mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-22 20:21:20 +00:00
- console code matching with GZDoom
Refactored the buttons to be definable locally per game for easier handling of differing input.
This commit is contained in:
parent
14cdfa3f3c
commit
57cb22f135
21 changed files with 715 additions and 316 deletions
64
.gitignore
vendored
64
.gitignore
vendored
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@ -1,67 +1,5 @@
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obj/
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eduke32
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apps/
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*.exe
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/*.dll
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*.dylib
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*.so
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*.elf
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*.dol
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*.x86
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*.x64
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*.ppc
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*.app
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/movie
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/blud*.png
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/game*.sav
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*.log
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*.cache
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*.cfg
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texturecache
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*.index
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*.manifest
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/*.map
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/*.mhk
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/platform/Windows/*.map
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*.pdb
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.vs/
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*.VC.db
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*.VC.opendb
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*.sym
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/*.grp
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/*.rts
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/*.art
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/*.ar_
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/*.con
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/*.SMK
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/*.WAV
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/platform/Windows/*.con
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*.memmap
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*.sdf
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*.suo
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*.opensdf
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*.vcxproj.user
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*.psess
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*.vsp
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perl.exe.stackdump
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xcuserdata/
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project.xcworkspace/
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*.dSYM/
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.DS_Store
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._*
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/autoload
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/movie
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/blud*.png
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/*.DEM
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/game*.sav
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build-vs2019/
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build-vs2019-32/
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/source/gitinfo.h
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/build2
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/build
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@ -708,9 +708,9 @@ void LocalKeys(void)
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bool alt = inputState.AltPressed();
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bool ctrl = inputState.CtrlPressed();
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bool shift = inputState.ShiftPressed();
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if (buttonMap.ButtonDown(gamefunc_See_Chase_View) && !alt && !shift)
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if (buttonMap.ButtonDown(gamefunc_Third_Person_View) && !alt && !shift)
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{
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buttonMap.ClearButton(gamefunc_See_Chase_View);
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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if (gViewPos > VIEWPOS_0)
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gViewPos = VIEWPOS_0;
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else
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@ -755,7 +755,7 @@ void LocalKeys(void)
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gPlayerMsg.Set(*CombatMacros[fk]);
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gPlayerMsg.Send();
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}
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buttonMap.ClearButton(gamefunc_See_Chase_View);
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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return;
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}
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#if 0
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@ -1035,8 +1035,68 @@ void ClockStrobe()
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void ReadAllRFS();
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static const char* actions[] = {
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"Move_Forward",
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"Move_Backward",
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"Turn_Left",
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"Turn_Right",
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"Strafe",
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"Fire",
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"Open",
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"Run",
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"Alt_Fire", // Duke3D", Blood
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"Jump",
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"Crouch",
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"Look_Up",
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"Look_Down",
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"Look_Left",
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"Look_Right",
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"Strafe_Left",
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"Strafe_Right",
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"Aim_Up",
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"Aim_Down",
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"Weapon_1",
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"Weapon_2",
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"Weapon_3",
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"Weapon_4",
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"Weapon_5",
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"Weapon_6",
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"Weapon_7",
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"Weapon_8",
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"Weapon_9",
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"Weapon_10",
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"Inventory",
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"Inventory_Left",
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"Inventory_Right",
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"Nightvision",
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"MedKit",
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"TurnAround",
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"SendMessage",
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"Map",
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"Shrink_Screen",
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"Enlarge_Screen",
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"Center_View",
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"Holster_Weapon",
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"Show_Opponents_Weapon",
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"Map_Follow_Mode",
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"See_Coop_View",
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"Mouse_Aiming",
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"Toggle_Crosshair",
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"Next_Weapon",
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"Previous_Weapon",
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"Dpad_Select",
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"Dpad_Aiming",
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"Third_Person_View",
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"Toggle_Crouch",
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"CrystalBall",
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"ProximityBombs",
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"RemoteBombs",
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"Jetpack"
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};
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int GameInterface::app_main()
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{
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buttonMap.SetButtons(actions, NUM_ACTIONS);
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memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
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gGameOptions.nMonsterSettings = !userConfig.nomonsters;
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bQuickStart = userConfig.nologo;
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@ -28,6 +28,68 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
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enum GameFunction_t
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{
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gamefunc_Move_Forward,
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gamefunc_Move_Backward,
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gamefunc_Turn_Left,
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gamefunc_Turn_Right,
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gamefunc_Strafe,
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire, // Duke3D, Blood
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left,
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gamefunc_Strafe_Right,
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Weapon_1,
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gamefunc_Weapon_2,
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gamefunc_Weapon_3,
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gamefunc_Weapon_4,
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gamefunc_Weapon_5,
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gamefunc_Weapon_6,
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gamefunc_Weapon_7,
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gamefunc_Weapon_8,
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gamefunc_Weapon_9,
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gamefunc_Weapon_10,
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gamefunc_Inventory,
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gamefunc_Inventory_Left,
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gamefunc_Inventory_Right,
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gamefunc_BeastVision, //Nightvision
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gamefunc_MedKit,
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gamefunc_TurnAround,
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gamefunc_SendMessage,
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gamefunc_Map,
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gamefunc_Shrink_Screen,
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gamefunc_Enlarge_Screen,
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gamefunc_Center_View,
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gamefunc_Holster_Weapon,
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gamefunc_Show_Opponents_Weapon,
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gamefunc_Map_Follow_Mode,
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gamefunc_See_Coop_View,
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gamefunc_Mouse_Aiming,
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gamefunc_Toggle_Crosshair,
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gamefunc_Next_Weapon,
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gamefunc_Previous_Weapon,
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_Third_Person_View,
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gamefunc_Toggle_Crouch,
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gamefunc_CrystalBall,
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gamefunc_ProximityBombs,
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gamefunc_RemoteBombs,
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gamefunc_JumpBoots,
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NUM_ACTIONS
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};
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struct INIDESCRIPTION {
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const char *pzName;
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const char *pzFilename;
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@ -112,9 +112,9 @@ void ctrlGetInput(void)
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if (gQuitRequest)
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gInput.keyFlags.quit = 1;
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if (buttonMap.ButtonDown(gamefunc_Map_Toggle))
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if (buttonMap.ButtonDown(gamefunc_Map))
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{
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buttonMap.ClearButton(gamefunc_Map_Toggle);
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buttonMap.ClearButton(gamefunc_Map);
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viewToggle(gViewMode);
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}
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@ -226,9 +226,9 @@ void ctrlGetInput(void)
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gInput.keyFlags.nextItem = 1;
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}
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if (buttonMap.ButtonDown(gamefunc_Inventory_Use))
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if (buttonMap.ButtonDown(gamefunc_Inventory))
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{
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buttonMap.ClearButton(gamefunc_Inventory_Use);
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buttonMap.ClearButton(gamefunc_Inventory);
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gInput.keyFlags.useItem = 1;
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}
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@ -48,7 +48,7 @@ CCheatMgr gCheatMgr;
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void sub_5A928(void)
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{
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for (int i = 0; i < NUMGAMEFUNCTIONS-1; i++)
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for (int i = 0; i < buttonMap.NumButtons(); i++)
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buttonMap.ClearButton(i);
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}
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@ -49,7 +49,7 @@
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#include "d_event.h"
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extern int chatmodeon;
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const char *KeyNames[NUM_KEYS] =
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{
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@ -823,7 +823,7 @@ bool C_DoKey (event_t *ev, FKeyBindings *binds, FKeyBindings *doublebinds)
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return false;
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}
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if (!binding.IsEmpty())// && (chatmodeon == 0 || ev->data1 < 256))
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if (!binding.IsEmpty() && (chatmodeon == 0 || ev->data1 < 256))
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{
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char *copy = binding.LockBuffer();
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@ -34,98 +34,14 @@
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*/
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#include "c_buttons.h"
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#include "templates.h"
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#include "c_dispatch.h"
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#include "printf.h"
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#include "cmdlib.h"
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#include "c_dispatch.h"
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#include "gamecontrol.h"
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#include "c_console.h"
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ButtonMap buttonMap;
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struct ButtonDesc
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{
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int index;
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const char *name;
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};
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static const ButtonDesc gamefuncs[] = {
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{ gamefunc_Move_Forward, "Move_Forward"},
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{ gamefunc_Move_Backward, "Move_Backward"},
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{ gamefunc_Turn_Left, "Turn_Left"},
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{ gamefunc_Turn_Right, "Turn_Right"},
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{ gamefunc_Strafe, "Strafe"},
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{ gamefunc_Fire, "Fire"},
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{ gamefunc_Open, "Open"},
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{ gamefunc_Run, "Run"},
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{ gamefunc_Alt_Fire, "Alt_Fire"},
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{ gamefunc_Jump, "Jump"},
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{ gamefunc_Crouch, "Crouch"},
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{ gamefunc_Look_Up, "Look_Up"},
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{ gamefunc_Look_Down, "Look_Down"},
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{ gamefunc_Look_Left, "Look_Left"},
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{ gamefunc_Look_Right, "Look_Right"},
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{ gamefunc_Strafe_Left, "Strafe_Left"},
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{ gamefunc_Strafe_Right, "Strafe_Right"},
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{ gamefunc_Aim_Up, "Aim_Up"},
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{ gamefunc_Aim_Down, "Aim_Down"},
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{ gamefunc_Weapon_1, "Weapon_1"},
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{ gamefunc_Weapon_2, "Weapon_2"},
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{ gamefunc_Weapon_3, "Weapon_3"},
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{ gamefunc_Weapon_4, "Weapon_4"},
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{ gamefunc_Weapon_5, "Weapon_5"},
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{ gamefunc_Weapon_6, "Weapon_6"},
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{ gamefunc_Weapon_7, "Weapon_7"},
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{ gamefunc_Weapon_8, "Weapon_8"},
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{ gamefunc_Weapon_9, "Weapon_9"},
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{ gamefunc_Weapon_10, "Weapon_10"},
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{ gamefunc_Inventory, "Inventory"},
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{ gamefunc_Inventory_Left, "Inventory_Left"},
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{ gamefunc_Inventory_Right, "Inventory_Right"},
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{ gamefunc_Holo_Duke, "Holo_Duke"},
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{ gamefunc_Jetpack, "Jetpack"},
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{ gamefunc_NightVision, "NightVision"},
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{ gamefunc_MedKit, "MedKit"},
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{ gamefunc_TurnAround, "Turn_Around"},
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{ gamefunc_SendMessage, "Send_Message"},
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{ gamefunc_Map, "Map"},
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{ gamefunc_Shrink_Screen, "Shrink_Screen"},
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{ gamefunc_Enlarge_Screen, "Enlarge_Screen"},
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{ gamefunc_Center_View, "Center_View"},
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{ gamefunc_Holster_Weapon, "Holster_Weapon"},
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{ gamefunc_Show_Opponents_Weapon, "Show_Opponents_Weapon"},
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{ gamefunc_Map_Follow_Mode, "Map_Follow_Mode"},
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{ gamefunc_See_Coop_View, "See_Coop_View"},
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{ gamefunc_Mouse_Aiming, "Mouse_Aiming"},
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{ gamefunc_Toggle_Crosshair, "Toggle_Crosshair"},
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{ gamefunc_Steroids, "Steroids"},
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{ gamefunc_Quick_Kick, "Quick_Kick"},
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{ gamefunc_Next_Weapon, "Next_Weapon"},
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{ gamefunc_Previous_Weapon, "Previous_Weapon"},
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{ gamefunc_Show_DukeMatch_Scores, "Show_DukeMatch_Scores"},
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{ gamefunc_Dpad_Select, "Dpad_Select"},
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{ gamefunc_Dpad_Aiming, "Dpad_Aiming"},
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{ gamefunc_Last_Weapon, "Last_Used_Weapon"},
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{ gamefunc_Alt_Weapon, "Alt_Weapon"},
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{ gamefunc_Third_Person_View, "Third_Person_View"},
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{ gamefunc_Toggle_Crouch, "Toggle_Crouch"},
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{ gamefunc_CrystalBall, "CrystalBall"}, // the following were added by Blood
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{ gamefunc_ProximityBombs, "ProximityBombs"},
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{ gamefunc_RemoteBombs, "RemoteBombs"},
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{ gamefunc_Smoke_Bomb, "Smoke_Bomb" },
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{ gamefunc_Gas_Bomb, "Gas_Bomb" },
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{ gamefunc_Flash_Bomb, "Flash_Bomb" },
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{ gamefunc_Caltrops, "Caltrops" },
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};
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// This is for use by the tab command builder which can run before the optimized tables are initialized.
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const char* StaticGetButtonName(int32_t func)
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{
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for (auto& entry : gamefuncs)
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if (entry.index == func) return entry.name;
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return "";
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}
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//=============================================================================
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//
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@ -133,12 +49,16 @@ const char* StaticGetButtonName(int32_t func)
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//
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//=============================================================================
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ButtonMap::ButtonMap()
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void ButtonMap::SetButtons(const char** names, int count)
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{
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for(auto &gf : gamefuncs)
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Buttons.Resize(count);
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NumToName.Resize(count);
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NameToNum.Clear();
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for(int i = 0; i < count; i++)
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{
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NameToNum.Insert(gf.name, gf.index);
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NumToName[gf.index] = gf.name;
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Buttons[i] = {};
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NameToNum.Insert(names[i], i);
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NumToName[i] = names[i];
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}
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}
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@ -153,18 +73,18 @@ int ButtonMap::ListActionCommands (const char *pattern)
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char matcher[32];
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int count = 0;
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for (int i = 0; i < NumButtons(); i++)
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for (auto& btn : NumToName)
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{
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if (pattern == NULL || CheckWildcards (pattern,
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(snprintf (matcher, countof(matcher), "+%s", NumToName[i].GetChars()), matcher)))
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(mysnprintf (matcher, countof(matcher), "+%s", btn.GetChars()), matcher)))
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{
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Printf ("+%s\n", NumToName[i].GetChars());
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Printf ("+%s\n", btn.GetChars());
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count++;
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}
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if (pattern == NULL || CheckWildcards (pattern,
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(snprintf (matcher, countof(matcher), "-%s", NumToName[i].GetChars()), matcher)))
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(mysnprintf (matcher, countof(matcher), "-%s", btn.GetChars()), matcher)))
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{
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Printf ("-%s\n", NumToName[i].GetChars());
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Printf ("-%s\n", btn.GetChars());
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count++;
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}
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}
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@ -178,11 +98,11 @@ int ButtonMap::ListActionCommands (const char *pattern)
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//
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//=============================================================================
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int ButtonMap::FindButtonIndex (const char *key) const
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int ButtonMap::FindButtonIndex (const char *key, int funclen) const
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{
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if (!key) return -1;
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FName name(key, true);
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FName name = funclen == -1? FName(key, true) : FName(key, funclen, true);
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if (name == NAME_None) return -1;
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auto res = NameToNum.CheckKey(name);
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@ -214,10 +134,13 @@ void ButtonMap::ResetButtonTriggers ()
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void ButtonMap::ResetButtonStates ()
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{
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for (auto &button : Buttons)
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for (auto &btn : Buttons)
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{
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button.ReleaseKey (0);
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button.ResetTriggers ();
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if (!btn.bReleaseLock)
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{
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btn.ReleaseKey (0);
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}
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btn.ResetTriggers ();
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}
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}
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@ -316,3 +239,23 @@ bool FButtonStatus::ReleaseKey (int keynum)
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// Returns true if releasing this key caused the button to go up.
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return wasdown && !bDown;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::AddButtonTabCommands()
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{
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// Add all the action commands for tab completion
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for (auto& btn : NumToName)
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{
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char tname[16];
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strcpy (&tname[1], btn.GetChars());
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tname[0] = '+';
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C_AddTabCommand (tname);
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tname[0] = '-';
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C_AddTabCommand (tname);
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}
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}
|
||||
|
|
|
@ -2,95 +2,8 @@
|
|||
|
||||
#include <stdint.h>
|
||||
#include "tarray.h"
|
||||
#include "zstring.h"
|
||||
#include "name.h"
|
||||
|
||||
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
|
||||
enum GameFunction_t
|
||||
{
|
||||
gamefunc_Move_Forward,
|
||||
gamefunc_Move_Backward,
|
||||
gamefunc_Turn_Left,
|
||||
gamefunc_Turn_Right,
|
||||
gamefunc_Strafe,
|
||||
gamefunc_Fire,
|
||||
gamefunc_Open,
|
||||
gamefunc_Run,
|
||||
gamefunc_Alt_Fire, // Duke3D, Blood
|
||||
gamefunc_Jump,
|
||||
gamefunc_Crouch,
|
||||
gamefunc_Look_Up,
|
||||
gamefunc_Look_Down,
|
||||
gamefunc_Look_Left,
|
||||
gamefunc_Look_Right,
|
||||
gamefunc_Strafe_Left,
|
||||
gamefunc_Strafe_Right,
|
||||
gamefunc_Aim_Up,
|
||||
gamefunc_Aim_Down,
|
||||
gamefunc_Weapon_1,
|
||||
gamefunc_Weapon_2,
|
||||
gamefunc_Weapon_3,
|
||||
gamefunc_Weapon_4,
|
||||
gamefunc_Weapon_5,
|
||||
gamefunc_Weapon_6,
|
||||
gamefunc_Weapon_7,
|
||||
gamefunc_Weapon_8,
|
||||
gamefunc_Weapon_9,
|
||||
gamefunc_Weapon_10,
|
||||
gamefunc_Inventory,
|
||||
gamefunc_Inventory_Use = gamefunc_Inventory,
|
||||
gamefunc_Inventory_Left,
|
||||
gamefunc_Inventory_Right,
|
||||
gamefunc_Holo_Duke, // Duke3D, RR
|
||||
gamefunc_Jetpack,
|
||||
gamefunc_JumpBoots = gamefunc_Jetpack,
|
||||
gamefunc_NightVision,
|
||||
gamefunc_Night_Vision = gamefunc_NightVision,
|
||||
gamefunc_BeastVision = gamefunc_NightVision,
|
||||
gamefunc_MedKit,
|
||||
gamefunc_Med_Kit = gamefunc_MedKit,
|
||||
gamefunc_TurnAround,
|
||||
gamefunc_SendMessage,
|
||||
gamefunc_Map,
|
||||
gamefunc_Map_Toggle = gamefunc_Map,
|
||||
gamefunc_Shrink_Screen,
|
||||
gamefunc_Enlarge_Screen,
|
||||
gamefunc_Center_View,
|
||||
gamefunc_Look_Straight = gamefunc_Center_View,
|
||||
gamefunc_Holster_Weapon,
|
||||
gamefunc_Show_Opponents_Weapon,
|
||||
gamefunc_Map_Follow_Mode,
|
||||
gamefunc_See_Coop_View,
|
||||
gamefunc_See_Co_Op_View = gamefunc_See_Coop_View,
|
||||
gamefunc_Mouse_Aiming,
|
||||
gamefunc_Mouseview = gamefunc_Mouse_Aiming,
|
||||
gamefunc_Toggle_Crosshair,
|
||||
gamefunc_Steroids,
|
||||
gamefunc_Quick_Kick,
|
||||
gamefunc_Next_Weapon,
|
||||
gamefunc_Previous_Weapon,
|
||||
gamefunc_Show_DukeMatch_Scores,
|
||||
gamefunc_Dpad_Select,
|
||||
gamefunc_Dpad_Aiming,
|
||||
gamefunc_Last_Weapon,
|
||||
gamefunc_Alt_Weapon,
|
||||
gamefunc_Third_Person_View,
|
||||
gamefunc_See_Chase_View = gamefunc_Third_Person_View,
|
||||
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
|
||||
gamefunc_CrystalBall,
|
||||
gamefunc_ProximityBombs,
|
||||
gamefunc_RemoteBombs,
|
||||
gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?)
|
||||
gamefunc_Gas_Bomb,
|
||||
gamefunc_Flash_Bomb,
|
||||
gamefunc_Caltrops,
|
||||
|
||||
gamefunc_Zoom_In, // Map controls should not pollute the global button namespace.
|
||||
gamefunc_Zoom_Out,
|
||||
|
||||
};
|
||||
|
||||
|
||||
// Actions
|
||||
struct FButtonStatus
|
||||
{
|
||||
|
@ -100,6 +13,9 @@ struct FButtonStatus
|
|||
bool bDown; // Button is down right now
|
||||
bool bWentDown; // Button went down this tic
|
||||
bool bWentUp; // Button went up this tic
|
||||
bool bReleaseLock; // Lock ReleaseKey call in ResetButtonStates
|
||||
void (*PressHandler)(); // for optional game-side customization
|
||||
void (*ReleaseHandler)();
|
||||
|
||||
bool PressKey (int keynum); // Returns true if this key caused the button to be pressed.
|
||||
bool ReleaseKey (int keynum); // Returns true if this key is no longer pressed.
|
||||
|
@ -107,34 +23,38 @@ struct FButtonStatus
|
|||
void Reset () { bDown = bWentDown = bWentUp = false; }
|
||||
};
|
||||
|
||||
|
||||
class ButtonMap
|
||||
{
|
||||
|
||||
|
||||
TArray<FButtonStatus> Buttons;
|
||||
TArray<FString> NumToName; // The internal name of the button
|
||||
TMap<FName, int> NameToNum;
|
||||
|
||||
|
||||
public:
|
||||
ButtonMap();
|
||||
void SetButtons(const char** names, int count);
|
||||
|
||||
constexpr int NumButtons() const
|
||||
|
||||
int NumButtons() const
|
||||
{
|
||||
return Buttons.Size();
|
||||
}
|
||||
|
||||
int FindButtonIndex(const char* func) const;
|
||||
|
||||
FButtonStatus *FindButton(const char *func)
|
||||
int FindButtonIndex(const char* func, int funclen = -1) const;
|
||||
|
||||
FButtonStatus* FindButton(const char* func, int funclen = -1)
|
||||
{
|
||||
int index = FindButtonIndex(func);
|
||||
return index > -1? &Buttons[index] : nullptr;
|
||||
int index = FindButtonIndex(func, funclen);
|
||||
return index > -1 ? &Buttons[index] : nullptr;
|
||||
}
|
||||
|
||||
void ResetButtonTriggers (); // Call ResetTriggers for all buttons
|
||||
void ResetButtonStates (); // Same as above, but also clear bDown
|
||||
FButtonStatus* GetButton(int index)
|
||||
{
|
||||
return &Buttons[index];
|
||||
}
|
||||
|
||||
void ResetButtonTriggers(); // Call ResetTriggers for all buttons
|
||||
void ResetButtonStates(); // Same as above, but also clear bDown
|
||||
int ListActionCommands(const char* pattern);
|
||||
void AddButtonTabCommands();
|
||||
|
||||
|
||||
bool ButtonDown(int x) const
|
||||
|
|
|
@ -50,8 +50,6 @@
|
|||
#include "c_cvars.h"
|
||||
#include "c_buttons.h"
|
||||
#include "findfile.h"
|
||||
// Todo: Get rid of
|
||||
#include "inputstate.h"
|
||||
|
||||
// MACROS ------------------------------------------------------------------
|
||||
|
||||
|
@ -173,7 +171,6 @@ FString StoredWarp;
|
|||
|
||||
FConsoleCommand* Commands[FConsoleCommand::HASH_SIZE];
|
||||
|
||||
CVAR (Bool, lookspring, true, CVAR_ARCHIVE); // Generate centerview when -mlook encountered?
|
||||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
|
@ -239,22 +236,18 @@ void C_DoCommand (const char *cmd, int keynum)
|
|||
// Check if this is an action
|
||||
if (*beg == '+' || *beg == '-')
|
||||
{
|
||||
auto button = buttonMap.FindButton(beg + 1);
|
||||
if (button)
|
||||
auto button = buttonMap.FindButton(beg + 1, int(end - beg - 1));
|
||||
if (button != nullptr)
|
||||
{
|
||||
if (*beg == '+')
|
||||
{
|
||||
button->PressKey (keynum);
|
||||
if (button->PressHandler) button->PressHandler();
|
||||
}
|
||||
else
|
||||
{
|
||||
button->ReleaseKey (keynum);
|
||||
/*
|
||||
if (button == &Button_Mlook && lookspring)
|
||||
{
|
||||
Net_WriteByte (DEM_CENTERVIEW);
|
||||
}
|
||||
*/
|
||||
if (button->ReleaseHandler) button->ReleaseHandler();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -462,29 +455,9 @@ FConsoleCommand* FConsoleCommand::FindByName (const char* name)
|
|||
return FindNameInHashTable (Commands, name, strlen (name));
|
||||
}
|
||||
|
||||
const char* StaticGetButtonName(int32_t func);
|
||||
|
||||
FConsoleCommand::FConsoleCommand (const char *name, CCmdRun runFunc)
|
||||
: m_RunFunc (runFunc)
|
||||
{
|
||||
static bool firstTime = true;
|
||||
|
||||
if (firstTime)
|
||||
{
|
||||
unsigned int i;
|
||||
|
||||
firstTime = false;
|
||||
|
||||
// Add all the action commands for tab completion
|
||||
for (i = 0; i < buttonMap.NumButtons(); i++)
|
||||
{
|
||||
FString tname = "+"; tname << StaticGetButtonName(i);
|
||||
C_AddTabCommand (tname);
|
||||
tname.Substitute('+', '-');
|
||||
C_AddTabCommand (tname);
|
||||
}
|
||||
}
|
||||
|
||||
int ag = strcmp (name, "kill");
|
||||
if (ag == 0)
|
||||
ag=0;
|
||||
|
|
|
@ -91,6 +91,7 @@ void I_SetWindowTitle(const char* caption);
|
|||
void InitENet();
|
||||
void ShutdownENet();
|
||||
bool AppActive;
|
||||
int chatmodeon; // needed by the common console code.
|
||||
|
||||
FString currentGame;
|
||||
FString LumpFilter;
|
||||
|
|
|
@ -35,6 +35,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
#include "menu/menu.h"
|
||||
#include "memarena.h"
|
||||
|
||||
|
||||
|
||||
#ifdef EDUKE32_STANDALONE
|
||||
#define VOLUMEALL (1)
|
||||
#define PLUTOPAK (1)
|
||||
|
@ -132,8 +134,72 @@ EDUKE32_STATIC_ASSERT(7 <= MAXTILES-MAXUSERTILES);
|
|||
|
||||
BEGIN_DUKE_NS
|
||||
|
||||
static inline int32_t G_TileHasActor(int const tileNum)
|
||||
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
|
||||
enum GameFunction_t
|
||||
{
|
||||
gamefunc_Move_Forward,
|
||||
gamefunc_Move_Backward,
|
||||
gamefunc_Turn_Left,
|
||||
gamefunc_Turn_Right,
|
||||
gamefunc_Strafe,
|
||||
gamefunc_Fire,
|
||||
gamefunc_Open,
|
||||
gamefunc_Run,
|
||||
gamefunc_Alt_Fire, // Duke3D, Blood
|
||||
gamefunc_Jump,
|
||||
gamefunc_Crouch,
|
||||
gamefunc_Look_Up,
|
||||
gamefunc_Look_Down,
|
||||
gamefunc_Look_Left,
|
||||
gamefunc_Look_Right,
|
||||
gamefunc_Strafe_Left,
|
||||
gamefunc_Strafe_Right,
|
||||
gamefunc_Aim_Up,
|
||||
gamefunc_Aim_Down,
|
||||
gamefunc_Weapon_1,
|
||||
gamefunc_Weapon_2,
|
||||
gamefunc_Weapon_3,
|
||||
gamefunc_Weapon_4,
|
||||
gamefunc_Weapon_5,
|
||||
gamefunc_Weapon_6,
|
||||
gamefunc_Weapon_7,
|
||||
gamefunc_Weapon_8,
|
||||
gamefunc_Weapon_9,
|
||||
gamefunc_Weapon_10,
|
||||
gamefunc_Inventory,
|
||||
gamefunc_Inventory_Left,
|
||||
gamefunc_Inventory_Right,
|
||||
gamefunc_Holo_Duke, // Duke3D, RR
|
||||
gamefunc_Jetpack,
|
||||
gamefunc_NightVision,
|
||||
gamefunc_MedKit,
|
||||
gamefunc_TurnAround,
|
||||
gamefunc_SendMessage,
|
||||
gamefunc_Map,
|
||||
gamefunc_Shrink_Screen,
|
||||
gamefunc_Enlarge_Screen,
|
||||
gamefunc_Center_View,
|
||||
gamefunc_Holster_Weapon,
|
||||
gamefunc_Show_Opponents_Weapon,
|
||||
gamefunc_Map_Follow_Mode,
|
||||
gamefunc_See_Coop_View,
|
||||
gamefunc_Mouse_Aiming,
|
||||
gamefunc_Toggle_Crosshair,
|
||||
gamefunc_Steroids,
|
||||
gamefunc_Quick_Kick,
|
||||
gamefunc_Next_Weapon,
|
||||
gamefunc_Previous_Weapon,
|
||||
gamefunc_Dpad_Select,
|
||||
gamefunc_Dpad_Aiming,
|
||||
gamefunc_Last_Weapon,
|
||||
gamefunc_Alt_Weapon,
|
||||
gamefunc_Third_Person_View,
|
||||
gamefunc_Show_DukeMatch_Scores,
|
||||
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
|
||||
NUM_ACTIONS
|
||||
};
|
||||
|
||||
static inline int32_t G_TileHasActor(int const tileNum){
|
||||
return g_tile[tileNum].execPtr!=NULL;
|
||||
}
|
||||
|
||||
|
|
|
@ -5573,8 +5573,70 @@ EDUKE32_STATIC_ASSERT(sizeof(DukePlayer_t)%4 == 0);
|
|||
|
||||
void app_loop();
|
||||
|
||||
static const char* actions[] = {
|
||||
"Move_Forward",
|
||||
"Move_Backward",
|
||||
"Turn_Left",
|
||||
"Turn_Right",
|
||||
"Strafe",
|
||||
"Fire",
|
||||
"Open",
|
||||
"Run",
|
||||
"Alt_Fire", // Duke3D", Blood
|
||||
"Jump",
|
||||
"Crouch",
|
||||
"Look_Up",
|
||||
"Look_Down",
|
||||
"Look_Left",
|
||||
"Look_Right",
|
||||
"Strafe_Left",
|
||||
"Strafe_Right",
|
||||
"Aim_Up",
|
||||
"Aim_Down",
|
||||
"Weapon_1",
|
||||
"Weapon_2",
|
||||
"Weapon_3",
|
||||
"Weapon_4",
|
||||
"Weapon_5",
|
||||
"Weapon_6",
|
||||
"Weapon_7",
|
||||
"Weapon_8",
|
||||
"Weapon_9",
|
||||
"Weapon_10",
|
||||
"Inventory",
|
||||
"Inventory_Left",
|
||||
"Inventory_Right",
|
||||
"Holo_Duke", // Duke3D", RR
|
||||
"Jetpack",
|
||||
"NightVision",
|
||||
"MedKit",
|
||||
"TurnAround",
|
||||
"SendMessage",
|
||||
"Map",
|
||||
"Shrink_Screen",
|
||||
"Enlarge_Screen",
|
||||
"Center_View",
|
||||
"Holster_Weapon",
|
||||
"Show_Opponents_Weapon",
|
||||
"Map_Follow_Mode",
|
||||
"See_Coop_View",
|
||||
"Mouse_Aiming",
|
||||
"Toggle_Crosshair",
|
||||
"Steroids",
|
||||
"Quick_Kick",
|
||||
"Next_Weapon",
|
||||
"Previous_Weapon",
|
||||
"Dpad_Select",
|
||||
"Dpad_Aiming",
|
||||
"Last_Weapon",
|
||||
"Alt_Weapon",
|
||||
"Third_Person_View",
|
||||
"Show_DukeMatch_Scores",
|
||||
"Toggle_Crouch", // This is the last one used by EDuke32.
|
||||
};
|
||||
int GameInterface::app_main()
|
||||
{
|
||||
buttonMap.SetButtons(actions, NUM_ACTIONS);
|
||||
g_skillCnt = 4;
|
||||
ud.multimode = 1;
|
||||
ud.m_monsters_off = userConfig.nomonsters;
|
||||
|
|
|
@ -4993,7 +4993,7 @@ repeatcase:
|
|||
|
||||
scriptSkipSpaces();
|
||||
|
||||
if (EDUKE32_PREDICT_FALSE((unsigned)j > NUMGAMEFUNCTIONS-1))
|
||||
if (EDUKE32_PREDICT_FALSE((unsigned)j > NUM_ACTIONS-1))
|
||||
{
|
||||
Printf("%s:%d: error: function number exceeds number of game functions.\n",
|
||||
g_scriptFileName,g_lineNumber);
|
||||
|
@ -5029,7 +5029,7 @@ repeatcase:
|
|||
g_scriptPtr--;
|
||||
j = *g_scriptPtr;
|
||||
|
||||
if (EDUKE32_PREDICT_FALSE((unsigned)j > NUMGAMEFUNCTIONS-1))
|
||||
if (EDUKE32_PREDICT_FALSE((unsigned)j > NUM_ACTIONS -1))
|
||||
{
|
||||
Printf("%s:%d: error: function number exceeds number of game functions.\n",
|
||||
g_scriptFileName,g_lineNumber);
|
||||
|
|
|
@ -3722,7 +3722,7 @@ badindex:
|
|||
int const gameFunc = Gv_GetVar(*insptr++);
|
||||
int funcPos = Gv_GetVar(*insptr++);
|
||||
VM_ASSERT((unsigned)quoteIndex < MAXQUOTES, "invalid quote %d\n", quoteIndex);
|
||||
VM_ASSERT((unsigned)gameFunc < NUMGAMEFUNCTIONS, "invalid function %d\n", gameFunc);
|
||||
VM_ASSERT((unsigned)gameFunc < NUM_ACTIONS, "invalid function %d\n", gameFunc);
|
||||
|
||||
auto bindings = Bindings.GetKeysForCommand(C_CON_GetButtonFunc(gameFunc));
|
||||
if ((unsigned)funcPos >= bindings.Size()) funcPos = 0;
|
||||
|
@ -3737,7 +3737,7 @@ badindex:
|
|||
int const gameFunc = Gv_GetVar(*insptr++);
|
||||
|
||||
VM_ASSERT((unsigned)quoteIndex < MAXQUOTES, "invalid quote %d\n", quoteIndex);
|
||||
VM_ASSERT((unsigned)gameFunc < NUMGAMEFUNCTIONS, "invalid function %d\n", gameFunc);
|
||||
VM_ASSERT((unsigned)gameFunc < NUM_ACTIONS, "invalid function %d\n", gameFunc);
|
||||
|
||||
auto binding = C_CON_GetBoundKeyForLastInput(gameFunc);
|
||||
if (binding.Len()) quoteMgr.FormatQuote(quoteIndex, "(%s)", binding.GetChars());
|
||||
|
|
|
@ -1796,6 +1796,63 @@ void CheckCommandLine(int argc, char const* const* argv, int &doTitle)
|
|||
}
|
||||
}
|
||||
|
||||
static const char* actions[] =
|
||||
{
|
||||
"Move_Forward",
|
||||
"Move_Backward",
|
||||
"Turn_Left",
|
||||
"Turn_Right",
|
||||
"Strafe",
|
||||
"Fire",
|
||||
"Open",
|
||||
"Run",
|
||||
"Alt_Fire", // Duke3D", Blood
|
||||
"Jump",
|
||||
"Crouch",
|
||||
"Look_Up",
|
||||
"Look_Down",
|
||||
"Look_Left",
|
||||
"Look_Right",
|
||||
"Strafe_Left",
|
||||
"Strafe_Right",
|
||||
"Aim_Up",
|
||||
"Aim_Down",
|
||||
"Weapon_1",
|
||||
"Weapon_2",
|
||||
"Weapon_3",
|
||||
"Weapon_4",
|
||||
"Weapon_5",
|
||||
"Weapon_6",
|
||||
"Weapon_7",
|
||||
"Weapon_8",
|
||||
"Weapon_9",
|
||||
"Weapon_10",
|
||||
"Inventory",
|
||||
"Inventory_Left",
|
||||
"Inventory_Right",
|
||||
"TurnAround",
|
||||
"SendMessage",
|
||||
"Map",
|
||||
"Shrink_Screen",
|
||||
"Enlarge_Screen",
|
||||
"Center_View",
|
||||
"Holster_Weapon",
|
||||
"Show_Opponents_Weapon",
|
||||
"Map_Follow_Mode",
|
||||
"See_Coop_View",
|
||||
"Mouse_Aiming",
|
||||
"Toggle_Crosshair",
|
||||
"Next_Weapon",
|
||||
"Previous_Weapon",
|
||||
"Dpad_Select",
|
||||
"Dpad_Aiming",
|
||||
"Last_Weapon",
|
||||
"Alt_Weapon",
|
||||
"Third_Person_View",
|
||||
"Toggle_Crouch", // This is the last one used by EDuke32.
|
||||
"Zoom_In", // Map controls should not pollute the global button namespace.
|
||||
"Zoom_Out",
|
||||
};
|
||||
|
||||
int GameInterface::app_main()
|
||||
{
|
||||
|
@ -1806,6 +1863,8 @@ int GameInterface::app_main()
|
|||
int stopTitle = kFalse;
|
||||
levelnew = 1;
|
||||
|
||||
buttonMap.SetButtons(actions, NUM_ACTIONS);
|
||||
|
||||
help_disabled = true;
|
||||
// Create the global level table. Parts of the engine need it, even though the game itself does not.
|
||||
for (int i = 0; i <= 32; i++)
|
||||
|
|
|
@ -35,6 +35,67 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
|
||||
BEGIN_PS_NS
|
||||
|
||||
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
|
||||
enum GameFunction_t
|
||||
{
|
||||
gamefunc_Move_Forward,
|
||||
gamefunc_Move_Backward,
|
||||
gamefunc_Turn_Left,
|
||||
gamefunc_Turn_Right,
|
||||
gamefunc_Strafe,
|
||||
gamefunc_Fire,
|
||||
gamefunc_Open,
|
||||
gamefunc_Run,
|
||||
gamefunc_Alt_Fire, // Duke3D, Blood
|
||||
gamefunc_Jump,
|
||||
gamefunc_Crouch,
|
||||
gamefunc_Look_Up,
|
||||
gamefunc_Look_Down,
|
||||
gamefunc_Look_Left,
|
||||
gamefunc_Look_Right,
|
||||
gamefunc_Strafe_Left,
|
||||
gamefunc_Strafe_Right,
|
||||
gamefunc_Aim_Up,
|
||||
gamefunc_Aim_Down,
|
||||
gamefunc_Weapon_1,
|
||||
gamefunc_Weapon_2,
|
||||
gamefunc_Weapon_3,
|
||||
gamefunc_Weapon_4,
|
||||
gamefunc_Weapon_5,
|
||||
gamefunc_Weapon_6,
|
||||
gamefunc_Weapon_7,
|
||||
gamefunc_Weapon_8,
|
||||
gamefunc_Weapon_9,
|
||||
gamefunc_Weapon_10,
|
||||
gamefunc_Inventory,
|
||||
gamefunc_Inventory_Left,
|
||||
gamefunc_Inventory_Right,
|
||||
gamefunc_TurnAround,
|
||||
gamefunc_SendMessage,
|
||||
gamefunc_Map,
|
||||
gamefunc_Shrink_Screen,
|
||||
gamefunc_Enlarge_Screen,
|
||||
gamefunc_Center_View,
|
||||
gamefunc_Holster_Weapon,
|
||||
gamefunc_Show_Opponents_Weapon,
|
||||
gamefunc_Map_Follow_Mode,
|
||||
gamefunc_See_Coop_View,
|
||||
gamefunc_Mouse_Aiming,
|
||||
gamefunc_Toggle_Crosshair,
|
||||
gamefunc_Next_Weapon,
|
||||
gamefunc_Previous_Weapon,
|
||||
gamefunc_Dpad_Select,
|
||||
gamefunc_Dpad_Aiming,
|
||||
gamefunc_Last_Weapon,
|
||||
gamefunc_Alt_Weapon,
|
||||
gamefunc_Third_Person_View,
|
||||
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
|
||||
gamefunc_Zoom_In, // Map controls should not pollute the global button namespace.
|
||||
gamefunc_Zoom_Out,
|
||||
NUM_ACTIONS,
|
||||
|
||||
};
|
||||
|
||||
#define kTimerTicks 120
|
||||
|
||||
#ifdef __WATCOMC__
|
||||
|
|
|
@ -132,6 +132,71 @@ END_RR_NS
|
|||
|
||||
BEGIN_RR_NS
|
||||
|
||||
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
|
||||
enum GameFunction_t
|
||||
{
|
||||
gamefunc_Move_Forward,
|
||||
gamefunc_Move_Backward,
|
||||
gamefunc_Turn_Left,
|
||||
gamefunc_Turn_Right,
|
||||
gamefunc_Strafe,
|
||||
gamefunc_Fire,
|
||||
gamefunc_Open,
|
||||
gamefunc_Run,
|
||||
gamefunc_Alt_Fire, // Duke3D, Blood
|
||||
gamefunc_Jump,
|
||||
gamefunc_Crouch,
|
||||
gamefunc_Look_Up,
|
||||
gamefunc_Look_Down,
|
||||
gamefunc_Look_Left,
|
||||
gamefunc_Look_Right,
|
||||
gamefunc_Strafe_Left,
|
||||
gamefunc_Strafe_Right,
|
||||
gamefunc_Aim_Up,
|
||||
gamefunc_Aim_Down,
|
||||
gamefunc_Weapon_1,
|
||||
gamefunc_Weapon_2,
|
||||
gamefunc_Weapon_3,
|
||||
gamefunc_Weapon_4,
|
||||
gamefunc_Weapon_5,
|
||||
gamefunc_Weapon_6,
|
||||
gamefunc_Weapon_7,
|
||||
gamefunc_Weapon_8,
|
||||
gamefunc_Weapon_9,
|
||||
gamefunc_Weapon_10,
|
||||
gamefunc_Inventory,
|
||||
gamefunc_Inventory_Left,
|
||||
gamefunc_Inventory_Right,
|
||||
gamefunc_Holo_Duke, // Duke3D, RR
|
||||
gamefunc_Jetpack,
|
||||
gamefunc_NightVision,
|
||||
gamefunc_MedKit,
|
||||
gamefunc_TurnAround,
|
||||
gamefunc_SendMessage,
|
||||
gamefunc_Map,
|
||||
gamefunc_Shrink_Screen,
|
||||
gamefunc_Enlarge_Screen,
|
||||
gamefunc_Center_View,
|
||||
gamefunc_Holster_Weapon,
|
||||
gamefunc_Show_Opponents_Weapon,
|
||||
gamefunc_Map_Follow_Mode,
|
||||
gamefunc_See_Coop_View,
|
||||
gamefunc_Mouse_Aiming,
|
||||
gamefunc_Toggle_Crosshair,
|
||||
gamefunc_Steroids,
|
||||
gamefunc_Quick_Kick,
|
||||
gamefunc_Next_Weapon,
|
||||
gamefunc_Previous_Weapon,
|
||||
gamefunc_Dpad_Select,
|
||||
gamefunc_Dpad_Aiming,
|
||||
gamefunc_Last_Weapon,
|
||||
gamefunc_Alt_Weapon,
|
||||
gamefunc_Third_Person_View,
|
||||
gamefunc_Show_DukeMatch_Scores,
|
||||
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
|
||||
NUM_ACTIONS
|
||||
};
|
||||
|
||||
static inline int32_t G_HaveActor(int spriteNum)
|
||||
{
|
||||
return g_tile[spriteNum].execPtr!=NULL;
|
||||
|
|
|
@ -6957,9 +6957,72 @@ void app_loop();
|
|||
EDUKE32_STATIC_ASSERT(sizeof(actor_t)%4 == 0);
|
||||
EDUKE32_STATIC_ASSERT(sizeof(DukePlayer_t)%4 == 0);
|
||||
|
||||
static const char* actions[] = {
|
||||
"Move_Forward",
|
||||
"Move_Backward",
|
||||
"Turn_Left",
|
||||
"Turn_Right",
|
||||
"Strafe",
|
||||
"Fire",
|
||||
"Open",
|
||||
"Run",
|
||||
"Alt_Fire", // Duke3D", Blood
|
||||
"Jump",
|
||||
"Crouch",
|
||||
"Look_Up",
|
||||
"Look_Down",
|
||||
"Look_Left",
|
||||
"Look_Right",
|
||||
"Strafe_Left",
|
||||
"Strafe_Right",
|
||||
"Aim_Up",
|
||||
"Aim_Down",
|
||||
"Weapon_1",
|
||||
"Weapon_2",
|
||||
"Weapon_3",
|
||||
"Weapon_4",
|
||||
"Weapon_5",
|
||||
"Weapon_6",
|
||||
"Weapon_7",
|
||||
"Weapon_8",
|
||||
"Weapon_9",
|
||||
"Weapon_10",
|
||||
"Inventory",
|
||||
"Inventory_Left",
|
||||
"Inventory_Right",
|
||||
"Holo_Duke", // Duke3D", RR
|
||||
"Jetpack",
|
||||
"NightVision",
|
||||
"MedKit",
|
||||
"TurnAround",
|
||||
"SendMessage",
|
||||
"Map",
|
||||
"Shrink_Screen",
|
||||
"Enlarge_Screen",
|
||||
"Center_View",
|
||||
"Holster_Weapon",
|
||||
"Show_Opponents_Weapon",
|
||||
"Map_Follow_Mode",
|
||||
"See_Coop_View",
|
||||
"Mouse_Aiming",
|
||||
"Toggle_Crosshair",
|
||||
"Steroids",
|
||||
"Quick_Kick",
|
||||
"Next_Weapon",
|
||||
"Previous_Weapon",
|
||||
"Dpad_Select",
|
||||
"Dpad_Aiming",
|
||||
"Last_Weapon",
|
||||
"Alt_Weapon",
|
||||
"Third_Person_View",
|
||||
"Show_DukeMatch_Scores",
|
||||
"Toggle_Crouch", // This is the last one used by EDuke32.
|
||||
};
|
||||
|
||||
int GameInterface::app_main()
|
||||
{
|
||||
playing_rr = 1;
|
||||
buttonMap.SetButtons(actions, NUM_ACTIONS);
|
||||
playing_rr = 1;
|
||||
g_skillCnt = 4;
|
||||
ud.multimode = 1;
|
||||
ud.m_monsters_off = userConfig.nomonsters;
|
||||
|
|
|
@ -502,7 +502,7 @@ DemoPlayBack(void)
|
|||
}
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_See_Co_Op_View))
|
||||
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
|
||||
{
|
||||
screenpeek += 1;
|
||||
if (screenpeek > numplayers-1)
|
||||
|
|
|
@ -2672,6 +2672,68 @@ void CommandLineHelp(char const * const * argv)
|
|||
{
|
||||
}
|
||||
|
||||
static const char* actions[] = {
|
||||
"Move_Forward",
|
||||
"Move_Backward",
|
||||
"Turn_Left",
|
||||
"Turn_Right",
|
||||
"Strafe",
|
||||
"Fire",
|
||||
"Open",
|
||||
"Run",
|
||||
"Alt_Fire", // Duke3D", Blood
|
||||
"Jump",
|
||||
"Crouch",
|
||||
"Look_Up",
|
||||
"Look_Down",
|
||||
"Look_Left",
|
||||
"Look_Right",
|
||||
"Strafe_Left",
|
||||
"Strafe_Right",
|
||||
"Aim_Up",
|
||||
"Aim_Down",
|
||||
"Weapon_1",
|
||||
"Weapon_2",
|
||||
"Weapon_3",
|
||||
"Weapon_4",
|
||||
"Weapon_5",
|
||||
"Weapon_6",
|
||||
"Weapon_7",
|
||||
"Weapon_8",
|
||||
"Weapon_9",
|
||||
"Weapon_10",
|
||||
"Inventory",
|
||||
"Inventory_Left",
|
||||
"Inventory_Right",
|
||||
"NightVision",
|
||||
"MedKit",
|
||||
"TurnAround",
|
||||
"SendMessage",
|
||||
"Map",
|
||||
"Shrink_Screen",
|
||||
"Enlarge_Screen",
|
||||
"Center_View",
|
||||
"Holster_Weapon",
|
||||
"Show_Opponents_Weapon",
|
||||
"Map_Follow_Mode",
|
||||
"See_Coop_View",
|
||||
"Mouse_Aiming",
|
||||
"Toggle_Crosshair",
|
||||
"Next_Weapon",
|
||||
"Previous_Weapon",
|
||||
"Dpad_Select",
|
||||
"Dpad_Aiming",
|
||||
"Last_Weapon",
|
||||
"Alt_Weapon",
|
||||
"Third_Person_View",
|
||||
"Toggle_Crouch", // This is the last one used by EDuke32"",
|
||||
"Smoke_Bomb",
|
||||
"Gas_Bomb",
|
||||
"Flash_Bomb",
|
||||
"Caltrops",
|
||||
|
||||
};
|
||||
|
||||
int32_t GameInterface::app_main()
|
||||
{
|
||||
int i;
|
||||
|
@ -2680,6 +2742,7 @@ int32_t GameInterface::app_main()
|
|||
void gameinput(void);
|
||||
int cnt = 0;
|
||||
|
||||
buttonMap.SetButtons(actions, NUM_ACTIONS);
|
||||
automapping = 1;
|
||||
BorderAdjust = true;
|
||||
SW_ExtInit();
|
||||
|
@ -3584,11 +3647,11 @@ void getinput(int const playerNum)
|
|||
|
||||
|
||||
inv_hotkey = 0;
|
||||
if (buttonMap.ButtonDown(gamefunc_Med_Kit))
|
||||
if (buttonMap.ButtonDown(gamefunc_MedKit))
|
||||
inv_hotkey = INVENTORY_MEDKIT+1;
|
||||
if (buttonMap.ButtonDown(gamefunc_Smoke_Bomb))
|
||||
inv_hotkey = INVENTORY_CLOAK+1;
|
||||
if (buttonMap.ButtonDown(gamefunc_Night_Vision))
|
||||
if (buttonMap.ButtonDown(gamefunc_NightVision))
|
||||
inv_hotkey = INVENTORY_NIGHT_VISION+1;
|
||||
if (buttonMap.ButtonDown(gamefunc_Gas_Bomb))
|
||||
inv_hotkey = INVENTORY_CHEMBOMB+1;
|
||||
|
@ -3617,9 +3680,9 @@ void getinput(int const playerNum)
|
|||
|
||||
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_See_Co_Op_View))
|
||||
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
|
||||
{
|
||||
buttonMap.ClearButton(gamefunc_See_Co_Op_View);
|
||||
buttonMap.ClearButton(gamefunc_See_Coop_View);
|
||||
|
||||
screenpeek = connectpoint2[screenpeek];
|
||||
|
||||
|
|
|
@ -49,6 +49,69 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
enum GameFunction_t
|
||||
{
|
||||
gamefunc_Move_Forward,
|
||||
gamefunc_Move_Backward,
|
||||
gamefunc_Turn_Left,
|
||||
gamefunc_Turn_Right,
|
||||
gamefunc_Strafe,
|
||||
gamefunc_Fire,
|
||||
gamefunc_Open,
|
||||
gamefunc_Run,
|
||||
gamefunc_Alt_Fire, // Duke3D, Blood
|
||||
gamefunc_Jump,
|
||||
gamefunc_Crouch,
|
||||
gamefunc_Look_Up,
|
||||
gamefunc_Look_Down,
|
||||
gamefunc_Look_Left,
|
||||
gamefunc_Look_Right,
|
||||
gamefunc_Strafe_Left,
|
||||
gamefunc_Strafe_Right,
|
||||
gamefunc_Aim_Up,
|
||||
gamefunc_Aim_Down,
|
||||
gamefunc_Weapon_1,
|
||||
gamefunc_Weapon_2,
|
||||
gamefunc_Weapon_3,
|
||||
gamefunc_Weapon_4,
|
||||
gamefunc_Weapon_5,
|
||||
gamefunc_Weapon_6,
|
||||
gamefunc_Weapon_7,
|
||||
gamefunc_Weapon_8,
|
||||
gamefunc_Weapon_9,
|
||||
gamefunc_Weapon_10,
|
||||
gamefunc_Inventory,
|
||||
gamefunc_Inventory_Left,
|
||||
gamefunc_Inventory_Right,
|
||||
gamefunc_NightVision,
|
||||
gamefunc_MedKit,
|
||||
gamefunc_TurnAround,
|
||||
gamefunc_SendMessage,
|
||||
gamefunc_Map,
|
||||
gamefunc_Shrink_Screen,
|
||||
gamefunc_Enlarge_Screen,
|
||||
gamefunc_Center_View,
|
||||
gamefunc_Holster_Weapon,
|
||||
gamefunc_Show_Opponents_Weapon,
|
||||
gamefunc_Map_Follow_Mode,
|
||||
gamefunc_See_Coop_View,
|
||||
gamefunc_Mouse_Aiming,
|
||||
gamefunc_Toggle_Crosshair,
|
||||
gamefunc_Next_Weapon,
|
||||
gamefunc_Previous_Weapon,
|
||||
gamefunc_Dpad_Select,
|
||||
gamefunc_Dpad_Aiming,
|
||||
gamefunc_Last_Weapon,
|
||||
gamefunc_Alt_Weapon,
|
||||
gamefunc_Third_Person_View,
|
||||
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
|
||||
gamefunc_Smoke_Bomb, // and these by ShadowWarrior (todo: There's quite a bit of potential for consolidation here - is it worth it?)
|
||||
gamefunc_Gas_Bomb,
|
||||
gamefunc_Flash_Bomb,
|
||||
gamefunc_Caltrops,
|
||||
NUM_ACTIONS
|
||||
};
|
||||
|
||||
//#define SW_SHAREWARE 1 // This determines whether game is shareware compile or not!
|
||||
extern char isShareware;
|
||||
#define SW_SHAREWARE (isShareware)
|
||||
|
|
Loading…
Reference in a new issue