X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=c1454c81d7b5a3454b011f716fc2460e87c8d314;hb=847038a14751d192fcc4af172d7a963e28144c72;hp=d9dd8871a953815a003809dbeacb6d231539f1e7;hpb=6820eae460a9c99136ab5e679ffe2f6236c3540f;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index d9dd887..c1454c8 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; @@ -130,7 +134,7 @@ type 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; + Used: Boolean; end; TKeyState = record @@ -176,7 +180,7 @@ type FFirePainTime: Integer; FFireAttacker: Word; - FSavedState: TPlayerSavedState; + FSavedStateNum: Integer; FModel: TPlayerModel; FPunchAnim: TAnimation; @@ -186,7 +190,9 @@ type FActionChanged: Boolean; FAngle: SmallInt; FFireAngle: SmallInt; + FIncCamOld: Integer; FIncCam: Integer; + FSlopeOld: Integer; FShellTimer: Integer; FShellType: Byte; FSawSound: TPlayableSound; @@ -237,7 +243,7 @@ type procedure doDamage (v: Integer); - function followCorpse(): Boolean; + function refreshCorpse(): Boolean; public FDamageBuffer: Integer; @@ -270,6 +276,7 @@ type FSpawnInvul: Integer; FHandicap: Integer; FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request + FCorpse: Integer; // debug: viewport offset viewPortX, viewPortY, viewPortW, viewPortH: Integer; @@ -325,6 +332,7 @@ type procedure DrawIndicator(Color: TRGB); procedure DrawBubble(); procedure DrawGUI(); + procedure PreUpdate(); procedure Update(); virtual; procedure RememberState(); procedure RecallState(); @@ -334,6 +342,7 @@ 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; @@ -348,6 +357,8 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; + function getCameraObj(): TObj; + public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; @@ -379,6 +390,8 @@ type property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; property IncCam: Integer read FIncCam write FIncCam; + property IncCamOld: Integer read FIncCamOld write FIncCamOld; + property SlopeOld: Integer read FSlopeOld write FSlopeOld; property UID: Word read FUID write FUID; property JustTeleported: Boolean read FJustTeleported write FJustTeleported; property NetTime: LongWord read FNetTime write FNetTime; @@ -525,7 +538,7 @@ 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); @@ -581,6 +594,7 @@ function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boole function g_Player_CreateFromState (st: TStream): Word; procedure g_Player_Remove(UID: Word); procedure g_Player_ResetTeams(); +procedure g_Player_PreUpdate(); procedure g_Player_UpdateAll(); procedure g_Player_DrawAll(); procedure g_Player_DrawDebug(p: TPlayer); @@ -591,7 +605,7 @@ function g_Player_Get(UID: Word): TPlayer; function g_Player_GetCount(): Byte; function g_Player_GetStats(): TPlayerStatArray; function g_Player_ValidName(Name: String): Boolean; -procedure g_Player_CreateCorpse(Player: TPlayer); +function g_Player_CreateCorpse(Player: TPlayer): Integer; procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB); procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte); procedure g_Player_UpdatePhysicalObjects(); @@ -703,6 +717,7 @@ var CurrentShell: Integer = 0; BotNames: Array of String; BotList: Array of TBotProfile; + SavedStates: Array of TPlayerSavedState; function Lerp(X, Y, Factor: Integer): Integer; @@ -1340,6 +1355,7 @@ begin end; config.Free(); + SetLength(SavedStates, 0); end; procedure g_Player_Free(); @@ -1363,6 +1379,17 @@ begin gPlayer1 := nil; gPlayer2 := nil; + SetLength(SavedStates, 0); +end; + +procedure g_Player_PreUpdate(); +var + i: Integer; +begin + if gPlayers = nil then Exit; + for i := 0 to High(gPlayers) do + if gPlayers[i] <> nil then + gPlayers[i].PreUpdate(); end; procedure g_Player_UpdateAll(); @@ -1418,6 +1445,8 @@ begin e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont); e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont); e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont); + e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont); + e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont); end; procedure g_Player_DrawHealth(); @@ -1497,6 +1526,7 @@ begin Color := gPlayers[a].FModel.Color; Lives := gPlayers[a].FLives; Spectator := gPlayers[a].FSpectator; + UID := gPlayers[a].FUID; end; end; end; @@ -1551,21 +1581,24 @@ begin end; end; -procedure g_Player_CreateCorpse(Player: TPlayer); +function g_Player_CreateCorpse(Player: TPlayer): Integer; var i: Integer; find_id: DWORD; ok: Boolean; begin + Result := -1; + 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; + 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; @@ -1593,6 +1626,8 @@ begin gCorpses[find_id].FObj.Vel := FObj.Vel; gCorpses[find_id].FObj.Accel := FObj.Accel; gCorpses[find_id].FPlayerUID := FUID; + + Result := find_id; end else g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX, @@ -1710,6 +1745,9 @@ begin if gGibs[i].alive then with gGibs[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 @@ -1760,6 +1798,9 @@ begin 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 @@ -1848,7 +1889,7 @@ procedure TShell.positionChanged (); inline; begin end; procedure g_Player_DrawCorpses(); var - i: Integer; + i, fX, fY: Integer; a: TDFPoint; begin if gGibs <> nil then @@ -1859,13 +1900,15 @@ begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then Continue; + Obj.lerp(gLerpFactor, fX, fY); + a.X := Obj.Rect.X+(Obj.Rect.Width div 2); a.y := Obj.Rect.Y+(Obj.Rect.Height div 2); - e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors := Color; - e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -1879,7 +1922,7 @@ end; procedure g_Player_DrawShells(); var - i: Integer; + i, fX, fY: Integer; a: TDFPoint; begin if gShells <> nil then @@ -1890,10 +1933,12 @@ begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then Continue; + Obj.lerp(gLerpFactor, fX, fY); + a.X := CX; a.Y := CY; - e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); end; end; @@ -2164,12 +2209,13 @@ begin FClientID := -1; FPing := 0; FLoss := 0; - FSavedState.WaitRecall := False; + FSavedStateNum := -1; FShellTimer := -1; FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; FHandicap := 100; + FCorpse := -1; FActualModelName := 'doomer'; @@ -2335,7 +2381,7 @@ end; procedure TPlayer.DrawIndicator(Color: TRGB); var - indX, indY: Integer; + indX, indY, fX, fY, fSlope: Integer; indW, indH: Word; indA: Single; a: TDFPoint; @@ -2344,6 +2390,10 @@ var c: TRGB; begin if FAlive then + begin + FObj.lerp(gLerpFactor, fX, fY); + fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor); + case gPlayerIndicatorStyle of 0: begin @@ -2356,31 +2406,32 @@ begin if (FObj.X + FObj.Rect.X) < 0 then begin indA := 90; - indX := FObj.X + FObj.Rect.X + FObj.Rect.Width; - indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; + indX := fX + FObj.Rect.X + FObj.Rect.Width; + indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; end else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then begin indA := 270; - indX := FObj.X + FObj.Rect.X - indH; - indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; + indX := fX + FObj.Rect.X - indH; + indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; end - else if (fObj.Y - indH) < 0 then + else if (FObj.Y - indH) < 0 then begin indA := 180; - indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; - indY := FObj.Y + FObj.Rect.Y + FObj.Rect.Height; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; + indY := fY + FObj.Rect.Y + FObj.Rect.Height; end else begin indA := 0; - indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; - indY := FObj.Y - indH; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; + indY := fY - indH; end; + indY := indY + fSlope; indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW); indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH); @@ -2394,23 +2445,28 @@ begin 1: begin e_TextureFontGetSize(gStdFont, nW, nH); - indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2; - indY := FObj.Y - nH; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2; + indY := fY - nH + fSlope; e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True); end; end; + end; end; procedure TPlayer.DrawBubble(); var - bubX, bubY: Integer; + bubX, bubY, fX, fY: Integer; ID: LongWord; Rb, Gb, Bb, Rw, Gw, Bw: SmallInt; Dot: Byte; + CObj: TObj; begin - bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); - bubY := FObj.Y+FObj.Rect.Y - 18; + 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; Gb := 64; Bb := 64; @@ -2420,8 +2476,8 @@ begin case gChatBubble of 1: // simple textual non-bubble begin - bubX := FObj.X+FObj.Rect.X - 11; - bubY := FObj.Y+FObj.Rect.Y - 17; + bubX := fX+FObj.Rect.X - 11; + bubY := fY+FObj.Rect.Y - 17; e_TextureFontPrint(bubX, bubY, '[...]', gStdFont); Exit; end; @@ -2488,7 +2544,11 @@ var w, h: Word; dr: Boolean; Mirror: TMirrorType; + fX, fY, fSlope: Integer; begin + FObj.lerp(gLerpFactor, fX, fY); + fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor); + if FAlive then begin if Direction = TDirection.D_RIGHT then @@ -2498,8 +2558,8 @@ begin 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); + FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), + fY+fSlope+FObj.Rect.Y-11, Mirror); if FPunchAnim.played then begin FPunchAnim.Free; @@ -2512,11 +2572,11 @@ begin begin e_GetTextureSize(ID, @w, @h); if FDirection = TDirection.D_LEFT then - e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4, - FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False) + e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4, + fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False) else - e_Draw(ID, FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2, - FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False); + e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2, + fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False); end; if FMegaRulez[MR_INVIS] > gTime then @@ -2529,15 +2589,15 @@ begin else dr := True; if dr then - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200) + FModel.Draw(fX, fY+fSlope, 200) else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); + FModel.Draw(fX, fY+fSlope); end else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254); + FModel.Draw(fX, fY+fSlope, 254); end else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); + FModel.Draw(fX, fY+fSlope); end; if g_debug_Frames then @@ -2766,7 +2826,7 @@ begin e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0)); end; - if gLMSRespawn = LMS_RESPAWN_WARMUP then + if gLMSRespawn > LMS_RESPAWN_NONE then begin s := _lc[I_GAME_WARMUP]; e_CharFont_GetSize(gMenuFont, s, tw, th); @@ -3563,7 +3623,7 @@ begin DropFlag(KillType = K_FALLKILL); end; - g_Player_CreateCorpse(Self); + FCorpse := g_Player_CreateCorpse(Self); if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and (gLMSRespawn = LMS_RESPAWN_NONE) then @@ -3716,6 +3776,15 @@ 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; @@ -4374,6 +4443,7 @@ begin FDeath := 0; FSecrets := 0; FSpawnInvul := 0; + FCorpse := -1; FReady := False; if FNoRespawn then begin @@ -4393,6 +4463,8 @@ begin ReleaseKeys(); FDamageBuffer := 0; + FSlopeOld := 0; + FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; @@ -4415,143 +4487,58 @@ 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); @@ -4561,12 +4548,15 @@ var Anim: TAnimation; ID: DWORD; begin + FSlopeOld := 0; + FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; FPain := 0; FLastHit := 0; FSpawnInvul := 0; + FCorpse := -1; if not g_Game_IsServer then Exit; @@ -4662,6 +4652,8 @@ begin // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ: FObj.X := RespawnPoint.X-PLAYER_RECT.X; FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y; + FObj.oldX := FObj.X; // don't interpolate after respawn + FObj.oldY := FObj.Y; FObj.Vel.X := 0; FObj.Vel.Y := 0; FObj.Accel.X := 0; @@ -4747,6 +4739,7 @@ begin FPhysics := False; FWantsInGame := False; FSpawned := False; + FCorpse := -1; if FNoRespawn then begin @@ -4919,6 +4912,8 @@ begin FObj.X := X-PLAYER_RECT.X; FObj.Y := Y-PLAYER_RECT.Y; + FObj.oldX := FObj.X; // don't interpolate after respawn + FObj.oldY := FObj.Y; if FAlive and FGhost then begin FXTo := FObj.X; @@ -4977,11 +4972,12 @@ begin Result := 1; end; -function TPlayer.followCorpse(): Boolean; +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 @@ -4991,16 +4987,34 @@ begin 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; + 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; + FIncCamOld := FIncCam; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; +end; + procedure TPlayer.Update(); var b: Byte; @@ -5061,10 +5075,6 @@ 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 @@ -5077,8 +5087,7 @@ begin if FPhysics then begin - if not followCorpse() then - g_Obj_Move(@FObj, True, True, True); + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end; @@ -5092,8 +5101,6 @@ 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 @@ -5212,8 +5219,7 @@ begin if FPhysics then begin - if not followCorpse() then - g_Obj_Move(@FObj, True, True, True); + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end else @@ -5695,16 +5701,20 @@ procedure TPlayer.SetLerp(XTo, YTo: Integer); var AX, AY: Integer; begin - if NetInterpLevel < 1 then + FXTo := XTo; + FYTo := YTo; + 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 - FXTo := XTo; - FYTo := YTo; - AX := Abs(FXTo - FObj.X); AY := Abs(FYTo - FObj.Y); if (AX > 32) or (AX <= NetInterpLevel) then @@ -5954,45 +5964,66 @@ end; procedure TPlayer.RememberState(); var i: Integer; -begin - FSavedState.Health := FHealth; - FSavedState.Armor := FArmor; - FSavedState.Air := FAir; - FSavedState.JetFuel := FJetFuel; - FSavedState.CurrWeap := FCurrWeap; - FSavedState.NextWeap := FNextWeap; - FSavedState.NextWeapDelay := FNextWeapDelay; - - for i := 0 to 3 do - FSavedState.Ammo[i] := FAmmo[i]; - for i := 0 to 3 do - FSavedState.MaxAmmo[i] := FMaxAmmo[i]; + SavedState: TPlayerSavedState; +begin + SavedState.Health := FHealth; + SavedState.Armor := FArmor; + SavedState.Air := FAir; + SavedState.JetFuel := FJetFuel; + SavedState.CurrWeap := FCurrWeap; + SavedState.NextWeap := FNextWeap; + SavedState.NextWeapDelay := FNextWeapDelay; + for i := Low(FWeapon) to High(FWeapon) do + SavedState.Weapon[i] := FWeapon[i]; + for i := Low(FAmmo) to High(FAmmo) do + SavedState.Ammo[i] := FAmmo[i]; + for i := Low(FMaxAmmo) to High(FMaxAmmo) do + SavedState.MaxAmmo[i] := FMaxAmmo[i]; + SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]; + + FSavedStateNum := -1; + for i := Low(SavedStates) to High(SavedStates) do + if not SavedStates[i].Used then + begin + FSavedStateNum := i; + break; + end; + if FSavedStateNum < 0 then + begin + SetLength(SavedStates, Length(SavedStates) + 1); + FSavedStateNum := High(SavedStates); + end; - FSavedState.Rulez := FRulez; - FSavedState.WaitRecall := True; + SavedState.Used := True; + SavedStates[FSavedStateNum] := SavedState; end; procedure TPlayer.RecallState(); var i: Integer; + SavedState: TPlayerSavedState; begin - if not FSavedState.WaitRecall then Exit; - - FHealth := FSavedState.Health; - FArmor := FSavedState.Armor; - FAir := FSavedState.Air; - FJetFuel := FSavedState.JetFuel; - FCurrWeap := FSavedState.CurrWeap; - FNextWeap := FSavedState.NextWeap; - FNextWeapDelay := FSavedState.NextWeapDelay; - - for i := 0 to 3 do - FAmmo[i] := FSavedState.Ammo[i]; - for i := 0 to 3 do - FMaxAmmo[i] := FSavedState.MaxAmmo[i]; + if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then + Exit; - FRulez := FSavedState.Rulez; - FSavedState.WaitRecall := False; + SavedState := SavedStates[FSavedStateNum]; + SavedStates[FSavedStateNum].Used := False; + FSavedStateNum := -1; + + FHealth := SavedState.Health; + FArmor := SavedState.Armor; + FAir := SavedState.Air; + FJetFuel := SavedState.JetFuel; + FCurrWeap := SavedState.CurrWeap; + FNextWeap := SavedState.NextWeap; + FNextWeapDelay := SavedState.NextWeapDelay; + for i := Low(FWeapon) to High(FWeapon) do + FWeapon[i] := SavedState.Weapon[i]; + for i := Low(FAmmo) to High(FAmmo) do + FAmmo[i] := SavedState.Ammo[i]; + for i := Low(FMaxAmmo) to High(FMaxAmmo) do + FMaxAmmo[i] := SavedState.MaxAmmo[i]; + FRulez := SavedState.Rulez; if gGameSettings.GameType = GT_SERVER then MH_SEND_PlayerStats(FUID); @@ -6515,7 +6546,7 @@ 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; @@ -6546,7 +6577,7 @@ 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 @@ -6562,17 +6593,21 @@ begin end; procedure TCorpse.Draw(); +var + fX, fY: Integer; begin if FState = CORPSE_STATE_REMOVEME then Exit; + FObj.lerp(gLerpFactor, fX, fY); + if FAnimation <> nil then - FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None); + FAnimation.Draw(fX, fY, TMirrorType.None); if FAnimationMask <> nil then begin e_Colors := FColor; - FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None); + FAnimationMask.Draw(fX, fY, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -6586,6 +6621,9 @@ 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);