X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame%2Fg_player.pas;h=f770a8c34270ed8d139d41ba8b5784d7af6d7aa9;hb=ef4db75afec0dcd71f0bbe75b5f0b20537c8eac1;hp=66c676c9466e00bc20ff7abc132c87c41bae873b;hpb=a3827aae6da362e100e614fb008fe410e22d0f64;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 66c676c..f770a8c 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -201,7 +201,7 @@ type mEDamageType: Integer; // client-side only - weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release + weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status function CollideLevel(XInc, YInc: Integer): Boolean; @@ -313,6 +313,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -339,6 +340,7 @@ type procedure releaseAllWeaponSwitchKeys (); procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); function isWeaponSwitchKeyReleased (index: Integer): Boolean; + procedure weaponSwitchKeysShiftNewStates (); public property Vel: TPoint2i read FObj.Vel; @@ -549,6 +551,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -2143,14 +2146,15 @@ procedure TPlayer.releaseAllWeaponSwitchKeys (); var f: Integer; begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; + for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03; end; procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); begin Inc(index, 2); // -2: prev; -1: next if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit; - weaponSwitchKeyReleased[index] := not pressed; + weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02; + if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; end; function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; @@ -2162,7 +2166,20 @@ begin end else begin - result := weaponSwitchKeyReleased[index]; + result := (weaponSwitchKeyReleased[index] and $01) <> 0; + end; +end; + +procedure TPlayer.weaponSwitchKeysShiftNewStates (); +var + f: Integer; +begin + // copy bit 1 to bit 0 + for f := 0 to High(weaponSwitchKeyReleased) do + begin + weaponSwitchKeyReleased[f] := + (weaponSwitchKeyReleased[f] and $02) or + ((weaponSwitchKeyReleased[f] shr 1) and $01); end; end; @@ -2310,6 +2327,25 @@ begin 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; @@ -3707,13 +3743,21 @@ begin // 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); - 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; @@ -3737,12 +3781,7 @@ begin 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('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;