1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_textures
, g_basic
, e_graphics
, g_phys
, BinEditor
;
44 Animation
: TAnimation
;
49 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
54 Shots
: array of TShot
= nil;
55 LastShotID
: Integer = 0;
57 procedure g_Weapon_LoadData();
58 procedure g_Weapon_FreeData();
59 procedure g_Weapon_Init();
60 procedure g_Weapon_Free();
61 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
62 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
63 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
65 procedure g_Weapon_gun(x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
66 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
67 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
68 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
69 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
70 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
71 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
72 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
73 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
74 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
75 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
76 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
77 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
78 procedure g_Weapon_bfghit(x
, y
: Integer);
79 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
80 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
81 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
82 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
84 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
85 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
86 procedure g_Weapon_Update();
87 procedure g_Weapon_Draw();
88 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
89 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
91 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
92 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
94 procedure g_Weapon_AddDynLights();
103 WEAPON_ROCKETLAUNCHER
= 6;
106 WEAPON_SUPERPULEMET
= 9;
107 WEAPON_FLAMETHROWER
= 10;
108 WEAPON_ZOMBY_PISTOL
= 20;
109 WEAPON_IMP_FIRE
= 21;
110 WEAPON_BSP_FIRE
= 22;
111 WEAPON_CACO_FIRE
= 23;
112 WEAPON_BARON_FIRE
= 24;
113 WEAPON_MANCUB_FIRE
= 25;
114 WEAPON_SKEL_FIRE
= 26;
116 WP_FIRST
= WEAPON_KASTET
;
117 WP_LAST
= WEAPON_FLAMETHROWER
;
122 Math
, g_map
, g_player
, g_gfx
, g_sound
, g_main
,
123 g_console
, SysUtils
, g_options
, g_game
,
124 g_triggers
, MAPDEF
, e_log
, g_monsters
, g_saveload
,
125 g_language
, g_netmsg
;
135 SHOT_ROCKETLAUNCHER_WIDTH
= 14;
136 SHOT_ROCKETLAUNCHER_HEIGHT
= 14;
138 SHOT_SKELFIRE_WIDTH
= 14;
139 SHOT_SKELFIRE_HEIGHT
= 14;
141 SHOT_PLASMA_WIDTH
= 16;
142 SHOT_PLASMA_HEIGHT
= 16;
145 SHOT_BFG_HEIGHT
= 32;
146 SHOT_BFG_DAMAGE
= 100;
147 SHOT_BFG_RADIUS
= 256;
149 SHOT_FLAME_WIDTH
= 4;
150 SHOT_FLAME_HEIGHT
= 4;
151 SHOT_FLAME_LIFETIME
= 180;
153 SHOT_SIGNATURE
= $544F4853; // 'SHOT'
156 WaterMap
: array of array of DWORD
= nil;
158 function FindShot(): DWORD
;
163 for i
:= 0 to High(Shots
) do
164 if Shots
[i
].ShotType
= 0 then
167 LastShotID
:= Result
;
173 SetLength(Shots
, 128);
178 Result
:= High(Shots
) + 1;
179 SetLength(Shots
, Length(Shots
) + 128);
181 LastShotID
:= Result
;
184 procedure CreateWaterMap();
186 WaterArray
: Array of TWaterPanel
;
193 SetLength(WaterArray
, Length(gWater
));
195 for a
:= 0 to High(gWater
) do
197 WaterArray
[a
].X
:= gWater
[a
].X
;
198 WaterArray
[a
].Y
:= gWater
[a
].Y
;
199 WaterArray
[a
].Width
:= gWater
[a
].Width
;
200 WaterArray
[a
].Height
:= gWater
[a
].Height
;
201 WaterArray
[a
].Active
:= True;
204 g_Game_SetLoadingText(_lc
[I_LOAD_WATER_MAP
], High(WaterArray
), False);
206 for a
:= 0 to High(WaterArray
) do
207 if WaterArray
[a
].Active
then
209 WaterArray
[a
].Active
:= False;
210 m
:= Length(WaterMap
);
211 SetLength(WaterMap
, m
+1);
212 SetLength(WaterMap
[m
], 1);
219 for b
:= 0 to High(WaterArray
) do
220 if WaterArray
[b
].Active
then
221 for c
:= 0 to High(WaterMap
[m
]) do
222 if g_CollideAround(WaterArray
[b
].X
,
225 WaterArray
[b
].Height
,
226 WaterArray
[WaterMap
[m
][c
]].X
,
227 WaterArray
[WaterMap
[m
][c
]].Y
,
228 WaterArray
[WaterMap
[m
][c
]].Width
,
229 WaterArray
[WaterMap
[m
][c
]].Height
) then
231 WaterArray
[b
].Active
:= False;
232 SetLength(WaterMap
[m
],
233 Length(WaterMap
[m
])+1);
234 WaterMap
[m
][High(WaterMap
[m
])] := b
;
240 g_Game_StepLoading();
246 procedure CheckTrap(ID
: DWORD
; dm
: Integer; t
: Byte);
248 a
, b
, c
, d
, i1
, i2
: Integer;
252 function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean;
254 result := false; // don't stop
255 if mon.Live and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, mn)) and (i2 < 1023) then //FIXME
263 function monsWaterCheck (monidx
: Integer; mon
: TMonster
): Boolean;
265 result
:= false; // don't stop
266 if (not InWArray(monidx
, mn
)) and (i2
< 1023) then //FIXME
274 if (gWater
= nil) or (WaterMap
= nil) then Exit
;
281 for d
:= 0 to 1023 do pl
[d
] := $FFFF;
282 for d
:= 0 to 1023 do mn
[d
] := $FFFF;
284 for a
:= 0 to High(WaterMap
) do
285 for b
:= 0 to High(WaterMap
[a
]) do
287 if not g_Obj_Collide(gWater
[WaterMap
[a
][b
]].X
, gWater
[WaterMap
[a
][b
]].Y
,
288 gWater
[WaterMap
[a
][b
]].Width
, gWater
[WaterMap
[a
][b
]].Height
,
289 @Shots
[ID
].Obj
) then Continue
;
291 for c
:= 0 to High(WaterMap
[a
]) do
293 if gPlayers
<> nil then
295 for d
:= 0 to High(gPlayers
) do
296 if (gPlayers
[d
] <> nil) and (gPlayers
[d
].Live
) then
297 if gPlayers
[d
].Collide(gWater
[WaterMap
[a
][c
]]) then
298 if not InWArray(d
, pl
) then
306 //g_Mons_ForEach(monsWaterCheck);
307 g_Mons_ForEachAtAlive(
308 gWater
[WaterMap
[a
][c
]].X
, gWater
[WaterMap
[a
][c
]].Y
,
309 gWater
[WaterMap
[a
][c
]].Width
, gWater
[WaterMap
[a
][c
]].Height
,
315 for d
:= 0 to i1
do gPlayers
[pl
[d
]].Damage(dm
, Shots
[ID
].SpawnerUID
, 0, 0, t
);
320 for d
:= 0 to i2
do g_Mons_ByIdx(mn
[d
]).Damage(dm
, 0, 0, Shots
[ID
].SpawnerUID
, t
);
328 function HitMonster(m
: TMonster
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
335 tt
:= g_GetUIDType(SpawnerUID
);
336 if tt
= UID_MONSTER
then
338 mon
:= g_Monsters_ByUID(SpawnerUID
);
340 mt
:= g_Monsters_ByUID(SpawnerUID
).MonsterType
347 if m
= nil then Exit
;
348 if m
.UID
= SpawnerUID
then
350 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
351 if (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
353 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
354 if (m
.MonsterType
= MONSTER_CYBER
) or
355 (m
.MonsterType
= MONSTER_BARREL
) then
362 if tt
= UID_MONSTER
then
364 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
365 if (mt
= MONSTER_SOUL
) and (m
.MonsterType
= MONSTER_PAIN
) then
368 // Îáà ìîíñòðà îäíîãî âèäà:
369 if mt
= m
.MonsterType
then
371 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
372 MONSTER_SOUL
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
373 Exit
; // Ýòè íå áüþò ñâîèõ
377 if g_Game_IsServer
then
379 if (t
<> HIT_FLAME
) or (m
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
380 Result
:= m
.Damage(d
, vx
, vy
, SpawnerUID
, t
)
383 if t
= HIT_FLAME
then
384 m
.CatchFire(SpawnerUID
);
390 function HitPlayer(p
: TPlayer
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
394 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
395 if (p
.UID
= SpawnerUID
) and (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
398 if g_Game_IsServer
then
400 if (t
<> HIT_FLAME
) or (p
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
401 p
.Damage(d
, SpawnerUID
, vx
, vy
, t
);
402 if (t
= HIT_FLAME
) then
403 p
.CatchFire(SpawnerUID
);
409 function GunHit(X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer;
410 SpawnerUID
: Word; AllowPush
: Boolean): Byte;
412 {function monsCheck (monidx: Integer; mon: TMonster): Boolean;
414 result := false; // don't stop
415 if mon.Live and mon.Collide(X, Y) then
417 if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
419 if AllowPush then mon.Push(vx, vy);
425 function monsCheck (monidx
: Integer; mon
: TMonster
): Boolean;
427 result
:= false; // don't stop
428 if HitMonster(mon
, dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
430 if AllowPush
then mon
.Push(vx
, vy
);
444 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
and gPlayers
[i
].Collide(X
, Y
) then
445 if HitPlayer(gPlayers
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
447 if AllowPush
then gPlayers
[i
].Push(vx
, vy
);
451 if Result
<> 0 then Exit
;
453 //if g_Mons_ForEach(monsCheck) then result := 2;
454 if g_Mons_ForEachAtAlive(X
, Y
, 1, 1, monsCheck
) then result
:= 2;
457 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
459 function monsCheck (monidx
: Integer; mon
: TMonster
): Boolean;
461 result
:= false; // don't stop
462 if (mon
<> nil) and (mon
.Live
) and (mon
.UID
<> SpawnerUID
) then
466 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
467 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
468 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
469 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
471 if HitMonster(mon
, 50, 0, 0, SpawnerUID
, HIT_SOME
) then mon
.BFGHit();
483 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
487 if gAdvCorpses
and (h
<> -1) then
489 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
491 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
492 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
493 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
494 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
497 g_Weapon_BFGHit(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
498 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2));
502 pl
:= g_Player_Get(SpawnerUID
);
510 if (gPlayers
[i
] <> nil) and (gPlayers
[i
].Live
) and (gPlayers
[i
].UID
<> SpawnerUID
) then
512 if (g_PatchLength(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
513 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
514 g_TraceVector(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
515 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) then
517 if (st
= TEAM_NONE
) or (st
<> gPlayers
[i
].Team
) then
518 b
:= HitPlayer(gPlayers
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
)
520 b
:= HitPlayer(gPlayers
[i
], 25, 0, 0, SpawnerUID
, HIT_SOME
);
522 gPlayers
[i
].BFGHit();
525 g_Mons_ForEach(monsCheck
);
528 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
530 find_id
, FramesID
: DWORD
;
533 find_id
:= FindShot()
537 if Integer(find_id
) >= High(Shots
) then
538 SetLength(Shots
, find_id
+ 64)
542 WEAPON_ROCKETLAUNCHER
:
544 with Shots
[find_id
] do
548 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
549 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
553 ShotType
:= WEAPON_ROCKETLAUNCHER
;
554 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
560 with Shots
[find_id
] do
564 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
565 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
568 ShotType
:= WEAPON_PLASMA
;
569 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
570 Animation
:= TAnimation
.Create(FramesID
, True, 5);
576 with Shots
[find_id
] do
580 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
581 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
584 ShotType
:= WEAPON_BFG
;
585 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
586 Animation
:= TAnimation
.Create(FramesID
, True, 6);
592 with Shots
[find_id
] do
596 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
597 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
600 ShotType
:= WEAPON_FLAMETHROWER
;
603 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
609 with Shots
[find_id
] do
613 Obj
.Rect
.Width
:= 16;
614 Obj
.Rect
.Height
:= 16;
617 ShotType
:= WEAPON_IMP_FIRE
;
618 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
619 Animation
:= TAnimation
.Create(FramesID
, True, 4);
625 with Shots
[find_id
] do
629 Obj
.Rect
.Width
:= 16;
630 Obj
.Rect
.Height
:= 16;
633 ShotType
:= WEAPON_CACO_FIRE
;
634 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
635 Animation
:= TAnimation
.Create(FramesID
, True, 4);
641 with Shots
[find_id
] do
645 Obj
.Rect
.Width
:= 32;
646 Obj
.Rect
.Height
:= 32;
649 ShotType
:= WEAPON_MANCUB_FIRE
;
650 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
651 Animation
:= TAnimation
.Create(FramesID
, True, 4);
657 with Shots
[find_id
] do
661 Obj
.Rect
.Width
:= 32;
662 Obj
.Rect
.Height
:= 16;
665 ShotType
:= WEAPON_BARON_FIRE
;
666 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
667 Animation
:= TAnimation
.Create(FramesID
, True, 4);
673 with Shots
[find_id
] do
677 Obj
.Rect
.Width
:= 16;
678 Obj
.Rect
.Height
:= 16;
681 ShotType
:= WEAPON_BSP_FIRE
;
682 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
683 Animation
:= TAnimation
.Create(FramesID
, True, 4);
689 with Shots
[find_id
] do
693 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
694 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
697 ShotType
:= WEAPON_SKEL_FIRE
;
699 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
700 Animation
:= TAnimation
.Create(FramesID
, True, 5);
705 Shots
[find_id
].Obj
.X
:= X
;
706 Shots
[find_id
].Obj
.Y
:= Y
;
707 Shots
[find_id
].Obj
.Vel
.X
:= XV
;
708 Shots
[find_id
].Obj
.Vel
.Y
:= YV
;
709 Shots
[find_id
].Obj
.Accel
.X
:= 0;
710 Shots
[find_id
].Obj
.Accel
.Y
:= 0;
711 Shots
[find_id
].SpawnerUID
:= Spawner
;
712 if (ShotType
= WEAPON_FLAMETHROWER
) and (XV
= 0) and (YV
= 0) then
713 Shots
[find_id
].Stopped
:= 255
715 Shots
[find_id
].Stopped
:= 0;
719 procedure throw(i
, x
, y
, xd
, yd
, s
: Integer);
726 a
:= Max(Abs(xd
), Abs(yd
));
732 Shots
[i
].Obj
.Vel
.X
:= (xd
*s
) div a
;
733 Shots
[i
].Obj
.Vel
.Y
:= (yd
*s
) div a
;
734 Shots
[i
].Obj
.Accel
.X
:= 0;
735 Shots
[i
].Obj
.Accel
.Y
:= 0;
736 Shots
[i
].Stopped
:= 0;
737 if Shots
[i
].ShotType
in [WEAPON_ROCKETLAUNCHER
, WEAPON_BFG
] then
738 Shots
[i
].Timeout
:= 900 // ~25 sec
741 if Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
then
742 Shots
[i
].Timeout
:= SHOT_FLAME_LIFETIME
744 Shots
[i
].Timeout
:= 550; // ~15 sec
748 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
752 function PlayerHit(Team
: Byte = 0): Boolean;
763 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
and g_Obj_Collide(obj
, @gPlayers
[i
].Obj
) then
766 if (Team
> 0) and (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
768 p
:= g_Player_Get(SpawnerUID
);
770 ChkTeam
:= (p
.Team
= gPlayers
[i
].Team
) xor (Team
= 2);
773 if HitPlayer(gPlayers
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
775 if t
<> HIT_FLAME
then
776 gPlayers
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
777 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
779 g_Game_DelayEvent(DE_BFGHIT
, 1000, SpawnerUID
);
786 function monsCheckHit (monidx
: Integer; mon
: TMonster
): Boolean;
788 result
:= false; // don't stop
789 if (mon
<> nil) and mon
.Live
and g_Obj_Collide(obj
, @mon
.Obj
) then
791 if HitMonster(mon
, d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
793 if (t
<> HIT_FLAME
) then
795 mon
.Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
796 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
803 function MonsterHit(): Boolean;
805 result
:= g_Mons_ForEach(monsCheckHit
);
815 if gAdvCorpses
and (h
<> -1) then
817 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) and
818 g_Obj_Collide(obj
, @gCorpses
[i
].Obj
) then
821 gCorpses
[i
].Damage(d
, (obj
^.Vel
.X
+obj
^.Accel
.X
) div 4,
822 (obj
^.Vel
.Y
+obj
^.Accel
.Y
) div 4);
827 case gGameSettings
.GameMode
of
831 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
848 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
865 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
879 // È â êîíöå ñâîèõ èãðîêîâ
890 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
894 case g_GetUIDType(UID
) of
895 UID_PLAYER
: Result
:= HitPlayer(g_Player_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
896 UID_MONSTER
: Result
:= HitMonster(g_Monsters_ByUID(UID
), d
, 0, 0, SpawnerUID
, t
);
901 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
905 function monsExCheck (monidx
: Integer; mon
: TMonster
): Boolean;
909 result
:= false; // don't stop
914 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
915 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
917 if dx
> 1000 then dx
:= 1000;
918 if dy
> 1000 then dy
:= 1000;
920 if (dx
*dx
+dy
*dy
< r
) then
922 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
924 mm
:= Max(abs(dx
), abs(dy
));
925 if mm
= 0 then mm
:= 1;
928 HitMonster(mon
, ((mon
.Obj
.Rect
.Width
div 4)*10*(rad
-mm
)) div rad
,
929 0, 0, SpawnerUID
, HIT_ROCKET
);
931 mon
.Push((dx
*7) div mm
, (dy
*7) div mm
);
938 i
, h
, dx
, dy
, m
, mm
: Integer;
944 g_Triggers_PressC(X
, Y
, rad
, SpawnerUID
, ACTIVATE_SHOT
);
952 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
then
955 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
956 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
958 if dx
> 1000 then dx
:= 1000;
959 if dy
> 1000 then dy
:= 1000;
961 if dx
*dx
+dy
*dy
< r
then
963 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
964 // PLAYER_RECT.Width, PLAYER_RECT.Height);
966 mm
:= Max(abs(dx
), abs(dy
));
967 if mm
= 0 then mm
:= 1;
969 HitPlayer(gPlayers
[i
], (100*(rad
-mm
)) div rad
, (dx
*10) div mm
, (dy
*10) div mm
, SpawnerUID
, HIT_ROCKET
);
970 gPlayers
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
974 g_Mons_ForEach(monsExCheck
);
979 if gAdvCorpses
and (h
<> -1) then
981 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
984 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
985 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
987 if dx
> 1000 then dx
:= 1000;
988 if dy
> 1000 then dy
:= 1000;
990 if dx
*dx
+dy
*dy
< r
then
992 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
993 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
995 mm
:= Max(abs(dx
), abs(dy
));
996 if mm
= 0 then mm
:= 1;
998 Damage(Round(100*(rad
-m
)/rad
), (dx
*10) div mm
, (dy
*10) div mm
);
1004 if gAdvGibs
and (h
<> -1) then
1006 if gGibs
[i
].Live
then
1009 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1010 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1012 if dx
> 1000 then dx
:= 1000;
1013 if dy
> 1000 then dy
:= 1000;
1015 if dx
*dx
+dy
*dy
< r
then
1017 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1018 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1019 _angle
:= GetAngle(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
1020 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2), X
, Y
);
1022 g_Obj_PushA(@Obj
, Round(15*(rad
-m
)/rad
), _angle
);
1023 positionChanged(); // this updates spatial accelerators
1028 procedure g_Weapon_Init();
1033 procedure g_Weapon_Free();
1037 if Shots
<> nil then
1039 for i
:= 0 to High(Shots
) do
1040 if Shots
[i
].ShotType
<> 0 then
1041 Shots
[i
].Animation
.Free();
1049 procedure g_Weapon_LoadData();
1051 e_WriteLog('Loading weapons data...', MSG_NOTIFY
);
1053 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD
+':SOUNDS\HITPUNCH');
1054 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD
+':SOUNDS\MISSPUNCH');
1055 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD
+':SOUNDS\HITBERSERK');
1056 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD
+':SOUNDS\MISSBERSERK');
1057 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD
+':SOUNDS\SELECTSAW');
1058 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD
+':SOUNDS\IDLESAW');
1059 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD
+':SOUNDS\HITSAW');
1060 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD
+':SOUNDS\FIRESHOTGUN2');
1061 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD
+':SOUNDS\FIRESHOTGUN');
1062 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD
+':SOUNDS\FIRESAW');
1063 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD
+':SOUNDS\FIREROCKET');
1064 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD
+':SOUNDS\FIREPLASMA');
1065 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD
+':SOUNDS\FIREPISTOL');
1066 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD
+':SOUNDS\FIRECGUN');
1067 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD
+':SOUNDS\FIREBFG');
1068 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD
+':SOUNDS\FIRE');
1069 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD
+':SOUNDS\STARTFIREBFG');
1070 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD
+':SOUNDS\EXPLODEROCKET');
1071 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD
+':SOUNDS\EXPLODEBFG');
1072 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD
+':SOUNDS\BFGWATER');
1073 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD
+':SOUNDS\EXPLODEPLASMA');
1074 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD
+':SOUNDS\PLASMAWATER');
1075 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD
+':SOUNDS\FIREBALL');
1076 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD
+':SOUNDS\EXPLODEBALL');
1077 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD
+':SOUNDS\FIREREV');
1078 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD
+':SOUNDS\WORKJETPACK');
1079 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD
+':SOUNDS\STARTJETPACK');
1080 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD
+':SOUNDS\STOPJETPACK');
1081 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD
+':SOUNDS\CASING1');
1082 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD
+':SOUNDS\CASING2');
1083 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD
+':SOUNDS\SHELL1');
1084 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD
+':SOUNDS\SHELL2');
1086 g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD
+':TEXTURES\BROCKET');
1087 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD
+':TEXTURES\BSKELFIRE', 64, 16, 2);
1088 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD
+':TEXTURES\BBFG', 64, 64, 2);
1089 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD
+':TEXTURES\BPLASMA', 16, 16, 2);
1090 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD
+':TEXTURES\BIMPFIRE', 16, 16, 2);
1091 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD
+':TEXTURES\BBSPFIRE', 16, 16, 2);
1092 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD
+':TEXTURES\BCACOFIRE', 16, 16, 2);
1093 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD
+':TEXTURES\BBARONFIRE', 64, 16, 2);
1094 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD
+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
1095 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD
+':TEXTURES\EROCKET', 128, 128, 6);
1096 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD
+':TEXTURES\ESKELFIRE', 64, 64, 3);
1097 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD
+':TEXTURES\EBFG', 128, 128, 6);
1098 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD
+':TEXTURES\EIMPFIRE', 64, 64, 3);
1099 g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD
+':TEXTURES\BFGHIT', 64, 64, 4);
1100 g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD
+':TEXTURES\FIRE', 64, 128, 8);
1101 g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD
+':TEXTURES\FLAME', 32, 32, 11);
1102 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD
+':TEXTURES\EPLASMA', 32, 32, 4, True);
1103 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD
+':TEXTURES\EBSPFIRE', 32, 32, 5);
1104 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD
+':TEXTURES\ECACOFIRE', 64, 64, 3);
1105 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD
+':TEXTURES\EBARONFIRE', 64, 64, 3);
1106 g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD
+':TEXTURES\SMOKE', 32, 32, 10, False);
1108 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+':TEXTURES\EBULLET');
1109 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+':TEXTURES\ESHELL');
1112 procedure g_Weapon_FreeData();
1114 e_WriteLog('Releasing weapons data...', MSG_NOTIFY
);
1116 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1117 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1118 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1119 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1120 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1121 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1122 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1123 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1124 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1125 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1126 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1127 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1128 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1129 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1130 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1131 g_Sound_Delete('SOUND_FIRE');
1132 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1133 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1134 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1135 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1136 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1137 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1138 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1139 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1140 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1141 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1142 g_Sound_Delete('SOUND_PLAYER_JETON');
1143 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1144 g_Sound_Delete('SOUND_PLAYER_CASING1');
1145 g_Sound_Delete('SOUND_PLAYER_CASING2');
1146 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1147 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1149 g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
1150 g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
1151 g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
1152 g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
1153 g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
1154 g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
1155 g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
1156 g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
1157 g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
1158 g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
1159 g_Frames_DeleteByName('FRAMES_BFGHIT');
1160 g_Frames_DeleteByName('FRAMES_FIRE');
1161 g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
1162 g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
1163 g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
1164 g_Frames_DeleteByName('FRAMES_SMOKE');
1165 g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
1166 g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
1169 procedure g_Weapon_gun(x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
1181 t1
, _collide
: Boolean;
1184 a
:= GetAngle(x
, y
, xd
, yd
)+180;
1186 SinCos(DegToRad(-a
), s
, c
);
1188 if Abs(s
) < 0.01 then s
:= 0;
1189 if Abs(c
) < 0.01 then c
:= 0;
1191 x2
:= x
+Round(c
*gMapInfo
.Width
);
1192 y2
:= y
+Round(s
*gMapInfo
.Width
);
1194 t1
:= gWalls
<> nil;
1196 w
:= gMapInfo
.Width
;
1197 h
:= gMapInfo
.Height
;
1204 if (xd
= 0) and (yd
= 0) then Exit
;
1206 if dx
> 0 then xi
:= 1 else if dx
< 0 then xi
:= -1 else xi
:= 0;
1207 if dy
> 0 then yi
:= 1 else if dy
< 0 then yi
:= -1 else yi
:= 0;
1212 if dx
> dy
then d
:= dx
else d
:= dy
;
1214 //blood vel, for Monster.Damage()
1215 //vx := (dx*10 div d)*xi;
1216 //vy := (dy*10 div d)*yi;
1238 if (yy
> h
) or (yy
< 0) then Break
;
1239 if (xx
> w
) or (xx
< 0) then Break
;
1242 if ByteBool(gCollideMap
[yy
, xx
] and MARK_BLOCKED
) then
1245 g_GFX_Spark(xx
-xi
, yy
-yi
, 2+Random(2), 180+a
, 0, 0);
1246 if g_Game_IsServer
and g_Game_IsNet
then
1247 MH_SEND_Effect(xx
-xi
, yy
-yi
, 180+a
, NET_GFX_SPARK
);
1250 if not _collide
then
1251 _collide
:= GunHit(xx
, yy
, xi
*v
, yi
*v
, dmg
, SpawnerUID
, v
<> 0) <> 0;
1257 if CheckTrigger
and g_Game_IsServer
then
1258 g_Triggers_PressL(X
, Y
, xx
-xi
, yy
-yi
, SpawnerUID
, ACTIVATE_SHOT
);
1261 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
1269 obj
.rect
.Width
:= 39;
1270 obj
.rect
.Height
:= 52;
1276 if g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
) <> 0 then
1277 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x
, y
)
1279 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x
, y
);
1282 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
1290 obj
.rect
.Width
:= 32;
1291 obj
.rect
.Height
:= 52;
1297 Result
:= g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
);
1300 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1301 Silent
: Boolean = False);
1307 find_id
:= FindShot()
1311 if Integer(find_id
) >= High(Shots
) then
1312 SetLength(Shots
, find_id
+ 64)
1315 with Shots
[find_id
] do
1319 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
1320 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
1322 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0);
1323 dy
:= -(Obj
.Rect
.Height
div 2);
1325 ShotType
:= WEAPON_ROCKETLAUNCHER
;
1326 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1330 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
1333 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1336 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x
, y
);
1339 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word;
1340 WID
: Integer = -1; Silent
: Boolean = False);
1342 find_id
, FramesID
: DWORD
;
1346 find_id
:= FindShot()
1350 if Integer(find_id
) >= High(Shots
) then
1351 SetLength(Shots
, find_id
+ 64)
1354 with Shots
[find_id
] do
1358 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
1359 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
1361 dx
:= -(Obj
.Rect
.Width
div 2);
1362 dy
:= -(Obj
.Rect
.Height
div 2);
1364 ShotType
:= WEAPON_SKEL_FIRE
;
1365 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1368 target
:= TargetUID
;
1369 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
1370 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1373 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1376 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x
, y
);
1379 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1380 Silent
: Boolean = False);
1382 find_id
, FramesID
: DWORD
;
1386 find_id
:= FindShot()
1390 if Integer(find_id
) >= High(Shots
) then
1391 SetLength(Shots
, find_id
+ 64);
1394 with Shots
[find_id
] do
1398 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
1399 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
1401 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1402 dy
:= -(Obj
.Rect
.Height
div 2);
1404 ShotType
:= WEAPON_PLASMA
;
1405 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1408 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
1409 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1412 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1415 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1418 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1419 Silent
: Boolean = False);
1425 find_id
:= FindShot()
1429 if Integer(find_id
) >= High(Shots
) then
1430 SetLength(Shots
, find_id
+ 64);
1433 with Shots
[find_id
] do
1437 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
1438 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
1440 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1441 dy
:= -(Obj
.Rect
.Height
div 2);
1443 ShotType
:= WEAPON_FLAMETHROWER
;
1444 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1449 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
1452 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1454 // if not Silent then
1455 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1458 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1459 Silent
: Boolean = False);
1461 find_id
, FramesID
: DWORD
;
1465 find_id
:= FindShot()
1469 if Integer(find_id
) >= High(Shots
) then
1470 SetLength(Shots
, find_id
+ 64)
1473 with Shots
[find_id
] do
1477 Obj
.Rect
.Width
:= 16;
1478 Obj
.Rect
.Height
:= 16;
1480 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1481 dy
:= -(Obj
.Rect
.Height
div 2);
1483 ShotType
:= WEAPON_IMP_FIRE
;
1484 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1487 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
1488 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1491 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1494 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1497 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1498 Silent
: Boolean = False);
1500 find_id
, FramesID
: DWORD
;
1504 find_id
:= FindShot()
1508 if Integer(find_id
) >= High(Shots
) then
1509 SetLength(Shots
, find_id
+ 64)
1512 with Shots
[find_id
] do
1516 Obj
.Rect
.Width
:= 16;
1517 Obj
.Rect
.Height
:= 16;
1519 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1520 dy
:= -(Obj
.Rect
.Height
div 2);
1522 ShotType
:= WEAPON_CACO_FIRE
;
1523 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1526 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
1527 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1530 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1533 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1536 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1537 Silent
: Boolean = False);
1539 find_id
, FramesID
: DWORD
;
1543 find_id
:= FindShot()
1547 if Integer(find_id
) >= High(Shots
) then
1548 SetLength(Shots
, find_id
+ 64)
1551 with Shots
[find_id
] do
1555 Obj
.Rect
.Width
:= 32;
1556 Obj
.Rect
.Height
:= 16;
1558 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1559 dy
:= -(Obj
.Rect
.Height
div 2);
1561 ShotType
:= WEAPON_BARON_FIRE
;
1562 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1565 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
1566 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1569 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1572 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1575 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1576 Silent
: Boolean = False);
1578 find_id
, FramesID
: DWORD
;
1582 find_id
:= FindShot()
1586 if Integer(find_id
) >= High(Shots
) then
1587 SetLength(Shots
, find_id
+ 64)
1590 with Shots
[find_id
] do
1594 Obj
.Rect
.Width
:= 16;
1595 Obj
.Rect
.Height
:= 16;
1597 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1598 dy
:= -(Obj
.Rect
.Height
div 2);
1600 ShotType
:= WEAPON_BSP_FIRE
;
1601 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1605 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
1606 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1609 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1612 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1615 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1616 Silent
: Boolean = False);
1618 find_id
, FramesID
: DWORD
;
1622 find_id
:= FindShot()
1626 if Integer(find_id
) >= High(Shots
) then
1627 SetLength(Shots
, find_id
+ 64)
1630 with Shots
[find_id
] do
1634 Obj
.Rect
.Width
:= 32;
1635 Obj
.Rect
.Height
:= 32;
1637 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1638 dy
:= -(Obj
.Rect
.Height
div 2);
1640 ShotType
:= WEAPON_MANCUB_FIRE
;
1641 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1645 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
1646 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1649 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1652 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1655 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1656 Silent
: Boolean = False);
1658 find_id
, FramesID
: DWORD
;
1662 find_id
:= FindShot()
1666 if Integer(find_id
) >= High(Shots
) then
1667 SetLength(Shots
, find_id
+ 64)
1670 with Shots
[find_id
] do
1674 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
1675 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
1677 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1678 dy
:= -(Obj
.Rect
.Height
div 2);
1680 ShotType
:= WEAPON_BFG
;
1681 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1684 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
1685 Animation
:= TAnimation
.Create(FramesID
, True, 6);
1688 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1691 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x
, y
);
1694 procedure g_Weapon_bfghit(x
, y
: Integer);
1699 if g_Frames_Get(ID
, 'FRAMES_BFGHIT') then
1701 Anim
:= TAnimation
.Create(ID
, False, 4);
1702 g_GFX_OnceAnim(x
-32, y
-32, Anim
);
1707 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1708 Silent
: Boolean = False);
1711 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x
, y
);
1713 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
1714 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
1716 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 3, SpawnerUID
, False);
1717 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
1721 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1722 Silent
: Boolean = False);
1725 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x
, y
);
1727 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
1728 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
1729 (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1731 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 2, SpawnerUID
, False);
1732 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
1736 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1737 Silent
: Boolean = False);
1742 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x
, y
);
1746 j
:= Random(17)-8; // -8 .. 8
1747 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 2 <> 0, 1, 0), 3, SpawnerUID
, i
=0);
1751 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1752 Silent
: Boolean = False);
1757 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x
, y
);
1759 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then a
:= 25 else a
:= 20;
1762 j
:= Random(41)-20; // -20 .. 20
1763 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 3 <> 0, 0, 1), 3, SpawnerUID
, i
=0);
1767 procedure g_Weapon_Update();
1769 i
, a
, h
, cx
, cy
, oldvx
, oldvy
, tf
: Integer;
1783 for i
:= 0 to High(Shots
) do
1785 if Shots
[i
].ShotType
= 0 then
1792 Timeout
:= Timeout
- 1;
1795 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
1796 if (Stopped
= 0) and g_Game_IsServer
then
1797 t
:= g_Triggers_PressR(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
,
1798 SpawnerUID
, ACTIVATE_SHOT
, triggers
)
1804 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
1805 if triggers
= nil then
1812 if not InDWArray(t
[a
], triggers
) then
1814 SetLength(triggers
, Length(triggers
)+1);
1815 triggers
[High(triggers
)] := t
[a
];
1820 // Àíèìàöèÿ ñíàðÿäà:
1821 if Animation
<> nil then
1825 spl
:= (ShotType
<> WEAPON_PLASMA
) and
1826 (ShotType
<> WEAPON_BFG
) and
1827 (ShotType
<> WEAPON_BSP_FIRE
) and
1828 (ShotType
<> WEAPON_FLAMETHROWER
);
1832 st
:= g_Obj_Move(@Obj
, False, spl
);
1838 positionChanged(); // this updates spatial accelerators
1840 if WordBool(st
and MOVE_FALLOUT
) or (Obj
.X
< -1000) or
1841 (Obj
.X
> gMapInfo
.Width
+1000) or (Obj
.Y
< -1000) then
1843 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
1849 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
1850 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
1853 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
1855 // Âûëåòåëà èç âîäû:
1856 if WordBool(st
and MOVE_HITAIR
) then
1857 g_Obj_SetSpeed(@Obj
, 12);
1859 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
1860 if WordBool(st
and MOVE_INWATER
) then
1861 g_GFX_Bubbles(Obj
.X
+(Obj
.Rect
.Width
div 2),
1862 Obj
.Y
+(Obj
.Rect
.Height
div 2),
1863 1+Random(3), 16, 16)
1865 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
1867 Anim
:= TAnimation
.Create(_id
, False, 3);
1869 g_GFX_OnceAnim(Obj
.X
-14+Random(9),
1870 Obj
.Y
+(Obj
.Rect
.Height
div 2)-20+Random(9),
1871 Anim
, ONCEANIM_SMOKE
);
1875 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1876 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1877 (g_Weapon_Hit(@Obj
, 10, SpawnerUID
, HIT_SOME
, False) <> 0) or
1883 g_Weapon_Explode(cx
, cy
, 60, SpawnerUID
);
1885 if ShotType
= WEAPON_SKEL_FIRE
then
1886 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
1887 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
1889 Anim
:= TAnimation
.Create(TextureID
, False, 8);
1890 Anim
.Blending
:= False;
1891 g_GFX_OnceAnim((Obj
.X
+32)-58, (Obj
.Y
+8)-36, Anim
);
1892 g_DynLightExplosion((Obj
.X
+32), (Obj
.Y
+8), 64, 1, 0, 0);
1897 begin // Âçðûâ Ðàêåòû
1898 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
1900 Anim
:= TAnimation
.Create(TextureID
, False, 6);
1901 Anim
.Blending
:= False;
1902 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
1903 g_DynLightExplosion(cx
, cy
, 64, 1, 0, 0);
1908 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
1913 if ShotType
= WEAPON_SKEL_FIRE
then
1914 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
1915 if GetPos(target
, @o
) then
1916 throw(i
, Obj
.X
, Obj
.Y
,
1917 o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)+o
.Vel
.X
+o
.Accel
.X
,
1918 o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)+o
.Vel
.Y
+o
.Accel
.Y
,
1923 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
1925 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
1926 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
1928 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj
.X
, Obj
.Y
);
1929 if g_Game_IsServer
then CheckTrap(i
, 10, HIT_ELECTRO
);
1935 if (ShotType
= WEAPON_PLASMA
) and
1936 (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
1941 if ShotType
= WEAPON_BSP_FIRE
then
1944 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1945 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1946 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
, False) <> 0) or
1949 if ShotType
= WEAPON_PLASMA
then
1950 s
:= 'FRAMES_EXPLODE_PLASMA'
1952 s
:= 'FRAMES_EXPLODE_BSPFIRE';
1955 if g_Frames_Get(TextureID
, s
) then
1957 Anim
:= TAnimation
.Create(TextureID
, False, 3);
1958 Anim
.Blending
:= False;
1959 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
1961 g_DynLightExplosion(cx
, cy
, 32, 0, 0.5, 0.5);
1964 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
1970 WEAPON_FLAMETHROWER
: // Îãíåìåò
1972 // Ñî âðåìåíåì óìèðàåò
1973 if (Timeout
< 1) then
1979 if WordBool(st
and (MOVE_HITWATER
or MOVE_INWATER
)) then
1981 if WordBool(st
and MOVE_HITWATER
) then
1983 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
1985 Anim
:= TAnimation
.Create(_id
, False, 3);
1989 g_GFX_OnceAnim(cx
-4+tcx
-(Anim
.Width
div 2),
1990 cy
-4+tcy
-(Anim
.Height
div 2),
1991 Anim
, ONCEANIM_SMOKE
);
1996 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
2003 Obj
.Accel
.Y
:= Obj
.Accel
.Y
+ 1;
2004 // Ïîïàëè â ñòåíó èëè â âîäó:
2005 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
or MOVE_HITWATER
)) then
2011 if WordBool(st
and MOVE_HITWALL
) then
2012 Stopped
:= MOVE_HITWALL
2013 else if WordBool(st
and MOVE_HITLAND
) then
2014 Stopped
:= MOVE_HITLAND
2015 else if WordBool(st
and MOVE_HITCEIL
) then
2016 Stopped
:= MOVE_HITCEIL
;
2019 a
:= IfThen(Stopped
= 0, 3, 1);
2020 // Åñëè â êîãî-òî ïîïàëè
2021 if g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_FLAME
, False) <> 0 then
2023 // HIT_FLAME ñàì ïîäîææåò
2024 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2034 if (gTime
mod tf
= 0) then
2036 Anim
:= TAnimation
.Create(TextureID
, False, 2 + Random(2));
2039 MOVE_HITWALL
: begin tcx
:= cx
-4+Random(8); tcy
:= cy
-12+Random(24); end;
2040 MOVE_HITLAND
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
-10+Random(8); end;
2041 MOVE_HITCEIL
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
+6+Random(8); end;
2042 else begin tcx
:= cx
-4+Random(8); tcy
:= cy
-4+Random(8); end;
2044 g_GFX_OnceAnim(tcx
-(Anim
.Width
div 2), tcy
-(Anim
.Height
div 2), Anim
, ONCEANIM_SMOKE
);
2046 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2052 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2053 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2055 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj
.X
, Obj
.Y
);
2056 if g_Game_IsServer
then CheckTrap(i
, 1000, HIT_ELECTRO
);
2061 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2062 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2063 (g_Weapon_Hit(@Obj
, SHOT_BFG_DAMAGE
, SpawnerUID
, HIT_BFG
, False) <> 0) or
2067 if g_Game_IsServer
then g_Weapon_BFG9000(cx
, cy
, SpawnerUID
);
2070 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') then
2072 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2073 Anim
.Blending
:= False;
2074 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2076 g_DynLightExplosion(cx
, cy
, 96, 0, 1, 0);
2079 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2085 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2088 if WordBool(st
and MOVE_HITAIR
) then
2089 g_Obj_SetSpeed(@Obj
, 16);
2092 if ShotType
= WEAPON_IMP_FIRE
then
2095 if ShotType
= WEAPON_CACO_FIRE
then
2100 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2101 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2102 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
) <> 0) or
2105 if ShotType
= WEAPON_IMP_FIRE
then
2106 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2108 if ShotType
= WEAPON_CACO_FIRE
then
2109 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2111 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2114 if g_Frames_Get(TextureID
, s
) then
2116 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2117 Anim
.Blending
:= False;
2118 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2122 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2128 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2131 if WordBool(st
and MOVE_HITAIR
) then
2132 g_Obj_SetSpeed(@Obj
, 16);
2134 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2135 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2136 (g_Weapon_Hit(@Obj
, 40, SpawnerUID
, HIT_SOME
, False) <> 0) or
2140 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2142 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2143 Anim
.Blending
:= False;
2144 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2148 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2153 end; // case ShotType of...
2155 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2156 if (ShotType
= 0) then
2158 if gGameSettings
.GameType
= GT_SERVER
then
2159 MH_SEND_DeleteShot(i
, Obj
.X
, Obj
.Y
, Loud
);
2160 if Animation
<> nil then
2166 else if (ShotType
<> WEAPON_FLAMETHROWER
) and ((oldvx
<> Obj
.Vel
.X
) or (oldvy
<> Obj
.Vel
.Y
)) then
2167 if gGameSettings
.GameType
= GT_SERVER
then
2168 MH_SEND_UpdateShot(i
);
2173 procedure g_Weapon_Draw();
2182 for i
:= 0 to High(Shots
) do
2183 if Shots
[i
].ShotType
<> 0 then
2186 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2187 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2188 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2189 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2190 a
:= -GetAngle2(Obj
.Vel
.X
, Obj
.Vel
.Y
)
2194 p
.X
:= Obj
.Rect
.Width
div 2;
2195 p
.Y
:= Obj
.Rect
.Height
div 2;
2197 if Animation
<> nil then
2199 if (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2200 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2201 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2202 Animation
.DrawEx(Obj
.X
, Obj
.Y
, M_NONE
, p
, a
)
2204 Animation
.Draw(Obj
.X
, Obj
.Y
, M_NONE
);
2206 else if TextureID
<> 0 then
2208 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) then
2209 e_DrawAdv(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False, a
, @p
, M_NONE
)
2210 else if (Shots
[i
].ShotType
<> WEAPON_FLAMETHROWER
) then
2211 e_Draw(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False);
2214 if g_debug_Frames
then
2216 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
2218 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
2219 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
2225 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
2234 for a
:= 0 to High(Shots
) do
2235 if (Shots
[a
].ShotType
<> 0) and (Shots
[a
].SpawnerUID
<> UID
) then
2236 if ((Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
> 0) and (Shots
[a
].Obj
.X
< X
)) or
2237 (Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
< 0) and (Shots
[a
].Obj
.X
> X
) then
2238 if (Abs(X
-Shots
[a
].Obj
.X
) < Abs(Shots
[a
].Obj
.Vel
.X
*Time
)) and
2239 g_Collide(X
, Y
, Width
, Height
, X
, Shots
[a
].Obj
.Y
,
2240 Shots
[a
].Obj
.Rect
.Width
, Shots
[a
].Obj
.Rect
.Height
) and
2241 g_TraceVector(X
, Y
, Shots
[a
].Obj
.X
, Shots
[a
].Obj
.Y
) then
2248 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
2250 count
, i
, j
: Integer;
2253 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ:
2255 if Shots
<> nil then
2256 for i
:= 0 to High(Shots
) do
2257 if Shots
[i
].ShotType
<> 0 then
2260 Mem
:= TBinMemoryWriter
.Create((count
+1) * 80);
2262 // Êîëè÷åñòâî ñíàðÿäîâ:
2263 Mem
.WriteInt(count
);
2268 for i
:= 0 to High(Shots
) do
2269 if Shots
[i
].ShotType
<> 0 then
2271 // Ñèãíàòóðà ñíàðÿäà:
2272 dw
:= SHOT_SIGNATURE
; // 'SHOT'
2275 Mem
.WriteByte(Shots
[i
].ShotType
);
2277 Mem
.WriteWord(Shots
[i
].Target
);
2279 Mem
.WriteWord(Shots
[i
].SpawnerUID
);
2280 // Ðàçìåð ïîëÿ Triggers:
2281 dw
:= Length(Shots
[i
].Triggers
);
2283 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2284 for j
:= 0 to Integer(dw
)-1 do
2285 Mem
.WriteDWORD(Shots
[i
].Triggers
[j
]);
2287 Obj_SaveState(@Shots
[i
].Obj
, Mem
);
2288 // Êîñòûëèíà åáàíàÿ:
2289 Mem
.WriteByte(Shots
[i
].Stopped
);
2293 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
2295 count
, i
, j
: Integer;
2301 // Êîëè÷åñòâî ñíàðÿäîâ:
2304 SetLength(Shots
, count
);
2309 for i
:= 0 to count
-1 do
2311 // Ñèãíàòóðà ñíàðÿäà:
2313 if dw
<> SHOT_SIGNATURE
then // 'SHOT'
2315 raise EBinSizeError
.Create('g_Weapons_LoadState: Wrong Shot Signature');
2318 Mem
.ReadByte(Shots
[i
].ShotType
);
2320 Mem
.ReadWord(Shots
[i
].Target
);
2322 Mem
.ReadWord(Shots
[i
].SpawnerUID
);
2323 // Ðàçìåð ïîëÿ Triggers:
2325 SetLength(Shots
[i
].Triggers
, dw
);
2326 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2327 for j
:= 0 to Integer(dw
)-1 do
2328 Mem
.ReadDWORD(Shots
[i
].Triggers
[j
]);
2330 Obj_LoadState(@Shots
[i
].Obj
, Mem
);
2331 // Êîñòûëèíà åáàíàÿ:
2332 Mem
.ReadByte(Shots
[i
].Stopped
);
2334 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè:
2335 Shots
[i
].TextureID
:= DWORD(-1);
2336 Shots
[i
].Animation
:= nil;
2338 case Shots
[i
].ShotType
of
2339 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
:
2341 g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots
[i
].TextureID
);
2345 g_Frames_Get(dw
, 'FRAMES_WEAPON_PLASMA');
2346 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 5);
2350 g_Frames_Get(dw
, 'FRAMES_WEAPON_BFG');
2351 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 6);
2355 g_Frames_Get(dw
, 'FRAMES_WEAPON_IMPFIRE');
2356 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2360 g_Frames_Get(dw
, 'FRAMES_WEAPON_BSPFIRE');
2361 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2365 g_Frames_Get(dw
, 'FRAMES_WEAPON_CACOFIRE');
2366 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2370 g_Frames_Get(dw
, 'FRAMES_WEAPON_BARONFIRE');
2371 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2375 g_Frames_Get(dw
, 'FRAMES_WEAPON_MANCUBFIRE');
2376 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2382 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
2390 if (I
> High(Shots
)) or (I
< 0) then Exit
;
2394 if ShotType
= 0 then Exit
;
2397 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2398 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2401 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2405 if ShotType
= WEAPON_SKEL_FIRE
then
2406 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2407 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2409 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2410 Anim
.Blending
:= False;
2411 g_GFX_OnceAnim((Obj
.X
+32)-32, (Obj
.Y
+8)-32, Anim
);
2416 begin // Âçðûâ Ðàêåòû
2417 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2419 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2420 Anim
.Blending
:= False;
2421 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2425 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2429 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2431 if ShotType
= WEAPON_PLASMA
then
2432 s
:= 'FRAMES_EXPLODE_PLASMA'
2434 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2436 if g_Frames_Get(TextureID
, s
) and loud
then
2438 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2439 Anim
.Blending
:= False;
2440 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2443 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2450 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') and Loud
then
2452 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2453 Anim
.Blending
:= False;
2454 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2457 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2461 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2463 if ShotType
= WEAPON_IMP_FIRE
then
2464 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2466 if ShotType
= WEAPON_CACO_FIRE
then
2467 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2469 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2471 if g_Frames_Get(TextureID
, s
) and Loud
then
2473 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2474 Anim
.Blending
:= False;
2475 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2478 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2482 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2484 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') and Loud
then
2486 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2487 Anim
.Blending
:= False;
2488 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2491 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2494 end; // case ShotType of...
2502 procedure g_Weapon_AddDynLights();
2506 if Shots
= nil then Exit
;
2507 for i
:= 0 to High(Shots
) do
2509 if Shots
[i
].ShotType
= 0 then continue
;
2510 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2511 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2512 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2513 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) or
2514 (Shots
[i
].ShotType
= WEAPON_IMP_FIRE
) or
2515 (Shots
[i
].ShotType
= WEAPON_CACO_FIRE
) or
2516 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2517 (Shots
[i
].ShotType
= WEAPON_BSP_FIRE
) or
2518 (Shots
[i
].ShotType
= WEAPON_PLASMA
) or
2519 (Shots
[i
].ShotType
= WEAPON_BFG
) or
2520 (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) or
2523 if (Shots
[i
].ShotType
= WEAPON_PLASMA
) then
2524 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)
2525 else if (Shots
[i
].ShotType
= WEAPON_BFG
) then
2526 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)
2527 else if (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) then
2528 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)
2530 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);
2536 procedure TShot
.positionChanged (); begin end;