raze-gles/source/core/packet.h
Christoph Oelckers 7659107b75 - removed SW's SK_AUTO_AIM for good.
When networking becomes a thing again this can be done as a server CVAR without such a messy approach.
2020-08-29 02:19:41 +02:00

179 lines
3.9 KiB
C

#pragma once
#include <stdint.h>
#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_CENTERVIEW = 1 << 14,
SB_TURNAROUND = 1 << 15,
SB_HOLSTER = 1 << 16,
SB_OPEN = 1 << 17,
SB_RUN = 1 << 27,
SB_JUMP = 1 << 28,
SB_CROUCH = 1 << 29,
SB_FIRE = 1 << 30,
SB_ALTFIRE = 1u << 31,
SB_WEAPONMASK_BITS = (15u * SB_FIRST_WEAPON_BIT), // Weapons take up 4 bits
SB_ITEMUSE_BITS = (127u * SB_ITEM_BIT_1),
SB_BUTTON_MASK = SB_ALTFIRE|SB_FIRE|SB_CROUCH|SB_JUMP, // all input from buttons (i.e. active while held)
SB_INTERFACE_MASK = (SB_INVPREV|SB_INVNEXT|SB_INVUSE|SB_CENTERVIEW|SB_TURNAROUND|SB_HOLSTER|SB_OPEN), // all input from CCMDs
SB_INTERFACE_BITS = (SB_WEAPONMASK_BITS | SB_ITEMUSE_BITS | SB_INTERFACE_MASK),
SB_ALL = ~0u
};
// enforce type safe operations on the input bits.
using ESyncBits = TFlags<ESyncBits_, uint32_t>;
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_AIM_UP = 1 << 3,
SKB_AIM_DOWN = 1 << 4,
SKB_LOOK_LEFT = 1 << 6,
SKB_LOOK_RIGHT = 1 << 7,
SKB_LOOK_UP = 1 << 13,
SKB_LOOK_DOWN = 1 << 14,
SKB_QUICK_KICK = 1 << 22,
SKB_AIMMODE = 1 << 23,
SKB_ESCAPE = 1u << 31,
SKB_INTERFACE_BITS = (SKB_QUICK_KICK | \
SKB_ESCAPE),
SKB_NONE = 0,
SKB_ALL = ~0u
};
// enforce type safe operations on the input bits.
using EDukeSyncBits = TFlags<EDukeSyncBits_, uint32_t>;
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 lookLeft : 1;
unsigned int lookRight : 1;
};
};
// SW
//
// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
//
#define SK_LOOK_UP 12
#define SK_LOOK_DOWN 13
#define SK_CRAWL_LOCK 14
#define SK_FLY 15
#define SK_AIM_UP 21
#define SK_AIM_DOWN 22
#define SK_SPACE_BAR 31
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
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);
}
};