- made the GameFunc constants global again.

With most of the more specific features being migrated to CCMDs the list is relatively clean now, with merely 2 buttons that are game specific.
This commit is contained in:
Christoph Oelckers 2020-08-27 00:25:59 +02:00
parent 4b299fa412
commit f597f7c265
11 changed files with 84 additions and 255 deletions

View file

@ -665,42 +665,9 @@ void ParseOptions(void)
void ReadAllRFS();
static const char* actions[] = {
"Move_Forward",
"Move_Backward",
"Turn_Left",
"Turn_Right",
"Strafe",
"Fire",
"Open",
"Run",
"Alt_Fire", // Duke3D", Blood
"Jump",
"Crouch",
"Look_Up",
"Look_Down",
"Look_Left",
"Look_Right",
"Strafe_Left",
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"SendMessage",
"Shrink_Screen",
"Enlarge_Screen",
"Show_Opponents_Weapon",
"See_Coop_View",
"Mouse_Aiming",
"Dpad_Select",
"Dpad_Aiming",
"Third_Person_View",
"Toggle_Crouch",
};
void GameInterface::app_init()
{
InitCheats();
buttonMap.SetButtons(actions, NUM_ACTIONS);
memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
gGameOptions.nMonsterSettings = !userConfig.nomonsters;
ReadAllRFS();

View file

@ -29,41 +29,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_BLD_NS
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire, // Duke3D, Blood
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_SendMessage,
gamefunc_Shrink_Screen,
gamefunc_Enlarge_Screen,
gamefunc_Show_Opponents_Weapon,
gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Third_Person_View,
gamefunc_Toggle_Crouch,
NUM_ACTIONS
};
struct INIDESCRIPTION {
const char *pzName;
const char *pzFilename;

View file

@ -871,6 +871,7 @@ int RunGame()
if (exec) exec->ExecCommands();
gamestate = GS_LEVEL;
SetupGameButtons();
gi->app_init();
app_loop();
return 0; // this is never reached. app_loop only exits via exception.

View file

@ -38,6 +38,8 @@
#include "gamecvars.h"
#include "v_video.h"
#include "statusbar.h"
#include"packet.h"
#include "gamecontrol.h"
//==========================================================================
//
@ -175,3 +177,46 @@ void CONTROL_GetInput(ControlInfo* info)
info->dpitch += -joyaxes[JOYAXIS_Pitch] * 22.5f;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetupGameButtons()
{
static const char* actions[] = {
"Move_Forward",
"Move_Backward",
"Turn_Left",
"Turn_Right",
"Strafe",
"Fire",
"Open",
"Run",
"Alt_Fire",
"Jump",
"Crouch",
"Look_Up",
"Look_Down",
"Look_Left",
"Look_Right",
"Strafe_Left",
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"Shrink_Screen",
"Enlarge_Screen",
"Show_Opponents_Weapon",
"See_Coop_View",
"Mouse_Aiming",
"Dpad_Select",
"Dpad_Aiming",
"Third_Person_View",
"Toggle_Crouch",
"Quick_Kick",
};
buttonMap.SetButtons(actions, NUM_ACTIONS);
}

View file

@ -62,3 +62,39 @@ extern InputState inputState;
void CONTROL_GetInput(ControlInfo* info);
int32_t handleevents(void);
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire,
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Shrink_Screen, // Automap only
gamefunc_Enlarge_Screen, // Automap only
gamefunc_Show_Opponents_Weapon, // CCMD
gamefunc_See_Coop_View, // CCMD
gamefunc_Mouse_Aiming,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Third_Person_View, // CCMD
gamefunc_Toggle_Crouch,
gamefunc_Quick_Kick,
NUM_ACTIONS
};
void SetupGameButtons();

View file

@ -36,43 +36,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
// Order is that of EDuke32 by necessity because it exposes the key binds to scripting by index instead of by name.
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire, // Duke3D, Blood
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_SendMessage,
gamefunc_Shrink_Screen,
gamefunc_Enlarge_Screen,
gamefunc_Show_Opponents_Weapon,
gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Last_Weapon,
gamefunc_Alt_Weapon,
gamefunc_Third_Person_View,
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
NUM_ACTIONS,
};
#define kTimerTicks 120

View file

@ -3,41 +3,6 @@
// all game constants got collected here.
// Most of these should be replaced by CCMDs eventually
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Shrink_Screen, // CCMD
gamefunc_Enlarge_Screen, // CCMD
gamefunc_Show_Opponents_Weapon, // CCMD
gamefunc_See_Coop_View, // CCMD
gamefunc_Mouse_Aiming, // CCMD
gamefunc_Quick_Kick,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Third_Person_View, // CCMD
gamefunc_Toggle_Crouch,
NUM_ACTIONS
};
enum
{
TICRATE = 120,

View file

@ -234,47 +234,6 @@ static void setupbackdrop()
//
//---------------------------------------------------------------------------
static void SetupGameButtons()
{
static const char* actions[] = {
"Move_Forward",
"Move_Backward",
"Turn_Left",
"Turn_Right",
"Strafe",
"Fire",
"Open",
"Run",
"Jump",
"Crouch",
"Look_Up",
"Look_Down",
"Look_Left",
"Look_Right",
"Strafe_Left",
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"Shrink_Screen",
"Enlarge_Screen",
"Show_Opponents_Weapon",
"See_Coop_View",
"Mouse_Aiming",
"Quick_Kick",
"Dpad_Select",
"Dpad_Aiming",
"Third_Person_View",
"Toggle_Crouch",
};
buttonMap.SetButtons(actions, NUM_ACTIONS);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void loaddefs()
{
const char* defsfile = G_DefFile();

View file

@ -175,46 +175,10 @@ void SybexScreen(void);
//
//---------------------------------------------------------------------------
static const char* actions[] = {
"Move_Forward",
"Move_Backward",
"Turn_Left",
"Turn_Right",
"Strafe",
"Fire",
"Open",
"Run",
"Alt_Fire", // Duke3D", Blood
"Jump",
"Crouch",
"Look_Up",
"Look_Down",
"Look_Left",
"Look_Right",
"Strafe_Left",
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"SendMessage",
"Shrink_Screen",
"Enlarge_Screen",
"Show_Opponents_Weapon",
"See_Coop_View",
"Mouse_Aiming",
"Dpad_Select",
"Dpad_Aiming",
"Last_Weapon",
"Alt_Weapon",
"Third_Person_View",
"Toggle_Crouch", // This is the last one used by EDuke32"",
};
void GameInterface::app_init()
{
GameTicRate = 40;
InitCheats();
buttonMap.SetButtons(actions, NUM_ACTIONS);
automapping = 1;
gs = gs_defaults;

View file

@ -73,42 +73,6 @@ typedef struct
extern const GAME_SET gs_defaults;
extern GAME_SET gs;
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire, // Duke3D, Blood
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_SendMessage,
gamefunc_Shrink_Screen,
gamefunc_Enlarge_Screen,
gamefunc_Show_Opponents_Weapon,
gamefunc_See_Coop_View,
gamefunc_Mouse_Aiming,
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Last_Weapon,
gamefunc_Alt_Weapon,
gamefunc_Third_Person_View,
gamefunc_Toggle_Crouch, // This is the last one used by EDuke32.
NUM_ACTIONS
};
enum
{
DREALMSPAL = 1,

View file

@ -420,9 +420,9 @@ getinput(InputPacket *loc, SWBOOL tied)
SET(loc->bits, prev_weapon + 1);
}
if (buttonMap.ButtonDown(gamefunc_Alt_Weapon))
if (false)//buttonMap.ButtonDown(gamefunc_Alt_Weapon)) will be renabled in an upcoming commit.
{
buttonMap.ClearButton(gamefunc_Alt_Weapon);
//buttonMap.ClearButton(gamefunc_Alt_Weapon);
USERp u = User[pp->PlayerSprite];
short const which_weapon = u->WeaponNum + 1;
SET(loc->bits, which_weapon);