X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=9c20c904f520d41a9855248c2a9822ee95e46138;hb=2e74c901511298e44d168948d85e9cff009fcb7e;hp=e90398276756262f8eb5272e2015fae609deae20;hpb=d4ac1c7881f735f123cd5ffd2355c8c701c34289;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index e903982..9c20c90 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -13,14 +13,15 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) -{$MODE DELPHI} +{$INCLUDE ../shared/a_modes.inc} +{$M+} unit g_player; interface uses e_graphics, g_playermodel, g_basic, g_textures, - g_weapons, g_phys, g_sound, g_saveload, MAPSTRUCT, + g_weapons, g_phys, g_sound, g_saveload, MAPDEF, BinEditor, g_panel; const @@ -50,6 +51,12 @@ const A_SHELLS = 1; A_ROCKETS = 2; A_CELLS = 3; + A_FUEL = 4; + A_HIGH = 4; + + AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word = + ((200, 50, 50, 300, 100), + (400, 100, 100, 600, 200)); K_SIMPLEKILL = 0; K_HARDKILL = 1; @@ -114,9 +121,9 @@ type CurrWeap: Byte; NextWeap: WORD; NextWeapDelay: Byte; - Ammo: Array [A_BULLETS..A_CELLS] of Word; - MaxAmmo: Array [A_BULLETS..A_CELLS] of Word; - Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean; + Ammo: Array [A_BULLETS..A_HIGH] of Word; + 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; end; @@ -132,7 +139,7 @@ type FUID: Word; FName: String; FTeam: Byte; - FLive: Boolean; + FAlive: Boolean; FSpawned: Boolean; FDirection: TDirection; FHealth: Integer; @@ -161,6 +168,8 @@ type FObj: TObj; FXTo, FYTo: Integer; FSpectatePlayer: Integer; + FFirePainTime: Integer; + FFireAttacker: Word; FSavedState: TPlayerSavedState; @@ -186,44 +195,48 @@ type FNoReload: Boolean; FJustTeleported: Boolean; FNetTime: LongWord; + mEDamageType: Integer; + + + function CollideLevel(XInc, YInc: Integer): Boolean; + function StayOnStep(XInc, YInc: Integer): Boolean; + function HeadInLiquid(XInc, YInc: Integer): Boolean; + function BodyInLiquid(XInc, YInc: Integer): Boolean; + function BodyInAcid(XInc, YInc: Integer): Boolean; + function FullInLift(XInc, YInc: Integer): Integer; + {procedure CollideItem();} + procedure FlySmoke(Times: DWORD = 1); + procedure OnFireFlame(Times: DWORD = 1); + function GetAmmoByWeapon(Weapon: Byte): Word; + procedure SetAction(Action: Byte; Force: Boolean = False); + procedure OnDamage(Angle: SmallInt); virtual; + function firediry(): Integer; + + procedure Run(Direction: TDirection); + procedure NextWeapon(); + procedure PrevWeapon(); + procedure SeeUp(); + procedure SeeDown(); + procedure Fire(); + procedure Jump(); + procedure Use(); - function CollideLevel(XInc, YInc: Integer): Boolean; - function StayOnStep(XInc, YInc: Integer): Boolean; - function HeadInLiquid(XInc, YInc: Integer): Boolean; - function BodyInLiquid(XInc, YInc: Integer): Boolean; - function BodyInAcid(XInc, YInc: Integer): Boolean; - function FullInLift(XInc, YInc: Integer): Integer; - {procedure CollideItem();} - procedure FlySmoke(Times: DWORD = 1); - function GetAmmoByWeapon(Weapon: Byte): Word; - procedure SetAction(Action: Byte; Force: Boolean = False); - procedure OnDamage(Angle: SmallInt); virtual; - function firediry(): Integer; - - procedure Run(Direction: TDirection); - procedure NextWeapon(); - procedure PrevWeapon(); - procedure SeeUp(); - procedure SeeDown(); - procedure Fire(); - procedure Jump(); - procedure Use(); - - procedure cycleWeapon (dir: Integer); function getNextWeaponIndex (): Byte; // return 255 for "no switch" procedure resetWeaponQueue (); function hasAmmoForWeapon (weapon: Byte): Boolean; + procedure doDamage (v: Integer); + public FDamageBuffer: Integer; - FAmmo: Array [A_BULLETS..A_CELLS] of Word; - FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word; - FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean; + FAmmo: Array [A_BULLETS..A_HIGH] of Word; + FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word; + FWeapon: Array [WP_FIRST..WP_LAST] of Boolean; FRulez: Set of R_ITEM_BACKPACK..R_BERSERK; FBerserk: Integer; FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD; - FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word; + FReloading: Array [WP_FIRST..WP_LAST] of Word; FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD; FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState; FColor: TRGB; @@ -239,6 +252,12 @@ type FPing: Word; FLoss: Byte; FDummy: Boolean; + FFireTime: Integer; + + // debug: viewport offset + viewPortX, viewPortY, viewPortW, viewPortH: Integer; + + function isValidViewPort (): Boolean; inline; constructor Create(); virtual; destructor Destroy(); override; @@ -251,7 +270,7 @@ type procedure SetWeapon(W: Byte); function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; - function PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; virtual; + function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload; function Collide(Panel: TPanel): Boolean; overload; function Collide(X, Y: Integer): Boolean; overload; @@ -300,6 +319,17 @@ type procedure RealizeCurrentWeapon(); procedure JetpackOn; procedure JetpackOff; + procedure CatchFire(Attacker: Word); + + //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; + + public + property Vel: TPoint2i read FObj.Vel; + property Obj: TObj read FObj; property Name: String read FName write FName; property Model: TPlayerModel read FModel; @@ -317,7 +347,7 @@ type property GodMode: Boolean read FGodMode write FGodMode; property NoTarget: Boolean read FNoTarget write FNoTarget; property NoReload: Boolean read FNoReload write FNoReload; - property Live: Boolean read FLive write FLive; + property alive: Boolean read FAlive write FAlive; property Flag: Byte read FFlag; property Team: Byte read FTeam write FTeam; property Direction: TDirection read FDirection; @@ -327,12 +357,45 @@ type property GameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y; property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; - property Vel: TPoint2i read FObj.Vel; - property Obj: TObj read FObj; property IncCam: Integer read FIncCam write FIncCam; property UID: Word read FUID write FUID; property JustTeleported: Boolean read FJustTeleported write FJustTeleported; property NetTime: LongWord read FNetTime write FNetTime; + + published + property eName: String read FName write FName; + property eHealth: Integer read FHealth write FHealth; + property eLives: Byte read FLives write FLives; + property eArmor: Integer read FArmor write FArmor; + property eAir: Integer read FAir write FAir; + property eJetFuel: Integer read FJetFuel write FJetFuel; + property eFrags: Integer read FFrags write FFrags; + property eDeath: Integer read FDeath write FDeath; + property eKills: Integer read FKills write FKills; + property eCurrWeap: Byte read FCurrWeap write FCurrWeap; + property eMonsterKills: Integer read FMonsterKills write FMonsterKills; + property eSecrets: Integer read FSecrets write FSecrets; + property eGodMode: Boolean read FGodMode write FGodMode; + property eNoTarget: Boolean read FNoTarget write FNoTarget; + property eNoReload: Boolean read FNoReload write FNoReload; + property eAlive: Boolean read FAlive write FAlive; + property eFlag: Byte read FFlag; + property eTeam: Byte read FTeam write FTeam; + property eDirection: TDirection read FDirection; + property eGameX: Integer read FObj.X write FObj.X; + property eGameY: Integer read FObj.Y write FObj.Y; + property eGameVelX: Integer read FObj.Vel.X write FObj.Vel.X; + property eGameVelY: Integer read FObj.Vel.Y write FObj.Vel.Y; + property eGameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; + property eGameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; + property eIncCam: Integer read FIncCam write FIncCam; + property eUID: Word read FUID; + property eJustTeleported: Boolean read FJustTeleported; + property eNetTime: LongWord read FNetTime; + + // set this before assigning something to `eDamage` + property eDamageType: Integer read mEDamageType write mEDamageType; + property eDamage: Integer write doDamage; end; TDifficult = record @@ -342,9 +405,9 @@ type FlyPrecision: Byte; Cover: Byte; CloseJump: Byte; - WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte; - CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte; - //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte; + WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte; + CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte; + //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte; end; TAIFlag = record @@ -366,9 +429,9 @@ type function FullInStep(XInc, YInc: Integer): Boolean; //function NeedItem(Item: Byte): Byte; procedure SelectWeapon(Dist: Integer); - procedure SetAIFlag(fName, fValue: String20); - function GetAIFlag(fName: String20): String20; - procedure RemoveAIFlag(fName: String20); + procedure SetAIFlag(aName, fValue: String20); + function GetAIFlag(aName: String20): String20; + procedure RemoveAIFlag(aName: String20); function Healthy(): Byte; procedure UpdateMove(); procedure UpdateCombat(); @@ -389,23 +452,36 @@ type procedure LoadState(var Mem: TBinMemoryReader); override; end; + PGib = ^TGib; TGib = record - Live: Boolean; + alive: Boolean; ID: DWORD; MaskID: DWORD; RAngle: Integer; Color: TRGB; Obj: TObj; + + procedure getMapBox (out x, y, w, h: Integer); inline; + procedure moveBy (dx, dy: Integer); inline; + + procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! end; + + PShell = ^TShell; TShell = record SpriteID: DWORD; - Live: Boolean; + alive: Boolean; SType: Byte; RAngle: Integer; Timeout: Cardinal; CX, CY: Integer; Obj: TObj; + + procedure getMapBox (out x, y, w, h: Integer); inline; + procedure moveBy (dx, dy: Integer); inline; + + procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! end; TCorpse = class (TObject) @@ -428,7 +504,14 @@ type procedure SaveState(var Mem: TBinMemoryWriter); procedure LoadState(var Mem: TBinMemoryReader); - property Obj: TObj read FObj; + procedure getMapBox (out x, y, w, h: Integer); inline; + procedure moveBy (dx, dy: Integer); inline; + + procedure positionChanged (); inline; //WARNING! call this after entity position was changed, or coldet will not work right! + + function ObjPtr (): PObj; inline; + + property Obj: TObj read FObj; // copies object property State: Byte read FState; property Mess: Boolean read FMess; end; @@ -497,8 +580,9 @@ implementation uses e_log, g_map, g_items, g_console, SysUtils, g_gfx, Math, - g_options, g_triggers, g_menu, MAPDEF, g_game, - wadreader, g_main, g_monsters, CONFIG, g_language, g_net, g_netmsg; + g_options, g_triggers, g_menu, g_game, g_grid, + wadreader, g_main, g_monsters, CONFIG, g_language, + g_net, g_netmsg, g_window, GL, g_holmes; type TBotProfile = record @@ -512,9 +596,9 @@ type fly_precision: Byte; cover: Byte; close_jump: Byte; - w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte; - w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte; - w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte; + w_prior1: Array [WP_FIRST..WP_LAST] of Byte; + w_prior2: Array [WP_FIRST..WP_LAST] of Byte; + w_prior3: Array [WP_FIRST..WP_LAST] of Byte; end; const @@ -535,7 +619,7 @@ const ANGLE_LEFTUP = 125; ANGLE_LEFTDOWN = -145; PLAYER_HEADRECT: TRectWH = (X:24; Y:12; Width:20; Height:12); - WEAPONPOINT: Array [TDirection] of TPoint = ((X:16; Y:32), (X:47; Y:32)); + WEAPONPOINT: Array [TDirection] of TDFPoint = ((X:16; Y:32), (X:47; Y:32)); BOT_MAXJUMP = 84; BOT_LONGDIST = 300; BOT_UNSAFEDIST = 128; @@ -543,27 +627,30 @@ const (R:0; G:0; B:255)); DIFFICULT_EASY: TDifficult = (DiagFire: 32; InvisFire: 32; DiagPrecision: 32; FlyPrecision: 32; Cover: 32; CloseJump: 32; - WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0)); + WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0)); DIFFICULT_MEDIUM: TDifficult = (DiagFire: 127; InvisFire: 127; DiagPrecision: 127; FlyPrecision: 127; Cover: 127; CloseJump: 127; - WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0)); + WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0)); DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255; FlyPrecision: 255; Cover: 255; CloseJump: 255; - WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0)); - WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte = - (WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1, + WeaponPrior:(0,0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0,0)); + WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte = + (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + WEAPON_SHOTGUN2, WEAPON_SHOTGUN1, WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER, WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET); - WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte = - (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER, + WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte = + (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + WEAPON_BFG, WEAPON_ROCKETLAUNCHER, WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1, WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET); - //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte = - // (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA, - // WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1, - // WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET); - WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte = - (5, 2, 6, 18, 36, 2, 12, 2, 14, 2); + //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte = + // (WEAPON_FLAMETHROWER, WEAPON_SUPERPULEMET, + // WEAPON_BFG, WEAPON_PLASMA, WEAPON_SHOTGUN2, + // WEAPON_CHAINGUN, WEAPON_SHOTGUN1, WEAPON_SAW, + // WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET); + WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte = + (5, 2, 6, 18, 36, 2, 12, 2, 14, 2, 2); PLAYER_SIGNATURE = $52594C50; // 'PLYR' CORPSE_SIGNATURE = $50524F43; // 'CORP' @@ -580,6 +667,7 @@ var BotNames: Array of String; BotList: Array of TBotProfile; + function Lerp(X, Y, Factor: Integer): Integer; begin Result := X + ((Y - X) div Factor); @@ -708,7 +796,7 @@ begin gPlayers[a].FModel.Color := Color; gPlayers[a].FUID := g_CreateUID(UID_PLAYER); - gPlayers[a].FLive := False; + gPlayers[a].FAlive := False; Result := gPlayers[a].FUID; end; @@ -769,7 +857,7 @@ begin Mem.ReadByte(gPlayers[a].FTeam); gPlayers[a].FPreferredTeam := gPlayers[a].FTeam; // Æèâ ëè: - Mem.ReadBoolean(gPlayers[a].FLive); + Mem.ReadBoolean(gPlayers[a].FAlive); // Èçðàñõîäîâàë ëè âñå æèçíè: Mem.ReadBoolean(gPlayers[a].FNoRespawn); // Íàïðàâëåíèå: @@ -823,16 +911,16 @@ begin // Îáúåêò èãðîêà: Obj_LoadState(@gPlayers[a].FObj, Mem); // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.ReadWord(gPlayers[a].FAmmo[i]); // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.ReadWord(gPlayers[a].FMaxAmmo[i]); // Íàëè÷èå îðóæèÿ: - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for i := WP_FIRST to WP_LAST do Mem.ReadBoolean(gPlayers[a].FWeapon[i]); // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ: - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for i := WP_FIRST to WP_LAST do Mem.ReadWord(gPlayers[a].FReloading[i]); // Íàëè÷èå ðþêçàêà: Mem.ReadByte(b); @@ -998,7 +1086,7 @@ begin else FDifficult := DIFFICULT_HARD; end; - for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for a := WP_FIRST to WP_LAST do begin FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a]; FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a]; @@ -1076,7 +1164,7 @@ begin FDifficult.Cover := BotList[num].cover; FDifficult.CloseJump := BotList[num].close_jump; - for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for a := WP_FIRST to WP_LAST do begin FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a]; FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a]; @@ -1269,10 +1357,24 @@ var begin if gPlayers = nil then Exit; + //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING); for i := 0 to High(gPlayers) do + begin if gPlayers[i] <> nil then - if gPlayers[i] is TPlayer then gPlayers[i].Update() - else TBot(gPlayers[i]).Update(); + begin + if gPlayers[i] is TPlayer then + begin + gPlayers[i].Update(); + gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! + end + else + begin + // bot updates weapons in `UpdateCombat()` + TBot(gPlayers[i]).Update(); + end; + end; + end; + //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING); end; procedure g_Player_DrawAll(); @@ -1389,7 +1491,7 @@ var i: Integer; begin for i := Low(gPlayers) to High(gPlayers) do - if (gPlayers[i] <> nil) and gPlayers[i].Live then + if (gPlayers[i] <> nil) and gPlayers[i].alive then gPlayers[i].RememberState; end; @@ -1423,7 +1525,7 @@ var find_id: DWORD; ok: Boolean; begin - if Player.Live then + if Player.alive then Exit; if Player.FObj.Y >= gMapInfo.Height+128 then Exit; @@ -1490,10 +1592,11 @@ begin Obj.Rect.Height := 3; end; SType := T; - Live := True; + alive := True; Obj.X := fX; Obj.Y := fY; g_Obj_Push(@Obj, dX + Random(4)-Random(4), dY-Random(4)); + positionChanged(); // this updates spatial accelerators RAngle := Random(360); Timeout := gTime + SHELL_TIMEOUT; @@ -1520,12 +1623,13 @@ begin Color := fColor; ID := GibsArray[a].ID; MaskID := GibsArray[a].MaskID; - Live := True; + alive := True; g_Obj_Init(@Obj); Obj.Rect := GibsArray[a].Rect; Obj.X := fX-GibsArray[a].Rect.X-(GibsArray[a].Rect.Width div 2); Obj.Y := fY-GibsArray[a].Rect.Y-(GibsArray[a].Rect.Height div 2); g_Obj_PushA(@Obj, 25 + Random(10), Random(361)); + positionChanged(); // this updates spatial accelerators RAngle := Random(360); if gBloodCount > 0 then @@ -1560,15 +1664,16 @@ begin // Êóñêè ìÿñà: if gGibs <> nil then for i := 0 to High(gGibs) do - if gGibs[i].Live then + if gGibs[i].alive then with gGibs[i] do begin vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); + positionChanged(); // this updates spatial accelerators if WordBool(mr and MOVE_FALLOUT) then begin - Live := False; + alive := False; Continue; end; @@ -1609,15 +1714,16 @@ begin // Ãèëüçû: if gShells <> nil then for i := 0 to High(gShells) do - if gShells[i].Live then + if gShells[i].alive then with gShells[i] do begin vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); + positionChanged(); // this updates spatial accelerators if WordBool(mr and MOVE_FALLOUT) or (gShells[i].Timeout < gTime) then begin - Live := False; + alive := False; Continue; end; @@ -1654,14 +1760,57 @@ begin end; end; + +procedure TGib.getMapBox (out x, y, w, h: Integer); inline; +begin + x := Obj.X+Obj.Rect.X; + y := Obj.Y+Obj.Rect.Y; + w := Obj.Rect.Width; + h := Obj.Rect.Height; +end; + +procedure TGib.moveBy (dx, dy: Integer); inline; +begin + if (dx <> 0) or (dy <> 0) then + begin + Obj.X += dx; + Obj.Y += dy; + positionChanged(); + end; +end; + + +procedure TShell.getMapBox (out x, y, w, h: Integer); inline; +begin + x := Obj.X; + y := Obj.Y; + w := Obj.Rect.Width; + h := Obj.Rect.Height; +end; + +procedure TShell.moveBy (dx, dy: Integer); inline; +begin + if (dx <> 0) or (dy <> 0) then + begin + Obj.X += dx; + Obj.Y += dy; + positionChanged(); + end; +end; + + +procedure TGib.positionChanged (); inline; begin end; +procedure TShell.positionChanged (); inline; begin end; + + procedure g_Player_DrawCorpses(); var i: Integer; - a: TPoint; + a: TDFPoint; begin if gGibs <> nil then for i := 0 to High(gGibs) do - if gGibs[i].Live then + if gGibs[i].alive then with gGibs[i] do begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then @@ -1688,11 +1837,11 @@ end; procedure g_Player_DrawShells(); var i: Integer; - a: TPoint; + a: TDFPoint; begin if gShells <> nil then for i := 0 to High(gShells) do - if gShells[i].Live then + if gShells[i].alive then with gShells[i] do begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then @@ -1796,6 +1945,8 @@ end; { T P l a y e r : } +function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end; + procedure TPlayer.BFGHit(); begin g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), @@ -1808,13 +1959,13 @@ end; procedure TPlayer.ChangeModel(ModelName: string); var - Model: TPlayerModel; + locModel: TPlayerModel; begin - Model := g_PlayerModel_Get(ModelName); - if Model = nil then Exit; + locModel := g_PlayerModel_Get(ModelName); + if locModel = nil then Exit; FModel.Free(); - FModel := Model; + FModel := locModel; end; procedure TPlayer.SetModel(ModelName: string); @@ -1860,7 +2011,7 @@ begin Exit; if not (gGameSettings.GameMode in [GM_TDM, GM_CTF]) then Exit; - if gGameOn and FLive then + if gGameOn and FAlive then Kill(K_SIMPLEKILL, FUID, HIT_SELF); if FTeam = TEAM_RED then @@ -1903,12 +2054,12 @@ var r: Boolean; begin if gItems = nil then Exit; - if not FLive then Exit; + if not FAlive then Exit; for i := 0 to High(gItems) do with gItems[i] do begin - if (ItemType <> ITEM_NONE) and Live then + if (ItemType <> ITEM_NONE) and alive then if g_Obj_Collide(FObj.X+PLAYER_RECT.X, FObj.Y+PLAYER_RECT.Y, PLAYER_RECT.Width, PLAYER_RECT.Height, @Obj) then begin @@ -1939,6 +2090,12 @@ end; constructor TPlayer.Create(); begin + viewPortX := 0; + viewPortY := 0; + viewPortW := 0; + viewPortH := 0; + mEDamageType := HIT_SOME; + FIamBot := False; FDummy := False; FSpawned := False; @@ -1965,6 +2122,9 @@ begin FLoss := 0; FSavedState.WaitRecall := False; FShellTimer := -1; + FFireTime := 0; + FFirePainTime := 0; + FFireAttacker := 0; FActualModelName := 'doomer'; @@ -1978,11 +2138,22 @@ begin resetWeaponQueue(); end; +procedure TPlayer.positionChanged (); inline; +begin +end; + +procedure TPlayer.doDamage (v: Integer); +begin + if (v <= 0) then exit; + if (v > 32767) then v := 32767; + Damage(v, 0, 0, 0, mEDamageType); +end; + procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); var c: Word; begin - if (not g_Game_IsClient) and (not FLive) then + if (not g_Game_IsClient) and (not FAlive) then Exit; FLastHit := t; @@ -2051,7 +2222,7 @@ begin end; // Áóôåð óðîíà: - if FLive then + if FAlive then Inc(FDamageBuffer, value); // Âñïûøêà áîëè: @@ -2072,7 +2243,7 @@ begin Result := False; if g_Game_IsClient then Exit; - if not FLive then + if not FAlive then Exit; if Soft and (FHealth < PLAYER_HP_SOFT) then @@ -2195,7 +2366,7 @@ var w, h: Word; dr: Boolean; begin - if FLive then + if FAlive then begin if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then @@ -2203,10 +2374,10 @@ begin e_GetTextureSize(ID, @w, @h); if FDirection = 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, 0, True, False) + FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 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, 0, True, False); + FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+FObj.slopeUpLeft, 0, True, False); end; if FMegaRulez[MR_INVIS] > gTime then @@ -2219,15 +2390,15 @@ begin else dr := True; if dr then - FModel.Draw(FObj.X, FObj.Y, 200) + FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200) else - FModel.Draw(FObj.X, FObj.Y); + FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); end else - FModel.Draw(FObj.X, FObj.Y, 254); + FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254); end else - FModel.Draw(FObj.X, FObj.Y); + FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); end; if g_debug_Frames then @@ -2242,12 +2413,33 @@ begin if (gChatBubble > 0) and (FKeys[KEY_CHAT].Pressed) and not FGhost then DrawBubble(); // e_DrawPoint(5, 335, 288, 255, 0, 0); // DL, UR, DL, UR - if gAimLine and Live and + if gAimLine and alive and ((Self = gPlayer1) or (Self = gPlayer2)) then DrawAim(); end; + procedure TPlayer.DrawAim(); + procedure drawCast (sz: Integer; ax0, ay0, ax1, ay1: Integer); + var + ex, ey: Integer; + begin + if isValidViewPort and (self = gPlayer1) then + begin + g_Holmes_plrLaser(ax0, ay0, ax1, ay1); + end; + + e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96); + if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then + begin + e_DrawLine(sz, ax0, ay0, ex, ey, 0, 255, 0, 96); + end + else + begin + e_DrawLine(sz, ax0, ay0, ex, ey, 0, 0, 255, 96); + end; + end; + var wx, wy, xx, yy: Integer; angle: SmallInt; @@ -2334,7 +2526,11 @@ begin end; xx := Trunc(Cos(-DegToRad(angle)) * len) + wx; yy := Trunc(Sin(-DegToRad(angle)) * len) + wy; + {$IF DEFINED(D2F_DEBUG)} + drawCast(sz, wx, wy, xx, yy); + {$ELSE} e_DrawLine(sz, wx, wy, xx, yy, 255, 0, 0, 96); + {$ENDIF} end; procedure TPlayer.DrawGUI(); @@ -2474,6 +2670,7 @@ begin WEAPON_ROCKETLAUNCHER: ID := gItemsTexturesID[ITEM_WEAPON_ROCKETLAUNCHER]; WEAPON_PLASMA: ID := gItemsTexturesID[ITEM_WEAPON_PLASMA]; WEAPON_BFG: ID := gItemsTexturesID[ITEM_WEAPON_BFG]; + WEAPON_FLAMETHROWER: ID := gItemsTexturesID[ITEM_WEAPON_FLAMETHROWER]; end; e_CharFont_GetSize(gMenuFont, s, tw, th); @@ -2609,7 +2806,7 @@ procedure TPlayer.Fire(); var f, DidFire: Boolean; wx, wy, xd, yd: Integer; - obj: TObj; + locobj: TObj; begin if g_Game_IsClient then Exit; // FBFGFireCounter - âðåìÿ ïåðåä âûñòðåëîì (äëÿ BFG) @@ -2637,18 +2834,18 @@ begin if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); - obj.X := FObj.X+FObj.Rect.X; - obj.Y := FObj.Y+FObj.Rect.Y; - obj.rect.X := 0; - obj.rect.Y := 0; - obj.rect.Width := 39; - obj.rect.Height := 52; - obj.Vel.X := (xd-wx) div 2; - obj.Vel.Y := (yd-wy) div 2; - obj.Accel.X := xd-wx; - obj.Accel.y := yd-wy; - - if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then + locobj.X := FObj.X+FObj.Rect.X; + locobj.Y := FObj.Y+FObj.Rect.Y; + locobj.rect.X := 0; + locobj.rect.Y := 0; + locobj.rect.Width := 39; + locobj.rect.Height := 52; + locobj.Vel.X := (xd-wx) div 2; + locobj.Vel.Y := (yd-wy) div 2; + locobj.Accel.X := xd-wx; + locobj.Accel.y := yd-wy; + + if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y) else g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y); @@ -2781,6 +2978,17 @@ begin g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX, GameVelX, GameVelY-2, SHELL_SHELL); end; + + WEAPON_FLAMETHROWER: + if FAmmo[A_FUEL] > 0 then + begin + g_Weapon_flame(wx, wy, xd, yd, FUID); + FReloading[FCurrWeap] := WEAPON_RELOAD[FCurrWeap]; + Dec(FAmmo[A_FUEL]); + FFireAngle := FAngle; + f := True; + DidFire := True; + end; end; if g_Game_IsNet then @@ -2811,6 +3019,7 @@ begin WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS]; WEAPON_ROCKETLAUNCHER: Result := FAmmo[A_ROCKETS]; WEAPON_PLASMA, WEAPON_BFG: Result := FAmmo[A_CELLS]; + WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL]; else Result := 0; end; end; @@ -2839,6 +3048,14 @@ begin FJetSoundOff.PlayAt(FObj.X, FObj.Y); end; +procedure TPlayer.CatchFire(Attacker: Word); +begin + FFireTime := 100; + FFireAttacker := Attacker; + if g_Game_IsNet and g_Game_IsServer then + MH_SEND_PlayerStats(FUID); +end; + procedure TPlayer.Jump(); begin if gFly or FJetpack then @@ -2899,22 +3116,34 @@ var DoFrags: Boolean; OldLR: Byte; KP: TPlayer; + it: PItem; procedure PushItem(t: Byte); var id: DWORD; begin id := g_Items_Create(FObj.X, FObj.Y, t, True, False); + it := g_Items_ByIdx(id); if KillType = K_EXTRAHARDKILL then // -7..+7; -8..0 - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-7+Random(15), - (FObj.Vel.Y div 2)-Random(9)) + begin + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-7+Random(15), + (FObj.Vel.Y div 2)-Random(9)); + it.positionChanged(); // this updates spatial accelerators + end else + begin if KillType = K_HARDKILL then // -5..+5; -5..0 - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-5+Random(11), - (FObj.Vel.Y div 2)-Random(6)) + begin + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-5+Random(11), + (FObj.Vel.Y div 2)-Random(6)); + end else // -3..+3; -3..0 - g_Obj_Push(@gItems[id].Obj, (FObj.Vel.X div 2)-3+Random(7), - (FObj.Vel.Y div 2)-Random(4)); + begin + g_Obj_Push(@it.Obj, (FObj.Vel.X div 2)-3+Random(7), + (FObj.Vel.Y div 2)-Random(4)); + end; + it.positionChanged(); // this updates spatial accelerators + end; if g_Game_IsNet and g_Game_IsServer then MH_SEND_ItemSpawn(True, id); @@ -2925,13 +3154,13 @@ begin Srv := g_Game_IsServer; Netsrv := g_Game_IsServer and g_Game_IsNet; if Srv then FDeath := FDeath + 1; - if FLive then + if FAlive then begin if FGhost then FGhost := False; if not FPhysics then FPhysics := True; - FLive := False; + FAlive := False; end; FShellTimer := -1; @@ -3035,11 +3264,11 @@ begin end else if g_GetUIDType(SpawnerUID) = UID_MONSTER then begin // Óáèò ìîíñòðîì - mon := g_Monsters_Get(SpawnerUID); + mon := g_Monsters_ByUID(SpawnerUID); if mon = nil then s := '?' else - s := g_Monsters_GetKilledBy(mon.MonsterType); + s := g_Mons_GetKilledByTypeId(mon.MonsterType); case KillType of K_HARDKILL: @@ -3070,7 +3299,7 @@ begin if Srv then begin // Âûáðîñ îðóæèÿ: - for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for a := WP_FIRST to WP_LAST do if FWeapon[a] then begin case a of @@ -3082,6 +3311,7 @@ begin WEAPON_PLASMA: i := ITEM_WEAPON_PLASMA; WEAPON_BFG: i := ITEM_WEAPON_BFG; WEAPON_SUPERPULEMET: i := ITEM_WEAPON_SUPERPULEMET; + WEAPON_FLAMETHROWER: i := ITEM_WEAPON_FLAMETHROWER; else i := 0; end; @@ -3289,6 +3519,7 @@ begin WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: 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); else result := (weapon < length(FWeapon)); end; end; @@ -3299,30 +3530,70 @@ var i: Word; wantThisWeapon: array[0..64] of Boolean; wwc: Integer = 0; //HACK! + dir, cwi: Integer; begin result := 255; // default result: "no switch" - for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; - for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end; - (* - if wantThisWeapon[FCurrWeap] then - begin - // these hacks implements alternating between SG and SSG; sorry - if FCurrWeap = WEAPON_SHOTGUN1 then begin wantThisWeapon[WEAPON_SHOTGUN2] := true; Inc(wwc); end; - if FCurrWeap = WEAPON_SHOTGUN2 then begin wantThisWeapon[WEAPON_SHOTGUN1] := true; Inc(wwc); end; - // these hacks implements alternating between knuckles and chainsaw; sorry - if FCurrWeap = WEAPON_KASTET then begin wantThisWeapon[WEAPON_SAW] := true; Inc(wwc); end; - if FCurrWeap = WEAPON_SAW then begin wantThisWeapon[WEAPON_KASTET] := true; Inc(wwc); end; - end; - *) + // had weapon cycling on previous frame? remove that flag + if (FNextWeap and $2000) <> 0 then + begin + FNextWeap := FNextWeap and $1FFF; + FNextWeapDelay := 0; + end; + // cycling has priority + if (FNextWeap and $C000) <> 0 then + begin + 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 := FCurrWeap; + for i := 0 to High(FWeapon) do + begin + cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); + if FWeapon[cwi] then + begin + //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); + result := Byte(cwi); + FNextWeapDelay := 10; + exit; + end; + end; + resetWeaponQueue(); + exit; + end; + // no cycling + for i := 0 to High(wantThisWeapon) do + wantThisWeapon[i] := false; + for i := 0 to High(FWeapon) do + if (FNextWeap and (1 shl i)) <> 0 then + begin + wantThisWeapon[i] := true; + Inc(wwc); + end; // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little if wwc > 1 then begin + //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 FNextWeap := 0; exit; end; // yeah + if FNextWeapDelay > 0 then + begin + 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 + begin + resetWeaponQueue(); + exit; + end; + //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); // try weapons in descending order for i := High(FWeapon) downto 0 do begin @@ -3330,24 +3601,54 @@ begin begin // i found her! result := Byte(i); + resetWeaponQueue(); + FNextWeapDelay := 10; // 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; procedure TPlayer.RealizeCurrentWeapon(); + function switchAllowed (): Boolean; + var + i: Byte; + begin + result := false; + if FBFGFireCounter <> -1 then + exit; + if FTime[T_SWITCH] > gTime then + exit; + for i := WP_FIRST to WP_LAST do + if FReloading[i] > 0 then + exit; + result := true; + end; + var - i, nw: Byte; + nw: Byte; begin - nw := getNextWeaponIndex(); + //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); + //FNextWeap := FNextWeap and $1FFF; if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" - if nw = 255 then exit; // don't reset anything here - if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here! - if FBFGFireCounter <> -1 then exit; - if FTime[T_SWITCH] > gTime then exit; + if not switchAllowed then + begin + //HACK for weapon cycling + if (FNextWeap and $7000) <> 0 then FNextWeap := 0; + exit; + end; - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit; + 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(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING); + resetWeaponQueue(); + exit; + end; if FWeapon[nw] then begin @@ -3357,40 +3658,18 @@ begin FModel.SetWeapon(FCurrWeap); if g_Game_IsNet then MH_SEND_PlayerStats(FUID); end; - // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have - resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not -end; - -procedure TPlayer.cycleWeapon (dir: Integer); -var - i, cwi: Integer; -begin - if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit; - cwi := FCurrWeap; - for i := 0 to High(FWeapon) do - begin - cwi := cwi+dir; - if cwi < 0 then cwi += length(FWeapon) - else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon); - if FWeapon[cwi] then - begin - QueueWeaponSwitch(Byte(cwi)); - exit; - end; - end; end; procedure TPlayer.NextWeapon(); begin if g_Game_IsClient then Exit; - cycleWeapon(1); + FNextWeap := $8000; end; procedure TPlayer.PrevWeapon(); begin if g_Game_IsClient then Exit; - cycleWeapon(-1); + FNextWeap := $4000; end; procedure TPlayer.SetWeapon(W: Byte); @@ -3404,7 +3683,17 @@ begin resetWeaponQueue(); end; -function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; +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 (gDebugMode or gCheats) then exit; + result := false; + end; + var a: Boolean; begin @@ -3412,7 +3701,7 @@ begin if g_Game_IsClient then Exit; // a = true - ìåñòî ñïàâíà ïðåäìåòà: - a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and respawn; + a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn; remove := not a; case ItemType of @@ -3422,6 +3711,7 @@ begin IncMax(FHealth, 10, PLAYER_HP_SOFT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3431,6 +3721,7 @@ begin IncMax(FHealth, 25, PLAYER_HP_SOFT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3458,6 +3749,7 @@ begin IncMax(FHealth, 100, PLAYER_HP_LIMIT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3470,11 +3762,12 @@ begin FArmor := PLAYER_AP_LIMIT; Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; ITEM_WEAPON_SAW: - if (not FWeapon[WEAPON_SAW]) or ((not respawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then + if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then begin FWeapon[WEAPON_SAW] := True; Result := True; @@ -3567,6 +3860,18 @@ begin if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); end; + ITEM_WEAPON_FLAMETHROWER: + if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then + begin + if a and FWeapon[WEAPON_FLAMETHROWER] then Exit; + + IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); + FWeapon[WEAPON_FLAMETHROWER] := True; + Result := True; + if gFlash = 2 then Inc(FPickup, 5); + if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON'); + end; + ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then begin @@ -3639,17 +3944,28 @@ begin if gFlash = 2 then Inc(FPickup, 5); end; + ITEM_AMMO_FUELCAN: + if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then + begin + IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); + Result := True; + remove := True; + if gFlash = 2 then Inc(FPickup, 5); + end; + ITEM_AMMO_BACKPACK: if not(R_ITEM_BACKPACK in FRulez) or (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or - (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then + (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or + (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then begin - FMaxAmmo[A_BULLETS] := 400; - FMaxAmmo[A_SHELLS] := 100; - FMaxAmmo[A_ROCKETS] := 100; - FMaxAmmo[A_CELLS] := 600; + FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS]; + FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS]; + FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS]; + FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS]; + FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL]; if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); @@ -3702,6 +4018,7 @@ begin FMegaRulez[MR_SUIT] := gTime+PLAYER_SUIT_TIME; Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3719,18 +4036,21 @@ begin if not (R_BERSERK in FRulez) then begin Include(FRulez, R_BERSERK); - if FBFGFireCounter = -1 then + if allowBerserkSwitching then begin FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; if gFlash <> 0 then + begin Inc(FPain, 100); if gFlash = 2 then Inc(FPickup, 5); + end; FBerserk := gTime+30000; Result := True; remove := True; + FFireTime := 0; end; if FHealth < PLAYER_HP_SOFT then begin @@ -3738,6 +4058,7 @@ begin FBerserk := gTime+30000; Result := True; remove := True; + FFireTime := 0; end; end; @@ -3756,6 +4077,7 @@ begin IncMax(FHealth, 4, PLAYER_HP_LIMIT); Result := True; remove := True; + FFireTime := 0; if gFlash = 2 then Inc(FPickup, 5); end; @@ -3790,7 +4112,7 @@ end; procedure TPlayer.Touch(); begin - if not FLive then + if not FAlive then Exit; //FModel.PlaySound(MODELSOUND_PAIN, 1, FObj.X, FObj.Y); if FIamBot then @@ -3814,7 +4136,7 @@ end; procedure TPlayer.Reset(Force: Boolean); begin if Force then - FLive := False; + FAlive := False; FSpawned := False; FTime[T_RESPAWN] := 0; @@ -4024,7 +4346,7 @@ begin if Force then begin FTime[T_RESPAWN] := 0; - FLive := False; + FAlive := False; end; FNetTime := 0; // if server changes MaxLives we gotta be ready @@ -4060,15 +4382,15 @@ begin SetFlag(FLAG_NONE); // Âîñêðåøåíèå áåç îðóæèÿ: - if not FLive then + if not FAlive then begin FHealth := PLAYER_HP_SOFT; FArmor := 0; - FLive := True; + FAlive := True; FAir := AIR_DEF; FJetFuel := 0; - for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for a := WP_FIRST to WP_LAST do begin FWeapon[a] := False; FReloading[a] := 0; @@ -4081,15 +4403,16 @@ begin FModel.SetWeapon(FCurrWeap); - for b := A_BULLETS to A_CELLS do + for b := A_BULLETS to A_HIGH do FAmmo[b] := 0; FAmmo[A_BULLETS] := 50; - FMaxAmmo[A_BULLETS] := 200; - FMaxAmmo[A_SHELLS] := 50; - FMaxAmmo[A_ROCKETS] := 50; - FMaxAmmo[A_CELLS] := 300; + FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS]; + FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS]; + FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS]; + 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 FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE] @@ -4136,6 +4459,9 @@ begin FDamageBuffer := 0; FJetpack := False; FCanJetpack := False; + FFireTime := 0; + FFirePainTime := 0; + FFireAttacker := 0; // Àíèìàöèÿ âîçðîæäåíèÿ: if (not gLoadGameMode) and (not Silent) then @@ -4166,7 +4492,7 @@ end; procedure TPlayer.Spectate(NoMove: Boolean = False); begin - if FLive then + if FAlive then Kill(K_EXTRAHARDKILL, FUID, HIT_SOME) else if (not NoMove) then begin @@ -4176,7 +4502,7 @@ begin FXTo := GameX; FYTo := GameY; - FLive := False; + FAlive := False; FSpectator := True; FGhost := True; FPhysics := False; @@ -4203,7 +4529,7 @@ end; procedure TPlayer.SwitchNoClip; begin - if not FLive then + if not FAlive then Exit; FGhost := not FGhost; FPhysics := not FGhost; @@ -4241,14 +4567,23 @@ begin b := Abs(FObj.Vel.X); if b > 1 then b := b * (Random(8 div b) + 1); for a := 0 to High(gGibs) do - if gGibs[a].Live and + begin + if gGibs[a].alive and g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y+FObj.Rect.Height-4, FObj.Rect.Width, 8, @gGibs[a].Obj) and (Random(3) = 0) then + begin // Ïèíàåì êóñêè if FObj.Vel.X < 0 then + begin g_Obj_PushA(@gGibs[a].Obj, b, Random(61)+120) // íàëåâî + end else + begin g_Obj_PushA(@gGibs[a].Obj, b, Random(61)); // íàïðàâî + end; + gGibs[a].positionChanged(); // this updates spatial accelerators + end; + end; end; SetAction(A_WALK); @@ -4345,7 +4680,7 @@ begin FObj.X := X-PLAYER_RECT.X; FObj.Y := Y-PLAYER_RECT.Y; - if FLive and FGhost then + if FAlive and FGhost then begin FXTo := FObj.X; FYTo := FObj.Y; @@ -4435,7 +4770,7 @@ begin FLoss := 0; end; - if FLive and (gFly or FJetpack) then + if FAlive and (gFly or FJetpack) then FlySmoke(); if FDirection = D_LEFT then @@ -4443,7 +4778,7 @@ begin else FAngle := 0; - if FLive and (not FGhost) then + if FAlive and (not FGhost) then begin if FKeys[KEY_UP].Pressed then SeeUp(); @@ -4460,9 +4795,13 @@ begin 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 FLive then + if (FObj.Vel.X = 0) and FAlive then begin if FKeys[KEY_LEFT].Pressed then Run(D_LEFT); @@ -4471,20 +4810,23 @@ begin end; if FPhysics then + begin g_Obj_Move(@FObj, True, True, True); + positionChanged(); // this updates spatial accelerators + end; Exit; end; FActionChanged := False; - if FLive then + if FAlive then begin // Let alive player do some actions if FKeys[KEY_LEFT].Pressed then Run(D_LEFT); if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT); - if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); - if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); + //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_OPEN].Pressed and AnyServer then Use(); if FKeys[KEY_JUMP].Pressed then Jump() @@ -4517,7 +4859,7 @@ begin Respawn(False) else // Single if (FTime[T_RESPAWN] <= gTime) and - gGameOn and (not FLive) then + gGameOn and (not FAlive) then begin if (g_Player_GetCount() > 1) then Respawn(False) @@ -4543,7 +4885,7 @@ begin SetSpect := False; for I := FSpectatePlayer + 1 to High(gPlayers) do if gPlayers[I] <> nil then - if gPlayers[I].Live then + if gPlayers[I].alive then if gPlayers[I].UID <> FUID then begin FSpectatePlayer := I; @@ -4594,7 +4936,10 @@ begin end; if FPhysics then - g_Obj_Move(@FObj, True, True, True) + begin + g_Obj_Move(@FObj, True, True, True); + positionChanged(); // this updates spatial accelerators + end else begin FObj.Vel.X := 0; @@ -4602,7 +4947,7 @@ begin if FSpectator then if (FSpectatePlayer <= High(gPlayers)) and (FSpectatePlayer >= 0) then if gPlayers[FSpectatePlayer] <> nil then - if gPlayers[FSpectatePlayer].Live then + if gPlayers[FSpectatePlayer].alive then begin FXTo := gPlayers[FSpectatePlayer].GameX; FYTo := gPlayers[FSpectatePlayer].GameY; @@ -4615,7 +4960,7 @@ begin headwater := HeadInLiquid(0, 0); // Ñîïðîòèâëåíèå âîçäóõà: - if (not FLive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then + if (not FAlive) or not (FKeys[KEY_LEFT].Pressed or FKeys[KEY_RIGHT].Pressed) then if FObj.Vel.X <> 0 then FObj.Vel.X := z_dec(FObj.Vel.X, 1); @@ -4623,7 +4968,7 @@ begin DecMin(FPain, 5, 0); DecMin(FPickup, 1, 0); - if FLive and (FObj.Y > gMapInfo.Height+128) and AnyServer then + if FAlive and (FObj.Y > Integer(gMapInfo.Height)+128) and AnyServer then begin // Îáíóëèòü äåéñòâèÿ ïðèìî÷åê, ÷òîáû ôîí ïðîïàë FMegaRulez[MR_SUIT] := 0; @@ -4634,7 +4979,7 @@ begin i := 9; - if FLive then + if FAlive then begin if FCurrWeap = WEAPON_SAW then if not (FSawSound.IsPlaying() or FSawSoundHit.IsPlaying() or @@ -4649,7 +4994,7 @@ begin FJetSoundFly.PlayAt(FObj.X, FObj.Y); end; - for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for b := WP_FIRST to WP_LAST do if FReloading[b] > 0 then if FNoReload then FReloading[b] := 0 @@ -4723,6 +5068,35 @@ begin end else if FAir < AIR_DEF then FAir := AIR_DEF; + if FFireTime > 0 then + begin + if BodyInLiquid(0, 0) then + begin + FFireTime := 0; + FFirePainTime := 0; + end + else if FMegaRulez[MR_SUIT] >= gTime then + begin + if FMegaRulez[MR_SUIT] = gTime then + FFireTime := 1; + FFirePainTime := 0; + end + else + begin + OnFireFlame(1); + if FFirePainTime <= 0 then + begin + if g_Game_IsServer then + Damage(5, FFireAttacker, 0, 0, HIT_FLAME); + FFirePainTime := 18; + end; + FFirePainTime := FFirePainTime - 1; + FFireTime := FFireTime - 1; + if (FFireTime = 0) and g_Game_IsNet and g_Game_IsServer then + MH_SEND_PlayerStats(FUID); + end; + end; + if FDamageBuffer > 0 then begin if FDamageBuffer >= 9 then @@ -4749,7 +5123,7 @@ begin else if FHealth > -50 then Kill(K_HARDKILL, FLastSpawnerUID, FLastHit) else Kill(K_EXTRAHARDKILL, FLastSpawnerUID, FLastHit); - if FLive then + if FAlive 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) @@ -4761,7 +5135,7 @@ begin end; {CollideItem();} - end; // if FLive then ... + end; // if FAlive then ... if (FActionAnim = A_PAIN) and (FModel.Animation <> A_PAIN) then begin @@ -4779,6 +5153,27 @@ begin if FKeys[b].Time = 0 then FKeys[b].Pressed := False else Dec(FKeys[b].Time); end; + +procedure TPlayer.getMapBox (out x, y, w, h: Integer); inline; +begin + x := FObj.X+PLAYER_RECT.X; + y := FObj.Y+PLAYER_RECT.Y; + w := PLAYER_RECT.Width; + h := PLAYER_RECT.Height; +end; + + +procedure TPlayer.moveBy (dx, dy: Integer); inline; +begin + if (dx <> 0) or (dy <> 0) then + begin + FObj.X += dx; + FObj.Y += dy; + positionChanged(); + end; +end; + + function TPlayer.Collide(X, Y: Integer; Width, Height: Word): Boolean; begin Result := g_Collide(FObj.X+PLAYER_RECT.X, @@ -4859,7 +5254,7 @@ begin for a := 0 to High(gPlayers) do if (gPlayers[a] <> nil) and (gPlayers[a] <> Self) and - gPlayers[a].Live and SameTeam(FUID, gPlayers[a].FUID) and + gPlayers[a].alive and SameTeam(FUID, gPlayers[a].FUID) and g_Obj_Collide(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, FObj.Rect.Width, FObj.Rect.Height, @gPlayers[a].FObj) then begin @@ -4873,7 +5268,7 @@ end; procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); var - Obj: TObj; + locObj: TObj; F: Boolean; WX, WY, XD, YD: Integer; begin @@ -4889,18 +5284,18 @@ begin if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); - obj.X := FObj.X+FObj.Rect.X; - obj.Y := FObj.Y+FObj.Rect.Y; - obj.rect.X := 0; - obj.rect.Y := 0; - obj.rect.Width := 39; - obj.rect.Height := 52; - obj.Vel.X := (xd-wx) div 2; - obj.Vel.Y := (yd-wy) div 2; - obj.Accel.X := xd-wx; - obj.Accel.y := yd-wy; - - if g_Weapon_Hit(@obj, 50, FUID, HIT_SOME) <> 0 then + locobj.X := FObj.X+FObj.Rect.X; + locobj.Y := FObj.Y+FObj.Rect.Y; + locobj.rect.X := 0; + locobj.rect.Y := 0; + locobj.rect.Width := 39; + locobj.rect.Height := 52; + locobj.Vel.X := (xd-wx) div 2; + locobj.Vel.Y := (yd-wy) div 2; + locobj.Accel.X := xd-wx; + locobj.Accel.y := yd-wy; + + if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y) else g_Sound_PlayExAt('SOUND_WEAPON_MISSBERSERK', FObj.X, FObj.Y); @@ -4994,6 +5389,13 @@ begin 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); + FFireAngle := FAngle; + f := True; + end; end; if not f then Exit; @@ -5166,6 +5568,7 @@ begin Count := FLAG_TIME; g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5), (FObj.Vel.Y div 2)-2+Random(5)); + positionChanged(); // this updates spatial accelerators if FFlag = FLAG_RED then s := _lc[I_PLAYER_FLAG_RED] @@ -5295,7 +5698,7 @@ begin // Êîìàíäà: Mem.WriteByte(FTeam); // Æèâ ëè: - Mem.WriteBoolean(FLive); + Mem.WriteBoolean(FAlive); // Èçðàñõîäîâàë ëè âñå æèçíè: Mem.WriteBoolean(FNoRespawn); // Íàïðàâëåíèå: @@ -5349,16 +5752,16 @@ begin // Îáúåêò èãðîêà: Obj_SaveState(@FObj, Mem); // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.WriteWord(FAmmo[i]); // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.WriteWord(FMaxAmmo[i]); // Íàëè÷èå îðóæèÿ: - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for i := WP_FIRST to WP_LAST do Mem.WriteBoolean(FWeapon[i]); // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ: - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for i := WP_FIRST to WP_LAST do Mem.WriteWord(FReloading[i]); // Íàëè÷èå ðþêçàêà: if R_ITEM_BACKPACK in FRulez then @@ -5435,7 +5838,7 @@ begin // Êîìàíäà: Mem.ReadByte(FTeam); // Æèâ ëè: - Mem.ReadBoolean(FLive); + Mem.ReadBoolean(FAlive); // Èçðàñõîäîâàë ëè âñå æèçíè: Mem.ReadBoolean(FNoRespawn); // Íàïðàâëåíèå: @@ -5489,16 +5892,16 @@ begin // Îáúåêò èãðîêà: Obj_LoadState(@FObj, Mem); // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.ReadWord(FAmmo[i]); // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ: - for i := A_BULLETS to A_CELLS do + for i := A_BULLETS to A_HIGH do Mem.ReadWord(FMaxAmmo[i]); // Íàëè÷èå îðóæèÿ: - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for i := WP_FIRST to WP_LAST do Mem.ReadBoolean(FWeapon[i]); // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ: - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for i := WP_FIRST to WP_LAST do Mem.ReadWord(FReloading[i]); // Íàëè÷èå ðþêçàêà: Mem.ReadByte(b); @@ -5561,8 +5964,8 @@ begin Exit; end; - for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True; - for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000; + for a := WP_FIRST to WP_LAST do FWeapon[a] := True; + for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000; FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]; end; @@ -5656,6 +6059,20 @@ begin FJetFuel := JET_MAX; end; + ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT); + ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT); + + ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT; + ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + + ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT); + ITEM_SPHERE_WHITE: + if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then + begin + if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT; + if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + end; + ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True; ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True; ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True; @@ -5664,6 +6081,7 @@ begin ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True; ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True; ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True; + ITEM_WEAPON_FLAMETHROWER: FWeapon[WEAPON_FLAMETHROWER] := True; ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]); @@ -5673,17 +6091,20 @@ begin ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]); ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]); + ITEM_AMMO_FUELCAN: if FAmmo[A_FUEL] < FMaxAmmo[A_FUEL] then IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]); ITEM_AMMO_BACKPACK: if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or - (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then + (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or + (FMaxAmmo[A_FUEL] < AmmoLimits[1, A_FUEL]) then begin - FMaxAmmo[A_BULLETS] := 400; - FMaxAmmo[A_SHELLS] := 100; - FMaxAmmo[A_ROCKETS] := 100; - FMaxAmmo[A_CELLS] := 600; + FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS]; + FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS]; + FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS]; + FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS]; + FMaxAmmo[A_FUEL] := AmmoLimits[1, A_FUEL]; if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); @@ -5739,6 +6160,27 @@ begin end; end; +procedure TPlayer.OnFireFlame(Times: DWORD = 1); +var + id, i: DWORD; + Anim: TAnimation; +begin + if (Random(10) = 1) and (Times = 1) then + Exit; + + if g_Frames_Get(id, 'FRAMES_FLAME') then + begin + for i := 1 to Times do + begin + Anim := TAnimation.Create(id, False, 3); + Anim.Alpha := 0; + g_GFX_OnceAnim(Obj.X+Obj.Rect.X+Random(Obj.Rect.Width+Times*2)-(Anim.Width div 2), + Obj.Y+8+Random(8+Times*2), Anim, ONCEANIM_SMOKE); + Anim.Free(); + end; + end; +end; + procedure TPlayer.PauseSounds(Enable: Boolean); begin FSawSound.Pause(Enable); @@ -5777,6 +6219,30 @@ begin inherited; end; +function TCorpse.ObjPtr (): PObj; inline; begin result := @FObj; end; + +procedure TCorpse.positionChanged (); inline; begin end; + +procedure TCorpse.moveBy (dx, dy: Integer); inline; +begin + if (dx <> 0) or (dy <> 0) then + begin + FObj.X += dx; + FObj.Y += dy; + positionChanged(); + end; +end; + + +procedure TCorpse.getMapBox (out x, y, w, h: Integer); inline; +begin + x := FObj.X+PLAYER_CORPSERECT.X; + y := FObj.Y+PLAYER_CORPSERECT.Y; + w := PLAYER_CORPSERECT.Width; + h := PLAYER_CORPSERECT.Height; +end; + + procedure TCorpse.Damage(Value: Word; vx, vy: Integer); var pm: TPlayerModel; @@ -5843,7 +6309,7 @@ begin if gTime mod (GAME_TICK*2) <> 0 then begin g_Obj_Move(@FObj, True, True, True); - + positionChanged(); // this updates spatial accelerators Exit; end; @@ -5851,6 +6317,7 @@ begin FObj.Vel.X := z_dec(FObj.Vel.X, 1); st := g_Obj_Move(@FObj, True, True, True); + positionChanged(); // this updates spatial accelerators if WordBool(st and MOVE_FALLOUT) then begin @@ -5957,7 +6424,7 @@ begin Inc(gNumBots); - for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do + for a := WP_FIRST to WP_LAST do begin FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a]; FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a]; @@ -6031,8 +6498,43 @@ var firew, fireh: Integer; angle: SmallInt; mon: TMonster; - pla: TPlayer; + pla, tpla: TPlayer; vsPlayer, vsMonster, ok: Boolean; + + + function monsUpdate (mon: TMonster): Boolean; + begin + result := false; // don't stop + if mon.alive and (mon.MonsterType <> MONSTER_BARREL) then + begin + if not TargetOnScreen(mon.Obj.X+mon.Obj.Rect.X, mon.Obj.Y+mon.Obj.Rect.Y) then exit; + + x2 := mon.Obj.X+mon.Obj.Rect.X+(mon.Obj.Rect.Width div 2); + y2 := mon.Obj.Y+mon.Obj.Rect.Y+(mon.Obj.Rect.Height div 2); + + // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé + if g_TraceVector(x1, y1, x2, y2) then + begin + // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé + SetLength(targets, Length(targets)+1); + with targets[High(targets)] do + begin + UID := mon.UID; + X := mon.Obj.X; + Y := mon.Obj.Y; + cX := x2; + cY := y2; + Rect := mon.Obj.Rect; + Dist := g_PatchLength(x1, y1, x2, y2); + Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and + (y1-4 > Target.Y + mon.Obj.Rect.Y); + Visible := True; + IsPlayer := False; + end; + end; + end; + end; + begin vsPlayer := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSPLAYER); vsMonster := LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER); @@ -6048,7 +6550,7 @@ begin case FCurrWeap of WEAPON_PLASMA, WEAPON_SUPERPULEMET, WEAPON_CHAINGUN: PressKey(KEY_FIRE, 20); - WEAPON_SAW, WEAPON_KASTET, WEAPON_MEGAKASTET: PressKey(KEY_FIRE, 40); + WEAPON_SAW, WEAPON_KASTET, WEAPON_FLAMETHROWER: PressKey(KEY_FIRE, 40); else PressKey(KEY_FIRE); end; end; @@ -6065,14 +6567,16 @@ begin if (g_GetUIDType(Target.UID) = UID_PLAYER) and vsPlayer then begin // Èãðîê - with g_Player_Get(Target.UID) do - begin - if (@FObj) <> nil then + tpla := g_Player_Get(Target.UID); + if tpla <> nil then + with tpla do begin - Target.X := FObj.X; - Target.Y := FObj.Y; + if (@FObj) <> nil then + begin + Target.X := FObj.X; + Target.Y := FObj.Y; + end; end; - end; Target.cX := Target.X + PLAYER_RECT_CX; Target.cY := Target.Y + PLAYER_RECT_CY; @@ -6087,7 +6591,7 @@ begin if (g_GetUIDType(Target.UID) = UID_MONSTER) and vsMonster then begin // Ìîíñòð - mon := g_Monsters_Get(Target.UID); + mon := g_Monsters_ByUID(Target.UID); if mon <> nil then begin Target.X := mon.Obj.X; @@ -6124,7 +6628,7 @@ begin // Èãðîêè: if vsPlayer then for a := 0 to High(gPlayers) do - if (gPlayers[a] <> nil) and (gPlayers[a].Live) and + if (gPlayers[a] <> nil) and (gPlayers[a].alive) and (gPlayers[a].FUID <> FUID) and (not SameTeam(FUID, gPlayers[a].FUID)) and (not gPlayers[a].NoTarget) and @@ -6160,41 +6664,7 @@ begin end; // Ìîíñòðû: - if vsMonster and (gMonsters <> nil) then - for a := 0 to High(gMonsters) do - if (gMonsters[a] <> nil) and (gMonsters[a].Live) and - (gMonsters[a].MonsterType <> MONSTER_BARREL) then - begin - mon := gMonsters[a]; - - if not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X, - mon.Obj.Y + mon.Obj.Rect.Y) then - Continue; - - x2 := mon.Obj.X + mon.Obj.Rect.X + (mon.Obj.Rect.Width div 2); - y2 := mon.Obj.Y + mon.Obj.Rect.Y + (mon.Obj.Rect.Height div 2); - - // Åñëè ìîíñòð íà ýêðàíå è íå ïðèêðûò ñòåíîé: - if g_TraceVector(x1, y1, x2, y2) then - begin - // Äîáàâëÿåì ê ñïèñêó âîçìîæíûõ öåëåé: - SetLength(targets, Length(targets)+1); - with targets[High(targets)] do - begin - UID := mon.UID; - X := mon.Obj.X; - Y := mon.Obj.Y; - cX := x2; - cY := y2; - Rect := mon.Obj.Rect; - Dist := g_PatchLength(x1, y1, x2, y2); - Line := (y1+4 < Target.Y + mon.Obj.Rect.Y + mon.Obj.Rect.Height) and - (y1-4 > Target.Y + mon.Obj.Rect.Y); - Visible := True; - IsPlayer := False; - end; - end; - end; + if vsMonster then g_Mons_ForEach(monsUpdate); end; // Åñëè åñòü âîçìîæíûå öåëè: @@ -6348,14 +6818,14 @@ begin if Target.IsPlayer then begin // Öåëü - èãðîê pla := g_Player_Get(Target.UID); - if (pla = nil) or (not pla.Live) or pla.NoTarget or + if (pla = nil) or (not pla.alive) or pla.NoTarget or (pla.FMegaRulez[MR_INVIS] >= gTime) then Target.UID := 0; // òî çàáûòü öåëü end else begin // Öåëü - ìîíñòð - mon := g_Monsters_Get(Target.UID); - if (mon = nil) or (not mon.Live) then + mon := g_Monsters_ByUID(Target.UID); + if (mon = nil) or (not mon.alive) then Target.UID := 0; // òî çàáûòü öåëü end; end; @@ -6497,7 +6967,7 @@ procedure TBot.Update(); var EnableAI: Boolean; begin - if not FLive then + if not FAlive then begin // Respawn ReleaseKeys(); PressKey(KEY_UP); @@ -6518,6 +6988,10 @@ begin begin UpdateMove(); UpdateCombat(); + end + else + begin + RealizeCurrentWeapon(); end; end; @@ -6538,33 +7012,33 @@ begin Result := FKeys[Key].Pressed; end; -function TBot.GetAIFlag(fName: String20): String20; +function TBot.GetAIFlag(aName: String20): String20; var a: Integer; begin Result := ''; - fName := LowerCase(fName); + aName := LowerCase(aName); if FAIFlags <> nil then for a := 0 to High(FAIFlags) do - if LowerCase(FAIFlags[a].Name) = fName then + if LowerCase(FAIFlags[a].Name) = aName then begin Result := FAIFlags[a].Value; Break; end; end; -procedure TBot.RemoveAIFlag(fName: String20); +procedure TBot.RemoveAIFlag(aName: String20); var a, b: Integer; begin if FAIFlags = nil then Exit; - fName := LowerCase(fName); + aName := LowerCase(aName); for a := 0 to High(FAIFlags) do - if LowerCase(FAIFlags[a].Name) = fName then + if LowerCase(FAIFlags[a].Name) = aName then begin if a <> High(FAIFlags) then for b := a to High(FAIFlags)-1 do @@ -6575,7 +7049,7 @@ begin end; end; -procedure TBot.SetAIFlag(fName, fValue: String20); +procedure TBot.SetAIFlag(aName, fValue: String20); var a: Integer; ok: Boolean; @@ -6583,11 +7057,11 @@ begin a := 0; ok := False; - fName := LowerCase(fName); + aName := LowerCase(aName); if FAIFlags <> nil then for a := 0 to High(FAIFlags) do - if LowerCase(FAIFlags[a].Name) = fName then + if LowerCase(FAIFlags[a].Name) = aName then begin ok := True; Break; @@ -6599,7 +7073,7 @@ begin SetLength(FAIFlags, Length(FAIFlags)+1); with FAIFlags[High(FAIFlags)] do begin - Name := fName; + Name := aName; Value := fValue; end; end; @@ -7016,6 +7490,7 @@ var WEAPON_PLASMA: Result := FAmmo[A_CELLS] >= 10; WEAPON_BFG: Result := FAmmo[A_CELLS] >= 40; WEAPON_SUPERPULEMET: Result := FAmmo[A_SHELLS] >= 1; + WEAPON_FLAMETHROWER: Result := FAmmo[A_FUEL] >= 1; else Result := True; end; end; @@ -7101,7 +7576,7 @@ begin if (g_GetUIDType(FLastSpawnerUID) = UID_MONSTER) and LongBool(gGameSettings.Options and GAME_OPTION_BOTVSMONSTER) then begin // Ìîíñòð - mon := g_Monsters_Get(FLastSpawnerUID); + mon := g_Monsters_ByUID(FLastSpawnerUID); ok := not TargetOnScreen(mon.Obj.X + mon.Obj.Rect.X, mon.Obj.Y + mon.Obj.Rect.Y); end; @@ -7195,4 +7670,7 @@ begin FDifficult := TDifficult(p^); end; + +begin + conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true); end.