diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index b03214f79289ddf17b1d59b3302ee25bdf56844c..980aec736c8905ea0c91ba5392caa2a70468aad8 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
FSavedState: TPlayerSavedState;
FModel: TPlayerModel;
+ FPunchAnim: TAnimation;
FActionPrior: Byte;
FActionAnim: Byte;
FActionForce: Boolean;
procedure SetAction(Action: Byte; Force: Boolean = False);
procedure OnDamage(Angle: SmallInt); virtual;
function firediry(): Integer;
+ procedure DoPunch();
procedure Run(Direction: TDirection);
procedure NextWeapon();
procedure doDamage (v: Integer);
+ function followCorpse(): Boolean;
+
public
FDamageBuffer: Integer;
PGib = ^TGib;
TGib = record
- alive: Boolean;
+ alive: Boolean;
ID: DWORD;
MaskID: DWORD;
RAngle: Integer;
FDamage: Byte;
FColor: TRGB;
FObj: TObj;
+ FPlayerUID: Word;
FAnimation: TAnimation;
FAnimationMask: TAnimation;
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,
- g_net, g_netmsg, g_window, GL, g_holmes,
+ g_net, g_netmsg, g_window,
utils, xstreams;
const PLR_SAVE_VERSION = 0;
procedure g_Player_CreateCorpse(Player: TPlayer);
var
+ i: Integer;
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;
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,
@@ -1592,11 +1611,13 @@ procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
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;
+ Blood := g_PlayerModel_GetBlood(ModelName);
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),
- 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
FJetSoundOn.Free();
FJetSoundOff.Free();
FModel.Free();
+ if FPunchAnim <> nil then
+ FPunchAnim.Free();
inherited;
end;
ID: DWORD;
w, h: Word;
dr: Boolean;
+ Mirror: TMirrorType;
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
var
ex, ey: Integer;
begin
+
+{$IFDEF ENABLE_HOLMES}
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_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;
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);
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,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
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,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
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);
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"
+
// 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
- 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
- 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);
- if FWeapon[cwi] then
+ //rwidx := weaponOrder[cwi];
+ rwidx := cwi; // sorry
+ if (rwidx < 0) then continue;
+ if FWeapon[rwidx] then
begin
- //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
- result := Byte(cwi);
+ //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
+ result := Byte(rwidx);
FNextWeapDelay := 10;
exit;
end;
resetWeaponQueue();
exit;
end;
+
// no cycling
- for i := 0 to High(wantThisWeapon) do
- wantThisWeapon[i] := false;
+ for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
+ wwc := 0;
+
+ curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
+
for i := 0 to High(FWeapon) do
+ begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
- wantThisWeapon[i] := true;
- Inc(wwc);
+ cwi := real2log(i);
+ if (cwi >= 0) then
+ begin
+ wantThisWeapon[cwi] := true;
+ Inc(wwc);
+ // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
+ if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
+ end;
end;
- // exclude currently selected weapon from the set
- wantThisWeapon[FCurrWeap] := false;
+ end;
+
// slow down alterations a little
- if wwc > 1 then
+ if (wwc > 1) then
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
+ //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
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
- if wwc < 1 then
+ if (wwc < 1) then
begin
resetWeaponQueue();
exit;
end;
- //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
- // try weapons in descending order
- for i := High(FWeapon) downto 0 do
+
+ //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
+
+ // find next weapon to switch onto
+ cwi := curlidx;
+ for i := 0 to High(weaponOrder) do
begin
- if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
+ 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
+ //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
- result := Byte(i);
+ result := Byte(rwidx);
resetWeaponQueue();
FNextWeapDelay := 10; // anyway, 'cause why not
exit;
end;
end;
+
// no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
resetWeaponQueue();
end;
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;
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;
Result := True;
remove := True;
FFireTime := 0;
+ //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
end;
if FHealth < PLAYER_HP_SOFT then
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
else
FAngle := 0;
- FIncCam := 0;
- FBFGFireCounter := -1;
- FShellTimer := -1;
- FPain := 0;
- FLastHit := 0;
-
SetAction(A_STAND, True);
FModel.Direction := FDirection;
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);
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;
FLoss := 0;
end;
+ if FAlive and (FPunchAnim <> nil) then
+ FPunchAnim.Update();
+
if FAlive and (gFly or FJetpack) then
FlySmoke();
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;
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
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);
procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
var
pm: TPlayerModel;
+ Blood: TModelBlood;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
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
+ 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,
- 150, 0, 0);
+ Blood.R, Blood.G, Blood.B, Blood.Kind);
end;
end;
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);
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