diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index da4c43a84e12561afef525e41c84ce7eb8e04d4a..fe38642843d48311e9169bb13b93973c9fcfa0b5 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
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);
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;
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
// 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;
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
- procedure DrawIndicator();
+ procedure DrawIndicator(Color: TRGB);
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
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!
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;
procedure g_Player_Corpses_SaveState (st: TStream);
procedure g_Player_Corpses_LoadState (st: TStream);
procedure g_Player_ResetReady();
-procedure g_Bot_Add(Team, Difficult: Byte);
-procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1);
+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();
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;
CurrentShell: Integer = 0;
BotNames: Array of String;
BotList: Array of TBotProfile;
+ SavedStates: Array of TPlayerSavedState;
function Lerp(X, Y, Factor: Integer): Integer;
if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
// Çäîðîâüå
gPlayers[a].FHealth := utils.readLongInt(st);
+ // Ôîðà
+ gPlayers[a].FHandicap := utils.readLongInt(st);
// Æèçíè
gPlayers[a].FLives := utils.readByte(st);
// Áðîíÿ
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;
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;
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;
- if not FileExists(DataDir + BOTNAMES_FILENAME) then
+ path := BOTNAMES_FILENAME;
+ if e_FindResource(DataDirs, path) = false then
Exit;
// ×èòàåì âîçìîæíûå èìåíà áîòîâ èç ôàéëà:
- AssignFile(F, DataDir + BOTNAMES_FILENAME);
+ AssignFile(F, path);
Reset(F);
while not EOF(F) do
g_Bot_MixNames();
// ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ:
- config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME);
+ config := TConfig.CreateFile(path);
BotList := nil;
a := 0;
end;
config.Free();
+ SetLength(SavedStates, 0);
end;
procedure g_Player_Free();
gPlayer1 := nil;
gPlayer2 := nil;
+ SetLength(SavedStates, 0);
end;
procedure g_Player_UpdateAll();
if FModel <> nil then FModel.Color := Color;
end;
+function TPlayer.GetColor(): TRGB;
+begin
+ result := FModel.Color;
+end;
+
procedure TPlayer.SwitchTeam;
begin
if g_Game_IsClient then
FClientID := -1;
FPing := 0;
FLoss := 0;
- FSavedState.WaitRecall := False;
+ FSavedStateNum := -1;
FShellTimer := -1;
FFireTime := 0;
FFirePainTime := 0;
FFireAttacker := 0;
+ FHandicap := 100;
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;
inherited;
end;
-procedure TPlayer.DrawIndicator();
+procedure TPlayer.DrawIndicator(Color: TRGB);
var
indX, indY: 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;
- if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ 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 := FObj.X + FObj.Rect.X + FObj.Rect.Width;
+ indY := FObj.Y + 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;
+ end
+
+ 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;
+ end
+
+ else
+ begin
+ indA := 0;
+ indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
+ indY := FObj.Y - indH;
+ end;
+
+ 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 - indH, 0, True, False);
+ e_TextureFontGetSize(gStdFont, nW, nH);
+ indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2;
+ indY := FObj.Y - nH;
+ 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;
procedure TPlayer.DrawBubble();
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);
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)
FJetSoundOff.PlayAt(FObj.X, FObj.Y);
end;
-procedure TPlayer.CatchFire(Attacker: Word);
+procedure TPlayer.CatchFire(Attacker: Word; Timeout: Integer = PLAYER_BURN_TIME);
begin
+ 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 := 100;
+ FFireTime := Timeout;
FFireAttacker := Attacker;
if g_Game_IsNet and g_Game_IsServer then
MH_SEND_PlayerStats(FUID);
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);
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;
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);
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;
(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;
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;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
+ FSpawnInvul := 0;
FReady := False;
if FNoRespawn then
begin
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
+ FSpawnInvul := 0;
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 := [];
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;
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;
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)
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;
+ 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];
+
+ if FSavedStateNum < 0 then
+ begin
+ 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;
+ end;
- for i := 0 to 3 do
- FSavedState.Ammo[i] := FAmmo[i];
- for i := 0 to 3 do
- FSavedState.MaxAmmo[i] := FMaxAmmo[i];
- FSavedState.Rulez := FRulez;
- FSavedState.WaitRecall := True;
+ SavedState.Used := True;
+ SavedStates[i] := 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
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
if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then
begin
FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME;
+ FSpawnInvul := 0;
end;
ITEM_INVIS:
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.