X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=23f38ffd70a4916bbdde1d67bd417bf7d1d9ba3d;hb=77198ca95ad9fc6b65b4fb1569fb55deb968a367;hp=980aec736c8905ea0c91ba5392caa2a70468aad8;hpb=aea87456d131c418ed632d30b57280dfeefe16de;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 980aec7..23f38ff 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -163,7 +163,7 @@ type FSecrets: Integer; FCurrWeap: Byte; FNextWeap: WORD; - FNextWeapDelay: Byte; // frames + FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -200,6 +200,9 @@ type 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; @@ -271,6 +274,7 @@ 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); @@ -310,6 +314,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -333,6 +338,11 @@ type 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; @@ -542,6 +552,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -2128,8 +2139,52 @@ begin FNetTime := 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; @@ -2273,6 +2328,25 @@ begin 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; @@ -3537,7 +3611,7 @@ 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; @@ -3659,7 +3733,7 @@ begin begin //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); result := Byte(rwidx); - FNextWeapDelay := 10; + //FNextWeapDelay := 10; //k8: not needed anymore exit; end; end; @@ -3726,7 +3800,7 @@ begin // i found her! result := Byte(rwidx); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore exit; end; end; @@ -3756,7 +3830,9 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + //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 not switchAllowed then begin @@ -3787,13 +3863,13 @@ 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; @@ -4912,6 +4988,7 @@ begin DoLerp(4); if NetServer then + begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -4924,6 +5001,7 @@ begin FPing := 0; FLoss := 0; end; + end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -4954,8 +5032,8 @@ 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 @@ -5775,6 +5853,18 @@ 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; @@ -6981,7 +7071,7 @@ begin end; end; - //HACK! (does it belongs there?) + //HACK! (does it belong there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: