From: binarymaster Date: Wed, 9 Aug 2017 16:38:53 +0000 (+0300) Subject: Add flamethrower weapon, item and ammo X-Git-Url: http://deadsoftware.ru/gitweb?a=commitdiff_plain;h=f0c98dc86657bdc08f6049872f12b554e1654fa4;p=d2df-sdl.git Add flamethrower weapon, item and ammo --- diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 1744fc5..811148c 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -4876,6 +4876,9 @@ begin if cmd = 'superchaingun' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); g_Console_Add('player got a superchaingun'); continue; end; if cmd = 'superchaingunzz' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a superchaingun'); continue; end; + if (cmd = 'flamer') or (cmd = 'flamethrower') or (cmd = 'ft') then begin plr.GiveItem(ITEM_WEAPON_FLAMETHROWER); g_Console_Add('player got a flame thrower'); continue; end; + if (cmd = 'flamerzz') or (cmd = 'flamethrowerzz') or (cmd = 'ftzz') then begin plr.GiveItem(ITEM_WEAPON_FLAMETHROWER); plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got a flame thrower'); continue; end; + if cmd = 'chainsaw' then begin plr.GiveItem(ITEM_WEAPON_SAW); g_Console_Add('player got a chainsaw'); continue; end; if cmd = 'ammo' then @@ -4884,6 +4887,7 @@ begin plr.GiveItem(ITEM_AMMO_BULLETS_BOX); plr.GiveItem(ITEM_AMMO_CELL_BIG); plr.GiveItem(ITEM_AMMO_ROCKET_BOX); + plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got some ammo'); continue; end; @@ -4900,6 +4904,8 @@ begin if cmd = 'rocket' then begin plr.GiveItem(ITEM_AMMO_ROCKET); g_Console_Add('player got a rocket'); continue; end; if cmd = 'rocketbox' then begin plr.GiveItem(ITEM_AMMO_ROCKET_BOX); g_Console_Add('player got some rockets'); continue; end; + if (cmd = 'fuel') or (cmd = 'fuelcan') then begin plr.GiveItem(ITEM_AMMO_FUELCAN); g_Console_Add('player got fuel canister'); continue; end; + if cmd = 'weapons' then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); diff --git a/src/game/g_items.pas b/src/game/g_items.pas index f48f793..d94b996 100644 --- a/src/game/g_items.pas +++ b/src/game/g_items.pas @@ -19,7 +19,7 @@ unit g_items; interface uses - g_textures, g_phys, g_saveload, BinEditor; + g_textures, g_phys, g_saveload, BinEditor, MAPDEF; Type TItem = record @@ -50,7 +50,7 @@ procedure g_Items_LoadState(var Mem: TBinMemoryReader); var gItems: Array of TItem = nil; - gItemsTexturesID: Array [1..35] of DWORD; + gItemsTexturesID: Array [1..ITEM_MAX] of DWORD; gMaxDist: Integer = 1; ITEM_RESPAWNTIME: Integer = 60 * 36; @@ -59,7 +59,7 @@ implementation uses g_basic, e_graphics, g_sound, g_main, g_gfx, g_map, Math, g_game, g_triggers, g_console, SysUtils, g_player, g_net, g_netmsg, - MAPDEF, e_log; + e_log; const ITEM_SIGNATURE = $4D455449; // 'ITEM' @@ -100,7 +100,9 @@ const ((14), (18)), // BOTTLE ((16), (15)), // HELMET ((32), (24)), // JETPACK - ((25), (25))); // INVIS + ((25), (25)), // INVIS + ((53), (20)), // WEAPON_FLAMETHROWER + ((13), (20))); // AMMO_FUELCAN procedure InitTextures(); begin @@ -117,6 +119,7 @@ begin g_Texture_Get('ITEM_WEAPON_PLASMA', gItemsTexturesID[ITEM_WEAPON_PLASMA]); g_Texture_Get('ITEM_WEAPON_BFG', gItemsTexturesID[ITEM_WEAPON_BFG]); g_Texture_Get('ITEM_WEAPON_SUPERPULEMET', gItemsTexturesID[ITEM_WEAPON_SUPERPULEMET]); + g_Texture_Get('ITEM_WEAPON_FLAMETHROWER', gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]); g_Texture_Get('ITEM_AMMO_BULLETS', gItemsTexturesID[ITEM_AMMO_BULLETS]); g_Texture_Get('ITEM_AMMO_BULLETS_BOX', gItemsTexturesID[ITEM_AMMO_BULLETS_BOX]); g_Texture_Get('ITEM_AMMO_SHELLS', gItemsTexturesID[ITEM_AMMO_SHELLS]); @@ -125,6 +128,7 @@ begin g_Texture_Get('ITEM_AMMO_ROCKET_BOX', gItemsTexturesID[ITEM_AMMO_ROCKET_BOX]); g_Texture_Get('ITEM_AMMO_CELL', gItemsTexturesID[ITEM_AMMO_CELL]); g_Texture_Get('ITEM_AMMO_CELL_BIG', gItemsTexturesID[ITEM_AMMO_CELL_BIG]); + g_Texture_Get('ITEM_AMMO_FUELCAN', gItemsTexturesID[ITEM_AMMO_FUELCAN]); g_Texture_Get('ITEM_AMMO_BACKPACK', gItemsTexturesID[ITEM_AMMO_BACKPACK]); g_Texture_Get('ITEM_KEY_RED', gItemsTexturesID[ITEM_KEY_RED]); g_Texture_Get('ITEM_KEY_GREEN', gItemsTexturesID[ITEM_KEY_GREEN]); @@ -167,6 +171,7 @@ begin g_Texture_CreateWADEx('ITEM_WEAPON_PLASMA', GameWAD+':TEXTURES\PGUN'); g_Texture_CreateWADEx('ITEM_WEAPON_BFG', GameWAD+':TEXTURES\BFG'); g_Texture_CreateWADEx('ITEM_WEAPON_SUPERPULEMET', GameWAD+':TEXTURES\SPULEMET'); + g_Texture_CreateWADEx('ITEM_WEAPON_FLAMETHROWER', GameWAD+':TEXTURES\FLAMETHROWER'); g_Texture_CreateWADEx('ITEM_AMMO_BULLETS', GameWAD+':TEXTURES\CLIP'); g_Texture_CreateWADEx('ITEM_AMMO_BULLETS_BOX', GameWAD+':TEXTURES\AMMO'); g_Texture_CreateWADEx('ITEM_AMMO_SHELLS', GameWAD+':TEXTURES\SHELL1'); @@ -175,6 +180,7 @@ begin g_Texture_CreateWADEx('ITEM_AMMO_ROCKET_BOX', GameWAD+':TEXTURES\ROCKETS'); g_Texture_CreateWADEx('ITEM_AMMO_CELL', GameWAD+':TEXTURES\CELL'); g_Texture_CreateWADEx('ITEM_AMMO_CELL_BIG', GameWAD+':TEXTURES\CELL2'); + g_Texture_CreateWADEx('ITEM_AMMO_FUELCAN', GameWAD+':TEXTURES\FUELCAN'); g_Texture_CreateWADEx('ITEM_AMMO_BACKPACK', GameWAD+':TEXTURES\BPACK'); g_Texture_CreateWADEx('ITEM_KEY_RED', GameWAD+':TEXTURES\KEYR'); g_Texture_CreateWADEx('ITEM_KEY_GREEN', GameWAD+':TEXTURES\KEYG'); @@ -221,6 +227,7 @@ begin g_Texture_Delete('ITEM_WEAPON_PLASMA'); g_Texture_Delete('ITEM_WEAPON_BFG'); g_Texture_Delete('ITEM_WEAPON_SUPERPULEMET'); + g_Texture_Delete('ITEM_WEAPON_FLAMETHROWER'); g_Texture_Delete('ITEM_AMMO_BULLETS'); g_Texture_Delete('ITEM_AMMO_BULLETS_BOX'); g_Texture_Delete('ITEM_AMMO_SHELLS'); @@ -229,6 +236,7 @@ begin g_Texture_Delete('ITEM_AMMO_ROCKET_BOX'); g_Texture_Delete('ITEM_AMMO_CELL'); g_Texture_Delete('ITEM_AMMO_CELL_BIG'); + g_Texture_Delete('ITEM_AMMO_FUELCAN'); g_Texture_Delete('ITEM_AMMO_BACKPACK'); g_Texture_Delete('ITEM_KEY_RED'); g_Texture_Delete('ITEM_KEY_GREEN'); @@ -446,7 +454,8 @@ begin else if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_AMMO_BACKPACK] then + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER, + ITEM_AMMO_BACKPACK] then g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', gPlayers[j].Obj.X, gPlayers[j].Obj.Y) else @@ -462,7 +471,7 @@ begin else if ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET] then + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', gPlayers[j].Obj.X, gPlayers[j].Obj.Y) else diff --git a/src/game/g_net.pas b/src/game/g_net.pas index e935fc9..0ea107b 100644 --- a/src/game/g_net.pas +++ b/src/game/g_net.pas @@ -22,7 +22,7 @@ uses e_log, e_fixedbuffer, ENet, Classes; const - NET_PROTOCOL_VER = 169; + NET_PROTOCOL_VER = 170; NET_MAXCLIENTS = 24; NET_CHANS = 11; diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index 9a226cf..f8ec00a 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -2385,7 +2385,8 @@ begin else if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_AMMO_BACKPACK] then + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER, + ITEM_AMMO_BACKPACK] then g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', gItems[ID].Obj.X, gItems[ID].Obj.Y) else @@ -2401,7 +2402,7 @@ begin else if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET] then + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', gItems[ID].Obj.X, gItems[ID].Obj.Y) else diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 5f4692f..d03247c 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -50,11 +50,12 @@ const A_SHELLS = 1; A_ROCKETS = 2; A_CELLS = 3; - A_HIGH = 3; + A_FUEL = 4; + A_HIGH = 4; AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word = - ((200, 50, 50, 300), - (400, 100, 100, 600)); + ((200, 50, 50, 300, 100), + (400, 100, 100, 600, 200)); K_SIMPLEKILL = 0; K_HARDKILL = 1; @@ -547,27 +548,30 @@ 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, 0); PLAYER_SIGNATURE = $52594C50; // 'PLYR' CORPSE_SIGNATURE = $50524F43; // 'CORP' @@ -2492,6 +2496,7 @@ 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); @@ -2799,6 +2804,16 @@ 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 + FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap]; + Dec(FAmmo[A_FUEL]); + FFireAngle := FAngle; + f := True; + DidFire := True; + end; end; if g_Game_IsNet then @@ -2829,6 +2844,7 @@ 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; @@ -3100,6 +3116,7 @@ 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; @@ -3307,6 +3324,7 @@ 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; @@ -3611,6 +3629,18 @@ 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 @@ -3683,17 +3713,28 @@ 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] := 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]); @@ -4134,6 +4175,7 @@ begin 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] @@ -5042,6 +5084,12 @@ begin g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_SHELL); end; + + WEAPON_FLAMETHROWER: + begin + FFireAngle := FAngle; + f := True; + end; end; if not f then Exit; @@ -5726,6 +5774,7 @@ 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]); @@ -5735,17 +5784,20 @@ 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] := 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]); @@ -6110,7 +6162,7 @@ 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; @@ -7082,6 +7134,7 @@ 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; diff --git a/src/game/g_playermodel.pas b/src/game/g_playermodel.pas index 8e895a9..f3e1f8d 100644 --- a/src/game/g_playermodel.pas +++ b/src/game/g_playermodel.pas @@ -145,13 +145,14 @@ const FLAG_DEFANGLE = -20; WEAPONBASE: Array [WP_FIRST + 1..WP_LAST] of TPoint = ((X:8; Y:4), (X:8; Y:8), (X:16; Y:16), (X:16; Y:24), - (X:16; Y:16), (X:24; Y:24), (X:16; Y:16), (X:24; Y:24), (X:16; Y:16)); + (X:16; Y:16), (X:24; Y:24), (X:16; Y:16), (X:24; Y:24), + (X:16; Y:16), (X:8; Y:8)); AnimNames: Array [A_STAND..A_PAIN] of String = ('StandAnim','WalkAnim','Die1Anim','Die2Anim','AttackAnim', 'SeeUpAnim','SeeDownAnim','AttackUpAnim','AttackDownAnim','PainAnim'); WeapNames: Array [WP_FIRST + 1..WP_LAST] of String = - ('csaw', 'hgun', 'sg', 'ssg', 'mgun', 'rkt', 'plz', 'bfg', 'spl'); + ('csaw', 'hgun', 'sg', 'ssg', 'mgun', 'rkt', 'plz', 'bfg', 'spl', 'flm'); var WeaponID: Array [WP_FIRST + 1..WP_LAST] of @@ -253,7 +254,7 @@ var WAD: TWADFile; s: string; prefix: string; - ok: Boolean; + ok, chk: Boolean; begin e_WriteLog(Format('Loading player model: %s', [ExtractFileName(FileName)]), MSG_NOTIFY); @@ -395,10 +396,60 @@ begin for bb := A_STAND to A_PAIN do if not (bb in [A_DIE1, A_DIE2, A_PAIN]) then begin - ok := ok and GetWeapPoints(config.ReadStr(AnimNames[bb], WeapNames[aa]+'_points', ''), aa, bb, D_RIGHT, - config.ReadInt(AnimNames[bb], 'frames', 0), - config.ReadBool(AnimNames[bb], 'backanim', False), - WeaponPoints); + chk := GetWeapPoints(config.ReadStr(AnimNames[bb], WeapNames[aa]+'_points', ''), aa, bb, D_RIGHT, + config.ReadInt(AnimNames[bb], 'frames', 0), + config.ReadBool(AnimNames[bb], 'backanim', False), + WeaponPoints); + if ok and (not chk) and (aa = WEAPON_FLAMETHROWER) then + begin + // workaround for flamethrower + chk := GetWeapPoints(config.ReadStr(AnimNames[bb], WeapNames[WEAPON_PLASMA]+'_points', ''), aa, bb, D_RIGHT, + config.ReadInt(AnimNames[bb], 'frames', 0), + config.ReadBool(AnimNames[bb], 'backanim', False), + WeaponPoints); + if chk then + for f := 0 to High(WeaponPoints[aa, bb, D_RIGHT]) do + begin + case bb of + A_STAND, A_PAIN: + begin + Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); + Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 8); + end; + A_WALK: + begin + Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 9); + Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 9); + end; + A_ATTACK: + begin + Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); + Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 8); + end; + A_SEEUP: + begin + Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); + Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 16); + end; + A_SEEDOWN: + begin + Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); + Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 5); + end; + A_ATTACKUP: + begin + Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 5); + Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 16); + end; + A_ATTACKDOWN: + begin + Dec(WeaponPoints[aa, bb, D_RIGHT, f].X, 6); + Dec(WeaponPoints[aa, bb, D_RIGHT, f].Y, 4); + end; + end; + end; + end; + ok := ok and chk; if not GetWeapPoints(config.ReadStr(AnimNames[bb], WeapNames[aa]+'2_points', ''), aa, bb, D_LEFT, config.ReadInt(AnimNames[bb], 'frames', 0), diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index c6f09a9..38d33e3 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -97,7 +97,7 @@ const WEAPON_PLASMA = 7; WEAPON_BFG = 8; WEAPON_SUPERPULEMET = 9; - WEAPON_MEGAKASTET = 10; + WEAPON_FLAMETHROWER = 10; WEAPON_ZOMBY_PISTOL = 20; WEAPON_IMP_FIRE = 21; WEAPON_BSP_FIRE = 22; @@ -107,7 +107,7 @@ const WEAPON_SKEL_FIRE = 26; WP_FIRST = WEAPON_KASTET; - WP_LAST = WEAPON_SUPERPULEMET; + WP_LAST = WEAPON_FLAMETHROWER; implementation diff --git a/src/shared/MAPDEF.pas b/src/shared/MAPDEF.pas index 1520352..ef4eaf6 100644 --- a/src/shared/MAPDEF.pas +++ b/src/shared/MAPDEF.pas @@ -92,8 +92,10 @@ const ITEM_HELMET = 34; ITEM_JETPACK = 35; ITEM_INVIS = 36; + ITEM_WEAPON_FLAMETHROWER = 37; + ITEM_AMMO_FUELCAN = 38; - ITEM_MAX = 36; // store the last item's id in here + ITEM_MAX = 38; // store the last item's id in here // use this in for loops ITEM_OPTION_ONLYDM = 1;