X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=4967d75cc5642ca8a583f5890b552dfb81f986ee;hb=1e43b976bfe67d3e27398889d7fb7685bdc52bc5;hp=68bee9a40a786e8f1f3470eb74f072bcd6d38427;hpb=16342bee09fa001d05697571124e48a93cd35f2c;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 68bee9a..4967d75 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -74,20 +74,11 @@ const TEAM_BLUE = 2; TEAM_COOP = 3; - SHELL_BULLET = 0; - SHELL_SHELL = 1; - SHELL_DBLSHELL = 2; - ANGLE_NONE = Low(SmallInt); - CORPSE_STATE_REMOVEME = 0; - CORPSE_STATE_NORMAL = 1; - CORPSE_STATE_MESS = 2; - PLAYER_RECT: TRectWH = (X:15; Y:12; Width:34; Height:52); PLAYER_RECT_CX = 15+(34 div 2); PLAYER_RECT_CY = 12+(52 div 2); - PLAYER_CORPSERECT: TRectWH = (X:15; Y:48; Width:34; Height:16); PLAYER_HP_SOFT = 100; PLAYER_HP_LIMIT = 200; @@ -201,8 +192,10 @@ type FIncCamOld: Integer; FIncCam: Integer; FSlopeOld: Integer; - FShellTimer: Integer; - FShellType: Byte; + {$IFDEF ENABLE_SHELLS} + FShellTimer: Integer; + FShellType: Byte; + {$ENDIF} FSawSound: TPlayableSound; FSawSoundIdle: TPlayableSound; FSawSoundHit: TPlayableSound; @@ -250,8 +243,6 @@ type procedure doDamage (v: Integer); - function refreshCorpse(): Boolean; - public FDamageBuffer: Integer; @@ -283,7 +274,10 @@ type FSpawnInvul: Integer; FHandicap: Integer; FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request - FCorpse: Integer; + + {$IFDEF ENABLE_CORPSES} + FCorpse: Integer; + {$ENDIF} // debug: viewport offset viewPortX, viewPortY, viewPortW, viewPortH: Integer; @@ -355,8 +349,6 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; - function getCameraObj(): TObj; - function GetAmmoByWeapon(Weapon: Byte): Word; // private state public @@ -441,6 +433,10 @@ type // set this before assigning something to `eDamage` property eDamageType: Integer read mEDamageType write mEDamageType; property eDamage: Integer write doDamage; + + {$IFDEF ENABLE_CORPSES} + property Corpse: Integer read FCorpse; + {$ENDIF} end; TDifficult = record @@ -501,50 +497,6 @@ type procedure LoadState (st: TStream); override; end; - PShell = ^TShell; - TShell = record - alive: Boolean; - SType: Byte; - RAngle: Integer; - Timeout: Cardinal; - Obj: TObj; - - procedure getMapBox (out x, y, w, h: Integer); inline; - procedure moveBy (dx, dy: Integer); inline; - - procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! - end; - - TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} - private - FMess: Boolean; - FState: Byte; - FDamage: Byte; - FObj: TObj; - FPlayerUID: Word; - FModel: TPlayerModel; - - public - constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean); - destructor Destroy(); override; - procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer); - procedure Update(); - procedure SaveState (st: TStream); - procedure LoadState (st: TStream); - - procedure getMapBox (out x, y, w, h: Integer); inline; - procedure moveBy (dx, dy: Integer); inline; - - procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! - - function ObjPtr (): PObj; inline; - - property Obj: TObj read FObj; // copies object - property State: Byte read FState; - property Mess: Boolean read FMess; - property Model: TPlayerModel read FModel; - end; - TTeamStat = Array [TEAM_RED..TEAM_BLUE] of record Goals: SmallInt; @@ -552,8 +504,6 @@ type var gPlayers: Array of TPlayer; - gCorpses: Array of TCorpse; - gShells: Array of TShell; gTeamStat: TTeamStat; gFly: Boolean = False; gAimLine: Boolean = False; @@ -565,15 +515,9 @@ var gSpectLatchPID2: Word = 0; MAX_RUNVEL: Integer = 8; VEL_JUMP: Integer = 10; - SHELL_TIMEOUT: Cardinal = 60000; function Lerp(X, Y, Factor: Integer): Integer; -procedure g_Corpses_SetMax(Count: Word); -function g_Corpses_GetMax(): Word; -procedure g_Shells_SetMax(Count: Word); -function g_Shells_GetMax(): Word; - procedure g_Player_Init(); procedure g_Player_Free(); function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word; @@ -588,12 +532,6 @@ function g_Player_Get(UID: Word): TPlayer; function g_Player_GetCount(): Byte; function g_Player_GetStats(): TPlayerStatArray; function g_Player_ValidName(Name: String): Boolean; -function g_Player_CreateCorpse(Player: TPlayer): Integer; -procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte); -procedure g_Player_UpdatePhysicalObjects(); -procedure g_Player_RemoveAllCorpses(); -procedure g_Player_Corpses_SaveState (st: TStream); -procedure g_Player_Corpses_LoadState (st: TStream); procedure g_Player_ResetReady(); procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100); procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100); @@ -609,7 +547,7 @@ uses {$IFDEF ENABLE_MENU} g_menu, {$ENDIF} - {$IFNDEF HEADLESS} + {$IFDEF ENABLE_RENDER} r_render, {$ENDIF} {$IFDEF ENABLE_GFX} @@ -618,6 +556,12 @@ uses {$IFDEF ENABLE_GIBS} g_gibs, {$ENDIF} + {$IFDEF ENABLE_SHELLS} + g_shells, + {$ENDIF} + {$IFDEF ENABLE_CORPSES} + g_corpses, + {$ENDIF} e_log, g_map, g_items, g_console, Math, g_options, g_triggers, g_game, g_grid, e_res, wadreader, g_monsters, CONFIG, g_language, @@ -691,9 +635,6 @@ const BOTLIST_FILENAME = 'botlist.txt'; var - MaxCorpses: Word = 20; - MaxShells: Word = 300; - CurrentShell: Integer = 0; BotNames: Array of String; BotList: Array of TBotProfile; SavedStates: Array of TPlayerSavedState; @@ -719,32 +660,6 @@ begin Result := g_Player_Get(UID1).FTeam = g_Player_Get(UID2).FTeam; end; -procedure g_Shells_SetMax(Count: Word); -begin - MaxShells := Count; - SetLength(gShells, Count); - - if CurrentShell >= Count then - CurrentShell := 0; -end; - -function g_Shells_GetMax(): Word; -begin - Result := MaxShells; -end; - - -procedure g_Corpses_SetMax(Count: Word); -begin - MaxCorpses := Count; - SetLength(gCorpses, Count); -end; - -function g_Corpses_GetMax(): Word; -begin - Result := MaxCorpses; -end; - function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word; var a: Integer; @@ -1495,285 +1410,6 @@ begin end; end; -function g_Player_CreateCorpse(Player: TPlayer): Integer; -var - i: Integer; - find_id: DWORD; - ok: Boolean; -begin - Result := -1; - - if Player.alive then - Exit; - -// Разрываем связь с прежним трупом: - i := Player.FCorpse; - if (i >= 0) and (i < Length(gCorpses)) then - begin - if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then - gCorpses[i].FPlayerUID := 0; - end; - - if Player.FObj.Y >= gMapInfo.Height+128 then - Exit; - - with Player do - begin -{$IFDEF ENABLE_GIBS} - if (FHealth < -50) and (gGibsCount > 0) then - begin - g_Gibs_Create(FObj.X + PLAYER_RECT_CX, FObj.Y + PLAYER_RECT_CY, FModel.id, FModel.Color); - end - else -{$ENDIF} - begin - if (gCorpses = nil) or (Length(gCorpses) = 0) then - Exit; - - ok := False; - for find_id := 0 to High(gCorpses) do - if gCorpses[find_id] = nil then - begin - ok := True; - Break; - end; - - if not ok then - find_id := Random(Length(gCorpses)); - - gCorpses[find_id] := TCorpse.Create(FObj.X, FObj.Y, FModel.GetName(), FHealth < -20); - gCorpses[find_id].FModel.Color := FModel.Color; - gCorpses[find_id].FObj.Vel := FObj.Vel; - gCorpses[find_id].FObj.Accel := FObj.Accel; - gCorpses[find_id].FPlayerUID := FUID; - - Result := find_id; - end - end; -end; - -procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte); -begin - if (gShells = nil) or (Length(gShells) = 0) then - Exit; - - with gShells[CurrentShell] do - begin - g_Obj_Init(@Obj); - Obj.Rect.X := 0; - Obj.Rect.Y := 0; - if T = SHELL_BULLET then - begin - Obj.Rect.Width := 4; - Obj.Rect.Height := 2; - end - else - begin - Obj.Rect.Width := 7; - Obj.Rect.Height := 3; - end; - SType := T; - alive := True; - Obj.X := fX; - Obj.Y := fY; - g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4)); - positionChanged(); // this updates spatial accelerators - RAngle := Random(360); - Timeout := gTime + SHELL_TIMEOUT; - - if CurrentShell >= High(gShells) then - CurrentShell := 0 - else - Inc(CurrentShell); - end; -end; - -procedure g_Player_UpdatePhysicalObjects(); -var - i: Integer; - vel: TPoint2i; - mr: Word; - - procedure ShellSound_Bounce(X, Y: Integer; T: Byte); - var - k: Integer; - begin - k := 1 + Random(2); - if T = SHELL_BULLET then - g_Sound_PlayExAt('SOUND_PLAYER_CASING' + IntToStr(k), X, Y) - else - g_Sound_PlayExAt('SOUND_PLAYER_SHELL' + IntToStr(k), X, Y); - end; - -begin -// Трупы: - if gCorpses <> nil then - for i := 0 to High(gCorpses) do - if gCorpses[i] <> nil then - if gCorpses[i].State = CORPSE_STATE_REMOVEME then - begin - gCorpses[i].Free(); - gCorpses[i] := nil; - end - else - gCorpses[i].Update(); - -// Гильзы: - if gShells <> nil then - for i := 0 to High(gShells) do - if gShells[i].alive then - with gShells[i] do - begin - Obj.oldX := Obj.X; - Obj.oldY := Obj.Y; - - vel := Obj.Vel; - mr := g_Obj_Move(@Obj, True, False, True); - positionChanged(); // this updates spatial accelerators - - if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then - begin - alive := False; - Continue; - end; - - // Отлетает от удара о стену/потолок/пол: - if WordBool(mr and MOVE_HITWALL) then - begin - Obj.Vel.X := -(vel.X div 2); - if not WordBool(mr and MOVE_INWATER) then - ShellSound_Bounce(Obj.X, Obj.Y, SType); - end; - if WordBool(mr and (MOVE_HITCEIL or MOVE_HITLAND)) then - begin - Obj.Vel.Y := -(vel.Y div 2); - if Obj.Vel.X <> 0 then Obj.Vel.X := Obj.Vel.X div 2; - if (Obj.Vel.X = 0) and (Obj.Vel.Y = 0) then - begin - if RAngle mod 90 <> 0 then - RAngle := (RAngle div 90) * 90; - end - else if not WordBool(mr and MOVE_INWATER) then - ShellSound_Bounce(Obj.X, Obj.Y, SType); - end; - - if (Obj.Vel.X >= 0) then - begin // Clockwise - RAngle := RAngle + Abs(Obj.Vel.X)*8 + Abs(Obj.Vel.Y); - if RAngle >= 360 then - RAngle := RAngle mod 360; - end else begin // Counter-clockwise - RAngle := RAngle - Abs(Obj.Vel.X)*8 - Abs(Obj.Vel.Y); - if RAngle < 0 then - RAngle := (360 - (Abs(RAngle) mod 360)) mod 360; - end; - end; -end; - -procedure TShell.getMapBox (out x, y, w, h: Integer); inline; -begin - x := Obj.X; - y := Obj.Y; - w := Obj.Rect.Width; - h := Obj.Rect.Height; -end; - -procedure TShell.moveBy (dx, dy: Integer); inline; -begin - if (dx <> 0) or (dy <> 0) then - begin - Obj.X += dx; - Obj.Y += dy; - positionChanged(); - end; -end; - -procedure TShell.positionChanged (); inline; begin end; - - -procedure g_Player_RemoveAllCorpses(); - var i: Integer; - {$IFDEF ENABLE_GIBS} - var maxgibs: Integer; - {$ENDIF} -begin - {$IFDEF ENABLE_GIBS} - maxgibs := g_Gibs_GetMax(); - g_Gibs_SetMax(0); - g_Gibs_SetMax(maxgibs); - {$ENDIF} - gShells := nil; - SetLength(gShells, MaxShells); - CurrentShell := 0; - - if gCorpses <> nil then - for i := 0 to High(gCorpses) do - gCorpses[i].Free(); - - gCorpses := nil; - SetLength(gCorpses, MaxCorpses); -end; - -procedure g_Player_Corpses_SaveState (st: TStream); -var - count, i: Integer; -begin - // Считаем количество существующих трупов - count := 0; - for i := 0 to High(gCorpses) do if (gCorpses[i] <> nil) then Inc(count); - - // Количество трупов - utils.writeInt(st, LongInt(count)); - - if (count = 0) then exit; - - // Сохраняем трупы - for i := 0 to High(gCorpses) do - begin - if gCorpses[i] <> nil then - begin - // Название модели - utils.writeStr(st, gCorpses[i].FModel.GetName()); - // Тип смерти - utils.writeBool(st, gCorpses[i].Mess); - // Сохраняем данные трупа: - gCorpses[i].SaveState(st); - end; - end; -end; - - -procedure g_Player_Corpses_LoadState (st: TStream); -var - count, i: Integer; - str: String; - b: Boolean; -begin - assert(st <> nil); - - g_Player_RemoveAllCorpses(); - - // Количество трупов: - count := utils.readLongInt(st); - if (count < 0) or (count > Length(gCorpses)) then raise XStreamError.Create('invalid number of corpses'); - - if (count = 0) then exit; - - // Загружаем трупы - for i := 0 to count-1 do - begin - // Название модели: - str := utils.readStr(st); - // Тип смерти - b := utils.readBool(st); - // Создаем труп - gCorpses[i] := TCorpse.Create(0, 0, str, b); - // Загружаем данные трупа - gCorpses[i].LoadState(st); - end; -end; - - { T P l a y e r : } function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end; @@ -1963,12 +1599,17 @@ begin FPing := 0; FLoss := 0; FSavedStateNum := -1; - FShellTimer := -1; + {$IFDEF ENABLE_SHELLS} + FShellTimer := -1; + {$ENDIF} FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; FHandicap := 100; - FCorpse := -1; + + {$IFDEF ENABLE_CORPSES} + FCorpse := -1; + {$ENDIF} FActualModelName := 'doomer'; @@ -2232,8 +1873,9 @@ begin FFireAngle := FAngle; f := True; DidFire := True; - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, - GameVelX, GameVelY-2, SHELL_BULLET); + {$IFDEF ENABLE_SHELLS} + g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_BULLET); + {$ENDIF} end; WEAPON_SHOTGUN1: @@ -2246,8 +1888,10 @@ begin FFireAngle := FAngle; f := True; DidFire := True; - FShellTimer := 10; - FShellType := SHELL_SHELL; + {$IFDEF ENABLE_SHELLS} + FShellTimer := 10; + FShellType := SHELL_SHELL; + {$ENDIF} end; WEAPON_SHOTGUN2: @@ -2259,8 +1903,10 @@ begin FFireAngle := FAngle; f := True; DidFire := True; - FShellTimer := 13; - FShellType := SHELL_DBLSHELL; + {$IFDEF ENABLE_SHELLS} + FShellTimer := 13; + FShellType := SHELL_DBLSHELL; + {$ENDIF} end; WEAPON_CHAINGUN: @@ -2273,8 +1919,9 @@ begin FFireAngle := FAngle; f := True; DidFire := True; - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, - GameVelX, GameVelY-2, SHELL_BULLET); + {$IFDEF ENABLE_SHELLS} + g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_BULLET); + {$ENDIF} end; WEAPON_ROCKETLAUNCHER: @@ -2319,8 +1966,9 @@ begin FFireAngle := FAngle; f := True; DidFire := True; - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, - GameVelX, GameVelY-2, SHELL_SHELL); + {$IFDEF ENABLE_SHELLS} + g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_SHELL); + {$ENDIF} end; WEAPON_FLAMETHROWER: @@ -2549,7 +2197,10 @@ begin FPhysics := True; FAlive := False; end; - FShellTimer := -1; + + {$IFDEF ENABLE_SHELLS} + FShellTimer := -1; + {$ENDIF} if (gGameSettings.MaxLives > 0) and Srv and (gLMSRespawn = LMS_RESPAWN_NONE) then begin @@ -2732,7 +2383,9 @@ begin DropFlag(KillType = K_FALLKILL); end; - FCorpse := g_Player_CreateCorpse(Self); + {$IFDEF ENABLE_CORPSES} + FCorpse := g_Corpses_Create(Self); + {$ENDIF} if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and (gLMSRespawn = LMS_RESPAWN_NONE) then @@ -3555,7 +3208,9 @@ begin FDeath := 0; FSecrets := 0; FSpawnInvul := 0; - FCorpse := -1; + {$IFDEF ENABLE_CORPSES} + FCorpse := -1; + {$ENDIF} FReady := False; if FNoRespawn then begin @@ -3579,7 +3234,9 @@ begin FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; - FShellTimer := -1; + {$IFDEF ENABLE_SHELLS} + FShellTimer := -1; + {$ENDIF} FPain := 0; FLastHit := 0; FLastFrag := 0; @@ -3662,11 +3319,16 @@ begin FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; - FShellTimer := -1; + {$IFDEF ENABLE_SHELLS} + FShellTimer := -1; + {$ENDIF} FPain := 0; FLastHit := 0; FSpawnInvul := 0; - FCorpse := -1; + + {$IFDEF ENABLE_CORPSES} + FCorpse := -1; + {$ENDIF} if not g_Game_IsServer then Exit; @@ -3851,7 +3513,10 @@ begin FPhysics := False; FWantsInGame := False; FSpawned := False; - FCorpse := -1; + + {$IFDEF ENABLE_CORPSES} + FCorpse := -1; + {$ENDIF} if FNoRespawn then begin @@ -4086,41 +3751,6 @@ begin Result := 1; end; -function TPlayer.refreshCorpse(): Boolean; -var - i: Integer; -begin - Result := False; - FCorpse := -1; - 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; - FCorpse := i; - break; - end; -end; - -function TPlayer.getCameraObj(): TObj; -begin - if (not FAlive) and (not FSpectator) and - (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and - (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then - begin - gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft; - Result := gCorpses[FCorpse].FObj; - end - else - begin - Result := FObj; - end; -end; - procedure TPlayer.PreUpdate(); begin FSlopeOld := FObj.slopeUpLeft; @@ -4405,21 +4035,23 @@ begin else Dec(FReloading[b]); +{$IFDEF ENABLE_SHELLS} if FShellTimer > -1 then if FShellTimer = 0 then begin if FShellType = SHELL_SHELL then - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, + g_Shells_Create(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_SHELL) else if FShellType = SHELL_DBLSHELL then begin - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, + g_Shells_Create(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX+1, GameVelY-2, SHELL_SHELL); - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, + g_Shells_Create(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX-1, GameVelY-2, SHELL_SHELL); end; FShellTimer := -1; end else Dec(FShellTimer); +{$ENDIF} if (FBFGFireCounter > -1) then if FBFGFireCounter = 0 then @@ -4737,8 +4369,9 @@ begin g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey); FFireAngle := FAngle; f := True; - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, - GameVelX, GameVelY-2, SHELL_BULLET); + {$IFDEF ENABLE_SHELLS} + g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_BULLET); + {$ENDIF} end; WEAPON_SHOTGUN1: @@ -4746,8 +4379,10 @@ begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey); FFireAngle := FAngle; f := True; - FShellTimer := 10; - FShellType := SHELL_SHELL; + {$IFDEF ENABLE_SHELLS} + FShellTimer := 10; + FShellType := SHELL_SHELL; + {$ENDIF} end; WEAPON_SHOTGUN2: @@ -4755,8 +4390,10 @@ begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey); FFireAngle := FAngle; f := True; - FShellTimer := 13; - FShellType := SHELL_DBLSHELL; + {$IFDEF ENABLE_SHELLS} + FShellTimer := 13; + FShellType := SHELL_DBLSHELL; + {$ENDIF} end; WEAPON_CHAINGUN: @@ -4764,8 +4401,9 @@ begin g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey); FFireAngle := FAngle; f := True; - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, - GameVelX, GameVelY-2, SHELL_BULLET); + {$IFDEF ENABLE_SHELLS} + g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_BULLET); + {$ENDIF} end; WEAPON_ROCKETLAUNCHER: @@ -4794,8 +4432,9 @@ begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey); FFireAngle := FAngle; f := True; - g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, - GameVelX, GameVelY-2, SHELL_SHELL); + {$IFDEF ENABLE_SHELLS} + g_Shells_Create(GameX + PLAYER_RECT_CX, GameY + PLAYER_RECT_CX, GameVelX, GameVelY - 2, SHELL_SHELL); + {$ENDIF} end; WEAPON_FLAMETHROWER: @@ -5611,213 +5250,6 @@ begin FJetSoundOff.Pause(Enable); end; -{ T C o r p s e : } - -constructor TCorpse.Create(X, Y: Integer; ModelName: String; aMess: Boolean); -begin - g_Obj_Init(@FObj); - FObj.X := X; - FObj.Y := Y; - FObj.Rect := PLAYER_CORPSERECT; - FMess := aMess; - FModel := g_PlayerModel_Get(ModelName); - - if FMess then - begin - FState := CORPSE_STATE_MESS; - FModel.ChangeAnimation(A_DIE2); - end - else - begin - FState := CORPSE_STATE_NORMAL; - FModel.ChangeAnimation(A_DIE1); - end; -end; - -destructor TCorpse.Destroy(); -begin - FModel.Free; - inherited; -end; - -function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end; - -procedure TCorpse.positionChanged (); inline; begin end; - -procedure TCorpse.moveBy (dx, dy: Integer); inline; -begin - if (dx <> 0) or (dy <> 0) then - begin - FObj.X += dx; - FObj.Y += dy; - positionChanged(); - end; -end; - - -procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline; -begin - x := FObj.X+PLAYER_CORPSERECT.X; - y := FObj.Y+PLAYER_CORPSERECT.Y; - w := PLAYER_CORPSERECT.Width; - h := PLAYER_CORPSERECT.Height; -end; - - -procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer); - {$IFDEF ENABLE_GFX} - var Blood: TModelBlood; - {$ENDIF} -begin - if FState = CORPSE_STATE_REMOVEME then - Exit; - - FDamage := FDamage + Value; - -{$IFDEF ENABLE_GIBS} - if FDamage > 150 then - begin - if FModel <> nil then - begin - FState := CORPSE_STATE_REMOVEME; - - g_Gibs_Create( - FObj.X + FObj.Rect.X + (FObj.Rect.Width div 2), - FObj.Y + FObj.Rect.Y + (FObj.Rect.Height div 2), - FModel.id, - FModel.Color - ); - - // Звук мяса от трупа: - FModel.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y); - - // Зловещий смех: - if (gBodyKillEvent <> -1) and gDelayedEvents[gBodyKillEvent].Pending then - gDelayedEvents[gBodyKillEvent].Pending := False; - gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID); - - FModel.Free; - FModel := nil; - end - end - else -{$ENDIF} - begin - FObj.Vel.X := FObj.Vel.X + vx; - FObj.Vel.Y := FObj.Vel.Y + vy; - {$IFDEF ENABLE_GFX} - Blood := FModel.GetBlood(); - g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2), - FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2), - Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3, - Blood.R, Blood.G, Blood.B, Blood.Kind); - {$ENDIF} - end; -end; - -procedure TCorpse.Update(); -var - st: Word; -begin - if FState = CORPSE_STATE_REMOVEME then - Exit; - - FObj.oldX := FObj.X; - FObj.oldY := FObj.Y; - - if gTime mod (GAME_TICK*2) <> 0 then - begin - g_Obj_Move(@FObj, True, True, True); - positionChanged(); // this updates spatial accelerators - Exit; - end; - -// Сопротивление воздуха для трупа: - FObj.Vel.X := z_dec(FObj.Vel.X, 1); - - st := g_Obj_Move(@FObj, True, True, True); - positionChanged(); // this updates spatial accelerators - - if WordBool(st and MOVE_FALLOUT) then - begin - FState := CORPSE_STATE_REMOVEME; - Exit; - end; - - if FModel <> nil then - FModel.Update; -end; - - -procedure TCorpse.SaveState (st: TStream); - var anim: Boolean; -begin - assert(st <> nil); - - // Сигнатура трупа - utils.writeSign(st, 'CORP'); - utils.writeInt(st, Byte(0)); - // Состояние - utils.writeInt(st, Byte(FState)); - // Накопленный урон - utils.writeInt(st, Byte(FDamage)); - // Цвет - utils.writeInt(st, Byte(FModel.Color.R)); - utils.writeInt(st, Byte(FModel.Color.G)); - utils.writeInt(st, Byte(FModel.Color.B)); - // Объект трупа - Obj_SaveState(st, @FObj); - utils.writeInt(st, Word(FPlayerUID)); - // animation - anim := (FModel <> nil); - utils.writeBool(st, anim); - if anim then FModel.AnimState.SaveState(st, 0, False); - // animation for mask (same as animation, compat with older saves) - anim := (FModel <> nil); - utils.writeBool(st, anim); - if anim then FModel.AnimState.SaveState(st, 0, False); -end; - - -procedure TCorpse.LoadState (st: TStream); - var anim, blending: Boolean; r, g, b, alpha: Byte; stub: TAnimationState; -begin - assert(st <> nil); - - // Сигнатура трупа - if not utils.checkSign(st, 'CORP') then raise XStreamError.Create('invalid corpse signature'); - if (utils.readByte(st) <> 0) then raise XStreamError.Create('invalid corpse version'); - // Состояние - FState := utils.readByte(st); - // Накопленный урон - FDamage := utils.readByte(st); - // Цвет - r := utils.readByte(st); - g := utils.readByte(st); - b := utils.readByte(st); - FModel.SetColor(r, g, b); - // Объект трупа - Obj_LoadState(@FObj, st); - FPlayerUID := utils.readWord(st); - // animation - stub := TAnimationState.Create(False, 0, 0); - anim := utils.readBool(st); - if anim then - begin - stub.LoadState(st, alpha, blending); - FModel.AnimState.CurrentFrame := Min(stub.CurrentFrame, FModel.AnimState.Length); - end - else - begin - FModel.Free; - FModel := nil - end; - // animation for mask (same as animation, compat with older saves) - anim := utils.readBool(st); - if anim then stub.LoadState(st, alpha, blending); - stub.Free; -end; - { T B o t : } constructor TBot.Create();