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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // This program 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 this program; if not, write to the Free Software Foundation, Inc.,
- // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- //
- // input.h
- // Project: Postal
- //
- // History:
- // 12/05/96 MJR Started.
- //
- // 02/19/97 BRH Modified to include the keys we are currently using
- // for CDude control in the game. Added functions for
- // getting and setting input for local and remote play.
- //
- // 03/03/97 JMI Added macros for keys 1 through 5 (CDude will use
- // these to chose a weapon).
- //
- // 03/14/97 JMI Added macros for space key.
- //
- // 03/24/97 JMI Changed typedef for UINPUT from U16 to U32.
- // Added INPUT_ROT_MASK. The first 9 bits are now reserved
- // for a rotation value between 0 and 359 inclusive. This
- // pushed all the other bits up a bit, but I don't think that
- // anything currently uses this API w/o the INPUT_* macros.
- //
- // 03/26/97 JMI Was getting rotation for mouse input backwards. Fixed.
- //
- // 03/27/97 JMI Added macros for numpad 0 key (CDude will use this for
- // duck).
- //
- // 03/27/97 JMI Shortcutted INSERT to same as numpad 0 as patch for now.
- //
- // 03/31/97 JMI Now the actual keys used are chosen by g_InputSettings.
- // Therefore, macros are now more generic (e.g., INPUT_R
- // became INPUT_RIGHT, and INPUT_ALT became INPUT_FIRE).
- // Added g_InputSettings declaration.
- //
- // 04/01/97 JMI Now we used 10 bits for the rotation value and, although
- // it is stored as unsigned (0..720), it represents a postive
- // or negative delta between -360 and 360.
- //
- // 04/03/97 JMI Now checks rspIsBackground() before doing mouse stuff.
- //
- // 04/11/97 MJR Moved lots of stuff into input.cpp and added support for
- // recording and playing back inputs for self-playing mode.
- //
- // 04/11/97 JMI Changed INPUT_MENU to INPUT_SUICIDE.
- // Also, added INPUT_NEXT_LEVEL.
- // Added an RInputEvent* to GetLocalInput() proto.
- // externs for m_aInputs were not specifying a type and, there-
- // fore, it was an 'int' array instead of UINPUT.
- //
- // 04/22/97 JMI Added extern of g_InputSettings.
- //
- // 04/24/97 JMI Moved around INPUT_JUMP, INPUT_SUICIDE, and
- // INPUT_NEXT_LEVEL.
- // Also, added INPUT_WEAPON_6...9 and INPUT_EXECUTE.
- // Consequently, we're out of inputs (and we still don't have
- // INPUT_TOGGLE_HUMANSHIELD).
- //
- // 05/02/97 JMI Increased number of available input bits by reducing
- // the weapon changing bits to 4 bits (now a number instead of
- // bit fields).
- //
- // 05/13/97 JMI Changed INPUT_RUN to INPUT_WALK.
- //
- // 05/14/97 JMI Added INPUT_PICKUP.
- //
- // 06/09/97 JMI Changed INPUT_WALK to INPUT_RUN.
- //
- // 06/15/97 MJR Removed INPUT_NEXT_LEVEL, which has now been replaced by
- // an client/server mechanism.
- //
- // 06/15/97 MJR Changed to separate InputDemoInit() and InputDemoKill()
- // functions to make it real obvious and clean.
- //
- // 07/15/97 JMI Added INPUT_WEAPONS_BIT.
- //
- // 07/19/97 JMI Added InitLocalInput().
- //
- // 07/25/97 JMI Added more INPUT_*'s and changed INPUT_WEAPON_11,12,13,14
- // to INPUT_CHEAT_11,12,13,14. There are now 20 possible
- // cheat inputs.
- // Also, removed INPUT_PICKUP.
- //
- // 08/06/97 JMI Changed InitLocalInput() to ClearLocalInput().
- //
- // 08/10/97 JMI Added StrafeLeft and StrafeRight inputs.
- // Also, changed Jump to Revive and INPUT_JUMP to INPUT_REVIVE.
- // Had put INPUT_JUMP back temporarily b/c I want to check in
- // this and all the files that depend on the new INPUT_REVIVE
- // in but play.cpp has been checked out for a long time now.
- //
- // 08/12/97 JMI Now requires an input event for cheats for GetLocalInput().
- //
- // 08/17/97 JMI Got rid of INPUT_JUMP, now play.cpp uses INPUT_REVIVE.
- //
- // 08/26/97 BRH Added query function InputIsDemoOver() for the special
- // case ending demo that will be played when the player wins,
- //
- // 09/06/97 MJR Added INPUT_IDLE.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef INPUT_H
- #define INPUT_H
- #include "RSPiX.h"
- #include "realm.h"
- #include "InputSettings.h"
- // Maximum number of dudes supported by this module. Just about any value
- // will work, it merely uses up a few extra bytes per dude, and no extra
- // processing. This is currently set to a value likely to be far beyond any
- // the number of dudes that the main app could support.
- #define INPUT_MAX_DUDES 32
- // Macros to access bits within an UINPUT type. There are two types of macros:
- // "masks" and "bit numbers". The masks are designed to set or get the value
- // of a bit. The bit numbers are designed to make it easier to shift the bits
- // around. Note that the bit numbers go from 0 to 'n' (currently 15).
- //
- // The order of the bits should not be changed without carefully weighing the
- // consequences. It is highly likely that some code will end up relying on the
- // order of the bits for efficiency sake, so changing the order of the bits
- // could break existing code. Any such code should certainly refer to these
- // macros in some way, so that if it becomes absolutely necessary to change
- // this stuff, we can at least track down all the code that uses it.
- // The first 10 bits are reserved for a rotation delta value between -359 and 359.
- #define INPUT_ROT_MASK 0x000003FF
- #define INPUT_REVIVE 0x00000400
- #define INPUT_REVIVE_BIT 10
-
- #define INPUT_SUICIDE 0x00000800
- #define INPUT_SUICIDE_BIT 11
- #define INPUT_RIGHT 0x00001000
- #define INPUT_RIGHT_BIT 12
- #define INPUT_LEFT 0x00002000
- #define INPUT_LEFT_BIT 13
- #define INPUT_BACKWARD 0x00004000
- #define INPUT_BACKWARD_BIT 14
- #define INPUT_FORWARD 0x00008000
- #define INPUT_FORWARD_BIT 15
- #define INPUT_DIR_MASK 0x0000f000
- #define INPUT_STRAFE 0x00010000
- #define INPUT_STRAFE_BIT 16
- #define INPUT_FIRE 0x00020000
- #define INPUT_FIRE_BIT 17
- #define INPUT_RUN 0x00040000
- #define INPUT_RUN_BIT 18
- #define INPUT_DUCK 0x00080000
- #define INPUT_DUCK_BIT 19
-
- #define INPUT_WEAPON_0 0x00100000
- #define INPUT_WEAPON_1 0x00200000
- #define INPUT_WEAPON_2 0x00300000
- #define INPUT_WEAPON_3 0x00400000
- #define INPUT_WEAPON_4 0x00500000
- #define INPUT_WEAPON_5 0x00600000
- #define INPUT_WEAPON_6 0x00700000
- #define INPUT_WEAPON_7 0x00800000
- #define INPUT_WEAPON_8 0x00900000
- #define INPUT_WEAPON_9 0x00A00000
- #define INPUT_WEAPON_10 0x00B00000
- #define INPUT_CHEAT_11 0x00C00000
- #define INPUT_CHEAT_12 0x00D00000
- #define INPUT_CHEAT_13 0x00E00000
- #define INPUT_CHEAT_14 0x00F00000
- #define INPUT_CHEAT_15 0x01000000
- #define INPUT_CHEAT_16 0x01100000
- #define INPUT_CHEAT_17 0x01200000
- #define INPUT_CHEAT_18 0x01300000
- #define INPUT_CHEAT_19 0x01400000
- #define INPUT_CHEAT_20 0x01500000
- #define INPUT_CHEAT_21 0x01600000
- #define INPUT_CHEAT_22 0x01700000
- #define INPUT_CHEAT_23 0x01800000
- #define INPUT_CHEAT_24 0x01900000
- #define INPUT_CHEAT_25 0x01A00000
- #define INPUT_CHEAT_26 0x01B00000
- #define INPUT_CHEAT_27 0x01C00000
- #define INPUT_CHEAT_28 0x01D00000
- #define INPUT_CHEAT_29 0x01E00000
- #define INPUT_CHEAT_30 0x01F00000
- #define INPUT_WEAPONS_MASK 0x01F00000 // Includes cheats!
- #define INPUT_WEAPONS_BIT 20 // thru 24.
- //#ifdef MOBILE
- #define INPUT_WEAPON_NEXT 0x02000000
- #define INPUT_WEAPON_PREV 0x04000000
- #define INPUT_ROT_IS_ABS 0x08000000
- //#endif
- #define INPUT_EXECUTE 0x40000000
- #define INPUT_EXECUTE_BIT 30
- // Extra flags for keyboard "twinstick" inputs. We could have done this with the ROT_IS_ABS for moving OR shooting
- // but then we'd be stuck on the other.
- #define INPUT_MOVE_UP 0x00100000000LL
- #define INPUT_MOVE_DOWN 0x00200000000LL
- #define INPUT_MOVE_LEFT 0x00400000000LL
- #define INPUT_MOVE_RIGHT 0x00800000000LL
- #define INPUT_FIRE_UP 0x01000000000LL
- #define INPUT_FIRE_DOWN 0x02000000000LL
- #define INPUT_FIRE_LEFT 0x04000000000LL
- #define INPUT_FIRE_RIGHT 0x08000000000LL
- #define INPUT_STRAFE_LEFT 0x10000000000LL
- #define INPUT_STRAFE_RIGHT 0x20000000000LL
- // Use this for when you don't want the dude to do anything
- #define INPUT_IDLE 360
- // Available input modes
- typedef enum
- {
- INPUT_MODE_LIVE,
- INPUT_MODE_RECORD,
- INPUT_MODE_PLAYBACK
- } INPUT_MODE;
- // UINPUT type
- // Had to rename this from INPUT because of a pre-existing type
- // Redefined to U64 because we ran out of input room.
- typedef U64 UINPUT;
- // Global input settings.
- extern CInputSettings g_InputSettings;
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Set input mode.
- //
- // InputDemoInit() and InputDemoLoad() must be called before setting playback
- // mode.
- //
- // InputDemoInit() must be called before setting record mode.
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern void SetInputMode(
- INPUT_MODE mode); // In: Input mode
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Get current input mode
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern INPUT_MODE GetInputMode(void); // Returns current mode
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Init demo mode. Must be called before setting playback or record modes.
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern short InputDemoInit(void); // Returns 0 if successfull, non-zero otherwise
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Kill demo mode. Must be called if InputDemoInit() was successfull (safe
- // to call even if it wasn't.)
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern void InputDemoKill(void);
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Load previously saved input demo data
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern short InputDemoLoad( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile); // In: RFile to load from
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Save current input demo data
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern short InputDemoSave( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile); // In: RFile to save to
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Reset/Clear/Initialize local input. This should be done just prior to
- // iteratively calling GetLocalInput(). It resets the last input storage and
- // positions the mouse, if mouse input is active.
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern void ClearLocalInput(void);
- ////////////////////////////////////////////////////////////////////////////////
- //
- // InputIsDemoOver - query function that returns true if there is no more
- // demo data. It will always return true if we are not in
- // demo playback mode.
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern bool InputIsDemoOver(void); // Returns true when demo is over
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Get local input
- //
- ////////////////////////////////////////////////////////////////////////////////
- extern UINPUT GetLocalInput( // Returns local input structure.
- CRealm* prealm, // In: Realm (used to access realm timer)
- RInputEvent* pie = NULL); // In: Latest input event. NULL to
- // disable cheats in a way that will be
- // harder to hack.
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Get input for specified dude
- //
- ////////////////////////////////////////////////////////////////////////////////
- inline UINPUT GetInput(short sDudeNumber)
- {
- ASSERT(sDudeNumber < INPUT_MAX_DUDES);
- extern UINPUT m_aInputs[INPUT_MAX_DUDES];
- return m_aInputs[sDudeNumber];
- }
- ////////////////////////////////////////////////////////////////////////////////
- //
- // Set input for specified dude
- //
- ////////////////////////////////////////////////////////////////////////////////
- inline void SetInput(short sDudeNumber, UINPUT input)
- {
- ASSERT(sDudeNumber < INPUT_MAX_DUDES);
- extern UINPUT m_aInputs[INPUT_MAX_DUDES];
- m_aInputs[sDudeNumber] = input;
- }
- #endif //INPUT_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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