ref: 05cafe91729446ebd28f3fdab2302277c53530d1
parent: ad8d7a1efb8c61bb39568f76ab814919895cc501
author: Simon Howard <[email protected]>
date: Wed Aug 4 14:25:04 EDT 2010
Initial code for previous/next weapon switching keys. Subversion-branch: /trunk/chocolate-doom Subversion-revision: 1950
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -182,6 +182,8 @@
int key_weapon6 = '6';
int key_weapon7 = '7';
int key_weapon8 = '8';
+int key_prevweapon = 0;
+int key_nextweapon = 0;
int key_pause = KEY_PAUSE;
int key_demo_quit = 'q';
@@ -235,6 +237,28 @@
&key_weapon8
};
+// 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_fist, wp_fist },
+ { wp_chainsaw, wp_fist },
+ { wp_pistol, wp_pistol },
+ { wp_shotgun, wp_shotgun },
+ { wp_supershotgun, wp_shotgun },
+ { wp_chaingun, wp_chaingun },
+ { wp_missile, wp_missile },
+ { wp_plasma, wp_plasma },
+ { wp_bfg, wp_bfg }
+};
+
#define SLOWTURNTICS 6
#define NUMKEYS 256
@@ -396,8 +420,64 @@
return sum;
}
-
+static boolean WeaponSelectable(weapontype_t weapon)
+{
+ // Can't select a weapon if we don't own it.
+
+ if (!players[consoleplayer].weaponowned[weapon])
+ {
+ return false;
+ }
+
+ // Can't select the fist if we have the chainsaw, unless
+ // we also have the berserk pack.
+
+ if (weapon == wp_fist
+ && players[consoleplayer].weaponowned[wp_chainsaw]
+ && !players[consoleplayer].powers[pw_strength])
+ {
+ return false;
+ }
+
+ return true;
+}
+
+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;
+}
+
//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs
@@ -524,20 +604,34 @@
dclicks = 0;
}
- // chainsaw overrides
+ // 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.
- for (i=0; i<arrlen(weapon_keys); ++i)
+ if (next_weapon != 0)
{
- int key = *weapon_keys[i];
+ i = G_NextWeapon(next_weapon);
+ cmd->buttons |= BT_CHANGE;
+ cmd->buttons |= i << BT_WEAPONSHIFT;
+ next_weapon = 0;
+ }
+ else
+ {
+ // Check weapon keys.
- if (gamekeydown[key])
+ 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;
+ }
}
}
-
+
// mouse
if (mousebuttons[mousebforward])
{
@@ -799,6 +893,18 @@
// appears to move smoothly.
testcontrols_mousespeed = abs(ev->data2);
+ }
+
+ // If the next/previous weapon keys are pressed, set the next_weapon
+ // variable to change weapons when the next ticcmd is generated.
+
+ 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)