Improve interaction between cheat entry and player input

git-svn-id: https://svn.eduke32.com/eduke32@8369 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/cheats.cpp
#	source/duke3d/src/player.cpp
This commit is contained in:
terminx 2019-12-07 23:50:08 +00:00 committed by Christoph Oelckers
parent cf0a74a888
commit c851da92a6
3 changed files with 33 additions and 26 deletions

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@ -22,9 +22,10 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "ns.h" // Must come before everything else! #include "ns.h" // Must come before everything else!
#include "cheats.h"
#include "duke3d.h" #include "duke3d.h"
#include "osdcmds.h" #include "osdcmds.h"
#include "cheats.h"
BEGIN_DUKE_NS BEGIN_DUKE_NS
@ -242,10 +243,12 @@ static void G_CheatGetInv(DukePlayer_t *pPlayer)
static void end_cheat(DukePlayer_t * const pPlayer) static void end_cheat(DukePlayer_t * const pPlayer)
{ {
pPlayer->cheat_phase = 0; pPlayer->cheat_phase = 0;
g_cheatBufLen = 0;
inputState.keyFlushChars(); inputState.keyFlushChars();
KB_ClearKeysDown();
} }
static int32_t cheatbuflen; int g_cheatBufLen;
static int8_t cheatbuf[MAXCHEATLEN]; static int8_t cheatbuf[MAXCHEATLEN];
void G_DoCheats(void) void G_DoCheats(void)
@ -311,31 +314,33 @@ void G_DoCheats(void)
if (!((ch >= 'a' && ch <= 'z') || (ch >= '0' && ch <= '9'))) if (!((ch >= 'a' && ch <= 'z') || (ch >= '0' && ch <= '9')))
{ {
pPlayer->cheat_phase = 0; pPlayer->cheat_phase = 0;
g_cheatBufLen = 0;
// P_DoQuote(QUOTE_46,pPlayer); // P_DoQuote(QUOTE_46,pPlayer);
return; return;
} }
cheatbuf[cheatbuflen++] = (int8_t) ch; cheatbuf[g_cheatBufLen++] = (int8_t) ch;
// This assertion is not obvious, but it should hold because of the // This assertion is not obvious, but it should hold because of the
// cheat string matching logic below. // cheat string matching logic below.
Bassert(cheatbuflen < (signed)sizeof(cheatbuf)); Bassert(g_cheatBufLen < (signed)sizeof(cheatbuf));
cheatbuf[cheatbuflen] = 0; cheatbuf[g_cheatBufLen] = 0;
// inputState.ClearKeysDown(); // inputState.ClearKeysDown();
for (cheatNum=0; cheatNum < NUMCHEATCODES; cheatNum++) for (cheatNum=0; cheatNum < NUMCHEATCODES; cheatNum++)
{ {
for (bssize_t j = 0; j<cheatbuflen; j++) for (bssize_t j = 0; j<g_cheatBufLen; j++)
{ {
if (cheatbuf[j] == CheatStrings[cheatNum][j] || (CheatStrings[cheatNum][j] == '#' && ch >= '0' && ch <= '9')) if (cheatbuf[j] == CheatStrings[cheatNum][j] || (CheatStrings[cheatNum][j] == '#' && ch >= '0' && ch <= '9'))
{ {
if (CheatStrings[cheatNum][j+1] == 0) goto FOUNDCHEAT; if (CheatStrings[cheatNum][j+1] == 0) goto FOUNDCHEAT;
if (j == cheatbuflen-1) return; if (j == g_cheatBufLen-1) return;
} }
else break; else break;
} }
} }
pPlayer->cheat_phase = 0; pPlayer->cheat_phase = 0;
g_cheatBufLen = 0;
return; return;
FOUNDCHEAT:; FOUNDCHEAT:;
@ -458,8 +463,7 @@ void G_DoCheats(void)
case CHEAT_ALLEN: case CHEAT_ALLEN:
P_DoQuote(QUOTE_CHEAT_ALLEN, pPlayer); P_DoQuote(QUOTE_CHEAT_ALLEN, pPlayer);
pPlayer->cheat_phase = 0; end_cheat(pPlayer);
inputState.ClearKeyStatus(sc_N);
return; return;
case CHEAT_CORNHOLIO: case CHEAT_CORNHOLIO:
@ -622,8 +626,7 @@ void G_DoCheats(void)
case CHEAT_CASHMAN: case CHEAT_CASHMAN:
ud.cashman = 1-ud.cashman; ud.cashman = 1-ud.cashman;
inputState.ClearKeyStatus(sc_N); end_cheat(pPlayer);
pPlayer->cheat_phase = 0;
return; return;
case CHEAT_ITEMS: case CHEAT_ITEMS:
@ -666,7 +669,6 @@ void G_DoCheats(void)
case CHEAT_BETA: case CHEAT_BETA:
P_DoQuote(QUOTE_CHEAT_BETA, pPlayer); P_DoQuote(QUOTE_CHEAT_BETA, pPlayer);
inputState.ClearKeyStatus(sc_H);
end_cheat(pPlayer); end_cheat(pPlayer);
return; return;
@ -695,8 +697,8 @@ void G_DoCheats(void)
case CHEAT_RESERVED3: case CHEAT_RESERVED3:
ud.eog = 1; ud.eog = 1;
pPlayer->player_par = 0; pPlayer->player_par = 0;
pPlayer->gm |= MODE_EOL; pPlayer->gm |= MODE_EOL;;
inputState.keyFlushChars(); end_cheat(pPlayer);
return; return;
default: default:
@ -731,13 +733,14 @@ void G_DoCheats(void)
{ {
pPlayer->cheat_phase = 1; pPlayer->cheat_phase = 1;
// P_DoQuote(QUOTE_25,pPlayer); // P_DoQuote(QUOTE_25,pPlayer);
cheatbuflen = 0;
} }
g_cheatBufLen = 0;
inputState.keyFlushChars(); inputState.keyFlushChars();
} }
else if (pPlayer->cheat_phase != 0) else if (pPlayer->cheat_phase != 0)
{ {
pPlayer->cheat_phase = 0; pPlayer->cheat_phase = 0;
g_cheatBufLen = 0;
inputState.ClearKeyStatus((uint8_t) CheatKeys[0]); inputState.ClearKeyStatus((uint8_t) CheatKeys[0]);
inputState.ClearKeyStatus((uint8_t) CheatKeys[1]); inputState.ClearKeyStatus((uint8_t) CheatKeys[1]);
} }

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@ -28,8 +28,9 @@ BEGIN_DUKE_NS
#define MAXCHEATDESC 64 #define MAXCHEATDESC 64
#define NUMCHEATCODES (int32_t) ARRAY_SIZE(CheatStrings) #define NUMCHEATCODES (int32_t) ARRAY_SIZE(CheatStrings)
extern void G_DoCheats(void); void G_DoCheats(void);
extern void G_SetupCheats(void); void G_SetupCheats(void);
extern int g_cheatBufLen;
enum cheatindex_t enum cheatindex_t
{ {

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@ -2894,7 +2894,7 @@ void P_GetInput(int const playerNum)
auto const pPlayer = g_player[playerNum].ps; auto const pPlayer = g_player[playerNum].ps;
ControlInfo info; ControlInfo info;
if ((pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !inputState.GetKeyStatus(sc_Pause))) if (g_cheatBufLen > 1 || (pPlayer->gm & (MODE_MENU|MODE_TYPE)) || (ud.pause_on && !inputState.GetKeyStatus(sc_Pause)))
{ {
if (!(pPlayer->gm&MODE_MENU)) if (!(pPlayer->gm&MODE_MENU))
CONTROL_GetInput(&info); CONTROL_GetInput(&info);
@ -3024,20 +3024,23 @@ void P_GetInput(int const playerNum)
int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0; int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0;
int const crouchable = sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge); int const crouchable = sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge);
if (pPlayer->cheat_phase == 0 && buttonMap.ButtonDown(gamefunc_Toggle_Crouch)) if (pPlayer->cheat_phase < 1)
{ {
pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable; if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
{
pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable;
if (crouchable) if (crouchable)
buttonMap.ClearButton(gamefunc_Toggle_Crouch); buttonMap.ClearButton(gamefunc_Toggle_Crouch);
} }
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground)) if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground))
pPlayer->crouch_toggle = 0; pPlayer->crouch_toggle = 0;
int const crouching = buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || pPlayer->crouch_toggle; int const crouching = buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || pPlayer->crouch_toggle;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH); localInput.bits |= (buttonMap.ButtonDown(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH);
}
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel > 0)) << SK_AIM_UP; localInput.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel > 0)) << SK_AIM_UP;
localInput.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel < 0)) << SK_AIM_DOWN; localInput.bits |= (buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && input.fvel < 0)) << SK_AIM_DOWN;