X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=fa2dcfce5243696c55b09cc25aee27d9c44229f9;hb=a9ab7bf0c72e15b932b20aad24b10db60138bb21;hp=37855534ce95709865ca86e096452c26670d63d5;hpb=76e01bd65fd627b1e2333f8a48ea3de573a4a994;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 3785553..fa2dcfc 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 + FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -200,6 +200,9 @@ type FNetTime: LongWord; mEDamageType: Integer; + // client-side only + weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release + function CollideLevel(XInc, YInc: Integer): Boolean; function StayOnStep(XInc, YInc: Integer): Boolean; @@ -333,6 +336,10 @@ 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; + public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; @@ -2128,8 +2135,38 @@ begin FNetTime := 0; resetWeaponQueue(); + releaseAllWeaponSwitchKeys(); +end; + + +procedure TPlayer.releaseAllWeaponSwitchKeys (); +var + f: Integer; +begin + for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; +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; +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]; + end; end; + procedure TPlayer.positionChanged (); inline; begin end; @@ -3553,8 +3590,8 @@ 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_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); + WEAPON_PISTOL, WEAPON_CHAINGUN: 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); @@ -3567,9 +3604,9 @@ 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, rwidx, curlidx: Integer; + weaponOrder: array[0..16] of Integer; // value: index in `FWeapon` + wwc: Integer; + f, dir, cwi, rwidx, curlidx: Integer; function real2log (ridx: Integer): Integer; var @@ -3577,7 +3614,7 @@ var begin if (ridx >= 0) then begin - for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end; + for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end; end; result := -1; end; @@ -3592,22 +3629,39 @@ 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, 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; + // 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; (* WEAPON_KASTET = 0; @@ -3642,7 +3696,7 @@ 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; + //FNextWeapDelay := 10; //k8: not needed anymore exit; end; end; @@ -3652,23 +3706,32 @@ 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; // 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 @@ -3681,30 +3744,26 @@ 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('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 + //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning); // find next weapon to switch onto cwi := curlidx; - for i := 0 to High(FWeapon) do + for i := 0 to High(weaponOrder) do begin - cwi := (cwi+length(FWeapon)+1) mod length(FWeapon); + cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder); 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 + //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 begin + //e_WriteLog(' I FOUND HER!', TMsgType.Warning); // i found her! result := Byte(rwidx); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore exit; end; end; @@ -3734,7 +3793,9 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + //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 not switchAllowed then begin @@ -3748,7 +3809,7 @@ begin if nw > High(FWeapon) then begin // don't forget to reset queue here! - //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING); + //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning); resetWeaponQueue(); exit; end; @@ -4154,6 +4215,7 @@ 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