diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index c6f09a9d08dab480254b6657a86ed821a88e414d..9fde2f50cd63e93be392051a3dfd29760f286562 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
* 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}
unit g_weapons;
interface
Animation: TAnimation;
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_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);
procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False);
+procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter);
procedure g_Weapon_LoadState(var Mem: TBinMemoryReader);
+procedure g_Weapon_AddDynLights();
+
const
WEAPON_KASTET = 0;
WEAPON_SAW = 1;
WEAPON_PLASMA = 7;
WEAPON_BFG = 8;
WEAPON_SUPERPULEMET = 9;
- WEAPON_MEGAKASTET = 10;
+ WEAPON_FLAMETHROWER = 10;
WEAPON_ZOMBY_PISTOL = 20;
WEAPON_IMP_FIRE = 21;
WEAPON_BSP_FIRE = 22;
WEAPON_SKEL_FIRE = 26;
WP_FIRST = WEAPON_KASTET;
- WP_LAST = WEAPON_SUPERPULEMET;
+ WP_LAST = WEAPON_FLAMETHROWER;
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;
SHOT_BFG_DAMAGE = 100;
SHOT_BFG_RADIUS = 256;
+ SHOT_FLAME_WIDTH = 4;
+ SHOT_FLAME_HEIGHT = 4;
+ SHOT_FLAME_LIFETIME = 180;
+
SHOT_SIGNATURE = $544F4853; // 'SHOT'
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 (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, chkTrap_mn)) and (i2 < 1023) then //FIXME
+ begin
+ i2 += 1;
+ chkTrap_mn[i2] := monidx;
+ end;
+ end;
+ }
+
+ function monsWaterCheck (monidx: Integer; 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();
+
+ //i1 := -1;
+ //i2 := -1;
- SetLength(pl, 1024);
- SetLength(mn, 1024);
- for d := 0 to 1023 do pl[d] := $FFFF;
- for d := 0 to 1023 do mn[d] := $FFFF;
+ //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;
- 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_ForEachAtAlive(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
end;
if g_Game_IsServer then
- Result := m.Damage(d, vx, vy, SpawnerUID, t)
+ begin
+ if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
+ Result := m.Damage(d, vx, vy, SpawnerUID, t)
+ else
+ Result := True;
+ if t = HIT_FLAME then
+ m.CatchFire(SpawnerUID);
+ end
else
Result := True;
end;
if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then
Exit;
- if g_Game_IsServer then p.Damage(d, SpawnerUID, vx, vy, t);
+ 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);
+ end;
Result := True;
end;
function GunHit(X, Y: Integer; vx, vy: Integer; dmg: Integer;
SpawnerUID: Word; AllowPush: Boolean): Byte;
+
+ {function monsCheck (monidx: Integer; mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if mon.Live and mon.Collide(X, Y) then
+ begin
+ 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;
+ end;}
+
+ function monsCheck (monidx: Integer; 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;
+
var
i, h: Integer;
begin
if Result <> 0 then Exit;
- h := High(gMonsters);
+ //if g_Mons_ForEach(monsCheck) then result := 2;
+ if g_Mons_ForEachAtAlive(X, Y, 1, 1, monsCheck) then result := 2;
+end;
- 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
+procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
+
+ function monsCheck (monidx: Integer; mon: TMonster): Boolean;
+ begin
+ result := false; // don't stop
+ if (mon.Live) 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;
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_ForEach(monsCheck);
end;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
end;
end;
+ WEAPON_FLAMETHROWER:
+ begin
+ with Shots[find_id] do
+ begin
+ g_Obj_Init(@Obj);
+
+ Obj.Rect.Width := SHOT_FLAME_WIDTH;
+ Obj.Rect.Height := SHOT_FLAME_HEIGHT;
+
+ Triggers := nil;
+ ShotType := WEAPON_FLAMETHROWER;
+ Animation := nil;
+ TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
+ end;
+ end;
+
WEAPON_IMP_FIRE:
begin
with Shots[find_id] do
Shots[find_id].Obj.Accel.X := 0;
Shots[find_id].Obj.Accel.Y := 0;
Shots[find_id].SpawnerUID := Spawner;
+ if (ShotType = WEAPON_FLAMETHROWER) and (XV = 0) and (YV = 0) then
+ Shots[find_id].Stopped := 255
+ else
+ Shots[find_id].Stopped := 0;
Result := find_id;
end;
Shots[i].Obj.Vel.Y := (yd*s) div a;
Shots[i].Obj.Accel.X := 0;
Shots[i].Obj.Accel.Y := 0;
+ Shots[i].Stopped := 0;
if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
Shots[i].Timeout := 900 // ~25 sec
else
- Shots[i].Timeout := 550 // ~15 sec
+ begin
+ if Shots[i].ShotType = WEAPON_FLAMETHROWER then
+ Shots[i].Timeout := SHOT_FLAME_LIFETIME
+ else
+ Shots[i].Timeout := 550; // ~15 sec
+ end;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
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.Live 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 (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_ForEachAtAlive(obj.X+obj.Rect.X, obj.Y+obj.Rect.Y, obj.Rect.Width, obj.Rect.Height, monsCheckHit);
+ end;
+
begin
Result := 0;
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 (monidx: Integer; 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.Live 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);
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);
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;
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD+':TEXTURES\EIMPFIRE', 64, 64, 3);
g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD+':TEXTURES\BFGHIT', 64, 64, 4);
g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD+':TEXTURES\FIRE', 64, 128, 8);
+ g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD+':TEXTURES\FLAME', 32, 32, 11);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD+':TEXTURES\EPLASMA', 32, 32, 4, True);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD+':TEXTURES\EBSPFIRE', 32, 32, 5);
g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD+':TEXTURES\ECACOFIRE', 64, 64, 3);
dx := IfThen(xd > x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_ROCKETLAUNCHER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
Animation := nil;
triggers := nil;
- ShotType := WEAPON_ROCKETLAUNCHER;
g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_SKEL_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
triggers := nil;
- ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
Animation := TAnimation.Create(FramesID, True, 5);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_PLASMA;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_PLASMA;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
Animation := TAnimation.Create(FramesID, True, 5);
end;
g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
end;
+procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
+ Silent: Boolean = False);
+var
+ find_id: DWORD;
+ dx, dy: Integer;
+begin
+ if WID < 0 then
+ find_id := FindShot()
+ else
+ begin
+ find_id := WID;
+ if Integer(find_id) >= High(Shots) then
+ SetLength(Shots, find_id + 64);
+ end;
+
+ with Shots[find_id] do
+ begin
+ g_Obj_Init(@Obj);
+
+ Obj.Rect.Width := SHOT_FLAME_WIDTH;
+ Obj.Rect.Height := SHOT_FLAME_HEIGHT;
+
+ dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_FLAMETHROWER;
+ throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
+
+ triggers := nil;
+ Animation := nil;
+ TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
+ end;
+
+ Shots[find_id].SpawnerUID := SpawnerUID;
+
+ // if not Silent then
+ // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
+end;
+
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False);
var
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_IMP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_IMP_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_CACO_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_CACO_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BARON_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BARON_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BSP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BSP_FIRE;
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_MANCUB_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_MANCUB_FIRE;
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BFG;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BFG;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
Animation := TAnimation.Create(FramesID, True, 6);
end;
procedure g_Weapon_Update();
var
- i, a, h, cx, cy, oldvx, oldvy: Integer;
+ i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
_id: DWORD;
Anim: TAnimation;
t: DWArray;
o: TObj;
spl: Boolean;
Loud: Boolean;
+ tcx, tcy: Integer;
begin
if Shots = nil then
Exit;
oldvx := Obj.Vel.X;
oldvy := Obj.Vel.Y;
// Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
- if g_Game_IsServer then
+ if (Stopped = 0) and g_Game_IsServer then
t := g_Triggers_PressR(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height,
SpawnerUID, ACTIVATE_SHOT, triggers)
else
// Äâèæåíèå:
spl := (ShotType <> WEAPON_PLASMA) and
(ShotType <> WEAPON_BFG) and
- (ShotType <> WEAPON_BSP_FIRE);
+ (ShotType <> WEAPON_BSP_FIRE) and
+ (ShotType <> WEAPON_FLAMETHROWER);
- st := g_Obj_Move(@Obj, False, spl);
+ if Stopped = 0 then
+ begin
+ st := g_Obj_Move(@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);
end;
end;
+ WEAPON_FLAMETHROWER: // Îãíåìåò
+ begin
+ // Ñî âðåìåíåì óìèðàåò
+ if (Timeout < 1) then
+ begin
+ ShotType := 0;
+ Continue;
+ end;
+ // Ïîä âîäîé òîæå
+ if WordBool(st and (MOVE_HITWATER or MOVE_INWATER)) then
+ begin
+ if WordBool(st and MOVE_HITWATER) then
+ begin
+ if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ begin
+ Anim := TAnimation.Create(_id, False, 3);
+ Anim.Alpha := 0;
+ tcx := Random(8);
+ tcy := Random(8);
+ g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2),
+ cy-4+tcy-(Anim.Height div 2),
+ Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
+ end
+ else
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ ShotType := 0;
+ Continue;
+ end;
+
+ // Ãðàâèòàöèÿ
+ if Stopped = 0 then
+ Obj.Accel.Y := Obj.Accel.Y + 1;
+ // Ïîïàëè â ñòåíó èëè â âîäó:
+ if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL or MOVE_HITWATER)) then
+ begin
+ // Ïðèëèïàåì:
+ Obj.Vel.X := 0;
+ Obj.Vel.Y := 0;
+ Obj.Accel.Y := 0;
+ if WordBool(st and MOVE_HITWALL) then
+ Stopped := MOVE_HITWALL
+ else if WordBool(st and MOVE_HITLAND) then
+ Stopped := MOVE_HITLAND
+ else if WordBool(st and MOVE_HITCEIL) then
+ Stopped := MOVE_HITCEIL;
+ end;
+
+ a := IfThen(Stopped = 0, 3, 1);
+ // Åñëè â êîãî-òî ïîïàëè
+ if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
+ begin
+ // HIT_FLAME ñàì ïîäîææåò
+ // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
+ if Stopped = 0 then
+ ShotType := 0;
+ end;
+
+ if Stopped = 0 then
+ tf := 2
+ else
+ tf := 3;
+
+ if (gTime mod tf = 0) then
+ begin
+ Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
+ Anim.Alpha := 0;
+ case Stopped of
+ MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
+ MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
+ MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
+ else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
+ end;
+ g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
+ end;
+ end;
+
WEAPON_BFG: // BFG
begin
// Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
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);
begin
if gGameSettings.GameType = GT_SERVER then
MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud);
- Animation.Free();
- Animation := nil;
+ if Animation <> nil then
+ begin
+ Animation.Free();
+ Animation := nil;
+ end;
end
- else if (oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y) then
+ else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then
if gGameSettings.GameType = GT_SERVER then
MH_SEND_UpdateShot(i);
end;
else
Animation.Draw(Obj.X, Obj.Y, M_NONE);
end
- else
+ else if TextureID <> 0 then
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
- else
+ else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;
Mem.WriteDWORD(Shots[i].Triggers[j]);
// Îáúåêò ñíàðÿäà:
Obj_SaveState(@Shots[i].Obj, Mem);
+ // Êîñòûëèíà åáàíàÿ:
+ Mem.WriteByte(Shots[i].Stopped);
end;
end;
Mem.ReadDWORD(Shots[i].Triggers[j]);
// Îáúåêò ïðåäìåòà:
Obj_LoadState(@Shots[i].Obj, Mem);
+ // Êîñòûëèíà åáàíàÿ:
+ Mem.ReadByte(Shots[i].Stopped);
// Óñòàíîâêà òåêñòóðû èëè àíèìàöèè:
Shots[i].TextureID := DWORD(-1);
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.