259 lines
5.6 KiB
C++
259 lines
5.6 KiB
C++
/*
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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 "cl_data.h"
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#include "../qcommon/xb_settings.h"
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#define FORCESELECTTIME forceSelectTime
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#define FORCESELECT forceSelect
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#define INVSELECTTIME invenSelectTime
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#define INVSELECT itemSelect
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#define REGISTERSOUND S_RegisterSound
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#define STARTSOUND S_StartLocalSound
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#define WEAPONBINDSTR "weaponclean"
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#define BIND_TIME 2000 //number of milliseconds button is held before binding
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#define EXEC_TIME 500 //max ms button can be held to execute in bind mode
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const char *itemCommands[HI_NUM_HOLDABLE] = {
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NULL, //HI_NONE
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"use_seeker\n",
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"use_field\n",
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"use_bacta\n",
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"use_bactabig\n",
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"use_electrobinoculars\n",
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"use_sentry\n",
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"use_jetpack\n",
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NULL, //ammo dispenser
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NULL, //health dispenser
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"use_eweb\n",
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"use_cloak\n",
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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[NUM_FORCE_POWERS] = {
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"force_heal\n", // FP_HEAL
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NULL, // FP_LEVITATION
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"force_speed\n", // FP_SPEED
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"force_throw\n", // FP_PUSH
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"force_pull\n", // FP_PULL
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"force_distract\n", // FP_TELEPATHY
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"+force_grip\n", // FP_GRIP
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"+force_lightning\n", // FP_LIGHTNING
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"force_rage\n", // FP_RAGE
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"force_protect\n", // FP_PROTECT
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"force_absorb\n", // FP_ABSORB
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"force_healother\n", // FP_TEAM_HEAL
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"force_forcepowerother\n", // FP_TEAM_FORCE
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"+force_drain\n", // FP_DRAIN
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"force_seeing\n", // FP_SEE
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NULL, // FP_SABER_OFFENSE
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NULL, // FP_SABER_DEFENSE
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NULL, // FP_SABERTHROW
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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[NUM_FORCE_POWERS] = {
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NULL, // FP_HEAL
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NULL, // FP_LEVITATION
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NULL, // FP_SPEED
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NULL, // FP_PUSH
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NULL, // FP_PULL
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NULL, // FP_TELEPATHY
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"-force_grip\n", // FP_GRIP
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"-force_lightning\n", // FP_LIGHTNING
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NULL, // FP_RAGE
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NULL, // FP_PROTECT
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NULL, // FP_ABSORB
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NULL, // FP_TEAM_HEAL
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NULL, // FP_TEAM_FORCE
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"-force_drain\n", // FP_DRAIN
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NULL, // FP_SEE
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NULL, // FP_SABER_OFFENSE
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NULL, // FP_SABER_DEFENSE
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NULL, // FP_SABERTHROW
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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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// Need to use unique variables for each client in split screen:
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sprintf(buf, "hotswap%d", uniqueID+(ClientManager::ActiveClientNum()*4));
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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("weaponclean %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+(ClientManager::ActiveClientNum()*4));
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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_APPEND, 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_APPEND, 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() || noBind) {
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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 buf[64];
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sprintf(buf, "hotswap%d", buttonID+(ClientManager::ActiveClientNum()*4));
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// Add category as an offset for when we retrieve it
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Cvar_SetValue( buf, value+category );
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Settings.hotswapMP[buttonID+(ClientManager::ActiveClientNum()*2)] = value+category;
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Settings.Save();
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}
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