X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=0cde3c089c1dfe4d0a5d9098721c4e4717d07e4e;hb=5b8e9b87a2b3372fd94fdeefdd78c7d483199da1;hp=736d22e1623ce2d1291825a49386cc63a75963c9;hpb=4df4eb483aa0a0abd74164d7f49c173743f6c84b;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 736d22e..0cde3c0 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -2,8 +2,7 @@ * * 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 @@ -95,12 +94,16 @@ const 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; @@ -190,6 +193,9 @@ type FSawSoundIdle: TPlayableSound; FSawSoundHit: TPlayableSound; FSawSoundSelect: TPlayableSound; + FFlameSoundOn: TPlayableSound; + FFlameSoundOff: TPlayableSound; + FFlameSoundWork: TPlayableSound; FJetSoundOn: TPlayableSound; FJetSoundOff: TPlayableSound; FJetSoundFly: TPlayableSound; @@ -231,6 +237,8 @@ type procedure doDamage (v: Integer); + function followCorpse(): Boolean; + public FDamageBuffer: Integer; @@ -250,13 +258,17 @@ type FWantsInGame: Boolean; FGhost: Boolean; FPhysics: Boolean; + FFlaming: Boolean; FJetpack: Boolean; FActualModelName: string; FClientID: SmallInt; FPing: Word; FLoss: Byte; + FReady: Boolean; FDummy: Boolean; FFireTime: 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; @@ -271,6 +283,7 @@ type 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; @@ -289,7 +302,7 @@ type procedure BFGHit(); function GetFlag(Flag: Byte): Boolean; procedure SetFlag(Flag: Byte); - function DropFlag(): Boolean; + function DropFlag(Silent: Boolean = True): Boolean; procedure AllRulez(Health: Boolean); procedure RestoreHealthArmor(); procedure FragCombo(); @@ -308,6 +321,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(Color: TRGB); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -321,9 +335,11 @@ type procedure SetLerp(XTo, YTo: Integer); 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! @@ -463,7 +479,7 @@ type PGib = ^TGib; TGib = record - alive: Boolean; + alive: Boolean; ID: DWORD; MaskID: DWORD; RAngle: Integer; @@ -501,6 +517,7 @@ type FDamage: Byte; FColor: TRGB; FObj: TObj; + FPlayerUID: Word; FAnimation: TAnimation; FAnimationMask: TAnimation; @@ -538,7 +555,9 @@ var gTeamStat: TTeamStat; gFly: Boolean = False; gAimLine: Boolean = False; - gChatBubble: Byte = 0; + gChatBubble: Integer = 0; + gPlayerIndicator: Integer = 1; + gPlayerIndicatorStyle: Integer = 0; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -580,8 +599,9 @@ procedure g_Player_DrawShells(); 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(); @@ -593,7 +613,7 @@ uses 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; @@ -870,6 +890,8 @@ begin 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 @@ -991,7 +1013,7 @@ begin 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; @@ -1080,6 +1102,8 @@ begin //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); @@ -1088,7 +1112,7 @@ begin 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; @@ -1151,6 +1175,8 @@ begin 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]; @@ -1228,14 +1254,16 @@ var 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 @@ -1256,7 +1284,7 @@ begin g_Bot_MixNames(); // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ: - config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME); + config := TConfig.CreateFile(path); BotList := nil; a := 0; @@ -1459,6 +1487,7 @@ begin 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; @@ -1473,6 +1502,22 @@ begin 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; @@ -1509,11 +1554,20 @@ end; procedure g_Player_CreateCorpse(Player: TPlayer); var + i: Integer; find_id: DWORD; ok: Boolean; begin 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; + if Player.FObj.Y >= gMapInfo.Height+128 then Exit; @@ -1539,6 +1593,7 @@ begin gCorpses[find_id].FColor := FModel.Color; gCorpses[find_id].FObj.Vel := FObj.Vel; gCorpses[find_id].FObj.Accel := FObj.Accel; + gCorpses[find_id].FPlayerUID := FUID; end else g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX, @@ -1598,11 +1653,13 @@ procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB); var a: Integer; GibsArray: TGibsArray; + Blood: TModelBlood; begin if (gGibs = nil) or (Length(gGibs) = 0) then Exit; if not g_PlayerModel_GetGibs(ModelName, GibsArray) then Exit; + Blood := g_PlayerModel_GetBlood(ModelName); for a := 0 to High(GibsArray) do with gGibs[CurrentGib] do @@ -1621,7 +1678,7 @@ begin if gBloodCount > 0 then g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33), - Random(48), Random(48), 150, 0, 0); + Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind); if CurrentGib >= High(gGibs) then CurrentGib := 0 @@ -1982,6 +2039,11 @@ begin 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 @@ -2081,6 +2143,9 @@ begin 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(); @@ -2089,6 +2154,9 @@ begin 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'); @@ -2102,6 +2170,7 @@ begin FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; + FHandicap := 100; FActualModelName := 'doomer'; @@ -2112,6 +2181,8 @@ begin FJustTeleported := False; FNetTime := 0; + FWaitForFirstSpawn := false; + resetWeaponQueue(); end; @@ -2248,6 +2319,10 @@ begin FSawSound.Free(); FSawSoundIdle.Free(); FSawSoundHit.Free(); + FSawSoundSelect.Free(); + FFlameSoundOn.Free(); + FFlameSoundOff.Free(); + FFlameSoundWork.Free(); FJetSoundFly.Free(); FJetSoundOn.Free(); FJetSoundOff.Free(); @@ -2258,6 +2333,74 @@ begin inherited; end; +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 + 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_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; +end; + procedure TPlayer.DrawBubble(); var bubX, bubY: Integer; @@ -2407,7 +2550,9 @@ begin 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 @@ -3006,11 +3151,17 @@ begin 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; @@ -3054,6 +3205,35 @@ begin 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; @@ -3071,9 +3251,17 @@ begin 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); @@ -3364,7 +3552,7 @@ begin end; // Âûáðîñ ôëàãà: - DropFlag(); + DropFlag(KillType = K_FALLKILL); end; g_Player_CreateCorpse(Self); @@ -3505,11 +3693,11 @@ begin g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8, FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2), Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3), - 150, 0, 0); + FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8, FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2), Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3, - 150, 0, 0); + FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); end; procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer); @@ -3517,7 +3705,7 @@ begin g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2), FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2), Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3, - 150, 0, 0); + FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind); end; procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); @@ -3538,8 +3726,8 @@ 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); @@ -3580,7 +3768,7 @@ begin begin //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); result := Byte(cwi); - FNextWeapDelay := 10; + FNextWeapDelay := WEAPON_DELAY; exit; end; end; @@ -3625,7 +3813,7 @@ begin // i found her! result := Byte(i); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not exit; end; end; @@ -3659,7 +3847,7 @@ begin if not switchAllowed then begin //HACK for weapon cycling - if (FNextWeap and $7000) <> 0 then FNextWeap := 0; + if (FNextWeap and $E000) <> 0 then FNextWeap := 0; exit; end; @@ -3729,9 +3917,9 @@ begin 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; @@ -3739,9 +3927,9 @@ begin 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; @@ -3767,9 +3955,9 @@ begin 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; @@ -3777,7 +3965,7 @@ begin 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; @@ -3982,7 +4170,7 @@ begin (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]; @@ -3998,6 +4186,8 @@ begin 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; @@ -4075,9 +4265,9 @@ begin 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; @@ -4095,9 +4285,9 @@ begin 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; @@ -4174,6 +4364,7 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; + FReady := False; if FNoRespawn then begin FSpectator := False; @@ -4413,7 +4604,7 @@ begin // 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; @@ -4482,6 +4673,7 @@ begin FDamageBuffer := 0; FJetpack := False; FCanJetpack := False; + FFlaming := False; FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; @@ -4766,6 +4958,30 @@ begin Result := 1; end; +function TPlayer.followCorpse(): Boolean; +var + i: Integer; +begin + Result := False; + if FAlive or FSpectator then + Exit; + if (gCorpses = nil) or (Length(gCorpses) = 0) then + Exit; + for i := 0 to High(gCorpses) do + if gCorpses[i] <> nil 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; + break; + end; +end; + procedure TPlayer.Update(); var b: Byte; @@ -4842,7 +5058,8 @@ begin if FPhysics then begin - g_Obj_Move(@FObj, True, True, True); + if not followCorpse() then + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end; @@ -4858,7 +5075,15 @@ begin 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 @@ -4968,7 +5193,8 @@ begin if FPhysics then begin - g_Obj_Move(@FObj, True, True, True); + if not followCorpse() then + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end else @@ -5118,11 +5344,13 @@ begin 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; @@ -5154,7 +5382,7 @@ begin 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) @@ -5425,6 +5653,7 @@ begin WEAPON_FLAMETHROWER: begin g_Weapon_flame(wx, wy, xd, yd, FUID, WID); + FlamerOn; FFireAngle := FAngle; f := True; end; @@ -5481,7 +5710,7 @@ end; function TPlayer.GetFlag(Flag: Byte): Boolean; var s, ts: String; - evtype: Byte; + evtype, a: Byte; begin Result := False; @@ -5509,6 +5738,16 @@ begin g_Map_ResetFlag(FFlag); g_Game_Message(Format(_lc[I_MESSAGE_FLAG_CAPTURE], [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_cap_flag[a].IsPlaying() then + sound_cap_flag[a].Play(); + gTeamStat[FTeam].Goals := gTeamStat[FTeam].Goals + 1; Result := True; @@ -5540,6 +5779,16 @@ begin 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 @@ -5567,6 +5816,16 @@ 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 @@ -5583,9 +5842,10 @@ begin FModel.SetFlag(FFlag); end; -function TPlayer.DropFlag(): Boolean; +function TPlayer.DropFlag(Silent: Boolean = True): Boolean; var s: String; + a: Byte; begin Result := False; if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then @@ -5610,6 +5870,16 @@ begin 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; @@ -5619,6 +5889,11 @@ 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; @@ -5729,6 +6004,8 @@ begin 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 @@ -5831,6 +6108,8 @@ begin 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 @@ -6154,6 +6433,12 @@ begin 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 : } @@ -6213,6 +6498,7 @@ end; procedure TCorpse.Damage(Value: Word; vx, vy: Integer); var pm: TPlayerModel; + Blood: TModelBlood; begin if FState = CORPSE_STATE_REMOVEME then Exit; @@ -6235,16 +6521,23 @@ begin pm := g_PlayerModel_Get(FModelName); pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y); pm.Free; + + // Çëîâåùèé ñìåõ: + if (gBodyKillEvent <> -1) + and gDelayedEvents[gBodyKillEvent].Pending then + gDelayedEvents[gBodyKillEvent].Pending := False; + gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0); end; end else begin + Blood := g_PlayerModel_GetBlood(FModelName); FObj.Vel.X := FObj.Vel.X + vx; FObj.Vel.Y := FObj.Vel.Y + vy; g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2), FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2), Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3, - 150, 0, 0); + Blood.R, Blood.G, Blood.B, Blood.Kind); end; end; @@ -6318,6 +6611,7 @@ begin utils.writeInt(st, Byte(FColor.B)); // Îáúåêò òðóïà Obj_SaveState(st, @FObj); + utils.writeInt(st, Word(FPlayerUID)); // Åñòü ëè àíèìàöèÿ anim := (FAnimation <> nil); utils.writeBool(st, anim); @@ -6350,6 +6644,7 @@ begin FColor.B := utils.readByte(st); // Îáúåêò òðóïà Obj_LoadState(@FObj, st); + FPlayerUID := utils.readWord(st); // Åñòü ëè àíèìàöèÿ anim := utils.readBool(st); // Åñëè åñòü - çàãðóæàåì @@ -7653,4 +7948,6 @@ end; begin conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true); + conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all'); + conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator'); end.