X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=18f777a788ffffdd8f48b5d1060bf9cd67a4cd0c;hb=9a8ac2323ba1c23f248ff5effe2747135ecc14f6;hp=2cdfe87a09935a9dac8cebba83412243a47ed6cf;hpb=e0ef894b62b50d6a7bd7e1dfa42ee3f1a839403a;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 2cdfe87..18f777a 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -62,7 +62,7 @@ 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(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); @@ -119,10 +119,11 @@ const 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, + z_aabbtree, binheap, hashtable; type TWaterPanel = record @@ -152,8 +153,65 @@ const SHOT_SIGNATURE = $544F4853; // 'SHOT' +type + PHitTime = ^THitTime; + THitTime = record + time: Single; + mon: TMonster; + plridx: Integer; // if mon=nil + end; + + // indicies in `wgunHitTime` array + TBinaryHeapHitTimes = specialize TBinaryHeapBase; + var WaterMap: array of array of DWORD = nil; + wgunMonHash: THashIntInt = nil; + wgunHitHeap: TBinaryHeapHitTimes = nil; + wgunHitTime: array of THitTime = nil; + wgunHitTimeUsed: Integer = 0; + + +function hitTimeCompare (a, b: Integer): Boolean; +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 + 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? + 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? + end; +end; + + +procedure appendHitTimeMon (time: Single; mon: TMonster); +begin + if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128); + wgunHitTime[wgunHitTimeUsed].time := time; + wgunHitTime[wgunHitTimeUsed].mon := mon; + wgunHitTime[wgunHitTimeUsed].plridx := -1; + wgunHitHeap.insert(wgunHitTimeUsed); + Inc(wgunHitTimeUsed); +end; + + +procedure appendHitTimePlr (time: Single; plridx: Integer); +begin + if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128); + wgunHitTime[wgunHitTimeUsed].time := time; + wgunHitTime[wgunHitTimeUsed].mon := nil; + wgunHitTime[wgunHitTimeUsed].plridx := plridx; + wgunHitHeap.insert(wgunHitTimeUsed); + Inc(wgunHitTimeUsed); +end; + function FindShot(): DWORD; var @@ -243,69 +301,97 @@ begin WaterArray := nil; end; -procedure CheckTrap(ID: DWORD; dm: Integer; t: Byte); var - a, b, c, d, i1, i2: Integer; - pl, mn: WArray; + chkTrap_pl: array [0..256] of Integer; + chkTrap_mn: array [0..65535] of TMonster; - function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean; +procedure CheckTrap(ID: DWORD; dm: Integer; t: Byte); +var + //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, mn)) and (i2 < 1023) then //FIXME + if mon.Live and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME begin i2 += 1; - mn[i2] := monidx; + 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; - g_Mons_ForEach(monsWaterCheck); + //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 - g_Mons_ByIdx(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; @@ -318,9 +404,9 @@ begin 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 @@ -370,68 +456,30 @@ begin 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 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; - - function monsCheck (monidx: Integer; mon: TMonster): Boolean; - begin - result := false; // don't stop - if (mon <> nil) and 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; - -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; - - if g_Mons_ForEach(monsCheck) then result := 2; -end; procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); - function monsCheck (monidx: Integer; mon: TMonster): Boolean; + function monsCheck (mon: TMonster): Boolean; begin result := false; // don't stop - if (mon <> nil) and (mon.Live) and (mon.UID <> SpawnerUID) then + if (mon.Live) and (mon.UID <> SpawnerUID) then begin with mon do begin @@ -494,7 +542,8 @@ begin gPlayers[i].BFGHit(); end; - g_Mons_ForEach(monsCheck); + //FIXME + g_Mons_ForEachAlive(monsCheck); end; function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord; @@ -755,10 +804,11 @@ var end; end; + { function monsCheckHit (monidx: Integer; mon: TMonster): Boolean; begin result := false; // don't stop - if (mon <> nil) and mon.Live and g_Obj_Collide(obj, @mon.Obj) then + 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 @@ -771,10 +821,27 @@ var 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); + //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 @@ -865,43 +932,41 @@ begin 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 - r: Integer; + r: Integer; // squared radius - function monsExCheck (monidx: Integer; mon: TMonster): Boolean; + function monsExCheck (mon: TMonster): Boolean; var dx, dy, mm: Integer; begin result := false; // don't stop - if mon <> nil then begin - with mon 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; + 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*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); + if dx > 1000 then dx := 1000; + if dy > 1000 then dy := 1000; - mm := Max(abs(dx), abs(dy)); - if mm = 0 then mm := 1; + 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); - if mon.Live then - HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, - 0, 0, SpawnerUID, HIT_ROCKET); + mm := Max(abs(dx), abs(dy)); + if mm = 0 then mm := 1; - mon.Push((dx*7) div mm, (dy*7) div mm); + 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; @@ -909,9 +974,8 @@ var var i, h, dx, dy, m, mm: Integer; _angle: SmallInt; - begin - Result := False; + result := false; g_Triggers_PressC(X, Y, rad, SpawnerUID, ACTIVATE_SHOT); @@ -943,8 +1007,8 @@ begin end; end; - g_Mons_ForEach(monsExCheck); - + //g_Mons_ForEach(monsExCheck); + g_Mons_ForEachAt(X-(rad+32), Y-(rad+32), (rad+32)*2, (rad+32)*2, monsExCheck); h := High(gCorpses); @@ -1079,6 +1143,9 @@ begin g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET'); g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL'); + + wgunMonHash := hashNewIntInt(); + wgunHitHeap := TBinaryHeapHitTimes.Create(hitTimeCompare); end; procedure g_Weapon_FreeData(); @@ -1138,7 +1205,46 @@ begin 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; @@ -1230,6 +1336,248 @@ begin g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT); end; + +procedure g_Weapon_gun (const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean); +const + HHGridSize = 64; + Nothing = -666666; + +var + hitray: Ray2D; + xi, yi: Integer; + + 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)); + 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)); + end; + + // get nearest player 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) then + begin + if doPlayerHit(i) then begin result := true; exit; end; + end + else + begin + appendHitTimePlr(tmin, i); + 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; + var + aabb: AABB2D; + tmin: Single; + begin + result := false; // don't stop + if not wgunMonHash.put(Integer(mon.UID), 1) 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; + end; + end; + +var + a: Integer; + x2, y2: Integer; + dx, dy: Integer; + xe, ye: Integer; + s, c: Extended; + xx, yy, d: Integer; + leftToNextMonsterQuery: Integer = 0; + i: Integer; + t1: Boolean; + w, h: Word; + wallWasHit: Boolean = false; + wallHitX: Integer = 0; + wallHitY: Integer = 0; + didHit: Boolean = false; +begin + 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); + + t1 := (gWalls <> nil); + w := gMapInfo.Width; + h := gMapInfo.Height; + + 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; + + // find wall, collect monsters + begin + xe := 0; + ye := 0; + xx := x; + yy := y; + for i := 1 to d do + begin + 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 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 := xx-xi; + wallHitY := yy-xi; + end; + end; + + 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 wallWasHit then break; + end; + end; + + if not wallWasHit then + begin + wallHitX := xx; + wallHitY := yy; + 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 + 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; + + 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 obj: TObj;