first
Some checks failed
Linux / Build Linux (push) Has been cancelled
Linux / Build Linux-1 (push) Has been cancelled
macOS / Build macOS (push) Has been cancelled
macOS / Build macOS-1 (push) Has been cancelled
Windows (MinGW) / Build MinGW (push) Has been cancelled
Windows (MinGW) / Build MinGW-1 (push) Has been cancelled
Windows (MSVC) / Build Windows (push) Has been cancelled
Windows (MSVC) / Build Windows-1 (push) Has been cancelled
Some checks failed
Linux / Build Linux (push) Has been cancelled
Linux / Build Linux-1 (push) Has been cancelled
macOS / Build macOS (push) Has been cancelled
macOS / Build macOS-1 (push) Has been cancelled
Windows (MinGW) / Build MinGW (push) Has been cancelled
Windows (MinGW) / Build MinGW-1 (push) Has been cancelled
Windows (MSVC) / Build Windows (push) Has been cancelled
Windows (MSVC) / Build Windows-1 (push) Has been cancelled
This commit is contained in:
commit
8269b17aa7
652 changed files with 273930 additions and 0 deletions
152
Quake/sh_input.c
Normal file
152
Quake/sh_input.c
Normal file
|
|
@ -0,0 +1,152 @@
|
|||
/*
|
||||
* sh_input.c -- Turn-based input handling for Space Hulk
|
||||
*
|
||||
* Copyright (C) 2026 fish fvch studios
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "quakedef.h"
|
||||
#include "sh_game.h"
|
||||
|
||||
/* ============================================================
|
||||
* CONSOLE COMMAND WRAPPERS
|
||||
* ============================================================ */
|
||||
|
||||
static void SH_Cmd_Move (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_MOVE_FORWARD);
|
||||
}
|
||||
|
||||
static void SH_Cmd_TurnLeft (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_LEFT);
|
||||
}
|
||||
|
||||
static void SH_Cmd_TurnRight (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_RIGHT);
|
||||
}
|
||||
|
||||
static void SH_Cmd_Turn180 (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_180);
|
||||
}
|
||||
|
||||
static void SH_Cmd_Shoot (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_SHOOT);
|
||||
}
|
||||
|
||||
static void SH_Cmd_Overwatch (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_OVERWATCH);
|
||||
}
|
||||
|
||||
static void SH_Cmd_EndTurn (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_END_TURN);
|
||||
}
|
||||
|
||||
static void SH_Cmd_NextMarine (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_SelectNext();
|
||||
}
|
||||
|
||||
static void SH_Cmd_PrevMarine (void)
|
||||
{
|
||||
if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
|
||||
SH_Marine_SelectPrev();
|
||||
}
|
||||
|
||||
/* ============================================================
|
||||
* INIT -- register console commands
|
||||
* ============================================================ */
|
||||
|
||||
void SH_Input_Init (void)
|
||||
{
|
||||
Cmd_AddCommand("sh_move", SH_Cmd_Move);
|
||||
Cmd_AddCommand("sh_turn_left", SH_Cmd_TurnLeft);
|
||||
Cmd_AddCommand("sh_turn_right", SH_Cmd_TurnRight);
|
||||
Cmd_AddCommand("sh_turn_180", SH_Cmd_Turn180);
|
||||
Cmd_AddCommand("sh_shoot", SH_Cmd_Shoot);
|
||||
Cmd_AddCommand("sh_overwatch", SH_Cmd_Overwatch);
|
||||
Cmd_AddCommand("sh_end_turn", SH_Cmd_EndTurn);
|
||||
Cmd_AddCommand("sh_next_marine", SH_Cmd_NextMarine);
|
||||
Cmd_AddCommand("sh_prev_marine", SH_Cmd_PrevMarine);
|
||||
}
|
||||
|
||||
/* ============================================================
|
||||
* KEY EVENT -- intercept keys during game
|
||||
*
|
||||
* Called from Key_EventWithKeycode() before normal key handling.
|
||||
* Returns true if we consumed the key.
|
||||
* ============================================================ */
|
||||
|
||||
qboolean SH_Input_KeyEvent (int key, qboolean down)
|
||||
{
|
||||
if (!down)
|
||||
return false; /* only handle key-down */
|
||||
|
||||
if (sh_game.phase != SH_PHASE_PLAYER)
|
||||
return false; /* only intercept during player phase */
|
||||
|
||||
/* swallow input while animations play */
|
||||
if (SH_AnimBusy())
|
||||
return true;
|
||||
|
||||
switch (key) {
|
||||
case 'w':
|
||||
case K_UPARROW:
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_MOVE_FORWARD);
|
||||
return true;
|
||||
|
||||
case 'a':
|
||||
case K_LEFTARROW:
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_LEFT);
|
||||
return true;
|
||||
|
||||
case 'd':
|
||||
case K_RIGHTARROW:
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_RIGHT);
|
||||
return true;
|
||||
|
||||
case 's':
|
||||
case K_DOWNARROW:
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_180);
|
||||
return true;
|
||||
|
||||
case 'f':
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_SHOOT);
|
||||
return true;
|
||||
|
||||
case 'o':
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_OVERWATCH);
|
||||
return true;
|
||||
|
||||
case 'e':
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_DOOR);
|
||||
return true;
|
||||
|
||||
case K_TAB:
|
||||
SH_Marine_SelectNext();
|
||||
return true;
|
||||
|
||||
case K_SPACE:
|
||||
SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_END_TURN);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue