//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "const.h" #ifdef CLIENT_DLL #include "cbase.h" #endif #include "shareddefs.h" #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) 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 { // TODO_ENHANCED: // For now we send the last received update for animations. // anim time is unreliable on low fps. float m_flInterpolatedSimulationTime; float m_flSimulationTime; }; 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; for (int i = 0; i < MAX_EDICTS; i++) { simulationdata[i] = {}; } debug_hitboxes = DEBUG_HITBOXES_OFF; #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) entitygroundcontact.RemoveAll(); #endif } 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; #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) entitygroundcontact = src.entitygroundcontact; #endif 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_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; } // 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; // 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