X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=b87d5d794f79e78f656dab77fdce1cdeaa78c37d;hb=f9fcec8e8f955c2fbb1a654b29d21d5c1f2697a4;hp=da7e6d2eea8f7a52fac7bb5dcdc366e3e20e50d9;hpb=d001446ed83b8c55697892867289381d495bc2e5;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index da7e6d2..b87d5d7 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -310,6 +310,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -542,6 +543,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -2273,6 +2275,25 @@ 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; @@ -3553,8 +3574,8 @@ begin result := false; case weapon of WEAPON_KASTET, WEAPON_SAW: result := true; - WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0); - WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0); + WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); + WEAPON_PISTOL, WEAPON_CHAINGUN: 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); @@ -3670,13 +3691,21 @@ 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; @@ -3700,23 +3729,18 @@ 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; - for i := 0 to High(FWeapon) do + for i := 0 to High(weaponOrder) do begin - cwi := (cwi+length(FWeapon)+1) mod length(FWeapon); + cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder); 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); + //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 begin //e_WriteLog(' I FOUND HER!', TMsgType.Warning);