1 (* Copyright (C) DooM 2D:Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 {$INCLUDE ../shared/a_modes.inc}
17 {.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
23 g_textures
, g_basic
, e_graphics
, g_phys
, BinEditor
, xprofiler
;
47 Animation
: TAnimation
;
52 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
57 Shots
: array of TShot
= nil;
58 LastShotID
: Integer = 0;
60 procedure g_Weapon_LoadData();
61 procedure g_Weapon_FreeData();
62 procedure g_Weapon_Init();
63 procedure g_Weapon_Free();
64 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
65 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
66 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
68 procedure g_Weapon_gun(const x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
69 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
70 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
71 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
72 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
73 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
74 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
75 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
76 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
77 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
78 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
79 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
80 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
81 procedure g_Weapon_bfghit(x
, y
: Integer);
82 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
83 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
84 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
85 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
87 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
88 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
89 procedure g_Weapon_Update();
90 procedure g_Weapon_Draw();
91 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
92 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
94 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
95 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
97 procedure g_Weapon_AddDynLights();
106 WEAPON_ROCKETLAUNCHER
= 6;
109 WEAPON_SUPERPULEMET
= 9;
110 WEAPON_FLAMETHROWER
= 10;
111 WEAPON_ZOMBY_PISTOL
= 20;
112 WEAPON_IMP_FIRE
= 21;
113 WEAPON_BSP_FIRE
= 22;
114 WEAPON_CACO_FIRE
= 23;
115 WEAPON_BARON_FIRE
= 24;
116 WEAPON_MANCUB_FIRE
= 25;
117 WEAPON_SKEL_FIRE
= 26;
119 WP_FIRST
= WEAPON_KASTET
;
120 WP_LAST
= WEAPON_FLAMETHROWER
;
124 gwep_debug_fast_trace
: Boolean = true;
130 Math
, g_map
, g_player
, g_gfx
, g_sound
, g_main
, g_panel
,
131 g_console
, SysUtils
, g_options
, g_game
,
132 g_triggers
, MAPDEF
, e_log
, g_monsters
, g_saveload
,
133 g_language
, g_netmsg
, g_grid
,
144 SHOT_ROCKETLAUNCHER_WIDTH
= 14;
145 SHOT_ROCKETLAUNCHER_HEIGHT
= 14;
147 SHOT_SKELFIRE_WIDTH
= 14;
148 SHOT_SKELFIRE_HEIGHT
= 14;
150 SHOT_PLASMA_WIDTH
= 16;
151 SHOT_PLASMA_HEIGHT
= 16;
154 SHOT_BFG_HEIGHT
= 32;
155 SHOT_BFG_DAMAGE
= 100;
156 SHOT_BFG_RADIUS
= 256;
158 SHOT_FLAME_WIDTH
= 4;
159 SHOT_FLAME_HEIGHT
= 4;
160 SHOT_FLAME_LIFETIME
= 180;
162 SHOT_SIGNATURE
= $544F4853; // 'SHOT'
165 PHitTime
= ^THitTime
;
169 plridx
: Integer; // if mon=nil
173 // indicies in `wgunHitTime` array
174 TBinaryHeapHitTimes
= specialize TBinaryHeapBase
<Integer>;
177 WaterMap
: array of array of DWORD
= nil;
178 //wgunMonHash: THashIntInt = nil;
179 wgunHitHeap
: TBinaryHeapHitTimes
= nil;
180 wgunHitTime
: array of THitTime
= nil;
181 wgunHitTimeUsed
: Integer = 0;
184 function hitTimeLess (a
, b
: Integer): Boolean;
188 hta
:= @wgunHitTime
[a
];
189 htb
:= @wgunHitTime
[b
];
190 if (hta
.distSq
<> htb
.distSq
) then begin result
:= (hta
.distSq
< htb
.distSq
); exit
; end;
191 if (hta
.mon
<> nil) then
194 if (htb
.mon
= nil) then begin result
:= false; exit
; end; // players first
195 result
:= (hta
.mon
.UID
< htb
.mon
.UID
); // why not?
200 if (htb
.mon
<> nil) then begin result
:= true; exit
; end; // players first
201 result
:= (hta
.plridx
< htb
.plridx
); // why not?
206 procedure appendHitTimeMon (adistSq
: Integer; amon
: TMonster
; ax
, ay
: Integer);
208 if (wgunHitTimeUsed
= Length(wgunHitTime
)) then SetLength(wgunHitTime
, wgunHitTimeUsed
+128);
209 with wgunHitTime
[wgunHitTimeUsed
] do
217 wgunHitHeap
.insert(wgunHitTimeUsed
);
218 Inc(wgunHitTimeUsed
);
222 procedure appendHitTimePlr (adistSq
: Integer; aplridx
: Integer; ax
, ay
: Integer);
224 if (wgunHitTimeUsed
= Length(wgunHitTime
)) then SetLength(wgunHitTime
, wgunHitTimeUsed
+128);
225 with wgunHitTime
[wgunHitTimeUsed
] do
233 wgunHitHeap
.insert(wgunHitTimeUsed
);
234 Inc(wgunHitTimeUsed
);
238 function FindShot(): DWORD
;
243 for i
:= 0 to High(Shots
) do
244 if Shots
[i
].ShotType
= 0 then
247 LastShotID
:= Result
;
253 SetLength(Shots
, 128);
258 Result
:= High(Shots
) + 1;
259 SetLength(Shots
, Length(Shots
) + 128);
261 LastShotID
:= Result
;
264 procedure CreateWaterMap();
266 WaterArray
: Array of TWaterPanel
;
273 SetLength(WaterArray
, Length(gWater
));
275 for a
:= 0 to High(gWater
) do
277 WaterArray
[a
].X
:= gWater
[a
].X
;
278 WaterArray
[a
].Y
:= gWater
[a
].Y
;
279 WaterArray
[a
].Width
:= gWater
[a
].Width
;
280 WaterArray
[a
].Height
:= gWater
[a
].Height
;
281 WaterArray
[a
].Active
:= True;
284 g_Game_SetLoadingText(_lc
[I_LOAD_WATER_MAP
], High(WaterArray
), False);
286 for a
:= 0 to High(WaterArray
) do
287 if WaterArray
[a
].Active
then
289 WaterArray
[a
].Active
:= False;
290 m
:= Length(WaterMap
);
291 SetLength(WaterMap
, m
+1);
292 SetLength(WaterMap
[m
], 1);
299 for b
:= 0 to High(WaterArray
) do
300 if WaterArray
[b
].Active
then
301 for c
:= 0 to High(WaterMap
[m
]) do
302 if g_CollideAround(WaterArray
[b
].X
,
305 WaterArray
[b
].Height
,
306 WaterArray
[WaterMap
[m
][c
]].X
,
307 WaterArray
[WaterMap
[m
][c
]].Y
,
308 WaterArray
[WaterMap
[m
][c
]].Width
,
309 WaterArray
[WaterMap
[m
][c
]].Height
) then
311 WaterArray
[b
].Active
:= False;
312 SetLength(WaterMap
[m
],
313 Length(WaterMap
[m
])+1);
314 WaterMap
[m
][High(WaterMap
[m
])] := b
;
320 g_Game_StepLoading();
328 chkTrap_pl
: array [0..256] of Integer;
329 chkTrap_mn
: array [0..65535] of TMonster
;
331 procedure CheckTrap(ID
: DWORD
; dm
: Integer; t
: Byte);
333 //a, b, c, d, i1, i2: Integer;
334 //chkTrap_pl, chkTrap_mn: WArray;
335 plaCount
: Integer = 0;
336 mnaCount
: Integer = 0;
340 function monsWaterCheck (mon: TMonster): Boolean;
342 result := false; // don't stop
343 if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
346 chkTrap_mn[i2] := monidx;
351 function monsWaterCheck (mon
: TMonster
): Boolean;
353 result
:= false; // don't stop
354 if (mon
.trapCheckFrameId
<> frameId
) then
356 mon
.trapCheckFrameId
:= frameId
;
357 chkTrap_mn
[mnaCount
] := mon
;
363 a
, b
, c
, d
, f
: Integer;
366 if (gWater
= nil) or (WaterMap
= nil) then Exit
;
368 frameId
:= g_Mons_getNewTrapFrameId();
373 //SetLength(chkTrap_pl, 1024);
374 //SetLength(chkTrap_mn, 1024);
375 //for d := 0 to 1023 do chkTrap_pl[d] := $FFFF;
376 //for d := 0 to 1023 do chkTrap_mn[d] := $FFFF;
378 for a
:= 0 to High(WaterMap
) do
380 for b
:= 0 to High(WaterMap
[a
]) do
382 pan
:= gWater
[WaterMap
[a
][b
]];
383 if not g_Obj_Collide(pan
.X
, pan
.Y
, pan
.Width
, pan
.Height
, @Shots
[ID
].Obj
) then continue
;
385 for c
:= 0 to High(WaterMap
[a
]) do
387 pan
:= gWater
[WaterMap
[a
][c
]];
388 for d
:= 0 to High(gPlayers
) do
390 if (gPlayers
[d
] <> nil) and (gPlayers
[d
].alive
) then
392 if gPlayers
[d
].Collide(pan
) then
395 while (f
< plaCount
) and (chkTrap_pl
[f
] <> d
) do Inc(f
);
396 if (f
= plaCount
) then
398 chkTrap_pl
[plaCount
] := d
;
400 if (plaCount
= Length(chkTrap_pl
)) then break
;
406 //g_Mons_ForEach(monsWaterCheck);
407 g_Mons_ForEachAliveAt(pan
.X
, pan
.Y
, pan
.Width
, pan
.Height
, monsWaterCheck
);
410 for f
:= 0 to plaCount
-1 do gPlayers
[chkTrap_pl
[f
]].Damage(dm
, Shots
[ID
].SpawnerUID
, 0, 0, t
);
411 for f
:= 0 to mnaCount
-1 do chkTrap_mn
[f
].Damage(dm
, 0, 0, Shots
[ID
].SpawnerUID
, t
);
419 function HitMonster(m
: TMonster
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
426 tt
:= g_GetUIDType(SpawnerUID
);
427 if tt
= UID_MONSTER
then
429 mon
:= g_Monsters_ByUID(SpawnerUID
);
431 mt
:= g_Monsters_ByUID(SpawnerUID
).MonsterType
438 if m
= nil then Exit
;
439 if m
.UID
= SpawnerUID
then
441 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
442 if (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
444 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
445 if (m
.MonsterType
= MONSTER_CYBER
) or
446 (m
.MonsterType
= MONSTER_BARREL
) then
453 if tt
= UID_MONSTER
then
455 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
456 if (mt
= MONSTER_SOUL
) and (m
.MonsterType
= MONSTER_PAIN
) then
459 // Îáà ìîíñòðà îäíîãî âèäà:
460 if mt
= m
.MonsterType
then
462 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
463 MONSTER_SOUL
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
464 Exit
; // Ýòè íå áüþò ñâîèõ
468 if g_Game_IsServer
then
470 if (t
<> HIT_FLAME
) or (m
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
471 Result
:= m
.Damage(d
, vx
, vy
, SpawnerUID
, t
)
474 if t
= HIT_FLAME
then
475 m
.CatchFire(SpawnerUID
);
482 function HitPlayer (p
: TPlayer
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
486 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì
487 if (p
.UID
= SpawnerUID
) and (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then exit
;
489 if g_Game_IsServer
then
491 if (t
<> HIT_FLAME
) or (p
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then p
.Damage(d
, SpawnerUID
, vx
, vy
, t
);
492 if (t
= HIT_FLAME
) then p
.CatchFire(SpawnerUID
);
499 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
501 function monsCheck (mon
: TMonster
): Boolean;
503 result
:= false; // don't stop
504 if (mon
.alive
) and (mon
.UID
<> SpawnerUID
) then
508 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
509 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
510 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
511 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
513 if HitMonster(mon
, 50, 0, 0, SpawnerUID
, HIT_SOME
) then mon
.BFGHit();
525 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
529 if gAdvCorpses
and (h
<> -1) then
531 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
533 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
534 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
535 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
536 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
539 g_Weapon_BFGHit(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
540 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2));
544 pl
:= g_Player_Get(SpawnerUID
);
552 if (gPlayers
[i
] <> nil) and (gPlayers
[i
].alive
) and (gPlayers
[i
].UID
<> SpawnerUID
) then
554 if (g_PatchLength(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
555 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
556 g_TraceVector(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
557 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) then
559 if (st
= TEAM_NONE
) or (st
<> gPlayers
[i
].Team
) then
560 b
:= HitPlayer(gPlayers
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
)
562 b
:= HitPlayer(gPlayers
[i
], 25, 0, 0, SpawnerUID
, HIT_SOME
);
564 gPlayers
[i
].BFGHit();
568 g_Mons_ForEachAlive(monsCheck
);
571 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord;
577 find_id
:= FindShot()
581 if Integer(find_id
) >= High(Shots
) then
582 SetLength(Shots
, find_id
+ 64)
586 WEAPON_ROCKETLAUNCHER
:
588 with Shots
[find_id
] do
592 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
593 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
597 ShotType
:= WEAPON_ROCKETLAUNCHER
;
598 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
604 with Shots
[find_id
] do
608 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
609 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
612 ShotType
:= WEAPON_PLASMA
;
613 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
614 Animation
:= TAnimation
.Create(FramesID
, True, 5);
620 with Shots
[find_id
] do
624 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
625 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
628 ShotType
:= WEAPON_BFG
;
629 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
630 Animation
:= TAnimation
.Create(FramesID
, True, 6);
636 with Shots
[find_id
] do
640 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
641 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
644 ShotType
:= WEAPON_FLAMETHROWER
;
647 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
653 with Shots
[find_id
] do
657 Obj
.Rect
.Width
:= 16;
658 Obj
.Rect
.Height
:= 16;
661 ShotType
:= WEAPON_IMP_FIRE
;
662 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
663 Animation
:= TAnimation
.Create(FramesID
, True, 4);
669 with Shots
[find_id
] do
673 Obj
.Rect
.Width
:= 16;
674 Obj
.Rect
.Height
:= 16;
677 ShotType
:= WEAPON_CACO_FIRE
;
678 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
679 Animation
:= TAnimation
.Create(FramesID
, True, 4);
685 with Shots
[find_id
] do
689 Obj
.Rect
.Width
:= 32;
690 Obj
.Rect
.Height
:= 32;
693 ShotType
:= WEAPON_MANCUB_FIRE
;
694 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
695 Animation
:= TAnimation
.Create(FramesID
, True, 4);
701 with Shots
[find_id
] do
705 Obj
.Rect
.Width
:= 32;
706 Obj
.Rect
.Height
:= 16;
709 ShotType
:= WEAPON_BARON_FIRE
;
710 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
711 Animation
:= TAnimation
.Create(FramesID
, True, 4);
717 with Shots
[find_id
] do
721 Obj
.Rect
.Width
:= 16;
722 Obj
.Rect
.Height
:= 16;
725 ShotType
:= WEAPON_BSP_FIRE
;
726 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
727 Animation
:= TAnimation
.Create(FramesID
, True, 4);
733 with Shots
[find_id
] do
737 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
738 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
741 ShotType
:= WEAPON_SKEL_FIRE
;
743 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
744 Animation
:= TAnimation
.Create(FramesID
, True, 5);
749 Shots
[find_id
].Obj
.X
:= X
;
750 Shots
[find_id
].Obj
.Y
:= Y
;
751 Shots
[find_id
].Obj
.Vel
.X
:= XV
;
752 Shots
[find_id
].Obj
.Vel
.Y
:= YV
;
753 Shots
[find_id
].Obj
.Accel
.X
:= 0;
754 Shots
[find_id
].Obj
.Accel
.Y
:= 0;
755 Shots
[find_id
].SpawnerUID
:= Spawner
;
756 if (ShotType
= WEAPON_FLAMETHROWER
) and (XV
= 0) and (YV
= 0) then
757 Shots
[find_id
].Stopped
:= 255
759 Shots
[find_id
].Stopped
:= 0;
763 procedure throw(i
, x
, y
, xd
, yd
, s
: Integer);
770 a
:= Max(Abs(xd
), Abs(yd
));
776 Shots
[i
].Obj
.Vel
.X
:= (xd
*s
) div a
;
777 Shots
[i
].Obj
.Vel
.Y
:= (yd
*s
) div a
;
778 Shots
[i
].Obj
.Accel
.X
:= 0;
779 Shots
[i
].Obj
.Accel
.Y
:= 0;
780 Shots
[i
].Stopped
:= 0;
781 if Shots
[i
].ShotType
in [WEAPON_ROCKETLAUNCHER
, WEAPON_BFG
] then
782 Shots
[i
].Timeout
:= 900 // ~25 sec
785 if Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
then
786 Shots
[i
].Timeout
:= SHOT_FLAME_LIFETIME
788 Shots
[i
].Timeout
:= 550; // ~15 sec
792 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
796 function PlayerHit(Team
: Byte = 0): Boolean;
807 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
and g_Obj_Collide(obj
, @gPlayers
[i
].Obj
) then
810 if (Team
> 0) and (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
812 p
:= g_Player_Get(SpawnerUID
);
814 ChkTeam
:= (p
.Team
= gPlayers
[i
].Team
) xor (Team
= 2);
817 if HitPlayer(gPlayers
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
819 if t
<> HIT_FLAME
then
820 gPlayers
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
821 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
823 g_Game_DelayEvent(DE_BFGHIT
, 1000, SpawnerUID
);
831 function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
833 result := false; // don't stop
834 if mon.alive and g_Obj_Collide(obj, @mon.Obj) then
836 if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
838 if (t <> HIT_FLAME) then
840 mon.Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
841 (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
849 function monsCheckHit (mon
: TMonster
): Boolean;
851 result
:= false; // don't stop
852 if HitMonster(mon
, d
, obj
.Vel
.X
, obj
.Vel
.Y
, SpawnerUID
, t
) then
854 if (t
<> HIT_FLAME
) then
856 mon
.Push((obj
.Vel
.X
+obj
.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
857 (obj
.Vel
.Y
+obj
.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
863 function MonsterHit(): Boolean;
865 //result := g_Mons_ForEach(monsCheckHit);
866 //FIXME: accelerate this!
867 result
:= g_Mons_ForEachAliveAt(obj
.X
+obj
.Rect
.X
, obj
.Y
+obj
.Rect
.Y
, obj
.Rect
.Width
, obj
.Rect
.Height
, monsCheckHit
);
877 if gAdvCorpses
and (h
<> -1) then
879 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) and
880 g_Obj_Collide(obj
, @gCorpses
[i
].Obj
) then
883 gCorpses
[i
].Damage(d
, (obj
^.Vel
.X
+obj
^.Accel
.X
) div 4,
884 (obj
^.Vel
.Y
+obj
^.Accel
.Y
) div 4);
889 case gGameSettings
.GameMode
of
893 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
910 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
927 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
941 // È â êîíöå ñâîèõ èãðîêîâ
952 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
956 case g_GetUIDType(UID
) of
957 UID_PLAYER
: Result
:= HitPlayer(g_Player_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
958 UID_MONSTER
: Result
:= HitMonster(g_Monsters_ByUID(UID
), d
, 0, 0, SpawnerUID
, t
);
963 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
965 r
: Integer; // squared radius
967 function monsExCheck (mon
: TMonster
): Boolean;
971 result
:= false; // don't stop
973 dx
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2)-X
;
974 dy
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2)-Y
;
976 if dx
> 1000 then dx
:= 1000;
977 if dy
> 1000 then dy
:= 1000;
979 if (dx
*dx
+dy
*dy
< r
) then
981 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
982 //e_WriteLog(Format('explo monster #%d: x=%d; y=%d; rad=%d; dx=%d; dy=%d', [monidx, X, Y, rad, dx, dy]), MSG_NOTIFY);
984 mm
:= Max(abs(dx
), abs(dy
));
985 if mm
= 0 then mm
:= 1;
989 HitMonster(mon
, ((mon
.Obj
.Rect
.Width
div 4)*10*(rad
-mm
)) div rad
, 0, 0, SpawnerUID
, HIT_ROCKET
);
992 mon
.Push((dx
*7) div mm
, (dy
*7) div mm
);
998 i
, h
, dx
, dy
, m
, mm
: Integer;
1003 g_Triggers_PressC(X
, Y
, rad
, SpawnerUID
, ACTIVATE_SHOT
);
1007 h
:= High(gPlayers
);
1011 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1014 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1015 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1017 if dx
> 1000 then dx
:= 1000;
1018 if dy
> 1000 then dy
:= 1000;
1020 if dx
*dx
+dy
*dy
< r
then
1022 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
1023 // PLAYER_RECT.Width, PLAYER_RECT.Height);
1025 mm
:= Max(abs(dx
), abs(dy
));
1026 if mm
= 0 then mm
:= 1;
1028 HitPlayer(gPlayers
[i
], (100*(rad
-mm
)) div rad
, (dx
*10) div mm
, (dy
*10) div mm
, SpawnerUID
, HIT_ROCKET
);
1029 gPlayers
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
1033 //g_Mons_ForEach(monsExCheck);
1034 g_Mons_ForEachAt(X
-(rad
+32), Y
-(rad
+32), (rad
+32)*2, (rad
+32)*2, monsExCheck
);
1036 h
:= High(gCorpses
);
1038 if gAdvCorpses
and (h
<> -1) then
1040 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
1043 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1044 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1046 if dx
> 1000 then dx
:= 1000;
1047 if dy
> 1000 then dy
:= 1000;
1049 if dx
*dx
+dy
*dy
< r
then
1051 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1052 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1054 mm
:= Max(abs(dx
), abs(dy
));
1055 if mm
= 0 then mm
:= 1;
1057 Damage(Round(100*(rad
-m
)/rad
), (dx
*10) div mm
, (dy
*10) div mm
);
1063 if gAdvGibs
and (h
<> -1) then
1065 if gGibs
[i
].alive
then
1068 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1069 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1071 if dx
> 1000 then dx
:= 1000;
1072 if dy
> 1000 then dy
:= 1000;
1074 if dx
*dx
+dy
*dy
< r
then
1076 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1077 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1078 _angle
:= GetAngle(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
1079 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2), X
, Y
);
1081 g_Obj_PushA(@Obj
, Round(15*(rad
-m
)/rad
), _angle
);
1082 positionChanged(); // this updates spatial accelerators
1087 procedure g_Weapon_Init();
1092 procedure g_Weapon_Free();
1096 if Shots
<> nil then
1098 for i
:= 0 to High(Shots
) do
1099 if Shots
[i
].ShotType
<> 0 then
1100 Shots
[i
].Animation
.Free();
1108 procedure g_Weapon_LoadData();
1110 e_WriteLog('Loading weapons data...', MSG_NOTIFY
);
1112 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD
+':SOUNDS\HITPUNCH');
1113 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD
+':SOUNDS\MISSPUNCH');
1114 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD
+':SOUNDS\HITBERSERK');
1115 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD
+':SOUNDS\MISSBERSERK');
1116 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD
+':SOUNDS\SELECTSAW');
1117 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD
+':SOUNDS\IDLESAW');
1118 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD
+':SOUNDS\HITSAW');
1119 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD
+':SOUNDS\FIRESHOTGUN2');
1120 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD
+':SOUNDS\FIRESHOTGUN');
1121 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD
+':SOUNDS\FIRESAW');
1122 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD
+':SOUNDS\FIREROCKET');
1123 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD
+':SOUNDS\FIREPLASMA');
1124 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD
+':SOUNDS\FIREPISTOL');
1125 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD
+':SOUNDS\FIRECGUN');
1126 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD
+':SOUNDS\FIREBFG');
1127 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD
+':SOUNDS\FIRE');
1128 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD
+':SOUNDS\STARTFIREBFG');
1129 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD
+':SOUNDS\EXPLODEROCKET');
1130 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD
+':SOUNDS\EXPLODEBFG');
1131 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD
+':SOUNDS\BFGWATER');
1132 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD
+':SOUNDS\EXPLODEPLASMA');
1133 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD
+':SOUNDS\PLASMAWATER');
1134 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD
+':SOUNDS\FIREBALL');
1135 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD
+':SOUNDS\EXPLODEBALL');
1136 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD
+':SOUNDS\FIREREV');
1137 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD
+':SOUNDS\WORKJETPACK');
1138 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD
+':SOUNDS\STARTJETPACK');
1139 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD
+':SOUNDS\STOPJETPACK');
1140 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD
+':SOUNDS\CASING1');
1141 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD
+':SOUNDS\CASING2');
1142 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD
+':SOUNDS\SHELL1');
1143 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD
+':SOUNDS\SHELL2');
1145 g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD
+':TEXTURES\BROCKET');
1146 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD
+':TEXTURES\BSKELFIRE', 64, 16, 2);
1147 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD
+':TEXTURES\BBFG', 64, 64, 2);
1148 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD
+':TEXTURES\BPLASMA', 16, 16, 2);
1149 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD
+':TEXTURES\BIMPFIRE', 16, 16, 2);
1150 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD
+':TEXTURES\BBSPFIRE', 16, 16, 2);
1151 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD
+':TEXTURES\BCACOFIRE', 16, 16, 2);
1152 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD
+':TEXTURES\BBARONFIRE', 64, 16, 2);
1153 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD
+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
1154 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD
+':TEXTURES\EROCKET', 128, 128, 6);
1155 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD
+':TEXTURES\ESKELFIRE', 64, 64, 3);
1156 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD
+':TEXTURES\EBFG', 128, 128, 6);
1157 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD
+':TEXTURES\EIMPFIRE', 64, 64, 3);
1158 g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD
+':TEXTURES\BFGHIT', 64, 64, 4);
1159 g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD
+':TEXTURES\FIRE', 64, 128, 8);
1160 g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD
+':TEXTURES\FLAME', 32, 32, 11);
1161 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD
+':TEXTURES\EPLASMA', 32, 32, 4, True);
1162 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD
+':TEXTURES\EBSPFIRE', 32, 32, 5);
1163 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD
+':TEXTURES\ECACOFIRE', 64, 64, 3);
1164 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD
+':TEXTURES\EBARONFIRE', 64, 64, 3);
1165 g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD
+':TEXTURES\SMOKE', 32, 32, 10, False);
1167 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+':TEXTURES\EBULLET');
1168 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+':TEXTURES\ESHELL');
1170 //wgunMonHash := hashNewIntInt();
1171 wgunHitHeap
:= TBinaryHeapHitTimes
.Create(hitTimeLess
);
1174 procedure g_Weapon_FreeData();
1176 e_WriteLog('Releasing weapons data...', MSG_NOTIFY
);
1178 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1179 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1180 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1181 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1182 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1183 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1184 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1185 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1186 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1187 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1188 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1189 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1190 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1191 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1192 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1193 g_Sound_Delete('SOUND_FIRE');
1194 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1195 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1196 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1197 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1198 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1199 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1200 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1201 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1202 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1203 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1204 g_Sound_Delete('SOUND_PLAYER_JETON');
1205 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1206 g_Sound_Delete('SOUND_PLAYER_CASING1');
1207 g_Sound_Delete('SOUND_PLAYER_CASING2');
1208 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1209 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1211 g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
1212 g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
1213 g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
1214 g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
1215 g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
1216 g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
1217 g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
1218 g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
1219 g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
1220 g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
1221 g_Frames_DeleteByName('FRAMES_BFGHIT');
1222 g_Frames_DeleteByName('FRAMES_FIRE');
1223 g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
1224 g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
1225 g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
1226 g_Frames_DeleteByName('FRAMES_SMOKE');
1227 g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
1228 g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
1232 function GunHitPlayer (X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer; SpawnerUID
: Word; AllowPush
: Boolean): Boolean;
1237 for i
:= 0 to High(gPlayers
) do
1239 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
and gPlayers
[i
].Collide(X
, Y
) then
1241 if HitPlayer(gPlayers
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
1243 if AllowPush
then gPlayers
[i
].Push(vx
, vy
);
1251 function GunHit (X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer; SpawnerUID
: Word; AllowPush
: Boolean): Byte;
1253 function monsCheck (mon
: TMonster
): Boolean;
1255 result
:= false; // don't stop
1256 if HitMonster(mon
, dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
1258 if AllowPush
then mon
.Push(vx
, vy
);
1265 if GunHitPlayer(X
, Y
, vx
, vy
, dmg
, SpawnerUID
, AllowPush
) then result
:= 1
1266 else if g_Mons_ForEachAliveAt(X
, Y
, 1, 1, monsCheck
) then result
:= 2;
1271 procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
1282 t1, _collide: Boolean;
1284 {$IF DEFINED(D2F_DEBUG)}
1286 showTime: Boolean = true;
1289 a := GetAngle(x, y, xd, yd)+180;
1291 SinCos(DegToRad(-a), s, c);
1293 if Abs(s) < 0.01 then s := 0;
1294 if Abs(c) < 0.01 then c := 0;
1296 x2 := x+Round(c*gMapInfo.Width);
1297 y2 := y+Round(s*gMapInfo.Width);
1299 t1 := gWalls <> nil;
1301 w := gMapInfo.Width;
1302 h := gMapInfo.Height;
1309 if (xd = 0) and (yd = 0) then Exit;
1311 if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
1312 if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
1317 if dx > dy then d := dx else d := dy;
1319 //blood vel, for Monster.Damage()
1320 //vx := (dx*10 div d)*xi;
1321 //vy := (dy*10 div d)*yi;
1323 {$IF DEFINED(D2F_DEBUG)}
1324 stt := curTimeMicro();
1347 if (yy > h) or (yy < 0) then Break;
1348 if (xx > w) or (xx < 0) then Break;
1351 if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
1354 {$IF DEFINED(D2F_DEBUG)}
1355 stt := curTimeMicro()-stt;
1356 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1359 g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
1360 if g_Game_IsServer and g_Game_IsNet then
1361 MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
1364 if not _collide then
1366 _collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
1369 if _collide then Break;
1372 {$IF DEFINED(D2F_DEBUG)}
1375 stt := curTimeMicro()-stt;
1376 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1380 if CheckTrigger and g_Game_IsServer then
1381 g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
1387 procedure g_Weapon_gun (const x
, y
, xd
, yd
, v
, dmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
1392 wallDistSq
: Integer = $3fffffff;
1394 function doPlayerHit (idx
: Integer; hx
, hy
: Integer): Boolean;
1397 if (idx
< 0) or (idx
> High(gPlayers
)) then exit
;
1398 if (gPlayers
[idx
] = nil) or not gPlayers
[idx
].alive
then exit
;
1399 result
:= HitPlayer(gPlayers
[idx
], dmg
, (xi
*v
)*10, (yi
*v
)*10-3, SpawnerUID
, HIT_SOME
);
1400 if result
and (v
<> 0) then gPlayers
[idx
].Push((xi
*v
), (yi
*v
));
1401 {$IF DEFINED(D2F_DEBUG)}
1402 //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
1406 function doMonsterHit (mon
: TMonster
; hx
, hy
: Integer): Boolean;
1409 if (mon
= nil) then exit
;
1410 result
:= HitMonster(mon
, dmg
, (xi
*v
)*10, (yi
*v
)*10-3, SpawnerUID
, HIT_SOME
);
1411 if result
and (v
<> 0) then mon
.Push((xi
*v
), (yi
*v
));
1412 {$IF DEFINED(D2F_DEBUG)}
1413 //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
1417 // collect players along hitray
1418 // return `true` if instant hit was detected
1419 function playerPossibleHit (): Boolean;
1422 px
, py
, pw
, ph
: Integer;
1428 for i
:= 0 to High(gPlayers
) do
1431 if (plr
<> nil) and plr
.alive
then
1433 plr
.getMapBox(px
, py
, pw
, ph
);
1434 if lineAABBIntersects(x
, y
, x2
, y2
, px
, py
, pw
, ph
, inx
, iny
) then
1436 distSq
:= distanceSq(x
, y
, inx
, iny
);
1437 if (distSq
= 0) then
1440 if doPlayerHit(i
, x
, y
) then begin result
:= true; exit
; end;
1442 else if (distSq
< wallDistSq
) then
1444 appendHitTimePlr(distSq
, i
, inx
, iny
);
1451 function sqchecker (mon
: TMonster
; tag
: Integer): Boolean;
1453 mx
, my
, mw
, mh
: Integer;
1457 result
:= false; // don't stop
1458 mon
.getMapBox(mx
, my
, mw
, mh
);
1459 if lineAABBIntersects(x0
, y0
, x2
, y2
, mx
, my
, mw
, mh
, inx
, iny
) then
1461 distSq
:= distanceSq(x0
, y0
, inx
, iny
);
1462 if (distSq
< wallDistSq
) then appendHitTimeMon(distSq
, mon
, inx
, iny
);
1472 wallHitFlag
: Boolean = false;
1473 wallHitX
: Integer = 0;
1474 wallHitY
: Integer = 0;
1475 didHit
: Boolean = false;
1476 {$IF DEFINED(D2F_DEBUG)}
1481 if not gwep_debug_fast_trace then
1483 g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
1488 if (xd
= 0) and (yd
= 0) then exit
;
1490 //wgunMonHash.reset(); //FIXME: clear hash on level change
1491 wgunHitHeap
.clear();
1492 wgunHitTimeUsed
:= 0;
1494 a
:= GetAngle(x
, y
, xd
, yd
)+180;
1496 SinCos(DegToRad(-a
), s
, c
);
1498 if Abs(s
) < 0.01 then s
:= 0;
1499 if Abs(c
) < 0.01 then c
:= 0;
1503 x2
:= x
+Round(c
*gMapInfo
.Width
);
1504 y2
:= y
+Round(s
*gMapInfo
.Width
);
1509 if (dx
> 0) then xi
:= 1 else if (dx
< 0) then xi
:= -1 else xi
:= 0;
1510 if (dy
> 0) then yi
:= 1 else if (dy
< 0) then yi
:= -1 else yi
:= 0;
1512 {$IF DEFINED(D2F_DEBUG)}
1513 e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x
, y
, x2
, y2
]), MSG_NOTIFY
);
1514 stt
:= curTimeMicro();
1517 wallHitFlag
:= (g_Map_traceToNearestWall(x
, y
, x2
, y2
, @wallHitX
, @wallHitY
) <> nil);
1522 wallDistSq
:= distanceSq(x
, y
, wallHitX
, wallHitY
);
1530 if playerPossibleHit() then exit
; // instant hit
1533 g_Mons_AlongLine(x
, y
, x2
, y2
, sqchecker
);
1535 // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
1536 // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
1537 while (wgunHitHeap
.count
> 0) do
1539 // has some entities to check, do it
1540 i
:= wgunHitHeap
.front
;
1541 wgunHitHeap
.popFront();
1543 xe
:= wgunHitTime
[i
].x
;
1544 ye
:= wgunHitTime
[i
].y
;
1545 // check if it is not behind the wall
1546 if (wgunHitTime
[i
].mon
<> nil) then
1548 didHit
:= doMonsterHit(wgunHitTime
[i
].mon
, xe
, ye
);
1552 didHit
:= doPlayerHit(wgunHitTime
[i
].plridx
, xe
, ye
);
1556 // need new coords for trigger
1559 wallHitFlag
:= false; // no sparks
1567 {$IF DEFINED(D2F_DEBUG)}
1568 stt
:= curTimeMicro()-stt
;
1569 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt
)]), MSG_NOTIFY
);
1571 g_GFX_Spark(wallHitX
, wallHitY
, 2+Random(2), 180+a
, 0, 0);
1572 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_Effect(wallHitX
, wallHitY
, 180+a
, NET_GFX_SPARK
);
1576 {$IF DEFINED(D2F_DEBUG)}
1577 stt
:= curTimeMicro()-stt
;
1578 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt
)]), MSG_NOTIFY
);
1582 if CheckTrigger
and g_Game_IsServer
then g_Triggers_PressL(X
, Y
, wallHitX
, wallHitY
, SpawnerUID
, ACTIVATE_SHOT
);
1586 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
1594 obj
.rect
.Width
:= 39;
1595 obj
.rect
.Height
:= 52;
1601 if g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
) <> 0 then
1602 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x
, y
)
1604 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x
, y
);
1607 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
1615 obj
.rect
.Width
:= 32;
1616 obj
.rect
.Height
:= 52;
1622 Result
:= g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
);
1625 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1626 Silent
: Boolean = False);
1632 find_id
:= FindShot()
1636 if Integer(find_id
) >= High(Shots
) then
1637 SetLength(Shots
, find_id
+ 64)
1640 with Shots
[find_id
] do
1644 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
1645 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
1647 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0);
1648 dy
:= -(Obj
.Rect
.Height
div 2);
1650 ShotType
:= WEAPON_ROCKETLAUNCHER
;
1651 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1655 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
1658 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1661 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x
, y
);
1664 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word;
1665 WID
: Integer = -1; Silent
: Boolean = False);
1667 find_id
, FramesID
: DWORD
;
1671 find_id
:= FindShot()
1675 if Integer(find_id
) >= High(Shots
) then
1676 SetLength(Shots
, find_id
+ 64)
1679 with Shots
[find_id
] do
1683 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
1684 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
1686 dx
:= -(Obj
.Rect
.Width
div 2);
1687 dy
:= -(Obj
.Rect
.Height
div 2);
1689 ShotType
:= WEAPON_SKEL_FIRE
;
1690 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1693 target
:= TargetUID
;
1694 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
1695 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1698 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1701 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x
, y
);
1704 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1705 Silent
: Boolean = False);
1707 find_id
, FramesID
: DWORD
;
1711 find_id
:= FindShot()
1715 if Integer(find_id
) >= High(Shots
) then
1716 SetLength(Shots
, find_id
+ 64);
1719 with Shots
[find_id
] do
1723 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
1724 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
1726 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1727 dy
:= -(Obj
.Rect
.Height
div 2);
1729 ShotType
:= WEAPON_PLASMA
;
1730 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1733 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
1734 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1737 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1740 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1743 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1744 Silent
: Boolean = False);
1750 find_id
:= FindShot()
1754 if Integer(find_id
) >= High(Shots
) then
1755 SetLength(Shots
, find_id
+ 64);
1758 with Shots
[find_id
] do
1762 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
1763 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
1765 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1766 dy
:= -(Obj
.Rect
.Height
div 2);
1768 ShotType
:= WEAPON_FLAMETHROWER
;
1769 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1774 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
1777 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1779 // if not Silent then
1780 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1783 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1784 Silent
: Boolean = False);
1786 find_id
, FramesID
: DWORD
;
1790 find_id
:= FindShot()
1794 if Integer(find_id
) >= High(Shots
) then
1795 SetLength(Shots
, find_id
+ 64)
1798 with Shots
[find_id
] do
1802 Obj
.Rect
.Width
:= 16;
1803 Obj
.Rect
.Height
:= 16;
1805 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1806 dy
:= -(Obj
.Rect
.Height
div 2);
1808 ShotType
:= WEAPON_IMP_FIRE
;
1809 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1812 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
1813 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1816 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1819 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1822 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1823 Silent
: Boolean = False);
1825 find_id
, FramesID
: DWORD
;
1829 find_id
:= FindShot()
1833 if Integer(find_id
) >= High(Shots
) then
1834 SetLength(Shots
, find_id
+ 64)
1837 with Shots
[find_id
] do
1841 Obj
.Rect
.Width
:= 16;
1842 Obj
.Rect
.Height
:= 16;
1844 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1845 dy
:= -(Obj
.Rect
.Height
div 2);
1847 ShotType
:= WEAPON_CACO_FIRE
;
1848 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1851 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
1852 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1855 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1858 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1861 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1862 Silent
: Boolean = False);
1864 find_id
, FramesID
: DWORD
;
1868 find_id
:= FindShot()
1872 if Integer(find_id
) >= High(Shots
) then
1873 SetLength(Shots
, find_id
+ 64)
1876 with Shots
[find_id
] do
1880 Obj
.Rect
.Width
:= 32;
1881 Obj
.Rect
.Height
:= 16;
1883 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1884 dy
:= -(Obj
.Rect
.Height
div 2);
1886 ShotType
:= WEAPON_BARON_FIRE
;
1887 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1890 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
1891 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1894 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1897 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1900 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1901 Silent
: Boolean = False);
1903 find_id
, FramesID
: DWORD
;
1907 find_id
:= FindShot()
1911 if Integer(find_id
) >= High(Shots
) then
1912 SetLength(Shots
, find_id
+ 64)
1915 with Shots
[find_id
] do
1919 Obj
.Rect
.Width
:= 16;
1920 Obj
.Rect
.Height
:= 16;
1922 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1923 dy
:= -(Obj
.Rect
.Height
div 2);
1925 ShotType
:= WEAPON_BSP_FIRE
;
1926 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1930 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
1931 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1934 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1937 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1940 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1941 Silent
: Boolean = False);
1943 find_id
, FramesID
: DWORD
;
1947 find_id
:= FindShot()
1951 if Integer(find_id
) >= High(Shots
) then
1952 SetLength(Shots
, find_id
+ 64)
1955 with Shots
[find_id
] do
1959 Obj
.Rect
.Width
:= 32;
1960 Obj
.Rect
.Height
:= 32;
1962 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
1963 dy
:= -(Obj
.Rect
.Height
div 2);
1965 ShotType
:= WEAPON_MANCUB_FIRE
;
1966 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1970 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
1971 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1974 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1977 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1980 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1981 Silent
: Boolean = False);
1983 find_id
, FramesID
: DWORD
;
1987 find_id
:= FindShot()
1991 if Integer(find_id
) >= High(Shots
) then
1992 SetLength(Shots
, find_id
+ 64)
1995 with Shots
[find_id
] do
1999 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
2000 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
2002 dx
:= IfThen(xd
>x
, -Obj
.Rect
.Width
, 0);
2003 dy
:= -(Obj
.Rect
.Height
div 2);
2005 ShotType
:= WEAPON_BFG
;
2006 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
2009 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
2010 Animation
:= TAnimation
.Create(FramesID
, True, 6);
2013 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
2016 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x
, y
);
2019 procedure g_Weapon_bfghit(x
, y
: Integer);
2024 if g_Frames_Get(ID
, 'FRAMES_BFGHIT') then
2026 Anim
:= TAnimation
.Create(ID
, False, 4);
2027 g_GFX_OnceAnim(x
-32, y
-32, Anim
);
2032 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2033 Silent
: Boolean = False);
2036 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x
, y
);
2038 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
2039 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
2041 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 3, SpawnerUID
, False);
2042 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
2046 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2047 Silent
: Boolean = False);
2050 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x
, y
);
2052 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
2053 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
2054 (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
2056 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 2, SpawnerUID
, False);
2057 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
2061 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2062 Silent
: Boolean = False);
2067 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x
, y
);
2071 j
:= Random(17)-8; // -8 .. 8
2072 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 2 <> 0, 1, 0), 3, SpawnerUID
, i
=0);
2076 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2077 Silent
: Boolean = False);
2082 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x
, y
);
2084 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then a
:= 25 else a
:= 20;
2087 j
:= Random(41)-20; // -20 .. 20
2088 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 3 <> 0, 0, 1), 3, SpawnerUID
, i
=0);
2092 procedure g_Weapon_Update();
2094 i
, a
, h
, cx
, cy
, oldvx
, oldvy
, tf
: Integer;
2108 for i
:= 0 to High(Shots
) do
2110 if Shots
[i
].ShotType
= 0 then
2117 Timeout
:= Timeout
- 1;
2120 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
2121 if (Stopped
= 0) and g_Game_IsServer
then
2122 t
:= g_Triggers_PressR(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
,
2123 SpawnerUID
, ACTIVATE_SHOT
, triggers
)
2129 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
2130 if triggers
= nil then
2137 if not InDWArray(t
[a
], triggers
) then
2139 SetLength(triggers
, Length(triggers
)+1);
2140 triggers
[High(triggers
)] := t
[a
];
2145 // Àíèìàöèÿ ñíàðÿäà:
2146 if Animation
<> nil then
2150 spl
:= (ShotType
<> WEAPON_PLASMA
) and
2151 (ShotType
<> WEAPON_BFG
) and
2152 (ShotType
<> WEAPON_BSP_FIRE
) and
2153 (ShotType
<> WEAPON_FLAMETHROWER
);
2157 st
:= g_Obj_Move(@Obj
, False, spl
);
2163 positionChanged(); // this updates spatial accelerators
2165 if WordBool(st
and MOVE_FALLOUT
) or (Obj
.X
< -1000) or
2166 (Obj
.X
> gMapInfo
.Width
+1000) or (Obj
.Y
< -1000) then
2168 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
2174 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2175 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2178 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2180 // Âûëåòåëà èç âîäû:
2181 if WordBool(st
and MOVE_HITAIR
) then
2182 g_Obj_SetSpeed(@Obj
, 12);
2184 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
2185 if WordBool(st
and MOVE_INWATER
) then
2186 g_GFX_Bubbles(Obj
.X
+(Obj
.Rect
.Width
div 2),
2187 Obj
.Y
+(Obj
.Rect
.Height
div 2),
2188 1+Random(3), 16, 16)
2190 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
2192 Anim
:= TAnimation
.Create(_id
, False, 3);
2194 g_GFX_OnceAnim(Obj
.X
-14+Random(9),
2195 Obj
.Y
+(Obj
.Rect
.Height
div 2)-20+Random(9),
2196 Anim
, ONCEANIM_SMOKE
);
2200 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2201 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2202 (g_Weapon_Hit(@Obj
, 10, SpawnerUID
, HIT_SOME
, False) <> 0) or
2208 g_Weapon_Explode(cx
, cy
, 60, SpawnerUID
);
2210 if ShotType
= WEAPON_SKEL_FIRE
then
2211 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2212 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2214 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2215 Anim
.Blending
:= False;
2216 g_GFX_OnceAnim((Obj
.X
+32)-58, (Obj
.Y
+8)-36, Anim
);
2217 g_DynLightExplosion((Obj
.X
+32), (Obj
.Y
+8), 64, 1, 0, 0);
2222 begin // Âçðûâ Ðàêåòû
2223 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2225 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2226 Anim
.Blending
:= False;
2227 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2228 g_DynLightExplosion(cx
, cy
, 64, 1, 0, 0);
2233 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2238 if ShotType
= WEAPON_SKEL_FIRE
then
2239 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
2240 if GetPos(target
, @o
) then
2241 throw(i
, Obj
.X
, Obj
.Y
,
2242 o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)+o
.Vel
.X
+o
.Accel
.X
,
2243 o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)+o
.Vel
.Y
+o
.Accel
.Y
,
2248 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2250 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2251 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2253 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj
.X
, Obj
.Y
);
2254 if g_Game_IsServer
then CheckTrap(i
, 10, HIT_ELECTRO
);
2260 if (ShotType
= WEAPON_PLASMA
) and
2261 (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
2266 if ShotType
= WEAPON_BSP_FIRE
then
2269 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2270 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2271 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
, False) <> 0) or
2274 if ShotType
= WEAPON_PLASMA
then
2275 s
:= 'FRAMES_EXPLODE_PLASMA'
2277 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2280 if g_Frames_Get(TextureID
, s
) then
2282 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2283 Anim
.Blending
:= False;
2284 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2286 g_DynLightExplosion(cx
, cy
, 32, 0, 0.5, 0.5);
2289 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2295 WEAPON_FLAMETHROWER
: // Îãíåìåò
2297 // Ñî âðåìåíåì óìèðàåò
2298 if (Timeout
< 1) then
2304 if WordBool(st
and (MOVE_HITWATER
or MOVE_INWATER
)) then
2306 if WordBool(st
and MOVE_HITWATER
) then
2308 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
2310 Anim
:= TAnimation
.Create(_id
, False, 3);
2314 g_GFX_OnceAnim(cx
-4+tcx
-(Anim
.Width
div 2),
2315 cy
-4+tcy
-(Anim
.Height
div 2),
2316 Anim
, ONCEANIM_SMOKE
);
2321 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
2328 Obj
.Accel
.Y
:= Obj
.Accel
.Y
+ 1;
2329 // Ïîïàëè â ñòåíó èëè â âîäó:
2330 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
or MOVE_HITWATER
)) then
2336 if WordBool(st
and MOVE_HITWALL
) then
2337 Stopped
:= MOVE_HITWALL
2338 else if WordBool(st
and MOVE_HITLAND
) then
2339 Stopped
:= MOVE_HITLAND
2340 else if WordBool(st
and MOVE_HITCEIL
) then
2341 Stopped
:= MOVE_HITCEIL
;
2344 a
:= IfThen(Stopped
= 0, 3, 1);
2345 // Åñëè â êîãî-òî ïîïàëè
2346 if g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_FLAME
, False) <> 0 then
2348 // HIT_FLAME ñàì ïîäîææåò
2349 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2359 if (gTime
mod LongWord(tf
) = 0) then
2361 Anim
:= TAnimation
.Create(TextureID
, False, 2 + Random(2));
2364 MOVE_HITWALL
: begin tcx
:= cx
-4+Random(8); tcy
:= cy
-12+Random(24); end;
2365 MOVE_HITLAND
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
-10+Random(8); end;
2366 MOVE_HITCEIL
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
+6+Random(8); end;
2367 else begin tcx
:= cx
-4+Random(8); tcy
:= cy
-4+Random(8); end;
2369 g_GFX_OnceAnim(tcx
-(Anim
.Width
div 2), tcy
-(Anim
.Height
div 2), Anim
, ONCEANIM_SMOKE
);
2371 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2377 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2378 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2380 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj
.X
, Obj
.Y
);
2381 if g_Game_IsServer
then CheckTrap(i
, 1000, HIT_ELECTRO
);
2386 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2387 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2388 (g_Weapon_Hit(@Obj
, SHOT_BFG_DAMAGE
, SpawnerUID
, HIT_BFG
, False) <> 0) or
2392 if g_Game_IsServer
then g_Weapon_BFG9000(cx
, cy
, SpawnerUID
);
2395 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') then
2397 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2398 Anim
.Blending
:= False;
2399 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2401 g_DynLightExplosion(cx
, cy
, 96, 0, 1, 0);
2404 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2410 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2413 if WordBool(st
and MOVE_HITAIR
) then
2414 g_Obj_SetSpeed(@Obj
, 16);
2417 if ShotType
= WEAPON_IMP_FIRE
then
2420 if ShotType
= WEAPON_CACO_FIRE
then
2425 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2426 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2427 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
) <> 0) or
2430 if ShotType
= WEAPON_IMP_FIRE
then
2431 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2433 if ShotType
= WEAPON_CACO_FIRE
then
2434 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2436 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2439 if g_Frames_Get(TextureID
, s
) then
2441 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2442 Anim
.Blending
:= False;
2443 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2447 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2453 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2456 if WordBool(st
and MOVE_HITAIR
) then
2457 g_Obj_SetSpeed(@Obj
, 16);
2459 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2460 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2461 (g_Weapon_Hit(@Obj
, 40, SpawnerUID
, HIT_SOME
, False) <> 0) or
2465 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2467 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2468 Anim
.Blending
:= False;
2469 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2473 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2478 end; // case ShotType of...
2480 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2481 if (ShotType
= 0) then
2483 if gGameSettings
.GameType
= GT_SERVER
then
2484 MH_SEND_DeleteShot(i
, Obj
.X
, Obj
.Y
, Loud
);
2485 if Animation
<> nil then
2491 else if (ShotType
<> WEAPON_FLAMETHROWER
) and ((oldvx
<> Obj
.Vel
.X
) or (oldvy
<> Obj
.Vel
.Y
)) then
2492 if gGameSettings
.GameType
= GT_SERVER
then
2493 MH_SEND_UpdateShot(i
);
2498 procedure g_Weapon_Draw();
2507 for i
:= 0 to High(Shots
) do
2508 if Shots
[i
].ShotType
<> 0 then
2511 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2512 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2513 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2514 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2515 a
:= -GetAngle2(Obj
.Vel
.X
, Obj
.Vel
.Y
)
2519 p
.X
:= Obj
.Rect
.Width
div 2;
2520 p
.Y
:= Obj
.Rect
.Height
div 2;
2522 if Animation
<> nil then
2524 if (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2525 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2526 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2527 Animation
.DrawEx(Obj
.X
, Obj
.Y
, M_NONE
, p
, a
)
2529 Animation
.Draw(Obj
.X
, Obj
.Y
, M_NONE
);
2531 else if TextureID
<> 0 then
2533 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) then
2534 e_DrawAdv(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False, a
, @p
, M_NONE
)
2535 else if (Shots
[i
].ShotType
<> WEAPON_FLAMETHROWER
) then
2536 e_Draw(TextureID
, Obj
.X
, Obj
.Y
, 0, True, False);
2539 if g_debug_Frames
then
2541 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
2543 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
2544 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
2550 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
2559 for a
:= 0 to High(Shots
) do
2560 if (Shots
[a
].ShotType
<> 0) and (Shots
[a
].SpawnerUID
<> UID
) then
2561 if ((Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
> 0) and (Shots
[a
].Obj
.X
< X
)) or
2562 (Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
< 0) and (Shots
[a
].Obj
.X
> X
) then
2563 if (Abs(X
-Shots
[a
].Obj
.X
) < Abs(Shots
[a
].Obj
.Vel
.X
*Time
)) and
2564 g_Collide(X
, Y
, Width
, Height
, X
, Shots
[a
].Obj
.Y
,
2565 Shots
[a
].Obj
.Rect
.Width
, Shots
[a
].Obj
.Rect
.Height
) and
2566 g_TraceVector(X
, Y
, Shots
[a
].Obj
.X
, Shots
[a
].Obj
.Y
) then
2573 procedure g_Weapon_SaveState(var Mem
: TBinMemoryWriter
);
2575 count
, i
, j
: Integer;
2578 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ:
2580 if Shots
<> nil then
2581 for i
:= 0 to High(Shots
) do
2582 if Shots
[i
].ShotType
<> 0 then
2585 Mem
:= TBinMemoryWriter
.Create((count
+1) * 80);
2587 // Êîëè÷åñòâî ñíàðÿäîâ:
2588 Mem
.WriteInt(count
);
2593 for i
:= 0 to High(Shots
) do
2594 if Shots
[i
].ShotType
<> 0 then
2596 // Ñèãíàòóðà ñíàðÿäà:
2597 dw
:= SHOT_SIGNATURE
; // 'SHOT'
2600 Mem
.WriteByte(Shots
[i
].ShotType
);
2602 Mem
.WriteWord(Shots
[i
].Target
);
2604 Mem
.WriteWord(Shots
[i
].SpawnerUID
);
2605 // Ðàçìåð ïîëÿ Triggers:
2606 dw
:= Length(Shots
[i
].Triggers
);
2608 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2609 for j
:= 0 to Integer(dw
)-1 do
2610 Mem
.WriteDWORD(Shots
[i
].Triggers
[j
]);
2612 Obj_SaveState(@Shots
[i
].Obj
, Mem
);
2613 // Êîñòûëèíà åáàíàÿ:
2614 Mem
.WriteByte(Shots
[i
].Stopped
);
2618 procedure g_Weapon_LoadState(var Mem
: TBinMemoryReader
);
2620 count
, i
, j
: Integer;
2626 // Êîëè÷åñòâî ñíàðÿäîâ:
2629 SetLength(Shots
, count
);
2634 for i
:= 0 to count
-1 do
2636 // Ñèãíàòóðà ñíàðÿäà:
2638 if dw
<> SHOT_SIGNATURE
then // 'SHOT'
2640 raise EBinSizeError
.Create('g_Weapons_LoadState: Wrong Shot Signature');
2643 Mem
.ReadByte(Shots
[i
].ShotType
);
2645 Mem
.ReadWord(Shots
[i
].Target
);
2647 Mem
.ReadWord(Shots
[i
].SpawnerUID
);
2648 // Ðàçìåð ïîëÿ Triggers:
2650 SetLength(Shots
[i
].Triggers
, dw
);
2651 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì:
2652 for j
:= 0 to Integer(dw
)-1 do
2653 Mem
.ReadDWORD(Shots
[i
].Triggers
[j
]);
2655 Obj_LoadState(@Shots
[i
].Obj
, Mem
);
2656 // Êîñòûëèíà åáàíàÿ:
2657 Mem
.ReadByte(Shots
[i
].Stopped
);
2659 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè:
2660 Shots
[i
].TextureID
:= DWORD(-1);
2661 Shots
[i
].Animation
:= nil;
2663 case Shots
[i
].ShotType
of
2664 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
:
2666 g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots
[i
].TextureID
);
2670 g_Frames_Get(dw
, 'FRAMES_WEAPON_PLASMA');
2671 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 5);
2675 g_Frames_Get(dw
, 'FRAMES_WEAPON_BFG');
2676 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 6);
2680 g_Frames_Get(dw
, 'FRAMES_WEAPON_IMPFIRE');
2681 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2685 g_Frames_Get(dw
, 'FRAMES_WEAPON_BSPFIRE');
2686 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2690 g_Frames_Get(dw
, 'FRAMES_WEAPON_CACOFIRE');
2691 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2695 g_Frames_Get(dw
, 'FRAMES_WEAPON_BARONFIRE');
2696 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2700 g_Frames_Get(dw
, 'FRAMES_WEAPON_MANCUBFIRE');
2701 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2707 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
2715 if (I
> High(Shots
)) or (I
< 0) then Exit
;
2719 if ShotType
= 0 then Exit
;
2722 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2723 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2726 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2730 if ShotType
= WEAPON_SKEL_FIRE
then
2731 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2732 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2734 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2735 Anim
.Blending
:= False;
2736 g_GFX_OnceAnim((Obj
.X
+32)-32, (Obj
.Y
+8)-32, Anim
);
2741 begin // Âçðûâ Ðàêåòû
2742 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2744 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2745 Anim
.Blending
:= False;
2746 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2750 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2754 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2756 if ShotType
= WEAPON_PLASMA
then
2757 s
:= 'FRAMES_EXPLODE_PLASMA'
2759 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2761 if g_Frames_Get(TextureID
, s
) and loud
then
2763 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2764 Anim
.Blending
:= False;
2765 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2768 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2775 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') and Loud
then
2777 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2778 Anim
.Blending
:= False;
2779 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2782 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2786 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2788 if ShotType
= WEAPON_IMP_FIRE
then
2789 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2791 if ShotType
= WEAPON_CACO_FIRE
then
2792 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2794 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2796 if g_Frames_Get(TextureID
, s
) and Loud
then
2798 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2799 Anim
.Blending
:= False;
2800 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2803 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2807 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2809 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') and Loud
then
2811 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2812 Anim
.Blending
:= False;
2813 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2816 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2819 end; // case ShotType of...
2827 procedure g_Weapon_AddDynLights();
2831 if Shots
= nil then Exit
;
2832 for i
:= 0 to High(Shots
) do
2834 if Shots
[i
].ShotType
= 0 then continue
;
2835 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2836 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2837 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2838 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) or
2839 (Shots
[i
].ShotType
= WEAPON_IMP_FIRE
) or
2840 (Shots
[i
].ShotType
= WEAPON_CACO_FIRE
) or
2841 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2842 (Shots
[i
].ShotType
= WEAPON_BSP_FIRE
) or
2843 (Shots
[i
].ShotType
= WEAPON_PLASMA
) or
2844 (Shots
[i
].ShotType
= WEAPON_BFG
) or
2845 (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) or
2848 if (Shots
[i
].ShotType
= WEAPON_PLASMA
) then
2849 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 0, 0.3, 1, 0.4)
2850 else if (Shots
[i
].ShotType
= WEAPON_BFG
) then
2851 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 0, 1, 0, 0.5)
2852 else if (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) then
2853 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 42, 1, 0.8, 0, 0.4)
2855 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 1, 0, 0, 0.4);
2861 procedure TShot
.positionChanged (); begin end;