DEADSOFTWARE

Game: subtraction points by suicide in team
[d2df-sdl.git] / src / game / g_player.pas
index 3025ea549a1fe28480c9588c30c2094a1eee4f39..9aa72a832c3c6d2cf52adfdb1ac70adcee3565cf 100644 (file)
@@ -310,7 +310,8 @@ type
     procedure   BFGHit();
     function    GetFlag(Flag: Byte): Boolean;
     procedure   SetFlag(Flag: Byte);
-    function    DropFlag(Silent: Boolean = True): Boolean;
+    function    DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
+    function    TryDropFlag(): Boolean;
     procedure   AllRulez(Health: Boolean);
     procedure   RestoreHealthArmor();
     procedure   FragCombo();
@@ -3380,7 +3381,8 @@ begin
 
   if SpawnerUID = FUID then
     begin // Ñàìîóáèëñÿ
-      if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
+      if Srv and (gGameSettings.GameMode = GM_TDM) then
+      Dec(gTeamStat[FTeam].Goals);
       begin
         Dec(FFrags);
         FLastFrag := 0;
@@ -3876,6 +3878,8 @@ function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean
 
 var
   a: Boolean;
+  switchWeapon: Byte;
+  hadWeapon: Boolean;
 begin
   Result := False;
   if g_Game_IsClient then Exit;
@@ -3883,7 +3887,6 @@ begin
   // a = true - ìåñòî ñïàâíà ïðåäìåòà:
   a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
   remove := not a;
-
   case ItemType of
     ITEM_MEDKIT_SMALL:
       if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
@@ -3949,6 +3952,8 @@ begin
     ITEM_WEAPON_SAW:
       if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
       begin
+        hadWeapon := FWeapon[WEAPON_SAW];
+        switchWeapon := WEAPON_SAW;
         FWeapon[WEAPON_SAW] := True;
         Result := True;
         if gFlash = 2 then Inc(FPickup, 5);
@@ -3960,7 +3965,8 @@ begin
       begin
         // Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
         if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
-
+        hadWeapon := FWeapon[WEAPON_SHOTGUN1];
+        switchWeapon := WEAPON_SHOTGUN1;
         IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
         FWeapon[WEAPON_SHOTGUN1] := True;
         Result := True;
@@ -3972,7 +3978,8 @@ begin
       if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
       begin
         if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
-
+        hadWeapon := FWeapon[WEAPON_SHOTGUN2];
+        switchWeapon := WEAPON_SHOTGUN2;
         IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
         FWeapon[WEAPON_SHOTGUN2] := True;
         Result := True;
@@ -3984,7 +3991,8 @@ begin
       if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
       begin
         if a and FWeapon[WEAPON_CHAINGUN] then Exit;
-
+        hadWeapon := FWeapon[WEAPON_CHAINGUN];
+        switchWeapon := WEAPON_CHAINGUN;
         IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
         FWeapon[WEAPON_CHAINGUN] := True;
         Result := True;
@@ -3996,7 +4004,8 @@ begin
       if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
       begin
         if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
-
+        switchWeapon := WEAPON_ROCKETLAUNCHER;
+        hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
         IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
         FWeapon[WEAPON_ROCKETLAUNCHER] := True;
         Result := True;
@@ -4008,7 +4017,8 @@ begin
       if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
       begin
         if a and FWeapon[WEAPON_PLASMA] then Exit;
-
+        switchWeapon := WEAPON_PLASMA;
+        hadWeapon := FWeapon[WEAPON_PLASMA];
         IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
         FWeapon[WEAPON_PLASMA] := True;
         Result := True;
@@ -4020,7 +4030,8 @@ begin
       if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
       begin
         if a and FWeapon[WEAPON_BFG] then Exit;
-
+        switchWeapon := WEAPON_BFG;
+        hadWeapon := FWeapon[WEAPON_BFG];
         IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
         FWeapon[WEAPON_BFG] := True;
         Result := True;
@@ -4032,7 +4043,8 @@ begin
       if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
       begin
         if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
-
+        switchWeapon := WEAPON_SUPERPULEMET;
+        hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
         IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
         FWeapon[WEAPON_SUPERPULEMET] := True;
         Result := True;
@@ -4044,7 +4056,8 @@ begin
       if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
       begin
         if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
-
+        switchWeapon := WEAPON_FLAMETHROWER;
+        hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
         IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
         FWeapon[WEAPON_FLAMETHROWER] := True;
         Result := True;
@@ -4218,11 +4231,33 @@ begin
         if not (R_BERSERK in FRulez) then
         begin
           Include(FRulez, R_BERSERK);
+          (*
           if allowBerserkSwitching then
           begin
             FCurrWeap := WEAPON_KASTET;
             resetWeaponQueue();
             FModel.SetWeapon(WEAPON_KASTET);
+          end; *)
+          if ( (g_Game_IsNet = False) or (NetMode = NET_SERVER) ) and ( ( (Self = gPlayer1) and (gPlayer1Settings.WeaponSwitch <> 0) ) or ( (gPlayer2 <> nil) and (Self = gPlayer2) and (gPlayer2Settings.WeaponSwitch <> 0) )) then
+          begin
+              if (Self = gPlayer1) then
+                begin
+                if (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) and (gPlayer1Settings.WeaponPreferences[WP_LAST+1] > gPlayer1Settings.WeaponPreferences[FCurrWeap]) ) then
+                  begin
+                    FCurrWeap := WEAPON_KASTET;
+                    resetWeaponQueue();
+                    FModel.SetWeapon(WEAPON_KASTET);              
+                  end;
+                end
+              else
+                begin
+                if (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) and (gPlayer2Settings.WeaponPreferences[WP_LAST+1] > gPlayer2Settings.WeaponPreferences[FCurrWeap]) ) then
+                  begin
+                    FCurrWeap := WEAPON_KASTET;
+                    resetWeaponQueue();
+                    FModel.SetWeapon(WEAPON_KASTET);   
+                  end;
+                end;
           end;
           if gFlash <> 0 then
           begin
@@ -4291,6 +4326,26 @@ begin
         if gFlash = 2 then Inc(FPickup, 5);
       end;
   end;
+  if ( (g_Game_IsNet = False) or (NetMode = NET_SERVER) ) and ( ( (Self = gPlayer1) and (gPlayer1Settings.WeaponSwitch <> 0) ) or ( (gPlayer2 <> nil) and (Self = gPlayer2) and (gPlayer2Settings.WeaponSwitch <> 0) )) then
+  begin
+    if (hadWeapon = False) then
+    begin
+      if (Self = gPlayer1) and ( (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) 
+        and (gPlayer1Settings.WeaponPreferences[switchWeapon] > gPlayer1Settings.WeaponPreferences[FCurrWeap]) )  ) then
+      begin
+        FCurrWeap := switchWeapon;
+        resetWeaponQueue();
+        FModel.SetWeapon(switchWeapon);
+      end
+      else if (Self = gPlayer2) and ( (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) 
+        and (gPlayer2Settings.WeaponPreferences[switchWeapon] > gPlayer2Settings.WeaponPreferences[FCurrWeap]) )  ) then
+      begin
+        FCurrWeap := switchWeapon;
+        resetWeaponQueue();
+        FModel.SetWeapon(switchWeapon);
+      end;          
+    end;
+  end;
 end;
 
 procedure TPlayer.Touch();
@@ -4926,7 +4981,7 @@ begin
       DoLerp(4);
 
   if NetServer then
-    if FClientID >= 0 then
+    if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
     begin
       FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
       if NetClients[FClientID].Peer^.packetsSent > 0 then
@@ -5763,10 +5818,19 @@ begin
     FModel.SetFlag(FFlag);
 end;
 
-function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
+function TPlayer.TryDropFlag(): Boolean;
+begin
+  if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
+    Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
+  else
+    Result := False;
+end;
+
+function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
 var
   s: String;
   a: Byte;
+  xv, yv: Integer;
 begin
   Result := False;
   if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
@@ -5779,8 +5843,18 @@ begin
     Direction := FDirection;
     State := FLAG_STATE_DROPPED;
     Count := FLAG_TIME;
-    g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
-                     (FObj.Vel.Y div 2)-2+Random(5));
+    if DoThrow then
+    begin
+      xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
+      yv := FObj.Vel.Y - 2;
+    end
+    else
+    begin
+      xv := (FObj.Vel.X div 2);
+      yv := (FObj.Vel.Y div 2) - 2;
+    end;
+    g_Obj_Push(@Obj, xv, yv);
+
     positionChanged(); // this updates spatial accelerators
 
     if FFlag = FLAG_RED then