Rewrote netcode to be more stable and functional. Packet-server mode has been restrategized and will now be the default netmode when playing with 3+ non-LAN players. TryRunTics has been cleaned up with older tick control behavior removed to account for the rewritten renderer. The main thread is now more consistent when playing online to prevent potential slow downs and lock ups. Load barriers are better accounted for to prevent spikes on level transition. Improvements to chat and lobby systems including a force start game button. Added a suite of new host options such as kicking and controlling who can pause the game. Max players increased from 8 to 16 since the new code can now handle it. Note: Demo functionality is untested. This will be rewritten at a later time alongside improvements to GZDoom's playback features (e.g. freecam mode).
108 lines
2.5 KiB
C++
108 lines
2.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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#ifndef __D_EVENT_H__
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#define __D_EVENT_H__
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#include "basics.h"
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#include <functional>
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#include "d_eventbase.h"
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#include "gamestate.h"
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//
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// Button/action code definitions.
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// The net code supports up to 29 buttons, so don't make this longer than that.
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//
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typedef enum
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{
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BT_ATTACK = 1<<0, // Press "Fire".
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BT_USE = 1<<1, // Use button, to open doors, activate switches.
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BT_JUMP = 1<<2,
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BT_CROUCH = 1<<3,
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BT_TURN180 = 1<<4,
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BT_ALTATTACK = 1<<5, // Press your other "Fire".
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BT_RELOAD = 1<<6, // [XA] Reload key. Causes state jump in A_WeaponReady.
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BT_ZOOM = 1<<7, // [XA] Zoom key. Ditto.
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// The rest are all ignored by the play simulation and are for scripts.
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BT_SPEED = 1<<8,
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BT_STRAFE = 1<<9,
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BT_MOVERIGHT = 1<<10,
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BT_MOVELEFT = 1<<11,
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BT_BACK = 1<<12,
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BT_FORWARD = 1<<13,
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BT_RIGHT = 1<<14,
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BT_LEFT = 1<<15,
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BT_LOOKUP = 1<<16,
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BT_LOOKDOWN = 1<<17,
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BT_MOVEUP = 1<<18,
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BT_MOVEDOWN = 1<<19,
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BT_SHOWSCORES = 1<<20,
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BT_USER1 = 1<<21,
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BT_USER2 = 1<<22,
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BT_USER3 = 1<<23,
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BT_USER4 = 1<<24,
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BT_RUN = 1<<25,
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} buttoncode_t;
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// Called by IO functions when input is detected.
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void D_Render(std::function<void()> action, bool interpolate);
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enum gameaction_t : int
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{
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ga_nothing,
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ga_loadlevel, // not used.
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ga_newgame,
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ga_newgame2,
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ga_recordgame,
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ga_loadgame,
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ga_loadgamehidecon,
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ga_loadgameplaydemo,
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ga_autoloadgame,
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ga_savegame,
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ga_autosave,
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ga_playdemo,
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ga_completed,
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ga_slideshow,
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ga_worlddone,
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ga_screenshot,
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ga_togglemap,
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ga_fullconsole,
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ga_resumeconversation,
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ga_intro,
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ga_intermission,
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ga_titleloop,
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ga_mapwarp,
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};
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extern gameaction_t gameaction;
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#endif
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