diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 980842c7d843ef862f0c2a85bd23541ceb38266b..dc80fdd1770a68dfa16053c1171136045c457290 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
PLAYER_AP_SOFT = 100;
PLAYER_AP_LIMIT = 200;
SUICIDE_DAMAGE = 112;
+ WEAPON_DELAY = 5;
PLAYER1_DEF_COLOR: TRGB = (R:64; G:175; B:48);
PLAYER2_DEF_COLOR: TRGB = (R:96; G:96; B:96);
if FAlive then
begin
indX := FObj.X+FObj.Rect.X;
- indY := FObj.Y - 12;
+ indY := FObj.Y;
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);
+ e_Draw(ID, indX + indW div 2, indY - indH, 0, True, False);
end;
end;
//e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
- 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
- f: Integer;
- begin
- if (ridx >= 0) then
- begin
- for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
- end;
- result := -1;
- end;
-
+ dir, cwi: Integer;
begin
result := 255; // default result: "no switch"
-
// had weapon cycling on previous frame? remove that flag
if (FNextWeap and $2000) <> 0 then
begin
FNextWeap := FNextWeap and $1FFF;
FNextWeapDelay := 0;
end;
-
- // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
- // priorities:
- // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
- weaponOrder[0] := WEAPON_BFG;
- 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_SAW = 1;
- WEAPON_PISTOL = 2;
- WEAPON_SHOTGUN1 = 3;
- WEAPON_SHOTGUN2 = 4;
- WEAPON_CHAINGUN = 5;
- WEAPON_ROCKETLAUNCHER = 6;
- WEAPON_PLASMA = 7;
- WEAPON_BFG = 8;
- WEAPON_SUPERPULEMET = 9;
- WEAPON_FLAMETHROWER = 10;
- *)
-
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
- if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling"
+ if (FNextWeap and $8000) <> 0 then
+ dir := 1
+ else
+ dir := -1;
FNextWeap := FNextWeap or $2000; // we need this
- if FNextWeapDelay > 0 then exit; // cooldown time
- //cwi := real2log(FCurrWeap);
- //if (cwi < 0) then cwi := 0;
+ if FNextWeapDelay > 0 then
+ exit; // cooldown time
cwi := FCurrWeap;
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- //rwidx := weaponOrder[cwi];
- rwidx := cwi; // sorry
- if (rwidx < 0) then continue;
- if FWeapon[rwidx] then
- begin
- //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
- result := Byte(rwidx);
- FNextWeapDelay := 10;
+ if FWeapon[cwi] then
+ begin
+ //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
+ result := Byte(cwi);
+ FNextWeapDelay := WEAPON_DELAY;
exit;
end;
end;
resetWeaponQueue();
exit;
end;
-
// no cycling
- for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
+ for i := 0 to High(wantThisWeapon) do
+ wantThisWeapon[i] := false;
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;
+ wantThisWeapon[i] := true;
Inc(wwc);
end;
- end;
-
+ // exclude currently selected weapon from the set
+ wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
- if (wwc > 1) then
+ 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
+ // more than one weapon requested, assume "alteration" and check alteration delay
if FNextWeapDelay > 0 then
begin
FNextWeap := 0;
exit;
end; // yeah
end;
-
// do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
// but clear all counters if no weapon should be switched
- if (wwc < 1) then
+ if wwc < 1 then
begin
resetWeaponQueue();
exit;
end;
- //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
-
- // exclude currently selected weapon from the set
- curlidx := real2log(FCurrWeap);
- //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;
- for i := 0 to High(FWeapon) do
+ //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
+ // try weapons in descending order
+ for i := High(FWeapon) downto 0 do
begin
- cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
- 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);
- if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
+ if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then
begin
// i found her!
- result := Byte(rwidx);
+ result := Byte(i);
resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
+ FNextWeapDelay := WEAPON_DELAY; // anyway, 'cause why not
exit;
end;
end;
-
// no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo
resetWeaponQueue();
end;