#include #include "gamecontrol.h" #include "tarray.h" #include "zstring.h" #include "name.h" #include "control.h" #include "keyboard.h" #include "sc_man.h" #include "c_cvars.h" #include "gameconfigfile.h" #include "gamecvars.h" #include "build.h" #include "inputstate.h" #include "_control.h" #include "control.h" #include "m_argv.h" #include "rts.h" #include "printf.h" InputState inputState; void SetClipshapes(); int ShowStartupWindow(TArray &); void InitFileSystem(TArray&); int globalShadeDiv; struct GameFuncNameDesc { int index; const char *name; }; static const GameFuncNameDesc 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, "TurnAround"}, { gamefunc_SendMessage, "SendMessage"}, { 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_Console, "Show_Console"}, { 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_Quick_Save, "Quick_Save"}, { gamefunc_Quick_Load, "Quick_Load"}, { gamefunc_Alt_Weapon, "Alt_Weapon"}, { gamefunc_Third_Person_View, "Third_Person_View"}, { gamefunc_Toggle_Crouch, "Toggle_Crouch"}, { gamefunc_See_Chase_View, "See_Chase_View"}, // the following were added by Blood { gamefunc_Turn_Around, "Turn_Around"}, { gamefunc_Weapon_Fire, "Weapon_Fire"}, { gamefunc_Weapon_Special_Fire, "Weapon_Special_Fire"}, { gamefunc_Aim_Center, "Aim_Center"}, { gamefunc_Tilt_Left, "Tilt_Left"}, { gamefunc_Tilt_Right, "Tilt_Right"}, { gamefunc_Send_Message, "Send_Message"}, { gamefunc_BeastVision, "BeastVision"}, { gamefunc_CrystalBall, "CrystalBall"}, { gamefunc_JumpBoots, "JumpBoots"}, { gamefunc_ProximityBombs, "ProximityBombs"}, { gamefunc_RemoteBombs, "RemoteBombs"}, { gamefunc_Smoke_Bomb, "Smoke_Bomb" }, { gamefunc_Gas_Bomb, "Gas_Bomb" }, { gamefunc_Flash_Bomb, "Flash_Bomb" }, { gamefunc_Caltrops, "Calitrops" }, }; FString currentGame; FString LumpFilter; static TMap GF_NameToNum; static FString GF_NumToName[NUMGAMEFUNCTIONS]; // This one will preserve the original name for writing to the config (which must be loaded before CON scripts can hack around with the alias array.) static FString GF_NumToAlias[NUMGAMEFUNCTIONS]; // This is for CON scripts to hack apart. uint8_t KeyboardKeys[NUMGAMEFUNCTIONS][2]; static FString stringStore[2 * NUMGAMEFUNCTIONS]; // toss all persistent strings from the OSDCMDs in here so that they stick around until shutdown. CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) static int osdcmd_button(osdcmdptr_t parm) { static char const s_gamefunc_[] = "gamefunc_"; int constexpr strlen_gamefunc_ = ARRAY_SIZE(s_gamefunc_) - 1; char const* p = parm->name + strlen_gamefunc_; //if (gInputMode == kInputGame) // only trigger these if in game (fixme: Ensure it works for all games!) CONTROL_ButtonFlags[CONFIG_FunctionNameToNum(p)] = 1; // FIXME return OSDCMD_OK; } //========================================================================== // // // //========================================================================== void SetupButtonFunctions() { unsigned index = 0; for (auto& func : GF_NumToAlias) { if (func[0] == '\0') continue; } } UserConfig userConfig; void UserConfig::ProcessOptions() { // -help etc are omitted // -cfg / -setupfile refer to Build style config which are not supported. if (Args->CheckParm("-cfg") || Args->CheckParm("-setupfile")) { initprintf("Build-format config files not supported and will be ignored\n"); } auto v = Args->CheckValue("-port"); if (v) netPort = strtol(v, nullptr, 0); netServerMode = Args->CheckParm("-server"); netServerAddress = Args->CheckValue("-connect"); netPassword = Args->CheckValue("-password"); v = Args->CheckValue("-addon"); if (v) { auto val = strtol(v, nullptr, 0); static const char* const addons[] = { "DUKE3D.GRP", "DUKEDC.GRP", "NWINTER.GRP", "VACATION.GRP" }; if (val > 0 && val < 4) gamegrp = addons[val]; else initprintf("%s: Unknown Addon\n", v); } else if (Args->CheckParm("-nam")) { gamegrp = "NAM.GRP"; } else if (Args->CheckParm("-napalm")) { gamegrp = "NAPALM.GRP"; } else if (Args->CheckParm("-ww2gi")) { gamegrp = "WW2GI.GRP"; } v = Args->CheckValue("-gamegrp"); if (v) { gamegrp = v; } else { // This is to enable the use of Doom launchers. that are limited to -iwad for specifying the game's main resource. v = Args->CheckValue("-iwad"); if (v) { gamegrp = v; } } Args->CollectFiles("-rts", ".rts"); auto rts = Args->CheckValue("-rts"); if (rts) RTS_Init(rts); Args->CollectFiles("-map", ".map"); CommandMap = Args->CheckValue("-map"); static const char* defs[] = { "-def", "-h", nullptr }; Args->CollectFiles("-def", defs, ".def"); DefaultDef = Args->CheckValue("-def"); static const char* cons[] = { "-con", "-x", nullptr }; Args->CollectFiles("-con", cons, ".con"); DefaultCon = Args->CheckValue("-con"); static const char* demos[] = { "-playback", "-d", "-demo", nullptr }; Args->CollectFiles("-demo", demos, ".dmo"); CommandDemo = Args->CheckValue("-demo"); static const char* names[] = { "-pname", "-name", nullptr }; Args->CollectFiles("-name", names, ".---"); // this shouldn't collect any file names at all so use a nonsense extension CommandName = Args->CheckValue("-name"); static const char* nomos[] = { "-nomonsters", "-nodudes", nullptr }; Args->CollectFiles("-nomonsters", nomos, ".---"); // this shouldn't collect any file names at all so use a nonsense extension nomonsters = Args->CheckParm("-nomonsters"); static const char* acons[] = { "-addcon", "-mx", nullptr }; Args->CollectFiles("-addcon", acons, ".con"); AddCons.reset(Args->GatherFiles("-addcon")); static const char* adefs[] = { "-adddef", "-mh", nullptr }; Args->CollectFiles("-adddef", adefs, ".def"); AddDefs.reset(Args->GatherFiles("-adddef")); Args->CollectFiles("-art", ".art"); AddArt.reset(Args->GatherFiles("-art")); CommandIni = Args->CheckValue("-ini"); nologo = Args->CheckParm("-nologo") || Args->CheckParm("-quick"); nomusic = Args->CheckParm("-nomusic"); nosound = Args->CheckParm("-nosfx"); if (Args->CheckParm("-nosound")) nomusic = nosound = true; if (Args->CheckParm("-setup")) setupstate = 1; else if (Args->CheckParm("-nosetup")) setupstate = 0; if (Args->CheckParm("-file")) { // For file loading there's two modes: // If -file is given, all content will be processed in order and the legacy options be ignored entirely. //This allows mixing directories and GRP files in arbitrary order. Args->CollectFiles("-file", NULL); AddFiles.reset(Args->GatherFiles("-file")); } else { // Trying to emulate Build. This means to treat RFF files as lowest priority, then all GRPs and then all directories. // This is only for people depending on lauchers. Since the semantics are so crappy it is strongly recommended to // use -file instead which gives the user full control over the order in which things are added. // For single mods this is no problem but don't even think about loading more stuff consistently... static const char* grps[] = { "-g", "-grp", nullptr }; static const char* dirs[] = { "-game_dir", "-j", nullptr }; static const char* rffs[] = { "-rff", "-snd", nullptr }; static const char* twostep[] = { "-rff", "-grp", nullptr }; // Abuse the inner workings to get the files into proper order. This is not 100% accurate but should work fine for everything that doesn't intentionally fuck things up. Args->CollectFiles("-rff", rffs, ".rff"); Args->CollectFiles("-grp", grps, nullptr); Args->CollectFiles("-grp", twostep, nullptr); // The two previous calls have already brought the content in order so collecting it again gives us one list with everything. AddFilesPre.reset(Args->GatherFiles("-grp")); Args->CollectFiles("-game_dir", dirs, nullptr); AddFiles.reset(Args->GatherFiles("-game_dir")); } } //========================================================================== // // // //========================================================================== namespace Duke { ::GameInterface* CreateInterface(); } namespace Redneck { ::GameInterface* CreateInterface(); } namespace Blood { ::GameInterface* CreateInterface(); } namespace ShadowWarrior { ::GameInterface* CreateInterface(); } void CheckFrontend(int flags) { if (flags & GAMEFLAG_BLOOD) { gi = Blood::CreateInterface(); globalShadeDiv = 62; } else if (flags & GAMEFLAG_RR) { gi = Redneck::CreateInterface(); globalShadeDiv = 30; } else if (flags & GAMEFLAG_FURY) { gi = Duke::CreateInterface(); globalShadeDiv = 26; // This is different from all other games which need a value two less than the amount of shades. } else if (flags & GAMEFLAG_SW) { gi = ShadowWarrior::CreateInterface(); globalShadeDiv = 30; } else { gi = Duke::CreateInterface(); globalShadeDiv = 30; } } //========================================================================== // // // //========================================================================== int CONFIG_Init() { SetClipshapes(); // This must be done before initializing any data, so doing it late in the startup process won't work. if (CONTROL_Startup(controltype_keyboardandmouse, BGetTime, 120)) { return 1; } userConfig.ProcessOptions(); G_LoadConfig(); // Startup dialog must be presented here so that everything can be set up before reading the keybinds. auto groups = GrpScan(); if (groups.Size() == 0) { // Abort if no game data found. G_SaveConfig(); I_Error("Unable to find any game data. Please verify your settings."); } decltype(groups) usedgroups; int groupno = -1; // If the user has specified a file name, let's see if we know it. // if (userConfig.gamegrp) { std::filesystem::path gpath = std::filesystem::u8path(userConfig.gamegrp.GetChars()); int g = 0; for (auto& grp : groups) { std::filesystem::path fpath = std::filesystem::u8path(grp.FileName.GetChars()); std::error_code err; if (std::filesystem::equivalent(gpath, fpath, err)) { groupno = g; break; } g++; } } if (groupno == -1 || userConfig.setupstate == 1) groupno = ShowStartupWindow(groups); if (groupno == -1) return 0; auto &group = groups[groupno]; // Now filter out the data we actually need and delete the rest. usedgroups.Push(group); auto crc = group.FileInfo.dependencyCRC; if (crc != 0) for (auto& dep : groups) { if (dep.FileInfo.CRC == crc) { usedgroups.Insert(0, dep); // Order from least dependent to most dependent, which is the loading order of data. } } groups.Reset(); FString selectedScript; FString selectedDef; for (auto& ugroup : usedgroups) { // For CONs the command line has priority, aside from that, the last one wins. For Blood this handles INIs - the rules are the same. if (ugroup.FileInfo.scriptname.IsNotEmpty()) selectedScript = ugroup.FileInfo.scriptname; if (ugroup.FileInfo.defname.IsNotEmpty()) selectedDef = ugroup.FileInfo.defname; // CVAR has priority. This also overwrites the global variable each time. Init here is lazy so this is ok. if (ugroup.FileInfo.rtsname.IsNotEmpty() && **rtsname == 0) RTS_Init(ugroup.FileInfo.rtsname); // For the game filter the last non-empty one wins. if (ugroup.FileInfo.gamefilter.IsNotEmpty()) LumpFilter = ugroup.FileInfo.gamefilter; g_gameType |= ugroup.FileInfo.flags; } if (userConfig.DefaultCon.IsEmpty()) userConfig.DefaultCon = selectedScript; if (userConfig.DefaultDef.IsEmpty()) userConfig.DefaultDef = selectedDef; // This can only happen with a custom game that does not define any filter. // In this case take the display name and strip all whitespace and invaliid path characters from it. if (LumpFilter.IsEmpty()) { LumpFilter = usedgroups.Last().FileInfo.name; LumpFilter.StripChars(".:/\\<>?\"*| \t\r\n"); } currentGame = LumpFilter; currentGame.Truncate(currentGame.IndexOf(".")); CheckFrontend(g_gameType); int index = 0; for(auto &gf : gamefuncs) { GF_NameToNum.Insert(gf.name, gf.index); GF_NumToAlias[gf.index] = GF_NumToName[gf.index] = gf.name; stringStore[index].Format("gamefunc_%s", gf.name); stringStore[index].ToLower(); stringStore[index + 1] = stringStore[index]; stringStore[index + 1] += ": game button"; OSD_RegisterFunction(stringStore[index], stringStore[index + 1], osdcmd_button); index += 2; } InitFileSystem(usedgroups); CONTROL_ClearAssignments(); CONFIG_InitMouseAndController(); CONFIG_SetGameControllerDefaultsStandard(); CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "demolition/origbinds.txt" : cl_defaultconfiguration == 2 ? "demolition/leftbinds.txt" : "demolition/defbinds.txt"); SetupButtonFunctions(); G_ReadConfig(currentGame); if (!GameConfig->IsInitialized()) { CONFIG_ReadCombatMacros(); } if (userConfig.CommandName.IsNotEmpty()) { playername = userConfig.CommandName; } return gi->app_main(); } //========================================================================== // // // //========================================================================== int32_t CONFIG_FunctionNameToNum(const char *func) { if (!func) return -1; FName name(func, true); if (name == NAME_None) return -1; auto res = GF_NameToNum.CheckKey(name); if (!res) return -1; return *res; } const char *CONFIG_FunctionNumToName(int32_t func) { if ((unsigned)func >= (unsigned)NUMGAMEFUNCTIONS) return NULL; return GF_NumToAlias[func]; } const char *CONFIG_FunctionNumToRealName(int32_t func) { if ((unsigned)func >= (unsigned)NUMGAMEFUNCTIONS) return NULL; return GF_NumToName[func]; } void CONFIG_ReplaceButtonName(int num, const char *text) { if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS) return; GF_NumToAlias[num] = text; GF_NameToNum.Insert(text, num); } void CONFIG_DeleteButtonName(int num) { if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS) return; GF_NumToAlias[num] = ""; } //========================================================================== // // wrapper for CONTROL_MapKey(), generates key bindings to reflect changes to keyboard setup // //========================================================================== void CONFIG_MapKey(int which, kb_scancode key1, kb_scancode oldkey1, kb_scancode key2, kb_scancode oldkey2) { int const keys[] = { key1, key2, oldkey1, oldkey2 }; if (which == gamefunc_Show_Console) OSD_CaptureKey(key1); for (int k = 0; (unsigned)k < ARRAY_SIZE(keys); k++) { if (keys[k] == 0xff || !keys[k]) continue; int match = 0; for (; sctokeylut[match].key; match++) { if (keys[k] == sctokeylut[match].sc) break; } FString tempbuf; for (int i = NUMGAMEFUNCTIONS - 1; i >= 0; i--) { if (KeyboardKeys[i][0] == keys[k] || KeyboardKeys[i][1] == keys[k]) { tempbuf.AppendFormat("gamefunc_%s; ", CONFIG_FunctionNumToName(i)); } } auto len = tempbuf.Len(); if (len >= 2) { tempbuf.Truncate(len - 2); // cut off the trailing "; " CONTROL_BindKey(keys[k], tempbuf, 1, sctokeylut[match].key ? sctokeylut[match].key : ""); } else { CONTROL_FreeKeyBind(keys[k]); } } } //========================================================================== // // // //========================================================================== void CONFIG_SetDefaultKeys(const char *defbinds, bool lazy/*=false*/) { FScanner sc; sc.Open(defbinds); if (!lazy) { memset(KeyboardKeys, 0xff, sizeof(KeyboardKeys)); CONTROL_ClearAllBinds(); } while (sc.GetToken()) { sc.TokenMustBe(TK_StringConst); int num = CONFIG_FunctionNameToNum(sc.String); int default0 = -1; int default1 = -1; if (sc.CheckToken(',')) { sc.MustGetToken(TK_StringConst); default0 = KB_StringToScanCode(sc.String); if (sc.CheckToken(',')) { sc.MustGetToken(TK_StringConst); default1 = KB_StringToScanCode(sc.String); } if (num >= 0 && num < NUMGAMEFUNCTIONS) { auto& key = KeyboardKeys[num]; #if 0 // skip the function if the default key is already used // or the function is assigned to another key if (lazy && (key[0] != 0xff || (CONTROL_KeyIsBound(default0) && Bstrlen(CONTROL_KeyBinds[default0].cmdstr) > strlen_gamefunc_ && CONFIG_FunctionNameToNum(CONTROL_KeyBinds[default0].cmdstr + strlen_gamefunc_) >= 0))) { continue; } #endif key[0] = default0; key[1] = default1; if (key[0]) CONTROL_FreeKeyBind(key[0]); if (key[1]) CONTROL_FreeKeyBind(key[1]); if (num == gamefunc_Show_Console) OSD_CaptureKey(key[0]); else CONFIG_MapKey(num, key[0], 0, key[1], 0); } } } } //========================================================================== // // // //========================================================================== CVAR(String, combatmacro0, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro1, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro2, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro3, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro4, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro5, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro6, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro7, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro8, "", CVAR_ARCHIVE | CVAR_USERINFO) CVAR(String, combatmacro9, "", CVAR_ARCHIVE | CVAR_USERINFO) FStringCVar* const CombatMacros[] = { &combatmacro0, &combatmacro1, &combatmacro2, &combatmacro3, &combatmacro4, &combatmacro5, &combatmacro6, &combatmacro7, &combatmacro8, &combatmacro9}; void CONFIG_ReadCombatMacros() { FScanner sc; sc.Open("demolition/combatmacros.txt"); for (auto s : CombatMacros) { sc.MustGetToken(TK_StringConst); if (strlen(*s) == 0) *s = sc.String; } } //========================================================================== // // // //========================================================================== static FString CONFIG_GetMD4EntryName(uint8_t const* const md4) { return FStringf("MD4_%08x%08x%08x%08x", B_BIG32(B_UNBUF32(&md4[0])), B_BIG32(B_UNBUF32(&md4[4])), B_BIG32(B_UNBUF32(&md4[8])), B_BIG32(B_UNBUF32(&md4[12]))); } int32_t CONFIG_GetMapBestTime(char const* const mapname, uint8_t const* const mapmd4) { auto m = CONFIG_GetMD4EntryName(mapmd4); if (GameConfig->SetSection("MapTimes")) { auto s = GameConfig->GetValueForKey(m); if (s) (int)strtoull(s, nullptr, 0); } return -1; } int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm) { FStringf t("%d", tm); auto m = CONFIG_GetMD4EntryName(mapmd4); if (GameConfig->SetSection("MapTimes")) { GameConfig->SetValueForKey(m, t); } return 0; } //========================================================================== // // // //========================================================================== int32_t MouseFunctions[MAXMOUSEBUTTONS][2]; int32_t MouseDigitalFunctions[MAXMOUSEAXES][2]; int32_t MouseAnalogueAxes[MAXMOUSEAXES]; int32_t MouseAnalogueScale[MAXMOUSEAXES]; int32_t JoystickFunctions[MAXJOYBUTTONSANDHATS][2]; int32_t JoystickDigitalFunctions[MAXJOYAXES][2]; int32_t JoystickAnalogueAxes[MAXJOYAXES]; int32_t JoystickAnalogueScale[MAXJOYAXES]; int32_t JoystickAnalogueDead[MAXJOYAXES]; int32_t JoystickAnalogueSaturate[MAXJOYAXES]; int32_t JoystickAnalogueInvert[MAXJOYAXES]; static const char* mousedefaults[MAXMOUSEBUTTONS] = { "Weapon_Fire", "Weapon_Special_Fire", "", "", "Previous_Weapon", "Next_Weapon", }; static const char* mouseclickeddefaults[MAXMOUSEBUTTONS] = { }; static const char* mouseanalogdefaults[MAXMOUSEAXES] = { "analog_turning", "analog_moving", }; static const char* mousedigitaldefaults[MAXMOUSEDIGITAL] = { }; static const char* joystickdefaults[MAXJOYBUTTONSANDHATS] = { "Fire", "Strafe", "Run", "Open", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "Aim_Down", "Look_Right", "Aim_Up", "Look_Left", }; static const char* joystickclickeddefaults[MAXJOYBUTTONSANDHATS] = { "", "Inventory", "Jump", "Crouch", }; static const char* joystickanalogdefaults[MAXJOYAXES] = { "analog_turning", "analog_moving", "analog_strafing", }; static const char* joystickdigitaldefaults[MAXJOYDIGITAL] = { "", "", "", "", "", "", "Run", }; //========================================================================== // // // //========================================================================== int32_t CONFIG_AnalogNameToNum(const char* func) { if (!func) return -1; if (!Bstrcasecmp(func, "analog_turning")) { return analog_turning; } if (!Bstrcasecmp(func, "analog_strafing")) { return analog_strafing; } if (!Bstrcasecmp(func, "analog_moving")) { return analog_moving; } if (!Bstrcasecmp(func, "analog_lookingupanddown")) { return analog_lookingupanddown; } return -1; } //========================================================================== // // // //========================================================================== const char* CONFIG_AnalogNumToName(int32_t func) { switch (func) { case analog_turning: return "analog_turning"; case analog_strafing: return "analog_strafing"; case analog_moving: return "analog_moving"; case analog_lookingupanddown: return "analog_lookingupanddown"; } return NULL; } void CONFIG_SetupMouse(void) { const char* val; FString section = currentGame + ".MouseSettings"; if (!GameConfig->SetSection(section)) return; for (int i = 0; i < MAXMOUSEBUTTONS; i++) { section.Format("MouseButton%d", i); val = GameConfig->GetValueForKey(section); if (val) MouseFunctions[i][0] = CONFIG_FunctionNameToNum(val); section.Format("MouseButtonClicked%d", i); val = GameConfig->GetValueForKey(section); if (val) MouseFunctions[i][1] = CONFIG_FunctionNameToNum(val); } // map over the axes for (int i = 0; i < MAXMOUSEAXES; i++) { section.Format("MouseAnalogAxes%d", i); val = GameConfig->GetValueForKey(section); if (val) MouseAnalogueAxes[i] = CONFIG_AnalogNameToNum(val); section.Format("MouseDigitalAxes%d_0", i); val = GameConfig->GetValueForKey(section); if (val) MouseDigitalFunctions[i][0] = CONFIG_FunctionNameToNum(val); section.Format("MouseDigitalAxes%d_1", i); val = GameConfig->GetValueForKey(section); if (val) MouseDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(val); section.Format("MouseAnalogScale%d", i); val = GameConfig->GetValueForKey(section); if (val) MouseAnalogueScale[i] = (int32_t)strtoull(val, nullptr, 0); } for (int i = 0; i < MAXMOUSEBUTTONS; i++) { CONTROL_MapButton(MouseFunctions[i][0], i, 0, controldevice_mouse); CONTROL_MapButton(MouseFunctions[i][1], i, 1, controldevice_mouse); } for (int i = 0; i < MAXMOUSEAXES; i++) { CONTROL_MapAnalogAxis(i, MouseAnalogueAxes[i], controldevice_mouse); CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][0], 0, controldevice_mouse); CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][1], 1, controldevice_mouse); CONTROL_SetAnalogAxisScale(i, MouseAnalogueScale[i], controldevice_mouse); } CONTROL_MouseEnabled = (in_mouse && CONTROL_MousePresent); } void CONFIG_SetupJoystick(void) { const char* val; FString section = currentGame + ".ControllerSettings"; if (!GameConfig->SetSection(section)) return; for (int i = 0; i < MAXJOYBUTTONSANDHATS; i++) { section.Format("ControllerButton%d", i); val = GameConfig->GetValueForKey(section); if (val) JoystickFunctions[i][0] = CONFIG_FunctionNameToNum(val); section.Format("ControllerButtonClicked%d", i); val = GameConfig->GetValueForKey(section); if (val) JoystickFunctions[i][1] = CONFIG_FunctionNameToNum(val); } // map over the axes for (int i = 0; i < MAXJOYAXES; i++) { section.Format("ControllerAnalogAxes%d", i); val = GameConfig->GetValueForKey(section); if (val) JoystickAnalogueAxes[i] = CONFIG_AnalogNameToNum(val); section.Format("ControllerDigitalAxes%d_0", i); val = GameConfig->GetValueForKey(section); if (val) JoystickDigitalFunctions[i][0] = CONFIG_FunctionNameToNum(val); section.Format("ControllerDigitalAxes%d_1", i); val = GameConfig->GetValueForKey(section); if (val) JoystickDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(val); section.Format("ControllerAnalogScale%d", i); val = GameConfig->GetValueForKey(section); if (val) JoystickAnalogueScale[i] = (int32_t)strtoull(val, nullptr, 0); section.Format("ControllerAnalogInvert%d", i); val = GameConfig->GetValueForKey(section); if (val) JoystickAnalogueInvert[i] = (int32_t)strtoull(val, nullptr, 0); section.Format("ControllerAnalogDead%d", i); val = GameConfig->GetValueForKey(section); if (val) JoystickAnalogueDead[i] = (int32_t)strtoull(val, nullptr, 0); section.Format("ControllerAnalogSaturate%d", i); val = GameConfig->GetValueForKey(section); if (val) JoystickAnalogueSaturate[i] = (int32_t)strtoull(val, nullptr, 0); } for (int i = 0; i < MAXJOYBUTTONSANDHATS; i++) { CONTROL_MapButton(JoystickFunctions[i][0], i, 0, controldevice_joystick); CONTROL_MapButton(JoystickFunctions[i][1], i, 1, controldevice_joystick); } for (int i = 0; i < MAXJOYAXES; i++) { CONTROL_MapAnalogAxis(i, JoystickAnalogueAxes[i], controldevice_joystick); CONTROL_MapDigitalAxis(i, JoystickDigitalFunctions[i][0], 0, controldevice_joystick); CONTROL_MapDigitalAxis(i, JoystickDigitalFunctions[i][1], 1, controldevice_joystick); CONTROL_SetAnalogAxisScale(i, JoystickAnalogueScale[i], controldevice_joystick); CONTROL_SetAnalogAxisInvert(i, JoystickAnalogueInvert[i], controldevice_joystick); } CONTROL_JoystickEnabled = (in_joystick && CONTROL_JoyPresent); // JBF 20040215: evil and nasty place to do this, but joysticks are evil and nasty too for (int i=0; i= 4) continue; MouseFunctions[i][1] = CONFIG_FunctionNameToNum(mouseclickeddefaults[i]); CONTROL_MapButton(MouseFunctions[i][1], i, 1, controldevice_mouse); } for (int i = 0; i < MAXMOUSEAXES; i++) { MouseAnalogueScale[i] = DEFAULTMOUSEANALOGUESCALE; CONTROL_SetAnalogAxisScale(i, MouseAnalogueScale[i], controldevice_mouse); MouseDigitalFunctions[i][0] = CONFIG_FunctionNameToNum(mousedigitaldefaults[i * 2]); MouseDigitalFunctions[i][1] = CONFIG_FunctionNameToNum(mousedigitaldefaults[i * 2 + 1]); CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][0], 0, controldevice_mouse); CONTROL_MapDigitalAxis(i, MouseDigitalFunctions[i][1], 1, controldevice_mouse); MouseAnalogueAxes[i] = CONFIG_AnalogNameToNum(mouseanalogdefaults[i]); CONTROL_MapAnalogAxis(i, MouseAnalogueAxes[i], controldevice_mouse); } CONFIG_SetupMouse(); CONFIG_SetupJoystick(); KB_ClearKeysDown(); KB_FlushKeyboardQueue(); KB_FlushKeyboardQueueScans(); } void CONFIG_PutNumber(const char* key, int number) { FStringf str("%d", number); GameConfig->SetValueForKey(key, str); } void CONFIG_WriteControllerSettings() { FString buf; if (in_mouse) { FString section = currentGame + ".MouseSettings"; GameConfig->SetSection(section); for (int i = 0; i < MAXMOUSEBUTTONS; i++) { if (CONFIG_FunctionNumToName(MouseFunctions[i][0])) { buf.Format("MouseButton%d", i); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseFunctions[i][0])); } if (i >= (MAXMOUSEBUTTONS - 2)) continue; if (CONFIG_FunctionNumToName(MouseFunctions[i][1])) { buf.Format("MouseButtonClicked%d", i); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseFunctions[i][1])); } } for (int i = 0; i < MAXMOUSEAXES; i++) { if (CONFIG_AnalogNumToName(MouseAnalogueAxes[i])) { buf.Format("MouseAnalogAxes%d", i); GameConfig->SetValueForKey(buf, CONFIG_AnalogNumToName(MouseAnalogueAxes[i])); } if (CONFIG_FunctionNumToName(MouseDigitalFunctions[i][0])) { buf.Format("MouseDigitalAxes%d_0", i); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseDigitalFunctions[i][0])); } if (CONFIG_FunctionNumToName(MouseDigitalFunctions[i][1])) { buf.Format("MouseDigitalAxes%d_1", i); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(MouseDigitalFunctions[i][1])); } buf.Format("MouseAnalogScale%d", i); CONFIG_PutNumber(buf, MouseAnalogueScale[i]); } } if (in_joystick) { FString section = currentGame + ".ControllerSettings"; GameConfig->SetSection(section); for (int dummy = 0; dummy < MAXJOYBUTTONSANDHATS; dummy++) { if (CONFIG_FunctionNumToName(JoystickFunctions[dummy][0])) { buf.Format("ControllerButton%d", dummy); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickFunctions[dummy][0])); } if (CONFIG_FunctionNumToName(JoystickFunctions[dummy][1])) { buf.Format("ControllerButtonClicked%d", dummy); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickFunctions[dummy][1])); } } for (int dummy = 0; dummy < MAXJOYAXES; dummy++) { if (CONFIG_AnalogNumToName(JoystickAnalogueAxes[dummy])) { buf.Format("ControllerAnalogAxes%d", dummy); GameConfig->SetValueForKey(buf, CONFIG_AnalogNumToName(JoystickAnalogueAxes[dummy])); } if (CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][0])) { buf.Format("ControllerDigitalAxes%d_0", dummy); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][0])); } if (CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][1])) { buf.Format("ControllerDigitalAxes%d_1", dummy); GameConfig->SetValueForKey(buf, CONFIG_FunctionNumToName(JoystickDigitalFunctions[dummy][1])); } buf.Format("ControllerAnalogScale%d", dummy); CONFIG_PutNumber(buf, JoystickAnalogueScale[dummy]); buf.Format("ControllerAnalogInvert%d", dummy); CONFIG_PutNumber(buf, JoystickAnalogueInvert[dummy]); buf.Format("ControllerAnalogDead%d", dummy); CONFIG_PutNumber(buf, JoystickAnalogueDead[dummy]); buf.Format("ControllerAnalogSaturate%d", dummy); CONFIG_PutNumber(buf, JoystickAnalogueSaturate[dummy]); } } }