X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=7436e7a95a77d928002f0dd974b74fe045cebda9;hb=2ce8c39f1c6e2ade354a14bd7fce6be00c8c7b0a;hp=189d241aae564c6fcd0489e9c0f7f8e4a2105509;hpb=c97b4f7894fd3d797ecea3de574b58499c43aa85;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 189d241..7436e7a 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,7 +162,9 @@ type FFlag: Byte; FSecrets: Integer; FCurrWeap: Byte; - FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet + //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()` FNextWeap: WORD; FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; @@ -268,7 +270,6 @@ type viewPortX, viewPortY, viewPortW, viewPortH: Integer; function isValidViewPort (): Boolean; inline; - procedure SetCurrWeapProp (newweap: Byte); constructor Create(); virtual; destructor Destroy(); override; @@ -279,7 +280,7 @@ type procedure ReleaseKeysNoWeapon(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); - procedure SetWeaponHost(W: Byte); + procedure SetWeapon(W: Byte); function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; @@ -316,6 +317,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -358,8 +360,10 @@ 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 SetCurrWeapProp; - property NetWeapCtr: LongWord read FNetWeapCtr write FNetWeapCtr; + 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 MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -390,7 +394,7 @@ 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 SetCurrWeapProp; + property eCurrWeap: Byte read FCurrWeap write FCurrWeap; property eMonsterKills: Integer read FMonsterKills write FMonsterKills; property eSecrets: Integer read FSecrets write FSecrets; property eGodMode: Boolean read FGodMode write FGodMode; @@ -554,6 +558,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -913,7 +918,7 @@ begin gPlayers[a].FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå gPlayers[a].FCurrWeap := utils.readByte(st); - gPlayers[a].FNetWeapCtr := 0; + //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap; // Ñëåäóþùåå æåëàåìîå îðóæèå gPlayers[a].FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -1368,7 +1373,11 @@ begin if gPlayers[i] is TPlayer then begin gPlayers[i].Update(); - gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! + if (not gPlayers[i].alive) then gPlayers[i].NetForceWeapFIdx := 0; // just in case + //if g_Game_IsClient or not g_Game_IsNet then + begin + gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! + end; end else begin @@ -1952,19 +1961,6 @@ 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), @@ -2153,7 +2149,9 @@ begin FJustTeleported := False; FNetTime := 0; - FNetWeapCtr := 0; + //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; + //FCurrFrameIdx := 0; resetWeaponQueue(); releaseAllWeaponSwitchKeys(); @@ -2345,6 +2343,25 @@ 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; @@ -3712,13 +3729,6 @@ begin WEAPON_FLAMETHROWER = 10; *) - { - if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then - begin - e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); - end; - } - // cycling has priority if (FNextWeap and $C000) <> 0 then begin @@ -3841,7 +3851,6 @@ begin if not switchAllowed then begin - //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]); //HACK for weapon cycling if (FNextWeap and $E000) <> 0 then FNextWeap := 0; exit; @@ -3860,12 +3869,22 @@ begin if FWeapon[nw] then begin //k8: emulate this on client immediately, or wait for server confirmation? - Inc(FNetWeapCtr); + { + 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 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; @@ -3881,19 +3900,15 @@ begin FNextWeap := $4000; end; -// used exclusively by network layer -procedure TPlayer.SetWeaponHost(W: Byte); +// used by network layer +procedure TPlayer.SetWeapon(W: Byte); begin - if (W > High(FWeapon)) then exit; - if (not FWeapon[W]) then exit; // server is authority! - if FCurrWeap <> W then - begin - if (W = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); - end; + if (W = WEAPON_SAW) then + FSawSoundSelect.PlayAt(FObj.X, FObj.Y); FCurrWeap := W; - FModel.SetWeapon(W); + FModel.SetWeapon(CurrWeap); //if g_Game_IsClient then resetWeaponQueue(); end; @@ -4252,7 +4267,8 @@ begin Include(FRulez, R_BERSERK); if allowBerserkSwitching then begin - CurrWeap := WEAPON_KASTET; + FCurrWeap := WEAPON_KASTET; + //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4349,8 +4365,6 @@ begin end; procedure TPlayer.Reset(Force: Boolean); -var - i: Integer; begin if Force then FAlive := False; @@ -4368,8 +4382,9 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - resetWeaponQueue(); + //FCurrFrameIdx := 0; + //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; if FNoRespawn then begin FSpectator := False; @@ -4380,16 +4395,10 @@ begin end; FLives := gGameSettings.MaxLives; - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; - SetFlag(FLAG_NONE); end; procedure TPlayer.SoftReset(); -var - i: Integer; begin ReleaseKeys(); @@ -4401,12 +4410,7 @@ begin FLastHit := 0; FLastFrag := 0; FComboEvnt := -1; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - resetWeaponQueue(); - - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; + FNetForceWeapFIdx := 0; SetFlag(FLAG_NONE); SetAction(A_STAND, True); @@ -4567,19 +4571,14 @@ var a, b, c: Byte; Anim: TAnimation; ID: DWORD; - i: Integer; begin FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; FPain := 0; FLastHit := 0; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - resetWeaponQueue(); - - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; + //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; if not g_Game_IsServer then Exit; @@ -4642,10 +4641,12 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; - CurrWeap := WEAPON_PISTOL; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); + FCurrWeap := WEAPON_PISTOL; + //FNetForceWeap := FCurrWeap; resetWeaponQueue(); + FModel.SetWeapon(FCurrWeap); + for b := A_BULLETS to A_HIGH do FAmmo[b] := 0; @@ -4721,6 +4722,8 @@ 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); @@ -5013,6 +5016,8 @@ var AnyServer: Boolean; SetSpect: Boolean; begin + //Inc(FCurrFrameIdx); + NetServer := g_Game_IsNet and g_Game_IsServer; AnyServer := g_Game_IsServer; @@ -5943,7 +5948,7 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; - FModel.SetWeapon(FCurrWeap); + //FNetForceWeap := FCurrWeap; FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6114,7 +6119,7 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); - if not g_Game_IsClient then Inc(FNetWeapCtr, 2); + //FNetForceWeap := FCurrWeap; // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6249,7 +6254,8 @@ begin Include(FRulez, R_BERSERK); if FBFGFireCounter < 1 then begin - CurrWeap := WEAPON_KASTET; + FCurrWeap := WEAPON_KASTET; + //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6678,7 +6684,6 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; - FNetWeapCtr := 0; resetWeaponQueue(); FTargetUID := 0; end;