mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
Added support for weapon states User#.
- Added keybinds for the user state triggering. - Added WRF_USER# flags which must be specified in order to use. - # can be 1-4.
This commit is contained in:
parent
addd059410
commit
eed6680a67
7 changed files with 143 additions and 11 deletions
|
@ -221,6 +221,10 @@ enum
|
|||
WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon.
|
||||
WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function.
|
||||
WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire
|
||||
WF_USER1OK = 1 << 8, // [MC] Allow pushing of custom state buttons 1-4
|
||||
WF_USER2OK = 1 << 9,
|
||||
WF_USER3OK = 1 << 10,
|
||||
WF_USER4OK = 1 << 11,
|
||||
};
|
||||
|
||||
#define WPIECE1 1
|
||||
|
|
|
@ -307,6 +307,7 @@ public:
|
|||
virtual FState *GetAltAtkState (bool hold);
|
||||
virtual FState *GetRelState ();
|
||||
virtual FState *GetZoomState ();
|
||||
virtual FState *GetUserState(int state);
|
||||
|
||||
virtual void PostMorphWeapon ();
|
||||
virtual void EndPowerup ();
|
||||
|
|
|
@ -703,6 +703,30 @@ 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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Weapon giver ***********************************************************/
|
||||
|
||||
IMPLEMENT_CLASS(AWeaponGiver)
|
||||
|
|
|
@ -221,6 +221,10 @@ xx(Flash)
|
|||
xx(AltFlash)
|
||||
xx(Reload)
|
||||
xx(Zoom)
|
||||
xx(User1)
|
||||
xx(User2)
|
||||
xx(User3)
|
||||
xx(User4)
|
||||
|
||||
// State names used by ASwitchableDecoration
|
||||
xx(Active)
|
||||
|
|
108
src/p_pspr.cpp
108
src/p_pspr.cpp
|
@ -95,7 +95,8 @@ void P_SetPsprite (player_t *player, int position, FState *state, bool nofunctio
|
|||
|
||||
if (position == ps_weapon && !nofunction)
|
||||
{ // A_WeaponReady will re-set these as needed
|
||||
player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK);
|
||||
player->WeaponState &= ~(WF_WEAPONREADY | WF_WEAPONREADYALT | WF_WEAPONBOBBING | WF_WEAPONSWITCHOK | WF_WEAPONRELOADOK | WF_WEAPONZOOMOK |
|
||||
WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK);
|
||||
}
|
||||
|
||||
psp = &player->psprites[position];
|
||||
|
@ -349,6 +350,34 @@ void P_ZoomWeapon (player_t *player, FState *state)
|
|||
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
|
||||
|
@ -573,13 +602,24 @@ void DoReadyWeaponToReload (AActor *self)
|
|||
|
||||
void DoReadyWeaponToZoom (AActor *self)
|
||||
{
|
||||
// Prepare for reload action.
|
||||
// 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)
|
||||
{
|
||||
player->WeaponState |= userStates;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// This function replaces calls to A_WeaponReady in other codepointers.
|
||||
void DoReadyWeapon(AActor *self)
|
||||
{
|
||||
|
@ -588,18 +628,23 @@ void DoReadyWeapon(AActor *self)
|
|||
DoReadyWeaponToSwitch(self);
|
||||
DoReadyWeaponToReload(self);
|
||||
DoReadyWeaponToZoom(self);
|
||||
DoReadyWeaponToUser(self, (WF_USER1OK + WF_USER2OK + WF_USER3OK + WF_USER4OK));
|
||||
}
|
||||
|
||||
enum EWRF_Options
|
||||
{
|
||||
WRF_NoBob = 1,
|
||||
WRF_NoSwitch = 2,
|
||||
WRF_NoPrimary = 4,
|
||||
WRF_NoSecondary = 8,
|
||||
WRF_NoBob = 1,
|
||||
WRF_NoSwitch = 1 << 1,
|
||||
WRF_NoPrimary = 1 << 2,
|
||||
WRF_NoSecondary = 1 << 3,
|
||||
WRF_NoFire = WRF_NoPrimary + WRF_NoSecondary,
|
||||
WRF_AllowReload = 16,
|
||||
WRF_AllowZoom = 32,
|
||||
WRF_DisableSwitch = 64,
|
||||
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)
|
||||
|
@ -613,6 +658,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
|
|||
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);
|
||||
}
|
||||
|
||||
|
@ -732,6 +784,40 @@ void P_CheckWeaponZoom (player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// 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))
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_ReFire
|
||||
|
@ -1103,6 +1189,10 @@ void P_MovePsprites (player_t *player)
|
|||
{
|
||||
P_CheckWeaponZoom (player);
|
||||
}
|
||||
if (player->WeaponState & (WF_USER1OK | WF_USER2OK | WF_USER3OK | WF_USER4OK))
|
||||
{
|
||||
P_CheckWeaponUserState(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -129,6 +129,11 @@ 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_ALLUSER = WRF_USER1 | WRF_USER2 | WRF_USER3 | WRF_USER4;
|
||||
|
||||
// Morph constants
|
||||
const int MRF_ADDSTAMINA = 1;
|
||||
|
|
|
@ -435,8 +435,12 @@ OptionMenu "CustomizeControls"
|
|||
StaticText "Controls", 1
|
||||
Control "Fire", "+attack"
|
||||
Control "Secondary Fire", "+altattack"
|
||||
Control "Weapon Reload", "+reload"
|
||||
Control "Weapon Zoom", "+zoom"
|
||||
Control "Weapon Reload", "+reload"
|
||||
Control "Weapon Zoom", "+zoom"
|
||||
Control "Weapon State 1", "+user1"
|
||||
Control "Weapon State 2", "+user2"
|
||||
Control "Weapon State 3", "+user3"
|
||||
Control "Weapon State 4", "+user4"
|
||||
Control "Use / Open", "+use"
|
||||
Control "Move forward", "+forward"
|
||||
Control "Move backward", "+back"
|
||||
|
|
Loading…
Reference in a new issue