From 52853ee4939a9c85c9e8aded0b60bdbc2d9d8821 Mon Sep 17 00:00:00 2001 From: DeaDDooMER Date: Fri, 4 Jan 2019 22:58:38 +0300 Subject: [PATCH] Revert "if we have several weapons on one key, do prioritized selection" This reverts commit e65704e6e35ebfc43ec635f7a86f95f0b4442fbd. --- src/game/g_player.pas | 111 +++++++++--------------------------------- 1 file changed, 23 insertions(+), 88 deletions(-) diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 980842c..de559b7 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -3588,81 +3588,34 @@ function TPlayer.getNextWeaponIndex (): Byte; 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; - - function real2log (ridx: Integer): Integer; - var - f: Integer; - begin - if (ridx >= 0) then - begin - for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end; - end; - result := -1; - end; - + dir, cwi: Integer; begin result := 255; // default result: "no switch" - // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end; - - // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!) - // priorities: - // bfg, 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; - - (* - WEAPON_KASTET = 0; - WEAPON_SAW = 1; - WEAPON_PISTOL = 2; - WEAPON_SHOTGUN1 = 3; - WEAPON_SHOTGUN2 = 4; - WEAPON_CHAINGUN = 5; - WEAPON_ROCKETLAUNCHER = 6; - WEAPON_PLASMA = 7; - WEAPON_BFG = 8; - WEAPON_SUPERPULEMET = 9; - WEAPON_FLAMETHROWER = 10; - *) - // cycling has priority if (FNextWeap and $C000) <> 0 then begin - if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling" + if (FNextWeap and $8000) <> 0 then + dir := 1 + else + dir := -1; FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then exit; // cooldown time - //cwi := real2log(FCurrWeap); - //if (cwi < 0) then cwi := 0; + if FNextWeapDelay > 0 then + exit; // cooldown time cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - //rwidx := weaponOrder[cwi]; - rwidx := cwi; // sorry - if (rwidx < 0) then continue; - if FWeapon[rwidx] then + if FWeapon[cwi] then begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); - result := Byte(rwidx); + //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); + result := Byte(cwi); FNextWeapDelay := 10; exit; end; @@ -3670,66 +3623,48 @@ begin resetWeaponQueue(); exit; end; - // no cycling - for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; + for i := 0 to High(wantThisWeapon) do + wantThisWeapon[i] := false; 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; + wantThisWeapon[i] := true; Inc(wwc); end; - end; - + // exclude currently selected weapon from the set + wantThisWeapon[FCurrWeap] := false; // slow down alterations a little - if (wwc > 1) then + 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 + // more than one weapon requested, assume "alteration" and check alteration delay if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah end; - // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` // but clear all counters if no weapon should be switched - if (wwc < 1) then + if wwc < 1 then begin resetWeaponQueue(); exit; end; - //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning); - - // exclude currently selected weapon from the set - curlidx := real2log(FCurrWeap); - //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; - for i := 0 to High(FWeapon) do + //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); + // try weapons in descending order + for i := High(FWeapon) downto 0 do begin - cwi := (cwi+length(FWeapon)+1) mod length(FWeapon); - if (cwi = curlidx) then continue; // skip current weapon - if not wantThisWeapon[cwi] then continue; - 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 wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then begin // i found her! - result := Byte(rwidx); + result := Byte(i); resetWeaponQueue(); FNextWeapDelay := 10; // anyway, 'cause why not exit; end; end; - // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo resetWeaponQueue(); end; -- 2.29.2