X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=980842c7d843ef862f0c2a85bd23541ceb38266b;hb=d9ca0efe35fd9b4bb8430cbd5ca348fd459955c7;hp=b87d5d794f79e78f656dab77fdce1cdeaa78c37d;hpb=f9fcec8e8f955c2fbb1a654b29d21d5c1f2697a4;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index b87d5d7..980842c 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -3574,8 +3574,8 @@ begin result := false; case weapon of WEAPON_KASTET, WEAPON_SAW: result := true; - WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); - WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); + WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0); + WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: 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); @@ -3588,9 +3588,9 @@ function TPlayer.getNextWeaponIndex (): Byte; 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 @@ -3598,7 +3598,7 @@ var 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; @@ -3613,39 +3613,22 @@ begin 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!) - // 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_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 - 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; + // 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; @@ -3690,32 +3673,23 @@ 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 - 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; + if (cwi >= 0) then wantThisWeapon[cwi] := true; + Inc(wwc); end; end; // 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 - //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); FNextWeap := 0; exit; end; // yeah @@ -3728,22 +3702,26 @@ begin resetWeaponQueue(); exit; end; + //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning); - //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), 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(weaponOrder) do + for i := 0 to High(FWeapon) do begin - cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder); + 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); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning); - if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then + //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning); + if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then begin - //e_WriteLog(' I FOUND HER!', TMsgType.Warning); // i found her! result := Byte(rwidx); resetWeaponQueue(); @@ -3791,7 +3769,7 @@ begin 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;