X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=19d6be55027fbad4ea488a2915b2d034f5a464e0;hp=8ad8931e32ddaff68a1ac89b57e1431003da9464;hb=51998d817120cd3833df7bae3d355642fd4abde5;hpb=a7ab3742313f79cefd688def25534d692dc7346c diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 8ad8931..19d6be5 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -240,6 +240,7 @@ type function getNextWeaponIndex (): Byte; // return 255 for "no switch" procedure resetWeaponQueue (); function hasAmmoForWeapon (weapon: Byte): Boolean; + function hasAmmoForShooting (weapon: Byte): Boolean; function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean; procedure doDamage (v: Integer); @@ -261,6 +262,7 @@ type FWeapSwitchMode: Byte; FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte; FSwitchToEmpty: Byte; + FSkipFist: Byte; FColor: TRGB; FPreferredTeam: Byte; FSpectator: Boolean; @@ -304,6 +306,7 @@ type procedure SetWeaponPref(Weapon, Pref: Byte); function GetWeaponPref(Weapon: Byte) : Byte; function GetMorePrefered() : Byte; + function MaySwitch(Weapon: Byte) : Boolean; function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload; function Collide(Panel: TPanel): Boolean; overload; function Collide(X, Y: Integer): Boolean; overload; @@ -385,6 +388,7 @@ type property CurrWeap: Byte read FCurrWeap write FCurrWeap; property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode; property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty; + property SkipFist: Byte read FSkipFist write FSkipFist; property MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -630,6 +634,7 @@ procedure g_Bot_Add(Team, Difficult: Byte; Handicap: Integer = 100); procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100); procedure g_Bot_MixNames(); procedure g_Bot_RemoveAll(); +function g_Bot_GetCount(): Integer; implementation @@ -940,6 +945,9 @@ var begin if not g_Game_IsServer then Exit; +// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò + if (g_Bot_GetCount() >= gMaxBots) then Exit; + // Ñïèñîê íàçâàíèé ìîäåëåé: m := g_PlayerModel_GetNames(); if m = nil then @@ -1037,6 +1045,9 @@ var begin if not g_Game_IsServer then Exit; +// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò + if (g_Bot_GetCount() >= gMaxBots) then Exit; + // Ñïèñîê íàçâàíèé ìîäåëåé: m := g_PlayerModel_GetNames(); if m = nil then @@ -1404,6 +1415,20 @@ begin Result := Result + 1; end; +function g_Bot_GetCount(): Integer; +var + a: Integer; +begin + Result := 0; + + if gPlayers = nil then + Exit; + + for a := 0 to High(gPlayers) do + if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then + Result := Result + 1; +end; + function g_Player_GetStats(): TPlayerStatArray; var a: Integer; @@ -1994,48 +2019,63 @@ begin end; procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte); -var i: Integer; +var + i: Integer; begin for i := WP_FIRST to WP_LAST + 1 do begin - if (Prefs[i] < 0) or (Prefs[i] > WP_LAST + 1) then + if (Prefs[i] > WP_LAST + 1) then FWeapPreferences[i] := 0 - else FWeapPreferences[i] := Prefs[i]; + else + FWeapPreferences[i] := Prefs[i]; end; end; procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte); begin - if (Weapon < 0) or (Weapon > WP_LAST + 1) then + if (Weapon > WP_LAST + 1) then exit - else if (Pref >= 0) and (Pref <= WP_LAST + 1) and (Weapon >= 0) and (Weapon <= WP_LAST + 1) then + else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then FWeapPreferences[Weapon] := Pref - else if (Weapon >= 0) and (Weapon <= WP_LAST + 1) and ((Pref < 0) or (Pref > WP_LAST + 1)) then + else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then FWeapPreferences[Weapon] := 0; end; function TPlayer.GetWeaponPref(Weapon: Byte) : Byte; begin - if (Weapon < 0) or (Weapon > WP_LAST + 1) then + if (Weapon > WP_LAST + 1) then result := 0 - else if (FWeapPreferences[Weapon] < 0) or (FWeapPreferences[Weapon] > WP_LAST + 1) then + else if (FWeapPreferences[Weapon] > WP_LAST + 1) then result := 0 else result := FWeapPreferences[Weapon]; end; function TPlayer.GetMorePrefered() : Byte; -var testedWeap, i: Byte; +var + testedWeap, i: Byte; begin testedWeap := FCurrWeap; for i := WP_FIRST to WP_LAST do - if FWeapon[i] and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then + if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then testedWeap := i; if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then testedWeap := WEAPON_KASTET; result := testedWeap; end; +function TPlayer.maySwitch(Weapon: Byte) : Boolean; +begin + result := true; + if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then + begin + if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then + result := false; + end + else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then + result := false; +end; + procedure TPlayer.SwitchTeam; begin if g_Game_IsClient then @@ -3765,10 +3805,26 @@ begin end; end; +function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean; +begin + result := false; + case weapon of + WEAPON_KASTET, WEAPON_SAW: result := true; + WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); + WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1); + WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); + WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); + WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0); + WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40); + WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); + else result := (weapon < length(FWeapon)); + end; +end; + function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean; begin result := false; - if (weapon < 0) or (weapon > WP_LAST + 1) then + if (weapon > WP_LAST + 1) then begin result := false; exit; @@ -3809,7 +3865,7 @@ begin for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] and ((FSwitchToEmpty = 1) or hasAmmoForWeapon(cwi)) then + if FWeapon[cwi] and maySwitch(cwi) then begin //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify); result := Byte(cwi); @@ -3943,19 +3999,9 @@ begin end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; - - function allowBerserkSwitching (): Boolean; - begin - if (FBFGFireCounter <> -1) then begin result := false; exit; end; - result := true; - if gBerserkAutoswitch then exit; - if not conIsCheatsEnabled then exit; - result := false; - end; - var a: Boolean; - switchWeapon: Byte = -1; + switchWeapon: Byte = 255; hadWeapon: Boolean = False; begin Result := False; @@ -4308,8 +4354,12 @@ begin if not (R_BERSERK in FRulez) then begin Include(FRulez, R_BERSERK); - if (shouldSwitch(WP_LAST + 1, false)) then - QueueWeaponSwitch(WEAPON_KASTET); + if (FBFGFireCounter = -1) then + begin + FCurrWeap := WEAPON_KASTET; + resetWeaponQueue(); + FModel.SetWeapon(WEAPON_KASTET); + end; if gFlash <> 0 then begin Inc(FPain, 100); @@ -8005,7 +8055,6 @@ end; begin - conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true); conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all'); conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator'); end.