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/**
Controls.c
Helper functions to find out if a Control fits into a certain category. (Throwing, using, interacting,...).
@author boni
*/
// Control tells the clonk to move.
global func IsMovementControl(int ctrl)
{
return ctrl == CON_Up || ctrl == CON_Down || ctrl == CON_Left || ctrl == CON_Right;
}
// Control throws selected item.
global func IsThrowControl(int ctrl)
{
return ctrl == CON_Throw;
}
// Control drops items from inventory (hotkey or selected items).
global func IsDropControl(int ctrl)
{
// selected items
if (ctrl == CON_Drop
// hotkeys
|| ctrl == CON_DropHotkey0
|| ctrl == CON_DropHotkey1
|| ctrl == CON_DropHotkey2
|| ctrl == CON_DropHotkey3
|| ctrl == CON_DropHotkey4
|| ctrl == CON_DropHotkey5
|| ctrl == CON_DropHotkey6
|| ctrl == CON_DropHotkey7
|| ctrl == CON_DropHotkey8
|| ctrl == CON_DropHotkey9)
return true;
return false;
}
// Control has the goal of interacting with some other object (Interaction, Grabbing, Entering,...).
global func IsInteractionControl(int ctrl)
{
// Interaction itself
if (ctrl == CON_Interact
// hotkeys
|| ctrl == CON_InteractionHotkey0
|| ctrl == CON_InteractionHotkey1
|| ctrl == CON_InteractionHotkey2
|| ctrl == CON_InteractionHotkey3
|| ctrl == CON_InteractionHotkey4
|| ctrl == CON_InteractionHotkey5
|| ctrl == CON_InteractionHotkey6
|| ctrl == CON_InteractionHotkey7
|| ctrl == CON_InteractionHotkey8
|| ctrl == CON_InteractionHotkey9)
return true;
return false;
}
// Control has the goal of switching the currently selected crewmember.
global func IsCrewControl(int ctrl)
{
// next/previous
if (ctrl == CON_NextCrew
|| ctrl == CON_PreviousCrew
// hotkeys
|| ctrl == CON_PlayerHotkey0
|| ctrl == CON_PlayerHotkey1
|| ctrl == CON_PlayerHotkey2
|| ctrl == CON_PlayerHotkey3
|| ctrl == CON_PlayerHotkey4
|| ctrl == CON_PlayerHotkey5
|| ctrl == CON_PlayerHotkey6
|| ctrl == CON_PlayerHotkey7
|| ctrl == CON_PlayerHotkey8
|| ctrl == CON_PlayerHotkey9
)
return true;
return false;
}
// Control uses selected item.
global func IsUseControl(int ctrl)
{
return ctrl == CON_Use || ctrl == CON_UseAlt;
}
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