diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index b5e46d11e930755b647728f1c8f9eae179555c98..32fc8f6c04a770ee0c0e34bfc5ab630b4958d20b 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
-(* 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
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*)
-{$MODE DELPHI}
+{$INCLUDE ../shared/a_modes.inc}
+{.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
unit g_weapons;
interface
uses
- g_textures, g_basic, e_graphics, g_phys, BinEditor;
+ SysUtils, Classes, mempool,
+ g_textures, g_basic, e_graphics, 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
TextureID: DWORD;
Timeout: DWORD;
Stopped: Byte;
+
+ procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
end;
+
var
Shots: array of TShot = nil;
LastShotID: Integer = 0;
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(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);
@@ -80,13 +72,16 @@ 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();
const
WEAPON_KASTET = 0;
WP_FIRST = WEAPON_KASTET;
WP_LAST = WEAPON_FLAMETHROWER;
+
+var
+ gwep_debug_fast_trace: Boolean = true;
+
+
implementation
uses
- Math, g_map, g_player, g_gfx, g_sound, g_main,
- g_console, SysUtils, g_options, g_game,
+ Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel,
+ g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
- g_language, g_netmsg;
+ g_language, g_netmsg, g_grid,
+ geom, binheap, hashtable, utils, xstreams;
type
TWaterPanel = record
SHOT_FLAME_WIDTH = 4;
SHOT_FLAME_HEIGHT = 4;
- SHOT_FLAME_LIFETIME = 180;
+ SHOT_FLAME_LIFETIME = 180;
SHOT_SIGNATURE = $544F4853; // 'SHOT'
+type
+ PHitTime = ^THitTime;
+ THitTime = record
+ distSq: Integer;
+ mon: TMonster;
+ plridx: Integer; // if mon=nil
+ x, y: Integer;
+ end;
+
+ TBinHeapKeyHitTime = class
+ public
+ class function less (const a, b: Integer): Boolean; inline;
+ end;
+
+ // indicies in `wgunHitTime` array
+ TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer, TBinHeapKeyHitTime>;
+
var
WaterMap: array of array of DWORD = nil;
+ //wgunMonHash: THashIntInt = nil;
+ wgunHitHeap: TBinaryHeapHitTimes = nil;
+ wgunHitTime: array of THitTime = nil;
+ wgunHitTimeUsed: Integer = 0;
+
+
+class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean;
+var
+ hta, htb: PHitTime;
+begin
+ 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 (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 (htb.mon <> nil) then begin result := true; exit; end; // players first
+ result := (hta.plridx < htb.plridx); // why not?
+ end;
+end;
+
+
+procedure appendHitTimeMon (adistSq: Integer; amon: TMonster; ax, ay: Integer);
+begin
+ if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
+ with wgunHitTime[wgunHitTimeUsed] do
+ begin
+ distSq := adistSq;
+ mon := amon;
+ plridx := -1;
+ x := ax;
+ y := ay;
+ end;
+ wgunHitHeap.insert(wgunHitTimeUsed);
+ Inc(wgunHitTimeUsed);
+end;
+
+
+procedure appendHitTimePlr (adistSq: Integer; aplridx: Integer; ax, ay: Integer);
+begin
+ if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128);
+ with wgunHitTime[wgunHitTimeUsed] do
+ begin
+ distSq := adistSq;
+ mon := nil;
+ plridx := aplridx;
+ x := ax;
+ y := ay;
+ end;
+ wgunHitHeap.insert(wgunHitTimeUsed);
+ Inc(wgunHitTimeUsed);
+end;
+
function FindShot(): DWORD;
var
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 (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ 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;
+ end;
+ end;
+ }
+
+ function monsWaterCheck (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if (mon.trapCheckFrameId <> frameId) then
+ begin
+ 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].alive) 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;
- if gMonsters <> nil then
- begin
- for d := 0 to High(gMonsters) do
- if (gMonsters[d] <> nil) and (gMonsters[d].Live) then
- if gMonsters[d].Collide(gWater[WaterMap[a][c]]) then
- if not InWArray(d, mn) then
- if i2 < 1023 then
- begin
- i2 := i2+1;
- mn[i2] := d;
- end;
- end;
+ //g_Mons_ForEach(monsWaterCheck);
+ g_Mons_ForEachAliveAt(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck);
end;
- if i1 <> -1 then
- for d := 0 to i1 do
- gPlayers[pl[d]].Damage(dm, Shots[ID].SpawnerUID, 0, 0, t);
-
- if i2 <> -1 then
- for d := 0 to i2 do
- gMonsters[mn[d]].Damage(dm, 0, 0, Shots[ID].SpawnerUID, t);
+ 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;
tt := g_GetUIDType(SpawnerUID);
if tt = UID_MONSTER then
begin
- mon := g_Monsters_Get(SpawnerUID);
+ mon := g_Monsters_ByUID(SpawnerUID);
if mon <> nil then
- mt := g_Monsters_Get(SpawnerUID).MonsterType
+ mt := g_Monsters_ByUID(SpawnerUID).MonsterType
else
mt := 0;
end
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;
-function HitPlayer(p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
+
+function HitPlayer (p: TPlayer; d: Integer; vx, vy: Integer; SpawnerUID: Word; t: Byte): Boolean;
begin
- Result := False;
+ result := False;
-// Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
- if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then
- Exit;
+ // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì
+ if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then exit;
- if g_Game_IsServer then
+ if g_Game_IsServer then
begin
- if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
- p.Damage(d, SpawnerUID, vx, vy, t);
- if (t = HIT_FLAME) then
- p.CatchFire(SpawnerUID);
+ if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then p.Damage(d, SpawnerUID, vx, vy, t);
+ if (t = HIT_FLAME) then p.CatchFire(SpawnerUID);
end;
- Result := True;
+ result := true;
end;
-function GunHit(X, Y: Integer; vx, vy: Integer; dmg: Integer;
- SpawnerUID: Word; AllowPush: Boolean): Byte;
-var
- i, h: Integer;
-begin
- Result := 0;
-
- h := High(gPlayers);
-
- if h <> -1 then
- for i := 0 to h do
- if (gPlayers[i] <> nil) and gPlayers[i].Live and gPlayers[i].Collide(X, Y) then
- if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
- begin
- if AllowPush then gPlayers[i].Push(vx, vy);
- Result := 1;
- end;
- if Result <> 0 then Exit;
-
- h := High(gMonsters);
+procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
- if h <> -1 then
- for i := 0 to h do
- if (gMonsters[i] <> nil) and gMonsters[i].Live and gMonsters[i].Collide(X, Y) then
- if HitMonster(gMonsters[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
+ function monsCheck (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if (mon.alive) and (mon.UID <> SpawnerUID) then
+ begin
+ with mon do
+ begin
+ if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
+ Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
+ 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
- if AllowPush then gMonsters[i].Push(vx, vy);
- Result := 2;
- Exit;
+ if HitMonster(mon, 50, 0, 0, SpawnerUID, HIT_SOME) then mon.BFGHit();
end;
-end;
+ end;
+ end;
+ end;
-procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
var
i, h: Integer;
st: Byte;
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;
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
gPlayers[i].BFGHit();
end;
- h := High(gMonsters);
-
- if h <> -1 then
- for i := 0 to h do
- if (gMonsters[i] <> nil) and (gMonsters[i].Live) and (gMonsters[i].UID <> SpawnerUID) then
- with gMonsters[i] do
- if (g_PatchLength(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2),
- Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) <= SHOT_BFG_RADIUS) and
- 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
- if HitMonster(gMonsters[i], 50, 0, 0, SpawnerUID, HIT_SOME) then gMonsters[i].BFGHit();
+ //FIXME
+ g_Mons_ForEachAlive(monsCheck);
end;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
var
- find_id, FramesID: DWORD;
+ find_id: DWord;
+ FramesID: DWORD = 0;
begin
if I < 0 then
find_id := FindShot()
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;
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;
Shots[i].Stopped := 0;
if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
Shots[i].Timeout := 900 // ~25 sec
- else
+ else
begin
if Shots[i].ShotType = WEAPON_FLAMETHROWER then
Shots[i].Timeout := SHOT_FLAME_LIFETIME
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
if ChkTeam then
if HitPlayer(gPlayers[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
begin
- gPlayers[i].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);
+ if t <> HIT_FLAME then
+ gPlayers[i].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);
if t = HIT_BFG then
g_Game_DelayEvent(DE_BFGHIT, 1000, SpawnerUID);
Result := True;
end;
end;
end;
- function MonsterHit(): Boolean;
- var
- i: Integer;
- begin
- Result := False;
- h := High(gMonsters);
- if h <> -1 then
- for i := 0 to h do
- if (gMonsters[i] <> nil) and gMonsters[i].Live and g_Obj_Collide(obj, @gMonsters[i].Obj) then
- if HitMonster(gMonsters[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
- begin
- gMonsters[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
+ {
+ function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ 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
+ 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);
- Result := True;
- break;
- end;
+ end;
+ result := True;
+ end;
+ end;
+ end;
+ }
+
+ function monsCheckHit (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);
+ //FIXME: accelerate this!
+ result := g_Mons_ForEachAliveAt(obj.X+obj.Rect.X, obj.Y+obj.Rect.Y, obj.Rect.Width, obj.Rect.Height, monsCheckHit);
end;
+
begin
Result := 0;
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;
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;
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;
case g_GetUIDType(UID) of
UID_PLAYER: Result := HitPlayer(g_Player_Get(UID), d, 0, 0, SpawnerUID, t);
- UID_MONSTER: Result := HitMonster(g_Monsters_Get(UID), d, 0, 0, SpawnerUID, t);
+ UID_MONSTER: Result := HitMonster(g_Monsters_ByUID(UID), d, 0, 0, SpawnerUID, t);
else Exit;
end;
end;
function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
var
- i, h, r, dx, dy, m, mm: Integer;
+ r: Integer; // squared radius
+
+ function monsExCheck (mon: TMonster): Boolean;
+ var
+ dx, dy, mm: Integer;
+ begin
+ result := false; // don't stop
+ begin
+ dx := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2)-X;
+ dy := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2)-Y;
+
+ if dx > 1000 then dx := 1000;
+ if dy > 1000 then dy := 1000;
+
+ if (dx*dx+dy*dy < r) then
+ begin
+ //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
+ //e_WriteLog(Format('explo monster #%d: x=%d; y=%d; rad=%d; dx=%d; dy=%d', [monidx, X, Y, rad, dx, dy]), MSG_NOTIFY);
+
+ mm := Max(abs(dx), abs(dy));
+ if mm = 0 then mm := 1;
+
+ if mon.alive then
+ begin
+ HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, 0, 0, SpawnerUID, HIT_ROCKET);
+ end;
+
+ mon.Push((dx*7) div mm, (dy*7) div mm);
+ end;
+ end;
+ end;
+
+var
+ i, h, dx, dy, m, mm: Integer;
_angle: SmallInt;
begin
- Result := False;
+ result := false;
g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT);
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;
end;
end;
- h := High(gMonsters);
-
- if h <> -1 then
- for i := 0 to h do
- if gMonsters[i] <> nil then
- with gMonsters[i] do
- begin
- dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X;
- dy := Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)-Y;
-
- if dx > 1000 then dx := 1000;
- if dy > 1000 then dy := 1000;
-
- if dx*dx+dy*dy < r then
- begin
- //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y,
- // Obj.Rect.Width, Obj.Rect.Height);
-
- mm := Max(abs(dx), abs(dy));
- if mm = 0 then mm := 1;
-
- if gMonsters[i].Live then
- HitMonster(gMonsters[i], ((gMonsters[i].Obj.Rect.Width div 4)*10*(rad-mm)) div rad,
- 0, 0, SpawnerUID, HIT_ROCKET);
-
- gMonsters[i].Push((dx*7) div mm, (dy*7) div mm);
- end;
- end;
+ //g_Mons_ForEach(monsExCheck);
+ g_Mons_ForEachAt(X-(rad+32), Y-(rad+32), (rad+32)*2, (rad+32)*2, monsExCheck);
h := High(gCorpses);
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;
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;
Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2), X, Y);
g_Obj_PushA(@Obj, Round(15*(rad-m)/rad), _angle);
+ positionChanged(); // this updates spatial accelerators
end;
end;
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');
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');
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');
g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
+
+ //wgunMonHash := hashNewIntInt();
+ 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');
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');
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');
g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
end;
-procedure g_Weapon_gun(x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
+
+function GunHitPlayer (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Boolean;
+var
+ i: Integer;
+begin
+ result := false;
+ for i := 0 to High(gPlayers) do
+ begin
+ 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
+ if AllowPush then gPlayers[i].Push(vx, vy);
+ result := true;
+ end;
+ end;
+ end;
+end;
+
+
+function GunHit (X, Y: Integer; vx, vy: Integer; dmg: Integer; SpawnerUID: Word; AllowPush: Boolean): Byte;
+
+ function monsCheck (mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
+ begin
+ if AllowPush then mon.Push(vx, vy);
+ result := true;
+ end;
+ end;
+
+begin
+ result := 0;
+ if GunHitPlayer(X, Y, vx, vy, dmg, SpawnerUID, AllowPush) then result := 1
+ else if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2;
+end;
+
+
+(*
+procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
var
a: Integer;
x2, y2: Integer;
s, c: Extended;
//vx, vy: Integer;
xx, yy, d: Integer;
-
i: Integer;
t1, _collide: Boolean;
w, h: Word;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt: UInt64;
+ showTime: Boolean = true;
+ {$ENDIF}
begin
a := GetAngle(x, y, xd, yd)+180;
//vx := (dx*10 div d)*xi;
//vy := (dy*10 div d)*yi;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := getTimeMicro();
+ {$ENDIF}
+
xx := x;
yy := y;
if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
begin
_collide := True;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := getTimeMicro()-stt;
+ e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ showTime := false;
+ {$ENDIF}
g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
end;
if not _collide then
+ begin
_collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
+ end;
+
+ if _collide then Break;
+ end;
- if _collide then
- Break;
+ {$IF DEFINED(D2F_DEBUG)}
+ if showTime then
+ begin
+ stt := getTimeMicro()-stt;
+ e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
end;
+ {$ENDIF}
if CheckTrigger and g_Game_IsServer then
g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
end;
+*)
+
+
+//!!!FIXME!!!
+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)}
+ //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
+ {$ENDIF}
+ end;
+
+ function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean;
+ begin
+ result := false;
+ if (mon = nil) then exit;
+ result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
+ if result and (v <> 0) then mon.Push((xi*v), (yi*v));
+ {$IF DEFINED(D2F_DEBUG)}
+ //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
+ {$ENDIF}
+ end;
+
+ // collect players along hitray
+ // return `true` if instant hit was detected
+ function playerPossibleHit (): Boolean;
+ var
+ i: Integer;
+ px, py, pw, ph: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
+ plr: TPlayer;
+ begin
+ result := false;
+ for i := 0 to High(gPlayers) do
+ begin
+ plr := gPlayers[i];
+ if (plr <> nil) and plr.alive then
+ begin
+ plr.getMapBox(px, py, pw, ph);
+ if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then
+ begin
+ distSq := distanceSq(x, y, inx, iny);
+ if (distSq = 0) then
+ begin
+ // contains
+ if doPlayerHit(i, x, y) then begin result := true; exit; end;
+ end
+ else if (distSq < wallDistSq) then
+ begin
+ appendHitTimePlr(distSq, i, inx, iny);
+ end;
+ end;
+ end;
+ end;
+ end;
+
+ procedure sqchecker (mon: TMonster);
+ var
+ mx, my, mw, mh: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
+ begin
+ mon.getMapBox(mx, my, mw, mh);
+ if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
+ begin
+ distSq := distanceSq(x0, y0, inx, iny);
+ if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny);
+ end;
+ end;
+
+var
+ a: Integer;
+ dx, dy: Integer;
+ xe, ye: Integer;
+ s, c: Extended;
+ i: Integer;
+ wallHitFlag: Boolean = false;
+ wallHitX: Integer = 0;
+ wallHitY: Integer = 0;
+ didHit: Boolean = false;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt: UInt64;
+ {$ENDIF}
+ mit: PMonster;
+ it: TMonsterGrid.Iter;
+begin
+ (*
+ if not gwep_debug_fast_trace then
+ begin
+ g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
+ exit;
+ end;
+ *)
+
+ if (xd = 0) and (yd = 0) then exit;
+
+ if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then
+ spawnerPlr := g_Player_Get(SpawnerUID);
+
+ dmg := indmg;
+
+ //wgunMonHash.reset(); //FIXME: clear hash on level change
+ wgunHitHeap.clear();
+ wgunHitTimeUsed := 0;
+
+ a := GetAngle(x, y, xd, yd)+180;
+
+ SinCos(DegToRad(-a), s, c);
+
+ if Abs(s) < 0.01 then s := 0;
+ if Abs(c) < 0.01 then c := 0;
+
+ x0 := x;
+ y0 := y;
+ x2 := x+Round(c*gMapInfo.Width);
+ y2 := y+Round(s*gMapInfo.Width);
+
+ dx := x2-x;
+ dy := y2-y;
+
+ if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0;
+ if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
+
+ {$IF DEFINED(D2F_DEBUG)}
+ e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify);
+ stt := getTimeMicro();
+ {$ENDIF}
+
+ wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil);
+ if wallHitFlag then
+ begin
+ x2 := wallHitX;
+ y2 := wallHitY;
+ wallDistSq := distanceSq(x, y, wallHitX, wallHitY);
+ end
+ else
+ begin
+ wallHitX := x2;
+ wallHitY := y2;
+ end;
+
+ if playerPossibleHit() then exit; // instant hit
+
+ // collect monsters
+ //g_Mons_AlongLine(x, y, x2, y2, sqchecker);
+
+ it := monsGrid.forEachAlongLine(x, y, x2, y2, -1);
+ for mit in it do sqchecker(mit^);
+ it.release();
+
+ // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
+ // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
+ while (wgunHitHeap.count > 0) do
+ begin
+ // has some entities to check, do it
+ i := wgunHitHeap.front;
+ wgunHitHeap.popFront();
+ // hitpoint
+ xe := wgunHitTime[i].x;
+ ye := wgunHitTime[i].y;
+ // check if it is not behind the wall
+ if (wgunHitTime[i].mon <> nil) then
+ begin
+ didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye);
+ end
+ else
+ begin
+ didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye);
+ end;
+ if didHit then
+ begin
+ // need new coords for trigger
+ wallHitX := xe;
+ wallHitY := ye;
+ wallHitFlag := false; // no sparks
+ break;
+ end;
+ end;
+
+ // need sparks?
+ if wallHitFlag then
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := getTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
+ {$ENDIF}
+ g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0);
+ if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK);
+ end
+ else
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := getTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify);
+ {$ENDIF}
+ end;
+
+ if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
+end;
+
procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word);
var
procedure g_Weapon_flame(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
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
-
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
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;
o: TObj;
spl: Boolean;
Loud: Boolean;
+ tcx, tcy: Integer;
begin
if Shots = nil then
Exit;
(ShotType <> WEAPON_FLAMETHROWER);
if Stopped = 0 then
- st := g_Obj_Move(@Obj, False, spl)
+ begin
+ st := g_Obj_Move_Projectile(@Obj, False, spl);
+ end
else
+ begin
st := 0;
+ end;
+ positionChanged(); // this updates spatial accelerators
if WordBool(st and MOVE_FALLOUT) or (Obj.X < -1000) or
(Obj.X > gMapInfo.Width+1000) or (Obj.Y < -1000) then
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;
end
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;
end;
Anim.Blending := False;
g_GFX_OnceAnim(cx-16, cy-16, Anim);
Anim.Free();
+ g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
begin
Anim := TAnimation.Create(_id, False, 3);
Anim.Alpha := 0;
- g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
- cy-4+Random(8)-(Anim.Height div 2),
+ 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;
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
else
tf := 3;
- if (gTime mod tf = 0) then
+ if (gTime mod LongWord(tf) = 0) then
begin
Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
Anim.Alpha := 0;
case Stopped of
- MOVE_HITWALL: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
- cy-12+Random(24)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- MOVE_HITLAND: g_GFX_OnceAnim(cx-12+Random(24)-(Anim.Width div 2),
- cy-10+Random(8)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- MOVE_HITCEIL: g_GFX_OnceAnim(cx-12+Random(24)-(Anim.Width div 2),
- cy+6+Random(8)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- else g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
- cy-4+Random(8)-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
+ 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();
+ //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
end;
end;
Anim.Blending := False;
g_GFX_OnceAnim(cx-64, cy-64, Anim);
Anim.Free();
+ g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
procedure g_Weapon_Draw();
var
- i: Integer;
+ i, fX, fY: Integer;
a: SmallInt;
- p: TPoint;
+ p: TDFPoint;
begin
if Shots = nil then
Exit;
else
a := 0;
+ Obj.lerp(gLerpFactor, fX, fY);
p.X := Obj.Rect.Width div 2;
p.Y := Obj.Rect.Height div 2;
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)
+ Animation.DrawEx(fX, fY, TMirrorType.None, p, a)
else
- Animation.Draw(Obj.X, Obj.Y, M_NONE);
+ Animation.Draw(fX, fY, TMirrorType.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)
+ e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None)
else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
- e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
+ e_Draw(TextureID, fX, fY, 0, True, False);
end;
if g_debug_Frames then
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;
-
- Mem := TBinMemoryWriter.Create((count+1) * 80);
+ for i := 0 to High(Shots) do if (Shots[i].ShotType <> 0) then Inc(count);
-// Êîëè÷åñòâî ñíàðÿäîâ:
- Mem.WriteInt(count);
+ // Êîëè÷åñòâî ñíàðÿäîâ
+ utils.WriteInt(st, 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;
+ dw: LongWord;
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:
+ // 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].TextureID := DWORD(-1);
Shots[i].Animation := nil;
end;
end;
+
+procedure g_Weapon_AddDynLights();
+var
+ i: Integer;
+begin
+ if Shots = nil then Exit;
+ for i := 0 to High(Shots) do
+ begin
+ if Shots[i].ShotType = 0 then continue;
+ 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) or
+ (Shots[i].ShotType = WEAPON_IMP_FIRE) or
+ (Shots[i].ShotType = WEAPON_CACO_FIRE) or
+ (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
+ (Shots[i].ShotType = WEAPON_BSP_FIRE) or
+ (Shots[i].ShotType = WEAPON_PLASMA) or
+ (Shots[i].ShotType = WEAPON_BFG) or
+ (Shots[i].ShotType = WEAPON_FLAMETHROWER) or
+ false then
+ begin
+ if (Shots[i].ShotType = WEAPON_PLASMA) then
+ 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)
+ else if (Shots[i].ShotType = WEAPON_BFG) then
+ 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)
+ else if (Shots[i].ShotType = WEAPON_FLAMETHROWER) then
+ 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)
+ else
+ 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);
+ end;
+ end;
+end;
+
+
+procedure TShot.positionChanged (); begin end;
+
+
end.