Merge branch 'master' into newrenderer2

This commit is contained in:
Christoph Oelckers 2021-04-05 10:34:34 +02:00
commit ba2defeb14
3 changed files with 40 additions and 212 deletions

View file

@ -1,115 +0,0 @@
/*
** d_gui.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.
**---------------------------------------------------------------------------
**
** So when do I get a real UT-like windowing system?
*/
#ifndef __D_GUI_H__
#define __D_GUI_H__
// For a GUIEvent, x and y specify absolute location of mouse pointer
enum EGUIEvent
{
EV_GUI_None,
EV_GUI_KeyDown, // data1: unshifted ASCII, data2: shifted ASCII, data3: modifiers
EV_GUI_KeyRepeat, // same
EV_GUI_KeyUp, // same
EV_GUI_Char, // data1: translated character (for user text input), data2: alt down?
EV_GUI_FirstMouseEvent,
EV_GUI_MouseMove,
EV_GUI_LButtonDown,
EV_GUI_LButtonUp,
EV_GUI_LButtonDblClick,
EV_GUI_MButtonDown,
EV_GUI_MButtonUp,
EV_GUI_MButtonDblClick,
EV_GUI_RButtonDown,
EV_GUI_RButtonUp,
EV_GUI_RButtonDblClick,
EV_GUI_WheelUp, // data3: shift/ctrl/alt
EV_GUI_WheelDown, // "
EV_GUI_WheelRight, // "
EV_GUI_WheelLeft, // "
EV_GUI_BackButtonDown,
EV_GUI_BackButtonUp,
EV_GUI_FwdButtonDown,
EV_GUI_FwdButtonUp,
EV_GUI_LastMouseEvent,
};
enum GUIKeyModifiers
{
GKM_SHIFT = 1,
GKM_CTRL = 2,
GKM_ALT = 4,
GKM_META = 8,
GKM_LBUTTON = 16
};
// Special codes for some GUI keys, including a few real ASCII codes.
enum ESpecialGUIKeys
{
GK_PGDN = 1,
GK_PGUP = 2,
GK_HOME = 3,
GK_END = 4,
GK_LEFT = 5,
GK_RIGHT = 6,
GK_ALERT = 7, // ASCII bell
GK_BACKSPACE= 8, // ASCII
GK_TAB = 9, // ASCII
GK_LINEFEED = 10, // ASCII
GK_DOWN = 10,
GK_VTAB = 11, // ASCII
GK_UP = 11,
GK_FORMFEED = 12, // ASCII
GK_RETURN = 13, // ASCII
GK_F1 = 14,
GK_F2 = 15,
GK_F3 = 16,
GK_F4 = 17,
GK_F5 = 18,
GK_F6 = 19,
GK_F7 = 20,
GK_F8 = 21,
GK_F9 = 22,
GK_F10 = 23,
GK_F11 = 24,
GK_F12 = 25,
GK_DEL = 26,
GK_ESCAPE = 27, // ASCII
GK_FREE1 = 28,
GK_FREE2 = 29,
GK_BACK = 30, // browser back key
GK_CESCAPE = 31 // color escape
};
#endif //__D_GUI_H__

View file

@ -17,6 +17,18 @@
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//
// Alternatively the following applies:
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//-----------------------------------------------------------------------------
//
@ -308,11 +320,17 @@ static void CT_ClearChatMessage ()
static void ShoveChatStr (const char *str, uint8_t who)
{
#if 0
// Don't send empty messages
if (str == NULL || str[0] == '\0')
return;
if (*str == '#')
{
C_DoCommand(FStringf("activatecheat %s", str + 1));
}
else
{
#if 0
FString substBuff;
if (str[0] == '/' &&
@ -323,10 +341,10 @@ static void ShoveChatStr (const char *str, uint8_t who)
who |= 2;
}
Net_WriteByte (DEM_SAY);
Net_WriteByte (who);
Net_WriteByte(DEM_SAY);
Net_WriteByte(who);
if (!chat_substitution || !DoSubstitution (substBuff, str))
if (!chat_substitution || !DoSubstitution(substBuff, str))
{
Net_WriteString(MakeUTF8(str));
}
@ -335,15 +353,9 @@ static void ShoveChatStr (const char *str, uint8_t who)
Net_WriteString(MakeUTF8(substBuff));
}
#else
if (*str == '#')
{
C_DoCommand(FStringf("activatecheat %s", str + 1));
}
else
{
Printf("%s %s\n", GStrings("TXT_SAY"), str);
}
#endif
}
}
//===========================================================================
@ -358,10 +370,6 @@ static void ShoveChatStr (const char *str, uint8_t who)
static bool DoSubstitution (FString &out, const char *in)
{
#if 0
player_t *player = &players[consoleplayer];
auto weapon = player->ReadyWeapon;
auto ammo1 = weapon ? weapon->PointerVar<AActor>(NAME_Ammo1) : nullptr;
auto ammo2 = weapon ? weapon->PointerVar<AActor>(NAME_Ammo2) : nullptr;
const char *a, *b;
a = in;
@ -378,75 +386,10 @@ static bool DoSubstitution (FString &out, const char *in)
ptrdiff_t ByteLen = b - a;
if (ByteLen == 6)
// todo: forward to the game modules. Doom used the following tokens:
// health, weapon, armor, ammocount, ammo
if (0)
{
if (strnicmp(a, "health", 6) == 0)
{
out.AppendFormat("%d", player->health);
}
else if (strnicmp(a, "weapon", 6) == 0)
{
if (weapon == NULL)
{
out += "no weapon";
}
else
{
out += weapon->GetClass()->TypeName.GetChars();
}
}
}
else if (ByteLen == 5)
{
if (strnicmp(a, "armor", 5) == 0)
{
auto armor = player->mo->FindInventory(NAME_BasicArmor);
out.AppendFormat("%d", armor != NULL ? armor->IntVar(NAME_Amount) : 0);
}
}
else if (ByteLen == 9)
{
if (strnicmp(a, "ammocount", 9) == 0)
{
if (weapon == NULL)
{
out += '0';
}
else
{
out.AppendFormat("%d", ammo1 != NULL ? ammo1->IntVar(NAME_Amount) : 0);
if (ammo2 != NULL)
{
out.AppendFormat("/%d", ammo2->IntVar(NAME_Amount));
}
}
}
}
else if (ByteLen == 4)
{
if (strnicmp(a, "ammo", 4) == 0)
{
if (ammo1 == NULL)
{
out += "no ammo";
}
else
{
out.AppendFormat("%s", ammo1->GetClass()->TypeName.GetChars());
if (ammo2 != NULL)
{
out.AppendFormat("/%s", ammo2->GetClass()->TypeName.GetChars());
}
}
}
}
else if (ByteLen == 0)
{
out += '$';
if (*b == '$')
{
b++;
}
}
else
{

View file

@ -753,7 +753,7 @@ static void handle_st21(int sn, DDukeActor* actor)
int j;
if (i >= 0)
{
if (animategoal[sn] == sptr->ceilingz)
if (animategoal[i] == sptr->ceilingz)
animategoal[i] = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
else animategoal[i] = sptr->ceilingz;
j = animategoal[i];