X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=854d8119b44c4f0b4fe27b264e7dd273dece20bc;hb=05c4488d67219fb60a2687af2a06397fea1dffbb;hp=14a2fdcd4d17d4fb9c3478ce9383303c7fe14986;hpb=d7d166dc3cd287276202e862746208892c4cc89f;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 14a2fdc..854d811 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -1,4 +1,4 @@ -(* 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 @@ -21,7 +21,7 @@ interface uses SysUtils, Classes, - mempool, + {$IFDEF USE_MEMPOOL}mempool,{$ENDIF} e_graphics, g_playermodel, g_basic, g_textures, g_weapons, g_phys, g_sound, g_saveload, MAPDEF, g_panel; @@ -95,6 +95,7 @@ const PLAYER_AP_SOFT = 100; PLAYER_AP_LIMIT = 200; SUICIDE_DAMAGE = 112; + WEAPON_DELAY = 5; PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48); PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96); @@ -135,7 +136,7 @@ type Time: Word; end; - TPlayer = class(TPoolObject) + TPlayer = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FIamBot: Boolean; FUID: Word; @@ -176,6 +177,7 @@ type FSavedState: TPlayerSavedState; FModel: TPlayerModel; + FPunchAnim: TAnimation; FActionPrior: Byte; FActionAnim: Byte; FActionForce: Boolean; @@ -213,6 +215,7 @@ type procedure SetAction(Action: Byte; Force: Boolean = False); procedure OnDamage(Angle: SmallInt); virtual; function firediry(): Integer; + procedure DoPunch(); procedure Run(Direction: TDirection); procedure NextWeapon(); @@ -229,6 +232,8 @@ type procedure doDamage (v: Integer); + function followCorpse(): Boolean; + public FDamageBuffer: Integer; @@ -287,7 +292,7 @@ type procedure BFGHit(); function GetFlag(Flag: Byte): Boolean; procedure SetFlag(Flag: Byte); - function DropFlag(): Boolean; + function DropFlag(Silent: Boolean = True): Boolean; procedure AllRulez(Health: Boolean); procedure RestoreHealthArmor(); procedure FragCombo(); @@ -306,6 +311,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -461,7 +467,7 @@ type PGib = ^TGib; TGib = record - alive: Boolean; + alive: Boolean; ID: DWORD; MaskID: DWORD; RAngle: Integer; @@ -491,7 +497,7 @@ type procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! end; - TCorpse = class(TPoolObject) + TCorpse = class{$IFDEF USE_MEMPOOL}(TPoolObject){$ENDIF} private FModelName: String; FMess: Boolean; @@ -499,6 +505,7 @@ type FDamage: Byte; FColor: TRGB; FObj: TObj; + FPlayerUID: Word; FAnimation: TAnimation; FAnimationMask: TAnimation; @@ -537,6 +544,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -586,10 +594,14 @@ procedure g_Bot_RemoveAll(); 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; @@ -987,7 +999,7 @@ end; procedure g_Bot_Add(Team, Difficult: Byte); var - m: SArray; + m: SSArray; _name, _model: String; a, tr, tb: Integer; begin @@ -1084,7 +1096,7 @@ end; procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1); var - m: SArray; + m: SSArray; _name, _model: String; a: Integer; begin @@ -1221,7 +1233,7 @@ var s: String; a, b: Integer; config: TConfig; - sa: SArray; + sa: SSArray; begin BotNames := nil; @@ -1503,11 +1515,20 @@ end; 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; @@ -1533,6 +1554,7 @@ begin 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 +1614,13 @@ 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 @@ -1615,7 +1639,7 @@ begin 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 @@ -2246,10 +2270,31 @@ begin FJetSoundOn.Free(); FJetSoundOff.Free(); FModel.Free(); + if FPunchAnim <> nil then + FPunchAnim.Free(); 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; + if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then + begin + e_GetTextureSize(ID, @indW, @indH); + e_Draw(ID, indX + indW div 2, indY - indH, 0, True, False); + end; + end; + //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead +end; + procedure TPlayer.DrawBubble(); var bubX, bubY: Integer; @@ -2336,9 +2381,26 @@ var 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 @@ -2382,7 +2444,9 @@ begin end; if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then - DrawBubble(); + if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or + ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then + DrawBubble(); // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR if gAimLine and alive and ((Self = gPlayer1) or (Self = gPlayer2)) then @@ -2395,10 +2459,13 @@ procedure TPlayer.DrawAim(); 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 @@ -2773,6 +2840,27 @@ begin 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; @@ -2802,6 +2890,7 @@ 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); @@ -2821,10 +2910,12 @@ begin else g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y); - if gFlash = 1 then - if FPain < 50 then - FPain := min(FPain + 25, 50); - end else g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID); + if (gFlash = 1) and (FPain < 50) then FPain := min(FPain + 25, 50); + end + else + begin + g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 3, FUID); + end; DidFire := True; FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap]; @@ -3312,7 +3403,7 @@ begin end; // Âûáðîñ ôëàãà: - DropFlag(); + DropFlag(KillType = K_FALLKILL); end; g_Player_CreateCorpse(Self); @@ -3453,11 +3544,11 @@ begin 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); @@ -3465,7 +3556,7 @@ begin 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); @@ -3528,7 +3619,7 @@ begin begin //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); result := Byte(cwi); - FNextWeapDelay := 10; + FNextWeapDelay := WEAPON_DELAY; exit; end; end; @@ -3573,7 +3664,7 @@ begin // i found her! result := Byte(i); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + FNextWeapDelay := WEAPON_DELAY; // anyway, 'cause why not exit; end; end; @@ -3607,7 +3698,7 @@ begin 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; @@ -4308,6 +4399,12 @@ var 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 @@ -4412,12 +4509,6 @@ begin else FAngle := 0; - FIncCam := 0; - FBFGFireCounter := -1; - FShellTimer := -1; - FPain := 0; - FLastHit := 0; - SetAction(A_STAND, True); FModel.Direction := FDirection; @@ -4450,6 +4541,11 @@ begin 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); @@ -4709,6 +4805,30 @@ begin 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; @@ -4741,6 +4861,9 @@ begin FLoss := 0; end; + if FAlive and (FPunchAnim <> nil) then + FPunchAnim.Update(); + if FAlive and (gFly or FJetpack) then FlySmoke(); @@ -4782,7 +4905,8 @@ 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; @@ -4908,7 +5032,8 @@ 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 @@ -5252,6 +5377,7 @@ 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); @@ -5420,7 +5546,7 @@ end; function TPlayer.GetFlag(Flag: Byte): Boolean; var s, ts: String; - evtype: Byte; + evtype, a: Byte; begin Result := False; @@ -5448,6 +5574,16 @@ begin g_Map_ResetFlag(FFlag); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_cap_flag[a].IsPlaying() then + sound_cap_flag[a].Play(); + gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1; Result := True; @@ -5479,6 +5615,16 @@ begin g_Map_ResetFlag(Flag); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_ret_flag[a].IsPlaying() then + sound_ret_flag[a].Play(); + Result := True; if g_Game_IsNet then begin @@ -5506,6 +5652,16 @@ begin gFlags[Flag].State := FLAG_STATE_CAPTURED; + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if not sound_get_flag[a].IsPlaying() then + sound_get_flag[a].Play(); + Result := True; if g_Game_IsNet then begin @@ -5522,9 +5678,10 @@ begin FModel.SetFlag(FFlag); end; -function TPlayer.DropFlag(): Boolean; +function TPlayer.DropFlag(Silent: Boolean = True): Boolean; var s: String; + a: Byte; begin Result := False; if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then @@ -5549,6 +5706,16 @@ begin g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144); + if ((Self = gPlayer1) or (Self = gPlayer2) + or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam)) + or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then + a := 0 + else + a := 1; + + if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then + sound_lost_flag[a].Play(); + if g_Game_IsNet then MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False); end; @@ -6152,6 +6319,7 @@ end; procedure TCorpse.Damage(Value: Word; vx, vy: Integer); var pm: TPlayerModel; + Blood: TModelBlood; begin if FState = CORPSE_STATE_REMOVEME then Exit; @@ -6174,16 +6342,23 @@ begin 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; @@ -6257,6 +6432,7 @@ begin 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); @@ -6289,6 +6465,7 @@ begin 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