#pragma once #include #include "fix16.h" #include "tflags.h" enum ESyncBits_ : uint32_t { SB_FIRST_WEAPON_BIT = 1 << 0, SB_ITEM_BIT_1 = 1 << 4, SB_ITEM_BIT_2 = 1 << 5, SB_ITEM_BIT_3 = 1 << 6, SB_ITEM_BIT_4 = 1 << 7, SB_ITEM_BIT_5 = 1 << 8, SB_ITEM_BIT_6 = 1 << 9, SB_ITEM_BIT_7 = 1 << 10, SB_INVPREV = 1 << 11, SB_INVNEXT = 1 << 12, SB_INVUSE = 1 << 13, SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits SB_ITEMUSE_BITS = (127u * SB_ITEM_BIT_1), SB_BUTTON_MASK = 0, // all input from buttons (i.e. active while held) SB_INTERFACE_MASK = (SB_INVPREV|SB_INVNEXT|SB_INVUSE), // all input from CCMDs SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_ITEMUSE_BITS | SB_INTERFACE_MASK) }; // enforce type safe operations on the input bits. using ESyncBits = TFlags; DEFINE_TFLAGS_OPERATORS(ESyncBits) // Blood flags enum { flag_buttonmask = 127, flag_buttonmask_norun = 126 }; enum { // The maximum valid weapons for the respective games. WeaponSel_Max = 10, WeaponSel_MaxExhumed = 7, WeaponSel_MaxBlood = 12, // Use named constants instead of magic values for these. The maximum of the supported games is 12 weapons for Blood so these 3 are free. // Should there ever be need for more weapons to select, the bit field needs to be expanded. WeaponSel_Next = 13, WeaponSel_Prev = 14, WeaponSel_Alt = 15 }; enum EDukeSyncBits_ : uint32_t { SKB_JUMP = 1 << 0, SKB_CROUCH = 1 << 1, SKB_FIRE = 1 << 2, SKB_AIM_UP = 1 << 3, SKB_AIM_DOWN = 1 << 4, SKB_RUN = 1 << 5, SKB_LOOK_LEFT = 1 << 6, SKB_LOOK_RIGHT = 1 << 7, SKB_LOOK_UP = 1 << 13, SKB_LOOK_DOWN = 1 << 14, SKB_MULTIFLAG = 1 << 17, SKB_CENTER_VIEW = 1 << 18, SKB_HOLSTER = 1 << 19, SKB_QUICK_KICK = 1 << 22, SKB_AIMMODE = 1 << 23, SKB_GAMEQUIT = 1 << 26, SKB_TURNAROUND = 1 << 28, SKB_OPEN = 1 << 29, SKB_ESCAPE = 1u << 31, SKB_INTERFACE_BITS = (SKB_QUICK_KICK | \ SKB_HOLSTER | \ SKB_TURNAROUND | SKB_OPEN | SKB_ESCAPE), SKB_NONE = 0, SKB_ALL = ~0u }; // enforce type safe operations on the input bits. using EDukeSyncBits = TFlags; DEFINE_TFLAGS_OPERATORS(EDukeSyncBits) union SYNCFLAGS { uint32_t value; struct { unsigned int run : 1; unsigned int jump : 1; unsigned int crouch : 1; unsigned int shoot : 1; unsigned int shoot2 : 1; unsigned int lookUp : 1; unsigned int lookDown : 1; unsigned int action : 1; unsigned int jab : 1; unsigned int holsterWeapon : 1; unsigned int lookCenter : 1; unsigned int lookLeft : 1; unsigned int lookRight : 1; unsigned int spin180 : 1; unsigned int quit : 1; unsigned int restart : 1; }; }; // SW // // NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS // #define SK_AUTO_AIM 7 #define SK_CENTER_VIEW 8 #define SK_MESSAGE 11 #define SK_LOOK_UP 12 #define SK_LOOK_DOWN 13 #define SK_CRAWL_LOCK 14 #define SK_FLY 15 #define SK_RUN 16 #define SK_SHOOT 17 #define SK_OPERATE 18 #define SK_JUMP 19 #define SK_CRAWL 20 #define SK_SNAP_UP 21 #define SK_SNAP_DOWN 22 #define SK_QUIT_GAME 23 #define SK_TURN_180 25 #define SK_HIDE_WEAPON 30 #define SK_SPACE_BAR 31 // Exhumed enum { kButtonJump = 0x1, kButtonOpen = 0x4, kButtonFire = 0x8, kButtonCrouch = 0x10, kButtonCheatGuns = 0x20, kButtonCheatGodMode = 0x40, kButtonCheatKeys = 0x80, kButtonCheatItems = 0x100, }; struct InputPacket { int16_t svel; int16_t fvel; fix16_t q16avel; fix16_t q16horz; fix16_t q16aimvel; // only used by SW fix16_t q16ang; // only used by SW ESyncBits actions; // Making this a union lets some constructs fail. Since these names are transitional only the added memory use doesn't really matter. // for Duke EDukeSyncBits sbits; // for SW int32_t bits; // for Blood SYNCFLAGS syncFlags; // For Exhumed uint16_t buttons; int getNewWeapon() const { return (actions & SB_WEAPONMASK_BITS).GetValue(); } void setNewWeapon(int weap) { actions = (actions & ~SB_WEAPONMASK_BITS) | (ESyncBits::FromInt(weap) & SB_WEAPONMASK_BITS); } bool isItemUsed(int num) { return !!(actions & ESyncBits::FromInt(SB_ITEM_BIT_1 << num)); } void setItemUsed(int num) { actions |= ESyncBits::FromInt(SB_ITEM_BIT_1 << num); } void clearItemUsed(int num) { actions &= ~ESyncBits::FromInt(SB_ITEM_BIT_1 << num); } };