File: gamectl.cpp

package info (click to toggle)
kobodeluxe 0.5.1-10
  • links: PTS, VCS
  • area: main
  • in suites: bookworm, bullseye, buster, forky, sid, trixie
  • size: 4,408 kB
  • sloc: ansic: 18,747; cpp: 18,203; sh: 3,192; makefile: 162
file content (409 lines) | stat: -rw-r--r-- 7,005 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
/*
------------------------------------------------------------
   Kobo Deluxe - An enhanced SDL port of XKobo
------------------------------------------------------------
 * Copyright (C) 1995, 1996, Akira Higuchi
 * Copyright (C) 2001 - 2003, 2006, David Olofson
 * 
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 * 
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License along
 * with this program; if not, write to the Free Software Foundation, Inc.,
 * 675 Mass Ave, Cambridge, MA 02139, USA.
 */

#include "manage.h"
#include "kobo.h"
#include "gamectl.h"
#include "myship.h"


int gamecontrol_t::afire;
int gamecontrol_t::r_delay = 250;
int gamecontrol_t::r_interval = 40;
int gamecontrol_t::space;
int gamecontrol_t::left;
int gamecontrol_t::up;
int gamecontrol_t::down;
int gamecontrol_t::right;
int gamecontrol_t::dl;
int gamecontrol_t::dr;
int gamecontrol_t::ul;
int gamecontrol_t::ur;
int gamecontrol_t::shot;
int gamecontrol_t::direction = 1;
int gamecontrol_t::new_direction = 0;
int gamecontrol_t::latch_timer = 0;
int gamecontrol_t::movekey_pressed;


void gamecontrol_t::init(int always_fire)
{
	afire = always_fire;
	left = 0;
	right = 0;
	up = 0;
	down = 0;
	shot = 0;
	movekey_pressed = 0;
	SDL_EnableKeyRepeat(r_delay, r_interval);
}


gamecontrol_t::gamecontrol_t()
{
	init(0);
}


void gamecontrol_t::repeat(int delay, int interval)
{
	r_delay = delay;
	r_interval = interval;
	//Temporary kludge - should apply repeat to
	//all switch inputs, not just the keyboard!
	SDL_EnableKeyRepeat(delay, interval);
}


void gamecontrol_t::clear()
{
	direction = 1;
}


int gamecontrol_t::map(SDLKey sym)
{
/*
FIXME: This should be replaced by a configurable mapping system.
*/
	switch(sym)
	{
	  case KEY_KP_LEFT:
	  case SDLK_LEFT:
		return BTN_LEFT;
	  case KEY_KP_RIGHT:
	  case SDLK_RIGHT:
		return BTN_RIGHT;
	  case KEY_KP_UP:
	  case SDLK_UP:
		return BTN_UP;
	  case KEY_KP_DOWN:
	  case SDLK_DOWN:
		return BTN_DOWN;
	  case KEY_KP_DL:
		return BTN_DL;
	  case KEY_KP_DR:
		return BTN_DR;
	  case KEY_KP_UL:
		return BTN_UL;
	  case KEY_KP_UR:
		return BTN_UR;

	  case SDLK_PAGEUP:
		if(prefs->broken_numdia)
			return BTN_UR;
		else
			return BTN_NEXT;
	  case SDLK_PAGEDOWN:
		if(prefs->broken_numdia)
			return BTN_DR;
		else
			return BTN_PREV;
	  case SDLK_HOME:
		if(prefs->broken_numdia)
			return BTN_UL;
		else
			return -1;
	  case SDLK_END:
		if(prefs->broken_numdia)
			return BTN_UL;
		else
			return -1;

	  case SDLK_LSHIFT:
	  case SDLK_RSHIFT:
	  case SDLK_LCTRL:
	  case SDLK_RCTRL:
		return BTN_FIRE;
	  case SDLK_ESCAPE:
		return BTN_EXIT;
	  case SDLK_PAUSE:
	  case SDLK_p:
		return BTN_PAUSE;
	  case SDLK_SPACE:
		return BTN_START;
	  case SDLK_KP_ENTER:
	  case SDLK_RETURN:
		return BTN_SELECT;
	  case SDLK_KP_PLUS:
		return BTN_INC;
	  case SDLK_KP_MINUS:
		return BTN_DEC;
	  case SDLK_y:
		return BTN_YES;
	  case SDLK_n:
		return BTN_NO;
	  case SDLK_BACKSPACE:
		return BTN_BACK;
	  case SDLK_F1:
		return BTN_F1;
	  case SDLK_F2:
		return BTN_F2;
	  case SDLK_F3:
		return BTN_F3;
	  case SDLK_F4:
		return BTN_F4;
	  case SDLK_F5:
		return BTN_F5;
	  case SDLK_F6:
		return BTN_F6;
	  case SDLK_F7:
		return BTN_F7;
	  case SDLK_F8:
		return BTN_F8;
	  case SDLK_F9:
		return BTN_F9;
	  case SDLK_F10:
		return BTN_F10;
	  case SDLK_F11:
		return BTN_F11;
	  case SDLK_F12:
		return BTN_F12;
	  default:
		return -1;
	}
}


void gamecontrol_t::press(int k)
{
	switch(k)
	{
	  case BTN_LEFT:
		left = 1;
		break;
	  case BTN_RIGHT:
		right = 1;
		break;
	  case BTN_UP:
		up = 1;
		break;
	  case BTN_DOWN:
		down = 1;
		break;
	  case BTN_UL:
		ul = 1;
		break;
	  case BTN_UR:
		ur = 1;
		break;
	  case BTN_DL:
		dl = 1;
		break;
	  case BTN_DR:
		dr = 1;
		break;
	  case BTN_FIRE:
		shot = 1;
		break;
	}
	gamecontrol_t::change();
}

void gamecontrol_t::release(int k)
{
	switch(k)
	{
	  case BTN_LEFT:
		left = 0;
		break;
	  case BTN_RIGHT:
		right = 0;
		break;
	  case BTN_UP:
		up = 0;
		break;
	  case BTN_DOWN:
		down = 0;
		break;
	  case BTN_UL:
		ul = 0;
		break;
	  case BTN_UR:
		ur = 0;
		break;
	  case BTN_DL:
		dl = 0;
		break;
	  case BTN_DR:
		dr = 0;
		break;
	  case BTN_FIRE:
		shot = 0;
		break;
	}
	gamecontrol_t::change();
}


void gamecontrol_t::mouse_press(int n)
{
	if(n == 1)
		shot = 1;
//	else if(n == 3)
//		manage.key_down(KEY_START);
	gamecontrol_t::change();
}


void gamecontrol_t::mouse_release(int n)
{
	if(n == 1)
		shot = 0;
	gamecontrol_t::change();
}


void gamecontrol_t::mouse_position(int h, int v)
{
	switch(prefs->mousemode)
	{
	  case MMD_OFF:
		return;
	  case MMD_CROSSHAIR:
		myship.put_crosshair();
		break;
	  case MMD_RELATIVE:
		/* Insert delta pos sensitivity filter here */
		break;
	}
	if(h > 0)
	{
		if(v > 0)
		{
			if(h > (v << 1))
				direction = 3;
			else if(v > (h << 1))
				direction = 5;
			else
				direction = 4;
		}
		else if(v <= 0)
		{
			if(h > ((-v) << 1))
				direction = 3;
			else if((-v) > (h << 1))
				direction = 1;
			else
				direction = 2;
		}
		else
			direction = 3;
	}
	else if(h <= 0)
	{
		if(v > 0)
		{
			if((-h) > (v << 1))
				direction = 7;
			else if(v > ((-h) << 1))
				direction = 5;
			else
				direction = 6;
		}
		else if(v <= 0)
		{
			if((-h) > ((-v) << 1))
				direction = 7;
			else if((-v) > ((-h) << 1))
				direction = 1;
			else
				direction = 8;
		}
		else
			direction = 7;
	}
}


void gamecontrol_t::change()
{
	int lr = left - right + ul - ur + dl - dr;
	int ud = up - down + ul + ur - dl - dr;
	if(lr > 0)
	{
		if(ud > 0)
			new_direction = 8;
		else if(ud < 0)
			new_direction = 6;
		else
			new_direction = 7;
	}
	else if(lr < 0)
	{
		if(ud > 0)
			new_direction = 2;
		else if(ud < 0)
			new_direction = 4;
		else
			new_direction = 3;
	}
	else
	{
		if(ud > 0)
			new_direction = 1;
		else if(ud < 0)
			new_direction = 5;
		else
			new_direction = 0;
	}

	if(prefs->dia_emphasis)
	{
		if(!new_direction)
		{
			//Change to neutral. Cancel delayed latch!
			latch_timer = 0;
		}
		else if(!movekey_pressed)
		{
			//Change from neutral - latch immediately.
			direction = new_direction;
			latch_timer = 0;
		}
		else if(new_direction & 1)
		{
			//Change from diagonal!
			latch_timer = prefs->dia_emphasis;
		}
		else
		{
			//Change to diagonal - latch immediately.
			direction = new_direction;
			latch_timer = 0;
		}
	}
	else if(new_direction)
		direction = new_direction;

	movekey_pressed = (new_direction != 0);
	mouse_x = 0;
	mouse_y = 0;
}


void gamecontrol_t::process()
{
	if(latch_timer)
		if(!--latch_timer)
			direction = new_direction;
}