X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=980842c7d843ef862f0c2a85bd23541ceb38266b;hb=d9ca0efe35fd9b4bb8430cbd5ca348fd459955c7;hp=f4e571549d3a43a2b5cf0a360eaa8f596640a224;hpb=3377bafefa3681f8243fff9545ebca4df218e4fb;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index f4e5715..980842c 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -163,7 +163,7 @@ type FSecrets: Integer; FCurrWeap: Byte; FNextWeap: WORD; - FNextWeapDelay: Byte; // frames (unused) + FNextWeapDelay: Byte; // frames FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -200,9 +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; @@ -313,6 +310,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -336,11 +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; @@ -550,6 +543,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -2136,52 +2130,8 @@ begin FNetTime := 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; @@ -2325,6 +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; @@ -3605,8 +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); @@ -3619,9 +3588,9 @@ function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; - weaponOrder: array[0..16] of Integer; // value: index in `FWeapon` - wwc: Integer; - f, dir, cwi, rwidx, curlidx: Integer; + weaponOrder: array[0..64] of Integer; // value: index in `FWeapon` + wwc: Integer = 0; //HACK! + dir, cwi, rwidx, curlidx: Integer; function real2log (ridx: Integer): Integer; var @@ -3629,7 +3598,7 @@ var begin if (ridx >= 0) then begin - for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end; + for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end; end; result := -1; end; @@ -3644,39 +3613,22 @@ begin FNextWeapDelay := 0; end; - for f := 0 to High(weaponOrder) do weaponOrder[f] := -1; - // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!) - // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed) // priorities: - // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist - weaponOrder[0] := WEAPON_SUPERPULEMET; - weaponOrder[1] := WEAPON_BFG; - weaponOrder[2] := WEAPON_ROCKETLAUNCHER; - weaponOrder[3] := WEAPON_PLASMA; - weaponOrder[4] := WEAPON_FLAMETHROWER; - weaponOrder[5] := WEAPON_SHOTGUN2; - weaponOrder[6] := WEAPON_CHAINGUN; - weaponOrder[7] := WEAPON_SHOTGUN1; - weaponOrder[8] := WEAPON_PISTOL; - weaponOrder[9] := WEAPON_KASTET+666; // berserk fist - weaponOrder[10] := WEAPON_SAW; - weaponOrder[11] := WEAPON_KASTET; // normal fist - - for f := 0 to High(weaponOrder) do - begin - if (weaponOrder[f] = WEAPON_KASTET) then - begin - // normal fist: remove if we have a berserk pack - if (R_BERSERK in FRulez) then weaponOrder[f] := -1; - end - else - if (weaponOrder[f] = WEAPON_KASTET+666) then - begin - // berserk fist: remove if we don't have a berserk pack - if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1; - end; - end; + // 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; @@ -3711,7 +3663,7 @@ 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; @@ -3721,7 +3673,6 @@ begin // no cycling for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; - wwc := 0; for i := 0 to High(FWeapon) do begin if (FNextWeap and (1 shl i)) <> 0 then @@ -3735,10 +3686,10 @@ begin // slow down alterations a little 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 if FNextWeapDelay > 0 then begin - //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); FNextWeap := 0; exit; end; // yeah @@ -3751,31 +3702,30 @@ begin resetWeaponQueue(); exit; end; + //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning); // 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; - for i := 0 to High(weaponOrder) do + for i := 0 to High(FWeapon) do begin - cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder); + 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); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning); - if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then + //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning); + if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then begin - //e_WriteLog(' I FOUND HER!', TMsgType.Warning); // 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; @@ -3805,9 +3755,7 @@ 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 @@ -3821,7 +3769,7 @@ begin if nw > High(FWeapon) then begin // don't forget to reset queue here! - //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning); + //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING); resetWeaponQueue(); exit; end;