X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=6e65496ee606b7b1a207c95905ee72042be409f2;hb=84dd2e031319d290fa1e2e8e9bc19902b48caa1d;hp=a64d9872abf86eef5e60a7239d21f41a51308321;hpb=a9b641b6421fe1ab2ae3ffdf6a7fb41c56df1970;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index a64d987..6e65496 100644 --- 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); @@ -694,7 +694,7 @@ begin begin g_Obj_Init(@Obj); - Obj.Rect.Width := 32; + Obj.Rect.Width := 16; Obj.Rect.Height := 16; Triggers := nil; @@ -894,8 +894,9 @@ begin end; // È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî - // (èëè friendlyfire, èëè friendly_hit_projectile) - if LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then + // (èëè ñíàðÿä îò ìîíñòðà, èëè friendlyfire, èëè friendly_hit_projectile) + if (g_GetUIDType(SpawnerUID) <> UID_PLAYER) or + LongBool(gGameSettings.Options and (GAME_OPTION_TEAMDAMAGE or GAME_OPTION_TEAMHITPROJECTILE)) then begin if PlayerHit() then begin @@ -1397,13 +1398,14 @@ end; //!!!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 @@ -1414,7 +1416,11 @@ var 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)); @@ -1511,6 +1517,8 @@ begin 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; @@ -1651,7 +1659,7 @@ begin 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; @@ -1672,7 +1680,10 @@ begin 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; @@ -1730,7 +1741,7 @@ begin 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; @@ -1751,7 +1762,10 @@ begin 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; @@ -1769,7 +1783,7 @@ begin 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; @@ -1790,7 +1804,10 @@ begin 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; @@ -1809,7 +1826,7 @@ begin 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; @@ -1830,7 +1847,10 @@ begin 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; @@ -1848,7 +1868,7 @@ begin 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; @@ -1869,7 +1889,10 @@ begin 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; @@ -1887,7 +1910,7 @@ begin 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; @@ -1905,10 +1928,13 @@ begin 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; @@ -1926,7 +1952,7 @@ begin 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; @@ -1947,7 +1973,10 @@ begin 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; @@ -1966,7 +1995,7 @@ begin 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; @@ -1987,7 +2016,10 @@ begin 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; @@ -2006,7 +2038,7 @@ begin 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; @@ -2027,7 +2059,10 @@ begin 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; @@ -2066,8 +2101,16 @@ begin 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; @@ -2081,30 +2124,39 @@ begin 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); @@ -2112,8 +2164,9 @@ begin 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; @@ -2561,6 +2614,12 @@ begin 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