X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=9aa72a832c3c6d2cf52adfdb1ac70adcee3565cf;hb=ee1df96f7123dcf3cdf0b0527cf7a790ec9d8d64;hp=85b8e1537ad9024686d09be58f5ad61914968249;hpb=69e1b76a873303efc92f819619ffff7b3c19c171;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 85b8e15..9aa72a8 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -31,11 +31,14 @@ const KEY_UP = 3; KEY_DOWN = 4; KEY_FIRE = 5; - KEY_NEXTWEAPON = 6; - KEY_PREVWEAPON = 7; - KEY_OPEN = 8; - KEY_JUMP = 9; - KEY_CHAT = 10; + KEY_OPEN = 6; + KEY_JUMP = 7; + KEY_CHAT = 8; + + WP_PREV = 0; + WP_NEXT = 1; + WP_FACT = WP_PREV; + WP_LACT = WP_NEXT; R_ITEM_BACKPACK = 0; R_KEY_RED = 1; @@ -114,6 +117,7 @@ type Kills: Word; Color: TRGB; Spectator: Boolean; + UID: Word; end; TPlayerStatArray = Array of TPlayerStat; @@ -306,7 +310,8 @@ type procedure BFGHit(); function GetFlag(Flag: Byte): Boolean; procedure SetFlag(Flag: Byte); - function DropFlag(Silent: Boolean = True): Boolean; + function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean; + function TryDropFlag(): Boolean; procedure AllRulez(Health: Boolean); procedure RestoreHealthArmor(); procedure FragCombo(); @@ -338,6 +343,7 @@ type procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); procedure DoLerp(Level: Integer = 2); procedure SetLerp(XTo, YTo: Integer); + procedure ProcessWeaponAction(Action: Byte); procedure QueueWeaponSwitch(Weapon: Byte); procedure RealizeCurrentWeapon(); procedure FlamerOn; @@ -533,7 +539,7 @@ type public constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean); destructor Destroy(); override; - procedure Damage(Value: Word; vx, vy: Integer); + procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer); procedure Update(); procedure Draw(); procedure SaveState (st: TStream); @@ -849,148 +855,40 @@ begin end; function g_Player_CreateFromState (st: TStream): Word; -var - a, i: Integer; - ok, Bot: Boolean; - b: Byte; + var a: Integer; ok, Bot: Boolean; pos: Int64; begin - result := 0; - if (st = nil) then exit; //??? + assert(st <> nil); - // Ñèãíàòóðà èãðîêà + // check signature and entity type + pos := st.Position; if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature'); if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version'); - - // Áîò èëè ÷åëîâåê: Bot := utils.readBool(st); + st.Position := pos; + // find free player slot ok := false; - a := 0; - - // Åñòü ëè ìåñòî â gPlayers: - for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end; + for a := 0 to High(gPlayers) do + if gPlayers[a] = nil then + begin + ok := true; + break; + end; - // Íåò ìåñòà - ðàñøèðÿåì gPlayers + // allocate player slot if not ok then begin SetLength(gPlayers, Length(gPlayers)+1); a := High(gPlayers); end; - // Ñîçäàåì îáúåêò èãðîêà + // create entity and load state if Bot then gPlayers[a] := TBot.Create() else gPlayers[a] := TPlayer.Create(); - gPlayers[a].FIamBot := Bot; - gPlayers[a].FPhysics := True; - - // UID èãðîêà - gPlayers[a].FUID := utils.readWord(st); - // Èìÿ èãðîêà - gPlayers[a].FName := utils.readStr(st); - // Êîìàíäà - gPlayers[a].FTeam := utils.readByte(st); - gPlayers[a].FPreferredTeam := gPlayers[a].FTeam; - // Æèâ ëè - gPlayers[a].FAlive := utils.readBool(st); - // Èçðàñõîäîâàë ëè âñå æèçíè - gPlayers[a].FNoRespawn := utils.readBool(st); - // Íàïðàâëåíèå - b := utils.readByte(st); - if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2 - // Çäîðîâüå - gPlayers[a].FHealth := utils.readLongInt(st); - // Ôîðà - gPlayers[a].FHandicap := utils.readLongInt(st); - // Æèçíè - gPlayers[a].FLives := utils.readByte(st); - // Áðîíÿ - gPlayers[a].FArmor := utils.readLongInt(st); - // Çàïàñ âîçäóõà - gPlayers[a].FAir := utils.readLongInt(st); - // Çàïàñ ãîðþ÷åãî - gPlayers[a].FJetFuel := utils.readLongInt(st); - // Áîëü - gPlayers[a].FPain := utils.readLongInt(st); - // Óáèë - gPlayers[a].FKills := utils.readLongInt(st); - // Óáèë ìîíñòðîâ - gPlayers[a].FMonsterKills := utils.readLongInt(st); - // Ôðàãîâ - gPlayers[a].FFrags := utils.readLongInt(st); - // Ôðàãîâ ïîäðÿä - gPlayers[a].FFragCombo := utils.readByte(st); - // Âðåìÿ ïîñëåäíåãî ôðàãà - gPlayers[a].FLastFrag := utils.readLongWord(st); - // Ñìåðòåé - gPlayers[a].FDeath := utils.readLongInt(st); - // Êàêîé ôëàã íåñåò - gPlayers[a].FFlag := utils.readByte(st); - // Íàøåë ñåêðåòîâ - gPlayers[a].FSecrets := utils.readLongInt(st); - // Òåêóùåå îðóæèå - gPlayers[a].FCurrWeap := utils.readByte(st); - // Ñëåäóþùåå æåëàåìîå îðóæèå - gPlayers[a].FNextWeap := utils.readWord(st); - // ...è ïàóçà - gPlayers[a].FNextWeapDelay := utils.readByte(st); - // Âðåìÿ çàðÿäêè BFG - gPlayers[a].FBFGFireCounter := utils.readSmallInt(st); - // Áóôåð óðîíà - gPlayers[a].FDamageBuffer := utils.readLongInt(st); - // Ïîñëåäíèé óäàðèâøèé - gPlayers[a].FLastSpawnerUID := utils.readWord(st); - // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà - gPlayers[a].FLastHit := utils.readByte(st); - // Îáúåêò èãðîêà: - Obj_LoadState(@gPlayers[a].FObj, st); - // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ - for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st); - // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ - for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st); - // Íàëè÷èå îðóæèÿ - for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st); - // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ - for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st); - // Íàëè÷èå ðþêçàêà - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK); - // Íàëè÷èå êðàñíîãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED); - // Íàëè÷èå çåëåíîãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN); - // Íàëè÷èå ñèíåãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE); - // Íàëè÷èå áåðñåðêà - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK); - // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ - for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st); - // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà - for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st); - - // Íàçâàíèå ìîäåëè: - gPlayers[a].FActualModelName := utils.readStr(st); - // Öâåò ìîäåëè - gPlayers[a].FColor.R := utils.readByte(st); - gPlayers[a].FColor.G := utils.readByte(st); - gPlayers[a].FColor.B := utils.readByte(st); - // Îáíîâëÿåì ìîäåëü èãðîêà - gPlayers[a].SetModel(gPlayers[a].FActualModelName); - - // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî - if (gPlayers[a].FModel = nil) then - begin - gPlayers[a].Free(); - gPlayers[a] := nil; - g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName])); - exit; - end; - - // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû - if gGameSettings.GameMode in [GM_TDM, GM_CTF] then - gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam] - else - gPlayers[a].FModel.Color := gPlayers[a].FColor; + gPlayers[a].FPhysics := True; // ??? + gPlayers[a].LoadState(st); result := gPlayers[a].FUID; end; @@ -1521,6 +1419,7 @@ begin Color := gPlayers[a].FModel.Color; Lives := gPlayers[a].FLives; Spectator := gPlayers[a].FSpectator; + UID := gPlayers[a].FUID; end; end; end; @@ -2454,8 +2353,11 @@ var Rb, Gb, Bb, Rw, Gw, Bw: SmallInt; Dot: Byte; + CObj: TObj; begin - FObj.lerp(gLerpFactor, fX, fY); + CObj := getCameraObj(); + CObj.lerp(gLerpFactor, fX, fY); + // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); bubY := fY+FObj.Rect.Y - 18; Rb := 64; @@ -3479,7 +3381,8 @@ begin if SpawnerUID = FUID then begin // Ñàìîóáèëñÿ - if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then + if Srv and (gGameSettings.GameMode = GM_TDM) then + Dec(gTeamStat[FTeam].Goals); begin Dec(FFrags); FLastFrag := 0; @@ -3767,6 +3670,15 @@ begin FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); end; +procedure TPlayer.ProcessWeaponAction(Action: Byte); +begin + if g_Game_IsClient then Exit; + case Action of + WP_PREV: PrevWeapon(); + WP_NEXT: NextWeapon(); + end; +end; + procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); begin if g_Game_IsClient then Exit; @@ -3966,6 +3878,8 @@ function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean var a: Boolean; + switchWeapon: Byte; + hadWeapon: Boolean; begin Result := False; if g_Game_IsClient then Exit; @@ -3973,7 +3887,6 @@ begin // a = true - ìåñòî ñïàâíà ïðåäìåòà: a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn; remove := not a; - case ItemType of ITEM_MEDKIT_SMALL: if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then @@ -4039,6 +3952,8 @@ begin ITEM_WEAPON_SAW: if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then begin + hadWeapon := FWeapon[WEAPON_SAW]; + switchWeapon := WEAPON_SAW; FWeapon[WEAPON_SAW] := True; Result := True; if gFlash = 2 then Inc(FPickup, 5); @@ -4050,7 +3965,8 @@ begin begin // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó: if a and FWeapon[WEAPON_SHOTGUN1] then Exit; - + hadWeapon := FWeapon[WEAPON_SHOTGUN1]; + switchWeapon := WEAPON_SHOTGUN1; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); FWeapon[WEAPON_SHOTGUN1] := True; Result := True; @@ -4062,7 +3978,8 @@ begin if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then begin if a and FWeapon[WEAPON_SHOTGUN2] then Exit; - + hadWeapon := FWeapon[WEAPON_SHOTGUN2]; + switchWeapon := WEAPON_SHOTGUN2; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); FWeapon[WEAPON_SHOTGUN2] := True; Result := True; @@ -4074,7 +3991,8 @@ begin if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then begin if a and FWeapon[WEAPON_CHAINGUN] then Exit; - + hadWeapon := FWeapon[WEAPON_CHAINGUN]; + switchWeapon := WEAPON_CHAINGUN; IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]); FWeapon[WEAPON_CHAINGUN] := True; Result := True; @@ -4086,7 +4004,8 @@ begin if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then begin if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit; - + switchWeapon := WEAPON_ROCKETLAUNCHER; + hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER]; IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]); FWeapon[WEAPON_ROCKETLAUNCHER] := True; Result := True; @@ -4098,7 +4017,8 @@ begin if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then begin if a and FWeapon[WEAPON_PLASMA] then Exit; - + switchWeapon := WEAPON_PLASMA; + hadWeapon := FWeapon[WEAPON_PLASMA]; IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); FWeapon[WEAPON_PLASMA] := True; Result := True; @@ -4110,7 +4030,8 @@ begin if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then begin if a and FWeapon[WEAPON_BFG] then Exit; - + switchWeapon := WEAPON_BFG; + hadWeapon := FWeapon[WEAPON_BFG]; IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); FWeapon[WEAPON_BFG] := True; Result := True; @@ -4122,7 +4043,8 @@ begin if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then begin if a and FWeapon[WEAPON_SUPERPULEMET] then Exit; - + switchWeapon := WEAPON_SUPERPULEMET; + hadWeapon := FWeapon[WEAPON_SUPERPULEMET]; IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); FWeapon[WEAPON_SUPERPULEMET] := True; Result := True; @@ -4134,7 +4056,8 @@ begin if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then begin if a and FWeapon[WEAPON_FLAMETHROWER] then Exit; - + switchWeapon := WEAPON_FLAMETHROWER; + hadWeapon := FWeapon[WEAPON_FLAMETHROWER]; IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); FWeapon[WEAPON_FLAMETHROWER] := True; Result := True; @@ -4308,11 +4231,33 @@ begin if not (R_BERSERK in FRulez) then begin Include(FRulez, R_BERSERK); + (* if allowBerserkSwitching then begin FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); + end; *) + if ( (g_Game_IsNet = False) or (NetMode = NET_SERVER) ) and ( ( (Self = gPlayer1) and (gPlayer1Settings.WeaponSwitch <> 0) ) or ( (gPlayer2 <> nil) and (Self = gPlayer2) and (gPlayer2Settings.WeaponSwitch <> 0) )) then + begin + if (Self = gPlayer1) then + begin + if (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) and (gPlayer1Settings.WeaponPreferences[WP_LAST+1] > gPlayer1Settings.WeaponPreferences[FCurrWeap]) ) then + begin + FCurrWeap := WEAPON_KASTET; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_KASTET); + end; + end + else + begin + if (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) and (gPlayer2Settings.WeaponPreferences[WP_LAST+1] > gPlayer2Settings.WeaponPreferences[FCurrWeap]) ) then + begin + FCurrWeap := WEAPON_KASTET; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_KASTET); + end; + end; end; if gFlash <> 0 then begin @@ -4381,6 +4326,26 @@ begin if gFlash = 2 then Inc(FPickup, 5); end; end; + if ( (g_Game_IsNet = False) or (NetMode = NET_SERVER) ) and ( ( (Self = gPlayer1) and (gPlayer1Settings.WeaponSwitch <> 0) ) or ( (gPlayer2 <> nil) and (Self = gPlayer2) and (gPlayer2Settings.WeaponSwitch <> 0) )) then + begin + if (hadWeapon = False) then + begin + if (Self = gPlayer1) and ( (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) + and (gPlayer1Settings.WeaponPreferences[switchWeapon] > gPlayer1Settings.WeaponPreferences[FCurrWeap]) ) ) then + begin + FCurrWeap := switchWeapon; + resetWeaponQueue(); + FModel.SetWeapon(switchWeapon); + end + else if (Self = gPlayer2) and ( (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) + and (gPlayer2Settings.WeaponPreferences[switchWeapon] > gPlayer2Settings.WeaponPreferences[FCurrWeap]) ) ) then + begin + FCurrWeap := switchWeapon; + resetWeaponQueue(); + FModel.SetWeapon(switchWeapon); + end; + end; + end; end; procedure TPlayer.Touch(); @@ -4469,143 +4434,58 @@ begin // Îäèíî÷íàÿ èãðà/êîîïåðàòèâ if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then begin - if (Self = gPlayer1) or (Self = gPlayer2) then + if Self = gPlayer1 then begin - // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà - if Self = gPlayer1 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà - if Self = gPlayer1 then - c := RESPAWNPOINT_PLAYER2 - else - c := RESPAWNPOINT_PLAYER1; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - end else + // player 1 should try to spawn on the player 1 point + if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then + Exit(RESPAWNPOINT_PLAYER1) + else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then + Exit(RESPAWNPOINT_PLAYER2); + end + else if Self = gPlayer2 then begin - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà) - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - end; - - // Òî÷êà ëþáîé èç êîìàíä - if Random(2) = 0 then - c := RESPAWNPOINT_RED + // player 2 should try to spawn on the player 2 point + if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then + Exit(RESPAWNPOINT_PLAYER2) + else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then + Exit(RESPAWNPOINT_PLAYER1); + end else - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then begin - Result := c; - Exit; + // other players randomly pick either the first or the second point + c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2); + if g_Map_GetPointCount(c) > 0 then + Exit(c); + // try the other one + c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1); + if g_Map_GetPointCount(c) > 0 then + Exit(c); end; end; // Ìÿñîïîâàë if gGameSettings.GameMode = GM_DM then begin - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ëþáîé èç êîìàíä - if Random(2) = 0 then - c := RESPAWNPOINT_RED - else - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; + // try DM points first + if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then + Exit(RESPAWNPOINT_DM); end; // Êîìàíäíûå if gGameSettings.GameMode in [GM_TDM, GM_CTF] then begin - // Òî÷êà ñâîåé êîìàíäû - c := RESPAWNPOINT_DM; - if FTeam = TEAM_RED then - c := RESPAWNPOINT_RED; - if FTeam = TEAM_BLUE then - c := RESPAWNPOINT_BLUE; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà DM - c := RESPAWNPOINT_DM; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà - if Random(2) = 0 then - c := RESPAWNPOINT_PLAYER1 - else - c := RESPAWNPOINT_PLAYER2; - if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; - - // Òî÷êà äðóãîé êîìàíäû + // try team points first c := RESPAWNPOINT_DM; if FTeam = TEAM_RED then + c := RESPAWNPOINT_RED + else if FTeam = TEAM_BLUE then c := RESPAWNPOINT_BLUE; - if FTeam = TEAM_BLUE then - c := RESPAWNPOINT_RED; if g_Map_GetPointCount(c) > 0 then - begin - Result := c; - Exit; - end; + Exit(c); end; + + // still haven't found a spawnpoint, try random shit + Result := g_Map_GetRandomPointType(); end; procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False); @@ -5101,7 +4981,7 @@ begin DoLerp(4); if NetServer then - if FClientID >= 0 then + if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; if NetClients[FClientID].Peer^.packetsSent > 0 then @@ -5142,10 +5022,6 @@ begin FIncCam := FIncCam*i; end; - // no need to do that each second frame, weapon queue will take care of it - if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); - if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); - if gTime mod (GAME_TICK*2) <> 0 then begin if (FObj.Vel.X = 0) and FAlive then @@ -5172,8 +5048,6 @@ begin // Let alive player do some actions if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT); if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT); - //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() else begin @@ -5776,10 +5650,15 @@ var begin FXTo := XTo; FYTo := YTo; - if NetInterpLevel < 1 then + if FJustTeleported or (NetInterpLevel < 1) then begin FObj.X := XTo; FObj.Y := YTo; + if FJustTeleported then + begin + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; + end; end else begin @@ -5939,10 +5818,19 @@ begin FModel.SetFlag(FFlag); end; -function TPlayer.DropFlag(Silent: Boolean = True): Boolean; +function TPlayer.TryDropFlag(): Boolean; +begin + if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then + Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG)) + else + Result := False; +end; + +function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean; var s: String; a: Byte; + xv, yv: Integer; begin Result := False; if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then @@ -5955,8 +5843,18 @@ begin Direction := FDirection; State := FLAG_STATE_DROPPED; Count := FLAG_TIME; - g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5), - (FObj.Vel.Y div 2)-2+Random(5)); + if DoThrow then + begin + xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10); + yv := FObj.Vel.Y - 2; + end + else + begin + xv := (FObj.Vel.X div 2); + yv := (FObj.Vel.Y div 2) - 2; + end; + g_Obj_Push(@Obj, xv, yv); + positionChanged(); // this updates spatial accelerators if FFlag = FLAG_RED then @@ -6614,7 +6512,7 @@ begin end; -procedure TCorpse.Damage(Value: Word; vx, vy: Integer); +procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer); var pm: TPlayerModel; Blood: TModelBlood; @@ -6645,7 +6543,7 @@ begin if (gBodyKillEvent <> -1) and gDelayedEvents[gBodyKillEvent].Pending then gDelayedEvents[gBodyKillEvent].Pending := False; - gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0); + gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID); end; end else