diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 989f11a095e2055a116a8a9316742798ac7ff684..bfba263a40cf6fb9dbd08781f419d92a7b0b1f9d 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
JetFuel: Integer;
CurrWeap: Byte;
NextWeap: WORD;
JetFuel: Integer;
CurrWeap: Byte;
NextWeap: WORD;
+ NextWeapDelay: Byte;
Ammo: Array [A_BULLETS..A_CELLS] of Word;
MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
Ammo: Array [A_BULLETS..A_CELLS] of Word;
MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
+ FNextWeapDelay: Byte; // frames
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
procedure cycleWeapon (dir: Integer);
function getNextWeaponIndex (): Byte; // return 255 for "no switch"
procedure resetWeaponQueue ();
procedure cycleWeapon (dir: Integer);
function getNextWeaponIndex (): Byte; // return 255 for "no switch"
procedure resetWeaponQueue ();
+ function hasAmmoForWeapon (weapon: Byte): Boolean;
public
FDamageBuffer: Integer;
public
FDamageBuffer: Integer;
Mem.ReadByte(gPlayers[a].FCurrWeap);
// Ñëåäóþùåå æåëàåìîå îðóæèå:
Mem.ReadWord(gPlayers[a].FNextWeap);
Mem.ReadByte(gPlayers[a].FCurrWeap);
// Ñëåäóþùåå æåëàåìîå îðóæèå:
Mem.ReadWord(gPlayers[a].FNextWeap);
+// ...è ïàóçà:
+ Mem.ReadByte(gPlayers[a].FNextWeapDelay);
// Âðåìÿ çàðÿäêè BFG:
Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
// Áóôåð óðîíà:
// Âðåìÿ çàðÿäêè BFG:
Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter);
// Áóôåð óðîíà:
for i := 0 to High(gPlayers) do
if gPlayers[i] <> nil then
for i := 0 to High(gPlayers) do
if gPlayers[i] <> nil then
+ begin
+ gPlayers[i].RealizeCurrentWeapon();
if gPlayers[i] is TPlayer then gPlayers[i].Update()
else TBot(gPlayers[i]).Update();
if gPlayers[i] is TPlayer then gPlayers[i].Update()
else TBot(gPlayers[i]).Update();
+ end;
end;
procedure g_Player_DrawAll();
end;
procedure g_Player_DrawAll();
FBFGFireCounter := -1;
FJustTeleported := False;
FNetTime := 0;
FBFGFireCounter := -1;
FJustTeleported := False;
FNetTime := 0;
+
+ resetWeaponQueue();
end;
procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
end;
procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte);
procedure TPlayer.resetWeaponQueue ();
begin
FNextWeap := 0;
procedure TPlayer.resetWeaponQueue ();
begin
FNextWeap := 0;
+ FNextWeapDelay := 0;
end;
end;
-// return 255 for "no switch"; resets `FNextWeap`
+function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean;
+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_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
+ WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
+ else result := (weapon < length(FWeapon));
+ end;
+end;
+
+// return 255 for "no switch"
function TPlayer.getNextWeaponIndex (): Byte;
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
function TPlayer.getNextWeaponIndex (): Byte;
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
+ wwc: Integer = 0; //HACK!
begin
result := 255; // default result: "no switch"
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
begin
result := 255; // default result: "no switch"
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
- for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then wantThisWeapon[i] := true;
- if wantThisWeapon[FCurrWeap] then
+ for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
+ // exclude currently selected weapon from the set
+ wantThisWeapon[FCurrWeap] := false;
+ // slow down alterations a little
+ if wwc > 1 then
begin
begin
- // these hacks implements alternating between SG and SSG; sorry
- if FCurrWeap = WEAPON_SHOTGUN1 then wantThisWeapon[WEAPON_SHOTGUN2] := true;
- if FCurrWeap = WEAPON_SHOTGUN2 then wantThisWeapon[WEAPON_SHOTGUN1] := true;
- // these hacks implements alternating between knuckles and chainsaw; sorry
- if FCurrWeap = WEAPON_KASTET then wantThisWeapon[WEAPON_SAW] := true;
- if FCurrWeap = WEAPON_SAW then wantThisWeapon[WEAPON_KASTET] := true;
+ // more than one weapon requested, assume "alteration" and check alteration delay
+ if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
end;
end;
- // now exclude currently selected weapon from the set
- wantThisWeapon[FCurrWeap] := false;
- // no more hacks (yet)
// do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
// do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
- // now try weapons in descending order
+ if wwc < 1 then begin resetWeaponQueue(); exit; end;
+ //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
+ // try weapons in descending order
for i := High(FWeapon) downto 0 do
begin
for i := High(FWeapon) downto 0 do
begin
- if wantThisWeapon[i] and FWeapon[i] then
+ if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
begin
// i found her!
result := Byte(i);
exit;
end;
end;
begin
// i found her!
result := Byte(i);
exit;
end;
end;
+ // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
+ resetWeaponQueue();
end;
procedure TPlayer.RealizeCurrentWeapon();
end;
procedure TPlayer.RealizeCurrentWeapon();
i, nw: Byte;
begin
nw := getNextWeaponIndex();
i, nw: Byte;
begin
nw := getNextWeaponIndex();
+ if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
+ if nw = 255 then exit; // don't reset anything here
if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
if FBFGFireCounter <> -1 then exit;
if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
if FBFGFireCounter <> -1 then exit;
end;
// reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
resetWeaponQueue();
end;
// reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
resetWeaponQueue();
+ FNextWeapDelay := 10; // anyway, 'cause why not
end;
procedure TPlayer.cycleWeapon (dir: Integer);
var
i, cwi: Integer;
begin
end;
procedure TPlayer.cycleWeapon (dir: Integer);
var
i, cwi: Integer;
begin
- if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit;
+ if dir < 0 then dir := -1 else if dir > 0 then dir := 1 else exit;
cwi := FCurrWeap;
for i := 0 to High(FWeapon) do
begin
cwi := FCurrWeap;
for i := 0 to High(FWeapon) do
begin
- cwi := cwi+dir;
- if cwi < 0 then cwi += length(FWeapon)
- else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon);
+ cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
if FWeapon[cwi] then
begin
QueueWeaponSwitch(Byte(cwi));
if FWeapon[cwi] then
begin
QueueWeaponSwitch(Byte(cwi));
FSavedState.JetFuel := FJetFuel;
FSavedState.CurrWeap := FCurrWeap;
FSavedState.NextWeap := FNextWeap;
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.Ammo[i] := FAmmo[i];
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
FNextWeap := FSavedState.NextWeap;
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
FAmmo[i] := FSavedState.Ammo[i];
Mem.WriteByte(FCurrWeap);
// Æåëàåìîå îðóæèå:
Mem.WriteWord(FNextWeap);
Mem.WriteByte(FCurrWeap);
// Æåëàåìîå îðóæèå:
Mem.WriteWord(FNextWeap);
+// ...è ïàóçà
+ Mem.WriteByte(FNextWeapDelay);
// Âðåìÿ çàðÿäêè BFG:
Mem.WriteSmallInt(FBFGFireCounter);
// Áóôåð óðîíà:
// Âðåìÿ çàðÿäêè BFG:
Mem.WriteSmallInt(FBFGFireCounter);
// Áóôåð óðîíà:
Mem.ReadByte(FCurrWeap);
// Æåëàåìîå îðóæèå:
Mem.ReadWord(FNextWeap);
Mem.ReadByte(FCurrWeap);
// Æåëàåìîå îðóæèå:
Mem.ReadWord(FNextWeap);
+// ...è ïàóçà
+ Mem.ReadByte(FNextWeapDelay);
// Âðåìÿ çàðÿäêè BFG:
Mem.ReadSmallInt(FBFGFireCounter);
// Áóôåð óðîíà:
// Âðåìÿ çàðÿäêè BFG:
Mem.ReadSmallInt(FBFGFireCounter);
// Áóôåð óðîíà:
FJetFuel := JET_MAX;
end;
FJetFuel := JET_MAX;
end;
+ ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT);
+ ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT);
+
+ ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT;
+ ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
+
+ ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT);
+ ITEM_SPHERE_WHITE:
+ if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then
+ begin
+ if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT;
+ if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT;
+ end;
+
ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;