ref: dee1ed97a1c031a9c055088c53fd4189d09d81ab
parent: ef848275bcf6dd978499cfc6a28cc81256a82447
author: Simon Howard <fraggle@gmail.com>
date: Sat Oct 15 13:17:43 EDT 2011
Add weapon cycling keys for Heretic. Subversion-branch: /branches/v2-branch Subversion-revision: 2430
--- a/src/heretic/g_game.c
+++ b/src/heretic/g_game.c
@@ -165,6 +165,28 @@
&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 @@
}
*/
+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;
+}
+
/*
====================
=
@@ -411,19 +478,34 @@
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
//
@@ -674,6 +756,15 @@
if (ev->type == ev_mouse)
{
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)