X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=9b0952edbb1652aa1a28ca09fb948d5a23527471;hb=HEAD;hp=afebce7e17d4fca5dfa47f476d0865600ef9fa90;hpb=dc9a52bb70e79e18ad014ce777029bb8ee1d85c4;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index afebce7..9b0952e 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 @@ -14,25 +13,15 @@ * along with this program. If not, see . *) {$INCLUDE ../shared/a_modes.inc} +{.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER} unit g_weapons; interface uses - g_textures, g_basic, e_graphics, g_phys, BinEditor; + 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 @@ -62,19 +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(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); @@ -83,18 +72,19 @@ procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boo function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean; procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); +procedure g_Weapon_PreUpdate(); procedure g_Weapon_Update(); 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(); const - WEAPON_KASTET = 0; + WEAPON_IRONFIST = 0; WEAPON_SAW = 1; WEAPON_PISTOL = 2; WEAPON_SHOTGUN1 = 3; @@ -103,7 +93,7 @@ const WEAPON_ROCKETLAUNCHER = 6; WEAPON_PLASMA = 7; WEAPON_BFG = 8; - WEAPON_SUPERPULEMET = 9; + WEAPON_SUPERCHAINGUN = 9; WEAPON_FLAMETHROWER = 10; WEAPON_ZOMBY_PISTOL = 20; WEAPON_IMP_FIRE = 21; @@ -113,16 +103,22 @@ const WEAPON_MANCUB_FIRE = 25; WEAPON_SKEL_FIRE = 26; - WP_FIRST = WEAPON_KASTET; + WP_FIRST = WEAPON_IRONFIST; WP_LAST = WEAPON_FLAMETHROWER; + +var + gwep_debug_fast_trace: Boolean = true; + + 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; + g_language, g_netmsg, g_grid, + geom, binheap, hashtable, utils, xstreams; type TWaterPanel = record @@ -152,8 +148,84 @@ const SHOT_SIGNATURE = $544F4853; // 'SHOT' +type + PHitTime = ^THitTime; + THitTime = record + 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; + var WaterMap: array of array of DWORD = nil; + //wgunMonHash: THashIntInt = nil; + wgunHitHeap: TBinaryHeapHitTimes = nil; + wgunHitTime: array of THitTime = nil; + wgunHitTimeUsed: Integer = 0; + + +class function TBinHeapKeyHitTime.less (const a, b: Integer): Boolean; +var + hta, htb: PHitTime; +begin + 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 (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 (htb.mon <> nil) then begin result := true; exit; end; // players first + result := (hta.plridx < htb.plridx); // why not? + end; +end; + + +procedure appendHitTimeMon (adistSq: Integer; amon: TMonster; ax, ay: Integer); +begin + if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128); + with wgunHitTime[wgunHitTimeUsed] do + begin + distSq := adistSq; + mon := amon; + plridx := -1; + x := ax; + y := ay; + end; + wgunHitHeap.insert(wgunHitTimeUsed); + Inc(wgunHitTimeUsed); +end; + + +procedure appendHitTimePlr (adistSq: Integer; aplridx: Integer; ax, ay: Integer); +begin + if (wgunHitTimeUsed = Length(wgunHitTime)) then SetLength(wgunHitTime, wgunHitTimeUsed+128); + with wgunHitTime[wgunHitTimeUsed] do + begin + distSq := adistSq; + mon := nil; + plridx := aplridx; + x := ax; + y := ay; + end; + wgunHitHeap.insert(wgunHitTimeUsed); + Inc(wgunHitTimeUsed); +end; + function FindShot(): DWORD; var @@ -257,10 +329,10 @@ var frameId: DWord; { - function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean; + 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; @@ -268,7 +340,7 @@ var end; } - function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean; + function monsWaterCheck (mon: TMonster): Boolean; begin result := false; // don't stop if (mon.trapCheckFrameId <> frameId) then @@ -307,7 +379,7 @@ 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 @@ -324,7 +396,7 @@ begin end; //g_Mons_ForEach(monsWaterCheck); - g_Mons_ForEachAtAlive(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck); + g_Mons_ForEachAliveAt(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck); end; for f := 0 to plaCount-1 do gPlayers[chkTrap_pl[f]].Damage(dm, Shots[ID].SpawnerUID, 0, 0, t); @@ -390,87 +462,38 @@ 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_NONE); // 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_NONE); // don't hit monsters when it's warmup time 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.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;} - - function monsCheck (monidx: Integer; 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; - -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; - if g_Mons_ForEachAtAlive(X, Y, 1, 1, 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.alive) and (mon.UID <> SpawnerUID) then begin with mon do begin @@ -504,7 +527,7 @@ begin g_TraceVector(X, Y, Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2), Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)) then begin - Damage(50, 0, 0); + Damage(50, SpawnerUID, 0, 0); g_Weapon_BFGHit(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2), Obj.Y+Obj.Rect.Y+(Obj.Rect.Height div 2)); end; @@ -518,7 +541,7 @@ 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 @@ -533,12 +556,14 @@ 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; var - find_id, FramesID: DWORD; + find_id: DWord; + FramesID: DWORD = 0; begin if I < 0 then find_id := FindShot() @@ -669,7 +694,7 @@ begin begin g_Obj_Init(@Obj); - Obj.Rect.Width := 32; + Obj.Rect.Width := 16; Obj.Rect.Height := 16; Triggers := nil; @@ -713,6 +738,8 @@ begin end; end; + Shots[find_id].Obj.oldX := X; + Shots[find_id].Obj.oldY := Y; Shots[find_id].Obj.X := X; Shots[find_id].Obj.Y := Y; Shots[find_id].Obj.Vel.X := XV; @@ -738,6 +765,8 @@ begin if a = 0 then a := 1; + Shots[i].Obj.oldX := x; + Shots[i].Obj.oldY := y; Shots[i].Obj.X := x; Shots[i].Obj.Y := y; Shots[i].Obj.Vel.X := (xd*s) div a; @@ -771,7 +800,7 @@ 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 @@ -794,10 +823,11 @@ 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.alive and g_Obj_Collide(obj, @mon.Obj) then begin if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then begin @@ -810,10 +840,27 @@ 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 @@ -829,8 +876,8 @@ begin g_Obj_Collide(obj, @gCorpses[i].Obj) then begin // Ðàñïèëèâàåì òðóï: - gCorpses[i].Damage(d, (obj^.Vel.X+obj^.Accel.X) div 4, - (obj^.Vel.Y+obj^.Accel.Y) div 4); + gCorpses[i].Damage(d, SpawnerUID, (obj^.Vel.X+obj^.Accel.X) div 4, + (obj^.Vel.Y+obj^.Accel.Y) div 4); Result := 1; end; end; @@ -846,10 +893,16 @@ begin Exit; end; - if PlayerHit() then + // È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî + // (èëè ñíàðÿä îò ìîíñòðà, èëè friendlyfire, èëè friendly_hit_projectile) + if (g_GetUIDType(SpawnerUID) <> UID_PLAYER) or + ([TGameOption.TEAM_DAMAGE, TGameOption.TEAM_HIT_PROJECTILE] <= gGameSettings.Options) then begin - Result := 1; - Exit; + if PlayerHit() then + begin + Result := 1; + Exit; + end; end; end; @@ -887,11 +940,15 @@ begin Exit; end; - // È â êîíöå ñâîèõ èãðîêîâ - if PlayerHit(1) then + // È â êîíöå ñâîèõ èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî + // (èëè friendlyfire, èëè friendly_hit_projectile) + if [TGameOption.TEAM_DAMAGE, TGameOption.TEAM_HIT_PROJECTILE] <= gGameSettings.Options then begin - Result := 1; - Exit; + if PlayerHit(1) then + begin + Result := 1; + Exit; + end; end; end; @@ -911,36 +968,34 @@ 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.alive 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; @@ -948,9 +1003,8 @@ 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); @@ -960,7 +1014,7 @@ 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; @@ -982,8 +1036,8 @@ 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); @@ -1006,7 +1060,7 @@ begin mm := Max(abs(dx), abs(dy)); if mm = 0 then mm := 1; - Damage(Round(100*(rad-m)/rad), (dx*10) div mm, (dy*10) div mm); + Damage(Round(100*(rad-m)/rad), SpawnerUID, (dx*10) div mm, (dy*10) div mm); end; end; @@ -1014,7 +1068,7 @@ 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; @@ -1059,7 +1113,7 @@ 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'); @@ -1077,6 +1131,7 @@ 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'); @@ -1086,6 +1141,9 @@ 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'); @@ -1118,11 +1176,14 @@ begin g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET'); g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL'); + + //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'); @@ -1140,6 +1201,7 @@ 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'); @@ -1149,6 +1211,9 @@ 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'); @@ -1177,7 +1242,47 @@ 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].alive 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; @@ -1187,10 +1292,13 @@ var s, c: Extended; //vx, vy: Integer; xx, yy, d: Integer; - i: Integer; t1, _collide: Boolean; w, h: Word; + {$IF DEFINED(D2F_DEBUG)} + stt: UInt64; + showTime: Boolean = true; + {$ENDIF} begin a := GetAngle(x, y, xd, yd)+180; @@ -1226,6 +1334,10 @@ begin //vx := (dx*10 div d)*xi; //vy := (dy*10 div d)*yi; + {$IF DEFINED(D2F_DEBUG)} + stt := getTimeMicro(); + {$ENDIF} + xx := x; yy := y; @@ -1253,21 +1365,259 @@ begin if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then begin _collide := True; + {$IF DEFINED(D2F_DEBUG)} + stt := getTimeMicro()-stt; + e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); + showTime := false; + {$ENDIF} g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0); if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK); end; if not _collide then + begin _collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0; + end; - if _collide then - Break; + if _collide then Break; end; + {$IF DEFINED(D2F_DEBUG)} + if showTime then + begin + stt := getTimeMicro()-stt; + e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY); + end; + {$ENDIF} + if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT); end; +*) + + +//!!!FIXME!!! +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 = $3fffffff; + spawnerPlr: TPlayer = nil; + dmg: Integer; + + function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean; + begin + result := false; + if (idx < 0) or (idx > High(gPlayers)) then exit; + if (gPlayers[idx] = nil) or not gPlayers[idx].alive then exit; + if (spawnerPlr <> nil) then + begin + if (not ([TGameOption.TEAM_HIT_TRACE, TGameOption.TEAM_DAMAGE] <= gGameSettings.Options)) and + (spawnerPlr.Team <> TEAM_NONE) and (spawnerPlr.Team = gPlayers[idx].Team) then + begin + if (spawnerPlr <> gPlayers[idx]) and not (TGameOption.TEAM_ABSORB_DAMAGE in gGameSettings.Options) then + dmg := Max(1, dmg div 2); + exit; + end; + end; + result := HitPlayer(gPlayers[idx], dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); + if result and (v <> 0) then gPlayers[idx].Push((xi*v), (yi*v)); + {$IF DEFINED(D2F_DEBUG)} + //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY); + {$ENDIF} + end; + + function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean; + begin + result := false; + if (mon = nil) then exit; + result := HitMonster(mon, dmg, (xi*v)*10, (yi*v)*10-3, SpawnerUID, HIT_SOME); + if result and (v <> 0) then mon.Push((xi*v), (yi*v)); + {$IF DEFINED(D2F_DEBUG)} + //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY); + {$ENDIF} + end; + + // collect players along hitray + // return `true` if instant hit was detected + function playerPossibleHit (): Boolean; + var + i: Integer; + px, py, pw, ph: Integer; + inx, iny: Integer; + distSq: Integer; + plr: TPlayer; + begin + result := false; + for i := 0 to High(gPlayers) do + begin + plr := gPlayers[i]; + if (plr <> nil) and plr.alive then + begin + plr.getMapBox(px, py, pw, ph); + if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then + begin + distSq := distanceSq(x, y, inx, iny); + if (distSq = 0) then + begin + // contains + if doPlayerHit(i, x, y) then begin result := true; exit; end; + end + else if (distSq < wallDistSq) then + begin + appendHitTimePlr(distSq, i, inx, iny); + end; + end; + end; + end; + end; + + procedure sqchecker (mon: TMonster); + var + mx, my, mw, mh: Integer; + inx, iny: Integer; + distSq: Integer; + begin + mon.getMapBox(mx, my, mw, mh); + if lineAABBIntersects(x0, y0, x2, y2, mx, my, mw, mh, inx, iny) then + begin + distSq := distanceSq(x0, y0, inx, iny); + if (distSq < wallDistSq) then appendHitTimeMon(distSq, mon, inx, iny); + end; + end; + +var + a: Integer; + dx, dy: Integer; + xe, ye: Integer; + s, c: Extended; + i: Integer; + wallHitFlag: Boolean = false; + wallHitX: Integer = 0; + wallHitY: Integer = 0; + didHit: Boolean = false; + {$IF DEFINED(D2F_DEBUG)} + stt: UInt64; + {$ENDIF} + mit: PMonster; + it: TMonsterGrid.Iter; +begin + (* + if not gwep_debug_fast_trace then + begin + g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger); + exit; + end; + *) + + if (xd = 0) and (yd = 0) then exit; + + if (g_GetUIDType(SpawnerUID) = UID_PLAYER) then + spawnerPlr := g_Player_Get(SpawnerUID); + + dmg := indmg; + + //wgunMonHash.reset(); //FIXME: clear hash on level change + wgunHitHeap.clear(); + wgunHitTimeUsed := 0; + + a := GetAngle(x, y, xd, yd)+180; + + SinCos(DegToRad(-a), s, c); + + if Abs(s) < 0.01 then s := 0; + if Abs(c) < 0.01 then c := 0; + + x0 := x; + y0 := y; + x2 := x+Round(c*gMapInfo.Width); + y2 := y+Round(s*gMapInfo.Width); + + dx := x2-x; + dy := y2-y; + + if (dx > 0) then xi := 1 else if (dx < 0) then xi := -1 else xi := 0; + if (dy > 0) then yi := 1 else if (dy < 0) then yi := -1 else yi := 0; + + {$IF DEFINED(D2F_DEBUG)} + e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), TMsgType.Notify); + stt := getTimeMicro(); + {$ENDIF} + + wallHitFlag := (g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY) <> nil); + if wallHitFlag then + begin + x2 := wallHitX; + y2 := wallHitY; + wallDistSq := distanceSq(x, y, wallHitX, wallHitY); + end + else + begin + wallHitX := x2; + wallHitY := y2; + end; + + if playerPossibleHit() then exit; // instant hit + + // collect monsters + //g_Mons_AlongLine(x, y, x2, y2, sqchecker); + + it := monsGrid.forEachAlongLine(x, y, x2, y2, -1); + for mit in it do sqchecker(mit^); + it.release(); + + // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime` + // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords + while (wgunHitHeap.count > 0) do + begin + // has some entities to check, do it + i := wgunHitHeap.front; + wgunHitHeap.popFront(); + // hitpoint + xe := wgunHitTime[i].x; + ye := wgunHitTime[i].y; + // check if it is not behind the wall + if (wgunHitTime[i].mon <> nil) then + begin + didHit := doMonsterHit(wgunHitTime[i].mon, xe, ye); + end + else + begin + didHit := doPlayerHit(wgunHitTime[i].plridx, xe, ye); + end; + if didHit then + begin + // need new coords for trigger + wallHitX := xe; + wallHitY := ye; + wallHitFlag := false; // no sparks + break; + end; + end; + + // need sparks? + if wallHitFlag then + begin + {$IF DEFINED(D2F_DEBUG)} + stt := getTimeMicro()-stt; + e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify); + {$ENDIF} + g_GFX_Spark(wallHitX, wallHitY, 2+Random(2), 180+a, 0, 0); + if g_Game_IsServer and g_Game_IsNet then MH_SEND_Effect(wallHitX, wallHitY, 180+a, NET_GFX_SPARK); + end + else + begin + {$IF DEFINED(D2F_DEBUG)} + stt := getTimeMicro()-stt; + e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt)]), TMsgType.Notify); + {$ENDIF} + 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 @@ -1309,7 +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; @@ -1330,7 +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; @@ -1388,7 +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; @@ -1409,7 +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; @@ -1427,7 +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; @@ -1448,7 +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; @@ -1467,7 +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; @@ -1488,7 +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; @@ -1506,7 +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; @@ -1527,7 +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; @@ -1545,7 +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; @@ -1563,10 +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; @@ -1584,7 +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; @@ -1605,7 +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; @@ -1624,7 +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; @@ -1645,7 +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; @@ -1664,7 +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; @@ -1685,7 +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; @@ -1724,8 +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; @@ -1739,30 +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); @@ -1770,11 +2164,25 @@ 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; +procedure g_Weapon_PreUpdate(); +var + i: Integer; +begin + if Shots = nil then Exit; + for i := 0 to High(Shots) do + if Shots[i].ShotType <> 0 then + begin + Shots[i].Obj.oldX := Shots[i].Obj.X; + Shots[i].Obj.oldY := Shots[i].Obj.Y; + end; +end; + procedure g_Weapon_Update(); var i, a, h, cx, cy, oldvx, oldvy, tf: Integer; @@ -1840,7 +2248,7 @@ begin if Stopped = 0 then begin - st := g_Obj_Move(@Obj, False, spl); + st := g_Obj_Move_Projectile(@Obj, False, spl); end else begin @@ -1869,19 +2277,17 @@ begin //  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_Game_Effect_Bubbles(cx, cy, 1+Random(3), 16, 16); + 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 @@ -2004,7 +2410,8 @@ begin end; end else - g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16); + g_Game_Effect_Bubbles(cx, cy, 1+Random(3), 16, 16); + ShotType := 0; Continue; end; @@ -2027,7 +2434,7 @@ 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 @@ -2042,7 +2449,7 @@ 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; @@ -2183,9 +2590,9 @@ end; procedure g_Weapon_Draw(); var - i: Integer; + i, fX, fY: Integer; a: SmallInt; - p: TPoint; + p: TDFPoint; begin if Shots = nil then Exit; @@ -2202,24 +2609,31 @@ begin else a := 0; + Obj.lerp(gLerpFactor, fX, fY); 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 (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(fX, fY, TMirrorType.None, p, a) else - Animation.Draw(Obj.X, Obj.Y, M_NONE); + Animation.Draw(fX, fY, 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, fX, fY, 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); + e_Draw(TextureID, fX, fY, 0, True, False); end; if g_debug_Frames then @@ -2256,93 +2670,82 @@ 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;