diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 4f91b9fc7acc5c5e16e6a9138ac777793a97b471..f0fe29114071a4c6b9f5ce2f9b64ec678d387e77 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
@@ -51,19 +51,19 @@ function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorps
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(const 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);
+procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
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_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
-procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False);
+procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
+procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False; compat: Boolean = true);
procedure g_Weapon_bfghit(x, y: Integer);
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
procedure g_Weapon_mgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boolean = False);
begin
g_Obj_Init(@Obj);
- Obj.Rect.Width := 32;
+ Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
Triggers := nil;
//!!!FIXME!!!
-procedure g_Weapon_gun (const 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);
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
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 (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;
end;
procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH;
Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT;
- dx := IfThen(xd > x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_ROCKETLAUNCHER;
end;
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_PLASMA_WIDTH;
Obj.Rect.Height := SHOT_PLASMA_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_PLASMA;
end;
procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_FLAME_WIDTH;
Obj.Rect.Height := SHOT_FLAME_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_FLAMETHROWER;
end;
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_IMP_FIRE;
end;
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_CACO_FIRE;
end;
procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
begin
g_Obj_Init(@Obj);
- Obj.Rect.Width := 32;
+ Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BARON_FIRE;
end;
procedure g_Weapon_aplasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := 16;
Obj.Rect.Height := 16;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BSP_FIRE;
end;
procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := 32;
Obj.Rect.Height := 32;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_MANCUB_FIRE;
end;
procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
- Silent: Boolean = False);
+ Silent: Boolean = False; compat: Boolean = true);
var
find_id, FramesID: DWORD;
dx, dy: Integer;
Obj.Rect.Width := SHOT_BFG_WIDTH;
Obj.Rect.Height := SHOT_BFG_HEIGHT;
- dx := IfThen(xd>x, -Obj.Rect.Width, 0);
+ if compat then
+ dx := IfThen(xd > x, -Obj.Rect.Width, 0)
+ else
+ dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
ShotType := WEAPON_BFG;
g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
begin
- g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
- g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ if ABS(x-xd) >= ABS(y-yd) then
+ begin
+ g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
+ g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ end
+ else
+ begin
+ g_Weapon_gun(x+1, y, xd+1, yd, 1, 3, SpawnerUID, False);
+ g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False);
+ end;
end;
end;
if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
(g_GetUIDType(SpawnerUID) = UID_PLAYER) then
begin
- g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
- g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ if ABS(x-xd) >= ABS(y-yd) then
+ begin
+ g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
+ g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ end
+ else
+ begin
+ g_Weapon_gun(x+1, y, xd+1, yd, 1, 2, SpawnerUID, False);
+ g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False);
+ end;
end;
end;
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
- i, j: Integer;
+ i, j, k: Integer;
begin
if not Silent then
if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y);
for i := 0 to 9 do
begin
- j := Random(17)-8; // -8 .. 8
- g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
+ j := 0; k := 0;
+ if ABS(x-xd) >= ABS(y-yd) then j := Random(17) - 8 else k := Random(17) - 8; // -8 .. 8
+ g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
end;
end;
procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
- a, i, j: Integer;
+ a, i, j, k: Integer;
begin
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20;
for i := 0 to a do
begin
- j := Random(41)-20; // -20 .. 20
- g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
+ j := 0; k := 0;
+ if ABS(x-xd) >= ABS(y-yd) then j := Random(41) - 20 else k := Random(41) - 20; // -20 .. 20
+ g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
end;
end;
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
- g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2),
- Obj.Y+(Obj.Rect.Height div 2),
- 1+Random(3), 16, 16)
- else
- if g_Frames_Get(_id, 'FRAMES_SMOKE') then
- begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 150;
- g_GFX_OnceAnim(Obj.X-14+Random(9),
- Obj.Y+(Obj.Rect.Height div 2)-20+Random(9),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ begin
+ g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ if Random(2) = 0
+ then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
+ else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
+ end
+ else if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ begin
+ Anim := TAnimation.Create(_id, False, 3);
+ Anim.Alpha := 150;
+ g_GFX_OnceAnim(Obj.X-14+Random(9), cy-20+Random(9),
+ Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
end;
end
else
+ begin
g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ if Random(2) = 0
+ then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
+ else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
+ end;
ShotType := 0;
Continue;
end;
p.X := Obj.Rect.Width div 2;
p.Y := Obj.Rect.Height div 2;
+ if Shots[i].ShotType = WEAPON_BFG then
+ begin
+ DEC(fX, 6);
+ DEC(fY, 7);
+ end;
+
if Animation <> nil then
begin
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or