DEADSOFTWARE

Make autoswitch server-side. Add option to skip empty weapons by travi$
authorDmitry Lyashuk <terminalhash@th-mx>
Sat, 26 Mar 2022 14:20:22 +0000 (17:20 +0300)
committerDmitry Lyashuk <terminalhash@th-mx>
Sat, 26 Mar 2022 14:20:22 +0000 (17:20 +0300)
src/game/g_console.pas
src/game/g_game.pas
src/game/g_language.pas
src/game/g_menu.pas
src/game/g_net.pas
src/game/g_netmsg.pas
src/game/g_player.pas

index 8c0c41e0e22cb6282cb669e07e665a214f03a065..b4b67ffb01bb729f2cea7b3cdba867684e8d6d62 100644 (file)
@@ -1037,9 +1037,11 @@ begin
   AddCommand('p1_team', PlayerSettingsCVars);
   AddCommand('p2_team', PlayerSettingsCVars);
   AddCommand('p1_autoswitch', PlayerSettingsCVars);
-  AddCommand('p2_autoswitch', PlayerSettingsCVars);  
+  AddCommand('p2_autoswitch', PlayerSettingsCVars);
+  AddCommand('p1_switch_empty', PlayerSettingsCVars);
+  AddCommand('p2_switch_empty', PlayerSettingsCVars);
   AddCommand('p1_priority_kastet', PlayerSettingsCVars);
-  AddCommand('p2_priority_kastet', PlayerSettingsCVars);  
+  AddCommand('p2_priority_kastet', PlayerSettingsCVars);
   AddCommand('p1_priority_saw', PlayerSettingsCVars);
   AddCommand('p2_priority_saw', PlayerSettingsCVars);
   AddCommand('p1_priority_pistol', PlayerSettingsCVars);
@@ -2205,9 +2207,10 @@ begin
     WriteLn(f, 'p1_model ', QuoteStr(Model));
     WriteLn(f, 'p1_team ', FormatTeam(Team));
     WriteLn(f, 'p1_autoswitch ', WeaponSwitch);
-    WriteLn(f, 'p1_priority_kastet ', Max(0, WeaponPreferences[WEAPON_KASTET]));    
+    WriteLn(f, 'p1_switch_empty ', SwitchToEmpty);
+    WriteLn(f, 'p1_priority_kastet ', Max(0, WeaponPreferences[WEAPON_KASTET]));
     WriteLn(f, 'p1_priority_saw ', Max(0, WeaponPreferences[WEAPON_SAW]));
-    WriteLn(f, 'p1_priority_pistol ', Max(0, WeaponPreferences[WEAPON_PISTOL]));    
+    WriteLn(f, 'p1_priority_pistol ', Max(0, WeaponPreferences[WEAPON_PISTOL]));
     WriteLn(f, 'p1_priority_shotgun1 ', Max(0, WeaponPreferences[WEAPON_SHOTGUN1]));    
     WriteLn(f, 'p1_priority_shotgun2 ', Max(0, WeaponPreferences[WEAPON_SHOTGUN2] ));
     WriteLn(f, 'p1_priority_chaingun ', Max(0, WeaponPreferences[WEAPON_CHAINGUN]));    
@@ -2226,7 +2229,8 @@ begin
     WriteLn(f, 'p2_model ', QuoteStr(Model));
     WriteLn(f, 'p2_team ', FormatTeam(Team));
     WriteLn(f, 'p2_autoswitch ', WeaponSwitch);
-    WriteLn(f, 'p2_priority_kastet ', Max(0, WeaponPreferences[WEAPON_KASTET]));    
+    WriteLn(f, 'p2_switch_empty ', SwitchToEmpty);
+    WriteLn(f, 'p2_priority_kastet ', Max(0, WeaponPreferences[WEAPON_KASTET]));
     WriteLn(f, 'p2_priority_saw ', Max(0, WeaponPreferences[WEAPON_SAW]));
     WriteLn(f, 'p2_priority_pistol ', Max(0, WeaponPreferences[WEAPON_PISTOL]));
     WriteLn(f, 'p2_priority_shotgun1 ', Max(0, WeaponPreferences[WEAPON_SHOTGUN1]));
index 7674db9b76dc9cf841172af8daa03b5ae4b466b2..f85024b31b0c05a68e9947476e3180b36d12469f 100644 (file)
@@ -62,8 +62,11 @@ type
     Model: String;
     Color: TRGB;
     Team: Byte;
+    // ones below are sent only to the server
     WeaponSwitch: Byte;
     WeaponPreferences: Array[WP_FIRST..WP_LAST+1] of Byte;
+    SwitchToEmpty: Byte;
+    SwitchToFist: Byte;
   end;
 
   TMegaWADInfo = record
@@ -4348,6 +4351,9 @@ begin
     else
     begin
       gPlayer1.Name := gPlayer1Settings.Name;
+      gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
+      gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
+      gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
       g_Console_Add(Format(_lc[I_PLAYER_JOIN], [gPlayer1.Name]), True);
       if g_Game_IsServer and g_Game_IsNet then
         MH_SEND_PlayerCreate(gPlayer1.UID);
@@ -4378,6 +4384,9 @@ begin
     else
     begin
       gPlayer2.Name := gPlayer2Settings.Name;
+      gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
+      gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
+      gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
       g_Console_Add(Format(_lc[I_PLAYER_JOIN], [gPlayer2.Name]), True);
       if g_Game_IsServer and g_Game_IsNet then
         MH_SEND_PlayerCreate(gPlayer2.UID);
@@ -4493,6 +4502,9 @@ begin
   end;
 
   gPlayer1.Name := gPlayer1Settings.Name;
+  gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
+  gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
+  gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
   nPl := 1;
 
 // Ñîçäàíèå âòîðîãî èãðîêà, åñëè åñòü:
@@ -4508,6 +4520,9 @@ begin
     end;
 
     gPlayer2.Name := gPlayer2Settings.Name;
+    gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
+    gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
+    gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
     Inc(nPl);
   end;
 
@@ -4587,6 +4602,9 @@ begin
     end;
 
     gPlayer1.Name := gPlayer1Settings.Name;
+    gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
+    gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
+    gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
     Inc(nPl);
   end;
 
@@ -4603,6 +4621,9 @@ begin
     end;
 
     gPlayer2.Name := gPlayer2Settings.Name;
+    gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
+    gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
+    gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
     Inc(nPl);
   end;
 
@@ -4690,6 +4711,9 @@ begin
     end;
 
     gPlayer1.Name := gPlayer1Settings.Name;
+    gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
+    gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
+    gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
   end;
 
   if nPlayers >= 2 then
@@ -4705,6 +4729,9 @@ begin
     end;
 
     gPlayer2.Name := gPlayer2Settings.Name;
+    gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
+    gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
+    gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
   end;
 
   g_Game_SetLoadingText(_lc[I_LOAD_HOST], 0, False);
@@ -4883,6 +4910,9 @@ begin
           end;
 
           gPlayer1.Name := gPlayer1Settings.Name;
+          gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
+          gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
+          gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
           gPlayer1.UID := NetPlrUID1;
           gPlayer1.Reset(True);
 
@@ -5929,6 +5959,16 @@ begin
         if (Length(P) = 2) then
           gPlayer2Settings.WeaponSwitch := EnsureRange(StrTointDef(P[1], 0), 0, 2);
         end;
+    'p1_switch_empty':
+      begin
+        if (Length(P) = 2) then
+          gPlayer1Settings.SwitchToEmpty := EnsureRange(StrTointDef(P[1], 0), 0, 1);
+        end;
+    'p2_switch_empty':
+      begin
+        if (Length(P) = 2) then
+          gPlayer2Settings.SwitchToEmpty := EnsureRange(StrTointDef(P[1], 0), 0, 1);
+        end;
     'p1_priority_kastet':
       begin
         if (Length(P) = 2) then
index 900ae427022bae92ab866a6f14c0b6cbbcfe234e..131bd61dbe99ad7cc75e9d6f5f729598cfa33e36 100644 (file)
@@ -323,6 +323,10 @@ type
     I_MENU_WEAPON_SWITCH_LINEAR,
     I_MENU_WEAPON_SWITCH_PREFERENCE,
     I_MENU_WEAPON_SWITCH_PRIORITY,
+    I_MENU_WEAPON_ALLOW_EMPTY,
+    I_MENU_KASTET_ALLOW,
+    I_MENU_KASTET_ALLOW_BERSERK,
+    I_MENU_KASTET_ALLOW_ALWAYS,
     I_MENU_WEAPON_PRIORITY_PLAYER_1,
     I_MENU_WEAPON_PRIORITY_PLAYER_2,
 
@@ -1263,6 +1267,14 @@ const
                                        'Ïî ïðèîðèòåòó'),
     ('MENU WEAPON SWITCH PRIORITY',    'Weapon priority',
                                        'Ïðèîðèòåòíîñòü îðóæèÿ'),
+    ('MENU WEAPON ALLOW EMPTY',        'Skip empty weapons',
+                                       'Ïðîïóñêàòü ïóñòîå îðóæèå'),
+    ('MENU KASTET ALLOW',              'Switch to fist',
+                                       'Âûáèðàòü êàñòåò'),
+    ('MENU KASTET ALLOW BERSERK',      'Only with berserk',
+                                       'Åñòü áåðñåðê'),
+    ('MENU KASTET ALLOW ALWAYS',       'Always',
+                                       'Âñåãäà'),
     ('MENU WEAPON PRIORITY PLAYER 1',  'Player 1 Priority',
                                        'Ïðèîðèòåò îðóæèÿ (1)'),
     ('MENU WEAPON PRIORITY PLAYER 2',  'Player 2 Priority',
index 2f6ce09122ea1f2daa5bb42d879b57949bd9fe90..69cd445cb09fbb797432559356de6e25b25b7b74 100644 (file)
@@ -355,7 +355,9 @@ begin
   end;
 
   menu := TGUIMenu(g_GUI_GetWindow('OptionsPlayersP1WeaponMenu').GetControl('mOptionsPlayersP1WeaponMenu'));
-  gPlayer1Settings.WeaponSwitch := TGUISwitch(menu.GetControl('swWeaponAutoswitch')).ItemIndex;    
+  gPlayer1Settings.WeaponSwitch := TGUISwitch(menu.GetControl('swWeaponAutoswitch')).ItemIndex;
+  gPlayer1Settings.SwitchToEmpty := TGUISwitch(menu.GetControl('swWeaponAllowEmpty')).ItemIndex;
+
 
   menu := TGUIMenu(g_GUI_GetWindow('OptionsPreferencesP1WeaponMenu').GetControl('mOptionsPreferencesP1WeaponMenu'));
   with menu do
@@ -367,8 +369,8 @@ begin
   end;
 
   menu := TGUIMenu(g_GUI_GetWindow('OptionsPlayersP2WeaponMenu').GetControl('mOptionsPlayersP2WeaponMenu'));
-  gPlayer2Settings.WeaponSwitch := TGUISwitch(menu.GetControl('swWeaponAutoswitch')).ItemIndex;    
-
+  gPlayer2Settings.WeaponSwitch := TGUISwitch(menu.GetControl('swWeaponAutoswitch')).ItemIndex;
+  gPlayer2Settings.SwitchToEmpty := TGUISwitch(menu.GetControl('swWeaponAllowEmpty')).ItemIndex;
   menu := TGUIMenu(g_GUI_GetWindow('OptionsPreferencesP2WeaponMenu').GetControl('mOptionsPreferencesP2WeaponMenu'));
   with menu do
   begin
@@ -403,7 +405,10 @@ begin
       else
         if gPlayer1.Team <> gPlayer1Settings.Team then
           gPlayer1.SwitchTeam;
-
+      gPlayer1.WeapSwitchMode := gPlayer1Settings.WeaponSwitch;
+      if (gPlayer1.WeapSwitchMode = 2) then
+        gPlayer1.setWeaponPrefs(gPlayer1Settings.WeaponPreferences);
+      gPlayer1.SwitchToEmpty := gPlayer1Settings.SwitchToEmpty;
       if g_Game_IsNet then MH_SEND_PlayerSettings(gPlayer1.UID);
     end;
 
@@ -416,6 +421,10 @@ begin
       else
         if gPlayer2.Team <> gPlayer2Settings.Team then
           gPlayer2.SwitchTeam;
+      gPlayer2.WeapSwitchMode := gPlayer2Settings.WeaponSwitch;
+      if (gPlayer2.WeapSwitchMode = 2) then
+        gPlayer2.setWeaponPrefs(gPlayer2Settings.WeaponPreferences);
+      gPlayer2.SwitchToEmpty := gPlayer2Settings.SwitchToEmpty;
     end;
   end;
 
@@ -646,6 +655,7 @@ begin
 
   menu := TGUIMenu(g_GUI_GetWindow('OptionsPlayersP1WeaponMenu').GetControl('mOptionsPlayersP1WeaponMenu'));
   TGUISwitch(menu.GetControl('swWeaponAutoswitch')).ItemIndex := gPlayer1Settings.WeaponSwitch;
+  TGUISwitch(menu.GetControl('swWeaponAllowEmpty')).ItemIndex := gPlayer1Settings.SwitchToEmpty;
 
   menu := TGUIMenu(g_GUI_GetWindow('OptionsPreferencesP1WeaponMenu').GetControl('mOptionsPreferencesP1WeaponMenu'));
   for i := WP_FIRST to WP_LAST+1 do
@@ -656,7 +666,7 @@ begin
 
   menu := TGUIMenu(g_GUI_GetWindow('OptionsPlayersP2WeaponMenu').GetControl('mOptionsPlayersP2WeaponMenu'));
   TGUISwitch(menu.GetControl('swWeaponAutoswitch')).ItemIndex := gPlayer2Settings.WeaponSwitch;
-
+  TGUISwitch(menu.GetControl('swWeaponAllowEmpty')).ItemIndex := gPlayer2Settings.SwitchToEmpty;
   menu := TGUIMenu(g_GUI_GetWindow('OptionsPreferencesP2WeaponMenu').GetControl('mOptionsPreferencesP2WeaponMenu'));
   for i := WP_FIRST to WP_LAST+1 do
   begin
@@ -3272,6 +3282,12 @@ begin
       AddItem(_lc[I_MENU_WEAPON_SWITCH_LINEAR]);
       AddItem(_lc[I_MENU_WEAPON_SWITCH_PREFERENCE]);
     end;
+    with AddSwitch(_lc[I_MENU_WEAPON_ALLOW_EMPTY]) do
+    begin
+      Name := 'swWeaponAllowEmpty';
+      AddItem(_lc[I_MENU_YES]);
+      AddItem(_lc[I_MENU_NO]);
+    end;
     AddButton(@ProcOptionsPlayerP1WeaponPreferencesMenu, _lc[I_MENU_WEAPON_SWITCH_PRIORITY]);
     ReAlign();
   end;
@@ -3319,6 +3335,12 @@ begin
       AddItem(_lc[I_MENU_WEAPON_SWITCH_LINEAR]);
       AddItem(_lc[I_MENU_WEAPON_SWITCH_PREFERENCE]);
     end;
+    with AddSwitch(_lc[I_MENU_WEAPON_ALLOW_EMPTY]) do
+    begin
+      Name := 'swWeaponAllowEmpty';
+      AddItem(_lc[I_MENU_YES]);
+      AddItem(_lc[I_MENU_NO]);
+    end;
     AddButton(@ProcOptionsPlayerP2WeaponPreferencesMenu, _lc[I_MENU_WEAPON_SWITCH_PRIORITY]);
     ReAlign();
   end;
index 27825c263cf738da7301a6454a7b629d9ff8bc10..edd6024a49af09237130e98d105a0d3d0948efb9 100644 (file)
@@ -21,7 +21,7 @@ uses
   e_log, e_msg, utils, ENet, Classes, md5, MAPDEF{$IFDEF USE_MINIUPNPC}, miniupnpc;{$ELSE};{$ENDIF}
 
 const
-  NET_PROTOCOL_VER = 187;
+  NET_PROTOCOL_VER = 188;
 
   NET_MAXCLIENTS = 24;
   NET_CHANS = 12;
index b7a0fdd903cc0fa4c4a1e6bae0f2a2ec333fc8f2..55b99b3705acbc0ddbe05e00b04ba3657ea2c9fd 100644 (file)
@@ -380,6 +380,9 @@ procedure MH_RECV_Info(C: pTNetClient; var M: TMsg);
 var
   Ver, PName, Model, Pw: string;
   R, G, B, T: Byte;
+  WeapSwitch: Byte;
+  TmpPrefArray: Array [WP_FIRST .. WP_LAST + 1] of Byte;
+  SwitchEmpty: Byte;
   PID: Word;
   Color: TRGB;
   I: Integer;
@@ -395,6 +398,11 @@ begin
     G := M.ReadByte();
     B := M.ReadByte();
     T := M.ReadByte();
+    WeapSwitch := M.ReadByte();
+    if (WeapSwitch = 2) then
+      for I := WP_FIRST to WP_LAST + 1 do
+        TmpPrefArray[I] := M.ReadByte();
+    SwitchEmpty := M.ReadByte();
   except
     Err := True;
   end;
@@ -450,6 +458,10 @@ begin
   with g_Player_Get(PID) do
   begin
     Name := PName;
+    WeapSwitchMode := WeapSwitch;
+    if (WeapSwitch = 2) then
+      SetWeaponPrefs(TmpPrefArray);
+    SwitchToEmpty := SwitchEmpty;
     Reset(True);
   end;
 
@@ -700,6 +712,10 @@ var
   TmpModel: string;
   TmpColor: TRGB;
   TmpTeam: Byte;
+  TmpWeapSwitch: Byte;
+  TmpPrefArray: Array [WP_FIRST .. WP_LAST + 1] of Byte;
+  TmpSwEmpty: Byte;
+  I: Integer;
   Pl: TPlayer;
   Err: Boolean;
 begin
@@ -711,6 +727,11 @@ begin
     TmpColor.G := M.ReadByte();
     TmpColor.B := M.ReadByte();
     TmpTeam := M.ReadByte();
+    TmpWeapSwitch := M.ReadByte();
+    if (TmpWeapSwitch = 2) then
+      for I := WP_FIRST to WP_LAST + 1 do
+        TmpPrefArray[I] := M.ReadByte();
+    TmpSwEmpty := M.ReadByte();
   except
     Err := True;
   end;
@@ -734,6 +755,14 @@ begin
   if TmpModel <> Pl.Model.Name then
     Pl.SetModel(TmpModel);
 
+  if (TmpWeapSwitch <> Pl.WeapSwitchMode) then
+    Pl.WeapSwitchMode := TmpWeapSwitch;
+
+  if (TmpWeapSwitch = 2) then
+    Pl.SetWeaponPrefs(TmpPrefArray);
+
+  if (TmpSwEmpty <> Pl.SwitchToEmpty) then
+    Pl.SwitchToEmpty := TmpSwEmpty;
   MH_SEND_PlayerSettings(Pl.UID, TmpModel);
 end;
 
@@ -2447,7 +2476,6 @@ var
   PID: Word;
   Pl: TPlayer;
   I, OldFire: Integer;
-  checkWeapon: Boolean;
   OldJet, Flam: Boolean;
   NewTeam: Byte;
 begin
@@ -2469,28 +2497,8 @@ begin
     NewTeam := M.ReadByte();
 
     for I := WP_FIRST to WP_LAST do
-    begin
-      checkWeapon := (M.ReadByte() <> 0);
-      if ( (gPlayer1Settings.WeaponSwitch = 0) and (gPlayer2Settings.WeaponSwitch = 0) ) or ( (I = WEAPON_KASTET) or (I = WEAPON_PISTOL) or (checkWeapon = False) or (FWeapon[I] = True) ) then 
-        FWeapon[I] := checkWeapon
-      else
-      begin
-          if ((PID = gPlayer1.UID) and (gPlayer1Settings.WeaponSwitch <> 0)) or ( (gPlayer2 <> nil) and (PID = gPlayer2.UID) and (gPlayer2Settings.WeaponSwitch <> 0) )  then
-          begin
-            FWeapon[I] := True;
-            if (PID = gPlayer1.UID) then              
-              if (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) and (gPlayer1Settings.WeaponPreferences[I] > gPlayer1Settings.WeaponPreferences[CurrWeap]) ) then
-                begin
-                  gSelectWeapon[0, I] := True;
-                end
-            else
-              if (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) and (gPlayer2Settings.WeaponPreferences[I] > gPlayer2Settings.WeaponPreferences[CurrWeap]) ) then
-                gSelectWeapon[1, I] := True;
-          end
-          else 
-            FWeapon[I] := checkWeapon;
-      end;
-    end;
+      FWeapon[I] := (M.ReadByte() <> 0);
+
     for I := A_BULLETS to A_HIGH do
       FAmmo[I] := M.ReadWord();
 
@@ -2509,28 +2517,8 @@ begin
       FRulez := FRulez + [R_KEY_GREEN];
     if (M.ReadByte() <> 0) then
       FRulez := FRulez + [R_KEY_BLUE];
-    checkWeapon := M.ReadByte() <> 0;
-    if (checkWeapon) then
-    begin
+    if (M.ReadByte() <> 0) then
       FRulez := FRulez + [R_BERSERK];
-          if ((gPlayer2Settings.WeaponSwitch <> 0) and (gPlayer2Settings.WeaponSwitch <> 0)) and ((PID = gPlayer1.UID) or ( (gPlayer2 <> nil) and (PID = gPlayer2.UID) )) then
-          begin
-              if (PID = gPlayer1.UID) then
-                begin
-                if (gPlayer1Settings.WeaponSwitch = 1) or ( (gPlayer1Settings.WeaponSwitch = 2) and (gPlayer1Settings.WeaponPreferences[WP_LAST+1] > gPlayer1Settings.WeaponPreferences[CurrWeap]) ) then
-                  begin
-                    gSelectWeapon[0, WEAPON_KASTET] := True;       
-                  end;
-                end
-              else
-                begin
-                if (gPlayer2Settings.WeaponSwitch = 1) or ( (gPlayer2Settings.WeaponSwitch = 2) and (gPlayer2Settings.WeaponPreferences[WP_LAST+1] > gPlayer2Settings.WeaponPreferences[CurrWeap]) ) then
-                  begin
-                    gSelectWeapon[0, WEAPON_KASTET] := True;
-                  end;
-                end;
-          end;      
-    end;
 
     Frags := M.ReadLongInt();
     Death := M.ReadLongInt();
@@ -2688,6 +2676,7 @@ var
   TmpModel: string;
   TmpColor: TRGB;
   TmpTeam: Byte;
+  i: Integer;
   Pl: TPlayer;
   PID: Word;
 begin
@@ -3152,6 +3141,7 @@ end;
 // CLIENT SEND
 
 procedure MC_SEND_Info(Password: string);
+var i: Integer;
 begin
   NetOut.Clear();
 
@@ -3164,6 +3154,11 @@ begin
   NetOut.Write(gPlayer1Settings.Color.G);
   NetOut.Write(gPlayer1Settings.Color.B);
   NetOut.Write(gPlayer1Settings.Team);
+  NetOut.Write(gPlayer1Settings.WeaponSwitch);
+  if (gPlayer1Settings.WeaponSwitch = 2) then
+    for i := WP_FIRST to WP_LAST + 1 do
+      NetOut.Write(gPlayer1Settings.WeaponPreferences[i]);
+  NetOut.Write(gPlayer1Settings.SwitchToEmpty);
 
   g_Net_Client_Send(True, NET_CHAN_SERVICE);
 end;
@@ -3303,6 +3298,7 @@ begin
 end;
 
 procedure MC_SEND_PlayerSettings();
+var i: Integer;
 begin
   NetOut.Write(Byte(NET_MSG_PLRSET));
   NetOut.Write(gPlayer1Settings.Name);
@@ -3311,6 +3307,11 @@ begin
   NetOut.Write(gPlayer1Settings.Color.G);
   NetOut.Write(gPlayer1Settings.Color.B);
   NetOut.Write(gPlayer1Settings.Team);
+  NetOut.Write(gPlayer1Settings.WeaponSwitch);
+  if (gPlayer1Settings.WeaponSwitch = 2) then
+    for i := WP_FIRST to WP_LAST + 1 do
+      NetOut.Write(gPlayer1Settings.WeaponPreferences[i]);
+  NetOut.Write(gPlayer1Settings.SwitchToEmpty);
   g_Net_Client_Send(True, NET_CHAN_IMPORTANT);
 end;
 
index b04cdc2cf1a42740ce70fbbacf5143bbb8dd0b54..fbbd09af8b270a58deee364d75df247bf984a3bf 100644 (file)
@@ -240,6 +240,7 @@ type
     function getNextWeaponIndex (): Byte; // return 255 for "no switch"
     procedure resetWeaponQueue ();
     function hasAmmoForWeapon (weapon: Byte): Boolean;
+    function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
 
     procedure doDamage (v: Integer);
 
@@ -257,6 +258,9 @@ 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;
     FColor:     TRGB;
     FPreferredTeam: Byte;
     FSpectator: Boolean;
@@ -296,6 +300,9 @@ 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    Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
     function    Collide(Panel: TPanel): Boolean; overload;
     function    Collide(X, Y: Integer): Boolean; overload;
@@ -375,6 +382,8 @@ 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    MonsterKills: Integer read FMonsterKills write FMonsterKills;
     property    Secrets: Integer read FSecrets;
     property    GodMode: Boolean read FGodMode write FGodMode;
@@ -1976,11 +1985,44 @@ 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] < 0) or (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 < 0) or (Weapon > WP_LAST + 1) then
+    exit
+  else if (Pref >= 0) and (Pref <= WP_LAST + 1) and (Weapon >= 0) 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
+    FWeapPreferences[Weapon] := 0;
+end;
+
+function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
+begin
+  if (Weapon < 0) or (Weapon > WP_LAST + 1) then
+    result := 0
+  else if (FWeapPreferences[Weapon] < 0) or (FWeapPreferences[Weapon] > WP_LAST + 1) then
+    result := 0
+  else
+    result := FWeapPreferences[Weapon];
+end;
+
 procedure TPlayer.SwitchTeam;
 begin
   if g_Game_IsClient then
@@ -3710,6 +3752,20 @@ begin
   end;
 end;
 
+function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
+begin
+  result := false;
+  if (weapon < 0) or (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
@@ -3719,6 +3775,7 @@ 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
@@ -3739,9 +3796,9 @@ 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 ((FSwitchToEmpty = 1) or hasAmmoForWeapon(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;
@@ -3759,6 +3816,7 @@ begin
       wantThisWeapon[i] := true;
       Inc(wwc);
     end;
+
   // exclude currently selected weapon from the set
   wantThisWeapon[FCurrWeap] := false;
   // slow down alterations a little
@@ -3789,6 +3847,7 @@ 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;
@@ -3827,6 +3886,7 @@ begin
   end;
 
   nw := getNextWeaponIndex();
+  //
   if nw = 255 then exit; // don't reset anything here
   if nw > High(FWeapon) then
   begin
@@ -3882,8 +3942,8 @@ function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean
 
 var
   a: Boolean;
-  switchWeapon: Byte;
-  hadWeapon: Boolean;
+  switchWeapon: Byte = -1;
+  hadWeapon: Boolean = False;
 begin
   Result := False;
   if g_Game_IsClient then Exit;
@@ -4235,34 +4295,8 @@ 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 (shouldSwitch(WP_LAST + 1, false)) then
+            QueueWeaponSwitch(WEAPON_KASTET);
           if gFlash <> 0 then
           begin
             Inc(FPain, 100);
@@ -4330,26 +4364,9 @@ 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;
+
+  if (shouldSwitch(switchWeapon, hadWeapon)) then
+    QueueWeaponSwitch(switchWeapon);
 end;
 
 procedure TPlayer.Touch();