DEADSOFTWARE

Add sounds for flamethrower
[d2df-sdl.git] / src / game / g_weapons.pas
index 182207f233740454ac355b5034c59625b78aea0b..5505731729eb497613804cd78aa72d00886d96c8 100644 (file)
@@ -1,4 +1,4 @@
-(* Copyright (C)  DooM 2D:Forever Developers
+(* Copyright (C)  Doom 2D: Forever Developers
  *
  * This program is free software: you can redistribute it and/or modify
  * it under the terms of the GNU General Public License as published by
@@ -20,7 +20,7 @@ unit g_weapons;
 interface
 
 uses
-  SysUtils, Classes,
+  SysUtils, Classes, mempool,
   g_textures, g_basic, e_graphics, g_phys, xprofiler;
 
 
@@ -118,7 +118,7 @@ uses
   g_console, g_options, g_game,
   g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
   g_language, g_netmsg, g_grid,
-  binheap, hashtable, utils, xstreams;
+  geom, binheap, hashtable, utils, xstreams;
 
 type
   TWaterPanel = record
@@ -157,8 +157,13 @@ type
     x, y: Integer;
   end;
 
+  TBinHeapKeyHitTime = class
+  public
+    class function less (const a, b: Integer): Boolean; inline;
+  end;
+
   // indicies in `wgunHitTime` array
-  TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer>;
+  TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer, TBinHeapKeyHitTime>;
 
 var
   WaterMap: array of array of DWORD = nil;
@@ -168,7 +173,7 @@ var
   wgunHitTimeUsed: Integer = 0;
 
 
-function hitTimeLess (a, b: Integer): Boolean;
+class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean;
 var
   hta, htb: PHitTime;
 begin
@@ -1094,7 +1099,7 @@ end;
 
 procedure g_Weapon_LoadData();
 begin
-  e_WriteLog('Loading weapons data...', MSG_NOTIFY);
+  e_WriteLog('Loading weapons data...', TMsgType.Notify);
 
   g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD+':SOUNDS\HITPUNCH');
   g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD+':SOUNDS\MISSPUNCH');
@@ -1121,6 +1126,9 @@ begin
   g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD+':SOUNDS\FIREBALL');
   g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD+':SOUNDS\EXPLODEBALL');
   g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD+':SOUNDS\FIREREV');
+  g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEON', GameWAD+':SOUNDS\STARTFLM');
+  g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEOFF', GameWAD+':SOUNDS\STOPFLM');
+  g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEWORK', GameWAD+':SOUNDS\WORKFLM');
   g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD+':SOUNDS\WORKJETPACK');
   g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD+':SOUNDS\STARTJETPACK');
   g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD+':SOUNDS\STOPJETPACK');
@@ -1155,12 +1163,12 @@ begin
   g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
 
   //wgunMonHash := hashNewIntInt();
-  wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeLess);
+  wgunHitHeap := TBinaryHeapHitTimes.Create();
 end;
 
 procedure g_Weapon_FreeData();
 begin
-  e_WriteLog('Releasing weapons data...', MSG_NOTIFY);
+  e_WriteLog('Releasing weapons data...', TMsgType.Notify);
 
   g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
   g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
@@ -1187,6 +1195,9 @@ begin
   g_Sound_Delete('SOUND_WEAPON_FIREBALL');
   g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
   g_Sound_Delete('SOUND_WEAPON_FIREREV');
+  g_Sound_Delete('SOUND_WEAPON_FLAMEON');
+  g_Sound_Delete('SOUND_WEAPON_FLAMEOFF');
+  g_Sound_Delete('SOUND_WEAPON_FLAMEWORK');
   g_Sound_Delete('SOUND_PLAYER_JETFLY');
   g_Sound_Delete('SOUND_PLAYER_JETON');
   g_Sound_Delete('SOUND_PLAYER_JETOFF');
@@ -1435,13 +1446,12 @@ var
     end;
   end;
 
-  function sqchecker (mon: TMonster; tag: Integer): Boolean;
+  procedure sqchecker (mon: TMonster);
   var
     mx, my, mw, mh: Integer;
     inx, iny: Integer;
     distSq: Integer;
   begin
-    result := false; // don't stop
     mon.getMapBox(mx, my, mw, mh);
     if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
     begin
@@ -1463,6 +1473,8 @@ var
   {$IF DEFINED(D2F_DEBUG)}
   stt: UInt64;
   {$ENDIF}
+  mit: PMonster;
+  it: TMonsterGrid.Iter;
 begin
   (*
   if not gwep_debug_fast_trace then
@@ -1497,7 +1509,7 @@ begin
   if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
 
   {$IF DEFINED(D2F_DEBUG)}
-  e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
+  e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
   stt := getTimeMicro();
   {$ENDIF}
 
@@ -1517,7 +1529,11 @@ begin
   if playerPossibleHit() then exit; // instant hit
 
   // collect monsters
-  g_Mons_AlongLine(x, y, x2, y2, sqchecker);
+  //g_Mons_AlongLine(x, y, x2, y2, sqchecker);
+
+  it := monsGrid.forEachAlongLine(x, y, x2, y2, -1);
+  for mit in it do sqchecker(mit^);
+  it.release();
 
   // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
   // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
@@ -1553,7 +1569,7 @@ begin
   begin
     {$IF DEFINED(D2F_DEBUG)}
     stt := getTimeMicro()-stt;
-    e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+    e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
     {$ENDIF}
     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);
@@ -1562,7 +1578,7 @@ begin
   begin
     {$IF DEFINED(D2F_DEBUG)}
     stt := getTimeMicro()-stt;
-    e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+    e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
     {$ENDIF}
   end;
 
@@ -2141,7 +2157,7 @@ begin
 
       if Stopped = 0 then
       begin
-        st := g_Obj_Move(@Obj, False, spl);
+        st := g_Obj_Move_Projectile(@Obj, False, spl);
       end
       else
       begin
@@ -2511,14 +2527,14 @@ begin
             if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
                (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
                (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
-              Animation.DrawEx(Obj.X, Obj.Y, M_NONE, p, a)
+              Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a)
             else
-              Animation.Draw(Obj.X, Obj.Y, M_NONE);
+              Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
           end
         else if TextureID <> 0 then
           begin
             if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
-              e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
+              e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, TMirrorType.None)
             else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
               e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
           end;