diff --git a/src/m_menu.c b/src/m_menu.c index e345a6a87..c38459fe0 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -140,7 +140,6 @@ static char *char_notes = NULL; boolean menuactive = false; boolean fromlevelselect = false; -tic_t shieldprompt_timer = 0; // Show a prompt about the new Shield button for old configs // TODO: 2.3: Remove typedef enum { @@ -3162,7 +3161,6 @@ static void Command_Manual_f(void) if (modeattacking) return; M_StartControlPanel(); - if (shieldprompt_timer) return; // TODO: 2.3: Delete this line currentMenu = &MISC_HelpDef; itemOn = 0; } @@ -3342,7 +3340,6 @@ boolean M_Responder(event_t *ev) if (modeattacking) return true; M_StartControlPanel(); - if (shieldprompt_timer) return true; // TODO: 2.3: Delete this line M_Options(0); // Uncomment the below if you want the menu to reset to the top each time like before. M_SetupNextMenu will fix it automatically. //OP_SoundOptionsDef.lastOn = 0; @@ -3353,7 +3350,6 @@ boolean M_Responder(event_t *ev) if (modeattacking) return true; M_StartControlPanel(); - if (shieldprompt_timer) return true; // TODO: 2.3: Delete this line M_Options(0); M_VideoModeMenu(0); return true; @@ -3365,7 +3361,6 @@ boolean M_Responder(event_t *ev) if (modeattacking) return true; M_StartControlPanel(); - if (shieldprompt_timer) return true; // TODO: 2.3: Delete this line M_Options(0); M_SetupNextMenu(&OP_MainDef); return true; @@ -3643,230 +3638,6 @@ void M_Drawer(void) } } -// Handle the "Do you want to assign Shield Ability now?" pop-up for old configs // TODO: 2.3: Remove this line... -static UINT8 shieldprompt_currentchoice = 0; // ...and this line... - -static void M_ShieldPromptUseDefaults(void) // ...and this function -{ - // With a default config from v2.2.10 to v2.2.13, the B button will be set to Custom 1, - // and Controls per Key defaults to "One", so it will override the default Shield button. - // A default config from v2.2.0 to v2.2.9 has Next Weapon on B, so it suffers from this too. - - // So for "Use default Shield Ability buttons", we should update old configs to mitigate gamepad conflicts - // (even with "Several" Controls per Key!), and show a message with the default bindings - - for (setupcontrols = gamecontrol; true; setupcontrols = gamecontrolbis) // Do stuff for both P1 and P2 - { - INT32 JOY1 = (setupcontrols == gamecontrol) ? KEY_JOY1 : KEY_2JOY1; // Is this for P1 or for P2? - - if ((setupcontrols[GC_CUSTOM1][0] == JOY1+1 || setupcontrols[GC_CUSTOM1][1] == JOY1+1) - && (setupcontrols[GC_CUSTOM2][0] == JOY1+3 || setupcontrols[GC_CUSTOM2][1] == JOY1+3) - && (setupcontrols[GC_CUSTOM3][0] == JOY1+8 || setupcontrols[GC_CUSTOM3][1] == JOY1+8)) - { - // If the player has v2.2.13's default gamepad Custom 1/2/3 buttons, - // shuffle Custom 1/2/3 around to make room for Shield Ability on B - UINT8 shield_slot = (setupcontrols[GC_SHIELD ][0] == KEY_NULL ) ? 0 : 1; - UINT8 custom1_slot = (setupcontrols[GC_CUSTOM1][0] == JOY1+1) ? 0 : 1; - UINT8 custom2_slot = (setupcontrols[GC_CUSTOM2][0] == JOY1+3) ? 0 : 1; - UINT8 custom3_slot = (setupcontrols[GC_CUSTOM3][0] == JOY1+8) ? 0 : 1; - - setupcontrols[GC_SHIELD ][shield_slot ] = JOY1+1; // Assign Shield Ability to B - setupcontrols[GC_CUSTOM1][custom1_slot] = JOY1+3; // Move Custom 1 from B to Y - setupcontrols[GC_CUSTOM2][custom2_slot] = JOY1+8; // Move Custom 2 from Y to LS - setupcontrols[GC_CUSTOM3][custom3_slot] = KEY_NULL; // Unassign Custom 3 from LS... - // (The alternative would be to check and update the ENTIRE gamepad layout. - // That'd be nice, but it would mess with people that are used to the old defaults.) - } - else if ((setupcontrols[GC_WEAPONNEXT][0] == JOY1+1 || setupcontrols[GC_WEAPONNEXT][1] == JOY1+1) - && (setupcontrols[GC_WEAPONPREV][0] == JOY1+2 || setupcontrols[GC_WEAPONPREV][1] == JOY1+2)) - { - // Or if the user has a default config from v2.2.0 to v2.2.9, - // the B button will be Next Weapon, and X will be Previous Weapon. - // It's "safe" to discard one of them, you just have to press X multiple times to select in the other direction - UINT8 shield_slot = (setupcontrols[GC_SHIELD ][0] == KEY_NULL ) ? 0 : 1; - UINT8 nweapon_slot = (setupcontrols[GC_WEAPONNEXT][0] == JOY1+1) ? 0 : 1; - UINT8 pweapon_slot = (setupcontrols[GC_WEAPONPREV][0] == JOY1+2) ? 0 : 1; - - setupcontrols[GC_SHIELD ][shield_slot ] = JOY1+1; // Assign Shield Ability to B - setupcontrols[GC_WEAPONNEXT][nweapon_slot] = JOY1+3; // Move Next Weapon from B to X - setupcontrols[GC_WEAPONPREV][pweapon_slot] = KEY_NULL; // Unassign Previous Weapon from X - } - - if (setupcontrols == gamecontrolbis) // If we've already updated both players, break out - break; - } - - - // Now, show a message about the default Shield Ability bindings - if ((gamecontrol[GC_SHIELD][0] == KEY_LALT && gamecontrol[GC_SHIELD][1] == KEY_JOY1+1) - || (gamecontrol[GC_SHIELD][0] == KEY_JOY1+1 && gamecontrol[GC_SHIELD][1] == KEY_LALT)) - { - // Left Alt and the B button are both assigned - M_StartMessage(M_GetText("Shield Ability defaults to\nthe \x82""Left Alt\x80"" key on keyboard,\nand the \x85""B button\x80"" on gamepads." - "\n\nYou can always reassign it\nin the Options menu later." - "\n\n\nPress 'Enter' to continue\n"), - NULL, MM_NOTHING); - MessageDef.x = 43; // Change the pop-up message's background position/width - MessageDef.lastOn = (MessageDef.lastOn & ~0xFF) | 27; - } - else if (gamecontrol[GC_SHIELD][0] == KEY_LALT || gamecontrol[GC_SHIELD][1] == KEY_LALT) - { - // Left Alt is assigned, but the B button isn't. - M_StartMessage(M_GetText("Shield Ability defaults to\nthe \x82""Left Alt\x80"" key on keyboard.\nThe \x85""B button\x80"" on gamepads was taken." - "\n\nYou can always reassign it\nin the Options menu later." - "\n\n\nPress 'Enter' to continue\n"), - NULL, MM_NOTHING); - MessageDef.x = 24; // Change the pop-up message's background position/width - MessageDef.lastOn = (MessageDef.lastOn & ~0xFF) | 32; - } - else if (gamecontrol[GC_SHIELD][0] == KEY_JOY1+1 || gamecontrol[GC_SHIELD][1] == KEY_JOY1+1) - { - // The B button is assigned, but Left Alt isn't - M_StartMessage(M_GetText("Shield Ability defaults to\nthe \x85""B button\x80"" on gamepads.\nThe \x82""Left Alt\x80"" key on keyboard was taken." - "\n\nYou can always reassign it\nin the Options menu later." - "\n\n\nPress 'Enter' to continue\n"), - NULL, MM_NOTHING); - MessageDef.x = 8; // Change the pop-up message's background position/width - MessageDef.lastOn = (MessageDef.lastOn & ~0xFF) | 36; - } - else if (gamecontrol[GC_SHIELD][0] == KEY_NULL && gamecontrol[GC_SHIELD][1] == KEY_NULL) - { - // Neither Left Alt nor the B button are assigned - M_StartMessage(M_GetText("Shield Ability is unassigned!\nThe \x82""Left Alt\x80"" key on keyboard and\nthe \x85""B button\x80"" on gamepads were taken." - "\n\nYou should assign Shield Ability\nin the Options menu later." - "\n\n\nPress 'Enter' to continue\n"), - NULL, MM_NOTHING); - MessageDef.x = 19; // Change the pop-up message's background position/width - MessageDef.lastOn = (MessageDef.lastOn & ~0xFF) | 33; - } - else - { - // Neither Left Alt nor the B button are assigned... but something else is??? - // (This can technically happen if you edit your config or use setcontrol in the console before opening the menu) - char keystr[16+16+2+7+1]; // Two 16-char keys + two colour codes + "' and '" + null - - if (gamecontrol[GC_SHIELD][0] != KEY_NULL && gamecontrol[GC_SHIELD][1] != KEY_NULL) - STRBUFCPY(keystr, va("%s\x80""' and '\x82""%s", - G_KeyNumToName(gamecontrol[GC_SHIELD][0]), - G_KeyNumToName(gamecontrol[GC_SHIELD][1]))); - else if (gamecontrol[GC_SHIELD][0] != KEY_NULL) - STRBUFCPY(keystr, G_KeyNumToName(gamecontrol[GC_SHIELD][0])); - else //if (gamecontrol[GC_SHIELD][1] != KEY_NULL) - STRBUFCPY(keystr, G_KeyNumToName(gamecontrol[GC_SHIELD][1])); - - M_StartMessage(va("Shield Ability is assigned to\n'\x82""%s\x80""'." - "\n\nYou can always reassign it\nin the Options menu later." - "\n\n\nPress 'Enter' to continue\n", - keystr), NULL, MM_NOTHING); - MessageDef.x = 23; // Change the pop-up message's background position/width - MessageDef.lastOn = (MessageDef.lastOn & ~0xFF) | 32; - } -} - -static void M_HandleShieldPromptMenu(INT32 choice) // TODO: 2.3: Remove -{ - switch (choice) - { - case KEY_ESCAPE: - if (I_GetTime() <= shieldprompt_timer) // Don't mash past the pop-up by accident! - break; - - S_StartSound(NULL, sfx_menu1); - noFurtherInput = true; - shieldprompt_timer = 0; - M_ShieldPromptUseDefaults(); - break; - - case KEY_ENTER: - if (I_GetTime() <= shieldprompt_timer) // Don't mash past the pop-up by accident! - break; - - S_StartSound(NULL, sfx_menu1); - noFurtherInput = true; - shieldprompt_timer = 0; - - if (shieldprompt_currentchoice == 0) - { - OP_ChangeControlsDef.lastOn = 8; // Highlight Shield Ability in the controls menu - M_Setup1PControlsMenu(0); // Set up P1's controls menu and call M_SetupNextMenu - } - else if (shieldprompt_currentchoice == 1) // Copy the Spin buttons to the Shield buttons - { - CV_SetValue(&cv_controlperkey, 2); // Make sure that Controls per Key is "Several" - - gamecontrol [GC_SHIELD][0] = gamecontrol [GC_SPIN][0]; - gamecontrol [GC_SHIELD][1] = gamecontrol [GC_SPIN][1]; - gamecontrolbis[GC_SHIELD][0] = gamecontrolbis[GC_SPIN][0]; - gamecontrolbis[GC_SHIELD][1] = gamecontrolbis[GC_SPIN][1]; - CV_SetValue(&cv_shieldaxis, cv_spinaxis.value); - CV_SetValue(&cv_shieldaxis2, cv_spinaxis2.value); - - M_StartMessage(M_GetText("Spin and Shield Ability are now\nthe same button." - "\n\nYou can always reassign them\nin the Options menu later." - "\n\n\nPress 'Enter' to continue\n"), - NULL, MM_NOTHING); - MessageDef.x = 36; // Change the pop-up message's background position/width - MessageDef.lastOn = (MessageDef.lastOn & ~0xFF) | 29; - } - else - M_ShieldPromptUseDefaults(); - break; - - case KEY_UPARROW: - S_StartSound(NULL, sfx_menu1); - shieldprompt_currentchoice = (shieldprompt_currentchoice+2)%3; - break; - - case KEY_DOWNARROW: - S_StartSound(NULL, sfx_menu1); - shieldprompt_currentchoice = (shieldprompt_currentchoice+1)%3; - break; - } - - MessageDef.prevMenu = &MainDef; -} - -static void M_DrawShieldPromptMenu(void) // TODO: 2.3: Remove -{ - INT16 cursorx = (BASEVIDWIDTH/2) - 24; - - V_DrawFill(10-3, 68-3, 300+6, 40+6, 159); - // V_DrawCenteredString doesn't centre newlines, so we have to draw each line separately - V_DrawCenteredString(BASEVIDWIDTH/2, 68, V_ALLOWLOWERCASE, "Welcome back! Since you last played,"); - V_DrawCenteredString(BASEVIDWIDTH/2, 76, V_ALLOWLOWERCASE, "Spin has been split into separate"); - V_DrawCenteredString(BASEVIDWIDTH/2, 84, V_ALLOWLOWERCASE, "\"Spin\" and \"Shield Ability\" controls."); - - V_DrawCenteredString(BASEVIDWIDTH/2, 98, V_ALLOWLOWERCASE, "Do you want to assign Shield Ability now?"); - - - V_DrawCenteredString(BASEVIDWIDTH/2, 164, - (shieldprompt_currentchoice == 0) ? V_YELLOWMAP : 0, "Open Control Setup"); - V_DrawCenteredString(BASEVIDWIDTH/2, 172, - (shieldprompt_currentchoice == 1) ? V_YELLOWMAP : 0, "Keep the old behaviour"); - V_DrawCenteredString(BASEVIDWIDTH/2, 180, - (shieldprompt_currentchoice == 2) ? V_YELLOWMAP : 0, "Use default Shield Ability buttons"); - - switch (shieldprompt_currentchoice) - { - case 0: cursorx -= V_StringWidth("Open Control Setup", 0)/2; break; - case 1: cursorx -= V_StringWidth("Keep the old behaviour", 0)/2; break; - default: cursorx -= V_StringWidth("Use default Shield Ability buttons", 0)/2; break; - } - V_DrawScaledPatch(cursorx, 164 + (shieldprompt_currentchoice*8), 0, W_CachePatchName("M_CURSOR", PU_PATCH)); -} - -static menuitem_t OP_ShieldPromptMenu[] = {{IT_KEYHANDLER | IT_NOTHING, NULL, "", M_HandleShieldPromptMenu, 0}}; // TODO: 2.3: Remove - -menu_t OP_ShieldPromptDef = { // TODO: 2.3: Remove - MN_SPECIAL, - NULL, - 1, - &MainDef, - OP_ShieldPromptMenu, - M_DrawShieldPromptMenu, - 0, 0, 0, NULL -}; - // // M_StartControlPanel // @@ -3898,15 +3669,6 @@ void M_StartControlPanel(void) currentMenu = &MainDef; itemOn = singleplr; M_UpdateItemOn(); - - if (shieldprompt_timer) // For old configs, show a pop-up about the new Shield button // TODO: 2.3: Remove - { - S_StartSound(NULL, sfx_strpst); - noFurtherInput = true; - shieldprompt_timer = I_GetTime() + TICRATE; // Don't mash past the pop-up by accident! - - M_SetupNextMenu(&OP_ShieldPromptDef); - } } else if (modeattacking) { diff --git a/src/m_menu.h b/src/m_menu.h index cfe811d0b..552d28122 100644 --- a/src/m_menu.h +++ b/src/m_menu.h @@ -176,7 +176,6 @@ typedef struct extern menupres_t menupres[NUMMENUTYPES]; extern UINT32 prevMenuId; extern UINT32 activeMenuId; -extern tic_t shieldprompt_timer; // Show a prompt about the new Shield button for old configs // TODO: 2.3: Remove void M_InitMenuPresTables(void); UINT8 M_GetYoungestChildMenu(void); diff --git a/src/m_misc.c b/src/m_misc.c index dda3ffc86..24616e9db 100644 --- a/src/m_misc.c +++ b/src/m_misc.c @@ -560,11 +560,6 @@ void M_FirstLoadConfig(void) COM_BufInsertText(va("exec \"%s\"\n", configfile)); // no COM_BufExecute() needed; that does it right away - // For configs loaded at startup only, check for pre-Shield-button configs // TODO: 2.3: Remove - if (GETMAJOREXECVERSION(cv_execversion.value) < 55 // Pre-v2.2.14 configs - && cv_execversion.value != 25) // Make sure that the config exists, too - shieldprompt_timer = 1; - // don't filter anymore vars and don't let this convsvar be changed COM_BufInsertText(va("%s \"%d\"\n", cv_execversion.name, EXECVERSION)); CV_ToggleExecVersion(false);