X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=dd5378b5162ce6e2fbbf3f67bf5eee90cda9efbb;hb=fd8f6c935e5b65101768e08007d5751e8e5e9ba8;hp=068c2b4124e41fe4d225a6dd4685666797c1300c;hpb=9908fb47bd6967e6cd8a8641599615385dcb12c9;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 068c2b4..dd5378b 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -239,7 +239,7 @@ type procedure doDamage (v: Integer); - function followCorpse(): Boolean; + function refreshCorpse(): Boolean; public FDamageBuffer: Integer; @@ -272,6 +272,7 @@ type FSpawnInvul: Integer; FHandicap: Integer; FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request + FCorpse: Integer; // debug: viewport offset viewPortX, viewPortY, viewPortW, viewPortH: Integer; @@ -351,6 +352,8 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; + function getCameraObj(): TObj; + public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; @@ -597,7 +600,7 @@ function g_Player_Get(UID: Word): TPlayer; function g_Player_GetCount(): Byte; function g_Player_GetStats(): TPlayerStatArray; function g_Player_ValidName(Name: String): Boolean; -procedure g_Player_CreateCorpse(Player: TPlayer); +function g_Player_CreateCorpse(Player: TPlayer): Integer; procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: String; fColor: TRGB); procedure g_Player_CreateShell(fX, fY, dX, dY: Integer; T: Byte); procedure g_Player_UpdatePhysicalObjects(); @@ -1437,6 +1440,8 @@ begin e_TextureFontPrint(0, fH * 3, 'Vel Y: ' + IntToStr(p.FObj.Vel.Y), gStdFont); e_TextureFontPrint(0, fH * 4, 'Acc X: ' + IntToStr(p.FObj.Accel.X), gStdFont); e_TextureFontPrint(0, fH * 5, 'Acc Y: ' + IntToStr(p.FObj.Accel.Y), gStdFont); + e_TextureFontPrint(0, fH * 6, 'Old X: ' + IntToStr(p.FObj.oldX), gStdFont); + e_TextureFontPrint(0, fH * 7, 'Old Y: ' + IntToStr(p.FObj.oldY), gStdFont); end; procedure g_Player_DrawHealth(); @@ -1570,21 +1575,24 @@ begin end; end; -procedure g_Player_CreateCorpse(Player: TPlayer); +function g_Player_CreateCorpse(Player: TPlayer): Integer; var i: Integer; find_id: DWORD; ok: Boolean; begin + Result := -1; + if Player.alive then Exit; // Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì: - if gCorpses <> nil then - for i := 0 to High(gCorpses) do - if gCorpses[i] <> nil then - if gCorpses[i].FPlayerUID = Player.FUID then - gCorpses[i].FPlayerUID := 0; + i := Player.FCorpse; + if (i >= 0) and (i < Length(gCorpses)) then + begin + if (gCorpses[i] <> nil) and (gCorpses[i].FPlayerUID = Player.FUID) then + gCorpses[i].FPlayerUID := 0; + end; if Player.FObj.Y >= gMapInfo.Height+128 then Exit; @@ -1612,6 +1620,8 @@ begin gCorpses[find_id].FObj.Vel := FObj.Vel; gCorpses[find_id].FObj.Accel := FObj.Accel; gCorpses[find_id].FPlayerUID := FUID; + + Result := find_id; end else g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX, @@ -2199,6 +2209,7 @@ begin FFirePainTime := 0; FFireAttacker := 0; FHandicap := 100; + FCorpse := -1; FActualModelName := 'doomer'; @@ -2443,8 +2454,11 @@ var Rb, Gb, Bb, Rw, Gw, Bw: SmallInt; Dot: Byte; + CObj: TObj; begin - FObj.lerp(gLerpFactor, fX, fY); + CObj := getCameraObj(); + CObj.lerp(gLerpFactor, fX, fY); + // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); bubY := fY+FObj.Rect.Y - 18; Rb := 64; @@ -3603,7 +3617,7 @@ begin DropFlag(KillType = K_FALLKILL); end; - g_Player_CreateCorpse(Self); + FCorpse := g_Player_CreateCorpse(Self); if Srv and (gGameSettings.MaxLives > 0) and FNoRespawn and (gLMSRespawn = LMS_RESPAWN_NONE) then @@ -4414,6 +4428,7 @@ begin FDeath := 0; FSecrets := 0; FSpawnInvul := 0; + FCorpse := -1; FReady := False; if FNoRespawn then begin @@ -4611,6 +4626,7 @@ begin FPain := 0; FLastHit := 0; FSpawnInvul := 0; + FCorpse := -1; if not g_Game_IsServer then Exit; @@ -4793,6 +4809,7 @@ begin FPhysics := False; FWantsInGame := False; FSpawned := False; + FCorpse := -1; if FNoRespawn then begin @@ -5025,11 +5042,12 @@ begin Result := 1; end; -function TPlayer.followCorpse(): Boolean; +function TPlayer.refreshCorpse(): Boolean; var i: Integer; begin Result := False; + FCorpse := -1; if FAlive or FSpectator then Exit; if (gCorpses = nil) or (Length(gCorpses) = 0) then @@ -5039,16 +5057,26 @@ begin if gCorpses[i].FPlayerUID = FUID then begin Result := True; - FObj.X := gCorpses[i].FObj.X; - FObj.Y := gCorpses[i].FObj.Y; - FObj.Vel.X := gCorpses[i].FObj.Vel.X; - FObj.Vel.Y := gCorpses[i].FObj.Vel.Y; - FObj.Accel.X := gCorpses[i].FObj.Accel.X; - FObj.Accel.Y := gCorpses[i].FObj.Accel.Y; + FCorpse := i; break; end; end; +function TPlayer.getCameraObj(): TObj; +begin + if (not FAlive) and (not FSpectator) and + (FCorpse >= 0) and (FCorpse < Length(gCorpses)) and + (gCorpses[FCorpse] <> nil) and (gCorpses[FCorpse].FPlayerUID = FUID) then + begin + gCorpses[FCorpse].FObj.slopeUpLeft := FObj.slopeUpLeft; + Result := gCorpses[FCorpse].FObj; + end + else + begin + Result := FObj; + end; +end; + procedure TPlayer.PreUpdate(); begin FSlopeOld := FObj.slopeUpLeft; @@ -5069,8 +5097,11 @@ begin NetServer := g_Game_IsNet and g_Game_IsServer; AnyServer := g_Game_IsServer; - if FGhost then - DoLerp(4); + if g_Game_IsClient and (NetInterpLevel > 0) then + DoLerp(NetInterpLevel + 1) + else + if FGhost then + DoLerp(4); if NetServer then if FClientID >= 0 then @@ -5130,8 +5161,7 @@ begin if FPhysics then begin - if not followCorpse() then - g_Obj_Move(@FObj, True, True, True); + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end; @@ -5265,8 +5295,7 @@ begin if FPhysics then begin - if not followCorpse() then - g_Obj_Move(@FObj, True, True, True); + g_Obj_Move(@FObj, True, True, True); positionChanged(); // this updates spatial accelerators end else @@ -5748,6 +5777,8 @@ procedure TPlayer.SetLerp(XTo, YTo: Integer); var AX, AY: Integer; begin + FXTo := XTo; + FYTo := YTo; if NetInterpLevel < 1 then begin FObj.X := XTo; @@ -5755,9 +5786,6 @@ begin end else begin - FXTo := XTo; - FYTo := YTo; - AX := Abs(FXTo - FObj.X); AY := Abs(FYTo - FObj.Y); if (AX > 32) or (AX <= NetInterpLevel) then