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152 lines
4 KiB
C
152 lines
4 KiB
C
/*
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* sh_input.c -- Turn-based input handling for Space Hulk
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*
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* Copyright (C) 2026 fish fvch studios
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*/
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#include "quakedef.h"
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#include "sh_game.h"
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/* ============================================================
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* CONSOLE COMMAND WRAPPERS
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* ============================================================ */
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static void SH_Cmd_Move (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_MOVE_FORWARD);
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}
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static void SH_Cmd_TurnLeft (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_LEFT);
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}
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static void SH_Cmd_TurnRight (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_RIGHT);
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}
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static void SH_Cmd_Turn180 (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_180);
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}
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static void SH_Cmd_Shoot (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_SHOOT);
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}
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static void SH_Cmd_Overwatch (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_OVERWATCH);
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}
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static void SH_Cmd_EndTurn (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_END_TURN);
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}
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static void SH_Cmd_NextMarine (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_SelectNext();
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}
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static void SH_Cmd_PrevMarine (void)
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{
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if (SH_Active() && sh_game.phase == SH_PHASE_PLAYER)
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SH_Marine_SelectPrev();
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}
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/* ============================================================
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* INIT -- register console commands
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* ============================================================ */
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void SH_Input_Init (void)
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{
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Cmd_AddCommand("sh_move", SH_Cmd_Move);
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Cmd_AddCommand("sh_turn_left", SH_Cmd_TurnLeft);
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Cmd_AddCommand("sh_turn_right", SH_Cmd_TurnRight);
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Cmd_AddCommand("sh_turn_180", SH_Cmd_Turn180);
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Cmd_AddCommand("sh_shoot", SH_Cmd_Shoot);
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Cmd_AddCommand("sh_overwatch", SH_Cmd_Overwatch);
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Cmd_AddCommand("sh_end_turn", SH_Cmd_EndTurn);
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Cmd_AddCommand("sh_next_marine", SH_Cmd_NextMarine);
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Cmd_AddCommand("sh_prev_marine", SH_Cmd_PrevMarine);
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}
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/* ============================================================
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* KEY EVENT -- intercept keys during game
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*
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* Called from Key_EventWithKeycode() before normal key handling.
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* Returns true if we consumed the key.
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* ============================================================ */
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qboolean SH_Input_KeyEvent (int key, qboolean down)
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{
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if (!down)
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return false; /* only handle key-down */
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if (sh_game.phase != SH_PHASE_PLAYER)
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return false; /* only intercept during player phase */
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/* swallow input while animations play */
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if (SH_AnimBusy())
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return true;
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switch (key) {
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case 'w':
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case K_UPARROW:
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_MOVE_FORWARD);
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return true;
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case 'a':
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case K_LEFTARROW:
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_LEFT);
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return true;
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case 'd':
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case K_RIGHTARROW:
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_RIGHT);
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return true;
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case 's':
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case K_DOWNARROW:
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_TURN_180);
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return true;
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case 'f':
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_SHOOT);
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return true;
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case 'o':
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_OVERWATCH);
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return true;
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case 'e':
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_DOOR);
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return true;
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case K_TAB:
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SH_Marine_SelectNext();
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return true;
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case K_SPACE:
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SH_Marine_TryAction(sh_game.selected_marine, SH_ACTION_END_TURN);
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return true;
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}
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return false;
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}
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