332 lines
8.6 KiB
C++
332 lines
8.6 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#if !defined( USERCMD_H )
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#define USERCMD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "utlvector.h"
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#include "imovehelper.h"
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#include "checksum_crc.h"
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class bf_read;
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class bf_write;
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class CEntityGroundContact
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{
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public:
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int entindex;
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float minheight;
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float maxheight;
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};
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#ifdef DOTA_DLL
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class CUnitOrders
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{
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public:
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CUnitOrders()
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{
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m_nOrderSequenceNumber = 0;
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}
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void Reset( void )
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{
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m_nUnits.RemoveAll();
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m_nOrderType = 0;
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m_nTargetIndex = 0;
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m_vPosition = vec3_origin;
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m_nAbilityIndex = 0;
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}
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int m_nOrderSequenceNumber;
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CUtlVector <int> m_nUnits;
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int m_nOrderType;
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int m_nTargetIndex;
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int m_nAbilityIndex;
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Vector m_vPosition;
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};
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#endif
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//#define KEEP_COMMAND_REPREDICTION_COUNT //define to keep a count of how many times we've predicted each command (for debugging)
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class CUserCmd
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{
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public:
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CUserCmd()
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{
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Reset();
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}
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virtual ~CUserCmd() { };
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void Reset()
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{
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command_number = 0;
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tick_count = 0;
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viewangles.Init();
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aimdirection.Init();
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forwardmove = 0.0f;
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sidemove = 0.0f;
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upmove = 0.0f;
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buttons = 0;
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impulse = 0;
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weaponselect = 0;
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weaponsubtype = 0;
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random_seed = 0;
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#ifndef CLIENT_DLL
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server_random_seed = 0;
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#endif
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mousedx = 0;
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mousedy = 0;
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hasbeenpredicted = false;
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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entitygroundcontact.RemoveAll();
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#endif
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#ifdef DOTA_DLL
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dota_unitorders.Reset();
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#endif
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#if defined ( PORTAL2 )
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player_held_entity = 0;
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held_entity_was_grabbed_through_portal = 0;
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command_acknowledgements_pending = 0;
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predictedPortalTeleportations = 0;
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#endif // PORTAL2
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// TrackIR
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headangles.Init();
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headoffset.Init();
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// TrackIR
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#if defined( INFESTED_DLL ) || defined( DOTA_DLL )
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crosshairtrace = vec3_origin;
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#endif
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#ifdef INFESTED_DLL
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crosshair_entity = 0;
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forced_action = 0;
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sync_kill_ent = 0;
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skill_dest.Init();
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skill_dest_ent = 0;
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// NOTE: We can probably get rid of mousedx/dy for Infested - they only seem to be used by IFM and HL2 vehicles
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// headnangles/headoffset too
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#endif
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#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
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debug_RepredictionCount = 0;
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#endif
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}
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CUserCmd& operator =( const CUserCmd& src )
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{
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if ( this == &src )
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return *this;
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command_number = src.command_number;
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tick_count = src.tick_count;
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viewangles = src.viewangles;
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aimdirection = src.aimdirection;
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forwardmove = src.forwardmove;
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sidemove = src.sidemove;
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upmove = src.upmove;
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buttons = src.buttons;
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impulse = src.impulse;
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weaponselect = src.weaponselect;
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weaponsubtype = src.weaponsubtype;
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random_seed = src.random_seed;
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#ifndef CLIENT_DLL
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server_random_seed = src.server_random_seed;
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#endif
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mousedx = src.mousedx;
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mousedy = src.mousedy;
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hasbeenpredicted = src.hasbeenpredicted;
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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entitygroundcontact = src.entitygroundcontact;
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#endif
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#if defined ( PORTAL2 )
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player_held_entity = src.player_held_entity;
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held_entity_was_grabbed_through_portal = src.held_entity_was_grabbed_through_portal;
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command_acknowledgements_pending = src.command_acknowledgements_pending;
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predictedPortalTeleportations = src.predictedPortalTeleportations;
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#endif // PORTAL2
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// TrackIR
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headangles = src.headangles;
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headoffset = src.headoffset;
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// TrackIR
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#if defined( INFESTED_DLL ) || defined( DOTA_DLL )
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crosshairtrace = src.crosshairtrace;
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#endif
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#ifdef INFESTED_DLL
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crosshair_entity = src.crosshair_entity;
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forced_action = src.forced_action;
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sync_kill_ent = src.sync_kill_ent;
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skill_dest = src.skill_dest;
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skill_dest_ent = src.skill_dest_ent;
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#endif
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#ifdef DOTA_DLL
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dota_unitorders = src.dota_unitorders;
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#endif
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#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
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debug_RepredictionCount = src.debug_RepredictionCount;
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#endif
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return *this;
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}
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CUserCmd( const CUserCmd& src )
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{
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*this = src;
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}
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CRC32_t GetChecksum( void ) const
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{
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CRC32_t crc;
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CRC32_Init( &crc );
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CRC32_ProcessBuffer( &crc, &command_number, sizeof( command_number ) );
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CRC32_ProcessBuffer( &crc, &tick_count, sizeof( tick_count ) );
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CRC32_ProcessBuffer( &crc, &viewangles, sizeof( viewangles ) );
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CRC32_ProcessBuffer( &crc, &aimdirection, sizeof( aimdirection ) );
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CRC32_ProcessBuffer( &crc, &forwardmove, sizeof( forwardmove ) );
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CRC32_ProcessBuffer( &crc, &sidemove, sizeof( sidemove ) );
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CRC32_ProcessBuffer( &crc, &upmove, sizeof( upmove ) );
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CRC32_ProcessBuffer( &crc, &buttons, sizeof( buttons ) );
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CRC32_ProcessBuffer( &crc, &impulse, sizeof( impulse ) );
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CRC32_ProcessBuffer( &crc, &weaponselect, sizeof( weaponselect ) );
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CRC32_ProcessBuffer( &crc, &weaponsubtype, sizeof( weaponsubtype ) );
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CRC32_ProcessBuffer( &crc, &random_seed, sizeof( random_seed ) );
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CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) );
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CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) );
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#if defined( INFESTED_DLL ) || defined( DOTA_DLL )
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CRC32_ProcessBuffer( &crc, &crosshairtrace, sizeof( crosshairtrace ) );
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#endif
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#if defined ( PORTAL2 )
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CRC32_ProcessBuffer( &crc, &player_held_entity, sizeof( player_held_entity ) );
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CRC32_ProcessBuffer( &crc, &held_entity_was_grabbed_through_portal, sizeof( held_entity_was_grabbed_through_portal ) );
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CRC32_ProcessBuffer( &crc, &command_acknowledgements_pending, sizeof( command_acknowledgements_pending ) );
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CRC32_ProcessBuffer( &crc, &predictedPortalTeleportations, sizeof( predictedPortalTeleportations ) );
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#endif // PORTAL2
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#ifdef INFESTED_DLL
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CRC32_ProcessBuffer( &crc, &crosshair_entity, sizeof( crosshair_entity ) );
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CRC32_ProcessBuffer( &crc, &forced_action, sizeof( forced_action ) );
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CRC32_ProcessBuffer( &crc, &sync_kill_ent, sizeof( sync_kill_ent ) );
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CRC32_ProcessBuffer( &crc, &skill_dest, sizeof( skill_dest ) );
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CRC32_ProcessBuffer( &crc, &skill_dest_ent, sizeof( skill_dest_ent ) );
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#endif
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CRC32_Final( &crc );
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return crc;
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}
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// For matching server and client commands for debugging
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int command_number;
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// the tick the client created this command
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int tick_count;
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// Player instantaneous view angles.
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QAngle viewangles;
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Vector aimdirection; // For pointing devices.
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// Intended velocities
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// forward velocity.
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float forwardmove;
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// sideways velocity.
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float sidemove;
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// upward velocity.
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float upmove;
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// Attack button states
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int buttons;
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// Impulse command issued.
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byte impulse;
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// Current weapon id
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int weaponselect;
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int weaponsubtype;
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int random_seed; // For shared random functions
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#ifndef CLIENT_DLL
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int server_random_seed; // Only the server populates this seed
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#endif
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short mousedx; // mouse accum in x from create move
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short mousedy; // mouse accum in y from create move
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// Client only, tracks whether we've predicted this command at least once
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bool hasbeenpredicted;
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// Back channel to communicate IK state
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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CUtlVector< CEntityGroundContact > entitygroundcontact;
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#endif
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#if defined ( DOTA_DLL )
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CUnitOrders dota_unitorders;
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#endif
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#if defined ( PORTAL2 )
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// Portal 2's grab code is on the client to support multiplayer
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short player_held_entity;
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// This one is temporary-- some server code needs to know if this trace
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// went through a portal. This should go away when we move the grabcontrollers
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// down to the client as well.
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short held_entity_was_grabbed_through_portal;
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unsigned short command_acknowledgements_pending; //so we can properly sync portal teleportation angle changes. The server tells us the last command it acknowledged, now we also tell it how many acknowledgments we're waiting on (command_number - engine->GetLastAcknowledgedCommand())
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uint8 predictedPortalTeleportations; //should probably enumerate which transforms we went through if we want perfect accuracy
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#endif // PORTAL2
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// TrackIR
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QAngle headangles;
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Vector headoffset;
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// TrackIR
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#if defined( INFESTED_DLL ) || defined( DOTA_DLL )
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Vector crosshairtrace; // world location directly beneath the player's crosshair
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#endif
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#ifdef INFESTED_DLL
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short crosshair_entity; // index of the entity under the player's crosshair
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byte forced_action;
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short sync_kill_ent;
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Vector skill_dest;
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short skill_dest_ent;
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#endif
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#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
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unsigned int debug_RepredictionCount;
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#endif
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};
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void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from );
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void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from );
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#endif // USERCMD_H
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