X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=6abe742c440bf746e51626c3a49bd428a604d799;hb=4fd8798646bcb768e925ba667b0c4790e99e1e71;hp=0565c75b2761056ab75ca321ac9c3d6c556cd480;hpb=8a0bb6df836d0e815a261280d628cfd766fa02e7;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 0565c75..6abe742 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,9 +162,7 @@ type FFlag: Byte; FSecrets: Integer; FCurrWeap: Byte; - //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use - FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this - //FCurrFrameIdx: LongWord; // increased in each `Update()` + FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet FNextWeap: WORD; FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; @@ -270,6 +268,7 @@ type viewPortX, viewPortY, viewPortW, viewPortH: Integer; function isValidViewPort (): Boolean; inline; + procedure SetCurrWeapProp (newweap: Byte); constructor Create(); virtual; destructor Destroy(); override; @@ -280,7 +279,7 @@ type 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; @@ -317,6 +316,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -359,10 +359,8 @@ 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 NetForceWeap: Byte read FNetForceWeap write FNetForceWeap; - property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx; - //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx; + 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; @@ -393,7 +391,7 @@ 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; @@ -557,6 +555,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -916,7 +915,7 @@ begin gPlayers[a].FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå gPlayers[a].FCurrWeap := utils.readByte(st); - //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap; + gPlayers[a].FNetWeapCtr := 0; // Ñëåäóþùåå æåëàåìîå îðóæèå gPlayers[a].FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -1370,9 +1369,7 @@ begin begin if gPlayers[i] is TPlayer then begin - //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx); gPlayers[i].Update(); - if (not gPlayers[i].alive) or (gPlayers[i].NetForceWeapFIdx >= gTime+15) then gPlayers[i].NetForceWeapFIdx := 0; // just in case gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! end else @@ -1957,6 +1954,19 @@ 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), @@ -2145,9 +2155,7 @@ begin FJustTeleported := False; FNetTime := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; - //FCurrFrameIdx := 0; + FNetWeapCtr := 0; resetWeaponQueue(); releaseAllWeaponSwitchKeys(); @@ -2339,6 +2347,25 @@ 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; @@ -3841,8 +3868,6 @@ begin exit; end; - if (FNetForceWeapFIdx >= gTime+15) then FNetForceWeapFIdx := 0; - nw := getNextWeaponIndex(); if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then @@ -3856,22 +3881,12 @@ begin if FWeapon[nw] then begin //k8: emulate this on client immediately, or wait for server confirmation? - { - if g_Game_IsClient then - begin - FNetForceWeap := nw; - //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames - FNetForceWeapFIdx := gTime+5; // force for ~5 frames - writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime); - end; - } - FNetForceWeapFIdx := gTime+5; // force for ~5 frames + Inc(FNetWeapCtr); FCurrWeap := nw; - if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); + if (nw = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); FModel.SetWeapon(nw); FTime[T_SWITCH] := gTime+156; if g_Game_IsNet then MH_SEND_PlayerStats(FUID); - //if g_Game_IsNet and g_Game_IsClient then end; end; @@ -3887,15 +3902,19 @@ begin FNextWeap := $4000; end; -// used by network layer -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); + FModel.SetWeapon(W); //if g_Game_IsClient then resetWeaponQueue(); end; @@ -4254,8 +4273,7 @@ begin Include(FRulez, R_BERSERK); if allowBerserkSwitching then begin - FCurrWeap := WEAPON_KASTET; - //FNetForceWeap := FCurrWeap; + CurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4371,9 +4389,7 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; - //FCurrFrameIdx := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; + if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); resetWeaponQueue(); if FNoRespawn then begin @@ -4406,7 +4422,7 @@ begin FLastHit := 0; FLastFrag := 0; FComboEvnt := -1; - FNetForceWeapFIdx := 0; + if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); resetWeaponQueue(); FBFGFireCounter := -1; @@ -4579,8 +4595,7 @@ begin FShellTimer := -1; FPain := 0; FLastHit := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; + if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); resetWeaponQueue(); FBFGFireCounter := -1; @@ -4648,13 +4663,10 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; - FCurrWeap := WEAPON_PISTOL; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; + 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; @@ -4730,8 +4742,6 @@ begin if (gPlayer2 = nil) and (gLMSPID2 = FUID) then gPlayer2 := self; - //FNetForceWeap := FCurrWeap; - if g_Game_IsNet then begin MH_SEND_PlayerPos(True, FUID, NET_EVERYONE); @@ -5024,8 +5034,6 @@ var AnyServer: Boolean; SetSpect: Boolean; begin - //Inc(FCurrFrameIdx); - NetServer := g_Game_IsNet and g_Game_IsServer; AnyServer := g_Game_IsServer; @@ -5956,7 +5964,7 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; - //FNetForceWeap := FCurrWeap; + FModel.SetWeapon(FCurrWeap); FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6127,7 +6135,7 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); - //FNetForceWeap := FCurrWeap; + if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6262,9 +6270,7 @@ begin Include(FRulez, R_BERSERK); if FBFGFireCounter < 1 then begin - FCurrWeap := WEAPON_KASTET; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; + CurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6693,7 +6699,7 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; - FNetForceWeapFIdx := 0; + FNetWeapCtr := 0; resetWeaponQueue(); FTargetUID := 0; end;