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1067 lines
30 KiB
C
1067 lines
30 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2019 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file g_input.c
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/// \brief handle mouse/keyboard/joystick inputs,
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/// maps inputs to game controls (forward, spin, jump...)
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#include "doomdef.h"
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#include "doomstat.h"
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#include "g_input.h"
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#include "keys.h"
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#include "hu_stuff.h" // need HUFONT start & end
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#include "d_net.h"
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#include "console.h"
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#define MAXMOUSESENSITIVITY 100 // sensitivity steps
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static CV_PossibleValue_t mousesens_cons_t[] = {{1, "MIN"}, {MAXMOUSESENSITIVITY, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t onecontrolperkey_cons_t[] = {{1, "One"}, {2, "Several"}, {0, NULL}};
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// mouse values are used once
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consvar_t cv_mousesens = {"mousesens", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_mousesens2 = {"mousesens2", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_mouseysens = {"mouseysens", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_mouseysens2 = {"mouseysens2", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_controlperkey = {"controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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INT32 mousex, mousey;
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INT32 mlooky; // like mousey but with a custom sensitivity for mlook
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INT32 mouse2x, mouse2y, mlook2y;
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// joystick values are repeated
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INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET];
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// current state of the keys: true if pushed
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UINT8 gamekeydown[NUMINPUTS];
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// two key codes (or virtual key) per game control
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INT32 gamecontrol[num_gamecontrols][2];
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INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player
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INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; // default control storage, use 0 (gcs_custom) for memory retention
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INT32 gamecontrolbisdefault[num_gamecontrolschemes][num_gamecontrols][2];
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// lists of GC codes for selective operation
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const INT32 gcl_tutorial_check[num_gcl_tutorial_check] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_turnleft, gc_turnright
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};
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const INT32 gcl_tutorial_used[num_gcl_tutorial_used] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_turnleft, gc_turnright,
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gc_jump, gc_use
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};
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const INT32 gcl_tutorial_full[num_gcl_tutorial_full] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_lookup, gc_lookdown, gc_turnleft, gc_turnright, gc_centerview,
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gc_jump, gc_use,
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gc_fire, gc_firenormal
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};
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const INT32 gcl_movement[num_gcl_movement] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight
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};
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const INT32 gcl_camera[num_gcl_camera] = {
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gc_turnleft, gc_turnright
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};
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const INT32 gcl_movement_camera[num_gcl_movement_camera] = {
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gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_turnleft, gc_turnright
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};
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const INT32 gcl_jump[num_gcl_jump] = { gc_jump };
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const INT32 gcl_use[num_gcl_use] = { gc_use };
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const INT32 gcl_jump_use[num_gcl_jump_use] = {
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gc_jump, gc_use
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};
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typedef struct
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{
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UINT8 time;
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UINT8 state;
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UINT8 clicks;
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} dclick_t;
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static dclick_t mousedclicks[MOUSEBUTTONS];
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static dclick_t joydclicks[JOYBUTTONS + JOYHATS*4];
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static dclick_t mouse2dclicks[MOUSEBUTTONS];
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static dclick_t joy2dclicks[JOYBUTTONS + JOYHATS*4];
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// protos
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static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt);
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//
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// Remaps the inputs to game controls.
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//
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// A game control can be triggered by one or more keys/buttons.
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//
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// Each key/mousebutton/joybutton triggers ONLY ONE game control.
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//
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void G_MapEventsToControls(event_t *ev)
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{
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INT32 i;
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UINT8 flag;
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switch (ev->type)
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{
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case ev_keydown:
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if (ev->data1 < NUMINPUTS)
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gamekeydown[ev->data1] = 1;
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#ifdef PARANOIA
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else
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{
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CONS_Debug(DBG_GAMELOGIC, "Bad downkey input %d\n",ev->data1);
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}
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#endif
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break;
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case ev_keyup:
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if (ev->data1 < NUMINPUTS)
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gamekeydown[ev->data1] = 0;
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#ifdef PARANOIA
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else
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{
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CONS_Debug(DBG_GAMELOGIC, "Bad upkey input %d\n",ev->data1);
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}
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#endif
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break;
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case ev_mouse: // buttons are virtual keys
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if (menuactive || CON_Ready() || chat_on)
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break;
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mousex = (INT32)(ev->data2*((cv_mousesens.value*cv_mousesens.value)/110.0f + 0.1f));
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mousey = (INT32)(ev->data3*((cv_mousesens.value*cv_mousesens.value)/110.0f + 0.1f));
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mlooky = (INT32)(ev->data3*((cv_mouseysens.value*cv_mousesens.value)/110.0f + 0.1f));
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break;
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case ev_joystick: // buttons are virtual keys
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i = ev->data1;
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if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on)
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break;
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if (ev->data2 != INT32_MAX) joyxmove[i] = ev->data2;
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if (ev->data3 != INT32_MAX) joyymove[i] = ev->data3;
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break;
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case ev_joystick2: // buttons are virtual keys
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i = ev->data1;
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if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on)
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break;
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if (ev->data2 != INT32_MAX) joy2xmove[i] = ev->data2;
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if (ev->data3 != INT32_MAX) joy2ymove[i] = ev->data3;
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break;
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case ev_mouse2: // buttons are virtual keys
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if (menuactive || CON_Ready() || chat_on)
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break;
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mouse2x = (INT32)(ev->data2*((cv_mousesens2.value*cv_mousesens2.value)/110.0f + 0.1f));
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mouse2y = (INT32)(ev->data3*((cv_mousesens2.value*cv_mousesens2.value)/110.0f + 0.1f));
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mlook2y = (INT32)(ev->data3*((cv_mouseysens2.value*cv_mousesens2.value)/110.0f + 0.1f));
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break;
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default:
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break;
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}
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// ALWAYS check for mouse & joystick double-clicks even if no mouse event
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for (i = 0; i < MOUSEBUTTONS; i++)
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{
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flag = G_CheckDoubleClick(gamekeydown[KEY_MOUSE1+i], &mousedclicks[i]);
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gamekeydown[KEY_DBLMOUSE1+i] = flag;
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}
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for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++)
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{
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flag = G_CheckDoubleClick(gamekeydown[KEY_JOY1+i], &joydclicks[i]);
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gamekeydown[KEY_DBLJOY1+i] = flag;
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}
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for (i = 0; i < MOUSEBUTTONS; i++)
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{
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flag = G_CheckDoubleClick(gamekeydown[KEY_2MOUSE1+i], &mouse2dclicks[i]);
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gamekeydown[KEY_DBL2MOUSE1+i] = flag;
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}
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for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++)
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{
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flag = G_CheckDoubleClick(gamekeydown[KEY_2JOY1+i], &joy2dclicks[i]);
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gamekeydown[KEY_DBL2JOY1+i] = flag;
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}
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}
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//
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// General double-click detection routine for any kind of input.
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//
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static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt)
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{
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if (state != dt->state && dt->time > 1)
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{
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dt->state = state;
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if (state)
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dt->clicks++;
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if (dt->clicks == 2)
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{
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dt->clicks = 0;
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return true;
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}
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else
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dt->time = 0;
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}
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else
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{
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dt->time++;
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if (dt->time > 20)
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{
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dt->clicks = 0;
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dt->state = 0;
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}
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}
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return false;
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}
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typedef struct
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{
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INT32 keynum;
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const char *name;
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} keyname_t;
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static keyname_t keynames[] =
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{
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{KEY_SPACE, "SPACE"},
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{KEY_CAPSLOCK, "CAPS LOCK"},
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{KEY_ENTER, "ENTER"},
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{KEY_TAB, "TAB"},
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{KEY_ESCAPE, "ESCAPE"},
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{KEY_BACKSPACE, "BACKSPACE"},
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{KEY_NUMLOCK, "NUMLOCK"},
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{KEY_SCROLLLOCK, "SCROLLLOCK"},
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// bill gates keys
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{KEY_LEFTWIN, "LEFTWIN"},
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{KEY_RIGHTWIN, "RIGHTWIN"},
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{KEY_MENU, "MENU"},
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{KEY_LSHIFT, "LSHIFT"},
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{KEY_RSHIFT, "RSHIFT"},
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{KEY_LSHIFT, "SHIFT"},
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{KEY_LCTRL, "LCTRL"},
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{KEY_RCTRL, "RCTRL"},
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{KEY_LCTRL, "CTRL"},
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{KEY_LALT, "LALT"},
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{KEY_RALT, "RALT"},
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{KEY_LALT, "ALT"},
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// keypad keys
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{KEY_KPADSLASH, "KEYPAD /"},
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{KEY_KEYPAD7, "KEYPAD 7"},
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{KEY_KEYPAD8, "KEYPAD 8"},
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{KEY_KEYPAD9, "KEYPAD 9"},
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{KEY_MINUSPAD, "KEYPAD -"},
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{KEY_KEYPAD4, "KEYPAD 4"},
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{KEY_KEYPAD5, "KEYPAD 5"},
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{KEY_KEYPAD6, "KEYPAD 6"},
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{KEY_PLUSPAD, "KEYPAD +"},
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{KEY_KEYPAD1, "KEYPAD 1"},
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{KEY_KEYPAD2, "KEYPAD 2"},
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{KEY_KEYPAD3, "KEYPAD 3"},
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{KEY_KEYPAD0, "KEYPAD 0"},
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{KEY_KPADDEL, "KEYPAD ."},
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// extended keys (not keypad)
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{KEY_HOME, "HOME"},
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{KEY_UPARROW, "UP ARROW"},
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{KEY_PGUP, "PGUP"},
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{KEY_LEFTARROW, "LEFT ARROW"},
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{KEY_RIGHTARROW, "RIGHT ARROW"},
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{KEY_END, "END"},
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{KEY_DOWNARROW, "DOWN ARROW"},
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{KEY_PGDN, "PGDN"},
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{KEY_INS, "INS"},
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{KEY_DEL, "DEL"},
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// other keys
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{KEY_F1, "F1"},
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{KEY_F2, "F2"},
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{KEY_F3, "F3"},
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{KEY_F4, "F4"},
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{KEY_F5, "F5"},
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{KEY_F6, "F6"},
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{KEY_F7, "F7"},
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{KEY_F8, "F8"},
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{KEY_F9, "F9"},
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{KEY_F10, "F10"},
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{KEY_F11, "F11"},
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{KEY_F12, "F12"},
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// KEY_CONSOLE has an exception in the keyname code
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{'`', "TILDE"},
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{KEY_PAUSE, "PAUSE/BREAK"},
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// virtual keys for mouse buttons and joystick buttons
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{KEY_MOUSE1+0,"MOUSE1"},
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{KEY_MOUSE1+1,"MOUSE2"},
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{KEY_MOUSE1+2,"MOUSE3"},
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{KEY_MOUSE1+3,"MOUSE4"},
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{KEY_MOUSE1+4,"MOUSE5"},
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{KEY_MOUSE1+5,"MOUSE6"},
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{KEY_MOUSE1+6,"MOUSE7"},
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{KEY_MOUSE1+7,"MOUSE8"},
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{KEY_2MOUSE1+0,"SEC_MOUSE2"}, // BP: sorry my mouse handler swap button 1 and 2
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{KEY_2MOUSE1+1,"SEC_MOUSE1"},
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{KEY_2MOUSE1+2,"SEC_MOUSE3"},
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{KEY_2MOUSE1+3,"SEC_MOUSE4"},
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{KEY_2MOUSE1+4,"SEC_MOUSE5"},
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{KEY_2MOUSE1+5,"SEC_MOUSE6"},
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{KEY_2MOUSE1+6,"SEC_MOUSE7"},
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{KEY_2MOUSE1+7,"SEC_MOUSE8"},
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{KEY_MOUSEWHEELUP, "Wheel 1 UP"},
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{KEY_MOUSEWHEELDOWN, "Wheel 1 Down"},
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{KEY_2MOUSEWHEELUP, "Wheel 2 UP"},
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{KEY_2MOUSEWHEELDOWN, "Wheel 2 Down"},
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{KEY_JOY1+0, "JOY1"},
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{KEY_JOY1+1, "JOY2"},
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{KEY_JOY1+2, "JOY3"},
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{KEY_JOY1+3, "JOY4"},
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{KEY_JOY1+4, "JOY5"},
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{KEY_JOY1+5, "JOY6"},
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{KEY_JOY1+6, "JOY7"},
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{KEY_JOY1+7, "JOY8"},
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{KEY_JOY1+8, "JOY9"},
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#if !defined (NOMOREJOYBTN_1S)
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// we use up to 32 buttons in DirectInput
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{KEY_JOY1+9, "JOY10"},
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{KEY_JOY1+10, "JOY11"},
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{KEY_JOY1+11, "JOY12"},
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{KEY_JOY1+12, "JOY13"},
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{KEY_JOY1+13, "JOY14"},
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{KEY_JOY1+14, "JOY15"},
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{KEY_JOY1+15, "JOY16"},
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{KEY_JOY1+16, "JOY17"},
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{KEY_JOY1+17, "JOY18"},
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{KEY_JOY1+18, "JOY19"},
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{KEY_JOY1+19, "JOY20"},
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{KEY_JOY1+20, "JOY21"},
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{KEY_JOY1+21, "JOY22"},
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{KEY_JOY1+22, "JOY23"},
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{KEY_JOY1+23, "JOY24"},
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{KEY_JOY1+24, "JOY25"},
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{KEY_JOY1+25, "JOY26"},
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{KEY_JOY1+26, "JOY27"},
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{KEY_JOY1+27, "JOY28"},
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{KEY_JOY1+28, "JOY29"},
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{KEY_JOY1+29, "JOY30"},
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{KEY_JOY1+30, "JOY31"},
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{KEY_JOY1+31, "JOY32"},
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#endif
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// the DOS version uses Allegro's joystick support
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{KEY_HAT1+0, "HATUP"},
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{KEY_HAT1+1, "HATDOWN"},
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{KEY_HAT1+2, "HATLEFT"},
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{KEY_HAT1+3, "HATRIGHT"},
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{KEY_HAT1+4, "HATUP2"},
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{KEY_HAT1+5, "HATDOWN2"},
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{KEY_HAT1+6, "HATLEFT2"},
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{KEY_HAT1+7, "HATRIGHT2"},
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{KEY_HAT1+8, "HATUP3"},
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{KEY_HAT1+9, "HATDOWN3"},
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{KEY_HAT1+10, "HATLEFT3"},
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{KEY_HAT1+11, "HATRIGHT3"},
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{KEY_HAT1+12, "HATUP4"},
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{KEY_HAT1+13, "HATDOWN4"},
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{KEY_HAT1+14, "HATLEFT4"},
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{KEY_HAT1+15, "HATRIGHT4"},
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{KEY_DBLMOUSE1+0, "DBLMOUSE1"},
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{KEY_DBLMOUSE1+1, "DBLMOUSE2"},
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{KEY_DBLMOUSE1+2, "DBLMOUSE3"},
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{KEY_DBLMOUSE1+3, "DBLMOUSE4"},
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{KEY_DBLMOUSE1+4, "DBLMOUSE5"},
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{KEY_DBLMOUSE1+5, "DBLMOUSE6"},
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{KEY_DBLMOUSE1+6, "DBLMOUSE7"},
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{KEY_DBLMOUSE1+7, "DBLMOUSE8"},
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{KEY_DBL2MOUSE1+0, "DBLSEC_MOUSE2"}, // BP: sorry my mouse handler swap button 1 and 2
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{KEY_DBL2MOUSE1+1, "DBLSEC_MOUSE1"},
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{KEY_DBL2MOUSE1+2, "DBLSEC_MOUSE3"},
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{KEY_DBL2MOUSE1+3, "DBLSEC_MOUSE4"},
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{KEY_DBL2MOUSE1+4, "DBLSEC_MOUSE5"},
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{KEY_DBL2MOUSE1+5, "DBLSEC_MOUSE6"},
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{KEY_DBL2MOUSE1+6, "DBLSEC_MOUSE7"},
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{KEY_DBL2MOUSE1+7, "DBLSEC_MOUSE8"},
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{KEY_DBLJOY1+0, "DBLJOY1"},
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{KEY_DBLJOY1+1, "DBLJOY2"},
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{KEY_DBLJOY1+2, "DBLJOY3"},
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{KEY_DBLJOY1+3, "DBLJOY4"},
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{KEY_DBLJOY1+4, "DBLJOY5"},
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{KEY_DBLJOY1+5, "DBLJOY6"},
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{KEY_DBLJOY1+6, "DBLJOY7"},
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{KEY_DBLJOY1+7, "DBLJOY8"},
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#if !defined (NOMOREJOYBTN_1DBL)
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{KEY_DBLJOY1+8, "DBLJOY9"},
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{KEY_DBLJOY1+9, "DBLJOY10"},
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{KEY_DBLJOY1+10, "DBLJOY11"},
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{KEY_DBLJOY1+11, "DBLJOY12"},
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{KEY_DBLJOY1+12, "DBLJOY13"},
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{KEY_DBLJOY1+13, "DBLJOY14"},
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{KEY_DBLJOY1+14, "DBLJOY15"},
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{KEY_DBLJOY1+15, "DBLJOY16"},
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|
{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')
|
|
return atoi(&keystr[3]);
|
|
|
|
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 <controlname> <keyname> [<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 <controlname> <keyname> [<2nd keyname>]: set controls for player 2\n"));
|
|
return;
|
|
}
|
|
|
|
setcontrol(gamecontrolbis);
|
|
}
|