#pragma once #include #include "m_fixed.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_AIMMODE = 1 << 18, SB_QUICK_KICK = 1 << 19, SB_ESCAPE = 1 << 20, SB_AIM_UP = 1 << 21, SB_AIM_DOWN = 1 << 22, SB_LOOK_LEFT = 1 << 23, SB_LOOK_RIGHT = 1 << 24, SB_LOOK_UP = SB_AIM_UP|SB_CENTERVIEW, SB_LOOK_DOWN = SB_AIM_DOWN|SB_CENTERVIEW, SB_CROUCH = 1 << 25, SB_CROUCH_LOCK = 1 << 26, SB_RUN = 1 << 27, SB_JUMP = 1 << 28, SB_FIRE = 1 << 29, SB_ALTFIRE = 1 << 30, 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|SB_LOOK_UP|SB_LOOK_DOWN|SB_AIM_UP|SB_AIM_DOWN|SB_LOOK_LEFT|SB_LOOK_RIGHT|SB_QUICK_KICK, // 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|SB_ESCAPE), // 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; DEFINE_TFLAGS_OPERATORS(ESyncBits) 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 }; struct InputPacket { float svel; float fvel; float avel; float horz; ESyncBits actions; 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); } };