diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index ffb5ce93e6aa5eb070dce8dfe2b5aa5c1735d484..19350e5bde31694604f2d10ee462d1cca59eb3fa 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
- FNextWeapDelay: Byte; // frames
+ FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FSavedState: TPlayerSavedState;
FModel: TPlayerModel;
FSavedState: TPlayerSavedState;
FModel: TPlayerModel;
+ FPunchAnim: TAnimation;
FActionPrior: Byte;
FActionAnim: Byte;
FActionForce: Boolean;
FActionPrior: Byte;
FActionAnim: Byte;
FActionForce: Boolean;
FNetTime: LongWord;
mEDamageType: Integer;
FNetTime: LongWord;
mEDamageType: Integer;
+ // client-side only
+ weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
+
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
procedure SetAction(Action: Byte; Force: Boolean = False);
procedure OnDamage(Angle: SmallInt); virtual;
function firediry(): Integer;
procedure SetAction(Action: Byte; Force: Boolean = False);
procedure OnDamage(Angle: SmallInt); virtual;
function firediry(): Integer;
+ procedure DoPunch();
procedure Run(Direction: TDirection);
procedure NextWeapon();
procedure Run(Direction: TDirection);
procedure NextWeapon();
procedure doDamage (v: Integer);
procedure doDamage (v: Integer);
+ function followCorpse(): Boolean;
+
public
FDamageBuffer: Integer;
public
FDamageBuffer: Integer;
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure getMapBox (out x, y, w, h: Integer); inline;
procedure moveBy (dx, dy: Integer); inline;
procedure getMapBox (out x, y, w, h: Integer); inline;
procedure moveBy (dx, dy: Integer); inline;
+ procedure releaseAllWeaponSwitchKeys ();
+ procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
+ function isWeaponSwitchKeyReleased (index: Integer): Boolean;
+ procedure weaponSwitchKeysShiftNewStates ();
+
public
property Vel: TPoint2i read FObj.Vel;
property Obj: TObj read FObj;
public
property Vel: TPoint2i read FObj.Vel;
property Obj: TObj read FObj;
PGib = ^TGib;
TGib = record
PGib = ^TGib;
TGib = record
- alive: Boolean;
+ alive: Boolean;
ID: DWORD;
MaskID: DWORD;
RAngle: Integer;
ID: DWORD;
MaskID: DWORD;
RAngle: Integer;
FDamage: Byte;
FColor: TRGB;
FObj: TObj;
FDamage: Byte;
FColor: TRGB;
FObj: TObj;
+ FPlayerUID: Word;
FAnimation: TAnimation;
FAnimationMask: TAnimation;
FAnimation: TAnimation;
FAnimationMask: TAnimation;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
+ gPlayerIndicator: Boolean = True;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
implementation
uses
implementation
uses
+{$INCLUDE ../nogl/noGLuses.inc}
+{$IFDEF ENABLE_HOLMES}
+ g_holmes,
+{$ENDIF}
e_log, g_map, g_items, g_console, g_gfx, Math,
g_options, g_triggers, g_menu, g_game, g_grid,
wadreader, g_main, g_monsters, CONFIG, g_language,
e_log, g_map, g_items, g_console, g_gfx, Math,
g_options, g_triggers, g_menu, g_game, g_grid,
wadreader, g_main, g_monsters, CONFIG, g_language,
- g_net, g_netmsg, g_window, GL, g_holmes,
+ g_net, g_netmsg, g_window,
utils, xstreams;
const PLR_SAVE_VERSION = 0;
utils, xstreams;
const PLR_SAVE_VERSION = 0;
procedure g_Player_CreateCorpse(Player: TPlayer);
var
procedure g_Player_CreateCorpse(Player: TPlayer);
var
+ i: Integer;
find_id: DWORD;
ok: Boolean;
begin
if Player.alive then
Exit;
find_id: DWORD;
ok: Boolean;
begin
if Player.alive then
Exit;
+
+// Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
+ if gCorpses <> nil then
+ for i := 0 to High(gCorpses) do
+ if gCorpses[i] <> nil then
+ if gCorpses[i].FPlayerUID = Player.FUID then
+ gCorpses[i].FPlayerUID := 0;
+
if Player.FObj.Y >= gMapInfo.Height+128 then
Exit;
if Player.FObj.Y >= gMapInfo.Height+128 then
Exit;
gCorpses[find_id].FColor := FModel.Color;
gCorpses[find_id].FObj.Vel := FObj.Vel;
gCorpses[find_id].FObj.Accel := FObj.Accel;
gCorpses[find_id].FColor := FModel.Color;
gCorpses[find_id].FObj.Vel := FObj.Vel;
gCorpses[find_id].FObj.Accel := FObj.Accel;
+ gCorpses[find_id].FPlayerUID := FUID;
end
else
g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
end
else
g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
@@ -1592,11 +1621,13 @@ procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
var
a: Integer;
GibsArray: TGibsArray;
var
a: Integer;
GibsArray: TGibsArray;
+ Blood: TModelBlood;
begin
if (gGibs = nil) or (Length(gGibs) = 0) then
Exit;
if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
Exit;
begin
if (gGibs = nil) or (Length(gGibs) = 0) then
Exit;
if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
Exit;
+ Blood := g_PlayerModel_GetBlood(ModelName);
for a := 0 to High(GibsArray) do
with gGibs[CurrentGib] do
for a := 0 to High(GibsArray) do
with gGibs[CurrentGib] do
if gBloodCount > 0 then
g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
if gBloodCount > 0 then
g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
- Random(48), Random(48), 150, 0, 0);
+ Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
if CurrentGib >= High(gGibs) then
CurrentGib := 0
if CurrentGib >= High(gGibs) then
CurrentGib := 0
FNetTime := 0;
resetWeaponQueue();
FNetTime := 0;
resetWeaponQueue();
+ releaseAllWeaponSwitchKeys();
+end;
+
+
+procedure TPlayer.releaseAllWeaponSwitchKeys ();
+var
+ f: Integer;
+begin
+ for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
+end;
+
+procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
+begin
+ Inc(index, 2); // -2: prev; -1: next
+ if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
+ weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
+ if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
+end;
+
+function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
+begin
+ Inc(index, 2); // -2: prev; -1: next
+ if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
+ begin
+ result := true;
+ end
+ else
+ begin
+ result := (weaponSwitchKeyReleased[index] and $01) <> 0;
+ end;
+end;
+
+procedure TPlayer.weaponSwitchKeysShiftNewStates ();
+var
+ f: Integer;
+begin
+ // copy bit 1 to bit 0
+ for f := 0 to High(weaponSwitchKeyReleased) do
+ begin
+ weaponSwitchKeyReleased[f] :=
+ (weaponSwitchKeyReleased[f] and $02) or
+ ((weaponSwitchKeyReleased[f] shr 1) and $01);
+ end;
end;
end;
+
procedure TPlayer.positionChanged (); inline;
begin
end;
procedure TPlayer.positionChanged (); inline;
begin
end;
FJetSoundOn.Free();
FJetSoundOff.Free();
FModel.Free();
FJetSoundOn.Free();
FJetSoundOff.Free();
FModel.Free();
+ if FPunchAnim <> nil then
+ FPunchAnim.Free();
inherited;
end;
inherited;
end;
+procedure TPlayer.DrawIndicator();
+var
+ indX, indY: Integer;
+ indW, indH: Word;
+ ID: DWORD;
+begin
+ if FAlive then
+ begin
+ indX := FObj.X+FObj.Rect.X;
+ indY := FObj.Y - 12;
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ e_Draw(ID, indX + indW div 2, indY, 0, True, False);
+ end;
+ end;
+ //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
+end;
+
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
ID: DWORD;
w, h: Word;
dr: Boolean;
ID: DWORD;
w, h: Word;
dr: Boolean;
+ Mirror: TMirrorType;
begin
if FAlive then
begin
begin
if FAlive then
begin
+ if Direction = TDirection.D_RIGHT then
+ Mirror := TMirrorType.None
+ else
+ Mirror := TMirrorType.Horizontal;
+
+ if FPunchAnim <> nil then
+ begin
+ FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
+ FObj.Y+FObj.Rect.Y-11, Mirror);
+ if FPunchAnim.played then
+ begin
+ FPunchAnim.Free;
+ FPunchAnim := nil;
+ end;
+ end;
+
if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
begin
if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
begin
var
ex, ey: Integer;
begin
var
ex, ey: Integer;
begin
+
+{$IFDEF ENABLE_HOLMES}
if isValidViewPort and (self = gPlayer1) then
begin
g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
end;
if isValidViewPort and (self = gPlayer1) then
begin
g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
end;
+{$ENDIF}
e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
end;
e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50);
end;
+procedure TPlayer.DoPunch();
+var
+ id: DWORD;
+ st: String;
+begin
+ if FPunchAnim <> nil then begin
+ FPunchAnim.reset();
+ FPunchAnim.Free;
+ FPunchAnim := nil;
+ end;
+ st := 'FRAMES_PUNCH';
+ if R_BERSERK in FRulez then
+ st := st + '_BERSERK';
+ if FKeys[KEY_UP].Pressed then
+ st := st + '_UP'
+ else if FKeys[KEY_DOWN].Pressed then
+ st := st + '_DN';
+ g_Frames_Get(id, st);
+ FPunchAnim := TAnimation.Create(id, False, 1);
+end;
+
procedure TPlayer.Fire();
var
f, DidFire: Boolean;
procedure TPlayer.Fire();
var
f, DidFire: Boolean;
case FCurrWeap of
WEAPON_KASTET:
begin
case FCurrWeap of
WEAPON_KASTET:
begin
+ DoPunch();
if R_BERSERK in FRulez then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
if R_BERSERK in FRulez then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
end;
procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
- WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
- wwc: Integer = 0; //HACK!
- dir, cwi: Integer;
+ weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
+ wwc: Integer;
+ f, dir, cwi, rwidx, curlidx: Integer;
+
+ function real2log (ridx: Integer): Integer;
+ var
+ f: Integer;
+ begin
+ if (ridx >= 0) then
+ begin
+ for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
+ end;
+ result := -1;
+ end;
+
begin
result := 255; // default result: "no switch"
begin
result := 255; // default result: "no switch"
+
// had weapon cycling on previous frame? remove that flag
if (FNextWeap and $2000) <> 0 then
begin
FNextWeap := FNextWeap and $1FFF;
FNextWeapDelay := 0;
end;
// had weapon cycling on previous frame? remove that flag
if (FNextWeap and $2000) <> 0 then
begin
FNextWeap := FNextWeap and $1FFF;
FNextWeapDelay := 0;
end;
+
+ for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
+
+ // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
+ // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
+ // priorities:
+ // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
+ weaponOrder[0] := WEAPON_SUPERPULEMET;
+ weaponOrder[1] := WEAPON_BFG;
+ weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
+ weaponOrder[3] := WEAPON_PLASMA;
+ weaponOrder[4] := WEAPON_FLAMETHROWER;
+ weaponOrder[5] := WEAPON_SHOTGUN2;
+ weaponOrder[6] := WEAPON_CHAINGUN;
+ weaponOrder[7] := WEAPON_SHOTGUN1;
+ weaponOrder[8] := WEAPON_PISTOL;
+ weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
+ weaponOrder[10] := WEAPON_SAW;
+ weaponOrder[11] := WEAPON_KASTET; // normal fist
+
+ for f := 0 to High(weaponOrder) do
+ begin
+ if (weaponOrder[f] = WEAPON_KASTET) then
+ begin
+ // normal fist: remove if we have a berserk pack
+ if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
+ end
+ else
+ if (weaponOrder[f] = WEAPON_KASTET+666) then
+ begin
+ // berserk fist: remove if we don't have a berserk pack
+ if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
+ end;
+ end;
+
+ (*
+ WEAPON_KASTET = 0;
+ WEAPON_SAW = 1;
+ WEAPON_PISTOL = 2;
+ WEAPON_SHOTGUN1 = 3;
+ WEAPON_SHOTGUN2 = 4;
+ WEAPON_CHAINGUN = 5;
+ WEAPON_ROCKETLAUNCHER = 6;
+ WEAPON_PLASMA = 7;
+ WEAPON_BFG = 8;
+ WEAPON_SUPERPULEMET = 9;
+ WEAPON_FLAMETHROWER = 10;
+ *)
+
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
- if (FNextWeap and $8000) <> 0 then
- dir := 1
- else
- dir := -1;
+ if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
FNextWeap := FNextWeap or $2000; // we need this
FNextWeap := FNextWeap or $2000; // we need this
- if FNextWeapDelay > 0 then
- exit; // cooldown time
+ if FNextWeapDelay > 0 then exit; // cooldown time
+ //cwi := real2log(FCurrWeap);
+ //if (cwi < 0) then cwi := 0;
cwi := FCurrWeap;
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
cwi := FCurrWeap;
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- if FWeapon[cwi] then
- begin
- //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
- result := Byte(cwi);
- FNextWeapDelay := 10;
+ //rwidx := weaponOrder[cwi];
+ rwidx := cwi; // sorry
+ if (rwidx < 0) then continue;
+ if FWeapon[rwidx] then
+ begin
+ //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
+ result := Byte(rwidx);
+ //FNextWeapDelay := 10; //k8: not needed anymore
exit;
end;
end;
resetWeaponQueue();
exit;
end;
exit;
end;
end;
resetWeaponQueue();
exit;
end;
+
// no cycling
// no cycling
- for i := 0 to High(wantThisWeapon) do
- wantThisWeapon[i] := false;
+ for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
+ wwc := 0;
for i := 0 to High(FWeapon) do
for i := 0 to High(FWeapon) do
+ begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
- wantThisWeapon[i] := true;
+ cwi := real2log(i);
+ if (cwi >= 0) then wantThisWeapon[cwi] := true;
Inc(wwc);
end;
Inc(wwc);
end;
- // exclude currently selected weapon from the set
- wantThisWeapon[FCurrWeap] := false;
+ end;
+
// slow down alterations a little
// slow down alterations a little
- if wwc > 1 then
+ if (wwc > 1) then
begin
begin
- //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
- // more than one weapon requested, assume "alteration" and check alteration delay
+ // more than one weapon requested, assume "alteration", and check alteration delay
if FNextWeapDelay > 0 then
begin
if FNextWeapDelay > 0 then
begin
+ //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
FNextWeap := 0;
exit;
end; // yeah
end;
FNextWeap := 0;
exit;
end; // yeah
end;
+
// do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
// but clear all counters if no weapon should be switched
// do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
// but clear all counters if no weapon should be switched
- if wwc < 1 then
+ if (wwc < 1) then
begin
resetWeaponQueue();
exit;
end;
begin
resetWeaponQueue();
exit;
end;
- //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
- // try weapons in descending order
- for i := High(FWeapon) downto 0 do
- begin
- if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
+
+ // exclude currently selected weapon from the set
+ curlidx := real2log(FCurrWeap);
+ //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
+ //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
+ //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
+ //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
+
+ // find next weapon to switch onto
+ cwi := curlidx;
+ for i := 0 to High(weaponOrder) do
+ begin
+ cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
+ if (cwi = curlidx) then continue; // skip current weapon
+ if not wantThisWeapon[cwi] then continue;
+ rwidx := weaponOrder[cwi];
+ if (rwidx < 0) then continue;
+ //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
+ if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
begin
begin
+ //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
// i found her!
- result := Byte(i);
+ result := Byte(rwidx);
resetWeaponQueue();
resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
+ //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
exit;
end;
end;
exit;
end;
end;
+
// no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
resetWeaponQueue();
end;
// no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
resetWeaponQueue();
end;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
- if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
+ //HACK: alteration delay will be reset when player released any weapon switch key
+ FNextWeapDelay := 0; //k8: just in case
+ //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
if not switchAllowed then
begin
//HACK for weapon cycling
if not switchAllowed then
begin
//HACK for weapon cycling
- if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
+ if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
exit;
end;
exit;
end;
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
- //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
+ //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
resetWeaponQueue();
exit;
end;
resetWeaponQueue();
exit;
end;
Anim: TAnimation;
ID: DWORD;
begin
Anim: TAnimation;
ID: DWORD;
begin
+ FIncCam := 0;
+ FBFGFireCounter := -1;
+ FShellTimer := -1;
+ FPain := 0;
+ FLastHit := 0;
+
if not g_Game_IsServer then
Exit;
if FDummy then
if not g_Game_IsServer then
Exit;
if FDummy then
else
FAngle := 0;
else
FAngle := 0;
- FIncCam := 0;
- FBFGFireCounter := -1;
- FShellTimer := -1;
- FPain := 0;
- FLastHit := 0;
-
SetAction(A_STAND, True);
FModel.Direction := FDirection;
SetAction(A_STAND, True);
FModel.Direction := FDirection;
FSpectatePlayer := -1;
FSpawned := True;
FSpectatePlayer := -1;
FSpawned := True;
+ if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
+ gPlayer1 := self;
+ if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
+ gPlayer2 := self;
+
if g_Game_IsNet then
begin
MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
if g_Game_IsNet then
begin
MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
Result := 1;
end;
Result := 1;
end;
+function TPlayer.followCorpse(): Boolean;
+var
+ i: Integer;
+begin
+ Result := False;
+ if FAlive or FSpectator then
+ Exit;
+ if (gCorpses = nil) or (Length(gCorpses) = 0) then
+ Exit;
+ for i := 0 to High(gCorpses) do
+ if gCorpses[i] <> nil then
+ if gCorpses[i].FPlayerUID = FUID then
+ begin
+ Result := True;
+ FObj.X := gCorpses[i].FObj.X;
+ FObj.Y := gCorpses[i].FObj.Y;
+ FObj.Vel.X := gCorpses[i].FObj.Vel.X;
+ FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
+ FObj.Accel.X := gCorpses[i].FObj.Accel.X;
+ FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
+ break;
+ end;
+end;
+
procedure TPlayer.Update();
var
b: Byte;
procedure TPlayer.Update();
var
b: Byte;
FLoss := 0;
end;
FLoss := 0;
end;
+ if FAlive and (FPunchAnim <> nil) then
+ FPunchAnim.Update();
+
if FAlive and (gFly or FJetpack) then
FlySmoke();
if FAlive and (gFly or FJetpack) then
FlySmoke();
if FPhysics then
begin
if FPhysics then
begin
- g_Obj_Move(@FObj, True, True, True);
+ if not followCorpse() then
+ g_Obj_Move(@FObj, True, True, True);
positionChanged(); // this updates spatial accelerators
end;
positionChanged(); // this updates spatial accelerators
end;
if FPhysics then
begin
if FPhysics then
begin
- g_Obj_Move(@FObj, True, True, True);
+ if not followCorpse() then
+ g_Obj_Move(@FObj, True, True, True);
positionChanged(); // this updates spatial accelerators
end
else
positionChanged(); // this updates spatial accelerators
end
else
case FCurrWeap of
WEAPON_KASTET:
begin
case FCurrWeap of
WEAPON_KASTET:
begin
+ DoPunch();
if R_BERSERK in FRulez then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
if R_BERSERK in FRulez then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
var
pm: TPlayerModel;
procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
var
pm: TPlayerModel;
+ Blood: TModelBlood;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
pm := g_PlayerModel_Get(FModelName);
pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
pm.Free;
pm := g_PlayerModel_Get(FModelName);
pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
pm.Free;
+
+ // Çëîâåùèé ñìåõ:
+ if (gBodyKillEvent <> -1)
+ and gDelayedEvents[gBodyKillEvent].Pending then
+ gDelayedEvents[gBodyKillEvent].Pending := False;
+ gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
end;
end
else
begin
end;
end
else
begin
+ Blood := g_PlayerModel_GetBlood(FModelName);
FObj.Vel.X := FObj.Vel.X + vx;
FObj.Vel.Y := FObj.Vel.Y + vy;
g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
FObj.Vel.X := FObj.Vel.X + vx;
FObj.Vel.Y := FObj.Vel.Y + vy;
g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
- 150, 0, 0);
+ Blood.R, Blood.G, Blood.B, Blood.Kind);
end;
end;
end;
end;
utils.writeInt(st, Byte(FColor.B));
// Îáúåêò òðóïà
Obj_SaveState(st, @FObj);
utils.writeInt(st, Byte(FColor.B));
// Îáúåêò òðóïà
Obj_SaveState(st, @FObj);
+ utils.writeInt(st, Word(FPlayerUID));
// Åñòü ëè àíèìàöèÿ
anim := (FAnimation <> nil);
utils.writeBool(st, anim);
// Åñòü ëè àíèìàöèÿ
anim := (FAnimation <> nil);
utils.writeBool(st, anim);
FColor.B := utils.readByte(st);
// Îáúåêò òðóïà
Obj_LoadState(@FObj, st);
FColor.B := utils.readByte(st);
// Îáúåêò òðóïà
Obj_LoadState(@FObj, st);
+ FPlayerUID := utils.readWord(st);
// Åñòü ëè àíèìàöèÿ
anim := utils.readBool(st);
// Åñëè åñòü - çàãðóæàåì
// Åñòü ëè àíèìàöèÿ
anim := utils.readBool(st);
// Åñëè åñòü - çàãðóæàåì