// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file g_input.c /// \brief handle mouse/keyboard/joystick inputs, /// maps inputs to game controls (forward, spin, jump...) #include "doomdef.h" #include "doomstat.h" #include "g_input.h" #include "keys.h" #include "hu_stuff.h" // need HUFONT start & end #include "d_net.h" #include "console.h" #define MAXMOUSESENSITIVITY 100 // sensitivity steps static CV_PossibleValue_t mousesens_cons_t[] = {{1, "MIN"}, {MAXMOUSESENSITIVITY, "MAX"}, {0, NULL}}; static CV_PossibleValue_t onecontrolperkey_cons_t[] = {{1, "One"}, {2, "Several"}, {0, NULL}}; // mouse values are used once consvar_t cv_mousesens = {"mousesens", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_mousesens2 = {"mousesens2", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_mouseysens = {"mouseysens", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_mouseysens2 = {"mouseysens2", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_controlperkey = {"controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; INT32 mousex, mousey; INT32 mlooky; // like mousey but with a custom sensitivity for mlook INT32 mouse2x, mouse2y, mlook2y; // joystick values are repeated INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET]; // current state of the keys: true if pushed UINT8 gamekeydown[NUMINPUTS]; // two key codes (or virtual key) per game control INT32 gamecontrol[num_gamecontrols][2]; INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; // default control storage, use 0 (gcs_custom) for memory retention INT32 gamecontrolbisdefault[num_gamecontrolschemes][num_gamecontrols][2]; // lists of GC codes for selective operation const INT32 gcl_tutorial_check[num_gcl_tutorial_check] = { gc_forward, gc_backward, gc_strafeleft, gc_straferight, gc_turnleft, gc_turnright }; const INT32 gcl_tutorial_used[num_gcl_tutorial_used] = { gc_forward, gc_backward, gc_strafeleft, gc_straferight, gc_turnleft, gc_turnright, gc_jump, gc_use }; const INT32 gcl_tutorial_full[num_gcl_tutorial_full] = { gc_forward, gc_backward, gc_strafeleft, gc_straferight, gc_lookup, gc_lookdown, gc_turnleft, gc_turnright, gc_centerview, gc_jump, gc_use, gc_fire, gc_firenormal }; const INT32 gcl_movement[num_gcl_movement] = { gc_forward, gc_backward, gc_strafeleft, gc_straferight }; const INT32 gcl_camera[num_gcl_camera] = { gc_turnleft, gc_turnright }; const INT32 gcl_movement_camera[num_gcl_movement_camera] = { gc_forward, gc_backward, gc_strafeleft, gc_straferight, gc_turnleft, gc_turnright }; const INT32 gcl_jump[num_gcl_jump] = { gc_jump }; const INT32 gcl_use[num_gcl_use] = { gc_use }; const INT32 gcl_jump_use[num_gcl_jump_use] = { gc_jump, gc_use }; typedef struct { UINT8 time; UINT8 state; UINT8 clicks; } dclick_t; static dclick_t mousedclicks[MOUSEBUTTONS]; static dclick_t joydclicks[JOYBUTTONS + JOYHATS*4]; static dclick_t mouse2dclicks[MOUSEBUTTONS]; static dclick_t joy2dclicks[JOYBUTTONS + JOYHATS*4]; // protos static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt); // // Remaps the inputs to game controls. // // A game control can be triggered by one or more keys/buttons. // // Each key/mousebutton/joybutton triggers ONLY ONE game control. // void G_MapEventsToControls(event_t *ev) { INT32 i; UINT8 flag; switch (ev->type) { case ev_keydown: if (ev->data1 < NUMINPUTS) gamekeydown[ev->data1] = 1; #ifdef PARANOIA else { CONS_Debug(DBG_GAMELOGIC, "Bad downkey input %d\n",ev->data1); } #endif break; case ev_keyup: if (ev->data1 < NUMINPUTS) gamekeydown[ev->data1] = 0; #ifdef PARANOIA else { CONS_Debug(DBG_GAMELOGIC, "Bad upkey input %d\n",ev->data1); } #endif break; case ev_mouse: // buttons are virtual keys if (menuactive || CON_Ready() || chat_on) break; mousex = (INT32)(ev->data2*((cv_mousesens.value*cv_mousesens.value)/110.0f + 0.1f)); mousey = (INT32)(ev->data3*((cv_mousesens.value*cv_mousesens.value)/110.0f + 0.1f)); mlooky = (INT32)(ev->data3*((cv_mouseysens.value*cv_mousesens.value)/110.0f + 0.1f)); break; case ev_joystick: // buttons are virtual keys i = ev->data1; if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on) break; if (ev->data2 != INT32_MAX) joyxmove[i] = ev->data2; if (ev->data3 != INT32_MAX) joyymove[i] = ev->data3; break; case ev_joystick2: // buttons are virtual keys i = ev->data1; if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on) break; if (ev->data2 != INT32_MAX) joy2xmove[i] = ev->data2; if (ev->data3 != INT32_MAX) joy2ymove[i] = ev->data3; break; case ev_mouse2: // buttons are virtual keys if (menuactive || CON_Ready() || chat_on) break; mouse2x = (INT32)(ev->data2*((cv_mousesens2.value*cv_mousesens2.value)/110.0f + 0.1f)); mouse2y = (INT32)(ev->data3*((cv_mousesens2.value*cv_mousesens2.value)/110.0f + 0.1f)); mlook2y = (INT32)(ev->data3*((cv_mouseysens2.value*cv_mousesens2.value)/110.0f + 0.1f)); break; default: break; } // ALWAYS check for mouse & joystick double-clicks even if no mouse event for (i = 0; i < MOUSEBUTTONS; i++) { flag = G_CheckDoubleClick(gamekeydown[KEY_MOUSE1+i], &mousedclicks[i]); gamekeydown[KEY_DBLMOUSE1+i] = flag; } for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++) { flag = G_CheckDoubleClick(gamekeydown[KEY_JOY1+i], &joydclicks[i]); gamekeydown[KEY_DBLJOY1+i] = flag; } for (i = 0; i < MOUSEBUTTONS; i++) { flag = G_CheckDoubleClick(gamekeydown[KEY_2MOUSE1+i], &mouse2dclicks[i]); gamekeydown[KEY_DBL2MOUSE1+i] = flag; } for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++) { flag = G_CheckDoubleClick(gamekeydown[KEY_2JOY1+i], &joy2dclicks[i]); gamekeydown[KEY_DBL2JOY1+i] = flag; } } // // General double-click detection routine for any kind of input. // static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt) { if (state != dt->state && dt->time > 1) { dt->state = state; if (state) dt->clicks++; if (dt->clicks == 2) { dt->clicks = 0; return true; } else dt->time = 0; } else { dt->time++; if (dt->time > 20) { dt->clicks = 0; dt->state = 0; } } return false; } typedef struct { INT32 keynum; const char *name; } keyname_t; static keyname_t keynames[] = { {KEY_SPACE, "SPACE"}, {KEY_CAPSLOCK, "CAPS LOCK"}, {KEY_ENTER, "ENTER"}, {KEY_TAB, "TAB"}, {KEY_ESCAPE, "ESCAPE"}, {KEY_BACKSPACE, "BACKSPACE"}, {KEY_NUMLOCK, "NUMLOCK"}, {KEY_SCROLLLOCK, "SCROLLLOCK"}, // bill gates keys {KEY_LEFTWIN, "LEFTWIN"}, {KEY_RIGHTWIN, "RIGHTWIN"}, {KEY_MENU, "MENU"}, {KEY_LSHIFT, "LSHIFT"}, {KEY_RSHIFT, "RSHIFT"}, {KEY_LSHIFT, "SHIFT"}, {KEY_LCTRL, "LCTRL"}, {KEY_RCTRL, "RCTRL"}, {KEY_LCTRL, "CTRL"}, {KEY_LALT, "LALT"}, {KEY_RALT, "RALT"}, {KEY_LALT, "ALT"}, // keypad keys {KEY_KPADSLASH, "KEYPAD /"}, {KEY_KEYPAD7, "KEYPAD 7"}, {KEY_KEYPAD8, "KEYPAD 8"}, {KEY_KEYPAD9, "KEYPAD 9"}, {KEY_MINUSPAD, "KEYPAD -"}, {KEY_KEYPAD4, "KEYPAD 4"}, {KEY_KEYPAD5, "KEYPAD 5"}, {KEY_KEYPAD6, "KEYPAD 6"}, {KEY_PLUSPAD, "KEYPAD +"}, {KEY_KEYPAD1, "KEYPAD 1"}, {KEY_KEYPAD2, "KEYPAD 2"}, {KEY_KEYPAD3, "KEYPAD 3"}, {KEY_KEYPAD0, "KEYPAD 0"}, {KEY_KPADDEL, "KEYPAD ."}, // extended keys (not keypad) {KEY_HOME, "HOME"}, {KEY_UPARROW, "UP ARROW"}, {KEY_PGUP, "PGUP"}, {KEY_LEFTARROW, "LEFT ARROW"}, {KEY_RIGHTARROW, "RIGHT ARROW"}, {KEY_END, "END"}, {KEY_DOWNARROW, "DOWN ARROW"}, {KEY_PGDN, "PGDN"}, {KEY_INS, "INS"}, {KEY_DEL, "DEL"}, // other keys {KEY_F1, "F1"}, {KEY_F2, "F2"}, {KEY_F3, "F3"}, {KEY_F4, "F4"}, {KEY_F5, "F5"}, {KEY_F6, "F6"}, {KEY_F7, "F7"}, {KEY_F8, "F8"}, {KEY_F9, "F9"}, {KEY_F10, "F10"}, {KEY_F11, "F11"}, {KEY_F12, "F12"}, // KEY_CONSOLE has an exception in the keyname code {'`', "TILDE"}, {KEY_PAUSE, "PAUSE/BREAK"}, // virtual keys for mouse buttons and joystick buttons {KEY_MOUSE1+0,"MOUSE1"}, {KEY_MOUSE1+1,"MOUSE2"}, {KEY_MOUSE1+2,"MOUSE3"}, {KEY_MOUSE1+3,"MOUSE4"}, {KEY_MOUSE1+4,"MOUSE5"}, {KEY_MOUSE1+5,"MOUSE6"}, {KEY_MOUSE1+6,"MOUSE7"}, {KEY_MOUSE1+7,"MOUSE8"}, {KEY_2MOUSE1+0,"SEC_MOUSE2"}, // BP: sorry my mouse handler swap button 1 and 2 {KEY_2MOUSE1+1,"SEC_MOUSE1"}, {KEY_2MOUSE1+2,"SEC_MOUSE3"}, {KEY_2MOUSE1+3,"SEC_MOUSE4"}, {KEY_2MOUSE1+4,"SEC_MOUSE5"}, {KEY_2MOUSE1+5,"SEC_MOUSE6"}, {KEY_2MOUSE1+6,"SEC_MOUSE7"}, {KEY_2MOUSE1+7,"SEC_MOUSE8"}, {KEY_MOUSEWHEELUP, "Wheel 1 UP"}, {KEY_MOUSEWHEELDOWN, "Wheel 1 Down"}, {KEY_2MOUSEWHEELUP, "Wheel 2 UP"}, {KEY_2MOUSEWHEELDOWN, "Wheel 2 Down"}, {KEY_JOY1+0, "JOY1"}, {KEY_JOY1+1, "JOY2"}, {KEY_JOY1+2, "JOY3"}, {KEY_JOY1+3, "JOY4"}, {KEY_JOY1+4, "JOY5"}, {KEY_JOY1+5, "JOY6"}, {KEY_JOY1+6, "JOY7"}, {KEY_JOY1+7, "JOY8"}, {KEY_JOY1+8, "JOY9"}, #if !defined (NOMOREJOYBTN_1S) // we use up to 32 buttons in DirectInput {KEY_JOY1+9, "JOY10"}, {KEY_JOY1+10, "JOY11"}, {KEY_JOY1+11, "JOY12"}, {KEY_JOY1+12, "JOY13"}, {KEY_JOY1+13, "JOY14"}, {KEY_JOY1+14, "JOY15"}, {KEY_JOY1+15, "JOY16"}, {KEY_JOY1+16, "JOY17"}, {KEY_JOY1+17, "JOY18"}, {KEY_JOY1+18, "JOY19"}, {KEY_JOY1+19, "JOY20"}, {KEY_JOY1+20, "JOY21"}, {KEY_JOY1+21, "JOY22"}, {KEY_JOY1+22, "JOY23"}, {KEY_JOY1+23, "JOY24"}, {KEY_JOY1+24, "JOY25"}, {KEY_JOY1+25, "JOY26"}, {KEY_JOY1+26, "JOY27"}, {KEY_JOY1+27, "JOY28"}, {KEY_JOY1+28, "JOY29"}, {KEY_JOY1+29, "JOY30"}, {KEY_JOY1+30, "JOY31"}, {KEY_JOY1+31, "JOY32"}, #endif // the DOS version uses Allegro's joystick support {KEY_HAT1+0, "HATUP"}, {KEY_HAT1+1, "HATDOWN"}, {KEY_HAT1+2, "HATLEFT"}, {KEY_HAT1+3, "HATRIGHT"}, {KEY_HAT1+4, "HATUP2"}, {KEY_HAT1+5, "HATDOWN2"}, {KEY_HAT1+6, "HATLEFT2"}, {KEY_HAT1+7, "HATRIGHT2"}, {KEY_HAT1+8, "HATUP3"}, {KEY_HAT1+9, "HATDOWN3"}, {KEY_HAT1+10, "HATLEFT3"}, {KEY_HAT1+11, "HATRIGHT3"}, {KEY_HAT1+12, "HATUP4"}, {KEY_HAT1+13, "HATDOWN4"}, {KEY_HAT1+14, "HATLEFT4"}, {KEY_HAT1+15, "HATRIGHT4"}, {KEY_DBLMOUSE1+0, "DBLMOUSE1"}, {KEY_DBLMOUSE1+1, "DBLMOUSE2"}, {KEY_DBLMOUSE1+2, "DBLMOUSE3"}, {KEY_DBLMOUSE1+3, "DBLMOUSE4"}, {KEY_DBLMOUSE1+4, "DBLMOUSE5"}, {KEY_DBLMOUSE1+5, "DBLMOUSE6"}, {KEY_DBLMOUSE1+6, "DBLMOUSE7"}, {KEY_DBLMOUSE1+7, "DBLMOUSE8"}, {KEY_DBL2MOUSE1+0, "DBLSEC_MOUSE2"}, // BP: sorry my mouse handler swap button 1 and 2 {KEY_DBL2MOUSE1+1, "DBLSEC_MOUSE1"}, {KEY_DBL2MOUSE1+2, "DBLSEC_MOUSE3"}, {KEY_DBL2MOUSE1+3, "DBLSEC_MOUSE4"}, {KEY_DBL2MOUSE1+4, "DBLSEC_MOUSE5"}, {KEY_DBL2MOUSE1+5, "DBLSEC_MOUSE6"}, {KEY_DBL2MOUSE1+6, "DBLSEC_MOUSE7"}, {KEY_DBL2MOUSE1+7, "DBLSEC_MOUSE8"}, {KEY_DBLJOY1+0, "DBLJOY1"}, {KEY_DBLJOY1+1, "DBLJOY2"}, {KEY_DBLJOY1+2, "DBLJOY3"}, {KEY_DBLJOY1+3, "DBLJOY4"}, {KEY_DBLJOY1+4, "DBLJOY5"}, {KEY_DBLJOY1+5, "DBLJOY6"}, {KEY_DBLJOY1+6, "DBLJOY7"}, {KEY_DBLJOY1+7, "DBLJOY8"}, #if !defined (NOMOREJOYBTN_1DBL) {KEY_DBLJOY1+8, "DBLJOY9"}, {KEY_DBLJOY1+9, "DBLJOY10"}, {KEY_DBLJOY1+10, "DBLJOY11"}, {KEY_DBLJOY1+11, "DBLJOY12"}, {KEY_DBLJOY1+12, "DBLJOY13"}, {KEY_DBLJOY1+13, "DBLJOY14"}, {KEY_DBLJOY1+14, "DBLJOY15"}, {KEY_DBLJOY1+15, "DBLJOY16"}, {KEY_DBLJOY1+16, "DBLJOY17"}, {KEY_DBLJOY1+17, "DBLJOY18"}, {KEY_DBLJOY1+18, "DBLJOY19"}, {KEY_DBLJOY1+19, "DBLJOY20"}, {KEY_DBLJOY1+20, "DBLJOY21"}, {KEY_DBLJOY1+21, "DBLJOY22"}, {KEY_DBLJOY1+22, "DBLJOY23"}, {KEY_DBLJOY1+23, "DBLJOY24"}, {KEY_DBLJOY1+24, "DBLJOY25"}, {KEY_DBLJOY1+25, "DBLJOY26"}, {KEY_DBLJOY1+26, "DBLJOY27"}, {KEY_DBLJOY1+27, "DBLJOY28"}, {KEY_DBLJOY1+28, "DBLJOY29"}, {KEY_DBLJOY1+29, "DBLJOY30"}, {KEY_DBLJOY1+30, "DBLJOY31"}, {KEY_DBLJOY1+31, "DBLJOY32"}, #endif {KEY_DBLHAT1+0, "DBLHATUP"}, {KEY_DBLHAT1+1, "DBLHATDOWN"}, {KEY_DBLHAT1+2, "DBLHATLEFT"}, {KEY_DBLHAT1+3, "DBLHATRIGHT"}, {KEY_DBLHAT1+4, "DBLHATUP2"}, {KEY_DBLHAT1+5, "DBLHATDOWN2"}, {KEY_DBLHAT1+6, "DBLHATLEFT2"}, {KEY_DBLHAT1+7, "DBLHATRIGHT2"}, {KEY_DBLHAT1+8, "DBLHATUP3"}, {KEY_DBLHAT1+9, "DBLHATDOWN3"}, {KEY_DBLHAT1+10, "DBLHATLEFT3"}, {KEY_DBLHAT1+11, "DBLHATRIGHT3"}, {KEY_DBLHAT1+12, "DBLHATUP4"}, {KEY_DBLHAT1+13, "DBLHATDOWN4"}, {KEY_DBLHAT1+14, "DBLHATLEFT4"}, {KEY_DBLHAT1+15, "DBLHATRIGHT4"}, {KEY_2JOY1+0, "SEC_JOY1"}, {KEY_2JOY1+1, "SEC_JOY2"}, {KEY_2JOY1+2, "SEC_JOY3"}, {KEY_2JOY1+3, "SEC_JOY4"}, {KEY_2JOY1+4, "SEC_JOY5"}, {KEY_2JOY1+5, "SEC_JOY6"}, {KEY_2JOY1+6, "SEC_JOY7"}, {KEY_2JOY1+7, "SEC_JOY8"}, #if !defined (NOMOREJOYBTN_2S) // we use up to 32 buttons in DirectInput {KEY_2JOY1+8, "SEC_JOY9"}, {KEY_2JOY1+9, "SEC_JOY10"}, {KEY_2JOY1+10, "SEC_JOY11"}, {KEY_2JOY1+11, "SEC_JOY12"}, {KEY_2JOY1+12, "SEC_JOY13"}, {KEY_2JOY1+13, "SEC_JOY14"}, {KEY_2JOY1+14, "SEC_JOY15"}, {KEY_2JOY1+15, "SEC_JOY16"}, {KEY_2JOY1+16, "SEC_JOY17"}, {KEY_2JOY1+17, "SEC_JOY18"}, {KEY_2JOY1+18, "SEC_JOY19"}, {KEY_2JOY1+19, "SEC_JOY20"}, {KEY_2JOY1+20, "SEC_JOY21"}, {KEY_2JOY1+21, "SEC_JOY22"}, {KEY_2JOY1+22, "SEC_JOY23"}, {KEY_2JOY1+23, "SEC_JOY24"}, {KEY_2JOY1+24, "SEC_JOY25"}, {KEY_2JOY1+25, "SEC_JOY26"}, {KEY_2JOY1+26, "SEC_JOY27"}, {KEY_2JOY1+27, "SEC_JOY28"}, {KEY_2JOY1+28, "SEC_JOY29"}, {KEY_2JOY1+29, "SEC_JOY30"}, {KEY_2JOY1+30, "SEC_JOY31"}, {KEY_2JOY1+31, "SEC_JOY32"}, #endif // the DOS version uses Allegro's joystick support {KEY_2HAT1+0, "SEC_HATUP"}, {KEY_2HAT1+1, "SEC_HATDOWN"}, {KEY_2HAT1+2, "SEC_HATLEFT"}, {KEY_2HAT1+3, "SEC_HATRIGHT"}, {KEY_2HAT1+4, "SEC_HATUP2"}, {KEY_2HAT1+5, "SEC_HATDOWN2"}, {KEY_2HAT1+6, "SEC_HATLEFT2"}, {KEY_2HAT1+7, "SEC_HATRIGHT2"}, {KEY_2HAT1+8, "SEC_HATUP3"}, {KEY_2HAT1+9, "SEC_HATDOWN3"}, {KEY_2HAT1+10, "SEC_HATLEFT3"}, {KEY_2HAT1+11, "SEC_HATRIGHT3"}, {KEY_2HAT1+12, "SEC_HATUP4"}, {KEY_2HAT1+13, "SEC_HATDOWN4"}, {KEY_2HAT1+14, "SEC_HATLEFT4"}, {KEY_2HAT1+15, "SEC_HATRIGHT4"}, {KEY_DBL2JOY1+0, "DBLSEC_JOY1"}, {KEY_DBL2JOY1+1, "DBLSEC_JOY2"}, {KEY_DBL2JOY1+2, "DBLSEC_JOY3"}, {KEY_DBL2JOY1+3, "DBLSEC_JOY4"}, {KEY_DBL2JOY1+4, "DBLSEC_JOY5"}, {KEY_DBL2JOY1+5, "DBLSEC_JOY6"}, {KEY_DBL2JOY1+6, "DBLSEC_JOY7"}, {KEY_DBL2JOY1+7, "DBLSEC_JOY8"}, #if !defined (NOMOREJOYBTN_2DBL) {KEY_DBL2JOY1+8, "DBLSEC_JOY9"}, {KEY_DBL2JOY1+9, "DBLSEC_JOY10"}, {KEY_DBL2JOY1+10, "DBLSEC_JOY11"}, {KEY_DBL2JOY1+11, "DBLSEC_JOY12"}, {KEY_DBL2JOY1+12, "DBLSEC_JOY13"}, {KEY_DBL2JOY1+13, "DBLSEC_JOY14"}, {KEY_DBL2JOY1+14, "DBLSEC_JOY15"}, {KEY_DBL2JOY1+15, "DBLSEC_JOY16"}, {KEY_DBL2JOY1+16, "DBLSEC_JOY17"}, {KEY_DBL2JOY1+17, "DBLSEC_JOY18"}, {KEY_DBL2JOY1+18, "DBLSEC_JOY19"}, {KEY_DBL2JOY1+19, "DBLSEC_JOY20"}, {KEY_DBL2JOY1+20, "DBLSEC_JOY21"}, {KEY_DBL2JOY1+21, "DBLSEC_JOY22"}, {KEY_DBL2JOY1+22, "DBLSEC_JOY23"}, {KEY_DBL2JOY1+23, "DBLSEC_JOY24"}, {KEY_DBL2JOY1+24, "DBLSEC_JOY25"}, {KEY_DBL2JOY1+25, "DBLSEC_JOY26"}, {KEY_DBL2JOY1+26, "DBLSEC_JOY27"}, {KEY_DBL2JOY1+27, "DBLSEC_JOY28"}, {KEY_DBL2JOY1+28, "DBLSEC_JOY29"}, {KEY_DBL2JOY1+29, "DBLSEC_JOY30"}, {KEY_DBL2JOY1+30, "DBLSEC_JOY31"}, {KEY_DBL2JOY1+31, "DBLSEC_JOY32"}, #endif {KEY_DBL2HAT1+0, "DBLSEC_HATUP"}, {KEY_DBL2HAT1+1, "DBLSEC_HATDOWN"}, {KEY_DBL2HAT1+2, "DBLSEC_HATLEFT"}, {KEY_DBL2HAT1+3, "DBLSEC_HATRIGHT"}, {KEY_DBL2HAT1+4, "DBLSEC_HATUP2"}, {KEY_DBL2HAT1+5, "DBLSEC_HATDOWN2"}, {KEY_DBL2HAT1+6, "DBLSEC_HATLEFT2"}, {KEY_DBL2HAT1+7, "DBLSEC_HATRIGHT2"}, {KEY_DBL2HAT1+8, "DBLSEC_HATUP3"}, {KEY_DBL2HAT1+9, "DBLSEC_HATDOWN3"}, {KEY_DBL2HAT1+10, "DBLSEC_HATLEFT3"}, {KEY_DBL2HAT1+11, "DBLSEC_HATRIGHT3"}, {KEY_DBL2HAT1+12, "DBLSEC_HATUP4"}, {KEY_DBL2HAT1+13, "DBLSEC_HATDOWN4"}, {KEY_DBL2HAT1+14, "DBLSEC_HATLEFT4"}, {KEY_DBL2HAT1+15, "DBLSEC_HATRIGHT4"}, }; static const char *gamecontrolname[num_gamecontrols] = { "nothing", // a key/button mapped to gc_null has no effect "forward", "backward", "strafeleft", "straferight", "turnleft", "turnright", "weaponnext", "weaponprev", "weapon1", "weapon2", "weapon3", "weapon4", "weapon5", "weapon6", "weapon7", "weapon8", "weapon9", "weapon10", "fire", "firenormal", "tossflag", "use", "camtoggle", "camreset", "lookup", "lookdown", "centerview", "mouseaiming", "talkkey", "teamtalkkey", "scores", "jump", "console", "pause", "systemmenu", "screenshot", "recordgif", "viewpoint", "custom1", "custom2", "custom3", }; #define NUMKEYNAMES (sizeof (keynames)/sizeof (keyname_t)) // // Detach any keys associated to the given game control // - pass the pointer to the gamecontrol table for the player being edited void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control) { setupcontrols[control][0] = KEY_NULL; setupcontrols[control][1] = KEY_NULL; } void G_ClearAllControlKeys(void) { INT32 i; for (i = 0; i < num_gamecontrols; i++) { G_ClearControlKeys(gamecontrol, i); G_ClearControlKeys(gamecontrolbis, i); } } // // Returns the name of a key (or virtual key for mouse and joy) // the input value being an keynum // const char *G_KeynumToString(INT32 keynum) { static char keynamestr[8]; UINT32 j; // return a string with the ascii char if displayable if (keynum > ' ' && keynum <= 'z' && keynum != KEY_CONSOLE) { keynamestr[0] = (char)keynum; keynamestr[1] = '\0'; return keynamestr; } // find a description for special keys for (j = 0; j < NUMKEYNAMES; j++) if (keynames[j].keynum == keynum) return keynames[j].name; // create a name for unknown keys sprintf(keynamestr, "KEY%d", keynum); return keynamestr; } INT32 G_KeyStringtoNum(const char *keystr) { UINT32 j; if (!keystr[1] && keystr[0] > ' ' && keystr[0] <= 'z') return keystr[0]; if (!strncmp(keystr, "KEY", 3) && keystr[3] >= '0' && keystr[3] <= '9') { /* what if we out of range bruh? */ j = atoi(&keystr[3]); if (j < NUMINPUTS) return j; return 0; } for (j = 0; j < NUMKEYNAMES; j++) if (!stricmp(keynames[j].name, keystr)) return keynames[j].keynum; return 0; } void G_DefineDefaultControls(void) { INT32 i; // FPS game controls (WASD) gamecontroldefault[gcs_fps][gc_forward ][0] = 'w'; gamecontroldefault[gcs_fps][gc_backward ][0] = 's'; gamecontroldefault[gcs_fps][gc_strafeleft ][0] = 'a'; gamecontroldefault[gcs_fps][gc_straferight][0] = 'd'; gamecontroldefault[gcs_fps][gc_lookup ][0] = KEY_UPARROW; gamecontroldefault[gcs_fps][gc_lookdown ][0] = KEY_DOWNARROW; gamecontroldefault[gcs_fps][gc_turnleft ][0] = KEY_LEFTARROW; gamecontroldefault[gcs_fps][gc_turnright ][0] = KEY_RIGHTARROW; gamecontroldefault[gcs_fps][gc_centerview ][0] = KEY_END; gamecontroldefault[gcs_fps][gc_jump ][0] = KEY_SPACE; gamecontroldefault[gcs_fps][gc_use ][0] = KEY_LSHIFT; gamecontroldefault[gcs_fps][gc_fire ][0] = KEY_RCTRL; gamecontroldefault[gcs_fps][gc_fire ][1] = KEY_MOUSE1+0; gamecontroldefault[gcs_fps][gc_firenormal ][0] = 'c'; // Platform game controls (arrow keys) gamecontroldefault[gcs_platform][gc_forward ][0] = KEY_UPARROW; gamecontroldefault[gcs_platform][gc_backward ][0] = KEY_DOWNARROW; gamecontroldefault[gcs_platform][gc_strafeleft ][0] = 'a'; gamecontroldefault[gcs_platform][gc_straferight][0] = 'd'; gamecontroldefault[gcs_platform][gc_lookup ][0] = KEY_PGUP; gamecontroldefault[gcs_platform][gc_lookdown ][0] = KEY_PGDN; gamecontroldefault[gcs_platform][gc_turnleft ][0] = KEY_LEFTARROW; gamecontroldefault[gcs_platform][gc_turnright ][0] = KEY_RIGHTARROW; gamecontroldefault[gcs_platform][gc_centerview ][0] = KEY_END; gamecontroldefault[gcs_platform][gc_jump ][0] = KEY_SPACE; gamecontroldefault[gcs_platform][gc_use ][0] = KEY_LSHIFT; gamecontroldefault[gcs_platform][gc_fire ][0] = 's'; gamecontroldefault[gcs_platform][gc_fire ][1] = KEY_MOUSE1+0; gamecontroldefault[gcs_platform][gc_firenormal ][0] = 'w'; for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0) { gamecontroldefault[i][gc_weaponnext ][0] = KEY_MOUSEWHEELUP+0; gamecontroldefault[i][gc_weaponprev ][0] = KEY_MOUSEWHEELDOWN+0; gamecontroldefault[i][gc_wepslot1 ][0] = '1'; gamecontroldefault[i][gc_wepslot2 ][0] = '2'; gamecontroldefault[i][gc_wepslot3 ][0] = '3'; gamecontroldefault[i][gc_wepslot4 ][0] = '4'; gamecontroldefault[i][gc_wepslot5 ][0] = '5'; gamecontroldefault[i][gc_wepslot6 ][0] = '6'; gamecontroldefault[i][gc_wepslot7 ][0] = '7'; gamecontroldefault[i][gc_wepslot8 ][0] = '8'; gamecontroldefault[i][gc_wepslot9 ][0] = '9'; gamecontroldefault[i][gc_wepslot10 ][0] = '0'; gamecontroldefault[i][gc_tossflag ][0] = '\''; gamecontroldefault[i][gc_camtoggle ][0] = 'v'; gamecontroldefault[i][gc_camreset ][0] = 'r'; gamecontroldefault[i][gc_talkkey ][0] = 't'; gamecontroldefault[i][gc_teamkey ][0] = 'y'; gamecontroldefault[i][gc_scores ][0] = KEY_TAB; gamecontroldefault[i][gc_console ][0] = KEY_CONSOLE; gamecontroldefault[i][gc_pause ][0] = 'p'; gamecontroldefault[i][gc_screenshot ][0] = KEY_F8; gamecontroldefault[i][gc_recordgif ][0] = KEY_F9; gamecontroldefault[i][gc_viewpoint ][0] = KEY_F12; // Gamepad controls -- same for both schemes gamecontroldefault[i][gc_weaponnext ][1] = KEY_JOY1+1; // B gamecontroldefault[i][gc_weaponprev ][1] = KEY_JOY1+2; // X gamecontroldefault[i][gc_tossflag ][1] = KEY_JOY1+0; // A gamecontroldefault[i][gc_use ][1] = KEY_JOY1+4; // LB gamecontroldefault[i][gc_camtoggle ][1] = KEY_HAT1+0; // D-Pad Up gamecontroldefault[i][gc_camreset ][1] = KEY_JOY1+3; // Y gamecontroldefault[i][gc_centerview ][1] = KEY_JOY1+9; // Right Stick gamecontroldefault[i][gc_talkkey ][1] = KEY_HAT1+2; // D-Pad Left gamecontroldefault[i][gc_scores ][1] = KEY_HAT1+3; // D-Pad Right gamecontroldefault[i][gc_jump ][1] = KEY_JOY1+5; // RB gamecontroldefault[i][gc_pause ][1] = KEY_JOY1+6; // Back gamecontroldefault[i][gc_screenshot ][1] = KEY_HAT1+1; // D-Pad Down gamecontroldefault[i][gc_systemmenu ][0] = KEY_JOY1+7; // Start // Second player controls only have joypad defaults gamecontrolbisdefault[i][gc_weaponnext][0] = KEY_2JOY1+1; // B gamecontrolbisdefault[i][gc_weaponprev][0] = KEY_2JOY1+2; // X gamecontrolbisdefault[i][gc_tossflag ][0] = KEY_2JOY1+0; // A gamecontrolbisdefault[i][gc_use ][0] = KEY_2JOY1+4; // LB gamecontrolbisdefault[i][gc_camreset ][0] = KEY_2JOY1+3; // Y gamecontrolbisdefault[i][gc_centerview][0] = KEY_2JOY1+9; // Right Stick gamecontrolbisdefault[i][gc_jump ][0] = KEY_2JOY1+5; // RB //gamecontrolbisdefault[i][gc_pause ][0] = KEY_2JOY1+6; // Back //gamecontrolbisdefault[i][gc_systemmenu][0] = KEY_2JOY1+7; // Start gamecontrolbisdefault[i][gc_camtoggle ][0] = KEY_2HAT1+0; // D-Pad Up gamecontrolbisdefault[i][gc_screenshot][0] = KEY_2HAT1+1; // D-Pad Down //gamecontrolbisdefault[i][gc_talkkey ][0] = KEY_2HAT1+2; // D-Pad Left //gamecontrolbisdefault[i][gc_scores ][0] = KEY_2HAT1+3; // D-Pad Right } } INT32 G_GetControlScheme(INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen) { INT32 i, j, gc; boolean skipscheme; for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0) { skipscheme = false; for (j = 0; j < (gclist && gclen ? gclen : num_gamecontrols); j++) { gc = (gclist && gclen) ? gclist[j] : j; if (((fromcontrols[gc][0] && gamecontroldefault[i][gc][0]) ? fromcontrols[gc][0] != gamecontroldefault[i][gc][0] : true) && ((fromcontrols[gc][0] && gamecontroldefault[i][gc][1]) ? fromcontrols[gc][0] != gamecontroldefault[i][gc][1] : true) && ((fromcontrols[gc][1] && gamecontroldefault[i][gc][0]) ? fromcontrols[gc][1] != gamecontroldefault[i][gc][0] : true) && ((fromcontrols[gc][1] && gamecontroldefault[i][gc][1]) ? fromcontrols[gc][1] != gamecontroldefault[i][gc][1] : true)) { skipscheme = true; break; } } if (!skipscheme) return i; } return gcs_custom; } void G_CopyControls(INT32 (*setupcontrols)[2], INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen) { INT32 i, gc; for (i = 0; i < (gclist && gclen ? gclen : num_gamecontrols); i++) { gc = (gclist && gclen) ? gclist[i] : i; setupcontrols[gc][0] = fromcontrols[gc][0]; setupcontrols[gc][1] = fromcontrols[gc][1]; } } void G_SaveKeySetting(FILE *f, INT32 (*fromcontrols)[2], INT32 (*fromcontrolsbis)[2]) { INT32 i; for (i = 1; i < num_gamecontrols; i++) { fprintf(f, "setcontrol \"%s\" \"%s\"", gamecontrolname[i], G_KeynumToString(fromcontrols[i][0])); if (fromcontrols[i][1]) fprintf(f, " \"%s\"\n", G_KeynumToString(fromcontrols[i][1])); else fprintf(f, "\n"); } for (i = 1; i < num_gamecontrols; i++) { fprintf(f, "setcontrol2 \"%s\" \"%s\"", gamecontrolname[i], G_KeynumToString(fromcontrolsbis[i][0])); if (fromcontrolsbis[i][1]) fprintf(f, " \"%s\"\n", G_KeynumToString(fromcontrolsbis[i][1])); else fprintf(f, "\n"); } } INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify) { INT32 result = gc_null; if (cv_controlperkey.value == 1) { INT32 i; for (i = 0; i < num_gamecontrols; i++) { if (gamecontrol[i][0] == keynum) { result = i; if (modify) gamecontrol[i][0] = KEY_NULL; } if (gamecontrol[i][1] == keynum) { result = i; if (modify) gamecontrol[i][1] = KEY_NULL; } if (gamecontrolbis[i][0] == keynum) { result = i; if (modify) gamecontrolbis[i][0] = KEY_NULL; } if (gamecontrolbis[i][1] == keynum) { result = i; if (modify) gamecontrolbis[i][1] = KEY_NULL; } if (result && !modify) return result; } } return result; } static INT32 G_FilterKeyByVersion(INT32 numctrl, INT32 keyidx, INT32 player, INT32 *keynum1, INT32 *keynum2, boolean *nestedoverride) { // Special case: ignore KEY_PAUSE because it's hardcoded if (keyidx == 0 && *keynum1 == KEY_PAUSE) { if (*keynum2 != KEY_PAUSE) { *keynum1 = *keynum2; // shift down keynum2 and continue *keynum2 = 0; } else return -1; // skip setting control } else if (keyidx == 1 && *keynum2 == KEY_PAUSE) return -1; // skip setting control if (GETMAJOREXECVERSION(cv_execversion.value) < 27 && ( // v2.1.22 numctrl == gc_weaponnext || numctrl == gc_weaponprev || numctrl == gc_tossflag || numctrl == gc_use || numctrl == gc_camreset || numctrl == gc_jump || numctrl == gc_pause || numctrl == gc_systemmenu || numctrl == gc_camtoggle || numctrl == gc_screenshot || numctrl == gc_talkkey || numctrl == gc_scores || numctrl == gc_centerview )) { INT32 keynum = 0, existingctrl = 0; INT32 defaultkey; boolean defaultoverride = false; // get the default gamecontrol if (player == 0 && numctrl == gc_systemmenu) defaultkey = gamecontrol[numctrl][0]; else defaultkey = (player == 1 ? gamecontrolbis[numctrl][0] : gamecontrol[numctrl][1]); // Assign joypad button defaults if there is an open slot. // At this point, gamecontrol/bis should have the default controls // (unless LOADCONFIG is being run) // // If the player runs SETCONTROL in-game, this block should not be reached // because EXECVERSION is locked onto the latest version. if (keyidx == 0 && !*keynum1) { if (*keynum2) // push keynum2 down; this is an edge case { *keynum1 = *keynum2; *keynum2 = 0; keynum = *keynum1; } else { keynum = defaultkey; defaultoverride = true; } } else if (keyidx == 1 && (!*keynum2 || (!*keynum1 && *keynum2))) // last one is the same edge case as above { keynum = defaultkey; defaultoverride = true; } else // default to the specified keynum keynum = (keyidx == 1 ? *keynum2 : *keynum1); // Did our last call override keynum2? if (*nestedoverride) { defaultoverride = true; *nestedoverride = false; } // Fill keynum2 with the default control if (keyidx == 0 && !*keynum2) { *keynum2 = defaultkey; // Tell the next call that this is an override *nestedoverride = true; // if keynum2 already matches keynum1, we probably recursed // so unset it if (*keynum1 == *keynum2) { *keynum2 = 0; *nestedoverride = false; } } // check if the key is being used somewhere else before passing it // pass it through if it's the same numctrl. This is an edge case -- when using // LOADCONFIG, gamecontrol is not reset with default. // // Also, only check if we're actually overriding, to preserve behavior where // config'd keys overwrite default keys. if (defaultoverride) existingctrl = G_CheckDoubleUsage(keynum, false); if (keynum && (!existingctrl || existingctrl == numctrl)) return keynum; else if (keyidx == 0 && *keynum2) { // try it again and push down keynum2 *keynum1 = *keynum2; *keynum2 = 0; return G_FilterKeyByVersion(numctrl, keyidx, player, keynum1, keynum2, nestedoverride); // recursion *should* be safe because we only assign keynum2 to a joy default // and then clear it if we find that keynum1 already has the joy default. } else return 0; } // All's good, so pass the keynum as-is if (keyidx == 1) return *keynum2; else //if (keyidx == 0) return *keynum1; } static void setcontrol(INT32 (*gc)[2]) { INT32 numctrl; const char *namectrl; INT32 keynum, keynum1, keynum2; INT32 player = ((void*)gc == (void*)&gamecontrolbis ? 1 : 0); boolean nestedoverride = false; namectrl = COM_Argv(1); for (numctrl = 0; numctrl < num_gamecontrols && stricmp(namectrl, gamecontrolname[numctrl]); numctrl++) ; if (numctrl == num_gamecontrols) { CONS_Printf(M_GetText("Control '%s' unknown\n"), namectrl); return; } keynum1 = G_KeyStringtoNum(COM_Argv(2)); keynum2 = G_KeyStringtoNum(COM_Argv(3)); keynum = G_FilterKeyByVersion(numctrl, 0, player, &keynum1, &keynum2, &nestedoverride); if (keynum >= 0) { (void)G_CheckDoubleUsage(keynum, true); // if keynum was rejected, try it again with keynum2 if (!keynum && keynum2) { keynum1 = keynum2; // push down keynum2 keynum2 = 0; keynum = G_FilterKeyByVersion(numctrl, 0, player, &keynum1, &keynum2, &nestedoverride); if (keynum >= 0) (void)G_CheckDoubleUsage(keynum, true); } } if (keynum >= 0) gc[numctrl][0] = keynum; if (keynum2) { keynum = G_FilterKeyByVersion(numctrl, 1, player, &keynum1, &keynum2, &nestedoverride); if (keynum >= 0) { if (keynum != gc[numctrl][0]) gc[numctrl][1] = keynum; else gc[numctrl][1] = 0; } } else gc[numctrl][1] = 0; } void Command_Setcontrol_f(void) { INT32 na; na = (INT32)COM_Argc(); if (na != 3 && na != 4) { CONS_Printf(M_GetText("setcontrol [<2nd keyname>]: set controls for player 1\n")); return; } setcontrol(gamecontrol); } void Command_Setcontrol2_f(void) { INT32 na; na = (INT32)COM_Argc(); if (na != 3 && na != 4) { CONS_Printf(M_GetText("setcontrol2 [<2nd keyname>]: set controls for player 2\n")); return; } setcontrol(gamecontrolbis); }