diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index afebce7e17d4fca5dfa47f476d0865600ef9fa90..d9c20e62c7711a3c7c4faf1a12aac97afabd07a3 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
frameId: DWord;
{
- function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean;
+ 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
end;
}
- function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsWaterCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if (mon.trapCheckFrameId <> frameId) then
end;
//g_Mons_ForEach(monsWaterCheck);
- g_Mons_ForEachAtAlive(pan.X, pan.Y, pan.Width, pan.Height, 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);
function GunHit(X, Y: Integer; vx, vy: Integer; dmg: Integer;
SpawnerUID: Word; AllowPush: Boolean): Byte;
- {function monsCheck (monidx: Integer; mon: TMonster): Boolean;
+ {function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if mon.Live and mon.Collide(X, Y) then
end;
end;}
- function monsCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
if Result <> 0 then Exit;
//if g_Mons_ForEach(monsCheck) then result := 2;
- if g_Mons_ForEachAtAlive(X, Y, 1, 1, monsCheck) then result := 2;
+ if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2;
end;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
- function monsCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if (mon <> nil) and (mon.Live) and (mon.UID <> SpawnerUID) then
+ if (mon.Live) and (mon.UID <> SpawnerUID) then
begin
with mon do
begin
gPlayers[i].BFGHit();
end;
- g_Mons_ForEach(monsCheck);
+ //FIXME
+ g_Mons_ForEachAlive(monsCheck);
end;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
end;
end;
+ {
function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
begin
result := false; // don't stop
- if (mon <> nil) and mon.Live and g_Obj_Collide(obj, @mon.Obj) then
+ if mon.Live and g_Obj_Collide(obj, @mon.Obj) then
begin
if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
begin
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);
+ //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
function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
var
- r: Integer;
+ r: Integer; // squared radius
- function monsExCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsExCheck (mon: TMonster): Boolean;
var
dx, dy, mm: Integer;
begin
result := false; // don't stop
- if mon <> nil then
begin
- with mon 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;
+ 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 > 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;
+ 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);
- if mon.Live then
- HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad,
- 0, 0, SpawnerUID, HIT_ROCKET);
+ mm := Max(abs(dx), abs(dy));
+ if mm = 0 then mm := 1;
- mon.Push((dx*7) div mm, (dy*7) div mm);
+ if mon.Live 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;
+ result := false;
g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT);
end;
end;
- g_Mons_ForEach(monsExCheck);
-
+ //g_Mons_ForEach(monsExCheck);
+ g_Mons_ForEachAt(X-(rad+32), Y-(rad+32), (rad+32)*2, (rad+32)*2, monsExCheck);
h := High(gCorpses);