diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index d9c20e62c7711a3c7c4faf1a12aac97afabd07a3..18f777a788ffffdd8f48b5d1060bf9cd67a4cd0c 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
function g_Weapon_HitUID(UID: Word; d: Integer; SpawnerUID: Word; t: Byte): Boolean;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
-procedure g_Weapon_gun(x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
+procedure g_Weapon_gun(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer;
procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel,
g_console, SysUtils, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
- g_language, g_netmsg;
+ g_language, g_netmsg,
+ z_aabbtree, binheap, hashtable;
type
TWaterPanel = record
SHOT_SIGNATURE = $544F4853; // 'SHOT'
+type
+ PHitTime = ^THitTime;
+ THitTime = record
+ time: Single;
+ mon: TMonster;
+ plridx: Integer; // if mon=nil
+ end;
+
+ // indicies in `wgunHitTime` array
+ TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer>;
+
var
WaterMap: array of array of DWORD = nil;
+ wgunMonHash: THashIntInt = nil;
+ wgunHitHeap: TBinaryHeapHitTimes = nil;
+ wgunHitTime: array of THitTime = nil;
+ wgunHitTimeUsed: Integer = 0;
+
+
+function hitTimeCompare (a, b: Integer): Boolean;
+begin
+ if (wgunHitTime[a].time < wgunHitTime[b].time) then begin result := true; exit; end;
+ if (wgunHitTime[a].time > wgunHitTime[b].time) then begin result := false; exit; end;
+ if (wgunHitTime[a].mon <> nil) then
+ begin
+ // a is monster
+ if (wgunHitTime[b].mon = nil) then begin result := false; exit; end; // players first
+ result := (wgunHitTime[a].mon.UID < wgunHitTime[b].mon.UID); // why not?
+ end
+ else
+ begin
+ // a is player
+ if (wgunHitTime[b].mon <> nil) then begin result := true; exit; end; // players first
+ result := (wgunHitTime[a].plridx < wgunHitTime[b].plridx); // why not?
+ end;
+end;
+
+
+procedure appendHitTimeMon (time: Single; mon: TMonster);
+begin
+ if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
+ wgunHitTime[wgunHitTimeUsed].time := time;
+ wgunHitTime[wgunHitTimeUsed].mon := mon;
+ wgunHitTime[wgunHitTimeUsed].plridx := -1;
+ wgunHitHeap.insert(wgunHitTimeUsed);
+ Inc(wgunHitTimeUsed);
+end;
+
+
+procedure appendHitTimePlr (time: Single; plridx: Integer);
+begin
+ if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
+ wgunHitTime[wgunHitTimeUsed].time := time;
+ wgunHitTime[wgunHitTimeUsed].mon := nil;
+ wgunHitTime[wgunHitTimeUsed].plridx := plridx;
+ wgunHitHeap.insert(wgunHitTimeUsed);
+ Inc(wgunHitTimeUsed);
+end;
+
function FindShot(): DWORD;
var
Result := True;
end;
-function HitPlayer(p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
+
+function HitPlayer (p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
begin
- Result := False;
+ result := False;
-// Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
- if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then
- Exit;
+ // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì
+ if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then exit;
if g_Game_IsServer then
begin
- if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
- p.Damage(d, SpawnerUID, vx, vy, t);
- if (t = HIT_FLAME) then
- p.CatchFire(SpawnerUID);
+ if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then p.Damage(d, SpawnerUID, vx, vy, t);
+ if (t = HIT_FLAME) then p.CatchFire(SpawnerUID);
end;
- Result := True;
+ result := true;
end;
-function GunHit(X, Y: Integer; vx, vy: Integer; dmg: Integer;
- SpawnerUID: Word; AllowPush: Boolean): Byte;
-
- {function monsCheck (mon: TMonster): Boolean;
- begin
- result := false; // don't stop
- if mon.Live and mon.Collide(X, Y) then
- begin
- if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
- begin
- if AllowPush then mon.Push(vx, vy);
- result := true;
- end;
- end;
- end;}
-
- function monsCheck (mon: TMonster): Boolean;
- begin
- result := false; // don't stop
- if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
- begin
- if AllowPush then mon.Push(vx, vy);
- result := true;
- end;
- end;
-
-var
- i, h: Integer;
-begin
- Result := 0;
-
- h := High(gPlayers);
-
- if h <> -1 then
- for i := 0 to h do
- if (gPlayers[i] <> nil) and gPlayers[i].Live and gPlayers[i].Collide(X, Y) then
- if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
- begin
- if AllowPush then gPlayers[i].Push(vx, vy);
- Result := 1;
- end;
-
- if Result <> 0 then Exit;
-
- //if g_Mons_ForEach(monsCheck) then result := 2;
- if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2;
-end;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
+
+ wgunMonHash := hashNewIntInt();
+ wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeCompare);
end;
procedure g_Weapon_FreeData();
g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
end;
-procedure g_Weapon_gun(x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
+
+function GunHitPlayer (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Boolean;
+var
+ i: Integer;
+begin
+ result := false;
+ for i := 0 to High(gPlayers) do
+ begin
+ if (gPlayers[i] <> nil) and gPlayers[i].Live and gPlayers[i].Collide(X, Y) then
+ begin
+ if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
+ begin
+ if AllowPush then gPlayers[i].Push(vx, vy);
+ result := true;
+ end;
+ end;
+ end;
+end;
+
+
+function GunHit (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Byte;
+
+ function monsCheck (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
+ begin
+ if AllowPush then mon.Push(vx, vy);
+ result := true;
+ end;
+ end;
+
+begin
+ result := 0;
+ if GunHitPlayer(X, Y, vx, vy, dmg, SpawnerUID, AllowPush) then result := 1
+ else if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2;
+end;
+
+
+procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
var
a: Integer;
x2, y2: Integer;
g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
end;
+
+procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
+const
+ HHGridSize = 64;
+ Nothing = -666666;
+
+var
+ hitray: Ray2D;
+ xi, yi: Integer;
+
+ function doPlayerHit (idx: Integer): Boolean;
+ begin
+ result := false;
+ if (idx < 0) or (idx > High(gPlayers)) then exit;
+ if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit;
+ result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
+ if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
+ end;
+
+ function doMonsterHit (mon: TMonster): Boolean;
+ begin
+ result := false;
+ if (mon = nil) then exit;
+ result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
+ if result and (v <> 0) then mon.Push((xi*v), (yi*v));
+ end;
+
+ // get nearest player along hitray
+ // return `true` if instant hit was detected
+ function playerPossibleHit (): Boolean;
+ var
+ i: Integer;
+ aabb: AABB2D;
+ tmin: Single;
+ begin
+ result := false;
+ for i := 0 to High(gPlayers) do
+ begin
+ if (gPlayers[i] <> nil) and gPlayers[i].Live then
+ begin
+ aabb := gPlayers[i].mapAABB;
+ // inside?
+ if aabb.contains(x, y) then
+ begin
+ if doPlayerHit(i) then begin result := true; exit; end;
+ end
+ else if (aabb.intersects(hitray, @tmin)) then
+ begin
+ // intersect
+ if (tmin <= 0) then
+ begin
+ if doPlayerHit(i) then begin result := true; exit; end;
+ end
+ else
+ begin
+ appendHitTimePlr(tmin, i);
+ end;
+ end;
+ end;
+ end;
+ end;
+
+ function monsPossibleHitInstant (mon: TMonster): Boolean;
+ var
+ aabb: AABB2D;
+ begin
+ result := false; // don't stop
+ aabb := mon.mapAABB;
+ if aabb.contains(x, y) then
+ begin
+ result := doMonsterHit(mon);
+ end;
+ end;
+
+ function monsPossibleHit (mon: TMonster): Boolean;
+ var
+ aabb: AABB2D;
+ tmin: Single;
+ begin
+ result := false; // don't stop
+ if not wgunMonHash.put(Integer(mon.UID), 1) then
+ begin
+ // new monster; calculate hitpoint
+ aabb := mon.mapAABB;
+ if (aabb.intersects(hitray, @tmin)) then
+ begin
+ if (tmin < 0) then tmin := 1.0;
+ appendHitTimeMon(tmin, mon);
+ end;
+ end;
+ end;
+
+var
+ a: Integer;
+ x2, y2: Integer;
+ dx, dy: Integer;
+ xe, ye: Integer;
+ s, c: Extended;
+ xx, yy, d: Integer;
+ leftToNextMonsterQuery: Integer = 0;
+ i: Integer;
+ t1: Boolean;
+ w, h: Word;
+ wallWasHit: Boolean = false;
+ wallHitX: Integer = 0;
+ wallHitY: Integer = 0;
+ didHit: Boolean = false;
+begin
+ wgunMonHash.reset(); //FIXME: clear hash on level change
+ wgunHitHeap.clear();
+ wgunHitTimeUsed := 0;
+
+ a := GetAngle(x, y, xd, yd)+180;
+
+ SinCos(DegToRad(-a), s, c);
+
+ if Abs(s) < 0.01 then s := 0;
+ if Abs(c) < 0.01 then c := 0;
+
+ x2 := x+Round(c*gMapInfo.Width);
+ y2 := y+Round(s*gMapInfo.Width);
+
+ hitray := Ray2D.Create(x, y, x2, y2);
+
+ t1 := (gWalls <> nil);
+ w := gMapInfo.Width;
+ h := gMapInfo.Height;
+
+ dx := x2-x;
+ dy := y2-y;
+
+ if (xd = 0) and (yd = 0) then Exit;
+
+ if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
+ if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
+
+ // check instant hits
+ xx := x;
+ yy := y;
+ if (dx < 0) then Dec(xx);
+ if (dy < 0) then Dec(yy);
+
+ dx := Abs(dx);
+ dy := Abs(dy);
+
+ if playerPossibleHit() then exit; // instant hit
+ if g_Mons_ForEachAliveAt(xx, yy, 3, 3, monsPossibleHitInstant) then exit; // instant hit
+
+ if dx > dy then d := dx else d := dy;
+
+ //blood vel, for Monster.Damage()
+ //vx := (dx*10 div d)*xi;
+ //vy := (dy*10 div d)*yi;
+
+ // find wall, collect monsters
+ begin
+ xe := 0;
+ ye := 0;
+ xx := x;
+ yy := y;
+ for i := 1 to d do
+ begin
+ xe += dx;
+ ye += dy;
+ if (xe > d) then begin xe -= d; xx += xi; end;
+ if (ye > d) then begin ye -= d; yy += yi; end;
+
+ // wtf?!
+ //if (yy > h) or (yy < 0) then break;
+ //if (xx > w) or (xx < 0) then break;
+
+ if t1 and (xx >= 0) and (yy >= 0) and (xx < w) and (yy < h) then
+ begin
+ if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
+ begin
+ wallWasHit := true;
+ wallHitX := xx-xi;
+ wallHitY := yy-xi;
+ end;
+ end;
+
+ if (leftToNextMonsterQuery <> 0) and not wallWasHit then
+ begin
+ Dec(leftToNextMonsterQuery);
+ end
+ else
+ begin
+ // check monsters
+ g_Mons_ForEachAliveAt(xx-HHGridSize div 2, yy-HHGridSize div 2, HHGridSize+HHGridSize div 2, HHGridSize+HHGridSize div 2, monsPossibleHit);
+ leftToNextMonsterQuery := HHGridSize; // again
+ if wallWasHit then break;
+ end;
+ end;
+
+ if not wallWasHit then
+ begin
+ wallHitX := xx;
+ wallHitY := yy;
+ end;
+ end;
+
+ // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
+ // also, if `wallWasHit` is true, then `wallHitX` and `wallHitY` contains wall coords
+ while (wgunHitHeap.count > 0) do
+ begin
+ // has some entities to check, do it
+ i := wgunHitHeap.front;
+ wgunHitHeap.popFront();
+ hitray.atTime(wgunHitTime[i].time, xe, ye);
+ // check if it is not behind the wall
+ if ((xe-x)*(xe-x)+(ye-y)*(ye-y) < (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y)) then
+ begin
+ if (wgunHitTime[i].mon <> nil) then
+ begin
+ didHit := doMonsterHit(wgunHitTime[i].mon);
+ end
+ else
+ begin
+ didHit := doPlayerHit(wgunHitTime[i].plridx);
+ end;
+ if didHit then
+ begin
+ // need new coords for trigger
+ wallHitX := xe;
+ wallHitY := ye;
+ wallWasHit := false; // no sparks
+ break;
+ end;
+ end;
+ end;
+
+ // need sparks?
+ if wallWasHit then
+ begin
+ g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
+ if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
+ end;
+
+ if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
+end;
+
+
procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
var
obj: TObj;