diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index baf71083a364a4808f2ea94424ac3cacdbcbe0e9..aa78ebd94e7ddae5fa7f224eada8b21f0cf3f79e 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}
+{.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
unit g_weapons;
interface
uses
- g_textures, g_basic, e_graphics, g_phys, BinEditor;
+ g_textures, g_basic, e_graphics, g_phys, BinEditor, xprofiler;
const
HIT_SOME = 0;
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, dmg: 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);
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,
+ 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
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;
+
+ // indicies in `wgunHitTime` array
+ TBinaryHeapHitTimes = specialize TBinaryHeapBase<Integer>;
+
var
WaterMap: array of array of DWORD = nil;
+ //wgunMonHash: THashIntInt = nil;
+ wgunHitHeap: TBinaryHeapHitTimes = nil;
+ wgunHitTime: array of THitTime = nil;
+ wgunHitTimeUsed: Integer = 0;
+
+
+function hitTimeLess (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.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 (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_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
Result := True;
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.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_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()
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 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 (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;
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.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_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
+
+ //wgunMonHash := hashNewIntInt();
+ wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeLess);
end;
procedure g_Weapon_FreeData();
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].Live 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 := curTimeMicro();
+ {$ENDIF}
+
xx := x;
yy := y;
if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
begin
_collide := True;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro()-stt;
+ e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
+ showTime := false;
+ {$ENDIF}
g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
if g_Game_IsServer and g_Game_IsNet then
MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
end;
if not _collide then
+ begin
_collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
+ end;
- if _collide then
- Break;
+ if _collide then Break;
end;
+ {$IF DEFINED(D2F_DEBUG)}
+ if showTime then
+ begin
+ stt := curTimeMicro()-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, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
+var
+ x0, y0: Integer;
+ x2, y2: Integer;
+ xi, yi: Integer;
+ wallDistSq: Integer = $3fffffff;
+
+ function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
+ begin
+ result := false;
+ if (idx < 0) or (idx > High(gPlayers)) then exit;
+ if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit;
+ result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
+ if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
+ {$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);
+ {$ENDIF}
+ end;
+
+ // collect players along hitray
+ // return `true` if instant hit was detected
+ function playerPossibleHit (): Boolean;
+ var
+ i: Integer;
+ px, py, pw, ph: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
+ plr: TPlayer;
+ begin
+ result := false;
+ for i := 0 to High(gPlayers) do
+ begin
+ plr := gPlayers[i];
+ if (plr <> nil) and plr.Live then
+ begin
+ plr.getMapBox(px, py, pw, ph);
+ if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then
+ begin
+ distSq := distanceSq(x, y, inx, iny);
+ if (distSq = 0) then
+ begin
+ // contains
+ if doPlayerHit(i, x, y) then begin result := true; exit; end;
+ end
+ else if (distSq < wallDistSq) then
+ begin
+ appendHitTimePlr(distSq, i, inx, iny);
+ end;
+ end;
+ end;
+ end;
+ end;
+
+ function sqchecker (mon: TMonster; tag: Integer): Boolean;
+ var
+ mx, my, mw, mh: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
+ begin
+ result := false; // don't stop
+ mon.getMapBox(mx, my, mw, mh);
+ if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
+ begin
+ distSq := distanceSq(x0, y0, inx, iny);
+ if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny);
+ end;
+ end;
+
+var
+ a: Integer;
+ dx, dy: Integer;
+ xe, ye: Integer;
+ s, c: Extended;
+ i: Integer;
+ wallHitFlag: Boolean = false;
+ wallHitX: Integer = 0;
+ wallHitY: Integer = 0;
+ didHit: Boolean = false;
+ {$IF DEFINED(D2F_DEBUG)}
+ stt: UInt64;
+ {$ENDIF}
+begin
+ (*
+ if not gwep_debug_fast_trace then
+ begin
+ g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
+ exit;
+ end;
+ *)
+
+ if (xd = 0) and (yd = 0) then exit;
+
+ //wgunMonHash.reset(); //FIXME: clear hash on level change
+ wgunHitHeap.clear();
+ wgunHitTimeUsed := 0;
+
+ a := GetAngle(x, y, xd, yd)+180;
+
+ SinCos(DegToRad(-a), s, c);
+
+ if Abs(s) < 0.01 then s := 0;
+ if Abs(c) < 0.01 then c := 0;
+
+ x0 := x;
+ y0 := y;
+ x2 := x+Round(c*gMapInfo.Width);
+ y2 := y+Round(s*gMapInfo.Width);
+
+ dx := x2-x;
+ dy := y2-y;
+
+ if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0;
+ if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
+
+ {$IF DEFINED(D2F_DEBUG)}
+ e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
+ stt := curTimeMicro();
+ {$ENDIF}
+
+ wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil);
+ if wallHitFlag then
+ begin
+ x2 := wallHitX;
+ y2 := wallHitY;
+ wallDistSq := distanceSq(x, y, wallHitX, wallHitY);
+ end
+ else
+ begin
+ wallHitX := x2;
+ wallHitY := y2;
+ end;
+
+ if playerPossibleHit() then exit; // instant hit
+
+ // collect monsters
+ g_Mons_AlongLine(x, y, x2, y2, sqchecker);
+
+ // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
+ // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
+ while (wgunHitHeap.count > 0) do
+ begin
+ // has some entities to check, do it
+ i := wgunHitHeap.front;
+ wgunHitHeap.popFront();
+ // hitpoint
+ xe := wgunHitTime[i].x;
+ ye := wgunHitTime[i].y;
+ // check if it is not behind the wall
+ if (wgunHitTime[i].mon <> nil) then
+ begin
+ didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye);
+ end
+ else
+ begin
+ didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye);
+ end;
+ if didHit then
+ begin
+ // need new coords for trigger
+ wallHitX := xe;
+ wallHitY := ye;
+ wallHitFlag := false; // no sparks
+ break;
+ end;
+ end;
+
+ // need sparks?
+ if wallHitFlag then
+ begin
+ {$IF DEFINED(D2F_DEBUG)}
+ stt := curTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_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 := curTimeMicro()-stt;
+ e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_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
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;
(ShotType <> WEAPON_FLAMETHROWER);
if Stopped = 0 then
- st := g_Obj_Move(@Obj, False, spl)
+ 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
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;
end;
end;
+
+procedure TShot.positionChanged (); begin end;
+
+
end.