Alter weapon switching to cycle through GROW_WEAPON when using next/previous weapon keys. DONT_BUILD.

git-svn-id: https://svn.eduke32.com/eduke32@4707 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2014-10-29 17:08:03 +00:00
parent 633cb8764b
commit 7f232bcbd1
3 changed files with 56 additions and 44 deletions

View file

@ -750,7 +750,7 @@ enum {
GVX_BADSECTOR, GVX_BADSECTOR,
GVX_BADWALL, GVX_BADWALL,
GVX_BADINDEX, GVX_BADINDEX,
} gvxerror_t; };
static const char *gvxerrs [] ={ "Gv_GetVarX(): invalid gamevar ID", static const char *gvxerrs [] ={ "Gv_GetVarX(): invalid gamevar ID",
"Gv_GetVarX(): invalid player ID", "Gv_GetVarX(): invalid player ID",

View file

@ -2734,9 +2734,7 @@ void P_GetInput(int32_t snum)
in.avel = clamp(in.avel, -MAXANGVEL, MAXANGVEL); in.avel = clamp(in.avel, -MAXANGVEL, MAXANGVEL);
in.horz = clamp(in.horz, -MAXHORIZ, MAXHORIZ); in.horz = clamp(in.horz, -MAXHORIZ, MAXHORIZ);
j=0; for (j = gamefunc_Weapon_10; j >= gamefunc_Weapon_1; j--)
for (j = gamefunc_Weapon_1; j <= gamefunc_Weapon_10; j++)
{ {
if (BUTTON(j)) if (BUTTON(j))
{ {
@ -2745,14 +2743,14 @@ void P_GetInput(int32_t snum)
} }
} }
if (j == gamefunc_Weapon_1-1)
j = 0;
if (BUTTON(gamefunc_Previous_Weapon) || (BUTTON(gamefunc_Dpad_Select) && in.fvel < 0)) if (BUTTON(gamefunc_Previous_Weapon) || (BUTTON(gamefunc_Dpad_Select) && in.fvel < 0))
j = 11; j = 11;
if (BUTTON(gamefunc_Next_Weapon) || (BUTTON(gamefunc_Dpad_Select) && in.fvel > 0)) if (BUTTON(gamefunc_Next_Weapon) || (BUTTON(gamefunc_Dpad_Select) && in.fvel > 0))
j = 12; j = 12;
if (j > 12)
j = 0;
if (BUTTON(gamefunc_Jump) && p->on_ground) if (BUTTON(gamefunc_Jump) && p->on_ground)
g_emuJumpTics = 4; g_emuJumpTics = 4;
@ -2765,8 +2763,7 @@ void P_GetInput(int32_t snum)
loc.bits |= BUTTON(gamefunc_Fire)<<SK_FIRE; loc.bits |= BUTTON(gamefunc_Fire)<<SK_FIRE;
loc.bits |= (BUTTON(gamefunc_Aim_Up) || (BUTTON(gamefunc_Dpad_Aiming) && in.fvel > 0))<<SK_AIM_UP; loc.bits |= (BUTTON(gamefunc_Aim_Up) || (BUTTON(gamefunc_Dpad_Aiming) && in.fvel > 0))<<SK_AIM_UP;
loc.bits |= (BUTTON(gamefunc_Aim_Down) || (BUTTON(gamefunc_Dpad_Aiming) && in.fvel < 0))<<SK_AIM_DOWN; loc.bits |= (BUTTON(gamefunc_Aim_Down) || (BUTTON(gamefunc_Dpad_Aiming) && in.fvel < 0))<<SK_AIM_DOWN;
if (ud.runkey_mode) loc.bits |= (ud.auto_run | BUTTON(gamefunc_Run))<<SK_RUN; loc.bits |= ((ud.runkey_mode) ? (ud.auto_run | BUTTON(gamefunc_Run)) : (BUTTON(gamefunc_Run) ^ ud.auto_run))<<SK_RUN;
else loc.bits |= (BUTTON(gamefunc_Run) ^ ud.auto_run)<<SK_RUN;
loc.bits |= BUTTON(gamefunc_Look_Left)<<SK_LOOK_LEFT; loc.bits |= BUTTON(gamefunc_Look_Left)<<SK_LOOK_LEFT;
loc.bits |= BUTTON(gamefunc_Look_Right)<<SK_LOOK_RIGHT; loc.bits |= BUTTON(gamefunc_Look_Right)<<SK_LOOK_RIGHT;
loc.bits |= j<<SK_WEAPON_BITS; loc.bits |= j<<SK_WEAPON_BITS;
@ -2799,8 +2796,7 @@ void P_GetInput(int32_t snum)
if (PWEAPON(snum, g_player[snum].ps->curr_weapon, Flags) & WEAPON_SEMIAUTO && BUTTON(gamefunc_Fire)) if (PWEAPON(snum, g_player[snum].ps->curr_weapon, Flags) & WEAPON_SEMIAUTO && BUTTON(gamefunc_Fire))
CONTROL_ClearButton(gamefunc_Fire); CONTROL_ClearButton(gamefunc_Fire);
loc.extbits = 0; loc.extbits = (BUTTON(gamefunc_Move_Forward) || (in.fvel > 0));
loc.extbits |= (BUTTON(gamefunc_Move_Forward) || (in.fvel > 0));
loc.extbits |= (BUTTON(gamefunc_Move_Backward) || (in.fvel < 0))<<1; loc.extbits |= (BUTTON(gamefunc_Move_Backward) || (in.fvel < 0))<<1;
loc.extbits |= (BUTTON(gamefunc_Strafe_Left) || (in.svel > 0))<<2; loc.extbits |= (BUTTON(gamefunc_Strafe_Left) || (in.svel > 0))<<2;
loc.extbits |= (BUTTON(gamefunc_Strafe_Right) || (in.svel < 0))<<3; loc.extbits |= (BUTTON(gamefunc_Strafe_Right) || (in.svel < 0))<<3;

View file

@ -2653,49 +2653,65 @@ CHECKINV1:
j = (j == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice j = (j == 10 ? -1 : 1); // JBF: prev (-1) or next (1) weapon choice
i = 0; i = 0;
while ((k >= 0 && k < 10) || (PLUTOPAK && k == GROW_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))) // JBF 20040116: so we don't select grower with v1.3d while ((k >= 0 && k < 10) || (PLUTOPAK && k == GROW_WEAPON))
{ {
if (k == GROW_WEAPON) // JBF: this is handling next/previous with the grower selected // this is handling next/previous with the grower selected
switch (k)
{ {
case DEVISTATOR_WEAPON:
if ((int32_t) j == -1) if ((int32_t) j == -1)
k = 5; {
else k = 7; if (PLUTOPAK && p->gotweapon & (1 << GROW_WEAPON) && p->ammo_amount[GROW_WEAPON] > 0)
{
k = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
} }
else else
{ {
k += j; k = SHRINKER_WEAPON;
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d p->subweapon &= ~(1 << GROW_WEAPON);
if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON))) // JBF: activates grower }
k = GROW_WEAPON; // if enabled }
else k++;
break;
case GROW_WEAPON:
if ((int32_t)j == -1)
{
if (PLUTOPAK && p->gotweapon & (1 << SHRINKER_WEAPON) && p->ammo_amount[SHRINKER_WEAPON] > 0)
{
k = SHRINKER_WEAPON;
p->subweapon &= ~(1 << GROW_WEAPON);
}
else
k = HANDBOMB_WEAPON;
}
else k = DEVISTATOR_WEAPON;
break;
case SHRINKER_WEAPON:
if ((int32_t)j == 1)
{
if (PLUTOPAK && p->gotweapon & (1 << GROW_WEAPON) && p->ammo_amount[GROW_WEAPON] > 0)
{
k = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
}
else
k++;
}
else k--;
break;
default: k += j; break;
} }
if (k == -1) k = 9; if (k == -1) k = FREEZE_WEAPON;
else if (k == 10) k = 0; else if (k == 10) k = KNEE_WEAPON;
if ((p->gotweapon & (1<<k)) && p->ammo_amount[k] > 0) if ((p->gotweapon & (1<<k)) && p->ammo_amount[k] > 0)
{ {
if (PLUTOPAK) // JBF 20040116: so we don't select grower with v1.3d
if (k == SHRINKER_WEAPON && (p->subweapon&(1<<GROW_WEAPON)))
k = GROW_WEAPON;
j = k; j = k;
break; break;
} }
else // JBF: grower with no ammo, but shrinker with ammo, switch to shrink
if (PLUTOPAK && k == GROW_WEAPON && p->ammo_amount[GROW_WEAPON] == 0 &&
(p->gotweapon & (1<<SHRINKER_WEAPON)) && p->ammo_amount[SHRINKER_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = SHRINKER_WEAPON;
p->subweapon &= ~(1<<GROW_WEAPON);
break;
}
else // JBF: shrinker with no ammo, but grower with ammo, switch to grow
if (PLUTOPAK && k == SHRINKER_WEAPON && p->ammo_amount[SHRINKER_WEAPON] == 0 &&
(p->gotweapon & (1<<SHRINKER_WEAPON)) && p->ammo_amount[GROW_WEAPON] > 0) // JBF 20040116: added PLUTOPAK so we don't select grower with v1.3d
{
j = GROW_WEAPON;
p->subweapon |= (1<<GROW_WEAPON);
break;
}
if (++i == 10) // absolutely no weapons, so use foot if (++i == 10) // absolutely no weapons, so use foot
{ {