// Copyright (C) 2004 Id Software, Inc. // #ifndef __USERCMDGEN_H__ #define __USERCMDGEN_H__ /* =============================================================================== Samples a set of user commands from player input. =============================================================================== */ const int USERCMD_HZ_SP = 60; // 60 frames per second const int USERCMD_MSEC_SP = 1000 / USERCMD_HZ_SP; //const int USERCMD_HZ_MP = 30; // 30 frames per second //const int USERCMD_MSEC_MP = 1000 / USERCMD_HZ_MP; //const int USERCMD_HZ_MP = 60; // 60 frames per second //const int USERCMD_MSEC_MP = 1000 / USERCMD_HZ_MP; // 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); // RAVEN BEGIN // ddynerman: stats const int BUTTON_INGAMESTATS = BIT(5); // jscott: for voicechat const int BUTTON_VOICECHAT = BIT(6); // ddynerman: tourney display const int BUTTON_TOURNEY = BIT(7); // twhitaker: strafe const int BUTTON_STRAFE = BIT(8); // RAVEN END // 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; // tourney toggle waiting room/spec 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; // repeast last radio chatter // RAVEN BEGIN // bdube: added flashlight const int IMPULSE_50 = 50; // activate flashlight const int IMPULSE_51 = 51; // switch to last weapon // ddynerman: mp stats const int IMPULSE_52 = 52; // mp statistics // RAVEN END // RAVEN BEGIN // asalmon: impulses for weapons combos for xbox #ifdef _XBOX const int IMPULSE_70 = 70; //Weapon switch up const int IMPULSE_71 = 71; //Weapon switch down const int IMPULSE_72 = 72; //Weapon switch right const int IMPULSE_73 = 73; //Weapon Switch left #endif //RAVEN END // RITUAL BEGIN // squirrel: Mode-agnostic buymenus const int IMPULSE_100 = 100; // Buy weapon_shotgun const int IMPULSE_101 = 101; // Buy weapon_machinegun const int IMPULSE_102 = 102; // Buy weapon_hyperblaster const int IMPULSE_103 = 103; // Buy weapon_grenadelauncher const int IMPULSE_104 = 104; // Buy weapon_nailgun const int IMPULSE_105 = 105; // Buy weapon_rocketlauncher const int IMPULSE_106 = 106; // Buy weapon_railgun const int IMPULSE_107 = 107; // Buy weapon_lightninggun const int IMPULSE_108 = 108; // UNUSED const int IMPULSE_109 = 109; // Buy weapon_napalmgun const int IMPULSE_110 = 110; // Buy weapon_dmg const int IMPULSE_111 = 111; // UNUSED const int IMPULSE_112 = 112; // UNUSED const int IMPULSE_113 = 113; // UNUSED const int IMPULSE_114 = 114; // UNUSED const int IMPULSE_115 = 115; // UNUSED const int IMPULSE_116 = 116; // UNUSED const int IMPULSE_117 = 117; // UNUSED const int IMPULSE_118 = 118; // Buy item_armor_small const int IMPULSE_119 = 119; // Buy item_armor_large const int IMPULSE_120 = 120; // Buy ammorefill const int IMPULSE_121 = 121; // UNUSED const int IMPULSE_122 = 122; // UNUSED const int IMPULSE_123 = 123; // Buy team powerup: ammo_regen const int IMPULSE_124 = 124; // Buy team powerup: health_regen const int IMPULSE_125 = 125; // Buy team powerup: damage_boost const int IMPULSE_126 = 126; // UNUSED const int IMPULSE_127 = 127; // UNUSED // RITUAL END const int KEY_MOVESPEED = 127; // 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 realTime; // real game time int duplicateCount; // duplication count for networking // RAVEN BEGIN // ddynerman: expand buttons to 2 bytes short buttons; // buttons // RAVEN END 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 GetUsercmd( void ) = 0; //RAVEN BEGIN //asalmon: slow down the joystick movement for aim assist on xenon virtual void SetSlowJoystick(int slow) = 0; // nrausch: Stuff an arbitrary impulse in, which will override any other impulse this cycle virtual void StuffImpulse( int impulse ) = 0; virtual void StuffKey( const char *keyName, bool down ) = 0; #ifdef _XENON virtual void GetInputs( int &y, int &p, int &r, int &f ) = 0; #endif //RAVEN END }; extern idUsercmdGen *usercmdGen; #endif /* !__USERCMDGEN_H__ */