X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=189d241aae564c6fcd0489e9c0f7f8e4a2105509;hb=c97b4f7894fd3d797ecea3de574b58499c43aa85;hp=4604b3c95f5a1f9ed2250ebed552b4e5ffc53f23;hpb=7c0186b3f1e66e80377d14364f0cec949e44e615;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 4604b3c..189d241 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,6 +162,7 @@ type FFlag: Byte; FSecrets: Integer; FCurrWeap: Byte; + FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet FNextWeap: WORD; FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; @@ -267,6 +268,7 @@ type viewPortX, viewPortY, viewPortW, viewPortH: Integer; function isValidViewPort (): Boolean; inline; + procedure SetCurrWeapProp (newweap: Byte); constructor Create(); virtual; destructor Destroy(); override; @@ -274,9 +276,10 @@ type 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 SetWeaponHost(W: Byte); function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; @@ -355,7 +358,8 @@ type 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 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; @@ -386,7 +390,7 @@ type 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; @@ -909,6 +913,7 @@ begin gPlayers[a].FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå gPlayers[a].FCurrWeap := utils.readByte(st); + gPlayers[a].FNetWeapCtr := 0; // Ñëåäóþùåå æåëàåìîå îðóæèå gPlayers[a].FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -1947,6 +1952,19 @@ end; 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), @@ -2135,6 +2153,8 @@ begin FJustTeleported := False; FNetTime := 0; + FNetWeapCtr := 0; + resetWeaponQueue(); releaseAllWeaponSwitchKeys(); end; @@ -3589,7 +3609,7 @@ end; 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; @@ -3692,6 +3712,13 @@ begin 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 @@ -3814,6 +3841,7 @@ 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; @@ -3831,35 +3859,42 @@ begin if FWeapon[nw] then begin + //k8: emulate this on client immediately, or wait for server confirmation? + Inc(FNetWeapCtr); 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); 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; -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); - resetWeaponQueue(); + FModel.SetWeapon(W); + //if g_Game_IsClient then resetWeaponQueue(); end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; @@ -4217,7 +4252,7 @@ begin Include(FRulez, R_BERSERK); if allowBerserkSwitching then begin - FCurrWeap := WEAPON_KASTET; + CurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4314,6 +4349,8 @@ begin end; procedure TPlayer.Reset(Force: Boolean); +var + i: Integer; begin if Force then FAlive := False; @@ -4331,6 +4368,8 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; + if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); + resetWeaponQueue(); if FNoRespawn then begin FSpectator := False; @@ -4341,10 +4380,16 @@ begin 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(); @@ -4356,6 +4401,12 @@ begin 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); @@ -4516,12 +4567,19 @@ var a, b, c: Byte; Anim: TAnimation; ID: DWORD; + i: Integer; begin FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; FPain := 0; FLastHit := 0; + 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; @@ -4584,11 +4642,10 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; - FCurrWeap := WEAPON_PISTOL; + 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; @@ -4966,6 +5023,7 @@ begin DoLerp(4); if NetServer then + begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -4978,6 +5036,7 @@ begin FPing := 0; FLoss := 0; end; + end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5008,8 +5067,8 @@ begin 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 @@ -5829,6 +5888,18 @@ 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; @@ -5872,6 +5943,7 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; + FModel.SetWeapon(FCurrWeap); FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6042,6 +6114,7 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); + if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6176,7 +6249,7 @@ begin Include(FRulez, R_BERSERK); if FBFGFireCounter < 1 then begin - FCurrWeap := WEAPON_KASTET; + CurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6605,6 +6678,7 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; + FNetWeapCtr := 0; resetWeaponQueue(); FTargetUID := 0; end; @@ -7035,7 +7109,7 @@ begin end; end; - //HACK! (does it belongs there?) + //HACK! (does it belong there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: