X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=1945f94f26be4d2c1a69de7416209db816648a5f;hb=cbb81a52dd4f9a0552283b2031dec999dba0a824;hp=b04cdc2cf1a42740ce70fbbacf5143bbb8dd0b54;hpb=ee6a478c8d12874a73114ff61919bf870e4dd475;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index b04cdc2..1945f94 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -240,6 +240,8 @@ type 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); @@ -257,6 +259,10 @@ type FReloading: Array [WP_FIRST..WP_LAST] of Word; FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD; FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState; + FWeapSwitchMode: Byte; + FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte; + FSwitchToEmpty: Byte; + FSkipFist: Byte; FColor: TRGB; FPreferredTeam: Byte; FSpectator: Boolean; @@ -296,6 +302,11 @@ type function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; + procedure SetWeaponPrefs(Prefs: Array of Byte); + 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; @@ -375,6 +386,9 @@ type property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; 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; @@ -1976,11 +1990,71 @@ begin if FModel <> nil then FModel.Color := Color; end; + + function TPlayer.GetColor(): TRGB; begin result := FModel.Color; end; +procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte); +var + i: Integer; +begin + for i := WP_FIRST to WP_LAST + 1 do + begin + if (Prefs[i] > WP_LAST + 1) then + FWeapPreferences[i] := 0 + else + FWeapPreferences[i] := Prefs[i]; + end; +end; + +procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte); +begin + if (Weapon > WP_LAST + 1) then + exit + else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then + FWeapPreferences[Weapon] := Pref + 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 > WP_LAST + 1) then + result := 0 + else if (FWeapPreferences[Weapon] > WP_LAST + 1) then + result := 0 + else + result := FWeapPreferences[Weapon]; +end; + +function TPlayer.GetMorePrefered() : Byte; +var + testedWeap, i: Byte; +begin + testedWeap := FCurrWeap; + for i := WP_FIRST to WP_LAST do + if FWeapon[i] and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then + testedWeap := i; + if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then + testedWeap := WEAPON_KASTET; + 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 @@ -3710,6 +3784,36 @@ begin 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 > WP_LAST + 1) then + begin + result := false; + exit; + end; + if (FWeapSwitchMode = 1) and not hadWeapon then + result := true + else if (FWeapSwitchMode = 2) then + result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]); +end; + // return 255 for "no switch" function TPlayer.getNextWeaponIndex (): Byte; var @@ -3719,6 +3823,7 @@ var dir, cwi: Integer; begin result := 255; // default result: "no switch" + //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify); // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin @@ -3739,9 +3844,9 @@ begin for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] then + if FWeapon[cwi] and maySwitch(cwi) then begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); + //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify); result := Byte(cwi); FNextWeapDelay := WEAPON_DELAY; exit; @@ -3759,6 +3864,7 @@ begin wantThisWeapon[i] := true; Inc(wwc); end; + // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3789,6 +3895,7 @@ begin result := Byte(i); resetWeaponQueue(); FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not + //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify); exit; end; end; @@ -3827,6 +3934,7 @@ begin end; nw := getNextWeaponIndex(); + // if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then begin @@ -3882,8 +3990,8 @@ function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean var a: Boolean; - switchWeapon: Byte; - hadWeapon: Boolean; + switchWeapon: Byte = 255; + hadWeapon: Boolean = False; begin Result := False; if g_Game_IsClient then Exit; @@ -4235,34 +4343,8 @@ begin if not (R_BERSERK in FRulez) then begin Include(FRulez, R_BERSERK); - (* - if allowBerserkSwitching then - begin - FCurrWeap := WEAPON_KASTET; - resetWeaponQueue(); - FModel.SetWeapon(WEAPON_KASTET); - end; *) - if ( (g_Game_IsNet = False) or (NetMode = NET_SERVER) ) and ( ( (Self = gPlayer1) and (gPlayer1Settings.WeaponSwitch <> 0) ) or ( (gPlayer2 <> nil) and (Self = gPlayer2) and (gPlayer2Settings.WeaponSwitch <> 0) )) then - begin - if (Self = gPlayer1) then - begin - if (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) and (gPlayer1Settings.WeaponPreferences[WP_LAST+1] > gPlayer1Settings.WeaponPreferences[FCurrWeap]) ) then - begin - FCurrWeap := WEAPON_KASTET; - resetWeaponQueue(); - FModel.SetWeapon(WEAPON_KASTET); - end; - end - else - begin - if (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) and (gPlayer2Settings.WeaponPreferences[WP_LAST+1] > gPlayer2Settings.WeaponPreferences[FCurrWeap]) ) then - begin - FCurrWeap := WEAPON_KASTET; - resetWeaponQueue(); - FModel.SetWeapon(WEAPON_KASTET); - end; - end; - end; + if (shouldSwitch(WP_LAST + 1, false)) then + QueueWeaponSwitch(WEAPON_KASTET); if gFlash <> 0 then begin Inc(FPain, 100); @@ -4330,26 +4412,9 @@ begin if gFlash = 2 then Inc(FPickup, 5); end; end; - if ( (g_Game_IsNet = False) or (NetMode = NET_SERVER) ) and ( ( (Self = gPlayer1) and (gPlayer1Settings.WeaponSwitch <> 0) ) or ( (gPlayer2 <> nil) and (Self = gPlayer2) and (gPlayer2Settings.WeaponSwitch <> 0) )) then - begin - if (hadWeapon = False) then - begin - if (Self = gPlayer1) and ( (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) - and (gPlayer1Settings.WeaponPreferences[switchWeapon] > gPlayer1Settings.WeaponPreferences[FCurrWeap]) ) ) then - begin - FCurrWeap := switchWeapon; - resetWeaponQueue(); - FModel.SetWeapon(switchWeapon); - end - else if (Self = gPlayer2) and ( (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) - and (gPlayer2Settings.WeaponPreferences[switchWeapon] > gPlayer2Settings.WeaponPreferences[FCurrWeap]) ) ) then - begin - FCurrWeap := switchWeapon; - resetWeaponQueue(); - FModel.SetWeapon(switchWeapon); - end; - end; - end; + + if (shouldSwitch(switchWeapon, hadWeapon)) then + QueueWeaponSwitch(switchWeapon); end; procedure TPlayer.Touch();