X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=c9a640682a1d0cfea8ad3c6cfb6dcdd45a91155f;hb=54f428b595b4d7982f63a2adae9d72291b57784f;hp=66c676c9466e00bc20ff7abc132c87c41bae873b;hpb=a3827aae6da362e100e614fb008fe410e22d0f64;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 66c676c..c9a6406 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,6 +162,9 @@ 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) FBFGFireCounter: SmallInt; @@ -201,7 +204,7 @@ type mEDamageType: Integer; // client-side only - weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release + weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status function CollideLevel(XInc, YInc: Integer): Boolean; @@ -274,6 +277,7 @@ 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); @@ -313,6 +317,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -339,6 +344,7 @@ type procedure releaseAllWeaponSwitchKeys (); procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); function isWeaponSwitchKeyReleased (index: Integer): Boolean; + procedure weaponSwitchKeysShiftNewStates (); public property Vel: TPoint2i read FObj.Vel; @@ -355,6 +361,9 @@ 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; @@ -549,6 +558,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -908,6 +918,7 @@ 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 @@ -1361,7 +1372,9 @@ begin begin if gPlayers[i] is TPlayer then begin + //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx); gPlayers[i].Update(); + if (not gPlayers[i].alive) or (gPlayers[i].NetForceWeapFIdx >= gTime+15) then gPlayers[i].NetForceWeapFIdx := 0; // just in case gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! end else @@ -2134,6 +2147,10 @@ begin FJustTeleported := False; FNetTime := 0; + //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; + //FCurrFrameIdx := 0; + resetWeaponQueue(); releaseAllWeaponSwitchKeys(); end; @@ -2143,14 +2160,15 @@ procedure TPlayer.releaseAllWeaponSwitchKeys (); var f: Integer; begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; + 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] := not pressed; + weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02; + if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; end; function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; @@ -2162,7 +2180,20 @@ begin end else begin - result := weaponSwitchKeyReleased[index]; + 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; @@ -2310,6 +2341,25 @@ 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; @@ -3574,7 +3624,7 @@ 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; @@ -3677,6 +3727,13 @@ 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 @@ -3707,13 +3764,21 @@ 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 wantThisWeapon[cwi] := true; - Inc(wwc); + 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; end; end; @@ -3737,12 +3802,7 @@ 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; @@ -3796,11 +3856,14 @@ 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; end; + if (FNetForceWeapFIdx >= gTime+15) then FNetForceWeapFIdx := 0; + nw := getNextWeaponIndex(); if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then @@ -3813,35 +3876,48 @@ 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); - resetWeaponQueue(); + //if g_Game_IsClient then resetWeaponQueue(); end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; @@ -4200,6 +4276,7 @@ begin if allowBerserkSwitching then begin FCurrWeap := WEAPON_KASTET; + //FNetForceWeap := FCurrWeap; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4212,6 +4289,7 @@ 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 @@ -4295,6 +4373,8 @@ begin end; procedure TPlayer.Reset(Force: Boolean); +var + i: Integer; begin if Force then FAlive := False; @@ -4312,6 +4392,10 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; + //FCurrFrameIdx := 0; + //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; + resetWeaponQueue(); if FNoRespawn then begin FSpectator := False; @@ -4322,10 +4406,16 @@ 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(); @@ -4337,6 +4427,12 @@ begin FLastHit := 0; FLastFrag := 0; FComboEvnt := -1; + FNetForceWeapFIdx := 0; + resetWeaponQueue(); + + FBFGFireCounter := -1; + FTime[T_SWITCH] := 0; + for i := WP_FIRST to WP_LAST do FReloading[i] := 0; SetFlag(FLAG_NONE); SetAction(A_STAND, True); @@ -4497,12 +4593,20 @@ var a, b, c: Byte; Anim: TAnimation; ID: DWORD; + i: Integer; begin FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; FPain := 0; FLastHit := 0; + //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; + resetWeaponQueue(); + + FBFGFireCounter := -1; + FTime[T_SWITCH] := 0; + for i := WP_FIRST to WP_LAST do FReloading[i] := 0; if not g_Game_IsServer then Exit; @@ -4566,6 +4670,8 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; FCurrWeap := WEAPON_PISTOL; + //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; resetWeaponQueue(); FModel.SetWeapon(FCurrWeap); @@ -4645,6 +4751,8 @@ 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); @@ -4937,6 +5045,8 @@ var AnyServer: Boolean; SetSpect: Boolean; begin + //Inc(FCurrFrameIdx); + NetServer := g_Game_IsNet and g_Game_IsServer; AnyServer := g_Game_IsServer; @@ -4947,6 +5057,7 @@ begin DoLerp(4); if NetServer then + begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -4959,6 +5070,7 @@ begin FPing := 0; FLoss := 0; end; + end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -4989,8 +5101,8 @@ 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 @@ -5810,6 +5922,18 @@ 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; @@ -5853,6 +5977,7 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; + //FNetForceWeap := FCurrWeap; FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6023,6 +6148,7 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); + //FNetForceWeap := FCurrWeap; // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6158,6 +6284,8 @@ begin if FBFGFireCounter < 1 then begin FCurrWeap := WEAPON_KASTET; + //FNetForceWeap := FCurrWeap; + FNetForceWeapFIdx := 0; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6586,6 +6714,7 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; + FNetForceWeapFIdx := 0; resetWeaponQueue(); FTargetUID := 0; end; @@ -7016,7 +7145,7 @@ begin end; end; - //HACK! (does it belongs there?) + //HACK! (does it belong there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: