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    Wolf 3D source code help

    Officer-Michael John
    Officer-Michael John
    Seasoned Wolfer
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    Number of posts : 332
    Age : 26
    Hobbie : Video and Wolf 3D mode making
    Registration date : 2014-08-04

    wolf - Wolf 3D source code help Empty Wolf 3D source code help

    Post by Officer-Michael John Mon Dec 07, 2015 4:06 am

    I probaly adding an ammostock routine (Like it Project:Verwüstung) and avoid getting a lower weapon with a higher one (Like it Project:TotenEisenritter) in Wolf4SDL.

    Ammostock routine:

    WL_AGENT.CPP:

    Code:
    case    bo_ammostock:
                switch(gamestate.ammo)
          {
          case 1:
             {
                if (gamestate.ammo == 100)
                   return;
                GiveAmmo (100);   
             }
             break;
          case 2:
             {
                if (gamestate.ammo == 200)
                   return;
                GiveAmmo (200);
             }
             break;
          case 3:
             {
                if (gamestate.ammo == 300)
                   return;
                GiveAmmo (300);
             }
             break;
          case 4:
             {
                if (gamestate.ammo == 400)
                   return;
                GiveAmmo (400);
             }
             break;
          case 5:
             {
                if (gamestate.ammo == 500)
                   return;               
                GiveAmmo (500);
             }
             break;   
           case 6:
             {
                if (gamestate.ammo == 600)
                   return;
                GiveAmmo (600);
             }
             break;   
          case 7:
             {
                if (gamestate.ammo == 700)
                   return;
                GiveAmmo (700);
             }
             break;
            case 8:
             {
                if (gamestate.ammo == 800)
                   return;
                GiveAmmo (800);
             }
             break;
              case 9:
             {
                if (gamestate.ammo == 900)
                   return;
                GiveAmmo (900);
             }
             break;   
              case 10:
             {
                if (gamestate.ammo == 1000)
                   return;
                GiveAmmo (1000);
             }
             break;            
          }   
           
                SD_PlaySound (BONUS4SND);
                break;

    avoid getting a lower weapon with a higher one routine:

    WL_AGENT.CPP:

    Code:
    void CheckWeaponChange (void)
    {
        int newWeapon = -1;

        if (!gamestate.ammo)            // must use knife with no ammo
            return;
           
    {
    if (Keyboard[sc_1])
    gamestate.weapon = gamestate.chosenweapon = wp_knife;

    else if (Keyboard[sc_2])
    gamestate.weapon = gamestate.chosenweapon = wp_pistol;

    else if (Keyboard[sc_3])
    gamestate.weapon = gamestate.chosenweapon = wp_machinegun;

    else if (Keyboard[sc_4] && gamestate.chaingun)
    gamestate.weapon = gamestate.chosenweapon = wp_chaingun;
    }       

    #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();
        }
    }

    void GiveWeapon (int weapon)
    {
      switch(gamestate.weapon)

    {
    case wp_pistol:
    GiveAmmo (4);
    break;

    case wp_machinegun:
    GiveAmmo (6);
    break;

    case wp_chaingun:
    gamestate.chaingun = 1;
    GiveAmmo (8);
    break;
    }

        if (gamestate.bestweapon<weapon)
            gamestate.bestweapon = gamestate.weapon
            = gamestate.chosenweapon = (weapontype) weapon;

        DrawWeapon ();
    }

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