From e65704e6e35ebfc43ec635f7a86f95f0b4442fbd Mon Sep 17 00:00:00 2001 From: Ketmar Dark Date: Sat, 22 Sep 2018 22:51:02 +0300 Subject: [PATCH] if we have several weapons on one key, do prioritized selection priorities are: bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist --- src/game/g_player.pas | 111 +++++++++++++++++++++++++++++++++--------- 1 file changed, 88 insertions(+), 23 deletions(-) diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 736d22e..7d81725 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -3552,34 +3552,81 @@ 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: Integer; + 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; + 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; + if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling" FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then - exit; // cooldown time + if FNextWeapDelay > 0 then exit; // cooldown time + //cwi := real2log(FCurrWeap); + //if (cwi < 0) then cwi := 0; cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - if FWeapon[cwi] then + //rwidx := weaponOrder[cwi]; + rwidx := cwi; // sorry + if (rwidx < 0) then continue; + if FWeapon[rwidx] then begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); - result := Byte(cwi); + //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); + result := Byte(rwidx); FNextWeapDelay := 10; exit; end; @@ -3587,48 +3634,66 @@ 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 - wantThisWeapon[i] := true; + cwi := real2log(i); + if (cwi >= 0) then wantThisWeapon[cwi] := true; Inc(wwc); end; - // exclude currently selected weapon from the set - wantThisWeapon[FCurrWeap] := false; + end; + // 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]), MSG_WARNING); - // try weapons in descending order - for i := High(FWeapon) downto 0 do + //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 begin - if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then + 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 begin // i found her! - result := Byte(i); + result := Byte(rwidx); 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