exit;
// Оба монстра одного вида:
if mt = m.MonsterType then
case mt of
MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
MONSTER_SOUL, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
Exit; // Эти не бьют своих
end;
end;
if g_Game_IsServer then
begin
if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
Result := m.Damage(d, vx, vy, SpawnerUID, t)
else
Result := True;
if t = HIT_FLAME then
m.CatchFire(SpawnerUID);
end
else
Result := True;
end;
function HitPlayer (p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
begin
result := False;
// Сам себя может ранить только ракетой и током
if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then exit;
if g_Game_IsServer then
begin
if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then p.Damage(d, SpawnerUID, vx, vy, t);
if (t = HIT_FLAME) then p.CatchFire(SpawnerUID);
end;
result := true;
end;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if (mon.alive) and (mon.UID <> SpawnerUID) then
begin
with mon do
begin
if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
begin
if HitMonster(mon, 50, 0, 0, SpawnerUID, HIT_SOME) then mon.BFGHit();
end;
end;
end;
end;
var
i, h: Integer;
st: Byte;
pl: TPlayer;
b: Boolean;
begin
//g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
h := High(gCorpses);
if gAdvCorpses and (h <> -1) then
for i := 0 to h do
if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
with gCorpses[i] do
if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
begin
Damage(50, 0, 0);
g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
end;
st := TEAM_NONE;
pl := g_Player_Get(SpawnerUID);
if pl <> nil then
st := pl.Team;
h := High(gPlayers);
if h <> -1 then
for i := 0 to h do
if (gPlayers[i] <> nil) and (gPlayers[i].alive) and (gPlayers[i].UID <> SpawnerUID) then
with gPlayers[i] do
if (g_PatchLength(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) <= SHOT_BFG_RADIUS) and
g_TraceVector(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) then
begin
if (st = TEAM_NONE) or (st <> gPlayers[i].Team) then
b := HitPlayer(gPlayers[i], 50, 0, 0, SpawnerUID, HIT_SOME)
else
b := HitPlayer(gPlayers[i], 25, 0, 0, SpawnerUID, HIT_SOME);
if b then
gPlayers[i].BFGHit();
end;
//FIXME
g_Mons_ForEachAlive(monsCheck);
end;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
var
find_id: DWord;
FramesID: DWORD = 0;
begin
if I < 0 then
find_id := FindShot()
else
begin
find_id := I;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
case ShotType of
WEAPON_ROCKETLAUNCHER:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
Animation := nil;
Triggers := nil;
ShotType := WEAPON_ROCKETLAUNCHER;
g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
end;
WEAPON_PLASMA:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_PLASMA_WIDTH;
Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
Triggers := nil;
ShotType := WEAPON_PLASMA;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
Animation := TAnimation.Create(FramesID, True, 5);
end;
end;
WEAPON_BFG:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_BFG_WIDTH;
Obj.Rect.Height := SHOT_BFG_HEIGHT;
Triggers := nil;
ShotType := WEAPON_BFG;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
Animation := TAnimation.Create(FramesID, True, 6);
end;
end;
WEAPON_FLAMETHROWER:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_FLAME_WIDTH;
Obj.Rect.Height := SHOT_FLAME_HEIGHT;
Triggers := nil;
ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
g_Frames_Get(TextureID, 'FRAMES_FLAME');
end;
end;
WEAPON_IMP_FIRE:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
Triggers := nil;
ShotType := WEAPON_IMP_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
end;
WEAPON_CACO_FIRE:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
Triggers := nil;
ShotType := WEAPON_CACO_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
end;
WEAPON_MANCUB_FIRE:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 32;
Obj.Rect.Height := 32;
Triggers := nil;
ShotType := WEAPON_MANCUB_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
end;
WEAPON_BARON_FIRE:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 32;
Obj.Rect.Height := 16;
Triggers := nil;
ShotType := WEAPON_BARON_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
end;
WEAPON_BSP_FIRE:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
Triggers := nil;
ShotType := WEAPON_BSP_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
end;
WEAPON_SKEL_FIRE:
begin
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_SKELFIRE_WIDTH;
Obj.Rect.Height := SHOT_SKELFIRE_HEIGHT;
Triggers := nil;
ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
Animation := TAnimation.Create(FramesID, True, 5);
end;
end;
end;
Shots[find_id].Obj.X := X;
Shots[find_id].Obj.Y := Y;
Shots[find_id].Obj.Vel.X := XV;
Shots[find_id].Obj.Vel.Y := YV;
Shots[find_id].Obj.Accel.X := 0;
Shots[find_id].Obj.Accel.Y := 0;
Shots[find_id].SpawnerUID := Spawner;
if (ShotType = WEAPON_FLAMETHROWER) and (XV = 0) and (YV = 0) then
Shots[find_id].Stopped := 255
else
Shots[find_id].Stopped := 0;
Result := find_id;
end;
procedure throw(i, x, y, xd, yd, s: Integer);
var
a: Integer;
begin
yd := yd - y;
xd := xd - x;
a := Max(Abs(xd), Abs(yd));
if a = 0 then
a := 1;
Shots[i].Obj.X := x;
Shots[i].Obj.Y := y;
Shots[i].Obj.Vel.X := (xd*s) div a;
Shots[i].Obj.Vel.Y := (yd*s) div a;
Shots[i].Obj.Accel.X := 0;
Shots[i].Obj.Accel.Y := 0;
Shots[i].Stopped := 0;
if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
Shots[i].Timeout := 900 // ~25 sec
else
begin
if Shots[i].ShotType = WEAPON_FLAMETHROWER then
Shots[i].Timeout := SHOT_FLAME_LIFETIME
else
Shots[i].Timeout := 550; // ~15 sec
end;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
var
i, h: Integer;
function PlayerHit(Team: Byte = 0): Boolean;
var
i: Integer;
ChkTeam: Boolean;
p: TPlayer;
begin
Result := False;
h := High(gPlayers);
if h <> -1 then
for i := 0 to h do
if (gPlayers[i] <> nil) and gPlayers[i].alive and g_Obj_Collide(obj, @gPlayers[i].Obj) then
begin
ChkTeam := True;
if (Team > 0) and (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
begin
p := g_Player_Get(SpawnerUID);
if p <> nil then
ChkTeam := (p.Team = gPlayers[i].Team) xor (Team = 2);
end;
if ChkTeam then
if HitPlayer(gPlayers[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
begin
if t <> HIT_FLAME then
gPlayers[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
(obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
if t = HIT_BFG then
g_Game_DelayEvent(DE_BFGHIT, 1000, SpawnerUID);
Result := True;
break;
end;
end;
end;
{
function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
begin
result := false; // don't stop
if mon.alive and g_Obj_Collide(obj, @mon.Obj) then
begin
if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
begin
if (t <> HIT_FLAME) then
begin
mon.Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
(obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
end;
result := True;
end;
end;
end;
}
function monsCheckHit (mon: TMonster): Boolean;
begin
result := false; // don't stop
if HitMonster(mon, d, obj.Vel.X, obj.Vel.Y, SpawnerUID, t) then
begin
if (t <> HIT_FLAME) then
begin
mon.Push((obj.Vel.X+obj.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
(obj.Vel.Y+obj.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
end;
result := true;
end;
end;
function MonsterHit(): Boolean;
begin
//result := g_Mons_ForEach(monsCheckHit);
//FIXME: accelerate this!
result := g_Mons_ForEachAliveAt(obj.X+obj.Rect.X, obj.Y+obj.Rect.Y, obj.Rect.Width, obj.Rect.Height, monsCheckHit);
end;
begin
Result := 0;
if HitCorpses then
begin
h := High(gCorpses);
if gAdvCorpses and (h <> -1) then
for i := 0 to h do
if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) and
g_Obj_Collide(obj, @gCorpses[i].Obj) then
begin
// Распиливаем труп:
gCorpses[i].Damage(d, (obj^.Vel.X+obj^.Accel.X) div 4,
(obj^.Vel.Y+obj^.Accel.Y) div 4);
Result := 1;
end;
end;
case gGameSettings.GameMode of
// Кампания:
GM_COOP, GM_SINGLE:
begin
// Сначала бьём монстров, если есть, потом пытаемся бить игроков
if MonsterHit() then
begin
Result := 2;
Exit;
end;
if PlayerHit() then
begin
Result := 1;
Exit;
end;
end;
// Дезматч:
GM_DM:
begin
// Сначала бьём игроков, если есть, потом пытаемся бить монстров
if PlayerHit() then
begin
Result := 1;
Exit;
end;
if MonsterHit() then
begin
Result := 2;
Exit;
end;
end;
// Командные:
GM_TDM, GM_CTF:
begin
// Сначала бьём игроков команды соперника
if PlayerHit(2) then
begin
Result := 1;
Exit;
end;
// Потом монстров
if MonsterHit() then
begin
Result := 2;
Exit;
end;
// И в конце своих игроков
if PlayerHit(1) then
begin
Result := 1;
Exit;
end;
end;
end;
end;
function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean;
begin
Result := False;
case g_GetUIDType(UID) of
UID_PLAYER: Result := HitPlayer(g_Player_Get(UID), d, 0, 0, SpawnerUID, t);
UID_MONSTER: Result := HitMonster(g_Monsters_ByUID(UID), d, 0, 0, SpawnerUID, t);
else Exit;
end;
end;
function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
var
r: Integer; // squared radius
function monsExCheck (mon: TMonster): Boolean;
var
dx, dy, mm: Integer;
begin
result := false; // don't stop
begin
dx := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-X;
dy := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-Y;
if dx > 1000 then dx := 1000;
if dy > 1000 then dy := 1000;
if (dx*dx+dy*dy < r) then
begin
//m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
//e_WriteLog(Format('explo monster #%d: x=%d; y=%d; rad=%d; dx=%d; dy=%d', [monidx, X, Y, rad, dx, dy]), MSG_NOTIFY);
mm := Max(abs(dx), abs(dy));
if mm = 0 then mm := 1;
if mon.alive then
begin
HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, 0, 0, SpawnerUID, HIT_ROCKET);
end;
mon.Push((dx*7) div mm, (dy*7) div mm);
end;
end;
end;
var
i, h, dx, dy, m, mm: Integer;
_angle: SmallInt;
begin
result := false;
g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT);
r := rad*rad;
h := High(gPlayers);
if h <> -1 then
for i := 0 to h do
if (gPlayers[i] <> nil) and gPlayers[i].alive then
with gPlayers[i] do
begin
dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
if dx > 1000 then dx := 1000;
if dy > 1000 then dy := 1000;
if dx*dx+dy*dy < r then
begin
//m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
// PLAYER_RECT.Width, PLAYER_RECT.Height);
mm := Max(abs(dx), abs(dy));
if mm = 0 then mm := 1;
HitPlayer(gPlayers[i], (100*(rad-mm)) div rad, (dx*10) div mm, (dy*10) div mm, SpawnerUID, HIT_ROCKET);
gPlayers[i].Push((dx*7) div mm, (dy*7) div mm);
end;
end;
//g_Mons_ForEach(monsExCheck);
g_Mons_ForEachAt(X-(rad+32), Y-(rad+32), (rad+32)*2, (rad+32)*2, monsExCheck);
h := High(gCorpses);
if gAdvCorpses and (h <> -1) then
for i := 0 to h do
if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
with gCorpses[i] do
begin
dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
if dx > 1000 then dx := 1000;
if dy > 1000 then dy := 1000;
if dx*dx+dy*dy < r then
begin
m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
Obj.Rect.Width, Obj.Rect.Height);
mm := Max(abs(dx), abs(dy));
if mm = 0 then mm := 1;
Damage(Round(100*(rad-m)/rad), (dx*10) div mm, (dy*10) div mm);
end;
end;
h := High(gGibs);
if gAdvGibs and (h <> -1) then
for i := 0 to h do
if gGibs[i].alive then
with gGibs[i] do
begin
dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
if dx > 1000 then dx := 1000;
if dy > 1000 then dy := 1000;
if dx*dx+dy*dy < r then
begin
m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
Obj.Rect.Width, Obj.Rect.Height);
_angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y);
g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle);
positionChanged(); // this updates spatial accelerators
end;
end;
end;
procedure g_Weapon_Init();
begin
CreateWaterMap();
end;
procedure g_Weapon_Free();
var
i: Integer;
begin
if Shots <> nil then
begin
for i := 0 to High(Shots) do
if Shots[i].ShotType <> 0 then
Shots[i].Animation.Free();
Shots := nil;
end;
WaterMap := nil;
end;
procedure g_Weapon_LoadData();
begin
e_WriteLog('Loading weapons data...', TMsgType.Notify);
g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD+':SOUNDS\HITPUNCH');
g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD+':SOUNDS\MISSPUNCH');
g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD+':SOUNDS\HITBERSERK');
g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD+':SOUNDS\MISSBERSERK');
g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD+':SOUNDS\SELECTSAW');
g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD+':SOUNDS\IDLESAW');
g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD+':SOUNDS\HITSAW');
g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD+':SOUNDS\FIRESHOTGUN2');
g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD+':SOUNDS\FIRESHOTGUN');
g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD+':SOUNDS\FIRESAW');
g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD+':SOUNDS\FIREROCKET');
g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD+':SOUNDS\FIREPLASMA');
g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD+':SOUNDS\FIREPISTOL');
g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD+':SOUNDS\FIRECGUN');
g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD+':SOUNDS\FIREBFG');
g_Sound_CreateWADEx('SOUND_FIRE', GameWAD+':SOUNDS\FIRE');
g_Sound_CreateWADEx('SOUND_IGNITE', GameWAD+':SOUNDS\IGNITE');
g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD+':SOUNDS\STARTFIREBFG');
g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD+':SOUNDS\EXPLODEROCKET');
g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD+':SOUNDS\EXPLODEBFG');
g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD+':SOUNDS\BFGWATER');
g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD+':SOUNDS\EXPLODEPLASMA');
g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD+':SOUNDS\PLASMAWATER');
g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD+':SOUNDS\FIREBALL');
g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD+':SOUNDS\EXPLODEBALL');
g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD+':SOUNDS\FIREREV');
g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEON', GameWAD+':SOUNDS\STARTFLM');
g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEOFF', GameWAD+':SOUNDS\STOPFLM');
g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEWORK', GameWAD+':SOUNDS\WORKFLM');
g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD+':SOUNDS\WORKJETPACK');
g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD+':SOUNDS\STARTJETPACK');
g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD+':SOUNDS\STOPJETPACK');
g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD+':SOUNDS\CASING1');
g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD+':SOUNDS\CASING2');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD+':TEXTURES\BROCKET');
g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD+':TEXTURES\BSKELFIRE', 64, 16, 2);
g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD+':TEXTURES\BBFG', 64, 64, 2);
g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD+':TEXTURES\BPLASMA', 16, 16, 2);
g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD+':TEXTURES\BIMPFIRE', 16, 16, 2);
g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD+':TEXTURES\BBSPFIRE', 16, 16, 2);
g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD+':TEXTURES\BCACOFIRE', 16, 16, 2);
g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD+':TEXTURES\BBARONFIRE', 64, 16, 2);
g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD+':TEXTURES\EROCKET', 128, 128, 6);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD+':TEXTURES\ESKELFIRE', 64, 64, 3);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD+':TEXTURES\EBFG', 128, 128, 6);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD+':TEXTURES\EIMPFIRE', 64, 64, 3);
g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD+':TEXTURES\BFGHIT', 64, 64, 4);
g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD+':TEXTURES\FIRE', 64, 128, 8);
g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD+':TEXTURES\FLAME', 32, 32, 11);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD+':TEXTURES\EPLASMA', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD+':TEXTURES\EBSPFIRE', 32, 32, 5);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD+':TEXTURES\ECACOFIRE', 64, 64, 3);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD+':TEXTURES\EBARONFIRE', 64, 64, 3);
g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD+':TEXTURES\SMOKE', 32, 32, 10, False);
g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
//wgunMonHash := hashNewIntInt();
wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
procedure g_Weapon_FreeData();
begin
e_WriteLog('Releasing weapons data...', TMsgType.Notify);
g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
g_Sound_Delete('SOUND_WEAPON_IDLESAW');
g_Sound_Delete('SOUND_WEAPON_HITSAW');
g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
g_Sound_Delete('SOUND_WEAPON_FIRESAW');
g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
g_Sound_Delete('SOUND_WEAPON_FIREBFG');
g_Sound_Delete('SOUND_FIRE');
g_Sound_Delete('SOUND_IGNITE');
g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
g_Sound_Delete('SOUND_WEAPON_BFGWATER');
g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
g_Sound_Delete('SOUND_WEAPON_FIREBALL');
g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
g_Sound_Delete('SOUND_WEAPON_FIREREV');
g_Sound_Delete('SOUND_WEAPON_FLAMEON');
g_Sound_Delete('SOUND_WEAPON_FLAMEOFF');
g_Sound_Delete('SOUND_WEAPON_FLAMEWORK');
g_Sound_Delete('SOUND_PLAYER_JETFLY');
g_Sound_Delete('SOUND_PLAYER_JETON');
g_Sound_Delete('SOUND_PLAYER_JETOFF');
g_Sound_Delete('SOUND_PLAYER_CASING1');
g_Sound_Delete('SOUND_PLAYER_CASING2');
g_Sound_Delete('SOUND_PLAYER_SHELL1');
g_Sound_Delete('SOUND_PLAYER_SHELL2');
g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
g_Frames_DeleteByName('FRAMES_BFGHIT');
g_Frames_DeleteByName('FRAMES_FIRE');
g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
g_Frames_DeleteByName('FRAMES_SMOKE');
g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
end;
function GunHitPlayer (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Boolean;
var
i: Integer;
begin
result := false;
for i := 0 to High(gPlayers) do
begin
if (gPlayers[i] <> nil) and gPlayers[i].alive and gPlayers[i].Collide(X, Y) then
begin
if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
begin
if AllowPush then gPlayers[i].Push(vx, vy);
result := true;
end;
end;
end;
end;
function GunHit (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Byte;
function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
begin
if AllowPush then mon.Push(vx, vy);
result := true;
end;
end;
begin
result := 0;
if GunHitPlayer(X, Y, vx, vy, dmg, SpawnerUID, AllowPush) then result := 1
else if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2;
end;
(*
procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
var
a: Integer;
x2, y2: Integer;
dx, dy: Integer;
xe, ye: Integer;
xi, yi: Integer;
s, c: Extended;
//vx, vy: Integer;
xx, yy, d: Integer;
i: Integer;
t1, _collide: Boolean;
w, h: Word;
{$IF DEFINED(D2F_DEBUG)}
stt: UInt64;
showTime: Boolean = true;
{$ENDIF}
begin
a := GetAngle(x, y, xd, yd)+180;
SinCos(DegToRad(-a), s, c);
if Abs(s) < 0.01 then s := 0;
if Abs(c) < 0.01 then c := 0;
x2 := x+Round(c*gMapInfo.Width);
y2 := y+Round(s*gMapInfo.Width);
t1 := gWalls <> nil;
_collide := False;
w := gMapInfo.Width;
h := gMapInfo.Height;
xe := 0;
ye := 0;
dx := x2-x;
dy := y2-y;
if (xd = 0) and (yd = 0) then Exit;
if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
dx := Abs(dx);
dy := Abs(dy);
if dx > dy then d := dx else d := dy;
//blood vel, for Monster.Damage()
//vx := (dx*10 div d)*xi;
//vy := (dy*10 div d)*yi;
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro();
{$ENDIF}
xx := x;
yy := y;
for i := 1 to d do
begin
xe := xe+dx;
ye := ye+dy;
if xe > d then
begin
xe := xe-d;
xx := xx+xi;
end;
if ye > d then
begin
ye := ye-d;
yy := yy+yi;
end;
if (yy > h) or (yy < 0) then Break;
if (xx > w) or (xx < 0) then Break;
if t1 then
if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
begin
_collide := True;
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
showTime := false;
{$ENDIF}
g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
end;
if not _collide then
begin
_collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
end;
if _collide then Break;
end;
{$IF DEFINED(D2F_DEBUG)}
if showTime then
begin
stt := getTimeMicro()-stt;
e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
end;
{$ENDIF}
if CheckTrigger and g_Game_IsServer then
g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
end;
*)
//!!!FIXME!!!
procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
var
x0, y0: Integer;
x2, y2: Integer;
xi, yi: Integer;
wallDistSq: Integer = $3fffffff;
function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
begin
result := false;
if (idx < 0) or (idx > High(gPlayers)) then exit;
if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit;
result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
{$IF DEFINED(D2F_DEBUG)}
//if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
{$ENDIF}
end;
function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean;
begin
result := false;
if (mon = nil) then exit;
result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
if result and (v <> 0) then mon.Push((xi*v), (yi*v));
{$IF DEFINED(D2F_DEBUG)}
//if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
{$ENDIF}
end;
// collect players along hitray
// return `true` if instant hit was detected
function playerPossibleHit (): Boolean;
var
i: Integer;
px, py, pw, ph: Integer;
inx, iny: Integer;
distSq: Integer;
plr: TPlayer;
begin
result := false;
for i := 0 to High(gPlayers) do
begin
plr := gPlayers[i];
if (plr <> nil) and plr.alive then
begin
plr.getMapBox(px, py, pw, ph);
if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then
begin
distSq := distanceSq(x, y, inx, iny);
if (distSq = 0) then
begin
// contains
if doPlayerHit(i, x, y) then begin result := true; exit; end;
end
else if (distSq < wallDistSq) then
begin
appendHitTimePlr(distSq, i, inx, iny);
end;
end;
end;
end;
end;
procedure sqchecker (mon: TMonster);
var
mx, my, mw, mh: Integer;
inx, iny: Integer;
distSq: Integer;
begin
mon.getMapBox(mx, my, mw, mh);
if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
begin
distSq := distanceSq(x0, y0, inx, iny);
if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny);
end;
end;
var
a: Integer;
dx, dy: Integer;
xe, ye: Integer;
s, c: Extended;
i: Integer;
wallHitFlag: Boolean = false;
wallHitX: Integer = 0;
wallHitY: Integer = 0;
didHit: Boolean = false;
{$IF DEFINED(D2F_DEBUG)}
stt: UInt64;
{$ENDIF}
mit: PMonster;
it: TMonsterGrid.Iter;
begin
(*
if not gwep_debug_fast_trace then
begin
g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
exit;
end;
*)
if (xd = 0) and (yd = 0) then exit;
//wgunMonHash.reset(); //FIXME: clear hash on level change
wgunHitHeap.clear();
wgunHitTimeUsed := 0;
a := GetAngle(x, y, xd, yd)+180;
SinCos(DegToRad(-a), s, c);
if Abs(s) < 0.01 then s := 0;
if Abs(c) < 0.01 then c := 0;
x0 := x;
y0 := y;
x2 := x+Round(c*gMapInfo.Width);
y2 := y+Round(s*gMapInfo.Width);
dx := x2-x;
dy := y2-y;
if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0;
if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
{$IF DEFINED(D2F_DEBUG)}
e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
stt := getTimeMicro();
{$ENDIF}
wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil);
if wallHitFlag then
begin
x2 := wallHitX;
y2 := wallHitY;
wallDistSq := distanceSq(x, y, wallHitX, wallHitY);
end
else
begin
wallHitX := x2;
wallHitY := y2;
end;
if playerPossibleHit() then exit; // instant hit
// collect monsters
//g_Mons_AlongLine(x, y, x2, y2, sqchecker);
it := monsGrid.forEachAlongLine(x, y, x2, y2, -1);
for mit in it do sqchecker(mit^);
it.release();
// here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
// also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
while (wgunHitHeap.count > 0) do
begin
// has some entities to check, do it
i := wgunHitHeap.front;
wgunHitHeap.popFront();
// hitpoint
xe := wgunHitTime[i].x;
ye := wgunHitTime[i].y;
// check if it is not behind the wall
if (wgunHitTime[i].mon <> nil) then
begin
didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye);
end
else
begin
didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye);
end;
if didHit then
begin
// need new coords for trigger
wallHitX := xe;
wallHitY := ye;
wallHitFlag := false; // no sparks
break;
end;
end;
// need sparks?
if wallHitFlag then
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
end
else
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
end;
if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
end;
procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
var
obj: TObj;
begin
obj.X := X;
obj.Y := Y;
obj.rect.X := 0;
obj.rect.Y := 0;
obj.rect.Width := 39;
obj.rect.Height := 52;
obj.Vel.X := 0;
obj.Vel.Y := 0;
obj.Accel.X := 0;
obj.Accel.Y := 0;
if g_Weapon_Hit(@obj, d, SpawnerUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x, y)
else
g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x, y);
end;
function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
var
obj: TObj;
begin
obj.X := X;
obj.Y := Y;
obj.rect.X := 0;
obj.rect.Y := 0;
obj.rect.Width := 32;
obj.rect.Height := 52;
obj.Vel.X := 0;
obj.Vel.Y := 0;
obj.Accel.X := 0;
obj.Accel.Y := 0;
Result := g_Weapon_Hit(@obj, d, SpawnerUID, HIT_SOME);
end;
procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
dx := IfThen(xd > x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_ROCKETLAUNCHER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
Animation := nil;
triggers := nil;
g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x, y);
end;
procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word;
WID: Integer = -1; Silent: Boolean = False);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_SKELFIRE_WIDTH;
Obj.Rect.Height := SHOT_SKELFIRE_HEIGHT;
dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_SKEL_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
triggers := nil;
target := TargetUID;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
Animation := TAnimation.Create(FramesID, True, 5);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x, y);
end;
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64);
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_PLASMA_WIDTH;
Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_PLASMA;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
Animation := TAnimation.Create(FramesID, True, 5);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
end;
procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64);
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_FLAME_WIDTH;
Obj.Rect.Height := SHOT_FLAME_HEIGHT;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_FLAMETHROWER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
Animation := nil;
TextureID := 0;
g_Frames_Get(TextureID, 'FRAMES_FLAME');
end;
Shots[find_id].SpawnerUID := SpawnerUID;
// if not Silent then
// g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
end;
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_IMP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
end;
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_CACO_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
end;
procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 32;
Obj.Rect.Height := 16;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BARON_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
end;
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BSP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
end;
procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := 32;
Obj.Rect.Height := 32;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_MANCUB_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
end;
procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
find_id := FindShot()
else
begin
find_id := WID;
if Integer(find_id) >= High(Shots) then
SetLength(Shots, find_id + 64)
end;
with Shots[find_id] do
begin
g_Obj_Init(@Obj);
Obj.Rect.Width := SHOT_BFG_WIDTH;
Obj.Rect.Height := SHOT_BFG_HEIGHT;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BFG;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
Animation := TAnimation.Create(FramesID, True, 6);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x, y);
end;
procedure g_Weapon_bfghit(x, y: Integer);
var
ID: DWORD;
Anim: TAnimation;
begin
if g_Frames_Get(ID, 'FRAMES_BFGHIT') then
begin
Anim := TAnimation.Create(ID, False, 4);
g_GFX_OnceAnim(x-32, y-32, Anim);
Anim.Free();
end;
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
begin
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x, y);
g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
begin
g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
end;
end;
procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
begin
if not Silent then
if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x, y);
g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
(g_GetUIDType(SpawnerUID) = UID_PLAYER) then
begin
g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
end;
end;
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
i, j: Integer;
begin
if not Silent then
if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y);
for i := 0 to 9 do
begin
j := Random(17)-8; // -8 .. 8
g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
end;
end;
procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
a, i, j: Integer;
begin
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20;
for i := 0 to a do
begin
j := Random(41)-20; // -20 .. 20
g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
end;
end;
procedure g_Weapon_Update();
var
i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
_id: DWORD;
Anim: TAnimation;
t: DWArray;
st: Word;
s: String;
o: TObj;
spl: Boolean;
Loud: Boolean;
tcx, tcy: Integer;
begin
if Shots = nil then
Exit;
for i := 0 to High(Shots) do
begin
if Shots[i].ShotType = 0 then
Continue;
Loud := True;
with Shots[i] do
begin
Timeout := Timeout - 1;
oldvx := Obj.Vel.X;
oldvy := Obj.Vel.Y;
// Активировать триггеры по пути (кроме уже активированных):
if (Stopped = 0) and g_Game_IsServer then
t := g_Triggers_PressR(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
SpawnerUID, ACTIVATE_SHOT, triggers)
else
t := nil;
if t <> nil then
begin
// Пополняем список активированных триггеров:
if triggers = nil then
triggers := t
else
begin
h := High(t);
for a := 0 to h do
if not InDWArray(t[a], triggers) then
begin
SetLength(triggers, Length(triggers)+1);
triggers[High(triggers)] := t[a];
end;
end;
end;
// Анимация снаряда:
if Animation <> nil then
Animation.Update();
// Движение:
spl := (ShotType <> WEAPON_PLASMA) and
(ShotType <> WEAPON_BFG) and
(ShotType <> WEAPON_BSP_FIRE) and
(ShotType <> WEAPON_FLAMETHROWER);
if Stopped = 0 then
begin
st := g_Obj_Move_Projectile(@Obj, False, spl);
end
else
begin
st := 0;
end;
positionChanged(); // this updates spatial accelerators
if WordBool(st and MOVE_FALLOUT) or (Obj.X < -1000) or
(Obj.X > gMapInfo.Width+1000) or (Obj.Y < -1000) then
begin
// На клиенте скорее всего и так уже выпал.
ShotType := 0;
Animation.Free();
Continue;
end;
cx := Obj.X + (Obj.Rect.Width div 2);
cy := Obj.Y + (Obj.Rect.Height div 2);
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ракеты и снаряды Скелета
begin
// Вылетела из воды:
if WordBool(st and MOVE_HITAIR) then
g_Obj_SetSpeed(@Obj, 12);
// В воде шлейф - пузыри, в воздухе шлейф - дым:
if WordBool(st and MOVE_INWATER) then
g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2),
Obj.Y+(Obj.Rect.Height div 2),
1+Random(3), 16, 16)
else
if g_Frames_Get(_id, 'FRAMES_SMOKE') then
begin
Anim := TAnimation.Create(_id, False, 3);
Anim.Alpha := 150;
g_GFX_OnceAnim(Obj.X-14+Random(9),
Obj.Y+(Obj.Rect.Height div 2)-20+Random(9),
Anim, ONCEANIM_SMOKE);
Anim.Free();
end;
// Попали в кого-то или в стену:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
(g_Weapon_Hit(@Obj, 10, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
Obj.Vel.X := 0;
Obj.Vel.Y := 0;
g_Weapon_Explode(cx, cy, 60, SpawnerUID);
if ShotType = WEAPON_SKEL_FIRE then
begin // Взрыв снаряда Скелета
if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
begin
Anim := TAnimation.Create(TextureID, False, 8);
Anim.Blending := False;
g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim);
g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
Anim.Free();
end;
end
else
begin // Взрыв Ракеты
if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
begin
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
Anim.Free();
end;
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
ShotType := 0;
end;
if ShotType = WEAPON_SKEL_FIRE then
begin // Самонаводка снаряда Скелета:
if GetPos(target, @o) then
throw(i, Obj.X, Obj.Y,
o.X+o.Rect.X+(o.Rect.Width div 2)+o.Vel.X+o.Accel.X,
o.Y+o.Rect.Y+(o.Rect.Height div 2)+o.Vel.Y+o.Accel.Y,
12);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Плазма, плазма Арахнатрона
begin
// Попала в воду - электрошок по воде:
if WordBool(st and (MOVE_INWATER or MOVE_HITWATER)) then
begin
g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj.X, Obj.Y);
if g_Game_IsServer then CheckTrap(i, 10, HIT_ELECTRO);
ShotType := 0;
Continue;
end;
// Величина урона:
if (ShotType = WEAPON_PLASMA) and
(gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
a := 10
else
a := 5;
if ShotType = WEAPON_BSP_FIRE then
a := 10;
// Попали в кого-то или в стену:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
if ShotType = WEAPON_PLASMA then
s := 'FRAMES_EXPLODE_PLASMA'
else
s := 'FRAMES_EXPLODE_BSPFIRE';
// Взрыв Плазмы:
if g_Frames_Get(TextureID, s) then
begin
Anim := TAnimation.Create(TextureID, False, 3);
Anim.Blending := False;
g_GFX_OnceAnim(cx-16, cy-16, Anim);
Anim.Free();
g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
ShotType := 0;
end;
end;
WEAPON_FLAMETHROWER: // Огнемет
begin
// Со временем умирает
if (Timeout < 1) then
begin
ShotType := 0;
Continue;
end;
// Под водой тоже
if WordBool(st and (MOVE_HITWATER or MOVE_INWATER)) then
begin
if WordBool(st and MOVE_HITWATER) then
begin
if g_Frames_Get(_id, 'FRAMES_SMOKE') then
begin
Anim := TAnimation.Create(_id, False, 3);
Anim.Alpha := 0;
tcx := Random(8);
tcy := Random(8);
g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2),
cy-4+tcy-(Anim.Height div 2),
Anim, ONCEANIM_SMOKE);
Anim.Free();
end;
end
else
g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
ShotType := 0;
Continue;
end;
// Гравитация
if Stopped = 0 then
Obj.Accel.Y := Obj.Accel.Y + 1;
// Попали в стену или в воду:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL or MOVE_HITWATER)) then
begin
// Прилипаем:
Obj.Vel.X := 0;
Obj.Vel.Y := 0;
Obj.Accel.Y := 0;
if WordBool(st and MOVE_HITWALL) then
Stopped := MOVE_HITWALL
else if WordBool(st and MOVE_HITLAND) then
Stopped := MOVE_HITLAND
else if WordBool(st and MOVE_HITCEIL) then
Stopped := MOVE_HITCEIL;
end;
a := IfThen(Stopped = 0, 3, 1);
// Если в кого-то попали
if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
begin
// HIT_FLAME сам подожжет
// Если в полете попали, исчезаем
if Stopped = 0 then
ShotType := 0;
end;
if Stopped = 0 then
tf := 2
else
tf := 3;
if (gTime mod LongWord(tf) = 0) then
begin
Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
Anim.Alpha := 0;
case Stopped of
MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
end;
g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
Anim.Free();
//g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
end;
end;
WEAPON_BFG: // BFG
begin
// Попала в воду - электрошок по воде:
if WordBool(st and (MOVE_INWATER or MOVE_HITWATER)) then
begin
g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj.X, Obj.Y);
if g_Game_IsServer then CheckTrap(i, 1000, HIT_ELECTRO);
ShotType := 0;
Continue;
end;
// Попали в кого-то или в стену:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
(g_Weapon_Hit(@Obj, SHOT_BFG_DAMAGE, SpawnerUID, HIT_BFG, False) <> 0) or
(Timeout < 1) then
begin
// Лучи BFG:
if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
// Взрыв BFG:
if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then
begin
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
ShotType := 0;
end;
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Выстрелы Беса, Какодемона Рыцаря/Барона ада
begin
// Вылетел из воды:
if WordBool(st and MOVE_HITAIR) then
g_Obj_SetSpeed(@Obj, 16);
// Величина урона:
if ShotType = WEAPON_IMP_FIRE then
a := 5
else
if ShotType = WEAPON_CACO_FIRE then
a := 20
else
a := 40;
// Попали в кого-то или в стену:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
(Timeout < 1) then
begin
if ShotType = WEAPON_IMP_FIRE then
s := 'FRAMES_EXPLODE_IMPFIRE'
else
if ShotType = WEAPON_CACO_FIRE then
s := 'FRAMES_EXPLODE_CACOFIRE'
else
s := 'FRAMES_EXPLODE_BARONFIRE';
// Взрыв:
if g_Frames_Get(TextureID, s) then
begin
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-32, cy-32, Anim);
Anim.Free();
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
ShotType := 0;
end;
end;
WEAPON_MANCUB_FIRE: // Выстрел Манкубуса
begin
// Вылетел из воды:
if WordBool(st and MOVE_HITAIR) then
g_Obj_SetSpeed(@Obj, 16);
// Попали в кого-то или в стену:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
(g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
// Взрыв:
if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
begin
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
ShotType := 0;
end;
end;
end; // case ShotType of...
// Если снаряда уже нет, удаляем анимацию:
if (ShotType = 0) then
begin
if gGameSettings.GameType = GT_SERVER then
MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud);
if Animation <> nil then
begin
Animation.Free();
Animation := nil;
end;
end
else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then
if gGameSettings.GameType = GT_SERVER then
MH_SEND_UpdateShot(i);
end;
end;
end;
procedure g_Weapon_Draw();
var
i: Integer;
a: SmallInt;
p: TDFPoint;
begin
if Shots = nil then
Exit;
for i := 0 to High(Shots) do
if Shots[i].ShotType <> 0 then
with Shots[i] do
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
(Shots[i].ShotType = WEAPON_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) then
a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y)
else
a := 0;
p.X := Obj.Rect.Width div 2;
p.Y := Obj.Rect.Height div 2;
if Animation <> nil then
begin
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) then
Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a)
else
Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
end
else if TextureID <> 0 then
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, TMirrorType.None)
else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;
if g_debug_Frames then
begin
e_DrawQuad(Obj.X+Obj.Rect.X,
Obj.Y+Obj.Rect.Y,
Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
0, 255, 0);
end;
end;
end;
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
var
a: Integer;
begin
Result := False;
if Shots = nil then
Exit;
for a := 0 to High(Shots) do
if (Shots[a].ShotType <> 0) and (Shots[a].SpawnerUID <> UID) then
if ((Shots[a].Obj.Vel.Y = 0) and (Shots[a].Obj.Vel.X > 0) and (Shots[a].Obj.X < X)) or
(Shots[a].Obj.Vel.Y = 0) and (Shots[a].Obj.Vel.X < 0) and (Shots[a].Obj.X > X) then
if (Abs(X-Shots[a].Obj.X) < Abs(Shots[a].Obj.Vel.X*Time)) and
g_Collide(X, Y, Width, Height, X, Shots[a].Obj.Y,
Shots[a].Obj.Rect.Width, Shots[a].Obj.Rect.Height) and
g_TraceVector(X, Y, Shots[a].Obj.X, Shots[a].Obj.Y) then
begin
Result := True;
Exit;
end;
end;
procedure g_Weapon_SaveState (st: TStream);
var
count, i, j: Integer;
begin
// Считаем количество существующих снарядов
count := 0;
for i := 0 to High(Shots) do if (Shots[i].ShotType <> 0) then Inc(count);
// Количество снарядов
utils.WriteInt(st, count);
if (count = 0) then exit;
for i := 0 to High(Shots) do
begin
if Shots[i].ShotType <> 0 then
begin
// Сигнатура снаряда
utils.writeSign(st, 'SHOT');
utils.writeInt(st, Byte(0)); // version
// Тип снаряда
utils.writeInt(st, Byte(Shots[i].ShotType));
// Цель
utils.writeInt(st, Word(Shots[i].Target));
// UID стрелявшего
utils.writeInt(st, Word(Shots[i].SpawnerUID));
// Размер поля Triggers
utils.writeInt(st, Integer(Length(Shots[i].Triggers)));
// Триггеры, активированные выстрелом
for j := 0 to Length(Shots[i].Triggers)-1 do utils.writeInt(st, LongWord(Shots[i].Triggers[j]));
// Объект снаряда
Obj_SaveState(st, @Shots[i].Obj);
// Костылина ебаная
utils.writeInt(st, Byte(Shots[i].Stopped));
end;
end;
end;
procedure g_Weapon_LoadState (st: TStream);
var
count, tc, i, j: Integer;
dw: LongWord;
begin
if (st = nil) then exit;
// Количество снарядов
count := utils.readLongInt(st);
if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid shots counter');
SetLength(Shots, count);
if (count = 0) then exit;
for i := 0 to count-1 do
begin
// Сигнатура снаряда
if not utils.checkSign(st, 'SHOT') then raise XStreamError.Create('invalid shot signature');
if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid shot version');
// Тип снаряда:
Shots[i].ShotType := utils.readByte(st);
// Цель
Shots[i].Target := utils.readWord(st);
// UID стрелявшего
Shots[i].SpawnerUID := utils.readWord(st);
// Размер поля Triggers
tc := utils.readLongInt(st);
if (tc < 0) or (tc > 1024*1024) then raise XStreamError.Create('invalid shot triggers counter');
SetLength(Shots[i].Triggers, tc);
// Триггеры, активированные выстрелом
for j := 0 to tc-1 do Shots[i].Triggers[j] := utils.readLongWord(st);
// Объект предмета
Obj_LoadState(@Shots[i].Obj, st);
// Костылина ебаная
Shots[i].Stopped := utils.readByte(st);
// Установка текстуры или анимации
Shots[i].TextureID := DWORD(-1);
Shots[i].Animation := nil;
case Shots[i].ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE:
begin
g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots[i].TextureID);
end;
WEAPON_PLASMA:
begin
g_Frames_Get(dw, 'FRAMES_WEAPON_PLASMA');
Shots[i].Animation := TAnimation.Create(dw, True, 5);
end;
WEAPON_BFG:
begin
g_Frames_Get(dw, 'FRAMES_WEAPON_BFG');
Shots[i].Animation := TAnimation.Create(dw, True, 6);
end;
WEAPON_IMP_FIRE:
begin
g_Frames_Get(dw, 'FRAMES_WEAPON_IMPFIRE');
Shots[i].Animation := TAnimation.Create(dw, True, 4);
end;
WEAPON_BSP_FIRE:
begin
g_Frames_Get(dw, 'FRAMES_WEAPON_BSPFIRE');
Shots[i].Animation := TAnimation.Create(dw, True, 4);
end;
WEAPON_CACO_FIRE:
begin
g_Frames_Get(dw, 'FRAMES_WEAPON_CACOFIRE');
Shots[i].Animation := TAnimation.Create(dw, True, 4);
end;
WEAPON_BARON_FIRE:
begin
g_Frames_Get(dw, 'FRAMES_WEAPON_BARONFIRE');
Shots[i].Animation := TAnimation.Create(dw, True, 4);
end;
WEAPON_MANCUB_FIRE:
begin
g_Frames_Get(dw, 'FRAMES_WEAPON_MANCUBFIRE');
Shots[i].Animation := TAnimation.Create(dw, True, 4);
end;
end;
end;
end;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
var
cx, cy: Integer;
Anim: TAnimation;
s: string;
begin
if Shots = nil then
Exit;
if (I > High(Shots)) or (I < 0) then Exit;
with Shots[I] do
begin
if ShotType = 0 then Exit;
Obj.X := X;
Obj.Y := Y;
cx := Obj.X + (Obj.Rect.Width div 2);
cy := Obj.Y + (Obj.Rect.Height div 2);
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ракеты и снаряды Скелета
begin
if Loud then
begin
if ShotType = WEAPON_SKEL_FIRE then
begin // Взрыв снаряда Скелета
if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
begin
Anim := TAnimation.Create(TextureID, False, 8);
Anim.Blending := False;
g_GFX_OnceAnim((Obj.X+32)-32, (Obj.Y+8)-32, Anim);
Anim.Free();
end;
end
else
begin // Взрыв Ракеты
if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
begin
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
end;
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Плазма, плазма Арахнатрона
begin
if ShotType = WEAPON_PLASMA then
s := 'FRAMES_EXPLODE_PLASMA'
else
s := 'FRAMES_EXPLODE_BSPFIRE';
if g_Frames_Get(TextureID, s) and loud then
begin
Anim := TAnimation.Create(TextureID, False, 3);
Anim.Blending := False;
g_GFX_OnceAnim(cx-16, cy-16, Anim);
Anim.Free();
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
// Взрыв BFG:
if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') and Loud then
begin
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Выстрелы Беса, Какодемона Рыцаря/Барона ада
begin
if ShotType = WEAPON_IMP_FIRE then
s := 'FRAMES_EXPLODE_IMPFIRE'
else
if ShotType = WEAPON_CACO_FIRE then
s := 'FRAMES_EXPLODE_CACOFIRE'
else
s := 'FRAMES_EXPLODE_BARONFIRE';
if g_Frames_Get(TextureID, s) and Loud then
begin
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-32, cy-32, Anim);
Anim.Free();
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Выстрел Манкубуса
begin
if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') and Loud then
begin
Anim := TAnimation.Create(TextureID, False, 6);
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
end; // case ShotType of...
ShotType := 0;
Animation.Free();
end;
end;
procedure g_Weapon_AddDynLights();
var
i: Integer;
begin
if Shots = nil then Exit;
for i := 0 to High(Shots) do
begin
if Shots[i].ShotType = 0 then continue;
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
(Shots[i].ShotType = WEAPON_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) or
(Shots[i].ShotType = WEAPON_IMP_FIRE) or
(Shots[i].ShotType = WEAPON_CACO_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_BSP_FIRE) or
(Shots[i].ShotType = WEAPON_PLASMA) or
(Shots[i].ShotType = WEAPON_BFG) or
(Shots[i].ShotType = WEAPON_FLAMETHROWER) or
false then
begin
if (Shots[i].ShotType = WEAPON_PLASMA) then
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)
else if (Shots[i].ShotType = WEAPON_BFG) then
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)
else if (Shots[i].ShotType = WEAPON_FLAMETHROWER) then
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)
else
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);
end;
end;
end;
procedure TShot.positionChanged (); begin end;
end.