#define NUM_BINDED_KEYS 34 string [NUM_BINDED_KEYS] key_bindings = { "+attack", "impulse 10", "+jump", "+forward", "+back", "+left", "+right", "+speed", "+moveleft", "+moveright", "+strafe", "+loookup", "+lookdown", "centerview", "+mlook", "+klook", "+moveup", "+movedown", #define NUM_BASIC_KEYS 18 "pause", "toggle in_grab", "messagemode", "screenshot", #define NUM_MISC_KEYS NUM_BASIC_KEYS + 4 "impulse 0", "impulse 1", "impulse 2", "impulse 3", "impulse 4", "impulse 5", "impulse 6", "impulse 7", "impulse 8" #define NUM_WEAPON_KEYS NUM_MISC_KEYS + 9 }; string [NUM_BINDED_KEYS] key_bindings_desc; integer set_key_flag; string (integer key, integer bindnum) make_key_desc = { local integer keynum; local string keyname; keynum = Key_LookupBinding(IMT_0, bindnum, key_bindings[key]); if(keynum == -1) { keyname = ""; } else { keyname = Key_KeynumToString(keynum); // cut away the "K_" keyname = String_Cut(0, 2, keyname); } return keyname; }; void () load_keybindings = { local integer i; local string nddesc = ""; for(i = 0;i < NUM_BINDED_KEYS; i++) { key_bindings_desc[i] = make_key_desc(i, 1); nddesc = make_key_desc(i, 2); if(nddesc != "") { key_bindings_desc[i] += ", " + nddesc; } } }; //**** BINDINGS OPTIONS integer (string text, integer key) control_bind_f = { local string binding; local integer retval = 0, bindcnt = 0; binding = key_bindings[stoi(text)]; if(set_key_flag) { bindcnt = Key_CountBinding(IMT_0, binding); if(bindcnt < 2) { Key_SetBinding (IMT_0, key, binding); } // else: not bind set_key_flag = 0; retval = 1; } else { if(key == QFK_RETURN) { if(Key_CountBinding(IMT_0, binding) < 2) set_key_flag = 1; retval = 1; } else if(key == QFK_BACKSPACE || key == QFK_DELETE) { Key_SetBinding (IMT_0, Key_LookupBinding(IMT_0, 1, binding), ""); retval = 1; } } load_keybindings(); return retval; }; integer () basic_control_bind_draw = { local integer cursor_pad = 40, bind_desc_pad; bind_desc_pad = 120; Draw_String (20, 10, "Backspace/Delete: Del binding"); Draw_String (20, 20, "Enter: New binding"); draw_val_item (20, 40, bind_desc_pad, "Attack", key_bindings_desc[0]); draw_val_item (20, 50, bind_desc_pad, "Next weapon", key_bindings_desc[1]); draw_val_item (20, 60, bind_desc_pad, "Jump/Swin up", key_bindings_desc[2]); draw_val_item (20, 70, bind_desc_pad, "Walf forward", key_bindings_desc[3]); draw_val_item (20, 80, bind_desc_pad, "Backpedal", key_bindings_desc[4]); draw_val_item (20, 90, bind_desc_pad, "Turn left", key_bindings_desc[5]); draw_val_item (20, 100, bind_desc_pad, "Turn right", key_bindings_desc[6]); draw_val_item (20, 110, bind_desc_pad, "Run", key_bindings_desc[7]); draw_val_item (20, 120, bind_desc_pad, "Step left", key_bindings_desc[8]); draw_val_item (20, 130, bind_desc_pad, "Step right", key_bindings_desc[9]); draw_val_item (20, 140, bind_desc_pad, "Sidestep", key_bindings_desc[10]); draw_val_item (20, 150, bind_desc_pad, "Look up", key_bindings_desc[11]); draw_val_item (20, 160, bind_desc_pad, "Look down", key_bindings_desc[12]); draw_val_item (20, 170, bind_desc_pad, "Center view", key_bindings_desc[13]); draw_val_item (20, 180, bind_desc_pad, "Mouse look", key_bindings_desc[14]); draw_val_item (20, 190, bind_desc_pad, "Keyboard look", key_bindings_desc[15]); draw_val_item (20, 200, bind_desc_pad, "Swim up", key_bindings_desc[16]); draw_val_item (20, 210, bind_desc_pad, "Swim down", key_bindings_desc[17]); opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad); return 1; }; integer () misc_control_bind_draw = { local integer cursor_pad = 40, bind_desc_pad; bind_desc_pad = 120; Draw_String (20, 10, "Backspace/Delete: Del binding"); Draw_String (20, 20, "Enter: New binding"); draw_val_item (20, 40, bind_desc_pad, "Pause game", key_bindings_desc[NUM_BASIC_KEYS]); draw_val_item (20, 50, bind_desc_pad, "Tog. m.-grab", key_bindings_desc[NUM_BASIC_KEYS + 1]); draw_val_item (20, 60, bind_desc_pad, "Messagemode", key_bindings_desc[NUM_BASIC_KEYS + 2]); draw_val_item (20, 70, bind_desc_pad, "Screenshot", key_bindings_desc[NUM_BASIC_KEYS + 3]); opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad); return 1; }; integer () weapon_control_bind_draw = { local integer cursor_pad = 40, bind_desc_pad; bind_desc_pad = 120; Draw_String (20, 10, "Backspace/Delete: Del binding"); Draw_String (20, 20, "Enter: New binding"); draw_val_item (20, 40, bind_desc_pad, "Axe", key_bindings_desc[NUM_MISC_KEYS]); draw_val_item (20, 50, bind_desc_pad, "Shotgun", key_bindings_desc[NUM_MISC_KEYS + 1]); draw_val_item (20, 60, bind_desc_pad, "Super Shotgun", key_bindings_desc[NUM_MISC_KEYS + 2]); draw_val_item (20, 70, bind_desc_pad, "Nailgun", key_bindings_desc[NUM_MISC_KEYS + 3]); draw_val_item (20, 80, bind_desc_pad, "Super Nailgun", key_bindings_desc[NUM_MISC_KEYS + 4]); draw_val_item (20, 90, bind_desc_pad, "Rocket L. ", key_bindings_desc[NUM_MISC_KEYS + 5]); draw_val_item (20, 100, bind_desc_pad, "Grenade L. ", key_bindings_desc[NUM_MISC_KEYS + 6]); draw_val_item (20, 110, bind_desc_pad, "Thunderbolt", key_bindings_desc[NUM_MISC_KEYS + 7]); opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad); return 1; }; void () basic_control_bind_menu = { local integer i; Menu_Begin (54, 40, "Basic bindings"); Menu_FadeScreen (1); Menu_Draw (basic_control_bind_draw); for (i = 0; i < NUM_BASIC_KEYS; i++) { Menu_Item (20, 40 + i*10, itos(i), control_bind_f, 1); } Menu_End (); }; void () misc_control_bind_menu = { local integer i; Menu_Begin (54, 50, "Misc bindings"); Menu_FadeScreen (1); Menu_Draw (misc_control_bind_draw); for (i = NUM_BASIC_KEYS; i < NUM_MISC_KEYS; i++) { Menu_Item (20, 40 + i*10, itos(i), control_bind_f, 1); } Menu_End (); }; void () weapon_control_bind_menu = { local integer i; Menu_Begin (54, 60, "Weapon bindings"); Menu_FadeScreen (1); Menu_Draw (weapon_control_bind_draw); for (i = NUM_MISC_KEYS; i < NUM_WEAPON_KEYS; i++) { Menu_Item (20, 40 + i*10, itos(i), control_bind_f, 1); } Menu_End (); }; void () control_bind_menu = { Menu_Begin (54, 60, "Bindings"); Menu_Pic (16, 4, "gfx/qplaque.lmp"); Menu_CenterPic (160, 4, "gfx/p_option.lmp"); Menu_FadeScreen (1); basic_control_bind_menu (); misc_control_bind_menu (); weapon_control_bind_menu (); Menu_End (); };