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SRB2Kart-Saturn/src/g_input.c
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2026-01-18 19:00:05 +01:00

1636 lines
43 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// 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 "g_game.h"
#include "keys.h"
#include "hu_stuff.h" // need HUFONT start & end
#include "d_net.h"
#include "console.h"
#include "m_menu.h"
#include "i_system.h"
#include "i_video.h"
#include "r_draw.h"
#include "v_video.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}};
static CV_PossibleValue_t turnsmooth_cons_t[] = {{2, "Slow"}, {1, "Fast"}, {0, "Off"}, {0, NULL}};
// mouse values are used once
consvar_t cv_mousexsens = {"mousexsens", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mouseysens = {"mouseysens", "20", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_controlperkey = {"controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_turnsmooth[MAXSPLITSCREENPLAYERS] = {
{"turnsmoothing", "Slow", CV_SAVE, turnsmooth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"turnsmoothing2", "Slow", CV_SAVE, turnsmooth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"turnsmoothing3", "Slow", CV_SAVE, turnsmooth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"turnsmoothing4", "Slow", CV_SAVE, turnsmooth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}
};
static void G_ResetPlayerDeviceRumble(INT32 player);
static void rumble_off_handle(void);
static void rumble_off_handle2(void);
static void rumble_off_handle3(void);
static void rumble_off_handle4(void);
static void G_ResetPlayerGamepadIndicatorColor(INT32 player);
static void led_off_handle(void);
static void led_off_handle2(void);
static void led_off_handle3(void);
static void led_off_handle4(void);
consvar_t cv_rumble[MAXSPLITSCREENPLAYERS] = {
{"rumble", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, rumble_off_handle, 0, NULL, NULL, 0, 0, NULL},
{"rumble2", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, rumble_off_handle2, 0, NULL, NULL, 0, 0, NULL},
{"rumble3", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, rumble_off_handle3, 0, NULL, NULL, 0, 0, NULL},
{"rumble4", "Off", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, rumble_off_handle4, 0, NULL, NULL, 0, 0, NULL}
};
static CV_PossibleValue_t rumblestrength_cons_t[] = {{FRACUNIT/4, "MIN"}, {FRACUNIT*4, "MAX"}, {0, NULL}};
consvar_t cv_rumblestrength[MAXSPLITSCREENPLAYERS] = {
{"rumblestrength", "1.0", CV_SAVE|CV_FLOAT, rumblestrength_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"rumblestrength2", "1.0", CV_SAVE|CV_FLOAT, rumblestrength_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"rumblestrength3", "1.0", CV_SAVE|CV_FLOAT, rumblestrength_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
{"rumblestrength4", "1.0", CV_SAVE|CV_FLOAT, rumblestrength_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}
};
static CV_PossibleValue_t gamepadled_cons_t[] = {{0, "Off"}, {1, "Skincolor"}, {2, "Mobjcolor"}, {0, NULL}};
consvar_t cv_gamepadled[MAXSPLITSCREENPLAYERS] = {
{"gamepadled", "Skincolor", CV_SAVE|CV_CALL|CV_NOINIT, gamepadled_cons_t, led_off_handle, 0, NULL, NULL, 0, 0, NULL},
{"gamepadled2", "Skincolor", CV_SAVE|CV_CALL|CV_NOINIT, gamepadled_cons_t, led_off_handle2, 0, NULL, NULL, 0, 0, NULL},
{"gamepadled3", "Skincolor", CV_SAVE|CV_CALL|CV_NOINIT, gamepadled_cons_t, led_off_handle3, 0, NULL, NULL, 0, 0, NULL},
{"gamepadled4", "Skincolor", CV_SAVE|CV_CALL|CV_NOINIT, gamepadled_cons_t, led_off_handle4, 0, NULL, NULL, 0, 0, NULL}
};
static void rumble_off_handle(void)
{
if (!cv_rumble[0].value)
G_ResetPlayerDeviceRumble(0);
}
static void rumble_off_handle2(void)
{
if (!cv_rumble[1].value)
G_ResetPlayerDeviceRumble(1);
}
static void rumble_off_handle3(void)
{
if (!cv_rumble[2].value)
G_ResetPlayerDeviceRumble(2);
}
static void rumble_off_handle4(void)
{
if (!cv_rumble[3].value)
G_ResetPlayerDeviceRumble(3);
}
static void led_off_handle(void)
{
G_ResetPlayerGamepadIndicatorColor(0);
}
static void led_off_handle2(void)
{
G_ResetPlayerGamepadIndicatorColor(1);
}
static void led_off_handle3(void)
{
G_ResetPlayerGamepadIndicatorColor(2);
}
static void led_off_handle4(void)
{
G_ResetPlayerGamepadIndicatorColor(3);
}
INT32 mousex = 0, mousey = 0;
// joystick values are repeated
INT32 joyxmove[MAXSPLITSCREENPLAYERS][JOYAXISSET] = {};
INT32 joyymove[MAXSPLITSCREENPLAYERS][JOYAXISSET] = {};
// current state of the keys: true if pushed
UINT8 gamekeydown[NUMINPUTS] = {};
// two key codes (or virtual key) per game control
INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][2] = {};
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 joy2dclicks[JOYBUTTONS + JOYHATS*4];
static dclick_t joy3dclicks[JOYBUTTONS + JOYHATS*4];
static dclick_t joy4dclicks[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;
mousex = (INT32)(ev->data2*((cv_mousexsens.value*cv_mousexsens.value)/110.0f + 0.1f));
mousey = (INT32)(ev->data3*((cv_mouseysens.value*cv_mouseysens.value)/110.0f + 0.1f));
break;
case ev_joystick: // buttons are virtual keys
i = ev->data1;
if (i >= JOYAXISSET || menuactive || CON_Ready() || chat_on)
break;
if (ev->data2 != INT32_MAX) joyxmove[0][i] = ev->data2;
if (ev->data3 != INT32_MAX) joyymove[0][i] = ev->data3;
break;
case ev_joystick2: // buttons are virtual keys
i = ev->data1;
if (i >= JOYAXISSET || menuactive)
break;
if (ev->data2 != INT32_MAX) joyxmove[1][i] = ev->data2;
if (ev->data3 != INT32_MAX) joyymove[1][i] = ev->data3;
break;
case ev_joystick3:
i = ev->data1;
if (i >= JOYAXISSET || menuactive)
break;
if (ev->data2 != INT32_MAX) joyxmove[2][i] = ev->data2;
if (ev->data3 != INT32_MAX) joyymove[2][i] = ev->data3;
break;
case ev_joystick4:
i = ev->data1;
if (i >= JOYAXISSET || menuactive)
break;
if (ev->data2 != INT32_MAX) joyxmove[3][i] = ev->data2;
if (ev->data3 != INT32_MAX) joyymove[3][i] = ev->data3;
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 < JOYBUTTONS + JOYHATS*4; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_2JOY1+i], &joy2dclicks[i]);
gamekeydown[KEY_DBL2JOY1+i] = flag;
}
for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_3JOY1+i], &joy3dclicks[i]);
gamekeydown[KEY_DBL3JOY1+i] = flag;
}
for (i = 0; i < JOYBUTTONS + JOYHATS*4; i++)
{
flag = G_CheckDoubleClick(gamekeydown[KEY_4JOY1+i], &joy4dclicks[i]);
gamekeydown[KEY_DBL4JOY1+i] = flag;
}
}
void G_ResetControls(void)
{
memset(gamekeydown, 0, NUMINPUTS);
memset(joyxmove, 0, sizeof(joyxmove));
memset(joyymove, 0, sizeof(joyymove));
}
//
// 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_MOUSEWHEELUP, "Wheel 1 UP"},
{KEY_MOUSEWHEELDOWN, "Wheel 1 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"},
#if !defined (NOMOREJOYBTN_1S)
// 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_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"},
#if !defined (NOMOREJOYBTN_1DBL)
{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"},
#ifdef _PSP
{KEY_2JOY1+0, "SEC_TRIANGLE"},
{KEY_2JOY1+1, "SEC_CIRCLE" },
{KEY_2JOY1+2, "SEC_CROSS" },
{KEY_2JOY1+3, "SEC_SQUARE" },
{KEY_2JOY1+4, "SEC_LTRIGGER"},
{KEY_2JOY1+5, "SEC_RTRIGGER"},
{KEY_2JOY1+6, "SEC_SELECT" },
{KEY_2JOY1+7, "SEC_START" },
{KEY_2JOY1+8, "SEC_HOME" },
{KEY_2JOY1+9, "SEC_HOLD" },
#define NOMOREJOYBTN_2S
#else
{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"},
#endif
#if !defined (NOMOREJOYBTN_2S)
// 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"},
#ifdef _PSP
{KEY_DBL2JOY1+0, "DBLSEC_TRIANGLE"},
{KEY_DBL2JOY1+1, "DBLSEC_CIRCLE" },
{KEY_DBL2JOY1+2, "DBLSEC_CROSS" },
{KEY_DBL2JOY1+3, "DBLSEC_SQUARE" },
{KEY_DBL2JOY1+4, "DBLSEC_LTRIGGER"},
{KEY_DBL2JOY1+5, "DBLSEC_RTRIGGER"},
{KEY_DBL2JOY1+6, "DBLSEC_SELECT" },
{KEY_DBL2JOY1+7, "DBLSEC_START" },
{KEY_DBL2JOY1+8, "DBLSEC_HOME" },
{KEY_DBL2JOY1+9, "DBLSEC_HOLD" },
#define NOMOREJOYBTN_2DBL
#else
{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"},
#endif
#if !defined (NOMOREJOYBTN_2DBL)
{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"},
{KEY_3JOY1+0, "TRD_JOY1"},
{KEY_3JOY1+1, "TRD_JOY2"},
{KEY_3JOY1+2, "TRD_JOY3"},
{KEY_3JOY1+3, "TRD_JOY4"},
{KEY_3JOY1+4, "TRD_JOY5"},
{KEY_3JOY1+5, "TRD_JOY6"},
{KEY_3JOY1+6, "TRD_JOY7"},
{KEY_3JOY1+7, "TRD_JOY8"},
{KEY_3JOY1+8, "TRD_JOY9"},
{KEY_3JOY1+9, "TRD_JOY10"},
{KEY_3JOY1+10, "TRD_JOY11"},
{KEY_3JOY1+11, "TRD_JOY12"},
{KEY_3JOY1+12, "TRD_JOY13"},
{KEY_3JOY1+13, "TRD_JOY14"},
{KEY_3JOY1+14, "TRD_JOY15"},
{KEY_3JOY1+15, "TRD_JOY16"},
{KEY_3JOY1+16, "TRD_JOY17"},
{KEY_3JOY1+17, "TRD_JOY18"},
{KEY_3JOY1+18, "TRD_JOY19"},
{KEY_3JOY1+19, "TRD_JOY20"},
{KEY_3JOY1+20, "TRD_JOY21"},
{KEY_3JOY1+21, "TRD_JOY22"},
{KEY_3JOY1+22, "TRD_JOY23"},
{KEY_3JOY1+23, "TRD_JOY24"},
{KEY_3JOY1+24, "TRD_JOY25"},
{KEY_3JOY1+25, "TRD_JOY26"},
{KEY_3JOY1+26, "TRD_JOY27"},
{KEY_3JOY1+27, "TRD_JOY28"},
{KEY_3JOY1+28, "TRD_JOY29"},
{KEY_3JOY1+29, "TRD_JOY30"},
{KEY_3JOY1+30, "TRD_JOY31"},
{KEY_3JOY1+31, "TRD_JOY32"},
{KEY_DBL3JOY1+0, "DBLTRD_JOY1"},
{KEY_DBL3JOY1+1, "DBLTRD_JOY2"},
{KEY_DBL3JOY1+2, "DBLTRD_JOY3"},
{KEY_DBL3JOY1+3, "DBLTRD_JOY4"},
{KEY_DBL3JOY1+4, "DBLTRD_JOY5"},
{KEY_DBL3JOY1+5, "DBLTRD_JOY6"},
{KEY_DBL3JOY1+6, "DBLTRD_JOY7"},
{KEY_DBL3JOY1+7, "DBLTRD_JOY8"},
{KEY_DBL3JOY1+8, "DBLTRD_JOY9"},
{KEY_DBL3JOY1+9, "DBLTRD_JOY10"},
{KEY_DBL3JOY1+10, "DBLTRD_JOY11"},
{KEY_DBL3JOY1+11, "DBLTRD_JOY12"},
{KEY_DBL3JOY1+12, "DBLTRD_JOY13"},
{KEY_DBL3JOY1+13, "DBLTRD_JOY14"},
{KEY_DBL3JOY1+14, "DBLTRD_JOY15"},
{KEY_DBL3JOY1+15, "DBLTRD_JOY16"},
{KEY_DBL3JOY1+16, "DBLTRD_JOY17"},
{KEY_DBL3JOY1+17, "DBLTRD_JOY18"},
{KEY_DBL3JOY1+18, "DBLTRD_JOY19"},
{KEY_DBL3JOY1+19, "DBLTRD_JOY20"},
{KEY_DBL3JOY1+20, "DBLTRD_JOY21"},
{KEY_DBL3JOY1+21, "DBLTRD_JOY22"},
{KEY_DBL3JOY1+22, "DBLTRD_JOY23"},
{KEY_DBL3JOY1+23, "DBLTRD_JOY24"},
{KEY_DBL3JOY1+24, "DBLTRD_JOY25"},
{KEY_DBL3JOY1+25, "DBLTRD_JOY26"},
{KEY_DBL3JOY1+26, "DBLTRD_JOY27"},
{KEY_DBL3JOY1+27, "DBLTRD_JOY28"},
{KEY_DBL3JOY1+28, "DBLTRD_JOY29"},
{KEY_DBL3JOY1+29, "DBLTRD_JOY30"},
{KEY_DBL3JOY1+30, "DBLTRD_JOY31"},
{KEY_DBL3JOY1+31, "DBLTRD_JOY32"},
{KEY_3HAT1+0, "TRD_HATUP"},
{KEY_3HAT1+1, "TRD_HATDOWN"},
{KEY_3HAT1+2, "TRD_HATLEFT"},
{KEY_3HAT1+3, "TRD_HATRIGHT"},
{KEY_3HAT1+4, "TRD_HATUP2"},
{KEY_3HAT1+5, "TRD_HATDOWN2"},
{KEY_3HAT1+6, "TRD_HATLEFT2"},
{KEY_3HAT1+7, "TRD_HATRIGHT2"},
{KEY_3HAT1+8, "TRD_HATUP3"},
{KEY_3HAT1+9, "TRD_HATDOWN3"},
{KEY_3HAT1+10, "TRD_HATLEFT3"},
{KEY_3HAT1+11, "TRD_HATRIGHT3"},
{KEY_3HAT1+12, "TRD_HATUP4"},
{KEY_3HAT1+13, "TRD_HATDOWN4"},
{KEY_3HAT1+14, "TRD_HATLEFT4"},
{KEY_3HAT1+15, "TRD_HATRIGHT4"},
{KEY_DBL3HAT1+0, "DBLTRD_HATUP"},
{KEY_DBL3HAT1+1, "DBLTRD_HATDOWN"},
{KEY_DBL3HAT1+2, "DBLTRD_HATLEFT"},
{KEY_DBL3HAT1+3, "DBLTRD_HATRIGHT"},
{KEY_DBL3HAT1+4, "DBLTRD_HATUP2"},
{KEY_DBL3HAT1+5, "DBLTRD_HATDOWN2"},
{KEY_DBL3HAT1+6, "DBLTRD_HATLEFT2"},
{KEY_DBL3HAT1+7, "DBLTRD_HATRIGHT2"},
{KEY_DBL3HAT1+8, "DBLTRD_HATUP3"},
{KEY_DBL3HAT1+9, "DBLTRD_HATDOWN3"},
{KEY_DBL3HAT1+10, "DBLTRD_HATLEFT3"},
{KEY_DBL3HAT1+11, "DBLTRD_HATRIGHT3"},
{KEY_DBL3HAT1+12, "DBLTRD_HATUP4"},
{KEY_DBL3HAT1+13, "DBLTRD_HATDOWN4"},
{KEY_DBL3HAT1+14, "DBLTRD_HATLEFT4"},
{KEY_DBL3HAT1+15, "DBLTRD_HATRIGHT4"},
{KEY_4JOY1+0, "FOR_JOY1"},
{KEY_4JOY1+1, "FOR_JOY2"},
{KEY_4JOY1+2, "FOR_JOY3"},
{KEY_4JOY1+3, "FOR_JOY4"},
{KEY_4JOY1+4, "FOR_JOY5"},
{KEY_4JOY1+5, "FOR_JOY6"},
{KEY_4JOY1+6, "FOR_JOY7"},
{KEY_4JOY1+7, "FOR_JOY8"},
{KEY_4JOY1+8, "FOR_JOY9"},
{KEY_4JOY1+9, "FOR_JOY10"},
{KEY_4JOY1+10, "FOR_JOY11"},
{KEY_4JOY1+11, "FOR_JOY12"},
{KEY_4JOY1+12, "FOR_JOY13"},
{KEY_4JOY1+13, "FOR_JOY14"},
{KEY_4JOY1+14, "FOR_JOY15"},
{KEY_4JOY1+15, "FOR_JOY16"},
{KEY_4JOY1+16, "FOR_JOY17"},
{KEY_4JOY1+17, "FOR_JOY18"},
{KEY_4JOY1+18, "FOR_JOY19"},
{KEY_4JOY1+19, "FOR_JOY20"},
{KEY_4JOY1+20, "FOR_JOY21"},
{KEY_4JOY1+21, "FOR_JOY22"},
{KEY_4JOY1+22, "FOR_JOY23"},
{KEY_4JOY1+23, "FOR_JOY24"},
{KEY_4JOY1+24, "FOR_JOY25"},
{KEY_4JOY1+25, "FOR_JOY26"},
{KEY_4JOY1+26, "FOR_JOY27"},
{KEY_4JOY1+27, "FOR_JOY28"},
{KEY_4JOY1+28, "FOR_JOY29"},
{KEY_4JOY1+29, "FOR_JOY30"},
{KEY_4JOY1+30, "FOR_JOY31"},
{KEY_4JOY1+31, "FOR_JOY32"},
{KEY_DBL4JOY1+0, "DBLFOR_JOY1"},
{KEY_DBL4JOY1+1, "DBLFOR_JOY2"},
{KEY_DBL4JOY1+2, "DBLFOR_JOY3"},
{KEY_DBL4JOY1+3, "DBLFOR_JOY4"},
{KEY_DBL4JOY1+4, "DBLFOR_JOY5"},
{KEY_DBL4JOY1+5, "DBLFOR_JOY6"},
{KEY_DBL4JOY1+6, "DBLFOR_JOY7"},
{KEY_DBL4JOY1+7, "DBLFOR_JOY8"},
{KEY_DBL4JOY1+8, "DBLFOR_JOY9"},
{KEY_DBL4JOY1+9, "DBLFOR_JOY10"},
{KEY_DBL4JOY1+10, "DBLFOR_JOY11"},
{KEY_DBL4JOY1+11, "DBLFOR_JOY12"},
{KEY_DBL4JOY1+12, "DBLFOR_JOY13"},
{KEY_DBL4JOY1+13, "DBLFOR_JOY14"},
{KEY_DBL4JOY1+14, "DBLFOR_JOY15"},
{KEY_DBL4JOY1+15, "DBLFOR_JOY16"},
{KEY_DBL4JOY1+16, "DBLFOR_JOY17"},
{KEY_DBL4JOY1+17, "DBLFOR_JOY18"},
{KEY_DBL4JOY1+18, "DBLFOR_JOY19"},
{KEY_DBL4JOY1+19, "DBLFOR_JOY20"},
{KEY_DBL4JOY1+20, "DBLFOR_JOY21"},
{KEY_DBL4JOY1+21, "DBLFOR_JOY22"},
{KEY_DBL4JOY1+22, "DBLFOR_JOY23"},
{KEY_DBL4JOY1+23, "DBLFOR_JOY24"},
{KEY_DBL4JOY1+24, "DBLFOR_JOY25"},
{KEY_DBL4JOY1+25, "DBLFOR_JOY26"},
{KEY_DBL4JOY1+26, "DBLFOR_JOY27"},
{KEY_DBL4JOY1+27, "DBLFOR_JOY28"},
{KEY_DBL4JOY1+28, "DBLFOR_JOY29"},
{KEY_DBL4JOY1+29, "DBLFOR_JOY30"},
{KEY_DBL4JOY1+30, "DBLFOR_JOY31"},
{KEY_DBL4JOY1+31, "DBLFOR_JOY32"},
{KEY_4HAT1+0, "FOR_HATUP"},
{KEY_4HAT1+1, "FOR_HATDOWN"},
{KEY_4HAT1+2, "FOR_HATLEFT"},
{KEY_4HAT1+3, "FOR_HATRIGHT"},
{KEY_4HAT1+4, "FOR_HATUP2"},
{KEY_4HAT1+5, "FOR_HATDOWN2"},
{KEY_4HAT1+6, "FOR_HATLEFT2"},
{KEY_4HAT1+7, "FOR_HATRIGHT2"},
{KEY_4HAT1+8, "FOR_HATUP3"},
{KEY_4HAT1+9, "FOR_HATDOWN3"},
{KEY_4HAT1+10, "FOR_HATLEFT3"},
{KEY_4HAT1+11, "FOR_HATRIGHT3"},
{KEY_4HAT1+12, "FOR_HATUP4"},
{KEY_4HAT1+13, "FOR_HATDOWN4"},
{KEY_4HAT1+14, "FOR_HATLEFT4"},
{KEY_4HAT1+15, "FOR_HATRIGHT4"},
{KEY_DBL4HAT1+0, "DBLFOR_HATUP"},
{KEY_DBL4HAT1+1, "DBLFOR_HATDOWN"},
{KEY_DBL4HAT1+2, "DBLFOR_HATLEFT"},
{KEY_DBL4HAT1+3, "DBLFOR_HATRIGHT"},
{KEY_DBL4HAT1+4, "DBLFOR_HATUP2"},
{KEY_DBL4HAT1+5, "DBLFOR_HATDOWN2"},
{KEY_DBL4HAT1+6, "DBLFOR_HATLEFT2"},
{KEY_DBL4HAT1+7, "DBLFOR_HATRIGHT2"},
{KEY_DBL4HAT1+8, "DBLFOR_HATUP3"},
{KEY_DBL4HAT1+9, "DBLFOR_HATDOWN3"},
{KEY_DBL4HAT1+10, "DBLFOR_HATLEFT3"},
{KEY_DBL4HAT1+11, "DBLFOR_HATRIGHT3"},
{KEY_DBL4HAT1+12, "DBLFOR_HATUP4"},
{KEY_DBL4HAT1+13, "DBLFOR_HATDOWN4"},
{KEY_DBL4HAT1+14, "DBLFOR_HATLEFT4"},
{KEY_DBL4HAT1+15, "DBLFOR_HATRIGHT4"},
};
static const char *gamecontrolname[num_gamecontrols] =
{
"nothing", // a key/button mapped to gc_null has no effect
"aimforward",
"aimbackward",
"turnleft",
"turnright",
"accelerate",
"drift",
"brake",
"fire",
"lookback",
"camreset",
"camtoggle",
"spectate",
"lookup",
"lookdown",
"centerview",
"talkkey",
"teamtalkkey",
"scores",
"console",
"pause",
"systemmenu",
"screenshot",
"recordgif",
"viewpoint",
"custom1",
"custom2",
"custom3",
"director",
"freecam",
"camfloat",
"camsink",
"strafeleft",
"straferight",
};
#define NUMKEYNAMES (sizeof (keynames)/sizeof (keyname_t))
#include "k_kart.h"
UINT8 G_GetSkinColorForGamepad(INT32 playernum)
{
I_Assert(playernum >= 0 && playernum < MAXSPLITSCREENPLAYERS);
if (gamestate == GS_LEVEL)
{
const player_t *player = &players[displayplayers[playernum]];
if (player)
{
// make rgb rainbow vomit when invul or flash blue when grow
if ((cv_gamepadled[playernum].value == 2) && player->mo && player->mo->color)
return player->mo->color;
// take actual player skincolour when ingame
if (player->skincolor)
return player->skincolor;
}
}
// otherwise just fallback to whatever the cvar is
switch (playernum)
{
case 0:
return (UINT8)cv_playercolor.value;
case 1:
return (UINT8)cv_playercolor2.value;
case 2:
return (UINT8)cv_playercolor3.value;
case 3:
return (UINT8)cv_playercolor4.value;
default:
return 0;
}
return 0;
}
// Sets the Indicator LED on supported gamepads to a desired skincolor
// pass SKINCOLOR_NONE/0 to set the players skin color
void G_SetPlayerGamepadIndicatorColor(INT32 playernum, UINT8 color)
{
UINT8 skincolor;
byteColor_t byte_color;
I_Assert(playernum >= 0 && playernum < MAXSPLITSCREENPLAYERS);
if (cv_gamepadled[playernum].value == 0
|| color >= MAXTRANSLATIONS)
{
return;
}
if (!I_GamepadHasLED(playernum))
{
return;
}
// so we can override this
skincolor = color ? color : G_GetSkinColorForGamepad(playernum);
byte_color = V_GetColor(colortranslations[skincolor][8]).s;
I_SetGamepadIndicatorColor(playernum, byte_color.red, byte_color.green, byte_color.blue);
}
static void G_ResetPlayerGamepadIndicatorColor(INT32 playernum)
{
I_Assert(playernum >= 0 && playernum < MAXSPLITSCREENPLAYERS);
if (cv_gamepadled[playernum].value == 0)
{
I_SetGamepadIndicatorColor(playernum, 0, 0, 255);
}
else
{
G_SetPlayerGamepadIndicatorColor(playernum, 0);
}
}
static UINT8 curcolor[MAXSPLITSCREENPLAYERS] = {};
void G_DeviceLEDTick(void)
{
UINT8 i, newcolor;
if (numcontrollers == 0)
{
return;
}
for (i = 0; i <= splitscreen; i++)
{
if (!cv_usejoystick[i].value || !cv_gamepadled[i].value)
{
continue;
}
// does not have a configurable led! :c
if (!I_GamepadHasLED(i))
{
continue;
}
newcolor = G_GetSkinColorForGamepad(i);
if (curcolor[i] == newcolor) // dont update if same colour
{
continue;
}
G_SetPlayerGamepadIndicatorColor(i, newcolor);
curcolor[i] = newcolor;
}
}
// ensures next call to G_DeviceLEDTick will refresh the gamepad led
void G_ResetDeviceLED(void)
{
memset(curcolor, 0, sizeof(curcolor));
}
static void G_ResetPlayerDeviceRumble(INT32 playernum)
{
I_Assert(playernum >= 0 && playernum < MAXSPLITSCREENPLAYERS);
I_GamepadRumble(playernum, 0, 0, 0);
}
void G_ResetAllDeviceRumbles(void)
{
int i;
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
I_GamepadRumble(i, 0, 0, 0);
}
}
void G_PlayerDeviceRumble(INT32 playernum, UINT16 low_strength, UINT16 high_strength, UINT32 duration)
{
I_Assert(playernum >= 0 && playernum < MAXSPLITSCREENPLAYERS);
if (cv_rumble[playernum].value == 0)
{
return;
}
// doesent need to be super precise
// but ensure this is within range (0-65535)
// placed here so it applies to lua aswell
low_strength = (UINT16)min(FixedMul(low_strength, cv_rumblestrength[playernum].value), UINT16_MAX);
high_strength = (UINT16)min(FixedMul(high_strength, cv_rumblestrength[playernum].value), UINT16_MAX);
I_GamepadRumble(playernum, low_strength, high_strength, duration);
}
// rumble strengths
enum
{
RUMBLE_VERYSTRONG = FRACUNIT / 4, // 16384
RUMBLE_STRONG = FRACUNIT / 8, // 8192
RUMBLE_MODERATE = FRACUNIT / 64, // 1024
RUMBLE_WEAK = FRACUNIT / 128, // 512
RUMBLE_VERYWEAK = FRACUNIT / 256, // 256
};
// Controller rumble!
// this keeps track of a bunch of things
// and makes your controller rumble accordingly
void G_DeviceRumbleTick(void)
{
UINT8 i;
if (dedicated || numcontrollers == 0 || gamestate != GS_LEVEL)
{
return;
}
for (i = 0; i <= splitscreen; i++)
{
if (!cv_usejoystick[i].value || !cv_rumble[i].value)
{
continue;
}
// does not support rumble! :c
if (!I_GamepadHasRumble(i))
{
continue;
}
if (camera[i].freecam)
{
continue;
}
// SDL rumble strength goes from a range or 0-65535 respectively
// the higher, the stronger it is
UINT16 low = 0, high = 0;
// for how long the action should rumble, in ms
UINT16 lenght = 57; // 57ms is a short pulse, matches super well with this updating once per tic
const player_t *player = P_GetLocalPlayerForNum(i);
// allow lua to do some crap for spectators
if (player->spectator || !player->mo)
{
continue;
}
// reset the rumble if you exit or are ded lel
if (player->exiting ||
player->playerstate == PST_DEAD ||
player->kartstuff[k_respawn] > 1)
{
G_PlayerDeviceRumble(i, low, high, 0);
continue;
}
if (player->kartstuff[k_spinouttimer])
{
//low = high = FRACUNIT / 6;
low = high = FixedMul((RUMBLE_VERYSTRONG), (FixedDiv(player->kartstuff[k_spinouttimer], (3*TICRATE / 2)))); // try do some some kinda fadeout, 3*TICRATE / 2 is the "default" spinout time
}
else if (player->kartstuff[k_sneakertimer] > (sneakertime-(TICRATE/2)))
{
low = high = RUMBLE_STRONG;
}
else if ((player->kartstuff[k_offroad])
&& player->speed != 0
&& P_IsObjectOnGround(player->mo))
{
// weaken this depending on if you got hyu or invinc
if (player->kartstuff[k_hyudorotimer])
{
high = RUMBLE_WEAK;
}
else if (player->kartstuff[k_invincibilitytimer])
{
high = RUMBLE_MODERATE;
}
else
{
low = high = RUMBLE_MODERATE;
}
}
else if ((player->kartstuff[k_bananadrag] > TICRATE)
&& player->speed != 0
&& P_IsObjectOnGround(player->mo))
{
if (leveltime & 1) // this is actually funny lel
high = RUMBLE_MODERATE;
}
if (player->kartstuff[k_brakedrift])
{
high = CLAMP((high + RUMBLE_VERYWEAK), 0, UINT16_MAX);
}
// pulse when gettin new driftlevel
// let this come last
if (player->kartstuff[k_driftcharge]
&& player->driftlevel)
{
high = CLAMP((high + RUMBLE_VERYWEAK), 0, UINT16_MAX);
if (player->driftlevel == 2)
lenght = 114;
else if (player->driftlevel == 3)
lenght = 174;
}
// hack alert! i just dont want this thing constantly resetting the rumble lol
if (low == 0 && high == 0)
{
continue;
}
G_PlayerDeviceRumble(i, low, high, lenght);
}
}
//
// 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, k;
for (k = 0; k < MAXSPLITSCREENPLAYERS; k++)
{
for (i = 0; i < num_gamecontrols; i++)
{
G_ClearControlKeys(gamecontrol[k], i);
}
}
}
//
// 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[0])
return 0;
if (!keystr[1] && keystr[0] > ' ' && keystr[0] <= 'z')
return keystr[0];
if (!strncmp(keystr, "KEY", 3) && keystr[3] >= '0' && keystr[3] <= '9')
return atoi(&keystr[3]);
for (j = 0; j < NUMKEYNAMES; j++)
if (fasticmp(keynames[j].name, keystr))
return keynames[j].keynum;
return 0;
}
// SRB2Kart
void G_Controldefault(UINT8 player)
{
if (player == 0 || player == 1)
{
// Main controls
gamecontrol[0][gc_aimforward ][0] = KEY_UPARROW;
gamecontrol[0][gc_aimbackward][0] = KEY_DOWNARROW;
gamecontrol[0][gc_turnleft ][0] = KEY_LEFTARROW;
gamecontrol[0][gc_turnright ][0] = KEY_RIGHTARROW;
gamecontrol[0][gc_accelerate ][0] = 'a';
gamecontrol[0][gc_drift ][0] = 's';
gamecontrol[0][gc_brake ][0] = 'd';
gamecontrol[0][gc_fire ][0] = KEY_SPACE;
gamecontrol[0][gc_lookback ][0] = KEY_LSHIFT;
gamecontrol[0][gc_accelerate ][1] = KEY_JOY1+0; // A
gamecontrol[0][gc_lookback ][1] = KEY_JOY1+2; // X
gamecontrol[0][gc_brake ][1] = KEY_JOY1+1; // B
gamecontrol[0][gc_fire ][1] = KEY_JOY1+9; // LB
gamecontrol[0][gc_drift ][1] = KEY_JOY1+10; // RB
// Extra controls
gamecontrol[0][gc_pause ][0] = KEY_PAUSE;
gamecontrol[0][gc_console ][0] = KEY_CONSOLE;
gamecontrol[0][gc_screenshot ][0] = KEY_F8;
gamecontrol[0][gc_recordgif ][0] = KEY_F9;
gamecontrol[0][gc_viewpoint ][0] = KEY_F12;
gamecontrol[0][gc_talkkey ][0] = 't';
//gamecontrol[gc_teamkey ][0] = 'y';
gamecontrol[0][gc_scores ][0] = KEY_TAB;
gamecontrol[0][gc_spectate ][0] = '\'';
gamecontrol[0][gc_lookup ][0] = KEY_PGUP;
gamecontrol[0][gc_lookdown ][0] = KEY_PGDN;
gamecontrol[0][gc_centerview ][0] = KEY_END;
gamecontrol[0][gc_camreset ][0] = KEY_HOME;
gamecontrol[0][gc_camtoggle ][0] = KEY_BACKSPACE;
gamecontrol[0][gc_viewpoint ][1] = KEY_JOY1+3; // Y
gamecontrol[0][gc_pause ][1] = KEY_JOY1+4; // Back
gamecontrol[0][gc_systemmenu ][0] = KEY_JOY1+6; // Start
//gamecontrol[0][gc_camtoggle ][1] = KEY_HAT1+0; // D-Pad Up
//gamecontrol[0][gc_screenshot ][1] = KEY_HAT1+1; // D-Pad Down // absolutely fucking NOT
gamecontrol[0][gc_talkkey ][1] = KEY_HAT1+1; // D-Pad Down
gamecontrol[0][gc_scores ][1] = KEY_HAT1+0; // D-Pad Up
}
if (player == 0 || player == 2)
{
// Player 2 controls
gamecontrol[1][gc_accelerate ][0] = KEY_2JOY1+0; // A
gamecontrol[1][gc_lookback ][0] = KEY_2JOY1+2; // X
gamecontrol[1][gc_brake ][0] = KEY_2JOY1+1; // B
gamecontrol[1][gc_fire ][0] = KEY_2JOY1+9; // LB
gamecontrol[1][gc_drift ][0] = KEY_2JOY1+10; // RB
}
if (player == 0 || player == 3)
{
// Player 3 controls
gamecontrol[2][gc_accelerate ][0] = KEY_3JOY1+0; // A
gamecontrol[2][gc_lookback ][0] = KEY_3JOY1+2; // X
gamecontrol[2][gc_brake ][0] = KEY_3JOY1+1; // B
gamecontrol[2][gc_fire ][0] = KEY_3JOY1+9; // LB
gamecontrol[2][gc_drift ][0] = KEY_3JOY1+10; // RB
}
if (player == 0 || player == 4)
{
// Player 4 controls
gamecontrol[3][gc_accelerate ][0] = KEY_4JOY1+0; // A
gamecontrol[3][gc_lookback ][0] = KEY_4JOY1+2; // X
gamecontrol[3][gc_brake ][0] = KEY_4JOY1+1; // B
gamecontrol[3][gc_fire ][0] = KEY_4JOY1+9; // LB
gamecontrol[3][gc_drift ][0] = KEY_4JOY1+10; // RB
}
}
void G_SaveKeySetting(FILE *f)
{
INT32 i, k;
static const char *controltext[MAXSPLITSCREENPLAYERS] = {
"setcontrol",
"setcontrol2",
"setcontrol3",
"setcontrol4"
};
for (k = 0; k < MAXSPLITSCREENPLAYERS; k++)
{
for (i = 1; i < num_gamecontrols; i++)
{
fprintf(f, "%s \"%s\" \"%s\"", controltext[k], gamecontrolname[i],
G_KeynumToString(gamecontrol[k][i][0]));
if (gamecontrol[k][i][1])
fprintf(f, " \"%s\"\n", G_KeynumToString(gamecontrol[k][i][1]));
else
fprintf(f, "\n");
}
}
}
INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify)
{
INT32 result = gc_null;
if (cv_controlperkey.value == 1)
{
INT32 i, j, k;
for (k = 0; k < MAXSPLITSCREENPLAYERS; k++)
{
for (i = 0; i < num_gamecontrols; i++)
{
for (j = 0; j < 2; j++)
{
if (gamecontrol[k][i][j] == keynum)
{
result = i;
if (modify) gamecontrol[k][i][j] = KEY_NULL;
}
if (result && !modify)
return result;
}
}
}
}
return result;
}
static INT32 G_FilterKeyByVersion(INT32 numctrl, INT32 keyidx, INT32 player, INT32 *keynum1, INT32 *keynum2, boolean *nestedoverride)
{
#if 1 // SRB2Kart filters/migrations
(void)nestedoverride;
// Migration: 1.6 (majorexec 10) Joystick Defaults changed to use SDL Game Controllers
if (GETMAJOREXECVERSION(cv_execversion.value) < 10)
{
INT32 joybuttonbase = KEY_JOY1;
switch (player)
{
case 0:
joybuttonbase = KEY_JOY1;
break;
case 1:
joybuttonbase = KEY_2JOY1;
break;
case 2:
joybuttonbase = KEY_3JOY1;
break;
case 3:
joybuttonbase = KEY_4JOY1;
break;
}
// The face buttons match, so we don't need to rebind those.
if (keyidx == 1 && numctrl == gc_fire && *keynum2 == joybuttonbase + 4) // Xbox DInput LB
{
*keynum2 = joybuttonbase + 9; // SDL LEFTSHOULDER
}
if (keyidx == 1 && numctrl == gc_drift && *keynum2 == joybuttonbase + 5) // Xbox DInput RB
{
*keynum2 = joybuttonbase + 10; // SDL RIGHTSHOULDER
}
// Pause and Systemmenu are only bound for P1
if (keyidx == 1 && player == 0 && numctrl == gc_pause && *keynum2 == joybuttonbase + 6) // Xbox DInput Back
{
*keynum2 = joybuttonbase + 4; // SDL BACK
}
if (keyidx == 0 && player == 0 && numctrl == gc_systemmenu && *keynum1 == joybuttonbase + 7) // Xbox DInput Start
{
*keynum1 = joybuttonbase + 6; // SDL START
}
}
#else
{
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;
}
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;
}
}
// 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;
}
#endif
// All's good, so pass the keynum as-is
if (keyidx == 1)
return *keynum2;
else //if (keyidx == 0)
return *keynum1;
}
static void setcontrol(INT32 (*gc)[2])
{
INT32 numctrl;
const char *namectrl;
INT32 keynum, keynum1, keynum2;
INT32 player;
boolean nestedoverride = false;
if ((void*)gc == (void*)&gamecontrol[3])
player = 3;
else if ((void*)gc == (void*)&gamecontrol[2])
player = 2;
else if ((void*)gc == (void*)&gamecontrol[1])
player = 1;
else
player = 0;
namectrl = COM_Argv(1);
for (numctrl = 0; numctrl < num_gamecontrols && !fasticmp(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;
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;
}
}
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[0]);
}
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(gamecontrol[1]);
}
void Command_Setcontrol3_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na != 3 && na != 4)
{
CONS_Printf(M_GetText("setcontrol3 <controlname> <keyname> [<2nd keyname>]: set controls for player 3\n"));
return;
}
setcontrol(gamecontrol[2]);
}
void Command_Setcontrol4_f(void)
{
INT32 na;
na = (INT32)COM_Argc();
if (na != 3 && na != 4)
{
CONS_Printf(M_GetText("setcontrol4 <controlname> <keyname> [<2nd keyname>]: set controls for player 4\n"));
return;
}
setcontrol(gamecontrol[3]);
}