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author | Simon Howard | 2011-10-15 17:17:43 +0000 |
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committer | Simon Howard | 2011-10-15 17:17:43 +0000 |
commit | dee1ed97a1c031a9c055088c53fd4189d09d81ab (patch) | |
tree | 0173fc3e372fc52f92d59d14c177ef6789c4e54a /src/heretic | |
parent | ef848275bcf6dd978499cfc6a28cc81256a82447 (diff) | |
download | chocolate-doom-dee1ed97a1c031a9c055088c53fd4189d09d81ab.tar.gz chocolate-doom-dee1ed97a1c031a9c055088c53fd4189d09d81ab.tar.bz2 chocolate-doom-dee1ed97a1c031a9c055088c53fd4189d09d81ab.zip |
Add weapon cycling keys for Heretic.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2430
Diffstat (limited to 'src/heretic')
-rw-r--r-- | src/heretic/g_game.c | 107 |
1 files changed, 99 insertions, 8 deletions
diff --git a/src/heretic/g_game.c b/src/heretic/g_game.c index 69a3d5b7..74942653 100644 --- a/src/heretic/g_game.c +++ b/src/heretic/g_game.c @@ -165,6 +165,28 @@ static int *weapon_keys[] = &key_weapon7 }; +// Set to -1 or +1 to switch to the previous or next weapon. + +static int next_weapon = 0; + +// Used for prev/next weapon keys. + +static const struct +{ + weapontype_t weapon; + weapontype_t weapon_num; +} weapon_order_table[] = { + { wp_staff, wp_staff }, + { wp_gauntlets, wp_staff }, + { wp_goldwand, wp_goldwand }, + { wp_crossbow, wp_crossbow }, + { wp_blaster, wp_blaster }, + { wp_skullrod, wp_skullrod }, + { wp_phoenixrod, wp_phoenixrod }, + { wp_mace, wp_mace }, + { wp_beak, wp_beak }, +}; + #define SLOWTURNTICS 6 #define NUMKEYS 256 @@ -210,6 +232,51 @@ int G_CmdChecksum(ticcmd_t *cmd) } */ +static boolean WeaponSelectable(weapontype_t weapon) +{ + if (weapon == wp_beak) + { + return false; + } + + return players[consoleplayer].weaponowned[weapon]; +} + +static int G_NextWeapon(int direction) +{ + weapontype_t weapon; + int i; + + // Find index in the table. + + if (players[consoleplayer].pendingweapon == wp_nochange) + { + weapon = players[consoleplayer].readyweapon; + } + else + { + weapon = players[consoleplayer].pendingweapon; + } + + for (i=0; i<arrlen(weapon_order_table); ++i) + { + if (weapon_order_table[i].weapon == weapon) + { + break; + } + } + + // Switch weapon. + + do + { + i += direction; + i = (i + arrlen(weapon_order_table)) % arrlen(weapon_order_table); + } while (!WeaponSelectable(weapon_order_table[i].weapon)); + + return weapon_order_table[i].weapon_num; +} + /* ==================== = @@ -411,18 +478,33 @@ void G_BuildTiccmd(ticcmd_t *cmd, int maketic) dclicks = 0; // clear double clicks if hit use button } - for (i=0; i<arrlen(weapon_keys); ++i) - { - int key = *weapon_keys[i]; + // If the previous or next weapon button is pressed, the + // next_weapon variable is set to change weapons when + // we generate a ticcmd. Choose a new weapon. + // (Can't weapon cycle when the player is a chicken) - if (gamekeydown[key]) + if (players[consoleplayer].chickenTics == 0 && next_weapon != 0) + { + i = G_NextWeapon(next_weapon); + cmd->buttons |= BT_CHANGE; + cmd->buttons |= i << BT_WEAPONSHIFT; + } + else + { + for (i=0; i<arrlen(weapon_keys); ++i) { - cmd->buttons |= BT_CHANGE; - cmd->buttons |= i<<BT_WEAPONSHIFT; - break; + int key = *weapon_keys[i]; + + if (gamekeydown[key]) + { + cmd->buttons |= BT_CHANGE; + cmd->buttons |= i<<BT_WEAPONSHIFT; + break; + } } } - + + next_weapon = 0; // // mouse @@ -676,6 +758,15 @@ boolean G_Responder(event_t * ev) testcontrols_mousespeed = abs(ev->data2); } + if (ev->type == ev_keydown && ev->data1 == key_prevweapon) + { + next_weapon = -1; + } + else if (ev->type == ev_keydown && ev->data1 == key_nextweapon) + { + next_weapon = 1; + } + switch (ev->type) { case ev_keydown: |