X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=034642c34561165f8398d2d11153c2764cd5c071;hb=db4e988645273fe1c11611d84e03f0199cd181f7;hp=fc9db75ca5576da7fd02a0acec6b20a7c7cab88b;hpb=b4c47ccb9cb4d0773bd7da3f9614b6395c65db5a;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index fc9db75..034642c 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; @@ -335,7 +338,7 @@ var 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 + if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME begin i2 += 1; chkTrap_mn[i2] := monidx; @@ -382,7 +385,7 @@ begin pan := gWater[WaterMap[a][c]]; for d := 0 to High(gPlayers) do begin - if (gPlayers[d] <> nil) and (gPlayers[d].Live) then + if (gPlayers[d] <> nil) and (gPlayers[d].alive) then begin if gPlayers[d].Collide(pan) then begin @@ -496,7 +499,7 @@ procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); function monsCheck (mon: TMonster): Boolean; begin result := false; // don't stop - if (mon.Live) and (mon.UID <> SpawnerUID) then + if (mon.alive) and (mon.UID <> SpawnerUID) then begin with mon do begin @@ -544,7 +547,7 @@ begin if h <> -1 then for i := 0 to h do - if (gPlayers[i] <> nil) and (gPlayers[i].Live) and (gPlayers[i].UID <> SpawnerUID) then + if (gPlayers[i] <> nil) and (gPlayers[i].alive) and (gPlayers[i].UID <> SpawnerUID) then with gPlayers[i] do if (g_PatchLength(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) <= SHOT_BFG_RADIUS) and @@ -799,7 +802,7 @@ var if h <> -1 then for i := 0 to h do - if (gPlayers[i] <> nil) and gPlayers[i].Live and g_Obj_Collide(obj, @gPlayers[i].Obj) then + if (gPlayers[i] <> nil) and gPlayers[i].alive and g_Obj_Collide(obj, @gPlayers[i].Obj) then begin ChkTeam := True; if (Team > 0) and (g_GetUIDType(SpawnerUID) = UID_PLAYER) then @@ -826,7 +829,7 @@ var function monsCheckHit (monidx: Integer; mon: TMonster): Boolean; begin result := false; // don't stop - if mon.Live and g_Obj_Collide(obj, @mon.Obj) then + if mon.alive and g_Obj_Collide(obj, @mon.Obj) then begin if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then begin @@ -979,7 +982,7 @@ var mm := Max(abs(dx), abs(dy)); if mm = 0 then mm := 1; - if mon.Live then + if mon.alive then begin HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, 0, 0, SpawnerUID, HIT_ROCKET); end; @@ -1003,7 +1006,7 @@ begin if h <> -1 then for i := 0 to h do - if (gPlayers[i] <> nil) and gPlayers[i].Live then + if (gPlayers[i] <> nil) and gPlayers[i].alive then with gPlayers[i] do begin dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X; @@ -1057,7 +1060,7 @@ begin if gAdvGibs and (h <> -1) then for i := 0 to h do - if gGibs[i].Live then + if gGibs[i].alive then with gGibs[i] do begin dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X; @@ -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(); @@ -1231,7 +1234,7 @@ begin result := false; for i := 0 to High(gPlayers) do begin - if (gPlayers[i] <> nil) and gPlayers[i].Live and gPlayers[i].Collide(X, Y) then + if (gPlayers[i] <> nil) and gPlayers[i].alive and gPlayers[i].Collide(X, Y) then begin if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then begin @@ -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 = $3fffffff; @@ -1389,7 +1393,7 @@ var begin result := false; if (idx < 0) or (idx > High(gPlayers)) then exit; - if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit; + if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit; result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v)); {$IF DEFINED(D2F_DEBUG)} @@ -1422,7 +1426,7 @@ var for i := 0 to High(gPlayers) do begin plr := gPlayers[i]; - if (plr <> nil) and plr.Live then + if (plr <> nil) and plr.alive then begin plr.getMapBox(px, py, pw, ph); if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then @@ -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 @@ -2490,7 +2497,7 @@ procedure g_Weapon_Draw(); var i: Integer; a: SmallInt; - p: TPoint; + p: TDFPoint; begin if Shots = nil then Exit;