diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 182207f233740454ac355b5034c59625b78aea0b..3949fe93e8a6036274670ca635e1f6bf6dec6140 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
*
* 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
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
interface
uses
interface
uses
- SysUtils, Classes,
+ SysUtils, Classes, mempool,
g_textures, g_basic, e_graphics, g_phys, xprofiler;
g_textures, g_basic, e_graphics, g_phys, xprofiler;
g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
- binheap, hashtable, utils, xstreams;
+ geom, binheap, hashtable, utils, xstreams;
type
TWaterPanel = record
type
TWaterPanel = record
x, y: Integer;
end;
x, y: Integer;
end;
+ TBinHeapKeyHitTime = class
+ public
+ class function less (const a, b: Integer): Boolean; inline;
+ end;
+
// indicies in `wgunHitTime` array
// indicies in `wgunHitTime` array
- TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer>;
+ TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer, TBinHeapKeyHitTime>;
var
WaterMap: array of array of DWORD = nil;
var
WaterMap: array of array of DWORD = nil;
wgunHitTimeUsed: Integer = 0;
wgunHitTimeUsed: Integer = 0;
-function hitTimeLess (a, b: Integer): Boolean;
+class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean;
var
hta, htb: PHitTime;
begin
var
hta, htb: PHitTime;
begin
procedure g_Weapon_LoadData();
begin
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_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_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_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_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_JETFLY', GameWAD+':SOUNDS\WORKJETPACK');
g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD+':SOUNDS\STARTJETPACK');
g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD+':SOUNDS\STOPJETPACK');
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
//wgunMonHash := hashNewIntInt();
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
//wgunMonHash := hashNewIntInt();
- wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeLess);
+ wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
procedure g_Weapon_FreeData();
begin
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_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_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_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_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_JETFLY');
g_Sound_Delete('SOUND_PLAYER_JETON');
g_Sound_Delete('SOUND_PLAYER_JETOFF');
end;
end;
end;
end;
- function sqchecker (mon: TMonster; tag: Integer): Boolean;
+ procedure sqchecker (mon: TMonster);
var
mx, my, mw, mh: Integer;
inx, iny: Integer;
distSq: Integer;
begin
var
mx, my, mw, mh: Integer;
inx, iny: Integer;
distSq: Integer;
begin
- result := false; // don't stop
mon.getMapBox(mx, my, mw, mh);
if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
begin
mon.getMapBox(mx, my, mw, mh);
if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
begin
{$IF DEFINED(D2F_DEBUG)}
stt: UInt64;
{$ENDIF}
{$IF DEFINED(D2F_DEBUG)}
stt: UInt64;
{$ENDIF}
+ mit: PMonster;
+ it: TMonsterGrid.Iter;
begin
(*
if not gwep_debug_fast_trace then
begin
(*
if not gwep_debug_fast_trace then
if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
{$IF DEFINED(D2F_DEBUG)}
if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
{$IF DEFINED(D2F_DEBUG)}
- e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
+ e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
stt := getTimeMicro();
{$ENDIF}
stt := getTimeMicro();
{$ENDIF}
if playerPossibleHit() then exit; // instant hit
// collect monsters
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` is `true`, then `wallHitX` and `wallHitY` contains spark coords
// here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
// also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
- e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
{$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);
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
begin
{$IF DEFINED(D2F_DEBUG)}
stt := getTimeMicro()-stt;
- e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
{$ENDIF}
end;
{$ENDIF}
end;
if Stopped = 0 then
begin
if Stopped = 0 then
begin
- st := g_Obj_Move(@Obj, False, spl);
+ st := g_Obj_Move_Projectile(@Obj, False, spl);
end
else
begin
end
else
begin
Stopped := MOVE_HITCEIL;
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
// Åñëè â êîãî-òî ïîïàëè
if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
begin
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) then
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)
+ Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a)
else
else
- Animation.Draw(Obj.X, Obj.Y, M_NONE);
+ Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
end
else if TextureID <> 0 then
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
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)
+ 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;
else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;