diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 103d2f59bf949f86863e759432deea2dbbf584b9..7d81725f7dddd40549fa18ba20020c4b177af339 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
implementation
uses
+{$INCLUDE ../nogl/noGLuses.inc}
+{$IFDEF ENABLE_HOLMES}
+ g_holmes,
+{$ENDIF}
e_log, g_map, g_items, g_console, g_gfx, Math,
g_options, g_triggers, g_menu, g_game, g_grid,
wadreader, g_main, g_monsters, CONFIG, g_language,
- g_net, g_netmsg, g_window, GL, g_holmes,
+ g_net, g_netmsg, g_window,
utils, xstreams;
const PLR_SAVE_VERSION = 0;
Mirror := TMirrorType.Horizontal;
if FPunchAnim <> nil then
+ begin
FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15),
FObj.Y+FObj.Rect.Y-11, Mirror);
+ if FPunchAnim.played then
+ begin
+ FPunchAnim.Free;
+ FPunchAnim := nil;
+ end;
+ end;
if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then
if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then
var
ex, ey: Integer;
begin
+
+{$IFDEF ENABLE_HOLMES}
if isValidViewPort and (self = gPlayer1) then
begin
g_Holmes_plrLaser(ax0, ay0, ax1, ay1);
end;
+{$ENDIF}
e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96);
if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then
procedure TPlayer.DoPunch();
var
id: DWORD;
+ st: String;
begin
- if FPunchAnim = nil then begin
- g_Frames_Get(id, 'FRAMES_PUNCH');
- FPunchAnim := TAnimation.Create(id, False, 1);
- end else
+ if FPunchAnim <> nil then begin
FPunchAnim.reset();
+ FPunchAnim.Free;
+ FPunchAnim := nil;
+ end;
+ st := 'FRAMES_PUNCH';
+ if R_BERSERK in FRulez then
+ st := st + '_BERSERK';
+ if FKeys[KEY_UP].Pressed then
+ st := st + '_UP'
+ else if FKeys[KEY_DOWN].Pressed then
+ st := st + '_DN';
+ g_Frames_Get(id, st);
+ FPunchAnim := TAnimation.Create(id, False, 1);
end;
procedure TPlayer.Fire();
case FCurrWeap of
WEAPON_KASTET:
begin
+ DoPunch();
if R_BERSERK in FRulez then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
locobj.Accel.X := xd-wx;
locobj.Accel.y := yd-wy;
- DoPunch();
-
if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
else
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
+ weaponOrder: array[0..64] of Integer; // value: index in `FWeapon`
wwc: Integer = 0; //HACK!
- dir, cwi: Integer;
+ dir, cwi, rwidx, curlidx: Integer;
+
+ function real2log (ridx: Integer): Integer;
+ var
+ f: Integer;
+ begin
+ if (ridx >= 0) then
+ begin
+ for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
+ end;
+ result := -1;
+ end;
+
begin
result := 255; // default result: "no switch"
+
// had weapon cycling on previous frame? remove that flag
if (FNextWeap and $2000) <> 0 then
begin
FNextWeap := FNextWeap and $1FFF;
FNextWeapDelay := 0;
end;
+
+ // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
+ // priorities:
+ // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
+ weaponOrder[0] := WEAPON_BFG;
+ weaponOrder[1] := WEAPON_PLASMA;
+ weaponOrder[2] := WEAPON_FLAMETHROWER;
+ weaponOrder[3] := WEAPON_SHOTGUN2;
+ weaponOrder[4] := WEAPON_CHAINGUN;
+ weaponOrder[5] := WEAPON_SHOTGUN1;
+ weaponOrder[6] := WEAPON_PISTOL;
+ weaponOrder[7] := WEAPON_KASTET;
+ weaponOrder[8] := WEAPON_SAW;
+ weaponOrder[9] := WEAPON_KASTET;
+ weaponOrder[10] := WEAPON_SUPERPULEMET;
+
+ if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1;
+
+ (*
+ WEAPON_KASTET = 0;
+ WEAPON_SAW = 1;
+ WEAPON_PISTOL = 2;
+ WEAPON_SHOTGUN1 = 3;
+ WEAPON_SHOTGUN2 = 4;
+ WEAPON_CHAINGUN = 5;
+ WEAPON_ROCKETLAUNCHER = 6;
+ WEAPON_PLASMA = 7;
+ WEAPON_BFG = 8;
+ WEAPON_SUPERPULEMET = 9;
+ WEAPON_FLAMETHROWER = 10;
+ *)
+
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
- if (FNextWeap and $8000) <> 0 then
- dir := 1
- else
- dir := -1;
+ if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
FNextWeap := FNextWeap or $2000; // we need this
- if FNextWeapDelay > 0 then
- exit; // cooldown time
+ if FNextWeapDelay > 0 then exit; // cooldown time
+ //cwi := real2log(FCurrWeap);
+ //if (cwi < 0) then cwi := 0;
cwi := FCurrWeap;
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- if FWeapon[cwi] then
+ //rwidx := weaponOrder[cwi];
+ rwidx := cwi; // sorry
+ if (rwidx < 0) then continue;
+ if FWeapon[rwidx] then
begin
- //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
- result := Byte(cwi);
+ //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
+ result := Byte(rwidx);
FNextWeapDelay := 10;
exit;
end;
resetWeaponQueue();
exit;
end;
+
// no cycling
- for i := 0 to High(wantThisWeapon) do
- wantThisWeapon[i] := false;
+ for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
for i := 0 to High(FWeapon) do
+ begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
- wantThisWeapon[i] := true;
+ cwi := real2log(i);
+ if (cwi >= 0) then wantThisWeapon[cwi] := true;
Inc(wwc);
end;
- // exclude currently selected weapon from the set
- wantThisWeapon[FCurrWeap] := false;
+ end;
+
// slow down alterations a little
- if wwc > 1 then
+ if (wwc > 1) then
begin
//e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
- // more than one weapon requested, assume "alteration" and check alteration delay
+ // 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()`
// but clear all counters if no weapon should be switched
- if wwc < 1 then
+ if (wwc < 1) then
begin
resetWeaponQueue();
exit;
end;
- //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
- // try weapons in descending order
- for i := High(FWeapon) downto 0 do
+ //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
+
+ // exclude currently selected weapon from the set
+ curlidx := real2log(FCurrWeap);
+ //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(FWeapon) do
begin
- if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
+ 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)', [cwi, rwidx]), TMsgType.Warning);
+ if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
begin
// i found her!
- result := Byte(i);
+ result := Byte(rwidx);
resetWeaponQueue();
FNextWeapDelay := 10; // anyway, 'cause why not
exit;
end;
end;
+
// no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
resetWeaponQueue();
end;
Anim: TAnimation;
ID: DWORD;
begin
+ FIncCam := 0;
+ FBFGFireCounter := -1;
+ FShellTimer := -1;
+ FPain := 0;
+ FLastHit := 0;
+
if not g_Game_IsServer then
Exit;
if FDummy then
else
FAngle := 0;
- FIncCam := 0;
- FBFGFireCounter := -1;
- FShellTimer := -1;
- FPain := 0;
- FLastHit := 0;
-
SetAction(A_STAND, True);
FModel.Direction := FDirection;
case FCurrWeap of
WEAPON_KASTET:
begin
+ DoPunch();
if R_BERSERK in FRulez then
begin
//g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);
locobj.Accel.X := xd-wx;
locobj.Accel.y := yd-wy;
- DoPunch();
-
if g_Weapon_Hit(@locobj, 50, FUID, HIT_SOME) <> 0 then
g_Sound_PlayExAt('SOUND_WEAPON_HITBERSERK', FObj.X, FObj.Y)
else