qzdoom-gpl/src/c_dispatch.h

166 lines
5.5 KiB
C++

/*
** 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;
extern bool CheckCheatmode (bool printmsg = true);
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);
FString BuildString (int argc, FString *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;
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.
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__