X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=30a71f18306d98e7b0b79486399b0323284ee28d;hb=36fd4e713dc3cc0d54fd94085af17a77f5078e11;hp=0921b782382a41844be44dc52372e869798b36ac;hpb=33b5489206167c0a59571a488a2971b15a854d25;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 0921b78..30a71f1 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; @@ -163,7 +166,7 @@ type FSecrets: Integer; FCurrWeap: Byte; FNextWeap: WORD; - FNextWeapDelay: Byte; // frames (unused) + FNextWeapDelay: Byte; // frames FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -190,6 +193,9 @@ type FSawSoundIdle: TPlayableSound; FSawSoundHit: TPlayableSound; FSawSoundSelect: TPlayableSound; + FFlameSoundOn: TPlayableSound; + FFlameSoundOff: TPlayableSound; + FFlameSoundWork: TPlayableSound; FJetSoundOn: TPlayableSound; FJetSoundOff: TPlayableSound; FJetSoundFly: TPlayableSound; @@ -200,9 +206,6 @@ type FNetTime: LongWord; mEDamageType: Integer; - // client-side only - weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status - function CollideLevel(XInc, YInc: Integer): Boolean; function StayOnStep(XInc, YInc: Integer): Boolean; @@ -255,13 +258,18 @@ 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; + 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; @@ -276,6 +284,7 @@ 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; @@ -294,7 +303,7 @@ 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(); @@ -313,7 +322,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); - procedure DrawIndicator(); + procedure DrawIndicator(Color: TRGB); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -327,9 +336,11 @@ 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! @@ -337,11 +348,6 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; - procedure releaseAllWeaponSwitchKeys (); - procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); - function isWeaponSwitchKeyReleased (index: Integer): Boolean; - procedure weaponSwitchKeysShiftNewStates (); - public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; @@ -550,11 +556,12 @@ 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; @@ -593,8 +600,9 @@ 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(); @@ -606,7 +614,7 @@ 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; @@ -883,6 +891,8 @@ 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 @@ -1004,7 +1014,7 @@ 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; @@ -1062,12 +1072,6 @@ begin 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))]; @@ -1078,7 +1082,11 @@ begin 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; @@ -1093,6 +1101,8 @@ 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); @@ -1101,7 +1111,7 @@ 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; @@ -1164,6 +1174,8 @@ 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]; @@ -1241,14 +1253,16 @@ 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 @@ -1269,7 +1283,7 @@ begin g_Bot_MixNames(); // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ: - config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME); + config := TConfig.CreateFile(path); BotList := nil; a := 0; @@ -1472,6 +1486,7 @@ 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; @@ -1486,6 +1501,22 @@ 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; @@ -2007,6 +2038,11 @@ 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 @@ -2106,6 +2142,9 @@ 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(); @@ -2114,6 +2153,9 @@ 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'); @@ -2127,6 +2169,7 @@ begin FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; + FHandicap := 100; FActualModelName := 'doomer'; @@ -2137,53 +2180,11 @@ begin FJustTeleported := False; FNetTime := 0; - resetWeaponQueue(); - releaseAllWeaponSwitchKeys(); -end; - + FWaitForFirstSpawn := false; -procedure TPlayer.releaseAllWeaponSwitchKeys (); -var - f: Integer; -begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03; -end; - -procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); -begin - Inc(index, 2); // -2: prev; -1: next - if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit; - weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02; - if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; -end; - -function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; -begin - Inc(index, 2); // -2: prev; -1: next - if (index < 0) or (index > High(weaponSwitchKeyReleased)) then - begin - result := true; - end - else - begin - result := (weaponSwitchKeyReleased[index] and $01) <> 0; - end; -end; - -procedure TPlayer.weaponSwitchKeysShiftNewStates (); -var - f: Integer; -begin - // copy bit 1 to bit 0 - for f := 0 to High(weaponSwitchKeyReleased) do - begin - weaponSwitchKeyReleased[f] := - (weaponSwitchKeyReleased[f] and $02) or - ((weaponSwitchKeyReleased[f] shr 1) and $01); - end; + resetWeaponQueue(); end; - procedure TPlayer.positionChanged (); inline; begin end; @@ -2227,6 +2228,7 @@ begin FMegaRulez[MR_SUIT] := 0; FMegaRulez[MR_INVUL] := 0; FMegaRulez[MR_INVIS] := 0; + FSpawnInvul := 0; FBerserk := 0; end; @@ -2317,6 +2319,10 @@ begin FSawSound.Free(); FSawSoundIdle.Free(); FSawSoundHit.Free(); + FSawSoundSelect.Free(); + FFlameSoundOn.Free(); + FFlameSoundOff.Free(); + FFlameSoundWork.Free(); FJetSoundFly.Free(); FJetSoundOn.Free(); FJetSoundOff.Free(); @@ -2327,23 +2333,72 @@ begin 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 - 12; - 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, 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(); @@ -2452,7 +2507,7 @@ begin 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); @@ -2495,7 +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 @@ -2709,7 +2766,14 @@ begin 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); @@ -2818,7 +2882,7 @@ var 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) @@ -3094,11 +3158,17 @@ 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; @@ -3142,6 +3212,35 @@ 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; @@ -3159,9 +3258,17 @@ 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); @@ -3439,7 +3546,8 @@ begin 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); @@ -3452,7 +3560,7 @@ begin end; // Âûáðîñ ôëàãà: - DropFlag(); + DropFlag(KillType = K_FALLKILL); end; g_Player_CreateCorpse(Self); @@ -3559,7 +3667,7 @@ begin 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; @@ -3640,170 +3748,83 @@ 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" - // 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; //k8: not needed anymore + if FWeapon[cwi] then + begin + //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); + 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; - - curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index) - + 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 - begin - wantThisWeapon[cwi] := true; - Inc(wwc); - // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon - if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical - end; + 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; - - //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning); - - // find next weapon to switch onto - cwi := curlidx; - for i := 0 to High(weaponOrder) do + //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); + // try weapons in descending order + for i := High(FWeapon) downto 0 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 + 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; k8: not needed anymore + FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not exit; end; end; - // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo resetWeaponQueue(); end; @@ -3829,9 +3850,7 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - //HACK: alteration delay will be reset when player released any weapon switch key - FNextWeapDelay := 0; //k8: just in case - //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" if not switchAllowed then begin @@ -3845,7 +3864,7 @@ begin 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; @@ -3906,9 +3925,9 @@ 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; @@ -3916,9 +3935,9 @@ 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; @@ -3944,9 +3963,9 @@ 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; @@ -3954,7 +3973,7 @@ 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; @@ -4159,7 +4178,7 @@ 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]; @@ -4175,6 +4194,8 @@ 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; @@ -4251,11 +4272,10 @@ begin Result := True; remove := True; FFireTime := 0; - //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); 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; @@ -4267,15 +4287,16 @@ begin 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; @@ -4352,6 +4373,8 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; + FSpawnInvul := 0; + FReady := False; if FNoRespawn then begin FSpectator := False; @@ -4543,6 +4566,7 @@ begin FShellTimer := -1; FPain := 0; FLastHit := 0; + FSpawnInvul := 0; if not g_Game_IsServer then Exit; @@ -4591,7 +4615,7 @@ 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; @@ -4621,7 +4645,8 @@ begin 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 := []; @@ -4657,9 +4682,17 @@ begin 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; @@ -4680,9 +4713,9 @@ begin 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 @@ -4719,12 +4752,12 @@ begin 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; @@ -5061,7 +5094,15 @@ 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 @@ -5322,11 +5363,13 @@ 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; @@ -5358,7 +5401,7 @@ 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) @@ -5629,6 +5672,7 @@ begin WEAPON_FLAMETHROWER: begin g_Weapon_flame(wx, wy, xd, yd, FUID, WID); + FlamerOn; FFireAngle := FAngle; f := True; end; @@ -5685,7 +5729,7 @@ end; function TPlayer.GetFlag(Flag: Byte): Boolean; var s, ts: String; - evtype: Byte; + evtype, a: Byte; begin Result := False; @@ -5713,6 +5757,16 @@ 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; @@ -5744,6 +5798,16 @@ 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 @@ -5771,6 +5835,16 @@ 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 @@ -5787,9 +5861,10 @@ 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 @@ -5814,6 +5889,16 @@ 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; @@ -5823,6 +5908,11 @@ 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; @@ -5933,6 +6023,8 @@ 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 @@ -6035,6 +6127,8 @@ 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 @@ -6216,6 +6310,7 @@ begin if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then begin FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME; + FSpawnInvul := 0; end; ITEM_INVIS: @@ -6358,6 +6453,12 @@ 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 : } @@ -7867,4 +7968,6 @@ 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.