X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=5430ba709c848c985c8d6c5ffedafe296143c09d;hb=04bc45557ab59249811e35b810d1d875ff14713b;hp=f2a98ff8aedc6f6f86c10b39ed904677955781fc;hpb=946dacc05676ab11a026b4874d8b2485e7cd7b46;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index f2a98ff..5430ba7 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -112,6 +112,8 @@ type Air: Integer; JetFuel: Integer; CurrWeap: Byte; + NextWeap: WORD; + NextWeapDelay: Byte; Ammo: Array [A_BULLETS..A_CELLS] of Word; MaxAmmo: Array [A_BULLETS..A_CELLS] of Word; Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean; @@ -151,6 +153,8 @@ type FFlag: Byte; FSecrets: Integer; FCurrWeap: Byte; + FNextWeap: WORD; + FNextWeapDelay: Byte; // frames FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -205,6 +209,11 @@ type procedure Jump(); procedure Use(); + procedure cycleWeapon (dir: Integer); + function getNextWeaponIndex (): Byte; // return 255 for "no switch" + procedure resetWeaponQueue (); + function hasAmmoForWeapon (weapon: Byte): Boolean; + public FDamageBuffer: Integer; @@ -287,6 +296,8 @@ type procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1); procedure DoLerp(Level: Integer = 2); procedure SetLerp(XTo, YTo: Integer); + procedure QueueWeaponSwitch(Weapon: Byte); + procedure RealizeCurrentWeapon(); procedure JetpackOn; procedure JetpackOff; @@ -797,6 +808,10 @@ begin Mem.ReadInt(gPlayers[a].FSecrets); // Òåêóùåå îðóæèå: Mem.ReadByte(gPlayers[a].FCurrWeap); +// Ñëåäóþùåå æåëàåìîå îðóæèå: + Mem.ReadWord(gPlayers[a].FNextWeap); +// ...è ïàóçà: + Mem.ReadByte(gPlayers[a].FNextWeapDelay); // Âðåìÿ çàðÿäêè BFG: Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter); // Áóôåð óðîíà: @@ -1256,8 +1271,18 @@ begin for i := 0 to High(gPlayers) do if gPlayers[i] <> nil then - if gPlayers[i] is TPlayer then gPlayers[i].Update() - else TBot(gPlayers[i]).Update(); + begin + if gPlayers[i] is TPlayer then + begin + gPlayers[i].Update(); + gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! + end + else + begin + // bot updates weapons in `UpdateCombat()` + TBot(gPlayers[i]).Update(); + end; + end; end; procedure g_Player_DrawAll(); @@ -1959,6 +1984,8 @@ begin FBFGFireCounter := -1; FJustTeleported := False; FNetTime := 0; + + resetWeaponQueue(); end; procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); @@ -3250,87 +3277,121 @@ begin 150, 0, 0); end; -procedure TPlayer.NextWeapon(); -var - i: Byte; - ok: Boolean; +procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); begin if g_Game_IsClient then Exit; - if FBFGFireCounter <> -1 then Exit; - - if FTime[T_SWITCH] > gTime then Exit; + if Weapon > High(FWeapon) then Exit; + FNextWeap := FNextWeap or (1 shl Weapon); +end; - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do - if FReloading[i] > 0 then Exit; +procedure TPlayer.resetWeaponQueue (); +begin + FNextWeap := 0; + FNextWeapDelay := 0; +end; - ok := False; +function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean; +begin + result := false; + case weapon of + WEAPON_KASTET, WEAPON_SAW: result := true; + WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0); + WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0); + WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); + WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0); + else result := (weapon < length(FWeapon)); + end; +end; - for i := FCurrWeap+1 to WEAPON_SUPERPULEMET do - if FWeapon[i] then +// return 255 for "no switch" +function TPlayer.getNextWeaponIndex (): Byte; +var + i: Word; + wantThisWeapon: array[0..64] of Boolean; + wwc: Integer = 0; //HACK! +begin + result := 255; // default result: "no switch" + for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; + for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end; + // exclude currently selected weapon from the set + wantThisWeapon[FCurrWeap] := false; + // slow down alterations a little + if wwc > 1 then + begin + // 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()` + 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 + begin + if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then begin - FCurrWeap := i; - ok := True; - Break; + // i found her! + result := Byte(i); + exit; end; - - if not ok then - for i := WEAPON_KASTET to FCurrWeap-1 do - if FWeapon[i] then - begin - FCurrWeap := i; - Break; - end; - - 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; + // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo + resetWeaponQueue(); end; -procedure TPlayer.PrevWeapon(); +procedure TPlayer.RealizeCurrentWeapon(); var - i: Byte; - ok: Boolean; + i, nw: Byte; begin - if g_Game_IsClient then Exit; - if FBFGFireCounter <> -1 then Exit; - - if FTime[T_SWITCH] > gTime then Exit; - - for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do - if FReloading[i] > 0 then Exit; + nw := getNextWeaponIndex(); + if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + if nw = 255 then exit; // don't reset anything here + if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here! - ok := False; + if FBFGFireCounter <> -1 then exit; + if FTime[T_SWITCH] > gTime then exit; - if FCurrWeap > 0 then - for i := FCurrWeap-1 downto WEAPON_KASTET do - if FWeapon[i] then - begin - FCurrWeap := i; - ok := True; - Break; - end; - - if not ok then - for i := WEAPON_SUPERPULEMET downto FCurrWeap+1 do - if FWeapon[i] then - begin - FCurrWeap := i; - Break; - end; + for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit; - FTime[T_SWITCH] := gTime+156; + if FWeapon[nw] then + begin + FCurrWeap := 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; + // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have + resetWeaponQueue(); + FNextWeapDelay := 10; // anyway, 'cause why not +end; - if FCurrWeap = WEAPON_SAW then - FSawSoundSelect.PlayAt(FObj.X, FObj.Y); +procedure TPlayer.cycleWeapon (dir: Integer); +var + i, cwi: Integer; +begin + if dir < 0 then dir := -1 else if dir > 0 then dir := 1 else exit; + cwi := FCurrWeap; + for i := 0 to High(FWeapon) do + begin + cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); + if FWeapon[cwi] then + begin + QueueWeaponSwitch(Byte(cwi)); + exit; + end; + end; +end; - FModel.SetWeapon(FCurrWeap); +procedure TPlayer.NextWeapon(); +begin + if g_Game_IsClient then Exit; + cycleWeapon(1); +end; - if g_Game_IsNet then MH_SEND_PlayerStats(FUID); +procedure TPlayer.PrevWeapon(); +begin + if g_Game_IsClient then Exit; + cycleWeapon(-1); end; procedure TPlayer.SetWeapon(W: Byte); @@ -3341,6 +3402,7 @@ begin FCurrWeap := W; FModel.SetWeapon(CurrWeap); + resetWeaponQueue(); end; function TPlayer.PickItem(ItemType: Byte; respawn: Boolean; var remove: Boolean): Boolean; @@ -3661,6 +3723,7 @@ begin if FBFGFireCounter = -1 then begin FCurrWeap := WEAPON_KASTET; + resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; if gFlash <> 0 then @@ -4015,6 +4078,7 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; FCurrWeap := WEAPON_PISTOL; + resetWeaponQueue(); FModel.SetWeapon(FCurrWeap); @@ -5168,6 +5232,8 @@ begin FSavedState.Air := FAir; FSavedState.JetFuel := FJetFuel; FSavedState.CurrWeap := FCurrWeap; + FSavedState.NextWeap := FNextWeap; + FSavedState.NextWeapDelay := FNextWeapDelay; for i := 0 to 3 do FSavedState.Ammo[i] := FAmmo[i]; @@ -5189,6 +5255,8 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; + FNextWeap := FSavedState.NextWeap; + FNextWeapDelay := FSavedState.NextWeapDelay; for i := 0 to 3 do FAmmo[i] := FSavedState.Ammo[i]; @@ -5267,6 +5335,10 @@ begin Mem.WriteInt(FSecrets); // Òåêóùåå îðóæèå: Mem.WriteByte(FCurrWeap); +// Æåëàåìîå îðóæèå: + Mem.WriteWord(FNextWeap); +// ...è ïàóçà + Mem.WriteByte(FNextWeapDelay); // Âðåìÿ çàðÿäêè BFG: Mem.WriteSmallInt(FBFGFireCounter); // Áóôåð óðîíà: @@ -5403,6 +5475,10 @@ begin Mem.ReadInt(FSecrets); // Òåêóùåå îðóæèå: Mem.ReadByte(FCurrWeap); +// Æåëàåìîå îðóæèå: + Mem.ReadWord(FNextWeap); +// ...è ïàóçà + Mem.ReadByte(FNextWeapDelay); // Âðåìÿ çàðÿäêè BFG: Mem.ReadSmallInt(FBFGFireCounter); // Áóôåð óðîíà: @@ -5549,6 +5625,7 @@ begin if FBFGFireCounter < 1 then begin FCurrWeap := WEAPON_KASTET; + resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; if gFlash <> 0 then @@ -5580,6 +5657,64 @@ begin FJetFuel := JET_MAX; end; + ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT); + ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT); + + ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT; + ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + + ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT); + ITEM_SPHERE_WHITE: + if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then + begin + if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT; + if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + end; + + ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True; + ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True; + ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True; + ITEM_WEAPON_CHAINGUN: FWeapon[WEAPON_CHAINGUN] := True; + ITEM_WEAPON_ROCKETLAUNCHER: FWeapon[WEAPON_ROCKETLAUNCHER] := True; + ITEM_WEAPON_PLASMA: FWeapon[WEAPON_PLASMA] := True; + ITEM_WEAPON_BFG: FWeapon[WEAPON_BFG] := True; + ITEM_WEAPON_SUPERPULEMET: FWeapon[WEAPON_SUPERPULEMET] := True; + + ITEM_AMMO_BULLETS: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); + ITEM_AMMO_BULLETS_BOX: if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]); + ITEM_AMMO_SHELLS: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); + ITEM_AMMO_SHELLS_BOX: if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 25, FMaxAmmo[A_SHELLS]); + ITEM_AMMO_ROCKET: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]); + ITEM_AMMO_ROCKET_BOX: if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 5, FMaxAmmo[A_ROCKETS]); + ITEM_AMMO_CELL: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); + ITEM_AMMO_CELL_BIG: if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 100, FMaxAmmo[A_CELLS]); + + ITEM_AMMO_BACKPACK: + if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or + (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or + (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or + (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then + begin + FMaxAmmo[A_BULLETS] := 400; + FMaxAmmo[A_SHELLS] := 100; + FMaxAmmo[A_ROCKETS] := 100; + FMaxAmmo[A_CELLS] := 600; + + if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]); + if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]); + if FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS] then IncMax(FAmmo[A_ROCKETS], 1, FMaxAmmo[A_ROCKETS]); + if FAmmo[A_CELLS] < FMaxAmmo[A_CELLS] then IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]); + + FRulez := FRulez + [R_ITEM_BACKPACK]; + end; + + ITEM_KEY_RED: if not (R_KEY_RED in FRulez) then Include(FRulez, R_KEY_RED); + ITEM_KEY_GREEN: if not (R_KEY_GREEN in FRulez) then Include(FRulez, R_KEY_GREEN); + ITEM_KEY_BLUE: if not (R_KEY_BLUE in FRulez) then Include(FRulez, R_KEY_BLUE); + + ITEM_BOTTLE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 4, PLAYER_HP_LIMIT); + ITEM_HELMET: if FArmor < PLAYER_AP_LIMIT then IncMax(FArmor, 5, PLAYER_AP_LIMIT); + else Exit; end; @@ -5865,6 +6000,7 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; + resetWeaponQueue(); FTargetUID := 0; end; @@ -6291,6 +6427,9 @@ begin end; end; + //HACK! (does it belongs there?) + RealizeCurrentWeapon(); + // Åñëè åñòü âîçìîæíûå öåëè: // (Ñòðåëÿåì ïî íàïðàâëåíèþ ê öåëÿì) if (targets <> nil) and (GetAIFlag('NEEDFIRE') <> '') then @@ -6394,6 +6533,10 @@ begin begin UpdateMove(); UpdateCombat(); + end + else + begin + RealizeCurrentWeapon(); end; end;