diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 5dc5a096cfc3fff8a2e6a64b8a40a2e8c508aa0a..e90398276756262f8eb5272e2015fae609deae20 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
+(* Copyright (C) DooM 2D:Forever Developers
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ *)
{$MODE DELPHI}
unit g_player;
{$MODE DELPHI}
unit g_player;
Air: Integer;
JetFuel: Integer;
CurrWeap: Byte;
Air: Integer;
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;
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
+ FNextWeap: WORD;
+ FNextWeapDelay: Byte; // frames
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
procedure Jump();
procedure Use();
procedure Jump();
procedure Use();
+ 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;
procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
procedure DoLerp(Level: Integer = 2);
procedure SetLerp(XTo, YTo: Integer);
procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
procedure DoLerp(Level: Integer = 2);
procedure SetLerp(XTo, YTo: Integer);
+ procedure QueueWeaponSwitch(Weapon: Byte);
+ procedure RealizeCurrentWeapon();
procedure JetpackOn;
procedure JetpackOff;
procedure JetpackOn;
procedure JetpackOff;
Mem.ReadInt(gPlayers[a].FSecrets);
// Òåêóùåå îðóæèå:
Mem.ReadByte(gPlayers[a].FCurrWeap);
Mem.ReadInt(gPlayers[a].FSecrets);
// Òåêóùåå îðóæèå:
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:
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);
var
ID: DWORD;
w, h: Word;
var
ID: DWORD;
w, h: Word;
+ dr: Boolean;
begin
if FLive then
begin
begin
if FLive then
begin
begin
if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
begin
if (gPlayerDrawn <> nil) and ((Self = gPlayerDrawn) or
((FTeam = gPlayerDrawn.Team) and (gGameSettings.GameMode <> GM_DM))) then
- FModel.Draw(FObj.X, FObj.Y, 200)
+ begin
+ if (FMegaRulez[MR_INVIS] - gTime) <= 2100 then
+ dr := not Odd((FMegaRulez[MR_INVIS] - gTime) div 300)
+ else
+ dr := True;
+ if dr then
+ FModel.Draw(FObj.X, FObj.Y, 200)
+ else
+ FModel.Draw(FObj.X, FObj.Y);
+ end
else
FModel.Draw(FObj.X, FObj.Y, 254);
end
else
FModel.Draw(FObj.X, FObj.Y, 254);
end
150, 0, 0);
end;
150, 0, 0);
end;
-procedure TPlayer.NextWeapon();
-var
- i: Byte;
- ok: Boolean;
+procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
if g_Game_IsClient then Exit;
begin
if g_Game_IsClient then Exit;
- if FBFGFireCounter <> -1 then Exit;
-
- if FTime[T_SWITCH] > gTime then Exit;
+ if Weapon > High(FWeapon) then Exit;
+ FNextWeap := FNextWeap or (1 shl Weapon);
+end;
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- if FReloading[i] > 0 then Exit;
+procedure TPlayer.resetWeaponQueue ();
+begin
+ FNextWeap := 0;
+ FNextWeapDelay := 0;
+end;
- ok := False;
+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;
- for i := FCurrWeap+1 to WEAPON_SUPERPULEMET do
- if FWeapon[i] then
+// return 255 for "no switch"
+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;
+ for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
+ (*
+ if wantThisWeapon[FCurrWeap] then
+ begin
+ // these hacks implements alternating between SG and SSG; sorry
+ if FCurrWeap = WEAPON_SHOTGUN1 then begin wantThisWeapon[WEAPON_SHOTGUN2] := true; Inc(wwc); end;
+ if FCurrWeap = WEAPON_SHOTGUN2 then begin wantThisWeapon[WEAPON_SHOTGUN1] := true; Inc(wwc); end;
+ // these hacks implements alternating between knuckles and chainsaw; sorry
+ if FCurrWeap = WEAPON_KASTET then begin wantThisWeapon[WEAPON_SAW] := true; Inc(wwc); end;
+ if FCurrWeap = WEAPON_SAW then begin wantThisWeapon[WEAPON_KASTET] := true; Inc(wwc); end;
+ end;
+ *)
+ // exclude currently selected weapon from the set
+ wantThisWeapon[FCurrWeap] := false;
+ // slow down alterations a little
+ if wwc > 1 then
+ begin
+ // more than one weapon requested, assume "alteration" and check alteration delay
+ if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
+ end;
+ // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
+ // try weapons in descending order
+ for i := High(FWeapon) downto 0 do
+ begin
+ if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
begin
begin
- FCurrWeap := i;
- ok := True;
- Break;
+ // i found her!
+ result := Byte(i);
+ exit;
end;
end;
-
- if not ok then
- for i := WEAPON_KASTET to FCurrWeap-1 do
- if FWeapon[i] then
- begin
- FCurrWeap := i;
- Break;
- end;
-
- 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;
end;
-procedure TPlayer.PrevWeapon();
+procedure TPlayer.RealizeCurrentWeapon();
var
var
- i: Byte;
- ok: Boolean;
+ i, nw: Byte;
begin
begin
- if g_Game_IsClient then Exit;
- if FBFGFireCounter <> -1 then Exit;
-
- if FTime[T_SWITCH] > gTime then Exit;
+ 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!
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
- if FReloading[i] > 0 then Exit;
-
- ok := False;
-
- if FCurrWeap > 0 then
- for i := FCurrWeap-1 downto WEAPON_KASTET do
- if FWeapon[i] then
- begin
- FCurrWeap := i;
- ok := True;
- Break;
- end;
+ if FBFGFireCounter <> -1 then exit;
+ if FTime[T_SWITCH] > gTime then exit;
- if not ok then
- for i := WEAPON_SUPERPULEMET downto FCurrWeap+1 do
- if FWeapon[i] then
- begin
- FCurrWeap := i;
- Break;
- end;
+ for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
- FTime[T_SWITCH] := gTime+156;
+ if FWeapon[nw] then
+ begin
+ FCurrWeap := 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;
+ // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
+ resetWeaponQueue();
+ FNextWeapDelay := 10; // anyway, 'cause why not
+end;
- if FCurrWeap = WEAPON_SAW then
- FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+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;
+ 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);
+ if FWeapon[cwi] then
+ begin
+ QueueWeaponSwitch(Byte(cwi));
+ exit;
+ end;
+ end;
+end;
- FModel.SetWeapon(FCurrWeap);
+procedure TPlayer.NextWeapon();
+begin
+ if g_Game_IsClient then Exit;
+ cycleWeapon(1);
+end;
- if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
+procedure TPlayer.PrevWeapon();
+begin
+ if g_Game_IsClient then Exit;
+ cycleWeapon(-1);
end;
procedure TPlayer.SetWeapon(W: Byte);
end;
procedure TPlayer.SetWeapon(W: Byte);
FCurrWeap := W;
FModel.SetWeapon(CurrWeap);
FCurrWeap := W;
FModel.SetWeapon(CurrWeap);
+ resetWeaponQueue();
end;
function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
end;
function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean;
if FBFGFireCounter = -1 then
begin
FCurrWeap := WEAPON_KASTET;
if FBFGFireCounter = -1 then
begin
FCurrWeap := WEAPON_KASTET;
+ resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
if gFlash <> 0 then
FModel.SetWeapon(WEAPON_KASTET);
end;
if gFlash <> 0 then
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
FCurrWeap := WEAPON_PISTOL;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
FCurrWeap := WEAPON_PISTOL;
+ resetWeaponQueue();
FModel.SetWeapon(FCurrWeap);
FModel.SetWeapon(FCurrWeap);
FSavedState.Air := FAir;
FSavedState.JetFuel := FJetFuel;
FSavedState.CurrWeap := FCurrWeap;
FSavedState.Air := FAir;
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];
FAir := FSavedState.Air;
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
FAir := FSavedState.Air;
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.WriteInt(FSecrets);
// Òåêóùåå îðóæèå:
Mem.WriteByte(FCurrWeap);
Mem.WriteInt(FSecrets);
// Òåêóùåå îðóæèå:
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.ReadInt(FSecrets);
// Òåêóùåå îðóæèå:
Mem.ReadByte(FCurrWeap);
Mem.ReadInt(FSecrets);
// Òåêóùåå îðóæèå:
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:
if FBFGFireCounter < 1 then
begin
FCurrWeap := WEAPON_KASTET;
if FBFGFireCounter < 1 then
begin
FCurrWeap := WEAPON_KASTET;
+ resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
if gFlash <> 0 then
FModel.SetWeapon(WEAPON_KASTET);
end;
if gFlash <> 0 then
FJetFuel := JET_MAX;
end;
FJetFuel := JET_MAX;
end;
+ ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True;
+ ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True;
+ ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;
+ ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True;
+ ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True;
+ ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True;
+ ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True;
+ ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True;
+
+ ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
+ ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
+ ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
+ ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]);
+ ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
+ ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]);
+ ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+ ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]);
+
+ ITEM_AMMO_BACKPACK:
+ if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or
+ (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or
+ (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
+ (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
+ begin
+ FMaxAmmo[A_BULLETS] := 400;
+ FMaxAmmo[A_SHELLS] := 100;
+ FMaxAmmo[A_ROCKETS] := 100;
+ FMaxAmmo[A_CELLS] := 600;
+
+ if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
+ if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
+ if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]);
+ if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+
+ FRulez := FRulez + [R_ITEM_BACKPACK];
+ end;
+
+ ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED);
+ ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN);
+ ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE);
+
+ ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT);
+ ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT);
+
else
Exit;
end;
else
Exit;
end;
g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
FModelName, FColor);
g_Player_CreateGibs(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FObj.Y+FObj.Rect.Y+(FObj.Rect.Height div 2),
FModelName, FColor);
+ // Çâóê ìÿñà îò òðóïà:
pm := g_PlayerModel_Get(FModelName);
pm := g_PlayerModel_Get(FModelName);
- pm.PlaySound(MODELSOUND_DIE, 3, FObj.X, FObj.Y);
+ pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
pm.Free;
end;
end
pm.Free;
end;
end
FAIFlags := nil;
FSelectedWeapon := FCurrWeap;
FAIFlags := nil;
FSelectedWeapon := FCurrWeap;
+ resetWeaponQueue();
FTargetUID := 0;
end;
FTargetUID := 0;
end;
end;
end;
end;
end;
+ //HACK! (does it belongs there?)
+ RealizeCurrentWeapon();
+
// Åñëè åñòü âîçìîæíûå öåëè:
// (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then
// Åñëè åñòü âîçìîæíûå öåëè:
// (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì)
if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then