X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=bfba263a40cf6fb9dbd08781f419d92a7b0b1f9d;hb=9d60dd61d82b1b75e22869d0396a8ee487aa9d5a;hp=989f11a095e2055a116a8a9316742798ac7ff684;hpb=8bce2673b0700750c270ec61fb8ed42b6956549a;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 989f11a..bfba263 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -113,6 +113,7 @@ type JetFuel: Integer; CurrWeap: Byte; NextWeap: WORD; + NextWeapDelay: Byte; Ammo: Array [A_BULLETS..A_CELLS] of Word; MaxAmmo: Array [A_BULLETS..A_CELLS] of Word; Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean; @@ -153,6 +154,7 @@ type FSecrets: Integer; FCurrWeap: Byte; FNextWeap: WORD; + FNextWeapDelay: Byte; // frames FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -210,6 +212,7 @@ type procedure cycleWeapon (dir: Integer); function getNextWeaponIndex (): Byte; // return 255 for "no switch" procedure resetWeaponQueue (); + function hasAmmoForWeapon (weapon: Byte): Boolean; public FDamageBuffer: Integer; @@ -807,6 +810,8 @@ begin Mem.ReadByte(gPlayers[a].FCurrWeap); // Ñëåäóþùåå æåëàåìîå îðóæèå: Mem.ReadWord(gPlayers[a].FNextWeap); +// ...è ïàóçà: + Mem.ReadByte(gPlayers[a].FNextWeapDelay); // Âðåìÿ çàðÿäêè BFG: Mem.ReadSmallInt(gPlayers[a].FBFGFireCounter); // Áóôåð óðîíà: @@ -1266,8 +1271,11 @@ begin for i := 0 to High(gPlayers) do if gPlayers[i] <> nil then + begin + gPlayers[i].RealizeCurrentWeapon(); if gPlayers[i] is TPlayer then gPlayers[i].Update() else TBot(gPlayers[i]).Update(); + end; end; procedure g_Player_DrawAll(); @@ -1969,6 +1977,8 @@ begin FBFGFireCounter := -1; FJustTeleported := False; FNetTime := 0; + + resetWeaponQueue(); end; procedure TPlayer.Damage(value: Word; SpawnerUID: Word; vx, vy: Integer; t: Byte); @@ -3270,40 +3280,55 @@ end; procedure TPlayer.resetWeaponQueue (); begin FNextWeap := 0; + FNextWeapDelay := 0; end; -// return 255 for "no switch"; resets `FNextWeap` +function TPlayer.hasAmmoForWeapon (weapon: Byte): Boolean; +begin + result := false; + case weapon of + WEAPON_KASTET, WEAPON_SAW: result := true; + 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); + else result := (weapon < length(FWeapon)); + end; +end; + +// return 255 for "no switch" function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; + wwc: Integer = 0; //HACK! begin result := 255; // default result: "no switch" for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; - for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then wantThisWeapon[i] := true; - if wantThisWeapon[FCurrWeap] then + for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end; + // exclude currently selected weapon from the set + wantThisWeapon[FCurrWeap] := false; + // slow down alterations a little + if wwc > 1 then begin - // these hacks implements alternating between SG and SSG; sorry - if FCurrWeap = WEAPON_SHOTGUN1 then wantThisWeapon[WEAPON_SHOTGUN2] := true; - if FCurrWeap = WEAPON_SHOTGUN2 then wantThisWeapon[WEAPON_SHOTGUN1] := true; - // these hacks implements alternating between knuckles and chainsaw; sorry - if FCurrWeap = WEAPON_KASTET then wantThisWeapon[WEAPON_SAW] := true; - if FCurrWeap = WEAPON_SAW then wantThisWeapon[WEAPON_KASTET] := true; + // more than one weapon requested, assume "alteration" and check alteration delay + if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah end; - // now exclude currently selected weapon from the set - wantThisWeapon[FCurrWeap] := false; - // no more hacks (yet) // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` - // now try weapons in descending order + 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 begin - if wantThisWeapon[i] and FWeapon[i] then + if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then begin // i found her! result := Byte(i); exit; end; end; + // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo + resetWeaponQueue(); end; procedure TPlayer.RealizeCurrentWeapon(); @@ -3311,6 +3336,8 @@ var i, nw: Byte; begin nw := getNextWeaponIndex(); + if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here! if FBFGFireCounter <> -1 then exit; @@ -3328,19 +3355,18 @@ begin end; // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have resetWeaponQueue(); + FNextWeapDelay := 10; // anyway, 'cause why not end; procedure TPlayer.cycleWeapon (dir: Integer); var i, cwi: Integer; begin - if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit; + if dir < 0 then dir := -1 else if dir > 0 then dir := 1 else exit; cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin - cwi := cwi+dir; - if cwi < 0 then cwi += length(FWeapon) - else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon); + cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); if FWeapon[cwi] then begin QueueWeaponSwitch(Byte(cwi)); @@ -5200,6 +5226,7 @@ begin FSavedState.JetFuel := FJetFuel; FSavedState.CurrWeap := FCurrWeap; FSavedState.NextWeap := FNextWeap; + FSavedState.NextWeapDelay := FNextWeapDelay; for i := 0 to 3 do FSavedState.Ammo[i] := FAmmo[i]; @@ -5222,6 +5249,7 @@ begin FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; FNextWeap := FSavedState.NextWeap; + FNextWeapDelay := FSavedState.NextWeapDelay; for i := 0 to 3 do FAmmo[i] := FSavedState.Ammo[i]; @@ -5302,6 +5330,8 @@ begin Mem.WriteByte(FCurrWeap); // Æåëàåìîå îðóæèå: Mem.WriteWord(FNextWeap); +// ...è ïàóçà + Mem.WriteByte(FNextWeapDelay); // Âðåìÿ çàðÿäêè BFG: Mem.WriteSmallInt(FBFGFireCounter); // Áóôåð óðîíà: @@ -5440,6 +5470,8 @@ begin Mem.ReadByte(FCurrWeap); // Æåëàåìîå îðóæèå: Mem.ReadWord(FNextWeap); +// ...è ïàóçà + Mem.ReadByte(FNextWeapDelay); // Âðåìÿ çàðÿäêè BFG: Mem.ReadSmallInt(FBFGFireCounter); // Áóôåð óðîíà: @@ -5618,6 +5650,20 @@ begin FJetFuel := JET_MAX; end; + ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT); + ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT); + + ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT; + ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + + ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT); + ITEM_SPHERE_WHITE: + if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then + begin + if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT; + if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + end; + ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True; ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True; ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;