diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index e0a04f5354833be34d1bbe88fdeb8877a5237820..189d241aae564c6fcd0489e9c0f7f8e4a2105509 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
+ FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet
FNextWeap: WORD;
- FNextWeapDelay: Byte; // frames
+ FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FNetTime: LongWord;
mEDamageType: Integer;
+ // client-side only
+ weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
+
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
viewPortX, viewPortY, viewPortW, viewPortH: Integer;
function isValidViewPort (): Boolean; inline;
+ procedure SetCurrWeapProp (newweap: Byte);
constructor Create(); virtual;
destructor Destroy(); override;
function GetRespawnPoint(): Byte;
procedure PressKey(Key: Byte; Time: Word = 1);
procedure ReleaseKeys();
+ procedure ReleaseKeysNoWeapon();
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
- procedure SetWeapon(W: Byte);
+ procedure SetWeaponHost(W: Byte);
function IsKeyPressed(K: Byte): Boolean;
function GetKeys(): Byte;
function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
procedure getMapBox (out x, y, w, h: Integer); inline;
procedure moveBy (dx, dy: Integer); inline;
+ procedure releaseAllWeaponSwitchKeys ();
+ procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
+ function isWeaponSwitchKeyReleased (index: Integer): Boolean;
+ procedure weaponSwitchKeysShiftNewStates ();
+
public
property Vel: TPoint2i read FObj.Vel;
property Obj: TObj read FObj;
property Frags: Integer read FFrags write FFrags;
property Death: Integer read FDeath write FDeath;
property Kills: Integer read FKills write FKills;
- property CurrWeap: Byte read FCurrWeap write FCurrWeap;
+ property CurrWeap: Byte read FCurrWeap write SetCurrWeapProp;
+ property NetWeapCtr: LongWord read FNetWeapCtr write FNetWeapCtr;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
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 eCurrWeap: Byte read FCurrWeap write SetCurrWeapProp;
property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
property eSecrets: Integer read FSecrets write FSecrets;
property eGodMode: Boolean read FGodMode write FGodMode;
gPlayers[a].FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
gPlayers[a].FCurrWeap := utils.readByte(st);
+ gPlayers[a].FNetWeapCtr := 0;
// Ñëåäóþùåå æåëàåìîå îðóæèå
gPlayers[a].FNextWeap := utils.readWord(st);
// ...è ïàóçà
function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
+procedure TPlayer.SetCurrWeapProp (newweap: Byte);
+begin
+ if (newweap > High(FWeapon)) then exit;
+ if (not FWeapon[newweap]) then exit;
+ if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // just in case, to really override client's counter
+ if (FCurrWeap <> newweap) then
+ begin
+ if (newweap = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ end;
+ FCurrWeap := newweap;
+ FModel.SetWeapon(newweap);
+end;
+
procedure TPlayer.BFGHit();
begin
g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FJustTeleported := False;
FNetTime := 0;
+ FNetWeapCtr := 0;
+
resetWeaponQueue();
+ releaseAllWeaponSwitchKeys();
end;
+
+procedure TPlayer.releaseAllWeaponSwitchKeys ();
+var
+ f: Integer;
+begin
+ for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
+end;
+
+procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
+begin
+ Inc(index, 2); // -2: prev; -1: next
+ if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
+ weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
+ if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
+end;
+
+function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
+begin
+ Inc(index, 2); // -2: prev; -1: next
+ if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
+ begin
+ result := true;
+ end
+ else
+ begin
+ result := (weaponSwitchKeyReleased[index] and $01) <> 0;
+ end;
+end;
+
+procedure TPlayer.weaponSwitchKeysShiftNewStates ();
+var
+ f: Integer;
+begin
+ // copy bit 1 to bit 0
+ for f := 0 to High(weaponSwitchKeyReleased) do
+ begin
+ weaponSwitchKeyReleased[f] :=
+ (weaponSwitchKeyReleased[f] and $02) or
+ ((weaponSwitchKeyReleased[f] shr 1) and $01);
+ end;
+end;
+
+
procedure TPlayer.positionChanged (); inline;
begin
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
if Weapon > High(FWeapon) then Exit;
FNextWeap := FNextWeap or (1 shl Weapon);
end;
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);
WEAPON_FLAMETHROWER = 10;
*)
+ {
+ if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
+ begin
+ e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
+ end;
+ }
+
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
begin
//e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
result := Byte(rwidx);
- FNextWeapDelay := 10;
+ //FNextWeapDelay := 10; //k8: not needed anymore
exit;
end;
end;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
wwc := 0;
+
+ curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
+
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
cwi := real2log(i);
- if (cwi >= 0) then wantThisWeapon[cwi] := true;
- Inc(wwc);
+ if (cwi >= 0) then
+ begin
+ wantThisWeapon[cwi] := true;
+ Inc(wwc);
+ // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
+ if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
+ end;
end;
end;
exit;
end;
- // exclude currently selected weapon from the set
- curlidx := real2log(FCurrWeap);
//e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
- //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;
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
+ //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
exit;
end;
end;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
- if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
+ //HACK: alteration delay will be reset when player released any weapon switch key
+ FNextWeapDelay := 0; //k8: just in case
+ //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
if not switchAllowed then
begin
+ //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
//HACK for weapon cycling
if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
exit;
if FWeapon[nw] then
begin
+ //k8: emulate this on client immediately, or wait for server confirmation?
+ Inc(FNetWeapCtr);
FCurrWeap := nw;
+ if (nw = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ FModel.SetWeapon(nw);
FTime[T_SWITCH] := gTime+156;
- if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
- FModel.SetWeapon(FCurrWeap);
if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
end;
end;
procedure TPlayer.NextWeapon();
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
FNextWeap := $4000;
end;
-procedure TPlayer.SetWeapon(W: Byte);
+// used exclusively by network layer
+procedure TPlayer.SetWeaponHost(W: Byte);
begin
+ if (W > High(FWeapon)) then exit;
+ if (not FWeapon[W]) then exit; // server is authority!
+
if FCurrWeap <> W then
- if W = WEAPON_SAW then
- FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ begin
+ if (W = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ end;
FCurrWeap := W;
- FModel.SetWeapon(CurrWeap);
- resetWeaponQueue();
+ FModel.SetWeapon(W);
+ //if g_Game_IsClient then resetWeaponQueue();
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
Include(FRulez, R_BERSERK);
if allowBerserkSwitching then
begin
- FCurrWeap := WEAPON_KASTET;
+ CurrWeap := WEAPON_KASTET;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
Result := True;
remove := True;
FFireTime := 0;
+ //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
end;
if FHealth < PLAYER_HP_SOFT then
begin
end;
procedure TPlayer.Reset(Force: Boolean);
+var
+ i: Integer;
begin
if Force then
FAlive := False;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
+ if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
+ resetWeaponQueue();
if FNoRespawn then
begin
FSpectator := False;
end;
FLives := gGameSettings.MaxLives;
+ FBFGFireCounter := -1;
+ FTime[T_SWITCH] := 0;
+ for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
+
SetFlag(FLAG_NONE);
end;
procedure TPlayer.SoftReset();
+var
+ i: Integer;
begin
ReleaseKeys();
FLastHit := 0;
FLastFrag := 0;
FComboEvnt := -1;
+ if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
+ resetWeaponQueue();
+
+ FBFGFireCounter := -1;
+ FTime[T_SWITCH] := 0;
+ for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
SetFlag(FLAG_NONE);
SetAction(A_STAND, True);
a, b, c: Byte;
Anim: TAnimation;
ID: DWORD;
+ i: Integer;
begin
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
+ if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
+ resetWeaponQueue();
+
+ FBFGFireCounter := -1;
+ FTime[T_SWITCH] := 0;
+ for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
if not g_Game_IsServer then
Exit;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
- FCurrWeap := WEAPON_PISTOL;
+ CurrWeap := WEAPON_PISTOL;
+ if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
resetWeaponQueue();
- FModel.SetWeapon(FCurrWeap);
-
for b := A_BULLETS to A_HIGH do
FAmmo[b] := 0;
DoLerp(4);
if NetServer then
+ begin
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
FPing := 0;
FLoss := 0;
end;
+ end;
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
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 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
end;
end;
+procedure TPlayer.ReleaseKeysNoWeapon();
+var
+ a: Integer;
+begin
+ for a := Low(FKeys) to High(FKeys) do
+ begin
+ if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
+ FKeys[a].Pressed := False;
+ FKeys[a].Time := 0;
+ end;
+end;
+
procedure TPlayer.OnDamage(Angle: SmallInt);
begin
end;
FAir := FSavedState.Air;
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
+ FModel.SetWeapon(FCurrWeap);
FNextWeap := FSavedState.NextWeap;
FNextWeapDelay := FSavedState.NextWeapDelay;
FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
FCurrWeap := utils.readByte(st);
+ if not g_Game_IsClient then Inc(FNetWeapCtr, 2);
// Æåëàåìîå îðóæèå
FNextWeap := utils.readWord(st);
// ...è ïàóçà
Include(FRulez, R_BERSERK);
if FBFGFireCounter < 1 then
begin
- FCurrWeap := WEAPON_KASTET;
+ CurrWeap := WEAPON_KASTET;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
FAIFlags := nil;
FSelectedWeapon := FCurrWeap;
+ FNetWeapCtr := 0;
resetWeaponQueue();
FTargetUID := 0;
end;
end;
end;
- //HACK! (does it belongs there?)
+ //HACK! (does it belong there?)
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè: