X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=a27d5072045b8b41a2f972c049aff4c96ee0b1a5;hb=e4186a2f4f35eec5321707bdc4eb2cbc94edccd0;hp=c4fa747a2da29d779fd14e4ac3719a06b3c634f0;hpb=b691e51871882b69a9fa3755e4ec5be75c8bdfcc;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index c4fa747..a27d507 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -20,7 +20,7 @@ interface uses SysUtils, Classes, mempool, - g_textures, g_basic, e_graphics, g_phys, xprofiler; + g_textures, g_basic, g_phys, xprofiler; type @@ -74,7 +74,6 @@ function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolea procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); procedure g_Weapon_PreUpdate(); procedure g_Weapon_Update(); -procedure g_Weapon_Draw(); function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean; procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True); @@ -114,7 +113,7 @@ var implementation uses - Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel, + Math, g_map, g_player, g_gfx, g_sound, g_panel, g_console, g_options, g_game, g_triggers, MAPDEF, e_log, g_monsters, g_saveload, g_language, g_netmsg, g_grid, @@ -2101,8 +2100,16 @@ begin g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True); if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then begin - g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False); - g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False); + if ABS(x-xd) >= ABS(y-yd) then + begin + g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False); + g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False); + end + else + begin + g_Weapon_gun(x+1, y, xd+1, yd, 1, 3, SpawnerUID, False); + g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False); + end; end; end; @@ -2116,30 +2123,39 @@ begin if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and (g_GetUIDType(SpawnerUID) = UID_PLAYER) then begin - g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False); - g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False); + if ABS(x-xd) >= ABS(y-yd) then + begin + g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False); + g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False); + end + else + begin + g_Weapon_gun(x+1, y, xd+1, yd, 1, 2, SpawnerUID, False); + g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False); + end; end; end; procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False); var - i, j: Integer; + i, j, k: Integer; begin if not Silent then if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y); for i := 0 to 9 do begin - j := Random(17)-8; // -8 .. 8 - g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0); + j := 0; k := 0; + if ABS(x-xd) >= ABS(y-yd) then j := Random(17) - 8 else k := Random(17) - 8; // -8 .. 8 + g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0); end; end; procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False); var - a, i, j: Integer; + a, i, j, k: Integer; begin if not Silent then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y); @@ -2147,8 +2163,9 @@ begin if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20; for i := 0 to a do begin - j := Random(41)-20; // -20 .. 20 - g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0); + j := 0; k := 0; + if ABS(x-xd) >= ABS(y-yd) then j := Random(41) - 20 else k := Random(41) - 20; // -20 .. 20 + g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0); end; end; @@ -2259,19 +2276,20 @@ begin // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì: if WordBool(st and MOVE_INWATER) then - g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2), - Obj.Y+(Obj.Rect.Height div 2), - 1+Random(3), 16, 16) - else - if g_Frames_Get(_id, 'FRAMES_SMOKE') then - begin - Anim := TAnimation.Create(_id, False, 3); - Anim.Alpha := 150; - g_GFX_OnceAnim(Obj.X-14+Random(9), - Obj.Y+(Obj.Rect.Height div 2)-20+Random(9), - Anim, ONCEANIM_SMOKE); - Anim.Free(); - end; + begin + g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16); + if Random(2) = 0 + then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy) + else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy); + end + else if g_Frames_Get(_id, 'FRAMES_SMOKE') then + begin + Anim := TAnimation.Create(_id, False, 3); + Anim.Alpha := 150; + g_GFX_OnceAnim(Obj.X-14+Random(9), cy-20+Random(9), + Anim, ONCEANIM_SMOKE); + Anim.Free(); + end; // Ïîïàëè â êîãî-òî èëè â ñòåíó: if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or @@ -2394,7 +2412,12 @@ begin end; end else + begin g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16); + if Random(2) = 0 + then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy) + else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy); + end; ShotType := 0; Continue; end; @@ -2571,65 +2594,6 @@ begin end; end; -procedure g_Weapon_Draw(); -var - i, fX, fY: Integer; - a: SmallInt; - p: TDFPoint; -begin - if Shots = nil then - Exit; - - for i := 0 to High(Shots) do - if Shots[i].ShotType <> 0 then - with Shots[i] do - begin - if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or - (Shots[i].ShotType = WEAPON_BARON_FIRE) or - (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or - (Shots[i].ShotType = WEAPON_SKEL_FIRE) then - a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y) - else - a := 0; - - Obj.lerp(gLerpFactor, fX, fY); - p.X := Obj.Rect.Width div 2; - p.Y := Obj.Rect.Height div 2; - - if Shots[i].ShotType = WEAPON_BFG then - begin - DEC(fX, 6); - DEC(fY, 7); - end; - - if Animation <> nil then - begin - if (Shots[i].ShotType = WEAPON_BARON_FIRE) or - (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or - (Shots[i].ShotType = WEAPON_SKEL_FIRE) then - Animation.DrawEx(fX, fY, TMirrorType.None, p, a) - else - Animation.Draw(fX, fY, TMirrorType.None); - end - else if TextureID <> 0 then - begin - if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then - e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None) - else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then - e_Draw(TextureID, fX, fY, 0, True, False); - end; - - if g_debug_Frames then - begin - e_DrawQuad(Obj.X+Obj.Rect.X, - Obj.Y+Obj.Rect.Y, - Obj.X+Obj.Rect.X+Obj.Rect.Width-1, - Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, - 0, 255, 0); - end; - end; -end; - function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean; var a: Integer;