diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 8628d4a436e982b1027ae5048d86465a732b305b..22813f1dfac378f0f37af6fa05e0c3e7c9faaa1c 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
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;
PLAYER_AP_SOFT = 100;
PLAYER_AP_LIMIT = 200;
SUICIDE_DAMAGE = 112;
+ WEAPON_DELAY = 5;
+
+ PLAYER_BURN_TIME = 110;
PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
type
TPlayerStat = record
+ Num: Integer;
Ping: Word;
Loss: Byte;
Name: String;
Team: Byte;
Frags: SmallInt;
+ Assists: SmallInt;
Deaths: SmallInt;
Lives: Byte;
Kills: Word;
Color: TRGB;
Spectator: Boolean;
+ UID: Word;
end;
TPlayerStatArray = Array of TPlayerStat;
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
FKills: Integer;
FMonsterKills: Integer;
FFrags: Integer;
+ FAssists: Integer;
FFragCombo: Byte;
FLastFrag: LongWord;
FComboEvnt: Integer;
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;
FSawSoundIdle: TPlayableSound;
FSawSoundHit: TPlayableSound;
FSawSoundSelect: TPlayableSound;
+ FFlameSoundOn: TPlayableSound;
+ FFlameSoundOff: TPlayableSound;
+ FFlameSoundWork: TPlayableSound;
FJetSoundOn: TPlayableSound;
FJetSoundOff: TPlayableSound;
FJetSoundFly: TPlayableSound;
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;
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;
FWantsInGame: Boolean;
FGhost: Boolean;
FPhysics: Boolean;
+ FFlaming: Boolean;
FJetpack: Boolean;
FActualModelName: string;
FClientID: SmallInt;
FPing: Word;
FLoss: Byte;
+ FReady: Boolean;
FDummy: Boolean;
FFireTime: Integer;
+ 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;
procedure ReleaseKeys();
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
+ function GetColor(): TRGB;
procedure SetWeapon(W: Byte);
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;
procedure BFGHit();
function GetFlag(Flag: Byte): Boolean;
procedure SetFlag(Flag: Byte);
- function DropFlag(): Boolean;
+ function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
+ function TryDropFlag(): Boolean;
procedure AllRulez(Health: Boolean);
procedure RestoreHealthArmor();
procedure FragCombo();
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
- procedure DrawIndicator();
+ procedure DrawIndicator(Color: TRGB);
procedure DrawBubble();
procedure DrawGUI();
+ procedure PreUpdate();
procedure Update(); virtual;
procedure RememberState();
procedure RecallState();
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;
+ procedure FlamerOff;
procedure JetpackOn;
procedure JetpackOff;
- procedure CatchFire(Attacker: Word);
+ procedure CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
//WARNING! this does nothing for now, but still call it!
procedure positionChanged (); //WARNING! call this after entity position was changed, or coldet will not work right!
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;
property Air: Integer read FAir write FAir;
property JetFuel: Integer read FJetFuel write FJetFuel;
property Frags: Integer read FFrags write FFrags;
+ property Assists: Integer read FAssists write FAssists;
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;
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;
property eAir: Integer read FAir write FAir;
property eJetFuel: Integer read FJetFuel write FJetFuel;
property eFrags: Integer read FFrags write FFrags;
+ property eAssists: Integer read FAssists write FAssists;
property eDeath: Integer read FDeath write FDeath;
property eKills: Integer read FKills write FKills;
property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
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);
TTeamStat = Array [TEAM_RED..TEAM_BLUE] of
record
- Goals: SmallInt;
+ Score: SmallInt;
end;
var
gTeamStat: TTeamStat;
gFly: Boolean = False;
gAimLine: Boolean = False;
- gChatBubble: Byte = 0;
- gPlayerIndicator: Boolean = True;
+ gChatBubble: Integer = 0;
+ 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_Gibs_GetMax(): Word;
procedure g_Corpses_SetMax(Count: Word);
function g_Corpses_GetMax(): Word;
+procedure g_Force_Model_Set(Mode: Word);
+function g_Force_Model_Get(): Word;
+procedure g_Forced_Model_SetName(Model: String);
+function g_Forced_Model_GetName(): String;
procedure g_Shells_SetMax(Count: Word);
function g_Shells_GetMax(): Word;
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);
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_ExistingName(Name: String): Boolean;
+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();
procedure g_Player_RemoveAllCorpses();
procedure g_Player_Corpses_SaveState (st: TStream);
procedure g_Player_Corpses_LoadState (st: TStream);
-procedure g_Bot_Add(Team, Difficult: Byte);
-procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
+procedure g_Player_ResetReady();
+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
g_holmes,
{$ENDIF}
e_log, g_map, g_items, g_console, g_gfx, Math,
- g_options, g_triggers, g_menu, g_game, g_grid,
+ g_options, g_triggers, g_menu, g_game, g_grid, e_res,
wadreader, g_main, g_monsters, CONFIG, g_language,
g_net, g_netmsg, g_window,
utils, xstreams;
MaxGibs: Word = 150;
MaxCorpses: Word = 20;
MaxShells: Word = 300;
+ ForceModel: Word = 0;
+ ForcedModelName: String = STD_PLAYER_MODEL;
CurrentGib: Integer = 0;
CurrentShell: Integer = 0;
BotNames: Array of String;
BotList: Array of TBotProfile;
+ SavedStates: Array of TPlayerSavedState;
function Lerp(X, Y, Factor: Integer): Integer;
Result := MaxCorpses;
end;
+procedure g_Force_Model_Set(Mode: Word);
+begin
+ ForceModel := Mode;
+end;
+
+function g_Force_Model_Get(): Word;
+begin
+ Result := ForceModel;
+end;
+
+procedure g_Forced_Model_SetName(Model: String);
+begin
+ ForcedModelName := Model;
+end;
+
+function g_Forced_Model_GetName(): String;
+begin
+ Result := ForcedModelName;
+end;
+
function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boolean): Word;
var
a: Integer;
gPlayers[a].FActualModelName := ModelName;
gPlayers[a].SetModel(ModelName);
+ if Bot and (g_Force_Model_Get() <> 0) then
+ gPlayers[a].SetModel(g_Forced_Model_GetName());
// Íåò ìîäåëè - ñîçäàíèå íå âîçìîæíî:
if gPlayers[a].FModel = nil then
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);
- // 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]
+ gPlayers[a] := TBot.Create();
+ if (g_Force_Model_Get() <> 0) then
+ gPlayers[a].SetModel(g_Forced_Model_GetName());
+ end
else
- gPlayers[a].FModel.Color := gPlayers[a].FColor;
+ gPlayers[a] := TPlayer.Create();
+ gPlayers[a].FPhysics := True; // ???
+ gPlayers[a].LoadState(st);
result := gPlayers[a].FUID;
end;
end;
end;
-procedure g_Bot_Add(Team, Difficult: Byte);
+procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100);
var
m: SSArray;
_name, _model: String;
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
_name := '';
if BotNames <> nil then
for a := 0 to High(BotNames) do
- if g_Player_ValidName(BotNames[a]) then
+ if g_Player_ExistingName(BotNames[a]) then
begin
_name := BotNames[a];
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;
//FDifficult.SafeWeaponPrior[a] := WEAPON_PRIOR3[a];
end;
+ FHandicap := Handicap;
+
g_Console_Add(Format(_lc[I_PLAYER_JOIN], [Name]), True);
if g_Game_IsNet then MH_SEND_PlayerCreate(UID);
end;
end;
-procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1);
+procedure g_Bot_AddList(Team: Byte; lName: ShortString; num: Integer = -1; Handicap: Integer = 100);
var
m: SSArray;
_name, _model: String;
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
Team := BotList[num].team; // CTF / TDM
// Âûáèðàåì íàñòðîéêè áîòà èç ñïèñêà ïî íîìåðó èëè èìåíè:
- lName := AnsiLowerCase(lName);
- if (num < 0) or (num > Length(BotList)-1) then
- num := -1;
- if (num = -1) and (lName <> '') and (BotList <> nil) then
- for a := 0 to High(BotList) do
- if AnsiLowerCase(BotList[a].name) = lName then
- begin
- num := a;
- Break;
- end;
- if num = -1 then
- Exit;
+ if lName = '' then
+ num := Random(Length(BotList))
+ else
+ begin
+ if (num < 0) or (num > Length(BotList)-1) then
+ num := -1;
+ if (num = -1) and (BotList <> nil) then
+ lName := AnsiLowerCase(lName);
+ for a := 0 to High(BotList) do
+ if AnsiLowerCase(BotList[a].name) = lName then
+ begin
+ num := a;
+ Break;
+ end;
+ if num = -1 then
+ Exit;
+ end;
// Èìÿ áîòà:
_name := BotList[num].name;
-// Çàíÿòî - âûáèðàåì ñëó÷àéíîå:
- if not g_Player_ValidName(_name) then
- repeat
- _name := Format('DFBOT%.2d', [Random(100)]);
- until g_Player_ValidName(_name);
+ if (_name = '') and (BotNames <> nil) then
+ for a := 0 to High(BotNames) do
+ if g_Player_ExistingName(BotNames[a]) then
+ begin
+ _name := BotNames[a];
+ Break;
+ end;
// Ìîäåëü:
_model := BotList[num].model;
// Ñîçäàåì áîòà:
with g_Player_Get(g_Player_Create(_model, BotList[num].color, 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;
FDifficult.DiagFire := BotList[num].diag_fire;
FDifficult.InvisFire := BotList[num].invis_fire;
FDifficult.Cover := BotList[num].cover;
FDifficult.CloseJump := BotList[num].close_jump;
+ FHandicap := Handicap;
+
for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
a, b: Integer;
config: TConfig;
sa: SSArray;
+ path: AnsiString;
begin
BotNames := nil;
+ BotList := nil;
- if not FileExists(DataDir + BOTNAMES_FILENAME) then
- Exit;
-
-// ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
- AssignFile(F, DataDir + BOTNAMES_FILENAME);
- Reset(F);
-
- while not EOF(F) do
+ path := BOTNAMES_FILENAME;
+ if e_FindResource(DataDirs, path) then
begin
- ReadLn(F, s);
+ // ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
+ AssignFile(F, path);
+ Reset(F);
- s := Trim(s);
- if s = '' then
- Continue;
+ while not EOF(F) do
+ begin
+ ReadLn(F, s);
- SetLength(BotNames, Length(BotNames)+1);
- BotNames[High(BotNames)] := s;
- end;
+ s := Trim(s);
+ if s = '' then
+ Continue;
- CloseFile(F);
+ SetLength(BotNames, Length(BotNames)+1);
+ BotNames[High(BotNames)] := s;
+ end;
-// Ïåðåìåøèâàåì èõ:
- g_Bot_MixNames();
+ CloseFile(F);
-// ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
- config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
- BotList := nil;
- a := 0;
+ // Ïåðåìåøèâàåì èõ:
+ g_Bot_MixNames();
+ end;
- while config.SectionExists(IntToStr(a)) do
+ path := BOTLIST_FILENAME;
+ if e_FindResource(DataDirs, path) then
begin
- SetLength(BotList, Length(BotList)+1);
+ // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
+ config := TConfig.CreateFile(path);
+ a := 0;
- with BotList[High(BotList)] do
+ while config.SectionExists(IntToStr(a)) do
begin
- // Èìÿ áîòà:
- name := config.ReadStr(IntToStr(a), 'name', '');
- // Ìîäåëü:
- model := config.ReadStr(IntToStr(a), 'model', '');
- // Êîìàíäà:
- if config.ReadStr(IntToStr(a), 'team', 'red') = 'red' then
- team := TEAM_RED
- else
- team := TEAM_BLUE;
- // Öâåò ìîäåëè:
- sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
- color.R := StrToIntDef(sa[0], 0);
- color.G := StrToIntDef(sa[1], 0);
- color.B := StrToIntDef(sa[2], 0);
- // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì:
- diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0);
- // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó:
- invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0);
- // Òî÷íîñòü ñòðåëüáû ïîä óãëîì:
- diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0);
- // Òî÷íîñòü ñòðåëüáû â ïîëåòå:
- fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0);
- // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ:
- cover := config.ReadInt(IntToStr(a), 'cover', 0);
- // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà:
- close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0);
- // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ:
- sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
- if Length(sa) = 10 then
- for b := 0 to 9 do
- w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
- // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ:
- sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
- if Length(sa) = 10 then
- for b := 0 to 9 do
- w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
-
- {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
- if Length(sa) = 10 then
- for b := 0 to 9 do
- w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
+ SetLength(BotList, Length(BotList)+1);
+
+ with BotList[High(BotList)] do
+ begin
+ name := config.ReadStr(IntToStr(a), 'name', ''); // Èìÿ áîòà
+ model := config.ReadStr(IntToStr(a), 'model', ''); // Ìîäåëü
+
+ // Êîìàíäà
+ s := config.ReadStr(IntToStr(a), 'team', '');
+ if s = 'red' then
+ team := TEAM_RED
+ else if s = 'blue' then
+ team := TEAM_BLUE
+ else
+ team := TEAM_NONE;
+
+ // Öâåò ìîäåëè
+ sa := parse(config.ReadStr(IntToStr(a), 'color', ''));
+ SetLength(sa, 3);
+ color.R := StrToIntDef(sa[0], 0);
+ color.G := StrToIntDef(sa[1], 0);
+ color.B := StrToIntDef(sa[2], 0);
+
+ diag_fire := config.ReadInt(IntToStr(a), 'diag_fire', 0); // Âåðîÿòíîñòü ñòðåëüáû ïîä óãëîì
+ invis_fire := config.ReadInt(IntToStr(a), 'invis_fire', 0); // Âåðîÿòíîñòü îòâåòíîãî îãíÿ ïî íåâèäèìîìó ñîïåðíèêó
+ diag_precision := config.ReadInt(IntToStr(a), 'diag_precision', 0); // Òî÷íîñòü ñòðåëüáû ïîä óãëîì
+ fly_precision := config.ReadInt(IntToStr(a), 'fly_precision', 0); // Òî÷íîñòü ñòðåëüáû â ïîëåòå
+ cover := config.ReadInt(IntToStr(a), 'cover', 0); // Òî÷íîñòü óêëîíåíèÿ îò ñíàðÿäîâ
+ close_jump := config.ReadInt(IntToStr(a), 'close_jump', 0); // Âåðîÿòíîñòü ïðûæêà ïðè ïðèáëèæåíèè ñîïåðíèêà
+
+ // Ïðèîðèòåòû îðóæèÿ äëÿ äàëüíåãî áîÿ
+ sa := parse(config.ReadStr(IntToStr(a), 'w_prior1', ''));
+ if Length(sa) = 10 then
+ for b := 0 to 9 do
+ w_prior1[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
+
+ // Ïðèîðèòåòû îðóæèÿ äëÿ áëèæíåãî áîÿ
+ sa := parse(config.ReadStr(IntToStr(a), 'w_prior2', ''));
+ if Length(sa) = 10 then
+ for b := 0 to 9 do
+ w_prior2[b] := EnsureRange(StrToInt(sa[b]), 0, 9);
+
+ {sa := parse(config.ReadStr(IntToStr(a), 'w_prior3', ''));
+ if Length(sa) = 10 then
+ for b := 0 to 9 do
+ w_prior3[b] := EnsureRange(StrToInt(sa[b]), 0, 9);}
+ end;
+
+ a += 1;
end;
- a := a + 1;
+ config.Free();
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();
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();
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;
SetLength(Result, Length(Result)+1);
with Result[High(Result)] do
begin
+ Num := a;
Ping := gPlayers[a].FPing;
Loss := gPlayers[a].FLoss;
Name := gPlayers[a].FName;
Team := gPlayers[a].FTeam;
Frags := gPlayers[a].FFrags;
+ Assists := gPlayers[a].FAssists;
Deaths := gPlayers[a].FDeath;
Kills := gPlayers[a].FKills;
Color := gPlayers[a].FModel.Color;
Lives := gPlayers[a].FLives;
Spectator := gPlayers[a].FSpectator;
+ UID := gPlayers[a].FUID;
end;
end;
end;
+procedure g_Player_ResetReady();
+var
+ a: Integer;
+begin
+ if not g_Game_IsServer then Exit;
+ if gPlayers = nil then Exit;
+
+ for a := 0 to High(gPlayers) do
+ if gPlayers[a] <> nil then
+ begin
+ gPlayers[a].FReady := False;
+ if g_Game_IsNet then
+ MH_SEND_GameEvent(NET_EV_INTER_READY, gPlayers[a].UID, 'N');
+ end;
+end;
+
procedure g_Player_RememberAll;
var
i: Integer;
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
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;
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,
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;
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
FSawSoundIdle := TPlayableSound.Create();
FSawSoundHit := TPlayableSound.Create();
FSawSoundSelect := TPlayableSound.Create();
+ FFlameSoundOn := TPlayableSound.Create();
+ FFlameSoundOff := TPlayableSound.Create();
+ FFlameSoundWork := TPlayableSound.Create();
FJetSoundFly := TPlayableSound.Create();
FJetSoundOn := TPlayableSound.Create();
FJetSoundOff := TPlayableSound.Create();
FSawSoundIdle.SetByName('SOUND_WEAPON_IDLESAW');
FSawSoundHit.SetByName('SOUND_WEAPON_HITSAW');
FSawSoundSelect.SetByName('SOUND_WEAPON_SELECTSAW');
+ FFlameSoundOn.SetByName('SOUND_WEAPON_FLAMEON');
+ FFlameSoundOff.SetByName('SOUND_WEAPON_FLAMEOFF');
+ FFlameSoundWork.SetByName('SOUND_WEAPON_FLAMEWORK');
FJetSoundFly.SetByName('SOUND_PLAYER_JETFLY');
FJetSoundOn.SetByName('SOUND_PLAYER_JETON');
FJetSoundOff.SetByName('SOUND_PLAYER_JETOFF');
FClientID := -1;
FPing := 0;
FLoss := 0;
- FSavedState.WaitRecall := False;
+ FSavedStateNum := -1;
FShellTimer := -1;
FFireTime := 0;
FFirePainTime := 0;
FFireAttacker := 0;
+ FHandicap := 100;
+ FCorpse := -1;
FActualModelName := 'doomer';
FJustTeleported := False;
FNetTime := 0;
+ FWaitForFirstSpawn := false;
+
resetWeaponQueue();
end;
FMegaRulez[MR_SUIT] := 0;
FMegaRulez[MR_INVUL] := 0;
FMegaRulez[MR_INVIS] := 0;
+ FSpawnInvul := 0;
FBerserk := 0;
end;
end;
if t = HIT_WATER then
- g_GFX_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
- FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
+ g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+ FObj.Y+PLAYER_RECT.Y-4, value div 2, 8, 4);
end;
// Áóôåð óðîíà:
FSawSound.Free();
FSawSoundIdle.Free();
FSawSoundHit.Free();
+ FSawSoundSelect.Free();
+ FFlameSoundOn.Free();
+ FFlameSoundOff.Free();
+ FFlameSoundWork.Free();
FJetSoundFly.Free();
FJetSoundOn.Free();
FJetSoundOff.Free();
inherited;
end;
-procedure TPlayer.DrawIndicator();
+procedure TPlayer.DrawIndicator(Color: TRGB);
var
- indX, indY: Integer;
+ indX, indY, fX, fY, fSlope: Integer;
indW, indH: Word;
+ indA: Single;
+ a: TDFPoint;
+ nW, nH: Byte;
ID: DWORD;
+ c: TRGB;
begin
if FAlive then
- begin
- indX := FObj.X+FObj.Rect.X;
- indY := FObj.Y - 12;
- if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ FObj.lerp(gLerpFactor, fX, fY);
+ fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor);
+
+ case gPlayerIndicatorStyle of
+ 0:
+ begin
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ a.X := indW div 2;
+ a.Y := indH div 2;
+
+ if (FObj.X + FObj.Rect.X) < 0 then
+ begin
+ indA := 90;
+ 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 := fX + FObj.Rect.X - indH;
+ indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
+ end
+
+ else if (FObj.Y - indH) < 0 then
+ begin
+ indA := 180;
+ 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 := 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);
+
+ c := e_Colors;
+ e_Colors := Color;
+ e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
+ e_Colors := c;
+ end;
+ end;
+
+ 1:
begin
- e_GetTextureSize(ID, @indW, @indH);
- e_Draw(ID, indX + indW div 2, indY, 0, True, False);
+ e_TextureFontGetSize(gStdFont, nW, 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;
- //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
+ 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;
+ CObj: TObj;
begin
- bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
- bubY := FObj.Y+FObj.Rect.Y - 18;
+ 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;
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;
end;
end;
- if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
+ if (FMegaRulez[MR_INVUL] > gTime) and ((gPlayerDrawn <> Self) or (FSpawnInvul >= gTime)) then
if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
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
end;
if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then
- DrawBubble();
+ if (FMegaRulez[MR_INVIS] <= gTime) or ((gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
+ ((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM)))) then
+ DrawBubble();
// e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR
if gAimLine and alive and
((Self = gPlayer1) or (Self = gPlayer2)) then
X, Y, SY, a, p, m: Integer;
tw, th: Word;
cw, ch: Byte;
- s: string;
+ s, t: string;
stat: TPlayerStatArray;
begin
X := gPlayerScreenSize.X;
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
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]);
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;
if gShowStat then
begin
s := IntToStr(Frags);
+ t := IntToStr(Assists);
e_CharFont_GetSize(gMenuFont, s, tw, th);
e_CharFont_PrintEx(gMenuFont, X-16-tw, Y, s, _RGB(255, 0, 0));
s := '';
+ t := '';
p := 1;
m := 0;
stat := g_Player_GetStats();
end;
end;
+ // FRAGS
s := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
if Frags >= m then s := s+'+' else s := s+'-';
s := s+IntToStr(Abs(Frags-m));
+ // ASSISTS
+ t := IntToStr(p)+' / '+IntToStr(Length(stat))+' ';
+ if Assists >= m then t := t+'+' else t := t+'-';
+ t := t+IntToStr(Abs(Assists-m));
+
e_CharFont_GetSize(gMenuSmallFont, s, tw, th);
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);
dr: Boolean;
begin
// Ïðè âçÿòèè íåóÿçâèìîñòè ðèñóåòñÿ èíâåðñèîííûé áåëûé ôîí
- if FMegaRulez[MR_INVUL] >= gTime then
+ if (FMegaRulez[MR_INVUL] >= gTime) and (FSpawnInvul < gTime) then
begin
if (FMegaRulez[MR_INVUL]-gTime) <= 2100 then
dr := not Odd((FMegaRulez[MR_INVUL]-gTime) div 300)
if FAmmo[A_FUEL] > 0 then
begin
g_Weapon_flame(wx, wy, xd, yd, FUID);
+ FlamerOn;
FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap];
Dec(FAmmo[A_FUEL]);
FFireAngle := FAngle;
f := True;
DidFire := True;
+ end
+ else
+ begin
+ FlamerOff;
+ if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
end;
end;
PANEL_WATER or PANEL_ACID1 or PANEL_ACID2, True);
end;
+procedure TPlayer.FlamerOn;
+begin
+ FFlameSoundOff.Stop();
+ FFlameSoundOff.SetPosition(0);
+ if FFlaming then
+ begin
+ if (not FFlameSoundOn.IsPlaying()) and (not FFlameSoundWork.IsPlaying()) then
+ FFlameSoundWork.PlayAt(FObj.X, FObj.Y);
+ end
+ else
+ begin
+ FFlameSoundOn.PlayAt(FObj.X, FObj.Y);
+ FFlaming := True;
+ end;
+end;
+
+procedure TPlayer.FlamerOff;
+begin
+ if FFlaming then
+ begin
+ FFlameSoundOn.Stop();
+ FFlameSoundOn.SetPosition(0);
+ FFlameSoundWork.Stop();
+ FFlameSoundWork.SetPosition(0);
+ FFlameSoundOff.PlayAt(FObj.X, FObj.Y);
+ FFlaming := False;
+ end;
+end;
+
procedure TPlayer.JetpackOn;
begin
FJetSoundFly.Stop;
FJetSoundOff.PlayAt(FObj.X, FObj.Y);
end;
-procedure TPlayer.CatchFire(Attacker: Word);
+procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
begin
- FFireTime := 100;
+ if Timeout <= 0 then
+ exit;
+ if (FMegaRulez[MR_SUIT] > gTime) or (FMegaRulez[MR_INVUL] > gTime) then
+ exit; // Íå çàãîðàåìñÿ êîãäà åñòü çàùèòà
+ if g_Obj_CollidePanel(@FObj, 0, 0, PANEL_WATER or PANEL_ACID1 or PANEL_ACID2) then
+ exit; // Íå ïîäãîðàåì â âîäå íà âñÿêèé ñëó÷àé
+ if FFireTime <= 0 then
+ g_Sound_PlayExAt('SOUND_IGNITE', FObj.X, FObj.Y);
+ FFireTime := Timeout;
FFireAttacker := Attacker;
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_PlayerStats(FUID);
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
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);
PushItem(ITEM_JETPACK);
// Âûáðîñ êëþ÷åé:
- if not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) then
+ if (not (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) or
+ (not LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS)) then
begin
if R_KEY_RED in FRulez then
PushItem(ITEM_KEY_RED);
end;
// Âûáðîñ ôëàãà:
- DropFlag();
+ 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
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
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
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;
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;
FNextWeapDelay := 0;
end;
+
+// Assists block
+{procedure TPlayer.Assist(KillType: Byte; SpawnerUID: Word);
+var
+ DoAssists: Boolean;
+ AP: TPlayer;
+
+ procedure Accumulate(FDamage: Byte;);
+ begin
+
+ end;
+
+
+begin
+ DoAssists := (gGameSettings.GameMode = GM_TDM) or (gGameSettings.GameMode = GM_CTF);
+ if DoAssists then
+ begin
+ if (FAccumulatedDamage >= 65) then
+ begin
+ Inc(AP.FAssists);
+ end;
+ end;
+end;}
+
+
function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
begin
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
- WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_PISTOL, WEAPON_CHAINGUN: 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);
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
i: Word;
wantThisWeapon: array[0..64] of Boolean;
- weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
- wwc: Integer;
- f, dir, cwi, rwidx, curlidx: Integer;
-
- function real2log (ridx: Integer): Integer;
- var
- f: Integer;
- begin
- if (ridx >= 0) then
- begin
- for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
- end;
- result := -1;
- end;
-
+ wwc: Integer = 0; //HACK!
+ 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
FNextWeap := FNextWeap and $1FFF;
FNextWeapDelay := 0;
end;
-
- for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
-
- // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
- // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
- // priorities:
- // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
- weaponOrder[0] := WEAPON_SUPERPULEMET;
- weaponOrder[1] := WEAPON_BFG;
- weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
- weaponOrder[3] := WEAPON_PLASMA;
- weaponOrder[4] := WEAPON_FLAMETHROWER;
- weaponOrder[5] := WEAPON_SHOTGUN2;
- weaponOrder[6] := WEAPON_CHAINGUN;
- weaponOrder[7] := WEAPON_SHOTGUN1;
- weaponOrder[8] := WEAPON_PISTOL;
- weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
- weaponOrder[10] := WEAPON_SAW;
- weaponOrder[11] := WEAPON_KASTET; // normal fist
-
- for f := 0 to High(weaponOrder) do
- begin
- if (weaponOrder[f] = WEAPON_KASTET) then
- begin
- // normal fist: remove if we have a berserk pack
- if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
- end
- else
- if (weaponOrder[f] = WEAPON_KASTET+666) then
- begin
- // berserk fist: remove if we don't have a berserk pack
- if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
- end;
- end;
-
- (*
- WEAPON_KASTET = 0;
- WEAPON_SAW = 1;
- WEAPON_PISTOL = 2;
- WEAPON_SHOTGUN1 = 3;
- WEAPON_SHOTGUN2 = 4;
- WEAPON_CHAINGUN = 5;
- WEAPON_ROCKETLAUNCHER = 6;
- WEAPON_PLASMA = 7;
- WEAPON_BFG = 8;
- WEAPON_SUPERPULEMET = 9;
- WEAPON_FLAMETHROWER = 10;
- *)
-
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
- if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
+ 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
- //cwi := real2log(FCurrWeap);
- //if (cwi < 0) then cwi := 0;
+ if FNextWeapDelay > 0 then
+ exit; // cooldown time
cwi := FCurrWeap;
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- //rwidx := weaponOrder[cwi];
- rwidx := cwi; // sorry
- if (rwidx < 0) then continue;
- if FWeapon[rwidx] then
- begin
- //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
- result := Byte(rwidx);
- FNextWeapDelay := 10;
+ if FWeapon[cwi] and maySwitch(cwi) then
+ begin
+ //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
+ result := Byte(cwi);
+ FNextWeapDelay := WEAPON_DELAY;
exit;
end;
end;
resetWeaponQueue();
exit;
end;
-
// no cycling
- for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
- wwc := 0;
+ for i := 0 to High(wantThisWeapon) do
+ wantThisWeapon[i] := false;
for i := 0 to High(FWeapon) do
- begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
- cwi := real2log(i);
- if (cwi >= 0) then wantThisWeapon[cwi] := true;
+ wantThisWeapon[i] := true;
Inc(wwc);
end;
- end;
+ // exclude currently selected weapon from the set
+ wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
- if (wwc > 1) then
+ if wwc > 1 then
begin
- // more than one weapon requested, assume "alteration", and check alteration delay
+ //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
- //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
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
+ if wwc < 1 then
begin
resetWeaponQueue();
exit;
end;
-
- // exclude currently selected weapon from the set
- curlidx := real2log(FCurrWeap);
- //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
- //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
- //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
- //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
-
- // find next weapon to switch onto
- cwi := curlidx;
- for i := 0 to High(weaponOrder) do
- begin
- cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
- if (cwi = curlidx) then continue; // skip current weapon
- if not wantThisWeapon[cwi] then continue;
- rwidx := weaponOrder[cwi];
- if (rwidx < 0) then continue;
- //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
- if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
+ //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
+ // try weapons in descending order
+ for i := High(FWeapon) downto 0 do
+ begin
+ if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
begin
- //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
- result := Byte(rwidx);
+ result := Byte(i);
resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
+ FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
+ //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
exit;
end;
end;
-
// no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
resetWeaponQueue();
end;
end;
nw := getNextWeaponIndex();
+ //
if nw = 255 then exit; // don't reset anything here
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
- //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
+ //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
resetWeaponQueue();
exit;
end;
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;
// 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 then
+ if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
begin
- IncMax(FHealth, 10, PLAYER_HP_SOFT);
+ if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
Result := True;
remove := True;
FFireTime := 0;
end;
ITEM_MEDKIT_LARGE:
- if FHealth < PLAYER_HP_SOFT then
+ if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
begin
- IncMax(FHealth, 25, PLAYER_HP_SOFT);
+ if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
Result := True;
remove := True;
FFireTime := 0;
end;
ITEM_SPHERE_BLUE:
- if FHealth < PLAYER_HP_LIMIT then
+ if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
begin
- IncMax(FHealth, 100, PLAYER_HP_LIMIT);
+ if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
Result := True;
remove := True;
FFireTime := 0;
end;
ITEM_SPHERE_WHITE:
- if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
+ if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) or (FFireTime > 0) then
begin
if FHealth < PLAYER_HP_LIMIT then
FHealth := PLAYER_HP_LIMIT;
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);
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;
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;
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;
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;
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;
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;
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;
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;
(FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
(FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or
- (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then
+ (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) then
begin
FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+ if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then
+ IncMax(FAmmo[A_FUEL], 50, FMaxAmmo[A_FUEL]);
FRulez := FRulez + [R_ITEM_BACKPACK];
Result := True;
if not (R_BERSERK in FRulez) then
begin
Include(FRulez, R_BERSERK);
- if allowBerserkSwitching then
+ if (FBFGFireCounter = -1) then
begin
FCurrWeap := WEAPON_KASTET;
resetWeaponQueue();
remove := True;
FFireTime := 0;
end;
- if FHealth < PLAYER_HP_SOFT then
+ if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
begin
- FHealth := PLAYER_HP_SOFT;
+ if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT;
FBerserk := gTime+30000;
Result := True;
remove := True;
if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FSpawnInvul := 0;
Result := True;
remove := True;
if gFlash = 2 then Inc(FPickup, 5);
end;
ITEM_BOTTLE:
- if FHealth < PLAYER_HP_LIMIT then
+ if (FHealth < PLAYER_HP_LIMIT) or (FFireTime > 0) then
begin
- IncMax(FHealth, 4, PLAYER_HP_LIMIT);
+ if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
Result := True;
remove := True;
FFireTime := 0;
if gFlash = 2 then Inc(FPickup, 5);
end;
end;
+
+ if (shouldSwitch(switchWeapon, hadWeapon)) then
+ QueueWeaponSwitch(switchWeapon);
end;
procedure TPlayer.Touch();
FNoTarget := False;
FNoReload := False;
FFrags := 0;
+ FAssists := 0;
FLastFrag := 0;
FComboEvnt := -1;
FKills := 0;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
+ FSpawnInvul := 0;
+ FCorpse := -1;
+ FReady := False;
if FNoRespawn then
begin
FSpectator := False;
ReleaseKeys();
FDamageBuffer := 0;
+ FSlopeOld := 0;
+ FIncCamOld := 0;
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
// 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);
Anim: TAnimation;
ID: DWORD;
begin
+ FSlopeOld := 0;
+ FIncCamOld := 0;
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
+ FSpawnInvul := 0;
+ FCorpse := -1;
if not g_Game_IsServer then
Exit;
// Âîñêðåøåíèå áåç îðóæèÿ:
if not FAlive then
begin
- FHealth := PLAYER_HP_SOFT;
+ FHealth := Round(PLAYER_HP_SOFT * (FHandicap / 100));
FArmor := 0;
FAlive := True;
FAir := AIR_DEF;
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
+ if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
+ LongBool(gGameSettings.Options and GAME_OPTION_DMKEYS) then
FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
else
FRulez := [];
// 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;
for a := Low(FMegaRulez) to High(FMegaRulez) do
FMegaRulez[a] := 0;
+// Respawn invulnerability
+ if (gGameSettings.GameType <> GT_SINGLE) and (gGameSettings.SpawnInvul > 0) then
+ begin
+ FMegaRulez[MR_INVUL] := gTime + gGameSettings.SpawnInvul * 1000;
+ FSpawnInvul := FMegaRulez[MR_INVUL];
+ end;
+
FDamageBuffer := 0;
FJetpack := False;
FCanJetpack := False;
+ FFlaming := False;
FFireTime := 0;
FFirePainTime := 0;
FFireAttacker := 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
FPhysics := False;
FWantsInGame := False;
FSpawned := False;
+ FCorpse := -1;
if FNoRespawn 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;
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
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;
+ FIncCamOld := FIncCam;
+ FObj.oldX := FObj.X;
+ FObj.oldY := FObj.Y;
+end;
+
procedure TPlayer.Update();
var
b: Byte;
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
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
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;
// 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();
+ if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
+ else
+ begin
+ if AnyServer then
+ begin
+ FlamerOff;
+ if NetServer then MH_SEND_PlayerStats(FUID);
+ end;
+ end;
if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
if FKeys[KEY_JUMP].Pressed then Jump()
else
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
FAir := 0;
end
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);
- end;
+ g_Game_Effect_Bubbles(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
+ FObj.Y+PLAYER_RECT.Y-4, 5+Random(6), 8, 4);
end else if FAir < AIR_DEF then
FAir := AIR_DEF;
if FFirePainTime <= 0 then
begin
if g_Game_IsServer then
- Damage(5, FFireAttacker, 0, 0, HIT_FLAME);
- FFirePainTime := 18;
+ Damage(2, FFireAttacker, 0, 0, HIT_FLAME);
+ FFirePainTime := 12 - FFireTime div 12;
end;
FFirePainTime := FFirePainTime - 1;
FFireTime := FFireTime - 1;
+ if ((FFireTime mod 33) = 0) and (FMegaRulez[MR_INVUL] < gTime) then
+ FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y);
if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then
MH_SEND_PlayerStats(FUID);
end;
else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit)
else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit);
- if FAlive then
+ if FAlive and ((FLastHit <> HIT_FLAME) or (FFireTime <= 0)) then
begin
if FDamageBuffer <= 20 then FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y)
else if FDamageBuffer <= 55 then FModel.PlaySound(MODELSOUND_PAIN, 2, FObj.X, FObj.Y)
(y >= 0) and (y <= PLAYER_RECT.Height);
end;
-function g_Player_ValidName(Name: string): Boolean;
+function g_Player_ExistingName(Name: string): Boolean;
var
a: Integer;
begin
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;
case FCurrWeap of
WEAPON_KASTET:
begin
+ visible := False;
DoPunch();
if R_BERSERK in FRulez then
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;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
FShellTimer := 10;
FShellType := SHELL_SHELL;
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
FShellTimer := 13;
FShellType := SHELL_DBLSHELL;
end;
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;
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;
WEAPON_FLAMETHROWER:
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)
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
function TPlayer.GetFlag(Flag: Byte): Boolean;
var
s, ts: String;
- evtype: Byte;
+ evtype, a: Byte;
begin
Result := False;
g_Map_ResetFlag(FFlag);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [AnsiUpperCase(s)]), 144);
- gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1;
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_cap_flag[a].IsPlaying() then
+ sound_cap_flag[a].Play();
+
+ gTeamStat[FTeam].Score += 1;
Result := True;
if g_Game_IsNet then
g_Map_ResetFlag(Flag);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_ret_flag[a].IsPlaying() then
+ sound_ret_flag[a].Play();
+
Result := True;
if g_Game_IsNet then
begin
gFlags[Flag].State := FLAG_STATE_CAPTURED;
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if not sound_get_flag[a].IsPlaying() then
+ sound_get_flag[a].Play();
+
Result := True;
if g_Game_IsNet then
begin
FModel.SetFlag(FFlag);
end;
-function TPlayer.DropFlag(): 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
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
g_Console_Add(Format(_lc[I_PLAYER_FLAG_DROP], [FName, s]), True);
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_DROP], [AnsiUpperCase(s)]), 144);
+ if ((Self = gPlayer1) or (Self = gPlayer2)
+ or ((gPlayer1 <> nil) and (gPlayer1.Team = FTeam))
+ or ((gPlayer2 <> nil) and (gPlayer2.Team = FTeam))) then
+ a := 0
+ else
+ a := 1;
+
+ if (not Silent) and (not sound_lost_flag[a].IsPlaying()) then
+ sound_lost_flag[a].Play();
+
if g_Game_IsNet then
MH_SEND_FlagEvent(FLAG_STATE_DROPPED, Flag, FUID, False);
end;
procedure TPlayer.GetSecret();
begin
+ if (self = gPlayer1) or (self = gPlayer2) then
+ begin
+ g_Console_Add(Format(_lc[I_PLAYER_SECRET], [FName]), True);
+ g_Sound_PlayEx('SOUND_GAME_SECRET');
+ end;
Inc(FSecrets);
end;
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);
utils.writeInt(st, Byte(b));
// Çäîðîâüå
utils.writeInt(st, LongInt(FHealth));
+ // Êîýôôèöèåíò èíâàëèäíîñòè
+ utils.writeInt(st, LongInt(FHandicap));
// Æèçíè
utils.writeInt(st, Byte(FLives));
// Áðîíÿ
utils.writeInt(st, LongInt(FMonsterKills));
// Ôðàãîâ
utils.writeInt(st, LongInt(FFrags));
+ // Àññèñòîâ
+ utils.writeInt(st, LongInt(FAssists));
// Ôðàãîâ ïîäðÿä
utils.writeInt(st, Byte(FFragCombo));
// Âðåìÿ ïîñëåäíåãî ôðàãà
if b = 1 then FDirection := TDirection.D_LEFT else FDirection := TDirection.D_RIGHT; // b = 2
// Çäîðîâüå
FHealth := utils.readLongInt(st);
+ // Êîýôôèöèåíò èíâàëèäíîñòè
+ FHandicap := utils.readLongInt(st);
// Æèçíè
FLives := utils.readByte(st);
// Áðîíÿ
FMonsterKills := utils.readLongInt(st);
// Ôðàãîâ
FFrags := utils.readLongInt(st);
+ // Àññèñòîâ
+ FAssists := utils.readLongInt(st);
// Ôðàãîâ ïîäðÿä
FFragCombo := utils.readByte(st);
// Âðåìÿ ïîñëåäíåãî ôðàãà
if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FSpawnInvul := 0;
end;
ITEM_INVIS:
if BodyInLiquid(0, 0) then
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);
+ g_Game_Effect_Bubbles(Obj.X+Obj.Rect.X+(Obj.Rect.Width div 2)+Random(3)-1,
+ Obj.Y+Obj.Rect.Height+8, 1, 8, 4);
Exit;
end;
FSawSoundIdle.Pause(Enable);
FSawSoundHit.Pause(Enable);
FSawSoundSelect.Pause(Enable);
+ FFlameSoundOn.Pause(Enable);
+ FFlameSoundOff.Pause(Enable);
+ FFlameSoundWork.Pause(Enable);
+ FJetSoundFly.Pause(Enable);
+ FJetSoundOn.Pause(Enable);
+ FJetSoundOff.Pause(Enable);
end;
{ T C o r p s e : }
end;
-procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
+procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
var
pm: TPlayerModel;
Blood: TModelBlood;
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
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);
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.