X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=f770a8c34270ed8d139d41ba8b5784d7af6d7aa9;hp=b87d5d794f79e78f656dab77fdce1cdeaa78c37d;hb=ef4db75afec0dcd71f0bbe75b5f0b20537c8eac1;hpb=f9fcec8e8f955c2fbb1a654b29d21d5c1f2697a4 diff --git a/src/game/g_player.pas b/src/game/g_player.pas index b87d5d7..f770a8c 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -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; @@ -334,6 +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; @@ -2130,8 +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; @@ -3680,7 +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; @@ -3747,7 +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; @@ -3777,7 +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