2 ===========================================================================
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
22 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.
24 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.
26 ===========================================================================
29 #ifndef __USERCMDGEN_H__
30 #define __USERCMDGEN_H__
33 ===============================================================================
35 Samples a set of user commands from player input.
37 ===============================================================================
40 const int USERCMD_HZ = 60; // 60 frames per second
41 const int USERCMD_MSEC = 1000 / USERCMD_HZ;
43 // usercmd_t->button bits
44 const int BUTTON_ATTACK = BIT(0);
45 const int BUTTON_RUN = BIT(1);
46 const int BUTTON_ZOOM = BIT(2);
47 const int BUTTON_SCORES = BIT(3);
48 const int BUTTON_MLOOK = BIT(4);
49 const int BUTTON_5 = BIT(5);
50 const int BUTTON_6 = BIT(6);
51 const int BUTTON_7 = BIT(7);
53 // usercmd_t->impulse commands
54 const int IMPULSE_0 = 0; // weap 0
55 const int IMPULSE_1 = 1; // weap 1
56 const int IMPULSE_2 = 2; // weap 2
57 const int IMPULSE_3 = 3; // weap 3
58 const int IMPULSE_4 = 4; // weap 4
59 const int IMPULSE_5 = 5; // weap 5
60 const int IMPULSE_6 = 6; // weap 6
61 const int IMPULSE_7 = 7; // weap 7
62 const int IMPULSE_8 = 8; // weap 8
63 const int IMPULSE_9 = 9; // weap 9
64 const int IMPULSE_10 = 10; // weap 10
65 const int IMPULSE_11 = 11; // weap 11
66 const int IMPULSE_12 = 12; // weap 12
67 const int IMPULSE_13 = 13; // weap reload
68 const int IMPULSE_14 = 14; // weap next
69 const int IMPULSE_15 = 15; // weap prev
70 const int IMPULSE_16 = 16; // <unused>
71 const int IMPULSE_17 = 17; // ready to play ( toggles ui_ready )
72 const int IMPULSE_18 = 18; // center view
73 const int IMPULSE_19 = 19; // show PDA/INV/MAP
74 const int IMPULSE_20 = 20; // toggle team ( toggles ui_team )
75 const int IMPULSE_21 = 21; // <unused>
76 const int IMPULSE_22 = 22; // spectate
77 const int IMPULSE_23 = 23; // <unused>
78 const int IMPULSE_24 = 24; // <unused>
79 const int IMPULSE_25 = 25; // <unused>
80 const int IMPULSE_26 = 26; // <unused>
81 const int IMPULSE_27 = 27; // <unused>
82 const int IMPULSE_28 = 28; // vote yes
83 const int IMPULSE_29 = 29; // vote no
84 const int IMPULSE_40 = 40; // use vehicle
87 const int UCF_IMPULSE_SEQUENCE = 0x0001; // toggled every time an impulse command is sent
91 int gameFrame; // frame number
92 int gameTime; // game time
93 int duplicateCount; // duplication count for networking
94 byte buttons; // buttons
95 signed char forwardmove; // forward/backward movement
96 signed char rightmove; // left/right movement
97 signed char upmove; // up/down movement
98 short angles[3]; // view angles
99 short mx; // mouse delta x
100 short my; // mouse delta y
101 signed char impulse; // impulse command
102 byte flags; // additional flags
103 int sequence; // just for debugging
106 void ByteSwap(); // on big endian systems, byte swap the shorts and ints
107 bool operator==( const usercmd_t &rhs ) const;
115 const int MAX_BUFFERED_USERCMD = 64;
119 virtual ~idUsercmdGen( void ) {}
121 // Sets up all the cvars and console commands.
122 virtual void Init( void ) = 0;
124 // Prepares for a new map.
125 virtual void InitForNewMap( void ) = 0;
128 virtual void Shutdown( void ) = 0;
130 // Clears all key states and face straight.
131 virtual void Clear( void ) = 0;
133 // Clears view angles.
134 virtual void ClearAngles( void ) = 0;
136 // When the console is down or the menu is up, only emit default usercmd, so the player isn't moving around.
137 // Each subsystem (session and game) may want an inhibit will OR the requests.
138 virtual void InhibitUsercmd( inhibit_t subsystem, bool inhibit ) = 0;
140 // Returns a buffered command for the given game tic.
141 virtual usercmd_t TicCmd( int ticNumber ) = 0;
143 // Called async at regular intervals.
144 virtual void UsercmdInterrupt( void ) = 0;
146 // Set a value that can safely be referenced by UsercmdInterrupt() for each key binding.
147 virtual int CommandStringUsercmdData( const char *cmdString ) = 0;
149 // Returns the number of user commands.
150 virtual int GetNumUserCommands( void ) = 0;
152 // Returns the name of a user command via index.
153 virtual const char *GetUserCommandName( int index ) = 0;
155 // Continuously modified, never reset. For full screen guis.
156 virtual void MouseState( int *x, int *y, int *button, bool *down ) = 0;
158 // Directly sample a button.
159 virtual int ButtonState( int key ) = 0;
161 // Directly sample a keystate.
162 virtual int KeyState( int key ) = 0;
164 // Directly sample a usercmd.
165 virtual usercmd_t GetDirectUsercmd( void ) = 0;
168 extern idUsercmdGen *usercmdGen;
170 #endif /* !__USERCMDGEN_H__ */