SRB2/src/g_input.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2021 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file g_input.c
/// \brief handle mouse/keyboard/joystick inputs,
/// maps inputs to game controls (forward, spin, jump...)
#include "doomdef.h"
#include "doomstat.h"
#include "g_input.h"
#include "keys.h"
#include "hu_stuff.h" // need HUFONT start & end
#include "d_net.h"
#include "console.h"
#define MAXMOUSESENSITIVITY 100 // sensitivity steps
static CV_PossibleValue_t mousesens_cons_t[] = {{1, "MIN"}, {MAXMOUSESENSITIVITY, "MAX"}, {0, NULL}};
static CV_PossibleValue_t onecontrolperkey_cons_t[] = {{1, "One"}, {2, "Several"}, {0, NULL}};
// mouse values are used once
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consvar_t cv_mousesens = CVAR_INIT ("mousesens", "20", CV_SAVE, mousesens_cons_t, NULL);
consvar_t cv_mousesens2 = CVAR_INIT ("mousesens2", "20", CV_SAVE, mousesens_cons_t, NULL);
consvar_t cv_mouseysens = CVAR_INIT ("mouseysens", "20", CV_SAVE, mousesens_cons_t, NULL);
consvar_t cv_mouseysens2 = CVAR_INIT ("mouseysens2", "20", CV_SAVE, mousesens_cons_t, NULL);
consvar_t cv_controlperkey = CVAR_INIT ("controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL);
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INT32 mousex, mousey;
INT32 mlooky; // like mousey but with a custom sensitivity for mlook
INT32 mouse2x, mouse2y, mlook2y;
// joystick values are repeated
INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET];
// current state of the keys: true if pushed
UINT8 gamekeydown[NUMINPUTS];
// two key codes (or virtual key) per game control
INT32 gamecontrol[num_gamecontrols][2];
INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player
INT32 gamecontroldefault[num_gamecontrolschemes][num_gamecontrols][2]; // default control storage, use 0 (gcs_custom) for memory retention
INT32 gamecontrolbisdefault[num_gamecontrolschemes][num_gamecontrols][2];
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// lists of GC codes for selective operation
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const INT32 gcl_tutorial_check[num_gcl_tutorial_check] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight,
gc_turnleft, gc_turnright
};
const INT32 gcl_tutorial_used[num_gcl_tutorial_used] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight,
gc_turnleft, gc_turnright,
gc_jump, gc_spin
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};
const INT32 gcl_tutorial_full[num_gcl_tutorial_full] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight,
gc_lookup, gc_lookdown, gc_turnleft, gc_turnright, gc_centerview,
gc_jump, gc_spin,
gc_fire, gc_firenormal
};
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const INT32 gcl_movement[num_gcl_movement] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight
};
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const INT32 gcl_camera[num_gcl_camera] = {
gc_turnleft, gc_turnright
};
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const INT32 gcl_movement_camera[num_gcl_movement_camera] = {
gc_forward, gc_backward, gc_strafeleft, gc_straferight,
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gc_turnleft, gc_turnright
};
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const INT32 gcl_jump[num_gcl_jump] = { gc_jump };
const INT32 gcl_spin[num_gcl_spin] = { gc_spin };
const INT32 gcl_jump_spin[num_gcl_jump_spin] = {
gc_jump, gc_spin
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};
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typedef struct
{
UINT8 time;
UINT8 state;
UINT8 clicks;
} dclick_t;
static dclick_t mousedclicks[MOUSEBUTTONS];
static dclick_t joydclicks[JOYBUTTONS + JOYHATS*4];
static dclick_t mouse2dclicks[MOUSEBUTTONS];
static dclick_t joy2dclicks[JOYBUTTONS + JOYHATS*4];
// protos
static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt);
//
// Remaps the inputs to game controls.
//
// A game control can be triggered by one or more keys/buttons.
//
// Each key/mousebutton/joybutton triggers ONLY ONE game control.
//
void G_MapEventsToControls(event_t *ev)
{
INT32 i;
UINT8 flag;
switch (ev->type)
{
case ev_keydown:
if (ev->data1 < NUMINPUTS)
gamekeydown[ev->data1] = 1;
#ifdef PARANOIA
else
{
CONS_Debug(DBG_GAMELOGIC, "Bad downkey input %d\n",ev->data1);
}
#endif
break;
case ev_keyup:
if (ev->data1 < NUMINPUTS)
gamekeydown[ev->data1] = 0;
#ifdef PARANOIA
else
{
CONS_Debug(DBG_GAMELOGIC, "Bad upkey input %d\n",ev->data1);
}
#endif
break;
case ev_mouse: // buttons are virtual keys
if (menuactive || CON_Ready() || chat_on)
break;
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mousex = (INT32)(ev->data2*((cv_mousesens.value*cv_mousesens.value)/110.0f + 0.1f));
mousey = (INT32)(ev->data3*((cv_mousesens.value*cv_mousesens.value)/110.0f + 0.1f));
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mlooky = (INT32)(ev->data3*((cv_mouseysens.value*cv_mousesens.value)/110.0f + 0.1f));
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break;
case ev_joystick: // buttons are virtual keys
i = ev->data1;
if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on)
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break;
if (ev->data2 != INT32_MAX) joyxmove[i] = ev->data2;
if (ev->data3 != INT32_MAX) joyymove[i] = ev->data3;
break;
case ev_joystick2: // buttons are virtual keys
i = ev->data1;
if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on)
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break;
if (ev->data2 != INT32_MAX) joy2xmove[i] = ev->data2;
if (ev->data3 != INT32_MAX) joy2ymove[i] = ev->data3;
break;
case ev_mouse2: // buttons are virtual keys
if (menuactive || CON_Ready() || chat_on)
break;
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mouse2x = (INT32)(ev->data2*((cv_mousesens2.value*cv_mousesens2.value)/110.0f + 0.1f));
mouse2y = (INT32)(ev->data3*((cv_mousesens2.value*cv_mousesens2.value)/110.0f + 0.1f));
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mlook2y = (INT32)(ev->data3*((cv_mouseysens2.value*cv_mousesens2.value)/110.0f + 0.1f));
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break;
default:
break;
}
// ALWAYS check for mouse & joystick double-clicks even if no mouse event
for (i = 0; i < MOUSEBUTTONS; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_MOUSE1+i], &mousedclicks[i]);
gamekeydown[KEY_DBLMOUSE1+i] = flag;
}
for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_JOY1+i], &joydclicks[i]);
gamekeydown[KEY_DBLJOY1+i] = flag;
}
for (i = 0; i < MOUSEBUTTONS; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_2MOUSE1+i], &mouse2dclicks[i]);
gamekeydown[KEY_DBL2MOUSE1+i] = flag;
}
for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_2JOY1+i], &joy2dclicks[i]);
gamekeydown[KEY_DBL2JOY1+i] = flag;
}
}
//
// General double-click detection routine for any kind of input.
//
static UINT8 G_CheckDoubleClick(UINT8 state, dclick_t *dt)
{
if (state != dt->state && dt->time > 1)
{
dt->state = state;
if (state)
dt->clicks++;
if (dt->clicks == 2)
{
dt->clicks = 0;
return true;
}
else
dt->time = 0;
}
else
{
dt->time++;
if (dt->time > 20)
{
dt->clicks = 0;
dt->state = 0;
}
}
return false;
}
typedef struct
{
INT32 keynum;
const char *name;
} keyname_t;
static keyname_t keynames[] =
{
{KEY_SPACE, "SPACE"},
{KEY_CAPSLOCK, "CAPS LOCK"},
{KEY_ENTER, "ENTER"},
{KEY_TAB, "TAB"},
{KEY_ESCAPE, "ESCAPE"},
{KEY_BACKSPACE, "BACKSPACE"},
{KEY_NUMLOCK, "NUMLOCK"},
{KEY_SCROLLLOCK, "SCROLLLOCK"},
// bill gates keys
{KEY_LEFTWIN, "LEFTWIN"},
{KEY_RIGHTWIN, "RIGHTWIN"},
{KEY_MENU, "MENU"},
{KEY_LSHIFT, "LSHIFT"},
{KEY_RSHIFT, "RSHIFT"},
{KEY_LSHIFT, "SHIFT"},
{KEY_LCTRL, "LCTRL"},
{KEY_RCTRL, "RCTRL"},
{KEY_LCTRL, "CTRL"},
{KEY_LALT, "LALT"},
{KEY_RALT, "RALT"},
{KEY_LALT, "ALT"},
// keypad keys
{KEY_KPADSLASH, "KEYPAD /"},
{KEY_KEYPAD7, "KEYPAD 7"},
{KEY_KEYPAD8, "KEYPAD 8"},
{KEY_KEYPAD9, "KEYPAD 9"},
{KEY_MINUSPAD, "KEYPAD -"},
{KEY_KEYPAD4, "KEYPAD 4"},
{KEY_KEYPAD5, "KEYPAD 5"},
{KEY_KEYPAD6, "KEYPAD 6"},
{KEY_PLUSPAD, "KEYPAD +"},
{KEY_KEYPAD1, "KEYPAD 1"},
{KEY_KEYPAD2, "KEYPAD 2"},
{KEY_KEYPAD3, "KEYPAD 3"},
{KEY_KEYPAD0, "KEYPAD 0"},
{KEY_KPADDEL, "KEYPAD ."},
// extended keys (not keypad)
{KEY_HOME, "HOME"},
{KEY_UPARROW, "UP ARROW"},
{KEY_PGUP, "PGUP"},
{KEY_LEFTARROW, "LEFT ARROW"},
{KEY_RIGHTARROW, "RIGHT ARROW"},
{KEY_END, "END"},
{KEY_DOWNARROW, "DOWN ARROW"},
{KEY_PGDN, "PGDN"},
{KEY_INS, "INS"},
{KEY_DEL, "DEL"},
// other keys
{KEY_F1, "F1"},
{KEY_F2, "F2"},
{KEY_F3, "F3"},
{KEY_F4, "F4"},
{KEY_F5, "F5"},
{KEY_F6, "F6"},
{KEY_F7, "F7"},
{KEY_F8, "F8"},
{KEY_F9, "F9"},
{KEY_F10, "F10"},
{KEY_F11, "F11"},
{KEY_F12, "F12"},
// KEY_CONSOLE has an exception in the keyname code
{'`', "TILDE"},
{KEY_PAUSE, "PAUSE/BREAK"},
// virtual keys for mouse buttons and joystick buttons
{KEY_MOUSE1+0,"MOUSE1"},
{KEY_MOUSE1+1,"MOUSE2"},
{KEY_MOUSE1+2,"MOUSE3"},
{KEY_MOUSE1+3,"MOUSE4"},
{KEY_MOUSE1+4,"MOUSE5"},
{KEY_MOUSE1+5,"MOUSE6"},
{KEY_MOUSE1+6,"MOUSE7"},
{KEY_MOUSE1+7,"MOUSE8"},
{KEY_2MOUSE1+0,"SEC_MOUSE2"}, // BP: sorry my mouse handler swap button 1 and 2
{KEY_2MOUSE1+1,"SEC_MOUSE1"},
{KEY_2MOUSE1+2,"SEC_MOUSE3"},
{KEY_2MOUSE1+3,"SEC_MOUSE4"},
{KEY_2MOUSE1+4,"SEC_MOUSE5"},
{KEY_2MOUSE1+5,"SEC_MOUSE6"},
{KEY_2MOUSE1+6,"SEC_MOUSE7"},
{KEY_2MOUSE1+7,"SEC_MOUSE8"},
{KEY_MOUSEWHEELUP, "Wheel 1 UP"},
{KEY_MOUSEWHEELDOWN, "Wheel 1 Down"},
{KEY_2MOUSEWHEELUP, "Wheel 2 UP"},
{KEY_2MOUSEWHEELDOWN, "Wheel 2 Down"},
{KEY_JOY1+0, "JOY1"},
{KEY_JOY1+1, "JOY2"},
{KEY_JOY1+2, "JOY3"},
{KEY_JOY1+3, "JOY4"},
{KEY_JOY1+4, "JOY5"},
{KEY_JOY1+5, "JOY6"},
{KEY_JOY1+6, "JOY7"},
{KEY_JOY1+7, "JOY8"},
{KEY_JOY1+8, "JOY9"},
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#if !defined (NOMOREJOYBTN_1S)
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// we use up to 32 buttons in DirectInput
{KEY_JOY1+9, "JOY10"},
{KEY_JOY1+10, "JOY11"},
{KEY_JOY1+11, "JOY12"},
{KEY_JOY1+12, "JOY13"},
{KEY_JOY1+13, "JOY14"},
{KEY_JOY1+14, "JOY15"},
{KEY_JOY1+15, "JOY16"},
{KEY_JOY1+16, "JOY17"},
{KEY_JOY1+17, "JOY18"},
{KEY_JOY1+18, "JOY19"},
{KEY_JOY1+19, "JOY20"},
{KEY_JOY1+20, "JOY21"},
{KEY_JOY1+21, "JOY22"},
{KEY_JOY1+22, "JOY23"},
{KEY_JOY1+23, "JOY24"},
{KEY_JOY1+24, "JOY25"},
{KEY_JOY1+25, "JOY26"},
{KEY_JOY1+26, "JOY27"},
{KEY_JOY1+27, "JOY28"},
{KEY_JOY1+28, "JOY29"},
{KEY_JOY1+29, "JOY30"},
{KEY_JOY1+30, "JOY31"},
{KEY_JOY1+31, "JOY32"},
#endif
// the DOS version uses Allegro's joystick support
{KEY_HAT1+0, "HATUP"},
{KEY_HAT1+1, "HATDOWN"},
{KEY_HAT1+2, "HATLEFT"},
{KEY_HAT1+3, "HATRIGHT"},
{KEY_HAT1+4, "HATUP2"},
{KEY_HAT1+5, "HATDOWN2"},
{KEY_HAT1+6, "HATLEFT2"},
{KEY_HAT1+7, "HATRIGHT2"},
{KEY_HAT1+8, "HATUP3"},
{KEY_HAT1+9, "HATDOWN3"},
{KEY_HAT1+10, "HATLEFT3"},
{KEY_HAT1+11, "HATRIGHT3"},
{KEY_HAT1+12, "HATUP4"},
{KEY_HAT1+13, "HATDOWN4"},
{KEY_HAT1+14, "HATLEFT4"},
{KEY_HAT1+15, "HATRIGHT4"},
{KEY_DBLMOUSE1+0, "DBLMOUSE1"},
{KEY_DBLMOUSE1+1, "DBLMOUSE2"},
{KEY_DBLMOUSE1+2, "DBLMOUSE3"},
{KEY_DBLMOUSE1+3, "DBLMOUSE4"},
{KEY_DBLMOUSE1+4, "DBLMOUSE5"},
{KEY_DBLMOUSE1+5, "DBLMOUSE6"},
{KEY_DBLMOUSE1+6, "DBLMOUSE7"},
{KEY_DBLMOUSE1+7, "DBLMOUSE8"},
{KEY_DBL2MOUSE1+0, "DBLSEC_MOUSE2"}, // BP: sorry my mouse handler swap button 1 and 2
{KEY_DBL2MOUSE1+1, "DBLSEC_MOUSE1"},
{KEY_DBL2MOUSE1+2, "DBLSEC_MOUSE3"},
{KEY_DBL2MOUSE1+3, "DBLSEC_MOUSE4"},
{KEY_DBL2MOUSE1+4, "DBLSEC_MOUSE5"},
{KEY_DBL2MOUSE1+5, "DBLSEC_MOUSE6"},
{KEY_DBL2MOUSE1+6, "DBLSEC_MOUSE7"},
{KEY_DBL2MOUSE1+7, "DBLSEC_MOUSE8"},
{KEY_DBLJOY1+0, "DBLJOY1"},
{KEY_DBLJOY1+1, "DBLJOY2"},
{KEY_DBLJOY1+2, "DBLJOY3"},
{KEY_DBLJOY1+3, "DBLJOY4"},
{KEY_DBLJOY1+4, "DBLJOY5"},
{KEY_DBLJOY1+5, "DBLJOY6"},
{KEY_DBLJOY1+6, "DBLJOY7"},
{KEY_DBLJOY1+7, "DBLJOY8"},
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#if !defined (NOMOREJOYBTN_1DBL)
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{KEY_DBLJOY1+8, "DBLJOY9"},
{KEY_DBLJOY1+9, "DBLJOY10"},
{KEY_DBLJOY1+10, "DBLJOY11"},
{KEY_DBLJOY1+11, "DBLJOY12"},
{KEY_DBLJOY1+12, "DBLJOY13"},
{KEY_DBLJOY1+13, "DBLJOY14"},
{KEY_DBLJOY1+14, "DBLJOY15"},
{KEY_DBLJOY1+15, "DBLJOY16"},
{KEY_DBLJOY1+16, "DBLJOY17"},
{KEY_DBLJOY1+17, "DBLJOY18"},
{KEY_DBLJOY1+18, "DBLJOY19"},
{KEY_DBLJOY1+19, "DBLJOY20"},
{KEY_DBLJOY1+20, "DBLJOY21"},
{KEY_DBLJOY1+21, "DBLJOY22"},
{KEY_DBLJOY1+22, "DBLJOY23"},
{KEY_DBLJOY1+23, "DBLJOY24"},
{KEY_DBLJOY1+24, "DBLJOY25"},
{KEY_DBLJOY1+25, "DBLJOY26"},
{KEY_DBLJOY1+26, "DBLJOY27"},
{KEY_DBLJOY1+27, "DBLJOY28"},
{KEY_DBLJOY1+28, "DBLJOY29"},
{KEY_DBLJOY1+29, "DBLJOY30"},
{KEY_DBLJOY1+30, "DBLJOY31"},
{KEY_DBLJOY1+31, "DBLJOY32"},
#endif
{KEY_DBLHAT1+0, "DBLHATUP"},
{KEY_DBLHAT1+1, "DBLHATDOWN"},
{KEY_DBLHAT1+2, "DBLHATLEFT"},
{KEY_DBLHAT1+3, "DBLHATRIGHT"},
{KEY_DBLHAT1+4, "DBLHATUP2"},
{KEY_DBLHAT1+5, "DBLHATDOWN2"},
{KEY_DBLHAT1+6, "DBLHATLEFT2"},
{KEY_DBLHAT1+7, "DBLHATRIGHT2"},
{KEY_DBLHAT1+8, "DBLHATUP3"},
{KEY_DBLHAT1+9, "DBLHATDOWN3"},
{KEY_DBLHAT1+10, "DBLHATLEFT3"},
{KEY_DBLHAT1+11, "DBLHATRIGHT3"},
{KEY_DBLHAT1+12, "DBLHATUP4"},
{KEY_DBLHAT1+13, "DBLHATDOWN4"},
{KEY_DBLHAT1+14, "DBLHATLEFT4"},
{KEY_DBLHAT1+15, "DBLHATRIGHT4"},
{KEY_2JOY1+0, "SEC_JOY1"},
{KEY_2JOY1+1, "SEC_JOY2"},
{KEY_2JOY1+2, "SEC_JOY3"},
{KEY_2JOY1+3, "SEC_JOY4"},
{KEY_2JOY1+4, "SEC_JOY5"},
{KEY_2JOY1+5, "SEC_JOY6"},
{KEY_2JOY1+6, "SEC_JOY7"},
{KEY_2JOY1+7, "SEC_JOY8"},
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#if !defined (NOMOREJOYBTN_2S)
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// we use up to 32 buttons in DirectInput
{KEY_2JOY1+8, "SEC_JOY9"},
{KEY_2JOY1+9, "SEC_JOY10"},
{KEY_2JOY1+10, "SEC_JOY11"},
{KEY_2JOY1+11, "SEC_JOY12"},
{KEY_2JOY1+12, "SEC_JOY13"},
{KEY_2JOY1+13, "SEC_JOY14"},
{KEY_2JOY1+14, "SEC_JOY15"},
{KEY_2JOY1+15, "SEC_JOY16"},
{KEY_2JOY1+16, "SEC_JOY17"},
{KEY_2JOY1+17, "SEC_JOY18"},
{KEY_2JOY1+18, "SEC_JOY19"},
{KEY_2JOY1+19, "SEC_JOY20"},
{KEY_2JOY1+20, "SEC_JOY21"},
{KEY_2JOY1+21, "SEC_JOY22"},
{KEY_2JOY1+22, "SEC_JOY23"},
{KEY_2JOY1+23, "SEC_JOY24"},
{KEY_2JOY1+24, "SEC_JOY25"},
{KEY_2JOY1+25, "SEC_JOY26"},
{KEY_2JOY1+26, "SEC_JOY27"},
{KEY_2JOY1+27, "SEC_JOY28"},
{KEY_2JOY1+28, "SEC_JOY29"},
{KEY_2JOY1+29, "SEC_JOY30"},
{KEY_2JOY1+30, "SEC_JOY31"},
{KEY_2JOY1+31, "SEC_JOY32"},
#endif
// the DOS version uses Allegro's joystick support
{KEY_2HAT1+0, "SEC_HATUP"},
{KEY_2HAT1+1, "SEC_HATDOWN"},
{KEY_2HAT1+2, "SEC_HATLEFT"},
{KEY_2HAT1+3, "SEC_HATRIGHT"},
{KEY_2HAT1+4, "SEC_HATUP2"},
{KEY_2HAT1+5, "SEC_HATDOWN2"},
{KEY_2HAT1+6, "SEC_HATLEFT2"},
{KEY_2HAT1+7, "SEC_HATRIGHT2"},
{KEY_2HAT1+8, "SEC_HATUP3"},
{KEY_2HAT1+9, "SEC_HATDOWN3"},
{KEY_2HAT1+10, "SEC_HATLEFT3"},
{KEY_2HAT1+11, "SEC_HATRIGHT3"},
{KEY_2HAT1+12, "SEC_HATUP4"},
{KEY_2HAT1+13, "SEC_HATDOWN4"},
{KEY_2HAT1+14, "SEC_HATLEFT4"},
{KEY_2HAT1+15, "SEC_HATRIGHT4"},
{KEY_DBL2JOY1+0, "DBLSEC_JOY1"},
{KEY_DBL2JOY1+1, "DBLSEC_JOY2"},
{KEY_DBL2JOY1+2, "DBLSEC_JOY3"},
{KEY_DBL2JOY1+3, "DBLSEC_JOY4"},
{KEY_DBL2JOY1+4, "DBLSEC_JOY5"},
{KEY_DBL2JOY1+5, "DBLSEC_JOY6"},
{KEY_DBL2JOY1+6, "DBLSEC_JOY7"},
{KEY_DBL2JOY1+7, "DBLSEC_JOY8"},
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#if !defined (NOMOREJOYBTN_2DBL)
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{KEY_DBL2JOY1+8, "DBLSEC_JOY9"},
{KEY_DBL2JOY1+9, "DBLSEC_JOY10"},
{KEY_DBL2JOY1+10, "DBLSEC_JOY11"},
{KEY_DBL2JOY1+11, "DBLSEC_JOY12"},
{KEY_DBL2JOY1+12, "DBLSEC_JOY13"},
{KEY_DBL2JOY1+13, "DBLSEC_JOY14"},
{KEY_DBL2JOY1+14, "DBLSEC_JOY15"},
{KEY_DBL2JOY1+15, "DBLSEC_JOY16"},
{KEY_DBL2JOY1+16, "DBLSEC_JOY17"},
{KEY_DBL2JOY1+17, "DBLSEC_JOY18"},
{KEY_DBL2JOY1+18, "DBLSEC_JOY19"},
{KEY_DBL2JOY1+19, "DBLSEC_JOY20"},
{KEY_DBL2JOY1+20, "DBLSEC_JOY21"},
{KEY_DBL2JOY1+21, "DBLSEC_JOY22"},
{KEY_DBL2JOY1+22, "DBLSEC_JOY23"},
{KEY_DBL2JOY1+23, "DBLSEC_JOY24"},
{KEY_DBL2JOY1+24, "DBLSEC_JOY25"},
{KEY_DBL2JOY1+25, "DBLSEC_JOY26"},
{KEY_DBL2JOY1+26, "DBLSEC_JOY27"},
{KEY_DBL2JOY1+27, "DBLSEC_JOY28"},
{KEY_DBL2JOY1+28, "DBLSEC_JOY29"},
{KEY_DBL2JOY1+29, "DBLSEC_JOY30"},
{KEY_DBL2JOY1+30, "DBLSEC_JOY31"},
{KEY_DBL2JOY1+31, "DBLSEC_JOY32"},
#endif
{KEY_DBL2HAT1+0, "DBLSEC_HATUP"},
{KEY_DBL2HAT1+1, "DBLSEC_HATDOWN"},
{KEY_DBL2HAT1+2, "DBLSEC_HATLEFT"},
{KEY_DBL2HAT1+3, "DBLSEC_HATRIGHT"},
{KEY_DBL2HAT1+4, "DBLSEC_HATUP2"},
{KEY_DBL2HAT1+5, "DBLSEC_HATDOWN2"},
{KEY_DBL2HAT1+6, "DBLSEC_HATLEFT2"},
{KEY_DBL2HAT1+7, "DBLSEC_HATRIGHT2"},
{KEY_DBL2HAT1+8, "DBLSEC_HATUP3"},
{KEY_DBL2HAT1+9, "DBLSEC_HATDOWN3"},
{KEY_DBL2HAT1+10, "DBLSEC_HATLEFT3"},
{KEY_DBL2HAT1+11, "DBLSEC_HATRIGHT3"},
{KEY_DBL2HAT1+12, "DBLSEC_HATUP4"},
{KEY_DBL2HAT1+13, "DBLSEC_HATDOWN4"},
{KEY_DBL2HAT1+14, "DBLSEC_HATLEFT4"},
{KEY_DBL2HAT1+15, "DBLSEC_HATRIGHT4"},
};
static const char *gamecontrolname[num_gamecontrols] =
{
"nothing", // a key/button mapped to gc_null has no effect
"forward",
"backward",
"strafeleft",
"straferight",
"turnleft",
"turnright",
"weaponnext",
"weaponprev",
"weapon1",
"weapon2",
"weapon3",
"weapon4",
"weapon5",
"weapon6",
"weapon7",
"weapon8",
"weapon9",
"weapon10",
"fire",
"firenormal",
"tossflag",
"spin",
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"camtoggle",
"camreset",
"lookup",
"lookdown",
"centerview",
"mouseaiming",
"talkkey",
"teamtalkkey",
"scores",
"jump",
"console",
"pause",
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"systemmenu",
"screenshot",
"recordgif",
"viewpoint",
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"custom1",
"custom2",
"custom3",
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};
#define NUMKEYNAMES (sizeof (keynames)/sizeof (keyname_t))
//
// Detach any keys associated to the given game control
// - pass the pointer to the gamecontrol table for the player being edited
void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control)
{
setupcontrols[control][0] = KEY_NULL;
setupcontrols[control][1] = KEY_NULL;
}
void G_ClearAllControlKeys(void)
{
INT32 i;
for (i = 0; i < num_gamecontrols; i++)
{
G_ClearControlKeys(gamecontrol, i);
G_ClearControlKeys(gamecontrolbis, i);
}
}
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//
// Returns the name of a key (or virtual key for mouse and joy)
// the input value being an keynum
//
const char *G_KeynumToString(INT32 keynum)
{
static char keynamestr[8];
UINT32 j;
// return a string with the ascii char if displayable
if (keynum > ' ' && keynum <= 'z' && keynum != KEY_CONSOLE)
{
keynamestr[0] = (char)keynum;
keynamestr[1] = '\0';
return keynamestr;
}
// find a description for special keys
for (j = 0; j < NUMKEYNAMES; j++)
if (keynames[j].keynum == keynum)
return keynames[j].name;
// create a name for unknown keys
sprintf(keynamestr, "KEY%d", keynum);
return keynamestr;
}
INT32 G_KeyStringtoNum(const char *keystr)
{
UINT32 j;
if (!keystr[1] && keystr[0] > ' ' && keystr[0] <= 'z')
return keystr[0];
if (!strncmp(keystr, "KEY", 3) && keystr[3] >= '0' && keystr[3] <= '9')
{
/* what if we out of range bruh? */
j = atoi(&keystr[3]);
if (j < NUMINPUTS)
return j;
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return 0;
}
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for (j = 0; j < NUMKEYNAMES; j++)
if (!stricmp(keynames[j].name, keystr))
return keynames[j].keynum;
return 0;
}
void G_DefineDefaultControls(void)
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{
INT32 i;
// FPS game controls (WASD)
gamecontroldefault[gcs_fps][gc_forward ][0] = 'w';
gamecontroldefault[gcs_fps][gc_backward ][0] = 's';
gamecontroldefault[gcs_fps][gc_strafeleft ][0] = 'a';
gamecontroldefault[gcs_fps][gc_straferight][0] = 'd';
gamecontroldefault[gcs_fps][gc_lookup ][0] = KEY_UPARROW;
gamecontroldefault[gcs_fps][gc_lookdown ][0] = KEY_DOWNARROW;
gamecontroldefault[gcs_fps][gc_turnleft ][0] = KEY_LEFTARROW;
gamecontroldefault[gcs_fps][gc_turnright ][0] = KEY_RIGHTARROW;
gamecontroldefault[gcs_fps][gc_centerview ][0] = KEY_END;
gamecontroldefault[gcs_fps][gc_jump ][0] = KEY_SPACE;
gamecontroldefault[gcs_fps][gc_spin ][0] = KEY_LSHIFT;
gamecontroldefault[gcs_fps][gc_fire ][0] = KEY_RCTRL;
gamecontroldefault[gcs_fps][gc_fire ][1] = KEY_MOUSE1+0;
gamecontroldefault[gcs_fps][gc_firenormal ][0] = 'c';
// Platform game controls (arrow keys)
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gamecontroldefault[gcs_platform][gc_forward ][0] = KEY_UPARROW;
gamecontroldefault[gcs_platform][gc_backward ][0] = KEY_DOWNARROW;
gamecontroldefault[gcs_platform][gc_strafeleft ][0] = 'a';
gamecontroldefault[gcs_platform][gc_straferight][0] = 'd';
gamecontroldefault[gcs_platform][gc_lookup ][0] = KEY_PGUP;
gamecontroldefault[gcs_platform][gc_lookdown ][0] = KEY_PGDN;
gamecontroldefault[gcs_platform][gc_turnleft ][0] = KEY_LEFTARROW;
gamecontroldefault[gcs_platform][gc_turnright ][0] = KEY_RIGHTARROW;
gamecontroldefault[gcs_platform][gc_centerview ][0] = KEY_END;
gamecontroldefault[gcs_platform][gc_jump ][0] = KEY_SPACE;
gamecontroldefault[gcs_platform][gc_spin ][0] = KEY_LSHIFT;
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gamecontroldefault[gcs_platform][gc_fire ][0] = 's';
gamecontroldefault[gcs_platform][gc_fire ][1] = KEY_MOUSE1+0;
gamecontroldefault[gcs_platform][gc_firenormal ][0] = 'w';
for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0)
{
gamecontroldefault[i][gc_weaponnext ][0] = KEY_MOUSEWHEELUP+0;
gamecontroldefault[i][gc_weaponprev ][0] = KEY_MOUSEWHEELDOWN+0;
gamecontroldefault[i][gc_wepslot1 ][0] = '1';
gamecontroldefault[i][gc_wepslot2 ][0] = '2';
gamecontroldefault[i][gc_wepslot3 ][0] = '3';
gamecontroldefault[i][gc_wepslot4 ][0] = '4';
gamecontroldefault[i][gc_wepslot5 ][0] = '5';
gamecontroldefault[i][gc_wepslot6 ][0] = '6';
gamecontroldefault[i][gc_wepslot7 ][0] = '7';
gamecontroldefault[i][gc_wepslot8 ][0] = '8';
gamecontroldefault[i][gc_wepslot9 ][0] = '9';
gamecontroldefault[i][gc_wepslot10 ][0] = '0';
gamecontroldefault[i][gc_tossflag ][0] = '\'';
gamecontroldefault[i][gc_camtoggle ][0] = 'v';
gamecontroldefault[i][gc_camreset ][0] = 'r';
gamecontroldefault[i][gc_talkkey ][0] = 't';
gamecontroldefault[i][gc_teamkey ][0] = 'y';
gamecontroldefault[i][gc_scores ][0] = KEY_TAB;
gamecontroldefault[i][gc_console ][0] = KEY_CONSOLE;
gamecontroldefault[i][gc_pause ][0] = 'p';
gamecontroldefault[i][gc_screenshot ][0] = KEY_F8;
gamecontroldefault[i][gc_recordgif ][0] = KEY_F9;
gamecontroldefault[i][gc_viewpoint ][0] = KEY_F12;
// Gamepad controls -- same for both schemes
gamecontroldefault[i][gc_weaponnext ][1] = KEY_JOY1+1; // B
gamecontroldefault[i][gc_weaponprev ][1] = KEY_JOY1+2; // X
gamecontroldefault[i][gc_tossflag ][1] = KEY_JOY1+0; // A
gamecontroldefault[i][gc_spin ][1] = KEY_JOY1+4; // LB
gamecontroldefault[i][gc_camtoggle ][1] = KEY_HAT1+0; // D-Pad Up
gamecontroldefault[i][gc_camreset ][1] = KEY_JOY1+3; // Y
gamecontroldefault[i][gc_centerview ][1] = KEY_JOY1+9; // Right Stick
gamecontroldefault[i][gc_talkkey ][1] = KEY_HAT1+2; // D-Pad Left
gamecontroldefault[i][gc_scores ][1] = KEY_HAT1+3; // D-Pad Right
gamecontroldefault[i][gc_jump ][1] = KEY_JOY1+5; // RB
gamecontroldefault[i][gc_pause ][1] = KEY_JOY1+6; // Back
gamecontroldefault[i][gc_screenshot ][1] = KEY_HAT1+1; // D-Pad Down
gamecontroldefault[i][gc_systemmenu ][0] = KEY_JOY1+7; // Start
// Second player controls only have joypad defaults
gamecontrolbisdefault[i][gc_weaponnext][0] = KEY_2JOY1+1; // B
gamecontrolbisdefault[i][gc_weaponprev][0] = KEY_2JOY1+2; // X
gamecontrolbisdefault[i][gc_tossflag ][0] = KEY_2JOY1+0; // A
gamecontrolbisdefault[i][gc_spin ][0] = KEY_2JOY1+4; // LB
gamecontrolbisdefault[i][gc_camreset ][0] = KEY_2JOY1+3; // Y
gamecontrolbisdefault[i][gc_centerview][0] = KEY_2JOY1+9; // Right Stick
gamecontrolbisdefault[i][gc_jump ][0] = KEY_2JOY1+5; // RB
//gamecontrolbisdefault[i][gc_pause ][0] = KEY_2JOY1+6; // Back
//gamecontrolbisdefault[i][gc_systemmenu][0] = KEY_2JOY1+7; // Start
gamecontrolbisdefault[i][gc_camtoggle ][0] = KEY_2HAT1+0; // D-Pad Up
gamecontrolbisdefault[i][gc_screenshot][0] = KEY_2HAT1+1; // D-Pad Down
//gamecontrolbisdefault[i][gc_talkkey ][0] = KEY_2HAT1+2; // D-Pad Left
//gamecontrolbisdefault[i][gc_scores ][0] = KEY_2HAT1+3; // D-Pad Right
}
}
INT32 G_GetControlScheme(INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen)
{
INT32 i, j, gc;
boolean skipscheme;
for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0)
{
skipscheme = false;
for (j = 0; j < (gclist && gclen ? gclen : num_gamecontrols); j++)
{
gc = (gclist && gclen) ? gclist[j] : j;
if (((fromcontrols[gc][0] && gamecontroldefault[i][gc][0]) ? fromcontrols[gc][0] != gamecontroldefault[i][gc][0] : true) &&
((fromcontrols[gc][0] && gamecontroldefault[i][gc][1]) ? fromcontrols[gc][0] != gamecontroldefault[i][gc][1] : true) &&
((fromcontrols[gc][1] && gamecontroldefault[i][gc][0]) ? fromcontrols[gc][1] != gamecontroldefault[i][gc][0] : true) &&
((fromcontrols[gc][1] && gamecontroldefault[i][gc][1]) ? fromcontrols[gc][1] != gamecontroldefault[i][gc][1] : true))
{
skipscheme = true;
break;
}
}
if (!skipscheme)
return i;
}
return gcs_custom;
}
void G_CopyControls(INT32 (*setupcontrols)[2], INT32 (*fromcontrols)[2], const INT32 *gclist, INT32 gclen)
{
INT32 i, gc;
for (i = 0; i < (gclist && gclen ? gclen : num_gamecontrols); i++)
{
gc = (gclist && gclen) ? gclist[i] : i;
setupcontrols[gc][0] = fromcontrols[gc][0];
setupcontrols[gc][1] = fromcontrols[gc][1];
}
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}
void G_SaveKeySetting(FILE *f, INT32 (*fromcontrols)[2], INT32 (*fromcontrolsbis)[2])
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{
INT32 i;
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "setcontrol \"%s\" \"%s\"", gamecontrolname[i],
G_KeynumToString(fromcontrols[i][0]));
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if (fromcontrols[i][1])
fprintf(f, " \"%s\"\n", G_KeynumToString(fromcontrols[i][1]));
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else
fprintf(f, "\n");
}
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "setcontrol2 \"%s\" \"%s\"", gamecontrolname[i],
G_KeynumToString(fromcontrolsbis[i][0]));
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if (fromcontrolsbis[i][1])
fprintf(f, " \"%s\"\n", G_KeynumToString(fromcontrolsbis[i][1]));
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else
fprintf(f, "\n");
}
}
INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify)
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{
INT32 result = gc_null;
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if (cv_controlperkey.value == 1)
{
INT32 i;
for (i = 0; i < num_gamecontrols; i++)
{
if (gamecontrol[i][0] == keynum)
{
result = i;
if (modify) gamecontrol[i][0] = KEY_NULL;
}
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if (gamecontrol[i][1] == keynum)
{
result = i;
if (modify) gamecontrol[i][1] = KEY_NULL;
}
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if (gamecontrolbis[i][0] == keynum)
{
result = i;
if (modify) gamecontrolbis[i][0] = KEY_NULL;
}
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if (gamecontrolbis[i][1] == keynum)
{
result = i;
if (modify) gamecontrolbis[i][1] = KEY_NULL;
}
if (result && !modify)
return result;
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}
}
return result;
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}
static INT32 G_FilterKeyByVersion(INT32 numctrl, INT32 keyidx, INT32 player, INT32 *keynum1, INT32 *keynum2, boolean *nestedoverride)
{
// Special case: ignore KEY_PAUSE because it's hardcoded
if (keyidx == 0 && *keynum1 == KEY_PAUSE)
{
if (*keynum2 != KEY_PAUSE)
{
*keynum1 = *keynum2; // shift down keynum2 and continue
*keynum2 = 0;
}
else
return -1; // skip setting control
}
else if (keyidx == 1 && *keynum2 == KEY_PAUSE)
return -1; // skip setting control
if (GETMAJOREXECVERSION(cv_execversion.value) < 27 && ( // v2.1.22
numctrl == gc_weaponnext || numctrl == gc_weaponprev || numctrl == gc_tossflag ||
numctrl == gc_spin || numctrl == gc_camreset || numctrl == gc_jump ||
numctrl == gc_pause || numctrl == gc_systemmenu || numctrl == gc_camtoggle ||
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numctrl == gc_screenshot || numctrl == gc_talkkey || numctrl == gc_scores ||
numctrl == gc_centerview
))
{
INT32 keynum = 0, existingctrl = 0;
INT32 defaultkey;
boolean defaultoverride = false;
// get the default gamecontrol
if (player == 0 && numctrl == gc_systemmenu)
defaultkey = gamecontrol[numctrl][0];
else
defaultkey = (player == 1 ? gamecontrolbis[numctrl][0] : gamecontrol[numctrl][1]);
// Assign joypad button defaults if there is an open slot.
// At this point, gamecontrol/bis should have the default controls
// (unless LOADCONFIG is being run)
//
// If the player runs SETCONTROL in-game, this block should not be reached
// because EXECVERSION is locked onto the latest version.
if (keyidx == 0 && !*keynum1)
{
if (*keynum2) // push keynum2 down; this is an edge case
{
*keynum1 = *keynum2;
*keynum2 = 0;
keynum = *keynum1;
}
else
{
keynum = defaultkey;
defaultoverride = true;
}
}
else if (keyidx == 1 && (!*keynum2 || (!*keynum1 && *keynum2))) // last one is the same edge case as above
{
keynum = defaultkey;
defaultoverride = true;
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}
else // default to the specified keynum
keynum = (keyidx == 1 ? *keynum2 : *keynum1);
// Did our last call override keynum2?
if (*nestedoverride)
{
defaultoverride = true;
*nestedoverride = false;
}
// Fill keynum2 with the default control
if (keyidx == 0 && !*keynum2)
{
*keynum2 = defaultkey;
// Tell the next call that this is an override
*nestedoverride = true;
// if keynum2 already matches keynum1, we probably recursed
// so unset it
if (*keynum1 == *keynum2)
{
*keynum2 = 0;
*nestedoverride = false;
}
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}
// check if the key is being used somewhere else before passing it
// pass it through if it's the same numctrl. This is an edge case -- when using
// LOADCONFIG, gamecontrol is not reset with default.
//
// Also, only check if we're actually overriding, to preserve behavior where
// config'd keys overwrite default keys.
if (defaultoverride)
existingctrl = G_CheckDoubleUsage(keynum, false);
if (keynum && (!existingctrl || existingctrl == numctrl))
return keynum;
else if (keyidx == 0 && *keynum2)
{
// try it again and push down keynum2
*keynum1 = *keynum2;
*keynum2 = 0;
return G_FilterKeyByVersion(numctrl, keyidx, player, keynum1, keynum2, nestedoverride);
// recursion *should* be safe because we only assign keynum2 to a joy default
// and then clear it if we find that keynum1 already has the joy default.
}
else
return 0;
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}
// All's good, so pass the keynum as-is
if (keyidx == 1)
return *keynum2;
else //if (keyidx == 0)
return *keynum1;
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}
static void setcontrol(INT32 (*gc)[2])
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{
INT32 numctrl;
const char *namectrl;
INT32 keynum, keynum1, keynum2;
INT32 player = ((void*)gc == (void*)&gamecontrolbis ? 1 : 0);
boolean nestedoverride = false;
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// Update me for 2.3
namectrl = (stricmp(COM_Argv(1), "use")) ? COM_Argv(1) : "spin";
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for (numctrl = 0; numctrl < num_gamecontrols && stricmp(namectrl, gamecontrolname[numctrl]);
numctrl++)
;
if (numctrl == num_gamecontrols)
{
CONS_Printf(M_GetText("Control '%s' unknown\n"), namectrl);
return;
}
keynum1 = G_KeyStringtoNum(COM_Argv(2));
keynum2 = G_KeyStringtoNum(COM_Argv(3));
keynum = G_FilterKeyByVersion(numctrl, 0, player, &keynum1, &keynum2, &nestedoverride);
if (keynum >= 0)
{
(void)G_CheckDoubleUsage(keynum, true);
// if keynum was rejected, try it again with keynum2
if (!keynum && keynum2)
{
keynum1 = keynum2; // push down keynum2
keynum2 = 0;
keynum = G_FilterKeyByVersion(numctrl, 0, player, &keynum1, &keynum2, &nestedoverride);
if (keynum >= 0)
(void)G_CheckDoubleUsage(keynum, true);
}
}
if (keynum >= 0)
gc[numctrl][0] = keynum;
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if (keynum2)
{
keynum = G_FilterKeyByVersion(numctrl, 1, player, &keynum1, &keynum2, &nestedoverride);
if (keynum >= 0)
{
if (keynum != gc[numctrl][0])
gc[numctrl][1] = keynum;
else
gc[numctrl][1] = 0;
}
}
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else
gc[numctrl][1] = 0;
}
void Command_Setcontrol_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na != 3 && na != 4)
{
CONS_Printf(M_GetText("setcontrol <controlname> <keyname> [<2nd keyname>]: set controls for player 1\n"));
return;
}
setcontrol(gamecontrol);
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}
void Command_Setcontrol2_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na != 3 && na != 4)
{
CONS_Printf(M_GetText("setcontrol2 <controlname> <keyname> [<2nd keyname>]: set controls for player 2\n"));
return;
}
setcontrol(gamecontrolbis);
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}