X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=7d81725f7dddd40549fa18ba20020c4b177af339;hb=e65704e6e35ebfc43ec635f7a86f95f0b4442fbd;hp=ffb5ce93e6aa5eb070dce8dfe2b5aa5c1735d484;hpb=563e770b462d67b2c8265b0e2b53384152afb7c1;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index ffb5ce9..7d81725 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -176,6 +176,7 @@ type FSavedState: TPlayerSavedState; FModel: TPlayerModel; + FPunchAnim: TAnimation; FActionPrior: Byte; FActionAnim: Byte; FActionForce: Boolean; @@ -213,6 +214,7 @@ type procedure SetAction(Action: Byte; Force: Boolean = False); procedure OnDamage(Angle: SmallInt); virtual; function firediry(): Integer; + procedure DoPunch(); procedure Run(Direction: TDirection); procedure NextWeapon(); @@ -586,10 +588,14 @@ procedure g_Bot_RemoveAll(); implementation uses +{$INCLUDE ../nogl/noGLuses.inc} +{$IFDEF ENABLE_HOLMES} + g_holmes, +{$ENDIF} e_log, g_map, g_items, g_console, g_gfx, Math, g_options, g_triggers, g_menu, g_game, g_grid, wadreader, g_main, g_monsters, CONFIG, g_language, - g_net, g_netmsg, g_window, GL, g_holmes, + g_net, g_netmsg, g_window, utils, xstreams; const PLR_SAVE_VERSION = 0; @@ -2246,6 +2252,8 @@ begin FJetSoundOn.Free(); FJetSoundOff.Free(); FModel.Free(); + if FPunchAnim <> nil then + FPunchAnim.Free(); inherited; end; @@ -2336,9 +2344,26 @@ var ID: DWORD; w, h: Word; dr: Boolean; + Mirror: TMirrorType; begin if FAlive then begin + if Direction = TDirection.D_RIGHT then + Mirror := TMirrorType.None + else + Mirror := TMirrorType.Horizontal; + + if FPunchAnim <> nil then + begin + FPunchAnim.Draw(FObj.X+IfThen(Direction = TDirection.D_LEFT, 15-FObj.Rect.X, FObj.Rect.X-15), + FObj.Y+FObj.Rect.Y-11, Mirror); + if FPunchAnim.played then + begin + FPunchAnim.Free; + FPunchAnim := nil; + end; + end; + if (FMegaRulez[MR_INVUL] > gTime) and (gPlayerDrawn <> Self) then if g_Texture_Get('TEXTURE_PLAYER_INVULPENTA', ID) then begin @@ -2395,10 +2420,13 @@ procedure TPlayer.DrawAim(); var ex, ey: Integer; begin + +{$IFDEF ENABLE_HOLMES} if isValidViewPort and (self = gPlayer1) then begin g_Holmes_plrLaser(ax0, ay0, ax1, ay1); end; +{$ENDIF} e_DrawLine(sz, ax0, ay0, ax1, ay1, 255, 0, 0, 96); if (g_Map_traceToNearestWall(ax0, ay0, ax1, ay1, @ex, @ey) <> nil) then @@ -2773,6 +2801,27 @@ begin e_DrawFillQuad(0, 0, gPlayerScreenSize.X-1, gPlayerScreenSize.Y-1, 150, 200, 150, 255-h*50); end; +procedure TPlayer.DoPunch(); +var + id: DWORD; + st: String; +begin + if FPunchAnim <> nil then begin + FPunchAnim.reset(); + FPunchAnim.Free; + FPunchAnim := nil; + end; + st := 'FRAMES_PUNCH'; + if R_BERSERK in FRulez then + st := st + '_BERSERK'; + if FKeys[KEY_UP].Pressed then + st := st + '_UP' + else if FKeys[KEY_DOWN].Pressed then + st := st + '_DN'; + g_Frames_Get(id, st); + FPunchAnim := TAnimation.Create(id, False, 1); +end; + procedure TPlayer.Fire(); var f, DidFire: Boolean; @@ -2802,6 +2851,7 @@ begin case FCurrWeap of WEAPON_KASTET: begin + DoPunch(); if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID); @@ -3502,34 +3552,81 @@ function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; + weaponOrder: array[0..64] of Integer; // value: index in `FWeapon` wwc: Integer = 0; //HACK! - dir, cwi: Integer; + dir, cwi, rwidx, curlidx: Integer; + + function real2log (ridx: Integer): Integer; + var + f: Integer; + begin + if (ridx >= 0) then + begin + for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end; + end; + result := -1; + end; + begin result := 255; // default result: "no switch" + // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end; + + // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!) + // priorities: + // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist + weaponOrder[0] := WEAPON_BFG; + weaponOrder[1] := WEAPON_PLASMA; + weaponOrder[2] := WEAPON_FLAMETHROWER; + weaponOrder[3] := WEAPON_SHOTGUN2; + weaponOrder[4] := WEAPON_CHAINGUN; + weaponOrder[5] := WEAPON_SHOTGUN1; + weaponOrder[6] := WEAPON_PISTOL; + weaponOrder[7] := WEAPON_KASTET; + weaponOrder[8] := WEAPON_SAW; + weaponOrder[9] := WEAPON_KASTET; + weaponOrder[10] := WEAPON_SUPERPULEMET; + + if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1; + + (* + WEAPON_KASTET = 0; + WEAPON_SAW = 1; + WEAPON_PISTOL = 2; + WEAPON_SHOTGUN1 = 3; + WEAPON_SHOTGUN2 = 4; + WEAPON_CHAINGUN = 5; + WEAPON_ROCKETLAUNCHER = 6; + WEAPON_PLASMA = 7; + WEAPON_BFG = 8; + WEAPON_SUPERPULEMET = 9; + WEAPON_FLAMETHROWER = 10; + *) + // cycling has priority if (FNextWeap and $C000) <> 0 then begin - if (FNextWeap and $8000) <> 0 then - dir := 1 - else - dir := -1; + if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling" FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then - exit; // cooldown time + if FNextWeapDelay > 0 then exit; // cooldown time + //cwi := real2log(FCurrWeap); + //if (cwi < 0) then cwi := 0; cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] then + //rwidx := weaponOrder[cwi]; + rwidx := cwi; // sorry + if (rwidx < 0) then continue; + if FWeapon[rwidx] then begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); - result := Byte(cwi); + //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); + result := Byte(rwidx); FNextWeapDelay := 10; exit; end; @@ -3537,48 +3634,66 @@ begin resetWeaponQueue(); exit; end; + // no cycling - for i := 0 to High(wantThisWeapon) do - wantThisWeapon[i] := false; + for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; for i := 0 to High(FWeapon) do + begin if (FNextWeap and (1 shl i)) <> 0 then begin - wantThisWeapon[i] := true; + cwi := real2log(i); + if (cwi >= 0) then wantThisWeapon[cwi] := true; Inc(wwc); end; - // exclude currently selected weapon from the set - wantThisWeapon[FCurrWeap] := false; + end; + // slow down alterations a little - if wwc > 1 then + if (wwc > 1) then begin //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); - // more than one weapon requested, assume "alteration" and check alteration delay + // 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()` // but clear all counters if no weapon should be switched - if wwc < 1 then + 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 + //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning); + + // exclude currently selected weapon from the set + curlidx := real2log(FCurrWeap); + //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning); + //if (curlidx >= 0) then wantThisWeapon[curlidx] := false; + //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons + + // find next weapon to switch onto + cwi := curlidx; + for i := 0 to High(FWeapon) do begin - if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then + cwi := (cwi+length(FWeapon)+1) mod length(FWeapon); + if (cwi = curlidx) then continue; // skip current weapon + if not wantThisWeapon[cwi] then continue; + rwidx := weaponOrder[cwi]; + if (rwidx < 0) then continue; + //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning); + if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then begin // i found her! - result := Byte(i); + result := Byte(rwidx); resetWeaponQueue(); FNextWeapDelay := 10; // anyway, 'cause why not exit; end; end; + // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo resetWeaponQueue(); end; @@ -4310,6 +4425,12 @@ var Anim: TAnimation; ID: DWORD; begin + FIncCam := 0; + FBFGFireCounter := -1; + FShellTimer := -1; + FPain := 0; + FLastHit := 0; + if not g_Game_IsServer then Exit; if FDummy then @@ -4414,12 +4535,6 @@ begin else FAngle := 0; - FIncCam := 0; - FBFGFireCounter := -1; - FShellTimer := -1; - FPain := 0; - FLastHit := 0; - SetAction(A_STAND, True); FModel.Direction := FDirection; @@ -4452,6 +4567,11 @@ begin FSpectatePlayer := -1; FSpawned := True; + if (gPlayer1 = nil) and (gLMSPID1 = FUID) then + gPlayer1 := self; + if (gPlayer2 = nil) and (gLMSPID2 = FUID) then + gPlayer2 := self; + if g_Game_IsNet then begin MH_SEND_PlayerPos(True, FUID, NET_EVERYONE); @@ -4743,6 +4863,9 @@ begin FLoss := 0; end; + if FAlive and (FPunchAnim <> nil) then + FPunchAnim.Update(); + if FAlive and (gFly or FJetpack) then FlySmoke(); @@ -5254,6 +5377,7 @@ begin case FCurrWeap of WEAPON_KASTET: begin + DoPunch(); if R_BERSERK in FRulez then begin //g_Weapon_punch(FObj.X+FObj.Rect.X, FObj.Y+FObj.Rect.Y, 75, FUID);