X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=dd5378b5162ce6e2fbbf3f67bf5eee90cda9efbb;hb=fd8f6c935e5b65101768e08007d5751e8e5e9ba8;hp=37855534ce95709865ca86e096452c26670d63d5;hpb=76e01bd65fd627b1e2333f8a48ea3de573a4a994;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 3785553..dd5378b 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; @@ -127,7 +130,7 @@ type MaxAmmo: Array [A_BULLETS..A_HIGH] of Word; Weapon: Array [WP_FIRST..WP_LAST] of Boolean; Rulez: Set of R_ITEM_BACKPACK..R_BERSERK; - WaitRecall: Boolean; + Used: Boolean; end; TKeyState = record @@ -173,7 +176,7 @@ type FFirePainTime: Integer; FFireAttacker: Word; - FSavedState: TPlayerSavedState; + FSavedStateNum: Integer; FModel: TPlayerModel; FPunchAnim: TAnimation; @@ -183,13 +186,18 @@ type FActionChanged: Boolean; FAngle: SmallInt; FFireAngle: SmallInt; + FIncCamOld: Integer; FIncCam: Integer; + FSlopeOld: Integer; FShellTimer: Integer; FShellType: Byte; FSawSound: TPlayableSound; FSawSoundIdle: TPlayableSound; FSawSoundHit: TPlayableSound; FSawSoundSelect: TPlayableSound; + FFlameSoundOn: TPlayableSound; + FFlameSoundOff: TPlayableSound; + FFlameSoundWork: TPlayableSound; FJetSoundOn: TPlayableSound; FJetSoundOff: TPlayableSound; FJetSoundFly: TPlayableSound; @@ -231,7 +239,7 @@ type procedure doDamage (v: Integer); - function followCorpse(): Boolean; + function refreshCorpse(): Boolean; public FDamageBuffer: Integer; @@ -252,13 +260,19 @@ 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 + FCorpse: Integer; // debug: viewport offset viewPortX, viewPortY, viewPortW, viewPortH: Integer; @@ -273,6 +287,7 @@ 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; @@ -291,7 +306,7 @@ 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(); @@ -310,8 +325,10 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(Color: TRGB); procedure DrawBubble(); procedure DrawGUI(); + procedure PreUpdate(); procedure Update(); virtual; procedure RememberState(); procedure RecallState(); @@ -323,9 +340,11 @@ 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! @@ -333,6 +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; @@ -364,6 +385,8 @@ type property GameAccelX: Integer read FObj.Accel.X write FObj.Accel.X; property GameAccelY: Integer read FObj.Accel.Y write FObj.Accel.Y; property IncCam: Integer read FIncCam write FIncCam; + property IncCamOld: Integer read FIncCamOld write FIncCamOld; + property SlopeOld: Integer read FSlopeOld write FSlopeOld; property UID: Word read FUID write FUID; property JustTeleported: Boolean read FJustTeleported write FJustTeleported; property NetTime: LongWord read FNetTime write FNetTime; @@ -541,10 +564,12 @@ var gTeamStat: TTeamStat; gFly: Boolean = False; gAimLine: Boolean = False; - gChatBubble: Byte = 0; + gChatBubble: Integer = 0; + gPlayerIndicator: Integer = 1; + gPlayerIndicatorStyle: Integer = 0; gNumBots: Word = 0; - gLMSPID1: Word = 0; - gLMSPID2: Word = 0; + gSpectLatchPID1: Word = 0; + gSpectLatchPID2: Word = 0; MAX_RUNVEL: Integer = 8; VEL_JUMP: Integer = 10; SHELL_TIMEOUT: Cardinal = 60000; @@ -564,6 +589,7 @@ function g_Player_Create(ModelName: String; Color: TRGB; Team: Byte; Bot: Boole function g_Player_CreateFromState (st: TStream): Word; procedure g_Player_Remove(UID: Word); procedure g_Player_ResetTeams(); +procedure g_Player_PreUpdate(); procedure g_Player_UpdateAll(); procedure g_Player_DrawAll(); procedure g_Player_DrawDebug(p: TPlayer); @@ -574,7 +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(); @@ -583,8 +609,9 @@ 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(); @@ -596,7 +623,7 @@ 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; @@ -685,6 +712,7 @@ var CurrentShell: Integer = 0; BotNames: Array of String; BotList: Array of TBotProfile; + SavedStates: Array of TPlayerSavedState; function Lerp(X, Y, Factor: Integer): Integer; @@ -873,6 +901,8 @@ 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 @@ -994,7 +1024,7 @@ 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; @@ -1052,12 +1082,6 @@ 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))]; @@ -1068,7 +1092,11 @@ 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; @@ -1083,6 +1111,8 @@ 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); @@ -1091,7 +1121,7 @@ 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; @@ -1154,6 +1184,8 @@ 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]; @@ -1231,14 +1263,16 @@ 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 @@ -1259,7 +1293,7 @@ begin g_Bot_MixNames(); // ×èòàåì ôàéë ñ ïàðàìåòðàìè áîòîâ: - config := TConfig.CreateFile(DataDir + BOTLIST_FILENAME); + config := TConfig.CreateFile(path); BotList := nil; a := 0; @@ -1316,6 +1350,7 @@ begin end; config.Free(); + SetLength(SavedStates, 0); end; procedure g_Player_Free(); @@ -1339,6 +1374,17 @@ begin gPlayer1 := nil; gPlayer2 := nil; + SetLength(SavedStates, 0); +end; + +procedure g_Player_PreUpdate(); +var + i: Integer; +begin + if gPlayers = nil then Exit; + for i := 0 to High(gPlayers) do + if gPlayers[i] <> nil then + gPlayers[i].PreUpdate(); end; procedure g_Player_UpdateAll(); @@ -1394,6 +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(); @@ -1462,6 +1510,7 @@ 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; @@ -1476,6 +1525,22 @@ 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; @@ -1510,21 +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; @@ -1552,6 +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, @@ -1669,6 +1739,9 @@ begin if gGibs[i].alive then with gGibs[i] do begin + Obj.oldX := Obj.X; + Obj.oldY := Obj.Y; + vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); positionChanged(); // this updates spatial accelerators @@ -1719,6 +1792,9 @@ begin if gShells[i].alive then with gShells[i] do begin + Obj.oldX := Obj.X; + Obj.oldY := Obj.Y; + vel := Obj.Vel; mr := g_Obj_Move(@Obj, True, False, True); positionChanged(); // this updates spatial accelerators @@ -1807,7 +1883,7 @@ procedure TShell.positionChanged (); inline; begin end; procedure g_Player_DrawCorpses(); var - i: Integer; + i, fX, fY: Integer; a: TDFPoint; begin if gGibs <> nil then @@ -1818,13 +1894,15 @@ begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then Continue; + Obj.lerp(gLerpFactor, fX, fY); + a.X := Obj.Rect.X+(Obj.Rect.Width div 2); a.y := Obj.Rect.Y+(Obj.Rect.Height div 2); - e_DrawAdv(ID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(ID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors := Color; - e_DrawAdv(MaskID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(MaskID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -1838,7 +1916,7 @@ end; procedure g_Player_DrawShells(); var - i: Integer; + i, fX, fY: Integer; a: TDFPoint; begin if gShells <> nil then @@ -1849,10 +1927,12 @@ begin if not g_Obj_Collide(sX, sY, sWidth, sHeight, @Obj) then Continue; + Obj.lerp(gLerpFactor, fX, fY); + a.X := CX; a.Y := CY; - e_DrawAdv(SpriteID, Obj.X, Obj.Y, 0, True, False, RAngle, @a, TMirrorType.None); + e_DrawAdv(SpriteID, fX, fY, 0, True, False, RAngle, @a, TMirrorType.None); end; end; @@ -1997,6 +2077,11 @@ 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 @@ -2096,6 +2181,9 @@ 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(); @@ -2104,6 +2192,9 @@ 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'); @@ -2112,11 +2203,13 @@ begin FClientID := -1; FPing := 0; FLoss := 0; - FSavedState.WaitRecall := False; + FSavedStateNum := -1; FShellTimer := -1; FFireTime := 0; FFirePainTime := 0; FFireAttacker := 0; + FHandicap := 100; + FCorpse := -1; FActualModelName := 'doomer'; @@ -2127,6 +2220,8 @@ begin FJustTeleported := False; FNetTime := 0; + FWaitForFirstSpawn := false; + resetWeaponQueue(); end; @@ -2173,6 +2268,7 @@ begin FMegaRulez[MR_SUIT] := 0; FMegaRulez[MR_INVUL] := 0; FMegaRulez[MR_INVIS] := 0; + FSpawnInvul := 0; FBerserk := 0; end; @@ -2263,6 +2359,10 @@ begin FSawSound.Free(); FSawSoundIdle.Free(); FSawSoundHit.Free(); + FSawSoundSelect.Free(); + FFlameSoundOn.Free(); + FFlameSoundOff.Free(); + FFlameSoundWork.Free(); FJetSoundFly.Free(); FJetSoundOn.Free(); FJetSoundOff.Free(); @@ -2273,16 +2373,94 @@ begin inherited; end; +procedure TPlayer.DrawIndicator(Color: TRGB); +var + indX, indY, fX, fY, fSlope: Integer; + indW, indH: Word; + indA: Single; + a: TDFPoint; + nW, nH: Byte; + ID: DWORD; + c: TRGB; +begin + if FAlive then + begin + FObj.lerp(gLerpFactor, fX, fY); + fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor); + + 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 := fX + FObj.Rect.X + FObj.Rect.Width; + indY := fY + 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 := fX + FObj.Rect.X - indH; + indY := fY + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2; + end + + else if (FObj.Y - indH) < 0 then + begin + indA := 180; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; + indY := fY + FObj.Rect.Y + FObj.Rect.Height; + end + + else + begin + indA := 0; + indX := fX + FObj.Rect.X + (FObj.Rect.Width - indW) div 2; + indY := fY - indH; + end; + + indY := indY + fSlope; + indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW); + indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH); + + c := e_Colors; + e_Colors := Color; + e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a); + e_Colors := c; + end; + end; + + 1: + begin + e_TextureFontGetSize(gStdFont, nW, nH); + indX := fX + FObj.Rect.X + (FObj.Rect.Width - Length(FName) * nW) div 2; + indY := fY - nH + fSlope; + e_TextureFontPrintEx(indX, indY, FName, gStdFont, Color.R, Color.G, Color.B, 1.0, True); + end; + end; + end; +end; + procedure TPlayer.DrawBubble(); var - bubX, bubY: Integer; + bubX, bubY, fX, fY: Integer; ID: LongWord; Rb, Gb, Bb, Rw, Gw, Bw: SmallInt; Dot: Byte; + CObj: TObj; begin - bubX := FObj.X+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18); - bubY := FObj.Y+FObj.Rect.Y - 18; + 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; Gb := 64; Bb := 64; @@ -2292,8 +2470,8 @@ begin case gChatBubble of 1: // simple textual non-bubble begin - bubX := FObj.X+FObj.Rect.X - 11; - bubY := FObj.Y+FObj.Rect.Y - 17; + bubX := fX+FObj.Rect.X - 11; + bubY := fY+FObj.Rect.Y - 17; e_TextureFontPrint(bubX, bubY, '[...]', gStdFont); Exit; end; @@ -2360,7 +2538,11 @@ var w, h: Word; dr: Boolean; Mirror: TMirrorType; + fX, fY, fSlope: Integer; begin + FObj.lerp(gLerpFactor, fX, fY); + fSlope := nlerp(FSlopeOld, FObj.slopeUpLeft, gLerpFactor); + if FAlive then begin if Direction = TDirection.D_RIGHT then @@ -2370,8 +2552,8 @@ begin if FPunchAnim <> nil then begin - FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), - FObj.Y+FObj.Rect.Y-11, Mirror); + FPunchAnim.Draw(fX+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), + fY+fSlope+FObj.Rect.Y-11, Mirror); if FPunchAnim.played then begin FPunchAnim.Free; @@ -2379,16 +2561,16 @@ 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); if FDirection = TDirection.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+FObj.slopeUpLeft, 0, True, False) + e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)+4, + fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 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+FObj.slopeUpLeft, 0, True, False); + e_Draw(ID, fX+FObj.Rect.X+(FObj.Rect.Width div 2)-(w div 2)-2, + fY+FObj.Rect.Y+(FObj.Rect.Height div 2)-(h div 2)-7+fSlope, 0, True, False); end; if FMegaRulez[MR_INVIS] > gTime then @@ -2401,15 +2583,15 @@ begin else dr := True; if dr then - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 200) + FModel.Draw(fX, fY+fSlope, 200) else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); + FModel.Draw(fX, fY+fSlope); end else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft, 254); + FModel.Draw(fX, fY+fSlope, 254); end else - FModel.Draw(FObj.X, FObj.Y+FObj.slopeUpLeft); + FModel.Draw(fX, fY+fSlope); end; if g_debug_Frames then @@ -2422,7 +2604,9 @@ 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 @@ -2636,7 +2820,14 @@ 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); @@ -2745,7 +2936,7 @@ 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) @@ -3021,11 +3212,17 @@ 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; @@ -3069,6 +3266,35 @@ 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; @@ -3086,9 +3312,17 @@ 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); @@ -3366,7 +3600,8 @@ 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); @@ -3379,10 +3614,10 @@ begin end; // Âûáðîñ ôëàãà: - DropFlag(); + 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 @@ -3486,7 +3721,7 @@ 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; @@ -3553,8 +3788,8 @@ begin result := false; case weapon of WEAPON_KASTET, WEAPON_SAW: result := true; - WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0); - WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0); + WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); + WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0); WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); @@ -3567,148 +3802,83 @@ function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; - weaponOrder: array[0..64] of Integer; // value: index in `FWeapon` wwc: Integer = 0; //HACK! - dir, cwi, rwidx, curlidx: Integer; - - function real2log (ridx: Integer): Integer; - var - f: Integer; - begin - if (ridx >= 0) then - begin - for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end; - end; - result := -1; - end; - + 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; - - // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!) - // priorities: - // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist - weaponOrder[0] := WEAPON_BFG; - weaponOrder[1] := WEAPON_PLASMA; - weaponOrder[2] := WEAPON_FLAMETHROWER; - weaponOrder[3] := WEAPON_SHOTGUN2; - weaponOrder[4] := WEAPON_CHAINGUN; - weaponOrder[5] := WEAPON_SHOTGUN1; - weaponOrder[6] := WEAPON_PISTOL; - weaponOrder[7] := WEAPON_KASTET; - weaponOrder[8] := WEAPON_SAW; - weaponOrder[9] := WEAPON_KASTET; - weaponOrder[10] := WEAPON_SUPERPULEMET; - - if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1; - - (* - 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; + 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; + 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 wantThisWeapon[cwi] := true; + 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 //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); - // more than one weapon requested, assume "alteration", and check alteration delay + // more than one weapon requested, assume "alteration" and check alteration delay 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 + if wwc < 1 then begin resetWeaponQueue(); exit; end; - //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning); - - // exclude currently selected weapon from the set - curlidx := real2log(FCurrWeap); - //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning); - //if (curlidx >= 0) then wantThisWeapon[curlidx] := false; - //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons - - // find next weapon to switch onto - cwi := curlidx; - for i := 0 to High(FWeapon) 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(FWeapon)+1) mod length(FWeapon); - 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)', [cwi, rwidx]), TMsgType.Warning); - if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then + if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then begin // i found her! - result := Byte(rwidx); + result := Byte(i); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + 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; @@ -3809,9 +3979,9 @@ 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; @@ -3819,9 +3989,9 @@ 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; @@ -3847,9 +4017,9 @@ 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; @@ -3857,7 +4027,7 @@ 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; @@ -4062,7 +4232,7 @@ 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]; @@ -4078,6 +4248,8 @@ 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; @@ -4155,9 +4327,9 @@ begin remove := True; FFireTime := 0; end; - if FHealth < PLAYER_HP_SOFT then + if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then begin - FHealth := PLAYER_HP_SOFT; + if FHealth < PLAYER_HP_SOFT then FHealth := PLAYER_HP_SOFT; FBerserk := gTime+30000; Result := True; remove := True; @@ -4169,15 +4341,16 @@ 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; @@ -4254,6 +4427,9 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; + FSpawnInvul := 0; + FCorpse := -1; + FReady := False; if FNoRespawn then begin FSpectator := False; @@ -4272,6 +4448,8 @@ begin ReleaseKeys(); FDamageBuffer := 0; + FSlopeOld := 0; + FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; @@ -4440,11 +4618,15 @@ var Anim: TAnimation; ID: DWORD; begin + FSlopeOld := 0; + FIncCamOld := 0; FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; FPain := 0; FLastHit := 0; + FSpawnInvul := 0; + FCorpse := -1; if not g_Game_IsServer then Exit; @@ -4493,7 +4675,7 @@ 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; @@ -4523,7 +4705,8 @@ 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 := []; @@ -4539,6 +4722,8 @@ begin // Óñòàíîâêà êîîðäèíàò è ñáðîñ âñåõ ïàðàìåòðîâ: FObj.X := RespawnPoint.X-PLAYER_RECT.X; FObj.Y := RespawnPoint.Y-PLAYER_RECT.Y; + FObj.oldX := FObj.X; // don't interpolate after respawn + FObj.oldY := FObj.Y; FObj.Vel.X := 0; FObj.Vel.Y := 0; FObj.Accel.X := 0; @@ -4559,9 +4744,17 @@ 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; @@ -4582,9 +4775,9 @@ 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 @@ -4616,17 +4809,18 @@ begin FPhysics := False; FWantsInGame := False; FSpawned := False; + FCorpse := -1; if FNoRespawn then begin if Self = gPlayer1 then begin - gLMSPID1 := FUID; + gSpectLatchPID1 := FUID; gPlayer1 := nil; - end; - if Self = gPlayer2 then + end + else if Self = gPlayer2 then begin - gLMSPID2 := FUID; + gSpectLatchPID2 := FUID; gPlayer2 := nil; end; end; @@ -4788,6 +4982,8 @@ begin FObj.X := X-PLAYER_RECT.X; FObj.Y := Y-PLAYER_RECT.Y; + FObj.oldX := FObj.X; // don't interpolate after respawn + FObj.oldY := FObj.Y; if FAlive and FGhost then begin FXTo := FObj.X; @@ -4846,11 +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 @@ -4860,16 +5057,34 @@ 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; + FIncCamOld := FIncCam; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; +end; + procedure TPlayer.Update(); var b: Byte; @@ -4946,8 +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; @@ -4963,7 +5177,15 @@ 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 @@ -5073,8 +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 @@ -5224,11 +5445,13 @@ 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; @@ -5260,7 +5483,7 @@ 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) @@ -5531,6 +5754,7 @@ begin WEAPON_FLAMETHROWER: begin g_Weapon_flame(wx, wy, xd, yd, FUID, WID); + FlamerOn; FFireAngle := FAngle; f := True; end; @@ -5553,6 +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; @@ -5560,9 +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 @@ -5587,7 +5810,7 @@ end; function TPlayer.GetFlag(Flag: Byte): Boolean; var s, ts: String; - evtype: Byte; + evtype, a: Byte; begin Result := False; @@ -5615,6 +5838,16 @@ 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; @@ -5646,6 +5879,16 @@ 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 @@ -5673,6 +5916,16 @@ 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 @@ -5689,9 +5942,10 @@ 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 @@ -5716,6 +5970,16 @@ 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; @@ -5725,6 +5989,11 @@ 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; @@ -5766,45 +6035,66 @@ end; procedure TPlayer.RememberState(); var i: Integer; -begin - FSavedState.Health := FHealth; - FSavedState.Armor := FArmor; - FSavedState.Air := FAir; - FSavedState.JetFuel := FJetFuel; - FSavedState.CurrWeap := FCurrWeap; - FSavedState.NextWeap := FNextWeap; - FSavedState.NextWeapDelay := FNextWeapDelay; - - for i := 0 to 3 do - FSavedState.Ammo[i] := FAmmo[i]; - for i := 0 to 3 do - FSavedState.MaxAmmo[i] := FMaxAmmo[i]; + SavedState: TPlayerSavedState; +begin + SavedState.Health := FHealth; + SavedState.Armor := FArmor; + SavedState.Air := FAir; + SavedState.JetFuel := FJetFuel; + SavedState.CurrWeap := FCurrWeap; + SavedState.NextWeap := FNextWeap; + SavedState.NextWeapDelay := FNextWeapDelay; + for i := Low(FWeapon) to High(FWeapon) do + SavedState.Weapon[i] := FWeapon[i]; + for i := Low(FAmmo) to High(FAmmo) do + SavedState.Ammo[i] := FAmmo[i]; + for i := Low(FMaxAmmo) to High(FMaxAmmo) do + SavedState.MaxAmmo[i] := FMaxAmmo[i]; + SavedState.Rulez := FRulez - [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]; + + FSavedStateNum := -1; + for i := Low(SavedStates) to High(SavedStates) do + if not SavedStates[i].Used then + begin + FSavedStateNum := i; + break; + end; + if FSavedStateNum < 0 then + begin + SetLength(SavedStates, Length(SavedStates) + 1); + FSavedStateNum := High(SavedStates); + end; - FSavedState.Rulez := FRulez; - FSavedState.WaitRecall := True; + SavedState.Used := True; + SavedStates[FSavedStateNum] := SavedState; end; procedure TPlayer.RecallState(); var i: Integer; + SavedState: TPlayerSavedState; begin - if not FSavedState.WaitRecall then Exit; - - FHealth := FSavedState.Health; - FArmor := FSavedState.Armor; - FAir := FSavedState.Air; - FJetFuel := FSavedState.JetFuel; - FCurrWeap := FSavedState.CurrWeap; - FNextWeap := FSavedState.NextWeap; - FNextWeapDelay := FSavedState.NextWeapDelay; - - for i := 0 to 3 do - FAmmo[i] := FSavedState.Ammo[i]; - for i := 0 to 3 do - FMaxAmmo[i] := FSavedState.MaxAmmo[i]; + if(FSavedStateNum < 0) or (FSavedStateNum > High(SavedStates)) then + Exit; - FRulez := FSavedState.Rulez; - FSavedState.WaitRecall := False; + SavedState := SavedStates[FSavedStateNum]; + SavedStates[FSavedStateNum].Used := False; + FSavedStateNum := -1; + + FHealth := SavedState.Health; + FArmor := SavedState.Armor; + FAir := SavedState.Air; + FJetFuel := SavedState.JetFuel; + FCurrWeap := SavedState.CurrWeap; + FNextWeap := SavedState.NextWeap; + FNextWeapDelay := SavedState.NextWeapDelay; + for i := Low(FWeapon) to High(FWeapon) do + FWeapon[i] := SavedState.Weapon[i]; + for i := Low(FAmmo) to High(FAmmo) do + FAmmo[i] := SavedState.Ammo[i]; + for i := Low(FMaxAmmo) to High(FMaxAmmo) do + FMaxAmmo[i] := SavedState.MaxAmmo[i]; + FRulez := SavedState.Rulez; if gGameSettings.GameType = GT_SERVER then MH_SEND_PlayerStats(FUID); @@ -5835,6 +6125,8 @@ 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 @@ -5937,6 +6229,8 @@ 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 @@ -6118,6 +6412,7 @@ begin if FMegaRulez[MR_INVUL] < gTime+PLAYER_INVUL_TIME then begin FMegaRulez[MR_INVUL] := gTime+PLAYER_INVUL_TIME; + FSpawnInvul := 0; end; ITEM_INVIS: @@ -6260,6 +6555,12 @@ 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 : } @@ -6363,17 +6664,21 @@ begin end; procedure TCorpse.Draw(); +var + fX, fY: Integer; begin if FState = CORPSE_STATE_REMOVEME then Exit; + FObj.lerp(gLerpFactor, fX, fY); + if FAnimation <> nil then - FAnimation.Draw(FObj.X, FObj.Y, TMirrorType.None); + FAnimation.Draw(fX, fY, TMirrorType.None); if FAnimationMask <> nil then begin e_Colors := FColor; - FAnimationMask.Draw(FObj.X, FObj.Y, TMirrorType.None); + FAnimationMask.Draw(fX, fY, TMirrorType.None); e_Colors.R := 255; e_Colors.G := 255; e_Colors.B := 255; @@ -6387,6 +6692,9 @@ begin if FState = CORPSE_STATE_REMOVEME then Exit; + FObj.oldX := FObj.X; + FObj.oldY := FObj.Y; + if gTime mod (GAME_TICK*2) <> 0 then begin g_Obj_Move(@FObj, True, True, True); @@ -7769,4 +8077,6 @@ 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.