diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 8ad8931e32ddaff68a1ac89b57e1431003da9464..2844773782d7fba82d31cc19611a96c5266b905a 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);
FWeapSwitchMode: Byte;
FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
FSwitchToEmpty: Byte;
+ FSkipFist: Byte;
FColor: TRGB;
FPreferredTeam: Byte;
FSpectator: Boolean;
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 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;
end;
procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
-var i: Integer;
+var
+ i: Integer;
begin
for i := WP_FIRST to WP_LAST + 1 do
begin
- if (Prefs[i] < 0) or (Prefs[i] > WP_LAST + 1) then
+ if (Prefs[i] > WP_LAST + 1) then
FWeapPreferences[i] := 0
- else FWeapPreferences[i] := Prefs[i];
+ else
+ FWeapPreferences[i] := Prefs[i];
end;
end;
procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
begin
- if (Weapon < 0) or (Weapon > WP_LAST + 1) then
+ if (Weapon > WP_LAST + 1) then
exit
- else if (Pref >= 0) and (Pref <= WP_LAST + 1) and (Weapon >= 0) and (Weapon <= WP_LAST + 1) then
+ else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
FWeapPreferences[Weapon] := Pref
- else if (Weapon >= 0) and (Weapon <= WP_LAST + 1) and ((Pref < 0) or (Pref > WP_LAST + 1)) then
+ 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 < 0) or (Weapon > WP_LAST + 1) then
+ if (Weapon > WP_LAST + 1) then
result := 0
- else if (FWeapPreferences[Weapon] < 0) or (FWeapPreferences[Weapon] > WP_LAST + 1) then
+ else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
result := 0
else
result := FWeapPreferences[Weapon];
end;
function TPlayer.GetMorePrefered() : Byte;
-var testedWeap, i: Byte;
+var
+ testedWeap, i: Byte;
begin
testedWeap := FCurrWeap;
for i := WP_FIRST to WP_LAST do
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
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 < 0) or (weapon > WP_LAST + 1) then
+ if (weapon > WP_LAST + 1) then
begin
result := false;
exit;
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- if FWeapon[cwi] and ((FSwitchToEmpty = 1) or hasAmmoForWeapon(cwi)) then
+ if FWeapon[cwi] and maySwitch(cwi) then
begin
//e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
result := Byte(cwi);
@@ -3955,7 +3990,7 @@ function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean
var
a: Boolean;
- switchWeapon: Byte = -1;
+ switchWeapon: Byte = 255;
hadWeapon: Boolean = False;
begin
Result := False;