diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 2f089d711a6bd6265a1a6284c36c4f12b04c7ce1..3e30f6378a3799c73b26979ee9426c400149be2c 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
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
FFirePainTime: Integer;
FFireAttacker: Word;
- FSavedState: TPlayerSavedState;
+ FSavedStateNum: Integer;
FModel: TPlayerModel;
FPunchAnim: TAnimation;
FActionChanged: Boolean;
FAngle: SmallInt;
FFireAngle: SmallInt;
+ FIncCamOld: Integer;
FIncCam: Integer;
+ FSlopeOld: Integer;
FShellTimer: Integer;
FShellType: Byte;
FSawSound: TPlayableSound;
procedure DrawIndicator(Color: TRGB);
procedure DrawBubble();
procedure DrawGUI();
+ procedure PreUpdate();
procedure Update(); virtual;
procedure RememberState();
procedure RecallState();
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;
gPlayerIndicator: Integer = 1;
gPlayerIndicatorStyle: Integer = 0;
gNumBots: Word = 0;
- gLMSPID1: Word = 0;
- gLMSPID2: Word = 0;
+ gSpectLatchPID1: Word = 0;
+ gSpectLatchPID2: Word = 0;
MAX_RUNVEL: Integer = 8;
VEL_JUMP: Integer = 10;
SHELL_TIMEOUT: Cardinal = 60000;
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);
CurrentShell: Integer = 0;
BotNames: Array of String;
BotList: Array of TBotProfile;
+ SavedStates: Array of TPlayerSavedState;
function Lerp(X, Y, Factor: Integer): Integer;
Break;
end;
-// Èìåíè íåò, çàäàåì ñëó÷àéíîå:
- if _name = '' then
- repeat
- _name := Format('DFBOT%.2d', [Random(100)]);
- until g_Player_ValidName(_name);
-
// Âûáèðàåì ñëó÷àéíóþ ìîäåëü:
_model := m[Random(Length(m))];
Min(Random(9)*32, 255)),
Team, True)) as TBot do
begin
- Name := _name;
+ // Åñëè èìåíè íåò, äåëàåì åãî èç UID áîòà
+ if _name = '' then
+ Name := Format('DFBOT%.5d', [UID])
+ else
+ Name := _name;
case Difficult of
1: FDifficult := DIFFICULT_EASY;
end;
config.Free();
+ SetLength(SavedStates, 0);
end;
procedure g_Player_Free();
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();
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
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
procedure g_Player_DrawCorpses();
var
- i: Integer;
+ i, fX, fY: Integer;
a: TDFPoint;
begin
if gGibs <> nil then
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;
procedure g_Player_DrawShells();
var
- i: Integer;
+ i, fX, fY: Integer;
a: TDFPoint;
begin
if gShells <> nil then
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;
FClientID := -1;
FPing := 0;
FLoss := 0;
- FSavedState.WaitRecall := False;
+ FSavedStateNum := -1;
FShellTimer := -1;
FFireTime := 0;
FFirePainTime := 0;
procedure TPlayer.DrawIndicator(Color: TRGB);
var
- indX, indY: Integer;
+ indX, indY, fX, fY, fSlope: Integer;
indW, indH: Word;
indA: Single;
a: TDFPoint;
c: TRGB;
begin
if FAlive then
+ begin
+ FObj.lerp(gLerpFactor, fX, fY);
+ fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
+
case gPlayerIndicatorStyle of
0:
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);
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;
begin
- bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
- bubY := FObj.Y+FObj.Rect.Y - 18;
+ FObj.lerp(gLerpFactor, fX, fY);
+ bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
+ bubY := fY+FObj.Rect.Y - 18;
Rb := 64;
Gb := 64;
Bb := 64;
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;
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
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;
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
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
e_CharFont_PrintEx(gMenuSmallFont, X-16-tw, Y+32, s, _RGB(255, 0, 0));
end;
- if gShowLives and (gGameSettings.MaxLives > 0) then
+ if gLMSRespawn > LMS_RESPAWN_NONE then
+ begin
+ s := _lc[I_GAME_WARMUP];
+ e_CharFont_GetSize(gMenuFont, s, tw, th);
+ s := s + ': ' + IntToStr((gLMSRespawnTime - gTime) div 1000);
+ e_CharFont_PrintEx(gMenuFont, X-64-tw, SY-32, s, _RGB(0, 255, 0));
+ end
+ else if gShowLives and (gGameSettings.MaxLives > 0) then
begin
s := IntToStr(Lives);
e_CharFont_GetSize(gMenuFont, s, tw, th);
if srv and (OldLR = LMS_RESPAWN_NONE) and (gLMSRespawn > LMS_RESPAWN_NONE) then
begin
if NetMode = NET_SERVER then
- MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000)
+ MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime)
else
g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [(gLMSRespawnTime - gTime) div 1000]), True);
end;
ReleaseKeys();
FDamageBuffer := 0;
+ FSlopeOld := 0;
+ FIncCamOld := 0;
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
Anim: TAnimation;
ID: DWORD;
begin
+ FSlopeOld := 0;
+ FIncCamOld := 0;
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
// 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;
FSpectatePlayer := -1;
FSpawned := True;
- if (gPlayer1 = nil) and (gLMSPID1 = FUID) then
+ if (gPlayer1 = nil) and (gSpectLatchPID1 = FUID) then
gPlayer1 := self;
- if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
+ if (gPlayer2 = nil) and (gSpectLatchPID2 = FUID) then
gPlayer2 := self;
if g_Game_IsNet then
begin
if Self = gPlayer1 then
begin
- gLMSPID1 := FUID;
+ gSpectLatchPID1 := FUID;
gPlayer1 := nil;
- end;
- if Self = gPlayer2 then
+ end
+ else if Self = gPlayer2 then
begin
- gLMSPID2 := FUID;
+ gSpectLatchPID2 := FUID;
gPlayer2 := nil;
end;
end;
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;
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;
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);
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;
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);