diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 7f8f99dd5c8adfe49cc5829fc08d4ed33252c5c2..365396369efbf9ace4a41591da97b31889c6ce5c 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* 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.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
interface
uses
- g_textures, g_basic, e_graphics, g_phys, BinEditor, xprofiler;
+ SysUtils, Classes, mempool,
+ g_textures, g_basic, g_phys, xprofiler;
-const
- HIT_SOME = 0;
- HIT_ROCKET = 1;
- HIT_BFG = 2;
- HIT_TRAP = 3;
- HIT_FALL = 4;
- HIT_WATER = 5;
- HIT_ACID = 6;
- HIT_ELECTRO = 7;
- HIT_FLAME = 8;
- HIT_SELF = 9;
- HIT_DISCON = 10;
type
TShot = record
SpawnerUID: Word;
Triggers: DWArray;
Obj: TObj;
- Animation: TAnimation;
- TextureID: DWORD;
+ Animation: TAnimState;
Timeout: DWORD;
Stopped: Byte;
@@ -63,19 +50,19 @@ function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorps
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_gun(const x, y, xd, yd, v, indmg: 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_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
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_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
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);
@@ -84,13 +71,13 @@ procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boo
function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
+procedure g_Weapon_PreUpdate();
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(var Mem: TBinMemoryWriter);
-procedure g_Weapon_LoadState(var Mem: TBinMemoryReader);
+procedure g_Weapon_SaveState (st: TStream);
+procedure g_Weapon_LoadState (st: TStream);
procedure g_Weapon_AddDynLights();
WEAPON_BARON_FIRE = 24;
WEAPON_MANCUB_FIRE = 25;
WEAPON_SKEL_FIRE = 26;
+ WEAPON_LAST = WEAPON_SKEL_FIRE;
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, SysUtils, g_options, g_game,
- g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
- g_language, g_netmsg,
- binheap, hashtable;
+ uses
+ {$IFDEF ENABLE_GFX}
+ g_gfx,
+ {$ENDIF}
+ {$IFDEF ENABLE_GIBS}
+ g_gibs,
+ {$ENDIF}
+ {$IFDEF ENABLE_CORPSES}
+ g_corpses,
+ {$ENDIF}
+ Math, g_map, g_player, g_sound, g_panel,
+ g_console, g_options, g_game,
+ g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
+ g_language, g_netmsg, g_grid,
+ geom, binheap, hashtable, utils, xstreams
+ ;
type
TWaterPanel = record
type
PHitTime = ^THitTime;
THitTime = record
- time: Single;
+ 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<Integer>;
+ TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer, TBinHeapKeyHitTime>;
var
WaterMap: array of array of DWORD = nil;
- wgunMonHash: THashIntInt = nil;
+ //wgunMonHash: THashIntInt = nil;
wgunHitHeap: TBinaryHeapHitTimes = nil;
wgunHitTime: array of THitTime = nil;
wgunHitTimeUsed: Integer = 0;
-function hitTimeCompare (a, b: Integer): Boolean;
+class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean;
+var
+ hta, htb: PHitTime;
begin
- if (wgunHitTime[a].time < wgunHitTime[b].time) then begin result := true; exit; end;
- if (wgunHitTime[a].time > wgunHitTime[b].time) then begin result := false; exit; end;
- if (wgunHitTime[a].mon <> nil) then
+ 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 (wgunHitTime[b].mon = nil) then begin result := false; exit; end; // players first
- result := (wgunHitTime[a].mon.UID < wgunHitTime[b].mon.UID); // why not?
+ 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 (wgunHitTime[b].mon <> nil) then begin result := true; exit; end; // players first
- result := (wgunHitTime[a].plridx < wgunHitTime[b].plridx); // why not?
+ if (htb.mon <> nil) then begin result := true; exit; end; // players first
+ result := (hta.plridx < htb.plridx); // why not?
end;
end;
-procedure appendHitTimeMon (time: Single; mon: TMonster);
+procedure appendHitTimeMon (adistSq: Integer; amon: TMonster; ax, ay: Integer);
begin
if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
- wgunHitTime[wgunHitTimeUsed].time := time;
- wgunHitTime[wgunHitTimeUsed].mon := mon;
- wgunHitTime[wgunHitTimeUsed].plridx := -1;
+ with wgunHitTime[wgunHitTimeUsed] do
+ begin
+ distSq := adistSq;
+ mon := amon;
+ plridx := -1;
+ x := ax;
+ y := ay;
+ end;
wgunHitHeap.insert(wgunHitTimeUsed);
Inc(wgunHitTimeUsed);
end;
-procedure appendHitTimePlr (time: Single; plridx: Integer);
+procedure appendHitTimePlr (adistSq: Integer; aplridx: Integer; ax, ay: Integer);
begin
if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
- wgunHitTime[wgunHitTimeUsed].time := time;
- wgunHitTime[wgunHitTimeUsed].mon := nil;
- wgunHitTime[wgunHitTimeUsed].plridx := plridx;
+ with wgunHitTime[wgunHitTimeUsed] do
+ begin
+ distSq := adistSq;
+ mon := nil;
+ plridx := aplridx;
+ x := ax;
+ y := ay;
+ end;
wgunHitHeap.insert(wgunHitTimeUsed);
Inc(wgunHitTimeUsed);
end;
function monsWaterCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
+ 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;
pan := gWater[WaterMap[a][c]];
for d := 0 to High(gPlayers) do
begin
- if (gPlayers[d] <> nil) and (gPlayers[d].Live) then
+ if (gPlayers[d] <> nil) and (gPlayers[d].alive) then
begin
if gPlayers[d].Collide(pan) 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;
+ Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time
if t = HIT_FLAME then
m.CatchFire(SpawnerUID);
end
else
- Result := True;
+ Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time
end;
function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if (mon.Live) and (mon.UID <> SpawnerUID) then
+ if (mon.alive) and (mon.UID <> SpawnerUID) then
begin
with mon do
begin
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
+ {$IFDEF ENABLE_CORPSES}
+ h := High(gCorpses);
+ if gAdvCorpses and (h <> -1) then
+ begin
+ for i := 0 to h do
+ begin
+ if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
+ begin
+ with gCorpses[i] do
begin
- Damage(50, 0, 0);
- g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
- Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
+ if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
+ Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
+ g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
+ Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
+ begin
+ Damage(50, SpawnerUID, 0, 0);
+ g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2), Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
+ end;
end;
+ end;
+ end;
+ end;
+ {$ENDIF}
st := TEAM_NONE;
pl := g_Player_Get(SpawnerUID);
if h <> -1 then
for i := 0 to h do
- if (gPlayers[i] <> nil) and (gPlayers[i].Live) and (gPlayers[i].UID <> SpawnerUID) then
+ 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
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()
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);
+ Animation.Invalidate;
end;
end;
Triggers := nil;
ShotType := WEAPON_PLASMA;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
- Animation := TAnimation.Create(FramesID, True, 5);
+ Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
end;
Triggers := nil;
ShotType := WEAPON_BFG;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
- Animation := TAnimation.Create(FramesID, True, 6);
+ Animation := TAnimState.Create(True, 6, 2); // !!! put values into table
end;
end;
Triggers := nil;
ShotType := WEAPON_FLAMETHROWER;
- Animation := nil;
- TextureID := 0;
- g_Frames_Get(TextureID, 'FRAMES_FLAME');
+ Animation.Invalidate;
+ // Animation := TAnimState.Create(True, 6, 0); // drawed as gfx
end;
end;
Triggers := nil;
ShotType := WEAPON_IMP_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
Triggers := nil;
ShotType := WEAPON_CACO_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
Triggers := nil;
ShotType := WEAPON_MANCUB_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
begin
g_Obj_Init(@Obj);
- Obj.Rect.Width := 32;
+ Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
Triggers := nil;
ShotType := WEAPON_BARON_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
Triggers := nil;
ShotType := WEAPON_BSP_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
Triggers := nil;
ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
- Animation := TAnimation.Create(FramesID, True, 5);
+ Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
end;
end;
+ Shots[find_id].Obj.oldX := X;
+ Shots[find_id].Obj.oldY := Y;
Shots[find_id].Obj.X := X;
Shots[find_id].Obj.Y := Y;
Shots[find_id].Obj.Vel.X := XV;
if a = 0 then
a := 1;
+ Shots[i].Obj.oldX := x;
+ Shots[i].Obj.oldY := y;
Shots[i].Obj.X := x;
Shots[i].Obj.Y := y;
Shots[i].Obj.Vel.X := (xd*s) div a;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
-var
- i, h: Integer;
+ {$IFDEF ENABLE_CORPSES}
+ var i: Integer;
+ {$ENDIF}
+ var h: Integer;
function PlayerHit(Team: Byte = 0): Boolean;
var
if h <> -1 then
for i := 0 to h do
- if (gPlayers[i] <> nil) and gPlayers[i].Live and g_Obj_Collide(obj, @gPlayers[i].Obj) then
+ 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
function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and g_Obj_Collide(obj, @mon.Obj) then
+ 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
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
+ {$IFDEF ENABLE_CORPSES}
+ if HitCorpses then
+ begin
+ h := High(gCorpses);
+ if gAdvCorpses and (h <> -1) then
+ begin
+ for i := 0 to h do
begin
- // Ðàñïèëèâàåì òðóï:
- gCorpses[i].Damage(d, (obj^.Vel.X+obj^.Accel.X) div 4,
- (obj^.Vel.Y+obj^.Accel.Y) div 4);
- Result := 1;
+ if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) and
+ g_Obj_Collide(obj, @gCorpses[i].Obj) then
+ begin
+ // Ðàñïèëèâàåì òðóï:
+ gCorpses[i].Damage(d, SpawnerUID, (obj^.Vel.X+obj^.Accel.X) div 4,
+ (obj^.Vel.Y+obj^.Accel.Y) div 4);
+ Result := 1;
+ end;
end;
- end;
+ end;
+ end;
+ {$ENDIF}
case gGameSettings.GameMode of
// Êàìïàíèÿ:
Exit;
end;
- if PlayerHit() then
+ // È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
+ // (èëè ñíàðÿä îò ìîíñòðà, èëè friendlyfire, èëè friendly_hit_projectile)
+ if (g_GetUIDType(SpawnerUID) <> UID_PLAYER) or
+ LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then
begin
- Result := 1;
- Exit;
+ if PlayerHit() then
+ begin
+ Result := 1;
+ Exit;
+ end;
end;
end;
Exit;
end;
- // È â êîíöå ñâîèõ èãðîêîâ
- if PlayerHit(1) then
+ // È â êîíöå ñâîèõ èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
+ // (èëè friendlyfire, èëè friendly_hit_projectile)
+ if LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then
begin
- Result := 1;
- Exit;
+ if PlayerHit(1) then
+ begin
+ Result := 1;
+ Exit;
+ end;
end;
end;
mm := Max(abs(dx), abs(dy));
if mm = 0 then mm := 1;
- if mon.Live then
+ if mon.alive then
begin
HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, 0, 0, SpawnerUID, HIT_ROCKET);
end;
end;
end;
-var
- i, h, dx, dy, m, mm: Integer;
- _angle: SmallInt;
+ var i, h, dx, dy, mm: Integer;
+ {$IFDEF ENABLE_GIBS}
+ var _angle: SmallInt;
+ {$ENDIF}
+ {$IF DEFINED(ENABLE_GIBS) OR DEFINED(ENABLE_CORPSES)}
+ var m: Integer;
+ {$ENDIF}
begin
result := false;
if h <> -1 then
for i := 0 to h do
- if (gPlayers[i] <> nil) and gPlayers[i].Live then
+ 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;
//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
+ {$IFDEF ENABLE_CORPSES}
+ h := High(gCorpses);
+ if gAdvCorpses and (h <> -1) then
+ begin
+ for i := 0 to h do
+ begin
+ if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
begin
- dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
- dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
-
- if dx > 1000 then dx := 1000;
- if dy > 1000 then dy := 1000;
-
- if dx*dx+dy*dy < r then
+ with gCorpses[i] do
begin
- m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
- Obj.Rect.Width, Obj.Rect.Height);
-
- mm := Max(abs(dx), abs(dy));
- if mm = 0 then mm := 1;
-
- Damage(Round(100*(rad-m)/rad), (dx*10) div mm, (dy*10) div mm);
+ dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
+ dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
+ if dx > 1000 then dx := 1000;
+ if dy > 1000 then dy := 1000;
+ if dx*dx+dy*dy < r then
+ begin
+ m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
+ mm := Max(abs(dx), abs(dy));
+ if mm = 0 then
+ mm := 1;
+ Damage(Round(100*(rad-m)/rad), SpawnerUID, (dx*10) div mm, (dy*10) div mm);
+ end;
end;
end;
+ end;
+ end;
+ {$ENDIF}
- h := High(gGibs);
-
- if gAdvGibs and (h <> -1) then
- for i := 0 to h do
- if gGibs[i].Live 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
+ {$IFDEF ENABLE_GIBS}
+ h := High(gGibs);
+ if gAdvGibs and (h <> -1) then
+ for i := 0 to h do
+ if gGibs[i].alive then
+ with gGibs[i] do
begin
- m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
- Obj.Rect.Width, Obj.Rect.Height);
- _angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
- Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y);
-
- g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle);
- positionChanged(); // this updates spatial accelerators
+ dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
+ dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
+ if dx > 1000 then dx := 1000;
+ if dy > 1000 then dy := 1000;
+ if dx*dx+dy*dy < r then
+ begin
+ m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
+ Obj.Rect.Width, Obj.Rect.Height);
+ _angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
+ Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y);
+ g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle);
+ positionChanged(); // this updates spatial accelerators
+ end;
end;
- end;
+ {$ENDIF}
end;
procedure g_Weapon_Init();
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;
-
+ Shots := nil;
WaterMap := nil;
end;
procedure g_Weapon_LoadData();
begin
- e_WriteLog('Loading weapons data...', MSG_NOTIFY);
+ 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_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_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_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(hitTimeCompare);
+ //wgunMonHash := hashNewIntInt();
+ wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
procedure g_Weapon_FreeData();
begin
- e_WriteLog('Releasing weapons data...', MSG_NOTIFY);
+ e_WriteLog('Releasing weapons data...', TMsgType.Notify);
g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
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_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_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;
result := false;
for i := 0 to High(gPlayers) do
begin
- if (gPlayers[i] <> nil) and gPlayers[i].Live and gPlayers[i].Collide(X, Y) then
+ 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
//vy := (dy*10 div d)*yi;
{$IF DEFINED(D2F_DEBUG)}
- stt := curTimeMicro();
+ stt := getTimeMicro();
{$ENDIF}
xx := x;
begin
_collide := True;
{$IF DEFINED(D2F_DEBUG)}
- stt := curTimeMicro()-stt;
+ stt := getTimeMicro()-stt;
e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
showTime := false;
{$ENDIF}
{$IF DEFINED(D2F_DEBUG)}
if showTime then
begin
- stt := curTimeMicro()-stt;
+ stt := getTimeMicro()-stt;
e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
end;
{$ENDIF}
//!!!FIXME!!!
-procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
-(*
+procedure g_Weapon_gun (const x, y, xd, yd, v, indmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
var
- hitray: Ray2D;
+ x0, y0: Integer;
+ x2, y2: Integer;
xi, yi: Integer;
- wallDistSq: Single = 1.0e100;
+ wallDistSq: Integer = $3fffffff;
+ spawnerPlr: TPlayer = nil;
+ dmg: Integer;
- function doPlayerHit (idx: Integer): Boolean;
+ function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
begin
result := false;
if (idx < 0) or (idx > High(gPlayers)) then exit;
- if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit;
+ if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit;
+ if (spawnerPlr <> nil) then
+ begin
+ if ((gGameSettings.Options and (GAME_OPTION_TEAMHITTRACE or GAME_OPTION_TEAMDAMAGE)) = 0) and
+ (spawnerPlr.Team <> TEAM_NONE) and (spawnerPlr.Team = gPlayers[idx].Team) then
+ begin
+ if (spawnerPlr <> gPlayers[idx]) and ((gGameSettings.Options and GAME_OPTION_TEAMABSORBDAMAGE) = 0) then
+ dmg := Max(1, dmg div 2);
+ exit;
+ end;
+ end;
result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
{$IF DEFINED(D2F_DEBUG)}
{$ENDIF}
end;
- function doMonsterHit (mon: TMonster): Boolean;
+ function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean;
begin
result := false;
if (mon = nil) then exit;
function playerPossibleHit (): Boolean;
var
i: Integer;
- aabb: AABB2D;
- tmin: Single;
+ px, py, pw, ph: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
+ plr: TPlayer;
begin
result := false;
for i := 0 to High(gPlayers) do
begin
- if (gPlayers[i] <> nil) and gPlayers[i].Live then
+ plr := gPlayers[i];
+ if (plr <> nil) and plr.alive then
begin
- aabb := gPlayers[i].mapAABB;
- // inside?
- if aabb.contains(x, y) then
+ plr.getMapBox(px, py, pw, ph);
+ if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then
begin
- if doPlayerHit(i) then begin result := true; exit; end;
- end
- else if (aabb.intersects(hitray, @tmin)) then
- begin
- // intersect
- if (tmin <= 0.0) then
+ distSq := distanceSq(x, y, inx, iny);
+ if (distSq = 0) then
begin
- if doPlayerHit(i) then begin result := true; exit; end;
+ // contains
+ if doPlayerHit(i, x, y) then begin result := true; exit; end;
end
- else
+ else if (distSq < wallDistSq) then
begin
- if (tmin*tmin < wallDistSq) then appendHitTimePlr(tmin, i);
+ appendHitTimePlr(distSq, i, inx, iny);
end;
end;
end;
end;
end;
- function sqchecker (mon: TMonster; dist: Single): Boolean;
+ procedure sqchecker (mon: TMonster);
+ var
+ mx, my, mw, mh: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
begin
- result := false; // don't stop
- if (dist*dist < wallDistSq) then appendHitTimeMon(dist, mon);
+ mon.getMapBox(mx, my, mw, mh);
+ if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
+ begin
+ distSq := distanceSq(x0, y0, inx, iny);
+ if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny);
+ end;
end;
-*)
-(*
var
a: Integer;
- x2, y2: Integer;
dx, dy: Integer;
xe, ye: Integer;
s, c: Extended;
{$IF DEFINED(D2F_DEBUG)}
stt: UInt64;
{$ENDIF}
-*)
+ mit: PMonster;
+ it: TMonsterGrid.Iter;
begin
(*
if not gwep_debug_fast_trace then
end;
*)
-(*
- wgunMonHash.reset(); //FIXME: clear hash on level change
+ if (xd = 0) and (yd = 0) then exit;
+
+ if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
+ spawnerPlr := g_Player_Get(SpawnerUID);
+
+ dmg := indmg;
+
+ //wgunMonHash.reset(); //FIXME: clear hash on level change
wgunHitHeap.clear();
wgunHitTimeUsed := 0;
if Abs(s) < 0.01 then s := 0;
if Abs(c) < 0.01 then c := 0;
+ x0 := x;
+ y0 := y;
x2 := x+Round(c*gMapInfo.Width);
y2 := y+Round(s*gMapInfo.Width);
dx := x2-x;
dy := y2-y;
- if (xd = 0) and (yd = 0) then exit;
-
- if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
- if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
+ if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0;
+ if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
{$IF DEFINED(D2F_DEBUG)}
- e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
- stt := curTimeMicro();
+ e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
+ stt := getTimeMicro();
{$ENDIF}
- wallHitFlag := g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY);
+ wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil);
if wallHitFlag then
begin
x2 := wallHitX;
y2 := wallHitY;
- wallDistSq := (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y);
+ wallDistSq := distanceSq(x, y, wallHitX, wallHitY);
end
else
begin
wallHitY := y2;
end;
- hitray := Ray2D.Create(x, y, x2, y2);
-
if playerPossibleHit() then exit; // instant hit
// collect monsters
- g_Mons_alongLine(x, y, x2, y2, sqchecker);
+ //g_Mons_AlongLine(x, y, x2, y2, sqchecker);
+
+ it := monsGrid.forEachAlongLine(x, y, x2, y2, -1);
+ for mit in it do sqchecker(mit^);
+ it.release();
// here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
- // also, if `wallWasHit` >= 0, then `wallHitX` and `wallHitY` contains spark coords
+ // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
while (wgunHitHeap.count > 0) do
begin
// has some entities to check, do it
i := wgunHitHeap.front;
wgunHitHeap.popFront();
- hitray.atTime(wgunHitTime[i].time, xe, ye);
+ // hitpoint
+ xe := wgunHitTime[i].x;
+ ye := wgunHitTime[i].y;
// check if it is not behind the wall
if (wgunHitTime[i].mon <> nil) then
begin
- didHit := doMonsterHit(wgunHitTime[i].mon);
+ didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye);
end
else
begin
- didHit := doPlayerHit(wgunHitTime[i].plridx);
+ didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye);
end;
if didHit then
begin
if wallHitFlag then
begin
{$IF DEFINED(D2F_DEBUG)}
- stt := curTimeMicro()-stt;
- e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ stt := getTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
+ {$ENDIF}
+ {$IFDEF ENABLE_GFX}
+ g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
{$ENDIF}
- g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
end
else
begin
{$IF DEFINED(D2F_DEBUG)}
- stt := curTimeMicro()-stt;
- e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ 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;
end;
procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
- dx := IfThen(xd > x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_ROCKETLAUNCHER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
- Animation := nil;
+ Animation.Invalidate;
triggers := nil;
- g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word;
WID: Integer = -1; Silent: Boolean = False);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
triggers := nil;
target := TargetUID;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
- Animation := TAnimation.Create(FramesID, True, 5);
+ Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
Obj.Rect.Width := SHOT_PLASMA_WIDTH;
Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
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);
+ Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_FLAME_WIDTH;
Obj.Rect.Height := SHOT_FLAME_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
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');
+ Animation.Invalidate;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
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);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
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);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
Obj.Rect.Width := 32;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
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);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BSP_FIRE;
triggers := nil;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
Obj.Rect.Width := 32;
Obj.Rect.Height := 32;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_MANCUB_FIRE;
triggers := nil;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
Obj.Rect.Width := SHOT_BFG_WIDTH;
Obj.Rect.Height := SHOT_BFG_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
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);
+ Animation := TAnimState.Create(True, 6, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
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;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_BFG_HIT, x - 32, y - 32);
+ {$ENDIF}
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
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);
+ if ABS(x-xd) >= ABS(y-yd) 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
+ else
+ begin
+ g_Weapon_gun(x+1, y, xd+1, yd, 1, 3, SpawnerUID, False);
+ g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False);
+ end;
end;
end;
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);
+ if ABS(x-xd) >= ABS(y-yd) 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
+ else
+ begin
+ g_Weapon_gun(x+1, y, xd+1, yd, 1, 2, SpawnerUID, False);
+ g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False);
+ end;
end;
end;
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
- i, j: Integer;
+ i, j, k: 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);
+ j := 0; k := 0;
+ if ABS(x-xd) >= ABS(y-yd) then j := Random(17) - 8 else k := Random(17) - 8; // -8 .. 8
+ g_Weapon_gun(x+k, y+j, xd+k, 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;
+ a, i, j, k: 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);
+ j := 0; k := 0;
+ if ABS(x-xd) >= ABS(y-yd) then j := Random(41) - 20 else k := Random(41) - 20; // -20 .. 20
+ g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
end;
end;
+procedure g_Weapon_PreUpdate();
+var
+ i: Integer;
+begin
+ if Shots = nil then Exit;
+ for i := 0 to High(Shots) do
+ if Shots[i].ShotType <> 0 then
+ begin
+ Shots[i].Obj.oldX := Shots[i].Obj.X;
+ Shots[i].Obj.oldY := Shots[i].Obj.Y;
+ 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;
+ {$IFDEF ENABLE_GFX}
+ var tcx, tcy: Integer;
+ {$ENDIF}
begin
if Shots = nil then
Exit;
end;
// Àíèìàöèÿ ñíàðÿäà:
- if Animation <> nil then
+ if Animation.IsValid() then
Animation.Update();
// Äâèæåíèå:
if Stopped = 0 then
begin
- st := g_Obj_Move(@Obj, False, spl);
+ st := g_Obj_Move_Projectile(@Obj, False, spl);
end
else
begin
begin
// Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
ShotType := 0;
- Animation.Free();
+ Animation.Invalidate();
Continue;
end;
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
- g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2),
- Obj.Y+(Obj.Rect.Height div 2),
- 1+Random(3), 16, 16)
+ begin
+ {$IFDEF ENABLE_GFX}
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$ENDIF}
+ if Random(2) = 0
+ then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
+ else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
+ end
else
- if g_Frames_Get(_id, 'FRAMES_SMOKE') then
- begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 150;
- g_GFX_OnceAnim(Obj.X-14+Random(9),
- Obj.Y+(Obj.Rect.Height div 2)-20+Random(9),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ begin
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), cy-20+Random(9));
+ {$ENDIF}
+ end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
g_Weapon_Explode(cx, cy, 60, SpawnerUID);
if ShotType = WEAPON_SKEL_FIRE then
- begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
- begin
- Anim := TAnimation.Create(TextureID, False, 8);
- Anim.Blending := False;
- g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim);
- g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
- Anim.Free();
- end;
- end
+ begin // Âçðûâ ñíàðÿäà Ñêåëåòà
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, Obj.X + 32 - 58, Obj.Y + 8 - 36);
+ g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
+ {$ENDIF}
+ end
else
- begin // Âçðûâ Ðàêåòû
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
- Anim.Free();
- end;
- end;
+ begin // Âçðûâ Ðàêåòû
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
+ {$ENDIF}
+ end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
- if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
- else
- s := 'FRAMES_EXPLODE_BSPFIRE';
-
- // Âçðûâ Ïëàçìû:
- if g_Frames_Get(TextureID, s) then
- begin
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
+ {$IFDEF ENABLE_GFX}
+ if ShotType = WEAPON_PLASMA then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
- end;
-
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
begin
if WordBool(st and MOVE_HITWATER) then
begin
- if g_Frames_Get(_id, 'FRAMES_SMOKE') then
- begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 0;
+ {$IFDEF ENABLE_GFX}
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;
+ g_GFX_QueueEffect(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2));
+ {$ENDIF}
end
else
- g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ begin
+ {$IFDEF ENABLE_GFX}
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ {$ENDIF}
+ if Random(2) = 0
+ then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
+ else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
+ end;
ShotType := 0;
Continue;
end;
Stopped := MOVE_HITCEIL;
end;
- a := IfThen(Stopped = 0, 3, 1);
+ a := IfThen(Stopped = 0, 10, 1);
// Åñëè â êîãî-òî ïîïàëè
if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
begin
if (gTime mod LongWord(tf) = 0) then
begin
- Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
- Anim.Alpha := 0;
- case Stopped of
- MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
- MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
- MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
- else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
- end;
- g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
- Anim.Free();
- //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
+ {$IFDEF ENABLE_GFX}
+ case Stopped of
+ MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
+ MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
+ MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
+ else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
+ end;
+ g_GFX_QueueEffect(R_GFX_FLAME_RAND, tcx - (R_GFX_FLAME_WIDTH div 2), tcy - (R_GFX_FLAME_HEIGHT div 2));
+ //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
+ {$ENDIF}
end;
end;
begin
// Ëó÷è BFG:
if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
-
- // Âçðûâ BFG:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
- end;
-
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
(Timeout < 1) then
begin
- if ShotType = WEAPON_IMP_FIRE then
- s := 'FRAMES_EXPLODE_IMPFIRE'
- else
- if ShotType = WEAPON_CACO_FIRE then
- s := 'FRAMES_EXPLODE_CACOFIRE'
- else
- s := 'FRAMES_EXPLODE_BARONFIRE';
-
- // Âçðûâ:
- if g_Frames_Get(TextureID, s) then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-32, cy-32, Anim);
- Anim.Free();
- end;
-
+ {$IFDEF ENABLE_GFX}
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
+ end;
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
(g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or
(Timeout < 1) then
begin
- // Âçðûâ:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- end;
-
+ // Âçðûâ:
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
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;
+ Animation.Invalidate;
end
else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then
if gGameSettings.GameType = GT_SERVER then
end;
end;
-procedure g_Weapon_Draw();
-var
- i: Integer;
- a: SmallInt;
- p: TPoint;
-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, M_NONE, p, a)
- else
- Animation.Draw(Obj.X, Obj.Y, M_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, M_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;
end;
end;
-procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter);
+procedure g_Weapon_SaveState (st: TStream);
var
count, i, j: Integer;
- dw: DWORD;
begin
-// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ:
+ // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ
count := 0;
- if Shots <> nil then
- for i := 0 to High(Shots) do
- if Shots[i].ShotType <> 0 then
- count := count + 1;
+ for i := 0 to High(Shots) do if (Shots[i].ShotType <> 0) then Inc(count);
- Mem := TBinMemoryWriter.Create((count+1) * 80);
+ // Êîëè÷åñòâî ñíàðÿäîâ
+ utils.WriteInt(st, count);
-// Êîëè÷åñòâî ñíàðÿäîâ:
- Mem.WriteInt(count);
-
- if count = 0 then
- Exit;
+ if (count = 0) then exit;
for i := 0 to High(Shots) do
+ begin
if Shots[i].ShotType <> 0 then
begin
- // Ñèãíàòóðà ñíàðÿäà:
- dw := SHOT_SIGNATURE; // 'SHOT'
- Mem.WriteDWORD(dw);
- // Òèï ñíàðÿäà:
- Mem.WriteByte(Shots[i].ShotType);
- // Öåëü:
- Mem.WriteWord(Shots[i].Target);
- // UID ñòðåëÿâøåãî:
- Mem.WriteWord(Shots[i].SpawnerUID);
- // Ðàçìåð ïîëÿ Triggers:
- dw := Length(Shots[i].Triggers);
- Mem.WriteDWORD(dw);
- // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
- for j := 0 to Integer(dw)-1 do
- Mem.WriteDWORD(Shots[i].Triggers[j]);
- // Îáúåêò ñíàðÿäà:
- Obj_SaveState(@Shots[i].Obj, Mem);
- // Êîñòûëèíà åáàíàÿ:
- Mem.WriteByte(Shots[i].Stopped);
+ // Ñèãíàòóðà ñíàðÿäà
+ utils.writeSign(st, 'SHOT');
+ utils.writeInt(st, Byte(0)); // version
+ // Òèï ñíàðÿäà
+ utils.writeInt(st, Byte(Shots[i].ShotType));
+ // Öåëü
+ utils.writeInt(st, Word(Shots[i].Target));
+ // UID ñòðåëÿâøåãî
+ utils.writeInt(st, Word(Shots[i].SpawnerUID));
+ // Ðàçìåð ïîëÿ Triggers
+ utils.writeInt(st, Integer(Length(Shots[i].Triggers)));
+ // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
+ for j := 0 to Length(Shots[i].Triggers)-1 do utils.writeInt(st, LongWord(Shots[i].Triggers[j]));
+ // Îáúåêò ñíàðÿäà
+ Obj_SaveState(st, @Shots[i].Obj);
+ // Êîñòûëèíà åáàíàÿ
+ utils.writeInt(st, Byte(Shots[i].Stopped));
end;
+ end;
end;
-procedure g_Weapon_LoadState(var Mem: TBinMemoryReader);
+procedure g_Weapon_LoadState (st: TStream);
var
- count, i, j: Integer;
- dw: DWORD;
+ count, tc, i, j: Integer;
begin
- if Mem = nil then
- Exit;
+ if (st = nil) then exit;
-// Êîëè÷åñòâî ñíàðÿäîâ:
- Mem.ReadInt(count);
+ // Êîëè÷åñòâî ñíàðÿäîâ
+ 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;
+ if (count = 0) then exit;
for i := 0 to count-1 do
begin
- // Ñèãíàòóðà ñíàðÿäà:
- Mem.ReadDWORD(dw);
- if dw <> SHOT_SIGNATURE then // 'SHOT'
- begin
- raise EBinSizeError.Create('g_Weapons_LoadState: Wrong Shot Signature');
- end;
- // Òèï ñíàðÿäà:
- Mem.ReadByte(Shots[i].ShotType);
- // Öåëü:
- Mem.ReadWord(Shots[i].Target);
- // UID ñòðåëÿâøåãî:
- Mem.ReadWord(Shots[i].SpawnerUID);
- // Ðàçìåð ïîëÿ Triggers:
- Mem.ReadDWORD(dw);
- SetLength(Shots[i].Triggers, dw);
- // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
- for j := 0 to Integer(dw)-1 do
- Mem.ReadDWORD(Shots[i].Triggers[j]);
- // Îáúåêò ïðåäìåòà:
- Obj_LoadState(@Shots[i].Obj, Mem);
- // Êîñòûëèíà åáàíàÿ:
- Mem.ReadByte(Shots[i].Stopped);
-
- // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè:
- Shots[i].TextureID := DWORD(-1);
- Shots[i].Animation := nil;
+ // Ñèãíàòóðà ñíàðÿäà
+ 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');
+ // Òèï ñíàðÿäà:
+ Shots[i].ShotType := utils.readByte(st);
+ // Öåëü
+ Shots[i].Target := utils.readWord(st);
+ // UID ñòðåëÿâøåãî
+ Shots[i].SpawnerUID := utils.readWord(st);
+ // Ðàçìåð ïîëÿ 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);
+ // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
+ for j := 0 to tc-1 do Shots[i].Triggers[j] := utils.readLongWord(st);
+ // Îáúåêò ïðåäìåòà
+ Obj_LoadState(@Shots[i].Obj, st);
+ // Êîñòûëèíà åáàíàÿ
+ Shots[i].Stopped := utils.readByte(st);
+
+ // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
+ Shots[i].Animation.Invalidate;
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);
+ Shots[i].Animation := TAnimState.Create(True, 5, 2); // !!! put values into table
end;
WEAPON_BFG:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_BFG');
- Shots[i].Animation := TAnimation.Create(dw, True, 6);
+ Shots[i].Animation := TAnimState.Create(True, 6, 2); // !!! put values into table
end;
WEAPON_IMP_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_IMPFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_BSP_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_BSPFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_CACO_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_CACOFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_BARON_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_BARONFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_MANCUB_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_MANCUBFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
-var
- cx, cy: Integer;
- Anim: TAnimation;
- s: string;
+ {$IFDEF ENABLE_GFX}
+ var cx, cy: Integer;
+ {$ENDIF}
begin
if Shots = nil then
Exit;
if ShotType = 0 then Exit;
Obj.X := X;
Obj.Y := Y;
- cx := Obj.X + (Obj.Rect.Width div 2);
- cy := Obj.Y + (Obj.Rect.Height div 2);
+ {$IFDEF ENABLE_GFX}
+ cx := Obj.X + (Obj.Rect.Width div 2);
+ cy := Obj.Y + (Obj.Rect.Height div 2);
+ {$ENDIF}
case ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
begin
if Loud then
begin
- if ShotType = WEAPON_SKEL_FIRE then
- begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
- begin
- Anim := TAnimation.Create(TextureID, False, 8);
- Anim.Blending := False;
- g_GFX_OnceAnim((Obj.X+32)-32, (Obj.Y+8)-32, Anim);
- Anim.Free();
- end;
- end
- else
- begin // Âçðûâ Ðàêåòû
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- end;
- end;
+ {$IFDEF ENABLE_GFX}
+ if ShotType = WEAPON_SKEL_FIRE then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
begin
- if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
- else
- s := 'FRAMES_EXPLODE_BSPFIRE';
-
- if g_Frames_Get(TextureID, s) and loud then
+ if loud then
begin
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
-
+ {$IFDEF ENABLE_GFX}
+ if ShotType = WEAPON_PLASMA then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
- // Âçðûâ BFG:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') and Loud then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
-
- g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
- end;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
+ {$ENDIF}
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
begin
- if ShotType = WEAPON_IMP_FIRE then
- s := 'FRAMES_EXPLODE_IMPFIRE'
- else
- if ShotType = WEAPON_CACO_FIRE then
- s := 'FRAMES_EXPLODE_CACOFIRE'
- else
- s := 'FRAMES_EXPLODE_BARONFIRE';
-
- if g_Frames_Get(TextureID, s) and Loud then
+ if loud then
begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-32, cy-32, Anim);
- Anim.Free();
-
+ {$IFDEF ENABLE_GFX}
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
+ end;
+ {$ENDIF}
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') and Loud then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
-
- g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
- end;
+ {$IFDEF ENABLE_GFX}
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ {$ENDIF}
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end; // case ShotType of...
ShotType := 0;
- Animation.Free();
+ Animation.Invalidate;
end;
end;