DEADSOFTWARE

Revert "fixed weapon switching over the network; bumped protocol version"
[d2df-sdl.git] / src / game / g_player.pas
index fa2dcfce5243696c55b09cc25aee27d9c44229f9..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;
@@ -4215,7 +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