vkdoom_m/src/gamedata/keysections.cpp
2025-06-18 03:52:23 -03:00

318 lines
8.4 KiB
C++

/*
** keysections.cpp
** Custom key bindings
**
**---------------------------------------------------------------------------
** Copyright 1998-2009 Randy Heit
** Copyright 2010 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "menu.h"
#include "gi.h"
#include "c_bind.h"
#include "c_dispatch.h"
#include "gameconfigfile.h"
#include "filesystem.h"
#include "gi.h"
#include "d_player.h"
#include "c_dispatch.h"
TArray<FKeySection> KeySections;
extern TArray<FString> KeyConfWeapons;
static void LoadKeys (const char *modname, bool dbl)
{
char section[64];
mysnprintf (section, countof(section), "%s.%s%sBindings", gameinfo.ConfigName.GetChars(), modname,
dbl ? ".Double" : ".");
FKeyBindings *bindings = dbl? &DoubleBindings : &Bindings;
if (GameConfig->SetSection (section))
{
const char *key, *value;
while (GameConfig->NextInSection (key, value))
{
bindings->DoBind (key, value);
}
}
}
static void DoSaveKeys (FConfigFile *config, const char *section, FKeySection *keysection, bool dbl)
{
config->SetSection (section, true);
config->ClearCurrentSection ();
FKeyBindings *bindings = dbl? &DoubleBindings : &Bindings;
for (unsigned i = 0; i < keysection->mActions.Size(); ++i)
{
bindings->ArchiveBindings (config, keysection->mActions[i].mAction.GetChars());
}
}
void M_SaveCustomKeys (FConfigFile *config, char *section, char *subsection, size_t sublen)
{
for (unsigned i=0; i<KeySections.Size(); i++)
{
mysnprintf (subsection, sublen, "%s.Bindings", KeySections[i].mSection.GetChars());
DoSaveKeys (config, section, &KeySections[i], false);
mysnprintf (subsection, sublen, "%s.DoubleBindings", KeySections[i].mSection.GetChars());
DoSaveKeys (config, section, &KeySections[i], true);
}
}
static int CurrentKeySection = -1;
CCMD (addkeysection)
{
if (ParsingKeyConf)
{
if (argv.argc() != 3)
{
Printf ("Usage: addkeysection <menu section name> <ini name>\n");
return;
}
FString name(argv[2]);
// Limit the ini name to 32 chars
if (name.Len() > 32)
{
DPrintf(DMSG_ERROR, "WARNING: %s is too long as an ini name! The ini name should be 32 bytes or less.\n", &name[0]);
name.Truncate(32);
}
for (unsigned i = 0; i < KeySections.Size(); i++)
{
if (KeySections[i].mTitle.CompareNoCase(name) == 0)
{
CurrentKeySection = i;
return;
}
}
CurrentKeySection = KeySections.Reserve(1);
KeySections[CurrentKeySection].mTitle = argv[1];
KeySections[CurrentKeySection].mSection = argv[2];
// Load bindings for this section from the ini
LoadKeys (argv[2], 0);
LoadKeys (argv[2], 1);
}
}
CCMD (addmenukey)
{
if (ParsingKeyConf)
{
if (argv.argc() != 3)
{
Printf ("Usage: addmenukey <description> <command>\n");
return;
}
if (CurrentKeySection == -1 || CurrentKeySection >= (int)KeySections.Size())
{
Printf ("You must use addkeysection first.\n");
return;
}
FKeySection *sect = &KeySections[CurrentKeySection];
FKeyAction *act = &sect->mActions[sect->mActions.Reserve(1)];
act->mTitle = argv[1];
act->mAction = argv[2];
}
}
//==========================================================================
//
// D_LoadWadSettings
//
// Parses any loaded KEYCONF lumps. These are restricted console scripts
// that can only execute the alias, defaultbind, addkeysection,
// addmenukey, weaponsection, and addslotdefault commands.
//
//==========================================================================
void D_LoadWadSettings ()
{
TArray<char> command;
int lump, lastlump = 0;
ParsingKeyConf = true;
KeySections.Clear();
KeyConfWeapons.Clear();
while ((lump = fileSystem.FindLump ("KEYCONF", &lastlump)) != -1)
{
auto data = fileSystem.ReadFile (lump);
const char* conf = data.string();
const char *eof = conf + data.size();
while (conf < eof)
{
ptrdiff_t linePos = 0;
// Fetch a line to execute
command.Clear();
for (linePos = 0; (conf + linePos) < eof && conf[linePos] != '\n' && conf[linePos] != '\r'; ++linePos)
{
command.Push(conf[linePos]);
}
// Increment 'conf' pointer to next line
conf += linePos;
while (conf < eof && (*conf == '\n' || *conf == '\r'))
{
conf++;
}
// Does 'command' have a comment? If so, remove it.
// Comments begin with //
char *stop = &command[linePos];
char *comment = &command[0];
char prevChar = 0;
bool inQuote = false;
while (comment < stop)
{
// if (prevChar != '\\' && *comment == '\"')
if (*comment == '\"')
{
inQuote = !inQuote;
}
else if (!inQuote && prevChar == '/' && *comment == '/')
{
comment--; // 'comment' is on the second slash
break;
}
prevChar = *comment;
comment++;
}
// 'comment' will either be the end of the string, or the starting
// position of an inline comment.
if ((comment - &command[0]) < linePos)
{
*comment = 0;
}
else
{
// Just in case 'comment' is at EOF
command.Push(0);
}
// DPrintf(DMSG_ERROR, "command: %s\n", &command[0]);
AddCommandString (&command[0]);
}
}
ParsingKeyConf = false;
}
// Strict handling of SetSlot and ClearPlayerClasses in KEYCONF (see a_weapons.cpp)
EXTERN_CVAR (Bool, setslotstrict)
// Specifically hunt for and remove IWAD playerclasses
void ClearIWADPlayerClasses (PClassActor *ti)
{
for(unsigned i=0; i < PlayerClasses.Size(); i++)
{
if(PlayerClasses[i].Type==ti)
{
for(unsigned j = i; j < PlayerClasses.Size()-1; j++)
{
PlayerClasses[j] = PlayerClasses[j+1];
}
PlayerClasses.Pop();
}
}
}
CCMD(clearplayerclasses)
{
if (ParsingKeyConf)
{
// Only clear the playerclasses first if setslotstrict is true
// If not, we'll only remove the IWAD playerclasses
if(setslotstrict)
PlayerClasses.Clear();
else
{
// I wish I had a better way to pick out IWAD playerclasses
// without having to explicitly name them here...
ClearIWADPlayerClasses(PClass::FindActor("DoomPlayer"));
ClearIWADPlayerClasses(PClass::FindActor("HereticPlayer"));
ClearIWADPlayerClasses(PClass::FindActor("StrifePlayer"));
ClearIWADPlayerClasses(PClass::FindActor("FighterPlayer"));
ClearIWADPlayerClasses(PClass::FindActor("ClericPlayer"));
ClearIWADPlayerClasses(PClass::FindActor("MagePlayer"));
ClearIWADPlayerClasses(PClass::FindActor("ChexPlayer"));
}
}
}
bool ValidatePlayerClass(PClassActor *ti, const char *name);
CCMD(addplayerclass)
{
if (ParsingKeyConf && argv.argc() > 1)
{
PClassActor *ti = PClass::FindActor(argv[1]);
if (ValidatePlayerClass(ti, argv[1]))
{
FPlayerClass newclass;
newclass.Type = ti;
newclass.Flags = 0;
// If this class was already added, don't add it again
for(unsigned i = 0; i < PlayerClasses.Size(); i++)
{
if(PlayerClasses[i].Type == ti)
{
return;
}
}
int arg = 2;
while (arg < argv.argc())
{
if (!stricmp(argv[arg], "nomenu"))
{
newclass.Flags |= PCF_NOMENU;
}
else
{
Printf("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
}
arg++;
}
PlayerClasses.Push(newclass);
}
}
}