/* ** c_dispatch.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __C_DISPATCH_H__ #define __C_DISPATCH_H__ #include "doomtype.h" class FConfigFile; class APlayerPawn; void C_ExecCmdLineParams (); // Add commands to the console as if they were typed in. Can handle wait // and semicolon-separated commands. This function may modify the source // string, but the string will be restored to its original state before // returning. Therefore, commands passed must not be in read-only memory. void AddCommandString (char *text, int keynum=0); // Process a single console command. Does not handle wait. void C_DoCommand (const char *cmd, int keynum=0); int C_ExecFile (const char *cmd, bool usePullin); // Write out alias commands to a file for all current aliases. void C_ArchiveAliases (FConfigFile *f); void C_SetAlias (const char *name, const char *cmd); // build a single string out of multiple strings FString BuildString (int argc, char **argv); // Class that can parse command lines class FCommandLine { public: FCommandLine (const char *commandline, bool no_escapes = false); ~FCommandLine (); int argc (); char *operator[] (int i); const char *args () { return cmd; } void Shift(); private: const char *cmd; int _argc; char **_argv; long argsize; bool noescapes; }; typedef void (*CCmdRun) (FCommandLine &argv, APlayerPawn *instigator, int key); class FConsoleCommand { public: FConsoleCommand (const char *name, CCmdRun RunFunc); virtual ~FConsoleCommand (); virtual bool IsAlias (); void PrintCommand () { Printf ("%s\n", m_Name); } virtual void Run (FCommandLine &args, APlayerPawn *instigator, int key); FConsoleCommand *m_Next, **m_Prev; char *m_Name; enum { HASH_SIZE = 251 }; // Is this prime? protected: FConsoleCommand (); bool AddToHash (FConsoleCommand **table); CCmdRun m_RunFunc; }; #define CCMD(n) \ void Cmd_##n (FCommandLine &, APlayerPawn *, int key); \ FConsoleCommand Cmd_##n##_Ref (#n, Cmd_##n); \ void Cmd_##n (FCommandLine &argv, APlayerPawn *who, int key) const int KEY_DBLCLICKED = 0x8000; class FConsoleAlias : public FConsoleCommand { public: FConsoleAlias (const char *name, const char *command, bool noSave); ~FConsoleAlias (); void Run (FCommandLine &args, APlayerPawn *Instigator, int key); bool IsAlias (); void PrintAlias (); void Archive (FConfigFile *f); void Realias (const char *command, bool noSave); void SafeDelete (); protected: FString m_Command[2]; // Slot 0 is saved to the ini, slot 1 is not. bool bDoSubstitution; bool bRunning; bool bKill; }; // Actions struct FButtonStatus { enum { MAX_KEYS = 6 }; // Maximum number of keys that can press this button WORD Keys[MAX_KEYS]; BYTE bDown; // Button is down right now BYTE bWentDown; // Button went down this tic BYTE bWentUp; // Button went up this tic BYTE padTo16Bytes; void PressKey (int keynum); void ReleaseKey (int keynum); void ResetTriggers () { bWentDown = bWentUp = false; } }; extern FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack, Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft, Button_Strafe, Button_LookDown, Button_LookUp, Button_Back, Button_Forward, Button_Right, Button_Left, Button_MoveDown, Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch, Button_Zoom, Button_Reload, Button_User1, Button_User2, Button_User3, Button_User4; extern bool ParsingKeyConf; void ResetButtonTriggers (); // Call ResetTriggers for all buttons void ResetButtonStates (); // Same as above, but also clear bDown extern unsigned int MakeKey (const char *s); extern unsigned int MakeKey (const char *s, size_t len); #endif //__C_DISPATCH_H__