raze-gles/source/core/packet.h

191 lines
4.3 KiB
C

#pragma once
#include <stdint.h>
#include "fix16.h"
#include "tflags.h"
// Blood flags
enum
{
flag_buttonmask = 127,
flag_buttonmask_norun = 126
};
enum ESyncBits_ : 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_FIRST_WEAPON_BIT = 1 << 8,
SKB_STEROIDS = 1 << 12,
SKB_LOOK_UP = 1 << 13,
SKB_LOOK_DOWN = 1 << 14,
SKB_NIGHTVISION = 1 << 15,
SKB_MEDKIT = 1 << 16,
SKB_MULTIFLAG = 1 << 17,
SKB_CENTER_VIEW = 1 << 18,
SKB_HOLSTER = 1 << 19,
SKB_INV_LEFT = 1 << 20,
SKB_PAUSE = 1 << 21,
SKB_QUICK_KICK = 1 << 22,
SKB_AIMMODE = 1 << 23,
SKB_HOLODUKE = 1 << 24,
SKB_JETPACK = 1 << 25,
SKB_GAMEQUIT = 1 << 26,
SKB_INV_RIGHT = 1 << 27,
SKB_TURNAROUND = 1 << 28,
SKB_OPEN = 1 << 29,
SKB_INVENTORY = 1 << 30,
SKB_ESCAPE = 1u << 31,
SKB_WEAPONMASK_BITS = (15u * SKB_FIRST_WEAPON_BIT),
SKB_INTERFACE_BITS = (SKB_WEAPONMASK_BITS | SKB_STEROIDS | SKB_NIGHTVISION | SKB_MEDKIT | SKB_QUICK_KICK | \
SKB_HOLSTER | SKB_INV_LEFT | SKB_PAUSE | SKB_HOLODUKE | SKB_JETPACK | SKB_INV_RIGHT | \
SKB_TURNAROUND | SKB_OPEN | SKB_INVENTORY | SKB_ESCAPE),
SKB_NONE = 0,
SKB_ALL = ~0u
};
// enforce type safe operations on the input bits.
using ESyncBits = TFlags<ESyncBits_, uint32_t>;
DEFINE_TFLAGS_OPERATORS(ESyncBits)
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 prevItem : 1;
unsigned int nextItem : 1;
unsigned int useItem : 1;
unsigned int prevWeapon : 1;
unsigned int nextWeapon : 1;
unsigned int holsterWeapon : 1;
unsigned int lookCenter : 1;
unsigned int lookLeft : 1;
unsigned int lookRight : 1;
unsigned int spin180 : 1;
unsigned int pause : 1;
unsigned int quit : 1;
unsigned int restart : 1;
unsigned int useBeastVision : 1;
unsigned int useCrystalBall : 1;
unsigned int useJumpBoots : 1;
unsigned int useMedKit : 1;
unsigned int newWeapon : 4;
};
};
// SW
//
// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
//
// weapons takes up 4 bits
#define SK_WEAPON_BIT0 0
#define SK_WEAPON_BIT1 1
#define SK_WEAPON_BIT2 2
#define SK_WEAPON_BIT3 3
#define SK_WEAPON_MASK (BIT(SK_WEAPON_BIT0)| \
BIT(SK_WEAPON_BIT1)| \
BIT(SK_WEAPON_BIT2)| \
BIT(SK_WEAPON_BIT3)) // 16 possible numbers 0-15
#define SK_INV_HOTKEY_BIT0 4
#define SK_INV_HOTKEY_BIT1 5
#define SK_INV_HOTKEY_BIT2 6
#define SK_INV_HOTKEY_MASK (BIT(SK_INV_HOTKEY_BIT0)|BIT(SK_INV_HOTKEY_BIT1)|BIT(SK_INV_HOTKEY_BIT2))
#define SK_AUTO_AIM 7
#define SK_CENTER_VIEW 8
#define SK_PAUSE 9
#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_MULTI_VIEW 24
#define SK_TURN_180 25
#define SK_INV_LEFT 26
#define SK_INV_RIGHT 27
#define SK_INV_USE 29
#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,
kButtonWeaponShift = 13,
kButtonWeaponBits = 7 << kButtonWeaponShift, // upper 3 bits.
};
struct InputPacket
{
int16_t svel;
int16_t fvel;
fix16_t q16avel;
fix16_t q16horz;
fix16_t q16horiz; // only used by SW
fix16_t q16ang; // only used by SW
// Making this a union lets some constructs fail. Since these names are transitional only the added memory use doesn't really matter.
// for Duke
ESyncBits sbits;
// for SW
int32_t bits;
// for Blood
SYNCFLAGS syncFlags;
// For Exhumed
uint16_t buttons;
};