mirror of
https://github.com/ZDoom/raze-gles.git
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10df3e094a
This also adds stubs for all unimplemented features in the games for easier addition.
215 lines
4.9 KiB
C
215 lines
4.9 KiB
C
#pragma once
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#include <stdint.h>
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#include "fix16.h"
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#include "tflags.h"
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enum ESyncBits_ : uint32_t
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{
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SB_FIRST_WEAPON_BIT = 1 << 0,
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SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits
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SB_BUTTON_MASK = 0, // all input from buttons (i.e. active while held)
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SB_INTERFACE_MASK = 0, // all input from CCMDs
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SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_INTERFACE_MASK)
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};
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// enforce type safe operations on the input bits.
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using ESyncBits = TFlags<ESyncBits_, uint32_t>;
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DEFINE_TFLAGS_OPERATORS(ESyncBits)
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// Blood flags
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enum
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{
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flag_buttonmask = 127,
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flag_buttonmask_norun = 126
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};
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enum
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{
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// The maximum valid weapons for the respective games.
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WeaponSel_Max = 10,
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WeaponSel_MaxExhumed = 7,
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WeaponSel_MaxBlood = 12,
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// 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.
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// Should there ever be need for more weapons to select, the bit field needs to be expanded.
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WeaponSel_Next = 13,
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WeaponSel_Prev = 14,
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WeaponSel_Alt = 15
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};
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enum EDukeSyncBits_ : uint32_t
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{
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SKB_JUMP = 1 << 0,
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SKB_CROUCH = 1 << 1,
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SKB_FIRE = 1 << 2,
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SKB_AIM_UP = 1 << 3,
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SKB_AIM_DOWN = 1 << 4,
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SKB_RUN = 1 << 5,
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SKB_LOOK_LEFT = 1 << 6,
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SKB_LOOK_RIGHT = 1 << 7,
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SKB_STEROIDS = 1 << 12,
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SKB_LOOK_UP = 1 << 13,
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SKB_LOOK_DOWN = 1 << 14,
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SKB_NIGHTVISION = 1 << 15,
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SKB_MEDKIT = 1 << 16,
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SKB_MULTIFLAG = 1 << 17,
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SKB_CENTER_VIEW = 1 << 18,
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SKB_HOLSTER = 1 << 19,
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SKB_INV_LEFT = 1 << 20,
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SKB_PAUSE = 1 << 21,
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SKB_QUICK_KICK = 1 << 22,
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SKB_AIMMODE = 1 << 23,
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SKB_HOLODUKE = 1 << 24,
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SKB_JETPACK = 1 << 25,
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SKB_GAMEQUIT = 1 << 26,
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SKB_INV_RIGHT = 1 << 27,
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SKB_TURNAROUND = 1 << 28,
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SKB_OPEN = 1 << 29,
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SKB_INVENTORY = 1 << 30,
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SKB_ESCAPE = 1u << 31,
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SKB_INTERFACE_BITS = (SKB_STEROIDS | SKB_NIGHTVISION | SKB_MEDKIT | SKB_QUICK_KICK | \
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SKB_HOLSTER | SKB_INV_LEFT | SKB_PAUSE | SKB_HOLODUKE | SKB_JETPACK | SKB_INV_RIGHT | \
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SKB_TURNAROUND | SKB_OPEN | SKB_INVENTORY | SKB_ESCAPE),
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SKB_NONE = 0,
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SKB_ALL = ~0u
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};
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// enforce type safe operations on the input bits.
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using EDukeSyncBits = TFlags<EDukeSyncBits_, uint32_t>;
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DEFINE_TFLAGS_OPERATORS(EDukeSyncBits)
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union SYNCFLAGS
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{
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uint32_t value;
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struct
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{
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unsigned int run : 1;
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unsigned int jump : 1;
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unsigned int crouch : 1;
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unsigned int shoot : 1;
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unsigned int shoot2 : 1;
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unsigned int lookUp : 1;
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unsigned int lookDown : 1;
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unsigned int action : 1;
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unsigned int jab : 1;
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unsigned int prevItem : 1;
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unsigned int nextItem : 1;
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unsigned int useItem : 1;
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unsigned int holsterWeapon : 1;
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unsigned int lookCenter : 1;
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unsigned int lookLeft : 1;
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unsigned int lookRight : 1;
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unsigned int spin180 : 1;
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unsigned int pause : 1;
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unsigned int quit : 1;
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unsigned int restart : 1;
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unsigned int useBeastVision : 1;
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unsigned int useCrystalBall : 1;
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unsigned int useJumpBoots : 1;
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unsigned int useMedKit : 1;
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};
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};
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// SW
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//
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// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
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//
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#define SK_INV_HOTKEY_BIT0 4
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#define SK_INV_HOTKEY_BIT1 5
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#define SK_INV_HOTKEY_BIT2 6
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#define SK_INV_HOTKEY_MASK (BIT(SK_INV_HOTKEY_BIT0)|BIT(SK_INV_HOTKEY_BIT1)|BIT(SK_INV_HOTKEY_BIT2))
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#define SK_AUTO_AIM 7
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#define SK_CENTER_VIEW 8
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#define SK_PAUSE 9
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#define SK_MESSAGE 11
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#define SK_LOOK_UP 12
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#define SK_LOOK_DOWN 13
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#define SK_CRAWL_LOCK 14
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#define SK_FLY 15
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#define SK_RUN 16
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#define SK_SHOOT 17
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#define SK_OPERATE 18
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#define SK_JUMP 19
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#define SK_CRAWL 20
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#define SK_SNAP_UP 21
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#define SK_SNAP_DOWN 22
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#define SK_QUIT_GAME 23
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#define SK_MULTI_VIEW 24
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#define SK_TURN_180 25
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#define SK_INV_LEFT 26
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#define SK_INV_RIGHT 27
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#define SK_INV_USE 29
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#define SK_HIDE_WEAPON 30
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#define SK_SPACE_BAR 31
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// Exhumed
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enum {
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kButtonJump = 0x1,
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kButtonOpen = 0x4,
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kButtonFire = 0x8,
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kButtonCrouch = 0x10,
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kButtonCheatGuns = 0x20,
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kButtonCheatGodMode = 0x40,
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kButtonCheatKeys = 0x80,
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kButtonCheatItems = 0x100,
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};
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struct InputPacket
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{
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int16_t svel;
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int16_t fvel;
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fix16_t q16avel;
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fix16_t q16horz;
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fix16_t q16aimvel; // only used by SW
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fix16_t q16ang; // only used by SW
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ESyncBits actions;
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// Making this a union lets some constructs fail. Since these names are transitional only the added memory use doesn't really matter.
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// for Duke
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EDukeSyncBits sbits;
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// for SW
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int32_t bits;
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// for Blood
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SYNCFLAGS syncFlags;
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// For Exhumed
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uint16_t buttons;
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int getNewWeapon() const
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{
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return (actions & SB_WEAPONMASK_BITS).GetValue();
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}
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void setNewWeapon(int weap)
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{
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actions = (actions & ~SB_WEAPONMASK_BITS) | (ESyncBits::FromInt(weap) & SB_WEAPONMASK_BITS);
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}
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};
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