diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 18f777a788ffffdd8f48b5d1060bf9cd67a4cd0c..c55931b540dd1e4055a949fb29799e0e83fd2c09 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
{$INCLUDE ../shared/a_modes.inc}
+{.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
unit g_weapons;
interface
uses
- g_textures, g_basic, e_graphics, g_phys, BinEditor;
+ g_textures, g_basic, e_graphics, g_phys, BinEditor, xprofiler;
const
HIT_SOME = 0;
WP_FIRST = WEAPON_KASTET;
WP_LAST = WEAPON_FLAMETHROWER;
+
+var
+ gwep_debug_fast_trace: Boolean = true;
+
+
implementation
uses
s, c: Extended;
//vx, vy: Integer;
xx, yy, d: Integer;
-
i: Integer;
t1, _collide: Boolean;
w, h: Word;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt: UInt64;
+ showTime: Boolean = true;
+ {$ENDIF}
begin
a := GetAngle(x, y, xd, yd)+180;
//vx := (dx*10 div d)*xi;
//vy := (dy*10 div d)*yi;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro();
+ {$ENDIF}
+
xx := x;
yy := y;
if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
begin
_collide := True;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro()-stt;
+ e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ showTime := false;
+ {$ENDIF}
g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
end;
if not _collide then
+ begin
_collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
+ end;
+
+ if _collide then Break;
+ end;
- if _collide then
- Break;
+ {$IF DEFINED(D2F_DEBUG)}
+ if showTime then
+ begin
+ stt := curTimeMicro()-stt;
+ e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
end;
+ {$ENDIF}
if CheckTrigger and g_Game_IsServer then
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);
+(*
+procedure g_Weapon_gunComplicated (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
const
HHGridSize = 64;
- Nothing = -666666;
var
hitray: Ray2D;
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));
+ {$IF DEFINED(D2F_DEBUG)}
+ //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
+ {$ENDIF}
end;
function doMonsterHit (mon: TMonster): Boolean;
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));
+ {$IF DEFINED(D2F_DEBUG)}
+ //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
+ {$ENDIF}
end;
// get nearest player along hitray
xe, ye: Integer;
s, c: Extended;
xx, yy, d: Integer;
+ prevX, prevY: Integer;
leftToNextMonsterQuery: Integer = 0;
i: Integer;
t1: Boolean;
+ {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
w, h: Word;
+ {$ENDIF}
wallWasHit: Boolean = false;
wallHitX: Integer = 0;
wallHitY: Integer = 0;
didHit: Boolean = false;
+ mptWX: Integer = 0;
+ mptWY: Integer = 0;
+ mptHit: Integer = -1;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt: UInt64;
+ {$ENDIF}
begin
+ if not gwep_debug_fast_trace then
+ begin
+ g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
+ exit;
+ end;
+
wgunMonHash.reset(); //FIXME: clear hash on level change
wgunHitHeap.clear();
wgunHitTimeUsed := 0;
hitray := Ray2D.Create(x, y, x2, y2);
+ e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
+
+ {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
t1 := (gWalls <> nil);
w := gMapInfo.Width;
h := gMapInfo.Height;
+ {$ENDIF}
dx := x2-x;
dy := y2-y;
//vx := (dx*10 div d)*xi;
//vy := (dy*10 div d)*yi;
+ {$IF DEFINED(D2F_DEBUG)}
+ mptHit := g_Map_traceToNearestWall(x, y, x2, y2, @mptWX, @mptWY);
+ e_WriteLog(Format('tree trace: (%d,%d)', [mptWX, mptWY]), MSG_NOTIFY);
+ {$ENDIF}
+
+ {$IF not DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
+ wallWasHit := (mptHit >= 0);
+ wallHitX := mptWX;
+ wallHitY := mptWY;
+ t1 := false;
+ {$ENDIF}
+
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro();
+ {$ENDIF}
// find wall, collect monsters
begin
xe := 0;
ye := 0;
xx := x;
yy := y;
+ prevX := xx;
+ prevY := yy;
for i := 1 to d do
begin
+ prevX := xx;
+ prevY := yy;
xe += dx;
ye += dy;
if (xe > d) then begin xe -= d; xx += xi; end;
//if (yy > h) or (yy < 0) then break;
//if (xx > w) or (xx < 0) then break;
+ {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
if t1 and (xx >= 0) and (yy >= 0) and (xx < w) and (yy < h) then
begin
if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
begin
wallWasHit := true;
- wallHitX := xx-xi;
- wallHitY := yy-xi;
+ wallHitX := prevX;
+ wallHitY := prevY;
end;
end;
+ {$ELSE}
+ if (abs(prevX-wallHitX) < 2) and (abs(prevY-wallHitY) < 2) then t1 := true;
+ {$ENDIF}
if (leftToNextMonsterQuery <> 0) and not wallWasHit then
begin
// check monsters
g_Mons_ForEachAliveAt(xx-HHGridSize div 2, yy-HHGridSize div 2, HHGridSize+HHGridSize div 2, HHGridSize+HHGridSize div 2, monsPossibleHit);
leftToNextMonsterQuery := HHGridSize; // again
+ {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
if wallWasHit then break;
+ {$ELSE}
+ if t1 then break;
+ {$ENDIF}
end;
end;
if not wallWasHit then
begin
- wallHitX := xx;
- wallHitY := yy;
+ wallHitX := prevX;
+ wallHitY := prevY;
end;
end;
// need sparks?
if wallWasHit then
begin
+ {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
+ if (mptHit < 0) then
+ begin
+ e_WriteLog('OOPS: tree trace failed, but pixel trace found the wall!', MSG_WARNING);
+ raise Exception.Create('map tree trace fucked');
+ end
+ else
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ //e_WriteLog(Format(' trace: (%d,%d)', [wallHitX, wallHitY]), MSG_NOTIFY);
+ {$ENDIF}
+ wallHitX := mptWX;
+ wallHitY := mptWY;
+ end;
+ {$ENDIF}
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ {$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);
+ end
+ else
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ {$ENDIF}
+ end;
+
+ if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
+end;
+*)
+
+
+procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
+var
+ hitray: Ray2D;
+ xi, yi: Integer;
+ wallDistSq: Single = 1.0e100;
+
+ 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));
+ {$IF DEFINED(D2F_DEBUG)}
+ //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
+ {$ENDIF}
+ 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));
+ {$IF DEFINED(D2F_DEBUG)}
+ //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
+ {$ENDIF}
+ end;
+
+ // collect players 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 <= 0.0) then
+ begin
+ if doPlayerHit(i) then begin result := true; exit; end;
+ end
+ else
+ begin
+ if (tmin*tmin < wallDistSq) then appendHitTimePlr(tmin, i);
+ end;
+ end;
+ end;
+ end;
+ end;
+
+ function sqchecker (mon: TMonster; dist: Single): Boolean;
+ begin
+ result := false; // don't stop
+ if (dist*dist < wallDistSq) then appendHitTimeMon(dist, mon);
+ end;
+
+var
+ a: Integer;
+ x2, y2: Integer;
+ dx, dy: Integer;
+ xe, ye: Integer;
+ s, c: Extended;
+ i: Integer;
+ wallHitIdx: Integer = -1;
+ wallHitX: Integer = 0;
+ wallHitY: Integer = 0;
+ didHit: Boolean = false;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt: UInt64;
+ {$ENDIF}
+begin
+ if not gwep_debug_fast_trace then
+ begin
+ g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
+ exit;
+ end;
+
+ 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);
+
+ 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;
+
+ {$IF DEFINED(D2F_DEBUG)}
+ e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
+ stt := curTimeMicro();
+ {$ENDIF}
+
+ wallHitIdx := g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY);
+ if (wallHitIdx >= 0) then
+ begin
+ x2 := wallHitX;
+ y2 := wallHitY;
+ wallDistSq := (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y);
+ end
+ else
+ begin
+ wallHitX := x2;
+ wallHitY := y2;
+ end;
+
+ hitray := Ray2D.Create(x, y, x2, y2);
+
+ if playerPossibleHit() then exit; // instant hit
+
+ // collect monsters
+ g_Mons_alongLine(x, y, x2, y2, sqchecker);
+
+ // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
+ // also, if `wallWasHit` >= 0, then `wallHitX` and `wallHitY` contains spark 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 (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;
+ wallHitIdx := -1; // no sparks
+ break;
+ end;
+ end;
+
+ // need sparks?
+ if (wallHitIdx >= 0) then
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ {$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);
+ end
+ else
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ {$ENDIF}
end;
if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);