diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index f4e571549d3a43a2b5cf0a360eaa8f596640a224..0565c75b2761056ab75ca321ac9c3d6c556cd480 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
+ //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
+ FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this
+ //FCurrFrameIdx: LongWord; // increased in each `Update()`
FNextWeap: WORD;
FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
FNextWeap: WORD;
FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
function GetRespawnPoint(): Byte;
procedure PressKey(Key: Byte; Time: Word = 1);
procedure ReleaseKeys();
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 SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
procedure SetWeapon(W: Byte);
property Death: Integer read FDeath write FDeath;
property Kills: Integer read FKills write FKills;
property CurrWeap: Byte read FCurrWeap write FCurrWeap;
property Death: Integer read FDeath write FDeath;
property Kills: Integer read FKills write FKills;
property CurrWeap: Byte read FCurrWeap write FCurrWeap;
+ //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
+ property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx;
+ //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
gPlayers[a].FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
gPlayers[a].FCurrWeap := utils.readByte(st);
gPlayers[a].FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
gPlayers[a].FCurrWeap := utils.readByte(st);
+ //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
// Ñëåäóþùåå æåëàåìîå îðóæèå
gPlayers[a].FNextWeap := utils.readWord(st);
// ...è ïàóçà
// Ñëåäóþùåå æåëàåìîå îðóæèå
gPlayers[a].FNextWeap := utils.readWord(st);
// ...è ïàóçà
begin
if gPlayers[i] is TPlayer then
begin
begin
if gPlayers[i] is TPlayer then
begin
+ //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx);
gPlayers[i].Update();
gPlayers[i].Update();
+ if (not gPlayers[i].alive) or (gPlayers[i].NetForceWeapFIdx >= gTime+15) then gPlayers[i].NetForceWeapFIdx := 0; // just in case
gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
end
else
gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
end
else
FJustTeleported := False;
FNetTime := 0;
FJustTeleported := False;
FNetTime := 0;
+ //FNetForceWeap := FCurrWeap;
+ FNetForceWeapFIdx := 0;
+ //FCurrFrameIdx := 0;
+
resetWeaponQueue();
releaseAllWeaponSwitchKeys();
end;
resetWeaponQueue();
releaseAllWeaponSwitchKeys();
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
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;
if Weapon > High(FWeapon) then Exit;
FNextWeap := FNextWeap or (1 shl Weapon);
end;
WEAPON_FLAMETHROWER = 10;
*)
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
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
wwc := 0;
// 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);
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;
end;
end;
exit;
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('*** 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;
// find next weapon to switch onto
cwi := curlidx;
if not switchAllowed then
begin
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;
end;
//HACK for weapon cycling
if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
exit;
end;
+ if (FNetForceWeapFIdx >= gTime+15) then FNetForceWeapFIdx := 0;
+
nw := getNextWeaponIndex();
if nw = 255 then exit; // don't reset anything here
if nw > High(FWeapon) then
nw := getNextWeaponIndex();
if nw = 255 then exit; // don't reset anything here
if nw > High(FWeapon) then
if FWeapon[nw] then
begin
if FWeapon[nw] then
begin
+ //k8: emulate this on client immediately, or wait for server confirmation?
+ {
+ if g_Game_IsClient then
+ begin
+ FNetForceWeap := nw;
+ //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
+ FNetForceWeapFIdx := gTime+5; // force for ~5 frames
+ writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
+ end;
+ }
+ FNetForceWeapFIdx := gTime+5; // force for ~5 frames
FCurrWeap := nw;
FCurrWeap := nw;
+ if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ FModel.SetWeapon(nw);
FTime[T_SWITCH] := gTime+156;
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);
if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
+ //if g_Game_IsNet and g_Game_IsClient then
end;
end;
procedure TPlayer.NextWeapon();
begin
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
FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
FNextWeap := $4000;
end;
FNextWeap := $4000;
end;
+// used by network layer
procedure TPlayer.SetWeapon(W: Byte);
begin
if FCurrWeap <> W then
procedure TPlayer.SetWeapon(W: Byte);
begin
if FCurrWeap <> W then
- if W = WEAPON_SAW then
+ if (W = WEAPON_SAW) then
FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
FCurrWeap := W;
FModel.SetWeapon(CurrWeap);
FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
FCurrWeap := W;
FModel.SetWeapon(CurrWeap);
- resetWeaponQueue();
+ //if g_Game_IsClient then resetWeaponQueue();
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
if allowBerserkSwitching then
begin
FCurrWeap := WEAPON_KASTET;
if allowBerserkSwitching then
begin
FCurrWeap := WEAPON_KASTET;
+ //FNetForceWeap := FCurrWeap;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
Result := True;
remove := True;
FFireTime := 0;
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;
if FHealth < PLAYER_HP_SOFT then
begin
end;
procedure TPlayer.Reset(Force: Boolean);
end;
procedure TPlayer.Reset(Force: Boolean);
+var
+ i: Integer;
begin
if Force then
FAlive := False;
begin
if Force then
FAlive := False;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
+ //FCurrFrameIdx := 0;
+ //FNetForceWeap := FCurrWeap;
+ FNetForceWeapFIdx := 0;
+ resetWeaponQueue();
if FNoRespawn then
begin
FSpectator := False;
if FNoRespawn then
begin
FSpectator := False;
end;
FLives := gGameSettings.MaxLives;
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();
SetFlag(FLAG_NONE);
end;
procedure TPlayer.SoftReset();
+var
+ i: Integer;
begin
ReleaseKeys();
begin
ReleaseKeys();
FLastHit := 0;
FLastFrag := 0;
FComboEvnt := -1;
FLastHit := 0;
FLastFrag := 0;
FComboEvnt := -1;
+ FNetForceWeapFIdx := 0;
+ 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);
SetFlag(FLAG_NONE);
SetAction(A_STAND, True);
a, b, c: Byte;
Anim: TAnimation;
ID: DWORD;
a, b, c: Byte;
Anim: TAnimation;
ID: DWORD;
+ i: Integer;
begin
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
begin
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
+ //FNetForceWeap := FCurrWeap;
+ FNetForceWeapFIdx := 0;
+ 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;
if not g_Game_IsServer then
Exit;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
FCurrWeap := WEAPON_PISTOL;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
FCurrWeap := WEAPON_PISTOL;
+ //FNetForceWeap := FCurrWeap;
+ FNetForceWeapFIdx := 0;
resetWeaponQueue();
FModel.SetWeapon(FCurrWeap);
resetWeaponQueue();
FModel.SetWeapon(FCurrWeap);
if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
gPlayer2 := self;
if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
gPlayer2 := self;
+ //FNetForceWeap := FCurrWeap;
+
if g_Game_IsNet then
begin
MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
if g_Game_IsNet then
begin
MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
AnyServer: Boolean;
SetSpect: Boolean;
begin
AnyServer: Boolean;
SetSpect: Boolean;
begin
+ //Inc(FCurrFrameIdx);
+
NetServer := g_Game_IsNet and g_Game_IsServer;
AnyServer := g_Game_IsServer;
NetServer := g_Game_IsNet and g_Game_IsServer;
AnyServer := g_Game_IsServer;
DoLerp(4);
if NetServer then
DoLerp(4);
if NetServer then
+ begin
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
FPing := 0;
FLoss := 0;
end;
FPing := 0;
FLoss := 0;
end;
+ end;
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
end;
// no need to do that each second frame, weapon queue will take care of it
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
if gTime mod (GAME_TICK*2) <> 0 then
begin
end;
end;
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;
procedure TPlayer.OnDamage(Angle: SmallInt);
begin
end;
FAir := FSavedState.Air;
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
FAir := FSavedState.Air;
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
+ //FNetForceWeap := FCurrWeap;
FNextWeap := FSavedState.NextWeap;
FNextWeapDelay := FSavedState.NextWeapDelay;
FNextWeap := FSavedState.NextWeap;
FNextWeapDelay := FSavedState.NextWeapDelay;
FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
FCurrWeap := utils.readByte(st);
FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
FCurrWeap := utils.readByte(st);
+ //FNetForceWeap := FCurrWeap;
// Æåëàåìîå îðóæèå
FNextWeap := utils.readWord(st);
// ...è ïàóçà
// Æåëàåìîå îðóæèå
FNextWeap := utils.readWord(st);
// ...è ïàóçà
if FBFGFireCounter < 1 then
begin
FCurrWeap := WEAPON_KASTET;
if FBFGFireCounter < 1 then
begin
FCurrWeap := WEAPON_KASTET;
+ //FNetForceWeap := FCurrWeap;
+ FNetForceWeapFIdx := 0;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
FAIFlags := nil;
FSelectedWeapon := FCurrWeap;
FAIFlags := nil;
FSelectedWeapon := FCurrWeap;
+ FNetForceWeapFIdx := 0;
resetWeaponQueue();
FTargetUID := 0;
end;
resetWeaponQueue();
FTargetUID := 0;
end;
end;
end;
end;
end;
- //HACK! (does it belongs there?)
+ //HACK! (does it belong there?)
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè:
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè: