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https://github.com/ZDoom/gzdoom-gles.git
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b25c7722f3
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower, optional bool not_mid, optional bool not_upper, optional bool not_floor, optional bool not_ceiling); and SectorDamage (int tag, int amount, str type, bool players_only, bool in_air, str protection_item, bool subclasses_okay); - Added the vid_nowidescreen cvar to disable widescreen aspect ratio correction. When this is enabled, the only display ratio available is 4:3 (and 5:4 if vid_tft is set). - Added support for setting an actor's damage property to an expression through decorate. Just enclose it within parentheses, and the expression will be evaluated exactly as-is without the normal Doom damage calculation. So if you want something that does exactly 6 damage, use a "Damage (6)" property. To deal normal Doom missile damage, you can use "Damage (random(1,8)*6)" instead of "Damage 6". - Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly maintained by ObtainInventory. SVN r288 (trunk)
158 lines
5.1 KiB
C++
158 lines
5.1 KiB
C++
/*
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** c_dispatch.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __C_DISPATCH_H__
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#define __C_DISPATCH_H__
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#include "dobject.h"
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class FConfigFile;
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class APlayerPawn;
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void C_ExecCmdLineParams ();
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// Add commands to the console as if they were typed in. Can handle wait
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// and semicolon-separated commands. This function may modify the source
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// string, but the string will be restored to its original state before
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// returning. Therefore, commands passed must not be in read-only memory.
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void AddCommandString (char *text, int keynum=0);
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// Process a single console command. Does not handle wait.
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void C_DoCommand (const char *cmd, int keynum=0);
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int C_ExecFile (const char *cmd, bool usePullin);
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// Write out alias commands to a file for all current aliases.
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void C_ArchiveAliases (FConfigFile *f);
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void C_SetAlias (const char *name, const char *cmd);
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// build a single string out of multiple strings
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char *BuildString (int argc, char **argv);
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// Class that can parse command lines
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class FCommandLine
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{
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public:
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FCommandLine (const char *commandline);
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~FCommandLine ();
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int argc ();
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char *operator[] (int i);
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const char *args () { return cmd; }
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private:
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const char *cmd;
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int _argc;
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char **_argv;
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long argsize;
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};
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typedef void (*CCmdRun) (FCommandLine &argv, APlayerPawn *instigator, int key);
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class FConsoleCommand
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{
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public:
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FConsoleCommand (const char *name, CCmdRun RunFunc);
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virtual ~FConsoleCommand ();
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virtual bool IsAlias ();
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void PrintCommand () { Printf ("%s\n", m_Name); }
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virtual void Run (FCommandLine &args, APlayerPawn *instigator, int key);
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FConsoleCommand *m_Next, **m_Prev;
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char *m_Name;
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enum { HASH_SIZE = 251 }; // Is this prime?
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protected:
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FConsoleCommand ();
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bool AddToHash (FConsoleCommand **table);
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CCmdRun m_RunFunc;
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};
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#define CCMD(n) \
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void Cmd_##n (FCommandLine &, APlayerPawn *, int key); \
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FConsoleCommand Cmd_##n##_Ref (#n, Cmd_##n); \
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void Cmd_##n (FCommandLine &argv, APlayerPawn *who, int key)
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const int KEY_DBLCLICKED = 0x8000;
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class FConsoleAlias : public FConsoleCommand
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{
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public:
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FConsoleAlias (const char *name, const char *command, bool noSave);
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~FConsoleAlias ();
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void Run (FCommandLine &args, APlayerPawn *Instigator, int key);
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bool IsAlias ();
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void PrintAlias ();
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void Archive (FConfigFile *f);
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void Realias (const char *command, bool noSave);
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void SafeDelete ();
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protected:
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char *m_Command[2];
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bool bRunning;
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bool bKill;
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};
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// Actions
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struct FButtonStatus
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{
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enum { MAX_KEYS = 6 }; // Maximum number of keys that can press this button
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WORD Keys[MAX_KEYS];
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BYTE bDown; // Button is down right now
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BYTE bWentDown; // Button went down this tic
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BYTE bWentUp; // Button went up this tic
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BYTE padTo16Bytes;
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void PressKey (int keynum);
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void ReleaseKey (int keynum);
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void ResetTriggers () { bWentDown = bWentUp = false; }
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};
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extern FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
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Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
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Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
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Button_Forward, Button_Right, Button_Left, Button_MoveDown,
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Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch;
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extern bool ParsingKeyConf;
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void ResetButtonTriggers (); // Call ResetTriggers for all buttons
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void ResetButtonStates (); // Same as above, but also clear bDown
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extern unsigned int MakeKey (const char *s);
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extern unsigned int MakeKey (const char *s, size_t len);
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#endif //__C_DISPATCH_H__
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