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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __USERCMDGEN_H__
- #define __USERCMDGEN_H__
- /*
- ===============================================================================
- Samples a set of user commands from player input.
- ===============================================================================
- */
- const int USERCMD_HZ = 60; // 60 frames per second
- const int USERCMD_MSEC = 1000 / USERCMD_HZ;
- // usercmd_t->button bits
- const int BUTTON_ATTACK = BIT(0);
- const int BUTTON_RUN = BIT(1);
- const int BUTTON_ZOOM = BIT(2);
- const int BUTTON_SCORES = BIT(3);
- const int BUTTON_MLOOK = BIT(4);
- const int BUTTON_5 = BIT(5);
- const int BUTTON_6 = BIT(6);
- const int BUTTON_7 = BIT(7);
- // usercmd_t->impulse commands
- const int IMPULSE_0 = 0; // weap 0
- const int IMPULSE_1 = 1; // weap 1
- const int IMPULSE_2 = 2; // weap 2
- const int IMPULSE_3 = 3; // weap 3
- const int IMPULSE_4 = 4; // weap 4
- const int IMPULSE_5 = 5; // weap 5
- const int IMPULSE_6 = 6; // weap 6
- const int IMPULSE_7 = 7; // weap 7
- const int IMPULSE_8 = 8; // weap 8
- const int IMPULSE_9 = 9; // weap 9
- const int IMPULSE_10 = 10; // weap 10
- const int IMPULSE_11 = 11; // weap 11
- const int IMPULSE_12 = 12; // weap 12
- const int IMPULSE_13 = 13; // weap reload
- const int IMPULSE_14 = 14; // weap next
- const int IMPULSE_15 = 15; // weap prev
- const int IMPULSE_16 = 16; // <unused>
- const int IMPULSE_17 = 17; // ready to play ( toggles ui_ready )
- const int IMPULSE_18 = 18; // center view
- const int IMPULSE_19 = 19; // show PDA/INV/MAP
- const int IMPULSE_20 = 20; // toggle team ( toggles ui_team )
- const int IMPULSE_21 = 21; // <unused>
- const int IMPULSE_22 = 22; // spectate
- const int IMPULSE_23 = 23; // <unused>
- const int IMPULSE_24 = 24; // <unused>
- const int IMPULSE_25 = 25; // <unused>
- const int IMPULSE_26 = 26; // <unused>
- const int IMPULSE_27 = 27; // <unused>
- const int IMPULSE_28 = 28; // vote yes
- const int IMPULSE_29 = 29; // vote no
- const int IMPULSE_40 = 40; // use vehicle
- // usercmd_t->flags
- const int UCF_IMPULSE_SEQUENCE = 0x0001; // toggled every time an impulse command is sent
- class usercmd_t {
- public:
- int gameFrame; // frame number
- int gameTime; // game time
- int duplicateCount; // duplication count for networking
- byte buttons; // buttons
- signed char forwardmove; // forward/backward movement
- signed char rightmove; // left/right movement
- signed char upmove; // up/down movement
- short angles[3]; // view angles
- short mx; // mouse delta x
- short my; // mouse delta y
- signed char impulse; // impulse command
- byte flags; // additional flags
- int sequence; // just for debugging
- public:
- void ByteSwap(); // on big endian systems, byte swap the shorts and ints
- bool operator==( const usercmd_t &rhs ) const;
- };
- typedef enum {
- INHIBIT_SESSION = 0,
- INHIBIT_ASYNC
- } inhibit_t;
- const int MAX_BUFFERED_USERCMD = 64;
- class idUsercmdGen {
- public:
- virtual ~idUsercmdGen( void ) {}
- // Sets up all the cvars and console commands.
- virtual void Init( void ) = 0;
- // Prepares for a new map.
- virtual void InitForNewMap( void ) = 0;
- // Shut down.
- virtual void Shutdown( void ) = 0;
- // Clears all key states and face straight.
- virtual void Clear( void ) = 0;
- // Clears view angles.
- virtual void ClearAngles( void ) = 0;
- // When the console is down or the menu is up, only emit default usercmd, so the player isn't moving around.
- // Each subsystem (session and game) may want an inhibit will OR the requests.
- virtual void InhibitUsercmd( inhibit_t subsystem, bool inhibit ) = 0;
- // Returns a buffered command for the given game tic.
- virtual usercmd_t TicCmd( int ticNumber ) = 0;
- // Called async at regular intervals.
- virtual void UsercmdInterrupt( void ) = 0;
- // Set a value that can safely be referenced by UsercmdInterrupt() for each key binding.
- virtual int CommandStringUsercmdData( const char *cmdString ) = 0;
- // Returns the number of user commands.
- virtual int GetNumUserCommands( void ) = 0;
- // Returns the name of a user command via index.
- virtual const char *GetUserCommandName( int index ) = 0;
- // Continuously modified, never reset. For full screen guis.
- virtual void MouseState( int *x, int *y, int *button, bool *down ) = 0;
- // Directly sample a button.
- virtual int ButtonState( int key ) = 0;
- // Directly sample a keystate.
- virtual int KeyState( int key ) = 0;
- // Directly sample a usercmd.
- virtual usercmd_t GetDirectUsercmd( void ) = 0;
- };
- extern idUsercmdGen *usercmdGen;
- #endif /* !__USERCMDGEN_H__ */
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