Import existing source tree; original VCS history is no longer available. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
410 lines
6.8 KiB
C++
410 lines
6.8 KiB
C++
/*
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------------------------------------------------------------
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Kobo Deluxe - An enhanced SDL port of XKobo
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------------------------------------------------------------
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* Copyright (C) 1995, 1996, Akira Higuchi
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* Copyright (C) 2001 - 2003, 2006, David Olofson
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#include "manage.h"
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#include "kobo.h"
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#include "gamectl.h"
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#include "myship.h"
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int gamecontrol_t::afire;
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int gamecontrol_t::r_delay = 250;
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int gamecontrol_t::r_interval = 40;
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int gamecontrol_t::space;
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int gamecontrol_t::left;
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int gamecontrol_t::up;
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int gamecontrol_t::down;
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int gamecontrol_t::right;
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int gamecontrol_t::dl;
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int gamecontrol_t::dr;
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int gamecontrol_t::ul;
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int gamecontrol_t::ur;
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int gamecontrol_t::shot;
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int gamecontrol_t::direction = 1;
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int gamecontrol_t::new_direction = 0;
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int gamecontrol_t::latch_timer = 0;
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int gamecontrol_t::movekey_pressed;
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void gamecontrol_t::init(int always_fire)
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{
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afire = always_fire;
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left = 0;
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right = 0;
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up = 0;
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down = 0;
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shot = 0;
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movekey_pressed = 0;
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SDL_EnableKeyRepeat(r_delay, r_interval);
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}
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gamecontrol_t::gamecontrol_t()
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{
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init(0);
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}
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void gamecontrol_t::repeat(int delay, int interval)
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{
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r_delay = delay;
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r_interval = interval;
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//Temporary kludge - should apply repeat to
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//all switch inputs, not just the keyboard!
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SDL_EnableKeyRepeat(delay, interval);
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}
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void gamecontrol_t::clear()
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{
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direction = 1;
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}
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int gamecontrol_t::map(SDLKey sym)
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{
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/*
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FIXME: This should be replaced by a configurable mapping system.
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*/
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switch(sym)
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{
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case KEY_KP_LEFT:
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case SDLK_LEFT:
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return BTN_LEFT;
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case KEY_KP_RIGHT:
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case SDLK_RIGHT:
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return BTN_RIGHT;
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case KEY_KP_UP:
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case SDLK_UP:
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return BTN_UP;
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case KEY_KP_DOWN:
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case SDLK_DOWN:
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return BTN_DOWN;
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case KEY_KP_DL:
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return BTN_DL;
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case KEY_KP_DR:
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return BTN_DR;
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case KEY_KP_UL:
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return BTN_UL;
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case KEY_KP_UR:
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return BTN_UR;
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case SDLK_PAGEUP:
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if(prefs->broken_numdia)
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return BTN_UR;
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else
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return BTN_NEXT;
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case SDLK_PAGEDOWN:
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if(prefs->broken_numdia)
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return BTN_DR;
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else
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return BTN_PREV;
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case SDLK_HOME:
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if(prefs->broken_numdia)
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return BTN_UL;
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else
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return -1;
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case SDLK_END:
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if(prefs->broken_numdia)
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return BTN_UL;
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else
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return -1;
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case SDLK_LSHIFT:
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case SDLK_RSHIFT:
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case SDLK_LCTRL:
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case SDLK_RCTRL:
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return BTN_FIRE;
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case SDLK_ESCAPE:
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return BTN_EXIT;
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case SDLK_PAUSE:
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case SDLK_p:
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return BTN_PAUSE;
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case SDLK_SPACE:
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return BTN_START;
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case SDLK_KP_ENTER:
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case SDLK_RETURN:
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return BTN_SELECT;
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case SDLK_KP_PLUS:
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return BTN_INC;
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case SDLK_KP_MINUS:
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return BTN_DEC;
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case SDLK_y:
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return BTN_YES;
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case SDLK_n:
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return BTN_NO;
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case SDLK_BACKSPACE:
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return BTN_BACK;
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case SDLK_F1:
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return BTN_F1;
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case SDLK_F2:
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return BTN_F2;
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case SDLK_F3:
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return BTN_F3;
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case SDLK_F4:
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return BTN_F4;
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case SDLK_F5:
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return BTN_F5;
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case SDLK_F6:
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return BTN_F6;
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case SDLK_F7:
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return BTN_F7;
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case SDLK_F8:
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return BTN_F8;
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case SDLK_F9:
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return BTN_F9;
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case SDLK_F10:
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return BTN_F10;
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case SDLK_F11:
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return BTN_F11;
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case SDLK_F12:
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return BTN_F12;
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default:
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return -1;
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}
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}
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void gamecontrol_t::press(int k)
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{
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switch(k)
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{
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case BTN_LEFT:
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left = 1;
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break;
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case BTN_RIGHT:
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right = 1;
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break;
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case BTN_UP:
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up = 1;
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break;
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case BTN_DOWN:
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down = 1;
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break;
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case BTN_UL:
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ul = 1;
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break;
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case BTN_UR:
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ur = 1;
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break;
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case BTN_DL:
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dl = 1;
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break;
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case BTN_DR:
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dr = 1;
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break;
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case BTN_FIRE:
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shot = 1;
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break;
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}
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gamecontrol_t::change();
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}
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void gamecontrol_t::release(int k)
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{
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switch(k)
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{
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case BTN_LEFT:
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left = 0;
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break;
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case BTN_RIGHT:
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right = 0;
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break;
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case BTN_UP:
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up = 0;
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break;
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case BTN_DOWN:
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down = 0;
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break;
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case BTN_UL:
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ul = 0;
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break;
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case BTN_UR:
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ur = 0;
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break;
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case BTN_DL:
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dl = 0;
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break;
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case BTN_DR:
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dr = 0;
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break;
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case BTN_FIRE:
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shot = 0;
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break;
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}
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gamecontrol_t::change();
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}
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void gamecontrol_t::mouse_press(int n)
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{
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if(n == 1)
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shot = 1;
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// else if(n == 3)
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// manage.key_down(KEY_START);
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gamecontrol_t::change();
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}
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void gamecontrol_t::mouse_release(int n)
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{
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if(n == 1)
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shot = 0;
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gamecontrol_t::change();
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}
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void gamecontrol_t::mouse_position(int h, int v)
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{
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switch(prefs->mousemode)
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{
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case MMD_OFF:
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return;
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case MMD_CROSSHAIR:
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myship.put_crosshair();
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break;
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case MMD_RELATIVE:
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/* Insert delta pos sensitivity filter here */
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break;
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}
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if(h > 0)
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{
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if(v > 0)
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{
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if(h > (v << 1))
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direction = 3;
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else if(v > (h << 1))
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direction = 5;
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else
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direction = 4;
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}
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else if(v <= 0)
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{
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if(h > ((-v) << 1))
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direction = 3;
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else if((-v) > (h << 1))
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direction = 1;
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else
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direction = 2;
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}
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else
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direction = 3;
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}
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else if(h <= 0)
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{
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if(v > 0)
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{
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if((-h) > (v << 1))
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direction = 7;
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else if(v > ((-h) << 1))
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direction = 5;
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else
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direction = 6;
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}
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else if(v <= 0)
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{
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if((-h) > ((-v) << 1))
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direction = 7;
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else if((-v) > ((-h) << 1))
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direction = 1;
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else
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direction = 8;
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}
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else
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direction = 7;
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}
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}
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void gamecontrol_t::change()
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{
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int lr = left - right + ul - ur + dl - dr;
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int ud = up - down + ul + ur - dl - dr;
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if(lr > 0)
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{
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if(ud > 0)
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new_direction = 8;
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else if(ud < 0)
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new_direction = 6;
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else
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new_direction = 7;
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}
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else if(lr < 0)
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{
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if(ud > 0)
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new_direction = 2;
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else if(ud < 0)
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new_direction = 4;
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else
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new_direction = 3;
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}
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else
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{
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if(ud > 0)
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new_direction = 1;
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else if(ud < 0)
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new_direction = 5;
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else
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new_direction = 0;
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}
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if(prefs->dia_emphasis)
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{
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if(!new_direction)
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{
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//Change to neutral. Cancel delayed latch!
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latch_timer = 0;
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}
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else if(!movekey_pressed)
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{
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//Change from neutral - latch immediately.
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direction = new_direction;
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latch_timer = 0;
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}
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else if(new_direction & 1)
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{
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//Change from diagonal!
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latch_timer = prefs->dia_emphasis;
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}
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else
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{
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//Change to diagonal - latch immediately.
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direction = new_direction;
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latch_timer = 0;
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}
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}
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else if(new_direction)
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direction = new_direction;
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movekey_pressed = (new_direction != 0);
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mouse_x = 0;
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mouse_y = 0;
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}
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void gamecontrol_t::process()
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{
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if(latch_timer)
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if(!--latch_timer)
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direction = new_direction;
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}
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