diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 4429fd0957c2efda42813ebbf0a3801217cea65f..6abe742c440bf746e51626c3a49bd428a604d799 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()`
+ FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet
FNextWeap: WORD;
FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
viewPortX, viewPortY, viewPortW, viewPortH: Integer;
function isValidViewPort (): Boolean; inline;
+ procedure SetCurrWeapProp (newweap: Byte);
constructor Create(); virtual;
destructor Destroy(); override;
procedure ReleaseKeysNoWeapon();
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
- procedure SetWeapon(W: Byte);
+ procedure SetWeaponHost(W: Byte);
function IsKeyPressed(K: Byte): Boolean;
function GetKeys(): Byte;
function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
property Frags: Integer read FFrags write FFrags;
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 CurrWeap: Byte read FCurrWeap write SetCurrWeapProp;
+ property NetWeapCtr: LongWord read FNetWeapCtr write FNetWeapCtr;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
property eFrags: Integer read FFrags write FFrags;
property eDeath: Integer read FDeath write FDeath;
property eKills: Integer read FKills write FKills;
- property eCurrWeap: Byte read FCurrWeap write FCurrWeap;
+ property eCurrWeap: Byte read FCurrWeap write SetCurrWeapProp;
property eMonsterKills: Integer read FMonsterKills write FMonsterKills;
property eSecrets: Integer read FSecrets write FSecrets;
property eGodMode: 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;
+ gPlayers[a].FNetWeapCtr := 0;
// 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
function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end;
+procedure TPlayer.SetCurrWeapProp (newweap: Byte);
+begin
+ if (newweap > High(FWeapon)) then exit;
+ if (not FWeapon[newweap]) then exit;
+ if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // just in case, to really override client's counter
+ if (FCurrWeap <> newweap) then
+ begin
+ if (newweap = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ end;
+ FCurrWeap := newweap;
+ FModel.SetWeapon(newweap);
+end;
+
procedure TPlayer.BFGHit();
begin
g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2),
FJustTeleported := False;
FNetTime := 0;
- //FNetForceWeap := FCurrWeap;
- FNetForceWeapFIdx := 0;
- //FCurrFrameIdx := 0;
+ FNetWeapCtr := 0;
resetWeaponQueue();
releaseAllWeaponSwitchKeys();
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;
WEAPON_FLAMETHROWER = 10;
*)
+ {
+ if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then
+ begin
+ e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
+ end;
+ }
+
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
if not switchAllowed then
begin
+ //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]);
//HACK for weapon cycling
if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
exit;
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
+ Inc(FNetWeapCtr);
FCurrWeap := nw;
- if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ if (nw = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
FModel.SetWeapon(nw);
FTime[T_SWITCH] := gTime+156;
if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
- //if g_Game_IsNet and g_Game_IsClient then
end;
end;
FNextWeap := $4000;
end;
-// used by network layer
-procedure TPlayer.SetWeapon(W: Byte);
+// used exclusively by network layer
+procedure TPlayer.SetWeaponHost(W: Byte);
begin
+ if (W > High(FWeapon)) then exit;
+ if (not FWeapon[W]) then exit; // server is authority!
+
if FCurrWeap <> W then
- if (W = WEAPON_SAW) then
- FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ begin
+ if (W = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ end;
FCurrWeap := W;
- FModel.SetWeapon(CurrWeap);
+ FModel.SetWeapon(W);
//if g_Game_IsClient then resetWeaponQueue();
end;
Include(FRulez, R_BERSERK);
if allowBerserkSwitching then
begin
- FCurrWeap := WEAPON_KASTET;
- //FNetForceWeap := FCurrWeap;
+ CurrWeap := WEAPON_KASTET;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
end;
procedure TPlayer.Reset(Force: Boolean);
+var
+ i: Integer;
begin
if Force then
FAlive := False;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
- //FCurrFrameIdx := 0;
- //FNetForceWeap := FCurrWeap;
- //FNetForceWeapFIdx := 0;
+ if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
+ resetWeaponQueue();
if FNoRespawn then
begin
FSpectator := False;
end;
FLives := gGameSettings.MaxLives;
+ FBFGFireCounter := -1;
+ FTime[T_SWITCH] := 0;
+ for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
+
SetFlag(FLAG_NONE);
end;
procedure TPlayer.SoftReset();
+var
+ i: Integer;
begin
ReleaseKeys();
FLastHit := 0;
FLastFrag := 0;
FComboEvnt := -1;
+ if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
+ resetWeaponQueue();
+
+ FBFGFireCounter := -1;
+ FTime[T_SWITCH] := 0;
+ for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
SetFlag(FLAG_NONE);
SetAction(A_STAND, True);
a, b, c: Byte;
Anim: TAnimation;
ID: DWORD;
+ i: Integer;
begin
FIncCam := 0;
FBFGFireCounter := -1;
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
- //FNetForceWeap := FCurrWeap;
+ if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
+ resetWeaponQueue();
+
+ FBFGFireCounter := -1;
+ FTime[T_SWITCH] := 0;
+ for i := WP_FIRST to WP_LAST do FReloading[i] := 0;
if not g_Game_IsServer then
Exit;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
- FCurrWeap := WEAPON_PISTOL;
- //FNetForceWeap := FCurrWeap;
+ CurrWeap := WEAPON_PISTOL;
+ if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2);
resetWeaponQueue();
- FModel.SetWeapon(FCurrWeap);
-
for b := A_BULLETS to A_HIGH do
FAmmo[b] := 0;
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;
FAir := FSavedState.Air;
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
- //FNetForceWeap := FCurrWeap;
+ FModel.SetWeapon(FCurrWeap);
FNextWeap := FSavedState.NextWeap;
FNextWeapDelay := FSavedState.NextWeapDelay;
FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
FCurrWeap := utils.readByte(st);
- //FNetForceWeap := FCurrWeap;
+ if not g_Game_IsClient then Inc(FNetWeapCtr, 2);
// Æåëàåìîå îðóæèå
FNextWeap := utils.readWord(st);
// ...è ïàóçà
Include(FRulez, R_BERSERK);
if FBFGFireCounter < 1 then
begin
- FCurrWeap := WEAPON_KASTET;
- //FNetForceWeap := FCurrWeap;
+ CurrWeap := WEAPON_KASTET;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
FAIFlags := nil;
FSelectedWeapon := FCurrWeap;
+ FNetWeapCtr := 0;
resetWeaponQueue();
FTargetUID := 0;
end;