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https://github.com/dhewm/dhewm3.git
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Excluding 3rd party files.
170 lines
6 KiB
C++
170 lines
6 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __USERCMDGEN_H__
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#define __USERCMDGEN_H__
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/*
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===============================================================================
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Samples a set of user commands from player input.
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===============================================================================
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*/
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const int USERCMD_HZ = 60; // 60 frames per second
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const int USERCMD_MSEC = 1000 / USERCMD_HZ;
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// usercmd_t->button bits
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const int BUTTON_ATTACK = BIT(0);
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const int BUTTON_RUN = BIT(1);
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const int BUTTON_ZOOM = BIT(2);
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const int BUTTON_SCORES = BIT(3);
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const int BUTTON_MLOOK = BIT(4);
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const int BUTTON_5 = BIT(5);
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const int BUTTON_6 = BIT(6);
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const int BUTTON_7 = BIT(7);
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// usercmd_t->impulse commands
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const int IMPULSE_0 = 0; // weap 0
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const int IMPULSE_1 = 1; // weap 1
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const int IMPULSE_2 = 2; // weap 2
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const int IMPULSE_3 = 3; // weap 3
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const int IMPULSE_4 = 4; // weap 4
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const int IMPULSE_5 = 5; // weap 5
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const int IMPULSE_6 = 6; // weap 6
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const int IMPULSE_7 = 7; // weap 7
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const int IMPULSE_8 = 8; // weap 8
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const int IMPULSE_9 = 9; // weap 9
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const int IMPULSE_10 = 10; // weap 10
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const int IMPULSE_11 = 11; // weap 11
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const int IMPULSE_12 = 12; // weap 12
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const int IMPULSE_13 = 13; // weap reload
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const int IMPULSE_14 = 14; // weap next
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const int IMPULSE_15 = 15; // weap prev
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const int IMPULSE_16 = 16; // <unused>
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const int IMPULSE_17 = 17; // ready to play ( toggles ui_ready )
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const int IMPULSE_18 = 18; // center view
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const int IMPULSE_19 = 19; // show PDA/INV/MAP
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const int IMPULSE_20 = 20; // toggle team ( toggles ui_team )
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const int IMPULSE_21 = 21; // <unused>
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const int IMPULSE_22 = 22; // spectate
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const int IMPULSE_23 = 23; // <unused>
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const int IMPULSE_24 = 24; // <unused>
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const int IMPULSE_25 = 25; // <unused>
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const int IMPULSE_26 = 26; // <unused>
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const int IMPULSE_27 = 27; // <unused>
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const int IMPULSE_28 = 28; // vote yes
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const int IMPULSE_29 = 29; // vote no
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const int IMPULSE_40 = 40; // use vehicle
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// usercmd_t->flags
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const int UCF_IMPULSE_SEQUENCE = 0x0001; // toggled every time an impulse command is sent
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class usercmd_t {
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public:
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int gameFrame; // frame number
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int gameTime; // game time
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int duplicateCount; // duplication count for networking
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byte buttons; // buttons
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signed char forwardmove; // forward/backward movement
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signed char rightmove; // left/right movement
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signed char upmove; // up/down movement
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short angles[3]; // view angles
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short mx; // mouse delta x
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short my; // mouse delta y
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signed char impulse; // impulse command
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byte flags; // additional flags
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int sequence; // just for debugging
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public:
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void ByteSwap(); // on big endian systems, byte swap the shorts and ints
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bool operator==( const usercmd_t &rhs ) const;
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};
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typedef enum {
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INHIBIT_SESSION = 0,
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INHIBIT_ASYNC
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} inhibit_t;
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const int MAX_BUFFERED_USERCMD = 64;
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class idUsercmdGen {
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public:
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virtual ~idUsercmdGen( void ) {}
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// Sets up all the cvars and console commands.
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virtual void Init( void ) = 0;
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// Prepares for a new map.
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virtual void InitForNewMap( void ) = 0;
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// Shut down.
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virtual void Shutdown( void ) = 0;
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// Clears all key states and face straight.
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virtual void Clear( void ) = 0;
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// Clears view angles.
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virtual void ClearAngles( void ) = 0;
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// When the console is down or the menu is up, only emit default usercmd, so the player isn't moving around.
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// Each subsystem (session and game) may want an inhibit will OR the requests.
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virtual void InhibitUsercmd( inhibit_t subsystem, bool inhibit ) = 0;
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// Returns a buffered command for the given game tic.
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virtual usercmd_t TicCmd( int ticNumber ) = 0;
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// Called async at regular intervals.
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virtual void UsercmdInterrupt( void ) = 0;
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// Set a value that can safely be referenced by UsercmdInterrupt() for each key binding.
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virtual int CommandStringUsercmdData( const char *cmdString ) = 0;
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// Returns the number of user commands.
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virtual int GetNumUserCommands( void ) = 0;
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// Returns the name of a user command via index.
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virtual const char *GetUserCommandName( int index ) = 0;
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// Continuously modified, never reset. For full screen guis.
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virtual void MouseState( int *x, int *y, int *button, bool *down ) = 0;
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// Directly sample a button.
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virtual int ButtonState( int key ) = 0;
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// Directly sample a keystate.
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virtual int KeyState( int key ) = 0;
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// Directly sample a usercmd.
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virtual usercmd_t GetDirectUsercmd( void ) = 0;
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};
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extern idUsercmdGen *usercmdGen;
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#endif /* !__USERCMDGEN_H__ */
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