1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
22 g_textures
, g_basic
, e_graphics
, g_phys
, BinEditor
;
44 Animation
: TAnimation
;
49 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
54 Shots
: array of TShot
= nil;
55 LastShotID
: Integer = 0;
57 procedure g_Weapon_LoadData();
58 procedure g_Weapon_FreeData();
59 procedure g_Weapon_Init();
60 procedure g_Weapon_Free();
61 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
62 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
63 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
65 procedure g_Weapon_gun(x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
66 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
67 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
68 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
69 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
70 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
71 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
72 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
73 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
74 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
75 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
76 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
77 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
78 procedure g_Weapon_bfghit(x
, y
: Integer);
79 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
80 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
81 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
82 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
84 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
85 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
86 procedure g_Weapon_Update();
87 procedure g_Weapon_Draw();
88 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
89 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
91 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
92 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
94 procedure g_Weapon_AddDynLights();
103 WEAPON_ROCKETLAUNCHER
= 6;
106 WEAPON_SUPERPULEMET
= 9;
107 WEAPON_FLAMETHROWER
= 10;
108 WEAPON_ZOMBY_PISTOL
= 20;
109 WEAPON_IMP_FIRE
= 21;
110 WEAPON_BSP_FIRE
= 22;
111 WEAPON_CACO_FIRE
= 23;
112 WEAPON_BARON_FIRE
= 24;
113 WEAPON_MANCUB_FIRE
= 25;
114 WEAPON_SKEL_FIRE
= 26;
116 WP_FIRST
= WEAPON_KASTET
;
117 WP_LAST
= WEAPON_FLAMETHROWER
;
122 Math
, g_map
, g_player
, g_gfx
, g_sound
, g_main
,
123 g_console
, SysUtils
, g_options
, g_game
,
124 g_triggers
, MAPDEF
, e_log
, g_monsters
, g_saveload
,
125 g_language
, g_netmsg
;
135 SHOT_ROCKETLAUNCHER_WIDTH
= 14;
136 SHOT_ROCKETLAUNCHER_HEIGHT
= 14;
138 SHOT_SKELFIRE_WIDTH
= 14;
139 SHOT_SKELFIRE_HEIGHT
= 14;
141 SHOT_PLASMA_WIDTH
= 16;
142 SHOT_PLASMA_HEIGHT
= 16;
145 SHOT_BFG_HEIGHT
= 32;
146 SHOT_BFG_DAMAGE
= 100;
147 SHOT_BFG_RADIUS
= 256;
149 SHOT_FLAME_WIDTH
= 4;
150 SHOT_FLAME_HEIGHT
= 4;
151 SHOT_FLAME_LIFETIME
= 180;
153 SHOT_SIGNATURE
= $544F4853; // 'SHOT'
156 WaterMap
: array of array of DWORD
= nil;
158 function FindShot(): DWORD
;
163 for i
:= 0 to High(Shots
) do
164 if Shots
[i
].ShotType
= 0 then
167 LastShotID
:= Result
;
173 SetLength(Shots
, 128);
178 Result
:= High(Shots
) + 1;
179 SetLength(Shots
, Length(Shots
) + 128);
181 LastShotID
:= Result
;
184 procedure CreateWaterMap();
186 WaterArray
: Array of TWaterPanel
;
193 SetLength(WaterArray
, Length(gWater
));
195 for a
:= 0 to High(gWater
) do
197 WaterArray
[a
].X
:= gWater
[a
].X
;
198 WaterArray
[a
].Y
:= gWater
[a
].Y
;
199 WaterArray
[a
].Width
:= gWater
[a
].Width
;
200 WaterArray
[a
].Height
:= gWater
[a
].Height
;
201 WaterArray
[a
].Active
:= True;
204 g_Game_SetLoadingText(_lc
[I_LOAD_WATER_MAP
], High(WaterArray
), False);
206 for a
:= 0 to High(WaterArray
) do
207 if WaterArray
[a
].Active
then
209 WaterArray
[a
].Active
:= False;
210 m
:= Length(WaterMap
);
211 SetLength(WaterMap
, m
+1);
212 SetLength(WaterMap
[m
], 1);
219 for b
:= 0 to High(WaterArray
) do
220 if WaterArray
[b
].Active
then
221 for c
:= 0 to High(WaterMap
[m
]) do
222 if g_CollideAround(WaterArray
[b
].X
,
225 WaterArray
[b
].Height
,
226 WaterArray
[WaterMap
[m
][c
]].X
,
227 WaterArray
[WaterMap
[m
][c
]].Y
,
228 WaterArray
[WaterMap
[m
][c
]].Width
,
229 WaterArray
[WaterMap
[m
][c
]].Height
) then
231 WaterArray
[b
].Active
:= False;
232 SetLength(WaterMap
[m
],
233 Length(WaterMap
[m
])+1);
234 WaterMap
[m
][High(WaterMap
[m
])] := b
;
240 g_Game_StepLoading();
246 procedure CheckTrap(ID
: DWORD
; dm
: Integer; t
: Byte);
249 a
, b
, c
, d
, i1
, i2
: Integer;
252 function monsWaterCheck (monidx
: Integer; mon
: TMonster
): Boolean;
254 result
:= false; // don't stop
255 if mon
.Live
and mon
.Collide(gWater
[WaterMap
[a
][c
]]) and (not InWArray(monidx
, mn
)) and (i2
< 1023) then //FIXME
263 if (gWater
= nil) or (WaterMap
= nil) then Exit
;
270 for d
:= 0 to 1023 do pl
[d
] := $FFFF;
271 for d
:= 0 to 1023 do mn
[d
] := $FFFF;
273 for a
:= 0 to High(WaterMap
) do
274 for b
:= 0 to High(WaterMap
[a
]) do
276 if not g_Obj_Collide(gWater
[WaterMap
[a
][b
]].X
, gWater
[WaterMap
[a
][b
]].Y
,
277 gWater
[WaterMap
[a
][b
]].Width
, gWater
[WaterMap
[a
][b
]].Height
,
278 @Shots
[ID
].Obj
) then Continue
;
280 for c
:= 0 to High(WaterMap
[a
]) do
282 if gPlayers
<> nil then
284 for d
:= 0 to High(gPlayers
) do
285 if (gPlayers
[d
] <> nil) and (gPlayers
[d
].Live
) then
286 if gPlayers
[d
].Collide(gWater
[WaterMap
[a
][c
]]) then
287 if not InWArray(d
, pl
) then
295 g_Mons_ForEach(monsWaterCheck
);
300 gPlayers
[pl
[d
]].Damage(dm
, Shots
[ID
].SpawnerUID
, 0, 0, t
);
304 g_Mons_ByIdx(mn
[d
]).Damage(dm
, 0, 0, Shots
[ID
].SpawnerUID
, t
);
311 function HitMonster(m
: TMonster
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
318 tt
:= g_GetUIDType(SpawnerUID
);
319 if tt
= UID_MONSTER
then
321 mon
:= g_Monsters_Get(SpawnerUID
);
323 mt
:= g_Monsters_Get(SpawnerUID
).MonsterType
330 if m
= nil then Exit
;
331 if m
.UID
= SpawnerUID
then
333 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
334 if (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
336 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
337 if (m
.MonsterType
= MONSTER_CYBER
) or
338 (m
.MonsterType
= MONSTER_BARREL
) then
345 if tt
= UID_MONSTER
then
347 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
348 if (mt
= MONSTER_SOUL
) and (m
.MonsterType
= MONSTER_PAIN
) then
351 // Îáà ìîíñòðà îäíîãî âèäà:
352 if mt
= m
.MonsterType
then
354 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
355 MONSTER_SOUL
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
356 Exit
; // Ýòè íå áüþò ñâîèõ
360 if g_Game_IsServer
then
362 if (t
<> HIT_FLAME
) or (m
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
363 Result
:= m
.Damage(d
, vx
, vy
, SpawnerUID
, t
)
366 if t
= HIT_FLAME
then
367 m
.CatchFire(SpawnerUID
);
373 function HitPlayer(p
: TPlayer
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
377 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
378 if (p
.UID
= SpawnerUID
) and (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
381 if g_Game_IsServer
then
383 if (t
<> HIT_FLAME
) or (p
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
384 p
.Damage(d
, SpawnerUID
, vx
, vy
, t
);
385 if (t
= HIT_FLAME
) then
386 p
.CatchFire(SpawnerUID
);
392 function GunHit(X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer;
393 SpawnerUID
: Word; AllowPush
: Boolean): Byte;
395 {function monsCheck (monidx: Integer; mon: TMonster): Boolean;
397 result := false; // don't stop
398 if mon.Live and mon.Collide(X, Y) then
400 if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
402 if AllowPush then mon.Push(vx, vy);
408 function monsCheck (monidx
: Integer; mon
: TMonster
): Boolean;
410 result
:= false; // don't stop
411 if HitMonster(mon
, dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
413 if AllowPush
then mon
.Push(vx
, vy
);
427 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
and gPlayers
[i
].Collide(X
, Y
) then
428 if HitPlayer(gPlayers
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
430 if AllowPush
then gPlayers
[i
].Push(vx
, vy
);
434 if Result
<> 0 then Exit
;
436 //if g_Mons_ForEach(monsCheck) then result := 2;
437 if g_Mons_ForEachAtAlive(X
, Y
, 1, 1, monsCheck
) then result
:= 2;
440 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
442 function monsCheck (monidx
: Integer; mon
: TMonster
): Boolean;
444 result
:= false; // don't stop
445 if (mon
<> nil) and (mon
.Live
) and (mon
.UID
<> SpawnerUID
) then
449 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
450 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
451 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
452 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
454 if HitMonster(mon
, 50, 0, 0, SpawnerUID
, HIT_SOME
) then mon
.BFGHit();
466 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
470 if gAdvCorpses
and (h
<> -1) then
472 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) 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
480 g_Weapon_BFGHit(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
481 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2));
485 pl
:= g_Player_Get(SpawnerUID
);
493 if (gPlayers
[i
] <> nil) and (gPlayers
[i
].Live
) and (gPlayers
[i
].UID
<> SpawnerUID
) then
495 if (g_PatchLength(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
496 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
497 g_TraceVector(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
498 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) then
500 if (st
= TEAM_NONE
) or (st
<> gPlayers
[i
].Team
) then
501 b
:= HitPlayer(gPlayers
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
)
503 b
:= HitPlayer(gPlayers
[i
], 25, 0, 0, SpawnerUID
, HIT_SOME
);
505 gPlayers
[i
].BFGHit();
508 g_Mons_ForEach(monsCheck
);
511 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
513 find_id
, FramesID
: DWORD
;
516 find_id
:= FindShot()
520 if Integer(find_id
) >= High(Shots
) then
521 SetLength(Shots
, find_id
+ 64)
525 WEAPON_ROCKETLAUNCHER
:
527 with Shots
[find_id
] do
531 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
532 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
536 ShotType
:= WEAPON_ROCKETLAUNCHER
;
537 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
543 with Shots
[find_id
] do
547 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
548 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
551 ShotType
:= WEAPON_PLASMA
;
552 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
553 Animation
:= TAnimation
.Create(FramesID
, True, 5);
559 with Shots
[find_id
] do
563 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
564 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
567 ShotType
:= WEAPON_BFG
;
568 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
569 Animation
:= TAnimation
.Create(FramesID
, True, 6);
575 with Shots
[find_id
] do
579 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
580 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
583 ShotType
:= WEAPON_FLAMETHROWER
;
586 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
592 with Shots
[find_id
] do
596 Obj
.Rect
.Width
:= 16;
597 Obj
.Rect
.Height
:= 16;
600 ShotType
:= WEAPON_IMP_FIRE
;
601 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
602 Animation
:= TAnimation
.Create(FramesID
, True, 4);
608 with Shots
[find_id
] do
612 Obj
.Rect
.Width
:= 16;
613 Obj
.Rect
.Height
:= 16;
616 ShotType
:= WEAPON_CACO_FIRE
;
617 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
618 Animation
:= TAnimation
.Create(FramesID
, True, 4);
624 with Shots
[find_id
] do
628 Obj
.Rect
.Width
:= 32;
629 Obj
.Rect
.Height
:= 32;
632 ShotType
:= WEAPON_MANCUB_FIRE
;
633 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
634 Animation
:= TAnimation
.Create(FramesID
, True, 4);
640 with Shots
[find_id
] do
644 Obj
.Rect
.Width
:= 32;
645 Obj
.Rect
.Height
:= 16;
648 ShotType
:= WEAPON_BARON_FIRE
;
649 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
650 Animation
:= TAnimation
.Create(FramesID
, True, 4);
656 with Shots
[find_id
] do
660 Obj
.Rect
.Width
:= 16;
661 Obj
.Rect
.Height
:= 16;
664 ShotType
:= WEAPON_BSP_FIRE
;
665 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
666 Animation
:= TAnimation
.Create(FramesID
, True, 4);
672 with Shots
[find_id
] do
676 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
677 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
680 ShotType
:= WEAPON_SKEL_FIRE
;
682 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
683 Animation
:= TAnimation
.Create(FramesID
, True, 5);
688 Shots
[find_id
].Obj
.X
:= X
;
689 Shots
[find_id
].Obj
.Y
:= Y
;
690 Shots
[find_id
].Obj
.Vel
.X
:= XV
;
691 Shots
[find_id
].Obj
.Vel
.Y
:= YV
;
692 Shots
[find_id
].Obj
.Accel
.X
:= 0;
693 Shots
[find_id
].Obj
.Accel
.Y
:= 0;
694 Shots
[find_id
].SpawnerUID
:= Spawner
;
695 if (ShotType
= WEAPON_FLAMETHROWER
) and (XV
= 0) and (YV
= 0) then
696 Shots
[find_id
].Stopped
:= 255
698 Shots
[find_id
].Stopped
:= 0;
702 procedure throw(i
, x
, y
, xd
, yd
, s
: Integer);
709 a
:= Max(Abs(xd
), Abs(yd
));
715 Shots
[i
].Obj
.Vel
.X
:= (xd
*s
) div a
;
716 Shots
[i
].Obj
.Vel
.Y
:= (yd
*s
) div a
;
717 Shots
[i
].Obj
.Accel
.X
:= 0;
718 Shots
[i
].Obj
.Accel
.Y
:= 0;
719 Shots
[i
].Stopped
:= 0;
720 if Shots
[i
].ShotType
in [WEAPON_ROCKETLAUNCHER
, WEAPON_BFG
] then
721 Shots
[i
].Timeout
:= 900 // ~25 sec
724 if Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
then
725 Shots
[i
].Timeout
:= SHOT_FLAME_LIFETIME
727 Shots
[i
].Timeout
:= 550; // ~15 sec
731 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
735 function PlayerHit(Team
: Byte = 0): Boolean;
746 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
and g_Obj_Collide(obj
, @gPlayers
[i
].Obj
) then
749 if (Team
> 0) and (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
751 p
:= g_Player_Get(SpawnerUID
);
753 ChkTeam
:= (p
.Team
= gPlayers
[i
].Team
) xor (Team
= 2);
756 if HitPlayer(gPlayers
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
758 if t
<> HIT_FLAME
then
759 gPlayers
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
760 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
762 g_Game_DelayEvent(DE_BFGHIT
, 1000, SpawnerUID
);
769 function monsCheckHit (monidx
: Integer; mon
: TMonster
): Boolean;
771 result
:= false; // don't stop
772 if (mon
<> nil) and mon
.Live
and g_Obj_Collide(obj
, @mon
.Obj
) then
774 if HitMonster(mon
, d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
776 if (t
<> HIT_FLAME
) then
778 mon
.Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
779 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
786 function MonsterHit(): Boolean;
788 result
:= g_Mons_ForEach(monsCheckHit
);
798 if gAdvCorpses
and (h
<> -1) then
800 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) and
801 g_Obj_Collide(obj
, @gCorpses
[i
].Obj
) then
804 gCorpses
[i
].Damage(d
, (obj
^.Vel
.X
+obj
^.Accel
.X
) div 4,
805 (obj
^.Vel
.Y
+obj
^.Accel
.Y
) div 4);
810 case gGameSettings
.GameMode
of
814 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
831 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
848 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
862 // È â êîíöå ñâîèõ èãðîêîâ
873 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
877 case g_GetUIDType(UID
) of
878 UID_PLAYER
: Result
:= HitPlayer(g_Player_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
879 UID_MONSTER
: Result
:= HitMonster(g_Monsters_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
884 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
888 function monsExCheck (monidx
: Integer; mon
: TMonster
): Boolean;
892 result
:= false; // don't stop
897 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
898 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
900 if dx
> 1000 then dx
:= 1000;
901 if dy
> 1000 then dy
:= 1000;
903 if (dx
*dx
+dy
*dy
< r
) then
905 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
907 mm
:= Max(abs(dx
), abs(dy
));
908 if mm
= 0 then mm
:= 1;
911 HitMonster(mon
, ((mon
.Obj
.Rect
.Width
div 4)*10*(rad
-mm
)) div rad
,
912 0, 0, SpawnerUID
, HIT_ROCKET
);
914 mon
.Push((dx
*7) div mm
, (dy
*7) div mm
);
921 i
, h
, dx
, dy
, m
, mm
: Integer;
927 g_Triggers_PressC(X
, Y
, rad
, SpawnerUID
, ACTIVATE_SHOT
);
935 if (gPlayers
[i
] <> nil) and gPlayers
[i
].Live
then
938 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
939 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
941 if dx
> 1000 then dx
:= 1000;
942 if dy
> 1000 then dy
:= 1000;
944 if dx
*dx
+dy
*dy
< r
then
946 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
947 // PLAYER_RECT.Width, PLAYER_RECT.Height);
949 mm
:= Max(abs(dx
), abs(dy
));
950 if mm
= 0 then mm
:= 1;
952 HitPlayer(gPlayers
[i
], (100*(rad
-mm
)) div rad
, (dx
*10) div mm
, (dy
*10) div mm
, SpawnerUID
, HIT_ROCKET
);
953 gPlayers
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
957 g_Mons_ForEach(monsExCheck
);
962 if gAdvCorpses
and (h
<> -1) then
964 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
967 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
968 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
970 if dx
> 1000 then dx
:= 1000;
971 if dy
> 1000 then dy
:= 1000;
973 if dx
*dx
+dy
*dy
< r
then
975 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
976 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
978 mm
:= Max(abs(dx
), abs(dy
));
979 if mm
= 0 then mm
:= 1;
981 Damage(Round(100*(rad
-m
)/rad
), (dx
*10) div mm
, (dy
*10) div mm
);
987 if gAdvGibs
and (h
<> -1) then
989 if gGibs
[i
].Live
then
992 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
993 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
995 if dx
> 1000 then dx
:= 1000;
996 if dy
> 1000 then dy
:= 1000;
998 if dx
*dx
+dy
*dy
< r
then
1000 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1001 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1002 _angle
:= GetAngle(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
1003 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2), X
, Y
);
1005 g_Obj_PushA(@Obj
, Round(15*(rad
-m
)/rad
), _angle
);
1006 positionChanged(); // this updates spatial accelerators
1011 procedure g_Weapon_Init();
1016 procedure g_Weapon_Free();
1020 if Shots
<> nil then
1022 for i
:= 0 to High(Shots
) do
1023 if Shots
[i
].ShotType
<> 0 then
1024 Shots
[i
].Animation
.Free();
1032 procedure g_Weapon_LoadData();
1034 e_WriteLog('Loading weapons data...', MSG_NOTIFY
);
1036 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD
+':SOUNDS\HITPUNCH');
1037 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD
+':SOUNDS\MISSPUNCH');
1038 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD
+':SOUNDS\HITBERSERK');
1039 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD
+':SOUNDS\MISSBERSERK');
1040 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD
+':SOUNDS\SELECTSAW');
1041 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD
+':SOUNDS\IDLESAW');
1042 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD
+':SOUNDS\HITSAW');
1043 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD
+':SOUNDS\FIRESHOTGUN2');
1044 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD
+':SOUNDS\FIRESHOTGUN');
1045 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD
+':SOUNDS\FIRESAW');
1046 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD
+':SOUNDS\FIREROCKET');
1047 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD
+':SOUNDS\FIREPLASMA');
1048 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD
+':SOUNDS\FIREPISTOL');
1049 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD
+':SOUNDS\FIRECGUN');
1050 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD
+':SOUNDS\FIREBFG');
1051 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD
+':SOUNDS\FIRE');
1052 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD
+':SOUNDS\STARTFIREBFG');
1053 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD
+':SOUNDS\EXPLODEROCKET');
1054 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD
+':SOUNDS\EXPLODEBFG');
1055 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD
+':SOUNDS\BFGWATER');
1056 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD
+':SOUNDS\EXPLODEPLASMA');
1057 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD
+':SOUNDS\PLASMAWATER');
1058 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD
+':SOUNDS\FIREBALL');
1059 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD
+':SOUNDS\EXPLODEBALL');
1060 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD
+':SOUNDS\FIREREV');
1061 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD
+':SOUNDS\WORKJETPACK');
1062 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD
+':SOUNDS\STARTJETPACK');
1063 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD
+':SOUNDS\STOPJETPACK');
1064 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD
+':SOUNDS\CASING1');
1065 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD
+':SOUNDS\CASING2');
1066 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD
+':SOUNDS\SHELL1');
1067 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD
+':SOUNDS\SHELL2');
1069 g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD
+':TEXTURES\BROCKET');
1070 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD
+':TEXTURES\BSKELFIRE', 64, 16, 2);
1071 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD
+':TEXTURES\BBFG', 64, 64, 2);
1072 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD
+':TEXTURES\BPLASMA', 16, 16, 2);
1073 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD
+':TEXTURES\BIMPFIRE', 16, 16, 2);
1074 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD
+':TEXTURES\BBSPFIRE', 16, 16, 2);
1075 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD
+':TEXTURES\BCACOFIRE', 16, 16, 2);
1076 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD
+':TEXTURES\BBARONFIRE', 64, 16, 2);
1077 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD
+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
1078 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD
+':TEXTURES\EROCKET', 128, 128, 6);
1079 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD
+':TEXTURES\ESKELFIRE', 64, 64, 3);
1080 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD
+':TEXTURES\EBFG', 128, 128, 6);
1081 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD
+':TEXTURES\EIMPFIRE', 64, 64, 3);
1082 g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD
+':TEXTURES\BFGHIT', 64, 64, 4);
1083 g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD
+':TEXTURES\FIRE', 64, 128, 8);
1084 g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD
+':TEXTURES\FLAME', 32, 32, 11);
1085 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD
+':TEXTURES\EPLASMA', 32, 32, 4, True);
1086 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD
+':TEXTURES\EBSPFIRE', 32, 32, 5);
1087 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD
+':TEXTURES\ECACOFIRE', 64, 64, 3);
1088 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD
+':TEXTURES\EBARONFIRE', 64, 64, 3);
1089 g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD
+':TEXTURES\SMOKE', 32, 32, 10, False);
1091 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+':TEXTURES\EBULLET');
1092 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+':TEXTURES\ESHELL');
1095 procedure g_Weapon_FreeData();
1097 e_WriteLog('Releasing weapons data...', MSG_NOTIFY
);
1099 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1100 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1101 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1102 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1103 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1104 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1105 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1106 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1107 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1108 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1109 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1110 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1111 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1112 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1113 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1114 g_Sound_Delete('SOUND_FIRE');
1115 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1116 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1117 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1118 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1119 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1120 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1121 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1122 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1123 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1124 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1125 g_Sound_Delete('SOUND_PLAYER_JETON');
1126 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1127 g_Sound_Delete('SOUND_PLAYER_CASING1');
1128 g_Sound_Delete('SOUND_PLAYER_CASING2');
1129 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1130 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1132 g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
1133 g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
1134 g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
1135 g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
1136 g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
1137 g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
1138 g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
1139 g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
1140 g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
1141 g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
1142 g_Frames_DeleteByName('FRAMES_BFGHIT');
1143 g_Frames_DeleteByName('FRAMES_FIRE');
1144 g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
1145 g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
1146 g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
1147 g_Frames_DeleteByName('FRAMES_SMOKE');
1148 g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
1149 g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
1152 procedure g_Weapon_gun(x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
1164 t1
, _collide
: Boolean;
1167 a
:= GetAngle(x
, y
, xd
, yd
)+180;
1169 SinCos(DegToRad(-a
), s
, c
);
1171 if Abs(s
) < 0.01 then s
:= 0;
1172 if Abs(c
) < 0.01 then c
:= 0;
1174 x2
:= x
+Round(c
*gMapInfo
.Width
);
1175 y2
:= y
+Round(s
*gMapInfo
.Width
);
1177 t1
:= gWalls
<> nil;
1179 w
:= gMapInfo
.Width
;
1180 h
:= gMapInfo
.Height
;
1187 if (xd
= 0) and (yd
= 0) then Exit
;
1189 if dx
> 0 then xi
:= 1 else if dx
< 0 then xi
:= -1 else xi
:= 0;
1190 if dy
> 0 then yi
:= 1 else if dy
< 0 then yi
:= -1 else yi
:= 0;
1195 if dx
> dy
then d
:= dx
else d
:= dy
;
1197 //blood vel, for Monster.Damage()
1198 //vx := (dx*10 div d)*xi;
1199 //vy := (dy*10 div d)*yi;
1221 if (yy
> h
) or (yy
< 0) then Break
;
1222 if (xx
> w
) or (xx
< 0) then Break
;
1225 if ByteBool(gCollideMap
[yy
, xx
] and MARK_BLOCKED
) then
1228 g_GFX_Spark(xx
-xi
, yy
-yi
, 2+Random(2), 180+a
, 0, 0);
1229 if g_Game_IsServer
and g_Game_IsNet
then
1230 MH_SEND_Effect(xx
-xi
, yy
-yi
, 180+a
, NET_GFX_SPARK
);
1233 if not _collide
then
1234 _collide
:= GunHit(xx
, yy
, xi
*v
, yi
*v
, dmg
, SpawnerUID
, v
<> 0) <> 0;
1240 if CheckTrigger
and g_Game_IsServer
then
1241 g_Triggers_PressL(X
, Y
, xx
-xi
, yy
-yi
, SpawnerUID
, ACTIVATE_SHOT
);
1244 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
1252 obj
.rect
.Width
:= 39;
1253 obj
.rect
.Height
:= 52;
1259 if g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
) <> 0 then
1260 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x
, y
)
1262 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x
, y
);
1265 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
1273 obj
.rect
.Width
:= 32;
1274 obj
.rect
.Height
:= 52;
1280 Result
:= g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
);
1283 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1284 Silent
: Boolean = False);
1290 find_id
:= FindShot()
1294 if Integer(find_id
) >= High(Shots
) then
1295 SetLength(Shots
, find_id
+ 64)
1298 with Shots
[find_id
] do
1302 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
1303 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
1305 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0);
1306 dy
:= -(Obj
.Rect
.Height
div 2);
1308 ShotType
:= WEAPON_ROCKETLAUNCHER
;
1309 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1313 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
1316 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1319 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x
, y
);
1322 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word;
1323 WID
: Integer = -1; Silent
: Boolean = False);
1325 find_id
, FramesID
: DWORD
;
1329 find_id
:= FindShot()
1333 if Integer(find_id
) >= High(Shots
) then
1334 SetLength(Shots
, find_id
+ 64)
1337 with Shots
[find_id
] do
1341 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
1342 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
1344 dx
:= -(Obj
.Rect
.Width
div 2);
1345 dy
:= -(Obj
.Rect
.Height
div 2);
1347 ShotType
:= WEAPON_SKEL_FIRE
;
1348 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1351 target
:= TargetUID
;
1352 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
1353 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1356 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1359 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x
, y
);
1362 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1363 Silent
: Boolean = False);
1365 find_id
, FramesID
: DWORD
;
1369 find_id
:= FindShot()
1373 if Integer(find_id
) >= High(Shots
) then
1374 SetLength(Shots
, find_id
+ 64);
1377 with Shots
[find_id
] do
1381 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
1382 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
1384 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1385 dy
:= -(Obj
.Rect
.Height
div 2);
1387 ShotType
:= WEAPON_PLASMA
;
1388 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1391 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
1392 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1395 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1398 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1401 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1402 Silent
: Boolean = False);
1408 find_id
:= FindShot()
1412 if Integer(find_id
) >= High(Shots
) then
1413 SetLength(Shots
, find_id
+ 64);
1416 with Shots
[find_id
] do
1420 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
1421 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
1423 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1424 dy
:= -(Obj
.Rect
.Height
div 2);
1426 ShotType
:= WEAPON_FLAMETHROWER
;
1427 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1432 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
1435 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1437 // if not Silent then
1438 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1441 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1442 Silent
: Boolean = False);
1444 find_id
, FramesID
: DWORD
;
1448 find_id
:= FindShot()
1452 if Integer(find_id
) >= High(Shots
) then
1453 SetLength(Shots
, find_id
+ 64)
1456 with Shots
[find_id
] do
1460 Obj
.Rect
.Width
:= 16;
1461 Obj
.Rect
.Height
:= 16;
1463 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1464 dy
:= -(Obj
.Rect
.Height
div 2);
1466 ShotType
:= WEAPON_IMP_FIRE
;
1467 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1470 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
1471 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1474 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1477 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1480 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1481 Silent
: Boolean = False);
1483 find_id
, FramesID
: DWORD
;
1487 find_id
:= FindShot()
1491 if Integer(find_id
) >= High(Shots
) then
1492 SetLength(Shots
, find_id
+ 64)
1495 with Shots
[find_id
] do
1499 Obj
.Rect
.Width
:= 16;
1500 Obj
.Rect
.Height
:= 16;
1502 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1503 dy
:= -(Obj
.Rect
.Height
div 2);
1505 ShotType
:= WEAPON_CACO_FIRE
;
1506 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1509 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
1510 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1513 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1516 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1519 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1520 Silent
: Boolean = False);
1522 find_id
, FramesID
: DWORD
;
1526 find_id
:= FindShot()
1530 if Integer(find_id
) >= High(Shots
) then
1531 SetLength(Shots
, find_id
+ 64)
1534 with Shots
[find_id
] do
1538 Obj
.Rect
.Width
:= 32;
1539 Obj
.Rect
.Height
:= 16;
1541 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1542 dy
:= -(Obj
.Rect
.Height
div 2);
1544 ShotType
:= WEAPON_BARON_FIRE
;
1545 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1548 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
1549 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1552 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1555 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1558 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1559 Silent
: Boolean = False);
1561 find_id
, FramesID
: DWORD
;
1565 find_id
:= FindShot()
1569 if Integer(find_id
) >= High(Shots
) then
1570 SetLength(Shots
, find_id
+ 64)
1573 with Shots
[find_id
] do
1577 Obj
.Rect
.Width
:= 16;
1578 Obj
.Rect
.Height
:= 16;
1580 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1581 dy
:= -(Obj
.Rect
.Height
div 2);
1583 ShotType
:= WEAPON_BSP_FIRE
;
1584 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1588 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
1589 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1592 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1595 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1598 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1599 Silent
: Boolean = False);
1601 find_id
, FramesID
: DWORD
;
1605 find_id
:= FindShot()
1609 if Integer(find_id
) >= High(Shots
) then
1610 SetLength(Shots
, find_id
+ 64)
1613 with Shots
[find_id
] do
1617 Obj
.Rect
.Width
:= 32;
1618 Obj
.Rect
.Height
:= 32;
1620 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1621 dy
:= -(Obj
.Rect
.Height
div 2);
1623 ShotType
:= WEAPON_MANCUB_FIRE
;
1624 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1628 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
1629 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1632 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1635 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1638 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1639 Silent
: Boolean = False);
1641 find_id
, FramesID
: DWORD
;
1645 find_id
:= FindShot()
1649 if Integer(find_id
) >= High(Shots
) then
1650 SetLength(Shots
, find_id
+ 64)
1653 with Shots
[find_id
] do
1657 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
1658 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
1660 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1661 dy
:= -(Obj
.Rect
.Height
div 2);
1663 ShotType
:= WEAPON_BFG
;
1664 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1667 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
1668 Animation
:= TAnimation
.Create(FramesID
, True, 6);
1671 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1674 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x
, y
);
1677 procedure g_Weapon_bfghit(x
, y
: Integer);
1682 if g_Frames_Get(ID
, 'FRAMES_BFGHIT') then
1684 Anim
:= TAnimation
.Create(ID
, False, 4);
1685 g_GFX_OnceAnim(x
-32, y
-32, Anim
);
1690 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1691 Silent
: Boolean = False);
1694 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x
, y
);
1696 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
1697 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
1699 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 3, SpawnerUID
, False);
1700 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
1704 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1705 Silent
: Boolean = False);
1708 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x
, y
);
1710 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
1711 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
1712 (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1714 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 2, SpawnerUID
, False);
1715 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
1719 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1720 Silent
: Boolean = False);
1725 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x
, y
);
1729 j
:= Random(17)-8; // -8 .. 8
1730 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 2 <> 0, 1, 0), 3, SpawnerUID
, i
=0);
1734 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
1735 Silent
: Boolean = False);
1740 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x
, y
);
1742 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then a
:= 25 else a
:= 20;
1745 j
:= Random(41)-20; // -20 .. 20
1746 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 3 <> 0, 0, 1), 3, SpawnerUID
, i
=0);
1750 procedure g_Weapon_Update();
1752 i
, a
, h
, cx
, cy
, oldvx
, oldvy
, tf
: Integer;
1766 for i
:= 0 to High(Shots
) do
1768 if Shots
[i
].ShotType
= 0 then
1775 Timeout
:= Timeout
- 1;
1778 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
1779 if (Stopped
= 0) and g_Game_IsServer
then
1780 t
:= g_Triggers_PressR(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
,
1781 SpawnerUID
, ACTIVATE_SHOT
, triggers
)
1787 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
1788 if triggers
= nil then
1795 if not InDWArray(t
[a
], triggers
) then
1797 SetLength(triggers
, Length(triggers
)+1);
1798 triggers
[High(triggers
)] := t
[a
];
1803 // Àíèìàöèÿ ñíàðÿäà:
1804 if Animation
<> nil then
1808 spl
:= (ShotType
<> WEAPON_PLASMA
) and
1809 (ShotType
<> WEAPON_BFG
) and
1810 (ShotType
<> WEAPON_BSP_FIRE
) and
1811 (ShotType
<> WEAPON_FLAMETHROWER
);
1815 st
:= g_Obj_Move(@Obj
, False, spl
);
1821 positionChanged(); // this updates spatial accelerators
1823 if WordBool(st
and MOVE_FALLOUT
) or (Obj
.X
< -1000) or
1824 (Obj
.X
> gMapInfo
.Width
+1000) or (Obj
.Y
< -1000) then
1826 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
1832 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
1833 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
1836 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
1838 // Âûëåòåëà èç âîäû:
1839 if WordBool(st
and MOVE_HITAIR
) then
1840 g_Obj_SetSpeed(@Obj
, 12);
1842 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
1843 if WordBool(st
and MOVE_INWATER
) then
1844 g_GFX_Bubbles(Obj
.X
+(Obj
.Rect
.Width
div 2),
1845 Obj
.Y
+(Obj
.Rect
.Height
div 2),
1846 1+Random(3), 16, 16)
1848 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
1850 Anim
:= TAnimation
.Create(_id
, False, 3);
1852 g_GFX_OnceAnim(Obj
.X
-14+Random(9),
1853 Obj
.Y
+(Obj
.Rect
.Height
div 2)-20+Random(9),
1854 Anim
, ONCEANIM_SMOKE
);
1858 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1859 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1860 (g_Weapon_Hit(@Obj
, 10, SpawnerUID
, HIT_SOME
, False) <> 0) or
1866 g_Weapon_Explode(cx
, cy
, 60, SpawnerUID
);
1868 if ShotType
= WEAPON_SKEL_FIRE
then
1869 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
1870 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
1872 Anim
:= TAnimation
.Create(TextureID
, False, 8);
1873 Anim
.Blending
:= False;
1874 g_GFX_OnceAnim((Obj
.X
+32)-58, (Obj
.Y
+8)-36, Anim
);
1875 g_DynLightExplosion((Obj
.X
+32), (Obj
.Y
+8), 64, 1, 0, 0);
1880 begin // Âçðûâ Ðàêåòû
1881 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
1883 Anim
:= TAnimation
.Create(TextureID
, False, 6);
1884 Anim
.Blending
:= False;
1885 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
1886 g_DynLightExplosion(cx
, cy
, 64, 1, 0, 0);
1891 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
1896 if ShotType
= WEAPON_SKEL_FIRE
then
1897 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
1898 if GetPos(target
, @o
) then
1899 throw(i
, Obj
.X
, Obj
.Y
,
1900 o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)+o
.Vel
.X
+o
.Accel
.X
,
1901 o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)+o
.Vel
.Y
+o
.Accel
.Y
,
1906 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
1908 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
1909 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
1911 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj
.X
, Obj
.Y
);
1912 if g_Game_IsServer
then CheckTrap(i
, 10, HIT_ELECTRO
);
1918 if (ShotType
= WEAPON_PLASMA
) and
1919 (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
1924 if ShotType
= WEAPON_BSP_FIRE
then
1927 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
1928 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
1929 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
, False) <> 0) or
1932 if ShotType
= WEAPON_PLASMA
then
1933 s
:= 'FRAMES_EXPLODE_PLASMA'
1935 s
:= 'FRAMES_EXPLODE_BSPFIRE';
1938 if g_Frames_Get(TextureID
, s
) then
1940 Anim
:= TAnimation
.Create(TextureID
, False, 3);
1941 Anim
.Blending
:= False;
1942 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
1944 g_DynLightExplosion(cx
, cy
, 32, 0, 0.5, 0.5);
1947 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
1953 WEAPON_FLAMETHROWER
: // Îãíåìåò
1955 // Ñî âðåìåíåì óìèðàåò
1956 if (Timeout
< 1) then
1962 if WordBool(st
and (MOVE_HITWATER
or MOVE_INWATER
)) then
1964 if WordBool(st
and MOVE_HITWATER
) then
1966 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
1968 Anim
:= TAnimation
.Create(_id
, False, 3);
1972 g_GFX_OnceAnim(cx
-4+tcx
-(Anim
.Width
div 2),
1973 cy
-4+tcy
-(Anim
.Height
div 2),
1974 Anim
, ONCEANIM_SMOKE
);
1979 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
1986 Obj
.Accel
.Y
:= Obj
.Accel
.Y
+ 1;
1987 // Ïîïàëè â ñòåíó èëè â âîäó:
1988 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
or MOVE_HITWATER
)) then
1994 if WordBool(st
and MOVE_HITWALL
) then
1995 Stopped
:= MOVE_HITWALL
1996 else if WordBool(st
and MOVE_HITLAND
) then
1997 Stopped
:= MOVE_HITLAND
1998 else if WordBool(st
and MOVE_HITCEIL
) then
1999 Stopped
:= MOVE_HITCEIL
;
2002 a
:= IfThen(Stopped
= 0, 3, 1);
2003 // Åñëè â êîãî-òî ïîïàëè
2004 if g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_FLAME
, False) <> 0 then
2006 // HIT_FLAME ñàì ïîäîææåò
2007 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2017 if (gTime
mod tf
= 0) then
2019 Anim
:= TAnimation
.Create(TextureID
, False, 2 + Random(2));
2022 MOVE_HITWALL
: begin tcx
:= cx
-4+Random(8); tcy
:= cy
-12+Random(24); end;
2023 MOVE_HITLAND
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
-10+Random(8); end;
2024 MOVE_HITCEIL
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
+6+Random(8); end;
2025 else begin tcx
:= cx
-4+Random(8); tcy
:= cy
-4+Random(8); end;
2027 g_GFX_OnceAnim(tcx
-(Anim
.Width
div 2), tcy
-(Anim
.Height
div 2), Anim
, ONCEANIM_SMOKE
);
2029 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2035 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2036 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2038 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj
.X
, Obj
.Y
);
2039 if g_Game_IsServer
then CheckTrap(i
, 1000, HIT_ELECTRO
);
2044 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2045 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2046 (g_Weapon_Hit(@Obj
, SHOT_BFG_DAMAGE
, SpawnerUID
, HIT_BFG
, False) <> 0) or
2050 if g_Game_IsServer
then g_Weapon_BFG9000(cx
, cy
, SpawnerUID
);
2053 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') then
2055 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2056 Anim
.Blending
:= False;
2057 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2059 g_DynLightExplosion(cx
, cy
, 96, 0, 1, 0);
2062 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2068 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2071 if WordBool(st
and MOVE_HITAIR
) then
2072 g_Obj_SetSpeed(@Obj
, 16);
2075 if ShotType
= WEAPON_IMP_FIRE
then
2078 if ShotType
= WEAPON_CACO_FIRE
then
2083 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2084 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2085 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
) <> 0) or
2088 if ShotType
= WEAPON_IMP_FIRE
then
2089 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2091 if ShotType
= WEAPON_CACO_FIRE
then
2092 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2094 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2097 if g_Frames_Get(TextureID
, s
) then
2099 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2100 Anim
.Blending
:= False;
2101 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2105 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2111 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2114 if WordBool(st
and MOVE_HITAIR
) then
2115 g_Obj_SetSpeed(@Obj
, 16);
2117 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2118 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2119 (g_Weapon_Hit(@Obj
, 40, SpawnerUID
, HIT_SOME
, False) <> 0) or
2123 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2125 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2126 Anim
.Blending
:= False;
2127 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2131 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2136 end; // case ShotType of...
2138 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2139 if (ShotType
= 0) then
2141 if gGameSettings
.GameType
= GT_SERVER
then
2142 MH_SEND_DeleteShot(i
, Obj
.X
, Obj
.Y
, Loud
);
2143 if Animation
<> nil then
2149 else if (ShotType
<> WEAPON_FLAMETHROWER
) and ((oldvx
<> Obj
.Vel
.X
) or (oldvy
<> Obj
.Vel
.Y
)) then
2150 if gGameSettings
.GameType
= GT_SERVER
then
2151 MH_SEND_UpdateShot(i
);
2156 procedure g_Weapon_Draw();
2165 for i
:= 0 to High(Shots
) do
2166 if Shots
[i
].ShotType
<> 0 then
2169 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2170 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2171 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2172 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2173 a
:= -GetAngle2(Obj
.Vel
.X
, Obj
.Vel
.Y
)
2177 p
.X
:= Obj
.Rect
.Width
div 2;
2178 p
.Y
:= Obj
.Rect
.Height
div 2;
2180 if Animation
<> nil then
2182 if (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2183 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2184 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2185 Animation
.DrawEx(Obj
.X
, Obj
.Y
, M_NONE
, p
, a
)
2187 Animation
.Draw(Obj
.X
, Obj
.Y
, M_NONE
);
2189 else if TextureID
<> 0 then
2191 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) then
2192 e_DrawAdv(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False, a
, @p
, M_NONE
)
2193 else if (Shots
[i
].ShotType
<> WEAPON_FLAMETHROWER
) then
2194 e_Draw(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False);
2197 if g_debug_Frames
then
2199 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
2201 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
2202 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
2208 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
2217 for a
:= 0 to High(Shots
) do
2218 if (Shots
[a
].ShotType
<> 0) and (Shots
[a
].SpawnerUID
<> UID
) then
2219 if ((Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
> 0) and (Shots
[a
].Obj
.X
< X
)) or
2220 (Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
< 0) and (Shots
[a
].Obj
.X
> X
) then
2221 if (Abs(X
-Shots
[a
].Obj
.X
) < Abs(Shots
[a
].Obj
.Vel
.X
*Time
)) and
2222 g_Collide(X
, Y
, Width
, Height
, X
, Shots
[a
].Obj
.Y
,
2223 Shots
[a
].Obj
.Rect
.Width
, Shots
[a
].Obj
.Rect
.Height
) and
2224 g_TraceVector(X
, Y
, Shots
[a
].Obj
.X
, Shots
[a
].Obj
.Y
) then
2231 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
2233 count
, i
, j
: Integer;
2236 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ:
2238 if Shots
<> nil then
2239 for i
:= 0 to High(Shots
) do
2240 if Shots
[i
].ShotType
<> 0 then
2243 Mem
:= TBinMemoryWriter
.Create((count
+1) * 80);
2245 // Êîëè÷åñòâî ñíàðÿäîâ:
2246 Mem
.WriteInt(count
);
2251 for i
:= 0 to High(Shots
) do
2252 if Shots
[i
].ShotType
<> 0 then
2254 // Ñèãíàòóðà ñíàðÿäà:
2255 dw
:= SHOT_SIGNATURE
; // 'SHOT'
2258 Mem
.WriteByte(Shots
[i
].ShotType
);
2260 Mem
.WriteWord(Shots
[i
].Target
);
2262 Mem
.WriteWord(Shots
[i
].SpawnerUID
);
2263 // Ðàçìåð ïîëÿ Triggers:
2264 dw
:= Length(Shots
[i
].Triggers
);
2266 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2267 for j
:= 0 to Integer(dw
)-1 do
2268 Mem
.WriteDWORD(Shots
[i
].Triggers
[j
]);
2270 Obj_SaveState(@Shots
[i
].Obj
, Mem
);
2271 // Êîñòûëèíà åáàíàÿ:
2272 Mem
.WriteByte(Shots
[i
].Stopped
);
2276 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
2278 count
, i
, j
: Integer;
2284 // Êîëè÷åñòâî ñíàðÿäîâ:
2287 SetLength(Shots
, count
);
2292 for i
:= 0 to count
-1 do
2294 // Ñèãíàòóðà ñíàðÿäà:
2296 if dw
<> SHOT_SIGNATURE
then // 'SHOT'
2298 raise EBinSizeError
.Create('g_Weapons_LoadState: Wrong Shot Signature');
2301 Mem
.ReadByte(Shots
[i
].ShotType
);
2303 Mem
.ReadWord(Shots
[i
].Target
);
2305 Mem
.ReadWord(Shots
[i
].SpawnerUID
);
2306 // Ðàçìåð ïîëÿ Triggers:
2308 SetLength(Shots
[i
].Triggers
, dw
);
2309 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2310 for j
:= 0 to Integer(dw
)-1 do
2311 Mem
.ReadDWORD(Shots
[i
].Triggers
[j
]);
2313 Obj_LoadState(@Shots
[i
].Obj
, Mem
);
2314 // Êîñòûëèíà åáàíàÿ:
2315 Mem
.ReadByte(Shots
[i
].Stopped
);
2317 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè:
2318 Shots
[i
].TextureID
:= DWORD(-1);
2319 Shots
[i
].Animation
:= nil;
2321 case Shots
[i
].ShotType
of
2322 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
:
2324 g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots
[i
].TextureID
);
2328 g_Frames_Get(dw
, 'FRAMES_WEAPON_PLASMA');
2329 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 5);
2333 g_Frames_Get(dw
, 'FRAMES_WEAPON_BFG');
2334 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 6);
2338 g_Frames_Get(dw
, 'FRAMES_WEAPON_IMPFIRE');
2339 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2343 g_Frames_Get(dw
, 'FRAMES_WEAPON_BSPFIRE');
2344 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2348 g_Frames_Get(dw
, 'FRAMES_WEAPON_CACOFIRE');
2349 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2353 g_Frames_Get(dw
, 'FRAMES_WEAPON_BARONFIRE');
2354 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2358 g_Frames_Get(dw
, 'FRAMES_WEAPON_MANCUBFIRE');
2359 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2365 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
2373 if (I
> High(Shots
)) or (I
< 0) then Exit
;
2377 if ShotType
= 0 then Exit
;
2380 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2381 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2384 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2388 if ShotType
= WEAPON_SKEL_FIRE
then
2389 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2390 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2392 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2393 Anim
.Blending
:= False;
2394 g_GFX_OnceAnim((Obj
.X
+32)-32, (Obj
.Y
+8)-32, Anim
);
2399 begin // Âçðûâ Ðàêåòû
2400 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2402 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2403 Anim
.Blending
:= False;
2404 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2408 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2412 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2414 if ShotType
= WEAPON_PLASMA
then
2415 s
:= 'FRAMES_EXPLODE_PLASMA'
2417 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2419 if g_Frames_Get(TextureID
, s
) and loud
then
2421 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2422 Anim
.Blending
:= False;
2423 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2426 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2433 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') and Loud
then
2435 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2436 Anim
.Blending
:= False;
2437 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2440 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2444 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2446 if ShotType
= WEAPON_IMP_FIRE
then
2447 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2449 if ShotType
= WEAPON_CACO_FIRE
then
2450 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2452 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2454 if g_Frames_Get(TextureID
, s
) and Loud
then
2456 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2457 Anim
.Blending
:= False;
2458 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2461 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2465 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2467 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') and Loud
then
2469 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2470 Anim
.Blending
:= False;
2471 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2474 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2477 end; // case ShotType of...
2485 procedure g_Weapon_AddDynLights();
2489 if Shots
= nil then Exit
;
2490 for i
:= 0 to High(Shots
) do
2492 if Shots
[i
].ShotType
= 0 then continue
;
2493 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2494 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2495 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2496 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) or
2497 (Shots
[i
].ShotType
= WEAPON_IMP_FIRE
) or
2498 (Shots
[i
].ShotType
= WEAPON_CACO_FIRE
) or
2499 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2500 (Shots
[i
].ShotType
= WEAPON_BSP_FIRE
) or
2501 (Shots
[i
].ShotType
= WEAPON_PLASMA
) or
2502 (Shots
[i
].ShotType
= WEAPON_BFG
) or
2503 (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) or
2506 if (Shots
[i
].ShotType
= WEAPON_PLASMA
) then
2507 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)
2508 else if (Shots
[i
].ShotType
= WEAPON_BFG
) then
2509 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)
2510 else if (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) then
2511 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)
2513 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);
2519 procedure TShot
.positionChanged (); begin end;