X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=498487da73d4acd8862ebf74841bb33479940ad3;hb=bb372b938915897588166427301cce8ea4be44d3;hp=d52abc5fb519b33ed746296c632eae8a64cc6a3f;hpb=e80d55312d7d3bacaa3d642a83cda0c8a1026a97;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index d52abc5..498487d 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -1,9 +1,8 @@ -(* Copyright (C) DooM 2D:Forever Developers +(* Copyright (C) Doom 2D: Forever Developers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -20,20 +19,9 @@ unit g_weapons; interface uses - g_textures, g_basic, e_graphics, g_phys, BinEditor, xprofiler; + SysUtils, Classes, mempool, + g_textures, g_basic, e_graphics, g_phys, xprofiler; -const - HIT_SOME = 0; - HIT_ROCKET = 1; - HIT_BFG = 2; - HIT_TRAP = 3; - HIT_FALL = 4; - HIT_WATER = 5; - HIT_ACID = 6; - HIT_ELECTRO = 7; - HIT_FLAME = 8; - HIT_SELF = 9; - HIT_DISCON = 10; type TShot = record @@ -89,8 +77,8 @@ procedure g_Weapon_Draw(); function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean; procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True); -procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter); -procedure g_Weapon_LoadState(var Mem: TBinMemoryReader); +procedure g_Weapon_SaveState (st: TStream); +procedure g_Weapon_LoadState (st: TStream); procedure g_Weapon_AddDynLights(); @@ -126,10 +114,10 @@ implementation uses Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel, - g_console, SysUtils, g_options, g_game, + g_console, 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, + geom, binheap, hashtable, utils, xstreams; type TWaterPanel = record @@ -162,58 +150,77 @@ const type PHitTime = ^THitTime; THitTime = record - time: Single; + distSq: Integer; mon: TMonster; plridx: Integer; // if mon=nil + x, y: Integer; + end; + + TBinHeapKeyHitTime = class + public + class function less (const a, b: Integer): Boolean; inline; end; // indicies in `wgunHitTime` array - TBinaryHeapHitTimes = specialize TBinaryHeapBase; + TBinaryHeapHitTimes = specialize TBinaryHeapBase; 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; +class function TBinHeapKeyHitTime.less (const 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; @@ -324,7 +331,7 @@ var 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 + if mon.alive 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; @@ -371,7 +378,7 @@ begin pan := gWater[WaterMap[a][c]]; for d := 0 to High(gPlayers) do begin - if (gPlayers[d] <> nil) and (gPlayers[d].Live) then + if (gPlayers[d] <> nil) and (gPlayers[d].alive) then begin if gPlayers[d].Collide(pan) then begin @@ -454,12 +461,12 @@ 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; + Result := (gLMSRespawn <> LMS_RESPAWN_WARMUP); // don't hit monsters when it's warmup time if t = HIT_FLAME then m.CatchFire(SpawnerUID); end else - Result := True; + Result := (gLMSRespawn <> LMS_RESPAWN_WARMUP); // don't hit monsters when it's warmup time end; @@ -485,7 +492,7 @@ procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); function monsCheck (mon: TMonster): Boolean; begin result := false; // don't stop - if (mon.Live) and (mon.UID <> SpawnerUID) then + if (mon.alive) and (mon.UID <> SpawnerUID) then begin with mon do begin @@ -533,7 +540,7 @@ begin if h <> -1 then for i := 0 to h do - if (gPlayers[i] <> nil) and (gPlayers[i].Live) and (gPlayers[i].UID <> SpawnerUID) then + if (gPlayers[i] <> nil) and (gPlayers[i].alive) and (gPlayers[i].UID <> SpawnerUID) then with gPlayers[i] do if (g_PatchLength(X, Y, GameX+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), GameY+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2)) <= SHOT_BFG_RADIUS) and @@ -554,7 +561,8 @@ 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() @@ -787,7 +795,7 @@ var if h <> -1 then for i := 0 to h do - if (gPlayers[i] <> nil) and gPlayers[i].Live and g_Obj_Collide(obj, @gPlayers[i].Obj) then + if (gPlayers[i] <> nil) and gPlayers[i].alive and g_Obj_Collide(obj, @gPlayers[i].Obj) then begin ChkTeam := True; if (Team > 0) and (g_GetUIDType(SpawnerUID) = UID_PLAYER) then @@ -814,7 +822,7 @@ var function monsCheckHit (monidx: Integer; mon: TMonster): Boolean; begin result := false; // don't stop - if mon.Live and g_Obj_Collide(obj, @mon.Obj) then + if mon.alive and g_Obj_Collide(obj, @mon.Obj) then begin if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then begin @@ -967,7 +975,7 @@ var mm := Max(abs(dx), abs(dy)); if mm = 0 then mm := 1; - if mon.Live then + if mon.alive then begin HitMonster(mon, ((mon.Obj.Rect.Width div 4)*10*(rad-mm)) div rad, 0, 0, SpawnerUID, HIT_ROCKET); end; @@ -991,7 +999,7 @@ begin if h <> -1 then for i := 0 to h do - if (gPlayers[i] <> nil) and gPlayers[i].Live then + if (gPlayers[i] <> nil) and gPlayers[i].alive then with gPlayers[i] do begin dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X; @@ -1045,7 +1053,7 @@ begin if gAdvGibs and (h <> -1) then for i := 0 to h do - if gGibs[i].Live then + if gGibs[i].alive then with gGibs[i] do begin dx := Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)-X; @@ -1090,7 +1098,7 @@ end; procedure g_Weapon_LoadData(); begin - e_WriteLog('Loading weapons data...', MSG_NOTIFY); + e_WriteLog('Loading weapons data...', TMsgType.Notify); g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD+':SOUNDS\HITPUNCH'); g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD+':SOUNDS\MISSPUNCH'); @@ -1108,6 +1116,7 @@ begin g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD+':SOUNDS\FIRECGUN'); g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD+':SOUNDS\FIREBFG'); g_Sound_CreateWADEx('SOUND_FIRE', GameWAD+':SOUNDS\FIRE'); + g_Sound_CreateWADEx('SOUND_IGNITE', GameWAD+':SOUNDS\IGNITE'); g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD+':SOUNDS\STARTFIREBFG'); g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD+':SOUNDS\EXPLODEROCKET'); g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD+':SOUNDS\EXPLODEBFG'); @@ -1117,6 +1126,9 @@ begin g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD+':SOUNDS\FIREBALL'); g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD+':SOUNDS\EXPLODEBALL'); g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD+':SOUNDS\FIREREV'); + g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEON', GameWAD+':SOUNDS\STARTFLM'); + g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEOFF', GameWAD+':SOUNDS\STOPFLM'); + g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEWORK', GameWAD+':SOUNDS\WORKFLM'); g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD+':SOUNDS\WORKJETPACK'); g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD+':SOUNDS\STARTJETPACK'); g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD+':SOUNDS\STOPJETPACK'); @@ -1150,13 +1162,13 @@ 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); + //wgunMonHash := hashNewIntInt(); + wgunHitHeap := TBinaryHeapHitTimes.Create(); end; procedure g_Weapon_FreeData(); begin - e_WriteLog('Releasing weapons data...', MSG_NOTIFY); + e_WriteLog('Releasing weapons data...', TMsgType.Notify); g_Sound_Delete('SOUND_WEAPON_HITPUNCH'); g_Sound_Delete('SOUND_WEAPON_MISSPUNCH'); @@ -1174,6 +1186,7 @@ begin g_Sound_Delete('SOUND_WEAPON_FIRECGUN'); g_Sound_Delete('SOUND_WEAPON_FIREBFG'); g_Sound_Delete('SOUND_FIRE'); + g_Sound_Delete('SOUND_IGNITE'); g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG'); g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET'); g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG'); @@ -1183,6 +1196,9 @@ begin g_Sound_Delete('SOUND_WEAPON_FIREBALL'); g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL'); g_Sound_Delete('SOUND_WEAPON_FIREREV'); + g_Sound_Delete('SOUND_WEAPON_FLAMEON'); + g_Sound_Delete('SOUND_WEAPON_FLAMEOFF'); + g_Sound_Delete('SOUND_WEAPON_FLAMEWORK'); g_Sound_Delete('SOUND_PLAYER_JETFLY'); g_Sound_Delete('SOUND_PLAYER_JETON'); g_Sound_Delete('SOUND_PLAYER_JETOFF'); @@ -1219,7 +1235,7 @@ 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 + if (gPlayers[i] <> nil) and gPlayers[i].alive and gPlayers[i].Collide(X, Y) then begin if HitPlayer(gPlayers[i], dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then begin @@ -1304,7 +1320,7 @@ begin //vy := (dy*10 div d)*yi; {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro(); + stt := getTimeMicro(); {$ENDIF} xx := x; @@ -1335,7 +1351,7 @@ begin begin _collide := True; {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro()-stt; + stt := getTimeMicro()-stt; e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); showTime := false; {$ENDIF} @@ -1355,7 +1371,7 @@ begin {$IF DEFINED(D2F_DEBUG)} if showTime then begin - stt := curTimeMicro()-stt; + stt := getTimeMicro()-stt; e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); end; {$ENDIF} @@ -1366,20 +1382,19 @@ end; *) -(* -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 = $3fffffff; - function doPlayerHit (idx: Integer): Boolean; + function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean; begin result := false; if (idx < 0) or (idx > High(gPlayers)) then exit; - if (gPlayers[idx] = nil) or not gPlayers[idx].Live then exit; + if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit; result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v)); {$IF DEFINED(D2F_DEBUG)} @@ -1387,7 +1402,7 @@ var {$ENDIF} end; - function doMonsterHit (mon: TMonster): Boolean; + function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean; begin result := false; if (mon = nil) then exit; @@ -1398,378 +1413,69 @@ var {$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.alive 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; - 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; - 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; + procedure sqchecker (mon: TMonster); var - i: Integer; - aabb: AABB2D; - tmin: Single; + mx, my, mw, mh: Integer; + inx, iny: Integer; + distSq: Integer; begin - result := false; - for i := 0 to High(gPlayers) do + mon.getMapBox(mx, my, mw, mh); + if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then 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; + distSq := distanceSq(x0, y0, inx, iny); + if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny); 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; {$IF DEFINED(D2F_DEBUG)} stt: UInt64; {$ENDIF} + mit: PMonster; + it: TMonsterGrid.Iter; begin (* if not gwep_debug_fast_trace then @@ -1779,7 +1485,9 @@ begin 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; @@ -1790,28 +1498,28 @@ begin 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; {$IF DEFINED(D2F_DEBUG)} - e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY); - stt := curTimeMicro(); + e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify); + stt := getTimeMicro(); {$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 @@ -1819,46 +1527,50 @@ 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); + + it := monsGrid.forEachAlongLine(x, y, x2, y2, -1); + for mit in it do sqchecker(mit^); + it.release(); // 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 {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro()-stt; - e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); + stt := getTimeMicro()-stt; + e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify); {$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); @@ -1866,8 +1578,8 @@ begin else begin {$IF DEFINED(D2F_DEBUG)} - stt := curTimeMicro()-stt; - e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); + stt := getTimeMicro()-stt; + e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify); {$ENDIF} end; @@ -2446,7 +2158,7 @@ begin if Stopped = 0 then begin - st := g_Obj_Move(@Obj, False, spl); + st := g_Obj_Move_Projectile(@Obj, False, spl); end else begin @@ -2633,7 +2345,7 @@ begin Stopped := MOVE_HITCEIL; end; - a := IfThen(Stopped = 0, 3, 1); + a := IfThen(Stopped = 0, 10, 1); // Åñëè â êîãî-òî ïîïàëè if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then begin @@ -2648,7 +2360,7 @@ begin 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; @@ -2791,7 +2503,7 @@ procedure g_Weapon_Draw(); var i: Integer; a: SmallInt; - p: TPoint; + p: TDFPoint; begin if Shots = nil then Exit; @@ -2816,14 +2528,14 @@ begin if (Shots[i].ShotType = WEAPON_BARON_FIRE) or (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or (Shots[i].ShotType = WEAPON_SKEL_FIRE) then - Animation.DrawEx(Obj.X, Obj.Y, M_NONE, p, a) + Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a) else - Animation.Draw(Obj.X, Obj.Y, M_NONE); + Animation.Draw(Obj.X, Obj.Y, TMirrorType.None); end 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) + e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, TMirrorType.None) else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False); end; @@ -2862,93 +2574,82 @@ begin end; end; -procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter); +procedure g_Weapon_SaveState (st: TStream); var count, i, j: Integer; - dw: DWORD; begin -// Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ: + // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ count := 0; - if Shots <> nil then - for i := 0 to High(Shots) do - if Shots[i].ShotType <> 0 then - count := count + 1; + for i := 0 to High(Shots) do if (Shots[i].ShotType <> 0) then Inc(count); - Mem := TBinMemoryWriter.Create((count+1) * 80); + // Êîëè÷åñòâî ñíàðÿäîâ + utils.WriteInt(st, count); -// Êîëè÷åñòâî ñíàðÿäîâ: - Mem.WriteInt(count); - - if count = 0 then - Exit; + if (count = 0) then exit; for i := 0 to High(Shots) do + begin if Shots[i].ShotType <> 0 then begin - // Ñèãíàòóðà ñíàðÿäà: - dw := SHOT_SIGNATURE; // 'SHOT' - Mem.WriteDWORD(dw); - // Òèï ñíàðÿäà: - Mem.WriteByte(Shots[i].ShotType); - // Öåëü: - Mem.WriteWord(Shots[i].Target); - // UID ñòðåëÿâøåãî: - Mem.WriteWord(Shots[i].SpawnerUID); - // Ðàçìåð ïîëÿ Triggers: - dw := Length(Shots[i].Triggers); - Mem.WriteDWORD(dw); - // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì: - for j := 0 to Integer(dw)-1 do - Mem.WriteDWORD(Shots[i].Triggers[j]); - // Îáúåêò ñíàðÿäà: - Obj_SaveState(@Shots[i].Obj, Mem); - // Êîñòûëèíà åáàíàÿ: - Mem.WriteByte(Shots[i].Stopped); + // Ñèãíàòóðà ñíàðÿäà + utils.writeSign(st, 'SHOT'); + utils.writeInt(st, Byte(0)); // version + // Òèï ñíàðÿäà + utils.writeInt(st, Byte(Shots[i].ShotType)); + // Öåëü + utils.writeInt(st, Word(Shots[i].Target)); + // UID ñòðåëÿâøåãî + utils.writeInt(st, Word(Shots[i].SpawnerUID)); + // Ðàçìåð ïîëÿ Triggers + utils.writeInt(st, Integer(Length(Shots[i].Triggers))); + // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì + for j := 0 to Length(Shots[i].Triggers)-1 do utils.writeInt(st, LongWord(Shots[i].Triggers[j])); + // Îáúåêò ñíàðÿäà + Obj_SaveState(st, @Shots[i].Obj); + // Êîñòûëèíà åáàíàÿ + utils.writeInt(st, Byte(Shots[i].Stopped)); end; + end; end; -procedure g_Weapon_LoadState(var Mem: TBinMemoryReader); +procedure g_Weapon_LoadState (st: TStream); var - count, i, j: Integer; - dw: DWORD; + count, tc, i, j: Integer; + dw: LongWord; begin - if Mem = nil then - Exit; + if (st = nil) then exit; -// Êîëè÷åñòâî ñíàðÿäîâ: - Mem.ReadInt(count); + // Êîëè÷åñòâî ñíàðÿäîâ + count := utils.readLongInt(st); + if (count < 0) or (count > 1024*1024) then raise XStreamError.Create('invalid shots counter'); SetLength(Shots, count); - if count = 0 then - Exit; + if (count = 0) then exit; for i := 0 to count-1 do begin - // Ñèãíàòóðà ñíàðÿäà: - Mem.ReadDWORD(dw); - if dw <> SHOT_SIGNATURE then // 'SHOT' - begin - raise EBinSizeError.Create('g_Weapons_LoadState: Wrong Shot Signature'); - end; - // Òèï ñíàðÿäà: - Mem.ReadByte(Shots[i].ShotType); - // Öåëü: - Mem.ReadWord(Shots[i].Target); - // UID ñòðåëÿâøåãî: - Mem.ReadWord(Shots[i].SpawnerUID); - // Ðàçìåð ïîëÿ Triggers: - Mem.ReadDWORD(dw); - SetLength(Shots[i].Triggers, dw); - // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì: - for j := 0 to Integer(dw)-1 do - 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: + // Ñèãíàòóðà ñíàðÿäà + if not utils.checkSign(st, 'SHOT') then raise XStreamError.Create('invalid shot signature'); + if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid shot version'); + // Òèï ñíàðÿäà: + Shots[i].ShotType := utils.readByte(st); + // Öåëü + Shots[i].Target := utils.readWord(st); + // UID ñòðåëÿâøåãî + Shots[i].SpawnerUID := utils.readWord(st); + // Ðàçìåð ïîëÿ Triggers + tc := utils.readLongInt(st); + if (tc < 0) or (tc > 1024*1024) then raise XStreamError.Create('invalid shot triggers counter'); + SetLength(Shots[i].Triggers, tc); + // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì + for j := 0 to tc-1 do Shots[i].Triggers[j] := utils.readLongWord(st); + // Îáúåêò ïðåäìåòà + Obj_LoadState(@Shots[i].Obj, st); + // Êîñòûëèíà åáàíàÿ + Shots[i].Stopped := utils.readByte(st); + + // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè Shots[i].TextureID := DWORD(-1); Shots[i].Animation := nil;