Cleanup the zoom/reload/userX handling for A_WeaponReady

- There was lots of code duplication. Consolidated it.
- Renamed WRF_UserX to WRF_AllowUserX for consistancy.
This commit is contained in:
Randy Heit 2015-12-31 16:41:09 -06:00
parent afbf88cc63
commit 1d759283c0
5 changed files with 82 additions and 259 deletions

View file

@ -225,7 +225,7 @@ enum
WF_USER2OK = 1 << 9,
WF_USER3OK = 1 << 10,
WF_USER4OK = 1 << 11,
};
};
#define WPIECE1 1
#define WPIECE2 2

View file

@ -305,9 +305,7 @@ public:
virtual FState *GetReadyState ();
virtual FState *GetAtkState (bool hold);
virtual FState *GetAltAtkState (bool hold);
virtual FState *GetRelState ();
virtual FState *GetZoomState ();
virtual FState *GetUserState(int state);
virtual FState *GetStateForButtonName (FName button);
virtual void PostMorphWeapon ();
virtual void EndPowerup ();

View file

@ -683,47 +683,13 @@ FState *AWeapon::GetAltAtkState (bool hold)
//===========================================================================
//
// AWeapon :: GetRelState
// AWeapon :: GetStateForButtonName
//
//===========================================================================
FState *AWeapon::GetRelState ()
FState *AWeapon::GetStateForButtonName (FName button)
{
return FindState(NAME_Reload);
}
//===========================================================================
//
// AWeapon :: GetZoomState
//
//===========================================================================
FState *AWeapon::GetZoomState ()
{
return FindState(NAME_Zoom);
}
//===========================================================================
//
// AWeapon :: GetUserState
//
//===========================================================================
FState *AWeapon::GetUserState(int state)
{
switch (state)
{
case 4:
return FindState(NAME_User4);
case 3:
return FindState(NAME_User3);
case 2:
return FindState(NAME_User2);
case 1:
return FindState(NAME_User1);
default:
return NULL;
}
return FindState(button);
}

View file

@ -38,6 +38,30 @@
// TYPES -------------------------------------------------------------------
struct FGenericButtons
{
int ReadyFlag; // Flag passed to A_WeaponReady
int StateFlag; // Flag set in WeaponState
int ButtonFlag; // Button to press
ENamedName StateName; // Name of the button/state
};
enum EWRF_Options
{
WRF_NoBob = 1,
WRF_NoSwitch = 1 << 1,
WRF_NoPrimary = 1 << 2,
WRF_NoSecondary = 1 << 3,
WRF_NoFire = WRF_NoPrimary | WRF_NoSecondary,
WRF_AllowReload = 1 << 4,
WRF_AllowZoom = 1 << 5,
WRF_DisableSwitch = 1 << 6,
WRF_AllowUser1 = 1 << 7,
WRF_AllowUser2 = 1 << 8,
WRF_AllowUser3 = 1 << 9,
WRF_AllowUser4 = 1 << 10,
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
@ -57,6 +81,16 @@ CVAR(Int, sv_fastweapons, false, CVAR_SERVERINFO);
static FRandom pr_wpnreadysnd ("WpnReadySnd");
static FRandom pr_gunshot ("GunShot");
static const FGenericButtons ButtonChecks[] =
{
{ WRF_AllowReload, WF_WEAPONZOOMOK, BT_ZOOM, NAME_Zoom },
{ WRF_AllowZoom, WF_WEAPONRELOADOK, BT_RELOAD, NAME_Reload },
{ WRF_AllowUser1, WF_USER1OK, BT_USER1, NAME_User1 },
{ WRF_AllowUser2, WF_USER2OK, BT_USER2, NAME_User2 },
{ WRF_AllowUser3, WF_USER3OK, BT_USER3, NAME_User3 },
{ WRF_AllowUser4, WF_USER4OK, BT_USER4, NAME_User4 },
};
// CODE --------------------------------------------------------------------
//---------------------------------------------------------------------------
@ -290,94 +324,6 @@ void P_FireWeaponAlt (player_t *player, FState *state)
}
}
//---------------------------------------------------------------------------
//
// PROC P_ReloadWeapon
//
//---------------------------------------------------------------------------
void P_ReloadWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
if (player->Bot == NULL && bot_observer)
{
return;
}
weapon = player->ReadyWeapon;
if (weapon == NULL)
{
return;
}
if (state == NULL)
{
state = weapon->GetRelState();
}
// [XA] don't change state if still null, so if the modder sets
// WRF_RELOAD to true but forgets to define the Reload state, the weapon
// won't disappear. ;)
if (state != NULL)
P_SetPsprite (player, ps_weapon, state);
}
//---------------------------------------------------------------------------
//
// PROC P_ZoomWeapon
//
//---------------------------------------------------------------------------
void P_ZoomWeapon (player_t *player, FState *state)
{
AWeapon *weapon;
if (player->Bot == NULL && bot_observer)
{
return;
}
weapon = player->ReadyWeapon;
if (weapon == NULL)
{
return;
}
if (state == NULL)
{
state = weapon->GetZoomState();
}
// [XA] don't change state if still null. Same reasons as above.
if (state != NULL)
P_SetPsprite (player, ps_weapon, state);
}
//-------------------------------------------------------------------------- -
//
// PROC P_UserStateWeapon
//
//---------------------------------------------------------------------------
void P_UserStateWeapon(player_t *player, FState *state, int userstate)
{
if (!userstate)
return;
AWeapon *weapon;
if (player->Bot == NULL && bot_observer)
return;
weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
if (state == NULL)
{
state = weapon->GetUserState(userstate);
}
if (state != NULL)
P_SetPsprite(player, ps_weapon, state);
}
//---------------------------------------------------------------------------
//
// PROC P_DropWeapon
@ -591,33 +537,21 @@ void DoReadyWeaponToBob (AActor *self)
}
}
void DoReadyWeaponToReload (AActor *self)
void DoReadyWeaponToGeneric(AActor *self, int paramflags)
{
// Prepare for reload action.
player_t *player;
if (self && (player = self->player))
player->WeaponState |= WF_WEAPONRELOADOK;
return;
}
int flags = 0;
void DoReadyWeaponToZoom (AActor *self)
{
// Prepare for zoom action.
player_t *player;
if (self && (player = self->player))
player->WeaponState |= WF_WEAPONZOOMOK;
return;
}
void DoReadyWeaponToUser(AActor *self, int userStates)
{
// Prepare for user state action.
player_t *player;
if (self && (player = self->player) && userStates)
for (size_t i = 0; i < countof(ButtonChecks); ++i)
{
player->WeaponState |= userStates;
if (paramflags & ButtonChecks[i].ReadyFlag)
{
flags |= ButtonChecks[i].StateFlag;
}
}
if (self != NULL && self->player != NULL)
{
self->player->WeaponState |= flags;
}
return;
}
// This function replaces calls to A_WeaponReady in other codepointers.
@ -626,27 +560,9 @@ void DoReadyWeapon(AActor *self)
DoReadyWeaponToBob(self);
DoReadyWeaponToFire(self);
DoReadyWeaponToSwitch(self);
DoReadyWeaponToReload(self);
DoReadyWeaponToZoom(self);
DoReadyWeaponToUser(self, (WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK));
DoReadyWeaponToGeneric(self, ~0);
}
enum EWRF_Options
{
WRF_NoBob = 1,
WRF_NoSwitch = 1 << 1,
WRF_NoPrimary = 1 << 2,
WRF_NoSecondary = 1 << 3,
WRF_NoFire = WRF_NoPrimary + WRF_NoSecondary,
WRF_AllowReload = 1 << 4,
WRF_AllowZoom = 1 << 5,
WRF_DisableSwitch = 1 << 6,
WRF_User1 = 1 << 7,
WRF_User2 = 1 << 8,
WRF_User3 = 1 << 9,
WRF_User4 = 1 << 10,
};
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
{
ACTION_PARAM_START(1);
@ -655,17 +571,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
DoReadyWeaponToSwitch(self, !(paramflags & WRF_NoSwitch));
if ((paramflags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(paramflags & WRF_NoPrimary), !(paramflags & WRF_NoSecondary));
if (!(paramflags & WRF_NoBob)) DoReadyWeaponToBob(self);
if ((paramflags & WRF_AllowReload)) DoReadyWeaponToReload(self);
if ((paramflags & WRF_AllowZoom)) DoReadyWeaponToZoom(self);
int userStates = 0;
if (paramflags & WRF_User1) userStates |= WF_USER1OK;
if (paramflags & WRF_User2) userStates |= WF_USER2OK;
if (paramflags & WRF_User3) userStates |= WF_USER3OK;
if (paramflags & WRF_User4) userStates |= WF_USER4OK;
if (userStates) DoReadyWeaponToUser(self, userStates);
DoReadyWeaponDisableSwitch(self, paramflags & WRF_DisableSwitch);
DoReadyWeaponToGeneric(self, paramflags);
DoReadyWeaponDisableSwitch(self, paramflags & WRF_DisableSwitch);
}
//---------------------------------------------------------------------------
@ -742,79 +649,40 @@ void P_CheckWeaponSwitch (player_t *player)
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponReload
// PROC P_CheckWeaponButtons
//
// The player can reload the weapon.
// Check extra button presses for weapons.
//
//---------------------------------------------------------------------------
void P_CheckWeaponReload (player_t *player)
static void P_CheckWeaponButtons (player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
if (player->Bot == NULL && bot_observer)
{
return;
// Check for reload.
if ((player->WeaponState & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD))
{
P_ReloadWeapon (player, NULL);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponZoom
//
// The player can use the weapon's zoom function.
//
//---------------------------------------------------------------------------
void P_CheckWeaponZoom (player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
{
return;
// Check for zoom.
if ((player->WeaponState & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM))
{
P_ZoomWeapon (player, NULL);
}
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponUserState
//
// The player can use the weapon's user state functionalities.
//
//---------------------------------------------------------------------------
void P_CheckWeaponUserState(player_t *player)
{
AWeapon *weapon = player->ReadyWeapon;
if (weapon == NULL)
return;
// Check for user state(s).
if ((player->WeaponState & WF_USER1OK) && (player->cmd.ucmd.buttons & BT_USER1))
// The button checks are ordered by precedence. The first one to match a
// button press and affect a state change wins.
for (size_t i = 0; i < countof(ButtonChecks); ++i)
{
P_UserStateWeapon(player, NULL, 1);
}
else if ((player->WeaponState & WF_USER2OK) && (player->cmd.ucmd.buttons & BT_USER2))
{
P_UserStateWeapon(player, NULL, 2);
}
else if ((player->WeaponState & WF_USER3OK) && (player->cmd.ucmd.buttons & BT_USER3))
{
P_UserStateWeapon(player, NULL, 3);
}
else if ((player->WeaponState & WF_USER4OK) && (player->cmd.ucmd.buttons & BT_USER4))
{
P_UserStateWeapon(player, NULL, 4);
if ((player->WeaponState & ButtonChecks[i].StateFlag) &&
(player->cmd.ucmd.buttons & ButtonChecks[i].ButtonFlag))
{
FState *state = weapon->GetStateForButtonName(ButtonChecks[i].StateName);
// [XA] don't change state if still null, so if the modder
// sets WRF_xxx to true but forgets to define the corresponding
// state, the weapon won't disappear. ;)
if (state != NULL)
{
P_SetPsprite(player, ps_weapon, state);
return;
}
}
}
}
@ -1181,18 +1049,9 @@ void P_MovePsprites (player_t *player)
{
P_CheckWeaponFire (player);
}
if (player->WeaponState & WF_WEAPONRELOADOK)
{
P_CheckWeaponReload (player);
}
if (player->WeaponState & WF_WEAPONZOOMOK)
{
P_CheckWeaponZoom (player);
}
if (player->WeaponState & (WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK))
{
P_CheckWeaponUserState(player);
}
// Check custom buttons
P_CheckWeaponButtons(player);
}
}

View file

@ -129,10 +129,10 @@ const int WRF_NOFIRE = WRF_NOPRIMARY | WRF_NOSECONDARY;
const int WRF_ALLOWRELOAD = 16;
const int WRF_ALLOWZOOM = 32;
const int WRF_DISABLESWITCH = 64;
const int WRF_USER1 = 128;
const int WRF_USER2 = 256;
const int WRF_USER3 = 512;
const int WRF_USER4 = 1024;
const int WRF_ALLOWUSER1 = 128;
const int WRF_ALLOWUSER2 = 256;
const int WRF_ALLOWUSER3 = 512;
const int WRF_ALLOWUSER4 = 1024;
// Morph constants
const int MRF_ADDSTAMINA = 1;