- Fixed: Keys bound in a custom key section would unbind the key in the

main game section.


SVN r1409 (trunk)
This commit is contained in:
Randy Heit 2009-02-07 01:14:36 +00:00
parent f867f40bab
commit 8d9bc8cc67
5 changed files with 80 additions and 19 deletions

View file

@ -1,5 +1,7 @@
February 6, 2009
- Fixed scrolling of the automap background on a rotating automap.
- Fixed: Keys bound in a custom key section would unbind the key in the
main game section.
- Fixed scrolling of the automap background on a rotated automap.
February 5, 2009
- Changed singleplayer allowrespawn to act like a co-op game when you

View file

@ -580,35 +580,61 @@ bool C_DoKey (event_t *ev)
return false;
}
const char *C_ConfigKeyName(int keynum)
{
const char *name = KeyName(keynum);
if (name[1] == 0) // Make sure given name is config-safe
{
if (name[0] == '[')
return "LeftBracket";
else if (name[0] == ']')
return "RightBracket";
else if (name[0] == '=')
return "Equals";
else if (strcmp (name, "kp=") == 0)
return "KP-Equals";
}
return name;
}
// This function is first called for functions in custom key sections.
// In this case, matchcmd is non-NULL, and only keys bound to that command
// are stored. If a match is found, its binding is set to "\1".
// After all custom key sections are saved, it is called one more for the
// normal Bindings and DoubleBindings sections for this game. In this case
// matchcmd is NULL and all keys will be stored. The config section was not
// previously cleared, so all old bindings are still in place. If the binding
// for a key is empty, the corresponding key in the config is removed as well.
// If a binding is "\1", then the binding itself is cleared, but nothing
// happens to the entry in the config.
void C_ArchiveBindings (FConfigFile *f, bool dodouble, const char *matchcmd)
{
FString *bindings;
const char *name;
int i;
bindings = dodouble ? DoubleBindings : Bindings;
for (i = 0; i < NUM_KEYS; i++)
{
if (!bindings[i].IsEmpty() && (matchcmd==NULL || stricmp(bindings[i], matchcmd)==0))
if (bindings[i].IsEmpty())
{
name = KeyName (i);
if (name[1] == 0) // Make sure given name is config-safe
if (matchcmd == NULL)
{
if (name[0] == '[')
name = "LeftBracket";
else if (name[0] == ']')
name = "RightBracket";
else if (name[0] == '=')
name = "Equals";
else if (strcmp (name, "kp=") == 0)
name = "KP-Equals";
f->ClearKey(C_ConfigKeyName(i));
}
f->SetValueForKey (name, bindings[i]);
}
else if (matchcmd == NULL || stricmp(bindings[i], matchcmd) == 0)
{
if (bindings[i][0] == '\1')
{
bindings[i] = "";
continue;
}
f->SetValueForKey(C_ConfigKeyName(i), bindings[i]);
if (matchcmd != NULL)
{ // If saving a specific command, remove the old binding
// so it does not get saved in the general binding list
Bindings[i] = "";
{ // If saving a specific command, set a marker so that
// it does not get saved in the general binding list.
bindings[i] = "\1";
}
}
}

View file

@ -332,6 +332,40 @@ void FConfigFile::ClearCurrentSection ()
}
}
//====================================================================
//
// FConfigFile :: ClearKey
//
// Removes a key from the current section, if found. If there are
// duplicates, only the first is removed.
//
//====================================================================
void FConfigFile::ClearKey(const char *key)
{
if (CurrentSection->RootEntry == NULL)
{
return;
}
FConfigEntry **prober = &CurrentSection->RootEntry, *probe = *prober;
while (probe != NULL && stricmp(probe->Key, key) != 0)
{
prober = &probe->Next;
probe = *prober;
}
if (probe != NULL)
{
*prober = probe->Next;
if (CurrentSection->LastEntryPtr == &probe->Next)
{
CurrentSection->LastEntryPtr = prober;
}
delete[] probe->Value;
delete[] (char *)probe;
}
}
//====================================================================
//
// FConfigFile :: SectionIsEmpty

View file

@ -59,6 +59,7 @@ public:
bool SetNextSection ();
const char *GetCurrentSection () const;
void ClearCurrentSection ();
void ClearKey (const char *key);
bool SectionIsEmpty ();
bool NextInSection (const char *&key, const char *&value);

View file

@ -454,12 +454,10 @@ void FGameConfigFile::ArchiveGameData (const char *gamename)
strcpy (subsection, "Bindings");
SetSection (section, true);
ClearCurrentSection ();
C_ArchiveBindings (this, false);
strncpy (subsection, "DoubleBindings", sublen);
SetSection (section, true);
ClearCurrentSection ();
C_ArchiveBindings (this, true);
if (WeaponSection.IsEmpty())