X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=19d6be55027fbad4ea488a2915b2d034f5a464e0;hp=c1454c81d7b5a3454b011f716fc2460e87c8d314;hb=51998d817120cd3833df7bae3d355642fd4abde5;hpb=847038a14751d192fcc4af172d7a963e28144c72 diff --git a/src/game/g_player.pas b/src/game/g_player.pas index c1454c8..19d6be5 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -240,6 +240,8 @@ 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); @@ -257,6 +259,10 @@ type FReloading: Array [WP_FIRST..WP_LAST] of Word; FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD; FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState; + FWeapSwitchMode: Byte; + FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte; + FSwitchToEmpty: Byte; + FSkipFist: Byte; FColor: TRGB; FPreferredTeam: Byte; FSpectator: Boolean; @@ -296,6 +302,11 @@ type function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; + procedure SetWeaponPrefs(Prefs: Array of Byte); + 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; @@ -310,7 +321,8 @@ 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(); @@ -374,6 +386,9 @@ type property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; 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; @@ -619,6 +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 @@ -854,148 +870,40 @@ begin end; function g_Player_CreateFromState (st: TStream): Word; -var - a, i: Integer; - ok, Bot: Boolean; - b: Byte; + var a: Integer; ok, Bot: Boolean; pos: Int64; begin - result := 0; - if (st = nil) then exit; //??? + assert(st <> nil); - // Ñèãíàòóðà èãðîêà + // check signature and entity type + pos := st.Position; if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature'); if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version'); - - // Áîò èëè ÷åëîâåê: Bot := utils.readBool(st); + st.Position := pos; + // find free player slot ok := false; - a := 0; - - // Åñòü ëè ìåñòî â gPlayers: - for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end; + for a := 0 to High(gPlayers) do + if gPlayers[a] = nil then + begin + ok := true; + break; + end; - // Íåò ìåñòà - ðàñøèðÿåì gPlayers + // allocate player slot if not ok then begin SetLength(gPlayers, Length(gPlayers)+1); a := High(gPlayers); end; - // Ñîçäàåì îáúåêò èãðîêà + // create entity and load state if Bot then gPlayers[a] := TBot.Create() else gPlayers[a] := TPlayer.Create(); - gPlayers[a].FIamBot := Bot; - gPlayers[a].FPhysics := True; - - // UID èãðîêà - gPlayers[a].FUID := utils.readWord(st); - // Èìÿ èãðîêà - gPlayers[a].FName := utils.readStr(st); - // Êîìàíäà - gPlayers[a].FTeam := utils.readByte(st); - gPlayers[a].FPreferredTeam := gPlayers[a].FTeam; - // Æèâ ëè - gPlayers[a].FAlive := utils.readBool(st); - // Èçðàñõîäîâàë ëè âñå æèçíè - gPlayers[a].FNoRespawn := utils.readBool(st); - // Íàïðàâëåíèå - b := utils.readByte(st); - if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2 - // Çäîðîâüå - gPlayers[a].FHealth := utils.readLongInt(st); - // Ôîðà - gPlayers[a].FHandicap := utils.readLongInt(st); - // Æèçíè - gPlayers[a].FLives := utils.readByte(st); - // Áðîíÿ - gPlayers[a].FArmor := utils.readLongInt(st); - // Çàïàñ âîçäóõà - gPlayers[a].FAir := utils.readLongInt(st); - // Çàïàñ ãîðþ÷åãî - gPlayers[a].FJetFuel := utils.readLongInt(st); - // Áîëü - gPlayers[a].FPain := utils.readLongInt(st); - // Óáèë - gPlayers[a].FKills := utils.readLongInt(st); - // Óáèë ìîíñòðîâ - gPlayers[a].FMonsterKills := utils.readLongInt(st); - // Ôðàãîâ - gPlayers[a].FFrags := utils.readLongInt(st); - // Ôðàãîâ ïîäðÿä - gPlayers[a].FFragCombo := utils.readByte(st); - // Âðåìÿ ïîñëåäíåãî ôðàãà - gPlayers[a].FLastFrag := utils.readLongWord(st); - // Ñìåðòåé - gPlayers[a].FDeath := utils.readLongInt(st); - // Êàêîé ôëàã íåñåò - gPlayers[a].FFlag := utils.readByte(st); - // Íàøåë ñåêðåòîâ - gPlayers[a].FSecrets := utils.readLongInt(st); - // Òåêóùåå îðóæèå - gPlayers[a].FCurrWeap := utils.readByte(st); - // Ñëåäóþùåå æåëàåìîå îðóæèå - gPlayers[a].FNextWeap := utils.readWord(st); - // ...è ïàóçà - gPlayers[a].FNextWeapDelay := utils.readByte(st); - // Âðåìÿ çàðÿäêè BFG - gPlayers[a].FBFGFireCounter := utils.readSmallInt(st); - // Áóôåð óðîíà - gPlayers[a].FDamageBuffer := utils.readLongInt(st); - // Ïîñëåäíèé óäàðèâøèé - gPlayers[a].FLastSpawnerUID := utils.readWord(st); - // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà - gPlayers[a].FLastHit := utils.readByte(st); - // Îáúåêò èãðîêà: - Obj_LoadState(@gPlayers[a].FObj, st); - // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ - for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st); - // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ - for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st); - // Íàëè÷èå îðóæèÿ - for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st); - // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ - for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st); - // Íàëè÷èå ðþêçàêà - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK); - // Íàëè÷èå êðàñíîãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED); - // Íàëè÷èå çåëåíîãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN); - // Íàëè÷èå ñèíåãî êëþ÷à - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE); - // Íàëè÷èå áåðñåðêà - if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK); - // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ - for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st); - // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà - for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st); - - // Íàçâàíèå ìîäåëè: - gPlayers[a].FActualModelName := utils.readStr(st); - // Öâåò ìîäåëè - gPlayers[a].FColor.R := utils.readByte(st); - gPlayers[a].FColor.G := utils.readByte(st); - gPlayers[a].FColor.B := utils.readByte(st); - // Îáíîâëÿåì ìîäåëü èãðîêà - gPlayers[a].SetModel(gPlayers[a].FActualModelName); - - // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî - if (gPlayers[a].FModel = nil) then - begin - gPlayers[a].Free(); - gPlayers[a] := nil; - g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName])); - exit; - end; - - // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû - if gGameSettings.GameMode in [GM_TDM, GM_CTF] then - gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam] - else - gPlayers[a].FModel.Color := gPlayers[a].FColor; + gPlayers[a].FPhysics := True; // ??? + gPlayers[a].LoadState(st); result := gPlayers[a].FUID; end; @@ -1037,6 +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 @@ -1134,6 +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 @@ -1501,6 +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; @@ -2083,11 +2011,71 @@ begin if FModel <> nil then FModel.Color := Color; end; + + function TPlayer.GetColor(): TRGB; begin result := FModel.Color; end; +procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte); +var + i: Integer; +begin + for i := WP_FIRST to WP_LAST + 1 do + begin + if (Prefs[i] > WP_LAST + 1) then + FWeapPreferences[i] := 0 + else + FWeapPreferences[i] := Prefs[i]; + end; +end; + +procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte); +begin + if (Weapon > WP_LAST + 1) then + exit + else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then + FWeapPreferences[Weapon] := Pref + 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 > WP_LAST + 1) then + result := 0 + else if (FWeapPreferences[Weapon] > WP_LAST + 1) then + result := 0 + else + result := FWeapPreferences[Weapon]; +end; + +function TPlayer.GetMorePrefered() : Byte; +var + testedWeap, i: Byte; +begin + testedWeap := FCurrWeap; + for i := WP_FIRST to WP_LAST do + 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 @@ -3488,10 +3476,15 @@ begin if SpawnerUID = FUID then begin // Ñàìîóáèëñÿ - if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then + if Srv then begin - Dec(FFrags); - FLastFrag := 0; + if gGameSettings.GameMode = GM_TDM then + Dec(gTeamStat[FTeam].Goals); + if DoFrags or (gGameSettings.GameMode = GM_TDM) then + begin + Dec(FFrags); + FLastFrag := 0; + end; end; g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True); end @@ -3812,6 +3805,36 @@ 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 > WP_LAST + 1) then + begin + result := false; + exit; + end; + if (FWeapSwitchMode = 1) and not hadWeapon then + result := true + else if (FWeapSwitchMode = 2) then + result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]); +end; + // return 255 for "no switch" function TPlayer.getNextWeaponIndex (): Byte; var @@ -3821,6 +3844,7 @@ var dir, cwi: Integer; begin result := 255; // default result: "no switch" + //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify); // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin @@ -3841,9 +3865,9 @@ begin for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] then + if FWeapon[cwi] and maySwitch(cwi) then begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); + //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify); result := Byte(cwi); FNextWeapDelay := WEAPON_DELAY; exit; @@ -3861,6 +3885,7 @@ begin wantThisWeapon[i] := true; Inc(wwc); end; + // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3891,6 +3916,7 @@ begin result := Byte(i); resetWeaponQueue(); FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not + //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify); exit; end; end; @@ -3929,6 +3955,7 @@ begin end; nw := getNextWeaponIndex(); + // if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then begin @@ -3972,18 +3999,10 @@ 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 = 255; + hadWeapon: Boolean = False; begin Result := False; if g_Game_IsClient then Exit; @@ -3991,7 +4010,6 @@ 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 @@ -4057,6 +4075,8 @@ 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); @@ -4068,7 +4088,8 @@ 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; @@ -4080,7 +4101,8 @@ 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; @@ -4092,7 +4114,8 @@ 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; @@ -4104,7 +4127,8 @@ 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; @@ -4116,7 +4140,8 @@ 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; @@ -4128,7 +4153,8 @@ 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; @@ -4140,7 +4166,8 @@ 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; @@ -4152,7 +4179,8 @@ 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; @@ -4326,7 +4354,7 @@ begin if not (R_BERSERK in FRulez) then begin Include(FRulez, R_BERSERK); - if allowBerserkSwitching then + if (FBFGFireCounter = -1) then begin FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); @@ -4399,6 +4427,9 @@ begin if gFlash = 2 then Inc(FPickup, 5); end; end; + + if (shouldSwitch(switchWeapon, hadWeapon)) then + QueueWeaponSwitch(switchWeapon); end; procedure TPlayer.Touch(); @@ -5034,7 +5065,7 @@ 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 @@ -5871,10 +5902,19 @@ 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 @@ -5887,8 +5927,18 @@ 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 @@ -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.