doom3-bfg/neo/framework/UsercmdGen.h

429 lines
13 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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__
#include "../sys/sys_session.h"
/*
===============================================================================
Samples a set of user commands from player input.
===============================================================================
*/
// 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_USE = BIT( 4 );
const int BUTTON_JUMP = BIT( 5 );
const int BUTTON_CROUCH = BIT( 6 );
const int BUTTON_CHATTING = 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; // toggle flashlight on/off
const int IMPULSE_18 = 18; // center view
const int IMPULSE_19 = 19; // show PDA/SCORES
const int IMPULSE_22 = 22; // spectate
const int IMPULSE_25 = 25; // Envirosuit light
const int IMPULSE_27 = 27; // Chainsaw
const int IMPULSE_28 = 28; // quick 0
const int IMPULSE_29 = 29; // quick 1
const int IMPULSE_30 = 30; // quick 2
const int IMPULSE_31 = 31; // quick 3
class usercmd_t
{
public:
usercmd_t() :
forwardmove(),
rightmove(),
buttons(),
clientGameMilliseconds( 0 ),
serverGameMilliseconds( 0 ),
fireCount( 0 ),
mx(),
my(),
impulse(),
impulseSequence(),
pos( 0.0f, 0.0f, 0.0f ),
speedSquared( 0.0f )
{
angles[0] = 0;
angles[1] = 0;
angles[2] = 0;
}
// Syncronized
short angles[3]; // view angles
signed char forwardmove; // forward/backward movement
signed char rightmove; // left/right movement
byte buttons; // buttons
int clientGameMilliseconds; // time this usercmd was sent from the client
int serverGameMilliseconds; // interpolated server time this was applied on
uint16 fireCount; // number of times we've fired
// Not syncronized
byte impulse; // impulse command
byte impulseSequence; // incremented every time there's a new impulse
short mx; // mouse delta x
short my; // mouse delta y
// Clients are authoritative on their positions
idVec3 pos;
float speedSquared;
public:
void Serialize( class idSerializer& s, const usercmd_t& base );
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;
typedef enum
{
UB_NONE,
UB_MOVEUP,
UB_MOVEDOWN,
UB_LOOKLEFT,
UB_LOOKRIGHT,
UB_MOVEFORWARD,
UB_MOVEBACK,
UB_LOOKUP,
UB_LOOKDOWN,
UB_MOVELEFT,
UB_MOVERIGHT,
UB_ATTACK,
UB_SPEED,
UB_ZOOM,
UB_SHOWSCORES,
UB_USE,
UB_IMPULSE0,
UB_IMPULSE1,
UB_IMPULSE2,
UB_IMPULSE3,
UB_IMPULSE4,
UB_IMPULSE5,
UB_IMPULSE6,
UB_IMPULSE7,
UB_IMPULSE8,
UB_IMPULSE9,
UB_IMPULSE10,
UB_IMPULSE11,
UB_IMPULSE12,
UB_IMPULSE13,
UB_IMPULSE14,
UB_IMPULSE15,
UB_IMPULSE16,
UB_IMPULSE17,
UB_IMPULSE18,
UB_IMPULSE19,
UB_IMPULSE20,
UB_IMPULSE21,
UB_IMPULSE22,
UB_IMPULSE23,
UB_IMPULSE24,
UB_IMPULSE25,
UB_IMPULSE26,
UB_IMPULSE27,
UB_IMPULSE28,
UB_IMPULSE29,
UB_IMPULSE30,
UB_IMPULSE31,
UB_MAX_BUTTONS
} usercmdButton_t;
typedef struct
{
const char* string;
usercmdButton_t button;
} userCmdString_t;
class idUsercmdGen
{
public:
virtual ~idUsercmdGen() {}
// Sets up all the cvars and console commands.
virtual void Init() = 0;
// Prepares for a new map.
virtual void InitForNewMap() = 0;
// Shut down.
virtual void Shutdown() = 0;
// Clears all key states and face straight.
virtual void Clear() = 0;
// Clears view angles.
virtual void ClearAngles() = 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;
// Set a value that can safely be referenced by UsercmdInterrupt() for each key binding.
virtual int CommandStringUsercmdData( const char* cmdString ) = 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;
// called at vsync time
virtual void BuildCurrentUsercmd( int deviceNum ) = 0;
// return the current usercmd
virtual usercmd_t GetCurrentUsercmd() = 0;
};
extern idUsercmdGen* usercmdGen;
extern userCmdString_t userCmdStrings[];
/*
================================================
idUserCmdMgr
================================================
*/
class idUserCmdMgr
{
public:
idUserCmdMgr()
{
SetDefaults();
}
void SetDefaults()
{
for( int i = 0; i < cmdBuffer.Num(); ++i )
{
cmdBuffer[i].Zero();
}
writeFrame.Zero();
readFrame.Memset( -1 );
}
// Set to 128 for now
// Temp fix for usercmds overflowing Correct fix is to process usercmds as they come in (like q3), rather then buffer them up.
static const int USERCMD_BUFFER_SIZE = 128;
//usercmd_t cmdBuffer[ USERCMD_BUFFER_SIZE ][ MAX_PLAYERS ];
id2DArray< usercmd_t, USERCMD_BUFFER_SIZE, MAX_PLAYERS >::type cmdBuffer;
idArray< int, MAX_PLAYERS > writeFrame; //"where we write to next"
idArray< int, MAX_PLAYERS > readFrame; //"the last frame we read"
void PutUserCmdForPlayer( int playerIndex, const usercmd_t& cmd )
{
cmdBuffer[ writeFrame[ playerIndex ] % USERCMD_BUFFER_SIZE ][ playerIndex ] = cmd;
if( writeFrame[ playerIndex ] - readFrame[ playerIndex ] + 1 > USERCMD_BUFFER_SIZE )
{
readFrame[ playerIndex ] = writeFrame[ playerIndex ] - USERCMD_BUFFER_SIZE / 2; // Set to middle of buffer as a temp fix until we can catch the client up correctly
idLib::Printf( "PutUserCmdForPlayer: buffer overflow.\n" );
}
writeFrame[ playerIndex ]++;
}
void ResetPlayer( int playerIndex )
{
for( int i = 0; i < USERCMD_BUFFER_SIZE; i++ )
{
memset( &cmdBuffer[i][playerIndex], 0, sizeof( usercmd_t ) );
}
writeFrame[ playerIndex ] = 0;
readFrame[ playerIndex ] = -1;
}
bool HasUserCmdForPlayer( int playerIndex, int buffer = 0 ) const
{
// return true if the last frame we read from (+ buffer) is < the last frame we wrote to
// (remember writeFrame is where we write to *next*. readFrame is where we last read from last)
bool hasCmd = ( readFrame[ playerIndex ] + buffer < writeFrame[playerIndex] - 1 );
return hasCmd;
}
bool HasUserCmdForClientTimeBuffer( int playerIndex, int millisecondBuffer )
{
// return true if there is at least one command in addition to enough
// commands to cover the buffer.
if( millisecondBuffer == 0 )
{
return HasUserCmdForPlayer( playerIndex );
}
if( GetNumUnreadFrames( playerIndex ) < 2 )
{
return false;
}
const int index = readFrame[ playerIndex ] + 1;
const usercmd_t& firstCmd = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
const usercmd_t& lastCmd = NewestUserCmdForPlayer( playerIndex );
const int timeDelta = lastCmd.clientGameMilliseconds - firstCmd.clientGameMilliseconds;
const bool isTimeGreaterThanBuffer = timeDelta > millisecondBuffer;
return isTimeGreaterThanBuffer;
}
const usercmd_t& NewestUserCmdForPlayer( int playerIndex )
{
int index = Max( writeFrame[ playerIndex ] - 1, 0 );
return cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
}
const usercmd_t& GetUserCmdForPlayer( int playerIndex )
{
//Get the next cmd we should process (not necessarily the newest)
//Note we may have multiple reads for every write .
//We want to:
// A) never skip over a cmd (unless we call MakeReadPtrCurrentForPlayer() ).
// B) never get ahead of the writeFrame
//try to increment before reading (without this we may read the same input twice
//and be a frame behind our writes in the case of)
if( readFrame[ playerIndex ] < writeFrame[ playerIndex ] - 1 )
{
readFrame[ playerIndex ]++;
}
//grab the next command in the readFrame buffer
int index = readFrame[ playerIndex ];
usercmd_t& result = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
return result;
}
int GetNextUserCmdClientTime( int playerIndex ) const
{
if( !HasUserCmdForPlayer( playerIndex ) )
{
return 0;
}
const int index = readFrame[ playerIndex ] + 1;
const usercmd_t& cmd = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
return cmd.clientGameMilliseconds;
}
// Hack to let the player inject his position into the correct usercmd.
usercmd_t& GetWritableUserCmdForPlayer( int playerIndex )
{
//Get the next cmd we should process (not necessarily the newest)
//Note we may have multiple reads for every write .
//We want to:
// A) never skip over a cmd (unless we call MakeReadPtrCurrentForPlayer() ).
// B) never get ahead of the writeFrame
//try to increment before reading (without this we may read the same input twice
//and be a frame behind our writes in the case of)
if( readFrame[ playerIndex ] < writeFrame[ playerIndex ] - 1 )
{
readFrame[ playerIndex ]++;
}
//grab the next command in the readFrame buffer
int index = readFrame[ playerIndex ];
usercmd_t& result = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
return result;
}
void MakeReadPtrCurrentForPlayer( int playerIndex )
{
//forces us to the head of our read buffer. As if we have processed every cmd available to us and now HasUserCmdForPlayer() returns FALSE
//Note we do -1 to point us to the last written cmd.
//If a read before the next write, you will get the last write. (not garbage)
//If a write is made before the next read, you *will* get the new write ( b/c GetUserCmdForPlayer pre increments)
//After calling this, HasUserCmdForPlayer() will return FALSE;
readFrame[ playerIndex ] = writeFrame[ playerIndex ] - 1;
}
void SkipBufferedCmdsForPlayer( int playerIndex )
{
// Similar to MakeReadPtrCurrentForPlayer, except:
// -After calling this, HasUserCmdForPlayer() will return TRUE iff there was >= 1 fresh cmd in the buffer
// Also, If there are no fresh frames, we wont roll the readFrame back
readFrame[ playerIndex ] = Max( readFrame[ playerIndex ], writeFrame[ playerIndex ] - 2 );
}
int GetNumUnreadFrames( int playerIndex )
{
return ( writeFrame[ playerIndex ] - 1 ) - readFrame[ playerIndex ];
}
int GetPlayerCmds( int user, usercmd_t** buffer, const int bufferSize )
{
// Fallback to getting cmds from the userCmdMgr
int start = Max( writeFrame[user] - Min( bufferSize, USERCMD_BUFFER_SIZE ), 0 );
int numCmds = writeFrame[user] - start;
for( int i = 0; i < numCmds; i++ )
{
int index = ( start + i ) % USERCMD_BUFFER_SIZE;
buffer[i] = &cmdBuffer[ index ][ user ];
}
return numCmds;
}
};
#endif /* !__USERCMDGEN_H__ */