mirror of
https://github.com/ZDoom/raze-gles.git
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2997bb6292
Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
500 lines
13 KiB
C++
500 lines
13 KiB
C++
/*
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** c_dispatch.cpp
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** Functions for executing console commands and aliases
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_buttons.h"
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#include "printf.h"
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#include "cmdlib.h"
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#include "c_dispatch.h"
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#include "gamecontrol.h"
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ButtonMap buttonMap;
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struct ButtonDesc
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{
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int index;
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const char *name;
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};
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static const ButtonDesc gamefuncs[] = {
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{ gamefunc_Move_Forward, "Move_Forward"},
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{ gamefunc_Move_Backward, "Move_Backward"},
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{ gamefunc_Turn_Left, "Turn_Left"},
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{ gamefunc_Turn_Right, "Turn_Right"},
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{ gamefunc_Strafe, "Strafe"},
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{ gamefunc_Fire, "Fire"},
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{ gamefunc_Open, "Open"},
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{ gamefunc_Run, "Run"},
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{ gamefunc_Alt_Fire, "Alt_Fire"},
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{ gamefunc_Jump, "Jump"},
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{ gamefunc_Crouch, "Crouch"},
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{ gamefunc_Look_Up, "Look_Up"},
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{ gamefunc_Look_Down, "Look_Down"},
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{ gamefunc_Look_Left, "Look_Left"},
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{ gamefunc_Look_Right, "Look_Right"},
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{ gamefunc_Strafe_Left, "Strafe_Left"},
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{ gamefunc_Strafe_Right, "Strafe_Right"},
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{ gamefunc_Aim_Up, "Aim_Up"},
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{ gamefunc_Aim_Down, "Aim_Down"},
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{ gamefunc_Weapon_1, "Weapon_1"},
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{ gamefunc_Weapon_2, "Weapon_2"},
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{ gamefunc_Weapon_3, "Weapon_3"},
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{ gamefunc_Weapon_4, "Weapon_4"},
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{ gamefunc_Weapon_5, "Weapon_5"},
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{ gamefunc_Weapon_6, "Weapon_6"},
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{ gamefunc_Weapon_7, "Weapon_7"},
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{ gamefunc_Weapon_8, "Weapon_8"},
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{ gamefunc_Weapon_9, "Weapon_9"},
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{ gamefunc_Weapon_10, "Weapon_10"},
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{ gamefunc_Inventory, "Inventory"},
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{ gamefunc_Inventory_Left, "Inventory_Left"},
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{ gamefunc_Inventory_Right, "Inventory_Right"},
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{ gamefunc_Holo_Duke, "Holo_Duke"},
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{ gamefunc_Jetpack, "Jetpack"},
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{ gamefunc_NightVision, "NightVision"},
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{ gamefunc_MedKit, "MedKit"},
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{ gamefunc_TurnAround, "Turn_Around"},
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{ gamefunc_SendMessage, "Send_Message"},
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{ gamefunc_Map, "Map"},
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{ gamefunc_Shrink_Screen, "Shrink_Screen"},
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{ gamefunc_Enlarge_Screen, "Enlarge_Screen"},
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{ gamefunc_Center_View, "Center_View"},
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{ gamefunc_Holster_Weapon, "Holster_Weapon"},
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{ gamefunc_Show_Opponents_Weapon, "Show_Opponents_Weapon"},
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{ gamefunc_Map_Follow_Mode, "Map_Follow_Mode"},
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{ gamefunc_See_Coop_View, "See_Coop_View"},
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{ gamefunc_Mouse_Aiming, "Mouse_Aiming"},
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{ gamefunc_Toggle_Crosshair, "Toggle_Crosshair"},
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{ gamefunc_Steroids, "Steroids"},
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{ gamefunc_Quick_Kick, "Quick_Kick"},
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{ gamefunc_Next_Weapon, "Next_Weapon"},
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{ gamefunc_Previous_Weapon, "Previous_Weapon"},
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{ gamefunc_Show_Console, "Show_Console"},
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{ gamefunc_Show_DukeMatch_Scores, "Show_DukeMatch_Scores"},
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{ gamefunc_Dpad_Select, "Dpad_Select"},
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{ gamefunc_Dpad_Aiming, "Dpad_Aiming"},
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{ gamefunc_AutoRun, "AutoRun"},
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{ gamefunc_Last_Weapon, "Last_Used_Weapon"},
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{ gamefunc_Quick_Save, "Quick_Save"},
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{ gamefunc_Quick_Load, "Quick_Load"},
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{ gamefunc_Alt_Weapon, "Alt_Weapon"},
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{ gamefunc_Third_Person_View, "Third_Person_View"},
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{ gamefunc_Toggle_Crouch, "Toggle_Crouch"},
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{ gamefunc_See_Chase_View, "See_Chase_View"}, // the following were added by Blood
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{ gamefunc_BeastVision, "BeastVision"},
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{ gamefunc_CrystalBall, "CrystalBall"},
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{ gamefunc_JumpBoots, "JumpBoots"},
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{ gamefunc_ProximityBombs, "ProximityBombs"},
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{ gamefunc_RemoteBombs, "RemoteBombs"},
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{ gamefunc_Smoke_Bomb, "Smoke_Bomb" },
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{ gamefunc_Gas_Bomb, "Gas_Bomb" },
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{ gamefunc_Flash_Bomb, "Flash_Bomb" },
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{ gamefunc_Caltrops, "Calitrops" },
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};
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static const ButtonDesc gamealiases_Duke3D[] = {
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{ gamefunc_BeastVision, ""},
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{ gamefunc_CrystalBall, ""},
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{ gamefunc_ProximityBombs, ""},
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{ gamefunc_RemoteBombs, ""},
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{ gamefunc_Smoke_Bomb, "" },
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{ gamefunc_Gas_Bomb, "" },
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{ gamefunc_Flash_Bomb, "" },
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{ gamefunc_Caltrops, "" },
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};
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static const ButtonDesc gamealiases_Nam[] = {
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{ gamefunc_Holo_Duke, "Holo_Soldier"},
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{ gamefunc_Jetpack, "Huey"},
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{ gamefunc_Steroids, "Tank_Mode"},
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{ gamefunc_Show_DukeMatch_Scores, "Show_GruntMatch_Scores"},
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{ gamefunc_BeastVision, ""},
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{ gamefunc_CrystalBall, ""},
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{ gamefunc_ProximityBombs, ""},
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{ gamefunc_RemoteBombs, ""},
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{ gamefunc_Smoke_Bomb, "" },
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{ gamefunc_Gas_Bomb, "" },
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{ gamefunc_Flash_Bomb, "" },
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{ gamefunc_Caltrops, "" },
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};
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static const ButtonDesc gamealiases_WW2GI[] = {
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{ gamefunc_Holo_Duke, "Fire Mission"},
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{ gamefunc_Jetpack, ""},
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{ gamefunc_Steroids, "Smokes"},
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{ gamefunc_Show_DukeMatch_Scores, "Show_GIMatch_Scores"},
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{ gamefunc_BeastVision, ""},
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{ gamefunc_CrystalBall, ""},
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{ gamefunc_ProximityBombs, ""},
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{ gamefunc_RemoteBombs, ""},
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{ gamefunc_Smoke_Bomb, "" },
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{ gamefunc_Gas_Bomb, "" },
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{ gamefunc_Flash_Bomb, "" },
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{ gamefunc_Caltrops, "" },
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};
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static const ButtonDesc gamealiases_RR[] = {
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{ gamefunc_Holo_Duke, "Beer"},
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{ gamefunc_Jetpack, "Cow Pie"},
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{ gamefunc_NightVision, "Yeehaa"},
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{ gamefunc_MedKit, "Whiskey"},
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{ gamefunc_Steroids, "Moonshine"},
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{ gamefunc_Quick_Kick, "Pee"},
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{ gamefunc_Show_DukeMatch_Scores, "Show_Scores"},
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{ gamefunc_Alt_Fire, ""},
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{ gamefunc_BeastVision, ""},
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{ gamefunc_CrystalBall, ""},
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{ gamefunc_ProximityBombs, ""},
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{ gamefunc_RemoteBombs, ""},
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{ gamefunc_Smoke_Bomb, "" },
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{ gamefunc_Gas_Bomb, "" },
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{ gamefunc_Flash_Bomb, "" },
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{ gamefunc_Caltrops, "" },
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};
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static const ButtonDesc gamealiases_Blood[] = {
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{ gamefunc_Holo_Duke, ""},
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{ gamefunc_JumpBoots, "JumpBoots"},
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{ gamefunc_Steroids, ""},
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{ gamefunc_Quick_Kick, ""},
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{ gamefunc_Show_DukeMatch_Scores, ""},
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{ gamefunc_Alt_Weapon, ""},
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{ gamefunc_Smoke_Bomb, "" },
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{ gamefunc_Gas_Bomb, "" },
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{ gamefunc_Flash_Bomb, "" },
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{ gamefunc_Caltrops, "" },
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};
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static const ButtonDesc gamealiases_SW[] = {
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{ gamefunc_Holo_Duke, ""},
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{ gamefunc_Jetpack, ""},
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{ gamefunc_NightVision, ""},
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{ gamefunc_MedKit, ""},
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{ gamefunc_Steroids, ""},
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{ gamefunc_Quick_Kick, ""},
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{ gamefunc_Show_DukeMatch_Scores, ""},
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{ gamefunc_Smoke_Bomb, "" },
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{ gamefunc_Gas_Bomb, "" },
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{ gamefunc_Flash_Bomb, "" },
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{ gamefunc_Caltrops, "" },
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};
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// This is for use by the tab command builder which can run before the optimized tables are initialized.
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const char* StaticGetButtonName(int32_t func)
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{
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for (auto& entry : gamefuncs)
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if (entry.index == func) return entry.name;
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return "";
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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ButtonMap::ButtonMap()
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{
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for(auto &gf : gamefuncs)
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{
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NameToNum.Insert(gf.name, gf.index);
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NumToAlias[gf.index] = NumToName[gf.index] = gf.name;
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::SetGameAliases()
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{
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// Ion Fury hacks this together from the CON script and uses the same table as Duke Nukem
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if (g_gameType & (GAMEFLAG_DUKE|GAMEFLAG_FURY))
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{
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for (auto& gf : gamealiases_Duke3D)
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{
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NumToAlias[gf.index] = gf.name;
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}
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}
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if (g_gameType & GAMEFLAG_NAM)
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{
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for (auto& gf : gamealiases_Nam)
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{
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NumToAlias[gf.index] = gf.name;
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}
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}
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if (g_gameType & GAMEFLAG_WW2GI)
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{
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for (auto& gf : gamealiases_WW2GI)
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{
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NumToAlias[gf.index] = gf.name;
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}
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}
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if (g_gameType & (GAMEFLAG_RR|GAMEFLAG_RRRA))
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{
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for (auto& gf : gamealiases_RR)
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{
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NumToAlias[gf.index] = gf.name;
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}
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}
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if (g_gameType & GAMEFLAG_BLOOD)
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{
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for (auto& gf : gamealiases_Blood)
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{
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NumToAlias[gf.index] = gf.name;
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}
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}
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if (g_gameType & GAMEFLAG_SW)
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{
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for (auto& gf : gamealiases_SW)
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{
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NumToAlias[gf.index] = gf.name;
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}
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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int ButtonMap::ListActionCommands (const char *pattern)
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{
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char matcher[32];
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int count = 0;
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for (int i = 0; i < NumButtons(); i++)
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{
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if (NumToAlias[i].IsEmpty()) continue; // do not list buttons that were removed from the alias list
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if (pattern == NULL || CheckWildcards (pattern,
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(snprintf (matcher, countof(matcher), "+%s", NumToName[i].GetChars()), matcher)))
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{
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Printf ("+%s\n", NumToName[i]);
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count++;
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}
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if (pattern == NULL || CheckWildcards (pattern,
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(snprintf (matcher, countof(matcher), "-%s", NumToName[i].GetChars()), matcher)))
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{
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Printf ("-%s\n", NumToName[i]);
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count++;
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}
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}
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return count;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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int ButtonMap::FindButtonIndex (const char *key) const
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{
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if (!key) return -1;
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FName name(key, true);
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if (name == NAME_None) return -1;
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auto res = NameToNum.CheckKey(name);
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if (!res) return -1;
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return *res;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::ResetButtonTriggers ()
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{
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for (auto &button : Buttons)
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{
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button.ResetTriggers ();
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::ResetButtonStates ()
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{
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for (auto &button : Buttons)
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{
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button.ReleaseKey (0);
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button.ResetTriggers ();
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::SetButtonAlias(int num, const char *text)
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{
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if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS)
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return;
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NumToAlias[num] = text;
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NameToNum.Insert(text, num);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ButtonMap::ClearButtonAlias(int num)
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{
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if ((unsigned)num >= (unsigned)NUMGAMEFUNCTIONS)
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return;
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NumToAlias[num] = "";
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool FButtonStatus::PressKey (int keynum)
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{
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int i, open;
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keynum &= KEY_DBLCLICKED-1;
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if (keynum == 0)
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{ // Issued from console instead of a key, so force on
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Keys[0] = 0xffff;
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for (i = MAX_KEYS-1; i > 0; --i)
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{
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Keys[i] = 0;
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}
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}
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else
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{
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for (i = MAX_KEYS-1, open = -1; i >= 0; --i)
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{
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if (Keys[i] == 0)
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{
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open = i;
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}
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else if (Keys[i] == keynum)
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{ // Key is already down; do nothing
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return false;
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}
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}
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if (open < 0)
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{ // No free key slots, so do nothing
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Printf ("More than %u keys pressed for a single action!\n", MAX_KEYS);
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return false;
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}
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Keys[open] = keynum;
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}
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uint8_t wasdown = bDown;
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bDown = bWentDown = true;
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// Returns true if this key caused the button to go down.
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return !wasdown;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool FButtonStatus::ReleaseKey (int keynum)
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{
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int i, numdown, match;
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uint8_t wasdown = bDown;
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keynum &= KEY_DBLCLICKED-1;
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if (keynum == 0)
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{ // Issued from console instead of a key, so force off
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for (i = MAX_KEYS-1; i >= 0; --i)
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{
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Keys[i] = 0;
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}
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bWentUp = true;
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bDown = false;
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}
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else
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{
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for (i = MAX_KEYS-1, numdown = 0, match = -1; i >= 0; --i)
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{
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if (Keys[i] != 0)
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{
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++numdown;
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if (Keys[i] == keynum)
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{
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match = i;
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}
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}
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}
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if (match < 0)
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{ // Key was not down; do nothing
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return false;
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}
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Keys[match] = 0;
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bWentUp = true;
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if (--numdown == 0)
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{
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bDown = false;
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}
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}
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// Returns true if releasing this key caused the button to go up.
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return wasdown && !bDown;
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}
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