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# include "gamecontrol.h"
# include "tarray.h"
# include "zstring.h"
# include "name.h"
# include "control.h"
# include "keyboard.h"
# include "sc_man.h"
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# include "c_cvars.h"
# include "build.h"
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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 " } ,
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{ gamefunc_Alt_Weapon , " Alt_Weapon " } ,
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{ 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 " } ,
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{ gamefunc_Smoke_Bomb , " Smoke_Bomb " } ,
{ gamefunc_Gas_Bomb , " Gas_Bomb " } ,
{ gamefunc_Flash_Bomb , " Flash_Bomb " } ,
{ gamefunc_Caltrops , " Calitrops " } ,
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} ;
static TMap < FName , int > GF_NameToNum ;
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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.
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uint8_t KeyboardKeys [ NUMGAMEFUNCTIONS ] [ 2 ] ;
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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 )
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static int osdcmd_button ( osdcmdptr_t parm )
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{
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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 ;
// Note: This must run after the CON scripts had a chance to mess around with the game function name array.
for ( auto & func : GF_NumToAlias )
{
if ( func [ 0 ] = = ' \0 ' )
continue ;
}
}
void CONFIG_Init ( )
{
// 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 , gi - > TicRate ) )
{
exit ( 1 ) ;
}
int index = 0 ;
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for ( auto & gf : gamefuncs )
{
GF_NameToNum . Insert ( gf . name , gf . index ) ;
GF_NumToAlias [ gf . index ] = GF_NumToName [ gf . index ] = gf . name ;
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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 ;
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}
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CONTROL_ClearAssignments ( ) ;
CONFIG_SetDefaultKeys ( cl_defaultconfiguration = = 1 ? " demolition/origbinds.txt " : cl_defaultconfiguration = = 2 ? " demolition/leftbinds.txt " : " demolition/defbinds.txt " ) ;
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}
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 ) ;
CONTROL_DefineFlag ( num , false ) ;
}
}
}
}
}