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raw | patch | inline | side by side (parent: 76e01bd)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sat, 29 Sep 2018 19:19:37 +0000 (22:19 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Sat, 29 Sep 2018 19:21:10 +0000 (22:21 +0300) |
src/game/g_player.pas | patch | blob | history |
diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 37855534ce95709865ca86e096452c26670d63d5..beab911b07dcf0af3a95539712f9e2d413597d9d 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
- weaponOrder: array[0..64] of Integer; // value: index in `FWeapon`
- wwc: Integer = 0; //HACK!
- dir, cwi, rwidx, curlidx: Integer;
+ weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
+ wwc: Integer;
+ f, dir, cwi, rwidx, curlidx: Integer;
function real2log (ridx: Integer): Integer;
var
begin
if (ridx >= 0) then
begin
- for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
+ for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
end;
result := -1;
end;
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, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
+ // bfg, launcher, 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;
+ weaponOrder[1] := WEAPON_ROCKETLAUNCHER;
+ weaponOrder[2] := WEAPON_PLASMA;
+ weaponOrder[3] := WEAPON_FLAMETHROWER;
+ weaponOrder[4] := WEAPON_SHOTGUN2;
+ weaponOrder[5] := WEAPON_CHAINGUN;
+ weaponOrder[6] := WEAPON_SHOTGUN1;
+ weaponOrder[7] := WEAPON_PISTOL;
+ weaponOrder[8] := WEAPON_KASTET; // normal fist
+ weaponOrder[9] := WEAPON_SAW;
+ weaponOrder[10] := WEAPON_KASTET+666; // berserk fist
+ weaponOrder[11] := WEAPON_SUPERPULEMET;
+
+ 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;
(*
WEAPON_KASTET = 0;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
+ wwc := 0;
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
// 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
resetWeaponQueue();
exit;
end;
- //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
// 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
rwidx := weaponOrder[cwi];
if (rwidx < 0) then continue;
//e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
- if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
+ if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
begin
+ //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
- //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
+ //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
resetWeaponQueue();
exit;
end;