diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index fa2dcfce5243696c55b09cc25aee27d9c44229f9..dc80fdd1770a68dfa16053c1171136045c457290 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
PLAYER_AP_SOFT = 100;
PLAYER_AP_LIMIT = 200;
SUICIDE_DAMAGE = 112;
PLAYER_AP_SOFT = 100;
PLAYER_AP_LIMIT = 200;
SUICIDE_DAMAGE = 112;
+ WEAPON_DELAY = 5;
PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
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 Boolean; // true: was release
-
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;
-
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] := true;
-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] := not pressed;
end;
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];
- 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;
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ e_Draw(ID, indX + indW div 2, indY - indH, 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;
-
- function real2log (ridx: Integer): Integer;
- var
- f: Integer;
- begin
- if (ridx >= 0) then
- begin
- for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
- end;
- result := -1;
- end;
-
+ wwc: Integer = 0; //HACK!
+ dir, cwi: Integer;
begin
result := 255; // default result: "no switch"
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;
// had weapon cycling on previous frame? remove that flag
if (FNextWeap and $2000) <> 0 then
begin
FNextWeap := FNextWeap and $1FFF;
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!)
- // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
- // 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;
-
- (*
- 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
// 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
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);
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; //k8: not needed anymore
+ 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;
exit;
end;
end;
resetWeaponQueue();
exit;
end;
-
// no cycling
// 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(wantThisWeapon) do
+ wantThisWeapon[i] := false;
for i := 0 to High(FWeapon) do
for i := 0 to High(FWeapon) do
- begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
- cwi := real2log(i);
- 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;
+ wantThisWeapon[i] := true;
+ Inc(wwc);
end;
end;
- end;
-
+ // exclude currently selected weapon from the set
+ wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
// slow down alterations a little
- if (wwc > 1) then
+ if wwc > 1 then
begin
begin
- // more than one weapon requested, assume "alteration", and check alteration delay
+ //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
if FNextWeapDelay > 0 then
begin
- //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
FNextWeap := 0;
exit;
end; // yeah
end;
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
// 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;
begin
resetWeaponQueue();
exit;
end;
-
- //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
-
- // find next weapon to switch onto
- cwi := curlidx;
- for i := 0 to High(weaponOrder) do
+ //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
+ // try weapons in descending order
+ for i := High(FWeapon) downto 0 do
begin
begin
- cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
- 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
+ if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
begin
begin
- //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
// i found her!
- result := Byte(rwidx);
+ result := Byte(i);
resetWeaponQueue();
resetWeaponQueue();
- //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
+ FNextWeapDelay := WEAPON_DELAY; // anyway, 'cause why not
exit;
end;
end;
exit;
end;
end;
-
// no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
resetWeaponQueue();
end;
// no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
resetWeaponQueue();
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;
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