X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=8628d4a436e982b1027ae5048d86465a732b305b;hb=dec9e3260140baab3645be36492a1e0c1ea1fe32;hp=0099b171830fbec8dfed9979c4d4d4e5eed092fb;hpb=e80d004a8ce634dfaba32759d0c427503744a8da;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 0099b17..8628d4a 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,11 +162,8 @@ 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()` FNextWeap: WORD; - FNextWeapDelay: Byte; // frames (unused) + FNextWeapDelay: Byte; // frames FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -203,9 +200,6 @@ type FNetTime: LongWord; mEDamageType: Integer; - // client-side only - weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status - function CollideLevel(XInc, YInc: Integer): Boolean; function StayOnStep(XInc, YInc: Integer): Boolean; @@ -277,7 +271,6 @@ type function GetRespawnPoint(): Byte; procedure PressKey(Key: Byte; Time: Word = 1); procedure ReleaseKeys(); - procedure ReleaseKeysNoWeapon(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); procedure SetWeapon(W: Byte); @@ -317,6 +310,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -340,11 +334,6 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; - procedure releaseAllWeaponSwitchKeys (); - procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); - function isWeaponSwitchKeyReleased (index: Integer): Boolean; - procedure weaponSwitchKeysShiftNewStates (); - public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; @@ -360,9 +349,6 @@ type 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 MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -557,6 +543,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -916,7 +903,6 @@ begin gPlayers[a].FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå gPlayers[a].FCurrWeap := utils.readByte(st); - //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap; // Ñëåäóþùåå æåëàåìîå îðóæèå gPlayers[a].FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -1371,11 +1357,7 @@ begin if gPlayers[i] is TPlayer then begin gPlayers[i].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; + gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! end else begin @@ -2147,57 +2129,9 @@ begin FJustTeleported := False; FNetTime := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; - //FCurrFrameIdx := 0; - resetWeaponQueue(); - releaseAllWeaponSwitchKeys(); -end; - - -procedure TPlayer.releaseAllWeaponSwitchKeys (); -var - f: Integer; -begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03; -end; - -procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); -begin - Inc(index, 2); // -2: prev; -1: next - if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit; - weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02; - if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; -end; - -function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; -begin - Inc(index, 2); // -2: prev; -1: next - if (index < 0) or (index > High(weaponSwitchKeyReleased)) then - begin - result := true; - end - else - begin - result := (weaponSwitchKeyReleased[index] and $01) <> 0; - end; -end; - -procedure TPlayer.weaponSwitchKeysShiftNewStates (); -var - f: Integer; -begin - // copy bit 1 to bit 0 - for f := 0 to High(weaponSwitchKeyReleased) do - begin - weaponSwitchKeyReleased[f] := - (weaponSwitchKeyReleased[f] and $02) or - ((weaponSwitchKeyReleased[f] shr 1) and $01); - end; end; - procedure TPlayer.positionChanged (); inline; begin end; @@ -2341,6 +2275,25 @@ 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; @@ -3605,7 +3558,7 @@ end; procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; if Weapon > High(FWeapon) then Exit; FNextWeap := FNextWeap or (1 shl Weapon); end; @@ -3621,8 +3574,8 @@ begin result := false; case weapon of WEAPON_KASTET, WEAPON_SAW: result := true; - WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); - WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); + 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); WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); @@ -3727,7 +3680,7 @@ begin begin //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); result := Byte(rwidx); - //FNextWeapDelay := 10; //k8: not needed anymore + FNextWeapDelay := 10; exit; end; end; @@ -3738,21 +3691,13 @@ begin // no cycling for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; wwc := 0; - - curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index) - for i := 0 to High(FWeapon) do begin if (FNextWeap and (1 shl i)) <> 0 then begin cwi := real2log(i); - if (cwi >= 0) then - begin - wantThisWeapon[cwi] := true; - Inc(wwc); - // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon - if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical - end; + if (cwi >= 0) then wantThisWeapon[cwi] := true; + Inc(wwc); end; end; @@ -3776,7 +3721,12 @@ begin exit; end; + // exclude currently selected weapon from the set + curlidx := real2log(FCurrWeap); //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning); + //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; @@ -3794,7 +3744,7 @@ begin // i found her! result := Byte(rwidx); resetWeaponQueue(); - //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore + FNextWeapDelay := 10; // anyway, 'cause why not exit; end; end; @@ -3824,9 +3774,7 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - //HACK: alteration delay will be reset when player released any weapon switch key - FNextWeapDelay := 0; //k8: just in case - //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" if not switchAllowed then begin @@ -3847,48 +3795,35 @@ 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 FCurrWeap := nw; - if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); - FModel.SetWeapon(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); - //if g_Game_IsNet and g_Game_IsClient then end; end; procedure TPlayer.NextWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $8000; end; procedure TPlayer.PrevWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $4000; end; -// used by network layer procedure TPlayer.SetWeapon(W: Byte); begin if FCurrWeap <> W then - if (W = WEAPON_SAW) then + if W = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); FCurrWeap := W; FModel.SetWeapon(CurrWeap); - //if g_Game_IsClient then resetWeaponQueue(); + resetWeaponQueue(); end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; @@ -4247,7 +4182,6 @@ begin if allowBerserkSwitching then begin FCurrWeap := WEAPON_KASTET; - //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4260,7 +4194,6 @@ begin Result := True; remove := True; FFireTime := 0; - //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; if FHealth < PLAYER_HP_SOFT then begin @@ -4361,9 +4294,6 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; - //FCurrFrameIdx := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; if FNoRespawn then begin FSpectator := False; @@ -4389,7 +4319,6 @@ begin FLastHit := 0; FLastFrag := 0; FComboEvnt := -1; - FNetForceWeapFIdx := 0; SetFlag(FLAG_NONE); SetAction(A_STAND, True); @@ -4556,8 +4485,6 @@ begin FShellTimer := -1; FPain := 0; FLastHit := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; if not g_Game_IsServer then Exit; @@ -4621,7 +4548,6 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; FCurrWeap := WEAPON_PISTOL; - //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(FCurrWeap); @@ -4701,8 +4627,6 @@ 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); @@ -4995,8 +4919,6 @@ var AnyServer: Boolean; SetSpect: Boolean; begin - //Inc(FCurrFrameIdx); - NetServer := g_Game_IsNet and g_Game_IsServer; AnyServer := g_Game_IsServer; @@ -5007,7 +4929,6 @@ begin DoLerp(4); if NetServer then - begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -5020,7 +4941,6 @@ begin FPing := 0; FLoss := 0; end; - end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5051,8 +4971,8 @@ begin end; // no need to do that each second frame, weapon queue will take care of it - if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon(); - if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon(); + if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); + if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); if gTime mod (GAME_TICK*2) <> 0 then begin @@ -5872,18 +5792,6 @@ begin end; end; -procedure TPlayer.ReleaseKeysNoWeapon(); -var - a: Integer; -begin - for a := Low(FKeys) to High(FKeys) do - begin - if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue; - FKeys[a].Pressed := False; - FKeys[a].Time := 0; - end; -end; - procedure TPlayer.OnDamage(Angle: SmallInt); begin end; @@ -5927,7 +5835,6 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; - //FNetForceWeap := FCurrWeap; FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6098,7 +6005,6 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); - //FNetForceWeap := FCurrWeap; // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6234,7 +6140,6 @@ begin if FBFGFireCounter < 1 then begin FCurrWeap := WEAPON_KASTET; - //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -7093,7 +6998,7 @@ begin end; end; - //HACK! (does it belong there?) + //HACK! (does it belongs there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: