- use CCMDs for Exhumed's input where applicable.

- made crosshair toggle consistent across games.
This commit is contained in:
Christoph Oelckers 2020-08-23 16:11:18 +02:00
parent 7fe7b9b8e0
commit 1a0e413d5c
20 changed files with 91 additions and 109 deletions

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@ -708,7 +708,6 @@ static const char* actions[] = {
"Map_Follow_Mode",
"See_Coop_View",
"Mouse_Aiming",
"Toggle_Crosshair",
"Dpad_Select",
"Dpad_Aiming",
"Third_Person_View",

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@ -59,7 +59,6 @@ enum GameFunction_t
gamefunc_Map_Follow_Mode,
gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
gamefunc_Toggle_Crosshair,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Third_Person_View,

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@ -238,12 +238,6 @@ void ctrlGetInput(void)
}
}
if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
{
buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
cl_crosshair = !cl_crosshair;
}
if (gPlayer[myconnectindex].nextWeapon == 0)
{
}

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@ -1519,7 +1519,12 @@ CCMD (toggle)
val = var->GetGenericRep (CVAR_Bool);
val.Bool = !val.Bool;
var->SetGenericRep (val, CVAR_Bool);
Printf ("\"%s\" = \"%s\"\n", var->GetName(),
auto msg = var->GetToggleMessage(val.Bool);
if (msg.IsNotEmpty())
{
Printf(PRINT_NOTIFY, "%s\n", msg.GetChars());
}
else Printf ("\"%s\" = \"%s\"\n", var->GetName(),
val.Bool ? "true" : "false");
}
}

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@ -176,6 +176,13 @@ public:
static void ListVars (const char *filter, bool plain);
const FString &GetDescription() const { return Description; };
const FString& GetToggleMessage(int which) { return ToggleMessages[which]; }
void SetToggleMessages(const char* on, const char* off)
{
ToggleMessages[0] = off;
ToggleMessages[1] = on;
}
protected:
virtual void DoSet (UCVarValue value, ECVarType type) = 0;
@ -192,13 +199,13 @@ protected:
FString VarName;
FString SafeValue;
FString Description;
FString ToggleMessages[2];
uint32_t Flags;
bool inCallback = false;
private:
FBaseCVar (const FBaseCVar &var) = delete;
FBaseCVar (const char *name, uint32_t flags);
void (*m_Callback)(FBaseCVar &);
FBaseCVar *m_Next;

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@ -61,7 +61,7 @@ enum
PRINT_TYPES = 1023, // Bitmask.
PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer
PRINT_NOLOG = 2048, // Flag - do not print to log file
PRINT_NOTIFY = 4096, // Flag - add to notify buffer
PRINT_NOTIFY = 4096, // Flag - add to game-native notify display - messages without this only go to the generic notification buffer.
};
enum

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@ -58,6 +58,7 @@ BEGIN_PS_NS
void uploadCinemaPalettes();
int32_t registerosdcommands(void);
void registerinputcommands();
void InitFonts();
int htimer = 0;
@ -603,33 +604,14 @@ static const char* actions[] =
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"Weapon_1",
"Weapon_2",
"Weapon_3",
"Weapon_4",
"Weapon_5",
"Weapon_6",
"Weapon_7",
"Weapon_8",
"Weapon_9",
"Weapon_10",
"Inventory",
"Inventory_Left",
"Inventory_Right",
"TurnAround",
"SendMessage",
"Map",
"Shrink_Screen",
"Enlarge_Screen",
"Center_View",
"Holster_Weapon",
"Show_Opponents_Weapon",
"Map_Follow_Mode",
"See_Coop_View",
"Mouse_Aiming",
"Toggle_Crosshair",
"Next_Weapon",
"Previous_Weapon",
"Dpad_Select",
"Dpad_Aiming",
"Last_Weapon",
@ -666,7 +648,7 @@ void InitGame()
SetCheats(excheats, countof(excheats));
registerosdcommands();
registerinputcommands();
if (nNetPlayerCount == -1)
{
nNetPlayerCount = nCfgNetPlayers - 1;

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@ -58,33 +58,14 @@ enum GameFunction_t
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Weapon_1,
gamefunc_Weapon_2,
gamefunc_Weapon_3,
gamefunc_Weapon_4,
gamefunc_Weapon_5,
gamefunc_Weapon_6,
gamefunc_Weapon_7,
gamefunc_Weapon_8,
gamefunc_Weapon_9,
gamefunc_Weapon_10,
gamefunc_Inventory,
gamefunc_Inventory_Left,
gamefunc_Inventory_Right,
gamefunc_TurnAround,
gamefunc_SendMessage,
gamefunc_Map,
gamefunc_Shrink_Screen,
gamefunc_Enlarge_Screen,
gamefunc_Center_View,
gamefunc_Holster_Weapon,
gamefunc_Show_Opponents_Weapon,
gamefunc_Map_Follow_Mode,
gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
gamefunc_Toggle_Crosshair,
gamefunc_Next_Weapon,
gamefunc_Previous_Weapon,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Last_Weapon,
@ -321,6 +302,7 @@ struct GameInterface : ::GameInterface
bool SaveGame(FSaveGameNode* sv) override;
bool CanSave() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override { return { 0, 24 }; }
void clearlocalinputstate();
FString statFPS() override;
::GameStats getStats() override;

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@ -27,6 +27,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
int WeaponToSend, BitsToSend;
int nNetMoves = 0;
short nInputStack = 0;
@ -76,18 +78,15 @@ void ClearSpaceBar(short nPlayer)
void GetLocalInput()
{
int i;
for (i = 6; i >= 0; i--)
{
if (buttonMap.ButtonDown(gamefunc_Weapon_1+i))
break;
}
i++;
int i = WeaponToSend;
if (WeaponToSend == PlayerList[nLocalPlayer].nCurrentWeapon)
WeaponToSend = 0;
if (PlayerList[nLocalPlayer].nHealth)
{
lLocalButtons = (buttonMap.ButtonDown(gamefunc_Crouch) << 4) | (buttonMap.ButtonDown(gamefunc_Fire) << 3)
| (buttonMap.ButtonDown(gamefunc_Jump)<<0) | (i<<13);
| (buttonMap.ButtonDown(gamefunc_Jump) << 0);
lLocalCodes |= (i << 13);
}
else
{
@ -210,27 +209,57 @@ void CheckKeys2()
lMapZoom = clamp(lMapZoom, 48, 2048);
}
if (PlayerList[nLocalPlayer].nHealth > 0)
if (PlayerList[nLocalPlayer].nHealth <= 0)
{
if (buttonMap.ButtonDown(gamefunc_Inventory_Left))
{
SetPrevItem(nLocalPlayer);
buttonMap.ClearButton(gamefunc_Inventory_Left);
}
if (buttonMap.ButtonDown(gamefunc_Inventory_Right))
{
SetNextItem(nLocalPlayer);
buttonMap.ClearButton(gamefunc_Inventory_Right);
}
if (buttonMap.ButtonDown(gamefunc_Inventory))
{
UseCurItem(nLocalPlayer);
buttonMap.ClearButton(gamefunc_Inventory);
}
}
else {
SetAirFrame();
}
}
//---------------------------------------------------------------------------
//
// CCMD based input. The basics are from Randi's ZDuke but this uses dynamic
// registration to only have the commands active when this game module runs.
//
//---------------------------------------------------------------------------
static int ccmd_slot(CCmdFuncPtr parm)
{
if (parm->numparms != 1) return CCMD_SHOWHELP;
auto slot = atoi(parm->parms[0]);
if (slot >= 1 && slot <= 7)
{
WeaponToSend = slot;
return CCMD_OK;
}
return CCMD_SHOWHELP;
}
int ccmd_centerview(CCmdFuncPtr parm);
void registerinputcommands()
{
C_RegisterFunction("slot", "slot <weaponslot>: select a weapon from the given slot (1-10)", ccmd_slot);
//C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_PAUSE; return CCMD_OK; });
C_RegisterFunction("centerview", nullptr, ccmd_centerview);
C_RegisterFunction("invprev", nullptr, [](CCmdFuncPtr)->int { if (PlayerList[nLocalPlayer].nHealth > 0) SetPrevItem(nLocalPlayer); return CCMD_OK; });
C_RegisterFunction("invnext", nullptr, [](CCmdFuncPtr)->int { if (PlayerList[nLocalPlayer].nHealth > 0) SetNextItem(nLocalPlayer); return CCMD_OK; });
C_RegisterFunction("invuse", nullptr, [](CCmdFuncPtr)->int { if (PlayerList[nLocalPlayer].nHealth > 0) UseCurItem(nLocalPlayer); return CCMD_OK; });
// todo:
//C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 11; return CCMD_OK; });
//C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 12; return CCMD_OK; });
//C_RegisterFunction("turnaround", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_TURNAROUND; return CCMD_OK; });
}
// This is called from ImputState::ClearAllInput and resets all static state being used here.
void GameInterface::clearlocalinputstate()
{
WeaponToSend = 0;
BitsToSend = 0;
}
END_PS_NS

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@ -292,13 +292,6 @@ void PlayerInterruptKeys()
bPlayerPan = true;
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
}
else if (buttonMap.ButtonDown(gamefunc_Center_View))
{
bLockPan = false;
bPlayerPan = false;
PlayerList[nLocalPlayer].q16horiz = fix16_from_int(92);
nDestVertPan[nLocalPlayer] = fix16_from_int(92);
}
// loc_1C048:
if (totalvel[nLocalPlayer] > 20) {
@ -3091,6 +3084,16 @@ loc_1BD2E:
}
}
int ccmd_centerview(CCmdFuncPtr parm)
{
return CCMD_OK;
bLockPan = false;
bPlayerPan = false;
PlayerList[nLocalPlayer].q16horiz = fix16_from_int(92);
nDestVertPan[nLocalPlayer] = fix16_from_int(92);
return CCMD_OK;
}
static SavegameHelper sgh("player",
SV(lPlayerXVel),

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@ -58,7 +58,6 @@ static short nAnimsFree = 0;
short statusmask[MAXXDIM];
short message_timer = 0;
char message_text[80];
int magicperline;
int airperline;
@ -147,7 +146,6 @@ void InitStatus()
nItemSeq = -1;
nAnimsFree = kMaxStatusAnims;
statusx = xdim - 320;
message_timer = 0;
statusy = ydim - 200;
}
@ -464,15 +462,6 @@ void MoveStatus()
}
}
if (message_timer)
{
message_timer -= 4;
if (message_timer <= 0)
{
message_timer = 0;
}
}
nHealthFrame++;
if (nHealthFrame >= nHealthFrames) {
nHealthFrame = 0;
@ -908,7 +897,6 @@ void DrawStatusBar()
static SavegameHelper sgh("status",
SV(nMaskY),
SV(nAnimsFree),
SV(message_timer),
SV(magicperline),
SV(airperline),
SV(healthperline),

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@ -31,7 +31,6 @@ enum GameFunction_t
gamefunc_Map_Follow_Mode, // CCMD
gamefunc_See_Coop_View, // CCMD
gamefunc_Mouse_Aiming, // CCMD
gamefunc_Toggle_Crosshair, // CCMD
gamefunc_Quick_Kick,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,

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@ -262,7 +262,6 @@ static void SetupGameButtons()
"Map_Follow_Mode",
"See_Coop_View",
"Mouse_Aiming",
"Toggle_Crosshair",
"Quick_Kick",
"Dpad_Select",
"Dpad_Aiming",

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@ -1850,6 +1850,9 @@ void ConCompiler::compilecon(const char *filenam)
Printf(TEXTCOLOR_ORANGE "Found %d warning(s), %d error(s).\n", warningcount, errorcount);
if (errorcount > 0) I_FatalError("Failed to compile %s", filenam);
// Install the crosshair toggle messages in the CVAR.
cl_crosshair.SetToggleMessages(quoteMgr.GetRawQuote(QUOTE_CROSSHAIR_OFF), quoteMgr.GetRawQuote(QUOTE_CROSSHAIR_OFF-1));
}
//==========================================================================

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@ -117,13 +117,6 @@ void nonsharedkeys(void)
FTA(QUOTE_WEAPON_MODE_OFF - ud.showweapons, &ps[screenpeek]);
}
if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
{
buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
cl_crosshair = !cl_crosshair;
FTA(QUOTE_CROSSHAIR_OFF - cl_crosshair, &ps[screenpeek]);
}
if (ud.overhead_on && buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{
buttonMap.ClearButton(gamefunc_Map_Follow_Mode);

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@ -16,5 +16,5 @@ KP5 "centerview"
KP- "+Shrink_Screen"
KP+ "+Enlarge_Screen"
U "+Mouse_Aiming"
I "+Toggle_Crosshair"
I "toggle cl_crosshair"
CapsLock "toggle cl_autorun"

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@ -1,5 +1,5 @@
U "+Mouse_Aiming"
I "+Toggle_Crosshair"
I "toggle cl_crosshair"
Scroll "+Holster_Weapon"
B "BeastVision"
C "CrystalBall"

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@ -47,7 +47,7 @@ Tab "+Map"
F "+Map_Follow_Mode"
K "+See_Coop_View"
U "+Mouse_Aiming"
I "+Toggle_Crosshair"
I "toggle cl_crosshair"
//R "+Steroids"
//Q "+Quick_Kick"
' "+Next_Weapon"

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@ -54,7 +54,7 @@ KP5 "+Center_View"
F "+Map_Follow_Mode"
K "+See_Coop_View"
U "+Mouse_Aiming"
I "+Toggle_Crosshair"
I "toggle cl_crosshair"
//R "+Steroids"
//` "+Quick_Kick"
' "+Next_Weapon"

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@ -1,5 +1,5 @@
//
I "+Toggle_Crosshair"
I "toggle cl_crosshair"
Mouse2 "MedKit"
M "MedKit"
B "Smoke_Bomb"