diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 7f8f99dd5c8adfe49cc5829fc08d4ed33252c5c2..034642c34561165f8398d2d11153c2764cd5c071 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
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,
+ g_language, g_netmsg, g_grid,
binheap, hashtable;
type
type
PHitTime = ^THitTime;
THitTime = record
- time: Single;
+ distSq: Integer;
mon: TMonster;
plridx: Integer; // if mon=nil
+ x, y: Integer;
end;
// indicies in `wgunHitTime` array
var
WaterMap: array of array of DWORD = nil;
- wgunMonHash: THashIntInt = nil;
+ //wgunMonHash: THashIntInt = nil;
wgunHitHeap: TBinaryHeapHitTimes = nil;
wgunHitTime: array of THitTime = nil;
wgunHitTimeUsed: Integer = 0;
-function hitTimeCompare (a, b: Integer): Boolean;
+function hitTimeLess (a, b: Integer): Boolean;
+var
+ hta, htb: PHitTime;
begin
- if (wgunHitTime[a].time < wgunHitTime[b].time) then begin result := true; exit; end;
- if (wgunHitTime[a].time > wgunHitTime[b].time) then begin result := false; exit; end;
- if (wgunHitTime[a].mon <> nil) then
+ hta := @wgunHitTime[a];
+ htb := @wgunHitTime[b];
+ if (hta.distSq <> htb.distSq) then begin result := (hta.distSq < htb.distSq); exit; end;
+ if (hta.mon <> nil) then
begin
// a is monster
- if (wgunHitTime[b].mon = nil) then begin result := false; exit; end; // players first
- result := (wgunHitTime[a].mon.UID < wgunHitTime[b].mon.UID); // why not?
+ if (htb.mon = nil) then begin result := false; exit; end; // players first
+ result := (hta.mon.UID < htb.mon.UID); // why not?
end
else
begin
// a is player
- if (wgunHitTime[b].mon <> nil) then begin result := true; exit; end; // players first
- result := (wgunHitTime[a].plridx < wgunHitTime[b].plridx); // why not?
+ if (htb.mon <> nil) then begin result := true; exit; end; // players first
+ result := (hta.plridx < htb.plridx); // why not?
end;
end;
-procedure appendHitTimeMon (time: Single; mon: TMonster);
+procedure appendHitTimeMon (adistSq: Integer; amon: TMonster; ax, ay: Integer);
begin
if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
- wgunHitTime[wgunHitTimeUsed].time := time;
- wgunHitTime[wgunHitTimeUsed].mon := mon;
- wgunHitTime[wgunHitTimeUsed].plridx := -1;
+ with wgunHitTime[wgunHitTimeUsed] do
+ begin
+ distSq := adistSq;
+ mon := amon;
+ plridx := -1;
+ x := ax;
+ y := ay;
+ end;
wgunHitHeap.insert(wgunHitTimeUsed);
Inc(wgunHitTimeUsed);
end;
-procedure appendHitTimePlr (time: Single; plridx: Integer);
+procedure appendHitTimePlr (adistSq: Integer; aplridx: Integer; ax, ay: Integer);
begin
if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
- wgunHitTime[wgunHitTimeUsed].time := time;
- wgunHitTime[wgunHitTimeUsed].mon := nil;
- wgunHitTime[wgunHitTimeUsed].plridx := plridx;
+ with wgunHitTime[wgunHitTimeUsed] do
+ begin
+ distSq := adistSq;
+ mon := nil;
+ plridx := aplridx;
+ x := ax;
+ y := ay;
+ end;
wgunHitHeap.insert(wgunHitTimeUsed);
Inc(wgunHitTimeUsed);
end;
function monsWaterCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
+ if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
begin
i2 += 1;
chkTrap_mn[i2] := monidx;
pan := gWater[WaterMap[a][c]];
for d := 0 to High(gPlayers) do
begin
- if (gPlayers[d] <> nil) and (gPlayers[d].Live) then
+ if (gPlayers[d] <> nil) and (gPlayers[d].alive) then
begin
if gPlayers[d].Collide(pan) then
begin
function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
- if (mon.Live) and (mon.UID <> SpawnerUID) then
+ if (mon.alive) and (mon.UID <> SpawnerUID) then
begin
with mon do
begin
if h <> -1 then
for i := 0 to h do
- if (gPlayers[i] <> nil) and (gPlayers[i].Live) and (gPlayers[i].UID <> SpawnerUID) then
+ if (gPlayers[i] <> nil) and (gPlayers[i].alive) and (gPlayers[i].UID <> SpawnerUID) then
with gPlayers[i] do
if (g_PatchLength(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) <= SHOT_BFG_RADIUS) and
if h <> -1 then
for i := 0 to h do
- if (gPlayers[i] <> nil) and gPlayers[i].Live and g_Obj_Collide(obj, @gPlayers[i].Obj) then
+ if (gPlayers[i] <> nil) and gPlayers[i].alive and g_Obj_Collide(obj, @gPlayers[i].Obj) then
begin
ChkTeam := True;
if (Team > 0) and (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
begin
result := false; // don't stop
- if mon.Live and g_Obj_Collide(obj, @mon.Obj) then
+ if mon.alive and g_Obj_Collide(obj, @mon.Obj) then
begin
if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
begin
mm := Max(abs(dx), abs(dy));
if mm = 0 then mm := 1;
- if mon.Live then
+ if mon.alive then
begin
HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, 0, 0, SpawnerUID, HIT_ROCKET);
end;
if h <> -1 then
for i := 0 to h do
- if (gPlayers[i] <> nil) and gPlayers[i].Live then
+ if (gPlayers[i] <> nil) and gPlayers[i].alive then
with gPlayers[i] do
begin
dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
if gAdvGibs and (h <> -1) then
for i := 0 to h do
- if gGibs[i].Live then
+ if gGibs[i].alive then
with gGibs[i] do
begin
dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
- wgunMonHash := hashNewIntInt();
- wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeCompare);
+ //wgunMonHash := hashNewIntInt();
+ wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeLess);
end;
procedure g_Weapon_FreeData();
result := false;
for i := 0 to High(gPlayers) do
begin
- if (gPlayers[i] <> nil) and gPlayers[i].Live and gPlayers[i].Collide(X, Y) then
+ if (gPlayers[i] <> nil) and gPlayers[i].alive and gPlayers[i].Collide(X, Y) then
begin
if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
begin
//!!!FIXME!!!
procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
-(*
var
- hitray: Ray2D;
+ x0, y0: Integer;
+ x2, y2: Integer;
xi, yi: Integer;
- wallDistSq: Single = 1.0e100;
+ wallDistSq: Integer = $3fffffff;
- function doPlayerHit (idx: Integer): Boolean;
+ function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
begin
result := false;
if (idx < 0) or (idx > High(gPlayers)) then exit;
- if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit;
+ if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit;
result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
{$IF DEFINED(D2F_DEBUG)}
{$ENDIF}
end;
- function doMonsterHit (mon: TMonster): Boolean;
+ function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean;
begin
result := false;
if (mon = nil) then exit;
function playerPossibleHit (): Boolean;
var
i: Integer;
- aabb: AABB2D;
- tmin: Single;
+ px, py, pw, ph: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
+ plr: TPlayer;
begin
result := false;
for i := 0 to High(gPlayers) do
begin
- if (gPlayers[i] <> nil) and gPlayers[i].Live then
+ plr := gPlayers[i];
+ if (plr <> nil) and plr.alive then
begin
- aabb := gPlayers[i].mapAABB;
- // inside?
- if aabb.contains(x, y) then
+ plr.getMapBox(px, py, pw, ph);
+ if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then
begin
- if doPlayerHit(i) then begin result := true; exit; end;
- end
- else if (aabb.intersects(hitray, @tmin)) then
- begin
- // intersect
- if (tmin <= 0.0) then
+ distSq := distanceSq(x, y, inx, iny);
+ if (distSq = 0) then
begin
- if doPlayerHit(i) then begin result := true; exit; end;
+ // contains
+ if doPlayerHit(i, x, y) then begin result := true; exit; end;
end
- else
+ else if (distSq < wallDistSq) then
begin
- if (tmin*tmin < wallDistSq) then appendHitTimePlr(tmin, i);
+ appendHitTimePlr(distSq, i, inx, iny);
end;
end;
end;
end;
end;
- function sqchecker (mon: TMonster; dist: Single): Boolean;
+ function sqchecker (mon: TMonster; tag: Integer): Boolean;
+ var
+ mx, my, mw, mh: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
begin
result := false; // don't stop
- if (dist*dist < wallDistSq) then appendHitTimeMon(dist, mon);
+ mon.getMapBox(mx, my, mw, mh);
+ if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
+ begin
+ distSq := distanceSq(x0, y0, inx, iny);
+ if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny);
+ end;
end;
-*)
-(*
var
a: Integer;
- x2, y2: Integer;
dx, dy: Integer;
xe, ye: Integer;
s, c: Extended;
{$IF DEFINED(D2F_DEBUG)}
stt: UInt64;
{$ENDIF}
-*)
begin
(*
if not gwep_debug_fast_trace then
end;
*)
-(*
- wgunMonHash.reset(); //FIXME: clear hash on level change
+ if (xd = 0) and (yd = 0) then exit;
+
+ //wgunMonHash.reset(); //FIXME: clear hash on level change
wgunHitHeap.clear();
wgunHitTimeUsed := 0;
if Abs(s) < 0.01 then s := 0;
if Abs(c) < 0.01 then c := 0;
+ x0 := x;
+ y0 := y;
x2 := x+Round(c*gMapInfo.Width);
y2 := y+Round(s*gMapInfo.Width);
dx := x2-x;
dy := y2-y;
- if (xd = 0) and (yd = 0) then exit;
-
- if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
- if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
+ if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0;
+ if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
{$IF DEFINED(D2F_DEBUG)}
e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
stt := curTimeMicro();
{$ENDIF}
- wallHitFlag := g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY);
+ wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil);
if wallHitFlag then
begin
x2 := wallHitX;
y2 := wallHitY;
- wallDistSq := (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y);
+ wallDistSq := distanceSq(x, y, wallHitX, wallHitY);
end
else
begin
wallHitY := y2;
end;
- hitray := Ray2D.Create(x, y, x2, y2);
-
if playerPossibleHit() then exit; // instant hit
// collect monsters
- g_Mons_alongLine(x, y, x2, y2, sqchecker);
+ g_Mons_AlongLine(x, y, x2, y2, sqchecker);
// here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
- // also, if `wallWasHit` >= 0, then `wallHitX` and `wallHitY` contains spark coords
+ // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
while (wgunHitHeap.count > 0) do
begin
// has some entities to check, do it
i := wgunHitHeap.front;
wgunHitHeap.popFront();
- hitray.atTime(wgunHitTime[i].time, xe, ye);
+ // hitpoint
+ xe := wgunHitTime[i].x;
+ ye := wgunHitTime[i].y;
// check if it is not behind the wall
if (wgunHitTime[i].mon <> nil) then
begin
- didHit := doMonsterHit(wgunHitTime[i].mon);
+ didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye);
end
else
begin
- didHit := doPlayerHit(wgunHitTime[i].plridx);
+ didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye);
end;
if didHit then
begin
end;
if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
-*)
end;
var
i: Integer;
a: SmallInt;
- p: TPoint;
+ p: TDFPoint;
begin
if Shots = nil then
Exit;