DEADSOFTWARE

render: move gfx-once objects into render code
[d2df-sdl.git] / src / game / g_weapons.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
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, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 {.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
17 unit g_weapons;
19 interface
21 uses
22 SysUtils, Classes, mempool,
23 g_textures, g_basic, g_phys, xprofiler;
26 type
27 TShot = record
28 ShotType: Byte;
29 Target: Word;
30 SpawnerUID: Word;
31 Triggers: DWArray;
32 Obj: TObj;
33 Animation: TAnimationState;
34 Timeout: DWORD;
35 Stopped: Byte;
37 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
38 end;
41 var
42 Shots: array of TShot = nil;
43 LastShotID: Integer = 0;
45 procedure g_Weapon_LoadData();
46 procedure g_Weapon_FreeData();
47 procedure g_Weapon_Init();
48 procedure g_Weapon_Free();
49 function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
50 function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean;
51 function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
53 procedure g_Weapon_gun(const x, y, xd, yd, v, indmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
54 procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
55 function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
56 procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
57 procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False);
58 procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
59 procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
60 procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
61 procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
62 procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
63 procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
64 procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
65 procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
66 procedure g_Weapon_bfghit(x, y: Integer);
67 procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
68 procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
69 procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
70 procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
72 function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
73 procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
74 procedure g_Weapon_PreUpdate();
75 procedure g_Weapon_Update();
76 function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
77 procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
79 procedure g_Weapon_SaveState (st: TStream);
80 procedure g_Weapon_LoadState (st: TStream);
82 procedure g_Weapon_AddDynLights();
84 const
85 WEAPON_KASTET = 0;
86 WEAPON_SAW = 1;
87 WEAPON_PISTOL = 2;
88 WEAPON_SHOTGUN1 = 3;
89 WEAPON_SHOTGUN2 = 4;
90 WEAPON_CHAINGUN = 5;
91 WEAPON_ROCKETLAUNCHER = 6;
92 WEAPON_PLASMA = 7;
93 WEAPON_BFG = 8;
94 WEAPON_SUPERPULEMET = 9;
95 WEAPON_FLAMETHROWER = 10;
96 WEAPON_ZOMBY_PISTOL = 20;
97 WEAPON_IMP_FIRE = 21;
98 WEAPON_BSP_FIRE = 22;
99 WEAPON_CACO_FIRE = 23;
100 WEAPON_BARON_FIRE = 24;
101 WEAPON_MANCUB_FIRE = 25;
102 WEAPON_SKEL_FIRE = 26;
104 WP_FIRST = WEAPON_KASTET;
105 WP_LAST = WEAPON_FLAMETHROWER;
107 var
108 gwep_debug_fast_trace: Boolean = true;
111 implementation
113 uses
114 Math, g_map, g_player, g_gfx, g_sound, g_panel,
115 g_console, g_options, g_game, r_textures, r_animations, r_gfx,
116 g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
117 g_language, g_netmsg, g_grid,
118 geom, binheap, hashtable, utils, xstreams;
120 type
121 TWaterPanel = record
122 X, Y: Integer;
123 Width, Height: Word;
124 Active: Boolean;
125 end;
127 const
128 SHOT_ROCKETLAUNCHER_WIDTH = 14;
129 SHOT_ROCKETLAUNCHER_HEIGHT = 14;
131 SHOT_SKELFIRE_WIDTH = 14;
132 SHOT_SKELFIRE_HEIGHT = 14;
134 SHOT_PLASMA_WIDTH = 16;
135 SHOT_PLASMA_HEIGHT = 16;
137 SHOT_BFG_WIDTH = 32;
138 SHOT_BFG_HEIGHT = 32;
139 SHOT_BFG_DAMAGE = 100;
140 SHOT_BFG_RADIUS = 256;
142 SHOT_FLAME_WIDTH = 4;
143 SHOT_FLAME_HEIGHT = 4;
144 SHOT_FLAME_LIFETIME = 180;
146 SHOT_SIGNATURE = $544F4853; // 'SHOT'
148 type
149 PHitTime = ^THitTime;
150 THitTime = record
151 distSq: Integer;
152 mon: TMonster;
153 plridx: Integer; // if mon=nil
154 x, y: Integer;
155 end;
157 TBinHeapKeyHitTime = class
158 public
159 class function less (const a, b: Integer): Boolean; inline;
160 end;
162 // indicies in `wgunHitTime` array
163 TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer, TBinHeapKeyHitTime>;
165 var
166 WaterMap: array of array of DWORD = nil;
167 //wgunMonHash: THashIntInt = nil;
168 wgunHitHeap: TBinaryHeapHitTimes = nil;
169 wgunHitTime: array of THitTime = nil;
170 wgunHitTimeUsed: Integer = 0;
173 class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean;
174 var
175 hta, htb: PHitTime;
176 begin
177 hta := @wgunHitTime[a];
178 htb := @wgunHitTime[b];
179 if (hta.distSq <> htb.distSq) then begin result := (hta.distSq < htb.distSq); exit; end;
180 if (hta.mon <> nil) then
181 begin
182 // a is monster
183 if (htb.mon = nil) then begin result := false; exit; end; // players first
184 result := (hta.mon.UID < htb.mon.UID); // why not?
185 end
186 else
187 begin
188 // a is player
189 if (htb.mon <> nil) then begin result := true; exit; end; // players first
190 result := (hta.plridx < htb.plridx); // why not?
191 end;
192 end;
195 procedure appendHitTimeMon (adistSq: Integer; amon: TMonster; ax, ay: Integer);
196 begin
197 if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
198 with wgunHitTime[wgunHitTimeUsed] do
199 begin
200 distSq := adistSq;
201 mon := amon;
202 plridx := -1;
203 x := ax;
204 y := ay;
205 end;
206 wgunHitHeap.insert(wgunHitTimeUsed);
207 Inc(wgunHitTimeUsed);
208 end;
211 procedure appendHitTimePlr (adistSq: Integer; aplridx: Integer; ax, ay: Integer);
212 begin
213 if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
214 with wgunHitTime[wgunHitTimeUsed] do
215 begin
216 distSq := adistSq;
217 mon := nil;
218 plridx := aplridx;
219 x := ax;
220 y := ay;
221 end;
222 wgunHitHeap.insert(wgunHitTimeUsed);
223 Inc(wgunHitTimeUsed);
224 end;
227 function FindShot(): DWORD;
228 var
229 i: Integer;
230 begin
231 if Shots <> nil then
232 for i := 0 to High(Shots) do
233 if Shots[i].ShotType = 0 then
234 begin
235 Result := i;
236 LastShotID := Result;
237 Exit;
238 end;
240 if Shots = nil then
241 begin
242 SetLength(Shots, 128);
243 Result := 0;
244 end
245 else
246 begin
247 Result := High(Shots) + 1;
248 SetLength(Shots, Length(Shots) + 128);
249 end;
250 LastShotID := Result;
251 end;
253 procedure CreateWaterMap();
254 var
255 WaterArray: Array of TWaterPanel;
256 a, b, c, m: Integer;
257 ok: Boolean;
258 begin
259 if gWater = nil then
260 Exit;
262 SetLength(WaterArray, Length(gWater));
264 for a := 0 to High(gWater) do
265 begin
266 WaterArray[a].X := gWater[a].X;
267 WaterArray[a].Y := gWater[a].Y;
268 WaterArray[a].Width := gWater[a].Width;
269 WaterArray[a].Height := gWater[a].Height;
270 WaterArray[a].Active := True;
271 end;
273 g_Game_SetLoadingText(_lc[I_LOAD_WATER_MAP], High(WaterArray), False);
275 for a := 0 to High(WaterArray) do
276 if WaterArray[a].Active then
277 begin
278 WaterArray[a].Active := False;
279 m := Length(WaterMap);
280 SetLength(WaterMap, m+1);
281 SetLength(WaterMap[m], 1);
282 WaterMap[m][0] := a;
283 ok := True;
285 while ok do
286 begin
287 ok := False;
288 for b := 0 to High(WaterArray) do
289 if WaterArray[b].Active then
290 for c := 0 to High(WaterMap[m]) do
291 if g_CollideAround(WaterArray[b].X,
292 WaterArray[b].Y,
293 WaterArray[b].Width,
294 WaterArray[b].Height,
295 WaterArray[WaterMap[m][c]].X,
296 WaterArray[WaterMap[m][c]].Y,
297 WaterArray[WaterMap[m][c]].Width,
298 WaterArray[WaterMap[m][c]].Height) then
299 begin
300 WaterArray[b].Active := False;
301 SetLength(WaterMap[m],
302 Length(WaterMap[m])+1);
303 WaterMap[m][High(WaterMap[m])] := b;
304 ok := True;
305 Break;
306 end;
307 end;
309 g_Game_StepLoading();
310 end;
312 WaterArray := nil;
313 end;
316 var
317 chkTrap_pl: array [0..256] of Integer;
318 chkTrap_mn: array [0..65535] of TMonster;
320 procedure CheckTrap(ID: DWORD; dm: Integer; t: Byte);
321 var
322 //a, b, c, d, i1, i2: Integer;
323 //chkTrap_pl, chkTrap_mn: WArray;
324 plaCount: Integer = 0;
325 mnaCount: Integer = 0;
326 frameId: DWord;
329 function monsWaterCheck (mon: TMonster): Boolean;
330 begin
331 result := false; // don't stop
332 if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
333 begin
334 i2 += 1;
335 chkTrap_mn[i2] := monidx;
336 end;
337 end;
340 function monsWaterCheck (mon: TMonster): Boolean;
341 begin
342 result := false; // don't stop
343 if (mon.trapCheckFrameId <> frameId) then
344 begin
345 mon.trapCheckFrameId := frameId;
346 chkTrap_mn[mnaCount] := mon;
347 Inc(mnaCount);
348 end;
349 end;
351 var
352 a, b, c, d, f: Integer;
353 pan: TPanel;
354 begin
355 if (gWater = nil) or (WaterMap = nil) then Exit;
357 frameId := g_Mons_getNewTrapFrameId();
359 //i1 := -1;
360 //i2 := -1;
362 //SetLength(chkTrap_pl, 1024);
363 //SetLength(chkTrap_mn, 1024);
364 //for d := 0 to 1023 do chkTrap_pl[d] := $FFFF;
365 //for d := 0 to 1023 do chkTrap_mn[d] := $FFFF;
367 for a := 0 to High(WaterMap) do
368 begin
369 for b := 0 to High(WaterMap[a]) do
370 begin
371 pan := gWater[WaterMap[a][b]];
372 if not g_Obj_Collide(pan.X, pan.Y, pan.Width, pan.Height, @Shots[ID].Obj) then continue;
374 for c := 0 to High(WaterMap[a]) do
375 begin
376 pan := gWater[WaterMap[a][c]];
377 for d := 0 to High(gPlayers) do
378 begin
379 if (gPlayers[d] <> nil) and (gPlayers[d].alive) then
380 begin
381 if gPlayers[d].Collide(pan) then
382 begin
383 f := 0;
384 while (f < plaCount) and (chkTrap_pl[f] <> d) do Inc(f);
385 if (f = plaCount) then
386 begin
387 chkTrap_pl[plaCount] := d;
388 Inc(plaCount);
389 if (plaCount = Length(chkTrap_pl)) then break;
390 end;
391 end;
392 end;
393 end;
395 //g_Mons_ForEach(monsWaterCheck);
396 g_Mons_ForEachAliveAt(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck);
397 end;
399 for f := 0 to plaCount-1 do gPlayers[chkTrap_pl[f]].Damage(dm, Shots[ID].SpawnerUID, 0, 0, t);
400 for f := 0 to mnaCount-1 do chkTrap_mn[f].Damage(dm, 0, 0, Shots[ID].SpawnerUID, t);
401 end;
402 end;
404 //chkTrap_pl := nil;
405 //chkTrap_mn := nil;
406 end;
408 function HitMonster(m: TMonster; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
409 var
410 tt, mt: Byte;
411 mon: TMonster;
412 begin
413 Result := False;
415 tt := g_GetUIDType(SpawnerUID);
416 if tt = UID_MONSTER then
417 begin
418 mon := g_Monsters_ByUID(SpawnerUID);
419 if mon <> nil then
420 mt := g_Monsters_ByUID(SpawnerUID).MonsterType
421 else
422 mt := 0;
423 end
424 else
425 mt := 0;
427 if m = nil then Exit;
428 if m.UID = SpawnerUID then
429 begin
430 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
431 if (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then
432 Exit;
433 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
434 if (m.MonsterType = MONSTER_CYBER) or
435 (m.MonsterType = MONSTER_BARREL) then
436 begin
437 Result := True;
438 Exit;
439 end;
440 end;
442 if tt = UID_MONSTER then
443 begin
444 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
445 if (mt = MONSTER_SOUL) and (m.MonsterType = MONSTER_PAIN) then
446 Exit;
448 // Îáà ìîíñòðà îäíîãî âèäà:
449 if mt = m.MonsterType then
450 case mt of
451 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
452 MONSTER_SOUL, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
453 Exit; // Ýòè íå áüþò ñâîèõ
454 end;
455 end;
457 if g_Game_IsServer then
458 begin
459 if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
460 Result := m.Damage(d, vx, vy, SpawnerUID, t)
461 else
462 Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time
463 if t = HIT_FLAME then
464 m.CatchFire(SpawnerUID);
465 end
466 else
467 Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time
468 end;
471 function HitPlayer (p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
472 begin
473 result := False;
475 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì
476 if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then exit;
478 if g_Game_IsServer then
479 begin
480 if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then p.Damage(d, SpawnerUID, vx, vy, t);
481 if (t = HIT_FLAME) then p.CatchFire(SpawnerUID);
482 end;
484 result := true;
485 end;
488 procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
490 function monsCheck (mon: TMonster): Boolean;
491 begin
492 result := false; // don't stop
493 if (mon.alive) and (mon.UID <> SpawnerUID) then
494 begin
495 with mon do
496 begin
497 if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
498 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
499 g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
500 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
501 begin
502 if HitMonster(mon, 50, 0, 0, SpawnerUID, HIT_SOME) then mon.BFGHit();
503 end;
504 end;
505 end;
506 end;
508 var
509 i, h: Integer;
510 st: Byte;
511 pl: TPlayer;
512 b: Boolean;
513 begin
514 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
516 h := High(gCorpses);
518 if gAdvCorpses and (h <> -1) then
519 for i := 0 to h do
520 if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
521 with gCorpses[i] do
522 if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
523 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
524 g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
525 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
526 begin
527 Damage(50, SpawnerUID, 0, 0);
528 g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
529 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
530 end;
532 st := TEAM_NONE;
533 pl := g_Player_Get(SpawnerUID);
534 if pl <> nil then
535 st := pl.Team;
537 h := High(gPlayers);
539 if h <> -1 then
540 for i := 0 to h do
541 if (gPlayers[i] <> nil) and (gPlayers[i].alive) and (gPlayers[i].UID <> SpawnerUID) then
542 with gPlayers[i] do
543 if (g_PatchLength(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
544 GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) <= SHOT_BFG_RADIUS) and
545 g_TraceVector(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
546 GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) then
547 begin
548 if (st = TEAM_NONE) or (st <> gPlayers[i].Team) then
549 b := HitPlayer(gPlayers[i], 50, 0, 0, SpawnerUID, HIT_SOME)
550 else
551 b := HitPlayer(gPlayers[i], 25, 0, 0, SpawnerUID, HIT_SOME);
552 if b then
553 gPlayers[i].BFGHit();
554 end;
556 //FIXME
557 g_Mons_ForEachAlive(monsCheck);
558 end;
560 function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
561 var
562 find_id: DWord;
563 begin
564 if I < 0 then
565 find_id := FindShot()
566 else
567 begin
568 find_id := I;
569 if Integer(find_id) >= High(Shots) then
570 SetLength(Shots, find_id + 64)
571 end;
573 case ShotType of
574 WEAPON_ROCKETLAUNCHER:
575 begin
576 with Shots[find_id] do
577 begin
578 g_Obj_Init(@Obj);
580 Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
581 Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
583 Animation := nil;
584 Triggers := nil;
585 ShotType := WEAPON_ROCKETLAUNCHER;
586 end;
587 end;
589 WEAPON_PLASMA:
590 begin
591 with Shots[find_id] do
592 begin
593 g_Obj_Init(@Obj);
595 Obj.Rect.Width := SHOT_PLASMA_WIDTH;
596 Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
598 Triggers := nil;
599 ShotType := WEAPON_PLASMA;
600 Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
601 end;
602 end;
604 WEAPON_BFG:
605 begin
606 with Shots[find_id] do
607 begin
608 g_Obj_Init(@Obj);
610 Obj.Rect.Width := SHOT_BFG_WIDTH;
611 Obj.Rect.Height := SHOT_BFG_HEIGHT;
613 Triggers := nil;
614 ShotType := WEAPON_BFG;
615 Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
616 end;
617 end;
619 WEAPON_FLAMETHROWER:
620 begin
621 with Shots[find_id] do
622 begin
623 g_Obj_Init(@Obj);
625 Obj.Rect.Width := SHOT_FLAME_WIDTH;
626 Obj.Rect.Height := SHOT_FLAME_HEIGHT;
628 Triggers := nil;
629 ShotType := WEAPON_FLAMETHROWER;
630 // Animation := TAnimationState.Create(True, 6, 0); // drawed as gfx
631 end;
632 end;
634 WEAPON_IMP_FIRE:
635 begin
636 with Shots[find_id] do
637 begin
638 g_Obj_Init(@Obj);
640 Obj.Rect.Width := 16;
641 Obj.Rect.Height := 16;
643 Triggers := nil;
644 ShotType := WEAPON_IMP_FIRE;
645 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
646 end;
647 end;
649 WEAPON_CACO_FIRE:
650 begin
651 with Shots[find_id] do
652 begin
653 g_Obj_Init(@Obj);
655 Obj.Rect.Width := 16;
656 Obj.Rect.Height := 16;
658 Triggers := nil;
659 ShotType := WEAPON_CACO_FIRE;
660 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
661 end;
662 end;
664 WEAPON_MANCUB_FIRE:
665 begin
666 with Shots[find_id] do
667 begin
668 g_Obj_Init(@Obj);
670 Obj.Rect.Width := 32;
671 Obj.Rect.Height := 32;
673 Triggers := nil;
674 ShotType := WEAPON_MANCUB_FIRE;
675 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
676 end;
677 end;
679 WEAPON_BARON_FIRE:
680 begin
681 with Shots[find_id] do
682 begin
683 g_Obj_Init(@Obj);
685 Obj.Rect.Width := 32;
686 Obj.Rect.Height := 16;
688 Triggers := nil;
689 ShotType := WEAPON_BARON_FIRE;
690 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
691 end;
692 end;
694 WEAPON_BSP_FIRE:
695 begin
696 with Shots[find_id] do
697 begin
698 g_Obj_Init(@Obj);
700 Obj.Rect.Width := 16;
701 Obj.Rect.Height := 16;
703 Triggers := nil;
704 ShotType := WEAPON_BSP_FIRE;
705 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
706 end;
707 end;
709 WEAPON_SKEL_FIRE:
710 begin
711 with Shots[find_id] do
712 begin
713 g_Obj_Init(@Obj);
715 Obj.Rect.Width := SHOT_SKELFIRE_WIDTH;
716 Obj.Rect.Height := SHOT_SKELFIRE_HEIGHT;
718 Triggers := nil;
719 ShotType := WEAPON_SKEL_FIRE;
720 target := TargetUID;
721 Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
722 end;
723 end;
724 end;
726 Shots[find_id].Obj.oldX := X;
727 Shots[find_id].Obj.oldY := Y;
728 Shots[find_id].Obj.X := X;
729 Shots[find_id].Obj.Y := Y;
730 Shots[find_id].Obj.Vel.X := XV;
731 Shots[find_id].Obj.Vel.Y := YV;
732 Shots[find_id].Obj.Accel.X := 0;
733 Shots[find_id].Obj.Accel.Y := 0;
734 Shots[find_id].SpawnerUID := Spawner;
735 if (ShotType = WEAPON_FLAMETHROWER) and (XV = 0) and (YV = 0) then
736 Shots[find_id].Stopped := 255
737 else
738 Shots[find_id].Stopped := 0;
739 Result := find_id;
740 end;
742 procedure throw(i, x, y, xd, yd, s: Integer);
743 var
744 a: Integer;
745 begin
746 yd := yd - y;
747 xd := xd - x;
749 a := Max(Abs(xd), Abs(yd));
750 if a = 0 then
751 a := 1;
753 Shots[i].Obj.oldX := x;
754 Shots[i].Obj.oldY := y;
755 Shots[i].Obj.X := x;
756 Shots[i].Obj.Y := y;
757 Shots[i].Obj.Vel.X := (xd*s) div a;
758 Shots[i].Obj.Vel.Y := (yd*s) div a;
759 Shots[i].Obj.Accel.X := 0;
760 Shots[i].Obj.Accel.Y := 0;
761 Shots[i].Stopped := 0;
762 if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
763 Shots[i].Timeout := 900 // ~25 sec
764 else
765 begin
766 if Shots[i].ShotType = WEAPON_FLAMETHROWER then
767 Shots[i].Timeout := SHOT_FLAME_LIFETIME
768 else
769 Shots[i].Timeout := 550; // ~15 sec
770 end;
771 end;
773 function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
774 var
775 i, h: Integer;
777 function PlayerHit(Team: Byte = 0): Boolean;
778 var
779 i: Integer;
780 ChkTeam: Boolean;
781 p: TPlayer;
782 begin
783 Result := False;
784 h := High(gPlayers);
786 if h <> -1 then
787 for i := 0 to h do
788 if (gPlayers[i] <> nil) and gPlayers[i].alive and g_Obj_Collide(obj, @gPlayers[i].Obj) then
789 begin
790 ChkTeam := True;
791 if (Team > 0) and (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
792 begin
793 p := g_Player_Get(SpawnerUID);
794 if p <> nil then
795 ChkTeam := (p.Team = gPlayers[i].Team) xor (Team = 2);
796 end;
797 if ChkTeam then
798 if HitPlayer(gPlayers[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
799 begin
800 if t <> HIT_FLAME then
801 gPlayers[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
802 (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
803 if t = HIT_BFG then
804 g_Game_DelayEvent(DE_BFGHIT, 1000, SpawnerUID);
805 Result := True;
806 break;
807 end;
808 end;
809 end;
812 function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
813 begin
814 result := false; // don't stop
815 if mon.alive and g_Obj_Collide(obj, @mon.Obj) then
816 begin
817 if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
818 begin
819 if (t <> HIT_FLAME) then
820 begin
821 mon.Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
822 (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
823 end;
824 result := True;
825 end;
826 end;
827 end;
830 function monsCheckHit (mon: TMonster): Boolean;
831 begin
832 result := false; // don't stop
833 if HitMonster(mon, d, obj.Vel.X, obj.Vel.Y, SpawnerUID, t) then
834 begin
835 if (t <> HIT_FLAME) then
836 begin
837 mon.Push((obj.Vel.X+obj.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
838 (obj.Vel.Y+obj.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
839 end;
840 result := true;
841 end;
842 end;
844 function MonsterHit(): Boolean;
845 begin
846 //result := g_Mons_ForEach(monsCheckHit);
847 //FIXME: accelerate this!
848 result := g_Mons_ForEachAliveAt(obj.X+obj.Rect.X, obj.Y+obj.Rect.Y, obj.Rect.Width, obj.Rect.Height, monsCheckHit);
849 end;
851 begin
852 Result := 0;
854 if HitCorpses then
855 begin
856 h := High(gCorpses);
858 if gAdvCorpses and (h <> -1) then
859 for i := 0 to h do
860 if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) and
861 g_Obj_Collide(obj, @gCorpses[i].Obj) then
862 begin
863 // Ðàñïèëèâàåì òðóï:
864 gCorpses[i].Damage(d, SpawnerUID, (obj^.Vel.X+obj^.Accel.X) div 4,
865 (obj^.Vel.Y+obj^.Accel.Y) div 4);
866 Result := 1;
867 end;
868 end;
870 case gGameSettings.GameMode of
871 // Êàìïàíèÿ:
872 GM_COOP, GM_SINGLE:
873 begin
874 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
875 if MonsterHit() then
876 begin
877 Result := 2;
878 Exit;
879 end;
881 // È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
882 // (èëè ñíàðÿä îò ìîíñòðà, èëè friendlyfire, èëè friendly_hit_projectile)
883 if (g_GetUIDType(SpawnerUID) <> UID_PLAYER) or
884 LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then
885 begin
886 if PlayerHit() then
887 begin
888 Result := 1;
889 Exit;
890 end;
891 end;
892 end;
894 // Äåçìàò÷:
895 GM_DM:
896 begin
897 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
898 if PlayerHit() then
899 begin
900 Result := 1;
901 Exit;
902 end;
904 if MonsterHit() then
905 begin
906 Result := 2;
907 Exit;
908 end;
909 end;
911 // Êîìàíäíûå:
912 GM_TDM, GM_CTF:
913 begin
914 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
915 if PlayerHit(2) then
916 begin
917 Result := 1;
918 Exit;
919 end;
921 // Ïîòîì ìîíñòðîâ
922 if MonsterHit() then
923 begin
924 Result := 2;
925 Exit;
926 end;
928 // È â êîíöå ñâîèõ èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
929 // (èëè friendlyfire, èëè friendly_hit_projectile)
930 if LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then
931 begin
932 if PlayerHit(1) then
933 begin
934 Result := 1;
935 Exit;
936 end;
937 end;
938 end;
940 end;
941 end;
943 function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean;
944 begin
945 Result := False;
947 case g_GetUIDType(UID) of
948 UID_PLAYER: Result := HitPlayer(g_Player_Get(UID), d, 0, 0, SpawnerUID, t);
949 UID_MONSTER: Result := HitMonster(g_Monsters_ByUID(UID), d, 0, 0, SpawnerUID, t);
950 else Exit;
951 end;
952 end;
954 function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
955 var
956 r: Integer; // squared radius
958 function monsExCheck (mon: TMonster): Boolean;
959 var
960 dx, dy, mm: Integer;
961 begin
962 result := false; // don't stop
963 begin
964 dx := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-X;
965 dy := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-Y;
967 if dx > 1000 then dx := 1000;
968 if dy > 1000 then dy := 1000;
970 if (dx*dx+dy*dy < r) then
971 begin
972 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
973 //e_WriteLog(Format('explo monster #%d: x=%d; y=%d; rad=%d; dx=%d; dy=%d', [monidx, X, Y, rad, dx, dy]), MSG_NOTIFY);
975 mm := Max(abs(dx), abs(dy));
976 if mm = 0 then mm := 1;
978 if mon.alive then
979 begin
980 HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, 0, 0, SpawnerUID, HIT_ROCKET);
981 end;
983 mon.Push((dx*7) div mm, (dy*7) div mm);
984 end;
985 end;
986 end;
988 var
989 i, h, dx, dy, m, mm: Integer;
990 _angle: SmallInt;
991 begin
992 result := false;
994 g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT);
996 r := rad*rad;
998 h := High(gPlayers);
1000 if h <> -1 then
1001 for i := 0 to h do
1002 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1003 with gPlayers[i] do
1004 begin
1005 dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
1006 dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
1008 if dx > 1000 then dx := 1000;
1009 if dy > 1000 then dy := 1000;
1011 if dx*dx+dy*dy < r then
1012 begin
1013 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
1014 // PLAYER_RECT.Width, PLAYER_RECT.Height);
1016 mm := Max(abs(dx), abs(dy));
1017 if mm = 0 then mm := 1;
1019 HitPlayer(gPlayers[i], (100*(rad-mm)) div rad, (dx*10) div mm, (dy*10) div mm, SpawnerUID, HIT_ROCKET);
1020 gPlayers[i].Push((dx*7) div mm, (dy*7) div mm);
1021 end;
1022 end;
1024 //g_Mons_ForEach(monsExCheck);
1025 g_Mons_ForEachAt(X-(rad+32), Y-(rad+32), (rad+32)*2, (rad+32)*2, monsExCheck);
1027 h := High(gCorpses);
1029 if gAdvCorpses and (h <> -1) then
1030 for i := 0 to h do
1031 if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
1032 with gCorpses[i] do
1033 begin
1034 dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
1035 dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
1037 if dx > 1000 then dx := 1000;
1038 if dy > 1000 then dy := 1000;
1040 if dx*dx+dy*dy < r then
1041 begin
1042 m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
1043 Obj.Rect.Width, Obj.Rect.Height);
1045 mm := Max(abs(dx), abs(dy));
1046 if mm = 0 then mm := 1;
1048 Damage(Round(100*(rad-m)/rad), SpawnerUID, (dx*10) div mm, (dy*10) div mm);
1049 end;
1050 end;
1052 h := High(gGibs);
1054 if gAdvGibs and (h <> -1) then
1055 for i := 0 to h do
1056 if gGibs[i].alive then
1057 with gGibs[i] do
1058 begin
1059 dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
1060 dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
1062 if dx > 1000 then dx := 1000;
1063 if dy > 1000 then dy := 1000;
1065 if dx*dx+dy*dy < r then
1066 begin
1067 m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
1068 Obj.Rect.Width, Obj.Rect.Height);
1069 _angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
1070 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y);
1072 g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle);
1073 positionChanged(); // this updates spatial accelerators
1074 end;
1075 end;
1076 end;
1078 procedure g_Weapon_Init();
1079 begin
1080 CreateWaterMap();
1081 end;
1083 procedure g_Weapon_Free();
1084 var
1085 i: Integer;
1086 begin
1087 if Shots <> nil then
1088 begin
1089 for i := 0 to High(Shots) do
1090 if Shots[i].ShotType <> 0 then
1091 Shots[i].Animation.Free();
1093 Shots := nil;
1094 end;
1096 WaterMap := nil;
1097 end;
1099 procedure g_Weapon_LoadData();
1100 begin
1101 e_WriteLog('Loading weapons data...', TMsgType.Notify);
1103 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD+':SOUNDS\HITPUNCH');
1104 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD+':SOUNDS\MISSPUNCH');
1105 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD+':SOUNDS\HITBERSERK');
1106 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD+':SOUNDS\MISSBERSERK');
1107 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD+':SOUNDS\SELECTSAW');
1108 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD+':SOUNDS\IDLESAW');
1109 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD+':SOUNDS\HITSAW');
1110 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD+':SOUNDS\FIRESHOTGUN2');
1111 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD+':SOUNDS\FIRESHOTGUN');
1112 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD+':SOUNDS\FIRESAW');
1113 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD+':SOUNDS\FIREROCKET');
1114 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD+':SOUNDS\FIREPLASMA');
1115 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD+':SOUNDS\FIREPISTOL');
1116 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD+':SOUNDS\FIRECGUN');
1117 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD+':SOUNDS\FIREBFG');
1118 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD+':SOUNDS\FIRE');
1119 g_Sound_CreateWADEx('SOUND_IGNITE', GameWAD+':SOUNDS\IGNITE');
1120 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD+':SOUNDS\STARTFIREBFG');
1121 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD+':SOUNDS\EXPLODEROCKET');
1122 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD+':SOUNDS\EXPLODEBFG');
1123 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD+':SOUNDS\BFGWATER');
1124 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD+':SOUNDS\EXPLODEPLASMA');
1125 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD+':SOUNDS\PLASMAWATER');
1126 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD+':SOUNDS\FIREBALL');
1127 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD+':SOUNDS\EXPLODEBALL');
1128 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD+':SOUNDS\FIREREV');
1129 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEON', GameWAD+':SOUNDS\STARTFLM');
1130 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEOFF', GameWAD+':SOUNDS\STOPFLM');
1131 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEWORK', GameWAD+':SOUNDS\WORKFLM');
1132 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD+':SOUNDS\WORKJETPACK');
1133 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD+':SOUNDS\STARTJETPACK');
1134 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD+':SOUNDS\STOPJETPACK');
1135 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD+':SOUNDS\CASING1');
1136 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD+':SOUNDS\CASING2');
1137 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
1138 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
1140 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
1141 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
1143 //wgunMonHash := hashNewIntInt();
1144 wgunHitHeap := TBinaryHeapHitTimes.Create();
1145 end;
1147 procedure g_Weapon_FreeData();
1148 begin
1149 e_WriteLog('Releasing weapons data...', TMsgType.Notify);
1151 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1152 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1153 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1154 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1155 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1156 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1157 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1158 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1159 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1160 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1161 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1162 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1163 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1164 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1165 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1166 g_Sound_Delete('SOUND_FIRE');
1167 g_Sound_Delete('SOUND_IGNITE');
1168 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1169 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1170 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1171 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1172 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1173 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1174 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1175 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1176 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1177 g_Sound_Delete('SOUND_WEAPON_FLAMEON');
1178 g_Sound_Delete('SOUND_WEAPON_FLAMEOFF');
1179 g_Sound_Delete('SOUND_WEAPON_FLAMEWORK');
1180 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1181 g_Sound_Delete('SOUND_PLAYER_JETON');
1182 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1183 g_Sound_Delete('SOUND_PLAYER_CASING1');
1184 g_Sound_Delete('SOUND_PLAYER_CASING2');
1185 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1186 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1187 end;
1190 function GunHitPlayer (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Boolean;
1191 var
1192 i: Integer;
1193 begin
1194 result := false;
1195 for i := 0 to High(gPlayers) do
1196 begin
1197 if (gPlayers[i] <> nil) and gPlayers[i].alive and gPlayers[i].Collide(X, Y) then
1198 begin
1199 if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
1200 begin
1201 if AllowPush then gPlayers[i].Push(vx, vy);
1202 result := true;
1203 end;
1204 end;
1205 end;
1206 end;
1209 function GunHit (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Byte;
1211 function monsCheck (mon: TMonster): Boolean;
1212 begin
1213 result := false; // don't stop
1214 if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
1215 begin
1216 if AllowPush then mon.Push(vx, vy);
1217 result := true;
1218 end;
1219 end;
1221 begin
1222 result := 0;
1223 if GunHitPlayer(X, Y, vx, vy, dmg, SpawnerUID, AllowPush) then result := 1
1224 else if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2;
1225 end;
1228 (*
1229 procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
1230 var
1231 a: Integer;
1232 x2, y2: Integer;
1233 dx, dy: Integer;
1234 xe, ye: Integer;
1235 xi, yi: Integer;
1236 s, c: Extended;
1237 //vx, vy: Integer;
1238 xx, yy, d: Integer;
1239 i: Integer;
1240 t1, _collide: Boolean;
1241 w, h: Word;
1242 {$IF DEFINED(D2F_DEBUG)}
1243 stt: UInt64;
1244 showTime: Boolean = true;
1245 {$ENDIF}
1246 begin
1247 a := GetAngle(x, y, xd, yd)+180;
1249 SinCos(DegToRad(-a), s, c);
1251 if Abs(s) < 0.01 then s := 0;
1252 if Abs(c) < 0.01 then c := 0;
1254 x2 := x+Round(c*gMapInfo.Width);
1255 y2 := y+Round(s*gMapInfo.Width);
1257 t1 := gWalls <> nil;
1258 _collide := False;
1259 w := gMapInfo.Width;
1260 h := gMapInfo.Height;
1262 xe := 0;
1263 ye := 0;
1264 dx := x2-x;
1265 dy := y2-y;
1267 if (xd = 0) and (yd = 0) then Exit;
1269 if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
1270 if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
1272 dx := Abs(dx);
1273 dy := Abs(dy);
1275 if dx > dy then d := dx else d := dy;
1277 //blood vel, for Monster.Damage()
1278 //vx := (dx*10 div d)*xi;
1279 //vy := (dy*10 div d)*yi;
1281 {$IF DEFINED(D2F_DEBUG)}
1282 stt := getTimeMicro();
1283 {$ENDIF}
1285 xx := x;
1286 yy := y;
1288 for i := 1 to d do
1289 begin
1290 xe := xe+dx;
1291 ye := ye+dy;
1293 if xe > d then
1294 begin
1295 xe := xe-d;
1296 xx := xx+xi;
1297 end;
1299 if ye > d then
1300 begin
1301 ye := ye-d;
1302 yy := yy+yi;
1303 end;
1305 if (yy > h) or (yy < 0) then Break;
1306 if (xx > w) or (xx < 0) then Break;
1308 if t1 then
1309 if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
1310 begin
1311 _collide := True;
1312 {$IF DEFINED(D2F_DEBUG)}
1313 stt := getTimeMicro()-stt;
1314 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1315 showTime := false;
1316 {$ENDIF}
1317 g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
1318 if g_Game_IsServer and g_Game_IsNet then
1319 MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
1320 end;
1322 if not _collide then
1323 begin
1324 _collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
1325 end;
1327 if _collide then Break;
1328 end;
1330 {$IF DEFINED(D2F_DEBUG)}
1331 if showTime then
1332 begin
1333 stt := getTimeMicro()-stt;
1334 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1335 end;
1336 {$ENDIF}
1338 if CheckTrigger and g_Game_IsServer then
1339 g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
1340 end;
1341 *)
1344 //!!!FIXME!!!
1345 procedure g_Weapon_gun (const x, y, xd, yd, v, indmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
1346 var
1347 x0, y0: Integer;
1348 x2, y2: Integer;
1349 xi, yi: Integer;
1350 wallDistSq: Integer = $3fffffff;
1351 spawnerPlr: TPlayer = nil;
1352 dmg: Integer;
1354 function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
1355 begin
1356 result := false;
1357 if (idx < 0) or (idx > High(gPlayers)) then exit;
1358 if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit;
1359 if (spawnerPlr <> nil) then
1360 begin
1361 if ((gGameSettings.Options and (GAME_OPTION_TEAMHITTRACE or GAME_OPTION_TEAMDAMAGE)) = 0) and
1362 (spawnerPlr.Team <> TEAM_NONE) and (spawnerPlr.Team = gPlayers[idx].Team) then
1363 begin
1364 if (spawnerPlr <> gPlayers[idx]) and ((gGameSettings.Options and GAME_OPTION_TEAMABSORBDAMAGE) = 0) then
1365 dmg := Max(1, dmg div 2);
1366 exit;
1367 end;
1368 end;
1369 result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
1370 if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
1371 {$IF DEFINED(D2F_DEBUG)}
1372 //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
1373 {$ENDIF}
1374 end;
1376 function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean;
1377 begin
1378 result := false;
1379 if (mon = nil) then exit;
1380 result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
1381 if result and (v <> 0) then mon.Push((xi*v), (yi*v));
1382 {$IF DEFINED(D2F_DEBUG)}
1383 //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
1384 {$ENDIF}
1385 end;
1387 // collect players along hitray
1388 // return `true` if instant hit was detected
1389 function playerPossibleHit (): Boolean;
1390 var
1391 i: Integer;
1392 px, py, pw, ph: Integer;
1393 inx, iny: Integer;
1394 distSq: Integer;
1395 plr: TPlayer;
1396 begin
1397 result := false;
1398 for i := 0 to High(gPlayers) do
1399 begin
1400 plr := gPlayers[i];
1401 if (plr <> nil) and plr.alive then
1402 begin
1403 plr.getMapBox(px, py, pw, ph);
1404 if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then
1405 begin
1406 distSq := distanceSq(x, y, inx, iny);
1407 if (distSq = 0) then
1408 begin
1409 // contains
1410 if doPlayerHit(i, x, y) then begin result := true; exit; end;
1411 end
1412 else if (distSq < wallDistSq) then
1413 begin
1414 appendHitTimePlr(distSq, i, inx, iny);
1415 end;
1416 end;
1417 end;
1418 end;
1419 end;
1421 procedure sqchecker (mon: TMonster);
1422 var
1423 mx, my, mw, mh: Integer;
1424 inx, iny: Integer;
1425 distSq: Integer;
1426 begin
1427 mon.getMapBox(mx, my, mw, mh);
1428 if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
1429 begin
1430 distSq := distanceSq(x0, y0, inx, iny);
1431 if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny);
1432 end;
1433 end;
1435 var
1436 a: Integer;
1437 dx, dy: Integer;
1438 xe, ye: Integer;
1439 s, c: Extended;
1440 i: Integer;
1441 wallHitFlag: Boolean = false;
1442 wallHitX: Integer = 0;
1443 wallHitY: Integer = 0;
1444 didHit: Boolean = false;
1445 {$IF DEFINED(D2F_DEBUG)}
1446 stt: UInt64;
1447 {$ENDIF}
1448 mit: PMonster;
1449 it: TMonsterGrid.Iter;
1450 begin
1451 (*
1452 if not gwep_debug_fast_trace then
1453 begin
1454 g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
1455 exit;
1456 end;
1457 *)
1459 if (xd = 0) and (yd = 0) then exit;
1461 if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
1462 spawnerPlr := g_Player_Get(SpawnerUID);
1464 dmg := indmg;
1466 //wgunMonHash.reset(); //FIXME: clear hash on level change
1467 wgunHitHeap.clear();
1468 wgunHitTimeUsed := 0;
1470 a := GetAngle(x, y, xd, yd)+180;
1472 SinCos(DegToRad(-a), s, c);
1474 if Abs(s) < 0.01 then s := 0;
1475 if Abs(c) < 0.01 then c := 0;
1477 x0 := x;
1478 y0 := y;
1479 x2 := x+Round(c*gMapInfo.Width);
1480 y2 := y+Round(s*gMapInfo.Width);
1482 dx := x2-x;
1483 dy := y2-y;
1485 if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0;
1486 if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
1488 {$IF DEFINED(D2F_DEBUG)}
1489 e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
1490 stt := getTimeMicro();
1491 {$ENDIF}
1493 wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil);
1494 if wallHitFlag then
1495 begin
1496 x2 := wallHitX;
1497 y2 := wallHitY;
1498 wallDistSq := distanceSq(x, y, wallHitX, wallHitY);
1499 end
1500 else
1501 begin
1502 wallHitX := x2;
1503 wallHitY := y2;
1504 end;
1506 if playerPossibleHit() then exit; // instant hit
1508 // collect monsters
1509 //g_Mons_AlongLine(x, y, x2, y2, sqchecker);
1511 it := monsGrid.forEachAlongLine(x, y, x2, y2, -1);
1512 for mit in it do sqchecker(mit^);
1513 it.release();
1515 // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
1516 // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
1517 while (wgunHitHeap.count > 0) do
1518 begin
1519 // has some entities to check, do it
1520 i := wgunHitHeap.front;
1521 wgunHitHeap.popFront();
1522 // hitpoint
1523 xe := wgunHitTime[i].x;
1524 ye := wgunHitTime[i].y;
1525 // check if it is not behind the wall
1526 if (wgunHitTime[i].mon <> nil) then
1527 begin
1528 didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye);
1529 end
1530 else
1531 begin
1532 didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye);
1533 end;
1534 if didHit then
1535 begin
1536 // need new coords for trigger
1537 wallHitX := xe;
1538 wallHitY := ye;
1539 wallHitFlag := false; // no sparks
1540 break;
1541 end;
1542 end;
1544 // need sparks?
1545 if wallHitFlag then
1546 begin
1547 {$IF DEFINED(D2F_DEBUG)}
1548 stt := getTimeMicro()-stt;
1549 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
1550 {$ENDIF}
1551 g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
1552 if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
1553 end
1554 else
1555 begin
1556 {$IF DEFINED(D2F_DEBUG)}
1557 stt := getTimeMicro()-stt;
1558 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
1559 {$ENDIF}
1560 end;
1562 if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
1563 end;
1566 procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
1567 var
1568 obj: TObj;
1569 begin
1570 obj.X := X;
1571 obj.Y := Y;
1572 obj.rect.X := 0;
1573 obj.rect.Y := 0;
1574 obj.rect.Width := 39;
1575 obj.rect.Height := 52;
1576 obj.Vel.X := 0;
1577 obj.Vel.Y := 0;
1578 obj.Accel.X := 0;
1579 obj.Accel.Y := 0;
1581 if g_Weapon_Hit(@obj, d, SpawnerUID, HIT_SOME) <> 0 then
1582 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x, y)
1583 else
1584 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x, y);
1585 end;
1587 function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
1588 var
1589 obj: TObj;
1590 begin
1591 obj.X := X;
1592 obj.Y := Y;
1593 obj.rect.X := 0;
1594 obj.rect.Y := 0;
1595 obj.rect.Width := 32;
1596 obj.rect.Height := 52;
1597 obj.Vel.X := 0;
1598 obj.Vel.Y := 0;
1599 obj.Accel.X := 0;
1600 obj.Accel.Y := 0;
1602 Result := g_Weapon_Hit(@obj, d, SpawnerUID, HIT_SOME);
1603 end;
1605 procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1606 Silent: Boolean = False);
1607 var
1608 find_id: DWORD;
1609 dx, dy: Integer;
1610 begin
1611 if WID < 0 then
1612 find_id := FindShot()
1613 else
1614 begin
1615 find_id := WID;
1616 if Integer(find_id) >= High(Shots) then
1617 SetLength(Shots, find_id + 64)
1618 end;
1620 with Shots[find_id] do
1621 begin
1622 g_Obj_Init(@Obj);
1624 Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
1625 Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
1627 dx := IfThen(xd > x, -Obj.Rect.Width, 0);
1628 dy := -(Obj.Rect.Height div 2);
1630 ShotType := WEAPON_ROCKETLAUNCHER;
1631 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
1633 Animation := nil;
1634 triggers := nil;
1635 end;
1637 Shots[find_id].SpawnerUID := SpawnerUID;
1639 if not Silent then
1640 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x, y);
1641 end;
1643 procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word;
1644 WID: Integer = -1; Silent: Boolean = False);
1645 var
1646 find_id: DWORD;
1647 dx, dy: Integer;
1648 begin
1649 if WID < 0 then
1650 find_id := FindShot()
1651 else
1652 begin
1653 find_id := WID;
1654 if Integer(find_id) >= High(Shots) then
1655 SetLength(Shots, find_id + 64)
1656 end;
1658 with Shots[find_id] do
1659 begin
1660 g_Obj_Init(@Obj);
1662 Obj.Rect.Width := SHOT_SKELFIRE_WIDTH;
1663 Obj.Rect.Height := SHOT_SKELFIRE_HEIGHT;
1665 dx := -(Obj.Rect.Width div 2);
1666 dy := -(Obj.Rect.Height div 2);
1668 ShotType := WEAPON_SKEL_FIRE;
1669 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
1671 triggers := nil;
1672 target := TargetUID;
1673 Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
1674 end;
1676 Shots[find_id].SpawnerUID := SpawnerUID;
1678 if not Silent then
1679 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x, y);
1680 end;
1682 procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1683 Silent: Boolean = False);
1684 var
1685 find_id: DWORD;
1686 dx, dy: Integer;
1687 begin
1688 if WID < 0 then
1689 find_id := FindShot()
1690 else
1691 begin
1692 find_id := WID;
1693 if Integer(find_id) >= High(Shots) then
1694 SetLength(Shots, find_id + 64);
1695 end;
1697 with Shots[find_id] do
1698 begin
1699 g_Obj_Init(@Obj);
1701 Obj.Rect.Width := SHOT_PLASMA_WIDTH;
1702 Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
1704 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1705 dy := -(Obj.Rect.Height div 2);
1707 ShotType := WEAPON_PLASMA;
1708 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1710 triggers := nil;
1711 Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
1712 end;
1714 Shots[find_id].SpawnerUID := SpawnerUID;
1716 if not Silent then
1717 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1718 end;
1720 procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1721 Silent: Boolean = False);
1722 var
1723 find_id: DWORD;
1724 dx, dy: Integer;
1725 begin
1726 if WID < 0 then
1727 find_id := FindShot()
1728 else
1729 begin
1730 find_id := WID;
1731 if Integer(find_id) >= High(Shots) then
1732 SetLength(Shots, find_id + 64);
1733 end;
1735 with Shots[find_id] do
1736 begin
1737 g_Obj_Init(@Obj);
1739 Obj.Rect.Width := SHOT_FLAME_WIDTH;
1740 Obj.Rect.Height := SHOT_FLAME_HEIGHT;
1742 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1743 dy := -(Obj.Rect.Height div 2);
1745 ShotType := WEAPON_FLAMETHROWER;
1746 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1748 triggers := nil;
1749 Animation := nil;
1750 end;
1752 Shots[find_id].SpawnerUID := SpawnerUID;
1754 // if not Silent then
1755 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1756 end;
1758 procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1759 Silent: Boolean = False);
1760 var
1761 find_id: DWORD;
1762 dx, dy: Integer;
1763 begin
1764 if WID < 0 then
1765 find_id := FindShot()
1766 else
1767 begin
1768 find_id := WID;
1769 if Integer(find_id) >= High(Shots) then
1770 SetLength(Shots, find_id + 64)
1771 end;
1773 with Shots[find_id] do
1774 begin
1775 g_Obj_Init(@Obj);
1777 Obj.Rect.Width := 16;
1778 Obj.Rect.Height := 16;
1780 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1781 dy := -(Obj.Rect.Height div 2);
1783 ShotType := WEAPON_IMP_FIRE;
1784 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1786 triggers := nil;
1787 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
1788 end;
1790 Shots[find_id].SpawnerUID := SpawnerUID;
1792 if not Silent then
1793 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
1794 end;
1796 procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1797 Silent: Boolean = False);
1798 var
1799 find_id: DWORD;
1800 dx, dy: Integer;
1801 begin
1802 if WID < 0 then
1803 find_id := FindShot()
1804 else
1805 begin
1806 find_id := WID;
1807 if Integer(find_id) >= High(Shots) then
1808 SetLength(Shots, find_id + 64)
1809 end;
1811 with Shots[find_id] do
1812 begin
1813 g_Obj_Init(@Obj);
1815 Obj.Rect.Width := 16;
1816 Obj.Rect.Height := 16;
1818 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1819 dy := -(Obj.Rect.Height div 2);
1821 ShotType := WEAPON_CACO_FIRE;
1822 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1824 triggers := nil;
1825 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
1826 end;
1828 Shots[find_id].SpawnerUID := SpawnerUID;
1830 if not Silent then
1831 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
1832 end;
1834 procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1835 Silent: Boolean = False);
1836 var
1837 find_id: DWORD;
1838 dx, dy: Integer;
1839 begin
1840 if WID < 0 then
1841 find_id := FindShot()
1842 else
1843 begin
1844 find_id := WID;
1845 if Integer(find_id) >= High(Shots) then
1846 SetLength(Shots, find_id + 64)
1847 end;
1849 with Shots[find_id] do
1850 begin
1851 g_Obj_Init(@Obj);
1853 Obj.Rect.Width := 32;
1854 Obj.Rect.Height := 16;
1856 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1857 dy := -(Obj.Rect.Height div 2);
1859 ShotType := WEAPON_BARON_FIRE;
1860 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1862 triggers := nil;
1863 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
1864 end;
1866 Shots[find_id].SpawnerUID := SpawnerUID;
1868 if not Silent then
1869 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
1870 end;
1872 procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1873 Silent: Boolean = False);
1874 var
1875 find_id: DWORD;
1876 dx, dy: Integer;
1877 begin
1878 if WID < 0 then
1879 find_id := FindShot()
1880 else
1881 begin
1882 find_id := WID;
1883 if Integer(find_id) >= High(Shots) then
1884 SetLength(Shots, find_id + 64)
1885 end;
1887 with Shots[find_id] do
1888 begin
1889 g_Obj_Init(@Obj);
1891 Obj.Rect.Width := 16;
1892 Obj.Rect.Height := 16;
1894 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1895 dy := -(Obj.Rect.Height div 2);
1897 ShotType := WEAPON_BSP_FIRE;
1898 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1900 triggers := nil;
1902 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
1903 end;
1905 Shots[find_id].SpawnerUID := SpawnerUID;
1907 if not Silent then
1908 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1909 end;
1911 procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1912 Silent: Boolean = False);
1913 var
1914 find_id: DWORD;
1915 dx, dy: Integer;
1916 begin
1917 if WID < 0 then
1918 find_id := FindShot()
1919 else
1920 begin
1921 find_id := WID;
1922 if Integer(find_id) >= High(Shots) then
1923 SetLength(Shots, find_id + 64)
1924 end;
1926 with Shots[find_id] do
1927 begin
1928 g_Obj_Init(@Obj);
1930 Obj.Rect.Width := 32;
1931 Obj.Rect.Height := 32;
1933 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1934 dy := -(Obj.Rect.Height div 2);
1936 ShotType := WEAPON_MANCUB_FIRE;
1937 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1939 triggers := nil;
1941 Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
1942 end;
1944 Shots[find_id].SpawnerUID := SpawnerUID;
1946 if not Silent then
1947 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
1948 end;
1950 procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1951 Silent: Boolean = False);
1952 var
1953 find_id: DWORD;
1954 dx, dy: Integer;
1955 begin
1956 if WID < 0 then
1957 find_id := FindShot()
1958 else
1959 begin
1960 find_id := WID;
1961 if Integer(find_id) >= High(Shots) then
1962 SetLength(Shots, find_id + 64)
1963 end;
1965 with Shots[find_id] do
1966 begin
1967 g_Obj_Init(@Obj);
1969 Obj.Rect.Width := SHOT_BFG_WIDTH;
1970 Obj.Rect.Height := SHOT_BFG_HEIGHT;
1972 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1973 dy := -(Obj.Rect.Height div 2);
1975 ShotType := WEAPON_BFG;
1976 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1978 triggers := nil;
1979 Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
1980 end;
1982 Shots[find_id].SpawnerUID := SpawnerUID;
1984 if not Silent then
1985 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x, y);
1986 end;
1988 procedure g_Weapon_bfghit(x, y: Integer);
1989 begin
1990 r_GFX_OnceAnim(R_GFX_BFG_HIT, x - 32, y - 32);
1991 end;
1993 procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
1994 Silent: Boolean = False);
1995 begin
1996 if not Silent then
1997 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x, y);
1999 g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
2000 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
2001 begin
2002 g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
2003 g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
2004 end;
2005 end;
2007 procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word;
2008 Silent: Boolean = False);
2009 begin
2010 if not Silent then
2011 if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x, y);
2013 g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
2014 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
2015 (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
2016 begin
2017 g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
2018 g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
2019 end;
2020 end;
2022 procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
2023 Silent: Boolean = False);
2024 var
2025 i, j: Integer;
2026 begin
2027 if not Silent then
2028 if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y);
2030 for i := 0 to 9 do
2031 begin
2032 j := Random(17)-8; // -8 .. 8
2033 g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
2034 end;
2035 end;
2037 procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
2038 Silent: Boolean = False);
2039 var
2040 a, i, j: Integer;
2041 begin
2042 if not Silent then
2043 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y);
2045 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20;
2046 for i := 0 to a do
2047 begin
2048 j := Random(41)-20; // -20 .. 20
2049 g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
2050 end;
2051 end;
2053 procedure g_Weapon_PreUpdate();
2054 var
2055 i: Integer;
2056 begin
2057 if Shots = nil then Exit;
2058 for i := 0 to High(Shots) do
2059 if Shots[i].ShotType <> 0 then
2060 begin
2061 Shots[i].Obj.oldX := Shots[i].Obj.X;
2062 Shots[i].Obj.oldY := Shots[i].Obj.Y;
2063 end;
2064 end;
2066 procedure g_Weapon_Update();
2067 var
2068 i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
2069 t: DWArray;
2070 st: Word;
2071 o: TObj;
2072 spl: Boolean;
2073 Loud: Boolean;
2074 tcx, tcy: Integer;
2075 begin
2076 if Shots = nil then
2077 Exit;
2079 for i := 0 to High(Shots) do
2080 begin
2081 if Shots[i].ShotType = 0 then
2082 Continue;
2084 Loud := True;
2086 with Shots[i] do
2087 begin
2088 Timeout := Timeout - 1;
2089 oldvx := Obj.Vel.X;
2090 oldvy := Obj.Vel.Y;
2091 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
2092 if (Stopped = 0) and g_Game_IsServer then
2093 t := g_Triggers_PressR(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
2094 SpawnerUID, ACTIVATE_SHOT, triggers)
2095 else
2096 t := nil;
2098 if t <> nil then
2099 begin
2100 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
2101 if triggers = nil then
2102 triggers := t
2103 else
2104 begin
2105 h := High(t);
2107 for a := 0 to h do
2108 if not InDWArray(t[a], triggers) then
2109 begin
2110 SetLength(triggers, Length(triggers)+1);
2111 triggers[High(triggers)] := t[a];
2112 end;
2113 end;
2114 end;
2116 // Àíèìàöèÿ ñíàðÿäà:
2117 if Animation <> nil then
2118 Animation.Update();
2120 // Äâèæåíèå:
2121 spl := (ShotType <> WEAPON_PLASMA) and
2122 (ShotType <> WEAPON_BFG) and
2123 (ShotType <> WEAPON_BSP_FIRE) and
2124 (ShotType <> WEAPON_FLAMETHROWER);
2126 if Stopped = 0 then
2127 begin
2128 st := g_Obj_Move_Projectile(@Obj, False, spl);
2129 end
2130 else
2131 begin
2132 st := 0;
2133 end;
2134 positionChanged(); // this updates spatial accelerators
2136 if WordBool(st and MOVE_FALLOUT) or (Obj.X < -1000) or
2137 (Obj.X > gMapInfo.Width+1000) or (Obj.Y < -1000) then
2138 begin
2139 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
2140 ShotType := 0;
2141 Animation.Free();
2142 Continue;
2143 end;
2145 cx := Obj.X + (Obj.Rect.Width div 2);
2146 cy := Obj.Y + (Obj.Rect.Height div 2);
2148 case ShotType of
2149 WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2150 begin
2151 // Âûëåòåëà èç âîäû:
2152 if WordBool(st and MOVE_HITAIR) then
2153 g_Obj_SetSpeed(@Obj, 12);
2155 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
2156 if WordBool(st and MOVE_INWATER) then
2157 g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2),
2158 Obj.Y+(Obj.Rect.Height div 2),
2159 1+Random(3), 16, 16)
2160 else
2161 r_GFX_OnceAnim(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), Obj.Y+(Obj.Rect.Height div 2)-20+Random(9));
2163 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2164 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2165 (g_Weapon_Hit(@Obj, 10, SpawnerUID, HIT_SOME, False) <> 0) or
2166 (Timeout < 1) then
2167 begin
2168 Obj.Vel.X := 0;
2169 Obj.Vel.Y := 0;
2171 g_Weapon_Explode(cx, cy, 60, SpawnerUID);
2173 if ShotType = WEAPON_SKEL_FIRE then
2174 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2175 r_GFX_OnceAnim(R_GFX_EXPLODE_SKELFIRE, Obj.X + 32 - 58, Obj.Y + 8 - 36);
2176 g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
2177 end
2178 else
2179 begin // Âçðûâ Ðàêåòû
2180 r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
2181 g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
2182 end;
2184 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
2186 ShotType := 0;
2187 end;
2189 if ShotType = WEAPON_SKEL_FIRE then
2190 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
2191 if GetPos(target, @o) then
2192 throw(i, Obj.X, Obj.Y,
2193 o.X+o.Rect.X+(o.Rect.Width div 2)+o.Vel.X+o.Accel.X,
2194 o.Y+o.Rect.Y+(o.Rect.Height div 2)+o.Vel.Y+o.Accel.Y,
2195 12);
2196 end;
2197 end;
2199 WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2200 begin
2201 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2202 if WordBool(st and (MOVE_INWATER or MOVE_HITWATER)) then
2203 begin
2204 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj.X, Obj.Y);
2205 if g_Game_IsServer then CheckTrap(i, 10, HIT_ELECTRO);
2206 ShotType := 0;
2207 Continue;
2208 end;
2210 // Âåëè÷èíà óðîíà:
2211 if (ShotType = WEAPON_PLASMA) and
2212 (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
2213 a := 10
2214 else
2215 a := 5;
2217 if ShotType = WEAPON_BSP_FIRE then
2218 a := 10;
2220 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2221 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2222 (g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or
2223 (Timeout < 1) then
2224 begin
2225 if ShotType = WEAPON_PLASMA then
2226 r_GFX_OnceAnim(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
2227 else
2228 r_GFX_OnceAnim(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
2229 g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
2230 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
2231 ShotType := 0;
2232 end;
2233 end;
2235 WEAPON_FLAMETHROWER: // Îãíåìåò
2236 begin
2237 // Ñî âðåìåíåì óìèðàåò
2238 if (Timeout < 1) then
2239 begin
2240 ShotType := 0;
2241 Continue;
2242 end;
2243 // Ïîä âîäîé òîæå
2244 if WordBool(st and (MOVE_HITWATER or MOVE_INWATER)) then
2245 begin
2246 if WordBool(st and MOVE_HITWATER) then
2247 begin
2248 tcx := Random(8);
2249 tcy := Random(8);
2250 r_GFX_OnceAnim(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2));
2251 end
2252 else
2253 g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
2254 ShotType := 0;
2255 Continue;
2256 end;
2258 // Ãðàâèòàöèÿ
2259 if Stopped = 0 then
2260 Obj.Accel.Y := Obj.Accel.Y + 1;
2261 // Ïîïàëè â ñòåíó èëè â âîäó:
2262 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL or MOVE_HITWATER)) then
2263 begin
2264 // Ïðèëèïàåì:
2265 Obj.Vel.X := 0;
2266 Obj.Vel.Y := 0;
2267 Obj.Accel.Y := 0;
2268 if WordBool(st and MOVE_HITWALL) then
2269 Stopped := MOVE_HITWALL
2270 else if WordBool(st and MOVE_HITLAND) then
2271 Stopped := MOVE_HITLAND
2272 else if WordBool(st and MOVE_HITCEIL) then
2273 Stopped := MOVE_HITCEIL;
2274 end;
2276 a := IfThen(Stopped = 0, 10, 1);
2277 // Åñëè â êîãî-òî ïîïàëè
2278 if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
2279 begin
2280 // HIT_FLAME ñàì ïîäîææåò
2281 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2282 if Stopped = 0 then
2283 ShotType := 0;
2284 end;
2286 if Stopped = 0 then
2287 tf := 2
2288 else
2289 tf := 3;
2291 if (gTime mod LongWord(tf) = 0) then
2292 begin
2293 case Stopped of
2294 MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
2295 MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
2296 MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
2297 else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
2298 end;
2299 r_GFX_OnceAnim(R_GFX_FLAME_RAND, tcx - (R_GFX_FLAME_WIDTH div 2), tcy - (R_GFX_FLAME_HEIGHT div 2));
2300 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2301 end;
2302 end;
2304 WEAPON_BFG: // BFG
2305 begin
2306 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2307 if WordBool(st and (MOVE_INWATER or MOVE_HITWATER)) then
2308 begin
2309 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj.X, Obj.Y);
2310 if g_Game_IsServer then CheckTrap(i, 1000, HIT_ELECTRO);
2311 ShotType := 0;
2312 Continue;
2313 end;
2315 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2316 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2317 (g_Weapon_Hit(@Obj, SHOT_BFG_DAMAGE, SpawnerUID, HIT_BFG, False) <> 0) or
2318 (Timeout < 1) then
2319 begin
2320 // Ëó÷è BFG:
2321 if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
2322 r_GFX_OnceAnim(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
2323 g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
2324 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
2325 ShotType := 0;
2326 end;
2327 end;
2329 WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2330 begin
2331 // Âûëåòåë èç âîäû:
2332 if WordBool(st and MOVE_HITAIR) then
2333 g_Obj_SetSpeed(@Obj, 16);
2335 // Âåëè÷èíà óðîíà:
2336 if ShotType = WEAPON_IMP_FIRE then
2337 a := 5
2338 else
2339 if ShotType = WEAPON_CACO_FIRE then
2340 a := 20
2341 else
2342 a := 40;
2344 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2345 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2346 (g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
2347 (Timeout < 1) then
2348 begin
2349 case ShotType of
2350 WEAPON_IMP_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
2351 WEAPON_CACO_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
2352 WEAPON_BARON_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
2353 end;
2354 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
2355 ShotType := 0;
2356 end;
2357 end;
2359 WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
2360 begin
2361 // Âûëåòåë èç âîäû:
2362 if WordBool(st and MOVE_HITAIR) then
2363 g_Obj_SetSpeed(@Obj, 16);
2365 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2366 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2367 (g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or
2368 (Timeout < 1) then
2369 begin
2370 // Âçðûâ:
2371 r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
2372 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
2373 ShotType := 0;
2374 end;
2375 end;
2376 end; // case ShotType of...
2378 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2379 if (ShotType = 0) then
2380 begin
2381 if gGameSettings.GameType = GT_SERVER then
2382 MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud);
2383 if Animation <> nil then
2384 begin
2385 Animation.Free();
2386 Animation := nil;
2387 end;
2388 end
2389 else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then
2390 if gGameSettings.GameType = GT_SERVER then
2391 MH_SEND_UpdateShot(i);
2392 end;
2393 end;
2394 end;
2396 function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
2397 var
2398 a: Integer;
2399 begin
2400 Result := False;
2402 if Shots = nil then
2403 Exit;
2405 for a := 0 to High(Shots) do
2406 if (Shots[a].ShotType <> 0) and (Shots[a].SpawnerUID <> UID) then
2407 if ((Shots[a].Obj.Vel.Y = 0) and (Shots[a].Obj.Vel.X > 0) and (Shots[a].Obj.X < X)) or
2408 (Shots[a].Obj.Vel.Y = 0) and (Shots[a].Obj.Vel.X < 0) and (Shots[a].Obj.X > X) then
2409 if (Abs(X-Shots[a].Obj.X) < Abs(Shots[a].Obj.Vel.X*Time)) and
2410 g_Collide(X, Y, Width, Height, X, Shots[a].Obj.Y,
2411 Shots[a].Obj.Rect.Width, Shots[a].Obj.Rect.Height) and
2412 g_TraceVector(X, Y, Shots[a].Obj.X, Shots[a].Obj.Y) then
2413 begin
2414 Result := True;
2415 Exit;
2416 end;
2417 end;
2419 procedure g_Weapon_SaveState (st: TStream);
2420 var
2421 count, i, j: Integer;
2422 begin
2423 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ
2424 count := 0;
2425 for i := 0 to High(Shots) do if (Shots[i].ShotType <> 0) then Inc(count);
2427 // Êîëè÷åñòâî ñíàðÿäîâ
2428 utils.WriteInt(st, count);
2430 if (count = 0) then exit;
2432 for i := 0 to High(Shots) do
2433 begin
2434 if Shots[i].ShotType <> 0 then
2435 begin
2436 // Ñèãíàòóðà ñíàðÿäà
2437 utils.writeSign(st, 'SHOT');
2438 utils.writeInt(st, Byte(0)); // version
2439 // Òèï ñíàðÿäà
2440 utils.writeInt(st, Byte(Shots[i].ShotType));
2441 // Öåëü
2442 utils.writeInt(st, Word(Shots[i].Target));
2443 // UID ñòðåëÿâøåãî
2444 utils.writeInt(st, Word(Shots[i].SpawnerUID));
2445 // Ðàçìåð ïîëÿ Triggers
2446 utils.writeInt(st, Integer(Length(Shots[i].Triggers)));
2447 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2448 for j := 0 to Length(Shots[i].Triggers)-1 do utils.writeInt(st, LongWord(Shots[i].Triggers[j]));
2449 // Îáúåêò ñíàðÿäà
2450 Obj_SaveState(st, @Shots[i].Obj);
2451 // Êîñòûëèíà åáàíàÿ
2452 utils.writeInt(st, Byte(Shots[i].Stopped));
2453 end;
2454 end;
2455 end;
2457 procedure g_Weapon_LoadState (st: TStream);
2458 var
2459 count, tc, i, j: Integer;
2460 begin
2461 if (st = nil) then exit;
2463 // Êîëè÷åñòâî ñíàðÿäîâ
2464 count := utils.readLongInt(st);
2465 if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid shots counter');
2467 SetLength(Shots, count);
2469 if (count = 0) then exit;
2471 for i := 0 to count-1 do
2472 begin
2473 // Ñèãíàòóðà ñíàðÿäà
2474 if not utils.checkSign(st, 'SHOT') then raise XStreamError.Create('invalid shot signature');
2475 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid shot version');
2476 // Òèï ñíàðÿäà:
2477 Shots[i].ShotType := utils.readByte(st);
2478 // Öåëü
2479 Shots[i].Target := utils.readWord(st);
2480 // UID ñòðåëÿâøåãî
2481 Shots[i].SpawnerUID := utils.readWord(st);
2482 // Ðàçìåð ïîëÿ Triggers
2483 tc := utils.readLongInt(st);
2484 if (tc < 0) or (tc > 1024*1024) then raise XStreamError.Create('invalid shot triggers counter');
2485 SetLength(Shots[i].Triggers, tc);
2486 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2487 for j := 0 to tc-1 do Shots[i].Triggers[j] := utils.readLongWord(st);
2488 // Îáúåêò ïðåäìåòà
2489 Obj_LoadState(@Shots[i].Obj, st);
2490 // Êîñòûëèíà åáàíàÿ
2491 Shots[i].Stopped := utils.readByte(st);
2493 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
2494 Shots[i].Animation := nil;
2496 case Shots[i].ShotType of
2497 WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE:
2498 begin
2499 end;
2500 WEAPON_PLASMA:
2501 begin
2502 Shots[i].Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
2503 end;
2504 WEAPON_BFG:
2505 begin
2506 Shots[i].Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
2507 end;
2508 WEAPON_IMP_FIRE:
2509 begin
2510 Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
2511 end;
2512 WEAPON_BSP_FIRE:
2513 begin
2514 Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
2515 end;
2516 WEAPON_CACO_FIRE:
2517 begin
2518 Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
2519 end;
2520 WEAPON_BARON_FIRE:
2521 begin
2522 Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
2523 end;
2524 WEAPON_MANCUB_FIRE:
2525 begin
2526 Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
2527 end;
2528 end;
2529 end;
2530 end;
2532 procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
2533 var cx, cy: Integer;
2534 begin
2535 if Shots = nil then
2536 Exit;
2537 if (I > High(Shots)) or (I < 0) then Exit;
2539 with Shots[I] do
2540 begin
2541 if ShotType = 0 then Exit;
2542 Obj.X := X;
2543 Obj.Y := Y;
2544 cx := Obj.X + (Obj.Rect.Width div 2);
2545 cy := Obj.Y + (Obj.Rect.Height div 2);
2547 case ShotType of
2548 WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2549 begin
2550 if Loud then
2551 begin
2552 if ShotType = WEAPON_SKEL_FIRE then
2553 r_GFX_OnceAnim(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32)
2554 else
2555 r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
2556 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
2557 end;
2558 end;
2560 WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2561 begin
2562 if loud then
2563 begin
2564 if ShotType = WEAPON_PLASMA then
2565 r_GFX_OnceAnim(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
2566 else
2567 r_GFX_OnceAnim(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
2568 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
2569 end;
2570 end;
2572 WEAPON_BFG: // BFG
2573 begin
2574 r_GFX_OnceAnim(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
2575 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
2576 end;
2578 WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2579 begin
2580 if loud then
2581 begin
2582 case ShotType of
2583 WEAPON_IMP_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
2584 WEAPON_CACO_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
2585 WEAPON_BARON_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
2586 end;
2587 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
2588 end;
2589 end;
2591 WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
2592 begin
2593 r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
2594 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
2595 end;
2596 end; // case ShotType of...
2598 ShotType := 0;
2599 Animation.Free();
2600 end;
2601 end;
2604 procedure g_Weapon_AddDynLights();
2605 var
2606 i: Integer;
2607 begin
2608 if Shots = nil then Exit;
2609 for i := 0 to High(Shots) do
2610 begin
2611 if Shots[i].ShotType = 0 then continue;
2612 if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
2613 (Shots[i].ShotType = WEAPON_BARON_FIRE) or
2614 (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
2615 (Shots[i].ShotType = WEAPON_SKEL_FIRE) or
2616 (Shots[i].ShotType = WEAPON_IMP_FIRE) or
2617 (Shots[i].ShotType = WEAPON_CACO_FIRE) or
2618 (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
2619 (Shots[i].ShotType = WEAPON_BSP_FIRE) or
2620 (Shots[i].ShotType = WEAPON_PLASMA) or
2621 (Shots[i].ShotType = WEAPON_BFG) or
2622 (Shots[i].ShotType = WEAPON_FLAMETHROWER) or
2623 false then
2624 begin
2625 if (Shots[i].ShotType = WEAPON_PLASMA) then
2626 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)
2627 else if (Shots[i].ShotType = WEAPON_BFG) then
2628 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)
2629 else if (Shots[i].ShotType = WEAPON_FLAMETHROWER) then
2630 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)
2631 else
2632 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);
2633 end;
2634 end;
2635 end;
2638 procedure TShot.positionChanged (); begin end;
2641 end.