diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 80ab62efd2f1318a793c5d971f765d08bc91088c..19d6be55027fbad4ea488a2915b2d034f5a464e0 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
function getNextWeaponIndex (): Byte; // return 255 for "no switch"
procedure resetWeaponQueue ();
function hasAmmoForWeapon (weapon: Byte): Boolean;
+ function hasAmmoForShooting (weapon: Byte): Boolean;
+ function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
procedure doDamage (v: Integer);
FReloading: Array [WP_FIRST..WP_LAST] of Word;
FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
+ FWeapSwitchMode: Byte;
+ FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
+ FSwitchToEmpty: Byte;
+ FSkipFist: Byte;
FColor: TRGB;
FPreferredTeam: Byte;
FSpectator: Boolean;
function IsKeyPressed(K: Byte): Boolean;
function GetKeys(): Byte;
function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
+ procedure SetWeaponPrefs(Prefs: Array of Byte);
+ procedure SetWeaponPref(Weapon, Pref: Byte);
+ function GetWeaponPref(Weapon: Byte) : Byte;
+ function GetMorePrefered() : Byte;
+ function MaySwitch(Weapon: Byte) : Boolean;
function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
function Collide(Panel: TPanel): Boolean; overload;
function Collide(X, Y: Integer): Boolean; overload;
property Death: Integer read FDeath write FDeath;
property Kills: Integer read FKills write FKills;
property CurrWeap: Byte read FCurrWeap write FCurrWeap;
+ property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
+ property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
+ property SkipFist: Byte read FSkipFist write FSkipFist;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
procedure g_Bot_MixNames();
procedure g_Bot_RemoveAll();
+function g_Bot_GetCount(): Integer;
implementation
begin
if not g_Game_IsServer then Exit;
+// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
+ if (g_Bot_GetCount() >= gMaxBots) then Exit;
+
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
begin
if not g_Game_IsServer then Exit;
+// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
+ if (g_Bot_GetCount() >= gMaxBots) then Exit;
+
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
Result := Result + 1;
end;
+function g_Bot_GetCount(): Integer;
+var
+ a: Integer;
+begin
+ Result := 0;
+
+ if gPlayers = nil then
+ Exit;
+
+ for a := 0 to High(gPlayers) do
+ if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
+ Result := Result + 1;
+end;
+
function g_Player_GetStats(): TPlayerStatArray;
var
a: Integer;
if FModel <> nil then FModel.Color := Color;
end;
+
+
function TPlayer.GetColor(): TRGB;
begin
result := FModel.Color;
end;
+procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
+var
+ i: Integer;
+begin
+ for i := WP_FIRST to WP_LAST + 1 do
+ begin
+ if (Prefs[i] > WP_LAST + 1) then
+ FWeapPreferences[i] := 0
+ else
+ FWeapPreferences[i] := Prefs[i];
+ end;
+end;
+
+procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
+begin
+ if (Weapon > WP_LAST + 1) then
+ exit
+ else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
+ FWeapPreferences[Weapon] := Pref
+ else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
+ FWeapPreferences[Weapon] := 0;
+end;
+
+function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
+begin
+ if (Weapon > WP_LAST + 1) then
+ result := 0
+ else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
+ result := 0
+ else
+ result := FWeapPreferences[Weapon];
+end;
+
+function TPlayer.GetMorePrefered() : Byte;
+var
+ testedWeap, i: Byte;
+begin
+ testedWeap := FCurrWeap;
+ for i := WP_FIRST to WP_LAST do
+ if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
+ testedWeap := i;
+ if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
+ testedWeap := WEAPON_KASTET;
+ result := testedWeap;
+end;
+
+function TPlayer.maySwitch(Weapon: Byte) : Boolean;
+begin
+ result := true;
+ if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
+ begin
+ if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
+ result := false;
+ end
+ else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
+ result := false;
+end;
+
procedure TPlayer.SwitchTeam;
begin
if g_Game_IsClient then
if SpawnerUID = FUID then
begin // Ñàìîóáèëñÿ
- if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
+ if Srv then
begin
- Dec(FFrags);
- FLastFrag := 0;
+ if gGameSettings.GameMode = GM_TDM then
+ Dec(gTeamStat[FTeam].Goals);
+ if DoFrags or (gGameSettings.GameMode = GM_TDM) then
+ begin
+ Dec(FFrags);
+ FLastFrag := 0;
+ end;
end;
g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
end
end;
end;
+function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
+begin
+ result := false;
+ case weapon of
+ WEAPON_KASTET, WEAPON_SAW: result := true;
+ WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
+ WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
+ WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
+ WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
+ WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
+ else result := (weapon < length(FWeapon));
+ end;
+end;
+
+function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
+begin
+ result := false;
+ if (weapon > WP_LAST + 1) then
+ begin
+ result := false;
+ exit;
+ end;
+ if (FWeapSwitchMode = 1) and not hadWeapon then
+ result := true
+ else if (FWeapSwitchMode = 2) then
+ result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
+end;
+
// return 255 for "no switch"
function TPlayer.getNextWeaponIndex (): Byte;
var
dir, cwi: Integer;
begin
result := 255; // default result: "no switch"
+ //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
// had weapon cycling on previous frame? remove that flag
if (FNextWeap and $2000) <> 0 then
begin
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- if FWeapon[cwi] then
+ if FWeapon[cwi] and maySwitch(cwi) then
begin
- //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
+ //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
result := Byte(cwi);
FNextWeapDelay := WEAPON_DELAY;
exit;
wantThisWeapon[i] := true;
Inc(wwc);
end;
+
// exclude currently selected weapon from the set
wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
result := Byte(i);
resetWeaponQueue();
FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
+ //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
exit;
end;
end;
end;
nw := getNextWeaponIndex();
+ //
if nw = 255 then exit; // don't reset anything here
if nw > High(FWeapon) then
begin
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
-
- function allowBerserkSwitching (): Boolean;
- begin
- if (FBFGFireCounter <> -1) then begin result := false; exit; end;
- result := true;
- if gBerserkAutoswitch then exit;
- if not conIsCheatsEnabled then exit;
- result := false;
- end;
-
var
a: Boolean;
- hadWeapon: Boolean;
+ switchWeapon: Byte = 255;
+ hadWeapon: Boolean = False;
begin
Result := False;
if g_Game_IsClient then Exit;
// a = true - ìåñòî ñïàâíà ïðåäìåòà:
a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
remove := not a;
-
case ItemType of
ITEM_MEDKIT_SMALL:
if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
ITEM_WEAPON_SAW:
if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
begin
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_SAW];
- FWeapon[WEAPON_SAW] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_SAW;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_SAW);
- end;
- end
- else FWeapon[WEAPON_SAW] := True;
+ hadWeapon := FWeapon[WEAPON_SAW];
+ switchWeapon := WEAPON_SAW;
+ FWeapon[WEAPON_SAW] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
begin
// Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
+ hadWeapon := FWeapon[WEAPON_SHOTGUN1];
+ switchWeapon := WEAPON_SHOTGUN1;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_SHOTGUN1];
- FWeapon[WEAPON_SHOTGUN1] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_SHOTGUN1;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_SHOTGUN1);
- end;
- end
- else FWeapon[WEAPON_SHOTGUN1] := True;
+ FWeapon[WEAPON_SHOTGUN1] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
begin
if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_SHOTGUN2];
- FWeapon[WEAPON_SHOTGUN2] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_SHOTGUN2;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_SHOTGUN2);
- end;
- end
- else FWeapon[WEAPON_SHOTGUN2] := True;
+ hadWeapon := FWeapon[WEAPON_SHOTGUN2];
+ switchWeapon := WEAPON_SHOTGUN2;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
+ FWeapon[WEAPON_SHOTGUN2] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
begin
if a and FWeapon[WEAPON_CHAINGUN] then Exit;
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_CHAINGUN];
- FWeapon[WEAPON_CHAINGUN] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_CHAINGUN;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_CHAINGUN);
- end;
- end
- else FWeapon[WEAPON_CHAINGUN] := True;
+ hadWeapon := FWeapon[WEAPON_CHAINGUN];
+ switchWeapon := WEAPON_CHAINGUN;
IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
+ FWeapon[WEAPON_CHAINGUN] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
begin
if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
- FWeapon[WEAPON_ROCKETLAUNCHER] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_ROCKETLAUNCHER;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_ROCKETLAUNCHER);
- end;
- end
- else FWeapon[WEAPON_ROCKETLAUNCHER] := True;
+ switchWeapon := WEAPON_ROCKETLAUNCHER;
+ hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
+ FWeapon[WEAPON_ROCKETLAUNCHER] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
begin
if a and FWeapon[WEAPON_PLASMA] then Exit;
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_PLASMA];
- FWeapon[WEAPON_PLASMA] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_PLASMA;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_PLASMA);
- end;
- end
- else FWeapon[WEAPON_PLASMA] := True;
+ switchWeapon := WEAPON_PLASMA;
+ hadWeapon := FWeapon[WEAPON_PLASMA];
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+ FWeapon[WEAPON_PLASMA] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
begin
if a and FWeapon[WEAPON_BFG] then Exit;
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_BFG];
- FWeapon[WEAPON_BFG] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_BFG;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_BFG);
- end;
- end
- else FWeapon[WEAPON_BFG] := True;
+ switchWeapon := WEAPON_BFG;
+ hadWeapon := FWeapon[WEAPON_BFG];
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
+ FWeapon[WEAPON_BFG] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
begin
if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
- FWeapon[WEAPON_SUPERPULEMET] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_SUPERPULEMET;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_SUPERPULEMET);
- end;
- end
- else FWeapon[WEAPON_SUPERPULEMET] := True;
+ switchWeapon := WEAPON_SUPERPULEMET;
+ hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
+ FWeapon[WEAPON_SUPERPULEMET] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
begin
if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
- if ( (gWeaponAutoswitch = True) and ((g_Game_IsNet = False or (NetMode = NET_SERVER)) and ((Self = gPlayer1) or (Self = gPlayer2)))) then
- begin
- hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
- FWeapon[WEAPON_FLAMETHROWER] := True;
- if (hadWeapon = False) then
- begin
- FCurrWeap := WEAPON_FLAMETHROWER;
- resetWeaponQueue();
- FModel.SetWeapon(WEAPON_FLAMETHROWER);
- end;
- end
- else FWeapon[WEAPON_FLAMETHROWER] := True;
+ switchWeapon := WEAPON_FLAMETHROWER;
+ hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
+ FWeapon[WEAPON_FLAMETHROWER] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
if a and g_Game_IsNet then MH_SEND_Sound(GameX, GameY, 'SOUND_ITEM_GETWEAPON');
if not (R_BERSERK in FRulez) then
begin
Include(FRulez, R_BERSERK);
- if allowBerserkSwitching then
+ if (FBFGFireCounter = -1) then
begin
FCurrWeap := WEAPON_KASTET;
resetWeaponQueue();
if gFlash = 2 then Inc(FPickup, 5);
end;
end;
+
+ if (shouldSwitch(switchWeapon, hadWeapon)) then
+ QueueWeaponSwitch(switchWeapon);
end;
procedure TPlayer.Touch();
begin
- conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
- conRegVar('weapon_autoswitch', @gWeaponAutoswitch, 'Automatically switch to a first time picked up weapon', '');
end.