mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
429 lines
13 KiB
C++
429 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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#include "../sys/sys_session.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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// 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_USE = BIT( 4 );
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const int BUTTON_JUMP = BIT( 5 );
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const int BUTTON_CROUCH = BIT( 6 );
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const int BUTTON_CHATTING = 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; // toggle flashlight on/off
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const int IMPULSE_18 = 18; // center view
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const int IMPULSE_19 = 19; // show PDA/SCORES
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const int IMPULSE_22 = 22; // spectate
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const int IMPULSE_25 = 25; // Envirosuit light
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const int IMPULSE_27 = 27; // Chainsaw
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const int IMPULSE_28 = 28; // quick 0
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const int IMPULSE_29 = 29; // quick 1
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const int IMPULSE_30 = 30; // quick 2
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const int IMPULSE_31 = 31; // quick 3
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class usercmd_t
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{
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public:
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usercmd_t() :
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forwardmove(),
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rightmove(),
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buttons(),
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clientGameMilliseconds( 0 ),
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serverGameMilliseconds( 0 ),
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fireCount( 0 ),
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mx(),
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my(),
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impulse(),
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impulseSequence(),
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pos( 0.0f, 0.0f, 0.0f ),
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speedSquared( 0.0f )
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{
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angles[0] = 0;
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angles[1] = 0;
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angles[2] = 0;
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}
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// Syncronized
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short angles[3]; // view angles
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signed char forwardmove; // forward/backward movement
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signed char rightmove; // left/right movement
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byte buttons; // buttons
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int clientGameMilliseconds; // time this usercmd was sent from the client
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int serverGameMilliseconds; // interpolated server time this was applied on
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uint16 fireCount; // number of times we've fired
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// Not syncronized
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byte impulse; // impulse command
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byte impulseSequence; // incremented every time there's a new impulse
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short mx; // mouse delta x
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short my; // mouse delta y
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// Clients are authoritative on their positions
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idVec3 pos;
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float speedSquared;
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public:
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void Serialize( class idSerializer& s, const usercmd_t& base );
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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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{
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INHIBIT_SESSION = 0,
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INHIBIT_ASYNC
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} inhibit_t;
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typedef enum
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{
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UB_NONE,
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UB_MOVEUP,
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UB_MOVEDOWN,
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UB_LOOKLEFT,
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UB_LOOKRIGHT,
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UB_MOVEFORWARD,
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UB_MOVEBACK,
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UB_LOOKUP,
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UB_LOOKDOWN,
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UB_MOVELEFT,
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UB_MOVERIGHT,
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UB_ATTACK,
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UB_SPEED,
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UB_ZOOM,
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UB_SHOWSCORES,
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UB_USE,
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UB_IMPULSE0,
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UB_IMPULSE1,
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UB_IMPULSE2,
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UB_IMPULSE3,
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UB_IMPULSE4,
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UB_IMPULSE5,
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UB_IMPULSE6,
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UB_IMPULSE7,
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UB_IMPULSE8,
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UB_IMPULSE9,
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UB_IMPULSE10,
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UB_IMPULSE11,
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UB_IMPULSE12,
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UB_IMPULSE13,
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UB_IMPULSE14,
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UB_IMPULSE15,
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UB_IMPULSE16,
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UB_IMPULSE17,
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UB_IMPULSE18,
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UB_IMPULSE19,
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UB_IMPULSE20,
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UB_IMPULSE21,
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UB_IMPULSE22,
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UB_IMPULSE23,
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UB_IMPULSE24,
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UB_IMPULSE25,
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UB_IMPULSE26,
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UB_IMPULSE27,
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UB_IMPULSE28,
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UB_IMPULSE29,
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UB_IMPULSE30,
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UB_IMPULSE31,
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UB_MAX_BUTTONS
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} usercmdButton_t;
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typedef struct
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{
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const char* string;
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usercmdButton_t button;
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} userCmdString_t;
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class idUsercmdGen
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{
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public:
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virtual ~idUsercmdGen() {}
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// Sets up all the cvars and console commands.
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virtual void Init() = 0;
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// Prepares for a new map.
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virtual void InitForNewMap() = 0;
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// Shut down.
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virtual void Shutdown() = 0;
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// Clears all key states and face straight.
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virtual void Clear() = 0;
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// Clears view angles.
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virtual void ClearAngles() = 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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// 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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// 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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// called at vsync time
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virtual void BuildCurrentUsercmd( int deviceNum ) = 0;
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// return the current usercmd
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virtual usercmd_t GetCurrentUsercmd() = 0;
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};
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extern idUsercmdGen* usercmdGen;
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extern userCmdString_t userCmdStrings[];
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/*
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================================================
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idUserCmdMgr
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================================================
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*/
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class idUserCmdMgr
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{
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public:
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idUserCmdMgr()
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{
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SetDefaults();
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}
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void SetDefaults()
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{
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for( int i = 0; i < cmdBuffer.Num(); ++i )
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{
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cmdBuffer[i].Zero();
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}
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writeFrame.Zero();
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readFrame.Memset( -1 );
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}
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// Set to 128 for now
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// Temp fix for usercmds overflowing Correct fix is to process usercmds as they come in (like q3), rather then buffer them up.
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static const int USERCMD_BUFFER_SIZE = 128;
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//usercmd_t cmdBuffer[ USERCMD_BUFFER_SIZE ][ MAX_PLAYERS ];
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id2DArray< usercmd_t, USERCMD_BUFFER_SIZE, MAX_PLAYERS >::type cmdBuffer;
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idArray< int, MAX_PLAYERS > writeFrame; //"where we write to next"
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idArray< int, MAX_PLAYERS > readFrame; //"the last frame we read"
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void PutUserCmdForPlayer( int playerIndex, const usercmd_t& cmd )
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{
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cmdBuffer[ writeFrame[ playerIndex ] % USERCMD_BUFFER_SIZE ][ playerIndex ] = cmd;
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if( writeFrame[ playerIndex ] - readFrame[ playerIndex ] + 1 > USERCMD_BUFFER_SIZE )
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{
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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
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idLib::Printf( "PutUserCmdForPlayer: buffer overflow.\n" );
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}
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writeFrame[ playerIndex ]++;
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}
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void ResetPlayer( int playerIndex )
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{
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for( int i = 0; i < USERCMD_BUFFER_SIZE; i++ )
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{
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memset( &cmdBuffer[i][playerIndex], 0, sizeof( usercmd_t ) );
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}
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writeFrame[ playerIndex ] = 0;
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readFrame[ playerIndex ] = -1;
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}
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bool HasUserCmdForPlayer( int playerIndex, int buffer = 0 ) const
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{
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// return true if the last frame we read from (+ buffer) is < the last frame we wrote to
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// (remember writeFrame is where we write to *next*. readFrame is where we last read from last)
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bool hasCmd = ( readFrame[ playerIndex ] + buffer < writeFrame[playerIndex] - 1 );
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return hasCmd;
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}
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bool HasUserCmdForClientTimeBuffer( int playerIndex, int millisecondBuffer )
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{
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// return true if there is at least one command in addition to enough
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// commands to cover the buffer.
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if( millisecondBuffer == 0 )
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{
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return HasUserCmdForPlayer( playerIndex );
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}
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if( GetNumUnreadFrames( playerIndex ) < 2 )
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{
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return false;
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}
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const int index = readFrame[ playerIndex ] + 1;
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const usercmd_t& firstCmd = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
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const usercmd_t& lastCmd = NewestUserCmdForPlayer( playerIndex );
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const int timeDelta = lastCmd.clientGameMilliseconds - firstCmd.clientGameMilliseconds;
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const bool isTimeGreaterThanBuffer = timeDelta > millisecondBuffer;
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return isTimeGreaterThanBuffer;
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}
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const usercmd_t& NewestUserCmdForPlayer( int playerIndex )
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{
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int index = Max( writeFrame[ playerIndex ] - 1, 0 );
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return cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
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}
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const usercmd_t& GetUserCmdForPlayer( int playerIndex )
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{
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//Get the next cmd we should process (not necessarily the newest)
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//Note we may have multiple reads for every write .
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//We want to:
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// A) never skip over a cmd (unless we call MakeReadPtrCurrentForPlayer() ).
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// B) never get ahead of the writeFrame
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//try to increment before reading (without this we may read the same input twice
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//and be a frame behind our writes in the case of)
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if( readFrame[ playerIndex ] < writeFrame[ playerIndex ] - 1 )
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{
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readFrame[ playerIndex ]++;
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}
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//grab the next command in the readFrame buffer
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int index = readFrame[ playerIndex ];
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usercmd_t& result = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
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return result;
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}
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int GetNextUserCmdClientTime( int playerIndex ) const
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{
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if( !HasUserCmdForPlayer( playerIndex ) )
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{
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return 0;
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}
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const int index = readFrame[ playerIndex ] + 1;
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const usercmd_t& cmd = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
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return cmd.clientGameMilliseconds;
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}
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// Hack to let the player inject his position into the correct usercmd.
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usercmd_t& GetWritableUserCmdForPlayer( int playerIndex )
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{
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//Get the next cmd we should process (not necessarily the newest)
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//Note we may have multiple reads for every write .
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//We want to:
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// A) never skip over a cmd (unless we call MakeReadPtrCurrentForPlayer() ).
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// B) never get ahead of the writeFrame
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//try to increment before reading (without this we may read the same input twice
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//and be a frame behind our writes in the case of)
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if( readFrame[ playerIndex ] < writeFrame[ playerIndex ] - 1 )
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{
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readFrame[ playerIndex ]++;
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}
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//grab the next command in the readFrame buffer
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int index = readFrame[ playerIndex ];
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usercmd_t& result = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ];
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return result;
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}
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void MakeReadPtrCurrentForPlayer( int playerIndex )
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{
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//forces us to the head of our read buffer. As if we have processed every cmd available to us and now HasUserCmdForPlayer() returns FALSE
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//Note we do -1 to point us to the last written cmd.
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//If a read before the next write, you will get the last write. (not garbage)
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//If a write is made before the next read, you *will* get the new write ( b/c GetUserCmdForPlayer pre increments)
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//After calling this, HasUserCmdForPlayer() will return FALSE;
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readFrame[ playerIndex ] = writeFrame[ playerIndex ] - 1;
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}
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void SkipBufferedCmdsForPlayer( int playerIndex )
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{
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// Similar to MakeReadPtrCurrentForPlayer, except:
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// -After calling this, HasUserCmdForPlayer() will return TRUE iff there was >= 1 fresh cmd in the buffer
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// Also, If there are no fresh frames, we wont roll the readFrame back
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readFrame[ playerIndex ] = Max( readFrame[ playerIndex ], writeFrame[ playerIndex ] - 2 );
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}
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int GetNumUnreadFrames( int playerIndex )
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{
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return ( writeFrame[ playerIndex ] - 1 ) - readFrame[ playerIndex ];
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}
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int GetPlayerCmds( int user, usercmd_t** buffer, const int bufferSize )
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{
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// Fallback to getting cmds from the userCmdMgr
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int start = Max( writeFrame[user] - Min( bufferSize, USERCMD_BUFFER_SIZE ), 0 );
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int numCmds = writeFrame[user] - start;
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for( int i = 0; i < numCmds; i++ )
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{
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int index = ( start + i ) % USERCMD_BUFFER_SIZE;
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buffer[i] = &cmdBuffer[ index ][ user ];
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}
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return numCmds;
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}
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};
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#endif /* !__USERCMDGEN_H__ */
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