DEADSOFTWARE

added actor rendering interpolation; fixed vsync on startup
[d2df-sdl.git] / src / game / g_weapons.pas
index 78965efd9378623329c16f2778abfd4daa412098..bb17a4138972d82f07ac7674dc966e543cec69d3 100644 (file)
@@ -2,8 +2,7 @@
  *
  * 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
@@ -73,6 +72,7 @@ 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;
@@ -462,12 +462,12 @@ 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_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;
 
 
@@ -738,6 +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;
@@ -763,6 +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;
@@ -1117,6 +1121,7 @@ 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');
@@ -1126,6 +1131,9 @@ 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');
@@ -1183,6 +1191,7 @@ 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');
@@ -1192,6 +1201,9 @@ 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');
@@ -2086,6 +2098,19 @@ begin
   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;
@@ -2338,7 +2363,7 @@ 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
@@ -2494,7 +2519,7 @@ end;
 
 procedure g_Weapon_Draw();
 var
-  i: Integer;
+  i, fX, fY: Integer;
   a: SmallInt;
   p: TDFPoint;
 begin
@@ -2513,6 +2538,7 @@ begin
         else
           a := 0;
 
+        Obj.lerp(gLerpFactor, fX, fY);
         p.X := Obj.Rect.Width div 2;
         p.Y := Obj.Rect.Height div 2;
 
@@ -2521,16 +2547,16 @@ 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, TMirrorType.None, p, a)
+              Animation.DrawEx(fX, fY, TMirrorType.None, p, a)
             else
-              Animation.Draw(Obj.X, Obj.Y, TMirrorType.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, TMirrorType.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