X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=f926798cf4b4772defe298bbab189217006c474c;hb=3b7ef59c450d979b7011cdeaadd6d8e59c34f197;hp=3025ea549a1fe28480c9588c30c2094a1eee4f39;hpb=fe8739ee302e1af12d6153c9b69bf93c34c63f01;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 3025ea5..f926798 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -240,6 +240,8 @@ type function getNextWeaponIndex (): Byte; // return 255 for "no switch" procedure resetWeaponQueue (); function hasAmmoForWeapon (weapon: Byte): Boolean; + function hasAmmoForShooting (weapon: Byte): Boolean; + function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean; procedure doDamage (v: Integer); @@ -257,6 +259,10 @@ type FReloading: Array [WP_FIRST..WP_LAST] of Word; FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD; FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState; + FWeapSwitchMode: Byte; + FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte; + FSwitchToEmpty: Byte; + FSkipFist: Byte; FColor: TRGB; FPreferredTeam: Byte; FSpectator: Boolean; @@ -296,6 +302,11 @@ type function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; + procedure SetWeaponPrefs(Prefs: Array of Byte); + procedure SetWeaponPref(Weapon, Pref: Byte); + function GetWeaponPref(Weapon: Byte) : Byte; + function GetMorePrefered() : Byte; + function MaySwitch(Weapon: Byte) : Boolean; function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload; function Collide(Panel: TPanel): Boolean; overload; function Collide(X, Y: Integer): Boolean; overload; @@ -310,7 +321,8 @@ 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(); @@ -374,6 +386,9 @@ type property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; property CurrWeap: Byte read FCurrWeap write FCurrWeap; + property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode; + property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty; + property SkipFist: Byte read FSkipFist write FSkipFist; property MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -558,7 +573,7 @@ type TTeamStat = Array [TEAM_RED..TEAM_BLUE] of record - Goals: SmallInt; + Score: SmallInt; end; var @@ -619,6 +634,7 @@ procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100); procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100); procedure g_Bot_MixNames(); procedure g_Bot_RemoveAll(); +function g_Bot_GetCount(): Integer; implementation @@ -929,6 +945,9 @@ var begin if not g_Game_IsServer then Exit; +// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò + if (g_Bot_GetCount() >= gMaxBots) then Exit; + // Ñïèñîê íàçâàíèé ìîäåëåé: m := g_PlayerModel_GetNames(); if m = nil then @@ -1026,6 +1045,9 @@ var begin if not g_Game_IsServer then Exit; +// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò + if (g_Bot_GetCount() >= gMaxBots) then Exit; + // Ñïèñîê íàçâàíèé ìîäåëåé: m := g_PlayerModel_GetNames(); if m = nil then @@ -1393,6 +1415,20 @@ begin Result := Result + 1; end; +function g_Bot_GetCount(): Integer; +var + a: Integer; +begin + Result := 0; + + if gPlayers = nil then + Exit; + + for a := 0 to High(gPlayers) do + if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then + Result := Result + 1; +end; + function g_Player_GetStats(): TPlayerStatArray; var a: Integer; @@ -1452,8 +1488,8 @@ procedure g_Player_ResetAll(Force, Silent: Boolean); var i: Integer; begin - gTeamStat[TEAM_RED].Goals := 0; - gTeamStat[TEAM_BLUE].Goals := 0; + gTeamStat[TEAM_RED].Score := 0; + gTeamStat[TEAM_BLUE].Score := 0; if gPlayers <> nil then for i := 0 to High(gPlayers) do @@ -1975,11 +2011,71 @@ begin if FModel <> nil then FModel.Color := Color; end; + + function TPlayer.GetColor(): TRGB; begin result := FModel.Color; end; +procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte); +var + i: Integer; +begin + for i := WP_FIRST to WP_LAST + 1 do + begin + if (Prefs[i] > WP_LAST + 1) then + FWeapPreferences[i] := 0 + else + FWeapPreferences[i] := Prefs[i]; + end; +end; + +procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte); +begin + if (Weapon > WP_LAST + 1) then + exit + else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then + FWeapPreferences[Weapon] := Pref + else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then + FWeapPreferences[Weapon] := 0; +end; + +function TPlayer.GetWeaponPref(Weapon: Byte) : Byte; +begin + if (Weapon > WP_LAST + 1) then + result := 0 + else if (FWeapPreferences[Weapon] > WP_LAST + 1) then + result := 0 + else + result := FWeapPreferences[Weapon]; +end; + +function TPlayer.GetMorePrefered() : Byte; +var + testedWeap, i: Byte; +begin + testedWeap := FCurrWeap; + for i := WP_FIRST to WP_LAST do + if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then + testedWeap := i; + if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then + testedWeap := WEAPON_KASTET; + result := testedWeap; +end; + +function TPlayer.maySwitch(Weapon: Byte) : Boolean; +begin + result := true; + if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then + begin + if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then + result := false; + end + else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then + result := false; +end; + procedure TPlayer.SwitchTeam; begin if g_Game_IsClient then @@ -2203,8 +2299,13 @@ begin end; if t = HIT_WATER then + begin g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4); + if Random(2) = 0 + then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) + else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); + end; end; // Áóôåð óðîíà: @@ -2642,7 +2743,7 @@ begin SY := gPlayerScreenSize.Y; Y := 0; - if gShowGoals and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then + if gShowScore and (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then begin if gGameSettings.GameMode = GM_CTF then a := 32 + 8 @@ -2659,7 +2760,7 @@ begin e_Draw(ID, X-16-32, 240-72-4, 0, True, False); end; - s := IntToStr(gTeamStat[TEAM_RED].Goals); + s := IntToStr(gTeamStat[TEAM_RED].Score); e_CharFont_GetSize(gMenuFont, s, tw, th); e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-72-4, s, TEAMCOLOR[TEAM_RED]); @@ -2674,7 +2775,7 @@ begin e_Draw(ID, X-16-32, 240-32-4, 0, True, False); end; - s := IntToStr(gTeamStat[TEAM_BLUE].Goals); + s := IntToStr(gTeamStat[TEAM_BLUE].Score); e_CharFont_GetSize(gMenuFont, s, tw, th); e_CharFont_PrintEx(gMenuFont, X-16-a-tw, 240-32-4, s, TEAMCOLOR[TEAM_BLUE]); end; @@ -3380,10 +3481,15 @@ begin if SpawnerUID = FUID then begin // Ñàìîóáèëñÿ - if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then + if Srv then begin - Dec(FFrags); - FLastFrag := 0; + if gGameSettings.GameMode = GM_TDM then + Dec(gTeamStat[FTeam].Score); + if DoFrags or (gGameSettings.GameMode = GM_TDM) then + begin + Dec(FFrags); + FLastFrag := 0; + end; end; g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True); end @@ -3405,7 +3511,7 @@ begin end; if (gGameSettings.GameMode = GM_TDM) and DoFrags then - Inc(gTeamStat[KP.Team].Goals, + Inc(gTeamStat[KP.Team].Score, IfThen(SameTeam(FUID, SpawnerUID), -1, 1)); if netsrv then MH_SEND_PlayerStats(SpawnerUID); @@ -3566,7 +3672,7 @@ begin g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_RED])]), 144); if Netsrv then MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_RED); - Inc(gTeamStat[TEAM_RED].Goals); + Inc(gTeamStat[TEAM_RED].Score); gLMSRespawn := LMS_RESPAWN_FINAL; gLMSRespawnTime := gTime + 5000; end @@ -3576,7 +3682,7 @@ begin g_Game_Message(Format(_lc[I_MESSAGE_TLMS_WIN], [AnsiUpperCase(_lc[I_GAME_TEAM_BLUE])]), 144); if Netsrv then MH_SEND_GameEvent(NET_EV_TLMS_WIN, TEAM_BLUE); - Inc(gTeamStat[TEAM_BLUE].Goals); + Inc(gTeamStat[TEAM_BLUE].Score); gLMSRespawn := LMS_RESPAWN_FINAL; gLMSRespawnTime := gTime + 5000; end @@ -3704,6 +3810,36 @@ begin end; end; +function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean; +begin + result := false; + case weapon of + WEAPON_KASTET, WEAPON_SAW: result := true; + WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); + WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1); + WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); + WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); + WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0); + WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40); + WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); + else result := (weapon < length(FWeapon)); + end; +end; + +function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean; +begin + result := false; + if (weapon > WP_LAST + 1) then + begin + result := false; + exit; + end; + if (FWeapSwitchMode = 1) and not hadWeapon then + result := true + else if (FWeapSwitchMode = 2) then + result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]); +end; + // return 255 for "no switch" function TPlayer.getNextWeaponIndex (): Byte; var @@ -3713,6 +3849,7 @@ var dir, cwi: Integer; begin result := 255; // default result: "no switch" + //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify); // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin @@ -3733,9 +3870,9 @@ begin for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] then + if FWeapon[cwi] and maySwitch(cwi) then begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); + //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify); result := Byte(cwi); FNextWeapDelay := WEAPON_DELAY; exit; @@ -3753,6 +3890,7 @@ begin wantThisWeapon[i] := true; Inc(wwc); end; + // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3783,6 +3921,7 @@ begin result := Byte(i); resetWeaponQueue(); FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not + //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify); exit; end; end; @@ -3821,6 +3960,7 @@ begin end; nw := getNextWeaponIndex(); + // if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then begin @@ -3864,18 +4004,10 @@ begin end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; - - function allowBerserkSwitching (): Boolean; - begin - if (FBFGFireCounter <> -1) then begin result := false; exit; end; - result := true; - if gBerserkAutoswitch then exit; - if not conIsCheatsEnabled then exit; - result := false; - end; - var a: Boolean; + switchWeapon: Byte = 255; + hadWeapon: Boolean = False; begin Result := False; if g_Game_IsClient then Exit; @@ -3883,7 +4015,6 @@ 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 @@ -3949,6 +4080,8 @@ 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); @@ -3960,7 +4093,8 @@ 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; @@ -3972,7 +4106,8 @@ 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; @@ -3984,7 +4119,8 @@ 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; @@ -3996,7 +4132,8 @@ 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; @@ -4008,7 +4145,8 @@ 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; @@ -4020,7 +4158,8 @@ 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; @@ -4032,7 +4171,8 @@ 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; @@ -4044,7 +4184,8 @@ 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; @@ -4218,7 +4359,7 @@ begin if not (R_BERSERK in FRulez) then begin Include(FRulez, R_BERSERK); - if allowBerserkSwitching then + if (FBFGFireCounter = -1) then begin FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); @@ -4291,6 +4432,9 @@ begin if gFlash = 2 then Inc(FPickup, 5); end; end; + + if (shouldSwitch(switchWeapon, hadWeapon)) then + QueueWeaponSwitch(switchWeapon); end; procedure TPlayer.Touch(); @@ -4926,7 +5070,7 @@ 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 @@ -5234,10 +5378,9 @@ begin else if (FAir mod 31 = 0) and not blockmon then begin g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4); - if Random(2) = 0 then - g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) - else - g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); + if Random(2) = 0 + then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) + else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); end; end else if FAir < AIR_DEF then FAir := AIR_DEF; @@ -5445,10 +5588,9 @@ end; procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); var locObj: TObj; - F: Boolean; + visible: Boolean = True; WX, WY, XD, YD: Integer; begin - F := False; WX := X; WY := Y; XD := AX; @@ -5457,6 +5599,7 @@ begin case FCurrWeap of WEAPON_KASTET: begin + visible := False; DoPunch(); if R_BERSERK in FRulez then begin @@ -5498,14 +5641,12 @@ begin FSawSoundSelect.Stop(); FSawSound.PlayAt(FObj.X, FObj.Y); end; - f := True; end; WEAPON_PISTOL: begin g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey); FFireAngle := FAngle; - f := True; g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_BULLET); end; @@ -5514,7 +5655,6 @@ begin begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey); FFireAngle := FAngle; - f := True; FShellTimer := 10; FShellType := SHELL_SHELL; end; @@ -5523,7 +5663,6 @@ begin begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey); FFireAngle := FAngle; - f := True; FShellTimer := 13; FShellType := SHELL_DBLSHELL; end; @@ -5532,7 +5671,6 @@ begin begin g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey); FFireAngle := FAngle; - f := True; g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_BULLET); end; @@ -5541,28 +5679,24 @@ begin begin g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID); FFireAngle := FAngle; - f := True; end; WEAPON_PLASMA: begin g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID); FFireAngle := FAngle; - f := True; end; WEAPON_BFG: begin g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID); FFireAngle := FAngle; - f := True; end; WEAPON_SUPERPULEMET: begin g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey); FFireAngle := FAngle; - f := True; g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_SHELL); end; @@ -5572,11 +5706,10 @@ begin g_Weapon_flame(wx, wy, xd, yd, FUID, WID); FlamerOn; FFireAngle := FAngle; - f := True; end; end; - if not f then Exit; + if not visible then Exit; if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK) else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN) @@ -5669,7 +5802,7 @@ begin if not sound_cap_flag[a].IsPlaying() then sound_cap_flag[a].Play(); - gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1; + gTeamStat[FTeam].Score += 1; Result := True; if g_Game_IsNet then @@ -5763,10 +5896,19 @@ 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 @@ -5779,8 +5921,18 @@ 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 @@ -6329,10 +6481,9 @@ begin begin g_GFX_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1, Obj.Y+Obj.Rect.Height+8, 1, 8, 4); - if Random(2) = 0 then - g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) - else - g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); + if Random(2) = 0 + then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', FObj.X, FObj.Y) + else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', FObj.X, FObj.Y); Exit; end; @@ -7897,7 +8048,6 @@ end; begin - conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true); conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all'); conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator'); end.