1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
22 g_textures
, g_basic
, e_graphics
, g_phys
, BinEditor
;
44 Animation
: TAnimation
;
51 Shots
: array of TShot
= nil;
52 LastShotID
: Integer = 0;
54 procedure g_Weapon_LoadData();
55 procedure g_Weapon_FreeData();
56 procedure g_Weapon_Init();
57 procedure g_Weapon_Free();
58 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
59 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
60 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
62 procedure g_Weapon_gun(x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
63 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
64 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
65 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
66 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
67 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
68 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
69 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
70 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
71 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
72 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
73 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
74 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
75 procedure g_Weapon_bfghit(x
, y
: Integer);
76 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
77 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
78 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
79 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
81 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
82 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
83 procedure g_Weapon_Update();
84 procedure g_Weapon_Draw();
85 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
86 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
88 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
89 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
98 WEAPON_ROCKETLAUNCHER
= 6;
101 WEAPON_SUPERPULEMET
= 9;
102 WEAPON_FLAMETHROWER
= 10;
103 WEAPON_ZOMBY_PISTOL
= 20;
104 WEAPON_IMP_FIRE
= 21;
105 WEAPON_BSP_FIRE
= 22;
106 WEAPON_CACO_FIRE
= 23;
107 WEAPON_BARON_FIRE
= 24;
108 WEAPON_MANCUB_FIRE
= 25;
109 WEAPON_SKEL_FIRE
= 26;
111 WP_FIRST
= WEAPON_KASTET
;
112 WP_LAST
= WEAPON_FLAMETHROWER
;
117 Math
, g_map
, g_player
, g_gfx
, g_sound
, g_main
,
118 g_console
, SysUtils
, g_options
, g_game
,
119 g_triggers
, MAPDEF
, e_log
, g_monsters
, g_saveload
,
120 g_language
, g_netmsg
;
130 SHOT_ROCKETLAUNCHER_WIDTH
= 14;
131 SHOT_ROCKETLAUNCHER_HEIGHT
= 14;
133 SHOT_SKELFIRE_WIDTH
= 14;
134 SHOT_SKELFIRE_HEIGHT
= 14;
136 SHOT_PLASMA_WIDTH
= 16;
137 SHOT_PLASMA_HEIGHT
= 16;
140 SHOT_BFG_HEIGHT
= 32;
141 SHOT_BFG_DAMAGE
= 100;
142 SHOT_BFG_RADIUS
= 256;
144 SHOT_FLAME_WIDTH
= 4;
145 SHOT_FLAME_HEIGHT
= 4;
146 SHOT_FLAME_LIFETIME
= 180;
148 SHOT_SIGNATURE
= $544F4853; // 'SHOT'
151 WaterMap
: array of array of DWORD
= nil;
153 function FindShot(): DWORD
;
158 for i
:= 0 to High(Shots
) do
159 if Shots
[i
].ShotType
= 0 then
162 LastShotID
:= Result
;
168 SetLength(Shots
, 128);
173 Result
:= High(Shots
) + 1;
174 SetLength(Shots
, Length(Shots
) + 128);
176 LastShotID
:= Result
;
179 procedure CreateWaterMap();
181 WaterArray
: Array of TWaterPanel
;
188 SetLength(WaterArray
, Length(gWater
));
190 for a
:= 0 to High(gWater
) do
192 WaterArray
[a
].X
:= gWater
[a
].X
;
193 WaterArray
[a
].Y
:= gWater
[a
].Y
;
194 WaterArray
[a
].Width
:= gWater
[a
].Width
;
195 WaterArray
[a
].Height
:= gWater
[a
].Height
;
196 WaterArray
[a
].Active
:= True;
199 g_Game_SetLoadingText(_lc
[I_LOAD_WATER_MAP
], High(WaterArray
), False);
201 for a
:= 0 to High(WaterArray
) do
202 if WaterArray
[a
].Active
then
204 WaterArray
[a
].Active
:= False;
205 m
:= Length(WaterMap
);
206 SetLength(WaterMap
, m
+1);
207 SetLength(WaterMap
[m
], 1);
214 for b
:= 0 to High(WaterArray
) do
215 if WaterArray
[b
].Active
then
216 for c
:= 0 to High(WaterMap
[m
]) do
217 if g_CollideAround(WaterArray
[b
].X
,
220 WaterArray
[b
].Height
,
221 WaterArray
[WaterMap
[m
][c
]].X
,
222 WaterArray
[WaterMap
[m
][c
]].Y
,
223 WaterArray
[WaterMap
[m
][c
]].Width
,
224 WaterArray
[WaterMap
[m
][c
]].Height
) then
226 WaterArray
[b
].Active
:= False;
227 SetLength(WaterMap
[m
],
228 Length(WaterMap
[m
])+1);
229 WaterMap
[m
][High(WaterMap
[m
])] := b
;
235 g_Game_StepLoading();
241 procedure CheckTrap(ID
: DWORD
; dm
: Integer; t
: Byte);
243 a
, b
, c
, d
, i1
, i2
: Integer;
246 if (gWater
= nil) or (WaterMap
= nil) then Exit
;
253 for d
:= 0 to 1023 do pl
[d
] := $FFFF;
254 for d
:= 0 to 1023 do mn
[d
] := $FFFF;
256 for a
:= 0 to High(WaterMap
) do
257 for b
:= 0 to High(WaterMap
[a
]) do
259 if not g_Obj_Collide(gWater
[WaterMap
[a
][b
]].X
, gWater
[WaterMap
[a
][b
]].Y
,
260 gWater
[WaterMap
[a
][b
]].Width
, gWater
[WaterMap
[a
][b
]].Height
,
261 @Shots
[ID
].Obj
) then Continue
;
263 for c
:= 0 to High(WaterMap
[a
]) do
265 if gPlayers
<> nil then
267 for d
:= 0 to High(gPlayers
) do
268 if (gPlayers
[d
] <> nil) and (gPlayers
[d
].Live
) then
269 if gPlayers
[d
].Collide(gWater
[WaterMap
[a
][c
]]) then
270 if not InWArray(d
, pl
) then
278 if gMonsters
<> nil then
280 for d
:= 0 to High(gMonsters
) do
281 if (gMonsters
[d
] <> nil) and (gMonsters
[d
].Live
) then
282 if gMonsters
[d
].Collide(gWater
[WaterMap
[a
][c
]]) then
283 if not InWArray(d
, mn
) then
294 gPlayers
[pl
[d
]].Damage(dm
, Shots
[ID
].SpawnerUID
, 0, 0, t
);
298 gMonsters
[mn
[d
]].Damage(dm
, 0, 0, Shots
[ID
].SpawnerUID
, t
);
305 function HitMonster(m
: TMonster
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
312 tt
:= g_GetUIDType(SpawnerUID
);
313 if tt
= UID_MONSTER
then
315 mon
:= g_Monsters_Get(SpawnerUID
);
317 mt
:= g_Monsters_Get(SpawnerUID
).MonsterType
324 if m
= nil then Exit
;
325 if m
.UID
= SpawnerUID
then
327 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
328 if (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
330 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
331 if (m
.MonsterType
= MONSTER_CYBER
) or
332 (m
.MonsterType
= MONSTER_BARREL
) then
339 if tt
= UID_MONSTER
then
341 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
342 if (mt
= MONSTER_SOUL
) and (m
.MonsterType
= MONSTER_PAIN
) then
345 // Îáà ìîíñòðà îäíîãî âèäà:
346 if mt
= m
.MonsterType
then
348 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
349 MONSTER_SOUL
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
350 Exit
; // Ýòè íå áüþò ñâîèõ
354 if g_Game_IsServer
then
356 if (t
<> HIT_FLAME
) or (m
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
357 Result
:= m
.Damage(d
, vx
, vy
, SpawnerUID
, t
)
360 if t
= HIT_FLAME
then
361 m
.CatchFire(SpawnerUID
);
367 function HitPlayer(p
: TPlayer
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
371 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
372 if (p
.UID
= SpawnerUID
) and (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
375 if g_Game_IsServer
then
377 if (t
<> HIT_FLAME
) or (p
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
378 p
.Damage(d
, SpawnerUID
, vx
, vy
, t
);
379 if (t
= HIT_FLAME
) then
380 p
.CatchFire(SpawnerUID
);
386 function GunHit(X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer;
387 SpawnerUID
: Word; AllowPush
: Boolean): Byte;
397 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
and gPlayers
[i
].Collide(X
, Y
) then
398 if HitPlayer(gPlayers
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
400 if AllowPush
then gPlayers
[i
].Push(vx
, vy
);
404 if Result
<> 0 then Exit
;
406 h
:= High(gMonsters
);
410 if (gMonsters
[i
] <> nil) and gMonsters
[i
].Live
and gMonsters
[i
].Collide(X
, Y
) then
411 if HitMonster(gMonsters
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
413 if AllowPush
then gMonsters
[i
].Push(vx
, vy
);
419 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
426 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
430 if gAdvCorpses
and (h
<> -1) then
432 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
434 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
435 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
436 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
437 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
440 g_Weapon_BFGHit(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
441 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2));
445 pl
:= g_Player_Get(SpawnerUID
);
453 if (gPlayers
[i
] <> nil) and (gPlayers
[i
].Live
) and (gPlayers
[i
].UID
<> SpawnerUID
) then
455 if (g_PatchLength(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
456 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
457 g_TraceVector(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
458 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) then
460 if (st
= TEAM_NONE
) or (st
<> gPlayers
[i
].Team
) then
461 b
:= HitPlayer(gPlayers
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
)
463 b
:= HitPlayer(gPlayers
[i
], 25, 0, 0, SpawnerUID
, HIT_SOME
);
465 gPlayers
[i
].BFGHit();
468 h
:= High(gMonsters
);
472 if (gMonsters
[i
] <> nil) and (gMonsters
[i
].Live
) and (gMonsters
[i
].UID
<> SpawnerUID
) then
474 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
475 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
476 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
477 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
478 if HitMonster(gMonsters
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
) then gMonsters
[i
].BFGHit();
481 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
483 find_id
, FramesID
: DWORD
;
486 find_id
:= FindShot()
490 if Integer(find_id
) >= High(Shots
) then
491 SetLength(Shots
, find_id
+ 64)
495 WEAPON_ROCKETLAUNCHER
:
497 with Shots
[find_id
] do
501 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
502 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
506 ShotType
:= WEAPON_ROCKETLAUNCHER
;
507 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
513 with Shots
[find_id
] do
517 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
518 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
521 ShotType
:= WEAPON_PLASMA
;
522 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
523 Animation
:= TAnimation
.Create(FramesID
, True, 5);
529 with Shots
[find_id
] do
533 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
534 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
537 ShotType
:= WEAPON_BFG
;
538 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
539 Animation
:= TAnimation
.Create(FramesID
, True, 6);
545 with Shots
[find_id
] do
549 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
550 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
553 ShotType
:= WEAPON_FLAMETHROWER
;
556 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
562 with Shots
[find_id
] do
566 Obj
.Rect
.Width
:= 16;
567 Obj
.Rect
.Height
:= 16;
570 ShotType
:= WEAPON_IMP_FIRE
;
571 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
572 Animation
:= TAnimation
.Create(FramesID
, True, 4);
578 with Shots
[find_id
] do
582 Obj
.Rect
.Width
:= 16;
583 Obj
.Rect
.Height
:= 16;
586 ShotType
:= WEAPON_CACO_FIRE
;
587 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
588 Animation
:= TAnimation
.Create(FramesID
, True, 4);
594 with Shots
[find_id
] do
598 Obj
.Rect
.Width
:= 32;
599 Obj
.Rect
.Height
:= 32;
602 ShotType
:= WEAPON_MANCUB_FIRE
;
603 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
604 Animation
:= TAnimation
.Create(FramesID
, True, 4);
610 with Shots
[find_id
] do
614 Obj
.Rect
.Width
:= 32;
615 Obj
.Rect
.Height
:= 16;
618 ShotType
:= WEAPON_BARON_FIRE
;
619 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
620 Animation
:= TAnimation
.Create(FramesID
, True, 4);
626 with Shots
[find_id
] do
630 Obj
.Rect
.Width
:= 16;
631 Obj
.Rect
.Height
:= 16;
634 ShotType
:= WEAPON_BSP_FIRE
;
635 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
636 Animation
:= TAnimation
.Create(FramesID
, True, 4);
642 with Shots
[find_id
] do
646 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
647 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
650 ShotType
:= WEAPON_SKEL_FIRE
;
652 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
653 Animation
:= TAnimation
.Create(FramesID
, True, 5);
658 Shots
[find_id
].Obj
.X
:= X
;
659 Shots
[find_id
].Obj
.Y
:= Y
;
660 Shots
[find_id
].Obj
.Vel
.X
:= XV
;
661 Shots
[find_id
].Obj
.Vel
.Y
:= YV
;
662 Shots
[find_id
].Obj
.Accel
.X
:= 0;
663 Shots
[find_id
].Obj
.Accel
.Y
:= 0;
664 Shots
[find_id
].SpawnerUID
:= Spawner
;
665 if (ShotType
= WEAPON_FLAMETHROWER
) and (XV
= 0) and (YV
= 0) then
666 Shots
[find_id
].Stopped
:= 255
668 Shots
[find_id
].Stopped
:= 0;
672 procedure throw(i
, x
, y
, xd
, yd
, s
: Integer);
679 a
:= Max(Abs(xd
), Abs(yd
));
685 Shots
[i
].Obj
.Vel
.X
:= (xd
*s
) div a
;
686 Shots
[i
].Obj
.Vel
.Y
:= (yd
*s
) div a
;
687 Shots
[i
].Obj
.Accel
.X
:= 0;
688 Shots
[i
].Obj
.Accel
.Y
:= 0;
689 Shots
[i
].Stopped
:= 0;
690 if Shots
[i
].ShotType
in [WEAPON_ROCKETLAUNCHER
, WEAPON_BFG
] then
691 Shots
[i
].Timeout
:= 900 // ~25 sec
694 if Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
then
695 Shots
[i
].Timeout
:= SHOT_FLAME_LIFETIME
697 Shots
[i
].Timeout
:= 550; // ~15 sec
701 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
705 function PlayerHit(Team
: Byte = 0): Boolean;
716 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
and g_Obj_Collide(obj
, @gPlayers
[i
].Obj
) then
719 if (Team
> 0) and (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
721 p
:= g_Player_Get(SpawnerUID
);
723 ChkTeam
:= (p
.Team
= gPlayers
[i
].Team
) xor (Team
= 2);
726 if HitPlayer(gPlayers
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
728 gPlayers
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
729 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
731 g_Game_DelayEvent(DE_BFGHIT
, 1000, SpawnerUID
);
737 function MonsterHit(): Boolean;
742 h
:= High(gMonsters
);
746 if (gMonsters
[i
] <> nil) and gMonsters
[i
].Live
and g_Obj_Collide(obj
, @gMonsters
[i
].Obj
) then
747 if HitMonster(gMonsters
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
749 gMonsters
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
750 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
762 if gAdvCorpses
and (h
<> -1) then
764 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) and
765 g_Obj_Collide(obj
, @gCorpses
[i
].Obj
) then
768 gCorpses
[i
].Damage(d
, (obj
^.Vel
.X
+obj
^.Accel
.X
) div 4,
769 (obj
^.Vel
.Y
+obj
^.Accel
.Y
) div 4);
774 case gGameSettings
.GameMode
of
778 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
795 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
812 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
826 // È â êîíöå ñâîèõ èãðîêîâ
837 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
841 case g_GetUIDType(UID
) of
842 UID_PLAYER
: Result
:= HitPlayer(g_Player_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
843 UID_MONSTER
: Result
:= HitMonster(g_Monsters_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
848 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
850 i
, h
, r
, dx
, dy
, m
, mm
: Integer;
855 g_Triggers_PressC(X
, Y
, rad
, SpawnerUID
, ACTIVATE_SHOT
);
863 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
then
866 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
867 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
869 if dx
> 1000 then dx
:= 1000;
870 if dy
> 1000 then dy
:= 1000;
872 if dx
*dx
+dy
*dy
< r
then
874 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
875 // PLAYER_RECT.Width, PLAYER_RECT.Height);
877 mm
:= Max(abs(dx
), abs(dy
));
878 if mm
= 0 then mm
:= 1;
880 HitPlayer(gPlayers
[i
], (100*(rad
-mm
)) div rad
, (dx
*10) div mm
, (dy
*10) div mm
, SpawnerUID
, HIT_ROCKET
);
881 gPlayers
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
885 h
:= High(gMonsters
);
889 if gMonsters
[i
] <> nil then
892 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
893 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
895 if dx
> 1000 then dx
:= 1000;
896 if dy
> 1000 then dy
:= 1000;
898 if dx
*dx
+dy
*dy
< r
then
900 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
901 // Obj.Rect.Width, Obj.Rect.Height);
903 mm
:= Max(abs(dx
), abs(dy
));
904 if mm
= 0 then mm
:= 1;
906 if gMonsters
[i
].Live
then
907 HitMonster(gMonsters
[i
], ((gMonsters
[i
].Obj
.Rect
.Width
div 4)*10*(rad
-mm
)) div rad
,
908 0, 0, SpawnerUID
, HIT_ROCKET
);
910 gMonsters
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
916 if gAdvCorpses
and (h
<> -1) then
918 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
921 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
922 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
924 if dx
> 1000 then dx
:= 1000;
925 if dy
> 1000 then dy
:= 1000;
927 if dx
*dx
+dy
*dy
< r
then
929 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
930 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
932 mm
:= Max(abs(dx
), abs(dy
));
933 if mm
= 0 then mm
:= 1;
935 Damage(Round(100*(rad
-m
)/rad
), (dx
*10) div mm
, (dy
*10) div mm
);
941 if gAdvGibs
and (h
<> -1) then
943 if gGibs
[i
].Live
then
946 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
947 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
949 if dx
> 1000 then dx
:= 1000;
950 if dy
> 1000 then dy
:= 1000;
952 if dx
*dx
+dy
*dy
< r
then
954 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
955 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
956 _angle
:= GetAngle(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
957 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2), X
, Y
);
959 g_Obj_PushA(@Obj
, Round(15*(rad
-m
)/rad
), _angle
);
964 procedure g_Weapon_Init();
969 procedure g_Weapon_Free();
975 for i
:= 0 to High(Shots
) do
976 if Shots
[i
].ShotType
<> 0 then
977 Shots
[i
].Animation
.Free();
985 procedure g_Weapon_LoadData();
987 e_WriteLog('Loading weapons data...', MSG_NOTIFY
);
989 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD
+':SOUNDS\HITPUNCH');
990 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD
+':SOUNDS\MISSPUNCH');
991 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD
+':SOUNDS\HITBERSERK');
992 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD
+':SOUNDS\MISSBERSERK');
993 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD
+':SOUNDS\SELECTSAW');
994 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD
+':SOUNDS\IDLESAW');
995 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD
+':SOUNDS\HITSAW');
996 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD
+':SOUNDS\FIRESHOTGUN2');
997 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD
+':SOUNDS\FIRESHOTGUN');
998 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD
+':SOUNDS\FIRESAW');
999 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD
+':SOUNDS\FIREROCKET');
1000 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD
+':SOUNDS\FIREPLASMA');
1001 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD
+':SOUNDS\FIREPISTOL');
1002 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD
+':SOUNDS\FIRECGUN');
1003 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD
+':SOUNDS\FIREBFG');
1004 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD
+':SOUNDS\FIRE');
1005 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD
+':SOUNDS\STARTFIREBFG');
1006 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD
+':SOUNDS\EXPLODEROCKET');
1007 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD
+':SOUNDS\EXPLODEBFG');
1008 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD
+':SOUNDS\BFGWATER');
1009 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD
+':SOUNDS\EXPLODEPLASMA');
1010 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD
+':SOUNDS\PLASMAWATER');
1011 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD
+':SOUNDS\FIREBALL');
1012 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD
+':SOUNDS\EXPLODEBALL');
1013 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD
+':SOUNDS\FIREREV');
1014 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD
+':SOUNDS\WORKJETPACK');
1015 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD
+':SOUNDS\STARTJETPACK');
1016 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD
+':SOUNDS\STOPJETPACK');
1017 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD
+':SOUNDS\CASING1');
1018 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD
+':SOUNDS\CASING2');
1019 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD
+':SOUNDS\SHELL1');
1020 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD
+':SOUNDS\SHELL2');
1022 g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD
+':TEXTURES\BROCKET');
1023 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD
+':TEXTURES\BSKELFIRE', 64, 16, 2);
1024 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD
+':TEXTURES\BBFG', 64, 64, 2);
1025 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD
+':TEXTURES\BPLASMA', 16, 16, 2);
1026 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD
+':TEXTURES\BIMPFIRE', 16, 16, 2);
1027 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD
+':TEXTURES\BBSPFIRE', 16, 16, 2);
1028 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD
+':TEXTURES\BCACOFIRE', 16, 16, 2);
1029 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD
+':TEXTURES\BBARONFIRE', 64, 16, 2);
1030 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD
+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
1031 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD
+':TEXTURES\EROCKET', 128, 128, 6);
1032 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD
+':TEXTURES\ESKELFIRE', 64, 64, 3);
1033 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD
+':TEXTURES\EBFG', 128, 128, 6);
1034 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD
+':TEXTURES\EIMPFIRE', 64, 64, 3);
1035 g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD
+':TEXTURES\BFGHIT', 64, 64, 4);
1036 g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD
+':TEXTURES\FIRE', 64, 128, 8);
1037 g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD
+':TEXTURES\FLAME', 32, 32, 11);
1038 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD
+':TEXTURES\EPLASMA', 32, 32, 4, True);
1039 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD
+':TEXTURES\EBSPFIRE', 32, 32, 5);
1040 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD
+':TEXTURES\ECACOFIRE', 64, 64, 3);
1041 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD
+':TEXTURES\EBARONFIRE', 64, 64, 3);
1042 g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD
+':TEXTURES\SMOKE', 32, 32, 10, False);
1044 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+':TEXTURES\EBULLET');
1045 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+':TEXTURES\ESHELL');
1048 procedure g_Weapon_FreeData();
1050 e_WriteLog('Releasing weapons data...', MSG_NOTIFY
);
1052 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1053 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1054 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1055 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1056 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1057 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1058 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1059 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1060 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1061 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1062 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1063 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1064 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1065 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1066 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1067 g_Sound_Delete('SOUND_FIRE');
1068 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1069 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1070 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1071 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1072 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1073 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1074 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1075 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1076 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1077 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1078 g_Sound_Delete('SOUND_PLAYER_JETON');
1079 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1080 g_Sound_Delete('SOUND_PLAYER_CASING1');
1081 g_Sound_Delete('SOUND_PLAYER_CASING2');
1082 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1083 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1085 g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
1086 g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
1087 g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
1088 g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
1089 g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
1090 g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
1091 g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
1092 g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
1093 g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
1094 g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
1095 g_Frames_DeleteByName('FRAMES_BFGHIT');
1096 g_Frames_DeleteByName('FRAMES_FIRE');
1097 g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
1098 g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
1099 g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
1100 g_Frames_DeleteByName('FRAMES_SMOKE');
1101 g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
1102 g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
1105 procedure g_Weapon_gun(x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
1117 t1
, _collide
: Boolean;
1120 a
:= GetAngle(x
, y
, xd
, yd
)+180;
1122 SinCos(DegToRad(-a
), s
, c
);
1124 if Abs(s
) < 0.01 then s
:= 0;
1125 if Abs(c
) < 0.01 then c
:= 0;
1127 x2
:= x
+Round(c
*gMapInfo
.Width
);
1128 y2
:= y
+Round(s
*gMapInfo
.Width
);
1130 t1
:= gWalls
<> nil;
1132 w
:= gMapInfo
.Width
;
1133 h
:= gMapInfo
.Height
;
1140 if (xd
= 0) and (yd
= 0) then Exit
;
1142 if dx
> 0 then xi
:= 1 else if dx
< 0 then xi
:= -1 else xi
:= 0;
1143 if dy
> 0 then yi
:= 1 else if dy
< 0 then yi
:= -1 else yi
:= 0;
1148 if dx
> dy
then d
:= dx
else d
:= dy
;
1150 //blood vel, for Monster.Damage()
1151 //vx := (dx*10 div d)*xi;
1152 //vy := (dy*10 div d)*yi;
1174 if (yy
> h
) or (yy
< 0) then Break
;
1175 if (xx
> w
) or (xx
< 0) then Break
;
1178 if ByteBool(gCollideMap
[yy
, xx
] and MARK_BLOCKED
) then
1181 g_GFX_Spark(xx
-xi
, yy
-yi
, 2+Random(2), 180+a
, 0, 0);
1182 if g_Game_IsServer
and g_Game_IsNet
then
1183 MH_SEND_Effect(xx
-xi
, yy
-yi
, 180+a
, NET_GFX_SPARK
);
1186 if not _collide
then
1187 _collide
:= GunHit(xx
, yy
, xi
*v
, yi
*v
, dmg
, SpawnerUID
, v
<> 0) <> 0;
1193 if CheckTrigger
and g_Game_IsServer
then
1194 g_Triggers_PressL(X
, Y
, xx
-xi
, yy
-yi
, SpawnerUID
, ACTIVATE_SHOT
);
1197 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
1205 obj
.rect
.Width
:= 39;
1206 obj
.rect
.Height
:= 52;
1212 if g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
) <> 0 then
1213 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x
, y
)
1215 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x
, y
);
1218 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
1226 obj
.rect
.Width
:= 32;
1227 obj
.rect
.Height
:= 52;
1233 Result
:= g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
);
1236 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1237 Silent
: Boolean = False);
1243 find_id
:= FindShot()
1247 if Integer(find_id
) >= High(Shots
) then
1248 SetLength(Shots
, find_id
+ 64)
1251 with Shots
[find_id
] do
1255 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
1256 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
1258 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0);
1259 dy
:= -(Obj
.Rect
.Height
div 2);
1261 ShotType
:= WEAPON_ROCKETLAUNCHER
;
1262 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1266 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
1269 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1272 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x
, y
);
1275 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word;
1276 WID
: Integer = -1; Silent
: Boolean = False);
1278 find_id
, FramesID
: DWORD
;
1282 find_id
:= FindShot()
1286 if Integer(find_id
) >= High(Shots
) then
1287 SetLength(Shots
, find_id
+ 64)
1290 with Shots
[find_id
] do
1294 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
1295 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
1297 dx
:= -(Obj
.Rect
.Width
div 2);
1298 dy
:= -(Obj
.Rect
.Height
div 2);
1300 ShotType
:= WEAPON_SKEL_FIRE
;
1301 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1304 target
:= TargetUID
;
1305 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
1306 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1309 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1312 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x
, y
);
1315 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1316 Silent
: Boolean = False);
1318 find_id
, FramesID
: DWORD
;
1322 find_id
:= FindShot()
1326 if Integer(find_id
) >= High(Shots
) then
1327 SetLength(Shots
, find_id
+ 64);
1330 with Shots
[find_id
] do
1334 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
1335 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
1337 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1338 dy
:= -(Obj
.Rect
.Height
div 2);
1340 ShotType
:= WEAPON_PLASMA
;
1341 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1344 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
1345 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1348 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1351 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1354 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1355 Silent
: Boolean = False);
1357 find_id
, FramesID
: DWORD
;
1361 find_id
:= FindShot()
1365 if Integer(find_id
) >= High(Shots
) then
1366 SetLength(Shots
, find_id
+ 64);
1369 with Shots
[find_id
] do
1373 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
1374 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
1376 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1377 dy
:= -(Obj
.Rect
.Height
div 2);
1379 ShotType
:= WEAPON_FLAMETHROWER
;
1380 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1385 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
1388 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1390 // if not Silent then
1391 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1394 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1395 Silent
: Boolean = False);
1397 find_id
, FramesID
: DWORD
;
1401 find_id
:= FindShot()
1405 if Integer(find_id
) >= High(Shots
) then
1406 SetLength(Shots
, find_id
+ 64)
1409 with Shots
[find_id
] do
1413 Obj
.Rect
.Width
:= 16;
1414 Obj
.Rect
.Height
:= 16;
1416 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1417 dy
:= -(Obj
.Rect
.Height
div 2);
1419 ShotType
:= WEAPON_IMP_FIRE
;
1420 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1423 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
1424 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1427 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1430 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1433 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1434 Silent
: Boolean = False);
1436 find_id
, FramesID
: DWORD
;
1440 find_id
:= FindShot()
1444 if Integer(find_id
) >= High(Shots
) then
1445 SetLength(Shots
, find_id
+ 64)
1448 with Shots
[find_id
] do
1452 Obj
.Rect
.Width
:= 16;
1453 Obj
.Rect
.Height
:= 16;
1455 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1456 dy
:= -(Obj
.Rect
.Height
div 2);
1458 ShotType
:= WEAPON_CACO_FIRE
;
1459 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1462 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
1463 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1466 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1469 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1472 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1473 Silent
: Boolean = False);
1475 find_id
, FramesID
: DWORD
;
1479 find_id
:= FindShot()
1483 if Integer(find_id
) >= High(Shots
) then
1484 SetLength(Shots
, find_id
+ 64)
1487 with Shots
[find_id
] do
1491 Obj
.Rect
.Width
:= 32;
1492 Obj
.Rect
.Height
:= 16;
1494 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1495 dy
:= -(Obj
.Rect
.Height
div 2);
1497 ShotType
:= WEAPON_BARON_FIRE
;
1498 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1501 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
1502 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1505 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1508 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1511 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1512 Silent
: Boolean = False);
1514 find_id
, FramesID
: DWORD
;
1518 find_id
:= FindShot()
1522 if Integer(find_id
) >= High(Shots
) then
1523 SetLength(Shots
, find_id
+ 64)
1526 with Shots
[find_id
] do
1530 Obj
.Rect
.Width
:= 16;
1531 Obj
.Rect
.Height
:= 16;
1533 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1534 dy
:= -(Obj
.Rect
.Height
div 2);
1536 ShotType
:= WEAPON_BSP_FIRE
;
1537 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1541 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
1542 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1545 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1548 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1551 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1552 Silent
: Boolean = False);
1554 find_id
, FramesID
: DWORD
;
1558 find_id
:= FindShot()
1562 if Integer(find_id
) >= High(Shots
) then
1563 SetLength(Shots
, find_id
+ 64)
1566 with Shots
[find_id
] do
1570 Obj
.Rect
.Width
:= 32;
1571 Obj
.Rect
.Height
:= 32;
1573 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1574 dy
:= -(Obj
.Rect
.Height
div 2);
1576 ShotType
:= WEAPON_MANCUB_FIRE
;
1577 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1581 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
1582 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1585 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1588 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1591 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1592 Silent
: Boolean = False);
1594 find_id
, FramesID
: DWORD
;
1598 find_id
:= FindShot()
1602 if Integer(find_id
) >= High(Shots
) then
1603 SetLength(Shots
, find_id
+ 64)
1606 with Shots
[find_id
] do
1610 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
1611 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
1613 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1614 dy
:= -(Obj
.Rect
.Height
div 2);
1616 ShotType
:= WEAPON_BFG
;
1617 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1620 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
1621 Animation
:= TAnimation
.Create(FramesID
, True, 6);
1624 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1627 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x
, y
);
1630 procedure g_Weapon_bfghit(x
, y
: Integer);
1635 if g_Frames_Get(ID
, 'FRAMES_BFGHIT') then
1637 Anim
:= TAnimation
.Create(ID
, False, 4);
1638 g_GFX_OnceAnim(x
-32, y
-32, Anim
);
1643 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1644 Silent
: Boolean = False);
1647 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x
, y
);
1649 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
1650 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
1652 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 3, SpawnerUID
, False);
1653 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
1657 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1658 Silent
: Boolean = False);
1661 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x
, y
);
1663 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
1664 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
1665 (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1667 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 2, SpawnerUID
, False);
1668 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
1672 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1673 Silent
: Boolean = False);
1678 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x
, y
);
1682 j
:= Random(17)-8; // -8 .. 8
1683 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 2 <> 0, 1, 0), 3, SpawnerUID
, i
=0);
1687 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1688 Silent
: Boolean = False);
1693 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x
, y
);
1695 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then a
:= 25 else a
:= 20;
1698 j
:= Random(41)-20; // -20 .. 20
1699 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 3 <> 0, 0, 1), 3, SpawnerUID
, i
=0);
1703 procedure g_Weapon_Update();
1705 i
, a
, h
, cx
, cy
, oldvx
, oldvy
, tf
: Integer;
1718 for i
:= 0 to High(Shots
) do
1720 if Shots
[i
].ShotType
= 0 then
1727 Timeout
:= Timeout
- 1;
1730 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
1731 if (Stopped
= 0) and g_Game_IsServer
then
1732 t
:= g_Triggers_PressR(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
,
1733 SpawnerUID
, ACTIVATE_SHOT
, triggers
)
1739 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
1740 if triggers
= nil then
1747 if not InDWArray(t
[a
], triggers
) then
1749 SetLength(triggers
, Length(triggers
)+1);
1750 triggers
[High(triggers
)] := t
[a
];
1755 // Àíèìàöèÿ ñíàðÿäà:
1756 if Animation
<> nil then
1760 spl
:= (ShotType
<> WEAPON_PLASMA
) and
1761 (ShotType
<> WEAPON_BFG
) and
1762 (ShotType
<> WEAPON_BSP_FIRE
) and
1763 (ShotType
<> WEAPON_FLAMETHROWER
);
1766 st
:= g_Obj_Move(@Obj
, False, spl
)
1770 if WordBool(st
and MOVE_FALLOUT
) or (Obj
.X
< -1000) or
1771 (Obj
.X
> gMapInfo
.Width
+1000) or (Obj
.Y
< -1000) then
1773 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
1779 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
1780 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
1783 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
1785 // Âûëåòåëà èç âîäû:
1786 if WordBool(st
and MOVE_HITAIR
) then
1787 g_Obj_SetSpeed(@Obj
, 12);
1789 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
1790 if WordBool(st
and MOVE_INWATER
) then
1791 g_GFX_Bubbles(Obj
.X
+(Obj
.Rect
.Width
div 2),
1792 Obj
.Y
+(Obj
.Rect
.Height
div 2),
1793 1+Random(3), 16, 16)
1795 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
1797 Anim
:= TAnimation
.Create(_id
, False, 3);
1799 g_GFX_OnceAnim(Obj
.X
-14+Random(9),
1800 Obj
.Y
+(Obj
.Rect
.Height
div 2)-20+Random(9),
1801 Anim
, ONCEANIM_SMOKE
);
1805 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1806 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1807 (g_Weapon_Hit(@Obj
, 10, SpawnerUID
, HIT_SOME
, False) <> 0) or
1813 g_Weapon_Explode(cx
, cy
, 60, SpawnerUID
);
1815 if ShotType
= WEAPON_SKEL_FIRE
then
1816 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
1817 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
1819 Anim
:= TAnimation
.Create(TextureID
, False, 8);
1820 Anim
.Blending
:= False;
1821 g_GFX_OnceAnim((Obj
.X
+32)-58, (Obj
.Y
+8)-36, Anim
);
1826 begin // Âçðûâ Ðàêåòû
1827 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
1829 Anim
:= TAnimation
.Create(TextureID
, False, 6);
1830 Anim
.Blending
:= False;
1831 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
1836 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
1841 if ShotType
= WEAPON_SKEL_FIRE
then
1842 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
1843 if GetPos(target
, @o
) then
1844 throw(i
, Obj
.X
, Obj
.Y
,
1845 o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)+o
.Vel
.X
+o
.Accel
.X
,
1846 o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)+o
.Vel
.Y
+o
.Accel
.Y
,
1851 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
1853 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
1854 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
1856 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj
.X
, Obj
.Y
);
1857 if g_Game_IsServer
then CheckTrap(i
, 10, HIT_ELECTRO
);
1863 if (ShotType
= WEAPON_PLASMA
) and
1864 (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
1869 if ShotType
= WEAPON_BSP_FIRE
then
1872 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1873 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1874 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
, False) <> 0) or
1877 if ShotType
= WEAPON_PLASMA
then
1878 s
:= 'FRAMES_EXPLODE_PLASMA'
1880 s
:= 'FRAMES_EXPLODE_BSPFIRE';
1883 if g_Frames_Get(TextureID
, s
) then
1885 Anim
:= TAnimation
.Create(TextureID
, False, 3);
1886 Anim
.Blending
:= False;
1887 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
1891 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
1897 WEAPON_FLAMETHROWER
: // Îãíåìåò
1899 // Ñî âðåìåíåì óìèðàåò
1900 if (Timeout
< 1) then
1906 if WordBool(st
and (MOVE_HITWATER
or MOVE_INWATER
)) then
1908 if WordBool(st
and MOVE_HITWATER
) then
1910 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
1912 Anim
:= TAnimation
.Create(_id
, False, 3);
1914 g_GFX_OnceAnim(cx
-4+Random(8)-(Anim
.Width
div 2),
1915 cy
-4+Random(8)-(Anim
.Height
div 2),
1916 Anim
, ONCEANIM_SMOKE
);
1921 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
1928 Obj
.Accel
.Y
:= Obj
.Accel
.Y
+ 1;
1929 // Ïîïàëè â ñòåíó èëè â âîäó:
1930 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
or MOVE_HITWATER
)) then
1936 if WordBool(st
and MOVE_HITWALL
) then
1937 Stopped
:= MOVE_HITWALL
1938 else if WordBool(st
and MOVE_HITLAND
) then
1939 Stopped
:= MOVE_HITLAND
1940 else if WordBool(st
and MOVE_HITCEIL
) then
1941 Stopped
:= MOVE_HITCEIL
;
1944 a
:= IfThen(Stopped
= 0, 3, 1);
1945 // Åñëè â êîãî-òî ïîïàëè
1946 if g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_FLAME
, False) <> 0 then
1948 // HIT_FLAME ñàì ïîäîææåò
1949 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
1959 if (gTime
mod tf
= 0) then
1961 Anim
:= TAnimation
.Create(TextureID
, False, 2 + Random(2));
1964 MOVE_HITWALL
: g_GFX_OnceAnim(cx
-4+Random(8)-(Anim
.Width
div 2),
1965 cy
-12+Random(24)-(Anim
.Height
div 2),
1966 Anim
, ONCEANIM_SMOKE
);
1967 MOVE_HITLAND
: g_GFX_OnceAnim(cx
-12+Random(24)-(Anim
.Width
div 2),
1968 cy
-10+Random(8)-(Anim
.Height
div 2),
1969 Anim
, ONCEANIM_SMOKE
);
1970 MOVE_HITCEIL
: g_GFX_OnceAnim(cx
-12+Random(24)-(Anim
.Width
div 2),
1971 cy
+6+Random(8)-(Anim
.Height
div 2),
1972 Anim
, ONCEANIM_SMOKE
);
1973 else g_GFX_OnceAnim(cx
-4+Random(8)-(Anim
.Width
div 2),
1974 cy
-4+Random(8)-(Anim
.Height
div 2),
1975 Anim
, ONCEANIM_SMOKE
);
1983 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
1984 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
1986 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj
.X
, Obj
.Y
);
1987 if g_Game_IsServer
then CheckTrap(i
, 1000, HIT_ELECTRO
);
1992 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1993 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1994 (g_Weapon_Hit(@Obj
, SHOT_BFG_DAMAGE
, SpawnerUID
, HIT_BFG
, False) <> 0) or
1998 if g_Game_IsServer
then g_Weapon_BFG9000(cx
, cy
, SpawnerUID
);
2001 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') then
2003 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2004 Anim
.Blending
:= False;
2005 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2009 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2015 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2018 if WordBool(st
and MOVE_HITAIR
) then
2019 g_Obj_SetSpeed(@Obj
, 16);
2022 if ShotType
= WEAPON_IMP_FIRE
then
2025 if ShotType
= WEAPON_CACO_FIRE
then
2030 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2031 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2032 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
) <> 0) or
2035 if ShotType
= WEAPON_IMP_FIRE
then
2036 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2038 if ShotType
= WEAPON_CACO_FIRE
then
2039 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2041 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2044 if g_Frames_Get(TextureID
, s
) then
2046 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2047 Anim
.Blending
:= False;
2048 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2052 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2058 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2061 if WordBool(st
and MOVE_HITAIR
) then
2062 g_Obj_SetSpeed(@Obj
, 16);
2064 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2065 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2066 (g_Weapon_Hit(@Obj
, 40, SpawnerUID
, HIT_SOME
, False) <> 0) or
2070 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2072 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2073 Anim
.Blending
:= False;
2074 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2078 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2083 end; // case ShotType of...
2085 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2086 if (ShotType
= 0) then
2088 if gGameSettings
.GameType
= GT_SERVER
then
2089 MH_SEND_DeleteShot(i
, Obj
.X
, Obj
.Y
, Loud
);
2090 if Animation
<> nil then
2096 else if (ShotType
<> WEAPON_FLAMETHROWER
) and ((oldvx
<> Obj
.Vel
.X
) or (oldvy
<> Obj
.Vel
.Y
)) then
2097 if gGameSettings
.GameType
= GT_SERVER
then
2098 MH_SEND_UpdateShot(i
);
2103 procedure g_Weapon_Draw();
2112 for i
:= 0 to High(Shots
) do
2113 if Shots
[i
].ShotType
<> 0 then
2116 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2117 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2118 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2119 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2120 a
:= -GetAngle2(Obj
.Vel
.X
, Obj
.Vel
.Y
)
2124 p
.X
:= Obj
.Rect
.Width
div 2;
2125 p
.Y
:= Obj
.Rect
.Height
div 2;
2127 if Animation
<> nil then
2129 if (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2130 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2131 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2132 Animation
.DrawEx(Obj
.X
, Obj
.Y
, M_NONE
, p
, a
)
2134 Animation
.Draw(Obj
.X
, Obj
.Y
, M_NONE
);
2136 else if TextureID
<> 0 then
2138 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) then
2139 e_DrawAdv(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False, a
, @p
, M_NONE
)
2140 else if (Shots
[i
].ShotType
<> WEAPON_FLAMETHROWER
) then
2141 e_Draw(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False);
2144 if g_debug_Frames
then
2146 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
2148 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
2149 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
2155 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
2164 for a
:= 0 to High(Shots
) do
2165 if (Shots
[a
].ShotType
<> 0) and (Shots
[a
].SpawnerUID
<> UID
) then
2166 if ((Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
> 0) and (Shots
[a
].Obj
.X
< X
)) or
2167 (Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
< 0) and (Shots
[a
].Obj
.X
> X
) then
2168 if (Abs(X
-Shots
[a
].Obj
.X
) < Abs(Shots
[a
].Obj
.Vel
.X
*Time
)) and
2169 g_Collide(X
, Y
, Width
, Height
, X
, Shots
[a
].Obj
.Y
,
2170 Shots
[a
].Obj
.Rect
.Width
, Shots
[a
].Obj
.Rect
.Height
) and
2171 g_TraceVector(X
, Y
, Shots
[a
].Obj
.X
, Shots
[a
].Obj
.Y
) then
2178 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
2180 count
, i
, j
: Integer;
2183 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ:
2185 if Shots
<> nil then
2186 for i
:= 0 to High(Shots
) do
2187 if Shots
[i
].ShotType
<> 0 then
2190 Mem
:= TBinMemoryWriter
.Create((count
+1) * 80);
2192 // Êîëè÷åñòâî ñíàðÿäîâ:
2193 Mem
.WriteInt(count
);
2198 for i
:= 0 to High(Shots
) do
2199 if Shots
[i
].ShotType
<> 0 then
2201 // Ñèãíàòóðà ñíàðÿäà:
2202 dw
:= SHOT_SIGNATURE
; // 'SHOT'
2205 Mem
.WriteByte(Shots
[i
].ShotType
);
2207 Mem
.WriteWord(Shots
[i
].Target
);
2209 Mem
.WriteWord(Shots
[i
].SpawnerUID
);
2210 // Ðàçìåð ïîëÿ Triggers:
2211 dw
:= Length(Shots
[i
].Triggers
);
2213 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2214 for j
:= 0 to Integer(dw
)-1 do
2215 Mem
.WriteDWORD(Shots
[i
].Triggers
[j
]);
2217 Obj_SaveState(@Shots
[i
].Obj
, Mem
);
2218 // Êîñòûëèíà åáàíàÿ:
2219 Mem
.WriteByte(Shots
[i
].Stopped
);
2223 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
2225 count
, i
, j
: Integer;
2231 // Êîëè÷åñòâî ñíàðÿäîâ:
2234 SetLength(Shots
, count
);
2239 for i
:= 0 to count
-1 do
2241 // Ñèãíàòóðà ñíàðÿäà:
2243 if dw
<> SHOT_SIGNATURE
then // 'SHOT'
2245 raise EBinSizeError
.Create('g_Weapons_LoadState: Wrong Shot Signature');
2248 Mem
.ReadByte(Shots
[i
].ShotType
);
2250 Mem
.ReadWord(Shots
[i
].Target
);
2252 Mem
.ReadWord(Shots
[i
].SpawnerUID
);
2253 // Ðàçìåð ïîëÿ Triggers:
2255 SetLength(Shots
[i
].Triggers
, dw
);
2256 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2257 for j
:= 0 to Integer(dw
)-1 do
2258 Mem
.ReadDWORD(Shots
[i
].Triggers
[j
]);
2260 Obj_LoadState(@Shots
[i
].Obj
, Mem
);
2261 // Êîñòûëèíà åáàíàÿ:
2262 Mem
.ReadByte(Shots
[i
].Stopped
);
2264 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè:
2265 Shots
[i
].TextureID
:= DWORD(-1);
2266 Shots
[i
].Animation
:= nil;
2268 case Shots
[i
].ShotType
of
2269 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
:
2271 g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots
[i
].TextureID
);
2275 g_Frames_Get(dw
, 'FRAMES_WEAPON_PLASMA');
2276 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 5);
2280 g_Frames_Get(dw
, 'FRAMES_WEAPON_BFG');
2281 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 6);
2285 g_Frames_Get(dw
, 'FRAMES_WEAPON_IMPFIRE');
2286 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2290 g_Frames_Get(dw
, 'FRAMES_WEAPON_BSPFIRE');
2291 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2295 g_Frames_Get(dw
, 'FRAMES_WEAPON_CACOFIRE');
2296 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2300 g_Frames_Get(dw
, 'FRAMES_WEAPON_BARONFIRE');
2301 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2305 g_Frames_Get(dw
, 'FRAMES_WEAPON_MANCUBFIRE');
2306 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2312 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
2320 if (I
> High(Shots
)) or (I
< 0) then Exit
;
2324 if ShotType
= 0 then Exit
;
2327 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2328 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2331 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2335 if ShotType
= WEAPON_SKEL_FIRE
then
2336 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2337 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2339 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2340 Anim
.Blending
:= False;
2341 g_GFX_OnceAnim((Obj
.X
+32)-32, (Obj
.Y
+8)-32, Anim
);
2346 begin // Âçðûâ Ðàêåòû
2347 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2349 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2350 Anim
.Blending
:= False;
2351 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2355 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2359 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2361 if ShotType
= WEAPON_PLASMA
then
2362 s
:= 'FRAMES_EXPLODE_PLASMA'
2364 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2366 if g_Frames_Get(TextureID
, s
) and loud
then
2368 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2369 Anim
.Blending
:= False;
2370 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2373 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2380 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') and Loud
then
2382 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2383 Anim
.Blending
:= False;
2384 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2387 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2391 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2393 if ShotType
= WEAPON_IMP_FIRE
then
2394 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2396 if ShotType
= WEAPON_CACO_FIRE
then
2397 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2399 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2401 if g_Frames_Get(TextureID
, s
) and Loud
then
2403 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2404 Anim
.Blending
:= False;
2405 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2408 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2412 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2414 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') and Loud
then
2416 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2417 Anim
.Blending
:= False;
2418 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2421 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2424 end; // case ShotType of...