/*
===========================================================================

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);
// RAVEN BEGIN
// ddynerman: stats
const int BUTTON_INGAMESTATS = BIT(5);
// jscott: for voicechat
const int BUTTON_VOICECHAT = BIT(6);
// ddynerman: tourney display
const int BUTTON_TOURNEY = BIT(7);
// twhitaker: strafe
const int BUTTON_STRAFE = BIT(8);
const int BUTTON_WEAPONWHEEL = BIT(9);
// RAVEN END

// 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;			// tourney toggle waiting room/spec
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;			// repeat last radio chatter
const int IMPULSE_50			= 50;			// toggle flashlight
const int IMPULSE_51			= 51;			// switch to last weapon
const int IMPULSE_52			= 52;			// multiplayer stats
const int IMPULSE_100			= 100;			// buy menu impulse range
const int IMPULSE_127			= 127;			// buy menu impulse range

// 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
	short		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;

	// Resolve a console token to an impulse number, or -1 if it is not an impulse command.
	virtual int			ResolveImpulseCommand( const char *cmdString ) const = 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;

	// Queue a one-shot impulse for the next generated usercmd.
	virtual void		TriggerImpulse( int impulseNum ) = 0;

	// Presentation-frame view sampling groundwork (in_presentationView):
	// drains pending mouse input under the async lock and reports the
	// accumulated, not-yet-consumed view rotation in degrees. The input is
	// not consumed; the next 60 Hz usercmd still receives the full movement.
	// Returns false when disabled or inhibited.
	virtual bool		GetPresentationViewDelta( float &yawDelta, float &pitchDelta ) = 0;
};

extern idUsercmdGen	*usercmdGen;

#endif /* !__USERCMDGEN_H__ */
