1 (* Copyright (C) Doom 2D: Forever Developers
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 {$INCLUDE ../shared/a_modes.inc}
16 {.$DEFINE GWEP_HITSCAN_TRACE_BITMAP_CHECKER}
22 SysUtils
, Classes
, mempool
,
23 g_textures
, g_basic
, e_graphics
, g_phys
, xprofiler
;
33 Animation
: TAnimation
;
38 procedure positionChanged (); //WARNING! call this after monster position was changed, or coldet will not work right!
43 Shots
: array of TShot
= nil;
44 LastShotID
: Integer = 0;
46 procedure g_Weapon_LoadData();
47 procedure g_Weapon_FreeData();
48 procedure g_Weapon_Init();
49 procedure g_Weapon_Free();
50 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
51 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
52 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord
;
54 procedure g_Weapon_gun(const x
, y
, xd
, yd
, v
, indmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
55 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
56 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
57 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
58 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word; WID
: Integer = -1; Silent
: Boolean = False);
59 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
60 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
61 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
62 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
63 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
64 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
65 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
66 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1; Silent
: Boolean = False; compat
: Boolean = true);
67 procedure g_Weapon_bfghit(x
, y
: Integer);
68 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
69 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
70 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
71 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; Silent
: Boolean = False);
73 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
74 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
75 procedure g_Weapon_PreUpdate();
76 procedure g_Weapon_Update();
77 procedure g_Weapon_Draw();
78 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
79 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
81 procedure g_Weapon_SaveState (st
: TStream
);
82 procedure g_Weapon_LoadState (st
: TStream
);
84 procedure g_Weapon_AddDynLights();
93 WEAPON_ROCKETLAUNCHER
= 6;
96 WEAPON_SUPERPULEMET
= 9;
97 WEAPON_FLAMETHROWER
= 10;
98 WEAPON_ZOMBY_PISTOL
= 20;
100 WEAPON_BSP_FIRE
= 22;
101 WEAPON_CACO_FIRE
= 23;
102 WEAPON_BARON_FIRE
= 24;
103 WEAPON_MANCUB_FIRE
= 25;
104 WEAPON_SKEL_FIRE
= 26;
106 WP_FIRST
= WEAPON_KASTET
;
107 WP_LAST
= WEAPON_FLAMETHROWER
;
111 gwep_debug_fast_trace
: Boolean = true;
117 Math
, g_map
, g_player
, g_gfx
, g_sound
, g_main
, g_panel
,
118 g_console
, g_options
, g_game
,
119 g_triggers
, MAPDEF
, e_log
, g_monsters
, g_saveload
,
120 g_language
, g_netmsg
, g_grid
,
121 geom
, binheap
, hashtable
, utils
, xstreams
;
131 SHOT_ROCKETLAUNCHER_WIDTH
= 14;
132 SHOT_ROCKETLAUNCHER_HEIGHT
= 14;
134 SHOT_SKELFIRE_WIDTH
= 14;
135 SHOT_SKELFIRE_HEIGHT
= 14;
137 SHOT_PLASMA_WIDTH
= 16;
138 SHOT_PLASMA_HEIGHT
= 16;
141 SHOT_BFG_HEIGHT
= 32;
142 SHOT_BFG_DAMAGE
= 100;
143 SHOT_BFG_RADIUS
= 256;
145 SHOT_FLAME_WIDTH
= 4;
146 SHOT_FLAME_HEIGHT
= 4;
147 SHOT_FLAME_LIFETIME
= 180;
149 SHOT_SIGNATURE
= $544F4853; // 'SHOT'
152 PHitTime
= ^THitTime
;
156 plridx
: Integer; // if mon=nil
160 TBinHeapKeyHitTime
= class
162 class function less (const a
, b
: Integer): Boolean; inline;
165 // indicies in `wgunHitTime` array
166 TBinaryHeapHitTimes
= specialize TBinaryHeapBase
<Integer, TBinHeapKeyHitTime
>;
169 WaterMap
: array of array of DWORD
= nil;
170 //wgunMonHash: THashIntInt = nil;
171 wgunHitHeap
: TBinaryHeapHitTimes
= nil;
172 wgunHitTime
: array of THitTime
= nil;
173 wgunHitTimeUsed
: Integer = 0;
176 class function TBinHeapKeyHitTime
.less (const a
, b
: Integer): Boolean;
180 hta
:= @wgunHitTime
[a
];
181 htb
:= @wgunHitTime
[b
];
182 if (hta
.distSq
<> htb
.distSq
) then begin result
:= (hta
.distSq
< htb
.distSq
); exit
; end;
183 if (hta
.mon
<> nil) then
186 if (htb
.mon
= nil) then begin result
:= false; exit
; end; // players first
187 result
:= (hta
.mon
.UID
< htb
.mon
.UID
); // why not?
192 if (htb
.mon
<> nil) then begin result
:= true; exit
; end; // players first
193 result
:= (hta
.plridx
< htb
.plridx
); // why not?
198 procedure appendHitTimeMon (adistSq
: Integer; amon
: TMonster
; ax
, ay
: Integer);
200 if (wgunHitTimeUsed
= Length(wgunHitTime
)) then SetLength(wgunHitTime
, wgunHitTimeUsed
+128);
201 with wgunHitTime
[wgunHitTimeUsed
] do
209 wgunHitHeap
.insert(wgunHitTimeUsed
);
210 Inc(wgunHitTimeUsed
);
214 procedure appendHitTimePlr (adistSq
: Integer; aplridx
: Integer; ax
, ay
: Integer);
216 if (wgunHitTimeUsed
= Length(wgunHitTime
)) then SetLength(wgunHitTime
, wgunHitTimeUsed
+128);
217 with wgunHitTime
[wgunHitTimeUsed
] do
225 wgunHitHeap
.insert(wgunHitTimeUsed
);
226 Inc(wgunHitTimeUsed
);
230 function FindShot(): DWORD
;
235 for i
:= 0 to High(Shots
) do
236 if Shots
[i
].ShotType
= 0 then
239 LastShotID
:= Result
;
245 SetLength(Shots
, 128);
250 Result
:= High(Shots
) + 1;
251 SetLength(Shots
, Length(Shots
) + 128);
253 LastShotID
:= Result
;
256 procedure CreateWaterMap();
258 WaterArray
: Array of TWaterPanel
;
265 SetLength(WaterArray
, Length(gWater
));
267 for a
:= 0 to High(gWater
) do
269 WaterArray
[a
].X
:= gWater
[a
].X
;
270 WaterArray
[a
].Y
:= gWater
[a
].Y
;
271 WaterArray
[a
].Width
:= gWater
[a
].Width
;
272 WaterArray
[a
].Height
:= gWater
[a
].Height
;
273 WaterArray
[a
].Active
:= True;
276 g_Game_SetLoadingText(_lc
[I_LOAD_WATER_MAP
], High(WaterArray
), False);
278 for a
:= 0 to High(WaterArray
) do
279 if WaterArray
[a
].Active
then
281 WaterArray
[a
].Active
:= False;
282 m
:= Length(WaterMap
);
283 SetLength(WaterMap
, m
+1);
284 SetLength(WaterMap
[m
], 1);
291 for b
:= 0 to High(WaterArray
) do
292 if WaterArray
[b
].Active
then
293 for c
:= 0 to High(WaterMap
[m
]) do
294 if g_CollideAround(WaterArray
[b
].X
,
297 WaterArray
[b
].Height
,
298 WaterArray
[WaterMap
[m
][c
]].X
,
299 WaterArray
[WaterMap
[m
][c
]].Y
,
300 WaterArray
[WaterMap
[m
][c
]].Width
,
301 WaterArray
[WaterMap
[m
][c
]].Height
) then
303 WaterArray
[b
].Active
:= False;
304 SetLength(WaterMap
[m
],
305 Length(WaterMap
[m
])+1);
306 WaterMap
[m
][High(WaterMap
[m
])] := b
;
312 g_Game_StepLoading();
320 chkTrap_pl
: array [0..256] of Integer;
321 chkTrap_mn
: array [0..65535] of TMonster
;
323 procedure CheckTrap(ID
: DWORD
; dm
: Integer; t
: Byte);
325 //a, b, c, d, i1, i2: Integer;
326 //chkTrap_pl, chkTrap_mn: WArray;
327 plaCount
: Integer = 0;
328 mnaCount
: Integer = 0;
332 function monsWaterCheck (mon: TMonster): Boolean;
334 result := false; // don't stop
335 if mon.alive and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
338 chkTrap_mn[i2] := monidx;
343 function monsWaterCheck (mon
: TMonster
): Boolean;
345 result
:= false; // don't stop
346 if (mon
.trapCheckFrameId
<> frameId
) then
348 mon
.trapCheckFrameId
:= frameId
;
349 chkTrap_mn
[mnaCount
] := mon
;
355 a
, b
, c
, d
, f
: Integer;
358 if (gWater
= nil) or (WaterMap
= nil) then Exit
;
360 frameId
:= g_Mons_getNewTrapFrameId();
365 //SetLength(chkTrap_pl, 1024);
366 //SetLength(chkTrap_mn, 1024);
367 //for d := 0 to 1023 do chkTrap_pl[d] := $FFFF;
368 //for d := 0 to 1023 do chkTrap_mn[d] := $FFFF;
370 for a
:= 0 to High(WaterMap
) do
372 for b
:= 0 to High(WaterMap
[a
]) do
374 pan
:= gWater
[WaterMap
[a
][b
]];
375 if not g_Obj_Collide(pan
.X
, pan
.Y
, pan
.Width
, pan
.Height
, @Shots
[ID
].Obj
) then continue
;
377 for c
:= 0 to High(WaterMap
[a
]) do
379 pan
:= gWater
[WaterMap
[a
][c
]];
380 for d
:= 0 to High(gPlayers
) do
382 if (gPlayers
[d
] <> nil) and (gPlayers
[d
].alive
) then
384 if gPlayers
[d
].Collide(pan
) then
387 while (f
< plaCount
) and (chkTrap_pl
[f
] <> d
) do Inc(f
);
388 if (f
= plaCount
) then
390 chkTrap_pl
[plaCount
] := d
;
392 if (plaCount
= Length(chkTrap_pl
)) then break
;
398 //g_Mons_ForEach(monsWaterCheck);
399 g_Mons_ForEachAliveAt(pan
.X
, pan
.Y
, pan
.Width
, pan
.Height
, monsWaterCheck
);
402 for f
:= 0 to plaCount
-1 do gPlayers
[chkTrap_pl
[f
]].Damage(dm
, Shots
[ID
].SpawnerUID
, 0, 0, t
);
403 for f
:= 0 to mnaCount
-1 do chkTrap_mn
[f
].Damage(dm
, 0, 0, Shots
[ID
].SpawnerUID
, t
);
411 function HitMonster(m
: TMonster
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
418 tt
:= g_GetUIDType(SpawnerUID
);
419 if tt
= UID_MONSTER
then
421 mon
:= g_Monsters_ByUID(SpawnerUID
);
423 mt
:= g_Monsters_ByUID(SpawnerUID
).MonsterType
430 if m
= nil then Exit
;
431 if m
.UID
= SpawnerUID
then
433 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì:
434 if (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then
436 // Êèáåð äåìîí è áî÷êà âîîáùå íå ìîãóò ñåáÿ ðàíèòü:
437 if (m
.MonsterType
= MONSTER_CYBER
) or
438 (m
.MonsterType
= MONSTER_BARREL
) then
445 if tt
= UID_MONSTER
then
447 // Lost_Soul íå ìîæåò ðàíèòü Pain_Elemental'à:
448 if (mt
= MONSTER_SOUL
) and (m
.MonsterType
= MONSTER_PAIN
) then
451 // Îáà ìîíñòðà îäíîãî âèäà:
452 if mt
= m
.MonsterType
then
454 MONSTER_IMP
, MONSTER_DEMON
, MONSTER_BARON
, MONSTER_KNIGHT
, MONSTER_CACO
,
455 MONSTER_SOUL
, MONSTER_MANCUB
, MONSTER_SKEL
, MONSTER_FISH
:
456 Exit
; // Ýòè íå áüþò ñâîèõ
460 if g_Game_IsServer
then
462 if (t
<> HIT_FLAME
) or (m
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then
463 Result
:= m
.Damage(d
, vx
, vy
, SpawnerUID
, t
)
465 Result
:= (gLMSRespawn
= LMS_RESPAWN_NONE
); // don't hit monsters when it's warmup time
466 if t
= HIT_FLAME
then
467 m
.CatchFire(SpawnerUID
);
470 Result
:= (gLMSRespawn
= LMS_RESPAWN_NONE
); // don't hit monsters when it's warmup time
474 function HitPlayer (p
: TPlayer
; d
: Integer; vx
, vy
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
478 // Ñàì ñåáÿ ìîæåò ðàíèòü òîëüêî ðàêåòîé è òîêîì
479 if (p
.UID
= SpawnerUID
) and (t
<> HIT_ROCKET
) and (t
<> HIT_ELECTRO
) then exit
;
481 if g_Game_IsServer
then
483 if (t
<> HIT_FLAME
) or (p
.FFireTime
= 0) or (vx
<> 0) or (vy
<> 0) then p
.Damage(d
, SpawnerUID
, vx
, vy
, t
);
484 if (t
= HIT_FLAME
) then p
.CatchFire(SpawnerUID
);
491 procedure g_Weapon_BFG9000(X
, Y
: Integer; SpawnerUID
: Word);
493 function monsCheck (mon
: TMonster
): Boolean;
495 result
:= false; // don't stop
496 if (mon
.alive
) and (mon
.UID
<> SpawnerUID
) then
500 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
501 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
502 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
503 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
505 if HitMonster(mon
, 50, 0, 0, SpawnerUID
, HIT_SOME
) then mon
.BFGHit();
517 //g_Sound_PlayEx('SOUND_WEAPON_EXPLODEBFG', 255);
521 if gAdvCorpses
and (h
<> -1) then
523 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
525 if (g_PatchLength(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
526 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
527 g_TraceVector(X
, Y
, Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
528 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)) then
530 Damage(50, SpawnerUID
, 0, 0);
531 g_Weapon_BFGHit(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
532 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2));
536 pl
:= g_Player_Get(SpawnerUID
);
544 if (gPlayers
[i
] <> nil) and (gPlayers
[i
].alive
) and (gPlayers
[i
].UID
<> SpawnerUID
) then
546 if (g_PatchLength(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
547 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) <= SHOT_BFG_RADIUS
) and
548 g_TraceVector(X
, Y
, GameX
+PLAYER_RECT
.X
+(PLAYER_RECT
.Width
div 2),
549 GameY
+PLAYER_RECT
.Y
+(PLAYER_RECT
.Height
div 2)) then
551 if (st
= TEAM_NONE
) or (st
<> gPlayers
[i
].Team
) then
552 b
:= HitPlayer(gPlayers
[i
], 50, 0, 0, SpawnerUID
, HIT_SOME
)
554 b
:= HitPlayer(gPlayers
[i
], 25, 0, 0, SpawnerUID
, HIT_SOME
);
556 gPlayers
[i
].BFGHit();
560 g_Mons_ForEachAlive(monsCheck
);
563 function g_Weapon_CreateShot(I
: Integer; ShotType
: Byte; Spawner
, TargetUID
: Word; X
, Y
, XV
, YV
: Integer): LongWord
;
569 find_id
:= FindShot()
573 if Integer(find_id
) >= High(Shots
) then
574 SetLength(Shots
, find_id
+ 64)
578 WEAPON_ROCKETLAUNCHER
:
580 with Shots
[find_id
] do
584 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
585 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
589 ShotType
:= WEAPON_ROCKETLAUNCHER
;
590 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
596 with Shots
[find_id
] do
600 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
601 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
604 ShotType
:= WEAPON_PLASMA
;
605 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
606 Animation
:= TAnimation
.Create(FramesID
, True, 5);
612 with Shots
[find_id
] do
616 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
617 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
620 ShotType
:= WEAPON_BFG
;
621 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
622 Animation
:= TAnimation
.Create(FramesID
, True, 6);
628 with Shots
[find_id
] do
632 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
633 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
636 ShotType
:= WEAPON_FLAMETHROWER
;
639 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
645 with Shots
[find_id
] do
649 Obj
.Rect
.Width
:= 16;
650 Obj
.Rect
.Height
:= 16;
653 ShotType
:= WEAPON_IMP_FIRE
;
654 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
655 Animation
:= TAnimation
.Create(FramesID
, True, 4);
661 with Shots
[find_id
] do
665 Obj
.Rect
.Width
:= 16;
666 Obj
.Rect
.Height
:= 16;
669 ShotType
:= WEAPON_CACO_FIRE
;
670 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
671 Animation
:= TAnimation
.Create(FramesID
, True, 4);
677 with Shots
[find_id
] do
681 Obj
.Rect
.Width
:= 32;
682 Obj
.Rect
.Height
:= 32;
685 ShotType
:= WEAPON_MANCUB_FIRE
;
686 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
687 Animation
:= TAnimation
.Create(FramesID
, True, 4);
693 with Shots
[find_id
] do
697 Obj
.Rect
.Width
:= 16;
698 Obj
.Rect
.Height
:= 16;
701 ShotType
:= WEAPON_BARON_FIRE
;
702 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
703 Animation
:= TAnimation
.Create(FramesID
, True, 4);
709 with Shots
[find_id
] do
713 Obj
.Rect
.Width
:= 16;
714 Obj
.Rect
.Height
:= 16;
717 ShotType
:= WEAPON_BSP_FIRE
;
718 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
719 Animation
:= TAnimation
.Create(FramesID
, True, 4);
725 with Shots
[find_id
] do
729 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
730 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
733 ShotType
:= WEAPON_SKEL_FIRE
;
735 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
736 Animation
:= TAnimation
.Create(FramesID
, True, 5);
741 Shots
[find_id
].Obj
.oldX
:= X
;
742 Shots
[find_id
].Obj
.oldY
:= Y
;
743 Shots
[find_id
].Obj
.X
:= X
;
744 Shots
[find_id
].Obj
.Y
:= Y
;
745 Shots
[find_id
].Obj
.Vel
.X
:= XV
;
746 Shots
[find_id
].Obj
.Vel
.Y
:= YV
;
747 Shots
[find_id
].Obj
.Accel
.X
:= 0;
748 Shots
[find_id
].Obj
.Accel
.Y
:= 0;
749 Shots
[find_id
].SpawnerUID
:= Spawner
;
750 if (ShotType
= WEAPON_FLAMETHROWER
) and (XV
= 0) and (YV
= 0) then
751 Shots
[find_id
].Stopped
:= 255
753 Shots
[find_id
].Stopped
:= 0;
757 procedure throw(i
, x
, y
, xd
, yd
, s
: Integer);
764 a
:= Max(Abs(xd
), Abs(yd
));
768 Shots
[i
].Obj
.oldX
:= x
;
769 Shots
[i
].Obj
.oldY
:= y
;
772 Shots
[i
].Obj
.Vel
.X
:= (xd
*s
) div a
;
773 Shots
[i
].Obj
.Vel
.Y
:= (yd
*s
) div a
;
774 Shots
[i
].Obj
.Accel
.X
:= 0;
775 Shots
[i
].Obj
.Accel
.Y
:= 0;
776 Shots
[i
].Stopped
:= 0;
777 if Shots
[i
].ShotType
in [WEAPON_ROCKETLAUNCHER
, WEAPON_BFG
] then
778 Shots
[i
].Timeout
:= 900 // ~25 sec
781 if Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
then
782 Shots
[i
].Timeout
:= SHOT_FLAME_LIFETIME
784 Shots
[i
].Timeout
:= 550; // ~15 sec
788 function g_Weapon_Hit(obj
: PObj
; d
: Integer; SpawnerUID
: Word; t
: Byte; HitCorpses
: Boolean = True): Byte;
792 function PlayerHit(Team
: Byte = 0): Boolean;
803 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
and g_Obj_Collide(obj
, @gPlayers
[i
].Obj
) then
806 if (Team
> 0) and (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
808 p
:= g_Player_Get(SpawnerUID
);
810 ChkTeam
:= (p
.Team
= gPlayers
[i
].Team
) xor (Team
= 2);
813 if HitPlayer(gPlayers
[i
], d
, obj
^.Vel
.X
, obj
^.Vel
.Y
, SpawnerUID
, t
) then
815 if t
<> HIT_FLAME
then
816 gPlayers
[i
].Push((obj
^.Vel
.X
+obj
^.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
817 (obj
^.Vel
.Y
+obj
^.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
819 g_Game_DelayEvent(DE_BFGHIT
, 1000, SpawnerUID
);
827 function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
829 result := false; // don't stop
830 if mon.alive and g_Obj_Collide(obj, @mon.Obj) then
832 if HitMonster(mon, d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then
834 if (t <> HIT_FLAME) then
836 mon.Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4,
837 (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4);
845 function monsCheckHit (mon
: TMonster
): Boolean;
847 result
:= false; // don't stop
848 if HitMonster(mon
, d
, obj
.Vel
.X
, obj
.Vel
.Y
, SpawnerUID
, t
) then
850 if (t
<> HIT_FLAME
) then
852 mon
.Push((obj
.Vel
.X
+obj
.Accel
.X
)*IfThen(t
= HIT_BFG
, 8, 1) div 4,
853 (obj
.Vel
.Y
+obj
.Accel
.Y
)*IfThen(t
= HIT_BFG
, 8, 1) div 4);
859 function MonsterHit(): Boolean;
861 //result := g_Mons_ForEach(monsCheckHit);
862 //FIXME: accelerate this!
863 result
:= g_Mons_ForEachAliveAt(obj
.X
+obj
.Rect
.X
, obj
.Y
+obj
.Rect
.Y
, obj
.Rect
.Width
, obj
.Rect
.Height
, monsCheckHit
);
873 if gAdvCorpses
and (h
<> -1) then
875 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) and
876 g_Obj_Collide(obj
, @gCorpses
[i
].Obj
) then
879 gCorpses
[i
].Damage(d
, SpawnerUID
, (obj
^.Vel
.X
+obj
^.Accel
.X
) div 4,
880 (obj
^.Vel
.Y
+obj
^.Accel
.Y
) div 4);
885 case gGameSettings
.GameMode
of
889 // Ñíà÷àëà áü¸ì ìîíñòðîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü èãðîêîâ
896 // È â êîíöå èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
897 // (èëè ñíàðÿä îò ìîíñòðà, èëè friendlyfire, èëè friendly_hit_projectile)
898 if (g_GetUIDType(SpawnerUID
) <> UID_PLAYER
) or
899 LongBool(gGameSettings
.Options
and (GAME_OPTION_TEAMDAMAGE
or GAME_OPTION_TEAMHITPROJECTILE
)) then
912 // Ñíà÷àëà áü¸ì èãðîêîâ, åñëè åñòü, ïîòîì ïûòàåìñÿ áèòü ìîíñòðîâ
929 // Ñíà÷àëà áü¸ì èãðîêîâ êîìàíäû ñîïåðíèêà
943 // È â êîíöå ñâîèõ èãðîêîâ, íî òîëüêî åñëè ïîëîæåíî
944 // (èëè friendlyfire, èëè friendly_hit_projectile)
945 if LongBool(gGameSettings
.Options
and (GAME_OPTION_TEAMDAMAGE
or GAME_OPTION_TEAMHITPROJECTILE
)) then
958 function g_Weapon_HitUID(UID
: Word; d
: Integer; SpawnerUID
: Word; t
: Byte): Boolean;
962 case g_GetUIDType(UID
) of
963 UID_PLAYER
: Result
:= HitPlayer(g_Player_Get(UID
), d
, 0, 0, SpawnerUID
, t
);
964 UID_MONSTER
: Result
:= HitMonster(g_Monsters_ByUID(UID
), d
, 0, 0, SpawnerUID
, t
);
969 function g_Weapon_Explode(X
, Y
: Integer; rad
: Integer; SpawnerUID
: Word): Boolean;
971 r
: Integer; // squared radius
973 function monsExCheck (mon
: TMonster
): Boolean;
977 result
:= false; // don't stop
979 dx
:= mon
.Obj
.X
+mon
.Obj
.Rect
.X
+(mon
.Obj
.Rect
.Width
div 2)-X
;
980 dy
:= mon
.Obj
.Y
+mon
.Obj
.Rect
.Y
+(mon
.Obj
.Rect
.Height
div 2)-Y
;
982 if dx
> 1000 then dx
:= 1000;
983 if dy
> 1000 then dy
:= 1000;
985 if (dx
*dx
+dy
*dy
< r
) then
987 //m := PointToRect(X, Y, Obj.X+Obj.Rect.X, Obj.Y+Obj.Rect.Y, Obj.Rect.Width, Obj.Rect.Height);
988 //e_WriteLog(Format('explo monster #%d: x=%d; y=%d; rad=%d; dx=%d; dy=%d', [monidx, X, Y, rad, dx, dy]), MSG_NOTIFY);
990 mm
:= Max(abs(dx
), abs(dy
));
991 if mm
= 0 then mm
:= 1;
995 HitMonster(mon
, ((mon
.Obj
.Rect
.Width
div 4)*10*(rad
-mm
)) div rad
, 0, 0, SpawnerUID
, HIT_ROCKET
);
998 mon
.Push((dx
*7) div mm
, (dy
*7) div mm
);
1004 i
, h
, dx
, dy
, m
, mm
: Integer;
1009 g_Triggers_PressC(X
, Y
, rad
, SpawnerUID
, ACTIVATE_SHOT
);
1013 h
:= High(gPlayers
);
1017 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
then
1020 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1021 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1023 if dx
> 1000 then dx
:= 1000;
1024 if dy
> 1000 then dy
:= 1000;
1026 if dx
*dx
+dy
*dy
< r
then
1028 //m := PointToRect(X, Y, GameX+PLAYER_RECT.X, GameY+PLAYER_RECT.Y,
1029 // PLAYER_RECT.Width, PLAYER_RECT.Height);
1031 mm
:= Max(abs(dx
), abs(dy
));
1032 if mm
= 0 then mm
:= 1;
1034 HitPlayer(gPlayers
[i
], (100*(rad
-mm
)) div rad
, (dx
*10) div mm
, (dy
*10) div mm
, SpawnerUID
, HIT_ROCKET
);
1035 gPlayers
[i
].Push((dx
*7) div mm
, (dy
*7) div mm
);
1039 //g_Mons_ForEach(monsExCheck);
1040 g_Mons_ForEachAt(X
-(rad
+32), Y
-(rad
+32), (rad
+32)*2, (rad
+32)*2, monsExCheck
);
1042 h
:= High(gCorpses
);
1044 if gAdvCorpses
and (h
<> -1) then
1046 if (gCorpses
[i
] <> nil) and (gCorpses
[i
].State
<> CORPSE_STATE_REMOVEME
) then
1049 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1050 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1052 if dx
> 1000 then dx
:= 1000;
1053 if dy
> 1000 then dy
:= 1000;
1055 if dx
*dx
+dy
*dy
< r
then
1057 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1058 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1060 mm
:= Max(abs(dx
), abs(dy
));
1061 if mm
= 0 then mm
:= 1;
1063 Damage(Round(100*(rad
-m
)/rad
), SpawnerUID
, (dx
*10) div mm
, (dy
*10) div mm
);
1069 if gAdvGibs
and (h
<> -1) then
1071 if gGibs
[i
].alive
then
1074 dx
:= Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2)-X
;
1075 dy
:= Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2)-Y
;
1077 if dx
> 1000 then dx
:= 1000;
1078 if dy
> 1000 then dy
:= 1000;
1080 if dx
*dx
+dy
*dy
< r
then
1082 m
:= PointToRect(X
, Y
, Obj
.X
+Obj
.Rect
.X
, Obj
.Y
+Obj
.Rect
.Y
,
1083 Obj
.Rect
.Width
, Obj
.Rect
.Height
);
1084 _angle
:= GetAngle(Obj
.X
+Obj
.Rect
.X
+(Obj
.Rect
.Width
div 2),
1085 Obj
.Y
+Obj
.Rect
.Y
+(Obj
.Rect
.Height
div 2), X
, Y
);
1087 g_Obj_PushA(@Obj
, Round(15*(rad
-m
)/rad
), _angle
);
1088 positionChanged(); // this updates spatial accelerators
1093 procedure g_Weapon_Init();
1098 procedure g_Weapon_Free();
1102 if Shots
<> nil then
1104 for i
:= 0 to High(Shots
) do
1105 if Shots
[i
].ShotType
<> 0 then
1106 Shots
[i
].Animation
.Free();
1114 procedure g_Weapon_LoadData();
1116 e_WriteLog('Loading weapons data...', TMsgType
.Notify
);
1118 g_Sound_CreateWADEx('SOUND_WEAPON_HITPUNCH', GameWAD
+':SOUNDS\HITPUNCH');
1119 g_Sound_CreateWADEx('SOUND_WEAPON_MISSPUNCH', GameWAD
+':SOUNDS\MISSPUNCH');
1120 g_Sound_CreateWADEx('SOUND_WEAPON_HITBERSERK', GameWAD
+':SOUNDS\HITBERSERK');
1121 g_Sound_CreateWADEx('SOUND_WEAPON_MISSBERSERK', GameWAD
+':SOUNDS\MISSBERSERK');
1122 g_Sound_CreateWADEx('SOUND_WEAPON_SELECTSAW', GameWAD
+':SOUNDS\SELECTSAW');
1123 g_Sound_CreateWADEx('SOUND_WEAPON_IDLESAW', GameWAD
+':SOUNDS\IDLESAW');
1124 g_Sound_CreateWADEx('SOUND_WEAPON_HITSAW', GameWAD
+':SOUNDS\HITSAW');
1125 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN2', GameWAD
+':SOUNDS\FIRESHOTGUN2');
1126 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESHOTGUN', GameWAD
+':SOUNDS\FIRESHOTGUN');
1127 g_Sound_CreateWADEx('SOUND_WEAPON_FIRESAW', GameWAD
+':SOUNDS\FIRESAW');
1128 g_Sound_CreateWADEx('SOUND_WEAPON_FIREROCKET', GameWAD
+':SOUNDS\FIREROCKET');
1129 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPLASMA', GameWAD
+':SOUNDS\FIREPLASMA');
1130 g_Sound_CreateWADEx('SOUND_WEAPON_FIREPISTOL', GameWAD
+':SOUNDS\FIREPISTOL');
1131 g_Sound_CreateWADEx('SOUND_WEAPON_FIRECGUN', GameWAD
+':SOUNDS\FIRECGUN');
1132 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBFG', GameWAD
+':SOUNDS\FIREBFG');
1133 g_Sound_CreateWADEx('SOUND_FIRE', GameWAD
+':SOUNDS\FIRE');
1134 g_Sound_CreateWADEx('SOUND_IGNITE', GameWAD
+':SOUNDS\IGNITE');
1135 g_Sound_CreateWADEx('SOUND_WEAPON_STARTFIREBFG', GameWAD
+':SOUNDS\STARTFIREBFG');
1136 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEROCKET', GameWAD
+':SOUNDS\EXPLODEROCKET');
1137 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBFG', GameWAD
+':SOUNDS\EXPLODEBFG');
1138 g_Sound_CreateWADEx('SOUND_WEAPON_BFGWATER', GameWAD
+':SOUNDS\BFGWATER');
1139 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEPLASMA', GameWAD
+':SOUNDS\EXPLODEPLASMA');
1140 g_Sound_CreateWADEx('SOUND_WEAPON_PLASMAWATER', GameWAD
+':SOUNDS\PLASMAWATER');
1141 g_Sound_CreateWADEx('SOUND_WEAPON_FIREBALL', GameWAD
+':SOUNDS\FIREBALL');
1142 g_Sound_CreateWADEx('SOUND_WEAPON_EXPLODEBALL', GameWAD
+':SOUNDS\EXPLODEBALL');
1143 g_Sound_CreateWADEx('SOUND_WEAPON_FIREREV', GameWAD
+':SOUNDS\FIREREV');
1144 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEON', GameWAD
+':SOUNDS\STARTFLM');
1145 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEOFF', GameWAD
+':SOUNDS\STOPFLM');
1146 g_Sound_CreateWADEx('SOUND_WEAPON_FLAMEWORK', GameWAD
+':SOUNDS\WORKFLM');
1147 g_Sound_CreateWADEx('SOUND_PLAYER_JETFLY', GameWAD
+':SOUNDS\WORKJETPACK');
1148 g_Sound_CreateWADEx('SOUND_PLAYER_JETON', GameWAD
+':SOUNDS\STARTJETPACK');
1149 g_Sound_CreateWADEx('SOUND_PLAYER_JETOFF', GameWAD
+':SOUNDS\STOPJETPACK');
1150 g_Sound_CreateWADEx('SOUND_PLAYER_CASING1', GameWAD
+':SOUNDS\CASING1');
1151 g_Sound_CreateWADEx('SOUND_PLAYER_CASING2', GameWAD
+':SOUNDS\CASING2');
1152 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD
+':SOUNDS\SHELL1');
1153 g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD
+':SOUNDS\SHELL2');
1155 g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD
+':TEXTURES\BROCKET');
1156 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD
+':TEXTURES\BSKELFIRE', 64, 16, 2);
1157 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD
+':TEXTURES\BBFG', 64, 64, 2);
1158 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD
+':TEXTURES\BPLASMA', 16, 16, 2);
1159 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD
+':TEXTURES\BIMPFIRE', 16, 16, 2);
1160 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD
+':TEXTURES\BBSPFIRE', 16, 16, 2);
1161 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD
+':TEXTURES\BCACOFIRE', 16, 16, 2);
1162 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD
+':TEXTURES\BBARONFIRE', 64, 16, 2);
1163 g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD
+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
1164 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD
+':TEXTURES\EROCKET', 128, 128, 6);
1165 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD
+':TEXTURES\ESKELFIRE', 64, 64, 3);
1166 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD
+':TEXTURES\EBFG', 128, 128, 6);
1167 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD
+':TEXTURES\EIMPFIRE', 64, 64, 3);
1168 g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD
+':TEXTURES\BFGHIT', 64, 64, 4);
1169 g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD
+':TEXTURES\FIRE', 64, 128, 8);
1170 g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD
+':TEXTURES\FLAME', 32, 32, 11);
1171 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD
+':TEXTURES\EPLASMA', 32, 32, 4, True);
1172 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD
+':TEXTURES\EBSPFIRE', 32, 32, 5);
1173 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD
+':TEXTURES\ECACOFIRE', 64, 64, 3);
1174 g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD
+':TEXTURES\EBARONFIRE', 64, 64, 3);
1175 g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD
+':TEXTURES\SMOKE', 32, 32, 10, False);
1177 g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD
+':TEXTURES\EBULLET');
1178 g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD
+':TEXTURES\ESHELL');
1180 //wgunMonHash := hashNewIntInt();
1181 wgunHitHeap
:= TBinaryHeapHitTimes
.Create();
1184 procedure g_Weapon_FreeData();
1186 e_WriteLog('Releasing weapons data...', TMsgType
.Notify
);
1188 g_Sound_Delete('SOUND_WEAPON_HITPUNCH');
1189 g_Sound_Delete('SOUND_WEAPON_MISSPUNCH');
1190 g_Sound_Delete('SOUND_WEAPON_HITBERSERK');
1191 g_Sound_Delete('SOUND_WEAPON_MISSBERSERK');
1192 g_Sound_Delete('SOUND_WEAPON_SELECTSAW');
1193 g_Sound_Delete('SOUND_WEAPON_IDLESAW');
1194 g_Sound_Delete('SOUND_WEAPON_HITSAW');
1195 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN2');
1196 g_Sound_Delete('SOUND_WEAPON_FIRESHOTGUN');
1197 g_Sound_Delete('SOUND_WEAPON_FIRESAW');
1198 g_Sound_Delete('SOUND_WEAPON_FIREROCKET');
1199 g_Sound_Delete('SOUND_WEAPON_FIREPLASMA');
1200 g_Sound_Delete('SOUND_WEAPON_FIREPISTOL');
1201 g_Sound_Delete('SOUND_WEAPON_FIRECGUN');
1202 g_Sound_Delete('SOUND_WEAPON_FIREBFG');
1203 g_Sound_Delete('SOUND_FIRE');
1204 g_Sound_Delete('SOUND_IGNITE');
1205 g_Sound_Delete('SOUND_WEAPON_STARTFIREBFG');
1206 g_Sound_Delete('SOUND_WEAPON_EXPLODEROCKET');
1207 g_Sound_Delete('SOUND_WEAPON_EXPLODEBFG');
1208 g_Sound_Delete('SOUND_WEAPON_BFGWATER');
1209 g_Sound_Delete('SOUND_WEAPON_EXPLODEPLASMA');
1210 g_Sound_Delete('SOUND_WEAPON_PLASMAWATER');
1211 g_Sound_Delete('SOUND_WEAPON_FIREBALL');
1212 g_Sound_Delete('SOUND_WEAPON_EXPLODEBALL');
1213 g_Sound_Delete('SOUND_WEAPON_FIREREV');
1214 g_Sound_Delete('SOUND_WEAPON_FLAMEON');
1215 g_Sound_Delete('SOUND_WEAPON_FLAMEOFF');
1216 g_Sound_Delete('SOUND_WEAPON_FLAMEWORK');
1217 g_Sound_Delete('SOUND_PLAYER_JETFLY');
1218 g_Sound_Delete('SOUND_PLAYER_JETON');
1219 g_Sound_Delete('SOUND_PLAYER_JETOFF');
1220 g_Sound_Delete('SOUND_PLAYER_CASING1');
1221 g_Sound_Delete('SOUND_PLAYER_CASING2');
1222 g_Sound_Delete('SOUND_PLAYER_SHELL1');
1223 g_Sound_Delete('SOUND_PLAYER_SHELL2');
1225 g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
1226 g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
1227 g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
1228 g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
1229 g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
1230 g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
1231 g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
1232 g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
1233 g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
1234 g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
1235 g_Frames_DeleteByName('FRAMES_BFGHIT');
1236 g_Frames_DeleteByName('FRAMES_FIRE');
1237 g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
1238 g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
1239 g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
1240 g_Frames_DeleteByName('FRAMES_SMOKE');
1241 g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
1242 g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
1246 function GunHitPlayer (X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer; SpawnerUID
: Word; AllowPush
: Boolean): Boolean;
1251 for i
:= 0 to High(gPlayers
) do
1253 if (gPlayers
[i
] <> nil) and gPlayers
[i
].alive
and gPlayers
[i
].Collide(X
, Y
) then
1255 if HitPlayer(gPlayers
[i
], dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
1257 if AllowPush
then gPlayers
[i
].Push(vx
, vy
);
1265 function GunHit (X
, Y
: Integer; vx
, vy
: Integer; dmg
: Integer; SpawnerUID
: Word; AllowPush
: Boolean): Byte;
1267 function monsCheck (mon
: TMonster
): Boolean;
1269 result
:= false; // don't stop
1270 if HitMonster(mon
, dmg
, vx
*10, vy
*10-3, SpawnerUID
, HIT_SOME
) then
1272 if AllowPush
then mon
.Push(vx
, vy
);
1279 if GunHitPlayer(X
, Y
, vx
, vy
, dmg
, SpawnerUID
, AllowPush
) then result
:= 1
1280 else if g_Mons_ForEachAliveAt(X
, Y
, 1, 1, monsCheck
) then result
:= 2;
1285 procedure g_Weapon_gunOld(const x, y, xd, yd, v, dmg: Integer; SpawnerUID: Word; CheckTrigger: Boolean);
1296 t1, _collide: Boolean;
1298 {$IF DEFINED(D2F_DEBUG)}
1300 showTime: Boolean = true;
1303 a := GetAngle(x, y, xd, yd)+180;
1305 SinCos(DegToRad(-a), s, c);
1307 if Abs(s) < 0.01 then s := 0;
1308 if Abs(c) < 0.01 then c := 0;
1310 x2 := x+Round(c*gMapInfo.Width);
1311 y2 := y+Round(s*gMapInfo.Width);
1313 t1 := gWalls <> nil;
1315 w := gMapInfo.Width;
1316 h := gMapInfo.Height;
1323 if (xd = 0) and (yd = 0) then Exit;
1325 if dx > 0 then xi := 1 else if dx < 0 then xi := -1 else xi := 0;
1326 if dy > 0 then yi := 1 else if dy < 0 then yi := -1 else yi := 0;
1331 if dx > dy then d := dx else d := dy;
1333 //blood vel, for Monster.Damage()
1334 //vx := (dx*10 div d)*xi;
1335 //vy := (dy*10 div d)*yi;
1337 {$IF DEFINED(D2F_DEBUG)}
1338 stt := getTimeMicro();
1361 if (yy > h) or (yy < 0) then Break;
1362 if (xx > w) or (xx < 0) then Break;
1365 if ByteBool(gCollideMap[yy, xx] and MARK_BLOCKED) then
1368 {$IF DEFINED(D2F_DEBUG)}
1369 stt := getTimeMicro()-stt;
1370 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1373 g_GFX_Spark(xx-xi, yy-yi, 2+Random(2), 180+a, 0, 0);
1374 if g_Game_IsServer and g_Game_IsNet then
1375 MH_SEND_Effect(xx-xi, yy-yi, 180+a, NET_GFX_SPARK);
1378 if not _collide then
1380 _collide := GunHit(xx, yy, xi*v, yi*v, dmg, SpawnerUID, v <> 0) <> 0;
1383 if _collide then Break;
1386 {$IF DEFINED(D2F_DEBUG)}
1389 stt := getTimeMicro()-stt;
1390 e_WriteLog(Format('*** old trace time: %u microseconds', [LongWord(stt)]), MSG_NOTIFY);
1394 if CheckTrigger and g_Game_IsServer then
1395 g_Triggers_PressL(X, Y, xx-xi, yy-yi, SpawnerUID, ACTIVATE_SHOT);
1401 procedure g_Weapon_gun (const x
, y
, xd
, yd
, v
, indmg
: Integer; SpawnerUID
: Word; CheckTrigger
: Boolean);
1406 wallDistSq
: Integer = $3fffffff;
1407 spawnerPlr
: TPlayer
= nil;
1410 function doPlayerHit (idx
: Integer; hx
, hy
: Integer): Boolean;
1413 if (idx
< 0) or (idx
> High(gPlayers
)) then exit
;
1414 if (gPlayers
[idx
] = nil) or not gPlayers
[idx
].alive
then exit
;
1415 if (spawnerPlr
<> nil) then
1417 if ((gGameSettings
.Options
and (GAME_OPTION_TEAMHITTRACE
or GAME_OPTION_TEAMDAMAGE
)) = 0) and
1418 (spawnerPlr
.Team
<> TEAM_NONE
) and (spawnerPlr
.Team
= gPlayers
[idx
].Team
) then
1420 if (spawnerPlr
<> gPlayers
[idx
]) and ((gGameSettings
.Options
and GAME_OPTION_TEAMABSORBDAMAGE
) = 0) then
1421 dmg
:= Max(1, dmg
div 2);
1425 result
:= HitPlayer(gPlayers
[idx
], dmg
, (xi
*v
)*10, (yi
*v
)*10-3, SpawnerUID
, HIT_SOME
);
1426 if result
and (v
<> 0) then gPlayers
[idx
].Push((xi
*v
), (yi
*v
));
1427 {$IF DEFINED(D2F_DEBUG)}
1428 //if result then e_WriteLog(Format(' PLAYER #%d HIT', [idx]), MSG_NOTIFY);
1432 function doMonsterHit (mon
: TMonster
; hx
, hy
: Integer): Boolean;
1435 if (mon
= nil) then exit
;
1436 result
:= HitMonster(mon
, dmg
, (xi
*v
)*10, (yi
*v
)*10-3, SpawnerUID
, HIT_SOME
);
1437 if result
and (v
<> 0) then mon
.Push((xi
*v
), (yi
*v
));
1438 {$IF DEFINED(D2F_DEBUG)}
1439 //if result then e_WriteLog(Format(' MONSTER #%u HIT', [LongWord(mon.UID)]), MSG_NOTIFY);
1443 // collect players along hitray
1444 // return `true` if instant hit was detected
1445 function playerPossibleHit (): Boolean;
1448 px
, py
, pw
, ph
: Integer;
1454 for i
:= 0 to High(gPlayers
) do
1457 if (plr
<> nil) and plr
.alive
then
1459 plr
.getMapBox(px
, py
, pw
, ph
);
1460 if lineAABBIntersects(x
, y
, x2
, y2
, px
, py
, pw
, ph
, inx
, iny
) then
1462 distSq
:= distanceSq(x
, y
, inx
, iny
);
1463 if (distSq
= 0) then
1466 if doPlayerHit(i
, x
, y
) then begin result
:= true; exit
; end;
1468 else if (distSq
< wallDistSq
) then
1470 appendHitTimePlr(distSq
, i
, inx
, iny
);
1477 procedure sqchecker (mon
: TMonster
);
1479 mx
, my
, mw
, mh
: Integer;
1483 mon
.getMapBox(mx
, my
, mw
, mh
);
1484 if lineAABBIntersects(x0
, y0
, x2
, y2
, mx
, my
, mw
, mh
, inx
, iny
) then
1486 distSq
:= distanceSq(x0
, y0
, inx
, iny
);
1487 if (distSq
< wallDistSq
) then appendHitTimeMon(distSq
, mon
, inx
, iny
);
1497 wallHitFlag
: Boolean = false;
1498 wallHitX
: Integer = 0;
1499 wallHitY
: Integer = 0;
1500 didHit
: Boolean = false;
1501 {$IF DEFINED(D2F_DEBUG)}
1505 it
: TMonsterGrid
.Iter
;
1508 if not gwep_debug_fast_trace then
1510 g_Weapon_gunOld(x, y, xd, yd, v, dmg, SpawnerUID, CheckTrigger);
1515 if (xd
= 0) and (yd
= 0) then exit
;
1517 if (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
1518 spawnerPlr
:= g_Player_Get(SpawnerUID
);
1522 //wgunMonHash.reset(); //FIXME: clear hash on level change
1523 wgunHitHeap
.clear();
1524 wgunHitTimeUsed
:= 0;
1526 a
:= GetAngle(x
, y
, xd
, yd
)+180;
1528 SinCos(DegToRad(-a
), s
, c
);
1530 if Abs(s
) < 0.01 then s
:= 0;
1531 if Abs(c
) < 0.01 then c
:= 0;
1535 x2
:= x
+Round(c
*gMapInfo
.Width
);
1536 y2
:= y
+Round(s
*gMapInfo
.Width
);
1541 if (dx
> 0) then xi
:= 1 else if (dx
< 0) then xi
:= -1 else xi
:= 0;
1542 if (dy
> 0) then yi
:= 1 else if (dy
< 0) then yi
:= -1 else yi
:= 0;
1544 {$IF DEFINED(D2F_DEBUG)}
1545 e_WriteLog(Format('GUN TRACE: (%d,%d) to (%d,%d)', [x
, y
, x2
, y2
]), TMsgType
.Notify
);
1546 stt
:= getTimeMicro();
1549 wallHitFlag
:= (g_Map_traceToNearestWall(x
, y
, x2
, y2
, @wallHitX
, @wallHitY
) <> nil);
1554 wallDistSq
:= distanceSq(x
, y
, wallHitX
, wallHitY
);
1562 if playerPossibleHit() then exit
; // instant hit
1565 //g_Mons_AlongLine(x, y, x2, y2, sqchecker);
1567 it
:= monsGrid
.forEachAlongLine(x
, y
, x2
, y2
, -1);
1568 for mit
in it
do sqchecker(mit
^);
1571 // here, we collected all monsters and players in `wgunHitHeap` and `wgunHitTime`
1572 // also, if `wallWasHit` is `true`, then `wallHitX` and `wallHitY` contains spark coords
1573 while (wgunHitHeap
.count
> 0) do
1575 // has some entities to check, do it
1576 i
:= wgunHitHeap
.front
;
1577 wgunHitHeap
.popFront();
1579 xe
:= wgunHitTime
[i
].x
;
1580 ye
:= wgunHitTime
[i
].y
;
1581 // check if it is not behind the wall
1582 if (wgunHitTime
[i
].mon
<> nil) then
1584 didHit
:= doMonsterHit(wgunHitTime
[i
].mon
, xe
, ye
);
1588 didHit
:= doPlayerHit(wgunHitTime
[i
].plridx
, xe
, ye
);
1592 // need new coords for trigger
1595 wallHitFlag
:= false; // no sparks
1603 {$IF DEFINED(D2F_DEBUG)}
1604 stt
:= getTimeMicro()-stt
;
1605 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt
)]), TMsgType
.Notify
);
1607 g_GFX_Spark(wallHitX
, wallHitY
, 2+Random(2), 180+a
, 0, 0);
1608 if g_Game_IsServer
and g_Game_IsNet
then MH_SEND_Effect(wallHitX
, wallHitY
, 180+a
, NET_GFX_SPARK
);
1612 {$IF DEFINED(D2F_DEBUG)}
1613 stt
:= getTimeMicro()-stt
;
1614 e_WriteLog(Format('*** new trace time: %u microseconds', [LongWord(stt
)]), TMsgType
.Notify
);
1618 if CheckTrigger
and g_Game_IsServer
then g_Triggers_PressL(X
, Y
, wallHitX
, wallHitY
, SpawnerUID
, ACTIVATE_SHOT
);
1622 procedure g_Weapon_punch(x
, y
: Integer; d
, SpawnerUID
: Word);
1630 obj
.rect
.Width
:= 39;
1631 obj
.rect
.Height
:= 52;
1637 if g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
) <> 0 then
1638 g_Sound_PlayExAt('SOUND_WEAPON_HITPUNCH', x
, y
)
1640 g_Sound_PlayExAt('SOUND_WEAPON_MISSPUNCH', x
, y
);
1643 function g_Weapon_chainsaw(x
, y
: Integer; d
, SpawnerUID
: Word): Integer;
1651 obj
.rect
.Width
:= 32;
1652 obj
.rect
.Height
:= 52;
1658 Result
:= g_Weapon_Hit(@obj
, d
, SpawnerUID
, HIT_SOME
);
1661 procedure g_Weapon_rocket(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1662 Silent
: Boolean = False; compat
: Boolean = true);
1668 find_id
:= FindShot()
1672 if Integer(find_id
) >= High(Shots
) then
1673 SetLength(Shots
, find_id
+ 64)
1676 with Shots
[find_id
] do
1680 Obj
.Rect
.Width
:= SHOT_ROCKETLAUNCHER_WIDTH
;
1681 Obj
.Rect
.Height
:= SHOT_ROCKETLAUNCHER_HEIGHT
;
1684 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1686 dx
:= -(Obj
.Rect
.Width
div 2);
1687 dy
:= -(Obj
.Rect
.Height
div 2);
1689 ShotType
:= WEAPON_ROCKETLAUNCHER
;
1690 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1694 g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID
);
1697 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1700 g_Sound_PlayExAt('SOUND_WEAPON_FIREROCKET', x
, y
);
1703 procedure g_Weapon_revf(x
, y
, xd
, yd
: Integer; SpawnerUID
, TargetUID
: Word;
1704 WID
: Integer = -1; Silent
: Boolean = False);
1706 find_id
, FramesID
: DWORD
;
1710 find_id
:= FindShot()
1714 if Integer(find_id
) >= High(Shots
) then
1715 SetLength(Shots
, find_id
+ 64)
1718 with Shots
[find_id
] do
1722 Obj
.Rect
.Width
:= SHOT_SKELFIRE_WIDTH
;
1723 Obj
.Rect
.Height
:= SHOT_SKELFIRE_HEIGHT
;
1725 dx
:= -(Obj
.Rect
.Width
div 2);
1726 dy
:= -(Obj
.Rect
.Height
div 2);
1728 ShotType
:= WEAPON_SKEL_FIRE
;
1729 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 12);
1732 target
:= TargetUID
;
1733 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_SKELFIRE');
1734 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1737 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1740 g_Sound_PlayExAt('SOUND_WEAPON_FIREREV', x
, y
);
1743 procedure g_Weapon_plasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1744 Silent
: Boolean = False; compat
: Boolean = true);
1746 find_id
, FramesID
: DWORD
;
1750 find_id
:= FindShot()
1754 if Integer(find_id
) >= High(Shots
) then
1755 SetLength(Shots
, find_id
+ 64);
1758 with Shots
[find_id
] do
1762 Obj
.Rect
.Width
:= SHOT_PLASMA_WIDTH
;
1763 Obj
.Rect
.Height
:= SHOT_PLASMA_HEIGHT
;
1766 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1768 dx
:= -(Obj
.Rect
.Width
div 2);
1769 dy
:= -(Obj
.Rect
.Height
div 2);
1771 ShotType
:= WEAPON_PLASMA
;
1772 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1775 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_PLASMA');
1776 Animation
:= TAnimation
.Create(FramesID
, True, 5);
1779 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1782 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1785 procedure g_Weapon_flame(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1786 Silent
: Boolean = False; compat
: Boolean = true);
1792 find_id
:= FindShot()
1796 if Integer(find_id
) >= High(Shots
) then
1797 SetLength(Shots
, find_id
+ 64);
1800 with Shots
[find_id
] do
1804 Obj
.Rect
.Width
:= SHOT_FLAME_WIDTH
;
1805 Obj
.Rect
.Height
:= SHOT_FLAME_HEIGHT
;
1808 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1810 dx
:= -(Obj
.Rect
.Width
div 2);
1811 dy
:= -(Obj
.Rect
.Height
div 2);
1813 ShotType
:= WEAPON_FLAMETHROWER
;
1814 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1819 g_Frames_Get(TextureID
, 'FRAMES_FLAME');
1822 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1824 // if not Silent then
1825 // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y);
1828 procedure g_Weapon_ball1(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1829 Silent
: Boolean = False; compat
: Boolean = true);
1831 find_id
, FramesID
: DWORD
;
1835 find_id
:= FindShot()
1839 if Integer(find_id
) >= High(Shots
) then
1840 SetLength(Shots
, find_id
+ 64)
1843 with Shots
[find_id
] do
1847 Obj
.Rect
.Width
:= 16;
1848 Obj
.Rect
.Height
:= 16;
1851 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1853 dx
:= -(Obj
.Rect
.Width
div 2);
1854 dy
:= -(Obj
.Rect
.Height
div 2);
1856 ShotType
:= WEAPON_IMP_FIRE
;
1857 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1860 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_IMPFIRE');
1861 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1864 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1867 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1870 procedure g_Weapon_ball2(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1871 Silent
: Boolean = False; compat
: Boolean = true);
1873 find_id
, FramesID
: DWORD
;
1877 find_id
:= FindShot()
1881 if Integer(find_id
) >= High(Shots
) then
1882 SetLength(Shots
, find_id
+ 64)
1885 with Shots
[find_id
] do
1889 Obj
.Rect
.Width
:= 16;
1890 Obj
.Rect
.Height
:= 16;
1893 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1895 dx
:= -(Obj
.Rect
.Width
div 2);
1896 dy
:= -(Obj
.Rect
.Height
div 2);
1898 ShotType
:= WEAPON_CACO_FIRE
;
1899 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1902 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_CACOFIRE');
1903 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1906 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1909 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1912 procedure g_Weapon_ball7(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1913 Silent
: Boolean = False; compat
: Boolean = true);
1915 find_id
, FramesID
: DWORD
;
1919 find_id
:= FindShot()
1923 if Integer(find_id
) >= High(Shots
) then
1924 SetLength(Shots
, find_id
+ 64)
1927 with Shots
[find_id
] do
1931 Obj
.Rect
.Width
:= 16;
1932 Obj
.Rect
.Height
:= 16;
1935 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1937 dx
:= -(Obj
.Rect
.Width
div 2);
1938 dy
:= -(Obj
.Rect
.Height
div 2);
1940 ShotType
:= WEAPON_BARON_FIRE
;
1941 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1944 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BARONFIRE');
1945 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1948 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1951 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
1954 procedure g_Weapon_aplasma(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1955 Silent
: Boolean = False; compat
: Boolean = true);
1957 find_id
, FramesID
: DWORD
;
1961 find_id
:= FindShot()
1965 if Integer(find_id
) >= High(Shots
) then
1966 SetLength(Shots
, find_id
+ 64)
1969 with Shots
[find_id
] do
1973 Obj
.Rect
.Width
:= 16;
1974 Obj
.Rect
.Height
:= 16;
1977 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
1979 dx
:= -(Obj
.Rect
.Width
div 2);
1980 dy
:= -(Obj
.Rect
.Height
div 2);
1982 ShotType
:= WEAPON_BSP_FIRE
;
1983 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
1987 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BSPFIRE');
1988 Animation
:= TAnimation
.Create(FramesID
, True, 4);
1991 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
1994 g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x
, y
);
1997 procedure g_Weapon_manfire(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
1998 Silent
: Boolean = False; compat
: Boolean = true);
2000 find_id
, FramesID
: DWORD
;
2004 find_id
:= FindShot()
2008 if Integer(find_id
) >= High(Shots
) then
2009 SetLength(Shots
, find_id
+ 64)
2012 with Shots
[find_id
] do
2016 Obj
.Rect
.Width
:= 32;
2017 Obj
.Rect
.Height
:= 32;
2020 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
2022 dx
:= -(Obj
.Rect
.Width
div 2);
2023 dy
:= -(Obj
.Rect
.Height
div 2);
2025 ShotType
:= WEAPON_MANCUB_FIRE
;
2026 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
2030 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_MANCUBFIRE');
2031 Animation
:= TAnimation
.Create(FramesID
, True, 4);
2034 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
2037 g_Sound_PlayExAt('SOUND_WEAPON_FIREBALL', x
, y
);
2040 procedure g_Weapon_bfgshot(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word; WID
: Integer = -1;
2041 Silent
: Boolean = False; compat
: Boolean = true);
2043 find_id
, FramesID
: DWORD
;
2047 find_id
:= FindShot()
2051 if Integer(find_id
) >= High(Shots
) then
2052 SetLength(Shots
, find_id
+ 64)
2055 with Shots
[find_id
] do
2059 Obj
.Rect
.Width
:= SHOT_BFG_WIDTH
;
2060 Obj
.Rect
.Height
:= SHOT_BFG_HEIGHT
;
2063 dx
:= IfThen(xd
> x
, -Obj
.Rect
.Width
, 0)
2065 dx
:= -(Obj
.Rect
.Width
div 2);
2066 dy
:= -(Obj
.Rect
.Height
div 2);
2068 ShotType
:= WEAPON_BFG
;
2069 throw(find_id
, x
+dx
, y
+dy
, xd
+dx
, yd
+dy
, 16);
2072 g_Frames_Get(FramesID
, 'FRAMES_WEAPON_BFG');
2073 Animation
:= TAnimation
.Create(FramesID
, True, 6);
2076 Shots
[find_id
].SpawnerUID
:= SpawnerUID
;
2079 g_Sound_PlayExAt('SOUND_WEAPON_FIREBFG', x
, y
);
2082 procedure g_Weapon_bfghit(x
, y
: Integer);
2087 if g_Frames_Get(ID
, 'FRAMES_BFGHIT') then
2089 Anim
:= TAnimation
.Create(ID
, False, 4);
2090 g_GFX_OnceAnim(x
-32, y
-32, Anim
);
2095 procedure g_Weapon_pistol(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2096 Silent
: Boolean = False);
2099 g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', x
, y
);
2101 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
2102 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then
2104 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 3, SpawnerUID
, False);
2105 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
2109 procedure g_Weapon_mgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2110 Silent
: Boolean = False);
2113 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', x
, y
);
2115 g_Weapon_gun(x
, y
, xd
, yd
, 1, 3, SpawnerUID
, True);
2116 if (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) and
2117 (g_GetUIDType(SpawnerUID
) = UID_PLAYER
) then
2119 g_Weapon_gun(x
, y
+1, xd
, yd
+1, 1, 2, SpawnerUID
, False);
2120 g_Weapon_gun(x
, y
-1, xd
, yd
-1, 1, 2, SpawnerUID
, False);
2124 procedure g_Weapon_shotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2125 Silent
: Boolean = False);
2130 if gSoundEffectsDF
then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x
, y
);
2134 j
:= Random(17)-8; // -8 .. 8
2135 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 2 <> 0, 1, 0), 3, SpawnerUID
, i
=0);
2139 procedure g_Weapon_dshotgun(x
, y
, xd
, yd
: Integer; SpawnerUID
: Word;
2140 Silent
: Boolean = False);
2145 g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x
, y
);
2147 if gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
] then a
:= 25 else a
:= 20;
2150 j
:= Random(41)-20; // -20 .. 20
2151 g_Weapon_gun(x
, y
+j
, xd
, yd
+j
, IfThen(i
mod 3 <> 0, 0, 1), 3, SpawnerUID
, i
=0);
2155 procedure g_Weapon_PreUpdate();
2159 if Shots
= nil then Exit
;
2160 for i
:= 0 to High(Shots
) do
2161 if Shots
[i
].ShotType
<> 0 then
2163 Shots
[i
].Obj
.oldX
:= Shots
[i
].Obj
.X
;
2164 Shots
[i
].Obj
.oldY
:= Shots
[i
].Obj
.Y
;
2168 procedure g_Weapon_Update();
2170 i
, a
, h
, cx
, cy
, oldvx
, oldvy
, tf
: Integer;
2184 for i
:= 0 to High(Shots
) do
2186 if Shots
[i
].ShotType
= 0 then
2193 Timeout
:= Timeout
- 1;
2196 // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ):
2197 if (Stopped
= 0) and g_Game_IsServer
then
2198 t
:= g_Triggers_PressR(Obj
.X
, Obj
.Y
, Obj
.Rect
.Width
, Obj
.Rect
.Height
,
2199 SpawnerUID
, ACTIVATE_SHOT
, triggers
)
2205 // Ïîïîëíÿåì ñïèñîê àêòèâèðîâàííûõ òðèããåðîâ:
2206 if triggers
= nil then
2213 if not InDWArray(t
[a
], triggers
) then
2215 SetLength(triggers
, Length(triggers
)+1);
2216 triggers
[High(triggers
)] := t
[a
];
2221 // Àíèìàöèÿ ñíàðÿäà:
2222 if Animation
<> nil then
2226 spl
:= (ShotType
<> WEAPON_PLASMA
) and
2227 (ShotType
<> WEAPON_BFG
) and
2228 (ShotType
<> WEAPON_BSP_FIRE
) and
2229 (ShotType
<> WEAPON_FLAMETHROWER
);
2233 st
:= g_Obj_Move_Projectile(@Obj
, False, spl
);
2239 positionChanged(); // this updates spatial accelerators
2241 if WordBool(st
and MOVE_FALLOUT
) or (Obj
.X
< -1000) or
2242 (Obj
.X
> gMapInfo
.Width
+1000) or (Obj
.Y
< -1000) then
2244 // Íà êëèåíòå ñêîðåå âñåãî è òàê óæå âûïàë.
2250 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2251 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2254 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2256 // Âûëåòåëà èç âîäû:
2257 if WordBool(st
and MOVE_HITAIR
) then
2258 g_Obj_SetSpeed(@Obj
, 12);
2260 // Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
2261 if WordBool(st
and MOVE_INWATER
) then
2262 g_GFX_Bubbles(Obj
.X
+(Obj
.Rect
.Width
div 2),
2263 Obj
.Y
+(Obj
.Rect
.Height
div 2),
2264 1+Random(3), 16, 16)
2266 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
2268 Anim
:= TAnimation
.Create(_id
, False, 3);
2270 g_GFX_OnceAnim(Obj
.X
-14+Random(9),
2271 Obj
.Y
+(Obj
.Rect
.Height
div 2)-20+Random(9),
2272 Anim
, ONCEANIM_SMOKE
);
2276 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2277 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2278 (g_Weapon_Hit(@Obj
, 10, SpawnerUID
, HIT_SOME
, False) <> 0) or
2284 g_Weapon_Explode(cx
, cy
, 60, SpawnerUID
);
2286 if ShotType
= WEAPON_SKEL_FIRE
then
2287 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2288 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2290 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2291 Anim
.Blending
:= False;
2292 g_GFX_OnceAnim((Obj
.X
+32)-58, (Obj
.Y
+8)-36, Anim
);
2293 g_DynLightExplosion((Obj
.X
+32), (Obj
.Y
+8), 64, 1, 0, 0);
2298 begin // Âçðûâ Ðàêåòû
2299 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2301 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2302 Anim
.Blending
:= False;
2303 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2304 g_DynLightExplosion(cx
, cy
, 64, 1, 0, 0);
2309 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2314 if ShotType
= WEAPON_SKEL_FIRE
then
2315 begin // Ñàìîíàâîäêà ñíàðÿäà Ñêåëåòà:
2316 if GetPos(target
, @o
) then
2317 throw(i
, Obj
.X
, Obj
.Y
,
2318 o
.X
+o
.Rect
.X
+(o
.Rect
.Width
div 2)+o
.Vel
.X
+o
.Accel
.X
,
2319 o
.Y
+o
.Rect
.Y
+(o
.Rect
.Height
div 2)+o
.Vel
.Y
+o
.Accel
.Y
,
2324 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2326 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2327 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2329 g_Sound_PlayExAt('SOUND_WEAPON_PLASMAWATER', Obj
.X
, Obj
.Y
);
2330 if g_Game_IsServer
then CheckTrap(i
, 10, HIT_ELECTRO
);
2336 if (ShotType
= WEAPON_PLASMA
) and
2337 (gGameSettings
.GameMode
in [GM_DM
, GM_TDM
, GM_CTF
]) then
2342 if ShotType
= WEAPON_BSP_FIRE
then
2345 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2346 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2347 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
, False) <> 0) or
2350 if ShotType
= WEAPON_PLASMA
then
2351 s
:= 'FRAMES_EXPLODE_PLASMA'
2353 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2356 if g_Frames_Get(TextureID
, s
) then
2358 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2359 Anim
.Blending
:= False;
2360 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2362 g_DynLightExplosion(cx
, cy
, 32, 0, 0.5, 0.5);
2365 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2371 WEAPON_FLAMETHROWER
: // Îãíåìåò
2373 // Ñî âðåìåíåì óìèðàåò
2374 if (Timeout
< 1) then
2380 if WordBool(st
and (MOVE_HITWATER
or MOVE_INWATER
)) then
2382 if WordBool(st
and MOVE_HITWATER
) then
2384 if g_Frames_Get(_id
, 'FRAMES_SMOKE') then
2386 Anim
:= TAnimation
.Create(_id
, False, 3);
2390 g_GFX_OnceAnim(cx
-4+tcx
-(Anim
.Width
div 2),
2391 cy
-4+tcy
-(Anim
.Height
div 2),
2392 Anim
, ONCEANIM_SMOKE
);
2397 g_GFX_Bubbles(cx
, cy
, 1+Random(3), 16, 16);
2404 Obj
.Accel
.Y
:= Obj
.Accel
.Y
+ 1;
2405 // Ïîïàëè â ñòåíó èëè â âîäó:
2406 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
or MOVE_HITWATER
)) then
2412 if WordBool(st
and MOVE_HITWALL
) then
2413 Stopped
:= MOVE_HITWALL
2414 else if WordBool(st
and MOVE_HITLAND
) then
2415 Stopped
:= MOVE_HITLAND
2416 else if WordBool(st
and MOVE_HITCEIL
) then
2417 Stopped
:= MOVE_HITCEIL
;
2420 a
:= IfThen(Stopped
= 0, 10, 1);
2421 // Åñëè â êîãî-òî ïîïàëè
2422 if g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_FLAME
, False) <> 0 then
2424 // HIT_FLAME ñàì ïîäîææåò
2425 // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì
2435 if (gTime
mod LongWord(tf
) = 0) then
2437 Anim
:= TAnimation
.Create(TextureID
, False, 2 + Random(2));
2440 MOVE_HITWALL
: begin tcx
:= cx
-4+Random(8); tcy
:= cy
-12+Random(24); end;
2441 MOVE_HITLAND
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
-10+Random(8); end;
2442 MOVE_HITCEIL
: begin tcx
:= cx
-12+Random(24); tcy
:= cy
+6+Random(8); end;
2443 else begin tcx
:= cx
-4+Random(8); tcy
:= cy
-4+Random(8); end;
2445 g_GFX_OnceAnim(tcx
-(Anim
.Width
div 2), tcy
-(Anim
.Height
div 2), Anim
, ONCEANIM_SMOKE
);
2447 //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
2453 // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå:
2454 if WordBool(st
and (MOVE_INWATER
or MOVE_HITWATER
)) then
2456 g_Sound_PlayExAt('SOUND_WEAPON_BFGWATER', Obj
.X
, Obj
.Y
);
2457 if g_Game_IsServer
then CheckTrap(i
, 1000, HIT_ELECTRO
);
2462 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2463 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2464 (g_Weapon_Hit(@Obj
, SHOT_BFG_DAMAGE
, SpawnerUID
, HIT_BFG
, False) <> 0) or
2468 if g_Game_IsServer
then g_Weapon_BFG9000(cx
, cy
, SpawnerUID
);
2471 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') then
2473 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2474 Anim
.Blending
:= False;
2475 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2477 g_DynLightExplosion(cx
, cy
, 96, 0, 1, 0);
2480 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2486 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2489 if WordBool(st
and MOVE_HITAIR
) then
2490 g_Obj_SetSpeed(@Obj
, 16);
2493 if ShotType
= WEAPON_IMP_FIRE
then
2496 if ShotType
= WEAPON_CACO_FIRE
then
2501 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2502 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2503 (g_Weapon_Hit(@Obj
, a
, SpawnerUID
, HIT_SOME
) <> 0) or
2506 if ShotType
= WEAPON_IMP_FIRE
then
2507 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2509 if ShotType
= WEAPON_CACO_FIRE
then
2510 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2512 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2515 if g_Frames_Get(TextureID
, s
) then
2517 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2518 Anim
.Blending
:= False;
2519 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2523 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2529 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2532 if WordBool(st
and MOVE_HITAIR
) then
2533 g_Obj_SetSpeed(@Obj
, 16);
2535 // Ïîïàëè â êîãî-òî èëè â ñòåíó:
2536 if WordBool(st
and (MOVE_HITWALL
or MOVE_HITLAND
or MOVE_HITCEIL
)) or
2537 (g_Weapon_Hit(@Obj
, 40, SpawnerUID
, HIT_SOME
, False) <> 0) or
2541 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2543 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2544 Anim
.Blending
:= False;
2545 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2549 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2554 end; // case ShotType of...
2556 // Åñëè ñíàðÿäà óæå íåò, óäàëÿåì àíèìàöèþ:
2557 if (ShotType
= 0) then
2559 if gGameSettings
.GameType
= GT_SERVER
then
2560 MH_SEND_DeleteShot(i
, Obj
.X
, Obj
.Y
, Loud
);
2561 if Animation
<> nil then
2567 else if (ShotType
<> WEAPON_FLAMETHROWER
) and ((oldvx
<> Obj
.Vel
.X
) or (oldvy
<> Obj
.Vel
.Y
)) then
2568 if gGameSettings
.GameType
= GT_SERVER
then
2569 MH_SEND_UpdateShot(i
);
2574 procedure g_Weapon_Draw();
2583 for i
:= 0 to High(Shots
) do
2584 if Shots
[i
].ShotType
<> 0 then
2587 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2588 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2589 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2590 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2591 a
:= -GetAngle2(Obj
.Vel
.X
, Obj
.Vel
.Y
)
2595 Obj
.lerp(gLerpFactor
, fX
, fY
);
2596 p
.X
:= Obj
.Rect
.Width
div 2;
2597 p
.Y
:= Obj
.Rect
.Height
div 2;
2599 if Animation
<> nil then
2601 if (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2602 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2603 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) then
2604 Animation
.DrawEx(fX
, fY
, TMirrorType
.None
, p
, a
)
2606 Animation
.Draw(fX
, fY
, TMirrorType
.None
);
2608 else if TextureID
<> 0 then
2610 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) then
2611 e_DrawAdv(TextureID
, fX
, fY
, 0, True, False, a
, @p
, TMirrorType
.None
)
2612 else if (Shots
[i
].ShotType
<> WEAPON_FLAMETHROWER
) then
2613 e_Draw(TextureID
, fX
, fY
, 0, True, False);
2616 if g_debug_Frames
then
2618 e_DrawQuad(Obj
.X
+Obj
.Rect
.X
,
2620 Obj
.X
+Obj
.Rect
.X
+Obj
.Rect
.Width
-1,
2621 Obj
.Y
+Obj
.Rect
.Y
+Obj
.Rect
.Height
-1,
2627 function g_Weapon_Danger(UID
: Word; X
, Y
: Integer; Width
, Height
: Word; Time
: Byte): Boolean;
2636 for a
:= 0 to High(Shots
) do
2637 if (Shots
[a
].ShotType
<> 0) and (Shots
[a
].SpawnerUID
<> UID
) then
2638 if ((Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
> 0) and (Shots
[a
].Obj
.X
< X
)) or
2639 (Shots
[a
].Obj
.Vel
.Y
= 0) and (Shots
[a
].Obj
.Vel
.X
< 0) and (Shots
[a
].Obj
.X
> X
) then
2640 if (Abs(X
-Shots
[a
].Obj
.X
) < Abs(Shots
[a
].Obj
.Vel
.X
*Time
)) and
2641 g_Collide(X
, Y
, Width
, Height
, X
, Shots
[a
].Obj
.Y
,
2642 Shots
[a
].Obj
.Rect
.Width
, Shots
[a
].Obj
.Rect
.Height
) and
2643 g_TraceVector(X
, Y
, Shots
[a
].Obj
.X
, Shots
[a
].Obj
.Y
) then
2650 procedure g_Weapon_SaveState (st
: TStream
);
2652 count
, i
, j
: Integer;
2654 // Ñ÷èòàåì êîëè÷åñòâî ñóùåñòâóþùèõ ñíàðÿäîâ
2656 for i
:= 0 to High(Shots
) do if (Shots
[i
].ShotType
<> 0) then Inc(count
);
2658 // Êîëè÷åñòâî ñíàðÿäîâ
2659 utils
.WriteInt(st
, count
);
2661 if (count
= 0) then exit
;
2663 for i
:= 0 to High(Shots
) do
2665 if Shots
[i
].ShotType
<> 0 then
2667 // Ñèãíàòóðà ñíàðÿäà
2668 utils
.writeSign(st
, 'SHOT');
2669 utils
.writeInt(st
, Byte(0)); // version
2671 utils
.writeInt(st
, Byte(Shots
[i
].ShotType
));
2673 utils
.writeInt(st
, Word(Shots
[i
].Target
));
2675 utils
.writeInt(st
, Word(Shots
[i
].SpawnerUID
));
2676 // Ðàçìåð ïîëÿ Triggers
2677 utils
.writeInt(st
, Integer(Length(Shots
[i
].Triggers
)));
2678 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2679 for j
:= 0 to Length(Shots
[i
].Triggers
)-1 do utils
.writeInt(st
, LongWord(Shots
[i
].Triggers
[j
]));
2681 Obj_SaveState(st
, @Shots
[i
].Obj
);
2683 utils
.writeInt(st
, Byte(Shots
[i
].Stopped
));
2688 procedure g_Weapon_LoadState (st
: TStream
);
2690 count
, tc
, i
, j
: Integer;
2693 if (st
= nil) then exit
;
2695 // Êîëè÷åñòâî ñíàðÿäîâ
2696 count
:= utils
.readLongInt(st
);
2697 if (count
< 0) or (count
> 1024*1024) then raise XStreamError
.Create('invalid shots counter');
2699 SetLength(Shots
, count
);
2701 if (count
= 0) then exit
;
2703 for i
:= 0 to count
-1 do
2705 // Ñèãíàòóðà ñíàðÿäà
2706 if not utils
.checkSign(st
, 'SHOT') then raise XStreamError
.Create('invalid shot signature');
2707 if (utils
.readByte(st
) <> 0) then raise XStreamError
.Create('invalid shot version');
2709 Shots
[i
].ShotType
:= utils
.readByte(st
);
2711 Shots
[i
].Target
:= utils
.readWord(st
);
2713 Shots
[i
].SpawnerUID
:= utils
.readWord(st
);
2714 // Ðàçìåð ïîëÿ Triggers
2715 tc
:= utils
.readLongInt(st
);
2716 if (tc
< 0) or (tc
> 1024*1024) then raise XStreamError
.Create('invalid shot triggers counter');
2717 SetLength(Shots
[i
].Triggers
, tc
);
2718 // Òðèããåðû, àêòèâèðîâàííûå âûñòðåëîì
2719 for j
:= 0 to tc
-1 do Shots
[i
].Triggers
[j
] := utils
.readLongWord(st
);
2721 Obj_LoadState(@Shots
[i
].Obj
, st
);
2723 Shots
[i
].Stopped
:= utils
.readByte(st
);
2725 // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
2726 Shots
[i
].TextureID
:= DWORD(-1);
2727 Shots
[i
].Animation
:= nil;
2729 case Shots
[i
].ShotType
of
2730 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
:
2732 g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots
[i
].TextureID
);
2736 g_Frames_Get(dw
, 'FRAMES_WEAPON_PLASMA');
2737 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 5);
2741 g_Frames_Get(dw
, 'FRAMES_WEAPON_BFG');
2742 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 6);
2746 g_Frames_Get(dw
, 'FRAMES_WEAPON_IMPFIRE');
2747 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2751 g_Frames_Get(dw
, 'FRAMES_WEAPON_BSPFIRE');
2752 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2756 g_Frames_Get(dw
, 'FRAMES_WEAPON_CACOFIRE');
2757 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2761 g_Frames_Get(dw
, 'FRAMES_WEAPON_BARONFIRE');
2762 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2766 g_Frames_Get(dw
, 'FRAMES_WEAPON_MANCUBFIRE');
2767 Shots
[i
].Animation
:= TAnimation
.Create(dw
, True, 4);
2773 procedure g_Weapon_DestroyShot(I
: Integer; X
, Y
: Integer; Loud
: Boolean = True);
2781 if (I
> High(Shots
)) or (I
< 0) then Exit
;
2785 if ShotType
= 0 then Exit
;
2788 cx
:= Obj
.X
+ (Obj
.Rect
.Width
div 2);
2789 cy
:= Obj
.Y
+ (Obj
.Rect
.Height
div 2);
2792 WEAPON_ROCKETLAUNCHER
, WEAPON_SKEL_FIRE
: // Ðàêåòû è ñíàðÿäû Ñêåëåòà
2796 if ShotType
= WEAPON_SKEL_FIRE
then
2797 begin // Âçðûâ ñíàðÿäà Ñêåëåòà
2798 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_SKELFIRE') then
2800 Anim
:= TAnimation
.Create(TextureID
, False, 8);
2801 Anim
.Blending
:= False;
2802 g_GFX_OnceAnim((Obj
.X
+32)-32, (Obj
.Y
+8)-32, Anim
);
2807 begin // Âçðûâ Ðàêåòû
2808 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') then
2810 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2811 Anim
.Blending
:= False;
2812 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2816 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj
.X
, Obj
.Y
);
2820 WEAPON_PLASMA
, WEAPON_BSP_FIRE
: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
2822 if ShotType
= WEAPON_PLASMA
then
2823 s
:= 'FRAMES_EXPLODE_PLASMA'
2825 s
:= 'FRAMES_EXPLODE_BSPFIRE';
2827 if g_Frames_Get(TextureID
, s
) and loud
then
2829 Anim
:= TAnimation
.Create(TextureID
, False, 3);
2830 Anim
.Blending
:= False;
2831 g_GFX_OnceAnim(cx
-16, cy
-16, Anim
);
2834 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj
.X
, Obj
.Y
);
2841 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_BFG') and Loud
then
2843 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2844 Anim
.Blending
:= False;
2845 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2848 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj
.X
, Obj
.Y
);
2852 WEAPON_IMP_FIRE
, WEAPON_CACO_FIRE
, WEAPON_BARON_FIRE
: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
2854 if ShotType
= WEAPON_IMP_FIRE
then
2855 s
:= 'FRAMES_EXPLODE_IMPFIRE'
2857 if ShotType
= WEAPON_CACO_FIRE
then
2858 s
:= 'FRAMES_EXPLODE_CACOFIRE'
2860 s
:= 'FRAMES_EXPLODE_BARONFIRE';
2862 if g_Frames_Get(TextureID
, s
) and Loud
then
2864 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2865 Anim
.Blending
:= False;
2866 g_GFX_OnceAnim(cx
-32, cy
-32, Anim
);
2869 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2873 WEAPON_MANCUB_FIRE
: // Âûñòðåë Ìàíêóáóñà
2875 if g_Frames_Get(TextureID
, 'FRAMES_EXPLODE_ROCKET') and Loud
then
2877 Anim
:= TAnimation
.Create(TextureID
, False, 6);
2878 Anim
.Blending
:= False;
2879 g_GFX_OnceAnim(cx
-64, cy
-64, Anim
);
2882 g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj
.X
, Obj
.Y
);
2885 end; // case ShotType of...
2893 procedure g_Weapon_AddDynLights();
2897 if Shots
= nil then Exit
;
2898 for i
:= 0 to High(Shots
) do
2900 if Shots
[i
].ShotType
= 0 then continue
;
2901 if (Shots
[i
].ShotType
= WEAPON_ROCKETLAUNCHER
) or
2902 (Shots
[i
].ShotType
= WEAPON_BARON_FIRE
) or
2903 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2904 (Shots
[i
].ShotType
= WEAPON_SKEL_FIRE
) or
2905 (Shots
[i
].ShotType
= WEAPON_IMP_FIRE
) or
2906 (Shots
[i
].ShotType
= WEAPON_CACO_FIRE
) or
2907 (Shots
[i
].ShotType
= WEAPON_MANCUB_FIRE
) or
2908 (Shots
[i
].ShotType
= WEAPON_BSP_FIRE
) or
2909 (Shots
[i
].ShotType
= WEAPON_PLASMA
) or
2910 (Shots
[i
].ShotType
= WEAPON_BFG
) or
2911 (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) or
2914 if (Shots
[i
].ShotType
= WEAPON_PLASMA
) then
2915 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 0, 0.3, 1, 0.4)
2916 else if (Shots
[i
].ShotType
= WEAPON_BFG
) then
2917 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 0, 1, 0, 0.5)
2918 else if (Shots
[i
].ShotType
= WEAPON_FLAMETHROWER
) then
2919 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 42, 1, 0.8, 0, 0.4)
2921 g_AddDynLight(Shots
[i
].Obj
.X
+(Shots
[i
].Obj
.Rect
.Width
div 2), Shots
[i
].Obj
.Y
+(Shots
[i
].Obj
.Rect
.Height
div 2), 128, 1, 0, 0, 0.4);
2927 procedure TShot
.positionChanged (); begin end;