/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see .
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __USERCMDGEN_H__
#define __USERCMDGEN_H__
/*
===============================================================================
Samples a set of user commands from player input.
===============================================================================
*/
const int USERCMD_HZ = 60; // 60 frames per second
const int USERCMD_MSEC = 1000 / USERCMD_HZ;
// usercmd_t->button bits
const int BUTTON_ATTACK = BIT(0);
const int BUTTON_RUN = BIT(1);
const int BUTTON_ZOOM = BIT(2);
const int BUTTON_SCORES = BIT(3);
const int BUTTON_MLOOK = BIT(4);
const int BUTTON_5 = BIT(5);
const int BUTTON_6 = BIT(6);
const int BUTTON_7 = BIT(7);
// usercmd_t->impulse commands
const int IMPULSE_0 = 0; // weap 0
const int IMPULSE_1 = 1; // weap 1
const int IMPULSE_2 = 2; // weap 2
const int IMPULSE_3 = 3; // weap 3
const int IMPULSE_4 = 4; // weap 4
const int IMPULSE_5 = 5; // weap 5
const int IMPULSE_6 = 6; // weap 6
const int IMPULSE_7 = 7; // weap 7
const int IMPULSE_8 = 8; // weap 8
const int IMPULSE_9 = 9; // weap 9
const int IMPULSE_10 = 10; // weap 10
const int IMPULSE_11 = 11; // weap 11
const int IMPULSE_12 = 12; // weap 12
const int IMPULSE_13 = 13; // weap reload
const int IMPULSE_14 = 14; // weap next
const int IMPULSE_15 = 15; // weap prev
const int IMPULSE_16 = 16; //
const int IMPULSE_17 = 17; // ready to play ( toggles ui_ready )
const int IMPULSE_18 = 18; // center view
const int IMPULSE_19 = 19; // show PDA/INV/MAP
const int IMPULSE_20 = 20; // toggle team ( toggles ui_team )
const int IMPULSE_21 = 21; //
const int IMPULSE_22 = 22; // spectate
const int IMPULSE_23 = 23; //
const int IMPULSE_24 = 24; //
const int IMPULSE_25 = 25; //
const int IMPULSE_26 = 26; //
const int IMPULSE_27 = 27; //
const int IMPULSE_28 = 28; // vote yes
const int IMPULSE_29 = 29; // vote no
const int IMPULSE_40 = 40; // use vehicle
// usercmd_t->flags
const int UCF_IMPULSE_SEQUENCE = 0x0001; // toggled every time an impulse command is sent
class usercmd_t {
public:
int gameFrame; // frame number
int gameTime; // game time
int duplicateCount; // duplication count for networking
byte buttons; // buttons
signed char forwardmove; // forward/backward movement
signed char rightmove; // left/right movement
signed char upmove; // up/down movement
short angles[3]; // view angles
short mx; // mouse delta x
short my; // mouse delta y
signed char impulse; // impulse command
byte flags; // additional flags
int sequence; // just for debugging
public:
void ByteSwap(); // on big endian systems, byte swap the shorts and ints
bool operator==( const usercmd_t &rhs ) const;
};
typedef enum {
INHIBIT_SESSION = 0,
INHIBIT_ASYNC
} inhibit_t;
const int MAX_BUFFERED_USERCMD = 64;
class idUsercmdGen {
public:
virtual ~idUsercmdGen( void ) {}
// Sets up all the cvars and console commands.
virtual void Init( void ) = 0;
// Prepares for a new map.
virtual void InitForNewMap( void ) = 0;
// Shut down.
virtual void Shutdown( void ) = 0;
// Clears all key states and face straight.
virtual void Clear( void ) = 0;
// Clears view angles.
virtual void ClearAngles( void ) = 0;
// When the console is down or the menu is up, only emit default usercmd, so the player isn't moving around.
// Each subsystem (session and game) may want an inhibit will OR the requests.
virtual void InhibitUsercmd( inhibit_t subsystem, bool inhibit ) = 0;
// Returns a buffered command for the given game tic.
virtual usercmd_t TicCmd( int ticNumber ) = 0;
// Called async at regular intervals.
virtual void UsercmdInterrupt( void ) = 0;
// Set a value that can safely be referenced by UsercmdInterrupt() for each key binding.
virtual int CommandStringUsercmdData( const char *cmdString ) = 0;
// Returns the number of user commands.
virtual int GetNumUserCommands( void ) = 0;
// Returns the name of a user command via index.
virtual const char *GetUserCommandName( int index ) = 0;
// Continuously modified, never reset. For full screen guis.
virtual void MouseState( int *x, int *y, int *button, bool *down ) = 0;
// Directly sample a button.
virtual int ButtonState( int key ) = 0;
// Directly sample a keystate.
virtual int KeyState( int key ) = 0;
// Directly sample a usercmd.
virtual usercmd_t GetDirectUsercmd( void ) = 0;
};
extern idUsercmdGen *usercmdGen;
#endif /* !__USERCMDGEN_H__ */