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https://github.com/ZDoom/raze-gles.git
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7659107b75
When networking becomes a thing again this can be done as a server CVAR without such a messy approach.
179 lines
3.9 KiB
C
179 lines
3.9 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_ITEM_BIT_1 = 1 << 4,
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SB_ITEM_BIT_2 = 1 << 5,
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SB_ITEM_BIT_3 = 1 << 6,
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SB_ITEM_BIT_4 = 1 << 7,
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SB_ITEM_BIT_5 = 1 << 8,
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SB_ITEM_BIT_6 = 1 << 9,
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SB_ITEM_BIT_7 = 1 << 10,
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SB_INVPREV = 1 << 11,
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SB_INVNEXT = 1 << 12,
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SB_INVUSE = 1 << 13,
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SB_CENTERVIEW = 1 << 14,
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SB_TURNAROUND = 1 << 15,
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SB_HOLSTER = 1 << 16,
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SB_OPEN = 1 << 17,
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SB_RUN = 1 << 27,
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SB_JUMP = 1 << 28,
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SB_CROUCH = 1 << 29,
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SB_FIRE = 1 << 30,
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SB_ALTFIRE = 1u << 31,
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SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits
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SB_ITEMUSE_BITS = (127u * SB_ITEM_BIT_1),
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SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP, // all input from buttons (i.e. active while held)
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SB_INTERFACE_MASK = (SB_INVPREV|SB_INVNEXT|SB_INVUSE|SB_CENTERVIEW|SB_TURNAROUND|SB_HOLSTER|SB_OPEN), // all input from CCMDs
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SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_ITEMUSE_BITS | SB_INTERFACE_MASK),
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SB_ALL = ~0u
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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_AIM_UP = 1 << 3,
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SKB_AIM_DOWN = 1 << 4,
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SKB_LOOK_LEFT = 1 << 6,
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SKB_LOOK_RIGHT = 1 << 7,
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SKB_LOOK_UP = 1 << 13,
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SKB_LOOK_DOWN = 1 << 14,
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SKB_QUICK_KICK = 1 << 22,
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SKB_AIMMODE = 1 << 23,
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SKB_ESCAPE = 1u << 31,
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SKB_INTERFACE_BITS = (SKB_QUICK_KICK | \
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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 lookLeft : 1;
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unsigned int lookRight : 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_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_AIM_UP 21
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#define SK_AIM_DOWN 22
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#define SK_SPACE_BAR 31
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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 q16horiz; // 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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bool isItemUsed(int num)
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{
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return !!(actions & ESyncBits::FromInt(SB_ITEM_BIT_1 << num));
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}
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void setItemUsed(int num)
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{
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actions |= ESyncBits::FromInt(SB_ITEM_BIT_1 << num);
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}
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void clearItemUsed(int num)
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{
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actions &= ~ESyncBits::FromInt(SB_ITEM_BIT_1 << num);
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}
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};
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