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2 posters

    Change weapon problem SDL

    Milanor
    Milanor
    Bring em' On!
    Bring em' On!


    Number of posts : 127
    Age : 35
    Registration date : 2014-05-23

    Change weapon problem SDL Empty Change weapon problem SDL

    Post by Milanor Sun Jun 01, 2014 7:50 am

    Hey all,

    so I've decided to add two new weapons in my mod and I have defined everything along with adding additional keybinds to the source code, but what is strange is that when I pick up one of the weapons, it wouldn't allow me to go there when I pressed that key.
    (e.g. keys 1-6 changes weapons, 1-knife, 2-pistol, 3-machine gun, 4-chaingun, 5-silent pistol, 6-stg 44) When I pick up other weapons from 1-4 there was no problem, but when I picked up 5 or 6, I couldn't switch to them (unless I pressed the grave accent '`' key on the keyboard).  I'm not sure what the problem is, because I went through my check weapon change code and didn't see any problem with it, I added the new weapon definitions in the wl_def.h header file, and also in wl_play.cpp I added the additional key binds.  If there is something missing or an oversight, I would like to know since I can't track down the root of the problem.   Crying or Very sad 

    From Wl_play.cpp
    Code:
    //
    // control info
    //
    boolean mouseenabled, joystickenabled;
    int dirscan[4] = { sc_UpArrow, sc_RightArrow, sc_DownArrow, sc_LeftArrow };
    int buttonscan[NUMBUTTONS] = { sc_Control, sc_Alt, sc_LShift, sc_Space, sc_1, sc_2, sc_3, sc_4, sc_5, sc_6 }; //sc_5 and sc_6 for silent pistol and stg 44.
    int buttonmouse[4] = { bt_attack, bt_strafe, bt_use, bt_nobutton };
    int buttonjoy[32] = {
    #ifdef _arch_dreamcast
        bt_attack, bt_strafe, bt_use, bt_run, bt_esc, bt_prevweapon, bt_nobutton, bt_nextweapon,
        bt_pause, bt_strafeleft, bt_straferight, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
    #else
        bt_attack, bt_strafe, bt_use, bt_run, bt_strafeleft, bt_straferight, bt_esc, bt_pause,
        bt_prevweapon, bt_nextweapon, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
    #endif
        bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
        bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton
    };

    From Wl_agent.cpp
    Code:
    /*
    ======================
    =
    = CheckWeaponChange
    =
    = Keys 1-6 change weapons
    =
    ======================
    */

    void CheckWeaponChange (void)
    {
        int newWeapon = -1;
        
        if (!gamestate.ammo)            // must use knife with no ammo
            return;

    #ifdef _arch_dreamcast
        int joyx, joyy;
        IN_GetJoyFineDelta (&joyx, &joyy);
        if(joyx < -64)
            buttonstate[bt_prevweapon] = true;
        else if(joyx > 64)
            buttonstate[bt_nextweapon] = true;
    #endif
        
       
       
        //
        if(buttonstate[bt_nextweapon] && !buttonheld[bt_nextweapon])
        {
            newWeapon = gamestate.weapon + 1;
            if(newWeapon > gamestate.bestweapon) newWeapon = 0;
        }
        else if(buttonstate[bt_prevweapon] && !buttonheld[bt_prevweapon])
        {
            newWeapon = gamestate.weapon - 1;
            if(newWeapon < 0) newWeapon = gamestate.bestweapon;
        }
        else
        {
            for(int i = wp_knife; i <= gamestate.bestweapon; i++)
            {
                if (buttonstate[bt_readyknife + i - wp_knife])
                {
                    newWeapon = i;
                    break;
                }
            }
        }

        if(newWeapon != -1)
        {
            gamestate.weapon = gamestate.chosenweapon = (weapontype) newWeapon;
            DrawWeapon();
        }
    }

    From wl_def.h
    Code:
    enum
    {
        bt_nobutton=-1,
        bt_attack=0,
        bt_strafe,
        bt_run,
        bt_use,
        bt_readyknife,
        bt_readypistol,
        bt_readymachinegun,
        bt_readychaingun,
        bt_readyspistol, //ready silent pistol.
        bt_readystg44, //ready stg44.
        bt_nextweapon,
        bt_prevweapon,
        bt_esc,
        bt_pause,
        bt_strafeleft,
        bt_straferight,
        bt_moveforward,
        bt_movebackward,
        bt_turnleft,
        bt_turnright,
        NUMBUTTONS
    };


    #define NUMWEAPONS      6 //added more weapons
    typedef enum
    {
        wp_knife,
        wp_pistol,
        wp_machinegun,
        wp_chaingun,
        wp_spistol,
        wp_stg44
    } weapontype;

    AlumiuN
    AlumiuN
    Don't Hurt Me!
    Don't Hurt Me!


    Number of posts : 52
    Age : 32
    Location : Christchurch, New Zealand
    Registration date : 2013-08-31

    Change weapon problem SDL Empty Re: Change weapon problem SDL

    Post by AlumiuN Sun Jun 01, 2014 5:16 pm

    Have you tried deleting your mod's config file?
    Milanor
    Milanor
    Bring em' On!
    Bring em' On!


    Number of posts : 127
    Age : 35
    Registration date : 2014-05-23

    Change weapon problem SDL Empty Re: Change weapon problem SDL

    Post by Milanor Sun Jun 01, 2014 8:27 pm

    Nope, but after I did that, the weapon selection keys work now! Smile Now I just have to clean up the graphical glitches with the new max health (happens when health is over 100%, since I decide to raise the original max health for my mod.) as well as the ammo (if I get more than 99 ammo).  Razz

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    Change weapon problem SDL Empty Re: Change weapon problem SDL

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