/* ** 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 #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"}, {"+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 ""; }