diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index f4e571549d3a43a2b5cf0a360eaa8f596640a224..980842c7d843ef862f0c2a85bd23541ceb38266b 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
- FNextWeapDelay: Byte; // frames (unused)
+ FNextWeapDelay: Byte; // frames
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FNetTime: LongWord;
mEDamageType: Integer;
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;
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure getMapBox (out x, y, w, h: Integer); inline;
procedure moveBy (dx, dy: Integer); inline;
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;
public
property Vel: TPoint2i read FObj.Vel;
property Obj: TObj read FObj;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
+ gPlayerIndicator: Boolean = True;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
FNetTime := 0;
resetWeaponQueue();
FNetTime := 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;
end;
-
procedure TPlayer.positionChanged (); inline;
begin
end;
procedure TPlayer.positionChanged (); inline;
begin
end;
inherited;
end;
inherited;
end;
+procedure TPlayer.DrawIndicator();
+var
+ indX, indY: Integer;
+ indW, indH: Word;
+ ID: DWORD;
+begin
+ if FAlive then
+ begin
+ indX := FObj.X+FObj.Rect.X;
+ indY := FObj.Y - 12;
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ e_Draw(ID, indX + indW div 2, indY, 0, True, False);
+ end;
+ end;
+ //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
+end;
+
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
- WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
+ 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);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
- weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
- wwc: Integer;
- f, dir, cwi, rwidx, curlidx: Integer;
+ 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
function real2log (ridx: Integer): Integer;
var
begin
if (ridx >= 0) then
begin
begin
if (ridx >= 0) then
begin
- for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
+ for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
end;
result := -1;
end;
end;
result := -1;
end;
FNextWeapDelay := 0;
end;
FNextWeapDelay := 0;
end;
- for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
-
// build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
// build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
- // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
// priorities:
// priorities:
- // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
- weaponOrder[0] := WEAPON_SUPERPULEMET;
- weaponOrder[1] := WEAPON_BFG;
- weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
- weaponOrder[3] := WEAPON_PLASMA;
- weaponOrder[4] := WEAPON_FLAMETHROWER;
- weaponOrder[5] := WEAPON_SHOTGUN2;
- weaponOrder[6] := WEAPON_CHAINGUN;
- weaponOrder[7] := WEAPON_SHOTGUN1;
- weaponOrder[8] := WEAPON_PISTOL;
- weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
- weaponOrder[10] := WEAPON_SAW;
- weaponOrder[11] := WEAPON_KASTET; // normal fist
-
- for f := 0 to High(weaponOrder) do
- begin
- if (weaponOrder[f] = WEAPON_KASTET) then
- begin
- // normal fist: remove if we have a berserk pack
- if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
- end
- else
- if (weaponOrder[f] = WEAPON_KASTET+666) then
- begin
- // berserk fist: remove if we don't have a berserk pack
- if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
- end;
- end;
+ // 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_KASTET = 0;
begin
//e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
result := Byte(rwidx);
begin
//e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
result := Byte(rwidx);
- //FNextWeapDelay := 10; //k8: not needed anymore
+ FNextWeapDelay := 10;
exit;
end;
end;
exit;
end;
end;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
- wwc := 0;
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
// slow down alterations a little
if (wwc > 1) then
begin
// 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
// more than one weapon requested, assume "alteration", and check alteration delay
if FNextWeapDelay > 0 then
begin
- //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
FNextWeap := 0;
exit;
end; // yeah
FNextWeap := 0;
exit;
end; // yeah
resetWeaponQueue();
exit;
end;
resetWeaponQueue();
exit;
end;
+ //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
// exclude currently selected weapon from the set
curlidx := real2log(FCurrWeap);
// 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;
//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(weaponOrder) do
+ for i := 0 to High(FWeapon) do
begin
begin
- cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
+ 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;
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); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
- if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
+ //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
+ if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
begin
begin
- //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
- //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
+ FNextWeapDelay := 10; // anyway, 'cause why not
exit;
end;
end;
exit;
end;
end;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
- //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 FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
if not switchAllowed then
begin
if not switchAllowed then
begin
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
- //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
+ //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
resetWeaponQueue();
exit;
end;
resetWeaponQueue();
exit;
end;