From 28e48925d007c0ce77737293a2a8e87b7e8d9573 Mon Sep 17 00:00:00 2001 From: Ketmar Dark Date: Sun, 6 Aug 2017 11:41:13 +0300 Subject: [PATCH] more "give" items; bugfix in weapon switching --- src/game/g_game.pas | 64 +++++++++++++++++++++++++++++++++++-------- src/game/g_player.pas | 29 ++++++++++++-------- 2 files changed, 70 insertions(+), 23 deletions(-) diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 91869e3..2ee3fbe 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -4817,7 +4817,7 @@ begin begin cmd := LowerCase(P[f]); if cmd = 'health' then begin plr.RestoreHealthArmor(); g_Console_Add('player feels himself better'); continue; end; - if (cmd = 'all') or (cmd = 'weapons') then begin plr.AllRulez(False); g_Console_Add('player got the gifts'); continue; end; + if (cmd = 'all') {or (cmd = 'weapons')} then begin plr.AllRulez(False); g_Console_Add('player got the gifts'); continue; end; if cmd = 'exit' then begin if gTriggers <> nil then @@ -4835,6 +4835,7 @@ begin end; continue; end; + if cmd = 'air' then begin plr.GiveItem(ITEM_OXYGEN); g_Console_Add('player got some air'); continue; end; if cmd = 'jetpack' then begin plr.GiveItem(ITEM_JETPACK); g_Console_Add('player got a jetpack'); continue; end; if cmd = 'suit' then begin plr.GiveItem(ITEM_SUIT); g_Console_Add('player got an envirosuit'); continue; end; @@ -4844,18 +4845,36 @@ begin if cmd = 'helmet' then begin plr.GiveItem(ITEM_HELMET); g_Console_Add('player got a helmet'); continue; end; if cmd = 'bottle' then begin plr.GiveItem(ITEM_BOTTLE); g_Console_Add('player got a bottle of health'); continue; end; - if cmd = 'redkey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the red key'); continue; end; - if cmd = 'greenkey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the green key'); continue; end; - if cmd = 'bluekey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the blue key'); continue; end; + if cmd = 'stimpack' then begin plr.GiveItem(ITEM_MEDKIT_SMALL); g_Console_Add('player got a stimpack'); continue; end; + if cmd = 'medkit' then begin plr.GiveItem(ITEM_MEDKIT_LARGE); g_Console_Add('player got a medkit'); continue; end; - if (cmd = 'shotgun') or (cmd = 'sg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a shotgun'); continue; end; - if (cmd = 'supershotgun') or (cmd = 'ssg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN2); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a supershotgun'); continue; end; - if cmd = 'chaingun' then begin plr.GiveItem(ITEM_WEAPON_CHAINGUN); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a chaingun'); continue; end; - if (cmd = 'launcher') or (cmd = 'rocketlauncher') then begin plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER); plr.GiveItem(ITEM_AMMO_ROCKET_BOX); g_Console_Add('player got a rocket launcher'); continue; end; - if cmd = 'plasmagun' then begin plr.GiveItem(ITEM_WEAPON_PLASMA); plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got a plasma gun'); continue; end; - if cmd = 'bfg' then begin plr.GiveItem(ITEM_WEAPON_BFG); plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got a BFG-9000'); continue; end; + if cmd = 'greenarmor' then begin plr.GiveItem(ITEM_ARMOR_GREEN); g_Console_Add('player got a security armor'); continue; end; + if cmd = 'bluearmor' then begin plr.GiveItem(ITEM_ARMOR_BLUE); g_Console_Add('player got a combat armor'); continue; end; + + if cmd = 'megasphere' then begin plr.GiveItem(ITEM_SPHERE_BLUE); g_Console_Add('player got a megasphere'); continue; end; + if cmd = 'recharge' then begin plr.GiveItem(ITEM_SPHERE_WHITE); g_Console_Add('player got a recharge sphere'); continue; end; + + if cmd = 'redkey' then begin plr.GiveItem(ITEM_KEY_RED); g_Console_Add('player got the red key'); continue; end; + if cmd = 'greenkey' then begin plr.GiveItem(ITEM_KEY_GREEN); g_Console_Add('player got the green key'); continue; end; + if cmd = 'bluekey' then begin plr.GiveItem(ITEM_KEY_BLUE); g_Console_Add('player got the blue key'); continue; end; + + if (cmd = 'shotgun') or (cmd = 'sg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); g_Console_Add('player got a shotgun'); continue; end; + if (cmd = 'supershotgun') or (cmd = 'ssg') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN2); g_Console_Add('player got a supershotgun'); continue; end; + if cmd = 'chaingun' then begin plr.GiveItem(ITEM_WEAPON_CHAINGUN); g_Console_Add('player got a chaingun'); continue; end; + if (cmd = 'launcher') or (cmd = 'rocketlauncher') or (cmd = 'rl') then begin plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER); g_Console_Add('player got a rocket launcher'); continue; end; + if cmd = 'plasmagun' then begin plr.GiveItem(ITEM_WEAPON_PLASMA); g_Console_Add('player got a plasma gun'); continue; end; + if cmd = 'bfg' then begin plr.GiveItem(ITEM_WEAPON_BFG); g_Console_Add('player got a BFG-9000'); continue; end; + + if (cmd = 'shotgunzz') or (cmd = 'sgzz') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a shotgun'); continue; end; + if (cmd = 'supershotgunzz') or (cmd = 'ssgzz') then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN2); plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a supershotgun'); continue; end; + if cmd = 'chaingunzz' then begin plr.GiveItem(ITEM_WEAPON_CHAINGUN); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a chaingun'); continue; end; + if (cmd = 'launcherzz') or (cmd = 'rocketlauncherzz') or (cmd = 'rlzz') then begin plr.GiveItem(ITEM_WEAPON_ROCKETLAUNCHER); plr.GiveItem(ITEM_AMMO_ROCKET_BOX); g_Console_Add('player got a rocket launcher'); continue; end; + if cmd = 'plasmagunzz' then begin plr.GiveItem(ITEM_WEAPON_PLASMA); plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got a plasma gun'); continue; end; + if cmd = 'bfgzz' then begin plr.GiveItem(ITEM_WEAPON_BFG); plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got a BFG-9000'); continue; end; + + if cmd = 'superchaingun' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); g_Console_Add('player got a superchaingun'); continue; end; + if cmd = 'superchaingunzz' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a superchaingun'); continue; end; - if cmd = 'superchaingun' then begin plr.GiveItem(ITEM_WEAPON_SUPERPULEMET); plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a superchaingun'); continue; end; if cmd = 'chainsaw' then begin plr.GiveItem(ITEM_WEAPON_SAW); g_Console_Add('player got a chainsaw'); continue; end; if cmd = 'ammo' then @@ -4864,10 +4883,22 @@ begin plr.GiveItem(ITEM_AMMO_BULLETS_BOX); plr.GiveItem(ITEM_AMMO_CELL_BIG); plr.GiveItem(ITEM_AMMO_ROCKET_BOX); - g_Console_Add('player got an ammo'); + g_Console_Add('player got some ammo'); continue; end; + if cmd = 'clip' then begin plr.GiveItem(ITEM_AMMO_BULLETS); g_Console_Add('player got some bullets'); continue; end; + if cmd = 'bullets' then begin plr.GiveItem(ITEM_AMMO_BULLETS_BOX); g_Console_Add('player got a box of bullets'); continue; end; + + if cmd = 'shells' then begin plr.GiveItem(ITEM_AMMO_SHELLS); g_Console_Add('player got some shells'); continue; end; + if cmd = 'shellbox' then begin plr.GiveItem(ITEM_AMMO_SHELLS_BOX); g_Console_Add('player got a box of shells'); continue; end; + + if cmd = 'cells' then begin plr.GiveItem(ITEM_AMMO_CELL); g_Console_Add('player got some cells'); continue; end; + if cmd = 'battery' then begin plr.GiveItem(ITEM_AMMO_CELL_BIG); g_Console_Add('player got cell battery'); continue; end; + + if cmd = 'rocket' then begin plr.GiveItem(ITEM_AMMO_ROCKET); g_Console_Add('player got a rocket'); continue; end; + if cmd = 'rocketbox' then begin plr.GiveItem(ITEM_AMMO_ROCKET_BOX); g_Console_Add('player got some rockets'); continue; end; + if cmd = 'weapons' then begin plr.GiveItem(ITEM_WEAPON_SHOTGUN1); @@ -4880,6 +4911,15 @@ begin continue; end; + if cmd = 'keys' then + begin + plr.GiveItem(ITEM_KEY_RED); + plr.GiveItem(ITEM_KEY_GREEN); + plr.GiveItem(ITEM_KEY_BLUE); + g_Console_Add('player got all keys'); + continue; + end; + g_Console_Add('i don''t know how to give '''+cmd+'''!'); end; exit; diff --git a/src/game/g_player.pas b/src/game/g_player.pas index e903982..d7f305e 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -3303,17 +3303,6 @@ begin result := 255; // default result: "no switch" for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end; - (* - if wantThisWeapon[FCurrWeap] then - begin - // these hacks implements alternating between SG and SSG; sorry - if FCurrWeap = WEAPON_SHOTGUN1 then begin wantThisWeapon[WEAPON_SHOTGUN2] := true; Inc(wwc); end; - if FCurrWeap = WEAPON_SHOTGUN2 then begin wantThisWeapon[WEAPON_SHOTGUN1] := true; Inc(wwc); end; - // these hacks implements alternating between knuckles and chainsaw; sorry - if FCurrWeap = WEAPON_KASTET then begin wantThisWeapon[WEAPON_SAW] := true; Inc(wwc); end; - if FCurrWeap = WEAPON_SAW then begin wantThisWeapon[WEAPON_KASTET] := true; Inc(wwc); end; - end; - *) // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3323,6 +3312,8 @@ begin if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah end; // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` + if wwc < 1 then begin resetWeaponQueue(); exit; end; + //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); // try weapons in descending order for i := High(FWeapon) downto 0 do begin @@ -3333,6 +3324,8 @@ begin exit; end; end; + // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo + resetWeaponQueue(); end; procedure TPlayer.RealizeCurrentWeapon(); @@ -5656,6 +5649,20 @@ begin FJetFuel := JET_MAX; end; + ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT); + ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT); + + ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT; + ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + + ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT); + ITEM_SPHERE_WHITE: + if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then + begin + if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT; + if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + end; + ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True; ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True; ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True; -- 2.29.2