1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_textures
, g_basic
, e_graphics
, g_phys
, BinEditor
;
44 Animation
: TAnimation
;
49 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
54 Shots
: array of TShot
= nil;
55 LastShotID
: Integer = 0;
57 procedure g_Weapon_LoadData();
58 procedure g_Weapon_FreeData();
59 procedure g_Weapon_Init();
60 procedure g_Weapon_Free();
61 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
62 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
63 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
65 procedure g_Weapon_gun(x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
66 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
67 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
68 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
69 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
70 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
71 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
72 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
73 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
74 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
75 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
76 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
77 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
78 procedure g_Weapon_bfghit(x
, y
: Integer);
79 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
80 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
81 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
82 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
84 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
85 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
86 procedure g_Weapon_Update();
87 procedure g_Weapon_Draw();
88 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
89 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
91 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
92 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
94 procedure g_Weapon_AddDynLights();
103 WEAPON_ROCKETLAUNCHER
= 6;
106 WEAPON_SUPERPULEMET
= 9;
107 WEAPON_FLAMETHROWER
= 10;
108 WEAPON_ZOMBY_PISTOL
= 20;
109 WEAPON_IMP_FIRE
= 21;
110 WEAPON_BSP_FIRE
= 22;
111 WEAPON_CACO_FIRE
= 23;
112 WEAPON_BARON_FIRE
= 24;
113 WEAPON_MANCUB_FIRE
= 25;
114 WEAPON_SKEL_FIRE
= 26;
116 WP_FIRST
= WEAPON_KASTET
;
117 WP_LAST
= WEAPON_FLAMETHROWER
;
122 Math
, g_map
, g_player
, g_gfx
, g_sound
, g_main
,
123 g_console
, SysUtils
, g_options
, g_game
,
124 g_triggers
, MAPDEF
, e_log
, g_monsters
, g_saveload
,
125 g_language
, g_netmsg
;
135 SHOT_ROCKETLAUNCHER_WIDTH
= 14;
136 SHOT_ROCKETLAUNCHER_HEIGHT
= 14;
138 SHOT_SKELFIRE_WIDTH
= 14;
139 SHOT_SKELFIRE_HEIGHT
= 14;
141 SHOT_PLASMA_WIDTH
= 16;
142 SHOT_PLASMA_HEIGHT
= 16;
145 SHOT_BFG_HEIGHT
= 32;
146 SHOT_BFG_DAMAGE
= 100;
147 SHOT_BFG_RADIUS
= 256;
149 SHOT_FLAME_WIDTH
= 4;
150 SHOT_FLAME_HEIGHT
= 4;
151 SHOT_FLAME_LIFETIME
= 180;
153 SHOT_SIGNATURE
= $544F4853; // 'SHOT'
156 WaterMap
: array of array of DWORD
= nil;
158 function FindShot(): DWORD
;
163 for i
:= 0 to High(Shots
) do
164 if Shots
[i
].ShotType
= 0 then
167 LastShotID
:= Result
;
173 SetLength(Shots
, 128);
178 Result
:= High(Shots
) + 1;
179 SetLength(Shots
, Length(Shots
) + 128);
181 LastShotID
:= Result
;
184 procedure CreateWaterMap();
186 WaterArray
: Array of TWaterPanel
;
193 SetLength(WaterArray
, Length(gWater
));
195 for a
:= 0 to High(gWater
) do
197 WaterArray
[a
].X
:= gWater
[a
].X
;
198 WaterArray
[a
].Y
:= gWater
[a
].Y
;
199 WaterArray
[a
].Width
:= gWater
[a
].Width
;
200 WaterArray
[a
].Height
:= gWater
[a
].Height
;
201 WaterArray
[a
].Active
:= True;
204 g_Game_SetLoadingText(_lc
[I_LOAD_WATER_MAP
], High(WaterArray
), False);
206 for a
:= 0 to High(WaterArray
) do
207 if WaterArray
[a
].Active
then
209 WaterArray
[a
].Active
:= False;
210 m
:= Length(WaterMap
);
211 SetLength(WaterMap
, m
+1);
212 SetLength(WaterMap
[m
], 1);
219 for b
:= 0 to High(WaterArray
) do
220 if WaterArray
[b
].Active
then
221 for c
:= 0 to High(WaterMap
[m
]) do
222 if g_CollideAround(WaterArray
[b
].X
,
225 WaterArray
[b
].Height
,
226 WaterArray
[WaterMap
[m
][c
]].X
,
227 WaterArray
[WaterMap
[m
][c
]].Y
,
228 WaterArray
[WaterMap
[m
][c
]].Width
,
229 WaterArray
[WaterMap
[m
][c
]].Height
) then
231 WaterArray
[b
].Active
:= False;
232 SetLength(WaterMap
[m
],
233 Length(WaterMap
[m
])+1);
234 WaterMap
[m
][High(WaterMap
[m
])] := b
;
240 g_Game_StepLoading();
246 procedure CheckTrap(ID
: DWORD
; dm
: Integer; t
: Byte);
249 a
, b
, c
, d
, i1
, i2
: Integer;
252 function monsWaterCheck (monidx
: Integer; mon
: TMonster
): Boolean;
254 result
:= false; // don't stop
255 if mon
.Live
and mon
.Collide(gWater
[WaterMap
[a
][c
]]) and (not InWArray(monidx
, mn
)) and (i2
< 1023) then //FIXME
263 if (gWater
= nil) or (WaterMap
= nil) then Exit
;
270 for d
:= 0 to 1023 do pl
[d
] := $FFFF;
271 for d
:= 0 to 1023 do mn
[d
] := $FFFF;
273 for a
:= 0 to High(WaterMap
) do
274 for b
:= 0 to High(WaterMap
[a
]) do
276 if not g_Obj_Collide(gWater
[WaterMap
[a
][b
]].X
, gWater
[WaterMap
[a
][b
]].Y
,
277 gWater
[WaterMap
[a
][b
]].Width
, gWater
[WaterMap
[a
][b
]].Height
,
278 @Shots
[ID
].Obj
) then Continue
;
280 for c
:= 0 to High(WaterMap
[a
]) do
282 if gPlayers
<> nil then
284 for d
:= 0 to High(gPlayers
) do
285 if (gPlayers
[d
] <> nil) and (gPlayers
[d
].Live
) then
286 if gPlayers
[d
].Collide(gWater
[WaterMap
[a
][c
]]) then
287 if not InWArray(d
, pl
) then
295 g_Mons_ForEach(monsWaterCheck
);
300 gPlayers
[pl
[d
]].Damage(dm
, Shots
[ID
].SpawnerUID
, 0, 0, t
);
304 g_Mons_ByIdx(mn
[d
]).Damage(dm
, 0, 0, Shots
[ID
].SpawnerUID
, t
);
311 function HitMonster(m
: TMonster
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
318 tt
:= g_GetUIDType(SpawnerUID
);
319 if tt
= UID_MONSTER
then
321 mon
:= g_Monsters_Get(SpawnerUID
);
323 mt
:= g_Monsters_Get(SpawnerUID
).MonsterType
330 if m
= nil then Exit
;
331 if m
.UID
= SpawnerUID
then
333 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
334 if (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
336 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
337 if (m
.MonsterType
= MONSTER_CYBER
) or
338 (m
.MonsterType
= MONSTER_BARREL
) then
345 if tt
= UID_MONSTER
then
347 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
348 if (mt
= MONSTER_SOUL
) and (m
.MonsterType
= MONSTER_PAIN
) then
351 // Îáà ìîíñòðà îäíîãî âèäà:
352 if mt
= m
.MonsterType
then
354 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
355 MONSTER_SOUL
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
356 Exit
; // Ýòè íå áüþò ñâîèõ
360 if g_Game_IsServer
then
362 if (t
<> HIT_FLAME
) or (m
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
363 Result
:= m
.Damage(d
, vx
, vy
, SpawnerUID
, t
)
366 if t
= HIT_FLAME
then
367 m
.CatchFire(SpawnerUID
);
373 function HitPlayer(p
: TPlayer
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
377 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
378 if (p
.UID
= SpawnerUID
) and (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
381 if g_Game_IsServer
then
383 if (t
<> HIT_FLAME
) or (p
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
384 p
.Damage(d
, SpawnerUID
, vx
, vy
, t
);
385 if (t
= HIT_FLAME
) then
386 p
.CatchFire(SpawnerUID
);
392 function GunHit(X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer;
393 SpawnerUID
: Word; AllowPush
: Boolean): Byte;
395 function monsCheck (monidx
: Integer; mon
: TMonster
): Boolean;
397 result
:= false; // don't stop
398 if (mon
<> nil) and mon
.Live
and mon
.Collide(X
, Y
) then
400 if HitMonster(mon
, dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
402 if AllowPush
then mon
.Push(vx
, vy
);
417 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
and gPlayers
[i
].Collide(X
, Y
) then
418 if HitPlayer(gPlayers
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
420 if AllowPush
then gPlayers
[i
].Push(vx
, vy
);
424 if Result
<> 0 then Exit
;
426 if g_Mons_ForEach(monsCheck
) then result
:= 2;
429 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
431 function monsCheck (monidx
: Integer; mon
: TMonster
): Boolean;
433 result
:= false; // don't stop
434 if (mon
<> nil) and (mon
.Live
) and (mon
.UID
<> SpawnerUID
) then
438 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
439 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
440 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
441 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
443 if HitMonster(mon
, 50, 0, 0, SpawnerUID
, HIT_SOME
) then mon
.BFGHit();
455 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
459 if gAdvCorpses
and (h
<> -1) then
461 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
463 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
464 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
465 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
466 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
469 g_Weapon_BFGHit(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
470 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2));
474 pl
:= g_Player_Get(SpawnerUID
);
482 if (gPlayers
[i
] <> nil) and (gPlayers
[i
].Live
) and (gPlayers
[i
].UID
<> SpawnerUID
) then
484 if (g_PatchLength(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
485 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
486 g_TraceVector(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
487 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) then
489 if (st
= TEAM_NONE
) or (st
<> gPlayers
[i
].Team
) then
490 b
:= HitPlayer(gPlayers
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
)
492 b
:= HitPlayer(gPlayers
[i
], 25, 0, 0, SpawnerUID
, HIT_SOME
);
494 gPlayers
[i
].BFGHit();
497 g_Mons_ForEach(monsCheck
);
500 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
502 find_id
, FramesID
: DWORD
;
505 find_id
:= FindShot()
509 if Integer(find_id
) >= High(Shots
) then
510 SetLength(Shots
, find_id
+ 64)
514 WEAPON_ROCKETLAUNCHER
:
516 with Shots
[find_id
] do
520 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
521 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
525 ShotType
:= WEAPON_ROCKETLAUNCHER
;
526 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
532 with Shots
[find_id
] do
536 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
537 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
540 ShotType
:= WEAPON_PLASMA
;
541 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
542 Animation
:= TAnimation
.Create(FramesID
, True, 5);
548 with Shots
[find_id
] do
552 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
553 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
556 ShotType
:= WEAPON_BFG
;
557 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
558 Animation
:= TAnimation
.Create(FramesID
, True, 6);
564 with Shots
[find_id
] do
568 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
569 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
572 ShotType
:= WEAPON_FLAMETHROWER
;
575 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
581 with Shots
[find_id
] do
585 Obj
.Rect
.Width
:= 16;
586 Obj
.Rect
.Height
:= 16;
589 ShotType
:= WEAPON_IMP_FIRE
;
590 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
591 Animation
:= TAnimation
.Create(FramesID
, True, 4);
597 with Shots
[find_id
] do
601 Obj
.Rect
.Width
:= 16;
602 Obj
.Rect
.Height
:= 16;
605 ShotType
:= WEAPON_CACO_FIRE
;
606 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
607 Animation
:= TAnimation
.Create(FramesID
, True, 4);
613 with Shots
[find_id
] do
617 Obj
.Rect
.Width
:= 32;
618 Obj
.Rect
.Height
:= 32;
621 ShotType
:= WEAPON_MANCUB_FIRE
;
622 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
623 Animation
:= TAnimation
.Create(FramesID
, True, 4);
629 with Shots
[find_id
] do
633 Obj
.Rect
.Width
:= 32;
634 Obj
.Rect
.Height
:= 16;
637 ShotType
:= WEAPON_BARON_FIRE
;
638 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
639 Animation
:= TAnimation
.Create(FramesID
, True, 4);
645 with Shots
[find_id
] do
649 Obj
.Rect
.Width
:= 16;
650 Obj
.Rect
.Height
:= 16;
653 ShotType
:= WEAPON_BSP_FIRE
;
654 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
655 Animation
:= TAnimation
.Create(FramesID
, True, 4);
661 with Shots
[find_id
] do
665 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
666 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
669 ShotType
:= WEAPON_SKEL_FIRE
;
671 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
672 Animation
:= TAnimation
.Create(FramesID
, True, 5);
677 Shots
[find_id
].Obj
.X
:= X
;
678 Shots
[find_id
].Obj
.Y
:= Y
;
679 Shots
[find_id
].Obj
.Vel
.X
:= XV
;
680 Shots
[find_id
].Obj
.Vel
.Y
:= YV
;
681 Shots
[find_id
].Obj
.Accel
.X
:= 0;
682 Shots
[find_id
].Obj
.Accel
.Y
:= 0;
683 Shots
[find_id
].SpawnerUID
:= Spawner
;
684 if (ShotType
= WEAPON_FLAMETHROWER
) and (XV
= 0) and (YV
= 0) then
685 Shots
[find_id
].Stopped
:= 255
687 Shots
[find_id
].Stopped
:= 0;
691 procedure throw(i
, x
, y
, xd
, yd
, s
: Integer);
698 a
:= Max(Abs(xd
), Abs(yd
));
704 Shots
[i
].Obj
.Vel
.X
:= (xd
*s
) div a
;
705 Shots
[i
].Obj
.Vel
.Y
:= (yd
*s
) div a
;
706 Shots
[i
].Obj
.Accel
.X
:= 0;
707 Shots
[i
].Obj
.Accel
.Y
:= 0;
708 Shots
[i
].Stopped
:= 0;
709 if Shots
[i
].ShotType
in [WEAPON_ROCKETLAUNCHER
, WEAPON_BFG
] then
710 Shots
[i
].Timeout
:= 900 // ~25 sec
713 if Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
then
714 Shots
[i
].Timeout
:= SHOT_FLAME_LIFETIME
716 Shots
[i
].Timeout
:= 550; // ~15 sec
720 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
724 function PlayerHit(Team
: Byte = 0): Boolean;
735 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
and g_Obj_Collide(obj
, @gPlayers
[i
].Obj
) then
738 if (Team
> 0) and (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
740 p
:= g_Player_Get(SpawnerUID
);
742 ChkTeam
:= (p
.Team
= gPlayers
[i
].Team
) xor (Team
= 2);
745 if HitPlayer(gPlayers
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
747 if t
<> HIT_FLAME
then
748 gPlayers
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
749 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
751 g_Game_DelayEvent(DE_BFGHIT
, 1000, SpawnerUID
);
758 function monsCheckHit (monidx
: Integer; mon
: TMonster
): Boolean;
760 result
:= false; // don't stop
761 if (mon
<> nil) and mon
.Live
and g_Obj_Collide(obj
, @mon
.Obj
) then
763 if HitMonster(mon
, d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
765 if (t
<> HIT_FLAME
) then
767 mon
.Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
768 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
775 function MonsterHit(): Boolean;
777 result
:= g_Mons_ForEach(monsCheckHit
);
787 if gAdvCorpses
and (h
<> -1) then
789 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) and
790 g_Obj_Collide(obj
, @gCorpses
[i
].Obj
) then
793 gCorpses
[i
].Damage(d
, (obj
^.Vel
.X
+obj
^.Accel
.X
) div 4,
794 (obj
^.Vel
.Y
+obj
^.Accel
.Y
) div 4);
799 case gGameSettings
.GameMode
of
803 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
820 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
837 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
851 // È â êîíöå ñâîèõ èãðîêîâ
862 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
866 case g_GetUIDType(UID
) of
867 UID_PLAYER
: Result
:= HitPlayer(g_Player_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
868 UID_MONSTER
: Result
:= HitMonster(g_Monsters_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
873 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
877 function monsExCheck (monidx
: Integer; mon
: TMonster
): Boolean;
881 result
:= false; // don't stop
886 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
887 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
889 if dx
> 1000 then dx
:= 1000;
890 if dy
> 1000 then dy
:= 1000;
892 if (dx
*dx
+dy
*dy
< r
) then
894 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
896 mm
:= Max(abs(dx
), abs(dy
));
897 if mm
= 0 then mm
:= 1;
900 HitMonster(mon
, ((mon
.Obj
.Rect
.Width
div 4)*10*(rad
-mm
)) div rad
,
901 0, 0, SpawnerUID
, HIT_ROCKET
);
903 mon
.Push((dx
*7) div mm
, (dy
*7) div mm
);
910 i
, h
, dx
, dy
, m
, mm
: Integer;
916 g_Triggers_PressC(X
, Y
, rad
, SpawnerUID
, ACTIVATE_SHOT
);
924 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
then
927 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
928 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
930 if dx
> 1000 then dx
:= 1000;
931 if dy
> 1000 then dy
:= 1000;
933 if dx
*dx
+dy
*dy
< r
then
935 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
936 // PLAYER_RECT.Width, PLAYER_RECT.Height);
938 mm
:= Max(abs(dx
), abs(dy
));
939 if mm
= 0 then mm
:= 1;
941 HitPlayer(gPlayers
[i
], (100*(rad
-mm
)) div rad
, (dx
*10) div mm
, (dy
*10) div mm
, SpawnerUID
, HIT_ROCKET
);
942 gPlayers
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
946 g_Mons_ForEach(monsExCheck
);
951 if gAdvCorpses
and (h
<> -1) then
953 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
956 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
957 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
959 if dx
> 1000 then dx
:= 1000;
960 if dy
> 1000 then dy
:= 1000;
962 if dx
*dx
+dy
*dy
< r
then
964 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
965 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
967 mm
:= Max(abs(dx
), abs(dy
));
968 if mm
= 0 then mm
:= 1;
970 Damage(Round(100*(rad
-m
)/rad
), (dx
*10) div mm
, (dy
*10) div mm
);
976 if gAdvGibs
and (h
<> -1) then
978 if gGibs
[i
].Live
then
981 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
982 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
984 if dx
> 1000 then dx
:= 1000;
985 if dy
> 1000 then dy
:= 1000;
987 if dx
*dx
+dy
*dy
< r
then
989 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
990 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
991 _angle
:= GetAngle(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
992 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2), X
, Y
);
994 g_Obj_PushA(@Obj
, Round(15*(rad
-m
)/rad
), _angle
);
995 positionChanged(); // this updates spatial accelerators
1000 procedure g_Weapon_Init();
1005 procedure g_Weapon_Free();
1009 if Shots
<> nil then
1011 for i
:= 0 to High(Shots
) do
1012 if Shots
[i
].ShotType
<> 0 then
1013 Shots
[i
].Animation
.Free();
1021 procedure g_Weapon_LoadData();
1023 e_WriteLog('Loading weapons data...', MSG_NOTIFY
);
1025 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD
+':SOUNDS\HITPUNCH');
1026 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD
+':SOUNDS\MISSPUNCH');
1027 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD
+':SOUNDS\HITBERSERK');
1028 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD
+':SOUNDS\MISSBERSERK');
1029 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD
+':SOUNDS\SELECTSAW');
1030 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD
+':SOUNDS\IDLESAW');
1031 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD
+':SOUNDS\HITSAW');
1032 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD
+':SOUNDS\FIRESHOTGUN2');
1033 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD
+':SOUNDS\FIRESHOTGUN');
1034 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD
+':SOUNDS\FIRESAW');
1035 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD
+':SOUNDS\FIREROCKET');
1036 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD
+':SOUNDS\FIREPLASMA');
1037 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD
+':SOUNDS\FIREPISTOL');
1038 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD
+':SOUNDS\FIRECGUN');
1039 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD
+':SOUNDS\FIREBFG');
1040 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD
+':SOUNDS\FIRE');
1041 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD
+':SOUNDS\STARTFIREBFG');
1042 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD
+':SOUNDS\EXPLODEROCKET');
1043 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD
+':SOUNDS\EXPLODEBFG');
1044 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD
+':SOUNDS\BFGWATER');
1045 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD
+':SOUNDS\EXPLODEPLASMA');
1046 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD
+':SOUNDS\PLASMAWATER');
1047 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD
+':SOUNDS\FIREBALL');
1048 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD
+':SOUNDS\EXPLODEBALL');
1049 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD
+':SOUNDS\FIREREV');
1050 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD
+':SOUNDS\WORKJETPACK');
1051 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD
+':SOUNDS\STARTJETPACK');
1052 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD
+':SOUNDS\STOPJETPACK');
1053 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD
+':SOUNDS\CASING1');
1054 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD
+':SOUNDS\CASING2');
1055 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD
+':SOUNDS\SHELL1');
1056 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD
+':SOUNDS\SHELL2');
1058 g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD
+':TEXTURES\BROCKET');
1059 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD
+':TEXTURES\BSKELFIRE', 64, 16, 2);
1060 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD
+':TEXTURES\BBFG', 64, 64, 2);
1061 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD
+':TEXTURES\BPLASMA', 16, 16, 2);
1062 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD
+':TEXTURES\BIMPFIRE', 16, 16, 2);
1063 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD
+':TEXTURES\BBSPFIRE', 16, 16, 2);
1064 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD
+':TEXTURES\BCACOFIRE', 16, 16, 2);
1065 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD
+':TEXTURES\BBARONFIRE', 64, 16, 2);
1066 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD
+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
1067 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD
+':TEXTURES\EROCKET', 128, 128, 6);
1068 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD
+':TEXTURES\ESKELFIRE', 64, 64, 3);
1069 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD
+':TEXTURES\EBFG', 128, 128, 6);
1070 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD
+':TEXTURES\EIMPFIRE', 64, 64, 3);
1071 g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD
+':TEXTURES\BFGHIT', 64, 64, 4);
1072 g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD
+':TEXTURES\FIRE', 64, 128, 8);
1073 g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD
+':TEXTURES\FLAME', 32, 32, 11);
1074 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD
+':TEXTURES\EPLASMA', 32, 32, 4, True);
1075 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD
+':TEXTURES\EBSPFIRE', 32, 32, 5);
1076 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD
+':TEXTURES\ECACOFIRE', 64, 64, 3);
1077 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD
+':TEXTURES\EBARONFIRE', 64, 64, 3);
1078 g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD
+':TEXTURES\SMOKE', 32, 32, 10, False);
1080 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+':TEXTURES\EBULLET');
1081 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+':TEXTURES\ESHELL');
1084 procedure g_Weapon_FreeData();
1086 e_WriteLog('Releasing weapons data...', MSG_NOTIFY
);
1088 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1089 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1090 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1091 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1092 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1093 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1094 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1095 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1096 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1097 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1098 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1099 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1100 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1101 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1102 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1103 g_Sound_Delete('SOUND_FIRE');
1104 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1105 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1106 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1107 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1108 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1109 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1110 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1111 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1112 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1113 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1114 g_Sound_Delete('SOUND_PLAYER_JETON');
1115 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1116 g_Sound_Delete('SOUND_PLAYER_CASING1');
1117 g_Sound_Delete('SOUND_PLAYER_CASING2');
1118 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1119 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1121 g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
1122 g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
1123 g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
1124 g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
1125 g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
1126 g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
1127 g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
1128 g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
1129 g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
1130 g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
1131 g_Frames_DeleteByName('FRAMES_BFGHIT');
1132 g_Frames_DeleteByName('FRAMES_FIRE');
1133 g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
1134 g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
1135 g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
1136 g_Frames_DeleteByName('FRAMES_SMOKE');
1137 g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
1138 g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
1141 procedure g_Weapon_gun(x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
1153 t1
, _collide
: Boolean;
1156 a
:= GetAngle(x
, y
, xd
, yd
)+180;
1158 SinCos(DegToRad(-a
), s
, c
);
1160 if Abs(s
) < 0.01 then s
:= 0;
1161 if Abs(c
) < 0.01 then c
:= 0;
1163 x2
:= x
+Round(c
*gMapInfo
.Width
);
1164 y2
:= y
+Round(s
*gMapInfo
.Width
);
1166 t1
:= gWalls
<> nil;
1168 w
:= gMapInfo
.Width
;
1169 h
:= gMapInfo
.Height
;
1176 if (xd
= 0) and (yd
= 0) then Exit
;
1178 if dx
> 0 then xi
:= 1 else if dx
< 0 then xi
:= -1 else xi
:= 0;
1179 if dy
> 0 then yi
:= 1 else if dy
< 0 then yi
:= -1 else yi
:= 0;
1184 if dx
> dy
then d
:= dx
else d
:= dy
;
1186 //blood vel, for Monster.Damage()
1187 //vx := (dx*10 div d)*xi;
1188 //vy := (dy*10 div d)*yi;
1210 if (yy
> h
) or (yy
< 0) then Break
;
1211 if (xx
> w
) or (xx
< 0) then Break
;
1214 if ByteBool(gCollideMap
[yy
, xx
] and MARK_BLOCKED
) then
1217 g_GFX_Spark(xx
-xi
, yy
-yi
, 2+Random(2), 180+a
, 0, 0);
1218 if g_Game_IsServer
and g_Game_IsNet
then
1219 MH_SEND_Effect(xx
-xi
, yy
-yi
, 180+a
, NET_GFX_SPARK
);
1222 if not _collide
then
1223 _collide
:= GunHit(xx
, yy
, xi
*v
, yi
*v
, dmg
, SpawnerUID
, v
<> 0) <> 0;
1229 if CheckTrigger
and g_Game_IsServer
then
1230 g_Triggers_PressL(X
, Y
, xx
-xi
, yy
-yi
, SpawnerUID
, ACTIVATE_SHOT
);
1233 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
1241 obj
.rect
.Width
:= 39;
1242 obj
.rect
.Height
:= 52;
1248 if g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
) <> 0 then
1249 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x
, y
)
1251 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x
, y
);
1254 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
1262 obj
.rect
.Width
:= 32;
1263 obj
.rect
.Height
:= 52;
1269 Result
:= g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
);
1272 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1273 Silent
: Boolean = False);
1279 find_id
:= FindShot()
1283 if Integer(find_id
) >= High(Shots
) then
1284 SetLength(Shots
, find_id
+ 64)
1287 with Shots
[find_id
] do
1291 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
1292 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
1294 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0);
1295 dy
:= -(Obj
.Rect
.Height
div 2);
1297 ShotType
:= WEAPON_ROCKETLAUNCHER
;
1298 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1302 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
1305 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1308 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x
, y
);
1311 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word;
1312 WID
: Integer = -1; Silent
: Boolean = False);
1314 find_id
, FramesID
: DWORD
;
1318 find_id
:= FindShot()
1322 if Integer(find_id
) >= High(Shots
) then
1323 SetLength(Shots
, find_id
+ 64)
1326 with Shots
[find_id
] do
1330 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
1331 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
1333 dx
:= -(Obj
.Rect
.Width
div 2);
1334 dy
:= -(Obj
.Rect
.Height
div 2);
1336 ShotType
:= WEAPON_SKEL_FIRE
;
1337 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1340 target
:= TargetUID
;
1341 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
1342 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1345 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1348 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x
, y
);
1351 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1352 Silent
: Boolean = False);
1354 find_id
, FramesID
: DWORD
;
1358 find_id
:= FindShot()
1362 if Integer(find_id
) >= High(Shots
) then
1363 SetLength(Shots
, find_id
+ 64);
1366 with Shots
[find_id
] do
1370 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
1371 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
1373 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1374 dy
:= -(Obj
.Rect
.Height
div 2);
1376 ShotType
:= WEAPON_PLASMA
;
1377 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1380 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
1381 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1384 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1387 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1390 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1391 Silent
: Boolean = False);
1397 find_id
:= FindShot()
1401 if Integer(find_id
) >= High(Shots
) then
1402 SetLength(Shots
, find_id
+ 64);
1405 with Shots
[find_id
] do
1409 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
1410 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
1412 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1413 dy
:= -(Obj
.Rect
.Height
div 2);
1415 ShotType
:= WEAPON_FLAMETHROWER
;
1416 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1421 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
1424 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1426 // if not Silent then
1427 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1430 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1431 Silent
: Boolean = False);
1433 find_id
, FramesID
: DWORD
;
1437 find_id
:= FindShot()
1441 if Integer(find_id
) >= High(Shots
) then
1442 SetLength(Shots
, find_id
+ 64)
1445 with Shots
[find_id
] do
1449 Obj
.Rect
.Width
:= 16;
1450 Obj
.Rect
.Height
:= 16;
1452 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1453 dy
:= -(Obj
.Rect
.Height
div 2);
1455 ShotType
:= WEAPON_IMP_FIRE
;
1456 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1459 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
1460 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1463 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1466 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1469 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1470 Silent
: Boolean = False);
1472 find_id
, FramesID
: DWORD
;
1476 find_id
:= FindShot()
1480 if Integer(find_id
) >= High(Shots
) then
1481 SetLength(Shots
, find_id
+ 64)
1484 with Shots
[find_id
] do
1488 Obj
.Rect
.Width
:= 16;
1489 Obj
.Rect
.Height
:= 16;
1491 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1492 dy
:= -(Obj
.Rect
.Height
div 2);
1494 ShotType
:= WEAPON_CACO_FIRE
;
1495 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1498 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
1499 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1502 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1505 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1508 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1509 Silent
: Boolean = False);
1511 find_id
, FramesID
: DWORD
;
1515 find_id
:= FindShot()
1519 if Integer(find_id
) >= High(Shots
) then
1520 SetLength(Shots
, find_id
+ 64)
1523 with Shots
[find_id
] do
1527 Obj
.Rect
.Width
:= 32;
1528 Obj
.Rect
.Height
:= 16;
1530 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1531 dy
:= -(Obj
.Rect
.Height
div 2);
1533 ShotType
:= WEAPON_BARON_FIRE
;
1534 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1537 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
1538 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1541 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1544 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1547 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1548 Silent
: Boolean = False);
1550 find_id
, FramesID
: DWORD
;
1554 find_id
:= FindShot()
1558 if Integer(find_id
) >= High(Shots
) then
1559 SetLength(Shots
, find_id
+ 64)
1562 with Shots
[find_id
] do
1566 Obj
.Rect
.Width
:= 16;
1567 Obj
.Rect
.Height
:= 16;
1569 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1570 dy
:= -(Obj
.Rect
.Height
div 2);
1572 ShotType
:= WEAPON_BSP_FIRE
;
1573 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1577 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
1578 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1581 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1584 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1587 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1588 Silent
: Boolean = False);
1590 find_id
, FramesID
: DWORD
;
1594 find_id
:= FindShot()
1598 if Integer(find_id
) >= High(Shots
) then
1599 SetLength(Shots
, find_id
+ 64)
1602 with Shots
[find_id
] do
1606 Obj
.Rect
.Width
:= 32;
1607 Obj
.Rect
.Height
:= 32;
1609 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1610 dy
:= -(Obj
.Rect
.Height
div 2);
1612 ShotType
:= WEAPON_MANCUB_FIRE
;
1613 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1617 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
1618 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1621 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1624 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1627 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1628 Silent
: Boolean = False);
1630 find_id
, FramesID
: DWORD
;
1634 find_id
:= FindShot()
1638 if Integer(find_id
) >= High(Shots
) then
1639 SetLength(Shots
, find_id
+ 64)
1642 with Shots
[find_id
] do
1646 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
1647 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
1649 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1650 dy
:= -(Obj
.Rect
.Height
div 2);
1652 ShotType
:= WEAPON_BFG
;
1653 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1656 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
1657 Animation
:= TAnimation
.Create(FramesID
, True, 6);
1660 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1663 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x
, y
);
1666 procedure g_Weapon_bfghit(x
, y
: Integer);
1671 if g_Frames_Get(ID
, 'FRAMES_BFGHIT') then
1673 Anim
:= TAnimation
.Create(ID
, False, 4);
1674 g_GFX_OnceAnim(x
-32, y
-32, Anim
);
1679 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1680 Silent
: Boolean = False);
1683 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x
, y
);
1685 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
1686 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
1688 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 3, SpawnerUID
, False);
1689 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
1693 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1694 Silent
: Boolean = False);
1697 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x
, y
);
1699 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
1700 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
1701 (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1703 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 2, SpawnerUID
, False);
1704 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
1708 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1709 Silent
: Boolean = False);
1714 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x
, y
);
1718 j
:= Random(17)-8; // -8 .. 8
1719 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 2 <> 0, 1, 0), 3, SpawnerUID
, i
=0);
1723 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1724 Silent
: Boolean = False);
1729 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x
, y
);
1731 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then a
:= 25 else a
:= 20;
1734 j
:= Random(41)-20; // -20 .. 20
1735 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 3 <> 0, 0, 1), 3, SpawnerUID
, i
=0);
1739 procedure g_Weapon_Update();
1741 i
, a
, h
, cx
, cy
, oldvx
, oldvy
, tf
: Integer;
1755 for i
:= 0 to High(Shots
) do
1757 if Shots
[i
].ShotType
= 0 then
1764 Timeout
:= Timeout
- 1;
1767 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
1768 if (Stopped
= 0) and g_Game_IsServer
then
1769 t
:= g_Triggers_PressR(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
,
1770 SpawnerUID
, ACTIVATE_SHOT
, triggers
)
1776 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
1777 if triggers
= nil then
1784 if not InDWArray(t
[a
], triggers
) then
1786 SetLength(triggers
, Length(triggers
)+1);
1787 triggers
[High(triggers
)] := t
[a
];
1792 // Àíèìàöèÿ ñíàðÿäà:
1793 if Animation
<> nil then
1797 spl
:= (ShotType
<> WEAPON_PLASMA
) and
1798 (ShotType
<> WEAPON_BFG
) and
1799 (ShotType
<> WEAPON_BSP_FIRE
) and
1800 (ShotType
<> WEAPON_FLAMETHROWER
);
1804 st
:= g_Obj_Move(@Obj
, False, spl
);
1810 positionChanged(); // this updates spatial accelerators
1812 if WordBool(st
and MOVE_FALLOUT
) or (Obj
.X
< -1000) or
1813 (Obj
.X
> gMapInfo
.Width
+1000) or (Obj
.Y
< -1000) then
1815 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
1821 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
1822 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
1825 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
1827 // Âûëåòåëà èç âîäû:
1828 if WordBool(st
and MOVE_HITAIR
) then
1829 g_Obj_SetSpeed(@Obj
, 12);
1831 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
1832 if WordBool(st
and MOVE_INWATER
) then
1833 g_GFX_Bubbles(Obj
.X
+(Obj
.Rect
.Width
div 2),
1834 Obj
.Y
+(Obj
.Rect
.Height
div 2),
1835 1+Random(3), 16, 16)
1837 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
1839 Anim
:= TAnimation
.Create(_id
, False, 3);
1841 g_GFX_OnceAnim(Obj
.X
-14+Random(9),
1842 Obj
.Y
+(Obj
.Rect
.Height
div 2)-20+Random(9),
1843 Anim
, ONCEANIM_SMOKE
);
1847 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1848 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1849 (g_Weapon_Hit(@Obj
, 10, SpawnerUID
, HIT_SOME
, False) <> 0) or
1855 g_Weapon_Explode(cx
, cy
, 60, SpawnerUID
);
1857 if ShotType
= WEAPON_SKEL_FIRE
then
1858 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
1859 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
1861 Anim
:= TAnimation
.Create(TextureID
, False, 8);
1862 Anim
.Blending
:= False;
1863 g_GFX_OnceAnim((Obj
.X
+32)-58, (Obj
.Y
+8)-36, Anim
);
1864 g_DynLightExplosion((Obj
.X
+32), (Obj
.Y
+8), 64, 1, 0, 0);
1869 begin // Âçðûâ Ðàêåòû
1870 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
1872 Anim
:= TAnimation
.Create(TextureID
, False, 6);
1873 Anim
.Blending
:= False;
1874 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
1875 g_DynLightExplosion(cx
, cy
, 64, 1, 0, 0);
1880 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
1885 if ShotType
= WEAPON_SKEL_FIRE
then
1886 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
1887 if GetPos(target
, @o
) then
1888 throw(i
, Obj
.X
, Obj
.Y
,
1889 o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)+o
.Vel
.X
+o
.Accel
.X
,
1890 o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)+o
.Vel
.Y
+o
.Accel
.Y
,
1895 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
1897 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
1898 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
1900 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj
.X
, Obj
.Y
);
1901 if g_Game_IsServer
then CheckTrap(i
, 10, HIT_ELECTRO
);
1907 if (ShotType
= WEAPON_PLASMA
) and
1908 (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
1913 if ShotType
= WEAPON_BSP_FIRE
then
1916 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1917 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1918 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
, False) <> 0) or
1921 if ShotType
= WEAPON_PLASMA
then
1922 s
:= 'FRAMES_EXPLODE_PLASMA'
1924 s
:= 'FRAMES_EXPLODE_BSPFIRE';
1927 if g_Frames_Get(TextureID
, s
) then
1929 Anim
:= TAnimation
.Create(TextureID
, False, 3);
1930 Anim
.Blending
:= False;
1931 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
1933 g_DynLightExplosion(cx
, cy
, 32, 0, 0.5, 0.5);
1936 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
1942 WEAPON_FLAMETHROWER
: // Îãíåìåò
1944 // Ñî âðåìåíåì óìèðàåò
1945 if (Timeout
< 1) then
1951 if WordBool(st
and (MOVE_HITWATER
or MOVE_INWATER
)) then
1953 if WordBool(st
and MOVE_HITWATER
) then
1955 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
1957 Anim
:= TAnimation
.Create(_id
, False, 3);
1961 g_GFX_OnceAnim(cx
-4+tcx
-(Anim
.Width
div 2),
1962 cy
-4+tcy
-(Anim
.Height
div 2),
1963 Anim
, ONCEANIM_SMOKE
);
1968 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
1975 Obj
.Accel
.Y
:= Obj
.Accel
.Y
+ 1;
1976 // Ïîïàëè â ñòåíó èëè â âîäó:
1977 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
or MOVE_HITWATER
)) then
1983 if WordBool(st
and MOVE_HITWALL
) then
1984 Stopped
:= MOVE_HITWALL
1985 else if WordBool(st
and MOVE_HITLAND
) then
1986 Stopped
:= MOVE_HITLAND
1987 else if WordBool(st
and MOVE_HITCEIL
) then
1988 Stopped
:= MOVE_HITCEIL
;
1991 a
:= IfThen(Stopped
= 0, 3, 1);
1992 // Åñëè â êîãî-òî ïîïàëè
1993 if g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_FLAME
, False) <> 0 then
1995 // HIT_FLAME ñàì ïîäîææåò
1996 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2006 if (gTime
mod tf
= 0) then
2008 Anim
:= TAnimation
.Create(TextureID
, False, 2 + Random(2));
2011 MOVE_HITWALL
: begin tcx
:= cx
-4+Random(8); tcy
:= cy
-12+Random(24); end;
2012 MOVE_HITLAND
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
-10+Random(8); end;
2013 MOVE_HITCEIL
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
+6+Random(8); end;
2014 else begin tcx
:= cx
-4+Random(8); tcy
:= cy
-4+Random(8); end;
2016 g_GFX_OnceAnim(tcx
-(Anim
.Width
div 2), tcy
-(Anim
.Height
div 2), Anim
, ONCEANIM_SMOKE
);
2018 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2024 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2025 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2027 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj
.X
, Obj
.Y
);
2028 if g_Game_IsServer
then CheckTrap(i
, 1000, HIT_ELECTRO
);
2033 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2034 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2035 (g_Weapon_Hit(@Obj
, SHOT_BFG_DAMAGE
, SpawnerUID
, HIT_BFG
, False) <> 0) or
2039 if g_Game_IsServer
then g_Weapon_BFG9000(cx
, cy
, SpawnerUID
);
2042 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') then
2044 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2045 Anim
.Blending
:= False;
2046 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2048 g_DynLightExplosion(cx
, cy
, 96, 0, 1, 0);
2051 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2057 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2060 if WordBool(st
and MOVE_HITAIR
) then
2061 g_Obj_SetSpeed(@Obj
, 16);
2064 if ShotType
= WEAPON_IMP_FIRE
then
2067 if ShotType
= WEAPON_CACO_FIRE
then
2072 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2073 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2074 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
) <> 0) or
2077 if ShotType
= WEAPON_IMP_FIRE
then
2078 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2080 if ShotType
= WEAPON_CACO_FIRE
then
2081 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2083 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2086 if g_Frames_Get(TextureID
, s
) then
2088 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2089 Anim
.Blending
:= False;
2090 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2094 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2100 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2103 if WordBool(st
and MOVE_HITAIR
) then
2104 g_Obj_SetSpeed(@Obj
, 16);
2106 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2107 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2108 (g_Weapon_Hit(@Obj
, 40, SpawnerUID
, HIT_SOME
, False) <> 0) or
2112 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2114 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2115 Anim
.Blending
:= False;
2116 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2120 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2125 end; // case ShotType of...
2127 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2128 if (ShotType
= 0) then
2130 if gGameSettings
.GameType
= GT_SERVER
then
2131 MH_SEND_DeleteShot(i
, Obj
.X
, Obj
.Y
, Loud
);
2132 if Animation
<> nil then
2138 else if (ShotType
<> WEAPON_FLAMETHROWER
) and ((oldvx
<> Obj
.Vel
.X
) or (oldvy
<> Obj
.Vel
.Y
)) then
2139 if gGameSettings
.GameType
= GT_SERVER
then
2140 MH_SEND_UpdateShot(i
);
2145 procedure g_Weapon_Draw();
2154 for i
:= 0 to High(Shots
) do
2155 if Shots
[i
].ShotType
<> 0 then
2158 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2159 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2160 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2161 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2162 a
:= -GetAngle2(Obj
.Vel
.X
, Obj
.Vel
.Y
)
2166 p
.X
:= Obj
.Rect
.Width
div 2;
2167 p
.Y
:= Obj
.Rect
.Height
div 2;
2169 if Animation
<> nil then
2171 if (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2172 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2173 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2174 Animation
.DrawEx(Obj
.X
, Obj
.Y
, M_NONE
, p
, a
)
2176 Animation
.Draw(Obj
.X
, Obj
.Y
, M_NONE
);
2178 else if TextureID
<> 0 then
2180 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) then
2181 e_DrawAdv(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False, a
, @p
, M_NONE
)
2182 else if (Shots
[i
].ShotType
<> WEAPON_FLAMETHROWER
) then
2183 e_Draw(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False);
2186 if g_debug_Frames
then
2188 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
2190 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
2191 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
2197 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
2206 for a
:= 0 to High(Shots
) do
2207 if (Shots
[a
].ShotType
<> 0) and (Shots
[a
].SpawnerUID
<> UID
) then
2208 if ((Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
> 0) and (Shots
[a
].Obj
.X
< X
)) or
2209 (Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
< 0) and (Shots
[a
].Obj
.X
> X
) then
2210 if (Abs(X
-Shots
[a
].Obj
.X
) < Abs(Shots
[a
].Obj
.Vel
.X
*Time
)) and
2211 g_Collide(X
, Y
, Width
, Height
, X
, Shots
[a
].Obj
.Y
,
2212 Shots
[a
].Obj
.Rect
.Width
, Shots
[a
].Obj
.Rect
.Height
) and
2213 g_TraceVector(X
, Y
, Shots
[a
].Obj
.X
, Shots
[a
].Obj
.Y
) then
2220 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
2222 count
, i
, j
: Integer;
2225 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ:
2227 if Shots
<> nil then
2228 for i
:= 0 to High(Shots
) do
2229 if Shots
[i
].ShotType
<> 0 then
2232 Mem
:= TBinMemoryWriter
.Create((count
+1) * 80);
2234 // Êîëè÷åñòâî ñíàðÿäîâ:
2235 Mem
.WriteInt(count
);
2240 for i
:= 0 to High(Shots
) do
2241 if Shots
[i
].ShotType
<> 0 then
2243 // Ñèãíàòóðà ñíàðÿäà:
2244 dw
:= SHOT_SIGNATURE
; // 'SHOT'
2247 Mem
.WriteByte(Shots
[i
].ShotType
);
2249 Mem
.WriteWord(Shots
[i
].Target
);
2251 Mem
.WriteWord(Shots
[i
].SpawnerUID
);
2252 // Ðàçìåð ïîëÿ Triggers:
2253 dw
:= Length(Shots
[i
].Triggers
);
2255 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2256 for j
:= 0 to Integer(dw
)-1 do
2257 Mem
.WriteDWORD(Shots
[i
].Triggers
[j
]);
2259 Obj_SaveState(@Shots
[i
].Obj
, Mem
);
2260 // Êîñòûëèíà åáàíàÿ:
2261 Mem
.WriteByte(Shots
[i
].Stopped
);
2265 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
2267 count
, i
, j
: Integer;
2273 // Êîëè÷åñòâî ñíàðÿäîâ:
2276 SetLength(Shots
, count
);
2281 for i
:= 0 to count
-1 do
2283 // Ñèãíàòóðà ñíàðÿäà:
2285 if dw
<> SHOT_SIGNATURE
then // 'SHOT'
2287 raise EBinSizeError
.Create('g_Weapons_LoadState: Wrong Shot Signature');
2290 Mem
.ReadByte(Shots
[i
].ShotType
);
2292 Mem
.ReadWord(Shots
[i
].Target
);
2294 Mem
.ReadWord(Shots
[i
].SpawnerUID
);
2295 // Ðàçìåð ïîëÿ Triggers:
2297 SetLength(Shots
[i
].Triggers
, dw
);
2298 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2299 for j
:= 0 to Integer(dw
)-1 do
2300 Mem
.ReadDWORD(Shots
[i
].Triggers
[j
]);
2302 Obj_LoadState(@Shots
[i
].Obj
, Mem
);
2303 // Êîñòûëèíà åáàíàÿ:
2304 Mem
.ReadByte(Shots
[i
].Stopped
);
2306 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè:
2307 Shots
[i
].TextureID
:= DWORD(-1);
2308 Shots
[i
].Animation
:= nil;
2310 case Shots
[i
].ShotType
of
2311 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
:
2313 g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots
[i
].TextureID
);
2317 g_Frames_Get(dw
, 'FRAMES_WEAPON_PLASMA');
2318 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 5);
2322 g_Frames_Get(dw
, 'FRAMES_WEAPON_BFG');
2323 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 6);
2327 g_Frames_Get(dw
, 'FRAMES_WEAPON_IMPFIRE');
2328 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2332 g_Frames_Get(dw
, 'FRAMES_WEAPON_BSPFIRE');
2333 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2337 g_Frames_Get(dw
, 'FRAMES_WEAPON_CACOFIRE');
2338 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2342 g_Frames_Get(dw
, 'FRAMES_WEAPON_BARONFIRE');
2343 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2347 g_Frames_Get(dw
, 'FRAMES_WEAPON_MANCUBFIRE');
2348 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2354 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
2362 if (I
> High(Shots
)) or (I
< 0) then Exit
;
2366 if ShotType
= 0 then Exit
;
2369 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2370 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2373 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2377 if ShotType
= WEAPON_SKEL_FIRE
then
2378 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2379 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2381 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2382 Anim
.Blending
:= False;
2383 g_GFX_OnceAnim((Obj
.X
+32)-32, (Obj
.Y
+8)-32, Anim
);
2388 begin // Âçðûâ Ðàêåòû
2389 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2391 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2392 Anim
.Blending
:= False;
2393 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2397 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2401 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2403 if ShotType
= WEAPON_PLASMA
then
2404 s
:= 'FRAMES_EXPLODE_PLASMA'
2406 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2408 if g_Frames_Get(TextureID
, s
) and loud
then
2410 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2411 Anim
.Blending
:= False;
2412 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2415 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2422 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') and Loud
then
2424 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2425 Anim
.Blending
:= False;
2426 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2429 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2433 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2435 if ShotType
= WEAPON_IMP_FIRE
then
2436 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2438 if ShotType
= WEAPON_CACO_FIRE
then
2439 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2441 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2443 if g_Frames_Get(TextureID
, s
) and Loud
then
2445 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2446 Anim
.Blending
:= False;
2447 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2450 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2454 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2456 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') and Loud
then
2458 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2459 Anim
.Blending
:= False;
2460 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2463 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2466 end; // case ShotType of...
2474 procedure g_Weapon_AddDynLights();
2478 if Shots
= nil then Exit
;
2479 for i
:= 0 to High(Shots
) do
2481 if Shots
[i
].ShotType
= 0 then continue
;
2482 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2483 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2484 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2485 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) or
2486 (Shots
[i
].ShotType
= WEAPON_IMP_FIRE
) or
2487 (Shots
[i
].ShotType
= WEAPON_CACO_FIRE
) or
2488 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2489 (Shots
[i
].ShotType
= WEAPON_BSP_FIRE
) or
2490 (Shots
[i
].ShotType
= WEAPON_PLASMA
) or
2491 (Shots
[i
].ShotType
= WEAPON_BFG
) or
2492 (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) or
2495 if (Shots
[i
].ShotType
= WEAPON_PLASMA
) then
2496 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 0, 0.3, 1, 0.4)
2497 else if (Shots
[i
].ShotType
= WEAPON_BFG
) then
2498 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 0, 1, 0, 0.5)
2499 else if (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) then
2500 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 42, 1, 0.8, 0, 0.4)
2502 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 1, 0, 0, 0.4);
2508 procedure TShot
.positionChanged (); begin end;