diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index e90398276756262f8eb5272e2015fae609deae20..eea3f5db57e4b85c0ced6448b4d64eb642f41a86 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
A_SHELLS = 1;
A_ROCKETS = 2;
A_CELLS = 3;
+ A_FUEL = 4;
+ A_HIGH = 4;
+
+ AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
+ ((200, 50, 50, 300, 100),
+ (400, 100, 100, 600, 200));
K_SIMPLEKILL = 0;
K_HARDKILL = 1;
CurrWeap: Byte;
NextWeap: WORD;
NextWeapDelay: Byte;
- Ammo: Array [A_BULLETS..A_CELLS] of Word;
- MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
- Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
+ Ammo: Array [A_BULLETS..A_HIGH] of Word;
+ MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
WaitRecall: Boolean;
end;
FObj: TObj;
FXTo, FYTo: Integer;
FSpectatePlayer: Integer;
+ FFirePainTime: Integer;
+ FFireAttacker: Word;
FSavedState: TPlayerSavedState;
function FullInLift(XInc, YInc: Integer): Integer;
{procedure CollideItem();}
procedure FlySmoke(Times: DWORD = 1);
+ procedure OnFireFlame(Times: DWORD = 1);
function GetAmmoByWeapon(Weapon: Byte): Word;
procedure SetAction(Action: Byte; Force: Boolean = False);
procedure OnDamage(Angle: SmallInt); virtual;
procedure Jump();
procedure Use();
- procedure cycleWeapon (dir: Integer);
function getNextWeaponIndex (): Byte; // return 255 for "no switch"
procedure resetWeaponQueue ();
function hasAmmoForWeapon (weapon: Byte): Boolean;
public
FDamageBuffer: Integer;
- FAmmo: Array [A_BULLETS..A_CELLS] of Word;
- FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
- FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
+ FAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
FBerserk: Integer;
FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
- FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
+ FReloading: Array [WP_FIRST..WP_LAST] of Word;
FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
FColor: TRGB;
FPing: Word;
FLoss: Byte;
FDummy: Boolean;
+ FFireTime: Integer;
constructor Create(); virtual;
destructor Destroy(); override;
procedure RealizeCurrentWeapon();
procedure JetpackOn;
procedure JetpackOff;
+ procedure CatchFire(Attacker: Word);
property Name: String read FName write FName;
property Model: TPlayerModel read FModel;
FlyPrecision: Byte;
Cover: Byte;
CloseJump: Byte;
- WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
+ WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
+ CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
+ //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
end;
TAIFlag = record
fly_precision: Byte;
cover: Byte;
close_jump: Byte;
- w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
+ w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
+ w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
+ w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
end;
const
(R:0; G:0; B:255));
DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32;
FlyPrecision: 32; Cover: 32; CloseJump: 32;
- WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
+ WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127;
FlyPrecision: 127; Cover: 127; CloseJump: 127;
- WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
+ WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
FlyPrecision: 255; Cover: 255; CloseJump: 255;
- WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
- WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
- (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
+ WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0));
+ WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
+ (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
- WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
- (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
+ WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
+ (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
- //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
- // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
- // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
- // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
- WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
- (5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
+ //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
+ // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET,
+ // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2,
+ // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW,
+ // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
+ WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
+ (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2);
PLAYER_SIGNATURE = $52594C50; // 'PLYR'
CORPSE_SIGNATURE = $50524F43; // 'CORP'
// Îáúåêò èãðîêà:
Obj_LoadState(@gPlayers[a].FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.ReadWord(gPlayers[a].FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.ReadWord(gPlayers[a].FReloading[i]);
// Íàëè÷èå ðþêçàêà:
Mem.ReadByte(b);
else FDifficult := DIFFICULT_HARD;
end;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
FDifficult.Cover := BotList[num].cover;
FDifficult.CloseJump := BotList[num].close_jump;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
begin
if gPlayers = nil then Exit;
+ //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
for i := 0 to High(gPlayers) do
+ begin
if gPlayers[i] <> nil then
- if gPlayers[i] is TPlayer then gPlayers[i].Update()
- else TBot(gPlayers[i]).Update();
+ begin
+ if gPlayers[i] is TPlayer then
+ begin
+ gPlayers[i].Update();
+ gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
+ end
+ else
+ begin
+ // bot updates weapons in `UpdateCombat()`
+ TBot(gPlayers[i]).Update();
+ end;
+ end;
+ end;
+ //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
end;
procedure g_Player_DrawAll();
FLoss := 0;
FSavedState.WaitRecall := False;
FShellTimer := -1;
+ FFireTime := 0;
+ FFirePainTime := 0;
+ FFireAttacker := 0;
FActualModelName := 'doomer';
WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER];
WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA];
WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG];
+ WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER];
end;
e_CharFont_GetSize(gMenuFont, s, tw, th);
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_SHELL);
end;
+
+ WEAPON_FLAMETHROWER:
+ if FAmmo[A_FUEL] > 0 then
+ begin
+ g_Weapon_flame(wx, wy, xd, yd, FUID);
+ FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
+ Dec(FAmmo[A_FUEL]);
+ FFireAngle := FAngle;
+ f := True;
+ DidFire := True;
+ end;
end;
if g_Game_IsNet then
WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS];
WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS];
WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS];
+ WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL];
else Result := 0;
end;
end;
FJetSoundOff.PlayAt(FObj.X, FObj.Y);
end;
+procedure TPlayer.CatchFire(Attacker: Word);
+begin
+ FFireTime := 100;
+ FFireAttacker := Attacker;
+ if g_Game_IsNet and g_Game_IsServer then
+ MH_SEND_PlayerStats(FUID);
+end;
+
procedure TPlayer.Jump();
begin
if gFly or FJetpack then
if Srv then
begin
// Âûáðîñ îðóæèÿ:
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
if FWeapon[a] then
begin
case a of
WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA;
WEAPON_BFG: i := ITEM_WEAPON_BFG;
WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET;
+ WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER;
else i := 0;
end;
WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: 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);
else result := (weapon < length(FWeapon));
end;
end;
i: Word;
wantThisWeapon: array[0..64] of Boolean;
wwc: Integer = 0; //HACK!
+ dir, cwi: Integer;
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;
+ // cycling has priority
+ if (FNextWeap and $C000) <> 0 then
+ begin
+ if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
+ FNextWeap := FNextWeap or $2000; // we need this
+ if FNextWeapDelay > 0 then exit; // cooldown time
+ 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;
+ exit;
+ end;
+ end;
+ resetWeaponQueue();
+ exit;
+ end;
+ // no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
- (*
- if wantThisWeapon[FCurrWeap] then
- begin
- // these hacks implements alternating between SG and SSG; sorry
- if FCurrWeap = WEAPON_SHOTGUN1 then begin wantThisWeapon[WEAPON_SHOTGUN2] := true; Inc(wwc); end;
- if FCurrWeap = WEAPON_SHOTGUN2 then begin wantThisWeapon[WEAPON_SHOTGUN1] := true; Inc(wwc); end;
- // these hacks implements alternating between knuckles and chainsaw; sorry
- if FCurrWeap = WEAPON_KASTET then begin wantThisWeapon[WEAPON_SAW] := true; Inc(wwc); end;
- if FCurrWeap = WEAPON_SAW then begin wantThisWeapon[WEAPON_KASTET] := true; Inc(wwc); end;
- end;
- *)
// exclude currently selected weapon from the set
wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
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
if FNextWeapDelay > 0 then begin 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 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
begin
// i found her!
result := Byte(i);
+ 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;
procedure TPlayer.RealizeCurrentWeapon();
+ function switchAllowed (): Boolean;
+ var
+ i: Byte;
+ begin
+ result := false;
+ if FBFGFireCounter <> -1 then
+ exit;
+ if FTime[T_SWITCH] > gTime then
+ exit;
+ for i := WP_FIRST to WP_LAST do
+ if FReloading[i] > 0 then
+ exit;
+ result := true;
+ end;
+
var
- i, nw: Byte;
+ nw: Byte;
begin
- nw := getNextWeaponIndex();
+ //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
+ //FNextWeap := FNextWeap and $1FFF;
if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
- if nw = 255 then exit; // don't reset anything here
- if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
- if FBFGFireCounter <> -1 then exit;
- if FTime[T_SWITCH] > gTime then exit;
+ if not switchAllowed then
+ begin
+ //HACK for weapon cycling
+ if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
+ exit;
+ end;
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
+ nw := getNextWeaponIndex();
+ if nw = 255 then exit; // don't reset anything here
+ if nw > High(FWeapon) then
+ begin
+ // don't forget to reset queue here!
+ //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
+ resetWeaponQueue();
+ exit;
+ end;
if FWeapon[nw] then
begin
FModel.SetWeapon(FCurrWeap);
if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
end;
- // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
- resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
-end;
-
-procedure TPlayer.cycleWeapon (dir: Integer);
-var
- i, cwi: Integer;
-begin
- if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit;
- cwi := FCurrWeap;
- for i := 0 to High(FWeapon) do
- begin
- cwi := cwi+dir;
- if cwi < 0 then cwi += length(FWeapon)
- else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon);
- if FWeapon[cwi] then
- begin
- QueueWeaponSwitch(Byte(cwi));
- exit;
- end;
- end;
end;
procedure TPlayer.NextWeapon();
begin
if g_Game_IsClient then Exit;
- cycleWeapon(1);
+ FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
if g_Game_IsClient then Exit;
- cycleWeapon(-1);
+ FNextWeap := $4000;
end;
procedure TPlayer.SetWeapon(W: Byte);
IncMax(FHealth, 10, PLAYER_HP_SOFT);
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
IncMax(FHealth, 25, PLAYER_HP_SOFT);
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
IncMax(FHealth, 100, PLAYER_HP_LIMIT);
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
FArmor := PLAYER_AP_LIMIT;
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
end;
+ ITEM_WEAPON_FLAMETHROWER:
+ if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
+ begin
+ if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
+
+ IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
+ FWeapon[WEAPON_FLAMETHROWER] := True;
+ Result := True;
+ if gFlash = 2 then Inc(FPickup, 5);
+ if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
+ end;
+
ITEM_AMMO_BULLETS:
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
begin
if gFlash = 2 then Inc(FPickup, 5);
end;
+ ITEM_AMMO_FUELCAN:
+ if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
+ begin
+ IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
+ Result := True;
+ remove := True;
+ if gFlash = 2 then Inc(FPickup, 5);
+ end;
+
ITEM_AMMO_BACKPACK:
if not(R_ITEM_BACKPACK in FRulez) or
(FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
(FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
- (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
+ (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
+ (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
begin
- FMaxAmmo[A_BULLETS] := 400;
- FMaxAmmo[A_SHELLS] := 100;
- FMaxAmmo[A_ROCKETS] := 100;
- FMaxAmmo[A_CELLS] := 600;
+ FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
+ FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME;
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
FBerserk := gTime+30000;
Result := True;
remove := True;
+ FFireTime := 0;
end;
if FHealth < PLAYER_HP_SOFT then
begin
FBerserk := gTime+30000;
Result := True;
remove := True;
+ FFireTime := 0;
end;
end;
IncMax(FHealth, 4, PLAYER_HP_LIMIT);
Result := True;
remove := True;
+ FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
FAir := AIR_DEF;
FJetFuel := 0;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FWeapon[a] := False;
FReloading[a] := 0;
FModel.SetWeapon(FCurrWeap);
- for b := A_BULLETS to A_CELLS do
+ for b := A_BULLETS to A_HIGH do
FAmmo[b] := 0;
FAmmo[A_BULLETS] := 50;
- FMaxAmmo[A_BULLETS] := 200;
- FMaxAmmo[A_SHELLS] := 50;
- FMaxAmmo[A_ROCKETS] := 50;
- FMaxAmmo[A_CELLS] := 300;
+ FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
+ FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL];
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
FDamageBuffer := 0;
FJetpack := False;
FCanJetpack := False;
+ FFireTime := 0;
+ FFirePainTime := 0;
+ FFireAttacker := 0;
// Àíèìàöèÿ âîçðîæäåíèÿ:
if (not gLoadGameMode) and (not Silent) then
FIncCam := FIncCam*i;
end;
+ // no need to do that each second frame, weapon queue will take care of it
+ if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
+ if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
+
if gTime mod (GAME_TICK*2) <> 0 then
begin
if (FObj.Vel.X = 0) and FLive then
// Let alive player do some actions
if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
- if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
- if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
+ //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
+ //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
if FKeys[KEY_JUMP].Pressed then Jump()
FJetSoundFly.PlayAt(FObj.X, FObj.Y);
end;
- for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for b := WP_FIRST to WP_LAST do
if FReloading[b] > 0 then
if FNoReload then
FReloading[b] := 0
end else if FAir < AIR_DEF then
FAir := AIR_DEF;
+ if FFireTime > 0 then
+ begin
+ if BodyInLiquid(0, 0) then
+ begin
+ FFireTime := 0;
+ FFirePainTime := 0;
+ end
+ else if FMegaRulez[MR_SUIT] >= gTime then
+ begin
+ if FMegaRulez[MR_SUIT] = gTime then
+ FFireTime := 1;
+ FFirePainTime := 0;
+ end
+ else
+ begin
+ OnFireFlame(1);
+ if FFirePainTime <= 0 then
+ begin
+ if g_Game_IsServer then
+ Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
+ FFirePainTime := 18;
+ end;
+ FFirePainTime := FFirePainTime - 1;
+ FFireTime := FFireTime - 1;
+ if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
+ MH_SEND_PlayerStats(FUID);
+ end;
+ end;
+
if FDamageBuffer > 0 then
begin
if FDamageBuffer >= 9 then
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_SHELL);
end;
+
+ WEAPON_FLAMETHROWER:
+ begin
+ g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
+ FFireAngle := FAngle;
+ f := True;
+ end;
end;
if not f then Exit;
// Îáúåêò èãðîêà:
Obj_SaveState(@FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.WriteWord(FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.WriteWord(FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.WriteBoolean(FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.WriteWord(FReloading[i]);
// Íàëè÷èå ðþêçàêà:
if R_ITEM_BACKPACK in FRulez then
// Îáúåêò èãðîêà:
Obj_LoadState(@FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.ReadWord(FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.ReadWord(FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.ReadBoolean(FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.ReadWord(FReloading[i]);
// Íàëè÷èå ðþêçàêà:
Mem.ReadByte(b);
Exit;
end;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
- for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
+ for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
+ for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
end;
FJetFuel := JET_MAX;
end;
+ ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
+ ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
+
+ ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
+ ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
+
+ ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
+ ITEM_SPHERE_WHITE:
+ if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
+ begin
+ if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
+ if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
+ end;
+
ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
+ ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True;
ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
+ ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
ITEM_AMMO_BACKPACK:
if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
(FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
- (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
+ (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
+ (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
begin
- FMaxAmmo[A_BULLETS] := 400;
- FMaxAmmo[A_SHELLS] := 100;
- FMaxAmmo[A_ROCKETS] := 100;
- FMaxAmmo[A_CELLS] := 600;
+ FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
+ FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL];
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
end;
end;
+procedure TPlayer.OnFireFlame(Times: DWORD = 1);
+var
+ id, i: DWORD;
+ Anim: TAnimation;
+begin
+ if (Random(10) = 1) and (Times = 1) then
+ Exit;
+
+ if g_Frames_Get(id, 'FRAMES_FLAME') then
+ begin
+ for i := 1 to Times do
+ begin
+ Anim := TAnimation.Create(id, False, 3);
+ Anim.Alpha := 0;
+ g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2),
+ Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
+ end;
+end;
+
procedure TPlayer.PauseSounds(Enable: Boolean);
begin
FSawSound.Pause(Enable);
Inc(gNumBots);
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
case FCurrWeap of
WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20);
- WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40);
+ WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40);
else PressKey(KEY_FIRE);
end;
end;
begin
UpdateMove();
UpdateCombat();
+ end
+ else
+ begin
+ RealizeCurrentWeapon();
end;
end;
WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10;
WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40;
WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1;
+ WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1;
else Result := True;
end;
end;