X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame%2Fg_weapons.pas;h=aa78ebd94e7ddae5fa7f224eada8b21f0cf3f79e;hb=4caa7355c2a35f38ee6fbd541cfed72751a520a4;hp=fc9db75ca5576da7fd02a0acec6b20a7c7cab88b;hpb=b4c47ccb9cb4d0773bd7da3f9614b6395c65db5a;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index fc9db75..aa78ebd 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -179,21 +179,24 @@ var wgunHitTimeUsed: Integer = 0; -function hitTimeCompare (a, b: Integer): Boolean; +function hitTimeLess (a, b: Integer): Boolean; +var + hta, htb: PHitTime; begin - 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 + 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; @@ -1163,7 +1166,7 @@ begin g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL'); //wgunMonHash := hashNewIntInt(); - wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeCompare); + wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeLess); end; procedure g_Weapon_FreeData(); @@ -1381,6 +1384,7 @@ 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 = $3fffffff; @@ -1450,10 +1454,10 @@ var begin result := false; // don't stop mon.getMapBox(mx, my, mw, mh); - if lineAABBIntersects(x, y, x2, y2, mx, my, mw, mh, inx, iny) then + if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then begin - distSq := distanceSq(x, y, inx, iny); - if (distSq < wallDistSq) then appendHitTimeMon(distanceSq(x, y, inx, iny), mon, inx, iny); + distSq := distanceSq(x0, y0, inx, iny); + if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny); end; end; @@ -1479,6 +1483,8 @@ begin end; *) + if (xd = 0) and (yd = 0) then exit; + //wgunMonHash.reset(); //FIXME: clear hash on level change wgunHitHeap.clear(); wgunHitTimeUsed := 0; @@ -1490,23 +1496,23 @@ begin if Abs(s) < 0.01 then s := 0; if Abs(c) < 0.01 then c := 0; + x0 := x; + y0 := y; x2 := x+Round(c*gMapInfo.Width); y2 := y+Round(s*gMapInfo.Width); dx := x2-x; dy := y2-y; - if (xd = 0) and (yd = 0) then exit; - - if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0; - if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0; + if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0; + if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0; {$IF DEFINED(D2F_DEBUG)} e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY); stt := curTimeMicro(); {$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; @@ -1522,15 +1528,16 @@ begin if playerPossibleHit() then exit; // instant hit // collect monsters - g_Mons_alongLine(x, y, x2, y2, sqchecker); + g_Mons_AlongLine(x, y, x2, y2, sqchecker); // 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(); + // hitpoint xe := wgunHitTime[i].x; ye := wgunHitTime[i].y; // check if it is not behind the wall