diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index f3accc605fb3ad2cf654c3b8811462cb98139931..2d0b6d130218b229c2df3212453b01b79d1e7156 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
implementation
uses
- Math, g_map, g_player, g_gfx, g_sound, g_main,
+ Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel,
g_console, SysUtils, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg;
WaterArray := nil;
end;
+
+var
+ chkTrap_pl: array [0..256] of Integer;
+ chkTrap_mn: array [0..65535] of TMonster;
+
procedure CheckTrap(ID: DWORD; dm: Integer; t: Byte);
var
- a, b, c, d, i1, i2: Integer;
- pl, mn: WArray;
+ //a, b, c, d, i1, i2: Integer;
+ //chkTrap_pl, chkTrap_mn: WArray;
+ plaCount: Integer = 0;
+ mnaCount: Integer = 0;
+ frameId: DWord;
{
function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, mn)) and (i2 < 1023) then //FIXME
+ if mon.Live and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
begin
i2 += 1;
- mn[i2] := monidx;
+ chkTrap_mn[i2] := monidx;
end;
end;
}
function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean;
begin
result := false; // don't stop
- if (not InWArray(monidx, mn)) and (i2 < 1023) then //FIXME
+ if (mon.trapCheckFrameId <> frameId) then
begin
- i2 += 1;
- mn[i2] := monidx;
+ mon.trapCheckFrameId := frameId;
+ chkTrap_mn[mnaCount] := mon;
+ Inc(mnaCount);
end;
end;
+var
+ a, b, c, d, f: Integer;
+ pan: TPanel;
begin
if (gWater = nil) or (WaterMap = nil) then Exit;
- i1 := -1;
- i2 := -1;
+ frameId := g_Mons_getNewTrapFrameId();
- SetLength(pl, 1024);
- SetLength(mn, 1024);
- for d := 0 to 1023 do pl[d] := $FFFF;
- for d := 0 to 1023 do mn[d] := $FFFF;
+ //i1 := -1;
+ //i2 := -1;
+
+ //SetLength(chkTrap_pl, 1024);
+ //SetLength(chkTrap_mn, 1024);
+ //for d := 0 to 1023 do chkTrap_pl[d] := $FFFF;
+ //for d := 0 to 1023 do chkTrap_mn[d] := $FFFF;
for a := 0 to High(WaterMap) do
+ begin
for b := 0 to High(WaterMap[a]) do
begin
- if not g_Obj_Collide(gWater[WaterMap[a][b]].X, gWater[WaterMap[a][b]].Y,
- gWater[WaterMap[a][b]].Width, gWater[WaterMap[a][b]].Height,
- @Shots[ID].Obj) then Continue;
+ pan := gWater[WaterMap[a][b]];
+ if not g_Obj_Collide(pan.X, pan.Y, pan.Width, pan.Height, @Shots[ID].Obj) then continue;
for c := 0 to High(WaterMap[a]) do
begin
- if gPlayers <> nil then
+ pan := gWater[WaterMap[a][c]];
+ for d := 0 to High(gPlayers) do
begin
- for d := 0 to High(gPlayers) do
- if (gPlayers[d] <> nil) and (gPlayers[d].Live) then
- if gPlayers[d].Collide(gWater[WaterMap[a][c]]) then
- if not InWArray(d, pl) then
- if i1 < 1023 then
- begin
- i1 := i1+1;
- pl[i1] := d;
- end;
+ if (gPlayers[d] <> nil) and (gPlayers[d].Live) then
+ begin
+ if gPlayers[d].Collide(pan) then
+ begin
+ f := 0;
+ while (f < plaCount) and (chkTrap_pl[f] <> d) do Inc(f);
+ if (f = plaCount) then
+ begin
+ chkTrap_pl[plaCount] := d;
+ Inc(plaCount);
+ if (plaCount = Length(chkTrap_pl)) then break;
+ end;
+ end;
+ end;
end;
//g_Mons_ForEach(monsWaterCheck);
- g_Mons_ForEachAtAlive(
- gWater[WaterMap[a][c]].X, gWater[WaterMap[a][c]].Y,
- gWater[WaterMap[a][c]].Width, gWater[WaterMap[a][c]].Height,
- monsWaterCheck);
+ g_Mons_ForEachAtAlive(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck);
end;
- if i1 <> -1 then
- begin
- for d := 0 to i1 do gPlayers[pl[d]].Damage(dm, Shots[ID].SpawnerUID, 0, 0, t);
- end;
-
- if i2 <> -1 then
- begin
- for d := 0 to i2 do g_Mons_ByIdx(mn[d]).Damage(dm, 0, 0, Shots[ID].SpawnerUID, t);
- end;
+ for f := 0 to plaCount-1 do gPlayers[chkTrap_pl[f]].Damage(dm, Shots[ID].SpawnerUID, 0, 0, t);
+ for f := 0 to mnaCount-1 do chkTrap_mn[f].Damage(dm, 0, 0, Shots[ID].SpawnerUID, t);
end;
+ end;
- pl := nil;
- mn := nil;
+ //chkTrap_pl := nil;
+ //chkTrap_mn := nil;
end;
function HitMonster(m: TMonster; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
gPlayers[i].BFGHit();
end;
+ //FIXME
g_Mons_ForEach(monsCheck);
end;
end;
end;
+ {
function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
begin
result := false; // don't stop
end;
end;
end;
+ }
+
+ function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if HitMonster(mon, d, obj.Vel.X, obj.Vel.Y, SpawnerUID, t) then
+ begin
+ if (t <> HIT_FLAME) then
+ begin
+ mon.Push((obj.Vel.X+obj.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
+ (obj.Vel.Y+obj.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
+ end;
+ result := true;
+ end;
+ end;
function MonsterHit(): Boolean;
begin
- result := g_Mons_ForEach(monsCheckHit);
+ //result := g_Mons_ForEach(monsCheckHit);
+ result := g_Mons_ForEachAtAlive(obj.X+obj.Rect.X, obj.Y+obj.Rect.Y, obj.Rect.Width, obj.Rect.Height, monsCheckHit);
end;
begin