Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: builds an intended movement command to send to the server
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "kbutton.h"
#include "usercmd.h"
#include "in_buttons.h"
#include "input.h"
#include "iviewrender.h"
#include "iclientmode.h"
#include "prediction.h"
#include "bitbuf.h"
#include "checksum_md5.h"
#include "hltvcamera.h"
#if defined( REPLAY_ENABLED )
#include "replaycamera.h"
#endif
#include "ivieweffects.h"
#include <ctype.h> // isalnum()
#include <voice_status.h>
extern ConVar in_joystick;
extern ConVar cam_idealpitch;
extern ConVar cam_idealyaw;
#ifdef INFESTED_DLL
extern ConVar asw_cam_marine_yaw;
#endif
// For showing/hiding the scoreboard
#include <game/client/iviewport.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
int in_impulse[ MAX_SPLITSCREEN_PLAYERS ];
static int in_cancel[ MAX_SPLITSCREEN_PLAYERS ];
ConVar cl_anglespeedkey( "cl_anglespeedkey", "0.67", 0 );
ConVar cl_yawspeed( "cl_yawspeed", "210", 0 );
ConVar cl_pitchspeed( "cl_pitchspeed", "225", 0 );
ConVar cl_pitchdown( "cl_pitchdown", "89", FCVAR_CHEAT );
ConVar cl_pitchup( "cl_pitchup", "89", FCVAR_CHEAT );
ConVar cl_sidespeed( "cl_sidespeed", "450", FCVAR_CHEAT );
ConVar cl_upspeed( "cl_upspeed", "320", FCVAR_CHEAT );
ConVar cl_forwardspeed( "cl_forwardspeed", "450", FCVAR_CHEAT );
ConVar cl_backspeed( "cl_backspeed", "450", FCVAR_CHEAT );
ConVar lookspring( "lookspring", "0", FCVAR_ARCHIVE );
ConVar lookstrafe( "lookstrafe", "0", FCVAR_ARCHIVE );
void IN_JoystickChangedCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue );
ConVar in_joystick( "joystick","0", FCVAR_ARCHIVE, "True if the joystick is enabled, false otherwise.", IN_JoystickChangedCallback_f );
ConVar thirdperson_platformer( "thirdperson_platformer", "0", 0, "Player will aim in the direction they are moving." );
ConVar thirdperson_screenspace( "thirdperson_screenspace", "0", 0, "Movement will be relative to the camera, eg: left means screen-left" );
ConVar sv_noclipduringpause( "sv_noclipduringpause", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)." );
static ConVar cl_lagcomp_errorcheck( "cl_lagcomp_errorcheck", "0", 0, "Player index of other player to check for position errors." );
#if defined ( _X360 )
static ConVar option_duck_method( "option_duck_method", "1", FCVAR_ARCHIVE_XBOX | FCVAR_SS );// 0 = HOLD to duck, 1 = Duck is a toggle
#endif
bool UsingMouselook( int nSlot )
{
static SplitScreenConVarRef s_MouseLook( "cl_mouselook" );
return s_MouseLook.GetBool( nSlot );
}
ConVar in_forceuser( "in_forceuser", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Force user input to this split screen player." );
static ConVar ss_mimic( "ss_mimic", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Split screen users mimic base player's CUserCmds" );
static void SplitScreenTeleport( int nSlot )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer( nSlot );
if ( !pPlayer )
return;
Vector vecOrigin = pPlayer->GetAbsOrigin();
QAngle angles = pPlayer->GetAbsAngles();
int nOther = ( nSlot + 1 ) % MAX_SPLITSCREEN_PLAYERS;
if ( C_BasePlayer::GetLocalPlayer( nOther ) )
{
char cmd[ 256 ];
Q_snprintf( cmd, sizeof( cmd ), "cmd%d setpos %f %f %f;setang %f %f %f\n",
nOther + 1,
VectorExpand( vecOrigin ),
VectorExpand( angles ) );
engine->ClientCmd( cmd );
}
}
CON_COMMAND_F( ss_teleport, "Teleport other splitscreen player to my location.", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY )
{
SplitScreenTeleport( GET_ACTIVE_SPLITSCREEN_SLOT() );
}
/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
===============================================================================
*/
kbutton_t in_speed;
kbutton_t in_walk;
kbutton_t in_jlook;
kbutton_t in_strafe;
kbutton_t in_commandermousemove;
kbutton_t in_forward;
kbutton_t in_back;
kbutton_t in_moveleft;
kbutton_t in_moveright;
// Display the netgraph
kbutton_t in_graph;
kbutton_t in_joyspeed; // auto-speed key from the joystick (only works for player movement, not vehicles)
kbutton_t in_ducktoggle;
kbutton_t in_lookspin;
kbutton_t in_attack;
kbutton_t in_attack2;
kbutton_t in_zoom;
static kbutton_t in_klook;
static kbutton_t in_left;
static kbutton_t in_right;
static kbutton_t in_lookup;
static kbutton_t in_lookdown;
static kbutton_t in_use;
static kbutton_t in_jump;
static kbutton_t in_up;
static kbutton_t in_down;
static kbutton_t in_duck;
static kbutton_t in_reload;
static kbutton_t in_alt1;
static kbutton_t in_alt2;
static kbutton_t in_score;
static kbutton_t in_break;
static kbutton_t in_grenade1;
static kbutton_t in_grenade2;
#ifdef INFESTED_DLL
static kbutton_t in_currentability;
static kbutton_t in_prevability;
static kbutton_t in_nextability;
static kbutton_t in_ability1;
static kbutton_t in_ability2;
static kbutton_t in_ability3;
static kbutton_t in_ability4;
static kbutton_t in_ability5;
#endif
/*
===========
IN_CenterView_f
===========
*/
void IN_CenterView_f (void)
{
QAngle viewangles;
if ( UsingMouselook( GET_ACTIVE_SPLITSCREEN_SLOT() ) == false )
{
if ( !::input->CAM_InterceptingMouse() )
{
engine->GetViewAngles( viewangles );
viewangles[PITCH] = 0;
engine->SetViewAngles( viewangles );
}
}
}
/*
===========
IN_Joystick_Advanced_f
===========
*/
void IN_Joystick_Advanced_f (const CCommand& args)
{
::input->Joystick_Advanced( args.ArgC() == 2 );
}
void IN_JoystickChangedCallback_f( IConVar *pConVar, const char *pOldString, float flOldValue )
{
::input->Joystick_Advanced( true );
}
/*
============
KB_ConvertString
Removes references to +use and replaces them with the keyname in the output string. If
a binding is unfound, then the original text is retained.
NOTE: Only works for text with +word in it.
============
*/
int KB_ConvertString( char *in, char **ppout )
{
char sz[ 4096 ];
char binding[ 64 ];
char *p;
char *pOut;
char *pEnd;
const char *pBinding;
if ( !ppout )
return 0;
*ppout = NULL;
p = in;
pOut = sz;
while ( *p )
{
if ( *p == '+' )
{
pEnd = binding;
while ( *p && ( isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) )
{
*pEnd++ = *p++;
}
*pEnd = '\0';
pBinding = NULL;
if ( strlen( binding + 1 ) > 0 )
{
// See if there is a binding for binding?
pBinding = engine->Key_LookupBinding( binding + 1 );
}
if ( pBinding )
{
*pOut++ = '[';
pEnd = (char *)pBinding;
}
else
{
pEnd = binding;
}
while ( *pEnd )
{
*pOut++ = *pEnd++;
}
if ( pBinding )
{
*pOut++ = ']';
}
}
else
{
*pOut++ = *p++;
}
}
*pOut = '\0';
int maxlen = strlen( sz ) + 1;
pOut = ( char * )malloc( maxlen );
Q_strncpy( pOut, sz, maxlen );
*ppout = pOut;
return 1;
}
/*
==============================
FindKey
Allows the engine to request a kbutton handler by name, if the key exists.
==============================
*/
kbutton_t *CInput::FindKey( const char *name )
{
CKeyboardKey *p;
p = m_pKeys;
while ( p )
{
if ( !Q_stricmp( name, p->name ) )
{
return p->pkey;
}
p = p->next;
}
return NULL;
}
/*
============
AddKeyButton
Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find
============
*/
void CInput::AddKeyButton( const char *name, kbutton_t *pkb )
{
CKeyboardKey *p;
kbutton_t *kb;
kb = FindKey( name );
if ( kb )
return;
p = new CKeyboardKey;
Q_strncpy( p->name, name, sizeof( p->name ) );
p->pkey = pkb;
p->next = m_pKeys;
m_pKeys = p;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CInput::CInput( void )
{
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
m_PerUser[ i ].m_pCommands = NULL;
m_PerUser[ i ].m_pCameraThirdData = NULL;
m_PerUser[ i ].m_pVerifiedCommands = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CInput::~CInput( void )
{
}
/*
============
Init_Keyboard
Add kbutton_t definitions that the engine can query if needed
============
*/
void CInput::Init_Keyboard( void )
{
m_pKeys = NULL;
AddKeyButton( "in_graph", &in_graph );
AddKeyButton( "in_jlook", &in_jlook );
}
/*
============
Shutdown_Keyboard
Clear kblist
============
*/
void CInput::Shutdown_Keyboard( void )
{
CKeyboardKey *p, *n;
p = m_pKeys;
while ( p )
{
n = p->next;
delete p;
p = n;
}
m_pKeys = NULL;
}
kbutton_t::Split_t &kbutton_t::GetPerUser( int nSlot /*=-1*/ )
{
if ( nSlot == -1 )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
}
return m_PerUser[ nSlot ];
}
/*
============
KeyDown
============
*/
void KeyDown( kbutton_t *b, const char *c )
{
kbutton_t::Split_t &data = b->GetPerUser();
int k = -1;
if ( c && c[0] )
{
k = atoi(c);
}
if (k == data.down[0] || k == data.down[1])
return; // repeating key
if (!data.down[0])
data.down[0] = k;
else if (!data.down[1])
data.down[1] = k;
else
{
if ( c[0] )
{
DevMsg( 1,"Three keys down for a button '%c' '%c' '%c'!\n", data.down[0], data.down[1], c);
}
return;
}
if (data.state & 1)
return; // still down
data.state |= 1 + 2; // down + impulse down
}
/*
============
KeyUp
============
*/
void KeyUp( kbutton_t *b, const char *c )
{
kbutton_t::Split_t &data = b->GetPerUser();
if ( !c || !c[0] )
{
data.down[0] = data.down[1] = 0;
data.state = 4; // impulse up
return;
}
int k = atoi(c);
if (data.down[0] == k)
data.down[0] = 0;
else if (data.down[1] == k)
data.down[1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (data.down[0] || data.down[1])
{
//Msg ("Keys down for button: '%c' '%c' '%c' (%d,%d,%d)!\n", data.down[0], data.down[1], c, data.down[0], data.down[1], c);
return; // some other key is still holding it down
}
if (!(data.state & 1))
return; // still up (this should not happen)
data.state &= ~1; // now up
data.state |= 4; // impulse up
}
void IN_ClearDuckToggle()
{
if ( ::input->KeyState( &in_ducktoggle ) )
{
KeyUp( &in_ducktoggle, NULL );
}
}
void IN_ForceSpeedDown( ) {KeyDown(&in_speed, NULL );}
void IN_ForceSpeedUp( ) {KeyUp(&in_speed, NULL );}
void IN_CommanderMouseMoveDown( const CCommand &args ) {KeyDown(&in_commandermousemove, args[1] );}
void IN_CommanderMouseMoveUp( const CCommand &args ) {KeyUp(&in_commandermousemove, args[1] );}
void IN_BreakDown( const CCommand &args ) { KeyDown( &in_break , args[1] );}
void IN_BreakUp( const CCommand &args )
{
KeyUp( &in_break, args[1] );
#if defined( _DEBUG )
DebuggerBreak();
#endif
};
void IN_KLookDown ( const CCommand &args ) {KeyDown(&in_klook, args[1] );}
void IN_KLookUp ( const CCommand &args ) {KeyUp(&in_klook, args[1] );}
void IN_JLookDown ( const CCommand &args ) {KeyDown(&in_jlook, args[1] );}
void IN_JLookUp ( const CCommand &args ) {KeyUp(&in_jlook, args[1] );}
void IN_UpDown( const CCommand &args ) {KeyDown(&in_up, args[1] );}
void IN_UpUp( const CCommand &args ) {KeyUp(&in_up, args[1] );}
void IN_DownDown( const CCommand &args ) {KeyDown(&in_down, args[1] );}
void IN_DownUp( const CCommand &args ) {KeyUp(&in_down, args[1] );}
void IN_LeftDown( const CCommand &args ) {KeyDown(&in_left, args[1] );}
void IN_LeftUp( const CCommand &args ) {KeyUp(&in_left, args[1] );}
void IN_RightDown( const CCommand &args ) {KeyDown(&in_right, args[1] );}
void IN_RightUp( const CCommand &args ) {KeyUp(&in_right, args[1] );}
void IN_ForwardDown( const CCommand &args ) {KeyDown(&in_forward, args[1] );}
void IN_ForwardUp( const CCommand &args ) {KeyUp(&in_forward, args[1] );}
void IN_BackDown( const CCommand &args ) {KeyDown(&in_back, args[1] );}
void IN_BackUp( const CCommand &args ) {KeyUp(&in_back, args[1] );}
void IN_LookupDown( const CCommand &args ) {KeyDown(&in_lookup, args[1] );}
void IN_LookupUp( const CCommand &args ) {KeyUp(&in_lookup, args[1] );}
void IN_LookdownDown( const CCommand &args ) {KeyDown(&in_lookdown, args[1] );}
void IN_LookdownUp( const CCommand &args ) {KeyUp(&in_lookdown, args[1] );}
void IN_MoveleftDown( const CCommand &args ) {KeyDown(&in_moveleft, args[1] );}
void IN_MoveleftUp( const CCommand &args ) {KeyUp(&in_moveleft, args[1] );}
void IN_MoverightDown( const CCommand &args ) {KeyDown(&in_moveright, args[1] );}
void IN_MoverightUp( const CCommand &args ) {KeyUp(&in_moveright, args[1] );}
void IN_WalkDown( const CCommand &args ) {KeyDown(&in_walk, args[1] );}
void IN_WalkUp( const CCommand &args ) {KeyUp(&in_walk, args[1] );}
void IN_SpeedDown( const CCommand &args ) {KeyDown(&in_speed, args[1] );}
void IN_SpeedUp( const CCommand &args ) {KeyUp(&in_speed, args[1] );}
void IN_StrafeDown( const CCommand &args ) {KeyDown(&in_strafe, args[1] );}
void IN_StrafeUp( const CCommand &args ) {KeyUp(&in_strafe, args[1] );}
void IN_Attack2Down( const CCommand &args ) { KeyDown(&in_attack2, args[1] );}
void IN_Attack2Up( const CCommand &args ) {KeyUp(&in_attack2, args[1] );}
void IN_UseDown ( const CCommand &args ) {KeyDown(&in_use, args[1] );}
void IN_UseUp ( const CCommand &args ) {KeyUp(&in_use, args[1] );}
void IN_JumpDown ( const CCommand &args ) {KeyDown(&in_jump, args[1] );}
void IN_JumpUp ( const CCommand &args )
{
KeyUp(&in_jump, args[1] );
}
void IN_DuckToggle( const CCommand &args )
{
if ( ::input->KeyState(&in_ducktoggle) )
{
IN_ClearDuckToggle();
}
else
{
KeyDown( &in_ducktoggle, args[1] );
}
}
void IN_DuckDown( const CCommand &args )
{
#if defined ( _X360 )
SplitScreenConVarRef option_duck_method( "option_duck_method" );
if ( option_duck_method.IsValid() && option_duck_method.GetBool( GET_ACTIVE_SPLITSCREEN_SLOT() ) )
{
IN_DuckToggle( args );
}
else
#endif
{
KeyDown(&in_duck, args[1] );
IN_ClearDuckToggle();
}
}
void IN_DuckUp( const CCommand &args )
{
#if defined ( _X360 )
SplitScreenConVarRef option_duck_method( "option_duck_method" );
if ( option_duck_method.IsValid() && option_duck_method.GetBool( GET_ACTIVE_SPLITSCREEN_SLOT() ) )
{
// intentionally blank
}
else
#endif
{
KeyUp(&in_duck, args[1] );
IN_ClearDuckToggle();
}
}
void IN_ReloadDown( const CCommand &args ) {KeyDown(&in_reload, args[1] );}
void IN_ReloadUp( const CCommand &args ) {KeyUp(&in_reload, args[1] );}
void IN_Alt1Down( const CCommand &args ) {KeyDown(&in_alt1, args[1] );}
void IN_Alt1Up( const CCommand &args ) {KeyUp(&in_alt1, args[1] );}
void IN_Alt2Down( const CCommand &args ) {KeyDown(&in_alt2, args[1] );}
void IN_Alt2Up( const CCommand &args ) {KeyUp(&in_alt2, args[1] );}
void IN_GraphDown( const CCommand &args ) {KeyDown(&in_graph, args[1] );}
void IN_GraphUp( const CCommand &args ) {KeyUp(&in_graph, args[1] );}
void IN_ZoomDown( const CCommand &args ) {KeyDown(&in_zoom, args[1] );}
void IN_ZoomUp( const CCommand &args ) {KeyUp(&in_zoom, args[1] );}
void IN_Grenade1Up( const CCommand &args ) { KeyUp( &in_grenade1, args[1] ); }
void IN_Grenade1Down( const CCommand &args ) { KeyDown( &in_grenade1, args[1] ); }
void IN_Grenade2Up( const CCommand &args ) { KeyUp( &in_grenade2, args[1] ); }
void IN_Grenade2Down( const CCommand &args ) { KeyDown( &in_grenade2, args[1] ); }
void IN_XboxStub( const CCommand &args ) { /*do nothing*/ }
#ifdef INFESTED_DLL
void IN_PrevAbilityUp( const CCommand &args ) { KeyUp( &in_prevability, args[1] ); }
void IN_PrevAbilityDown( const CCommand &args ) { KeyDown( &in_prevability, args[1] ); }
void IN_NextAbilityUp( const CCommand &args ) { KeyUp( &in_nextability, args[1] ); }
void IN_NextAbilityDown( const CCommand &args ) { KeyDown( &in_nextability, args[1] ); }
void IN_CurrentAbilityUp( const CCommand &args ) { KeyUp( &in_currentability, args[1] ); }
void IN_CurrentAbilityDown( const CCommand &args ) { KeyDown( &in_currentability, args[1] ); }
void IN_Ability1Up( const CCommand &args ) { KeyUp( &in_ability1, args[1] ); }
void IN_Ability1Down( const CCommand &args ) { KeyDown( &in_ability1, args[1] ); }
void IN_Ability2Up( const CCommand &args ) { KeyUp( &in_ability2, args[1] ); }
void IN_Ability2Down( const CCommand &args ) { KeyDown( &in_ability2, args[1] ); }
void IN_Ability3Up( const CCommand &args ) { KeyUp( &in_ability3, args[1] ); }
void IN_Ability3Down( const CCommand &args ) { KeyDown( &in_ability3, args[1] ); }
void IN_Ability4Up( const CCommand &args ) { KeyUp( &in_ability4, args[1] ); }
void IN_Ability4Down( const CCommand &args ) { KeyDown( &in_ability4, args[1] ); }
void IN_Ability5Up( const CCommand &args ) { KeyUp( &in_ability5, args[1] ); }
void IN_Ability5Down( const CCommand &args ) { KeyDown( &in_ability5, args[1] ); }
#endif
void IN_AttackDown( const CCommand &args )
{
KeyDown( &in_attack, args[1] );
}
void IN_AttackUp( const CCommand &args )
{
KeyUp( &in_attack, args[1] );
ASSERT_LOCAL_PLAYER_RESOLVABLE();
in_cancel[ GET_ACTIVE_SPLITSCREEN_SLOT() ] = 0;
}
// Special handling
void IN_Cancel( const CCommand &args )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
in_cancel[ GET_ACTIVE_SPLITSCREEN_SLOT() ] = 1;
}
void IN_Impulse( const CCommand &args )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
in_impulse[ GET_ACTIVE_SPLITSCREEN_SLOT() ] = atoi( args[1] );
}
void IN_ScoreDown( const CCommand &args )
{
KeyDown( &in_score, args[1] );
if ( GetViewPortInterface() )
{
GetViewPortInterface()->ShowPanel( PANEL_SCOREBOARD, true );
}
}
void IN_ScoreUp( const CCommand &args )
{
KeyUp( &in_score, args[1] );
if ( GetViewPortInterface() )
{
GetViewPortInterface()->ShowPanel( PANEL_SCOREBOARD, false );
GetClientVoiceMgr()->StopSquelchMode();
}
}
void IN_LookSpinDown( const CCommand &args ) {KeyDown( &in_lookspin, args[1] );}
void IN_LookSpinUp( const CCommand &args ) {KeyUp( &in_lookspin, args[1] );}
/*
============
KeyEvent
Return 1 to allow engine to process the key, otherwise, act on it as needed
============
*/
int CInput::KeyEvent( int down, ButtonCode_t code, const char *pszCurrentBinding )
{
// Deal with camera intercepting the mouse
if ( ( code == MOUSE_LEFT ) || ( code == MOUSE_RIGHT ) )
{
if ( GetPerUser().m_fCameraInterceptingMouse )
return 0;
}
if ( GetClientMode() )
return GetClientMode()->KeyInput(down, code, pszCurrentBinding);
return 1;
}
/*
===============
KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
===============
*/
float CInput::KeyState ( kbutton_t *key )
{
kbutton_t::Split_t &data = key->GetPerUser();
float val = 0.0;
int impulsedown, impulseup, down;
impulsedown = data.state & 2;
impulseup = data.state & 4;
down = data.state & 1;
if ( impulsedown && !impulseup )
{
// pressed and held this frame?
val = down ? 0.5 : 0.0;
}
if ( impulseup && !impulsedown )
{
// released this frame?
val = down ? 0.0 : 0.0;
}
if ( !impulsedown && !impulseup )
{
// held the entire frame?
val = down ? 1.0 : 0.0;
}
if ( impulsedown && impulseup )
{
if ( down )
{
// released and re-pressed this frame
val = 0.75;
}
else
{
// pressed and released this frame
val = 0.25;
}
}
// clear impulses
data.state &= 1;
return val;
}
void CInput::IN_SetSampleTime( float frametime )
{
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
{
m_PerUser[ i ].m_flKeyboardSampleTime = frametime;
}
}
/*
==============================
DetermineKeySpeed
==============================
*/
static ConVar in_usekeyboardsampletime( "in_usekeyboardsampletime", "1", 0, "Use keyboard sample time smoothing." );
float CInput::DetermineKeySpeed( int nSlot, float frametime )
{
if ( in_usekeyboardsampletime.GetBool() )
{
PerUserInput_t &user = GetPerUser( nSlot );
if ( user.m_flKeyboardSampleTime <= 0 )
return 0.0f;
frametime = MIN( user.m_flKeyboardSampleTime, frametime );
user.m_flKeyboardSampleTime -= frametime;
}
float speed;
speed = frametime;
if ( in_speed.GetPerUser( nSlot ).state & 1 )
{
speed *= cl_anglespeedkey.GetFloat();
}
return speed;
}
/*
==============================
AdjustYaw
==============================
*/
void CInput::AdjustYaw( int nSlot, float speed, QAngle& viewangles )
{
if ( !(in_strafe.GetPerUser( nSlot ).state & 1) )
{
viewangles[YAW] -= speed*cl_yawspeed.GetFloat() * KeyState (&in_right);
viewangles[YAW] += speed*cl_yawspeed.GetFloat() * KeyState (&in_left);
}
const PerUserInput_t &user = GetPerUser( nSlot );
// thirdperson platformer mode
// use movement keys to aim the player relative to the thirdperson camera
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
{
float side = KeyState(&in_moveleft) - KeyState(&in_moveright);
float forward = KeyState(&in_forward) - KeyState(&in_back);
if ( side || forward )
{
viewangles[YAW] = RAD2DEG(atan2(side, forward)) + user.m_vecCameraOffset[ YAW ];
}
if ( side || forward || KeyState (&in_right) || KeyState (&in_left) )
{
cam_idealyaw.SetValue( user.m_vecCameraOffset[ YAW ] - viewangles[ YAW ] );
}
}
}
/*
==============================
AdjustPitch
==============================
*/
void CInput::AdjustPitch( int nSlot, float speed, QAngle& viewangles )
{
// only allow keyboard looking if mouse look is disabled
if ( !UsingMouselook( nSlot ) )
{
float up, down;
if ( in_klook.GetPerUser( nSlot ).state & 1 )
{
view->StopPitchDrift ();
viewangles[PITCH] -= speed*cl_pitchspeed.GetFloat() * KeyState (&in_forward);
viewangles[PITCH] += speed*cl_pitchspeed.GetFloat() * KeyState (&in_back);
}
up = KeyState ( &in_lookup );
down = KeyState ( &in_lookdown );
viewangles[PITCH] -= speed*cl_pitchspeed.GetFloat() * up;
viewangles[PITCH] += speed*cl_pitchspeed.GetFloat() * down;
if ( up || down )
{
view->StopPitchDrift ();
}
}
}
/*
==============================
ClampAngles
==============================
*/
void CInput::ClampAngles( QAngle& viewangles )
{
if ( viewangles[PITCH] > cl_pitchdown.GetFloat() )
{
viewangles[PITCH] = cl_pitchdown.GetFloat();
}
if ( viewangles[PITCH] < -cl_pitchup.GetFloat() )
{
viewangles[PITCH] = -cl_pitchup.GetFloat();
}
if ( viewangles[ROLL] > 50 )
{
viewangles[ROLL] = 50;
}
if ( viewangles[ROLL] < -50 )
{
viewangles[ROLL] = -50;
}
}
/*
================
AdjustAngles
Moves the local angle positions
================
*/
void CInput::AdjustAngles ( int nSlot, float frametime )
{
float speed;
QAngle viewangles;
// Determine control scaling factor ( multiplies time )
speed = DetermineKeySpeed( nSlot, frametime );
if ( speed <= 0.0f )
{
return;
}
// Retrieve latest view direction from engine
engine->GetViewAngles( viewangles );
// Undo tilting from previous frame
viewangles -= GetPerUser().m_angPreviousViewAnglesTilt;
// Apply tilting effects here (it affects aim)
QAngle vecAnglesBeforeTilt = viewangles;
GetViewEffects()->CalcTilt();
GetViewEffects()->ApplyTilt( viewangles, 1.0f );
// Remember the tilt delta so we can undo it before applying tilt next frame
GetPerUser().m_angPreviousViewAnglesTilt = viewangles - vecAnglesBeforeTilt;
// Adjust YAW
AdjustYaw( nSlot, speed, viewangles );
// Adjust PITCH if keyboard looking
AdjustPitch( nSlot, speed, viewangles );
// Make sure values are legitimate
ClampAngles( viewangles );
// Store new view angles into engine view direction
engine->SetViewAngles( viewangles );
}
/*
==============================
ComputeSideMove
==============================
*/
void CInput::ComputeSideMove( int nSlot, CUserCmd *cmd )
{
// thirdperson platformer movement
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
{
// no sideways movement in this mode
return;
}
// thirdperson screenspace movement
if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() )
{
#ifdef INFESTED_DLL
float ideal_yaw = asw_cam_marine_yaw.GetFloat() - 90.0f;
#else
float ideal_yaw = cam_idealyaw.GetFloat();
#endif
float ideal_sin = sin(DEG2RAD(ideal_yaw));
float ideal_cos = cos(DEG2RAD(ideal_yaw));
float movement = ideal_cos*KeyState(&in_moveright)
+ ideal_sin*KeyState(&in_back)
+ -ideal_cos*KeyState(&in_moveleft)
+ -ideal_sin*KeyState(&in_forward);
cmd->sidemove += cl_sidespeed.GetFloat() * movement;
return;
}
// If strafing, check left and right keys and act like moveleft and moveright keys
if ( in_strafe.GetPerUser( nSlot ).state & 1 )
{
cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_right);
cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_left);
}
// Otherwise, check strafe keys
cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_moveleft);
}
/*
==============================
ComputeUpwardMove
==============================
*/
void CInput::ComputeUpwardMove( int nSlot, CUserCmd *cmd )
{
cmd->upmove += cl_upspeed.GetFloat() * KeyState (&in_up);
cmd->upmove -= cl_upspeed.GetFloat() * KeyState (&in_down);
}
/*
==============================
ComputeForwardMove
==============================
*/
void CInput::ComputeForwardMove( int nSlot, CUserCmd *cmd )
{
// thirdperson platformer movement
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
{
// movement is always forward in this mode
float movement = KeyState(&in_forward)
|| KeyState(&in_moveright)
|| KeyState(&in_back)
|| KeyState(&in_moveleft);
cmd->forwardmove += cl_forwardspeed.GetFloat() * movement;
return;
}
// thirdperson screenspace movement
if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() )
{
#ifdef INFESTED_DLL
float ideal_yaw = asw_cam_marine_yaw.GetFloat() - 90.0f;
#else
float ideal_yaw = cam_idealyaw.GetFloat();
#endif
float ideal_sin = sin(DEG2RAD(ideal_yaw));
float ideal_cos = cos(DEG2RAD(ideal_yaw));
float movement = ideal_cos*KeyState(&in_forward)
+ ideal_sin*KeyState(&in_moveright)
+ -ideal_cos*KeyState(&in_back)
+ -ideal_sin*KeyState(&in_moveleft);
cmd->forwardmove += cl_forwardspeed.GetFloat() * movement;
return;
}
if ( !(in_klook.GetPerUser( nSlot ).state & 1 ) )
{
cmd->forwardmove += cl_forwardspeed.GetFloat() * KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed.GetFloat() * KeyState (&in_back);
}
}
/*
==============================
ScaleMovements
==============================
*/
void CInput::ScaleMovements( CUserCmd *cmd )
{
// float spd;
// clip to maxspeed
// FIXME FIXME: This doesn't work
return;
/*
spd = engine->GetClientMaxspeed();
if ( spd == 0.0 )
return;
// Scale the speed so that the total velocity is not > spd
float fmov = sqrt( (cmd->forwardmove*cmd->forwardmove) + (cmd->sidemove*cmd->sidemove) + (cmd->upmove*cmd->upmove) );
if ( fmov > spd && fmov > 0.0 )
{
float fratio = spd / fmov;
if ( !IsNoClipping() )
{
cmd->forwardmove *= fratio;
cmd->sidemove *= fratio;
cmd->upmove *= fratio;
}
}
*/
}
/*
===========
ControllerMove
===========
*/
void CInput::ControllerMove( int nSlot, float frametime, CUserCmd *cmd )
{
if ( IsPC() && nSlot == in_forceuser.GetInt() )
{
if ( !GetPerUser( nSlot ).m_fCameraInterceptingMouse && m_fMouseActive )
{
MouseMove( nSlot, cmd );
}
}
JoyStickMove( frametime, cmd);
if ( IsPC() && nSlot == in_forceuser.GetInt() )
{
TrackIRMove(frametime, cmd);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *weapon -
//-----------------------------------------------------------------------------
void CInput::MakeWeaponSelection( C_BaseCombatWeapon *weapon )
{
GetPerUser().m_hSelectedWeapon = weapon;
}
CInput::PerUserInput_t &CInput::GetPerUser( int nSlot /*=-1*/ )
{
if ( nSlot == -1 )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
return m_PerUser[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
}
return m_PerUser[ nSlot ];
}
const CInput::PerUserInput_t &CInput::GetPerUser( int nSlot /*=-1*/ ) const
{
if ( nSlot == -1 )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
return m_PerUser[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
}
return m_PerUser[ nSlot ];
}
void CInput::ExtraMouseSample( float frametime, bool active )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
static CUserCmd dummy[ MAX_SPLITSCREEN_PLAYERS ];
CUserCmd *cmd = &dummy[ nSlot ];
cmd->Reset();
QAngle viewangles;
if ( active )
{
// Determine view angles
AdjustAngles ( nSlot, frametime );
// Determine sideways movement
ComputeSideMove( nSlot, cmd );
// Determine vertical movement
ComputeUpwardMove( nSlot, cmd );
// Determine forward movement
ComputeForwardMove( nSlot, cmd );
// Scale based on holding speed key or having too fast of a velocity based on client maximum speed.
ScaleMovements( cmd );
// Allow mice and other controllers to add their inputs
ControllerMove( nSlot, frametime, cmd );
}
// Retrieve view angles from engine ( could have been set in AdjustAngles above )
engine->GetViewAngles( viewangles );
// Set button and flag bits, don't blow away state
cmd->buttons = GetButtonBits( false );
// Use new view angles if alive, otherwise user last angles we stored off.
VectorCopy( viewangles, cmd->viewangles );
VectorCopy( viewangles, GetPerUser().m_angPreviousViewAngles );
// Let the move manager override anything it wants to.
if ( GetClientMode()->CreateMove( frametime, cmd ) )
{
// Get current view angles after the client mode tweaks with it
engine->SetViewAngles( cmd->viewangles );
prediction->SetLocalViewAngles( cmd->viewangles );
}
CheckPaused( cmd );
CheckSplitScreenMimic( nSlot, cmd, &dummy[ 0 ] );
}
/*
================
CreateMove
Send the intended movement message to the server
if active == 1 then we are 1) not playing back demos ( where our commands are ignored ) and
2 ) we have finished signing on to server
================
*/
void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
CUserCmd *cmd = &GetPerUser( nSlot ).m_pCommands[ sequence_number % MULTIPLAYER_BACKUP];
CVerifiedUserCmd *pVerified = &GetPerUser( nSlot ).m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP];
cmd->Reset();
cmd->command_number = sequence_number;
cmd->tick_count = gpGlobals->tickcount;
QAngle viewangles;
if ( active || sv_noclipduringpause.GetInt() )
{
if ( nSlot == in_forceuser.GetInt() )
{
// Determine view angles
AdjustAngles ( nSlot, input_sample_frametime );
// Determine sideways movement
ComputeSideMove( nSlot, cmd );
// Determine vertical movement
ComputeUpwardMove( nSlot, cmd );
// Determine forward movement
ComputeForwardMove( nSlot, cmd );
// Scale based on holding speed key or having too fast of a velocity based on client maximum
// speed.
ScaleMovements( cmd );
}
// Allow mice and other controllers to add their inputs
ControllerMove( nSlot, input_sample_frametime, cmd );
}
else
{
// need to run and reset mouse input so that there is no view pop when unpausing
if ( !GetPerUser( nSlot ).m_fCameraInterceptingMouse && m_fMouseActive )
{
float mx, my;
GetAccumulatedMouseDeltasAndResetAccumulators( nSlot, &mx, &my );
ResetMouse();
}
}
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
engine->GetViewAngles( viewangles );
cmd->impulse = in_impulse[ nSlot ];
in_impulse[ nSlot ] = 0;
// Latch and clear weapon selection
if ( GetPerUser( nSlot ).m_hSelectedWeapon != NULL )
{
C_BaseCombatWeapon *weapon = GetPerUser( nSlot ).m_hSelectedWeapon;
cmd->weaponselect = weapon->entindex();
cmd->weaponsubtype = weapon->GetSubType();
// Always clear weapon selection
GetPerUser( nSlot ).m_hSelectedWeapon = NULL;
}
// Set button and flag bits
cmd->buttons = GetButtonBits( true );
// Using joystick?
if ( in_joystick.GetInt() )
{
if ( cmd->forwardmove > 0 )
{
cmd->buttons |= IN_FORWARD;
}
else if ( cmd->forwardmove < 0 )
{
cmd->buttons |= IN_BACK;
}
}
// Use new view angles if alive, otherwise user last angles we stored off.
VectorCopy( viewangles, cmd->viewangles );
VectorCopy( viewangles, GetPerUser( nSlot ).m_angPreviousViewAngles );
// Let the move manager override anything it wants to.
if ( GetClientMode()->CreateMove( input_sample_frametime, cmd ) )
{
// Get current view angles after the client mode tweaks with it
engine->SetViewAngles( cmd->viewangles );
}
CheckPaused( cmd );
CUserCmd *pPlayer0Command = &m_PerUser[ 0 ].m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
CheckSplitScreenMimic( nSlot, cmd, pPlayer0Command );
GetPerUser( nSlot ).m_flLastForwardMove = cmd->forwardmove;
cmd->random_seed = MD5_PseudoRandom( sequence_number ) & 0x7fffffff;
HLTVCamera()->CreateMove( cmd );
#if defined( REPLAY_ENABLED )
ReplayCamera()->CreateMove( cmd );
#endif
#if defined( HL2_CLIENT_DLL )
// copy backchannel data
int i;
for (i = 0; i < GetPerUser( nSlot ).m_EntityGroundContact.Count(); i++)
{
cmd->entitygroundcontact.AddToTail( GetPerUser().m_EntityGroundContact[i] );
}
GetPerUser( nSlot ).m_EntityGroundContact.RemoveAll();
#endif
pVerified->m_cmd = *cmd;
pVerified->m_crc = cmd->GetChecksum();
}
void CInput::CheckSplitScreenMimic( int nSlot, CUserCmd *cmd, CUserCmd *pPlayer0Command )
{
// ss_mimic 2 is more of a "follow" mode
int nMimicMode = ss_mimic.GetInt();
if ( nMimicMode <= 0 || nSlot == 0 )
return;
*cmd = *pPlayer0Command;
// We can't copy these over, since we send the weapon index it'll make the server attach the weapon to the other split screen player, even
// though he doesn't own it!!!
cmd->weaponsubtype = 0;
cmd->weaponselect = 0;
// Get current view angles after the client mode tweaks with it
engine->SetViewAngles( cmd->viewangles );
int nLeader = ( nSlot + 1 ) % MAX_SPLITSCREEN_PLAYERS;
C_BasePlayer *pLeader = C_BasePlayer::GetLocalPlayer( nLeader );
C_BasePlayer *pFollower = C_BasePlayer::GetLocalPlayer( nSlot );
if ( !pLeader || !pFollower )
return;
Vector leaderPos = pLeader->GetAbsOrigin();
Vector followerPos = pFollower->GetAbsOrigin();
float flFarDist = 256.0f * 256.0f;
float flNearDist = 64.0f * 64.0f;
Vector delta = leaderPos - followerPos;
float flLength2DSqr = delta.Length2DSqr();
if ( flLength2DSqr > flFarDist )
{
SplitScreenTeleport( nLeader );
}
else if ( flLength2DSqr > flNearDist )
{
// Run toward other guy
cmd->buttons &= ~( IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT );
Vector lookDir;
Vector rightDir;
AngleVectors( cmd->viewangles, &lookDir, &rightDir, NULL );
lookDir.z = 0.0f;
lookDir.NormalizeInPlace();
Vector moveDir = delta;
moveDir.z = 0.0f;
moveDir.NormalizeInPlace();
// This is the cos of the angle between them
float fdot = lookDir.Dot( moveDir );
float rdot = rightDir.Dot( moveDir );
cmd->forwardmove = fdot * cl_forwardspeed.GetFloat();
cmd->sidemove = rdot * cl_sidespeed.GetFloat();
// We'll only be moving fwd or sideways
cmd->upmove = 0.0f;
if ( cmd->forwardmove > 0.0f )
{
cmd->buttons |= IN_FORWARD;
}
else if ( cmd->forwardmove < 0.0f )
{
cmd->buttons |= IN_BACK;
}
if ( cmd->sidemove > 0.0f )
{
cmd->buttons |= IN_MOVELEFT;
}
else if ( cmd->sidemove < 0.0f )
{
cmd->buttons |= IN_MOVERIGHT;
}
}
else
{
// Stop movement buttons
cmd->forwardmove = cmd->sidemove = cmd->upmove = 0.0f;
cmd->buttons &= ~( IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT );
}
}
void CInput::CheckPaused( CUserCmd *cmd )
{
if ( !engine->IsPaused() )
return;
cmd->buttons = 0;
cmd->forwardmove = 0;
cmd->sidemove = 0;
cmd->upmove = 0;
// Don't allow changing weapons while paused
cmd->weaponselect = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : buf -
// buffersize -
// slot -
//-----------------------------------------------------------------------------
void CInput::EncodeUserCmdToBuffer( int nSlot, bf_write& buf, int sequence_number )
{
CUserCmd nullcmd;
CUserCmd *cmd = GetUserCmd( nSlot, sequence_number);
WriteUsercmd( &buf, cmd, &nullcmd );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : buf -
// buffersize -
// slot -
//-----------------------------------------------------------------------------
void CInput::DecodeUserCmdFromBuffer( int nSlot, bf_read& buf, int sequence_number )
{
CUserCmd nullcmd;
CUserCmd *cmd = &GetPerUser( nSlot ).m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
ReadUsercmd( &buf, cmd, &nullcmd );
}
void CInput::ValidateUserCmd( CUserCmd *usercmd, int sequence_number )
{
// Validate that the usercmd hasn't been changed
CRC32_t crc = usercmd->GetChecksum();
if ( crc != GetPerUser().m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ].m_crc )
{
*usercmd = GetPerUser().m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ].m_cmd;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *buf -
// from -
// to -
//-----------------------------------------------------------------------------
bool CInput::WriteUsercmdDeltaToBuffer( int nSlot, bf_write *buf, int from, int to, bool isnewcommand )
{
Assert( GetPerUser( nSlot ).m_pCommands );
CUserCmd nullcmd;
CUserCmd *f, *t;
int startbit = buf->GetNumBitsWritten();
if ( from == -1 )
{
f = &nullcmd;
}
else
{
f = GetUserCmd( nSlot, from );
if ( !f )
{
// DevMsg( "WARNING! User command delta too old (from %i, to %i)\n", from, to );
f = &nullcmd;
}
else
{
ValidateUserCmd( f, from );
}
}
t = GetUserCmd( nSlot, to );
if ( !t )
{
// DevMsg( "WARNING! User command too old (from %i, to %i)\n", from, to );
t = &nullcmd;
}
else
{
ValidateUserCmd( t, to );
}
// Write it into the buffer
WriteUsercmd( buf, t, f );
if ( buf->IsOverflowed() )
{
int endbit = buf->GetNumBitsWritten();
Msg( "WARNING! User command buffer overflow(%i %i), last cmd was %i bits long\n",
from, to, endbit - startbit );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : slot -
// Output : CUserCmd
//-----------------------------------------------------------------------------
CUserCmd *CInput::GetUserCmd( int nSlot, int sequence_number )
{
Assert( GetPerUser( nSlot ).m_pCommands );
CUserCmd *usercmd = &GetPerUser( nSlot ).m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
if ( usercmd->command_number != sequence_number )
{
return NULL; // usercmd was overwritten by newer command
}
return usercmd;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bits -
// in_button -
// in_ignore -
// *button -
// reset -
// Output : static void
//-----------------------------------------------------------------------------
static void CalcButtonBits( int nSlot, int& bits, int in_button, int in_ignore, kbutton_t *button, bool reset )
{
kbutton_t::Split_t *pButtonState = &button->GetPerUser( nSlot );
// Down or still down?
if ( pButtonState->state & 3 )
{
bits |= in_button;
}
int clearmask = ~2;
if ( in_ignore & in_button )
{
// This gets taken care of below in the GetButtonBits code
//bits &= ~in_button;
// Remove "still down" as well as "just down"
clearmask = ~3;
}
if ( reset )
{
pButtonState->state &= clearmask;
}
}
/*
============
GetButtonBits
Returns appropriate button info for keyboard and mouse state
Set bResetState to 1 to clear old state info
============
*/
int CInput::GetButtonBits( bool bResetState )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
int bits = 0;
int ignore = GetPerUser( nSlot ).m_nClearInputState;
CalcButtonBits( nSlot, bits, IN_SPEED, ignore, &in_speed, bResetState );
CalcButtonBits( nSlot, bits, IN_WALK, ignore, &in_walk, bResetState );
CalcButtonBits( nSlot, bits, IN_ATTACK, ignore, &in_attack, bResetState );
CalcButtonBits( nSlot, bits, IN_DUCK, ignore, &in_duck, bResetState );
CalcButtonBits( nSlot, bits, IN_JUMP, ignore, &in_jump, bResetState );
CalcButtonBits( nSlot, bits, IN_FORWARD, ignore, &in_forward, bResetState );
CalcButtonBits( nSlot, bits, IN_BACK, ignore, &in_back, bResetState );
CalcButtonBits( nSlot, bits, IN_USE, ignore, &in_use, bResetState );
CalcButtonBits( nSlot, bits, IN_LEFT, ignore, &in_left, bResetState );
CalcButtonBits( nSlot, bits, IN_RIGHT, ignore, &in_right, bResetState );
CalcButtonBits( nSlot, bits, IN_MOVELEFT, ignore, &in_moveleft, bResetState );
CalcButtonBits( nSlot, bits, IN_MOVERIGHT, ignore, &in_moveright, bResetState );
CalcButtonBits( nSlot, bits, IN_ATTACK2, ignore, &in_attack2, bResetState );
CalcButtonBits( nSlot, bits, IN_RELOAD, ignore, &in_reload, bResetState );
CalcButtonBits( nSlot, bits, IN_ALT1, ignore, &in_alt1, bResetState );
CalcButtonBits( nSlot, bits, IN_ALT2, ignore, &in_alt2, bResetState );
CalcButtonBits( nSlot, bits, IN_SCORE, ignore, &in_score, bResetState );
CalcButtonBits( nSlot, bits, IN_ZOOM, ignore, &in_zoom, bResetState );
CalcButtonBits( nSlot, bits, IN_GRENADE1, ignore, &in_grenade1, bResetState );
CalcButtonBits( nSlot, bits, IN_GRENADE2, ignore, &in_grenade2, bResetState );
CalcButtonBits( nSlot, bits, IN_LOOKSPIN, ignore, &in_lookspin, bResetState );
#ifdef INFESTED_DLL
CalcButtonBits( nSlot, bits, IN_PREV_ABILITY, ignore, &in_prevability, bResetState );
CalcButtonBits( nSlot, bits, IN_NEXT_ABILITY, ignore, &in_nextability, bResetState );
CalcButtonBits( nSlot, bits, IN_CURRENT_ABILITY, ignore, &in_currentability, bResetState );
CalcButtonBits( nSlot, bits, IN_ABILITY1, ignore, &in_ability1, bResetState );
CalcButtonBits( nSlot, bits, IN_ABILITY2, ignore, &in_ability2, bResetState );
CalcButtonBits( nSlot, bits, IN_ABILITY3, ignore, &in_ability3, bResetState );
CalcButtonBits( nSlot, bits, IN_ABILITY4, ignore, &in_ability4, bResetState );
CalcButtonBits( nSlot, bits, IN_ABILITY5, ignore, &in_ability5, bResetState );
#endif
if ( KeyState(&in_ducktoggle) )
{
bits |= IN_DUCK;
}
if ( in_cancel[ nSlot ] )
{
bits |= IN_CANCEL;
}
if ( GetHud( nSlot ).m_iKeyBits & IN_WEAPON1 )
{
bits |= IN_WEAPON1;
}
if ( GetHud( nSlot ).m_iKeyBits & IN_WEAPON2 )
{
bits |= IN_WEAPON2;
}
// Clear out any residual
bits &= ~ignore;
if ( bResetState )
{
GetPerUser( nSlot ).m_nClearInputState = 0;
}
return bits;
}
//-----------------------------------------------------------------------------
// Causes an input to have to be re-pressed to become active
//-----------------------------------------------------------------------------
void CInput::ClearInputButton( int bits )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
if ( GET_ACTIVE_SPLITSCREEN_SLOT() != in_forceuser.GetInt() )
{
return;
}
GetPerUser().m_nClearInputState |= bits;
}
/*
==============================
GetLookSpring
==============================
*/
float CInput::GetLookSpring( void )
{
return lookspring.GetInt();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CInput::GetLastForwardMove( void )
{
return GetPerUser().m_flLastForwardMove;
}
#if defined( HL2_CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: back channel contact info for ground contact
// Output :
//-----------------------------------------------------------------------------
void CInput::AddIKGroundContactInfo( int entindex, float minheight, float maxheight )
{
CEntityGroundContact data;
data.entindex = entindex;
data.minheight = minheight;
data.maxheight = maxheight;
AUTO_LOCK_FM( m_IKContactPointMutex );
// These all route through the main player's slot!!!
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
if ( m_PerUser[ 0 ].m_EntityGroundContact.Count() >= MAX_EDICTS )
{
// some overflow here, probably bogus anyway
AssertOnce( "CInput::AddIKGroundContactInfo: Overflow!!!" );
m_PerUser[ 0 ].m_EntityGroundContact.RemoveAll();
return;
}
m_PerUser[ 0 ].m_EntityGroundContact.AddToTail( data );
}
#endif
static ConCommand startcommandermousemove("+commandermousemove", IN_CommanderMouseMoveDown);
static ConCommand endcommandermousemove("-commandermousemove", IN_CommanderMouseMoveUp);
static ConCommand startmoveup("+moveup",IN_UpDown);
static ConCommand endmoveup("-moveup",IN_UpUp);
static ConCommand startmovedown("+movedown",IN_DownDown);
static ConCommand endmovedown("-movedown",IN_DownUp);
static ConCommand startleft("+left",IN_LeftDown);
static ConCommand endleft("-left",IN_LeftUp);
static ConCommand startright("+right",IN_RightDown);
static ConCommand endright("-right",IN_RightUp);
static ConCommand startforward("+forward",IN_ForwardDown);
static ConCommand endforward("-forward",IN_ForwardUp);
static ConCommand startback("+back",IN_BackDown);
static ConCommand endback("-back",IN_BackUp);
static ConCommand startlookup("+lookup", IN_LookupDown);
static ConCommand endlookup("-lookup", IN_LookupUp);
static ConCommand startlookdown("+lookdown", IN_LookdownDown);
static ConCommand lookdown("-lookdown", IN_LookdownUp);
static ConCommand startstrafe("+strafe", IN_StrafeDown);
static ConCommand endstrafe("-strafe", IN_StrafeUp);
static ConCommand startmoveleft("+moveleft", IN_MoveleftDown);
static ConCommand endmoveleft("-moveleft", IN_MoveleftUp);
static ConCommand startmoveright("+moveright", IN_MoverightDown);
static ConCommand endmoveright("-moveright", IN_MoverightUp);
static ConCommand startspeed("+speed", IN_SpeedDown);
static ConCommand endspeed("-speed", IN_SpeedUp);
static ConCommand startwalk("+walk", IN_WalkDown);
static ConCommand endwalk("-walk", IN_WalkUp);
static ConCommand startattack("+attack", IN_AttackDown);
static ConCommand endattack("-attack", IN_AttackUp);
static ConCommand startattack2("+attack2", IN_Attack2Down);
static ConCommand endattack2("-attack2", IN_Attack2Up);
static ConCommand startsecondary("+secondary", IN_Attack2Down);
static ConCommand endsecondary("-secondary", IN_Attack2Up);
static ConCommand startuse("+use", IN_UseDown);
static ConCommand enduse("-use", IN_UseUp);
static ConCommand startjump("+jump", IN_JumpDown);
static ConCommand endjump("-jump", IN_JumpUp);
static ConCommand impulse("impulse", IN_Impulse);
static ConCommand startklook("+klook", IN_KLookDown);
static ConCommand endklook("-klook", IN_KLookUp);
static ConCommand startjlook("+jlook", IN_JLookDown);
static ConCommand endjlook("-jlook", IN_JLookUp);
static ConCommand startduck("+duck", IN_DuckDown);
static ConCommand endduck("-duck", IN_DuckUp);
static ConCommand startreload("+reload", IN_ReloadDown);
static ConCommand endreload("-reload", IN_ReloadUp);
static ConCommand startalt1("+alt1", IN_Alt1Down);
static ConCommand endalt1("-alt1", IN_Alt1Up);
static ConCommand startalt2("+alt2", IN_Alt2Down);
static ConCommand endalt2("-alt2", IN_Alt2Up);
static ConCommand startscore("+score", IN_ScoreDown);
static ConCommand endscore("-score", IN_ScoreUp);
static ConCommand startshowscores("+showscores", IN_ScoreDown);
static ConCommand endshowscores("-showscores", IN_ScoreUp);
static ConCommand startgraph("+graph", IN_GraphDown);
static ConCommand endgraph("-graph", IN_GraphUp);
static ConCommand startbreak("+break",IN_BreakDown);
static ConCommand endbreak("-break",IN_BreakUp);
static ConCommand force_centerview("force_centerview", IN_CenterView_f);
static ConCommand joyadvancedupdate("joyadvancedupdate", IN_Joystick_Advanced_f, "", FCVAR_CLIENTCMD_CAN_EXECUTE);
static ConCommand startzoom("+zoom", IN_ZoomDown);
static ConCommand endzoom("-zoom", IN_ZoomUp);
static ConCommand endgrenade1( "-grenade1", IN_Grenade1Up );
static ConCommand startgrenade1( "+grenade1", IN_Grenade1Down );
static ConCommand endgrenade2( "-grenade2", IN_Grenade2Up );
static ConCommand startgrenade2( "+grenade2", IN_Grenade2Down );
static ConCommand startlookspin("+lookspin", IN_LookSpinDown);
static ConCommand endlookspin("-lookspin", IN_LookSpinUp);
#ifdef INFESTED_DLL
static ConCommand endprevability( "-prevability", IN_PrevAbilityUp );
static ConCommand startprevability( "+prevability", IN_PrevAbilityDown );
static ConCommand endnextability( "-nextability", IN_NextAbilityUp );
static ConCommand startnextability( "+nextability", IN_NextAbilityDown );
static ConCommand endcurrentability( "-currentability", IN_CurrentAbilityUp );
static ConCommand startcurrentability( "+currentability", IN_CurrentAbilityDown );
static ConCommand endability1( "-ability1", IN_Ability1Up );
static ConCommand startability1( "+ability1", IN_Ability1Down );
static ConCommand endability2( "-ability2", IN_Ability2Up );
static ConCommand startability2( "+ability2", IN_Ability2Down );
static ConCommand endability3( "-ability3", IN_Ability3Up );
static ConCommand startability3( "+ability3", IN_Ability3Down );
static ConCommand endability4( "-ability4", IN_Ability4Up );
static ConCommand startability4( "+ability4", IN_Ability4Down );
static ConCommand endability5( "-ability5", IN_Ability5Up );
static ConCommand startability5( "+ability5", IN_Ability5Down );
#endif
// Xbox 360 stub commands
static ConCommand xboxmove("xmove", IN_XboxStub);
static ConCommand xboxlook("xlook", IN_XboxStub);
/*
============
Init_All
============
*/
void CInput::Init_All (void)
{
m_hInputContext = engine->GetInputContext( ENGINE_INPUT_CONTEXT_GAME );
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
Assert( !m_PerUser[ i ].m_pCommands );
Assert( !m_PerUser[ i ].m_pVerifiedCommands );
m_PerUser[ i ].m_pCommands = new CUserCmd[ MULTIPLAYER_BACKUP ];
m_PerUser[ i ].m_pVerifiedCommands = new CVerifiedUserCmd[ MULTIPLAYER_BACKUP ];
}
m_fMouseInitialized = false;
m_fRestoreSPI = false;
m_fMouseActive = false;
Q_memset( m_rgOrigMouseParms, 0, sizeof( m_rgOrigMouseParms ) );
Q_memset( m_rgNewMouseParms, 0, sizeof( m_rgNewMouseParms ) );
Q_memset( m_rgCheckMouseParam, 0, sizeof( m_rgCheckMouseParam ) );
m_rgNewMouseParms[ MOUSE_ACCEL_THRESHHOLD1 ] = 0; // no 2x
m_rgNewMouseParms[ MOUSE_ACCEL_THRESHHOLD2 ] = 0; // no 4x
m_rgNewMouseParms[ MOUSE_SPEED_FACTOR ] = 1; // slowest (10 default, 20 max)
m_fMouseParmsValid = false;
m_fJoystickAdvancedInit = false;
// Initialize inputs
if ( IsPC() )
{
Init_Mouse ();
Init_Keyboard();
}
// Initialize third person camera controls.
Init_Camera();
// TrackIR
Init_TrackIR();
// TrackIR
}
/*
============
Shutdown_All
============
*/
void CInput::Shutdown_All(void)
{
DeactivateMouse();
Shutdown_Keyboard();
// TrackIR
Shutdown_TrackIR();
// TrackIR
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
delete[] m_PerUser[ i ].m_pCommands;
m_PerUser[ i ].m_pCommands = NULL;
delete[] m_PerUser[ i ].m_pVerifiedCommands;
m_PerUser[ i ].m_pVerifiedCommands = NULL;
}
}
void CInput::LevelInit( void )
{
#if defined( HL2_CLIENT_DLL )
// Remove any IK information
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
GetPerUser().m_EntityGroundContact.RemoveAll();
}
#endif
}