X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=19d6be55027fbad4ea488a2915b2d034f5a464e0;hp=068c2b4124e41fe4d225a6dd4685666797c1300c;hb=51998d817120cd3833df7bae3d355642fd4abde5;hpb=b9615dc5473b0eadac9f3298714b440ff406d322 diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 068c2b4..19d6be5 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; @@ -236,10 +240,12 @@ 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); - function followCorpse(): Boolean; + function refreshCorpse(): Boolean; public FDamageBuffer: Integer; @@ -253,6 +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; @@ -272,6 +282,7 @@ 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; @@ -291,6 +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; @@ -305,7 +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(); @@ -337,6 +354,7 @@ 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; @@ -351,6 +369,8 @@ 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; @@ -366,6 +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; @@ -530,7 +553,7 @@ 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); @@ -597,7 +620,7 @@ 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(); @@ -611,6 +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 @@ -846,148 +870,40 @@ 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; @@ -1029,6 +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 @@ -1126,6 +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 @@ -1437,6 +1359,8 @@ 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(); @@ -1491,6 +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; @@ -1516,6 +1454,7 @@ begin Color := gPlayers[a].FModel.Color; Lives := gPlayers[a].FLives; Spectator := gPlayers[a].FSpectator; + UID := gPlayers[a].FUID; end; end; end; @@ -1570,21 +1509,24 @@ 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; @@ -1612,6 +1554,8 @@ 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, @@ -2067,11 +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 @@ -2199,6 +2203,7 @@ begin FFirePainTime := 0; FFireAttacker := 0; FHandicap := 100; + FCorpse := -1; FActualModelName := 'doomer'; @@ -2443,8 +2448,11 @@ 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; @@ -3468,10 +3476,15 @@ 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].Goals); + 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 @@ -3603,7 +3616,7 @@ 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 @@ -3756,6 +3769,15 @@ 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; @@ -3783,6 +3805,36 @@ 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 @@ -3792,6 +3844,7 @@ 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 @@ -3812,9 +3865,9 @@ 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; @@ -3832,6 +3885,7 @@ begin wantThisWeapon[i] := true; Inc(wwc); end; + // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3862,6 +3916,7 @@ 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; @@ -3900,6 +3955,7 @@ begin end; nw := getNextWeaponIndex(); + // if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then begin @@ -3943,18 +3999,10 @@ 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; @@ -3962,7 +4010,6 @@ 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 @@ -4028,6 +4075,8 @@ 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); @@ -4039,7 +4088,8 @@ 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; @@ -4051,7 +4101,8 @@ 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; @@ -4063,7 +4114,8 @@ 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; @@ -4075,7 +4127,8 @@ 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; @@ -4087,7 +4140,8 @@ 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; @@ -4099,7 +4153,8 @@ 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; @@ -4111,7 +4166,8 @@ 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; @@ -4123,7 +4179,8 @@ 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; @@ -4297,7 +4354,7 @@ 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(); @@ -4370,6 +4427,9 @@ begin if gFlash = 2 then Inc(FPickup, 5); end; end; + + if (shouldSwitch(switchWeapon, hadWeapon)) then + QueueWeaponSwitch(switchWeapon); end; procedure TPlayer.Touch(); @@ -4414,6 +4474,7 @@ begin FDeath := 0; FSecrets := 0; FSpawnInvul := 0; + FCorpse := -1; FReady := False; if FNoRespawn then begin @@ -4457,143 +4518,58 @@ 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); @@ -4611,6 +4587,7 @@ begin FPain := 0; FLastHit := 0; FSpawnInvul := 0; + FCorpse := -1; if not g_Game_IsServer then Exit; @@ -4793,6 +4770,7 @@ begin FPhysics := False; FWantsInGame := False; FSpawned := False; + FCorpse := -1; if FNoRespawn then begin @@ -5025,11 +5003,12 @@ 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 @@ -5039,16 +5018,26 @@ 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; @@ -5069,11 +5058,14 @@ begin NetServer := g_Game_IsNet and g_Game_IsServer; AnyServer := g_Game_IsServer; - if FGhost then - DoLerp(4); + if g_Game_IsClient and (NetInterpLevel > 0) then + DoLerp(NetInterpLevel + 1) + else + if FGhost then + 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 @@ -5114,10 +5106,6 @@ 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 @@ -5130,8 +5118,7 @@ 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; @@ -5145,8 +5132,6 @@ 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 @@ -5265,8 +5250,7 @@ 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 @@ -5748,16 +5732,20 @@ 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 @@ -5914,10 +5902,19 @@ 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 @@ -5930,8 +5927,18 @@ 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 @@ -6589,7 +6596,7 @@ 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; @@ -6620,7 +6627,7 @@ 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 @@ -8048,7 +8055,6 @@ 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.