DEADSOFTWARE

Revert "fixed weapon switching over the network; bumped protocol version"
[d2df-sdl.git] / src / game / g_player.pas
index 66c676c9466e00bc20ff7abc132c87c41bae873b..f770a8c34270ed8d139d41ba8b5784d7af6d7aa9 100644 (file)
@@ -201,7 +201,7 @@ type
     mEDamageType: Integer;
 
     // client-side only
-    weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release
+    weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
 
 
     function CollideLevel(XInc, YInc: Integer): Boolean;
@@ -313,6 +313,7 @@ type
     procedure   DrawPickup();
     procedure   DrawRulez();
     procedure   DrawAim();
+    procedure   DrawIndicator();
     procedure   DrawBubble();
     procedure   DrawGUI();
     procedure   Update(); virtual;
@@ -339,6 +340,7 @@ type
     procedure releaseAllWeaponSwitchKeys ();
     procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
     function isWeaponSwitchKeyReleased (index: Integer): Boolean;
+    procedure weaponSwitchKeysShiftNewStates ();
 
   public
     property    Vel: TPoint2i read FObj.Vel;
@@ -549,6 +551,7 @@ var
   gFly: Boolean = False;
   gAimLine: Boolean = False;
   gChatBubble: Byte = 0;
+  gPlayerIndicator: Boolean = True;
   gNumBots: Word = 0;
   gLMSPID1: Word = 0;
   gLMSPID2: Word = 0;
@@ -2143,14 +2146,15 @@ procedure TPlayer.releaseAllWeaponSwitchKeys ();
 var
   f: Integer;
 begin
-  for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
+  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] := not pressed;
+  weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
+  if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
 end;
 
 function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
@@ -2162,7 +2166,20 @@ begin
   end
   else
   begin
-    result := weaponSwitchKeyReleased[index];
+    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;
 
@@ -2310,6 +2327,25 @@ 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;
@@ -3707,13 +3743,21 @@ 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;
 
@@ -3737,12 +3781,7 @@ 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;