X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=5d6a7848adf18b7b061505e667026823c8f13098;hb=1a0deddcb78946c8f7eba838d00fec5d6192501f;hp=c55931b540dd1e4055a949fb29799e0e83fd2c09;hpb=6eab64d006f1081bc5096507bb634928cadd6d66;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index c55931b..5d6a784 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -128,8 +128,8 @@ uses 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, - z_aabbtree, binheap, hashtable; + g_language, g_netmsg, g_grid, + binheap, hashtable; type TWaterPanel = record @@ -162,9 +162,10 @@ const type PHitTime = ^THitTime; THitTime = record - time: Single; + distSq: Integer; mon: TMonster; plridx: Integer; // if mon=nil + x, y: Integer; end; // indicies in `wgunHitTime` array @@ -172,48 +173,61 @@ type 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; +function hitTimeLess (a, b: Integer): Boolean; +var + hta, htb: PHitTime; 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].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; -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; @@ -554,7 +568,8 @@ end; function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord; var - find_id, FramesID: DWORD; + find_id: DWord; + FramesID: DWORD = 0; begin if I < 0 then find_id := FindShot() @@ -1150,8 +1165,8 @@ begin g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET'); g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL'); - wgunMonHash := hashNewIntInt(); - wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeCompare); + //wgunMonHash := hashNewIntInt(); + wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeLess); end; procedure g_Weapon_FreeData(); @@ -1250,6 +1265,7 @@ begin end; +(* procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); var a: Integer; @@ -1362,18 +1378,18 @@ begin if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT); end; +*) -(* -procedure g_Weapon_gunComplicated (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); -const - HHGridSize = 64; - +//!!!FIXME!!! +procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); var - hitray: Ray2D; + x0, y0: Integer; + x2, y2: Integer; xi, yi: Integer; + wallDistSq: Integer = $3fffffff; - function doPlayerHit (idx: Integer): Boolean; + function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean; begin result := false; if (idx < 0) or (idx > High(gPlayers)) then exit; @@ -1385,7 +1401,7 @@ var {$ENDIF} end; - function doMonsterHit (mon: TMonster): Boolean; + function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean; begin result := false; if (mon = nil) then exit; @@ -1396,386 +1412,80 @@ var {$ENDIF} end; - // get nearest player along hitray + // collect players along hitray // return `true` if instant hit was detected 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) 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 - appendHitTimePlr(tmin, i); + appendHitTimePlr(distSq, i, inx, iny); end; end; end; end; end; - function monsPossibleHitInstant (mon: TMonster): Boolean; - var - aabb: AABB2D; - begin - result := false; // don't stop - aabb := mon.mapAABB; - if aabb.contains(x, y) then - begin - result := doMonsterHit(mon); - end; - end; - - function monsPossibleHit (mon: TMonster): Boolean; + function sqchecker (mon: TMonster; tag: Integer): Boolean; var - aabb: AABB2D; - tmin: Single; + mx, my, mw, mh: Integer; + inx, iny: Integer; + distSq: Integer; begin result := false; // don't stop - if not wgunMonHash.put(Integer(mon.UID), 1) then + mon.getMapBox(mx, my, mw, mh); + if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then begin - // new monster; calculate hitpoint - aabb := mon.mapAABB; - if (aabb.intersects(hitray, @tmin)) then - begin - if (tmin < 0) then tmin := 1.0; - appendHitTimeMon(tmin, mon); - end; + distSq := distanceSq(x0, y0, inx, iny); + if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny); end; end; var a: Integer; - x2, y2: Integer; dx, dy: Integer; xe, ye: Integer; s, c: Extended; - xx, yy, d: Integer; - prevX, prevY: Integer; - leftToNextMonsterQuery: Integer = 0; i: Integer; - t1: Boolean; - {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)} - w, h: Word; - {$ENDIF} - wallWasHit: Boolean = false; + wallHitFlag: Boolean = false; wallHitX: Integer = 0; wallHitY: Integer = 0; didHit: Boolean = false; - mptWX: Integer = 0; - mptWY: Integer = 0; - mptHit: Integer = -1; {$IF DEFINED(D2F_DEBUG)} stt: UInt64; {$ENDIF} begin + (* if not gwep_debug_fast_trace then begin g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger); exit; end; + *) - wgunMonHash.reset(); //FIXME: clear hash on level change - wgunHitHeap.clear(); - wgunHitTimeUsed := 0; - - a := GetAngle(x, y, xd, yd)+180; - - SinCos(DegToRad(-a), s, c); - - if Abs(s) < 0.01 then s := 0; - if Abs(c) < 0.01 then c := 0; - - x2 := x+Round(c*gMapInfo.Width); - y2 := y+Round(s*gMapInfo.Width); - - hitray := Ray2D.Create(x, y, x2, y2); - - e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY); - - {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)} - t1 := (gWalls <> nil); - w := gMapInfo.Width; - h := gMapInfo.Height; - {$ENDIF} - - dx := x2-x; - dy := y2-y; - - if (xd = 0) and (yd = 0) then Exit; - - if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0; - if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0; - - // check instant hits - xx := x; - yy := y; - if (dx < 0) then Dec(xx); - if (dy < 0) then Dec(yy); - - dx := Abs(dx); - dy := Abs(dy); - - if playerPossibleHit() then exit; // instant hit - if g_Mons_ForEachAliveAt(xx, yy, 3, 3, monsPossibleHitInstant) then exit; // instant hit - - if dx > dy then d := dx else d := dy; - - //blood vel, for Monster.Damage() - //vx := (dx*10 div d)*xi; - //vy := (dy*10 div d)*yi; - - {$IF DEFINED(D2F_DEBUG)} - mptHit := g_Map_traceToNearestWall(x, y, x2, y2, @mptWX, @mptWY); - e_WriteLog(Format('tree trace: (%d,%d)', [mptWX, mptWY]), MSG_NOTIFY); - {$ENDIF} - - {$IF not DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)} - wallWasHit := (mptHit >= 0); - wallHitX := mptWX; - wallHitY := mptWY; - t1 := false; - {$ENDIF} - - {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro(); - {$ENDIF} - // find wall, collect monsters - begin - xe := 0; - ye := 0; - xx := x; - yy := y; - prevX := xx; - prevY := yy; - for i := 1 to d do - begin - prevX := xx; - prevY := yy; - xe += dx; - ye += dy; - if (xe > d) then begin xe -= d; xx += xi; end; - if (ye > d) then begin ye -= d; yy += yi; end; - - // wtf?! - //if (yy > h) or (yy < 0) then break; - //if (xx > w) or (xx < 0) then break; - - {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)} - if t1 and (xx >= 0) and (yy >= 0) and (xx < w) and (yy < h) then - begin - if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then - begin - wallWasHit := true; - wallHitX := prevX; - wallHitY := prevY; - end; - end; - {$ELSE} - if (abs(prevX-wallHitX) < 2) and (abs(prevY-wallHitY) < 2) then t1 := true; - {$ENDIF} - - if (leftToNextMonsterQuery <> 0) and not wallWasHit then - begin - Dec(leftToNextMonsterQuery); - end - else - begin - // check monsters - g_Mons_ForEachAliveAt(xx-HHGridSize div 2, yy-HHGridSize div 2, HHGridSize+HHGridSize div 2, HHGridSize+HHGridSize div 2, monsPossibleHit); - leftToNextMonsterQuery := HHGridSize; // again - {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)} - if wallWasHit then break; - {$ELSE} - if t1 then break; - {$ENDIF} - end; - end; - - if not wallWasHit then - begin - wallHitX := prevX; - wallHitY := prevY; - end; - end; - - // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime` - // also, if `wallWasHit` is true, then `wallHitX` and `wallHitY` contains wall coords - while (wgunHitHeap.count > 0) do - begin - // has some entities to check, do it - i := wgunHitHeap.front; - wgunHitHeap.popFront(); - hitray.atTime(wgunHitTime[i].time, xe, ye); - // check if it is not behind the wall - if ((xe-x)*(xe-x)+(ye-y)*(ye-y) < (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y)) then - begin - if (wgunHitTime[i].mon <> nil) then - begin - didHit := doMonsterHit(wgunHitTime[i].mon); - end - else - begin - didHit := doPlayerHit(wgunHitTime[i].plridx); - end; - if didHit then - begin - // need new coords for trigger - wallHitX := xe; - wallHitY := ye; - wallWasHit := false; // no sparks - break; - end; - end; - end; - - // need sparks? - if wallWasHit then - begin - {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)} - if (mptHit < 0) then - begin - e_WriteLog('OOPS: tree trace failed, but pixel trace found the wall!', MSG_WARNING); - raise Exception.Create('map tree trace fucked'); - end - else - begin - {$IF DEFINED(D2F_DEBUG)} - //e_WriteLog(Format(' trace: (%d,%d)', [wallHitX, wallHitY]), MSG_NOTIFY); - {$ENDIF} - wallHitX := mptWX; - wallHitY := mptWY; - end; - {$ENDIF} - {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro()-stt; - e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); - {$ENDIF} - g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0); - if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK); - end - else - begin - {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro()-stt; - e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); - {$ENDIF} - end; - - if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT); -end; -*) - - -procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); -var - hitray: Ray2D; - xi, yi: Integer; - wallDistSq: Single = 1.0e100; - - function doPlayerHit (idx: Integer): Boolean; - begin - result := false; - if (idx < 0) or (idx > High(gPlayers)) then exit; - if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit; - result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); - if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v)); - {$IF DEFINED(D2F_DEBUG)} - //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY); - {$ENDIF} - end; - - function doMonsterHit (mon: TMonster): Boolean; - begin - result := false; - if (mon = nil) then exit; - result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); - if result and (v <> 0) then mon.Push((xi*v), (yi*v)); - {$IF DEFINED(D2F_DEBUG)} - //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY); - {$ENDIF} - end; - - // collect players along hitray - // return `true` if instant hit was detected - function playerPossibleHit (): Boolean; - var - i: Integer; - aabb: AABB2D; - tmin: Single; - begin - result := false; - for i := 0 to High(gPlayers) do - begin - if (gPlayers[i] <> nil) and gPlayers[i].Live then - begin - aabb := gPlayers[i].mapAABB; - // inside? - if aabb.contains(x, y) then - begin - if doPlayerHit(i) then begin result := true; exit; end; - end - else if (aabb.intersects(hitray, @tmin)) then - begin - // intersect - if (tmin <= 0.0) then - begin - if doPlayerHit(i) then begin result := true; exit; end; - end - else - begin - if (tmin*tmin < wallDistSq) then appendHitTimePlr(tmin, i); - end; - end; - end; - end; - end; - - function sqchecker (mon: TMonster; dist: Single): Boolean; - begin - result := false; // don't stop - if (dist*dist < wallDistSq) then appendHitTimeMon(dist, mon); - end; - -var - a: Integer; - x2, y2: Integer; - dx, dy: Integer; - xe, ye: Integer; - s, c: Extended; - i: Integer; - wallHitIdx: Integer = -1; - wallHitX: Integer = 0; - wallHitY: Integer = 0; - didHit: Boolean = false; - {$IF DEFINED(D2F_DEBUG)} - stt: UInt64; - {$ENDIF} -begin - if not gwep_debug_fast_trace then - begin - g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger); - exit; - end; + if (xd = 0) and (yd = 0) then exit; - wgunMonHash.reset(); //FIXME: clear hash on level change + //wgunMonHash.reset(); //FIXME: clear hash on level change wgunHitHeap.clear(); wgunHitTimeUsed := 0; @@ -1786,28 +1496,28 @@ begin if Abs(s) < 0.01 then s := 0; if Abs(c) < 0.01 then c := 0; + x0 := x; + y0 := y; x2 := x+Round(c*gMapInfo.Width); y2 := y+Round(s*gMapInfo.Width); dx := x2-x; dy := y2-y; - if (xd = 0) and (yd = 0) then exit; - - if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0; - if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0; + if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0; + if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0; {$IF DEFINED(D2F_DEBUG)} e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY); stt := curTimeMicro(); {$ENDIF} - wallHitIdx := g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY); - if (wallHitIdx >= 0) then + wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil); + if wallHitFlag then begin x2 := wallHitX; y2 := wallHitY; - wallDistSq := (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y); + wallDistSq := distanceSq(x, y, wallHitX, wallHitY); end else begin @@ -1815,42 +1525,42 @@ begin wallHitY := y2; end; - hitray := Ray2D.Create(x, y, x2, y2); - if playerPossibleHit() then exit; // instant hit // collect monsters - g_Mons_alongLine(x, y, x2, y2, sqchecker); + g_Mons_AlongLine(x, y, x2, y2, sqchecker); // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime` - // also, if `wallWasHit` >= 0, then `wallHitX` and `wallHitY` contains spark coords + // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords while (wgunHitHeap.count > 0) do begin // has some entities to check, do it i := wgunHitHeap.front; wgunHitHeap.popFront(); - hitray.atTime(wgunHitTime[i].time, xe, ye); + // hitpoint + xe := wgunHitTime[i].x; + ye := wgunHitTime[i].y; // check if it is not behind the wall if (wgunHitTime[i].mon <> nil) then begin - didHit := doMonsterHit(wgunHitTime[i].mon); + didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye); end else begin - didHit := doPlayerHit(wgunHitTime[i].plridx); + didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye); end; if didHit then begin // need new coords for trigger wallHitX := xe; wallHitY := ye; - wallHitIdx := -1; // no sparks + wallHitFlag := false; // no sparks break; end; end; // need sparks? - if (wallHitIdx >= 0) then + if wallHitFlag then begin {$IF DEFINED(D2F_DEBUG)} stt := curTimeMicro()-stt; @@ -2644,7 +2354,7 @@ begin else tf := 3; - if (gTime mod tf = 0) then + if (gTime mod LongWord(tf) = 0) then begin Anim := TAnimation.Create(TextureID, False, 2 + Random(2)); Anim.Alpha := 0; @@ -2787,7 +2497,7 @@ procedure g_Weapon_Draw(); var i: Integer; a: SmallInt; - p: TPoint; + p: TDFPoint; begin if Shots = nil then Exit;