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Real_Lib.pas
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Real_Lib.pas
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unit Real_Lib;
(***************************************)
(* TFK Real-Time Objects 1.0.1.9*)
(***************************************)
(* Created by Neoff *)
(* mail : [email protected] *)
(* site : http://tfk.mirgames.ru *)
(***************************************)
{Physical objects reference}
{by NEOFF}
{îñíîâíûå ïåðåìåííûå -
x, y, (ïîëîæåíèå)
lx, ly (ïðåäûäóùåå ïîëîæåíèå) - âîîáùå íå èñïîëüçóåòñÿ ñåé÷àñ... â ñòðóêòóðå åãî íåòó.
dx,dy, (äèôôåðåíöèàë)
ïî ýòèì ïàðàìåòðàì èäåò ðàññ÷åò ñëåäóþùåãî ïîëîæåíèÿ.
äëÿ ðàññ÷åòà ãðàíàò óäîáíåå èñïîëüçîâàòü dx, dy â òî âðåìÿ
êàê äëÿ îáû÷íîãî îáúåêòà - lx, ly. Òîãäà îñòàíîâêó îáúåêòà ëåã÷å ïðåäóãàäàòü.
}
interface
uses
SysUtils,
OpenGL,
Engine_Reg,
Func_Lib,
Type_Lib,
Graph_Lib,
Math_Lib,
Model_Lib,
ObjAnim_Lib,
ObjSound_Lib,
MapObj_Lib,
ItemObj_Lib,
Constants_Lib,
Demo_Lib,
Particle_Lib;
const
REAL_MAX_UID = 256;
type
TRealObjType = (otSprite, otItem, otShot, otDeadPlayer);
//äàííàÿ ñòðóêòóðà áóäåò îòñûëàòüñÿ ïî ñåòè %%)))
//â ýòîé ñòðóêòóðå äîëæíû áûòü âñå âàæíåéøèå ïåðåìåííûå
TRealObjStruct = record
UID : WORD;
playerUID, ItemID : Byte;
objtype : TRealObjType;
x, y, dx, dy, angle : single;
//ïåðåâåðíóò ëè îáúåêò...
orient : Byte; //0 - êàê âñåãäà 1- ïåðåâîðîò îòí. ãîðèçîíòàëüíîé îñè. 2- âåðòèêàëüíîé
twinkle: boolean;
//Äëÿ Real'shot-à - íîìåð îðóæèÿ
//À äëÿ Real'Item-a - íîìåð èòåìà.
//êîëè÷åñòâî ïðåäìåòà
ItemCount : WORD;
livetimer : WORD; //âðåìÿ äî óíè÷òîæåíèÿ...
end;
//ðàçìåð òèïà - 43 áàéòà... æàëêî ÷òî single íè íà ÷òî íå ïîìåíÿåøü :)
//â ïðèíöèïå ïî ñåòêå ìîæíî ïåðåäàâàòü è integer...íî ýòî ïîòîì ïðèäóìàåì
// XProger: âî âðåìÿ èãðû íè îäèí ïîäîáíûé îáúåêò ïåðåäàâàòüñÿ íå äîëæåí
// à âîò ïðè êîííåêòå - îáÿçàòåëüíî íóæíî ïåðåäàâàòü.
PRealObj = ^TRealObj;
TRealObj = class
constructor Create(struct_: TRealObjStruct);
destructor Destroy;override;
protected
fstruct: TRealObjStruct;
fdead: boolean;// íàäî ëè óäàëÿòü îáúåêò
width, height: integer;//øèðèíà è âûñîòà ÔÈÇÈ×ÅÑÊÀß
fgraph_rect: TRect;//in Object x y coordinates
public
Next : TRealObj;
Plane : TPlane;
lx, ly: single;
//lx, ly - ïðåäûäóùåå ïîëîæåíèå
color: TRGBA;
anim: TObjTex;
sound: TSound;
animate: boolean;
rect: TRect;
tag: integer;
property Struct: TRealObjStruct read fstruct write fstruct;
property x: single read fstruct.x write fstruct.x;
property y: single read fstruct.y write fstruct.y;
property angle: single read fstruct.angle write fstruct.angle;
property UID: word read fstruct.UID;
property PlayerUID: byte read fstruct.PlayerUID;
property Dead: boolean read fdead;
property Weapon: byte read fstruct.ItemID;
property livetimer: word read fstruct.livetimer write fstruct.livetimer;
procedure OnPlayer(sender: TObject); virtual;//ïåðåñå÷åíèå ñ ãðàíèöàìè Player'a
procedure SetColor(color: TRGB);
procedure Kill; virtual;
procedure Update; virtual;
procedure Draw; virtual;
procedure CheckTwinkle;
end;
//ÎÁÚÅÊÒ , ÎÑÒÀÍÀÂËÈÂÀÅÌÛÉ ÁÐÈÊÀÌÈ
TRealObj1 = class(TRealObj)
constructor Create(struct_ : TRealObjStruct);
protected
fIgnoreEmpty: boolean;
//õàðàêòåð óäàðà
fBlockLeft, fBlockTop, fBlockRight, fBlockBottom, fBlockAll: boolean;
fOldBlock, fNoDoorStop: boolean; //Åñëè äâåðêà çàêðûëàñü - íå îñòàíàâëèâàòüñÿ.
fObj: TPhysObj;
public
procedure Update; override;
procedure OnStop; virtual;
end;
TShotObj = class(TRealObj1)
constructor Create(struct_: TRealObjStruct);
protected
light: TP_Light;
quad, damage: integer;
f_player: boolean;
public
procedure OnStop; override;
procedure Update; override;
procedure Kill;override;
procedure OnPlayer(sender: TObject);override;
procedure Draw;override;
end;
TGrenadeShot = class(TShotObj)
protected
damage: integer;
public
constructor Create(struct_: TRealObjStruct);
procedure Update; override;
procedure OnStop; override;
end;
//ó ËÓ×ÅÉ (dx, dy) - íàïðàâëÿþùèé âåêòîð :))
TRailShot = class(TRealObj)
constructor Create(struct_: TRealObjStruct);
protected
ticker: integer;
timer : integer;
public
procedure Draw; override;
procedure Update; override;
end;
TDeathLine = class(TRealObj)
constructor Create(struct_: TRealObjStruct; Owner: TObject);
protected
fOwner : TObject;
len : single;
public
damage : integer;
damageticker : integer;
damagewait : integer;
maxlen : single;
procedure SetVector(x, y, angle: single);
procedure Draw; override;
procedure Update; override;
procedure OnDamage(hplayer:TObject); virtual;
end;
TLightLine = class(TRealObj)
constructor Create(struct_: TRealObjStruct; Owner: TObject);
protected
fOwner : TObject;
len : single;
public
target : WORD;
maxlen : single;
color : TRGBA;
procedure SetVector(x, y, angle: single);
procedure Draw; override;
procedure Update; override;
end;
TShaftShot = class(TRealObj)
constructor Create(struct_: TRealObjStruct);
protected
snd, anim_s : integer;
Light : TP_Light;
public
len : single;
hplayer : TObject;
procedure SetVector(x, y, angle: single);
procedure Draw; override;
procedure Update; override;
procedure Kill; override;
end;
//îáúåêò ïîä÷èíÿåòñÿ çàêîíàì ãðàâèòàöèè
TRealObj2 = class(TRealObj)
constructor Create(struct_: TRealObjStruct);
protected
ph: TPhysRect;
public
procedure Update; override;
end;
//à òåïåðü ÂÛÏÀÄÀÞÙÈÉ ÎÁÚÅÊÒ
TFreeObj= class(TRealObj2)
constructor Create(struct_: TRealObjStruct);overload;
constructor Create(Player: TObject; itemid: integer);overload;
private
Z : single; //ñìåùåíèå ïî ñèíóñó
ang : single; //óãîë äëÿ ñèíóñà
protected
fitem : TItemObj;
procedure SetItem(const Value: TItemObj);
public
property ItemCount: word read fstruct.ItemCount;
property Item: TItemObj read fitem write SetItem;
function Take(sender: TObject): boolean;
procedure Draw;override;
procedure Update;override;
end;
//****************
//ÒÐÓÏ
//****************
type
TDeadPlayer = class(TRealObj2)
constructor Create(Player: TObject; pHealth: SmallInt);overload;
constructor Create(struct_: TRealObjStruct);overload;
protected
fplayer : TObject;
Model : TModel;
Z : single;
public
Health : integer;
procedure Gibs;
procedure Hit(dmg: integer);
procedure Update; override;
procedure Push(x0, y0, s: single);
procedure Draw; override;
end;
TRocketObj = class(TShotObj)
constructor Create(struct_: TRealObjStruct);
public
snd : integer;
procedure Update; override;
procedure Kill; override;
end;
//ïðåäóïðåæäåíèå: â ýòîì ìàññèâå ìîãóò áûòü NIL- ýëåìåíòû.
//ìíå íå îõîòî èõ ÷èñòèòü ïðîñòî :) ÿ âàì íå TList.
function RealObj_Add(struct: TRealObjStruct): TRealObj; overload;
function RealObj_Add(R: TRealObj): TRealObj; overload;
procedure RealObj_Clear;
procedure RealObj_Free;
procedure RealObj_Update;
procedure RealObj_Draw(Plane: TPlane);
function RealObj_Count: integer;
function RealObj_Find(UID: integer): TRealObj;
procedure RealObj_TraceDeads(x, y, angle: single; s: single; dmg: SmallInt);
var
RealObj : TRealObj;
implementation
uses Math, Map_Lib, player_lib, weapon_lib, Stat_Lib, Phys_Lib, NET_LIB, NET_Server_Lib;
var
FRealObj_Count : integer;
var
lastUID: integer;
function nextUID: integer;
begin
lastUID := (lastUID + 1) mod REAL_MAX_UID;
Result := lastUID;
end;
function RealObj_Add(struct: TRealObjStruct): TRealObj;
begin
//ÑÎÇÄÀÅÌ ÏÎ ÎÏÈÑÀÍÈÞ ÎÁÚÅÊÒÀ :)
case struct.objtype of
otSprite : Result := TRealObj.Create(struct);
otShot :
case struct.ItemID of
WPN_PLASMA,
WPN_BFG : Result := TShotObj.Create(struct);
WPN_ROCKET : Result := TRocketObj.Create(struct);
WPN_GRENADE : Result := TGrenadeShot.Create(struct);
WPN_RAILGUN : Result := TRailShot.Create(struct);
else
Result := TRealObj.Create(struct);
end;
otItem : Result := TFreeObj.Create(struct);
otDeadPlayer : Result := TDeadPlayer.Create(struct);
else
Result := TRealObj.Create(struct);
end;
Result.Next := RealObj;
RealObj := Result;
inc(FRealObj_Count);
end;
function RealObj_Add(R: TRealObj): TRealObj;
begin
R.Next := RealObj;
RealObj := R;
inc(FRealObj_Count);
Result := R;
end;
procedure RealObj_Clear;
begin
RealObj_Free;
lastUID := 10;
end;
procedure RealObj_Free;
var
n, p : TRealObj;
begin
n := RealObj;
while n <> nil do
begin
p := n.Next;
n.Free;
n := p;
end;
RealObj := nil;
FRealObj_Count := 0;
end;
procedure RealObj_Update;
var
i : integer;
n : PRealObj;
p : TRealObj;
begin
// îáíîâëÿåì êàæäûé ïàðòèêë
n := @RealObj;
while n^ <> nil do
begin
n^.Update;
n := @n^.Next;
end;
n := @RealObj;
i := 0;
// î÷èñòêà îò ìåíðòâåöîâ :)
while n^ <> nil do
if n^.Dead then // ì¸ðòâûé îáúåêò
begin
p := n^;
n^ := n^.Next;
p.Free;
end
else
begin
inc(i);
n := @n^.Next;
end;
FRealObj_Count := i;
end;
procedure RealObj_Draw(Plane: TPlane);
var
n : TRealObj;
begin
xglAlphaBlend(1);
n := RealObj;
while n <> nil do
begin
if Plane = n.Plane then
n.Draw;
n := n.Next;
end;
end;
function RealObj_Count: integer;
begin
Result := FRealObj_Count;
end;
function RealObj_Find(UID: integer): TRealObj;
var
n : TRealObj;
begin
Result := nil;
n := RealObj;
while n <> nil do
begin
if n.UID = UID then
begin
Result := n;
Exit;
end;
n := n.Next;
end;
end;
procedure RealObj_TraceDeads(x, y, angle: single; s: single; dmg: SmallInt);
var
n : TRealObj;
begin
n := RealObj;
while n <> nil do
begin
if n.fstruct.objtype = otDeadPlayer then
if RectVectorIntersect(n.rect, x, y, angle, s) then
TDeadPlayer(n).Hit(dmg);
n := n.Next;
end;
end;
{ TRealObj }
procedure TRealObj.CheckTwinkle;
var
i : integer;
begin
if (not fstruct.twinkle) and
(fstruct.objtype in [otShot, otDeadPlayer]) then
with Map, Obj do
for i := 0 to Trig_Count - 1 do
if (Triggers[i] is TAreaTeleportWay) and
PointInRect(trunc(fstruct.x), trunc(fstruct.y),
Triggers[i].ObjRect) then
with fstruct do
begin
X := X + Triggers[i].struct.gotox * 32 - Triggers[i].ObjRect.X;
Y := Y + Triggers[i].struct.gotoy * 16 - Triggers[i].ObjRect.Y;
end;
end;
constructor TRealObj.Create(struct_: TRealObjStruct);
begin
Plane := pNone;
fdead := false;
fstruct := struct_;
color := clWhite;
animate := true;
end;
destructor TRealObj.Destroy;
begin
if anim <> nil then
anim.Free;
inherited;
end;
procedure TRealObj.Draw;
begin
if anim <> nil then
with fgraph_rect do
begin
glPushMatrix;
glTranslatef(trunc(fstruct.X), trunc(fstruct.Y), 0);
glRotatef(fstruct.angle*180/Pi, 0, 0, 1);
if odd(fstruct.orient) then
glScalef(-1, 1, 1);
xglTex_Enable(anim.CurFrame);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(x, y);
glTexCoord2f(1, 1); glVertex2f(x+width, y);
glTexCoord2f(1, 0); glVertex2f(x+width, y+height);
glTexCoord2f(0, 0); glVertex2f(x, y+height);
glEnd;
glPopMatrix;
end;
end;
procedure TRealObj.Kill;
begin
fdead:=true;
end;
procedure TRealObj.OnPlayer(sender: TObject);
begin
//abstract
end;
procedure TRealObj.SetColor(color: TRGB);
begin
Self.color:=RGBA(color.r, color.g, color.b, 255);
end;
procedure TRealObj.Update;
begin
CheckTwinkle;
with Rect do
begin
X := trunc(fstruct.x - self.width/2);
Y := trunc(fstruct.y - self.height/2);
Width := self.width;
Height := self.height;
end;
if animate and (anim <> nil) then
anim.Update;
with fstruct do
if livetimer > 0 then
dec(livetimer);
end;
{ TRealStoppingObj }
constructor TRealObj1.Create(struct_: TRealObjStruct);
begin
inherited;
fObj.dpos:=@NullPoint;
end;
procedure TRealObj1.OnStop;
begin
if fblockleft or fblockright then
fstruct.dx := 0;
if fblocktop or fblockbottom then
fstruct.dy := 0;
end;
procedure TRealObj1.Update;
var
block1,
block2,
block3,
block4 : boolean;
i, j : integer;
begin
with fstruct do
begin
lx := x;
ly := y;
for i := 1 to real_trace do
begin
x := x + dx/real_trace;
y := y + dy/real_trace;
with Map do
for j := 0 to Players - 1 do
if not Player[j].dead and PointInRect(trunc(x), trunc(y), player[j].fRect) then
begin
OnPlayer(player[j]);
if Self.dead then
Exit;
end;
with Rect do
begin
X := trunc(fstruct.X - self.width/2);
Y := trunc(fstruct.Y - self.height/2);
Width := self.width;
Height := self.height;
block1 := Map.Block_sObj(X, Y, fObj, fIgnoreEmpty);
block2 := Map.Block_sObj(X + Width, Y, fObj, fIgnoreEmpty);
block3 := Map.Block_sObj(X + Width, Y + Height, fObj, fIgnoreEmpty);
block4 := Map.Block_sObj(X, Y + Height, fObj, fIgnoreEmpty);
end;
if block1 or block2 or block3 or block4 then
begin
fBlockLeft := (block1 and not block2) or
(block4 and not block3);
fBlockTop := (block1 and not block4) or
(block2 and not block3);
fBlockRight := (not block1 and block2) or
(not block4 and block3);
fBlockBottom := (not block1 and block4) or
(not block2 and block3);
fBlockAll := block1 and block2 and block3 and block4;
fblockleft := fblockleft and (signf(dx) <= 0);
fblockright := fblockright and (signf(dx) >= 0);
fblocktop := fblocktop and (signf(dy) <= 0);
fblockbottom := fblockbottom and (signf(dy) >= 0);
//îáúåêò áëîêèðîâàí - ñðî÷íî íàäî âûòîëêíóòü åãî íà ãðàíèöó áðèêà
OnStop;
x := x + dx;
y := y + dy;
break;
end
else
foldblock := false //if block
end; //for
x := round2(x, C_ROUND);
y := round2(y, C_ROUND);
inherited;
end; //with fstruct do
end;
{ TFreeObj }
constructor TFreeObj.Create(Player: TObject; itemid: integer);
begin
fstruct.itemid:=itemid;
with TPlayer(player), fstruct do
begin
if UID = 0 then
begin
lastUID := (lastUID + 1) mod REAL_MAX_UID;
UID := lastUID;
end;
x:=pos.x;
y:=pos.y;
dx:=0;
dy:=dpos.y;
case ItemID of
2..8:
begin ItemCount := Def_Ammo[itemid]; Item := WeaponObjs[ItemID];end;
REGEN_ID..INV_ID : begin ItemCount := (powerups[itemid] + 49) div 50;
Item:=PowerUpObjs[itemid];end;
end;
end;
inherited Create(fstruct);
fgraph_rect.X := -16;
fgraph_rect.Y := -8;
fgraph_rect.width := 32;
fgraph_rect.height := 16;
width := 28;
height := 12;
fstruct.livetimer := FREEOBJ_LIVETIME;
Z := 0;
ang := 0;
animate := false;
end;
constructor TFreeObj.Create(struct_: TRealObjStruct);
begin
inherited;
Item := WeaponObjs[fstruct.ItemID];
fgraph_rect.X := -16;
fgraph_rect.Y := -8;
fgraph_rect.width := 32;
fgraph_rect.height := 16;
width := 28;
height := 12;
fstruct.livetimer := FREEOBJ_LIVETIME;
Z := 0;
ang := 0;
animate := false;
end;
procedure TFreeObj.Draw;
begin
xglTex_Enable(anim.CurFrame);
glColor4f(1, 1, 1, 1);
glPushMatrix;
glTranslate(0, Z, 0);
inherited;
glPopMatrix;
end;
procedure TFreeObj.SetItem(const Value: TItemObj);
begin
fitem := Value;
if (Value <> nil) and
(Value.anim <> nil) then
anim := TObjTex.Create(Value.anim);
end;
function TFreeObj.Take(sender: TObject): boolean;
begin
Result := false;
if Item.Take(sender, Itemcount) then
begin
Result := true;
Item.sound.Play(TPlayer(sender).Pos.X, TPlayer(sender).Pos.Y);
Kill;
end;
end;
procedure TFreeObj.Update;
var
i: integer;
begin
inherited;
if ph.c_bottom then
if r_item_amplitude > 0 then
begin
ang := ang + 0.1;
Z := trunc(sin(ang)*r_item_amplitude - r_item_amplitude);
end
else
Z := 0;
if r_item_rotate then
anim.Update
else
anim.FrameIndex := 0;
with Map do
for i := 0 to Players - 1 do
if not Player[i].dead and
RectIntersect(RectToMath(Player[i].fRect), RectToMath(rect)) then
begin
Take(Player[i]);
break; // XProger: Âàíüêà, íó òû äà¸øü, òàêèå âåùè çàáûâàòü íåëüçÿ! ;)
end;
if fstruct.livetimer = 0 then Kill;
end;
{ TShotObj }
constructor TShotObj.Create(struct_: TRealObjStruct);
begin
inherited;
if fstruct.UID = 0 then
fstruct.UID := nextUID;
Plane := pFront;
fIgnoreEmpty := true;
fstruct.objtype := otShot;
quad := Map.Quad(fstruct.playerUID);
damage:=quad*WPN_Damage[fstruct.ItemID];
if WeaponExists(weapon) then
anim := TObjTex.Create(WeaponObjs[struct_.ItemID].SHOTanim);
fgraph_rect.Width := 16;
fgraph_rect.Height := 16;
fgraph_rect.x := -8;
fgraph_rect.y := -8;
fNoDoorStop := false; //îñòàíàâëèâàåòñÿ äâåðüþ
tag:= plasma_collisions;
case struct.ItemID of
WPN_GRENADE:
begin
Width := GRENADE_CLIP;
Height := GRENADE_CLIP;
end;
WPN_ROCKET:
begin
Width := ROCKET_CLIP;
Height := ROCKET_CLIP;
end;
WPN_PLASMA:
begin
Width := PLASMA_CLIP;
Height := PLASMA_CLIP;
end;
else
begin
Width := 0;
Height := 0;
end
end;
// ñâåò
Light := nil;
if r_weapon_light then
case weapon of
WPN_ROCKET :
Light := TP_Light.Create(Point2f(fstruct.X, fstruct.Y), Point2f(48, 48), RGBA(255, 255, 0, 128), 1);
WPN_BFG :
Light := TP_Light.Create(Point2f(fstruct.X, fstruct.Y), Point2f(48, 48), RGBA(3, 255, 3, 128), 1);
WPN_PLASMA :
Light := TP_Light.Create(Point2f(fstruct.X, fstruct.Y), Point2f(16, 16), RGBA(128, 128, 255, 128), 1);
end;
if Light <> nil then
Particle_Add(Light);
end;
procedure TShotObj.Draw;
begin
glColor4f(1, 1, 1, 1);
inherited;
end;
procedure TShotObj.Kill;
var
push : single;
n : TRealObj;
begin
n := RealObj;
while n <> nil do
begin
if n.fstruct.objtype = otDeadPlayer then
if (sqr(n.x-x)+sqr(n.y-y))<sqr(WPN_SPLASH[weapon] div 2) then
begin
TDeadPlayer(n).Hit(WPN_SPLASH[weapon] div 2);
TDeadPlayer(n).push(x, y, WPN_PUSH[weapon]);
end;
n := n.Next;
end;
inherited;
//èùåì ðÿäîì îáúåêò-ÒÐÓÏ
if weapon in [WPN_ROCKET, WPN_BFG, WPN_PLASMA, WPN_GRENADE] then
begin
Map.pl_find(fstruct.playerUID, -1);
if Map.pl_current <> nil then
push := WPN_PUSH[weapon] * Map.pl_current.Quad
else
push := -1;
if Explosion(trunc(X), trunc(Y), damage, weapon, fstruct.playerUID, push) > 0 then
Stat_Hit(weapon, fstruct.playerUID);
end else
Map.ShootActivation(trunc(x), trunc(y), fstruct.angle, WPN_SPLASH[weapon], weaponobjs[weapon], damage);
if Light <> nil then
Light.die := 0;
if not f_player then
Particle_Add(TP_Mark.Create(Point2f(trunc(x), trunc(y)), weapon));
if NET.Type_ = NT_SERVER then
net_server.ShotObjKill(fstruct.UID, trunc(fstruct.x), trunc(fstruct.y));
Map.Demo.RecShotObjKill(fstruct.UID, trunc(fstruct.x), trunc(fstruct.y));
end;
procedure TShotObj.OnPlayer(sender: TObject);
begin
with TPlayer(sender) do
if UID <> fstruct.playerUID then
begin
if not (weapon in [WPN_ROCKET, WPN_GRENADE, WPN_BFG]) then
begin
Stat_Hit(weapon, fstruct.playerUID);
HitPlayer(damage, UID, fstruct.playerUID, weapon);
hit_weapon:=weapon;
Particle_Blood(x, y);
Map.pl_find(fstruct.playerUID, -1);
if Map.pl_current <> nil then
Push(x, y, WPN_PUSH[weapon] * Quad);
end;
f_player := true;
Self.Kill;
end;
end;
procedure TShotObj.OnStop;
begin
if struct.ItemID=WPN_PLASMA then
begin
if tag>0 then
begin
dec(tag);
fstruct.dx := fstruct.dx/GRENADE_INERTX2;
if fBlockLeft or
fBlockRight then
fstruct.dx:=-fstruct.dx;
if fBlockTop or
fBlockBottom then
fstruct.dy:=-fstruct.dy;
end else Kill
end else Kill;
end;
procedure TShotObj.Update;
begin
inherited;
if Light <> nil then
Light.Pos := Point2f(fstruct.X, fstruct.Y);
//ïðîâåðêà àêòèâàöèè îáúåêòîâ
Map.ActivatePoint(trunc(x), trunc(y), Self);
end;
{ TSimpleSprite }
(* // XProger: çäåñü áûë Òèìóðêà! :P
constructor TSimpleSprite.Create(anim_: TObjTex; x, y: single; repeat_: boolean = false);
begin
frepeat:=repeat_;
fstruct.x:=x;
fstruct.y:=y;
fstruct.dx:=0;
fstruct.dy:=0;
fstruct.objtype:=otSprite;
fdead:=false;
anim:=TObjTex.Create(anim_);
animate:=true;
fstruct.livetimer:=anim.Wait*anim.FrameCount;
width:=anim.CurFrame.Width;
height:=anim.CurFrame.Height;
fgraph_rect.Width:=Width;
fgraph_rect.Height:=Height;
fgraph_rect.x:=-Width div 2;
fgraph_rect.y:=-Height div 2;
end;
procedure TSimpleSprite.Update;
begin
inherited;
if fstruct.livetimer=0 then Kill;
end;
{ TSpriteShot }
constructor TSpriteShot.Create(struct_: TRealObjStruct);
begin
inherited;
fstruct.objtype:=otShot;
if WeaponExists(struct_.ItemID) then
anim:=TObjTex.Create(WeaponObjs[struct_.ItemID].Shotanim);
case weapon of
WPN_SHOTGUN:
begin
fgraph_rect.Width:=12;
fgraph_rect.Height:=12;
fgraph_rect.x:=-6;
fgraph_rect.y:=-6;
anim.Wait:=anim.Wait*3;
anim.FWait:=anim.FWait*3;
end
else
begin
fgraph_rect.Width:=8;
fgraph_rect.Height:=8;
fgraph_rect.x:=-4;
fgraph_rect.y:=-4;
end;
end;//case
fstruct.livetimer:=anim.Wait*anim.FrameCount;
end;
procedure TSpriteShot.Update;
begin
inherited;
if fstruct.livetimer=0 then Kill;
end;
procedure TSpriteShot.Draw;
begin
if fstruct.ItemID in [WPN_SHOTGUN, WPN_MACHINEGUN] then
begin
xglAlphaBlend(2);
glColor4f(1, 1, 1, 1);
inherited;
xglAlphaBlend(1);
end
else
begin
glColor4f(1, 1, 1, 1);
inherited;
end;
end;*)
{ TRailShot }
constructor TRailShot.Create(struct_: TRealObjStruct);
begin
inherited;
ticker := r_rail_trailtime;
timer := r_rail_trailtime;
Plane := pFront;
end;
procedure TRailShot.Draw;
const
Size = 2;
var
P : TPoint2f;
lx, ly : single;
kx, ky : single;
s : single;
begin
if timer > r_rail_trailtime then
timer := r_rail_trailtime;
if ticker > r_rail_trailtime then
ticker := r_rail_trailtime;
xglTex_Enable(RailTypeFrame.Frame[tag]);
//xglTex_Enable(RailTypeFrame.Frame[r_rail_type]);
// Âîò ýòî íóæíî çàäàâàòü ïðè ñîçäàíèè ëó÷à
//Color.R := r_rail_color_r;
//Color.G := r_rail_color_g;
//Color.B := r_rail_color_b;
// À ýòî ñ÷èòàåòñÿ äèíàìè÷åñêè