diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index beab911b07dcf0af3a95539712f9e2d413597d9d..980842c7d843ef862f0c2a85bd23541ceb38266b 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
+ gPlayerIndicator: Boolean = True;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
inherited;
end;
inherited;
end;
+procedure TPlayer.DrawIndicator();
+var
+ indX, indY: Integer;
+ indW, indH: Word;
+ ID: DWORD;
+begin
+ if FAlive then
+ begin
+ indX := FObj.X+FObj.Rect.X;
+ indY := FObj.Y - 12;
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ e_Draw(ID, indX + indW div 2, indY, 0, True, False);
+ end;
+ end;
+ //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
+end;
+
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
- weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
- wwc: Integer;
- f, dir, cwi, rwidx, curlidx: Integer;
+ weaponOrder: array[0..64] of Integer; // value: index in `FWeapon`
+ wwc: Integer = 0; //HACK!
+ dir, cwi, rwidx, curlidx: Integer;
function real2log (ridx: Integer): Integer;
var
function real2log (ridx: Integer): Integer;
var
begin
if (ridx >= 0) then
begin
begin
if (ridx >= 0) then
begin
- for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
+ for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
end;
result := -1;
end;
end;
result := -1;
end;
FNextWeapDelay := 0;
end;
FNextWeapDelay := 0;
end;
- for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
-
// build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
// build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
- // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
// priorities:
// priorities:
- // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
+ // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
weaponOrder[0] := WEAPON_BFG;
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; // normal fist
- weaponOrder[9] := WEAPON_SAW;
- weaponOrder[10] := WEAPON_KASTET+666; // berserk fist
- weaponOrder[11] := WEAPON_SUPERPULEMET;
-
- for f := 0 to High(weaponOrder) do
- begin
- if (weaponOrder[f] = WEAPON_KASTET) then
- begin
- // normal fist: remove if we have a berserk pack
- if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
- end
- else
- if (weaponOrder[f] = WEAPON_KASTET+666) then
- begin
- // berserk fist: remove if we don't have a berserk pack
- if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
- end;
- end;
+ weaponOrder[1] := WEAPON_PLASMA;
+ weaponOrder[2] := WEAPON_FLAMETHROWER;
+ weaponOrder[3] := WEAPON_SHOTGUN2;
+ weaponOrder[4] := WEAPON_CHAINGUN;
+ weaponOrder[5] := WEAPON_SHOTGUN1;
+ weaponOrder[6] := WEAPON_PISTOL;
+ weaponOrder[7] := WEAPON_KASTET;
+ weaponOrder[8] := WEAPON_SAW;
+ weaponOrder[9] := WEAPON_KASTET;
+ weaponOrder[10] := WEAPON_SUPERPULEMET;
+
+ if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1;
(*
WEAPON_KASTET = 0;
(*
WEAPON_KASTET = 0;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
- wwc := 0;
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
// slow down alterations a little
if (wwc > 1) then
begin
// slow down alterations a little
if (wwc > 1) then
begin
+ //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
// more than one weapon requested, assume "alteration", and check alteration delay
if FNextWeapDelay > 0 then
begin
// more than one weapon requested, assume "alteration", and check alteration delay
if FNextWeapDelay > 0 then
begin
- //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
FNextWeap := 0;
exit;
end; // yeah
FNextWeap := 0;
exit;
end; // yeah
resetWeaponQueue();
exit;
end;
resetWeaponQueue();
exit;
end;
+ //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
// exclude currently selected weapon from the set
curlidx := real2log(FCurrWeap);
// 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('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
//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
rwidx := weaponOrder[cwi];
if (rwidx < 0) then continue;
//e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
rwidx := weaponOrder[cwi];
if (rwidx < 0) then continue;
//e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
- if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
+ if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
begin
begin
- //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
- //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
+ //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
resetWeaponQueue();
exit;
end;
resetWeaponQueue();
exit;
end;