X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=4604b3c95f5a1f9ed2250ebed552b4e5ffc53f23;hb=2c2ea77ec1752fb67509167e72bb0816b2c956e0;hp=980aec736c8905ea0c91ba5392caa2a70468aad8;hpb=ec8ff55f97b6159f646c6e120a64a323d9fe8189;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 980aec7..4604b3c 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -163,7 +163,7 @@ type FSecrets: Integer; FCurrWeap: Byte; FNextWeap: WORD; - FNextWeapDelay: Byte; // frames + FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -200,6 +200,9 @@ type FNetTime: LongWord; mEDamageType: Integer; + // client-side only + weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status + function CollideLevel(XInc, YInc: Integer): Boolean; function StayOnStep(XInc, YInc: Integer): Boolean; @@ -333,6 +336,11 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; + procedure releaseAllWeaponSwitchKeys (); + procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); + function isWeaponSwitchKeyReleased (index: Integer): Boolean; + procedure weaponSwitchKeysShiftNewStates (); + public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; @@ -2128,8 +2136,52 @@ begin FNetTime := 0; resetWeaponQueue(); + releaseAllWeaponSwitchKeys(); +end; + + +procedure TPlayer.releaseAllWeaponSwitchKeys (); +var + f: Integer; +begin + 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] := weaponSwitchKeyReleased[index] or $02; + if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; +end; + +function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; +begin + Inc(index, 2); // -2: prev; -1: next + if (index < 0) or (index > High(weaponSwitchKeyReleased)) then + begin + result := true; + end + else + begin + 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; + + procedure TPlayer.positionChanged (); inline; begin end; @@ -3659,7 +3711,7 @@ begin begin //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); result := Byte(rwidx); - FNextWeapDelay := 10; + //FNextWeapDelay := 10; //k8: not needed anymore exit; end; end; @@ -3726,7 +3778,7 @@ begin // i found her! result := Byte(rwidx); resetWeaponQueue(); - FNextWeapDelay := 10; // anyway, 'cause why not + //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore exit; end; end; @@ -3756,7 +3808,9 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + //HACK: alteration delay will be reset when player released any weapon switch key + FNextWeapDelay := 0; //k8: just in case + //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" if not switchAllowed then begin