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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#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"
class bf_read; class bf_write;
class CEntityGroundContact { public: int entindex; float minheight; float maxheight; };
#ifdef DOTA_DLL
class CUnitOrders { public:
CUnitOrders() { m_nOrderSequenceNumber = 0; }
void Reset( void ) { m_nUnits.RemoveAll(); m_nOrderType = 0; m_nTargetIndex = 0; m_vPosition = vec3_origin; m_nAbilityIndex = 0; }
int m_nOrderSequenceNumber; CUtlVector <int> m_nUnits; int m_nOrderType; int m_nTargetIndex; int m_nAbilityIndex; Vector m_vPosition; };
#endif
//#define KEEP_COMMAND_REPREDICTION_COUNT //define to keep a count of how many times we've predicted each command (for debugging)
class CUserCmd { public: CUserCmd() { Reset(); }
virtual ~CUserCmd() { };
void Reset() { command_number = 0; tick_count = 0; viewangles.Init(); aimdirection.Init(); forwardmove = 0.0f; sidemove = 0.0f; upmove = 0.0f; buttons = 0; impulse = 0; weaponselect = 0; weaponsubtype = 0; random_seed = 0; #ifndef CLIENT_DLL
server_random_seed = 0; #endif
mousedx = 0; mousedy = 0;
hasbeenpredicted = false; #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
entitygroundcontact.RemoveAll(); #endif
#ifdef DOTA_DLL
dota_unitorders.Reset(); #endif
#if defined ( PORTAL2 )
player_held_entity = 0; held_entity_was_grabbed_through_portal = 0;
command_acknowledgements_pending = 0; predictedPortalTeleportations = 0; #endif // PORTAL2
// TrackIR
headangles.Init(); headoffset.Init(); // TrackIR
#if defined( INFESTED_DLL ) || defined( DOTA_DLL )
crosshairtrace = vec3_origin; #endif
#ifdef INFESTED_DLL
crosshair_entity = 0; forced_action = 0; sync_kill_ent = 0; skill_dest.Init(); skill_dest_ent = 0;
// NOTE: We can probably get rid of mousedx/dy for Infested - they only seem to be used by IFM and HL2 vehicles
// headnangles/headoffset too
#endif
#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
debug_RepredictionCount = 0; #endif
}
CUserCmd& operator =( const CUserCmd& src ) { if ( this == &src ) return *this;
command_number = src.command_number; tick_count = src.tick_count; viewangles = src.viewangles; aimdirection = src.aimdirection; 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; #ifndef CLIENT_DLL
server_random_seed = src.server_random_seed; #endif
mousedx = src.mousedx; mousedy = src.mousedy;
hasbeenpredicted = src.hasbeenpredicted;
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
entitygroundcontact = src.entitygroundcontact; #endif
#if defined ( PORTAL2 )
player_held_entity = src.player_held_entity; held_entity_was_grabbed_through_portal = src.held_entity_was_grabbed_through_portal; command_acknowledgements_pending = src.command_acknowledgements_pending; predictedPortalTeleportations = src.predictedPortalTeleportations; #endif // PORTAL2
// TrackIR
headangles = src.headangles; headoffset = src.headoffset; // TrackIR
#if defined( INFESTED_DLL ) || defined( DOTA_DLL )
crosshairtrace = src.crosshairtrace; #endif
#ifdef INFESTED_DLL
crosshair_entity = src.crosshair_entity; forced_action = src.forced_action; sync_kill_ent = src.sync_kill_ent; skill_dest = src.skill_dest; skill_dest_ent = src.skill_dest_ent; #endif
#ifdef DOTA_DLL
dota_unitorders = src.dota_unitorders; #endif
#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
debug_RepredictionCount = src.debug_RepredictionCount; #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, &aimdirection, sizeof( aimdirection ) ); 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 ) );
#if defined( INFESTED_DLL ) || defined( DOTA_DLL )
CRC32_ProcessBuffer( &crc, &crosshairtrace, sizeof( crosshairtrace ) ); #endif
#if defined ( PORTAL2 )
CRC32_ProcessBuffer( &crc, &player_held_entity, sizeof( player_held_entity ) ); CRC32_ProcessBuffer( &crc, &held_entity_was_grabbed_through_portal, sizeof( held_entity_was_grabbed_through_portal ) ); CRC32_ProcessBuffer( &crc, &command_acknowledgements_pending, sizeof( command_acknowledgements_pending ) ); CRC32_ProcessBuffer( &crc, &predictedPortalTeleportations, sizeof( predictedPortalTeleportations ) ); #endif // PORTAL2
#ifdef INFESTED_DLL
CRC32_ProcessBuffer( &crc, &crosshair_entity, sizeof( crosshair_entity ) ); CRC32_ProcessBuffer( &crc, &forced_action, sizeof( forced_action ) ); CRC32_ProcessBuffer( &crc, &sync_kill_ent, sizeof( sync_kill_ent ) ); CRC32_ProcessBuffer( &crc, &skill_dest, sizeof( skill_dest ) ); CRC32_ProcessBuffer( &crc, &skill_dest_ent, sizeof( skill_dest_ent ) ); #endif
CRC32_Final( &crc );
return crc; }
// 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; Vector aimdirection; // For pointing devices.
// 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
#ifndef CLIENT_DLL
int server_random_seed; // Only the server populates this seed
#endif
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;
// Back channel to communicate IK state
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
CUtlVector< CEntityGroundContact > entitygroundcontact; #endif
#if defined ( DOTA_DLL )
CUnitOrders dota_unitorders; #endif
#if defined ( PORTAL2 )
// Portal 2's grab code is on the client to support multiplayer
short player_held_entity; // This one is temporary-- some server code needs to know if this trace
// went through a portal. This should go away when we move the grabcontrollers
// down to the client as well.
short held_entity_was_grabbed_through_portal;
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())
uint8 predictedPortalTeleportations; //should probably enumerate which transforms we went through if we want perfect accuracy
#endif // PORTAL2
// TrackIR
QAngle headangles; Vector headoffset; // TrackIR
#if defined( INFESTED_DLL ) || defined( DOTA_DLL )
Vector crosshairtrace; // world location directly beneath the player's crosshair
#endif
#ifdef INFESTED_DLL
short crosshair_entity; // index of the entity under the player's crosshair
byte forced_action; short sync_kill_ent; Vector skill_dest; short skill_dest_ent; #endif
#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
unsigned int debug_RepredictionCount; #endif
};
void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from ); void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from );
#endif // USERCMD_H
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