X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=6e555a4d607d5ac83432f5ee9cc64809aae79125;hp=034642c34561165f8398d2d11153c2764cd5c071;hb=abda6900c041e39944de6a49aa088a60c170715e;hpb=a7daeef3855f07c8302a60ab31cb20ab74aefc45 diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 034642c..6e555a4 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -1,9 +1,8 @@ -(* 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 - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -20,20 +19,9 @@ unit g_weapons; interface uses - g_textures, g_basic, e_graphics, g_phys, BinEditor, xprofiler; + SysUtils, Classes, mempool, + g_textures, g_basic, g_phys, xprofiler; -const - HIT_SOME = 0; - HIT_ROCKET = 1; - HIT_BFG = 2; - HIT_TRAP = 3; - HIT_FALL = 4; - HIT_WATER = 5; - HIT_ACID = 6; - HIT_ELECTRO = 7; - HIT_FLAME = 8; - HIT_SELF = 9; - HIT_DISCON = 10; type TShot = record @@ -42,8 +30,7 @@ type SpawnerUID: Word; Triggers: DWArray; Obj: TObj; - Animation: TAnimation; - TextureID: DWORD; + Animation: TAnimationState; Timeout: DWORD; Stopped: Byte; @@ -63,7 +50,7 @@ function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorps 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(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); +procedure g_Weapon_gun(const x, y, xd, yd, v, indmg: 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); @@ -84,13 +71,13 @@ procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boo function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean; procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); +procedure g_Weapon_PreUpdate(); procedure g_Weapon_Update(); -procedure g_Weapon_Draw(); function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean; procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True); -procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter); -procedure g_Weapon_LoadState(var Mem: TBinMemoryReader); +procedure g_Weapon_SaveState (st: TStream); +procedure g_Weapon_LoadState (st: TStream); procedure g_Weapon_AddDynLights(); @@ -117,7 +104,6 @@ const WP_FIRST = WEAPON_KASTET; WP_LAST = WEAPON_FLAMETHROWER; - var gwep_debug_fast_trace: Boolean = true; @@ -125,11 +111,11 @@ var implementation uses - Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel, - g_console, SysUtils, g_options, g_game, + Math, g_map, g_player, g_gfx, g_sound, g_panel, + g_console, g_options, g_game, r_gfx, g_triggers, MAPDEF, e_log, g_monsters, g_saveload, g_language, g_netmsg, g_grid, - binheap, hashtable; + geom, binheap, hashtable, utils, xstreams; type TWaterPanel = record @@ -168,8 +154,13 @@ 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; + TBinaryHeapHitTimes = specialize TBinaryHeapBase; var WaterMap: array of array of DWORD = nil; @@ -179,7 +170,7 @@ var wgunHitTimeUsed: Integer = 0; -function hitTimeLess (a, b: Integer): Boolean; +class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean; var hta, htb: PHitTime; begin @@ -468,12 +459,12 @@ 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; + Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time if t = HIT_FLAME then m.CatchFire(SpawnerUID); end else - Result := True; + Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time end; @@ -533,7 +524,7 @@ begin g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2), Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then begin - Damage(50, 0, 0); + Damage(50, SpawnerUID, 0, 0); g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2), Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)); end; @@ -569,7 +560,6 @@ end; function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord; var find_id: DWord; - FramesID: DWORD = 0; begin if I < 0 then find_id := FindShot() @@ -593,7 +583,6 @@ begin Animation := nil; Triggers := nil; ShotType := WEAPON_ROCKETLAUNCHER; - g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID); end; end; @@ -608,8 +597,7 @@ begin Triggers := nil; ShotType := WEAPON_PLASMA; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA'); - Animation := TAnimation.Create(FramesID, True, 5); + Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table end; end; @@ -624,8 +612,7 @@ begin Triggers := nil; ShotType := WEAPON_BFG; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG'); - Animation := TAnimation.Create(FramesID, True, 6); + Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table end; end; @@ -640,9 +627,7 @@ begin Triggers := nil; ShotType := WEAPON_FLAMETHROWER; - Animation := nil; - TextureID := 0; - g_Frames_Get(TextureID, 'FRAMES_FLAME'); + // Animation := TAnimationState.Create(True, 6, 0); // drawed as gfx end; end; @@ -657,8 +642,7 @@ begin Triggers := nil; ShotType := WEAPON_IMP_FIRE; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; end; @@ -673,8 +657,7 @@ begin Triggers := nil; ShotType := WEAPON_CACO_FIRE; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; end; @@ -689,8 +672,7 @@ begin Triggers := nil; ShotType := WEAPON_MANCUB_FIRE; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; end; @@ -705,8 +687,7 @@ begin Triggers := nil; ShotType := WEAPON_BARON_FIRE; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; end; @@ -721,8 +702,7 @@ begin Triggers := nil; ShotType := WEAPON_BSP_FIRE; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; end; @@ -738,12 +718,13 @@ begin Triggers := nil; ShotType := WEAPON_SKEL_FIRE; target := TargetUID; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE'); - Animation := TAnimation.Create(FramesID, True, 5); + Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table end; end; end; + Shots[find_id].Obj.oldX := X; + Shots[find_id].Obj.oldY := Y; Shots[find_id].Obj.X := X; Shots[find_id].Obj.Y := Y; Shots[find_id].Obj.Vel.X := XV; @@ -769,6 +750,8 @@ begin if a = 0 then a := 1; + Shots[i].Obj.oldX := x; + Shots[i].Obj.oldY := y; Shots[i].Obj.X := x; Shots[i].Obj.Y := y; Shots[i].Obj.Vel.X := (xd*s) div a; @@ -878,8 +861,8 @@ begin g_Obj_Collide(obj, @gCorpses[i].Obj) then begin // Ðàñïèëèâàåì òðóï: - gCorpses[i].Damage(d, (obj^.Vel.X+obj^.Accel.X) div 4, - (obj^.Vel.Y+obj^.Accel.Y) div 4); + gCorpses[i].Damage(d, SpawnerUID, (obj^.Vel.X+obj^.Accel.X) div 4, + (obj^.Vel.Y+obj^.Accel.Y) div 4); Result := 1; end; end; @@ -895,10 +878,16 @@ begin Exit; end; - if PlayerHit() then + // È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî + // (èëè ñíàðÿä îò ìîíñòðà, èëè friendlyfire, èëè friendly_hit_projectile) + if (g_GetUIDType(SpawnerUID) <> UID_PLAYER) or + LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then begin - Result := 1; - Exit; + if PlayerHit() then + begin + Result := 1; + Exit; + end; end; end; @@ -936,11 +925,15 @@ begin Exit; end; - // È â êîíöå ñâîèõ èãðîêîâ - if PlayerHit(1) then + // È â êîíöå ñâîèõ èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî + // (èëè friendlyfire, èëè friendly_hit_projectile) + if LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then begin - Result := 1; - Exit; + if PlayerHit(1) then + begin + Result := 1; + Exit; + end; end; end; @@ -1052,7 +1045,7 @@ begin mm := Max(abs(dx), abs(dy)); if mm = 0 then mm := 1; - Damage(Round(100*(rad-m)/rad), (dx*10) div mm, (dy*10) div mm); + Damage(Round(100*(rad-m)/rad), SpawnerUID, (dx*10) div mm, (dy*10) div mm); end; end; @@ -1105,7 +1098,7 @@ 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'); @@ -1123,6 +1116,7 @@ begin g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD+':SOUNDS\FIRECGUN'); g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD+':SOUNDS\FIREBFG'); g_Sound_CreateWADEx('SOUND_FIRE', GameWAD+':SOUNDS\FIRE'); + g_Sound_CreateWADEx('SOUND_IGNITE', GameWAD+':SOUNDS\IGNITE'); g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD+':SOUNDS\STARTFIREBFG'); g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD+':SOUNDS\EXPLODEROCKET'); g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD+':SOUNDS\EXPLODEBFG'); @@ -1132,6 +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'); @@ -1140,38 +1137,13 @@ begin g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1'); g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2'); - g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD+':TEXTURES\BROCKET'); - g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD+':TEXTURES\BSKELFIRE', 64, 16, 2); - g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD+':TEXTURES\BBFG', 64, 64, 2); - g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD+':TEXTURES\BPLASMA', 16, 16, 2); - g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD+':TEXTURES\BIMPFIRE', 16, 16, 2); - g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD+':TEXTURES\BBSPFIRE', 16, 16, 2); - g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD+':TEXTURES\BCACOFIRE', 16, 16, 2); - g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD+':TEXTURES\BBARONFIRE', 64, 16, 2); - g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD+':TEXTURES\BMANCUBFIRE', 64, 32, 2); - g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD+':TEXTURES\EROCKET', 128, 128, 6); - g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD+':TEXTURES\ESKELFIRE', 64, 64, 3); - g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD+':TEXTURES\EBFG', 128, 128, 6); - 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); - g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD+':TEXTURES\EBARONFIRE', 64, 64, 3); - g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD+':TEXTURES\SMOKE', 32, 32, 10, False); - - g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET'); - 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'); @@ -1189,6 +1161,7 @@ begin g_Sound_Delete('SOUND_WEAPON_FIRECGUN'); g_Sound_Delete('SOUND_WEAPON_FIREBFG'); g_Sound_Delete('SOUND_FIRE'); + g_Sound_Delete('SOUND_IGNITE'); g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG'); g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET'); g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG'); @@ -1198,6 +1171,9 @@ 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'); @@ -1205,25 +1181,6 @@ begin g_Sound_Delete('SOUND_PLAYER_CASING2'); g_Sound_Delete('SOUND_PLAYER_SHELL1'); g_Sound_Delete('SOUND_PLAYER_SHELL2'); - - g_Texture_Delete('TEXTURE_WEAPON_ROCKET'); - g_Frames_DeleteByName('FRAMES_WEAPON_BFG'); - g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA'); - g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE'); - g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE'); - g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE'); - g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE'); - g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET'); - g_Frames_DeleteByName('FRAMES_EXPLODE_BFG'); - g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE'); - g_Frames_DeleteByName('FRAMES_BFGHIT'); - g_Frames_DeleteByName('FRAMES_FIRE'); - g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA'); - g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE'); - g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE'); - g_Frames_DeleteByName('FRAMES_SMOKE'); - g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE'); - g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE'); end; @@ -1319,7 +1276,7 @@ begin //vy := (dy*10 div d)*yi; {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro(); + stt := getTimeMicro(); {$ENDIF} xx := x; @@ -1350,7 +1307,7 @@ begin begin _collide := True; {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro()-stt; + stt := getTimeMicro()-stt; e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); showTime := false; {$ENDIF} @@ -1370,7 +1327,7 @@ begin {$IF DEFINED(D2F_DEBUG)} if showTime then begin - stt := curTimeMicro()-stt; + stt := getTimeMicro()-stt; e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); end; {$ENDIF} @@ -1382,18 +1339,30 @@ end; //!!!FIXME!!! -procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); +procedure g_Weapon_gun (const x, y, xd, yd, v, indmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); var x0, y0: Integer; x2, y2: Integer; xi, yi: Integer; wallDistSq: Integer = $3fffffff; + spawnerPlr: TPlayer = nil; + dmg: Integer; function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean; begin result := false; if (idx < 0) or (idx > High(gPlayers)) then exit; if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit; + if (spawnerPlr <> nil) then + begin + if ((gGameSettings.Options and (GAME_OPTION_TEAMHITTRACE or GAME_OPTION_TEAMDAMAGE)) = 0) and + (spawnerPlr.Team <> TEAM_NONE) and (spawnerPlr.Team = gPlayers[idx].Team) then + begin + if (spawnerPlr <> gPlayers[idx]) and ((gGameSettings.Options and GAME_OPTION_TEAMABSORBDAMAGE) = 0) then + dmg := Max(1, dmg div 2); + exit; + end; + end; result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v)); {$IF DEFINED(D2F_DEBUG)} @@ -1446,13 +1415,12 @@ 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 @@ -1474,6 +1442,8 @@ var {$IF DEFINED(D2F_DEBUG)} stt: UInt64; {$ENDIF} + mit: PMonster; + it: TMonsterGrid.Iter; begin (* if not gwep_debug_fast_trace then @@ -1485,6 +1455,11 @@ begin if (xd = 0) and (yd = 0) then exit; + if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then + spawnerPlr := g_Player_Get(SpawnerUID); + + dmg := indmg; + //wgunMonHash.reset(); //FIXME: clear hash on level change wgunHitHeap.clear(); wgunHitTimeUsed := 0; @@ -1508,8 +1483,8 @@ begin if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0; {$IF DEFINED(D2F_DEBUG)} - e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY); - stt := curTimeMicro(); + e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify); + stt := getTimeMicro(); {$ENDIF} wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil); @@ -1528,7 +1503,11 @@ 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 @@ -1563,8 +1542,8 @@ begin if wallHitFlag then begin {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro()-stt; - e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); + stt := getTimeMicro()-stt; + e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify); {$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); @@ -1572,8 +1551,8 @@ begin else begin {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro()-stt; - e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); + stt := getTimeMicro()-stt; + e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify); {$ENDIF} end; @@ -1650,7 +1629,6 @@ begin Animation := nil; triggers := nil; - g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID); end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1662,7 +1640,7 @@ end; procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False); var - find_id, FramesID: DWORD; + find_id: DWORD; dx, dy: Integer; begin if WID < 0 then @@ -1689,8 +1667,7 @@ begin triggers := nil; target := TargetUID; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE'); - Animation := TAnimation.Create(FramesID, True, 5); + Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1702,7 +1679,7 @@ end; procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var - find_id, FramesID: DWORD; + find_id: DWORD; dx, dy: Integer; begin if WID < 0 then @@ -1728,8 +1705,7 @@ begin throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA'); - Animation := TAnimation.Create(FramesID, True, 5); + Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1768,8 +1744,6 @@ begin triggers := nil; Animation := nil; - TextureID := 0; - g_Frames_Get(TextureID, 'FRAMES_FLAME'); end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1781,7 +1755,7 @@ end; procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var - find_id, FramesID: DWORD; + find_id: DWORD; dx, dy: Integer; begin if WID < 0 then @@ -1807,8 +1781,7 @@ begin throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1820,7 +1793,7 @@ end; procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var - find_id, FramesID: DWORD; + find_id: DWORD; dx, dy: Integer; begin if WID < 0 then @@ -1846,8 +1819,7 @@ begin throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1859,7 +1831,7 @@ end; procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var - find_id, FramesID: DWORD; + find_id: DWORD; dx, dy: Integer; begin if WID < 0 then @@ -1885,8 +1857,7 @@ begin throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1898,7 +1869,7 @@ end; procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var - find_id, FramesID: DWORD; + find_id: DWORD; dx, dy: Integer; begin if WID < 0 then @@ -1925,8 +1896,7 @@ begin triggers := nil; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1938,7 +1908,7 @@ end; procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var - find_id, FramesID: DWORD; + find_id: DWORD; dx, dy: Integer; begin if WID < 0 then @@ -1965,8 +1935,7 @@ begin triggers := nil; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE'); - Animation := TAnimation.Create(FramesID, True, 4); + Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -1978,7 +1947,7 @@ end; procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var - find_id, FramesID: DWORD; + find_id: DWORD; dx, dy: Integer; begin if WID < 0 then @@ -2004,8 +1973,7 @@ begin throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG'); - Animation := TAnimation.Create(FramesID, True, 6); + Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table end; Shots[find_id].SpawnerUID := SpawnerUID; @@ -2015,16 +1983,8 @@ begin end; procedure g_Weapon_bfghit(x, y: Integer); -var - ID: DWORD; - Anim: TAnimation; begin - if g_Frames_Get(ID, 'FRAMES_BFGHIT') then - begin - Anim := TAnimation.Create(ID, False, 4); - g_GFX_OnceAnim(x-32, y-32, Anim); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_BFG_HIT, x - 32, y - 32); end; procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word; @@ -2087,14 +2047,24 @@ begin end; end; +procedure g_Weapon_PreUpdate(); +var + i: Integer; +begin + if Shots = nil then Exit; + for i := 0 to High(Shots) do + if Shots[i].ShotType <> 0 then + begin + Shots[i].Obj.oldX := Shots[i].Obj.X; + Shots[i].Obj.oldY := Shots[i].Obj.Y; + end; +end; + procedure g_Weapon_Update(); var i, a, h, cx, cy, oldvx, oldvy, tf: Integer; - _id: DWORD; - Anim: TAnimation; t: DWArray; st: Word; - s: String; o: TObj; spl: Boolean; Loud: Boolean; @@ -2152,7 +2122,7 @@ begin if Stopped = 0 then begin - st := g_Obj_Move(@Obj, False, spl); + st := g_Obj_Move_Projectile(@Obj, False, spl); end else begin @@ -2185,15 +2155,7 @@ begin Obj.Y+(Obj.Rect.Height div 2), 1+Random(3), 16, 16) else - if g_Frames_Get(_id, 'FRAMES_SMOKE') then - begin - Anim := TAnimation.Create(_id, False, 3); - Anim.Alpha := 150; - g_GFX_OnceAnim(Obj.X-14+Random(9), - Obj.Y+(Obj.Rect.Height div 2)-20+Random(9), - Anim, ONCEANIM_SMOKE); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), Obj.Y+(Obj.Rect.Height div 2)-20+Random(9)); // Ïîïàëè â êîãî-òî èëè â ñòåíó: if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or @@ -2207,25 +2169,13 @@ begin if ShotType = WEAPON_SKEL_FIRE then begin // Âçðûâ ñíàðÿäà Ñêåëåòà - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then - begin - Anim := TAnimation.Create(TextureID, False, 8); - Anim.Blending := False; - g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim); - g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_EXPLODE_SKELFIRE, Obj.X + 32 - 58, Obj.Y + 8 - 36); + g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0); end else begin // Âçðûâ Ðàêåòû - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(cx-64, cy-64, Anim); - g_DynLightExplosion(cx, cy, 64, 1, 0, 0); - Anim.Free(); - end; + r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); + g_DynLightExplosion(cx, cy, 64, 1, 0, 0); end; g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y); @@ -2270,22 +2220,11 @@ begin (Timeout < 1) then begin if ShotType = WEAPON_PLASMA then - s := 'FRAMES_EXPLODE_PLASMA' + r_GFX_OnceAnim(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16) else - s := 'FRAMES_EXPLODE_BSPFIRE'; - - // Âçðûâ Ïëàçìû: - if g_Frames_Get(TextureID, s) then - begin - Anim := TAnimation.Create(TextureID, False, 3); - Anim.Blending := False; - g_GFX_OnceAnim(cx-16, cy-16, Anim); - Anim.Free(); - g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5); - end; - + r_GFX_OnceAnim(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16); + g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5); g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y); - ShotType := 0; end; end; @@ -2303,17 +2242,9 @@ begin begin if WordBool(st and MOVE_HITWATER) then begin - if g_Frames_Get(_id, 'FRAMES_SMOKE') then - begin - Anim := TAnimation.Create(_id, False, 3); - Anim.Alpha := 0; - tcx := Random(8); - tcy := Random(8); - g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2), - cy-4+tcy-(Anim.Height div 2), - Anim, ONCEANIM_SMOKE); - Anim.Free(); - end; + tcx := Random(8); + tcy := Random(8); + r_GFX_OnceAnim(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2)); end else g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16); @@ -2339,7 +2270,7 @@ begin Stopped := MOVE_HITCEIL; end; - a := IfThen(Stopped = 0, 3, 1); + a := IfThen(Stopped = 0, 10, 1); // Åñëè â êîãî-òî ïîïàëè if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then begin @@ -2356,16 +2287,13 @@ begin if (gTime mod LongWord(tf) = 0) then begin - Anim := TAnimation.Create(TextureID, False, 2 + Random(2)); - Anim.Alpha := 0; case Stopped of MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end; MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end; MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end; else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end; end; - g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE); - Anim.Free(); + r_GFX_OnceAnim(R_GFX_FLAME_RAND, tcx - (R_GFX_FLAME_WIDTH div 2), tcy - (R_GFX_FLAME_HEIGHT div 2)); //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3); end; end; @@ -2388,19 +2316,9 @@ begin begin // Ëó÷è BFG: if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID); - - // Âçðûâ BFG: - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(cx-64, cy-64, Anim); - Anim.Free(); - g_DynLightExplosion(cx, cy, 96, 0, 1, 0); - end; - + r_GFX_OnceAnim(R_GFX_EXPLODE_BFG, cx - 64, cy - 64); + g_DynLightExplosion(cx, cy, 96, 0, 1, 0); g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y); - ShotType := 0; end; end; @@ -2425,25 +2343,12 @@ begin (g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or (Timeout < 1) then begin - if ShotType = WEAPON_IMP_FIRE then - s := 'FRAMES_EXPLODE_IMPFIRE' - else - if ShotType = WEAPON_CACO_FIRE then - s := 'FRAMES_EXPLODE_CACOFIRE' - else - s := 'FRAMES_EXPLODE_BARONFIRE'; - - // Âçðûâ: - if g_Frames_Get(TextureID, s) then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(cx-32, cy-32, Anim); - Anim.Free(); + case ShotType of + WEAPON_IMP_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32); + WEAPON_CACO_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32); + WEAPON_BARON_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32); end; - g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); - ShotType := 0; end; end; @@ -2460,16 +2365,8 @@ begin (Timeout < 1) then begin // Âçðûâ: - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(cx-64, cy-64, Anim); - Anim.Free(); - end; - + r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); - ShotType := 0; end; end; @@ -2493,58 +2390,6 @@ begin end; end; -procedure g_Weapon_Draw(); -var - i: Integer; - a: SmallInt; - p: TDFPoint; -begin - if Shots = nil then - Exit; - - for i := 0 to High(Shots) do - if Shots[i].ShotType <> 0 then - with Shots[i] do - begin - if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or - (Shots[i].ShotType = WEAPON_BARON_FIRE) or - (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or - (Shots[i].ShotType = WEAPON_SKEL_FIRE) then - a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y) - else - a := 0; - - p.X := Obj.Rect.Width div 2; - p.Y := Obj.Rect.Height div 2; - - if Animation <> nil then - 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) - else - Animation.Draw(Obj.X, Obj.Y, M_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) - else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then - e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False); - end; - - if g_debug_Frames then - begin - e_DrawQuad(Obj.X+Obj.Rect.X, - Obj.Y+Obj.Rect.Y, - Obj.X+Obj.Rect.X+Obj.Rect.Width-1, - Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1, - 0, 255, 0); - end; - end; -end; - function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean; var a: Integer; @@ -2568,145 +2413,121 @@ begin end; end; -procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter); +procedure g_Weapon_SaveState (st: TStream); var count, i, j: Integer; - dw: DWORD; begin -// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ: + // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ count := 0; - if Shots <> nil then - for i := 0 to High(Shots) do - if Shots[i].ShotType <> 0 then - count := count + 1; + for i := 0 to High(Shots) do if (Shots[i].ShotType <> 0) then Inc(count); - Mem := TBinMemoryWriter.Create((count+1) * 80); + // Êîëè÷åñòâî ñíàðÿäîâ + utils.WriteInt(st, count); -// Êîëè÷åñòâî ñíàðÿäîâ: - Mem.WriteInt(count); - - if count = 0 then - Exit; + if (count = 0) then exit; for i := 0 to High(Shots) do + begin if Shots[i].ShotType <> 0 then begin - // Ñèãíàòóðà ñíàðÿäà: - dw := SHOT_SIGNATURE; // 'SHOT' - Mem.WriteDWORD(dw); - // Òèï ñíàðÿäà: - Mem.WriteByte(Shots[i].ShotType); - // Öåëü: - Mem.WriteWord(Shots[i].Target); - // UID ñòðåëÿâøåãî: - Mem.WriteWord(Shots[i].SpawnerUID); - // Ðàçìåð ïîëÿ Triggers: - dw := Length(Shots[i].Triggers); - Mem.WriteDWORD(dw); - // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì: - for j := 0 to Integer(dw)-1 do - Mem.WriteDWORD(Shots[i].Triggers[j]); - // Îáúåêò ñíàðÿäà: - Obj_SaveState(@Shots[i].Obj, Mem); - // Êîñòûëèíà åáàíàÿ: - Mem.WriteByte(Shots[i].Stopped); + // Ñèãíàòóðà ñíàðÿäà + utils.writeSign(st, 'SHOT'); + utils.writeInt(st, Byte(0)); // version + // Òèï ñíàðÿäà + utils.writeInt(st, Byte(Shots[i].ShotType)); + // Öåëü + utils.writeInt(st, Word(Shots[i].Target)); + // UID ñòðåëÿâøåãî + utils.writeInt(st, Word(Shots[i].SpawnerUID)); + // Ðàçìåð ïîëÿ Triggers + utils.writeInt(st, Integer(Length(Shots[i].Triggers))); + // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì + for j := 0 to Length(Shots[i].Triggers)-1 do utils.writeInt(st, LongWord(Shots[i].Triggers[j])); + // Îáúåêò ñíàðÿäà + Obj_SaveState(st, @Shots[i].Obj); + // Êîñòûëèíà åáàíàÿ + utils.writeInt(st, Byte(Shots[i].Stopped)); end; + end; end; -procedure g_Weapon_LoadState(var Mem: TBinMemoryReader); +procedure g_Weapon_LoadState (st: TStream); var - count, i, j: Integer; - dw: DWORD; + count, tc, i, j: Integer; begin - if Mem = nil then - Exit; + if (st = nil) then exit; -// Êîëè÷åñòâî ñíàðÿäîâ: - Mem.ReadInt(count); + // Êîëè÷åñòâî ñíàðÿäîâ + count := utils.readLongInt(st); + if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid shots counter'); SetLength(Shots, count); - if count = 0 then - Exit; + if (count = 0) then exit; for i := 0 to count-1 do begin - // Ñèãíàòóðà ñíàðÿäà: - Mem.ReadDWORD(dw); - if dw <> SHOT_SIGNATURE then // 'SHOT' - begin - raise EBinSizeError.Create('g_Weapons_LoadState: Wrong Shot Signature'); - end; - // Òèï ñíàðÿäà: - Mem.ReadByte(Shots[i].ShotType); - // Öåëü: - Mem.ReadWord(Shots[i].Target); - // UID ñòðåëÿâøåãî: - Mem.ReadWord(Shots[i].SpawnerUID); - // Ðàçìåð ïîëÿ Triggers: - Mem.ReadDWORD(dw); - SetLength(Shots[i].Triggers, dw); - // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì: - for j := 0 to Integer(dw)-1 do - 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); + // Ñèãíàòóðà ñíàðÿäà + if not utils.checkSign(st, 'SHOT') then raise XStreamError.Create('invalid shot signature'); + if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid shot version'); + // Òèï ñíàðÿäà: + Shots[i].ShotType := utils.readByte(st); + // Öåëü + Shots[i].Target := utils.readWord(st); + // UID ñòðåëÿâøåãî + Shots[i].SpawnerUID := utils.readWord(st); + // Ðàçìåð ïîëÿ Triggers + tc := utils.readLongInt(st); + if (tc < 0) or (tc > 1024*1024) then raise XStreamError.Create('invalid shot triggers counter'); + SetLength(Shots[i].Triggers, tc); + // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì + for j := 0 to tc-1 do Shots[i].Triggers[j] := utils.readLongWord(st); + // Îáúåêò ïðåäìåòà + Obj_LoadState(@Shots[i].Obj, st); + // Êîñòûëèíà åáàíàÿ + Shots[i].Stopped := utils.readByte(st); + + // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè Shots[i].Animation := nil; case Shots[i].ShotType of WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE: begin - g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots[i].TextureID); end; WEAPON_PLASMA: begin - g_Frames_Get(dw, 'FRAMES_WEAPON_PLASMA'); - Shots[i].Animation := TAnimation.Create(dw, True, 5); + Shots[i].Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table end; WEAPON_BFG: begin - g_Frames_Get(dw, 'FRAMES_WEAPON_BFG'); - Shots[i].Animation := TAnimation.Create(dw, True, 6); + Shots[i].Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table end; WEAPON_IMP_FIRE: begin - g_Frames_Get(dw, 'FRAMES_WEAPON_IMPFIRE'); - Shots[i].Animation := TAnimation.Create(dw, True, 4); + Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; WEAPON_BSP_FIRE: begin - g_Frames_Get(dw, 'FRAMES_WEAPON_BSPFIRE'); - Shots[i].Animation := TAnimation.Create(dw, True, 4); + Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; WEAPON_CACO_FIRE: begin - g_Frames_Get(dw, 'FRAMES_WEAPON_CACOFIRE'); - Shots[i].Animation := TAnimation.Create(dw, True, 4); + Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; WEAPON_BARON_FIRE: begin - g_Frames_Get(dw, 'FRAMES_WEAPON_BARONFIRE'); - Shots[i].Animation := TAnimation.Create(dw, True, 4); + Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; WEAPON_MANCUB_FIRE: begin - g_Frames_Get(dw, 'FRAMES_WEAPON_MANCUBFIRE'); - Shots[i].Animation := TAnimation.Create(dw, True, 4); + Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table end; end; end; end; procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True); -var - cx, cy: Integer; - Anim: TAnimation; - s: string; + var cx, cy: Integer; begin if Shots = nil then Exit; @@ -2726,93 +2547,48 @@ begin if Loud then begin if ShotType = WEAPON_SKEL_FIRE then - begin // Âçðûâ ñíàðÿäà Ñêåëåòà - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then - begin - Anim := TAnimation.Create(TextureID, False, 8); - Anim.Blending := False; - g_GFX_OnceAnim((Obj.X+32)-32, (Obj.Y+8)-32, Anim); - Anim.Free(); - end; - end + r_GFX_OnceAnim(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32) else - begin // Âçðûâ Ðàêåòû - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(cx-64, cy-64, Anim); - Anim.Free(); - end; - end; + r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y); end; end; WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà begin - if ShotType = WEAPON_PLASMA then - s := 'FRAMES_EXPLODE_PLASMA' - else - s := 'FRAMES_EXPLODE_BSPFIRE'; - - if g_Frames_Get(TextureID, s) and loud then + if loud then begin - Anim := TAnimation.Create(TextureID, False, 3); - Anim.Blending := False; - g_GFX_OnceAnim(cx-16, cy-16, Anim); - Anim.Free(); - + if ShotType = WEAPON_PLASMA then + r_GFX_OnceAnim(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16) + else + r_GFX_OnceAnim(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16); g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y); end; end; WEAPON_BFG: // BFG begin - // Âçðûâ BFG: - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') and Loud then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(cx-64, cy-64, Anim); - Anim.Free(); - - g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y); - end; + r_GFX_OnceAnim(R_GFX_EXPLODE_BFG, cx - 64, cy - 64); + g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y); end; WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà begin - if ShotType = WEAPON_IMP_FIRE then - s := 'FRAMES_EXPLODE_IMPFIRE' - else - if ShotType = WEAPON_CACO_FIRE then - s := 'FRAMES_EXPLODE_CACOFIRE' - else - s := 'FRAMES_EXPLODE_BARONFIRE'; - - if g_Frames_Get(TextureID, s) and Loud then + if loud then begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(cx-32, cy-32, Anim); - Anim.Free(); - + case ShotType of + WEAPON_IMP_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32); + WEAPON_CACO_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32); + WEAPON_BARON_FIRE: r_GFX_OnceAnim(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32); + end; g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); end; end; WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà begin - if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') and Loud then - begin - Anim := TAnimation.Create(TextureID, False, 6); - Anim.Blending := False; - g_GFX_OnceAnim(cx-64, cy-64, Anim); - Anim.Free(); - - g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); - end; + r_GFX_OnceAnim(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64); + g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y); end; end; // case ShotType of...