- cleanup work on SW

* consolidating smaller headers to reduce number of files
* remap all unmapped keyboard checks to corresponding buttons
This commit is contained in:
Christoph Oelckers 2020-08-05 17:07:19 +02:00
parent 4a0e155637
commit 72806e27eb
66 changed files with 99 additions and 554 deletions

View file

@ -3,10 +3,8 @@ set( PCH_SOURCES
src/actor.cpp
src/ai.cpp
src/anim.cpp
#src/bldscript.cpp
src/border.cpp
src/break.cpp
#src/brooms.cpp
src/bunny.cpp
src/cache.cpp
src/cheats.cpp
@ -28,7 +26,6 @@ set( PCH_SOURCES
src/interpsh.cpp
src/interpso.cpp
src/inv.cpp
#src/jbhlp.cpp
src/jplayer.cpp
src/jsector.cpp
src/jweapon.cpp
@ -71,7 +68,6 @@ set( PCH_SOURCES
src/weapon.cpp
src/zilla.cpp
src/zombie.cpp
src/swcvar.cpp
src/d_menu.cpp
)

View file

@ -32,7 +32,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -40,7 +39,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "weapon.h"
#include "sprite.h"
#include "actor.h"
#include "swcvar.h"
BEGIN_SW_NS

View file

@ -28,7 +28,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "common.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"

View file

@ -28,16 +28,14 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "mytypes.h"
#include "gamedefs.h"
#include "config.h"
#include "sounds.h"
#include "gamecontrol.h"
#include "game.h"
#include "colormap.h"
#include "misc.h"
#include "network.h"
#include "animlib.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "lists.h"

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "tags.h"

View file

@ -39,7 +39,7 @@ not load" error messages.
#include "break.h"
#include "quake.h"
#include "pal.h"
#include "cache.h"
#include "misc.h"
#include "sounds.h"
#include "network.h"

View file

@ -1,37 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
BEGIN_SW_NS
#define CACHE_SOUND_PRECACHE 0
#define CACHE_SOUND_PLAY 1
void SetupPreCache(void);
void PreCacheRange(short start_pic, short end_pic);
void DoTheCache(void);
void precache(void);
END_SW_NS

View file

@ -36,7 +36,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -1,33 +0,0 @@
#pragma once
BEGIN_SW_NS
void KeysCheat(PLAYERp pp, const char *cheat_string);
void ResCheatOn(PLAYERp, const char *);
void VoxCheat(PLAYERp, const char *);
void RestartCheat(PLAYERp, const char *);
void RoomCheat(PLAYERp, const char *);
void SecretCheat(PLAYERp pp, const char *);
void NextCheat(PLAYERp pp, const char *);
void PrevCheat(PLAYERp pp, const char *);
void MapCheat(PLAYERp pp, const char *);
void LocCheat(PLAYERp pp, const char *);
void GunsCheat(PLAYERp pp, const char *cheat_string);
void AmmoCheat(PLAYERp pp, const char *);
void WeaponCheat(PLAYERp pp, const char *);
void GodCheat(PLAYERp pp, const char *);
void ClipCheat(PLAYERp pp, const char *);
void WarpCheat(PLAYERp pp, const char *cheat_string);
void ItemCheat(PLAYERp pp, const char *cheat_string);
void InventoryCheat(PLAYERp pp, const char *cheat_string);
void ArmorCheat(PLAYERp pp, const char *cheat_string);
void HealCheat(PLAYERp pp, const char *cheat_string);
void SortKeyCheat(PLAYERp pp, const char *sKey);
void KeysCheat(PLAYERp pp, const char *cheat_string);
void EveryCheatToggle(PLAYERp pp, const char *cheat_string);
void GeorgeFunc(PLAYERp pp, char *);
void BlackburnFunc(PLAYERp pp, char *);
int cheatcmp(const char *str1, const char *str2, int len);
void CheatInput(void);
END_SW_NS

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "pal.h"
#include "game.h"

View file

@ -1,12 +0,0 @@
#ifndef colormap_public_
#define colormap_public_
BEGIN_SW_NS
void MapColors(short num,COLOR_MAP cm,short create);
void InitPalette(void);
END_SW_NS
#endif

View file

@ -34,7 +34,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "gamedefs.h"
#include "gamecontrol.h"
#include "sounds.h"
#include "config.h"
#include "common_game.h"
// we load this in to get default button and key assignments

View file

@ -1,54 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#ifndef config_public_
#define config_public_
#include "compat.h"
#include "gamecontrol.h"
BEGIN_SW_NS
#define SETUPNAMEPARM "SETUPFILE"
// screen externs
extern int32_t ScreenBufferMode;
extern int32_t VesaBufferMode;
extern int32_t EnableRudder;
extern char setupfilename[BMAX_PATH];
extern char ExternalControlFilename[64];
int32_t CONFIG_ReadSetup(void);
void WriteCommitFile(int32_t gametype);
void CONFIG_GetSetupFilename(void);
END_SW_NS
#endif

View file

@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "mytypes.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "tags.h"

View file

@ -22,7 +22,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -40,14 +39,12 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "gamecontrol.h"
#include "gamedefs.h"
#include "config.h"
#include "network.h"
#include "text.h"
#include "version.h"
#include "network.h"
#include "colormap.h"
#include "config.h"
#include "misc.h"
#include "menu.h"
#include "raze_sound.h"
#include "sounds.h"

View file

@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -476,34 +475,15 @@ DemoPlayBack(void)
domovethings();
// fast forward and slow mo
if (DemoEdit)
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
{
if (inputState.GetKeyStatus(KEYSC_F))
{
if (inputState.GetKeyStatus(KEYSC_LSHIFT) || inputState.GetKeyStatus(KEYSC_RSHIFT))
totalclock += synctics;
else
totalclock += synctics-1;
}
buttonMap.ClearButton(gamefunc_See_Coop_View);
if (inputState.GetKeyStatus(KEYSC_S))
totalclock += 1-synctics;
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
}
else
{
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
{
buttonMap.ClearButton(gamefunc_See_Coop_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
}
}
if (DemoSyncRecord)
demosync_record();

View file

@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "pragmas.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -47,7 +46,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "jtags.h"
#include "parent.h"
#include "cache.h"
#include "misc.h"
#include "reserve.h"
#include "text.h"
@ -55,9 +54,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "interp.h"
#include "interpso.h"
#include "sector.h"
#include "config.h"
#include "menu.h"
#include "swcvar.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "glbackend/glbackend.h"
@ -1079,13 +1076,14 @@ ResizeView(PLAYERp pp)
{
int32_t timepassed = (int32_t)(totalclock - mapzoomclock);
mapzoomclock += timepassed;
if (inputState.GetKeyStatus(KEYSC_DASH)||inputState.GetKeyStatus(KEYSC_GMINUS))
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
zoom = max<int32_t>(zoom - mulscale7(timepassed * synctics, zoom), 48);
if (inputState.GetKeyStatus(KEYSC_EQUAL)||inputState.GetKeyStatus(KEYSC_GPLUS))
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
zoom = min<int32_t>(zoom + mulscale7(timepassed * synctics, zoom), 4096);
if (inputState.GetKeyStatus(KEYSC_ESC))
#if 0
if (inputState.GetKeyStatus(sc_Escape))
{
extern SWBOOL ScrollMode2D;
@ -1094,6 +1092,7 @@ ResizeView(PLAYERp pp)
ScrollMode2D = FALSE;
SetRedrawScreen(pp);
}
#endif
}
else
{

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"

View file

@ -47,7 +47,6 @@ Things required to make savegames work:
#include "baselayer.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -64,21 +63,19 @@ Things required to make savegames work:
#include "mytypes.h"
//#include "config.h"
#include "menus.h"
#include "gamecontrol.h"
#include "gamedefs.h"
#include "config.h"
#include "demo.h"
#include "cache.h"
#include "misc.h"
//#include "exports.h"
#include "anim.h"
#include "colormap.h"
#include "misc.h"
#include "break.h"
#include "ninja.h"
#include "light.h"
@ -105,6 +102,9 @@ Things required to make savegames work:
//#include "crc32.h"
CVAR(Bool, sw_ninjahack, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Bool, sw_darts, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
BEGIN_SW_NS
void pClearSpriteList(PLAYERp pp);
@ -2024,7 +2024,7 @@ void StatScreen(PLAYERp mpp)
PlaySong(nullptr, ThemeSongs[1], ThemeTrack[1]);
while (!inputState.GetKeyStatus(KEYSC_SPACE) && !inputState.GetKeyStatus(KEYSC_ENTER))
while (!inputState.CheckAllInput())
{
handleevents();
}
@ -2682,7 +2682,7 @@ FunctionKeys(PLAYERp pp)
{
buttonMap.ClearButton(gamefunc_Third_Person_View);
if (inputState.GetKeyStatus(KEYSC_LSHIFT) || inputState.GetKeyStatus(KEYSC_RSHIFT))
if (SHIFTS_IS_PRESSED)
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
@ -2818,7 +2818,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
if (M_Active() || ScrollMode2D || InputMode)
return;
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, buttonMap.ButtonDown(gamefunc_Open));
int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int32_t turnamount;
@ -3141,7 +3141,7 @@ getinput(SW_PACKET *loc, SWBOOL tied)
SET_LOC_KEY(loc->bits, SK_HIDE_WEAPON, buttonMap.ButtonDown(gamefunc_Holster_Weapon));
// need BUTTON
SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, inputState.GetKeyStatus(KEYSC_NUM));
SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, buttonMap.ButtonDown(gamefunc_Toggle_Crouch));
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
{

View file

@ -47,6 +47,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "pragmas.h"
#include "gamecvars.h"
#include "raze_sound.h"
#include "c_cvars.h"
EXTERN_CVAR(Bool, sw_ninjahack)
EXTERN_CVAR(Bool, sw_darts)
BEGIN_SW_NS
@ -241,59 +245,6 @@ extern char MessageOutputString[256];
// dist at which actors roam about on their own
#define MIN_ACTIVE_RANGE 20000
#undef KEYSC_UP
#define KEYSC_UP sc_UpArrow
#undef KEYSC_DOWN
#define KEYSC_DOWN sc_DownArrow
#undef KEYSC_LEFT
#define KEYSC_LEFT sc_LeftArrow
#undef KEYSC_RIGHT
#define KEYSC_RIGHT sc_RightArrow
#undef KEYSC_INS
#define KEYSC_INS sc_Insert
#undef KEYSC_DEL
#define KEYSC_DEL sc_Delete
#undef KEYSC_HOME
#define KEYSC_HOME sc_Home
#undef KEYSC_END
#define KEYSC_END sc_End
#undef KEYSC_PGUP
#define KEYSC_PGUP sc_PgUp
#undef KEYSC_PGDN
#define KEYSC_PGDN sc_PgDn
#define KEYSC_RALT sc_RightAlt
#define KEYSC_RCTRL sc_RightControl
#define KEYSC_KPSLASH sc_kpad_Slash
#define KEYSC_KPENTER sc_kpad_Enter
#define KEYSC_PRINTSCREEN sc_PrintScreen
#define KEYSC_LASTSC sc_LastScanCode
#define KEYSC_KP_1 sc_kpad_1
#define KEYSC_KP_2 sc_kpad_2
#define KEYSC_KP_3 sc_kpad_3
#define KEYSC_KP_4 sc_kpad_4
#define KEYSC_KP_6 sc_kpad_6
#define KEYSC_KP_5 sc_kpad_5
#define KEYSC_KP_7 sc_kpad_7
#define KEYSC_KP_8 sc_kpad_8
#define KEYSC_KP_9 sc_kpad_9
#define KEYSC_KP_0 sc_kpad_0
#define KEYSC_KPMINUS sc_kpad_Minus
#define KEYSC_KPPLUS sc_kpad_Plus
#define KEYSC_KPPERIOD sc_kpad_Period
#define KEYSC_EUP sc_UpArrow
#define KEYSC_EDOWN sc_DownArrow
#define KEYSC_ELEFT sc_LeftArrow
#define KEYSC_ERIGHT sc_RightArrow
#define KEYSC_EINS sc_Insert
#define KEYSC_EDEL sc_Delete
#define KEYSC_EHOME sc_Home
#define KEYSC_EEND sc_End
#define KEYSC_EPGUP sc_PgUp
#define KEYSC_EPGDN sc_PgDn
//
// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
//

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "tags.h"
#include "game.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"

View file

@ -29,13 +29,12 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#undef MAIN
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "pal.h"
#include "text.h"
#include "colormap.h"
#include "misc.h"
#include "player.h"
BEGIN_SW_NS

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@ -1,37 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
// My pic names file
#ifndef JNAMES_H
#define JNAMES_H
#define MIRROR 340
#define FLOORMIRROR 341
#define CAMSPRITE 3830
#endif

View file

@ -31,7 +31,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "mytypes.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -30,9 +30,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "jnames.h"
#include "panel.h"
#include "game.h"
#include "tags.h"

View file

@ -28,7 +28,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "common.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -1,137 +0,0 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#ifndef KEYS_H
#define KEYS_H
#include "mytypes.h"
#define NUM_CODES 128
#define ESC 0x1B
#define ENTER 0x0D
#define KEYSC_ESC 1
#define KEYSC_1 2
#define KEYSC_2 3
#define KEYSC_3 4
#define KEYSC_4 5
#define KEYSC_5 6
#define KEYSC_6 7
#define KEYSC_7 8
#define KEYSC_8 9
#define KEYSC_9 10
#define KEYSC_0 11
#define KEYSC_DASH 12
#define KEYSC_EQUAL 13
#define KEYSC_BS 14
#define KEYSC_TAB 15
#define KEYSC_Q 16
#define KEYSC_W 17
#define KEYSC_E 18
#define KEYSC_R 19
#define KEYSC_T 20
#define KEYSC_Y 21
#define KEYSC_U 22
#define KEYSC_I 23
#define KEYSC_O 24
#define KEYSC_P 25
#define KEYSC_LBRACK 26
#define KEYSC_RBRACK 27
#define KEYSC_ENTER 28
#define KEYSC_CTRL 29
#define KEYSC_A 30
#define KEYSC_S 31
#define KEYSC_D 32
#define KEYSC_F 33
#define KEYSC_G 34
#define KEYSC_H 35
#define KEYSC_J 36
#define KEYSC_K 37
#define KEYSC_L 38
#define KEYSC_SEMI 39
#define KEYSC_QUOTE 40
#define KEYSC_BQUOTE 41
#define KEYSC_TILDE 41
#define KEYSC_LSHIFT 42
#define KEYSC_BSLASH 43
#define KEYSC_Z 44
#define KEYSC_X 45
#define KEYSC_C 46
#define KEYSC_V 47
#define KEYSC_B 48
#define KEYSC_N 49
#define KEYSC_M 50
#define KEYSC_COMMA 51
#define KEYSC_PERIOD 52
#define KEYSC_SLASH 53
#define KEYSC_RSHIFT 54
#define KEYSC_STAR 55
#define KEYSC_ALT 56
#define KEYSC_SPACE 57
#define KEYSC_CAPS 58
#define KEYSC_F1 59
#define KEYSC_F2 60
#define KEYSC_F3 61
#define KEYSC_F4 62
#define KEYSC_F5 63
#define KEYSC_F6 64
#define KEYSC_F7 65
#define KEYSC_F8 66
#define KEYSC_F9 67
#define KEYSC_F10 68
#define KEYSC_F11 0x57
#define KEYSC_F12 0x58
#define KEYSC_NUM 69
#define KEYSC_SCROLL 70
#define KEYSC_HOME 71
#define KEYSC_UP 72
#define KEYSC_PGUP 73
#define KEYSC_GMINUS 74
#define KEYSC_LEFT 75
#define KEYSC_KP5 76
#define KEYSC_RIGHT 77
#define KEYSC_GPLUS 78
#define KEYSC_END 79
#define KEYSC_DOWN 80
#define KEYSC_PGDN 81
#define KEYSC_INS 82
#define KEYSC_DEL 83
#define asc_Esc 27
#define asc_Enter 13
#define asc_Space 32
#endif

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -29,7 +29,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "common.h"
#include "mytypes.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -46,14 +45,12 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "gamecontrol.h"
#include "gamedefs.h"
#include "config.h"
#include "network.h"
#include "text.h"
#include "version.h"
#include "network.h"
#include "colormap.h"
#include "config.h"
#include "misc.h"
#include "palettecontainer.h"
BEGIN_SW_NS

52
source/sw/src/misc.h Normal file
View file

@ -0,0 +1,52 @@
#pragma once
#include "game.h"
// This consolidates the contents of several smaller includes
BEGIN_SW_NS
enum
{
CACHE_SOUND_PRECACHE = 0,
CACHE_SOUND_PLAY =1
};
void SetupPreCache(void);
void PreCacheRange(short start_pic, short end_pic);
void DoTheCache(void);
void precache(void);
void KeysCheat(PLAYERstruct * pp, const char *cheat_string);
void ResCheatOn(PLAYERstruct *, const char *);
void VoxCheat(PLAYERstruct *, const char *);
void RestartCheat(PLAYERstruct *, const char *);
void RoomCheat(PLAYERstruct *, const char *);
void SecretCheat(PLAYERstruct * pp, const char *);
void NextCheat(PLAYERstruct * pp, const char *);
void PrevCheat(PLAYERstruct * pp, const char *);
void MapCheat(PLAYERstruct * pp, const char *);
void LocCheat(PLAYERstruct * pp, const char *);
void GunsCheat(PLAYERstruct * pp, const char *cheat_string);
void AmmoCheat(PLAYERstruct * pp, const char *);
void WeaponCheat(PLAYERstruct * pp, const char *);
void GodCheat(PLAYERstruct * pp, const char *);
void ClipCheat(PLAYERstruct * pp, const char *);
void WarpCheat(PLAYERstruct * pp, const char *cheat_string);
void ItemCheat(PLAYERstruct * pp, const char *cheat_string);
void InventoryCheat(PLAYERstruct * pp, const char *cheat_string);
void ArmorCheat(PLAYERstruct * pp, const char *cheat_string);
void HealCheat(PLAYERstruct * pp, const char *cheat_string);
void SortKeyCheat(PLAYERstruct * pp, const char *sKey);
void KeysCheat(PLAYERstruct * pp, const char *cheat_string);
void EveryCheatToggle(PLAYERstruct * pp, const char *cheat_string);
void GeorgeFunc(PLAYERstruct * pp, char *);
void BlackburnFunc(PLAYERstruct * pp, char *);
int cheatcmp(const char *str1, const char *str2, int len);
void CheatInput(void);
void MapColors(short num,COLOR_MAP cm,short create);
void InitPalette(void);
int32_t CONFIG_ReadSetup(void);
END_SW_NS

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -29,7 +29,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "names2.h"
#include "panel.h"
//#include "keys.h"
#include "tags.h"
#include "sector.h"
#include "ai.h"

View file

@ -92,3 +92,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define BLACK___ 2306
#define FragBarErase 2375
#define FragBarErase2 2376
#define MIRROR 340
#define FLOORMIRROR 341
#define CAMSPRITE 3830

View file

@ -31,7 +31,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "gamecontrol.h"
#include "keys.h"
#include "game.h"
#include "tags.h"
#include "names2.h"
@ -608,16 +607,12 @@ waitforeverybody(void)
}
#endif
//inputState.GetKeyStatus(KEYSC_ESC) = FALSE;
Player[myconnectindex].playerreadyflag++;
while (TRUE)
{
if (PlayerQuitMenuLevel >= 0)
{
//DSPRINTF(ds,"%d, Player Quit Menu Level %d", myconnectindex, PlayerQuitMenuLevel);
//DebugWriteString(ds);
MenuCommPlayerQuit(PlayerQuitMenuLevel);
PlayerQuitMenuLevel = -1;
}
@ -627,22 +622,12 @@ waitforeverybody(void)
if (wfe_ExitCallback && wfe_ExitCallback())
{
// allow exit
//if (inputState.GetKeyStatus(KEYSC_ESC))
{
// short pnum;
//TRAVERSE_CONNECT(pnum)
{
//if (pnum != myconnectindex)
{
tempbuf[0] = PACKET_TYPE_MENU_LEVEL_QUIT;
//netsendpacket(pnum, tempbuf, 1);
netbroadcastpacket(tempbuf, 1);
}
}
tempbuf[0] = PACKET_TYPE_MENU_LEVEL_QUIT;
//netsendpacket(pnum, tempbuf, 1);
netbroadcastpacket(tempbuf, 1);
TerminateGame();
TerminateGame();
}
}
#if 0

View file

@ -33,7 +33,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -47,7 +46,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "actor.h"
#include "ninja.h"
#include "sprite.h"
#include "swcvar.h"
BEGIN_SW_NS

View file

@ -29,7 +29,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -43,7 +42,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "v_text.h"
#include "printf.h"
#include "cheats.h"
#include "misc.h"
#include "demo.h" // g_firstDemoFile[]
#include "menus.h"
#include "mapinfo.h"

View file

@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "common.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "lists.h"
@ -45,7 +44,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "weapon.h"
#include "menu.h"
#include "swcvar.h"
#include "raze_sound.h"
BEGIN_SW_NS
@ -1568,24 +1566,6 @@ pSwordRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
#if 0
if (inputState.GetKeyStatus(KEYSC_SEMI))
{
inputState.GetKeyStatus(KEYSC_SEMI) = 0;
SwordAng -= 4;
//DSPRINTF(ds,"SwordAng %d", SwordAng);
MONO_PRINT(ds);
}
if (inputState.GetKeyStatus(KEYSC_QUOTE))
{
inputState.GetKeyStatus(KEYSC_QUOTE) = 0;
SwordAng += 4;
//DSPRINTF(ds,"SwordAng %d", SwordAng);
MONO_PRINT(ds);
}
#endif
if (pWeaponHideKeys(psp, ps_SwordHide))
return;

View file

@ -29,7 +29,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "common.h"
#include "mytypes.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -58,7 +57,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "jsector.h"
#include "sector.h"
#include "actor.h"
#include "colormap.h"
#include "misc.h"
#include "vis.h"
#include "track.h"
#include "interp.h"
@ -4195,11 +4194,13 @@ SWBOOL PlayerFlyKey(void)
if (InputMode)
return FALSE;
#if 0
// Cheat or not, this simply won't do.
key = inputState.GetKeyStatus(KEYSC_J);
if (key)
inputState.ClearKeyStatus(KEYSC_J);
#endif
return key;
}
@ -7402,7 +7403,6 @@ DoPlayerRun(PLAYERp pp)
}
// Crawl lock
// if (inputState.GetKeyStatus(KEYSC_NUM))
if (TEST_SYNC_KEY(pp, SK_CRAWL_LOCK))
{
if (FLAG_KEY_PRESSED(pp, SK_CRAWL_LOCK))
@ -7993,26 +7993,6 @@ domovethings(void)
so_updateinterpolations(); // Stick at beginning of domovethings
MoveSkipSavePos();
#if 0
{
if (inputState.GetKeyStatus(KEYSC_F5) && !(inputState.GetKeyStatus(KEYSC_ALT) || inputState.GetKeyStatus(KEYSC_RALT)) && !paused)
{
inputState.GetKeyStatus(KEYSC_F5) = 0;
ResChange();
}
}
#endif
#if 0 // has been moved to draw code
extern SWBOOL ResCheat;
if (ResCheat)
{
ResCheat = FALSE;
ResChange();
}
#endif
// check for pause of multi-play game
if (CommEnabled)
PauseMultiPlay();

View file

@ -29,7 +29,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define QUIET
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define QUIET
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -49,8 +48,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
//#define FILE_TYPE 1
#include "weapon.h"
#include "cache.h"
#include "colormap.h"
#include "misc.h"
#include "player.h"
#include "i_specialpaths.h"
#include "savegamehelp.h"

View file

@ -29,7 +29,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "common.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"

View file

@ -28,14 +28,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "compat.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "mytypes.h"
#include "gamedefs.h"
#include "config.h"
#include "panel.h"
#include "game.h"
@ -43,16 +38,16 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ai.h"
#include "network.h"
#include "cache.h"
#include "misc.h"
#include "text.h"
#include "rts.h"
#include "menus.h"
#include "config.h"
#include "menu.h"
#include "raze_music.h"
#include "raze_sound.h"
#include "filesystem.h"
#include "serializer.h"
#include "gamecontrol.h"
BEGIN_SW_NS

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -48,7 +47,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "text.h"
#include "slidor.h"
#include "player.h"
#include "swcvar.h"
#include "quotemgr.h"
#include "v_text.h"
#include "gamecontrol.h"

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -1,4 +0,0 @@
#include "swcvar.h"
CVAR(Bool, sw_ninjahack, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, sw_darts, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);

View file

@ -1,5 +0,0 @@
#include "c_cvars.h"
EXTERN_CVAR(Bool, sw_ninjahack)
EXTERN_CVAR(Bool, sw_darts)

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "game.h"
#include "tags.h"
#include "names2.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#undef MAIN
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "lists.h"

View file

@ -28,7 +28,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "names2.h"
#include "panel.h"
//#include "keys.h"
#include "tags.h"
#include "sector.h"
#include "ai.h"

View file

@ -26,9 +26,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
//#include "keys.h"
#include "names2.h"
//#include "panel.h"
#include "game.h"
#include "tags.h"
#include "common_game.h"

View file

@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "build.h"
#include "common.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
@ -40,7 +39,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "network.h"
#include "pal.h"
#include "vis.h"
#include "swcvar.h"
#include "ai.h"
#include "weapon.h"

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"

View file

@ -26,7 +26,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"