X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=aa78ebd94e7ddae5fa7f224eada8b21f0cf3f79e;hb=a6271e37492b08be8791fdc0b452f42e04c86d16;hp=7f8f99dd5c8adfe49cc5829fc08d4ed33252c5c2;hpb=082b546b38711030b4490facbefa37a331cb1a37;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 7f8f99d..aa78ebd 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -128,7 +128,7 @@ uses 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, g_grid, binheap, hashtable; type @@ -162,9 +162,10 @@ const type PHitTime = ^THitTime; THitTime = record - time: Single; + distSq: Integer; mon: TMonster; plridx: Integer; // if mon=nil + x, y: Integer; end; // indicies in `wgunHitTime` array @@ -172,48 +173,61 @@ type 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; +function hitTimeLess (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; @@ -1151,8 +1165,8 @@ 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(hitTimeLess); end; procedure g_Weapon_FreeData(); @@ -1369,13 +1383,13 @@ end; //!!!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: Single = 1.0e100; + wallDistSq: Integer = $3fffffff; - function doPlayerHit (idx: Integer): Boolean; + function doPlayerHit (idx: Integer; hx, hy: Integer): Boolean; begin result := false; if (idx < 0) or (idx > High(gPlayers)) then exit; @@ -1387,7 +1401,7 @@ var {$ENDIF} end; - function doMonsterHit (mon: TMonster): Boolean; + function doMonsterHit (mon: TMonster; hx, hy: Integer): Boolean; begin result := false; if (mon = nil) then exit; @@ -1403,47 +1417,52 @@ var 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.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 + plr.getMapBox(px, py, pw, ph); + if lineAABBIntersects(x, y, x2, y2, px, py, pw, ph, inx, iny) then begin - // intersect - if (tmin <= 0.0) 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 - if (tmin*tmin < wallDistSq) then appendHitTimePlr(tmin, i); + appendHitTimePlr(distSq, i, inx, iny); end; end; end; end; end; - function sqchecker (mon: TMonster; dist: Single): Boolean; + function sqchecker (mon: TMonster; tag: Integer): Boolean; + var + mx, my, mw, mh: Integer; + inx, iny: Integer; + distSq: Integer; begin result := false; // don't stop - if (dist*dist < wallDistSq) then appendHitTimeMon(dist, mon); + 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; - x2, y2: Integer; dx, dy: Integer; xe, ye: Integer; s, c: Extended; @@ -1455,7 +1474,6 @@ var {$IF DEFINED(D2F_DEBUG)} stt: UInt64; {$ENDIF} -*) begin (* if not gwep_debug_fast_trace then @@ -1465,8 +1483,9 @@ 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; @@ -1477,28 +1496,28 @@ 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; {$IF DEFINED(D2F_DEBUG)} e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x, y, x2, y2]), MSG_NOTIFY); stt := curTimeMicro(); {$ENDIF} - wallHitFlag := g_Map_traceToNearestWall(x, y, x2, y2, @wallHitX, @wallHitY); + 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 @@ -1506,29 +1525,29 @@ 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); // 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 @@ -1559,7 +1578,6 @@ begin end; if CheckTrigger and g_Game_IsServer then g_Triggers_PressL(X, Y, wallHitX, wallHitY, SpawnerUID, ACTIVATE_SHOT); -*) end;