jedi-academy/code/client/cl_input_hotswap.cpp

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2013-04-19 02:52:48 +00:00
/*
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.
*/
#ifdef _JK2MP
#include "../../codemp/client/client.h"
#include "../../codemp/cgame/cg_local.h"
#else
#include "client.h"
#include "../cgame/cg_local.h"
#endif
#include "cl_input_hotswap.h"
#ifdef _JK2MP
#define FORCESELECTTIME forceSelectTime
#define FORCESELECT forceSelect
#define INVSELECTTIME invenSelectTime
#define INVSELECT itemSelect
#define REGISTERSOUND S_RegisterSound
#define STARTSOUND S_StartLocalSound
#define WEAPONBINDSTR "weaponclean"
#else
#define FORCESELECTTIME forcepowerSelectTime
#define FORCESELECT forcepowerSelect
#define INVSELECTTIME inventorySelectTime
#define INVSELECT inventorySelect
#define REGISTERSOUND cgi_S_RegisterSound
#define STARTSOUND cgi_S_StartLocalSound
#define WEAPONBINDSTR "weapon"
#endif
#define BIND_TIME 3000 //number of milliseconds button is held before binding
#define EXEC_TIME 500 //max ms button can be held to execute in bind mode
#ifdef _JK2MP
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",
};
#else
const char *itemCommands[INV_MAX] = {
"use_electrobinoculars\n",
"use_bacta\n",
"use_seeker\n",
"use_goggles\n",
"use_sentry\n",
NULL, //goodie key
NULL, //security key
};
#endif
HotSwapManager::HotSwapManager(int uniqueID) :
uniqueID(uniqueID),
forceBound(false)
{
Reset();
}
char *HotSwapManager::GetBinding(void)
{
char buf[64];
sprintf(buf, "hotswap%d", uniqueID);
cvar_t *cvar = Cvar_Get(buf, "", CVAR_ARCHIVE);
if(cvar && cvar->string[0] != 0) {
return cvar->string;
} else {
return NULL;
}
}
void HotSwapManager::Bind(void)
{
forceBound = false;
if(WeaponSelectUp()) {
HotSwapBind(uniqueID, HOTSWAP_CAT_WEAPON, cg.weaponSelect);
} else if(ForceSelectUp()) {
forceBound = true;
HotSwapBind(uniqueID, HOTSWAP_CAT_FORCE,
#ifdef _JK2MP
cg.FORCESELECT
#else
showPowers[cg.FORCESELECT]
#endif
);
} else if(ItemSelectUp()) {
HotSwapBind(uniqueID, HOTSWAP_CAT_ITEM, cg.INVSELECT);
} else{
assert(0);
}
noExec = true;
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;
//If a force power is bound, want to execute whenever the button
//is down to handle powers which can be held.
if(forceBound) {
Execute();
}
}
downTime += cls.frametime;
}
//Down long enough, bind button.
if(!noBind && bindTime >= BIND_TIME) {
Bind();
}
}
void HotSwapManager::Execute(void)
{
char *binding = GetBinding();
if(binding && !noExec) {
if(!forceBound) {
noExec = true;
}
Cbuf_ExecuteText(EXEC_APPEND, binding);
}
}
void HotSwapManager::SetDown(void)
{
//Set the down flag.
down = true;
//Execute the bind if the HUD isn't up.
if(!HUDInBindState()) {
Execute();
}
}
void HotSwapManager::SetUp(void)
{
//Execute the bind if the button was held down for long enough.
if(downTime <= EXEC_TIME) {
Execute();
}
Reset();
}
void HotSwapManager::Reset(void)
{
down = false;
downTime = 0;
bindTime = 0;
noExec = false;
noBind = false;
}
static void HotSwapBind(const char *uniqueID, const char *value)
{
Cvar_Set(uniqueID, value);
}
void HotSwapBind(int buttonID, int category, int value)
{
char uniqueID[64];
sprintf(uniqueID, "hotswap%d", buttonID);
switch(category) {
case HOTSWAP_CAT_WEAPON:
HotSwapBind(uniqueID, va("%s %d\n", WEAPONBINDSTR, value));
break;
case HOTSWAP_CAT_ITEM:
assert(itemCommands[value]);
HotSwapBind(uniqueID, itemCommands[value]);
break;
case HOTSWAP_CAT_FORCE:
HotSwapBind(uniqueID, va("useGivenForce %d\n", value));
break;
default:
assert(0);
}
}