X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=2844773782d7fba82d31cc19611a96c5266b905a;hb=251b8e917e5ec31d8fc2d0f0f98a427d37eb6946;hp=8ad8931e32ddaff68a1ac89b57e1431003da9464;hpb=a7ab3742313f79cefd688def25534d692dc7346c;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 8ad8931..2844773 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -240,6 +240,7 @@ 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); @@ -261,6 +262,7 @@ type FWeapSwitchMode: Byte; FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte; FSwitchToEmpty: Byte; + FSkipFist: Byte; FColor: TRGB; FPreferredTeam: Byte; FSpectator: Boolean; @@ -304,6 +306,7 @@ type 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; @@ -385,6 +388,7 @@ type 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; @@ -1994,38 +1998,41 @@ begin end; procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte); -var i: Integer; +var + i: Integer; begin for i := WP_FIRST to WP_LAST + 1 do begin - if (Prefs[i] < 0) or (Prefs[i] > WP_LAST + 1) then + if (Prefs[i] > WP_LAST + 1) then FWeapPreferences[i] := 0 - else FWeapPreferences[i] := Prefs[i]; + else + FWeapPreferences[i] := Prefs[i]; end; end; procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte); begin - if (Weapon < 0) or (Weapon > WP_LAST + 1) then + if (Weapon > WP_LAST + 1) then exit - else if (Pref >= 0) and (Pref <= WP_LAST + 1) and (Weapon >= 0) and (Weapon <= WP_LAST + 1) then + else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then FWeapPreferences[Weapon] := Pref - else if (Weapon >= 0) and (Weapon <= WP_LAST + 1) and ((Pref < 0) or (Pref > WP_LAST + 1)) then + 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 < 0) or (Weapon > WP_LAST + 1) then + if (Weapon > WP_LAST + 1) then result := 0 - else if (FWeapPreferences[Weapon] < 0) or (FWeapPreferences[Weapon] > WP_LAST + 1) then + else if (FWeapPreferences[Weapon] > WP_LAST + 1) then result := 0 else result := FWeapPreferences[Weapon]; end; function TPlayer.GetMorePrefered() : Byte; -var testedWeap, i: Byte; +var + testedWeap, i: Byte; begin testedWeap := FCurrWeap; for i := WP_FIRST to WP_LAST do @@ -2036,6 +2043,18 @@ begin 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 @@ -3765,10 +3784,26 @@ 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 < 0) or (weapon > WP_LAST + 1) then + if (weapon > WP_LAST + 1) then begin result := false; exit; @@ -3809,7 +3844,7 @@ begin for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] and ((FSwitchToEmpty = 1) or hasAmmoForWeapon(cwi)) then + if FWeapon[cwi] and maySwitch(cwi) then begin //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify); result := Byte(cwi); @@ -3955,7 +3990,7 @@ function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean var a: Boolean; - switchWeapon: Byte = -1; + switchWeapon: Byte = 255; hadWeapon: Boolean = False; begin Result := False;