diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 7f8f99dd5c8adfe49cc5829fc08d4ed33252c5c2..fc9db75ca5576da7fd02a0acec6b20a7c7cab88b 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
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,
+ g_language, g_netmsg, g_grid,
binheap, hashtable;
type
type
PHitTime = ^THitTime;
THitTime = record
- time: Single;
+ distSq: Integer;
mon: TMonster;
plridx: Integer; // if mon=nil
+ x, y: Integer;
end;
// indicies in `wgunHitTime` array
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;
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].distSq < wgunHitTime[b].distSq) then begin result := true; exit; end;
+ if (wgunHitTime[a].distSq > wgunHitTime[b].distSq) then begin result := false; exit; end;
if (wgunHitTime[a].mon <> nil) then
begin
// a is monster
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;
g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
- wgunMonHash := hashNewIntInt();
+ //wgunMonHash := hashNewIntInt();
wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeCompare);
end;
//!!!FIXME!!!
procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
-(*
var
- hitray: Ray2D;
+ x2, y2: Integer;
xi, yi: Integer;
- wallDistSq: Single = 1.0e100;
+ wallDistSq: Integer = $3fffffff;
- function doPlayerHit (idx: Integer): Boolean;
+ function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
begin
result := false;
if (idx < 0) or (idx > High(gPlayers)) then exit;
{$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.Live then
begin
- aabb := gPlayers[i].mapAABB;
- // inside?
- if aabb.contains(x, y) then
- begin
- if doPlayerHit(i) then begin result := true; exit; end;
- end
- else if (aabb.intersects(hitray, @tmin)) then
+ plr.getMapBox(px, py, pw, ph);
+ if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) 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;
+ function sqchecker (mon: TMonster; tag: Integer): Boolean;
+ 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(x, y, x2, y2, mx, my, mw, mh, inx, iny) then
+ begin
+ distSq := distanceSq(x, y, inx, iny);
+ if (distSq < wallDistSq) then appendHitTimeMon(distanceSq(x, y, inx, iny), 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}
-*)
begin
(*
if not gwep_debug_fast_trace then
end;
*)
-(*
- wgunMonHash.reset(); //FIXME: clear hash on level change
+ //wgunMonHash.reset(); //FIXME: clear hash on level change
wgunHitHeap.clear();
wgunHitTimeUsed := 0;
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
// has some entities to check, do it
i := wgunHitHeap.front;
wgunHitHeap.popFront();
- hitray.atTime(wgunHitTime[i].time, xe, ye);
+ 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
end;
if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
-*)
end;