X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=980aec736c8905ea0c91ba5392caa2a70468aad8;hb=aea87456d131c418ed632d30b57280dfeefe16de;hp=c65d7206064025f82998691f1ada73203f575c7a;hpb=e24864cf808f2ef7a10fc41999b341ef8212fbe7;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index c65d720..980aec7 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -1512,11 +1512,20 @@ 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; @@ -1602,11 +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 @@ -1625,7 +1636,7 @@ 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 @@ -3509,11 +3520,11 @@ 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); @@ -3521,7 +3532,7 @@ 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); @@ -3542,8 +3553,8 @@ begin 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); @@ -3556,9 +3567,9 @@ function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; - weaponOrder: array[0..64] of Integer; // value: index in `FWeapon` - wwc: Integer = 0; //HACK! - dir, cwi, rwidx, curlidx: 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 @@ -3566,7 +3577,7 @@ var begin if (ridx >= 0) then begin - for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end; + for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end; end; result := -1; end; @@ -3581,22 +3592,39 @@ begin 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, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist - weaponOrder[0] := WEAPON_BFG; - weaponOrder[1] := WEAPON_PLASMA; - weaponOrder[2] := WEAPON_FLAMETHROWER; - weaponOrder[3] := WEAPON_SHOTGUN2; - weaponOrder[4] := WEAPON_CHAINGUN; - weaponOrder[5] := WEAPON_SHOTGUN1; - weaponOrder[6] := WEAPON_PISTOL; - weaponOrder[7] := WEAPON_KASTET; - weaponOrder[8] := WEAPON_SAW; - weaponOrder[9] := WEAPON_KASTET; - weaponOrder[10] := WEAPON_SUPERPULEMET; - - if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1; + // 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; @@ -3641,23 +3669,32 @@ begin // no cycling 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 cwi := real2log(i); - if (cwi >= 0) then wantThisWeapon[cwi] := true; - Inc(wwc); + 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; end; // 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 + //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); FNextWeap := 0; exit; end; // yeah @@ -3670,26 +3707,22 @@ begin resetWeaponQueue(); exit; end; - //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning); - // exclude currently selected weapon from the set - curlidx := real2log(FCurrWeap); - //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 + //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(FWeapon) do + for i := 0 to High(weaponOrder) do begin - cwi := (cwi+length(FWeapon)+1) mod length(FWeapon); + 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)', [cwi, rwidx]), TMsgType.Warning); - if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then + //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(rwidx); resetWeaponQueue(); @@ -3737,7 +3770,7 @@ begin 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; @@ -4143,6 +4176,7 @@ begin 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 @@ -4518,13 +4552,6 @@ begin FRulez := []; end; -// Ðàçðûâàåì ñâÿçè ñ òðóïàìè: - if gCorpses <> nil then - for a := 0 to High(gCorpses) do - if gCorpses[a] <> nil then - if gCorpses[a].FPlayerUID = FUID then - gCorpses[a].FPlayerUID := 0; - // Ïîëó÷àåì êîîðäèíàòû òî÷êè âîçðîæäåíèÿ: if not g_Map_GetPoint(c, RespawnPoint) then begin @@ -6315,6 +6342,7 @@ end; procedure TCorpse.Damage(Value: Word; vx, vy: Integer); var pm: TPlayerModel; + Blood: TModelBlood; begin if FState = CORPSE_STATE_REMOVEME then Exit; @@ -6347,12 +6375,13 @@ begin 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;