Refactor gclists

This commit is contained in:
mazmazz 2018-11-12 23:23:39 -05:00
parent 1a5ccb2781
commit 1d86cc348d
2 changed files with 45 additions and 25 deletions

View File

@ -48,31 +48,45 @@ INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player
INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; // default control storage, use 0 (gcs_custom) for memory retention
// lists of GC codes for selective operation
const INT32 gclist_tutorial[num_gclist_tutorial] = {
const INT32 gcl_tutorial_check[num_gcl_tutorial_check] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight,
gc_turnleft, gc_turnright
};
const INT32 gcl_tutorial_used[num_gcl_tutorial_used] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight,
gc_turnleft, gc_turnright,
gc_jump, gc_use
};
const INT32 gcl_tutorial_full[num_gcl_tutorial_full] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight,
gc_lookup, gc_lookdown, gc_turnleft, gc_turnright, gc_centerview,
gc_jump, gc_use,
gc_fire, gc_firenormal
};
const INT32 gclist_tutorial_check[num_gclist_tutorial_check] = {
const INT32 gcl_movement[num_gcl_movement] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight
};
const INT32 gcl_camera[num_gcl_camera] = {
gc_turnleft, gc_turnright
};
const INT32 gcl_movement_camera[num_gcl_movement_camera] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight,
gc_turnleft, gc_turnright
};
const INT32 gclist_movement[num_gclist_movement] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight
const INT32 gcl_jump[num_gcl_jump] = { gc_jump };
const INT32 gcl_use[num_gcl_use] = { gc_use };
const INT32 gcl_jump_use[num_gcl_jump_use] = {
gc_jump, gc_use
};
const INT32 gclist_camera[num_gclist_camera] = {
gc_turnleft, gc_turnright
//gc_lookup, gc_lookdown, gc_turnleft, gc_turnright
};
const INT32 gclist_jump[num_gclist_jump] = { gc_jump };
const INT32 gclist_use[num_gclist_use] = { gc_use };
typedef struct
{
UINT8 time;

View File

@ -128,19 +128,25 @@ extern INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; //
#define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]])
#define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]])
#define num_gclist_tutorial 13
#define num_gclist_tutorial_check 6
#define num_gclist_movement 4
#define num_gclist_camera 2
#define num_gclist_jump 1
#define num_gclist_use 1
#define num_gcl_tutorial_check 6
#define num_gcl_tutorial_used 8
#define num_gcl_tutorial_full 13
#define num_gcl_movement 4
#define num_gcl_camera 2
#define num_gcl_movement_camera 6
#define num_gcl_jump 1
#define num_gcl_use 1
#define num_gcl_jump_use 2
extern const INT32 gclist_tutorial[num_gclist_tutorial];
extern const INT32 gclist_tutorial_check[num_gclist_tutorial_check];
extern const INT32 gclist_movement[num_gclist_movement];
extern const INT32 gclist_camera[num_gclist_camera];
extern const INT32 gclist_jump[num_gclist_jump];
extern const INT32 gclist_use[num_gclist_use];
extern const INT32 gcl_tutorial_check[num_gcl_tutorial_check];
extern const INT32 gcl_tutorial_used[num_gcl_tutorial_used];
extern const INT32 gcl_tutorial_full[num_gcl_tutorial_full];
extern const INT32 gcl_movement[num_gcl_movement];
extern const INT32 gcl_camera[num_gcl_camera];
extern const INT32 gcl_movement_camera[num_gcl_movement_camera];
extern const INT32 gcl_jump[num_gcl_jump];
extern const INT32 gcl_use[num_gcl_use];
extern const INT32 gcl_jump_use[num_gcl_jump_use];
// peace to my little coder fingers!
// check a gamecontrol being active or not