diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 897ece3dfc10bb11996e6ebe4df8e0d36fa54819..3d1b927b6f7f78bea422f0cf7a480dead5133473 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
- //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
- FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this
- //FCurrFrameIdx: LongWord; // increased in each `Update()`
FNextWeap: WORD;
- FNextWeapDelay: Byte; // frames (unused)
+ FNextWeapDelay: Byte; // frames
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FNetTime: LongWord;
mEDamageType: Integer;
- // client-side only
- weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
-
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
function GetRespawnPoint(): Byte;
procedure PressKey(Key: Byte; Time: Word = 1);
procedure ReleaseKeys();
- procedure ReleaseKeysNoWeapon();
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
procedure SetWeapon(W: Byte);
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
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;
- procedure weaponSwitchKeysShiftNewStates ();
-
public
property Vel: TPoint2i read FObj.Vel;
property Obj: TObj read FObj;
property Death: Integer read FDeath write FDeath;
property Kills: Integer read FKills write FKills;
property CurrWeap: Byte read FCurrWeap write FCurrWeap;
- //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
- property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx;
- //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
+ gPlayerIndicator: Boolean = True;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
gPlayers[a].FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
gPlayers[a].FCurrWeap := utils.readByte(st);
- //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
// Ñëåäóþùåå æåëàåìîå îðóæèå
gPlayers[a].FNextWeap := utils.readWord(st);
// ...è ïàóçà
if gPlayers[i] is TPlayer then
begin
gPlayers[i].Update();
- if g_Game_IsClient or not g_Game_IsNet then
- begin
- gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
- end;
+ gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
end
else
begin
FJustTeleported := False;
FNetTime := 0;
- //FNetForceWeap := FCurrWeap;
- FNetForceWeapFIdx := 0;
- //FCurrFrameIdx := 0;
-
resetWeaponQueue();
- releaseAllWeaponSwitchKeys();
end;
-
-procedure TPlayer.releaseAllWeaponSwitchKeys ();
-var
- f: Integer;
-begin
- for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
-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] := weaponSwitchKeyReleased[index] or $02;
- if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
-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] and $01) <> 0;
- end;
-end;
-
-procedure TPlayer.weaponSwitchKeysShiftNewStates ();
-var
- f: Integer;
-begin
- // copy bit 1 to bit 0
- for f := 0 to High(weaponSwitchKeyReleased) do
- begin
- weaponSwitchKeyReleased[f] :=
- (weaponSwitchKeyReleased[f] and $02) or
- ((weaponSwitchKeyReleased[f] shr 1) and $01);
- end;
-end;
-
-
procedure TPlayer.positionChanged (); inline;
begin
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 - 12;
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ e_Draw(ID, indX + indW div 2, indY, 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.QueueWeaponSwitch(Weapon: Byte);
begin
- //if g_Game_IsClient then Exit;
+ if g_Game_IsClient then Exit;
if Weapon > High(FWeapon) then Exit;
FNextWeap := FNextWeap or (1 shl Weapon);
end;
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);
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
+ FNextWeapDelay := 10;
exit;
end;
end;
// 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(FWeapon) do
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;
+ if (cwi >= 0) then wantThisWeapon[cwi] := true;
+ Inc(wwc);
end;
end;
exit;
end;
+ // exclude currently selected weapon from the set
+ curlidx := real2log(FCurrWeap);
//e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
+ //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
+ //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
+ //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
// find next weapon to switch onto
cwi := curlidx;
- for i := 0 to High(weaponOrder) do
+ for i := 0 to High(FWeapon) do
begin
- cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
+ cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
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);
+ //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
begin
//e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
- //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
+ FNextWeapDelay := 10; // anyway, 'cause why not
exit;
end;
end;
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 FWeapon[nw] then
begin
- //k8: emulate this on client immediately, or wait for server confirmation?
- {
- if g_Game_IsClient then
- begin
- FNetForceWeap := nw;
- //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
- FNetForceWeapFIdx := gTime+5; // force for ~5 frames
- writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
- end;
- }
- FNetForceWeapFIdx := gTime+5; // force for ~5 frames
FCurrWeap := nw;
- if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
- FModel.SetWeapon(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);
- //if g_Game_IsNet and g_Game_IsClient then
end;
end;
procedure TPlayer.NextWeapon();
begin
- //if g_Game_IsClient then Exit;
+ if g_Game_IsClient then Exit;
FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
- //if g_Game_IsClient then Exit;
+ if g_Game_IsClient then Exit;
FNextWeap := $4000;
end;
-// used by network layer
procedure TPlayer.SetWeapon(W: Byte);
begin
if FCurrWeap <> W then
- if (W = WEAPON_SAW) then
+ if W = WEAPON_SAW then
FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
FCurrWeap := W;
FModel.SetWeapon(CurrWeap);
- //if g_Game_IsClient then resetWeaponQueue();
+ resetWeaponQueue();
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
if allowBerserkSwitching then
begin
FCurrWeap := WEAPON_KASTET;
- //FNetForceWeap := FCurrWeap;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
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
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
- //FCurrFrameIdx := 0;
- //FNetForceWeap := FCurrWeap;
- //FNetForceWeapFIdx := 0;
if FNoRespawn then
begin
FSpectator := False;
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
- //FNetForceWeap := FCurrWeap;
if not g_Game_IsServer then
Exit;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
FCurrWeap := WEAPON_PISTOL;
- //FNetForceWeap := FCurrWeap;
resetWeaponQueue();
FModel.SetWeapon(FCurrWeap);
if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
gPlayer2 := self;
- //FNetForceWeap := FCurrWeap;
-
if g_Game_IsNet then
begin
MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
AnyServer: Boolean;
SetSpect: Boolean;
begin
- //Inc(FCurrFrameIdx);
-
NetServer := g_Game_IsNet and g_Game_IsServer;
AnyServer := g_Game_IsServer;
DoLerp(4);
if NetServer then
- begin
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
FPing := 0;
FLoss := 0;
end;
- end;
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
end;
// no need to do that each second frame, weapon queue will take care of it
- if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon();
- if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon();
+ if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
+ if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
if gTime mod (GAME_TICK*2) <> 0 then
begin
end;
end;
-procedure TPlayer.ReleaseKeysNoWeapon();
-var
- a: Integer;
-begin
- for a := Low(FKeys) to High(FKeys) do
- begin
- if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
- FKeys[a].Pressed := False;
- FKeys[a].Time := 0;
- end;
-end;
-
procedure TPlayer.OnDamage(Angle: SmallInt);
begin
end;
FAir := FSavedState.Air;
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
- //FNetForceWeap := FCurrWeap;
FNextWeap := FSavedState.NextWeap;
FNextWeapDelay := FSavedState.NextWeapDelay;
FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
FCurrWeap := utils.readByte(st);
- //FNetForceWeap := FCurrWeap;
// Æåëàåìîå îðóæèå
FNextWeap := utils.readWord(st);
// ...è ïàóçà
if FBFGFireCounter < 1 then
begin
FCurrWeap := WEAPON_KASTET;
- //FNetForceWeap := FCurrWeap;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
end;
end;
- //HACK! (does it belong there?)
+ //HACK! (does it belongs there?)
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè: