X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=ef8b1af0da19cfd20e0ea61faa118bc8474f298f;hb=198c00b7bd28bdbfb4c76646fe352c3bdb87384f;hp=7dd22f870f497aec99735edd27f4caa7887e7a60;hpb=ba177dd9743397cb43dad787fbe7748c8ea51cba;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 7dd22f8..ef8b1af 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -50,6 +50,12 @@ const A_SHELLS = 1; A_ROCKETS = 2; A_CELLS = 3; + A_FUEL = 4; + A_HIGH = 4; + + AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word = + ((200, 50, 50, 300, 100), + (400, 100, 100, 600, 200)); K_SIMPLEKILL = 0; K_HARDKILL = 1; @@ -114,8 +120,8 @@ type CurrWeap: Byte; NextWeap: WORD; NextWeapDelay: Byte; - Ammo: Array [A_BULLETS..A_CELLS] of Word; - MaxAmmo: Array [A_BULLETS..A_CELLS] of Word; + Ammo: Array [A_BULLETS..A_HIGH] of Word; + 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; @@ -161,6 +167,8 @@ type FObj: TObj; FXTo, FYTo: Integer; FSpectatePlayer: Integer; + FFirePainTime: Integer; + FFireAttacker: Word; FSavedState: TPlayerSavedState; @@ -195,6 +203,7 @@ type function FullInLift(XInc, YInc: Integer): Integer; {procedure CollideItem();} procedure FlySmoke(Times: DWORD = 1); + procedure OnFireFlame(Times: DWORD = 1); function GetAmmoByWeapon(Weapon: Byte): Word; procedure SetAction(Action: Byte; Force: Boolean = False); procedure OnDamage(Angle: SmallInt); virtual; @@ -216,8 +225,8 @@ type public FDamageBuffer: Integer; - FAmmo: Array [A_BULLETS..A_CELLS] of Word; - FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word; + FAmmo: Array [A_BULLETS..A_HIGH] of Word; + FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word; FWeapon: Array [WP_FIRST..WP_LAST] of Boolean; FRulez: Set of R_ITEM_BACKPACK..R_BERSERK; FBerserk: Integer; @@ -238,6 +247,7 @@ type FPing: Word; FLoss: Byte; FDummy: Boolean; + FFireTime: Integer; constructor Create(); virtual; destructor Destroy(); override; @@ -299,6 +309,7 @@ type procedure RealizeCurrentWeapon(); procedure JetpackOn; procedure JetpackOff; + procedure CatchFire(Attacker: Word); property Name: String read FName write FName; property Model: TPlayerModel read FModel; @@ -542,27 +553,30 @@ const (R:0; G:0; B:255)); DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32; FlyPrecision: 32; Cover: 32; CloseJump: 32; - WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0)); + WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0)); DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127; FlyPrecision: 127; Cover: 127; CloseJump: 127; - WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0)); + WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0)); DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255; FlyPrecision: 255; Cover: 255; CloseJump: 255; - WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0)); + WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0)); WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte = - (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1, + (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + WEAPON_SHOTGUN2, WEAPON_SHOTGUN1, WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER, WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET); WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte = - (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER, + (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + WEAPON_BFG, WEAPON_ROCKETLAUNCHER, WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1, WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET); //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte = - // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA, - // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1, - // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET); + // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2, + // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW, + // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET); WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte = - (5, 2, 6, 18, 36, 2, 12, 2, 14, 2); + (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2); PLAYER_SIGNATURE = $52594C50; // 'PLYR' CORPSE_SIGNATURE = $50524F43; // 'CORP' @@ -822,10 +836,10 @@ begin // Îáúåêò èãðîêà: Obj_LoadState(@gPlayers[a].FObj, Mem); // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.ReadWord(gPlayers[a].FAmmo[i]); // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.ReadWord(gPlayers[a].FMaxAmmo[i]); // Íàëè÷èå îðóæèÿ: for i := WP_FIRST to WP_LAST do @@ -1978,6 +1992,9 @@ begin FLoss := 0; FSavedState.WaitRecall := False; FShellTimer := -1; + FFireTime := 0; + FFirePainTime := 0; + FFireAttacker := 0; FActualModelName := 'doomer'; @@ -2487,6 +2504,7 @@ begin WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]; WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA]; WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG]; + WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]; end; e_CharFont_GetSize(gMenuFont, s, tw, th); @@ -2794,6 +2812,17 @@ begin g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_SHELL); end; + + WEAPON_FLAMETHROWER: + if FAmmo[A_FUEL] > 0 then + begin + g_Weapon_flame(wx, wy, xd, yd, FUID); + FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap]; + Dec(FAmmo[A_FUEL]); + FFireAngle := FAngle; + f := True; + DidFire := True; + end; end; if g_Game_IsNet then @@ -2824,6 +2853,7 @@ begin WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS]; WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS]; WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS]; + WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL]; else Result := 0; end; end; @@ -2852,6 +2882,14 @@ begin FJetSoundOff.PlayAt(FObj.X, FObj.Y); end; +procedure TPlayer.CatchFire(Attacker: Word); +begin + FFireTime := 100; + FFireAttacker := Attacker; + if g_Game_IsNet and g_Game_IsServer then + MH_SEND_PlayerStats(FUID); +end; + procedure TPlayer.Jump(); begin if gFly or FJetpack then @@ -3095,6 +3133,7 @@ begin WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA; WEAPON_BFG: i := ITEM_WEAPON_BFG; WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET; + WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER; else i := 0; end; @@ -3302,6 +3341,7 @@ begin WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: 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); else result := (weapon < length(FWeapon)); end; end; @@ -3316,13 +3356,21 @@ var begin result := 255; // default result: "no switch" // had weapon cycling on previous frame? remove that flag - if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end; + if (FNextWeap and $2000) <> 0 then + begin + FNextWeap := FNextWeap and $1FFF; + FNextWeapDelay := 0; + end; // cycling has priority if (FNextWeap and $C000) <> 0 then begin - if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; + if (FNextWeap and $8000) <> 0 then + dir := 1 + else + dir := -1; FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then exit; // cooldown time + if FNextWeapDelay > 0 then + exit; // cooldown time cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin @@ -3339,8 +3387,14 @@ begin exit; end; // no cycling - for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; - for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end; + for i := 0 to High(wantThisWeapon) do + wantThisWeapon[i] := false; + for i := 0 to High(FWeapon) do + if (FNextWeap and (1 shl i)) <> 0 then + begin + wantThisWeapon[i] := true; + Inc(wwc); + end; // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3348,11 +3402,19 @@ begin 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 FNextWeap := 0; exit; end; // yeah + if FNextWeapDelay > 0 then + begin + FNextWeap := 0; + exit; + end; // yeah end; // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` // but clear all counters if no weapon should be switched - if wwc < 1 then begin resetWeaponQueue(); exit; end; + if wwc < 1 then + begin + resetWeaponQueue(); + exit; + end; //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); // try weapons in descending order for i := High(FWeapon) downto 0 do @@ -3461,6 +3523,7 @@ begin IncMax(FHealth, 10, PLAYER_HP_SOFT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3470,6 +3533,7 @@ begin IncMax(FHealth, 25, PLAYER_HP_SOFT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3497,6 +3561,7 @@ begin IncMax(FHealth, 100, PLAYER_HP_LIMIT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3509,6 +3574,7 @@ begin FArmor := PLAYER_AP_LIMIT; Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3606,6 +3672,18 @@ begin if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); end; + ITEM_WEAPON_FLAMETHROWER: + if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then + begin + if a and FWeapon[WEAPON_FLAMETHROWER] then Exit; + + IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); + FWeapon[WEAPON_FLAMETHROWER] := True; + Result := True; + if gFlash = 2 then Inc(FPickup, 5); + if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); + end; + ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then begin @@ -3678,17 +3756,28 @@ begin if gFlash = 2 then Inc(FPickup, 5); end; + ITEM_AMMO_FUELCAN: + if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then + begin + IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); + Result := True; + remove := True; + if gFlash = 2 then Inc(FPickup, 5); + end; + ITEM_AMMO_BACKPACK: if not(R_ITEM_BACKPACK in FRulez) or (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or - (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then + (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or + (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then begin - FMaxAmmo[A_BULLETS] := 400; - FMaxAmmo[A_SHELLS] := 100; - FMaxAmmo[A_ROCKETS] := 100; - FMaxAmmo[A_CELLS] := 600; + FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS]; + FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS]; + FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS]; + FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS]; + FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL]; if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); @@ -3741,6 +3830,7 @@ begin FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME; Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3770,6 +3860,7 @@ begin FBerserk := gTime+30000; Result := True; remove := True; + FFireTime := 0; end; if FHealth < PLAYER_HP_SOFT then begin @@ -3777,6 +3868,7 @@ begin FBerserk := gTime+30000; Result := True; remove := True; + FFireTime := 0; end; end; @@ -3795,6 +3887,7 @@ begin IncMax(FHealth, 4, PLAYER_HP_LIMIT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -4120,15 +4213,16 @@ begin FModel.SetWeapon(FCurrWeap); - for b := A_BULLETS to A_CELLS do + for b := A_BULLETS to A_HIGH do FAmmo[b] := 0; FAmmo[A_BULLETS] := 50; - FMaxAmmo[A_BULLETS] := 200; - FMaxAmmo[A_SHELLS] := 50; - FMaxAmmo[A_ROCKETS] := 50; - FMaxAmmo[A_CELLS] := 300; + FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS]; + FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS]; + FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS]; + FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS]; + FMaxAmmo[A_FUEL] := AmmoLimits[0, A_FUEL]; if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE] @@ -4175,6 +4269,9 @@ begin FDamageBuffer := 0; FJetpack := False; FCanJetpack := False; + FFireTime := 0; + FFirePainTime := 0; + FFireAttacker := 0; // Àíèìàöèÿ âîçðîæäåíèÿ: if (not gLoadGameMode) and (not Silent) then @@ -4766,6 +4863,35 @@ begin end else if FAir < AIR_DEF then FAir := AIR_DEF; + if FFireTime > 0 then + begin + if BodyInLiquid(0, 0) then + begin + FFireTime := 0; + FFirePainTime := 0; + end + else if FMegaRulez[MR_SUIT] >= gTime then + begin + if FMegaRulez[MR_SUIT] = gTime then + FFireTime := 1; + FFirePainTime := 0; + end + else + begin + OnFireFlame(1); + if FFirePainTime <= 0 then + begin + if g_Game_IsServer then + Damage(5, FFireAttacker, 0, 0, HIT_FLAME); + FFirePainTime := 18; + end; + FFirePainTime := FFirePainTime - 1; + FFireTime := FFireTime - 1; + if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then + MH_SEND_PlayerStats(FUID); + end; + end; + if FDamageBuffer > 0 then begin if FDamageBuffer >= 9 then @@ -5037,6 +5163,13 @@ begin g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_SHELL); end; + + WEAPON_FLAMETHROWER: + begin + g_Weapon_flame(wx, wy, xd, yd, FUID, WID); + FFireAngle := FAngle; + f := True; + end; end; if not f then Exit; @@ -5392,10 +5525,10 @@ begin // Îáúåêò èãðîêà: Obj_SaveState(@FObj, Mem); // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.WriteWord(FAmmo[i]); // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.WriteWord(FMaxAmmo[i]); // Íàëè÷èå îðóæèÿ: for i := WP_FIRST to WP_LAST do @@ -5532,10 +5665,10 @@ begin // Îáúåêò èãðîêà: Obj_LoadState(@FObj, Mem); // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.ReadWord(FAmmo[i]); // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.ReadWord(FMaxAmmo[i]); // Íàëè÷èå îðóæèÿ: for i := WP_FIRST to WP_LAST do @@ -5605,7 +5738,7 @@ begin end; for a := WP_FIRST to WP_LAST do FWeapon[a] := True; - for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000; + for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000; FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]; end; @@ -5721,6 +5854,7 @@ begin ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True; ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True; ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True; + ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True; ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]); @@ -5730,17 +5864,20 @@ begin ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]); ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]); + ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); ITEM_AMMO_BACKPACK: if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or - (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then + (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or + (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then begin - FMaxAmmo[A_BULLETS] := 400; - FMaxAmmo[A_SHELLS] := 100; - FMaxAmmo[A_ROCKETS] := 100; - FMaxAmmo[A_CELLS] := 600; + FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS]; + FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS]; + FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS]; + FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS]; + FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL]; if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); @@ -5796,6 +5933,27 @@ begin end; end; +procedure TPlayer.OnFireFlame(Times: DWORD = 1); +var + id, i: DWORD; + Anim: TAnimation; +begin + if (Random(10) = 1) and (Times = 1) then + Exit; + + if g_Frames_Get(id, 'FRAMES_FLAME') then + begin + for i := 1 to Times do + begin + Anim := TAnimation.Create(id, False, 3); + Anim.Alpha := 0; + g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2), + Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE); + Anim.Free(); + end; + end; +end; + procedure TPlayer.PauseSounds(Enable: Boolean); begin FSawSound.Pause(Enable); @@ -6088,7 +6246,7 @@ var firew, fireh: Integer; angle: SmallInt; mon: TMonster; - pla: TPlayer; + pla, tpla: TPlayer; vsPlayer, vsMonster, ok: Boolean; begin vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER); @@ -6105,7 +6263,7 @@ begin case FCurrWeap of WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20); - WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40); + WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40); else PressKey(KEY_FIRE); end; end; @@ -6122,14 +6280,16 @@ begin if (g_GetUIDType(Target.UID) = UID_PLAYER) and vsPlayer then begin // Èãðîê - with g_Player_Get(Target.UID) do - begin - if (@FObj) <> nil then + tpla := g_Player_Get(Target.UID); + if tpla <> nil then + with tpla do begin - Target.X := FObj.X; - Target.Y := FObj.Y; + if (@FObj) <> nil then + begin + Target.X := FObj.X; + Target.Y := FObj.Y; + end; end; - end; Target.cX := Target.X + PLAYER_RECT_CX; Target.cY := Target.Y + PLAYER_RECT_CY; @@ -7077,6 +7237,7 @@ var WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10; WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40; WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1; + WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1; else Result := True; end; end;