diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 84a68348ac99945473f26de8ebd0fbfa47701343..0a43231140d317e736b597e9304ed6ce96911d45 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
- WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
// two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
// priorities:
// bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
// two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
// priorities:
// bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
- weaponOrder[0] := WEAPON_BFG;
- weaponOrder[1] := WEAPON_ROCKETLAUNCHER;
- weaponOrder[2] := WEAPON_PLASMA;
- weaponOrder[3] := WEAPON_FLAMETHROWER;
- weaponOrder[4] := WEAPON_SHOTGUN2;
- weaponOrder[5] := WEAPON_CHAINGUN;
- weaponOrder[6] := WEAPON_SHOTGUN1;
- weaponOrder[7] := WEAPON_PISTOL;
- weaponOrder[8] := WEAPON_KASTET+666; // berserk fist
- weaponOrder[9] := WEAPON_SAW;
- weaponOrder[10] := WEAPON_KASTET; // normal fist
- weaponOrder[11] := WEAPON_SUPERPULEMET;
+ weaponOrder[0] := WEAPON_SUPERPULEMET;
+ weaponOrder[1] := WEAPON_BFG;
+ weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
+ weaponOrder[3] := WEAPON_PLASMA;
+ weaponOrder[4] := WEAPON_FLAMETHROWER;
+ weaponOrder[5] := WEAPON_SHOTGUN2;
+ weaponOrder[6] := WEAPON_CHAINGUN;
+ weaponOrder[7] := WEAPON_SHOTGUN1;
+ weaponOrder[8] := WEAPON_PISTOL;
+ weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
+ weaponOrder[10] := WEAPON_SAW;
+ weaponOrder[11] := WEAPON_KASTET; // normal fist
for f := 0 to High(weaponOrder) do
begin
for f := 0 to High(weaponOrder) do
begin
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
wwc := 0;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
wwc := 0;
+
+ curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
+
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
cwi := real2log(i);
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
cwi := real2log(i);
- if (cwi >= 0) then wantThisWeapon[cwi] := true;
- Inc(wwc);
+ if (cwi >= 0) then
+ begin
+ wantThisWeapon[cwi] := true;
+ Inc(wwc);
+ // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
+ if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
+ end;
end;
end;
end;
end;
exit;
end;
exit;
end;
- // exclude currently selected weapon from the set
- curlidx := real2log(FCurrWeap);
//e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
//e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
- //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
- //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
- //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
// find next weapon to switch onto
cwi := curlidx;
// find next weapon to switch onto
cwi := curlidx;
- for i := 0 to High(FWeapon) do
+ for i := 0 to High(weaponOrder) do
begin
begin
- cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
+ cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
if (cwi = curlidx) then continue; // skip current weapon
if not wantThisWeapon[cwi] then continue;
rwidx := weaponOrder[cwi];
if (rwidx < 0) then continue;
if (cwi = curlidx) then continue; // skip current weapon
if not wantThisWeapon[cwi] then continue;
rwidx := weaponOrder[cwi];
if (rwidx < 0) then continue;
- //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
+ //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
begin
//e_WriteLog(' I FOUND HER!', TMsgType.Warning);
if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
begin
//e_WriteLog(' I FOUND HER!', TMsgType.Warning);