Source release of Wolfenstein 3D Classic Platinum for iOS, 1.2

This commit is contained in:
Travis Bradshaw
2012-01-31 16:57:34 -06:00
parent a82aba6b94
commit 16304944b4
45 changed files with 10681 additions and 171 deletions

View File

@@ -83,6 +83,7 @@ PRIVATE _boolean PL_ChangeWeapon( player_t *self, int weapon )
return false;
}
self->weapon =
self->pendingweapon = weapon;
@@ -461,7 +462,7 @@ PRIVATE void PL_PlayerAttack( player_t *self, _boolean re_attack )
-----------------------------------------------------------------------------
*/
PUBLIC void PL_Process( player_t *self, LevelData_t *lvl )
{
{
int n;
self->madenoise = false;
@@ -489,11 +490,34 @@ PUBLIC void PL_Process( player_t *self, LevelData_t *lvl )
if( Player.cmd.buttons & BUTTON_ATTACK )
{
self->flags |= PL_FLAG_ATTCK;
//gsh
if (self->previousweapon != WEAPON_KNIFE && self->previousweapon)
{
//self->weapon = self->previousweapon;
PL_ChangeWeapon(self, self->previousweapon);
}
self->attackframe = 0;
self->attackcount = attackinfo[ self->weapon ][ 0 ].tics;
self->weaponframe = attackinfo[ self->weapon ][ 0 ].frame;
} else if ( Player.cmd.buttons & BUTTON_CHANGE_WEAPON ) {
}
else if ( Player.cmd.buttons & BUTTON_ALTERNATE_ATTACK ) //gsh
{
self->flags |= PL_FLAG_ATTCK;
// PL_ChangeWeapon(self, WEAPON_KNIFE);
if (self->weapon != WEAPON_KNIFE)
{
self->previousweapon = self->weapon;
self->weapon = WEAPON_KNIFE;
}
self->attackframe = 0;
self->attackcount = attackinfo[ self->weapon ][ 0 ].tics;
self->weaponframe = attackinfo[ self->weapon ][ 0 ].frame;
}
else if ( Player.cmd.buttons & BUTTON_CHANGE_WEAPON ) {
self->pendingweapon=self->weapon;
for( n = 0 ; n < 4; ++n )
{
@@ -559,9 +583,51 @@ PUBLIC void PL_Spawn( placeonplane_t location, LevelData_t *lvl )
Areas_ConnectAreas( Player.areanumber );
//gsh
iphoneSetLevelNotifyText();
/*
char str[128];
sprintf( str, "Entering level E%iM%i", currentMap.episode + 1, currentMap.map + 1 );
//sprintf( str, "Entering level E%iM%i", currentMap.episode + 1, currentMap.map + 1 );
//gsh
if (currentMap.episode < 6)
sprintf( str, "Entering level E%iM%i", currentMap.episode+1, currentMap.map+1 );
else if (currentMap.episode < 10) {
int currentLevel = currentMap.episode * 10 + currentMap.map;
switch (currentLevel) {
case 60: case 61: case 62: case 63: case 64:
sprintf( str, "Entering Tunnels %i", currentLevel-60+1);
break;
case 78:
sprintf( str, "Entering Tunnels %i", 6);
break;
case 65: case 66: case 67: case 68: case 69:
sprintf( str, "Entering Dungeons %i", currentLevel-65+1);
break;
case 79:
sprintf( str, "Entering Dungeons %i", 6);
break;
case 70: case 71: case 72: case 73: case 74: case 75:
sprintf( str, "Entering Castle");
break;
case 76:
sprintf( str, "Entering Ramparts");
break;
case 77:
sprintf( str, "Entering Death Knight");
break;
case 80:
sprintf( str, "Entering Dungeon Dimension");
break;
default:
sprintf( str, " ");
break;
}
}
else
sprintf( str, "Entering level custom %i", /*currentMap.episode+1,* currentMap.map+1 );
iphoneSetNotifyText( str );
*/
}
/*
@@ -918,6 +984,7 @@ PUBLIC void PL_NewGame( player_t *self )
self->ammo[ AMMO_BULLETS ] = 16; // JDC: changed for iphone 8;
self->lives = 3;
self->previousweapon = WEAPON_KNIFE; //gsh
self->weapon = self->pendingweapon = WEAPON_PISTOL;
self->items = ITEM_WEAPON_1 | ITEM_WEAPON_2;
self->next_extra = EXTRAPOINTS;
@@ -973,6 +1040,7 @@ PUBLIC _boolean PL_Reborn( player_t *self )
self->weaponframe = 0;
self->flags = 0;
self->previousweapon = WEAPON_KNIFE; //gsh
self->weapon = self->pendingweapon = WEAPON_PISTOL;
self->items = ITEM_WEAPON_1 | ITEM_WEAPON_2;