Initial commit.
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242
code/client/cl_input_hotswap.cpp
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242
code/client/cl_input_hotswap.cpp
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/*
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TODO: finalize item support
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1) Make ItemSelectUp() work.
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2) Change cg.itemSelect to whatever var is used to store selected item.
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3) Make sure commands in itemCommands work in both multi & single player.
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*/
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#include "client.h"
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#include "../cgame/cg_local.h"
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#include "cl_input_hotswap.h"
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#include "../qcommon/xb_settings.h"
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#define FORCESELECTTIME forcepowerSelectTime
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#define FORCESELECT forcepowerSelect
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#define INVSELECTTIME inventorySelectTime
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#define INVSELECT inventorySelect
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#define REGISTERSOUND cgi_S_RegisterSound
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#define STARTSOUND cgi_S_StartLocalSound
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#define WEAPONBINDSTR "weapon"
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#define BIND_TIME 2000 //number of milliseconds button is held before binding
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const char *itemCommands[INV_MAX] = {
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"use_electrobinoculars\n",
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"use_bacta\n",
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"use_seeker\n",
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"use_goggles\n",
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"use_sentry\n",
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NULL, //goodie key
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NULL, //security key
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};
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// Commands to issue when user presses a force-bound button
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const char *forceDownCommands[MAX_SHOWPOWERS] = {
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"force_absorb\n",
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"force_heal\n",
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"force_protect\n",
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"force_distract\n",
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"force_speed\n",
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"force_throw\n",
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"force_pull\n",
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"force_sight\n",
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"+force_drain\n",
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"+force_lightning\n",
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"force_rage\n",
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"+force_grip\n",
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};
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// Commands to issue when user releases a force-bound button
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const char *forceUpCommands[MAX_SHOWPOWERS] = {
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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"-force_drain\n",
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"-force_lightning\n",
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NULL,
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"-force_grip\n",
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};
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HotSwapManager::HotSwapManager(int uniqueID) :
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uniqueID(uniqueID)
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{
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Reset();
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}
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const char *HotSwapManager::GetBinding(void)
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{
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char buf[64];
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sprintf(buf, "hotswap%d", uniqueID);
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cvar_t *cvar = Cvar_Get(buf, "", CVAR_ARCHIVE);
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if(!cvar || !cvar->string[0])
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return NULL;
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if (cvar->integer < HOTSWAP_CAT_ITEM) { // Weapon
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return va("weapon %d", cvar->integer);
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} else if (cvar->integer < HOTSWAP_CAT_FORCE) { // Item
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return itemCommands[cvar->integer - HOTSWAP_CAT_ITEM];
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} else { // Force power
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return forceDownCommands[cvar->integer - HOTSWAP_CAT_FORCE];
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}
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}
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const char *HotSwapManager::GetBindingUp(void)
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{
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char buf[64];
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sprintf(buf, "hotswap%d", uniqueID);
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cvar_t *cvar = Cvar_Get(buf, "", CVAR_ARCHIVE);
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if(!cvar || !cvar->string[0])
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return NULL;
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// Only force powers have release-commands
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if (cvar->integer < HOTSWAP_CAT_FORCE) {
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return NULL;
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} else {
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return forceUpCommands[cvar->integer - HOTSWAP_CAT_FORCE];
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}
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}
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void HotSwapManager::Bind(void)
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{
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if(WeaponSelectUp()) {
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HotSwapBind(uniqueID, HOTSWAP_CAT_WEAPON, cg.weaponSelect);
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} else if(ForceSelectUp()) {
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HotSwapBind(uniqueID, HOTSWAP_CAT_FORCE, cg.FORCESELECT);
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} else if(ItemSelectUp()) {
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HotSwapBind(uniqueID, HOTSWAP_CAT_ITEM, cg.INVSELECT);
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} else{
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assert(0);
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}
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noBind = true;
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STARTSOUND(REGISTERSOUND("sound/interface/update"), 0);
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}
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bool HotSwapManager::ForceSelectUp(void)
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{
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return cg.FORCESELECTTIME != 0 &&
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(cg.FORCESELECTTIME + WEAPON_SELECT_TIME >= cg.time);
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}
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bool HotSwapManager::WeaponSelectUp(void)
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{
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return cg.weaponSelectTime != 0 &&
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(cg.weaponSelectTime + WEAPON_SELECT_TIME >= cg.time);
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}
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bool HotSwapManager::ItemSelectUp(void)
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{
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return cg.INVSELECTTIME != 0 &&
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(cg.INVSELECTTIME + WEAPON_SELECT_TIME >= cg.time);
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}
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bool HotSwapManager::HUDInBindState(void)
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{
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return ForceSelectUp() || WeaponSelectUp() || ItemSelectUp();
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}
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void HotSwapManager::Update(void)
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{
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if(down) {
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//Increment bindTime only if HUD is in select mode.
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if(HUDInBindState()) {
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bindTime += cls.frametime;
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} else {
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//Clear bind time.
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bindTime = 0;
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}
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}
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//Down long enough, bind button.
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if(!noBind && bindTime >= BIND_TIME) {
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Bind();
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}
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}
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void HotSwapManager::Execute(void)
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{
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const char *binding = GetBinding();
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if(binding) {
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Cbuf_ExecuteText(EXEC_NOW, binding);
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}
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}
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void HotSwapManager::ExecuteUp(void)
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{
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const char *binding = GetBindingUp();
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if(binding) {
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Cbuf_ExecuteText(EXEC_NOW, binding);
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}
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}
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void HotSwapManager::SetDown(void)
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{
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//Set the down flag.
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down = true;
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//Execute the bind if the HUD isn't up. Also, prevent re-binding!
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if(!HUDInBindState()) {
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Execute();
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noBind = true;
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}
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}
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void HotSwapManager::SetUp(void)
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{
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// Execute the tail of the command if the HUD isn't up.
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if(!HUDInBindState()) {
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ExecuteUp();
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}
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Reset();
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}
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void HotSwapManager::Reset(void)
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{
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down = false;
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bindTime = 0;
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noBind = false;
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}
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void HotSwapBind(int buttonID, int category, int value)
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{
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char uniqueID[64];
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sprintf(uniqueID, "hotswap%d", buttonID);
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// Add category as an offset for when we retrieve it
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Cvar_SetValue( uniqueID, value+category );
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Settings.hotswapSP[buttonID] = value+category;
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Settings.Save();
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}
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