Files
Jedi-Academy/codemp/client/cl_input_hotswap.cpp
2013-04-04 14:32:05 -07:00

259 lines
5.6 KiB
C++

/*
TODO: finalize item support
1) Make ItemSelectUp() work.
2) Change cg->itemSelect to whatever var is used to store selected item.
3) Make sure commands in itemCommands work in both multi & single player.
*/
#include "client.h"
#include "../cgame/cg_local.h"
#include "cl_input_hotswap.h"
#include "cl_data.h"
#include "../qcommon/xb_settings.h"
#define FORCESELECTTIME forceSelectTime
#define FORCESELECT forceSelect
#define INVSELECTTIME invenSelectTime
#define INVSELECT itemSelect
#define REGISTERSOUND S_RegisterSound
#define STARTSOUND S_StartLocalSound
#define WEAPONBINDSTR "weaponclean"
#define BIND_TIME 2000 //number of milliseconds button is held before binding
#define EXEC_TIME 500 //max ms button can be held to execute in bind mode
const char *itemCommands[HI_NUM_HOLDABLE] = {
NULL, //HI_NONE
"use_seeker\n",
"use_field\n",
"use_bacta\n",
"use_bactabig\n",
"use_electrobinoculars\n",
"use_sentry\n",
"use_jetpack\n",
NULL, //ammo dispenser
NULL, //health dispenser
"use_eweb\n",
"use_cloak\n",
};
// Commands to issue when user presses a force-bound button
const char *forceDownCommands[NUM_FORCE_POWERS] = {
"force_heal\n", // FP_HEAL
NULL, // FP_LEVITATION
"force_speed\n", // FP_SPEED
"force_throw\n", // FP_PUSH
"force_pull\n", // FP_PULL
"force_distract\n", // FP_TELEPATHY
"+force_grip\n", // FP_GRIP
"+force_lightning\n", // FP_LIGHTNING
"force_rage\n", // FP_RAGE
"force_protect\n", // FP_PROTECT
"force_absorb\n", // FP_ABSORB
"force_healother\n", // FP_TEAM_HEAL
"force_forcepowerother\n", // FP_TEAM_FORCE
"+force_drain\n", // FP_DRAIN
"force_seeing\n", // FP_SEE
NULL, // FP_SABER_OFFENSE
NULL, // FP_SABER_DEFENSE
NULL, // FP_SABERTHROW
};
// Commands to issue when user releases a force-bound button
const char *forceUpCommands[NUM_FORCE_POWERS] = {
NULL, // FP_HEAL
NULL, // FP_LEVITATION
NULL, // FP_SPEED
NULL, // FP_PUSH
NULL, // FP_PULL
NULL, // FP_TELEPATHY
"-force_grip\n", // FP_GRIP
"-force_lightning\n", // FP_LIGHTNING
NULL, // FP_RAGE
NULL, // FP_PROTECT
NULL, // FP_ABSORB
NULL, // FP_TEAM_HEAL
NULL, // FP_TEAM_FORCE
"-force_drain\n", // FP_DRAIN
NULL, // FP_SEE
NULL, // FP_SABER_OFFENSE
NULL, // FP_SABER_DEFENSE
NULL, // FP_SABERTHROW
};
HotSwapManager::HotSwapManager(int uniqueID) :
uniqueID(uniqueID)
{
Reset();
}
const char *HotSwapManager::GetBinding(void)
{
char buf[64];
// Need to use unique variables for each client in split screen:
sprintf(buf, "hotswap%d", uniqueID+(ClientManager::ActiveClientNum()*4));
cvar_t *cvar = Cvar_Get(buf, "", CVAR_ARCHIVE);
if(!cvar || !cvar->string[0])
return NULL;
if (cvar->integer < HOTSWAP_CAT_ITEM) { // Weapon
return va("weaponclean %d", cvar->integer);
} else if (cvar->integer < HOTSWAP_CAT_FORCE) { // Item
return itemCommands[cvar->integer - HOTSWAP_CAT_ITEM];
} else { // Force power
return forceDownCommands[cvar->integer - HOTSWAP_CAT_FORCE];
}
}
const char *HotSwapManager::GetBindingUp(void)
{
char buf[64];
sprintf(buf, "hotswap%d", uniqueID+(ClientManager::ActiveClientNum()*4));
cvar_t *cvar = Cvar_Get(buf, "", CVAR_ARCHIVE);
if(!cvar || !cvar->string[0])
return NULL;
// Only force powers have release-commands
if (cvar->integer < HOTSWAP_CAT_FORCE) {
return NULL;
} else {
return forceUpCommands[cvar->integer - HOTSWAP_CAT_FORCE];
}
}
void HotSwapManager::Bind(void)
{
if(WeaponSelectUp()) {
HotSwapBind(uniqueID, HOTSWAP_CAT_WEAPON, cg->weaponSelect);
} else if(ForceSelectUp()) {
HotSwapBind(uniqueID, HOTSWAP_CAT_FORCE, cg->FORCESELECT);
} else if(ItemSelectUp()) {
HotSwapBind(uniqueID, HOTSWAP_CAT_ITEM, cg->INVSELECT);
} else{
assert(0);
}
noBind = true;
STARTSOUND(REGISTERSOUND("sound/interface/update"), 0);
}
bool HotSwapManager::ForceSelectUp(void)
{
return cg->FORCESELECTTIME != 0 &&
(cg->FORCESELECTTIME + WEAPON_SELECT_TIME >= cg->time);
}
bool HotSwapManager::WeaponSelectUp(void)
{
return cg->weaponSelectTime != 0 &&
(cg->weaponSelectTime + WEAPON_SELECT_TIME >= cg->time);
}
bool HotSwapManager::ItemSelectUp(void)
{
return cg->INVSELECTTIME != 0 &&
(cg->INVSELECTTIME + WEAPON_SELECT_TIME >= cg->time);
}
bool HotSwapManager::HUDInBindState(void)
{
return ForceSelectUp() || WeaponSelectUp() || ItemSelectUp();
}
void HotSwapManager::Update(void)
{
if(down) {
//Increment bindTime only if HUD is in select mode.
if(HUDInBindState()) {
bindTime += cls.frametime;
} else {
//Clear bind time.
bindTime = 0;
}
}
//Down long enough, bind button.
if(!noBind && bindTime >= BIND_TIME) {
Bind();
}
}
void HotSwapManager::Execute(void)
{
const char *binding = GetBinding();
if(binding) {
Cbuf_ExecuteText(EXEC_APPEND, binding);
}
}
void HotSwapManager::ExecuteUp(void)
{
const char *binding = GetBindingUp();
if(binding) {
Cbuf_ExecuteText(EXEC_APPEND, binding);
}
}
void HotSwapManager::SetDown(void)
{
//Set the down flag.
down = true;
//Execute the bind if the HUD isn't up. Also, prevent re-binding!
if(!HUDInBindState()) {
Execute();
noBind = true;
}
}
void HotSwapManager::SetUp(void)
{
// Execute the tail of the command if the HUD isn't up.
if(!HUDInBindState() || noBind) {
ExecuteUp();
}
Reset();
}
void HotSwapManager::Reset(void)
{
down = false;
bindTime = 0;
noBind = false;
}
void HotSwapBind(int buttonID, int category, int value)
{
char buf[64];
sprintf(buf, "hotswap%d", buttonID+(ClientManager::ActiveClientNum()*4));
// Add category as an offset for when we retrieve it
Cvar_SetValue( buf, value+category );
Settings.hotswapMP[buttonID+(ClientManager::ActiveClientNum()*2)] = value+category;
Settings.Save();
}