DEADSOFTWARE

water should deccelerate projectiles according to their direction and speed
[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, either version 3 of the License, or
6 * (at your option) any later version.
7 *
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.
12 *
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/>.
15 *)
16 {$INCLUDE ../shared/a_modes.inc}
17 {.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
18 unit g_weapons;
20 interface
22 uses
23 SysUtils, Classes, mempool,
24 g_textures, g_basic, e_graphics, g_phys, xprofiler;
27 type
28 TShot = record
29 ShotType: Byte;
30 Target: Word;
31 SpawnerUID: Word;
32 Triggers: DWArray;
33 Obj: TObj;
34 Animation: TAnimation;
35 TextureID: DWORD;
36 Timeout: DWORD;
37 Stopped: Byte;
39 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
40 end;
43 var
44 Shots: array of TShot = nil;
45 LastShotID: Integer = 0;
47 procedure g_Weapon_LoadData();
48 procedure g_Weapon_FreeData();
49 procedure g_Weapon_Init();
50 procedure g_Weapon_Free();
51 function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
52 function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean;
53 function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
55 procedure g_Weapon_gun(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
56 procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
57 function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
58 procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
59 procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False);
60 procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
61 procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
62 procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
63 procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
64 procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
65 procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
66 procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
67 procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
68 procedure g_Weapon_bfghit(x, y: Integer);
69 procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
70 procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
71 procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
72 procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
74 function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
75 procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
76 procedure g_Weapon_Update();
77 procedure g_Weapon_Draw();
78 function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
79 procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
81 procedure g_Weapon_SaveState (st: TStream);
82 procedure g_Weapon_LoadState (st: TStream);
84 procedure g_Weapon_AddDynLights();
86 const
87 WEAPON_KASTET = 0;
88 WEAPON_SAW = 1;
89 WEAPON_PISTOL = 2;
90 WEAPON_SHOTGUN1 = 3;
91 WEAPON_SHOTGUN2 = 4;
92 WEAPON_CHAINGUN = 5;
93 WEAPON_ROCKETLAUNCHER = 6;
94 WEAPON_PLASMA = 7;
95 WEAPON_BFG = 8;
96 WEAPON_SUPERPULEMET = 9;
97 WEAPON_FLAMETHROWER = 10;
98 WEAPON_ZOMBY_PISTOL = 20;
99 WEAPON_IMP_FIRE = 21;
100 WEAPON_BSP_FIRE = 22;
101 WEAPON_CACO_FIRE = 23;
102 WEAPON_BARON_FIRE = 24;
103 WEAPON_MANCUB_FIRE = 25;
104 WEAPON_SKEL_FIRE = 26;
106 WP_FIRST = WEAPON_KASTET;
107 WP_LAST = WEAPON_FLAMETHROWER;
110 var
111 gwep_debug_fast_trace: Boolean = true;
114 implementation
116 uses
117 Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel,
118 g_console, g_options, g_game,
119 g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
120 g_language, g_netmsg, g_grid,
121 geom, binheap, hashtable, utils, xstreams;
123 type
124 TWaterPanel = record
125 X, Y: Integer;
126 Width, Height: Word;
127 Active: Boolean;
128 end;
130 const
131 SHOT_ROCKETLAUNCHER_WIDTH = 14;
132 SHOT_ROCKETLAUNCHER_HEIGHT = 14;
134 SHOT_SKELFIRE_WIDTH = 14;
135 SHOT_SKELFIRE_HEIGHT = 14;
137 SHOT_PLASMA_WIDTH = 16;
138 SHOT_PLASMA_HEIGHT = 16;
140 SHOT_BFG_WIDTH = 32;
141 SHOT_BFG_HEIGHT = 32;
142 SHOT_BFG_DAMAGE = 100;
143 SHOT_BFG_RADIUS = 256;
145 SHOT_FLAME_WIDTH = 4;
146 SHOT_FLAME_HEIGHT = 4;
147 SHOT_FLAME_LIFETIME = 180;
149 SHOT_SIGNATURE = $544F4853; // 'SHOT'
151 type
152 PHitTime = ^THitTime;
153 THitTime = record
154 distSq: Integer;
155 mon: TMonster;
156 plridx: Integer; // if mon=nil
157 x, y: Integer;
158 end;
160 TBinHeapKeyHitTime = class
161 public
162 class function less (const a, b: Integer): Boolean; inline;
163 end;
165 // indicies in `wgunHitTime` array
166 TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer, TBinHeapKeyHitTime>;
168 var
169 WaterMap: array of array of DWORD = nil;
170 //wgunMonHash: THashIntInt = nil;
171 wgunHitHeap: TBinaryHeapHitTimes = nil;
172 wgunHitTime: array of THitTime = nil;
173 wgunHitTimeUsed: Integer = 0;
176 class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean;
177 var
178 hta, htb: PHitTime;
179 begin
180 hta := @wgunHitTime[a];
181 htb := @wgunHitTime[b];
182 if (hta.distSq <> htb.distSq) then begin result := (hta.distSq < htb.distSq); exit; end;
183 if (hta.mon <> nil) then
184 begin
185 // a is monster
186 if (htb.mon = nil) then begin result := false; exit; end; // players first
187 result := (hta.mon.UID < htb.mon.UID); // why not?
188 end
189 else
190 begin
191 // a is player
192 if (htb.mon <> nil) then begin result := true; exit; end; // players first
193 result := (hta.plridx < htb.plridx); // why not?
194 end;
195 end;
198 procedure appendHitTimeMon (adistSq: Integer; amon: TMonster; ax, ay: Integer);
199 begin
200 if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
201 with wgunHitTime[wgunHitTimeUsed] do
202 begin
203 distSq := adistSq;
204 mon := amon;
205 plridx := -1;
206 x := ax;
207 y := ay;
208 end;
209 wgunHitHeap.insert(wgunHitTimeUsed);
210 Inc(wgunHitTimeUsed);
211 end;
214 procedure appendHitTimePlr (adistSq: Integer; aplridx: Integer; ax, ay: Integer);
215 begin
216 if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
217 with wgunHitTime[wgunHitTimeUsed] do
218 begin
219 distSq := adistSq;
220 mon := nil;
221 plridx := aplridx;
222 x := ax;
223 y := ay;
224 end;
225 wgunHitHeap.insert(wgunHitTimeUsed);
226 Inc(wgunHitTimeUsed);
227 end;
230 function FindShot(): DWORD;
231 var
232 i: Integer;
233 begin
234 if Shots <> nil then
235 for i := 0 to High(Shots) do
236 if Shots[i].ShotType = 0 then
237 begin
238 Result := i;
239 LastShotID := Result;
240 Exit;
241 end;
243 if Shots = nil then
244 begin
245 SetLength(Shots, 128);
246 Result := 0;
247 end
248 else
249 begin
250 Result := High(Shots) + 1;
251 SetLength(Shots, Length(Shots) + 128);
252 end;
253 LastShotID := Result;
254 end;
256 procedure CreateWaterMap();
257 var
258 WaterArray: Array of TWaterPanel;
259 a, b, c, m: Integer;
260 ok: Boolean;
261 begin
262 if gWater = nil then
263 Exit;
265 SetLength(WaterArray, Length(gWater));
267 for a := 0 to High(gWater) do
268 begin
269 WaterArray[a].X := gWater[a].X;
270 WaterArray[a].Y := gWater[a].Y;
271 WaterArray[a].Width := gWater[a].Width;
272 WaterArray[a].Height := gWater[a].Height;
273 WaterArray[a].Active := True;
274 end;
276 g_Game_SetLoadingText(_lc[I_LOAD_WATER_MAP], High(WaterArray), False);
278 for a := 0 to High(WaterArray) do
279 if WaterArray[a].Active then
280 begin
281 WaterArray[a].Active := False;
282 m := Length(WaterMap);
283 SetLength(WaterMap, m+1);
284 SetLength(WaterMap[m], 1);
285 WaterMap[m][0] := a;
286 ok := True;
288 while ok do
289 begin
290 ok := False;
291 for b := 0 to High(WaterArray) do
292 if WaterArray[b].Active then
293 for c := 0 to High(WaterMap[m]) do
294 if g_CollideAround(WaterArray[b].X,
295 WaterArray[b].Y,
296 WaterArray[b].Width,
297 WaterArray[b].Height,
298 WaterArray[WaterMap[m][c]].X,
299 WaterArray[WaterMap[m][c]].Y,
300 WaterArray[WaterMap[m][c]].Width,
301 WaterArray[WaterMap[m][c]].Height) then
302 begin
303 WaterArray[b].Active := False;
304 SetLength(WaterMap[m],
305 Length(WaterMap[m])+1);
306 WaterMap[m][High(WaterMap[m])] := b;
307 ok := True;
308 Break;
309 end;
310 end;
312 g_Game_StepLoading();
313 end;
315 WaterArray := nil;
316 end;
319 var
320 chkTrap_pl: array [0..256] of Integer;
321 chkTrap_mn: array [0..65535] of TMonster;
323 procedure CheckTrap(ID: DWORD; dm: Integer; t: Byte);
324 var
325 //a, b, c, d, i1, i2: Integer;
326 //chkTrap_pl, chkTrap_mn: WArray;
327 plaCount: Integer = 0;
328 mnaCount: Integer = 0;
329 frameId: DWord;
332 function monsWaterCheck (mon: TMonster): Boolean;
333 begin
334 result := false; // don't stop
335 if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
336 begin
337 i2 += 1;
338 chkTrap_mn[i2] := monidx;
339 end;
340 end;
343 function monsWaterCheck (mon: TMonster): Boolean;
344 begin
345 result := false; // don't stop
346 if (mon.trapCheckFrameId <> frameId) then
347 begin
348 mon.trapCheckFrameId := frameId;
349 chkTrap_mn[mnaCount] := mon;
350 Inc(mnaCount);
351 end;
352 end;
354 var
355 a, b, c, d, f: Integer;
356 pan: TPanel;
357 begin
358 if (gWater = nil) or (WaterMap = nil) then Exit;
360 frameId := g_Mons_getNewTrapFrameId();
362 //i1 := -1;
363 //i2 := -1;
365 //SetLength(chkTrap_pl, 1024);
366 //SetLength(chkTrap_mn, 1024);
367 //for d := 0 to 1023 do chkTrap_pl[d] := $FFFF;
368 //for d := 0 to 1023 do chkTrap_mn[d] := $FFFF;
370 for a := 0 to High(WaterMap) do
371 begin
372 for b := 0 to High(WaterMap[a]) do
373 begin
374 pan := gWater[WaterMap[a][b]];
375 if not g_Obj_Collide(pan.X, pan.Y, pan.Width, pan.Height, @Shots[ID].Obj) then continue;
377 for c := 0 to High(WaterMap[a]) do
378 begin
379 pan := gWater[WaterMap[a][c]];
380 for d := 0 to High(gPlayers) do
381 begin
382 if (gPlayers[d] <> nil) and (gPlayers[d].alive) then
383 begin
384 if gPlayers[d].Collide(pan) then
385 begin
386 f := 0;
387 while (f < plaCount) and (chkTrap_pl[f] <> d) do Inc(f);
388 if (f = plaCount) then
389 begin
390 chkTrap_pl[plaCount] := d;
391 Inc(plaCount);
392 if (plaCount = Length(chkTrap_pl)) then break;
393 end;
394 end;
395 end;
396 end;
398 //g_Mons_ForEach(monsWaterCheck);
399 g_Mons_ForEachAliveAt(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck);
400 end;
402 for f := 0 to plaCount-1 do gPlayers[chkTrap_pl[f]].Damage(dm, Shots[ID].SpawnerUID, 0, 0, t);
403 for f := 0 to mnaCount-1 do chkTrap_mn[f].Damage(dm, 0, 0, Shots[ID].SpawnerUID, t);
404 end;
405 end;
407 //chkTrap_pl := nil;
408 //chkTrap_mn := nil;
409 end;
411 function HitMonster(m: TMonster; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
412 var
413 tt, mt: Byte;
414 mon: TMonster;
415 begin
416 Result := False;
418 tt := g_GetUIDType(SpawnerUID);
419 if tt = UID_MONSTER then
420 begin
421 mon := g_Monsters_ByUID(SpawnerUID);
422 if mon <> nil then
423 mt := g_Monsters_ByUID(SpawnerUID).MonsterType
424 else
425 mt := 0;
426 end
427 else
428 mt := 0;
430 if m = nil then Exit;
431 if m.UID = SpawnerUID then
432 begin
433 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
434 if (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then
435 Exit;
436 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
437 if (m.MonsterType = MONSTER_CYBER) or
438 (m.MonsterType = MONSTER_BARREL) then
439 begin
440 Result := True;
441 Exit;
442 end;
443 end;
445 if tt = UID_MONSTER then
446 begin
447 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
448 if (mt = MONSTER_SOUL) and (m.MonsterType = MONSTER_PAIN) then
449 Exit;
451 // Îáà ìîíñòðà îäíîãî âèäà:
452 if mt = m.MonsterType then
453 case mt of
454 MONSTER_IMP, MONSTER_DEMON, MONSTER_BARON, MONSTER_KNIGHT, MONSTER_CACO,
455 MONSTER_SOUL, MONSTER_MANCUB, MONSTER_SKEL, MONSTER_FISH:
456 Exit; // Ýòè íå áüþò ñâîèõ
457 end;
458 end;
460 if g_Game_IsServer then
461 begin
462 if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
463 Result := m.Damage(d, vx, vy, SpawnerUID, t)
464 else
465 Result := True;
466 if t = HIT_FLAME then
467 m.CatchFire(SpawnerUID);
468 end
469 else
470 Result := True;
471 end;
474 function HitPlayer (p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
475 begin
476 result := False;
478 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì
479 if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then exit;
481 if g_Game_IsServer then
482 begin
483 if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then p.Damage(d, SpawnerUID, vx, vy, t);
484 if (t = HIT_FLAME) then p.CatchFire(SpawnerUID);
485 end;
487 result := true;
488 end;
491 procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
493 function monsCheck (mon: TMonster): Boolean;
494 begin
495 result := false; // don't stop
496 if (mon.alive) and (mon.UID <> SpawnerUID) then
497 begin
498 with mon do
499 begin
500 if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
501 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
502 g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
503 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
504 begin
505 if HitMonster(mon, 50, 0, 0, SpawnerUID, HIT_SOME) then mon.BFGHit();
506 end;
507 end;
508 end;
509 end;
511 var
512 i, h: Integer;
513 st: Byte;
514 pl: TPlayer;
515 b: Boolean;
516 begin
517 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
519 h := High(gCorpses);
521 if gAdvCorpses and (h <> -1) then
522 for i := 0 to h do
523 if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
524 with gCorpses[i] do
525 if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
526 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
527 g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
528 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then
529 begin
530 Damage(50, 0, 0);
531 g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
532 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2));
533 end;
535 st := TEAM_NONE;
536 pl := g_Player_Get(SpawnerUID);
537 if pl <> nil then
538 st := pl.Team;
540 h := High(gPlayers);
542 if h <> -1 then
543 for i := 0 to h do
544 if (gPlayers[i] <> nil) and (gPlayers[i].alive) and (gPlayers[i].UID <> SpawnerUID) then
545 with gPlayers[i] do
546 if (g_PatchLength(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
547 GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) <= SHOT_BFG_RADIUS) and
548 g_TraceVector(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
549 GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) then
550 begin
551 if (st = TEAM_NONE) or (st <> gPlayers[i].Team) then
552 b := HitPlayer(gPlayers[i], 50, 0, 0, SpawnerUID, HIT_SOME)
553 else
554 b := HitPlayer(gPlayers[i], 25, 0, 0, SpawnerUID, HIT_SOME);
555 if b then
556 gPlayers[i].BFGHit();
557 end;
559 //FIXME
560 g_Mons_ForEachAlive(monsCheck);
561 end;
563 function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
564 var
565 find_id: DWord;
566 FramesID: DWORD = 0;
567 begin
568 if I < 0 then
569 find_id := FindShot()
570 else
571 begin
572 find_id := I;
573 if Integer(find_id) >= High(Shots) then
574 SetLength(Shots, find_id + 64)
575 end;
577 case ShotType of
578 WEAPON_ROCKETLAUNCHER:
579 begin
580 with Shots[find_id] do
581 begin
582 g_Obj_Init(@Obj);
584 Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
585 Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
587 Animation := nil;
588 Triggers := nil;
589 ShotType := WEAPON_ROCKETLAUNCHER;
590 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
591 end;
592 end;
594 WEAPON_PLASMA:
595 begin
596 with Shots[find_id] do
597 begin
598 g_Obj_Init(@Obj);
600 Obj.Rect.Width := SHOT_PLASMA_WIDTH;
601 Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
603 Triggers := nil;
604 ShotType := WEAPON_PLASMA;
605 g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
606 Animation := TAnimation.Create(FramesID, True, 5);
607 end;
608 end;
610 WEAPON_BFG:
611 begin
612 with Shots[find_id] do
613 begin
614 g_Obj_Init(@Obj);
616 Obj.Rect.Width := SHOT_BFG_WIDTH;
617 Obj.Rect.Height := SHOT_BFG_HEIGHT;
619 Triggers := nil;
620 ShotType := WEAPON_BFG;
621 g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
622 Animation := TAnimation.Create(FramesID, True, 6);
623 end;
624 end;
626 WEAPON_FLAMETHROWER:
627 begin
628 with Shots[find_id] do
629 begin
630 g_Obj_Init(@Obj);
632 Obj.Rect.Width := SHOT_FLAME_WIDTH;
633 Obj.Rect.Height := SHOT_FLAME_HEIGHT;
635 Triggers := nil;
636 ShotType := WEAPON_FLAMETHROWER;
637 Animation := nil;
638 TextureID := 0;
639 g_Frames_Get(TextureID, 'FRAMES_FLAME');
640 end;
641 end;
643 WEAPON_IMP_FIRE:
644 begin
645 with Shots[find_id] do
646 begin
647 g_Obj_Init(@Obj);
649 Obj.Rect.Width := 16;
650 Obj.Rect.Height := 16;
652 Triggers := nil;
653 ShotType := WEAPON_IMP_FIRE;
654 g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
655 Animation := TAnimation.Create(FramesID, True, 4);
656 end;
657 end;
659 WEAPON_CACO_FIRE:
660 begin
661 with Shots[find_id] do
662 begin
663 g_Obj_Init(@Obj);
665 Obj.Rect.Width := 16;
666 Obj.Rect.Height := 16;
668 Triggers := nil;
669 ShotType := WEAPON_CACO_FIRE;
670 g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
671 Animation := TAnimation.Create(FramesID, True, 4);
672 end;
673 end;
675 WEAPON_MANCUB_FIRE:
676 begin
677 with Shots[find_id] do
678 begin
679 g_Obj_Init(@Obj);
681 Obj.Rect.Width := 32;
682 Obj.Rect.Height := 32;
684 Triggers := nil;
685 ShotType := WEAPON_MANCUB_FIRE;
686 g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
687 Animation := TAnimation.Create(FramesID, True, 4);
688 end;
689 end;
691 WEAPON_BARON_FIRE:
692 begin
693 with Shots[find_id] do
694 begin
695 g_Obj_Init(@Obj);
697 Obj.Rect.Width := 32;
698 Obj.Rect.Height := 16;
700 Triggers := nil;
701 ShotType := WEAPON_BARON_FIRE;
702 g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
703 Animation := TAnimation.Create(FramesID, True, 4);
704 end;
705 end;
707 WEAPON_BSP_FIRE:
708 begin
709 with Shots[find_id] do
710 begin
711 g_Obj_Init(@Obj);
713 Obj.Rect.Width := 16;
714 Obj.Rect.Height := 16;
716 Triggers := nil;
717 ShotType := WEAPON_BSP_FIRE;
718 g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
719 Animation := TAnimation.Create(FramesID, True, 4);
720 end;
721 end;
723 WEAPON_SKEL_FIRE:
724 begin
725 with Shots[find_id] do
726 begin
727 g_Obj_Init(@Obj);
729 Obj.Rect.Width := SHOT_SKELFIRE_WIDTH;
730 Obj.Rect.Height := SHOT_SKELFIRE_HEIGHT;
732 Triggers := nil;
733 ShotType := WEAPON_SKEL_FIRE;
734 target := TargetUID;
735 g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
736 Animation := TAnimation.Create(FramesID, True, 5);
737 end;
738 end;
739 end;
741 Shots[find_id].Obj.X := X;
742 Shots[find_id].Obj.Y := Y;
743 Shots[find_id].Obj.Vel.X := XV;
744 Shots[find_id].Obj.Vel.Y := YV;
745 Shots[find_id].Obj.Accel.X := 0;
746 Shots[find_id].Obj.Accel.Y := 0;
747 Shots[find_id].SpawnerUID := Spawner;
748 if (ShotType = WEAPON_FLAMETHROWER) and (XV = 0) and (YV = 0) then
749 Shots[find_id].Stopped := 255
750 else
751 Shots[find_id].Stopped := 0;
752 Result := find_id;
753 end;
755 procedure throw(i, x, y, xd, yd, s: Integer);
756 var
757 a: Integer;
758 begin
759 yd := yd - y;
760 xd := xd - x;
762 a := Max(Abs(xd), Abs(yd));
763 if a = 0 then
764 a := 1;
766 Shots[i].Obj.X := x;
767 Shots[i].Obj.Y := y;
768 Shots[i].Obj.Vel.X := (xd*s) div a;
769 Shots[i].Obj.Vel.Y := (yd*s) div a;
770 Shots[i].Obj.Accel.X := 0;
771 Shots[i].Obj.Accel.Y := 0;
772 Shots[i].Stopped := 0;
773 if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
774 Shots[i].Timeout := 900 // ~25 sec
775 else
776 begin
777 if Shots[i].ShotType = WEAPON_FLAMETHROWER then
778 Shots[i].Timeout := SHOT_FLAME_LIFETIME
779 else
780 Shots[i].Timeout := 550; // ~15 sec
781 end;
782 end;
784 function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
785 var
786 i, h: Integer;
788 function PlayerHit(Team: Byte = 0): Boolean;
789 var
790 i: Integer;
791 ChkTeam: Boolean;
792 p: TPlayer;
793 begin
794 Result := False;
795 h := High(gPlayers);
797 if h <> -1 then
798 for i := 0 to h do
799 if (gPlayers[i] <> nil) and gPlayers[i].alive and g_Obj_Collide(obj, @gPlayers[i].Obj) then
800 begin
801 ChkTeam := True;
802 if (Team > 0) and (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
803 begin
804 p := g_Player_Get(SpawnerUID);
805 if p <> nil then
806 ChkTeam := (p.Team = gPlayers[i].Team) xor (Team = 2);
807 end;
808 if ChkTeam then
809 if HitPlayer(gPlayers[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
810 begin
811 if t <> HIT_FLAME then
812 gPlayers[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
813 (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
814 if t = HIT_BFG then
815 g_Game_DelayEvent(DE_BFGHIT, 1000, SpawnerUID);
816 Result := True;
817 break;
818 end;
819 end;
820 end;
823 function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
824 begin
825 result := false; // don't stop
826 if mon.alive and g_Obj_Collide(obj, @mon.Obj) then
827 begin
828 if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
829 begin
830 if (t <> HIT_FLAME) then
831 begin
832 mon.Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
833 (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
834 end;
835 result := True;
836 end;
837 end;
838 end;
841 function monsCheckHit (mon: TMonster): Boolean;
842 begin
843 result := false; // don't stop
844 if HitMonster(mon, d, obj.Vel.X, obj.Vel.Y, SpawnerUID, t) then
845 begin
846 if (t <> HIT_FLAME) then
847 begin
848 mon.Push((obj.Vel.X+obj.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
849 (obj.Vel.Y+obj.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
850 end;
851 result := true;
852 end;
853 end;
855 function MonsterHit(): Boolean;
856 begin
857 //result := g_Mons_ForEach(monsCheckHit);
858 //FIXME: accelerate this!
859 result := g_Mons_ForEachAliveAt(obj.X+obj.Rect.X, obj.Y+obj.Rect.Y, obj.Rect.Width, obj.Rect.Height, monsCheckHit);
860 end;
862 begin
863 Result := 0;
865 if HitCorpses then
866 begin
867 h := High(gCorpses);
869 if gAdvCorpses and (h <> -1) then
870 for i := 0 to h do
871 if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) and
872 g_Obj_Collide(obj, @gCorpses[i].Obj) then
873 begin
874 // Ðàñïèëèâàåì òðóï:
875 gCorpses[i].Damage(d, (obj^.Vel.X+obj^.Accel.X) div 4,
876 (obj^.Vel.Y+obj^.Accel.Y) div 4);
877 Result := 1;
878 end;
879 end;
881 case gGameSettings.GameMode of
882 // Êàìïàíèÿ:
883 GM_COOP, GM_SINGLE:
884 begin
885 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
886 if MonsterHit() then
887 begin
888 Result := 2;
889 Exit;
890 end;
892 if PlayerHit() then
893 begin
894 Result := 1;
895 Exit;
896 end;
897 end;
899 // Äåçìàò÷:
900 GM_DM:
901 begin
902 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
903 if PlayerHit() then
904 begin
905 Result := 1;
906 Exit;
907 end;
909 if MonsterHit() then
910 begin
911 Result := 2;
912 Exit;
913 end;
914 end;
916 // Êîìàíäíûå:
917 GM_TDM, GM_CTF:
918 begin
919 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
920 if PlayerHit(2) then
921 begin
922 Result := 1;
923 Exit;
924 end;
926 // Ïîòîì ìîíñòðîâ
927 if MonsterHit() then
928 begin
929 Result := 2;
930 Exit;
931 end;
933 // È â êîíöå ñâîèõ èãðîêîâ
934 if PlayerHit(1) then
935 begin
936 Result := 1;
937 Exit;
938 end;
939 end;
941 end;
942 end;
944 function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean;
945 begin
946 Result := False;
948 case g_GetUIDType(UID) of
949 UID_PLAYER: Result := HitPlayer(g_Player_Get(UID), d, 0, 0, SpawnerUID, t);
950 UID_MONSTER: Result := HitMonster(g_Monsters_ByUID(UID), d, 0, 0, SpawnerUID, t);
951 else Exit;
952 end;
953 end;
955 function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
956 var
957 r: Integer; // squared radius
959 function monsExCheck (mon: TMonster): Boolean;
960 var
961 dx, dy, mm: Integer;
962 begin
963 result := false; // don't stop
964 begin
965 dx := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-X;
966 dy := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-Y;
968 if dx > 1000 then dx := 1000;
969 if dy > 1000 then dy := 1000;
971 if (dx*dx+dy*dy < r) then
972 begin
973 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
974 //e_WriteLog(Format('explo monster #%d: x=%d; y=%d; rad=%d; dx=%d; dy=%d', [monidx, X, Y, rad, dx, dy]), MSG_NOTIFY);
976 mm := Max(abs(dx), abs(dy));
977 if mm = 0 then mm := 1;
979 if mon.alive then
980 begin
981 HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, 0, 0, SpawnerUID, HIT_ROCKET);
982 end;
984 mon.Push((dx*7) div mm, (dy*7) div mm);
985 end;
986 end;
987 end;
989 var
990 i, h, dx, dy, m, mm: Integer;
991 _angle: SmallInt;
992 begin
993 result := false;
995 g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT);
997 r := rad*rad;
999 h := High(gPlayers);
1001 if h <> -1 then
1002 for i := 0 to h do
1003 if (gPlayers[i] <> nil) and gPlayers[i].alive then
1004 with gPlayers[i] do
1005 begin
1006 dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
1007 dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
1009 if dx > 1000 then dx := 1000;
1010 if dy > 1000 then dy := 1000;
1012 if dx*dx+dy*dy < r then
1013 begin
1014 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
1015 // PLAYER_RECT.Width, PLAYER_RECT.Height);
1017 mm := Max(abs(dx), abs(dy));
1018 if mm = 0 then mm := 1;
1020 HitPlayer(gPlayers[i], (100*(rad-mm)) div rad, (dx*10) div mm, (dy*10) div mm, SpawnerUID, HIT_ROCKET);
1021 gPlayers[i].Push((dx*7) div mm, (dy*7) div mm);
1022 end;
1023 end;
1025 //g_Mons_ForEach(monsExCheck);
1026 g_Mons_ForEachAt(X-(rad+32), Y-(rad+32), (rad+32)*2, (rad+32)*2, monsExCheck);
1028 h := High(gCorpses);
1030 if gAdvCorpses and (h <> -1) then
1031 for i := 0 to h do
1032 if (gCorpses[i] <> nil) and (gCorpses[i].State <> CORPSE_STATE_REMOVEME) then
1033 with gCorpses[i] do
1034 begin
1035 dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
1036 dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
1038 if dx > 1000 then dx := 1000;
1039 if dy > 1000 then dy := 1000;
1041 if dx*dx+dy*dy < r then
1042 begin
1043 m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
1044 Obj.Rect.Width, Obj.Rect.Height);
1046 mm := Max(abs(dx), abs(dy));
1047 if mm = 0 then mm := 1;
1049 Damage(Round(100*(rad-m)/rad), (dx*10) div mm, (dy*10) div mm);
1050 end;
1051 end;
1053 h := High(gGibs);
1055 if gAdvGibs and (h <> -1) then
1056 for i := 0 to h do
1057 if gGibs[i].alive then
1058 with gGibs[i] do
1059 begin
1060 dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
1061 dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
1063 if dx > 1000 then dx := 1000;
1064 if dy > 1000 then dy := 1000;
1066 if dx*dx+dy*dy < r then
1067 begin
1068 m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
1069 Obj.Rect.Width, Obj.Rect.Height);
1070 _angle := GetAngle(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
1071 Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y);
1073 g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle);
1074 positionChanged(); // this updates spatial accelerators
1075 end;
1076 end;
1077 end;
1079 procedure g_Weapon_Init();
1080 begin
1081 CreateWaterMap();
1082 end;
1084 procedure g_Weapon_Free();
1085 var
1086 i: Integer;
1087 begin
1088 if Shots <> nil then
1089 begin
1090 for i := 0 to High(Shots) do
1091 if Shots[i].ShotType <> 0 then
1092 Shots[i].Animation.Free();
1094 Shots := nil;
1095 end;
1097 WaterMap := nil;
1098 end;
1100 procedure g_Weapon_LoadData();
1101 begin
1102 e_WriteLog('Loading weapons data...', TMsgType.Notify);
1104 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD+':SOUNDS\HITPUNCH');
1105 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD+':SOUNDS\MISSPUNCH');
1106 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD+':SOUNDS\HITBERSERK');
1107 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD+':SOUNDS\MISSBERSERK');
1108 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD+':SOUNDS\SELECTSAW');
1109 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD+':SOUNDS\IDLESAW');
1110 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD+':SOUNDS\HITSAW');
1111 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD+':SOUNDS\FIRESHOTGUN2');
1112 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD+':SOUNDS\FIRESHOTGUN');
1113 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD+':SOUNDS\FIRESAW');
1114 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD+':SOUNDS\FIREROCKET');
1115 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD+':SOUNDS\FIREPLASMA');
1116 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD+':SOUNDS\FIREPISTOL');
1117 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD+':SOUNDS\FIRECGUN');
1118 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD+':SOUNDS\FIREBFG');
1119 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD+':SOUNDS\FIRE');
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_PLAYER_JETFLY', GameWAD+':SOUNDS\WORKJETPACK');
1130 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD+':SOUNDS\STARTJETPACK');
1131 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD+':SOUNDS\STOPJETPACK');
1132 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD+':SOUNDS\CASING1');
1133 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD+':SOUNDS\CASING2');
1134 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
1135 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
1137 g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD+':TEXTURES\BROCKET');
1138 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD+':TEXTURES\BSKELFIRE', 64, 16, 2);
1139 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD+':TEXTURES\BBFG', 64, 64, 2);
1140 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD+':TEXTURES\BPLASMA', 16, 16, 2);
1141 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD+':TEXTURES\BIMPFIRE', 16, 16, 2);
1142 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD+':TEXTURES\BBSPFIRE', 16, 16, 2);
1143 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD+':TEXTURES\BCACOFIRE', 16, 16, 2);
1144 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD+':TEXTURES\BBARONFIRE', 64, 16, 2);
1145 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
1146 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD+':TEXTURES\EROCKET', 128, 128, 6);
1147 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD+':TEXTURES\ESKELFIRE', 64, 64, 3);
1148 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD+':TEXTURES\EBFG', 128, 128, 6);
1149 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD+':TEXTURES\EIMPFIRE', 64, 64, 3);
1150 g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD+':TEXTURES\BFGHIT', 64, 64, 4);
1151 g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD+':TEXTURES\FIRE', 64, 128, 8);
1152 g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD+':TEXTURES\FLAME', 32, 32, 11);
1153 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD+':TEXTURES\EPLASMA', 32, 32, 4, True);
1154 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD+':TEXTURES\EBSPFIRE', 32, 32, 5);
1155 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD+':TEXTURES\ECACOFIRE', 64, 64, 3);
1156 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD+':TEXTURES\EBARONFIRE', 64, 64, 3);
1157 g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD+':TEXTURES\SMOKE', 32, 32, 10, False);
1159 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
1160 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
1162 //wgunMonHash := hashNewIntInt();
1163 wgunHitHeap := TBinaryHeapHitTimes.Create();
1164 end;
1166 procedure g_Weapon_FreeData();
1167 begin
1168 e_WriteLog('Releasing weapons data...', TMsgType.Notify);
1170 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1171 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1172 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1173 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1174 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1175 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1176 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1177 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1178 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1179 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1180 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1181 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1182 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1183 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1184 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1185 g_Sound_Delete('SOUND_FIRE');
1186 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1187 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1188 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1189 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1190 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1191 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1192 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1193 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1194 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1195 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1196 g_Sound_Delete('SOUND_PLAYER_JETON');
1197 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1198 g_Sound_Delete('SOUND_PLAYER_CASING1');
1199 g_Sound_Delete('SOUND_PLAYER_CASING2');
1200 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1201 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1203 g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
1204 g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
1205 g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
1206 g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
1207 g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
1208 g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
1209 g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
1210 g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
1211 g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
1212 g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
1213 g_Frames_DeleteByName('FRAMES_BFGHIT');
1214 g_Frames_DeleteByName('FRAMES_FIRE');
1215 g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
1216 g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
1217 g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
1218 g_Frames_DeleteByName('FRAMES_SMOKE');
1219 g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
1220 g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
1221 end;
1224 function GunHitPlayer (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Boolean;
1225 var
1226 i: Integer;
1227 begin
1228 result := false;
1229 for i := 0 to High(gPlayers) do
1230 begin
1231 if (gPlayers[i] <> nil) and gPlayers[i].alive and gPlayers[i].Collide(X, Y) then
1232 begin
1233 if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
1234 begin
1235 if AllowPush then gPlayers[i].Push(vx, vy);
1236 result := true;
1237 end;
1238 end;
1239 end;
1240 end;
1243 function GunHit (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Byte;
1245 function monsCheck (mon: TMonster): Boolean;
1246 begin
1247 result := false; // don't stop
1248 if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
1249 begin
1250 if AllowPush then mon.Push(vx, vy);
1251 result := true;
1252 end;
1253 end;
1255 begin
1256 result := 0;
1257 if GunHitPlayer(X, Y, vx, vy, dmg, SpawnerUID, AllowPush) then result := 1
1258 else if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2;
1259 end;
1262 (*
1263 procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
1264 var
1265 a: Integer;
1266 x2, y2: Integer;
1267 dx, dy: Integer;
1268 xe, ye: Integer;
1269 xi, yi: Integer;
1270 s, c: Extended;
1271 //vx, vy: Integer;
1272 xx, yy, d: Integer;
1273 i: Integer;
1274 t1, _collide: Boolean;
1275 w, h: Word;
1276 {$IF DEFINED(D2F_DEBUG)}
1277 stt: UInt64;
1278 showTime: Boolean = true;
1279 {$ENDIF}
1280 begin
1281 a := GetAngle(x, y, xd, yd)+180;
1283 SinCos(DegToRad(-a), s, c);
1285 if Abs(s) < 0.01 then s := 0;
1286 if Abs(c) < 0.01 then c := 0;
1288 x2 := x+Round(c*gMapInfo.Width);
1289 y2 := y+Round(s*gMapInfo.Width);
1291 t1 := gWalls <> nil;
1292 _collide := False;
1293 w := gMapInfo.Width;
1294 h := gMapInfo.Height;
1296 xe := 0;
1297 ye := 0;
1298 dx := x2-x;
1299 dy := y2-y;
1301 if (xd = 0) and (yd = 0) then Exit;
1303 if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
1304 if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
1306 dx := Abs(dx);
1307 dy := Abs(dy);
1309 if dx > dy then d := dx else d := dy;
1311 //blood vel, for Monster.Damage()
1312 //vx := (dx*10 div d)*xi;
1313 //vy := (dy*10 div d)*yi;
1315 {$IF DEFINED(D2F_DEBUG)}
1316 stt := getTimeMicro();
1317 {$ENDIF}
1319 xx := x;
1320 yy := y;
1322 for i := 1 to d do
1323 begin
1324 xe := xe+dx;
1325 ye := ye+dy;
1327 if xe > d then
1328 begin
1329 xe := xe-d;
1330 xx := xx+xi;
1331 end;
1333 if ye > d then
1334 begin
1335 ye := ye-d;
1336 yy := yy+yi;
1337 end;
1339 if (yy > h) or (yy < 0) then Break;
1340 if (xx > w) or (xx < 0) then Break;
1342 if t1 then
1343 if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
1344 begin
1345 _collide := True;
1346 {$IF DEFINED(D2F_DEBUG)}
1347 stt := getTimeMicro()-stt;
1348 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1349 showTime := false;
1350 {$ENDIF}
1351 g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
1352 if g_Game_IsServer and g_Game_IsNet then
1353 MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
1354 end;
1356 if not _collide then
1357 begin
1358 _collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
1359 end;
1361 if _collide then Break;
1362 end;
1364 {$IF DEFINED(D2F_DEBUG)}
1365 if showTime then
1366 begin
1367 stt := getTimeMicro()-stt;
1368 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1369 end;
1370 {$ENDIF}
1372 if CheckTrigger and g_Game_IsServer then
1373 g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
1374 end;
1375 *)
1378 //!!!FIXME!!!
1379 procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
1380 var
1381 x0, y0: Integer;
1382 x2, y2: Integer;
1383 xi, yi: Integer;
1384 wallDistSq: Integer = $3fffffff;
1386 function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
1387 begin
1388 result := false;
1389 if (idx < 0) or (idx > High(gPlayers)) then exit;
1390 if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit;
1391 result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
1392 if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
1393 {$IF DEFINED(D2F_DEBUG)}
1394 //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
1395 {$ENDIF}
1396 end;
1398 function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean;
1399 begin
1400 result := false;
1401 if (mon = nil) then exit;
1402 result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
1403 if result and (v <> 0) then mon.Push((xi*v), (yi*v));
1404 {$IF DEFINED(D2F_DEBUG)}
1405 //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
1406 {$ENDIF}
1407 end;
1409 // collect players along hitray
1410 // return `true` if instant hit was detected
1411 function playerPossibleHit (): Boolean;
1412 var
1413 i: Integer;
1414 px, py, pw, ph: Integer;
1415 inx, iny: Integer;
1416 distSq: Integer;
1417 plr: TPlayer;
1418 begin
1419 result := false;
1420 for i := 0 to High(gPlayers) do
1421 begin
1422 plr := gPlayers[i];
1423 if (plr <> nil) and plr.alive then
1424 begin
1425 plr.getMapBox(px, py, pw, ph);
1426 if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then
1427 begin
1428 distSq := distanceSq(x, y, inx, iny);
1429 if (distSq = 0) then
1430 begin
1431 // contains
1432 if doPlayerHit(i, x, y) then begin result := true; exit; end;
1433 end
1434 else if (distSq < wallDistSq) then
1435 begin
1436 appendHitTimePlr(distSq, i, inx, iny);
1437 end;
1438 end;
1439 end;
1440 end;
1441 end;
1443 procedure sqchecker (mon: TMonster);
1444 var
1445 mx, my, mw, mh: Integer;
1446 inx, iny: Integer;
1447 distSq: Integer;
1448 begin
1449 mon.getMapBox(mx, my, mw, mh);
1450 if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
1451 begin
1452 distSq := distanceSq(x0, y0, inx, iny);
1453 if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny);
1454 end;
1455 end;
1457 var
1458 a: Integer;
1459 dx, dy: Integer;
1460 xe, ye: Integer;
1461 s, c: Extended;
1462 i: Integer;
1463 wallHitFlag: Boolean = false;
1464 wallHitX: Integer = 0;
1465 wallHitY: Integer = 0;
1466 didHit: Boolean = false;
1467 {$IF DEFINED(D2F_DEBUG)}
1468 stt: UInt64;
1469 {$ENDIF}
1470 mit: PMonster;
1471 it: TMonsterGrid.Iter;
1472 begin
1473 (*
1474 if not gwep_debug_fast_trace then
1475 begin
1476 g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
1477 exit;
1478 end;
1479 *)
1481 if (xd = 0) and (yd = 0) then exit;
1483 //wgunMonHash.reset(); //FIXME: clear hash on level change
1484 wgunHitHeap.clear();
1485 wgunHitTimeUsed := 0;
1487 a := GetAngle(x, y, xd, yd)+180;
1489 SinCos(DegToRad(-a), s, c);
1491 if Abs(s) < 0.01 then s := 0;
1492 if Abs(c) < 0.01 then c := 0;
1494 x0 := x;
1495 y0 := y;
1496 x2 := x+Round(c*gMapInfo.Width);
1497 y2 := y+Round(s*gMapInfo.Width);
1499 dx := x2-x;
1500 dy := y2-y;
1502 if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0;
1503 if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
1505 {$IF DEFINED(D2F_DEBUG)}
1506 e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
1507 stt := getTimeMicro();
1508 {$ENDIF}
1510 wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil);
1511 if wallHitFlag then
1512 begin
1513 x2 := wallHitX;
1514 y2 := wallHitY;
1515 wallDistSq := distanceSq(x, y, wallHitX, wallHitY);
1516 end
1517 else
1518 begin
1519 wallHitX := x2;
1520 wallHitY := y2;
1521 end;
1523 if playerPossibleHit() then exit; // instant hit
1525 // collect monsters
1526 //g_Mons_AlongLine(x, y, x2, y2, sqchecker);
1528 it := monsGrid.forEachAlongLine(x, y, x2, y2, -1);
1529 for mit in it do sqchecker(mit^);
1530 it.release();
1532 // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
1533 // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
1534 while (wgunHitHeap.count > 0) do
1535 begin
1536 // has some entities to check, do it
1537 i := wgunHitHeap.front;
1538 wgunHitHeap.popFront();
1539 // hitpoint
1540 xe := wgunHitTime[i].x;
1541 ye := wgunHitTime[i].y;
1542 // check if it is not behind the wall
1543 if (wgunHitTime[i].mon <> nil) then
1544 begin
1545 didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye);
1546 end
1547 else
1548 begin
1549 didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye);
1550 end;
1551 if didHit then
1552 begin
1553 // need new coords for trigger
1554 wallHitX := xe;
1555 wallHitY := ye;
1556 wallHitFlag := false; // no sparks
1557 break;
1558 end;
1559 end;
1561 // need sparks?
1562 if wallHitFlag then
1563 begin
1564 {$IF DEFINED(D2F_DEBUG)}
1565 stt := getTimeMicro()-stt;
1566 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
1567 {$ENDIF}
1568 g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
1569 if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
1570 end
1571 else
1572 begin
1573 {$IF DEFINED(D2F_DEBUG)}
1574 stt := getTimeMicro()-stt;
1575 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
1576 {$ENDIF}
1577 end;
1579 if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
1580 end;
1583 procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
1584 var
1585 obj: TObj;
1586 begin
1587 obj.X := X;
1588 obj.Y := Y;
1589 obj.rect.X := 0;
1590 obj.rect.Y := 0;
1591 obj.rect.Width := 39;
1592 obj.rect.Height := 52;
1593 obj.Vel.X := 0;
1594 obj.Vel.Y := 0;
1595 obj.Accel.X := 0;
1596 obj.Accel.Y := 0;
1598 if g_Weapon_Hit(@obj, d, SpawnerUID, HIT_SOME) <> 0 then
1599 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x, y)
1600 else
1601 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x, y);
1602 end;
1604 function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
1605 var
1606 obj: TObj;
1607 begin
1608 obj.X := X;
1609 obj.Y := Y;
1610 obj.rect.X := 0;
1611 obj.rect.Y := 0;
1612 obj.rect.Width := 32;
1613 obj.rect.Height := 52;
1614 obj.Vel.X := 0;
1615 obj.Vel.Y := 0;
1616 obj.Accel.X := 0;
1617 obj.Accel.Y := 0;
1619 Result := g_Weapon_Hit(@obj, d, SpawnerUID, HIT_SOME);
1620 end;
1622 procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1623 Silent: Boolean = False);
1624 var
1625 find_id: DWORD;
1626 dx, dy: Integer;
1627 begin
1628 if WID < 0 then
1629 find_id := FindShot()
1630 else
1631 begin
1632 find_id := WID;
1633 if Integer(find_id) >= High(Shots) then
1634 SetLength(Shots, find_id + 64)
1635 end;
1637 with Shots[find_id] do
1638 begin
1639 g_Obj_Init(@Obj);
1641 Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
1642 Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
1644 dx := IfThen(xd > x, -Obj.Rect.Width, 0);
1645 dy := -(Obj.Rect.Height div 2);
1647 ShotType := WEAPON_ROCKETLAUNCHER;
1648 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
1650 Animation := nil;
1651 triggers := nil;
1652 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
1653 end;
1655 Shots[find_id].SpawnerUID := SpawnerUID;
1657 if not Silent then
1658 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x, y);
1659 end;
1661 procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word;
1662 WID: Integer = -1; Silent: Boolean = False);
1663 var
1664 find_id, FramesID: DWORD;
1665 dx, dy: Integer;
1666 begin
1667 if WID < 0 then
1668 find_id := FindShot()
1669 else
1670 begin
1671 find_id := WID;
1672 if Integer(find_id) >= High(Shots) then
1673 SetLength(Shots, find_id + 64)
1674 end;
1676 with Shots[find_id] do
1677 begin
1678 g_Obj_Init(@Obj);
1680 Obj.Rect.Width := SHOT_SKELFIRE_WIDTH;
1681 Obj.Rect.Height := SHOT_SKELFIRE_HEIGHT;
1683 dx := -(Obj.Rect.Width div 2);
1684 dy := -(Obj.Rect.Height div 2);
1686 ShotType := WEAPON_SKEL_FIRE;
1687 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
1689 triggers := nil;
1690 target := TargetUID;
1691 g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
1692 Animation := TAnimation.Create(FramesID, True, 5);
1693 end;
1695 Shots[find_id].SpawnerUID := SpawnerUID;
1697 if not Silent then
1698 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x, y);
1699 end;
1701 procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1702 Silent: Boolean = False);
1703 var
1704 find_id, FramesID: DWORD;
1705 dx, dy: Integer;
1706 begin
1707 if WID < 0 then
1708 find_id := FindShot()
1709 else
1710 begin
1711 find_id := WID;
1712 if Integer(find_id) >= High(Shots) then
1713 SetLength(Shots, find_id + 64);
1714 end;
1716 with Shots[find_id] do
1717 begin
1718 g_Obj_Init(@Obj);
1720 Obj.Rect.Width := SHOT_PLASMA_WIDTH;
1721 Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
1723 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1724 dy := -(Obj.Rect.Height div 2);
1726 ShotType := WEAPON_PLASMA;
1727 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1729 triggers := nil;
1730 g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
1731 Animation := TAnimation.Create(FramesID, True, 5);
1732 end;
1734 Shots[find_id].SpawnerUID := SpawnerUID;
1736 if not Silent then
1737 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1738 end;
1740 procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1741 Silent: Boolean = False);
1742 var
1743 find_id: DWORD;
1744 dx, dy: Integer;
1745 begin
1746 if WID < 0 then
1747 find_id := FindShot()
1748 else
1749 begin
1750 find_id := WID;
1751 if Integer(find_id) >= High(Shots) then
1752 SetLength(Shots, find_id + 64);
1753 end;
1755 with Shots[find_id] do
1756 begin
1757 g_Obj_Init(@Obj);
1759 Obj.Rect.Width := SHOT_FLAME_WIDTH;
1760 Obj.Rect.Height := SHOT_FLAME_HEIGHT;
1762 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1763 dy := -(Obj.Rect.Height div 2);
1765 ShotType := WEAPON_FLAMETHROWER;
1766 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1768 triggers := nil;
1769 Animation := nil;
1770 TextureID := 0;
1771 g_Frames_Get(TextureID, 'FRAMES_FLAME');
1772 end;
1774 Shots[find_id].SpawnerUID := SpawnerUID;
1776 // if not Silent then
1777 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1778 end;
1780 procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1781 Silent: Boolean = False);
1782 var
1783 find_id, FramesID: DWORD;
1784 dx, dy: Integer;
1785 begin
1786 if WID < 0 then
1787 find_id := FindShot()
1788 else
1789 begin
1790 find_id := WID;
1791 if Integer(find_id) >= High(Shots) then
1792 SetLength(Shots, find_id + 64)
1793 end;
1795 with Shots[find_id] do
1796 begin
1797 g_Obj_Init(@Obj);
1799 Obj.Rect.Width := 16;
1800 Obj.Rect.Height := 16;
1802 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1803 dy := -(Obj.Rect.Height div 2);
1805 ShotType := WEAPON_IMP_FIRE;
1806 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1808 triggers := nil;
1809 g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
1810 Animation := TAnimation.Create(FramesID, True, 4);
1811 end;
1813 Shots[find_id].SpawnerUID := SpawnerUID;
1815 if not Silent then
1816 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
1817 end;
1819 procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1820 Silent: Boolean = False);
1821 var
1822 find_id, FramesID: DWORD;
1823 dx, dy: Integer;
1824 begin
1825 if WID < 0 then
1826 find_id := FindShot()
1827 else
1828 begin
1829 find_id := WID;
1830 if Integer(find_id) >= High(Shots) then
1831 SetLength(Shots, find_id + 64)
1832 end;
1834 with Shots[find_id] do
1835 begin
1836 g_Obj_Init(@Obj);
1838 Obj.Rect.Width := 16;
1839 Obj.Rect.Height := 16;
1841 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1842 dy := -(Obj.Rect.Height div 2);
1844 ShotType := WEAPON_CACO_FIRE;
1845 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1847 triggers := nil;
1848 g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
1849 Animation := TAnimation.Create(FramesID, True, 4);
1850 end;
1852 Shots[find_id].SpawnerUID := SpawnerUID;
1854 if not Silent then
1855 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
1856 end;
1858 procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1859 Silent: Boolean = False);
1860 var
1861 find_id, FramesID: DWORD;
1862 dx, dy: Integer;
1863 begin
1864 if WID < 0 then
1865 find_id := FindShot()
1866 else
1867 begin
1868 find_id := WID;
1869 if Integer(find_id) >= High(Shots) then
1870 SetLength(Shots, find_id + 64)
1871 end;
1873 with Shots[find_id] do
1874 begin
1875 g_Obj_Init(@Obj);
1877 Obj.Rect.Width := 32;
1878 Obj.Rect.Height := 16;
1880 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1881 dy := -(Obj.Rect.Height div 2);
1883 ShotType := WEAPON_BARON_FIRE;
1884 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1886 triggers := nil;
1887 g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
1888 Animation := TAnimation.Create(FramesID, True, 4);
1889 end;
1891 Shots[find_id].SpawnerUID := SpawnerUID;
1893 if not Silent then
1894 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
1895 end;
1897 procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1898 Silent: Boolean = False);
1899 var
1900 find_id, FramesID: DWORD;
1901 dx, dy: Integer;
1902 begin
1903 if WID < 0 then
1904 find_id := FindShot()
1905 else
1906 begin
1907 find_id := WID;
1908 if Integer(find_id) >= High(Shots) then
1909 SetLength(Shots, find_id + 64)
1910 end;
1912 with Shots[find_id] do
1913 begin
1914 g_Obj_Init(@Obj);
1916 Obj.Rect.Width := 16;
1917 Obj.Rect.Height := 16;
1919 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1920 dy := -(Obj.Rect.Height div 2);
1922 ShotType := WEAPON_BSP_FIRE;
1923 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1925 triggers := nil;
1927 g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
1928 Animation := TAnimation.Create(FramesID, True, 4);
1929 end;
1931 Shots[find_id].SpawnerUID := SpawnerUID;
1933 if not Silent then
1934 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1935 end;
1937 procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1938 Silent: Boolean = False);
1939 var
1940 find_id, FramesID: DWORD;
1941 dx, dy: Integer;
1942 begin
1943 if WID < 0 then
1944 find_id := FindShot()
1945 else
1946 begin
1947 find_id := WID;
1948 if Integer(find_id) >= High(Shots) then
1949 SetLength(Shots, find_id + 64)
1950 end;
1952 with Shots[find_id] do
1953 begin
1954 g_Obj_Init(@Obj);
1956 Obj.Rect.Width := 32;
1957 Obj.Rect.Height := 32;
1959 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
1960 dy := -(Obj.Rect.Height div 2);
1962 ShotType := WEAPON_MANCUB_FIRE;
1963 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
1965 triggers := nil;
1967 g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
1968 Animation := TAnimation.Create(FramesID, True, 4);
1969 end;
1971 Shots[find_id].SpawnerUID := SpawnerUID;
1973 if not Silent then
1974 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x, y);
1975 end;
1977 procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
1978 Silent: Boolean = False);
1979 var
1980 find_id, FramesID: DWORD;
1981 dx, dy: Integer;
1982 begin
1983 if WID < 0 then
1984 find_id := FindShot()
1985 else
1986 begin
1987 find_id := WID;
1988 if Integer(find_id) >= High(Shots) then
1989 SetLength(Shots, find_id + 64)
1990 end;
1992 with Shots[find_id] do
1993 begin
1994 g_Obj_Init(@Obj);
1996 Obj.Rect.Width := SHOT_BFG_WIDTH;
1997 Obj.Rect.Height := SHOT_BFG_HEIGHT;
1999 dx := IfThen(xd>x, -Obj.Rect.Width, 0);
2000 dy := -(Obj.Rect.Height div 2);
2002 ShotType := WEAPON_BFG;
2003 throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
2005 triggers := nil;
2006 g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
2007 Animation := TAnimation.Create(FramesID, True, 6);
2008 end;
2010 Shots[find_id].SpawnerUID := SpawnerUID;
2012 if not Silent then
2013 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x, y);
2014 end;
2016 procedure g_Weapon_bfghit(x, y: Integer);
2017 var
2018 ID: DWORD;
2019 Anim: TAnimation;
2020 begin
2021 if g_Frames_Get(ID, 'FRAMES_BFGHIT') then
2022 begin
2023 Anim := TAnimation.Create(ID, False, 4);
2024 g_GFX_OnceAnim(x-32, y-32, Anim);
2025 Anim.Free();
2026 end;
2027 end;
2029 procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
2030 Silent: Boolean = False);
2031 begin
2032 if not Silent then
2033 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x, y);
2035 g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
2036 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
2037 begin
2038 g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
2039 g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
2040 end;
2041 end;
2043 procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word;
2044 Silent: Boolean = False);
2045 begin
2046 if not Silent then
2047 if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x, y);
2049 g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
2050 if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
2051 (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
2052 begin
2053 g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
2054 g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
2055 end;
2056 end;
2058 procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
2059 Silent: Boolean = False);
2060 var
2061 i, j: Integer;
2062 begin
2063 if not Silent then
2064 if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y);
2066 for i := 0 to 9 do
2067 begin
2068 j := Random(17)-8; // -8 .. 8
2069 g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
2070 end;
2071 end;
2073 procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
2074 Silent: Boolean = False);
2075 var
2076 a, i, j: Integer;
2077 begin
2078 if not Silent then
2079 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y);
2081 if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20;
2082 for i := 0 to a do
2083 begin
2084 j := Random(41)-20; // -20 .. 20
2085 g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
2086 end;
2087 end;
2089 procedure g_Weapon_Update();
2090 var
2091 i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
2092 _id: DWORD;
2093 Anim: TAnimation;
2094 t: DWArray;
2095 st: Word;
2096 s: String;
2097 o: TObj;
2098 spl: Boolean;
2099 Loud: Boolean;
2100 tcx, tcy: Integer;
2101 begin
2102 if Shots = nil then
2103 Exit;
2105 for i := 0 to High(Shots) do
2106 begin
2107 if Shots[i].ShotType = 0 then
2108 Continue;
2110 Loud := True;
2112 with Shots[i] do
2113 begin
2114 Timeout := Timeout - 1;
2115 oldvx := Obj.Vel.X;
2116 oldvy := Obj.Vel.Y;
2117 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
2118 if (Stopped = 0) and g_Game_IsServer then
2119 t := g_Triggers_PressR(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
2120 SpawnerUID, ACTIVATE_SHOT, triggers)
2121 else
2122 t := nil;
2124 if t <> nil then
2125 begin
2126 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
2127 if triggers = nil then
2128 triggers := t
2129 else
2130 begin
2131 h := High(t);
2133 for a := 0 to h do
2134 if not InDWArray(t[a], triggers) then
2135 begin
2136 SetLength(triggers, Length(triggers)+1);
2137 triggers[High(triggers)] := t[a];
2138 end;
2139 end;
2140 end;
2142 // Àíèìàöèÿ ñíàðÿäà:
2143 if Animation <> nil then
2144 Animation.Update();
2146 // Äâèæåíèå:
2147 spl := (ShotType <> WEAPON_PLASMA) and
2148 (ShotType <> WEAPON_BFG) and
2149 (ShotType <> WEAPON_BSP_FIRE) and
2150 (ShotType <> WEAPON_FLAMETHROWER);
2152 if Stopped = 0 then
2153 begin
2154 st := g_Obj_Move_Projectile(@Obj, False, spl);
2155 end
2156 else
2157 begin
2158 st := 0;
2159 end;
2160 positionChanged(); // this updates spatial accelerators
2162 if WordBool(st and MOVE_FALLOUT) or (Obj.X < -1000) or
2163 (Obj.X > gMapInfo.Width+1000) or (Obj.Y < -1000) then
2164 begin
2165 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
2166 ShotType := 0;
2167 Animation.Free();
2168 Continue;
2169 end;
2171 cx := Obj.X + (Obj.Rect.Width div 2);
2172 cy := Obj.Y + (Obj.Rect.Height div 2);
2174 case ShotType of
2175 WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2176 begin
2177 // Âûëåòåëà èç âîäû:
2178 if WordBool(st and MOVE_HITAIR) then
2179 g_Obj_SetSpeed(@Obj, 12);
2181 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
2182 if WordBool(st and MOVE_INWATER) then
2183 g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2),
2184 Obj.Y+(Obj.Rect.Height div 2),
2185 1+Random(3), 16, 16)
2186 else
2187 if g_Frames_Get(_id, 'FRAMES_SMOKE') then
2188 begin
2189 Anim := TAnimation.Create(_id, False, 3);
2190 Anim.Alpha := 150;
2191 g_GFX_OnceAnim(Obj.X-14+Random(9),
2192 Obj.Y+(Obj.Rect.Height div 2)-20+Random(9),
2193 Anim, ONCEANIM_SMOKE);
2194 Anim.Free();
2195 end;
2197 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2198 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2199 (g_Weapon_Hit(@Obj, 10, SpawnerUID, HIT_SOME, False) <> 0) or
2200 (Timeout < 1) then
2201 begin
2202 Obj.Vel.X := 0;
2203 Obj.Vel.Y := 0;
2205 g_Weapon_Explode(cx, cy, 60, SpawnerUID);
2207 if ShotType = WEAPON_SKEL_FIRE then
2208 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2209 if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
2210 begin
2211 Anim := TAnimation.Create(TextureID, False, 8);
2212 Anim.Blending := False;
2213 g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim);
2214 g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
2215 Anim.Free();
2216 end;
2217 end
2218 else
2219 begin // Âçðûâ Ðàêåòû
2220 if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
2221 begin
2222 Anim := TAnimation.Create(TextureID, False, 6);
2223 Anim.Blending := False;
2224 g_GFX_OnceAnim(cx-64, cy-64, Anim);
2225 g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
2226 Anim.Free();
2227 end;
2228 end;
2230 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
2232 ShotType := 0;
2233 end;
2235 if ShotType = WEAPON_SKEL_FIRE then
2236 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
2237 if GetPos(target, @o) then
2238 throw(i, Obj.X, Obj.Y,
2239 o.X+o.Rect.X+(o.Rect.Width div 2)+o.Vel.X+o.Accel.X,
2240 o.Y+o.Rect.Y+(o.Rect.Height div 2)+o.Vel.Y+o.Accel.Y,
2241 12);
2242 end;
2243 end;
2245 WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2246 begin
2247 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2248 if WordBool(st and (MOVE_INWATER or MOVE_HITWATER)) then
2249 begin
2250 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj.X, Obj.Y);
2251 if g_Game_IsServer then CheckTrap(i, 10, HIT_ELECTRO);
2252 ShotType := 0;
2253 Continue;
2254 end;
2256 // Âåëè÷èíà óðîíà:
2257 if (ShotType = WEAPON_PLASMA) and
2258 (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
2259 a := 10
2260 else
2261 a := 5;
2263 if ShotType = WEAPON_BSP_FIRE then
2264 a := 10;
2266 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2267 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2268 (g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME, False) <> 0) or
2269 (Timeout < 1) then
2270 begin
2271 if ShotType = WEAPON_PLASMA then
2272 s := 'FRAMES_EXPLODE_PLASMA'
2273 else
2274 s := 'FRAMES_EXPLODE_BSPFIRE';
2276 // Âçðûâ Ïëàçìû:
2277 if g_Frames_Get(TextureID, s) then
2278 begin
2279 Anim := TAnimation.Create(TextureID, False, 3);
2280 Anim.Blending := False;
2281 g_GFX_OnceAnim(cx-16, cy-16, Anim);
2282 Anim.Free();
2283 g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
2284 end;
2286 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
2288 ShotType := 0;
2289 end;
2290 end;
2292 WEAPON_FLAMETHROWER: // Îãíåìåò
2293 begin
2294 // Ñî âðåìåíåì óìèðàåò
2295 if (Timeout < 1) then
2296 begin
2297 ShotType := 0;
2298 Continue;
2299 end;
2300 // Ïîä âîäîé òîæå
2301 if WordBool(st and (MOVE_HITWATER or MOVE_INWATER)) then
2302 begin
2303 if WordBool(st and MOVE_HITWATER) then
2304 begin
2305 if g_Frames_Get(_id, 'FRAMES_SMOKE') then
2306 begin
2307 Anim := TAnimation.Create(_id, False, 3);
2308 Anim.Alpha := 0;
2309 tcx := Random(8);
2310 tcy := Random(8);
2311 g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2),
2312 cy-4+tcy-(Anim.Height div 2),
2313 Anim, ONCEANIM_SMOKE);
2314 Anim.Free();
2315 end;
2316 end
2317 else
2318 g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
2319 ShotType := 0;
2320 Continue;
2321 end;
2323 // Ãðàâèòàöèÿ
2324 if Stopped = 0 then
2325 Obj.Accel.Y := Obj.Accel.Y + 1;
2326 // Ïîïàëè â ñòåíó èëè â âîäó:
2327 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL or MOVE_HITWATER)) then
2328 begin
2329 // Ïðèëèïàåì:
2330 Obj.Vel.X := 0;
2331 Obj.Vel.Y := 0;
2332 Obj.Accel.Y := 0;
2333 if WordBool(st and MOVE_HITWALL) then
2334 Stopped := MOVE_HITWALL
2335 else if WordBool(st and MOVE_HITLAND) then
2336 Stopped := MOVE_HITLAND
2337 else if WordBool(st and MOVE_HITCEIL) then
2338 Stopped := MOVE_HITCEIL;
2339 end;
2341 a := IfThen(Stopped = 0, 3, 1);
2342 // Åñëè â êîãî-òî ïîïàëè
2343 if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
2344 begin
2345 // HIT_FLAME ñàì ïîäîææåò
2346 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2347 if Stopped = 0 then
2348 ShotType := 0;
2349 end;
2351 if Stopped = 0 then
2352 tf := 2
2353 else
2354 tf := 3;
2356 if (gTime mod LongWord(tf) = 0) then
2357 begin
2358 Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
2359 Anim.Alpha := 0;
2360 case Stopped of
2361 MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
2362 MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
2363 MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
2364 else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
2365 end;
2366 g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
2367 Anim.Free();
2368 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2369 end;
2370 end;
2372 WEAPON_BFG: // BFG
2373 begin
2374 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2375 if WordBool(st and (MOVE_INWATER or MOVE_HITWATER)) then
2376 begin
2377 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj.X, Obj.Y);
2378 if g_Game_IsServer then CheckTrap(i, 1000, HIT_ELECTRO);
2379 ShotType := 0;
2380 Continue;
2381 end;
2383 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2384 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2385 (g_Weapon_Hit(@Obj, SHOT_BFG_DAMAGE, SpawnerUID, HIT_BFG, False) <> 0) or
2386 (Timeout < 1) then
2387 begin
2388 // Ëó÷è BFG:
2389 if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
2391 // Âçðûâ BFG:
2392 if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then
2393 begin
2394 Anim := TAnimation.Create(TextureID, False, 6);
2395 Anim.Blending := False;
2396 g_GFX_OnceAnim(cx-64, cy-64, Anim);
2397 Anim.Free();
2398 g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
2399 end;
2401 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
2403 ShotType := 0;
2404 end;
2405 end;
2407 WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2408 begin
2409 // Âûëåòåë èç âîäû:
2410 if WordBool(st and MOVE_HITAIR) then
2411 g_Obj_SetSpeed(@Obj, 16);
2413 // Âåëè÷èíà óðîíà:
2414 if ShotType = WEAPON_IMP_FIRE then
2415 a := 5
2416 else
2417 if ShotType = WEAPON_CACO_FIRE then
2418 a := 20
2419 else
2420 a := 40;
2422 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2423 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2424 (g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
2425 (Timeout < 1) then
2426 begin
2427 if ShotType = WEAPON_IMP_FIRE then
2428 s := 'FRAMES_EXPLODE_IMPFIRE'
2429 else
2430 if ShotType = WEAPON_CACO_FIRE then
2431 s := 'FRAMES_EXPLODE_CACOFIRE'
2432 else
2433 s := 'FRAMES_EXPLODE_BARONFIRE';
2435 // Âçðûâ:
2436 if g_Frames_Get(TextureID, s) then
2437 begin
2438 Anim := TAnimation.Create(TextureID, False, 6);
2439 Anim.Blending := False;
2440 g_GFX_OnceAnim(cx-32, cy-32, Anim);
2441 Anim.Free();
2442 end;
2444 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
2446 ShotType := 0;
2447 end;
2448 end;
2450 WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
2451 begin
2452 // Âûëåòåë èç âîäû:
2453 if WordBool(st and MOVE_HITAIR) then
2454 g_Obj_SetSpeed(@Obj, 16);
2456 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2457 if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
2458 (g_Weapon_Hit(@Obj, 40, SpawnerUID, HIT_SOME, False) <> 0) or
2459 (Timeout < 1) then
2460 begin
2461 // Âçðûâ:
2462 if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
2463 begin
2464 Anim := TAnimation.Create(TextureID, False, 6);
2465 Anim.Blending := False;
2466 g_GFX_OnceAnim(cx-64, cy-64, Anim);
2467 Anim.Free();
2468 end;
2470 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
2472 ShotType := 0;
2473 end;
2474 end;
2475 end; // case ShotType of...
2477 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2478 if (ShotType = 0) then
2479 begin
2480 if gGameSettings.GameType = GT_SERVER then
2481 MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud);
2482 if Animation <> nil then
2483 begin
2484 Animation.Free();
2485 Animation := nil;
2486 end;
2487 end
2488 else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then
2489 if gGameSettings.GameType = GT_SERVER then
2490 MH_SEND_UpdateShot(i);
2491 end;
2492 end;
2493 end;
2495 procedure g_Weapon_Draw();
2496 var
2497 i: Integer;
2498 a: SmallInt;
2499 p: TDFPoint;
2500 begin
2501 if Shots = nil then
2502 Exit;
2504 for i := 0 to High(Shots) do
2505 if Shots[i].ShotType <> 0 then
2506 with Shots[i] do
2507 begin
2508 if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
2509 (Shots[i].ShotType = WEAPON_BARON_FIRE) or
2510 (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
2511 (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
2512 a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y)
2513 else
2514 a := 0;
2516 p.X := Obj.Rect.Width div 2;
2517 p.Y := Obj.Rect.Height div 2;
2519 if Animation <> nil then
2520 begin
2521 if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
2522 (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
2523 (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
2524 Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a)
2525 else
2526 Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
2527 end
2528 else if TextureID <> 0 then
2529 begin
2530 if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
2531 e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, TMirrorType.None)
2532 else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
2533 e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
2534 end;
2536 if g_debug_Frames then
2537 begin
2538 e_DrawQuad(Obj.X+Obj.Rect.X,
2539 Obj.Y+Obj.Rect.Y,
2540 Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
2541 Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
2542 0, 255, 0);
2543 end;
2544 end;
2545 end;
2547 function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
2548 var
2549 a: Integer;
2550 begin
2551 Result := False;
2553 if Shots = nil then
2554 Exit;
2556 for a := 0 to High(Shots) do
2557 if (Shots[a].ShotType <> 0) and (Shots[a].SpawnerUID <> UID) then
2558 if ((Shots[a].Obj.Vel.Y = 0) and (Shots[a].Obj.Vel.X > 0) and (Shots[a].Obj.X < X)) or
2559 (Shots[a].Obj.Vel.Y = 0) and (Shots[a].Obj.Vel.X < 0) and (Shots[a].Obj.X > X) then
2560 if (Abs(X-Shots[a].Obj.X) < Abs(Shots[a].Obj.Vel.X*Time)) and
2561 g_Collide(X, Y, Width, Height, X, Shots[a].Obj.Y,
2562 Shots[a].Obj.Rect.Width, Shots[a].Obj.Rect.Height) and
2563 g_TraceVector(X, Y, Shots[a].Obj.X, Shots[a].Obj.Y) then
2564 begin
2565 Result := True;
2566 Exit;
2567 end;
2568 end;
2570 procedure g_Weapon_SaveState (st: TStream);
2571 var
2572 count, i, j: Integer;
2573 begin
2574 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ
2575 count := 0;
2576 for i := 0 to High(Shots) do if (Shots[i].ShotType <> 0) then Inc(count);
2578 // Êîëè÷åñòâî ñíàðÿäîâ
2579 utils.WriteInt(st, count);
2581 if (count = 0) then exit;
2583 for i := 0 to High(Shots) do
2584 begin
2585 if Shots[i].ShotType <> 0 then
2586 begin
2587 // Ñèãíàòóðà ñíàðÿäà
2588 utils.writeSign(st, 'SHOT');
2589 utils.writeInt(st, Byte(0)); // version
2590 // Òèï ñíàðÿäà
2591 utils.writeInt(st, Byte(Shots[i].ShotType));
2592 // Öåëü
2593 utils.writeInt(st, Word(Shots[i].Target));
2594 // UID ñòðåëÿâøåãî
2595 utils.writeInt(st, Word(Shots[i].SpawnerUID));
2596 // Ðàçìåð ïîëÿ Triggers
2597 utils.writeInt(st, Integer(Length(Shots[i].Triggers)));
2598 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2599 for j := 0 to Length(Shots[i].Triggers)-1 do utils.writeInt(st, LongWord(Shots[i].Triggers[j]));
2600 // Îáúåêò ñíàðÿäà
2601 Obj_SaveState(st, @Shots[i].Obj);
2602 // Êîñòûëèíà åáàíàÿ
2603 utils.writeInt(st, Byte(Shots[i].Stopped));
2604 end;
2605 end;
2606 end;
2608 procedure g_Weapon_LoadState (st: TStream);
2609 var
2610 count, tc, i, j: Integer;
2611 dw: LongWord;
2612 begin
2613 if (st = nil) then exit;
2615 // Êîëè÷åñòâî ñíàðÿäîâ
2616 count := utils.readLongInt(st);
2617 if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid shots counter');
2619 SetLength(Shots, count);
2621 if (count = 0) then exit;
2623 for i := 0 to count-1 do
2624 begin
2625 // Ñèãíàòóðà ñíàðÿäà
2626 if not utils.checkSign(st, 'SHOT') then raise XStreamError.Create('invalid shot signature');
2627 if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid shot version');
2628 // Òèï ñíàðÿäà:
2629 Shots[i].ShotType := utils.readByte(st);
2630 // Öåëü
2631 Shots[i].Target := utils.readWord(st);
2632 // UID ñòðåëÿâøåãî
2633 Shots[i].SpawnerUID := utils.readWord(st);
2634 // Ðàçìåð ïîëÿ Triggers
2635 tc := utils.readLongInt(st);
2636 if (tc < 0) or (tc > 1024*1024) then raise XStreamError.Create('invalid shot triggers counter');
2637 SetLength(Shots[i].Triggers, tc);
2638 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2639 for j := 0 to tc-1 do Shots[i].Triggers[j] := utils.readLongWord(st);
2640 // Îáúåêò ïðåäìåòà
2641 Obj_LoadState(@Shots[i].Obj, st);
2642 // Êîñòûëèíà åáàíàÿ
2643 Shots[i].Stopped := utils.readByte(st);
2645 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
2646 Shots[i].TextureID := DWORD(-1);
2647 Shots[i].Animation := nil;
2649 case Shots[i].ShotType of
2650 WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE:
2651 begin
2652 g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots[i].TextureID);
2653 end;
2654 WEAPON_PLASMA:
2655 begin
2656 g_Frames_Get(dw, 'FRAMES_WEAPON_PLASMA');
2657 Shots[i].Animation := TAnimation.Create(dw, True, 5);
2658 end;
2659 WEAPON_BFG:
2660 begin
2661 g_Frames_Get(dw, 'FRAMES_WEAPON_BFG');
2662 Shots[i].Animation := TAnimation.Create(dw, True, 6);
2663 end;
2664 WEAPON_IMP_FIRE:
2665 begin
2666 g_Frames_Get(dw, 'FRAMES_WEAPON_IMPFIRE');
2667 Shots[i].Animation := TAnimation.Create(dw, True, 4);
2668 end;
2669 WEAPON_BSP_FIRE:
2670 begin
2671 g_Frames_Get(dw, 'FRAMES_WEAPON_BSPFIRE');
2672 Shots[i].Animation := TAnimation.Create(dw, True, 4);
2673 end;
2674 WEAPON_CACO_FIRE:
2675 begin
2676 g_Frames_Get(dw, 'FRAMES_WEAPON_CACOFIRE');
2677 Shots[i].Animation := TAnimation.Create(dw, True, 4);
2678 end;
2679 WEAPON_BARON_FIRE:
2680 begin
2681 g_Frames_Get(dw, 'FRAMES_WEAPON_BARONFIRE');
2682 Shots[i].Animation := TAnimation.Create(dw, True, 4);
2683 end;
2684 WEAPON_MANCUB_FIRE:
2685 begin
2686 g_Frames_Get(dw, 'FRAMES_WEAPON_MANCUBFIRE');
2687 Shots[i].Animation := TAnimation.Create(dw, True, 4);
2688 end;
2689 end;
2690 end;
2691 end;
2693 procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
2694 var
2695 cx, cy: Integer;
2696 Anim: TAnimation;
2697 s: string;
2698 begin
2699 if Shots = nil then
2700 Exit;
2701 if (I > High(Shots)) or (I < 0) then Exit;
2703 with Shots[I] do
2704 begin
2705 if ShotType = 0 then Exit;
2706 Obj.X := X;
2707 Obj.Y := Y;
2708 cx := Obj.X + (Obj.Rect.Width div 2);
2709 cy := Obj.Y + (Obj.Rect.Height div 2);
2711 case ShotType of
2712 WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2713 begin
2714 if Loud then
2715 begin
2716 if ShotType = WEAPON_SKEL_FIRE then
2717 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2718 if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
2719 begin
2720 Anim := TAnimation.Create(TextureID, False, 8);
2721 Anim.Blending := False;
2722 g_GFX_OnceAnim((Obj.X+32)-32, (Obj.Y+8)-32, Anim);
2723 Anim.Free();
2724 end;
2725 end
2726 else
2727 begin // Âçðûâ Ðàêåòû
2728 if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
2729 begin
2730 Anim := TAnimation.Create(TextureID, False, 6);
2731 Anim.Blending := False;
2732 g_GFX_OnceAnim(cx-64, cy-64, Anim);
2733 Anim.Free();
2734 end;
2735 end;
2736 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
2737 end;
2738 end;
2740 WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2741 begin
2742 if ShotType = WEAPON_PLASMA then
2743 s := 'FRAMES_EXPLODE_PLASMA'
2744 else
2745 s := 'FRAMES_EXPLODE_BSPFIRE';
2747 if g_Frames_Get(TextureID, s) and loud then
2748 begin
2749 Anim := TAnimation.Create(TextureID, False, 3);
2750 Anim.Blending := False;
2751 g_GFX_OnceAnim(cx-16, cy-16, Anim);
2752 Anim.Free();
2754 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
2755 end;
2756 end;
2758 WEAPON_BFG: // BFG
2759 begin
2760 // Âçðûâ BFG:
2761 if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') and Loud then
2762 begin
2763 Anim := TAnimation.Create(TextureID, False, 6);
2764 Anim.Blending := False;
2765 g_GFX_OnceAnim(cx-64, cy-64, Anim);
2766 Anim.Free();
2768 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
2769 end;
2770 end;
2772 WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2773 begin
2774 if ShotType = WEAPON_IMP_FIRE then
2775 s := 'FRAMES_EXPLODE_IMPFIRE'
2776 else
2777 if ShotType = WEAPON_CACO_FIRE then
2778 s := 'FRAMES_EXPLODE_CACOFIRE'
2779 else
2780 s := 'FRAMES_EXPLODE_BARONFIRE';
2782 if g_Frames_Get(TextureID, s) and Loud then
2783 begin
2784 Anim := TAnimation.Create(TextureID, False, 6);
2785 Anim.Blending := False;
2786 g_GFX_OnceAnim(cx-32, cy-32, Anim);
2787 Anim.Free();
2789 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
2790 end;
2791 end;
2793 WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
2794 begin
2795 if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') and Loud then
2796 begin
2797 Anim := TAnimation.Create(TextureID, False, 6);
2798 Anim.Blending := False;
2799 g_GFX_OnceAnim(cx-64, cy-64, Anim);
2800 Anim.Free();
2802 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
2803 end;
2804 end;
2805 end; // case ShotType of...
2807 ShotType := 0;
2808 Animation.Free();
2809 end;
2810 end;
2813 procedure g_Weapon_AddDynLights();
2814 var
2815 i: Integer;
2816 begin
2817 if Shots = nil then Exit;
2818 for i := 0 to High(Shots) do
2819 begin
2820 if Shots[i].ShotType = 0 then continue;
2821 if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
2822 (Shots[i].ShotType = WEAPON_BARON_FIRE) or
2823 (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
2824 (Shots[i].ShotType = WEAPON_SKEL_FIRE) or
2825 (Shots[i].ShotType = WEAPON_IMP_FIRE) or
2826 (Shots[i].ShotType = WEAPON_CACO_FIRE) or
2827 (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
2828 (Shots[i].ShotType = WEAPON_BSP_FIRE) or
2829 (Shots[i].ShotType = WEAPON_PLASMA) or
2830 (Shots[i].ShotType = WEAPON_BFG) or
2831 (Shots[i].ShotType = WEAPON_FLAMETHROWER) or
2832 false then
2833 begin
2834 if (Shots[i].ShotType = WEAPON_PLASMA) then
2835 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)
2836 else if (Shots[i].ShotType = WEAPON_BFG) then
2837 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)
2838 else if (Shots[i].ShotType = WEAPON_FLAMETHROWER) then
2839 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)
2840 else
2841 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);
2842 end;
2843 end;
2844 end;
2847 procedure TShot.positionChanged (); begin end;
2850 end.