X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=bfba263a40cf6fb9dbd08781f419d92a7b0b1f9d;hb=9d60dd61d82b1b75e22869d0396a8ee487aa9d5a;hp=5719d11d87cfe058314d818bb3b6eb83c5a890b0;hpb=3430c23d2d81ca741851469dc6c82848d158e8c4;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 5719d11..bfba263 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -1271,8 +1271,11 @@ begin for i := 0 to High(gPlayers) do if gPlayers[i] <> nil then + begin + gPlayers[i].RealizeCurrentWeapon(); if gPlayers[i] is TPlayer then gPlayers[i].Update() else TBot(gPlayers[i]).Update(); + end; end; procedure g_Player_DrawAll(); @@ -3303,15 +3306,6 @@ begin result := 255; // default result: "no switch" for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end; - if wantThisWeapon[FCurrWeap] then - begin - // these hacks implements alternating between SG and SSG; sorry - if FCurrWeap = WEAPON_SHOTGUN1 then begin wantThisWeapon[WEAPON_SHOTGUN2] := true; Inc(wwc); end; - if FCurrWeap = WEAPON_SHOTGUN2 then begin wantThisWeapon[WEAPON_SHOTGUN1] := true; Inc(wwc); end; - // these hacks implements alternating between knuckles and chainsaw; sorry - if FCurrWeap = WEAPON_KASTET then begin wantThisWeapon[WEAPON_SAW] := true; Inc(wwc); end; - if FCurrWeap = WEAPON_SAW then begin wantThisWeapon[WEAPON_KASTET] := true; Inc(wwc); end; - end; // exclude currently selected weapon from the set wantThisWeapon[FCurrWeap] := false; // slow down alterations a little @@ -3321,6 +3315,8 @@ begin if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah end; // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` + if wwc < 1 then begin resetWeaponQueue(); exit; end; + //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); // try weapons in descending order for i := High(FWeapon) downto 0 do begin @@ -3331,6 +3327,8 @@ begin exit; end; end; + // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo + resetWeaponQueue(); end; procedure TPlayer.RealizeCurrentWeapon(); @@ -3364,13 +3362,11 @@ procedure TPlayer.cycleWeapon (dir: Integer); var i, cwi: Integer; begin - if dir < 0 then dir := 1 else if dir > 0 then dir := 1 else exit; + if dir < 0 then dir := -1 else if dir > 0 then dir := 1 else exit; cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin - cwi := cwi+dir; - if cwi < 0 then cwi += length(FWeapon) - else if cwi > High(FWeapon) then cwi := cwi-length(FWeapon); + cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); if FWeapon[cwi] then begin QueueWeaponSwitch(Byte(cwi)); @@ -5654,6 +5650,20 @@ begin FJetFuel := JET_MAX; end; + ITEM_MEDKIT_SMALL: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 10, PLAYER_HP_SOFT); + ITEM_MEDKIT_LARGE: if FHealth < PLAYER_HP_SOFT then IncMax(FHealth, 25, PLAYER_HP_SOFT); + + ITEM_ARMOR_GREEN: if FArmor < PLAYER_AP_SOFT then FArmor := PLAYER_AP_SOFT; + ITEM_ARMOR_BLUE: if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + + ITEM_SPHERE_BLUE: if FHealth < PLAYER_HP_LIMIT then IncMax(FHealth, 100, PLAYER_HP_LIMIT); + ITEM_SPHERE_WHITE: + if (FHealth < PLAYER_HP_LIMIT) or (FArmor < PLAYER_AP_LIMIT) then + begin + if FHealth < PLAYER_HP_LIMIT then FHealth := PLAYER_HP_LIMIT; + if FArmor < PLAYER_AP_LIMIT then FArmor := PLAYER_AP_LIMIT; + end; + ITEM_WEAPON_SAW: FWeapon[WEAPON_SAW] := True; ITEM_WEAPON_SHOTGUN1: FWeapon[WEAPON_SHOTGUN1] := True; ITEM_WEAPON_SHOTGUN2: FWeapon[WEAPON_SHOTGUN2] := True;