diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index d52abc5fb519b33ed746296c632eae8a64cc6a3f..aa78ebd94e7ddae5fa7f224eada8b21f0cf3f79e 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,
- z_aabbtree, binheap, hashtable;
+ g_language, g_netmsg, g_grid,
+ binheap, hashtable;
type
TWaterPanel = record
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 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()
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();
*)
-(*
-procedure g_Weapon_gunComplicated (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
-const
- HHGridSize = 64;
-
+//!!!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: Integer = $3fffffff;
- function doPlayerHit (idx: Integer): Boolean;
+ function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean;
begin
result := false;
if (idx < 0) or (idx > High(gPlayers)) then exit;
{$ENDIF}
end;
- function doMonsterHit (mon: TMonster): Boolean;
+ function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean;
begin
result := false;
if (mon = nil) then exit;
{$ENDIF}
end;
- // get nearest player along hitray
+ // collect players along hitray
// return `true` if instant hit was detected
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.Live then
begin
- aabb := gPlayers[i].mapAABB;
- // inside?
- if aabb.contains(x, y) then
- begin
- if doPlayerHit(i) then begin result := true; exit; end;
- end
- else if (aabb.intersects(hitray, @tmin)) then
+ plr.getMapBox(px, py, pw, ph);
+ if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then
begin
- // intersect
- if (tmin <= 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
- appendHitTimePlr(tmin, i);
+ appendHitTimePlr(distSq, i, inx, iny);
end;
end;
end;
end;
end;
- function monsPossibleHitInstant (mon: TMonster): Boolean;
- var
- aabb: AABB2D;
- begin
- result := false; // don't stop
- aabb := mon.mapAABB;
- if aabb.contains(x, y) then
- begin
- result := doMonsterHit(mon);
- end;
- end;
-
- function monsPossibleHit (mon: TMonster): Boolean;
+ function sqchecker (mon: TMonster; tag: Integer): Boolean;
var
- aabb: AABB2D;
- tmin: Single;
+ mx, my, mw, mh: Integer;
+ inx, iny: Integer;
+ distSq: Integer;
begin
result := false; // don't stop
- if not wgunMonHash.put(Integer(mon.UID), 1) then
+ mon.getMapBox(mx, my, mw, mh);
+ if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then
begin
- // new monster; calculate hitpoint
- aabb := mon.mapAABB;
- if (aabb.intersects(hitray, @tmin)) then
- begin
- if (tmin < 0) then tmin := 1.0;
- appendHitTimeMon(tmin, mon);
- end;
+ 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;
- xx, yy, d: Integer;
- prevX, prevY: Integer;
- leftToNextMonsterQuery: Integer = 0;
i: Integer;
- t1: Boolean;
- {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
- w, h: Word;
- {$ENDIF}
- wallWasHit: Boolean = false;
- wallHitX: Integer = 0;
- wallHitY: Integer = 0;
- didHit: Boolean = false;
- mptWX: Integer = 0;
- mptWY: Integer = 0;
- mptHit: Integer = -1;
- {$IF DEFINED(D2F_DEBUG)}
- stt: UInt64;
- {$ENDIF}
-begin
- if not gwep_debug_fast_trace then
- begin
- g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
- exit;
- end;
-
- wgunMonHash.reset(); //FIXME: clear hash on level change
- wgunHitHeap.clear();
- wgunHitTimeUsed := 0;
-
- a := GetAngle(x, y, xd, yd)+180;
-
- SinCos(DegToRad(-a), s, c);
-
- if Abs(s) < 0.01 then s := 0;
- if Abs(c) < 0.01 then c := 0;
-
- x2 := x+Round(c*gMapInfo.Width);
- y2 := y+Round(s*gMapInfo.Width);
-
- hitray := Ray2D.Create(x, y, x2, y2);
-
- e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
-
- {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
- t1 := (gWalls <> nil);
- w := gMapInfo.Width;
- h := gMapInfo.Height;
- {$ENDIF}
-
- dx := x2-x;
- dy := y2-y;
-
- if (xd = 0) and (yd = 0) then Exit;
-
- if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
- if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
-
- // check instant hits
- xx := x;
- yy := y;
- if (dx < 0) then Dec(xx);
- if (dy < 0) then Dec(yy);
-
- dx := Abs(dx);
- dy := Abs(dy);
-
- if playerPossibleHit() then exit; // instant hit
- if g_Mons_ForEachAliveAt(xx, yy, 3, 3, monsPossibleHitInstant) then exit; // instant hit
-
- if dx > dy then d := dx else d := dy;
-
- //blood vel, for Monster.Damage()
- //vx := (dx*10 div d)*xi;
- //vy := (dy*10 div d)*yi;
-
- {$IF DEFINED(D2F_DEBUG)}
- mptHit := g_Map_traceToNearestWall(x, y, x2, y2, @mptWX, @mptWY);
- e_WriteLog(Format('tree trace: (%d,%d)', [mptWX, mptWY]), MSG_NOTIFY);
- {$ENDIF}
-
- {$IF not DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
- wallWasHit := (mptHit >= 0);
- wallHitX := mptWX;
- wallHitY := mptWY;
- t1 := false;
- {$ENDIF}
-
- {$IF DEFINED(D2F_DEBUG)}
- stt := curTimeMicro();
- {$ENDIF}
- // find wall, collect monsters
- begin
- xe := 0;
- ye := 0;
- xx := x;
- yy := y;
- prevX := xx;
- prevY := yy;
- for i := 1 to d do
- begin
- prevX := xx;
- prevY := yy;
- xe += dx;
- ye += dy;
- if (xe > d) then begin xe -= d; xx += xi; end;
- if (ye > d) then begin ye -= d; yy += yi; end;
-
- // wtf?!
- //if (yy > h) or (yy < 0) then break;
- //if (xx > w) or (xx < 0) then break;
-
- {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
- if t1 and (xx >= 0) and (yy >= 0) and (xx < w) and (yy < h) then
- begin
- if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
- begin
- wallWasHit := true;
- wallHitX := prevX;
- wallHitY := prevY;
- end;
- end;
- {$ELSE}
- if (abs(prevX-wallHitX) < 2) and (abs(prevY-wallHitY) < 2) then t1 := true;
- {$ENDIF}
-
- if (leftToNextMonsterQuery <> 0) and not wallWasHit then
- begin
- Dec(leftToNextMonsterQuery);
- end
- else
- begin
- // check monsters
- g_Mons_ForEachAliveAt(xx-HHGridSize div 2, yy-HHGridSize div 2, HHGridSize+HHGridSize div 2, HHGridSize+HHGridSize div 2, monsPossibleHit);
- leftToNextMonsterQuery := HHGridSize; // again
- {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
- if wallWasHit then break;
- {$ELSE}
- if t1 then break;
- {$ENDIF}
- end;
- end;
-
- if not wallWasHit then
- begin
- wallHitX := prevX;
- wallHitY := prevY;
- end;
- end;
-
- // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
- // also, if `wallWasHit` is true, then `wallHitX` and `wallHitY` contains wall coords
- while (wgunHitHeap.count > 0) do
- begin
- // has some entities to check, do it
- i := wgunHitHeap.front;
- wgunHitHeap.popFront();
- hitray.atTime(wgunHitTime[i].time, xe, ye);
- // check if it is not behind the wall
- if ((xe-x)*(xe-x)+(ye-y)*(ye-y) < (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y)) then
- begin
- if (wgunHitTime[i].mon <> nil) then
- begin
- didHit := doMonsterHit(wgunHitTime[i].mon);
- end
- else
- begin
- didHit := doPlayerHit(wgunHitTime[i].plridx);
- end;
- if didHit then
- begin
- // need new coords for trigger
- wallHitX := xe;
- wallHitY := ye;
- wallWasHit := false; // no sparks
- break;
- end;
- end;
- end;
-
- // need sparks?
- if wallWasHit then
- begin
- {$IF DEFINED(GWEP_HITSCAN_TRACE_BITMAP_CHECKER)}
- if (mptHit < 0) then
- begin
- e_WriteLog('OOPS: tree trace failed, but pixel trace found the wall!', MSG_WARNING);
- raise Exception.Create('map tree trace fucked');
- end
- else
- begin
- {$IF DEFINED(D2F_DEBUG)}
- //e_WriteLog(Format(' trace: (%d,%d)', [wallHitX, wallHitY]), MSG_NOTIFY);
- {$ENDIF}
- wallHitX := mptWX;
- wallHitY := mptWY;
- end;
- {$ENDIF}
- {$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);
- {$ENDIF}
- end;
-
- if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT);
-end;
-*)
-
-
-procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
-var
- hitray: Ray2D;
- xi, yi: Integer;
- wallDistSq: Single = 1.0e100;
-
- function doPlayerHit (idx: Integer): Boolean;
- begin
- result := false;
- if (idx < 0) or (idx > High(gPlayers)) then exit;
- if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit;
- result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
- if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v));
- {$IF DEFINED(D2F_DEBUG)}
- //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
- {$ENDIF}
- end;
-
- function doMonsterHit (mon: TMonster): Boolean;
- begin
- result := false;
- if (mon = nil) then exit;
- result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME);
- if result and (v <> 0) then mon.Push((xi*v), (yi*v));
- {$IF DEFINED(D2F_DEBUG)}
- //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
- {$ENDIF}
- end;
-
- // collect players along hitray
- // return `true` if instant hit was detected
- function playerPossibleHit (): Boolean;
- var
- i: Integer;
- aabb: AABB2D;
- tmin: Single;
- begin
- result := false;
- for i := 0 to High(gPlayers) do
- begin
- if (gPlayers[i] <> nil) and gPlayers[i].Live then
- begin
- aabb := gPlayers[i].mapAABB;
- // inside?
- if aabb.contains(x, y) then
- begin
- if doPlayerHit(i) then begin result := true; exit; end;
- end
- else if (aabb.intersects(hitray, @tmin)) then
- begin
- // intersect
- if (tmin <= 0.0) then
- begin
- if doPlayerHit(i) then begin result := true; exit; end;
- end
- else
- begin
- if (tmin*tmin < wallDistSq) then appendHitTimePlr(tmin, i);
- end;
- end;
- end;
- end;
- end;
-
- function sqchecker (mon: TMonster; dist: Single): Boolean;
- begin
- result := false; // don't stop
- if (dist*dist < wallDistSq) then appendHitTimeMon(dist, mon);
- end;
-
-var
- a: Integer;
- x2, y2: Integer;
- dx, dy: Integer;
- xe, ye: Integer;
- s, c: Extended;
- i: Integer;
- wallHitIdx: Integer = -1;
+ wallHitFlag: Boolean = false;
wallHitX: Integer = 0;
wallHitY: Integer = 0;
didHit: Boolean = false;
end;
*)
- wgunMonHash.reset(); //FIXME: clear hash on level change
+ if (xd = 0) and (yd = 0) then exit;
+
+ //wgunMonHash.reset(); //FIXME: clear hash on level change
wgunHitHeap.clear();
wgunHitTimeUsed := 0;
if Abs(s) < 0.01 then s := 0;
if Abs(c) < 0.01 then c := 0;
+ x0 := x;
+ y0 := y;
x2 := x+Round(c*gMapInfo.Width);
y2 := y+Round(s*gMapInfo.Width);
dx := x2-x;
dy := y2-y;
- if (xd = 0) and (yd = 0) then exit;
-
- if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
- if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
+ if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0;
+ if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0;
{$IF DEFINED(D2F_DEBUG)}
e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY);
stt := curTimeMicro();
{$ENDIF}
- wallHitIdx := g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY);
- if (wallHitIdx >= 0) then
+ wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil);
+ if wallHitFlag then
begin
x2 := wallHitX;
y2 := wallHitY;
- wallDistSq := (wallHitX-x)*(wallHitX-x)+(wallHitY-y)*(wallHitY-y);
+ wallDistSq := distanceSq(x, y, wallHitX, wallHitY);
end
else
begin
wallHitY := y2;
end;
- hitray := Ray2D.Create(x, y, x2, y2);
-
if playerPossibleHit() then exit; // instant hit
// collect monsters
- g_Mons_alongLine(x, y, x2, y2, sqchecker);
+ g_Mons_AlongLine(x, y, x2, y2, sqchecker);
// here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
- // also, if `wallWasHit` >= 0, then `wallHitX` and `wallHitY` contains spark coords
+ // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
while (wgunHitHeap.count > 0) do
begin
// has some entities to check, do it
i := wgunHitHeap.front;
wgunHitHeap.popFront();
- hitray.atTime(wgunHitTime[i].time, xe, ye);
+ // hitpoint
+ xe := wgunHitTime[i].x;
+ ye := wgunHitTime[i].y;
// check if it is not behind the wall
if (wgunHitTime[i].mon <> nil) then
begin
- didHit := doMonsterHit(wgunHitTime[i].mon);
+ didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye);
end
else
begin
- didHit := doPlayerHit(wgunHitTime[i].plridx);
+ didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye);
end;
if didHit then
begin
// need new coords for trigger
wallHitX := xe;
wallHitY := ye;
- wallHitIdx := -1; // no sparks
+ wallHitFlag := false; // no sparks
break;
end;
end;
// need sparks?
- if (wallHitIdx >= 0) then
+ if wallHitFlag then
begin
{$IF DEFINED(D2F_DEBUG)}
stt := curTimeMicro()-stt;
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;