DEADSOFTWARE

Revert "fixed weapon switching over the network; bumped protocol version"
[d2df-sdl.git] / src / game / g_player.pas
index 980aec736c8905ea0c91ba5392caa2a70468aad8..f770a8c34270ed8d139d41ba8b5784d7af6d7aa9 100644 (file)
@@ -163,7 +163,7 @@ type
     FSecrets:   Integer;
     FCurrWeap:  Byte;
     FNextWeap:  WORD;
-    FNextWeapDelay: Byte; // frames
+    FNextWeapDelay: Byte; // frames (unused)
     FBFGFireCounter: SmallInt;
     FLastSpawnerUID: Word;
     FLastHit:   Byte;
@@ -200,6 +200,9 @@ type
     FNetTime: LongWord;
     mEDamageType: Integer;
 
+    // client-side only
+    weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
+
 
     function CollideLevel(XInc, YInc: Integer): Boolean;
     function StayOnStep(XInc, YInc: Integer): Boolean;
@@ -310,6 +313,7 @@ type
     procedure   DrawPickup();
     procedure   DrawRulez();
     procedure   DrawAim();
+    procedure   DrawIndicator();
     procedure   DrawBubble();
     procedure   DrawGUI();
     procedure   Update(); virtual;
@@ -333,6 +337,11 @@ type
     procedure getMapBox (out x, y, w, h: Integer); inline;
     procedure moveBy (dx, dy: Integer); inline;
 
+    procedure releaseAllWeaponSwitchKeys ();
+    procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
+    function isWeaponSwitchKeyReleased (index: Integer): Boolean;
+    procedure weaponSwitchKeysShiftNewStates ();
+
   public
     property    Vel: TPoint2i read FObj.Vel;
     property    Obj: TObj read FObj;
@@ -542,6 +551,7 @@ var
   gFly: Boolean = False;
   gAimLine: Boolean = False;
   gChatBubble: Byte = 0;
+  gPlayerIndicator: Boolean = True;
   gNumBots: Word = 0;
   gLMSPID1: Word = 0;
   gLMSPID2: Word = 0;
@@ -2128,8 +2138,52 @@ begin
   FNetTime := 0;
 
   resetWeaponQueue();
+  releaseAllWeaponSwitchKeys();
+end;
+
+
+procedure TPlayer.releaseAllWeaponSwitchKeys ();
+var
+  f: Integer;
+begin
+  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] := weaponSwitchKeyReleased[index] or $02;
+  if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
+end;
+
+function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
+begin
+  Inc(index, 2); // -2: prev; -1: next
+  if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
+  begin
+    result := true;
+  end
+  else
+  begin
+    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;
+
+
 procedure TPlayer.positionChanged (); inline;
 begin
 end;
@@ -2273,6 +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;
@@ -3659,7 +3732,7 @@ begin
       begin
         //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
         result := Byte(rwidx);
-        FNextWeapDelay := 10;
+        //FNextWeapDelay := 10; //k8: not needed anymore
         exit;
       end;
     end;
@@ -3726,7 +3799,7 @@ begin
       // i found her!
       result := Byte(rwidx);
       resetWeaponQueue();
-      FNextWeapDelay := 10; // anyway, 'cause why not
+      //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
       exit;
     end;
   end;
@@ -3756,7 +3829,9 @@ var
 begin
   //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
   //FNextWeap := FNextWeap and $1FFF;
-  if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
+  //HACK: alteration delay will be reset when player released any weapon switch key
+  FNextWeapDelay := 0; //k8: just in case
+  //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
 
   if not switchAllowed then
   begin
@@ -4176,7 +4251,6 @@ begin
           Result := True;
           remove := True;
           FFireTime := 0;
-          //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
         end;
         if FHealth < PLAYER_HP_SOFT then
         begin