/* ** c_dispatch.cpp ** Functions for executing console commands and aliases ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 Randy Heit ** 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 "c_buttons.h" #include "printf.h" #include "cmdlib.h" #include "c_dispatch.h" #include "gamecontrol.h" ButtonMap buttonMap; struct ButtonDesc { int index; const char *name; }; static const ButtonDesc gamefuncs[] = { { gamefunc_Move_Forward, "Move_Forward"}, { gamefunc_Move_Backward, "Move_Backward"}, { gamefunc_Turn_Left, "Turn_Left"}, { gamefunc_Turn_Right, "Turn_Right"}, { gamefunc_Strafe, "Strafe"}, { gamefunc_Fire, "Fire"}, { gamefunc_Open, "Open"}, { gamefunc_Run, "Run"}, { gamefunc_Alt_Fire, "Alt_Fire"}, { gamefunc_Jump, "Jump"}, { gamefunc_Crouch, "Crouch"}, { gamefunc_Look_Up, "Look_Up"}, { gamefunc_Look_Down, "Look_Down"}, { gamefunc_Look_Left, "Look_Left"}, { gamefunc_Look_Right, "Look_Right"}, { gamefunc_Strafe_Left, "Strafe_Left"}, { gamefunc_Strafe_Right, "Strafe_Right"}, { gamefunc_Aim_Up, "Aim_Up"}, { gamefunc_Aim_Down, "Aim_Down"}, { gamefunc_Weapon_1, "Weapon_1"}, { gamefunc_Weapon_2, "Weapon_2"}, { gamefunc_Weapon_3, "Weapon_3"}, { gamefunc_Weapon_4, "Weapon_4"}, { gamefunc_Weapon_5, "Weapon_5"}, { gamefunc_Weapon_6, "Weapon_6"}, { gamefunc_Weapon_7, "Weapon_7"}, { gamefunc_Weapon_8, "Weapon_8"}, { gamefunc_Weapon_9, "Weapon_9"}, { gamefunc_Weapon_10, "Weapon_10"}, { gamefunc_Inventory, "Inventory"}, { gamefunc_Inventory_Left, "Inventory_Left"}, { gamefunc_Inventory_Right, "Inventory_Right"}, { gamefunc_Holo_Duke, "Holo_Duke"}, { gamefunc_Jetpack, "Jetpack"}, { gamefunc_NightVision, "NightVision"}, { gamefunc_MedKit, "MedKit"}, { gamefunc_TurnAround, "Turn_Around"}, { gamefunc_SendMessage, "Send_Message"}, { gamefunc_Map, "Map"}, { gamefunc_Shrink_Screen, "Shrink_Screen"}, { gamefunc_Enlarge_Screen, "Enlarge_Screen"}, { gamefunc_Center_View, "Center_View"}, { gamefunc_Holster_Weapon, "Holster_Weapon"}, { gamefunc_Show_Opponents_Weapon, "Show_Opponents_Weapon"}, { gamefunc_Map_Follow_Mode, "Map_Follow_Mode"}, { gamefunc_See_Coop_View, "See_Coop_View"}, { gamefunc_Mouse_Aiming, "Mouse_Aiming"}, { gamefunc_Toggle_Crosshair, "Toggle_Crosshair"}, { gamefunc_Steroids, "Steroids"}, { gamefunc_Quick_Kick, "Quick_Kick"}, { gamefunc_Next_Weapon, "Next_Weapon"}, { gamefunc_Previous_Weapon, "Previous_Weapon"}, { gamefunc_Show_DukeMatch_Scores, "Show_DukeMatch_Scores"}, { gamefunc_Dpad_Select, "Dpad_Select"}, { gamefunc_Dpad_Aiming, "Dpad_Aiming"}, { gamefunc_AutoRun, "AutoRun"}, { gamefunc_Last_Weapon, "Last_Used_Weapon"}, { gamefunc_Alt_Weapon, "Alt_Weapon"}, { gamefunc_Third_Person_View, "Third_Person_View"}, { gamefunc_Toggle_Crouch, "Toggle_Crouch"}, { gamefunc_CrystalBall, "CrystalBall"}, // the following were added by Blood { gamefunc_ProximityBombs, "ProximityBombs"}, { gamefunc_RemoteBombs, "RemoteBombs"}, { gamefunc_Smoke_Bomb, "Smoke_Bomb" }, { gamefunc_Gas_Bomb, "Gas_Bomb" }, { gamefunc_Flash_Bomb, "Flash_Bomb" }, { gamefunc_Caltrops, "Caltrops" }, }; // This is for use by the tab command builder which can run before the optimized tables are initialized. const char* StaticGetButtonName(int32_t func) { for (auto& entry : gamefuncs) if (entry.index == func) return entry.name; return ""; } //============================================================================= // // // //============================================================================= ButtonMap::ButtonMap() { for(auto &gf : gamefuncs) { NameToNum.Insert(gf.name, gf.index); NumToName[gf.index] = gf.name; } } //============================================================================= // // // //============================================================================= int ButtonMap::ListActionCommands (const char *pattern) { char matcher[32]; int count = 0; for (int i = 0; i < NumButtons(); i++) { if (pattern == NULL || CheckWildcards (pattern, (snprintf (matcher, countof(matcher), "+%s", NumToName[i].GetChars()), matcher))) { Printf ("+%s\n", NumToName[i].GetChars()); count++; } if (pattern == NULL || CheckWildcards (pattern, (snprintf (matcher, countof(matcher), "-%s", NumToName[i].GetChars()), matcher))) { Printf ("-%s\n", NumToName[i].GetChars()); count++; } } return count; } //============================================================================= // // // //============================================================================= int ButtonMap::FindButtonIndex (const char *key) const { if (!key) return -1; FName name(key, true); if (name == NAME_None) return -1; auto res = NameToNum.CheckKey(name); if (!res) return -1; return *res; } //============================================================================= // // // //============================================================================= void ButtonMap::ResetButtonTriggers () { for (auto &button : Buttons) { button.ResetTriggers (); } } //============================================================================= // // // //============================================================================= void ButtonMap::ResetButtonStates () { for (auto &button : Buttons) { button.ReleaseKey (0); button.ResetTriggers (); } } //============================================================================= // // // //============================================================================= bool FButtonStatus::PressKey (int keynum) { int i, open; keynum &= KEY_DBLCLICKED-1; if (keynum == 0) { // Issued from console instead of a key, so force on Keys[0] = 0xffff; for (i = MAX_KEYS-1; i > 0; --i) { Keys[i] = 0; } } else { for (i = MAX_KEYS-1, open = -1; i >= 0; --i) { if (Keys[i] == 0) { open = i; } else if (Keys[i] == keynum) { // Key is already down; do nothing return false; } } if (open < 0) { // No free key slots, so do nothing Printf ("More than %u keys pressed for a single action!\n", MAX_KEYS); return false; } Keys[open] = keynum; } uint8_t wasdown = bDown; bDown = bWentDown = true; // Returns true if this key caused the button to go down. return !wasdown; } //============================================================================= // // // //============================================================================= bool FButtonStatus::ReleaseKey (int keynum) { int i, numdown, match; uint8_t wasdown = bDown; keynum &= KEY_DBLCLICKED-1; if (keynum == 0) { // Issued from console instead of a key, so force off for (i = MAX_KEYS-1; i >= 0; --i) { Keys[i] = 0; } bWentUp = true; bDown = false; } else { for (i = MAX_KEYS-1, numdown = 0, match = -1; i >= 0; --i) { if (Keys[i] != 0) { ++numdown; if (Keys[i] == keynum) { match = i; } } } if (match < 0) { // Key was not down; do nothing return false; } Keys[match] = 0; bWentUp = true; if (--numdown == 0) { bDown = false; } } // Returns true if releasing this key caused the button to go up. return wasdown && !bDown; }