X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=488cee9edc6ce085a2c329f1f5d26f506bf4cb9e;hb=6d6df4e3427cd01e03e172984c9d0d391ff38032;hp=a0496da85e63e8314c938bcea0aa18bd7a957495;hpb=2257ac7163318bab560e4351f2b139c9ca4ed9e5;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index a0496da..488cee9 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -13,14 +13,14 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) -{$MODE DELPHI} +{$INCLUDE ../shared/a_modes.inc} unit g_player; interface uses e_graphics, g_playermodel, g_basic, g_textures, - g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT, + g_weapons, g_phys, g_sound, g_saveload, MAPDEF, BinEditor, g_panel; const @@ -168,6 +168,7 @@ type FXTo, FYTo: Integer; FSpectatePlayer: Integer; FFirePainTime: Integer; + FFireAttacker: Word; FSavedState: TPlayerSavedState; @@ -248,6 +249,11 @@ type FDummy: Boolean; FFireTime: Integer; + // debug: viewport offset + viewPortX, viewPortY, viewPortW, viewPortH: Integer; + + function isValidViewPort (): Boolean; inline; + constructor Create(); virtual; destructor Destroy(); override; procedure Respawn(Silent: Boolean; Force: Boolean = False); virtual; @@ -259,7 +265,7 @@ type procedure SetWeapon(W: Byte); function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; - function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual; + function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload; function Collide(Panel: TPanel): Boolean; overload; function Collide(X, Y: Integer): Boolean; overload; @@ -308,7 +314,12 @@ type procedure RealizeCurrentWeapon(); procedure JetpackOn; procedure JetpackOff; - procedure CatchFire(); + procedure CatchFire(Attacker: Word); + + //WARNING! this does nothing for now, but still call it! + procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! + + procedure getMapBox (out x, y, w, h: Integer); inline; property Name: String read FName write FName; property Model: TPlayerModel read FModel; @@ -375,9 +386,9 @@ type function FullInStep(XInc, YInc: Integer): Boolean; //function NeedItem(Item: Byte): Byte; procedure SelectWeapon(Dist: Integer); - procedure SetAIFlag(fName, fValue: String20); - function GetAIFlag(fName: String20): String20; - procedure RemoveAIFlag(fName: String20); + procedure SetAIFlag(aName, fValue: String20); + function GetAIFlag(aName: String20): String20; + procedure RemoveAIFlag(aName: String20); function Healthy(): Byte; procedure UpdateMove(); procedure UpdateCombat(); @@ -405,8 +416,11 @@ type RAngle: Integer; Color: TRGB; Obj: TObj; + + procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! end; + TShell = record SpriteID: DWORD; Live: Boolean; @@ -415,6 +429,8 @@ type Timeout: Cardinal; CX, CY: Integer; Obj: TObj; + + procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! end; TCorpse = class (TObject) @@ -437,6 +453,8 @@ type procedure SaveState(var Mem: TBinMemoryWriter); procedure LoadState(var Mem: TBinMemoryReader); + procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right! + property Obj: TObj read FObj; property State: Byte read FState; property Mess: Boolean read FMess; @@ -506,8 +524,9 @@ implementation uses e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math, - g_options, g_triggers, g_menu, MAPDEF, g_game, - wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg; + g_options, g_triggers, g_menu, g_game, g_grid, + wadreader, g_main, g_monsters, CONFIG, g_language, + g_net, g_netmsg, g_window, GL, g_holmes; type TBotProfile = record @@ -544,7 +563,7 @@ const ANGLE_LEFTUP = 125; ANGLE_LEFTDOWN = -145; PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12); - WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32)); + WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32)); BOT_MAXJUMP = 84; BOT_LONGDIST = 300; BOT_UNSAFEDIST = 128; @@ -575,7 +594,7 @@ const // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW, // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET); WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte = - (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 0); + (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2); PLAYER_SIGNATURE = $52594C50; // 'PLYR' CORPSE_SIGNATURE = $50524F43; // 'CORP' @@ -592,6 +611,11 @@ var BotNames: Array of String; BotList: Array of TBotProfile; + +procedure TGib.positionChanged (); begin end; +procedure TShell.positionChanged (); begin end; + + function Lerp(X, Y, Factor: Integer): Integer; begin Result := X + ((Y - X) div Factor); @@ -1520,6 +1544,7 @@ begin Obj.X := fX; Obj.Y := fY; g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4)); + positionChanged(); // this updates spatial accelerators RAngle := Random(360); Timeout := gTime + SHELL_TIMEOUT; @@ -1552,6 +1577,7 @@ begin Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2); Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2); g_Obj_PushA(@Obj, 25 + Random(10), Random(361)); + positionChanged(); // this updates spatial accelerators RAngle := Random(360); if gBloodCount > 0 then @@ -1591,6 +1617,7 @@ begin begin vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); + positionChanged(); // this updates spatial accelerators if WordBool(mr and MOVE_FALLOUT) then begin @@ -1640,6 +1667,7 @@ begin begin vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); + positionChanged(); // this updates spatial accelerators if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then begin @@ -1683,7 +1711,7 @@ end; procedure g_Player_DrawCorpses(); var i: Integer; - a: TPoint; + a: TDFPoint; begin if gGibs <> nil then for i := 0 to High(gGibs) do @@ -1714,7 +1742,7 @@ end; procedure g_Player_DrawShells(); var i: Integer; - a: TPoint; + a: TDFPoint; begin if gShells <> nil then for i := 0 to High(gShells) do @@ -1822,6 +1850,8 @@ end; { T P l a y e r : } +function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end; + procedure TPlayer.BFGHit(); begin g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), @@ -1834,13 +1864,13 @@ end; procedure TPlayer.ChangeModel(ModelName: string); var - Model: TPlayerModel; + locModel: TPlayerModel; begin - Model := g_PlayerModel_Get(ModelName); - if Model = nil then Exit; + locModel := g_PlayerModel_Get(ModelName); + if locModel = nil then Exit; FModel.Free(); - FModel := Model; + FModel := locModel; end; procedure TPlayer.SetModel(ModelName: string); @@ -1965,6 +1995,11 @@ end; constructor TPlayer.Create(); begin + viewPortX := 0; + viewPortY := 0; + viewPortW := 0; + viewPortH := 0; + FIamBot := False; FDummy := False; FSpawned := False; @@ -1993,6 +2028,7 @@ begin FShellTimer := -1; FFireTime := 0; FFirePainTime := 0; + FFireAttacker := 0; FActualModelName := 'doomer'; @@ -2006,6 +2042,10 @@ begin resetWeaponQueue(); end; +procedure TPlayer.positionChanged (); +begin +end; + procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); var c: Word; @@ -2275,7 +2315,28 @@ begin DrawAim(); end; + procedure TPlayer.DrawAim(); + procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer); + var + ex, ey: Integer; + begin + if isValidViewPort and (self = gPlayer1) then + begin + g_Holmes_plrLaser(ax0, ay0, ax1, ay1); + end; + + e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96); + if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then + begin + e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96); + end + else + begin + e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96); + end; + end; + var wx, wy, xx, yy: Integer; angle: SmallInt; @@ -2362,7 +2423,11 @@ begin end; xx := Trunc(Cos(-DegToRad(angle)) * len) + wx; yy := Trunc(Sin(-DegToRad(angle)) * len) + wy; + {$IF DEFINED(D2F_DEBUG)} + drawCast(sz, wx, wy, xx, yy); + {$ELSE} e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96); + {$ENDIF} end; procedure TPlayer.DrawGUI(); @@ -2638,7 +2703,7 @@ procedure TPlayer.Fire(); var f, DidFire: Boolean; wx, wy, xd, yd: Integer; - obj: TObj; + locobj: TObj; begin if g_Game_IsClient then Exit; // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG) @@ -2666,18 +2731,18 @@ begin if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); - obj.X := FObj.X+FObj.Rect.X; - obj.Y := FObj.Y+FObj.Rect.Y; - obj.rect.X := 0; - obj.rect.Y := 0; - obj.rect.Width := 39; - obj.rect.Height := 52; - obj.Vel.X := (xd-wx) div 2; - obj.Vel.Y := (yd-wy) div 2; - obj.Accel.X := xd-wx; - obj.Accel.y := yd-wy; - - if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then + locobj.X := FObj.X+FObj.Rect.X; + locobj.Y := FObj.Y+FObj.Rect.Y; + locobj.rect.X := 0; + locobj.rect.Y := 0; + locobj.rect.Width := 39; + locobj.rect.Height := 52; + locobj.Vel.X := (xd-wx) div 2; + locobj.Vel.Y := (yd-wy) div 2; + locobj.Accel.X := xd-wx; + locobj.Accel.y := yd-wy; + + if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y) else g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y); @@ -2880,9 +2945,10 @@ begin FJetSoundOff.PlayAt(FObj.X, FObj.Y); end; -procedure TPlayer.CatchFire(); +procedure TPlayer.CatchFire(Attacker: Word); begin - FFireTime := 360; + FFireTime := 100; + FFireAttacker := Attacker; if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; @@ -2947,22 +3013,34 @@ var DoFrags: Boolean; OldLR: Byte; KP: TPlayer; + it: PItem; procedure PushItem(t: Byte); var id: DWORD; begin id := g_Items_Create(FObj.X, FObj.Y, t, True, False); + it := g_Items_ByIdx(id); if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0 - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15), - (FObj.Vel.Y div 2)-Random(9)) + begin + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15), + (FObj.Vel.Y div 2)-Random(9)); + it.positionChanged(); // this updates spatial accelerators + end else + begin if KillType = K_HARDKILL then // -5..+5; -5..0 - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11), - (FObj.Vel.Y div 2)-Random(6)) + begin + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11), + (FObj.Vel.Y div 2)-Random(6)); + end else // -3..+3; -3..0 - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7), - (FObj.Vel.Y div 2)-Random(4)); + begin + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7), + (FObj.Vel.Y div 2)-Random(4)); + end; + it.positionChanged(); // this updates spatial accelerators + end; if g_Game_IsNet and g_Game_IsServer then MH_SEND_ItemSpawn(True, id); @@ -3083,7 +3161,7 @@ begin end else if g_GetUIDType(SpawnerUID) = UID_MONSTER then begin // Óáèò ìîíñòðîì - mon := g_Monsters_Get(SpawnerUID); + mon := g_Monsters_ByUID(SpawnerUID); if mon = nil then s := '?' else @@ -3353,13 +3431,21 @@ var begin result := 255; // default result: "no switch" // had weapon cycling on previous frame? remove that flag - if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end; + if (FNextWeap and $2000) <> 0 then + begin + FNextWeap := FNextWeap and $1FFF; + FNextWeapDelay := 0; + end; // cycling has priority if (FNextWeap and $C000) <> 0 then begin - if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; + if (FNextWeap and $8000) <> 0 then + dir := 1 + else + dir := -1; FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then exit; // cooldown time + if FNextWeapDelay > 0 then + exit; // cooldown time cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin @@ -3376,8 +3462,14 @@ begin exit; end; // no cycling - for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; - for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end; + for i := 0 to High(wantThisWeapon) do + wantThisWeapon[i] := false; + for i := 0 to High(FWeapon) do + if (FNextWeap and (1 shl i)) <> 0 then + begin + wantThisWeapon[i] := true; + Inc(wwc); + end; // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3385,11 +3477,19 @@ begin begin //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); // more than one weapon requested, assume "alteration" and check alteration delay - if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah + if FNextWeapDelay > 0 then + begin + FNextWeap := 0; + exit; + end; // yeah end; // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` // but clear all counters if no weapon should be switched - if wwc < 1 then begin resetWeaponQueue(); exit; end; + if wwc < 1 then + begin + resetWeaponQueue(); + exit; + end; //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); // try weapons in descending order for i := High(FWeapon) downto 0 do @@ -3480,7 +3580,7 @@ begin resetWeaponQueue(); end; -function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; +function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; var a: Boolean; begin @@ -3488,7 +3588,7 @@ begin if g_Game_IsClient then Exit; // a = true - ìåñòî ñïàâíà ïðåäìåòà: - a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn; + a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn; remove := not a; case ItemType of @@ -3498,6 +3598,7 @@ begin IncMax(FHealth, 10, PLAYER_HP_SOFT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3507,6 +3608,7 @@ begin IncMax(FHealth, 25, PLAYER_HP_SOFT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3534,6 +3636,7 @@ begin IncMax(FHealth, 100, PLAYER_HP_LIMIT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3546,11 +3649,12 @@ begin FArmor := PLAYER_AP_LIMIT; Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; ITEM_WEAPON_SAW: - if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then + if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then begin FWeapon[WEAPON_SAW] := True; Result := True; @@ -3801,6 +3905,7 @@ begin FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME; Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3830,6 +3935,7 @@ begin FBerserk := gTime+30000; Result := True; remove := True; + FFireTime := 0; end; if FHealth < PLAYER_HP_SOFT then begin @@ -3837,6 +3943,7 @@ begin FBerserk := gTime+30000; Result := True; remove := True; + FFireTime := 0; end; end; @@ -3855,6 +3962,7 @@ begin IncMax(FHealth, 4, PLAYER_HP_LIMIT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -4236,6 +4344,9 @@ begin FDamageBuffer := 0; FJetpack := False; FCanJetpack := False; + FFireTime := 0; + FFirePainTime := 0; + FFireAttacker := 0; // Àíèìàöèÿ âîçðîæäåíèÿ: if (not gLoadGameMode) and (not Silent) then @@ -4341,14 +4452,23 @@ begin b := Abs(FObj.Vel.X); if b > 1 then b := b * (Random(8 div b) + 1); for a := 0 to High(gGibs) do + begin if gGibs[a].Live and g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4, FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then + begin // Ïèíàåì êóñêè if FObj.Vel.X < 0 then + begin g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî + end else + begin g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî + end; + gGibs[a].positionChanged(); // this updates spatial accelerators + end; + end; end; SetAction(A_WALK); @@ -4575,7 +4695,10 @@ begin end; if FPhysics then + begin g_Obj_Move(@FObj, True, True, True); + positionChanged(); // this updates spatial accelerators + end; Exit; end; @@ -4698,7 +4821,10 @@ begin end; if FPhysics then - g_Obj_Move(@FObj, True, True, True) + begin + g_Obj_Move(@FObj, True, True, True); + positionChanged(); // this updates spatial accelerators + end else begin FObj.Vel.X := 0; @@ -4727,7 +4853,7 @@ begin DecMin(FPain, 5, 0); DecMin(FPickup, 1, 0); - if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then + if FLive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then begin // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë FMegaRulez[MR_SUIT] := 0; @@ -4834,13 +4960,19 @@ begin FFireTime := 0; FFirePainTime := 0; end + else if FMegaRulez[MR_SUIT] >= gTime then + begin + if FMegaRulez[MR_SUIT] = gTime then + FFireTime := 1; + FFirePainTime := 0; + end else begin OnFireFlame(1); if FFirePainTime <= 0 then begin if g_Game_IsServer then - Damage(5, 0, 0, 0, HIT_FLAME); + Damage(5, FFireAttacker, 0, 0, HIT_FLAME); FFirePainTime := 18; end; FFirePainTime := FFirePainTime - 1; @@ -4906,6 +5038,14 @@ begin if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time); end; +procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline; +begin + x := FObj.X+PLAYER_RECT.X; + y := FObj.Y+PLAYER_RECT.Y; + w := PLAYER_RECT.Width; + h := PLAYER_RECT.Height; +end; + function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean; begin Result := g_Collide(FObj.X+PLAYER_RECT.X, @@ -5000,7 +5140,7 @@ end; procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); var - Obj: TObj; + locObj: TObj; F: Boolean; WX, WY, XD, YD: Integer; begin @@ -5016,18 +5156,18 @@ begin if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); - obj.X := FObj.X+FObj.Rect.X; - obj.Y := FObj.Y+FObj.Rect.Y; - obj.rect.X := 0; - obj.rect.Y := 0; - obj.rect.Width := 39; - obj.rect.Height := 52; - obj.Vel.X := (xd-wx) div 2; - obj.Vel.Y := (yd-wy) div 2; - obj.Accel.X := xd-wx; - obj.Accel.y := yd-wy; - - if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then + locobj.X := FObj.X+FObj.Rect.X; + locobj.Y := FObj.Y+FObj.Rect.Y; + locobj.rect.X := 0; + locobj.rect.Y := 0; + locobj.rect.Width := 39; + locobj.rect.Height := 52; + locobj.Vel.X := (xd-wx) div 2; + locobj.Vel.Y := (yd-wy) div 2; + locobj.Accel.X := xd-wx; + locobj.Accel.y := yd-wy; + + if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y) else g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y); @@ -5300,6 +5440,7 @@ begin Count := FLAG_TIME; g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5), (FObj.Vel.Y div 2)-2+Random(5)); + positionChanged(); // this updates spatial accelerators if FFlag = FLAG_RED then s := _lc[I_PLAYER_FLAG_RED] @@ -5950,6 +6091,8 @@ begin inherited; end; +procedure TCorpse.positionChanged (); begin end; + procedure TCorpse.Damage(Value: Word; vx, vy: Integer); var pm: TPlayerModel; @@ -6016,7 +6159,7 @@ begin if gTime mod (GAME_TICK*2) <> 0 then begin g_Obj_Move(@FObj, True, True, True); - + positionChanged(); // this updates spatial accelerators Exit; end; @@ -6024,6 +6167,7 @@ begin FObj.Vel.X := z_dec(FObj.Vel.X, 1); st := g_Obj_Move(@FObj, True, True, True); + positionChanged(); // this updates spatial accelerators if WordBool(st and MOVE_FALLOUT) then begin @@ -6204,8 +6348,43 @@ var firew, fireh: Integer; angle: SmallInt; mon: TMonster; - pla: TPlayer; + pla, tpla: TPlayer; vsPlayer, vsMonster, ok: Boolean; + + + function monsUpdate (mon: TMonster): Boolean; + begin + result := false; // don't stop + if mon.Live and (mon.MonsterType <> MONSTER_BARREL) then + begin + if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit; + + x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2); + y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2); + + // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé + if g_TraceVector(x1, y1, x2, y2) then + begin + // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé + SetLength(targets, Length(targets)+1); + with targets[High(targets)] do + begin + UID := mon.UID; + X := mon.Obj.X; + Y := mon.Obj.Y; + cX := x2; + cY := y2; + Rect := mon.Obj.Rect; + Dist := g_PatchLength(x1, y1, x2, y2); + Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and + (y1-4 > Target.Y + mon.Obj.Rect.Y); + Visible := True; + IsPlayer := False; + end; + end; + end; + end; + begin vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER); vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER); @@ -6238,14 +6417,16 @@ begin if (g_GetUIDType(Target.UID) = UID_PLAYER) and vsPlayer then begin // Èãðîê - with g_Player_Get(Target.UID) do - begin - if (@FObj) <> nil then + tpla := g_Player_Get(Target.UID); + if tpla <> nil then + with tpla do begin - Target.X := FObj.X; - Target.Y := FObj.Y; + if (@FObj) <> nil then + begin + Target.X := FObj.X; + Target.Y := FObj.Y; + end; end; - end; Target.cX := Target.X + PLAYER_RECT_CX; Target.cY := Target.Y + PLAYER_RECT_CY; @@ -6260,7 +6441,7 @@ begin if (g_GetUIDType(Target.UID) = UID_MONSTER) and vsMonster then begin // Ìîíñòð - mon := g_Monsters_Get(Target.UID); + mon := g_Monsters_ByUID(Target.UID); if mon <> nil then begin Target.X := mon.Obj.X; @@ -6333,41 +6514,7 @@ begin end; // Ìîíñòðû: - if vsMonster and (gMonsters <> nil) then - for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) and (gMonsters[a].Live) and - (gMonsters[a].MonsterType <> MONSTER_BARREL) then - begin - mon := gMonsters[a]; - - if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X, - mon.Obj.Y + mon.Obj.Rect.Y) then - Continue; - - x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2); - y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2); - - // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé: - if g_TraceVector(x1, y1, x2, y2) then - begin - // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé: - SetLength(targets, Length(targets)+1); - with targets[High(targets)] do - begin - UID := mon.UID; - X := mon.Obj.X; - Y := mon.Obj.Y; - cX := x2; - cY := y2; - Rect := mon.Obj.Rect; - Dist := g_PatchLength(x1, y1, x2, y2); - Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and - (y1-4 > Target.Y + mon.Obj.Rect.Y); - Visible := True; - IsPlayer := False; - end; - end; - end; + if vsMonster then g_Mons_ForEach(monsUpdate); end; // Åñëè åñòü âîçìîæíûå öåëè: @@ -6527,7 +6674,7 @@ begin end else begin // Öåëü - ìîíñòð - mon := g_Monsters_Get(Target.UID); + mon := g_Monsters_ByUID(Target.UID); if (mon = nil) or (not mon.Live) then Target.UID := 0; // òî çàáûòü öåëü end; @@ -6715,33 +6862,33 @@ begin Result := FKeys[Key].Pressed; end; -function TBot.GetAIFlag(fName: String20): String20; +function TBot.GetAIFlag(aName: String20): String20; var a: Integer; begin Result := ''; - fName := LowerCase(fName); + aName := LowerCase(aName); if FAIFlags <> nil then for a := 0 to High(FAIFlags) do - if LowerCase(FAIFlags[a].Name) = fName then + if LowerCase(FAIFlags[a].Name) = aName then begin Result := FAIFlags[a].Value; Break; end; end; -procedure TBot.RemoveAIFlag(fName: String20); +procedure TBot.RemoveAIFlag(aName: String20); var a, b: Integer; begin if FAIFlags = nil then Exit; - fName := LowerCase(fName); + aName := LowerCase(aName); for a := 0 to High(FAIFlags) do - if LowerCase(FAIFlags[a].Name) = fName then + if LowerCase(FAIFlags[a].Name) = aName then begin if a <> High(FAIFlags) then for b := a to High(FAIFlags)-1 do @@ -6752,7 +6899,7 @@ begin end; end; -procedure TBot.SetAIFlag(fName, fValue: String20); +procedure TBot.SetAIFlag(aName, fValue: String20); var a: Integer; ok: Boolean; @@ -6760,11 +6907,11 @@ begin a := 0; ok := False; - fName := LowerCase(fName); + aName := LowerCase(aName); if FAIFlags <> nil then for a := 0 to High(FAIFlags) do - if LowerCase(FAIFlags[a].Name) = fName then + if LowerCase(FAIFlags[a].Name) = aName then begin ok := True; Break; @@ -6776,7 +6923,7 @@ begin SetLength(FAIFlags, Length(FAIFlags)+1); with FAIFlags[High(FAIFlags)] do begin - Name := fName; + Name := aName; Value := fValue; end; end; @@ -7279,7 +7426,7 @@ begin if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then begin // Ìîíñòð - mon := g_Monsters_Get(FLastSpawnerUID); + mon := g_Monsters_ByUID(FLastSpawnerUID); ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X, mon.Obj.Y + mon.Obj.Rect.Y); end;