raze-gles/source/common/console/c_con.cpp

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/*
** c_con.cpp
** Interface for CON scripts.
**
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdlib.h>
#include "basics.h"
#include "zstring.h"
#include "c_bind.h"
#include "control.h"
#include "gamecontrol.h"
//=============================================================================
//
// Interface for CON scripts to get descriptions for actions
// This code can query the 64 original game functions by index.
//
// This is mostly an ill-advised hackery to change menu texts. It no longer
// changes the menu but gets used when scripts try to write
// key related messages. Ion Fury uses this and is one of the reasons
// why that game is by all accounts not localizable.
//
// Important note: The list of actions may not be altered. If some of these
// commands get refactored, the string below needs to be changed to match
// the new command.
//
//=============================================================================
static GameFuncDesc con_gamefuncs[] = {
{"+Move_Forward", "Move_Forward"},
{"+Move_Backward", "Move_Backward"},
{"+Turn_Left", "Turn_Left"},
{"+Turn_Right", "Turn_Right"},
{"+Strafe", "Strafe"},
{"+Fire", "Fire"},
{"+Open", "Open"},
{"+Run", "Run"},
{"+Alt_Fire", "Alt_Fire"},
{"+Jump", "Jump"},
{"+Crouch", "Crouch"},
{"+Look_Up", "Look_Up"},
{"+Look_Down", "Look_Down"},
{"+Look_Left", "Look_Left"},
{"+Look_Right", "Look_Right"},
{"+Strafe_Left", "Strafe_Left"},
{"+Strafe_Right", "Strafe_Right"},
{"+Aim_Up", "Aim_Up"},
{"+Aim_Down", "Aim_Down"},
{"+Weapon_1", "Weapon_1"},
{"+Weapon_2", "Weapon_2"},
{"+Weapon_3", "Weapon_3"},
{"+Weapon_4", "Weapon_4"},
{"+Weapon_5", "Weapon_5"},
{"+Weapon_6", "Weapon_6"},
{"+Weapon_7", "Weapon_7"},
{"+Weapon_8", "Weapon_8"},
{"+Weapon_9", "Weapon_9"},
{"+Weapon_10", "Weapon_10"},
{"+Inventory", "Inventory"},
{"+Inventory_Left", "Inventory_Left"},
{"+Inventory_Right", "Inventory_Right"},
{"+Holo_Duke", "Holo_Duke"},
{"+Jetpack", "Jetpack"},
{"+NightVision", "NightVision"},
{"+MedKit", "MedKit"},
{"+TurnAround", "TurnAround"},
{"+SendMessage", "SendMessage"},
{"+Map", "Map"},
{"+Shrink_Screen", "Shrink_Screen"},
{"+Enlarge_Screen", "Enlarge_Screen"},
{"+Center_View", "Center_View"},
{"+Holster_Weapon", "Holster_Weapon"},
{"+Show_Opponents_Weapon", "Show_Opponents_Weapon"},
{"+Map_Follow_Mode", "Map_Follow_Mode"},
{"+See_Coop_View", "See_Coop_View"},
{"+Mouse_Aiming", "Mouse_Aiming"},
{"+Toggle_Crosshair", "Toggle_Crosshair"},
{"+Steroids", "Steroids"},
{"+Quick_Kick", "Quick_Kick"},
{"+Next_Weapon", "Next_Weapon"},
{"+Previous_Weapon", "Previous_Weapon"},
{"ToggleConsole", "Show_Console"},
{"+Show_DukeMatch_Scores", "Show_Scoreboard"},
{"+Dpad_Select", "Dpad_Select"},
{"+Dpad_Aiming", "Dpad_Aiming"},
{"toggle cl_autorun", "AutoRun"},
{"+Last_Used_Weapon", "Last_Used_Weapon"},
{"QuickSave", "Quick_Save"},
{"QuickLoad", "Quick_Load"},
{"+Alt_Weapon", "Alt_Weapon"},
{"+Third_Person_View", "Third_Person_View"},
{"+Toggle_Crouch", "Toggle_Crouch"}
};
//=============================================================================
//
//
//
//=============================================================================
void C_CON_SetAliases()
{
if (g_gameType & GAMEFLAG_NAM)
{
con_gamefuncs[32].description = "Holo_Soldier";
con_gamefuncs[33].description = "Huey";
con_gamefuncs[48].description = "Tank_Mode";
}
if (g_gameType & GAMEFLAG_WW2GI)
{
con_gamefuncs[32].description = "Fire_Mission";
con_gamefuncs[33].description = "";
con_gamefuncs[48].description = "Smokes";
}
}
static FString C_CON_GetGameFuncOnKeyboard(int gameFunc)
{
if (gameFunc >= 0 && gameFunc < countof(con_gamefuncs))
{
auto keys = Bindings.GetKeysForCommand(con_gamefuncs[gameFunc].action);
for (auto key : keys)
{
if (key < KEY_FIRSTMOUSEBUTTON)
{
auto scan = KB_ScanCodeToString(key);
if (scan) return scan;
}
}
}
return "";
}
static FString C_CON_GetGameFuncOnMouse(int gameFunc)
{
if (gameFunc >= 0 && gameFunc < countof(con_gamefuncs))
{
auto keys = Bindings.GetKeysForCommand(con_gamefuncs[gameFunc].action);
for (auto key : keys)
{
if ((key >= KEY_FIRSTMOUSEBUTTON && key < KEY_FIRSTJOYBUTTON) || (key >= KEY_MWHEELUP && key <= KEY_MWHEELLEFT))
{
auto scan = KB_ScanCodeToString(key);
if (scan) return scan;
}
}
}
return "";
}
char const* C_CON_GetGameFuncOnJoystick(int gameFunc)
{
if (gameFunc >= 0 && gameFunc < countof(con_gamefuncs))
{
auto keys = Bindings.GetKeysForCommand(con_gamefuncs[gameFunc].action);
for (auto key : keys)
{
if (key >= KEY_FIRSTJOYBUTTON && !(key >= KEY_MWHEELUP && key <= KEY_MWHEELLEFT))
{
auto scan = KB_ScanCodeToString(key);
if (scan) return scan;
}
}
}
return "";
}
FString C_CON_GetBoundKeyForLastInput(int gameFunc)
{
if (CONTROL_LastSeenInput == LastSeenInput::Joystick)
{
FString name = C_CON_GetGameFuncOnJoystick(gameFunc);
if (name.IsNotEmpty())
{
return name;
}
}
FString name = C_CON_GetGameFuncOnKeyboard(gameFunc);
if (name.IsNotEmpty())
{
return name;
}
name = C_CON_GetGameFuncOnMouse(gameFunc);
if (name.IsNotEmpty())
{
return name;
}
name = C_CON_GetGameFuncOnJoystick(gameFunc);
if (name.IsNotEmpty())
{
return name;
}
return "UNBOUND";
}
//=============================================================================
//
//
//
//=============================================================================
void C_CON_SetButtonAlias(int num, const char *text)
{
if (num >= 0 && num < countof(con_gamefuncs))
{
if (con_gamefuncs[num].replaced) free((void*)con_gamefuncs[num].description);
con_gamefuncs[num].description = strdup(text);
con_gamefuncs[num].replaced = true;
}
}
//=============================================================================
//
//
//
//=============================================================================
void C_CON_ClearButtonAlias(int num)
{
if (num >= 0 && num < countof(con_gamefuncs))
{
if (con_gamefuncs[num].replaced) free((void*)con_gamefuncs[num].description);
con_gamefuncs[num].description = "";
con_gamefuncs[num].replaced = false;
}
}
//=============================================================================
//
//
//
//=============================================================================
const char *C_CON_GetButtonFunc(int num)
{
if (num >= 0 && num < countof(con_gamefuncs))
{
return con_gamefuncs[num].action;
}
return "";
}