This commit is contained in:
Paul 2001-05-29 18:22:49 +00:00
parent dc14c36d6c
commit 6e16891116
4 changed files with 106 additions and 26 deletions

View File

@ -281,6 +281,42 @@ void CBaseRespawningPickup::collect(class CPlayer *_player)
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBaseWeaponPickup::init()
{
CBasePickup::init();
m_dontAutoPickUpUntilPlayerMovesOffMe=true;
m_collidedWithPlayer=true;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBaseWeaponPickup::think(int _frames)
{
CBasePickup::think(_frames);
if(!m_collidedWithPlayer)
{
m_dontAutoPickUpUntilPlayerMovesOffMe=false;
}
else
{
m_collidedWithPlayer=false;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
@ -292,9 +328,18 @@ void CBaseWeaponPickup::collidedWith(CThing *_thisThing)
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
if(((CPlayer*)_thisThing)->tryingToPickupWeapon())
{
collect((CPlayer*)_thisThing);
CPlayer *player;
player=(CPlayer*)_thisThing;
if(player->tryingToManuallyPickupWeapon()||
(!m_dontAutoPickUpUntilPlayerMovesOffMe&&player->tryingToAutomaticallyPickupWeapon()))
{
collect(player);
}
else
{
m_collidedWithPlayer=true;
}
}
break;

View File

@ -113,8 +113,14 @@ private:
class CBaseWeaponPickup : public CBasePickup
{
public:
virtual void init();
virtual void think(int _frames);
protected:
virtual void collidedWith(CThing *_thisThing);
int m_dontAutoPickUpUntilPlayerMovesOffMe;
int m_collidedWithPlayer;
};

View File

@ -81,6 +81,10 @@
#include "game\game.h"
#endif
#ifndef __PICKUPS_PICKUP_H__
#include "pickups\pickup.h"
#endif
/* Std Lib
------- */
@ -675,9 +679,6 @@ void CPlayer::shutdown()
static int oldmode=-1;
int newmode=-1;
int scmax=160;
int scspeed=5;
void CPlayer::think(int _frames)
{
int i;
@ -741,31 +742,55 @@ if(newmode!=-1)
}
}
m_tryingToPickupWeapon=false;
m_tryingToManuallyPickupWeapon=false;
m_tryingToAutomaticallyPickupWeapon=false;
for(i=0;i<_frames;i++)
{
// Think
updatePadInput();
if(!m_tryingToPickupWeapon)
// Weapon collect/drop/swap stuff..
if(m_currentMode==PLAYER_MODE_BASICUNARMED||
m_currentMode==PLAYER_MODE_FULLUNARMED)
{
if(m_currentMode==PLAYER_MODE_BASICUNARMED||
m_currentMode==PLAYER_MODE_FULLUNARMED)
// Always trying to pickup weapon if unarmed... means that when SB walks
// over an item whilst unarmed, he automatically picks it up
m_tryingToAutomaticallyPickupWeapon=true;
}
if(getPadInputDown()&PI_WEAPONCHANGE)
{
// Trying to pick up a weapon
m_tryingToManuallyPickupWeapon=true;
// If already armed then drop current weapon
if(m_currentMode!=PLAYER_MODE_BASICUNARMED&&
m_currentMode!=PLAYER_MODE_FULLUNARMED&&
m_currentMode!=PLAYER_MODE_DEAD)
{
// Always trying to pickup weapon if unarmed... means that when SB walks
// over an item whilst unarmed, he automatically picks it up
m_tryingToPickupWeapon=true;
}
else if(getPadInputDown()&PI_WEAPONCHANGE)
{
if(!m_tryingToPickupWeapon&&
m_currentMode!=PLAYER_MODE_BASICUNARMED&&
m_currentMode!=PLAYER_MODE_FULLUNARMED&&
m_currentMode!=PLAYER_MODE_DEAD)
static const int s_pickupsToDrop[NUM_PLAYERMODES]=
{
// Drop current weapon
setMode(PLAYER_MODE_FULLUNARMED);
-1, // PLAYER_MODE_BASICUNARMED,
-1, // PLAYER_MODE_FULLUNARMED,
-1, // PLAYER_MODE_BALLOON,
PICKUP__BUBBLE_WAND, // PLAYER_MODE_BUBBLE_MIXTURE,
PICKUP__NET, // PLAYER_MODE_NET,
PICKUP__CORAL_BLOWER, // PLAYER_MODE_CORALBLOWER,
PICKUP__JELLY_LAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER,
-1, // PLAYER_MODE_DEAD,
-1, // PLAYER_MODE_FLY,
};
int pickupToDrop;
pickupToDrop=s_pickupsToDrop[m_currentMode];
if(pickupToDrop!=-1)
{
DVECTOR pickupPos;
CBasePickup *pickup;
pickupPos.vx=Pos.vx;
pickupPos.vy=Pos.vy-30;
pickup=createPickup((PICKUP_TYPE)pickupToDrop,&pickupPos);
pickup->setPos(&pickupPos);
}
m_tryingToPickupWeapon=true;
setMode(PLAYER_MODE_FULLUNARMED);
}
}
@ -1651,6 +1676,8 @@ void CPlayer::respawn()
m_ledgeLookAhead=m_lastLedgeLookAhead=0;
m_ledgeLookOffset=0;
m_ledgeLookTimer=0;
m_tryingToManuallyPickupWeapon=false;
m_tryingToAutomaticallyPickupWeapon=false;
m_squeakyBootsTimer=0;
m_invincibilityRingTimer=0;
@ -1828,7 +1855,7 @@ void CPlayer::inSoakUpState()
_thing must point to the thing that caused the damage
Returns:
---------------------------------------------------------------------- */
#if defined(__USER_daveo__)
#if defined(__USER_daveo__) || defined(__USER_paul__)
int invincibleSponge=true; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
#else
int invincibleSponge=false; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..

View File

@ -260,7 +260,8 @@ public:
void setPlayerPos(DVECTOR *_pos) {Pos=*_pos;}
PLAYERINPUT getPadInputHeld() {return m_padInput;}
PLAYERINPUT getPadInputDown() {return m_padInputDown;}
int tryingToPickupWeapon() {return m_tryingToPickupWeapon;}
int tryingToManuallyPickupWeapon() {return m_tryingToManuallyPickupWeapon;}
int tryingToAutomaticallyPickupWeapon() {return m_tryingToAutomaticallyPickupWeapon;}
void inSoakUpState();
void takeDamage(DAMAGE_TYPE _damage,REACT_DIRECTION _reactDirection=REACT__UP,CThing *_thing=NULL);
@ -338,7 +339,8 @@ private:
PLAYERINPUT m_padInput; // Controls that are being held down
PLAYERINPUT m_lastPadInput; // Last frames controls
PLAYERINPUT m_padInputDown; // Controls that were pressed this frame
int m_tryingToPickupWeapon;
int m_tryingToManuallyPickupWeapon;
int m_tryingToAutomaticallyPickupWeapon;
// Various info about the current map