X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=6021daff58ecda40d6a0aceb210d69520ae25395;hp=38d33e3b5c713244a7c978857c816d1d39d2f35a;hb=2257ac7163318bab560e4351f2b139c9ca4ed9e5;hpb=f0c98dc86657bdc08f6049872f12b554e1654fa4 diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 38d33e3..6021daf 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -44,6 +44,7 @@ type Animation: TAnimation; TextureID: DWORD; Timeout: DWORD; + Stopped: Byte; end; var @@ -63,6 +64,7 @@ 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); procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False); +procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); @@ -139,6 +141,10 @@ const SHOT_BFG_DAMAGE = 100; SHOT_BFG_RADIUS = 256; + SHOT_FLAME_WIDTH = 4; + SHOT_FLAME_HEIGHT = 4; + SHOT_FLAME_LIFETIME = 360; + SHOT_SIGNATURE = $544F4853; // 'SHOT' var @@ -346,7 +352,14 @@ begin end; if g_Game_IsServer then - Result := m.Damage(d, vx, vy, SpawnerUID, t) + begin + if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then + Result := m.Damage(d, vx, vy, SpawnerUID, t) + else + Result := True; + if t = HIT_FLAME then + m.CatchFire(); + end else Result := True; end; @@ -359,7 +372,13 @@ begin if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then Exit; - if g_Game_IsServer then p.Damage(d, SpawnerUID, vx, vy, t); + 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(); + end; Result := True; end; @@ -521,6 +540,23 @@ begin end; end; + WEAPON_FLAMETHROWER: + begin + with Shots[find_id] do + begin + g_Obj_Init(@Obj); + + Obj.Rect.Width := SHOT_FLAME_WIDTH; + Obj.Rect.Height := SHOT_FLAME_HEIGHT; + + Triggers := nil; + ShotType := WEAPON_FLAMETHROWER; + Animation := nil; + TextureID := 0; + Stopped := 0; + end; + end; + WEAPON_IMP_FIRE: begin with Shots[find_id] do @@ -648,6 +684,8 @@ begin Shots[i].Obj.Accel.Y := 0; if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then Shots[i].Timeout := 900 // ~25 sec + else if Shots[i].ShotType = WEAPON_FLAMETHROWER then + Shots[i].Timeout := SHOT_FLAME_LIFETIME else Shots[i].Timeout := 550 // ~15 sec end; @@ -988,6 +1026,7 @@ begin g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD+':TEXTURES\EIMPFIRE', 64, 64, 3); g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD+':TEXTURES\BFGHIT', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD+':TEXTURES\FIRE', 64, 128, 8); + g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD+':TEXTURES\FLAME', 32, 32, 11); g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD+':TEXTURES\EPLASMA', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD+':TEXTURES\EBSPFIRE', 32, 32, 5); g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD+':TEXTURES\ECACOFIRE', 64, 64, 3); @@ -1301,6 +1340,45 @@ begin g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y); end; +procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; + Silent: Boolean = False); +var + find_id, FramesID: DWORD; + dx, dy: Integer; +begin + if WID < 0 then + find_id := FindShot() + else + begin + find_id := WID; + if Integer(find_id) >= High(Shots) then + SetLength(Shots, find_id + 64); + end; + + with Shots[find_id] do + begin + g_Obj_Init(@Obj); + + Obj.Rect.Width := SHOT_FLAME_WIDTH; + Obj.Rect.Height := SHOT_FLAME_HEIGHT; + + dx := IfThen(xd>x, -Obj.Rect.Width, 0); + dy := -(Obj.Rect.Height div 2); + throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); + + triggers := nil; + ShotType := WEAPON_FLAMETHROWER; + Animation := nil; + TextureID := 0; + Stopped := 0; + end; + + Shots[find_id].SpawnerUID := SpawnerUID; + + // if not Silent then + // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y); +end; + procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var @@ -1792,6 +1870,60 @@ begin end; end; + WEAPON_FLAMETHROWER: // Îãíåìåò + begin + // Ïîä âîäîé íå ñòðåëÿåò, ñî âðåìåíåì óìèðàåò + if (Timeout < 1) or WordBool(st and (MOVE_INWATER)) then + begin + ShotType := 0; + Continue; + end; + + // Ãðàâèòàöèÿ + if Stopped = 0 then + Obj.Accel.Y := Obj.Accel.Y + 1; + // Ïîïàëè â ñòåíó èëè â âîäó: + if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL or MOVE_HITWATER)) then + begin + // Ïðèëèïàåì: + Obj.Vel.X := 0; + Obj.Vel.Y := 0; + Obj.Accel.Y := 0; + if WordBool(st and (MOVE_HITWALL or MOVE_HITWATER)) then + Stopped := 1 + else + Stopped := 2; + end; + + a := IfThen(Stopped = 0, 2, 1); + // Åñëè â êîãî-òî ïîïàëè + if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then + begin + // HIT_FLAME ñàì ïîäîææåò + // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì + if Stopped = 0 then + ShotType := 0; + end; + + if g_Frames_Get(_id, 'FRAMES_FLAME') then + begin + Anim := TAnimation.Create(_id, False, 3); + Anim.Alpha := 0; + case Stopped of + 0: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2), + cy-4+Random(8)-(Anim.Height div 2), + Anim, ONCEANIM_SMOKE); + 1: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2), + cy-12+Random(24)-(Anim.Height div 2), + Anim, ONCEANIM_SMOKE); + 2: g_GFX_OnceAnim(cx-12+Random(24)-(Anim.Width div 2), + cy-4+Random(8)-(Anim.Height div 2), + Anim, ONCEANIM_SMOKE); + end; + Anim.Free(); + end; + end; + WEAPON_BFG: // BFG begin // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå: @@ -1901,10 +2033,13 @@ begin begin if gGameSettings.GameType = GT_SERVER then MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud); - Animation.Free(); - Animation := nil; + if Animation <> nil then + begin + Animation.Free(); + Animation := nil; + end; end - else if (oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y) then + else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then if gGameSettings.GameType = GT_SERVER then MH_SEND_UpdateShot(i); end; @@ -1944,7 +2079,7 @@ begin else Animation.Draw(Obj.X, Obj.Y, M_NONE); end - else + 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) @@ -2026,6 +2161,8 @@ begin Mem.WriteDWORD(Shots[i].Triggers[j]); // Îáúåêò ñíàðÿäà: Obj_SaveState(@Shots[i].Obj, Mem); + // Êîñòûëèíà åáàíàÿ: + Mem.WriteByte(Shots[i].Stopped); end; end; @@ -2067,6 +2204,8 @@ begin Mem.ReadDWORD(Shots[i].Triggers[j]); // Îáúåêò ïðåäìåòà: Obj_LoadState(@Shots[i].Obj, Mem); + // Êîñòûëèíà åáàíàÿ: + Mem.ReadByte(Shots[i].Stopped); // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè: Shots[i].TextureID := DWORD(-1);