css_enhanced_waf/game/shared/usercmd.h

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
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//
// $NoKeywords: $
//
//=============================================================================//
#include "const.h"
#ifdef CLIENT_DLL
#include "cbase.h"
#endif
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#include "shareddefs.h"
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#if !defined( USERCMD_H )
#define USERCMD_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "utlvector.h"
#include "imovehelper.h"
#include "checksum_crc.h"
#ifndef CLIENT_DLL
#include "baseanimating.h"
#include "BaseAnimatingOverlay.h"
#else
#include "c_baseanimating.h"
#include "c_baseanimatingoverlay.h"
#endif
#define MAX_LAYER_RECORDS (CBaseAnimatingOverlay::MAX_OVERLAYS)
#define MAX_POSE_PARAMETERS (CBaseAnimating::NUM_POSEPAREMETERS)
#define MAX_ENCODED_CONTROLLERS (MAXSTUDIOBONECTRLS)
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class bf_read;
class bf_write;
struct LayerRecord
{
int m_sequence;
float m_cycle;
float m_weight;
int m_order;
LayerRecord()
{
m_sequence = 0;
m_cycle = 0;
m_weight = 0;
m_order = 0;
}
};
struct SimulationData
{
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// TODO_ENHANCED:
// For now we send the last received update for animations.
// anim time is unreliable on low fps.
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float m_flSimulationTime;
float m_flAnimTime;
bool m_bEntityExists;
};
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class CEntityGroundContact
{
public:
int entindex;
float minheight;
float maxheight;
};
class CUserCmd
{
public:
CUserCmd()
{
Reset();
}
virtual ~CUserCmd() { };
void Reset()
{
command_number = 0;
tick_count = 0;
viewangles.Init();
forwardmove = 0.0f;
sidemove = 0.0f;
upmove = 0.0f;
buttons = 0;
impulse = 0;
weaponselect = 0;
weaponsubtype = 0;
random_seed = 0;
mousedx = 0;
mousedy = 0;
hasbeenpredicted = false;
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for (int i = 0; i < MAX_EDICTS; i++)
{
simulationdata[i] = {};
}
debug_hitboxes = DEBUG_HITBOXES_OFF;
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
entitygroundcontact.RemoveAll();
#endif
interpolated_amount = 0.0f;
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}
CUserCmd& operator =( const CUserCmd& src )
{
if ( this == &src )
return *this;
command_number = src.command_number;
tick_count = src.tick_count;
viewangles = src.viewangles;
forwardmove = src.forwardmove;
sidemove = src.sidemove;
upmove = src.upmove;
buttons = src.buttons;
impulse = src.impulse;
weaponselect = src.weaponselect;
weaponsubtype = src.weaponsubtype;
random_seed = src.random_seed;
mousedx = src.mousedx;
mousedy = src.mousedy;
hasbeenpredicted = src.hasbeenpredicted;
for (int i = 0; i < MAX_EDICTS; i++)
{
simulationdata[i] = src.simulationdata[i];
}
debug_hitboxes = src.debug_hitboxes;
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
entitygroundcontact = src.entitygroundcontact;
#endif
interpolated_amount = src.interpolated_amount;
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return *this;
}
CUserCmd( const CUserCmd& src )
{
*this = src;
}
CRC32_t GetChecksum( void ) const
{
CRC32_t crc;
CRC32_Init( &crc );
CRC32_ProcessBuffer( &crc, &command_number, sizeof( command_number ) );
CRC32_ProcessBuffer( &crc, &tick_count, sizeof( tick_count ) );
CRC32_ProcessBuffer( &crc, &viewangles, sizeof( viewangles ) );
CRC32_ProcessBuffer( &crc, &forwardmove, sizeof( forwardmove ) );
CRC32_ProcessBuffer( &crc, &sidemove, sizeof( sidemove ) );
CRC32_ProcessBuffer( &crc, &upmove, sizeof( upmove ) );
CRC32_ProcessBuffer( &crc, &buttons, sizeof( buttons ) );
CRC32_ProcessBuffer( &crc, &impulse, sizeof( impulse ) );
CRC32_ProcessBuffer( &crc, &weaponselect, sizeof( weaponselect ) );
CRC32_ProcessBuffer( &crc, &weaponsubtype, sizeof( weaponsubtype ) );
CRC32_ProcessBuffer( &crc, &random_seed, sizeof( random_seed ) );
CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) );
CRC32_ProcessBuffer(&crc, &mousedy, sizeof(mousedy));
CRC32_ProcessBuffer(&crc, simulationdata, sizeof(simulationdata));
CRC32_ProcessBuffer(&crc, &debug_hitboxes, sizeof(debug_hitboxes));
CRC32_ProcessBuffer(&crc, &interpolated_amount, sizeof(interpolated_amount));
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CRC32_Final( &crc );
return crc;
}
// Allow command, but negate gameplay-affecting values
void MakeInert( void )
{
viewangles = vec3_angle;
forwardmove = 0.f;
sidemove = 0.f;
upmove = 0.f;
buttons = 0;
impulse = 0;
debug_hitboxes = DEBUG_HITBOXES_OFF;
interpolated_amount = 0.0f;
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}
// For matching server and client commands for debugging
int command_number;
// the tick the client created this command
int tick_count;
// Player instantaneous view angles.
QAngle viewangles;
// Intended velocities
// forward velocity.
float forwardmove;
// sideways velocity.
float sidemove;
// upward velocity.
float upmove;
// Attack button states
int buttons;
// Impulse command issued.
byte impulse;
// Current weapon id
int weaponselect;
int weaponsubtype;
int random_seed; // For shared random functions
short mousedx; // mouse accum in x from create move
short mousedy; // mouse accum in y from create move
// Client only, tracks whether we've predicted this command at least once
bool hasbeenpredicted;
// TODO_ENHANCED: Lag compensate also other entities when needed.
// Send simulation times for each players for lag compensation.
SimulationData simulationdata[MAX_EDICTS];
enum debug_hitboxes_t : uint8
{
DEBUG_HITBOXES_OFF,
DEBUG_HITBOXES_ON_FIRE = 1 << 0,
DEBUG_HITBOXES_ON_HIT = 1 << 1
};
uint8 debug_hitboxes;
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// TODO_ENHANCED: check README_ENHANCED in host.cpp!
float interpolated_amount;
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// Back channel to communicate IK state
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
CUtlVector< CEntityGroundContact > entitygroundcontact;
#endif
};
void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from );
void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from );
#endif // USERCMD_H