etqw-sdk/source/framework/UsercmdGen.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __USERCMDGEN_H__
#define __USERCMDGEN_H__
/*
===============================================================================
Samples a set of user commands from player input.
===============================================================================
*/
const int USERCMD_HZ = 30; // 30 frames per second
const int USERCMD_MSEC = 1000 / USERCMD_HZ;
struct userButtons_t {
#ifdef _XENON
bool pad0 : 1; // Nerve: Padding is used to align the buttons
bool pad1 : 1; // to the least signifigant part of the short
bool pad2 : 1; // That this struct is unioned with
bool pad3 : 1;
bool pad4 : 1;
bool pad5 : 1;
#endif
bool attack : 1;
bool run : 1;
bool modeSwitch : 1;
bool mLookOff : 1;
bool sprint : 1;
bool activate : 1;
bool altAttack : 1;
bool leanLeft : 1;
bool leanRight : 1;
bool tophat : 1;
}; // update the define below whenever you change this struct, all fields MUST be single bits
#define USERCMD_NUM_BUTTONS 10
struct clientButtons_t {
bool showScores : 1;
bool voice : 1;
bool teamVoice : 1;
bool fireteamVoice : 1;
};
enum usercmdbuttonType_t {
B_BUTTON,
B_IMPULSE,
B_LOCAL_IMPULSE,
B_COMMAND,
};
enum usercmdButton_t {
UB_UP,
UB_DOWN,
UB_LEFT,
UB_RIGHT,
UB_FORWARD,
UB_BACK,
UB_LOOKUP,
UB_LOOKDOWN,
UB_STRAFE,
UB_MOVELEFT,
UB_MOVERIGHT,
UB_ATTACK,
UB_SPEED,
UB_MODESWITCH,
UB_SPRINT,
UB_ACTIVATE,
UB_SHOWSCORES,
UB_VOICE,
UB_TEAMVOICE,
UB_FIRETEAMVOICE,
UB_MLOOK,
UB_ALTATTACK,
UB_TOPHAT,
UB_LEANLEFT,
UB_LEANRIGHT,
UB_MAX_BUTTONS
};
// usercmd_t->flags
const int UCF_IMPULSE_SEQUENCE = 0x0001; // toggled every time an impulse command is sent
union userButtonsUnion_t {
short btnValue; // this has to be at least as wide as the btn struct
userButtons_t btn;
};
class usercmd_t {
public:
int gameFrame; // frame number
int gameTime; // game time
int duplicateCount; // duplication count for networking
userButtonsUnion_t 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
signed char impulse; // impulse command
byte flags;
clientButtons_t clientButtons; // new sets of buttons ( client only )
public:
void ByteSwap(); // on big endian systems, byte swap the shorts and ints
bool operator==( const usercmd_t &rhs ) const;
};
enum inhibit_t {
INHIBIT_SESSION = 0,
INHIBIT_ASYNC
};
const int MAX_BUFFERED_USERCMD = 64;
class sdKeyCommand;
class idKey;
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;
// 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;
// Directly sample a usercmd.
virtual usercmd_t GetDirectUsercmd( bool doGameCallback = true ) = 0;
virtual void HandleCommand( const sdKeyCommand* cmd, bool down ) = 0;
virtual bool ProcessEvent( const sdSysEvent& evt ) = 0;
};
extern idUsercmdGen *usercmdGen;
#endif /* !__USERCMDGEN_H__ */