mirror of
https://github.com/ZDoom/qzdoom.git
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- moved the weapon selection logic to PlayerPawn as overridable virtual functions.
This commit is contained in:
parent
51ee623b3b
commit
f260709e73
5 changed files with 270 additions and 248 deletions
256
src/g_game.cpp
256
src/g_game.cpp
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@ -275,236 +275,22 @@ CCMD (turnspeeds)
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}
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}
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//===========================================================================
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//
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// FWeaponSlot :: PickWeapon
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//
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// Picks a weapon from this slot. If no weapon is selected in this slot,
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// or the first weapon in this slot is selected, returns the last weapon.
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// Otherwise, returns the previous weapon in this slot. This means
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// precedence is given to the last weapon in the slot, which by convention
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// is probably the strongest. Does not return weapons you have no ammo
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// for or which you do not possess.
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//
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//===========================================================================
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AWeapon *PickWeapon(player_t *player, int slot, bool checkammo)
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{
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int i, j;
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if (player->mo == nullptr)
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{
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return nullptr;
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}
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int Size = player->weapons.SlotSize(slot);
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// Does this slot even have any weapons?
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if (Size == 0)
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{
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return player->ReadyWeapon;
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}
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if (player->ReadyWeapon != nullptr)
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{
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for (i = 0; (unsigned)i < Size; i++)
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{
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auto weapontype = player->weapons.GetWeapon(slot, i);
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if (weapontype == player->ReadyWeapon->GetClass() ||
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(player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP &&
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player->ReadyWeapon->SisterWeapon != nullptr &&
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player->ReadyWeapon->SisterWeapon->GetClass() == weapontype))
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{
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for (j = (i == 0 ? Size - 1 : i - 1);
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j != i;
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j = (j == 0 ? Size - 1 : j - 1))
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{
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auto weapontype2 = player->weapons.GetWeapon(slot, j);
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AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(weapontype2));
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if (weap != nullptr && weap->IsKindOf(NAME_Weapon))
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{
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if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
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{
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return weap;
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}
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}
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}
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}
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}
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}
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for (i = Size - 1; i >= 0; i--)
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{
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auto weapontype = player->weapons.GetWeapon(slot, i);
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AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(weapontype));
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if (weap != nullptr && weap->IsKindOf(NAME_Weapon))
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{
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if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
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{
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return weap;
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}
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}
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}
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return player->ReadyWeapon;
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}
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//===========================================================================
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//
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// FindMostRecentWeapon
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//
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// Locates the slot and index for the most recently selected weapon. If the
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// player is in the process of switching to a new weapon, that is the most
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// recently selected weapon. Otherwise, the current weapon is the most recent
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// weapon.
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//
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//===========================================================================
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static bool FindMostRecentWeapon(player_t *player, int *slot, int *index)
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{
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if (player->PendingWeapon != WP_NOCHANGE)
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{
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return player->weapons.LocateWeapon(player->PendingWeapon->GetClass(), slot, index);
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}
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else if (player->ReadyWeapon != nullptr)
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{
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AWeapon *weap = player->ReadyWeapon;
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if (!player->weapons.LocateWeapon(weap->GetClass(), slot, index))
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{
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// If the current weapon wasn't found and is powered up,
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// look for its non-powered up version.
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if (weap->WeaponFlags & WIF_POWERED_UP && weap->SisterWeaponType != nullptr)
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{
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return player->weapons.LocateWeapon(weap->SisterWeaponType, slot, index);
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}
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return false;
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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//===========================================================================
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//
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// FWeaponSlots :: PickNextWeapon
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//
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// Returns the "next" weapon for this player. If the current weapon is not
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// in a slot, then it just returns that weapon, since there's nothing to
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// consider it relative to.
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//
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//===========================================================================
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AWeapon *PickNextWeapon(player_t *player)
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{
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int startslot, startindex;
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int slotschecked = 0;
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if (player->mo == nullptr)
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{
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return nullptr;
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}
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if (player->ReadyWeapon == nullptr || FindMostRecentWeapon(player, &startslot, &startindex))
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{
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int slot;
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int index;
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if (player->ReadyWeapon == nullptr)
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{
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startslot = NUM_WEAPON_SLOTS - 1;
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startindex = player->weapons.SlotSize(startslot) - 1;
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}
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slot = startslot;
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index = startindex;
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do
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{
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if (++index >= player->weapons.SlotSize(slot))
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{
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index = 0;
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slotschecked++;
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if (++slot >= NUM_WEAPON_SLOTS)
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{
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slot = 0;
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}
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}
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PClassActor *type = player->weapons.GetWeapon(slot, index);
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AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
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if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false))
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{
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return weap;
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}
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} while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
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}
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return player->ReadyWeapon;
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}
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//===========================================================================
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//
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// FWeaponSlots :: PickPrevWeapon
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//
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// Returns the "previous" weapon for this player. If the current weapon is
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// not in a slot, then it just returns that weapon, since there's nothing to
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// consider it relative to.
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//
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//===========================================================================
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AWeapon *PickPrevWeapon(player_t *player)
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{
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int startslot, startindex;
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int slotschecked = 0;
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if (player->mo == nullptr)
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{
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return nullptr;
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}
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if (player->ReadyWeapon == nullptr || FindMostRecentWeapon(player, &startslot, &startindex))
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{
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int slot;
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int index;
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if (player->ReadyWeapon == nullptr)
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{
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startslot = 0;
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startindex = 0;
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}
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slot = startslot;
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index = startindex;
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do
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{
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if (--index < 0)
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{
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slotschecked++;
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if (--slot < 0)
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{
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slot = NUM_WEAPON_SLOTS - 1;
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}
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index = player->weapons.SlotSize(slot) - 1;
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}
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PClassActor *type = player->weapons.GetWeapon(slot, index);
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AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
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if (weap != nullptr && weap->CheckAmmo(AWeapon::EitherFire, false))
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{
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return weap;
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}
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} while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
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}
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return player->ReadyWeapon;
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}
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CCMD (slot)
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{
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if (argv.argc() > 1)
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{
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int slot = atoi (argv[1]);
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if (slot < NUM_WEAPON_SLOTS)
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auto mo = players[consoleplayer].mo;
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if (slot < NUM_WEAPON_SLOTS && mo)
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{
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// Needs to be redone
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SendItemUse = PickWeapon(&players[consoleplayer], slot, !(dmflags2 & DF2_DONTCHECKAMMO));
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IFVIRTUALPTR(mo, APlayerPawn, PickWeapon)
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{
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VMValue param[] = { mo, slot, !(dmflags2 & DF2_DONTCHECKAMMO) };
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VMReturn ret((void**)&SendItemUse);
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VMCall(func, param, 3, &ret, 1);
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}
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}
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}
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}
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@ -536,7 +322,18 @@ CCMD (turn180)
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CCMD (weapnext)
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{
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SendItemUse = PickNextWeapon (&players[consoleplayer]);
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auto mo = players[consoleplayer].mo;
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if (mo)
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{
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// Needs to be redone
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IFVIRTUALPTR(mo, APlayerPawn, PickNextWeapon)
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{
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VMValue param[] = { mo };
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VMReturn ret((void**)&SendItemUse);
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VMCall(func, param, 1, &ret, 1);
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}
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}
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// [BC] Option to display the name of the weapon being cycled to.
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if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
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{
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@ -551,7 +348,18 @@ CCMD (weapnext)
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CCMD (weapprev)
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{
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SendItemUse = PickPrevWeapon (&players[consoleplayer]);
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auto mo = players[consoleplayer].mo;
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if (mo)
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{
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// Needs to be redone
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IFVIRTUALPTR(mo, APlayerPawn, PickPrevWeapon)
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{
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VMValue param[] = { mo };
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VMReturn ret((void**)&SendItemUse);
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VMCall(func, param, 1, &ret, 1);
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}
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}
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// [BC] Option to display the name of the weapon being cycled to.
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if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
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{
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@ -204,29 +204,6 @@ void AWeapon::MarkPrecacheSounds() const
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ReadySound.MarkUsed();
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}
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//===========================================================================
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//
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// AWeapon :: CheckAmmo
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//
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// Returns true if there is enough ammo to shoot. If not, selects the
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// next weapon to use.
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//
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//===========================================================================
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bool AWeapon::CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo, int ammocount)
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{
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IFVIRTUAL(AWeapon, CheckAmmo)
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{
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VMValue params[] = { (DObject*)this, fireMode, autoSwitch, requireAmmo, ammocount };
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VMReturn ret;
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int retval;
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ret.IntAt(&retval);
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VMCall(func, params, 5, &ret, 1);
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return !!retval;
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}
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return false;
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}
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/* Weapon slots ***********************************************************/
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//===========================================================================
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@ -466,6 +443,23 @@ DEFINE_ACTION_FUNCTION(FWeaponSlots, LocateWeapon)
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return MIN(numret, 3);
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}
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DEFINE_ACTION_FUNCTION(FWeaponSlots, GetWeapon)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FWeaponSlots);
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PARAM_INT(slot);
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PARAM_INT(index);
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ACTION_RETURN_POINTER(self->GetWeapon(slot, index));
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return 1;
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}
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DEFINE_ACTION_FUNCTION(FWeaponSlots, SlotSize)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FWeaponSlots);
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PARAM_INT(slot);
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ACTION_RETURN_INT(self->SlotSize(slot));
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return 1;
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}
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//===========================================================================
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//
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// FWeaponSlots :: AddExtraWeapons
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@ -174,7 +174,6 @@ public:
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AltFire,
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EitherFire
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};
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bool CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo=false, int ammocount = -1);
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enum
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{
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@ -961,4 +961,6 @@ struct WeaponSlots native
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{
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native bool, int, int LocateWeapon(class<Weapon> weap);
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native static void SetupWeaponSlots(PlayerPawn pp);
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native class<Weapon> GetWeapon(int slot, int index);
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native int SlotSize(int slot);
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}
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@ -1721,6 +1721,225 @@ class PlayerPawn : Actor native
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return TeleportFreezeTime;
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}
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//===========================================================================
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//
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// FWeaponSlot :: PickWeapon
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//
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// Picks a weapon from this slot. If no weapon is selected in this slot,
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// or the first weapon in this slot is selected, returns the last weapon.
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// Otherwise, returns the previous weapon in this slot. This means
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// precedence is given to the last weapon in the slot, which by convention
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// is probably the strongest. Does not return weapons you have no ammo
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// for or which you do not possess.
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//
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//===========================================================================
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virtual Weapon PickWeapon(int slot, bool checkammo)
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{
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int i, j;
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let player = self.player;
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int Size = player.weapons.SlotSize(slot);
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// Does this slot even have any weapons?
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if (Size == 0)
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{
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return player.ReadyWeapon;
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}
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let ReadyWeapon = player.ReadyWeapon;
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if (ReadyWeapon != null)
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{
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for (i = 0; i < Size; i++)
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{
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let weapontype = player.weapons.GetWeapon(slot, i);
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if (weapontype == ReadyWeapon.GetClass() ||
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(ReadyWeapon.bPOWERED_UP && ReadyWeapon.SisterWeapon != null && ReadyWeapon.SisterWeapon.GetClass() == weapontype))
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{
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for (j = (i == 0 ? Size - 1 : i - 1);
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j != i;
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j = (j == 0 ? Size - 1 : j - 1))
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{
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let weapontype2 = player.weapons.GetWeapon(slot, j);
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let weap = Weapon(player.mo.FindInventory(weapontype2));
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if (weap != null)
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{
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if (!checkammo || weap.CheckAmmo(Weapon.EitherFire, false))
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{
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return weap;
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}
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}
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}
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}
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}
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}
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for (i = Size - 1; i >= 0; i--)
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{
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let weapontype = player.weapons.GetWeapon(slot, i);
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let weap = Weapon(player.mo.FindInventory(weapontype));
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if (weap != null)
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{
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if (!checkammo || weap.CheckAmmo(Weapon.EitherFire, false))
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{
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return weap;
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}
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}
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}
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return ReadyWeapon;
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}
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//===========================================================================
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//
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// FindMostRecentWeapon
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//
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// Locates the slot and index for the most recently selected weapon. If the
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// player is in the process of switching to a new weapon, that is the most
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// recently selected weapon. Otherwise, the current weapon is the most recent
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// weapon.
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//
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//===========================================================================
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bool, int, int FindMostRecentWeapon()
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{
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let player = self.player;
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let ReadyWeapon = player.ReadyWeapon;
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if (player.PendingWeapon != WP_NOCHANGE)
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{
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return player.weapons.LocateWeapon(player.PendingWeapon.GetClass());
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}
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else if (ReadyWeapon != null)
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{
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bool found;
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int slot;
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int index;
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[found, slot, index] = player.weapons.LocateWeapon(ReadyWeapon.GetClass());
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if (!found)
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{
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// If the current weapon wasn't found and is powered up,
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// look for its non-powered up version.
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if (ReadyWeapon.bPOWERED_UP && ReadyWeapon.SisterWeaponType != null)
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{
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return player.weapons.LocateWeapon(ReadyWeapon.SisterWeaponType);
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}
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return false, 0, 0;
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}
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return true, slot, index;
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}
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else
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{
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return false, 0, 0;
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}
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}
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//===========================================================================
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//
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// FWeaponSlots :: PickNextWeapon
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//
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// Returns the "next" weapon for this player. If the current weapon is not
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// in a slot, then it just returns that weapon, since there's nothing to
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// consider it relative to.
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//
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//===========================================================================
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const NUM_WEAPON_SLOTS = 10;
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virtual Weapon PickNextWeapon()
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{
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let player = self.player;
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bool found;
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int startslot, startindex;
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int slotschecked = 0;
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[found, startslot, startindex] = FindMostRecentWeapon();
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let ReadyWeapon = player.ReadyWeapon;
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if (ReadyWeapon == null || found)
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{
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int slot;
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int index;
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if (ReadyWeapon == null)
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{
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startslot = NUM_WEAPON_SLOTS - 1;
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startindex = player.weapons.SlotSize(startslot) - 1;
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}
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slot = startslot;
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index = startindex;
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do
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{
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if (++index >= player.weapons.SlotSize(slot))
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{
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index = 0;
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slotschecked++;
|
||||
if (++slot >= NUM_WEAPON_SLOTS)
|
||||
{
|
||||
slot = 0;
|
||||
}
|
||||
}
|
||||
let type = player.weapons.GetWeapon(slot, index);
|
||||
let weap = Weapon(FindInventory(type));
|
||||
if (weap != null && weap.CheckAmmo(Weapon.EitherFire, false))
|
||||
{
|
||||
return weap;
|
||||
}
|
||||
} while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
|
||||
}
|
||||
return ReadyWeapon;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FWeaponSlots :: PickPrevWeapon
|
||||
//
|
||||
// Returns the "previous" weapon for this player. If the current weapon is
|
||||
// not in a slot, then it just returns that weapon, since there's nothing to
|
||||
// consider it relative to.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual Weapon PickPrevWeapon()
|
||||
{
|
||||
let player = self.player;
|
||||
int startslot, startindex;
|
||||
bool found;
|
||||
int slotschecked = 0;
|
||||
|
||||
[found, startslot, startindex] = FindMostRecentWeapon();
|
||||
if (player.ReadyWeapon == null || found)
|
||||
{
|
||||
int slot;
|
||||
int index;
|
||||
|
||||
if (player.ReadyWeapon == null)
|
||||
{
|
||||
startslot = 0;
|
||||
startindex = 0;
|
||||
}
|
||||
|
||||
slot = startslot;
|
||||
index = startindex;
|
||||
do
|
||||
{
|
||||
if (--index < 0)
|
||||
{
|
||||
slotschecked++;
|
||||
if (--slot < 0)
|
||||
{
|
||||
slot = NUM_WEAPON_SLOTS - 1;
|
||||
}
|
||||
index = player.weapons.SlotSize(slot) - 1;
|
||||
}
|
||||
let type = player.weapons.GetWeapon(slot, index);
|
||||
let weap = Weapon(FindInventory(type));
|
||||
if (weap != null && weap.CheckAmmo(Weapon.EitherFire, false))
|
||||
{
|
||||
return weap;
|
||||
}
|
||||
} while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
|
||||
}
|
||||
return player.ReadyWeapon;
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue