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1712 lines
44 KiB
1712 lines
44 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: builds an intended movement command to send to the server |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "kbutton.h" |
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#include "usercmd.h" |
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#include "in_buttons.h" |
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#include "input.h" |
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#include "iviewrender.h" |
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#include "iclientmode.h" |
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#include "prediction.h" |
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#include "bitbuf.h" |
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#include "checksum_md5.h" |
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#include "hltvcamera.h" |
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#if defined( REPLAY_ENABLED ) |
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#include "replay/replaycamera.h" |
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#endif |
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#include <ctype.h> // isalnum() |
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#include <voice_status.h> |
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#include "cam_thirdperson.h" |
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#ifdef SIXENSE |
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#include "sixense/in_sixense.h" |
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#endif |
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#include "client_virtualreality.h" |
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#include "sourcevr/isourcevirtualreality.h" |
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// NVNT Include |
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#include "haptics/haptic_utils.h" |
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#include <vgui/ISurface.h> |
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extern ConVar in_joystick; |
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extern ConVar cam_idealpitch; |
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extern ConVar cam_idealyaw; |
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// For showing/hiding the scoreboard |
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#include <game/client/iviewport.h> |
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// Need this for steam controller |
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#include "clientsteamcontext.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// FIXME, tie to entity state parsing for player!!! |
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int g_iAlive = 1; |
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static int s_ClearInputState = 0; |
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// Defined in pm_math.c |
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float anglemod( float a ); |
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// FIXME void V_Init( void ); |
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static int in_impulse = 0; |
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static int in_cancel = 0; |
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ConVar cl_anglespeedkey( "cl_anglespeedkey", "0.67", 0 ); |
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ConVar cl_yawspeed( "cl_yawspeed", "210", FCVAR_NONE, "Client yaw speed.", true, -100000, true, 100000 ); |
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ConVar cl_pitchspeed( "cl_pitchspeed", "225", FCVAR_NONE, "Client pitch speed.", true, -100000, true, 100000 ); |
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ConVar cl_pitchdown( "cl_pitchdown", "89", FCVAR_CHEAT ); |
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ConVar cl_pitchup( "cl_pitchup", "89", FCVAR_CHEAT ); |
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#if defined( CSTRIKE_DLL ) |
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ConVar cl_sidespeed( "cl_sidespeed", "400", FCVAR_CHEAT ); |
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ConVar cl_upspeed( "cl_upspeed", "320", FCVAR_ARCHIVE|FCVAR_CHEAT ); |
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ConVar cl_forwardspeed( "cl_forwardspeed", "400", FCVAR_ARCHIVE|FCVAR_CHEAT ); |
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ConVar cl_backspeed( "cl_backspeed", "400", FCVAR_ARCHIVE|FCVAR_CHEAT ); |
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#else |
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ConVar cl_sidespeed( "cl_sidespeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar cl_upspeed( "cl_upspeed", "320", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar cl_forwardspeed( "cl_forwardspeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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ConVar cl_backspeed( "cl_backspeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT ); |
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#endif // CSTRIKE_DLL |
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ConVar lookspring( "lookspring", "0", FCVAR_ARCHIVE ); |
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ConVar lookstrafe( "lookstrafe", "0", FCVAR_ARCHIVE ); |
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ConVar in_joystick( "joystick","0", FCVAR_ARCHIVE ); |
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ConVar thirdperson_platformer( "thirdperson_platformer", "0", 0, "Player will aim in the direction they are moving." ); |
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ConVar thirdperson_screenspace( "thirdperson_screenspace", "0", 0, "Movement will be relative to the camera, eg: left means screen-left" ); |
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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.)." ); |
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extern ConVar cl_mouselook; |
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#define UsingMouselook() cl_mouselook.GetBool() |
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/* |
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=============================================================================== |
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KEY BUTTONS |
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Continuous button event tracking is complicated by the fact that two different |
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input sources (say, mouse button 1 and the control key) can both press the |
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same button, but the button should only be released when both of the |
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pressing key have been released. |
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When a key event issues a button command (+forward, +attack, etc), it appends |
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its key number as a parameter to the command so it can be matched up with |
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the release. |
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state bit 0 is the current state of the key |
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state bit 1 is edge triggered on the up to down transition |
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state bit 2 is edge triggered on the down to up transition |
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=============================================================================== |
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*/ |
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kbutton_t in_speed; |
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kbutton_t in_walk; |
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kbutton_t in_jlook; |
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kbutton_t in_strafe; |
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kbutton_t in_commandermousemove; |
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kbutton_t in_forward; |
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kbutton_t in_back; |
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kbutton_t in_moveleft; |
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kbutton_t in_moveright; |
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// Display the netgraph |
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kbutton_t in_graph; |
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kbutton_t in_joyspeed; // auto-speed key from the joystick (only works for player movement, not vehicles) |
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static kbutton_t in_klook; |
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kbutton_t in_left; |
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kbutton_t in_right; |
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static kbutton_t in_lookup; |
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static kbutton_t in_lookdown; |
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static kbutton_t in_use; |
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static kbutton_t in_jump; |
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static kbutton_t in_attack; |
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static kbutton_t in_attack2; |
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static kbutton_t in_up; |
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static kbutton_t in_down; |
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static kbutton_t in_duck; |
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static kbutton_t in_reload; |
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static kbutton_t in_alt1; |
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static kbutton_t in_alt2; |
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static kbutton_t in_score; |
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static kbutton_t in_break; |
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static kbutton_t in_zoom; |
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static kbutton_t in_grenade1; |
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static kbutton_t in_grenade2; |
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static kbutton_t in_attack3; |
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kbutton_t in_ducktoggle; |
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/* |
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=========== |
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IN_CenterView_f |
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=========== |
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*/ |
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void IN_CenterView_f (void) |
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{ |
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QAngle viewangles; |
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if ( UsingMouselook() == false ) |
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{ |
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if ( !::input->CAM_InterceptingMouse() ) |
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{ |
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engine->GetViewAngles( viewangles ); |
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viewangles[PITCH] = 0; |
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engine->SetViewAngles( viewangles ); |
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} |
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} |
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} |
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/* |
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=========== |
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IN_Joystick_Advanced_f |
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=========== |
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*/ |
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void IN_Joystick_Advanced_f (void) |
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{ |
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::input->Joystick_Advanced(); |
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} |
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/* |
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============ |
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KB_ConvertString |
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Removes references to +use and replaces them with the keyname in the output string. If |
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a binding is unfound, then the original text is retained. |
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NOTE: Only works for text with +word in it. |
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============ |
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*/ |
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int KB_ConvertString( char *in, char **ppout ) |
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{ |
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char sz[ 4096 ]; |
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char binding[ 64 ]; |
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char *p; |
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char *pOut; |
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char *pEnd; |
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const char *pBinding; |
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if ( !ppout ) |
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return 0; |
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*ppout = NULL; |
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p = in; |
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pOut = sz; |
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while ( *p ) |
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{ |
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if ( *p == '+' ) |
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{ |
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pEnd = binding; |
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while ( *p && ( V_isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) ) |
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{ |
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*pEnd++ = *p++; |
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} |
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*pEnd = '\0'; |
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pBinding = NULL; |
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if ( strlen( binding + 1 ) > 0 ) |
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{ |
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// See if there is a binding for binding? |
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pBinding = engine->Key_LookupBinding( binding + 1 ); |
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} |
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if ( pBinding ) |
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{ |
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*pOut++ = '['; |
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pEnd = (char *)pBinding; |
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} |
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else |
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{ |
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pEnd = binding; |
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} |
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while ( *pEnd ) |
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{ |
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*pOut++ = *pEnd++; |
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} |
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if ( pBinding ) |
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{ |
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*pOut++ = ']'; |
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} |
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} |
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else |
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{ |
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*pOut++ = *p++; |
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} |
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} |
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*pOut = '\0'; |
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int maxlen = strlen( sz ) + 1; |
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pOut = ( char * )malloc( maxlen ); |
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Q_strncpy( pOut, sz, maxlen ); |
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*ppout = pOut; |
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return 1; |
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} |
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/* |
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============================== |
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FindKey |
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Allows the engine to request a kbutton handler by name, if the key exists. |
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============================== |
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*/ |
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kbutton_t *CInput::FindKey( const char *name ) |
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{ |
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CKeyboardKey *p; |
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p = m_pKeys; |
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while ( p ) |
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{ |
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if ( !Q_stricmp( name, p->name ) ) |
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{ |
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return p->pkey; |
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} |
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p = p->next; |
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} |
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return NULL; |
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} |
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/* |
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============ |
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AddKeyButton |
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Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find |
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============ |
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*/ |
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void CInput::AddKeyButton( const char *name, kbutton_t *pkb ) |
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{ |
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CKeyboardKey *p; |
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kbutton_t *kb; |
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kb = FindKey( name ); |
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if ( kb ) |
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return; |
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p = new CKeyboardKey; |
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Q_strncpy( p->name, name, sizeof( p->name ) ); |
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p->pkey = pkb; |
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p->next = m_pKeys; |
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m_pKeys = p; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CInput::CInput( void ) |
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{ |
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m_pCommands = NULL; |
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m_pCameraThirdData = NULL; |
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m_pVerifiedCommands = NULL; |
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m_PreferredGameActionSet = GAME_ACTION_SET_MENUCONTROLS; |
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m_bSteamControllerGameActionsInitialized = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CInput::~CInput( void ) |
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{ |
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} |
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/* |
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============ |
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Init_Keyboard |
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Add kbutton_t definitions that the engine can query if needed |
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============ |
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*/ |
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void CInput::Init_Keyboard( void ) |
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{ |
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m_pKeys = NULL; |
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AddKeyButton( "in_graph", &in_graph ); |
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AddKeyButton( "in_jlook", &in_jlook ); |
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} |
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/* |
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============ |
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Shutdown_Keyboard |
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Clear kblist |
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============ |
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*/ |
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void CInput::Shutdown_Keyboard( void ) |
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{ |
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CKeyboardKey *p, *n; |
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p = m_pKeys; |
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while ( p ) |
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{ |
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n = p->next; |
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delete p; |
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p = n; |
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} |
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m_pKeys = NULL; |
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} |
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/* |
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============ |
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KeyDown |
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============ |
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*/ |
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void KeyDown( kbutton_t *b, const char *c ) |
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{ |
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int k = -1; |
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if ( c && c[0] ) |
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{ |
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k = atoi(c); |
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} |
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if (k == b->down[0] || k == b->down[1]) |
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return; // repeating key |
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if (!b->down[0]) |
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b->down[0] = k; |
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else if (!b->down[1]) |
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b->down[1] = k; |
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else |
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{ |
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if ( c[0] ) |
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{ |
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DevMsg( 1,"Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c[0]); |
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} |
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return; |
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} |
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if (b->state & 1) |
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return; // still down |
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b->state |= 1 + 2; // down + impulse down |
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} |
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/* |
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============ |
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KeyUp |
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============ |
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*/ |
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void KeyUp( kbutton_t *b, const char *c ) |
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{ |
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if ( !c || !c[0] ) |
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{ |
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b->down[0] = b->down[1] = 0; |
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b->state = 4; // impulse up |
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return; |
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} |
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int k = atoi(c); |
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if (b->down[0] == k) |
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b->down[0] = 0; |
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else if (b->down[1] == k) |
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b->down[1] = 0; |
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else |
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return; // key up without coresponding down (menu pass through) |
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if (b->down[0] || b->down[1]) |
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{ |
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//Msg ("Keys down for button: '%c' '%c' '%c' (%d,%d,%d)!\n", b->down[0], b->down[1], c, b->down[0], b->down[1], c); |
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return; // some other key is still holding it down |
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} |
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if (!(b->state & 1)) |
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return; // still up (this should not happen) |
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b->state &= ~1; // now up |
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b->state |= 4; // impulse up |
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} |
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void IN_CommanderMouseMoveDown( const CCommand &args ) {KeyDown(&in_commandermousemove, args[1] );} |
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void IN_CommanderMouseMoveUp( const CCommand &args ) {KeyUp(&in_commandermousemove, args[1] );} |
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void IN_BreakDown( const CCommand &args ) { KeyDown( &in_break , args[1] );} |
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void IN_BreakUp( const CCommand &args ) |
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{ |
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KeyUp( &in_break, args[1] ); |
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#if defined( _DEBUG ) |
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DebuggerBreak(); |
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#endif |
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}; |
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void IN_KLookDown ( const CCommand &args ) {KeyDown(&in_klook, args[1] );} |
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void IN_KLookUp ( const CCommand &args ) {KeyUp(&in_klook, args[1] );} |
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void IN_JLookDown ( const CCommand &args ) {KeyDown(&in_jlook, args[1] );} |
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void IN_JLookUp ( const CCommand &args ) {KeyUp(&in_jlook, args[1] );} |
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void IN_UpDown( const CCommand &args ) {KeyDown(&in_up, args[1] );} |
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void IN_UpUp( const CCommand &args ) {KeyUp(&in_up, args[1] );} |
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void IN_DownDown( const CCommand &args ) {KeyDown(&in_down, args[1] );} |
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void IN_DownUp( const CCommand &args ) {KeyUp(&in_down, args[1] );} |
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void IN_LeftDown( const CCommand &args ) {KeyDown(&in_left, args[1] );} |
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void IN_LeftUp( const CCommand &args ) {KeyUp(&in_left, args[1] );} |
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void IN_RightDown( const CCommand &args ) {KeyDown(&in_right, args[1] );} |
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void IN_RightUp( const CCommand &args ) {KeyUp(&in_right, args[1] );} |
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void IN_ForwardDown( const CCommand &args ) {KeyDown(&in_forward, args[1] );} |
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void IN_ForwardUp( const CCommand &args ) {KeyUp(&in_forward, args[1] );} |
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void IN_BackDown( const CCommand &args ) {KeyDown(&in_back, args[1] );} |
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void IN_BackUp( const CCommand &args ) {KeyUp(&in_back, args[1] );} |
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void IN_LookupDown( const CCommand &args ) {KeyDown(&in_lookup, args[1] );} |
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void IN_LookupUp( const CCommand &args ) {KeyUp(&in_lookup, args[1] );} |
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void IN_LookdownDown( const CCommand &args ) {KeyDown(&in_lookdown, args[1] );} |
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void IN_LookdownUp( const CCommand &args ) {KeyUp(&in_lookdown, args[1] );} |
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void IN_MoveleftDown( const CCommand &args ) {KeyDown(&in_moveleft, args[1] );} |
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void IN_MoveleftUp( const CCommand &args ) {KeyUp(&in_moveleft, args[1] );} |
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void IN_MoverightDown( const CCommand &args ) {KeyDown(&in_moveright, args[1] );} |
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void IN_MoverightUp( const CCommand &args ) {KeyUp(&in_moveright, args[1] );} |
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void IN_WalkDown( const CCommand &args ) {KeyDown(&in_walk, args[1] );} |
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void IN_WalkUp( const CCommand &args ) {KeyUp(&in_walk, args[1] );} |
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void IN_SpeedDown( const CCommand &args ) {KeyDown(&in_speed, args[1] );} |
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void IN_SpeedUp( const CCommand &args ) {KeyUp(&in_speed, args[1] );} |
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void IN_StrafeDown( const CCommand &args ) {KeyDown(&in_strafe, args[1] );} |
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void IN_StrafeUp( const CCommand &args ) {KeyUp(&in_strafe, args[1] );} |
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void IN_Attack2Down( const CCommand &args ) { KeyDown(&in_attack2, args[1] );} |
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void IN_Attack2Up( const CCommand &args ) {KeyUp(&in_attack2, args[1] );} |
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void IN_UseDown ( const CCommand &args ) {KeyDown(&in_use, args[1] );} |
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void IN_UseUp ( const CCommand &args ) {KeyUp(&in_use, args[1] );} |
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void IN_JumpDown ( const CCommand &args ) {KeyDown(&in_jump, args[1] );} |
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void IN_JumpUp ( const CCommand &args ) {KeyUp(&in_jump, args[1] );} |
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void IN_DuckDown( const CCommand &args ) {KeyDown(&in_duck, args[1] );} |
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void IN_DuckUp( const CCommand &args ) {KeyUp(&in_duck, args[1] );} |
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void IN_ReloadDown( const CCommand &args ) {KeyDown(&in_reload, args[1] );} |
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void IN_ReloadUp( const CCommand &args ) {KeyUp(&in_reload, args[1] );} |
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void IN_Alt1Down( const CCommand &args ) {KeyDown(&in_alt1, args[1] );} |
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void IN_Alt1Up( const CCommand &args ) {KeyUp(&in_alt1, args[1] );} |
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void IN_Alt2Down( const CCommand &args ) {KeyDown(&in_alt2, args[1] );} |
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void IN_Alt2Up( const CCommand &args ) {KeyUp(&in_alt2, args[1] );} |
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void IN_GraphDown( const CCommand &args ) {KeyDown(&in_graph, args[1] );} |
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void IN_GraphUp( const CCommand &args ) {KeyUp(&in_graph, args[1] );} |
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void IN_ZoomDown( const CCommand &args ) {KeyDown(&in_zoom, args[1] );} |
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void IN_ZoomUp( const CCommand &args ) {KeyUp(&in_zoom, args[1] );} |
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void IN_Grenade1Up( const CCommand &args ) { KeyUp( &in_grenade1, args[1] ); } |
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void IN_Grenade1Down( const CCommand &args ) { KeyDown( &in_grenade1, args[1] ); } |
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void IN_Grenade2Up( const CCommand &args ) { KeyUp( &in_grenade2, args[1] ); } |
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void IN_Grenade2Down( const CCommand &args ) { KeyDown( &in_grenade2, args[1] ); } |
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void IN_XboxStub( const CCommand &args ) { /*do nothing*/ } |
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void IN_Attack3Down( const CCommand &args ) { KeyDown(&in_attack3, args[1] );} |
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void IN_Attack3Up( const CCommand &args ) { KeyUp(&in_attack3, args[1] );} |
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void IN_DuckToggle( const CCommand &args ) |
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{ |
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if ( ::input->KeyState(&in_ducktoggle) ) |
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{ |
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KeyUp( &in_ducktoggle, args[1] ); |
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} |
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else |
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{ |
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KeyDown( &in_ducktoggle, args[1] ); |
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} |
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} |
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void IN_AttackDown( const CCommand &args ) |
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{ |
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KeyDown( &in_attack, args[1] ); |
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} |
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void IN_AttackUp( const CCommand &args ) |
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{ |
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KeyUp( &in_attack, args[1] ); |
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in_cancel = 0; |
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} |
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// Special handling |
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void IN_Cancel( const CCommand &args ) |
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{ |
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in_cancel = 1; |
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} |
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void IN_Impulse( const CCommand &args ) |
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{ |
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in_impulse = atoi( args[1] ); |
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} |
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void IN_ScoreDown( const CCommand &args ) |
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{ |
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KeyDown( &in_score, args[1] ); |
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if ( gViewPortInterface ) |
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{ |
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gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true ); |
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} |
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} |
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void IN_ScoreUp( const CCommand &args ) |
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{ |
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KeyUp( &in_score, args[1] ); |
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if ( gViewPortInterface ) |
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{ |
|
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false ); |
|
GetClientVoiceMgr()->StopSquelchMode(); |
|
} |
|
} |
|
|
|
|
|
/* |
|
============ |
|
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 ( m_fCameraInterceptingMouse ) |
|
return 0; |
|
} |
|
|
|
if ( g_pClientMode ) |
|
return g_pClientMode->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 ) |
|
{ |
|
float val = 0.0; |
|
int impulsedown, impulseup, down; |
|
|
|
impulsedown = key->state & 2; |
|
impulseup = key->state & 4; |
|
down = key->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 |
|
key->state &= 1; |
|
return val; |
|
} |
|
|
|
void CInput::IN_SetSampleTime( float frametime ) |
|
{ |
|
m_flKeyboardSampleTime = frametime; |
|
} |
|
|
|
/* |
|
============================== |
|
DetermineKeySpeed |
|
|
|
============================== |
|
*/ |
|
static ConVar in_usekeyboardsampletime( "in_usekeyboardsampletime", "1", 0, "Use keyboard sample time smoothing." ); |
|
|
|
float CInput::DetermineKeySpeed( float frametime ) |
|
{ |
|
|
|
if ( in_usekeyboardsampletime.GetBool() ) |
|
{ |
|
if ( m_flKeyboardSampleTime <= 0 ) |
|
return 0.0f; |
|
|
|
frametime = MIN( m_flKeyboardSampleTime, frametime ); |
|
m_flKeyboardSampleTime -= frametime; |
|
} |
|
|
|
float speed; |
|
|
|
speed = frametime; |
|
|
|
if ( in_speed.state & 1 ) |
|
{ |
|
speed *= cl_anglespeedkey.GetFloat(); |
|
} |
|
|
|
return speed; |
|
} |
|
|
|
/* |
|
============================== |
|
AdjustYaw |
|
|
|
============================== |
|
*/ |
|
void CInput::AdjustYaw( float speed, QAngle& viewangles ) |
|
{ |
|
if ( !(in_strafe.state & 1) ) |
|
{ |
|
viewangles[YAW] -= speed*cl_yawspeed.GetFloat() * KeyState (&in_right); |
|
viewangles[YAW] += speed*cl_yawspeed.GetFloat() * KeyState (&in_left); |
|
} |
|
|
|
// 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)) + g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ]; |
|
} |
|
if ( side || forward || KeyState (&in_right) || KeyState (&in_left) ) |
|
{ |
|
cam_idealyaw.SetValue( g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ] - viewangles[ YAW ] ); |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============================== |
|
AdjustPitch |
|
|
|
============================== |
|
*/ |
|
void CInput::AdjustPitch( float speed, QAngle& viewangles ) |
|
{ |
|
// only allow keyboard looking if mouse look is disabled |
|
if ( UsingMouselook() == false ) |
|
{ |
|
float up, down; |
|
|
|
if ( in_klook.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(); |
|
} |
|
|
|
#ifndef PORTAL // Don't constrain Roll in Portal because the player can be upside down! -Jeep |
|
if ( viewangles[ROLL] > 50 ) |
|
{ |
|
viewangles[ROLL] = 50; |
|
} |
|
if ( viewangles[ROLL] < -50 ) |
|
{ |
|
viewangles[ROLL] = -50; |
|
} |
|
#endif |
|
} |
|
|
|
/* |
|
================ |
|
AdjustAngles |
|
|
|
Moves the local angle positions |
|
================ |
|
*/ |
|
void CInput::AdjustAngles ( float frametime ) |
|
{ |
|
float speed; |
|
QAngle viewangles; |
|
|
|
// Determine control scaling factor ( multiplies time ) |
|
speed = DetermineKeySpeed( frametime ); |
|
if ( speed <= 0.0f ) |
|
{ |
|
return; |
|
} |
|
|
|
// Retrieve latest view direction from engine |
|
engine->GetViewAngles( viewangles ); |
|
|
|
// Adjust YAW |
|
AdjustYaw( speed, viewangles ); |
|
|
|
// Adjust PITCH if keyboard looking |
|
AdjustPitch( speed, viewangles ); |
|
|
|
// Make sure values are legitimate |
|
ClampAngles( viewangles ); |
|
|
|
// Store new view angles into engine view direction |
|
engine->SetViewAngles( viewangles ); |
|
} |
|
|
|
/* |
|
============================== |
|
ComputeSideMove |
|
|
|
============================== |
|
*/ |
|
void CInput::ComputeSideMove( 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() ) |
|
{ |
|
float ideal_yaw = cam_idealyaw.GetFloat(); |
|
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.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( CUserCmd *cmd ) |
|
{ |
|
cmd->upmove += cl_upspeed.GetFloat() * KeyState (&in_up); |
|
cmd->upmove -= cl_upspeed.GetFloat() * KeyState (&in_down); |
|
} |
|
|
|
/* |
|
============================== |
|
ComputeForwardMove |
|
|
|
============================== |
|
*/ |
|
void CInput::ComputeForwardMove( 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() ) |
|
{ |
|
float ideal_yaw = cam_idealyaw.GetFloat(); |
|
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.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( float frametime, CUserCmd *cmd ) |
|
{ |
|
if ( IsPC() ) |
|
{ |
|
if ( !m_fCameraInterceptingMouse && m_fMouseActive ) |
|
{ |
|
MouseMove( cmd); |
|
} |
|
} |
|
|
|
SteamControllerMove( frametime, cmd ); |
|
JoyStickMove( frametime, cmd ); |
|
|
|
// NVNT if we have a haptic device.. |
|
if(haptics && haptics->HasDevice()) |
|
{ |
|
if(engine->IsPaused() || engine->IsLevelMainMenuBackground() || vgui::surface()->IsCursorVisible() || !engine->IsInGame()) |
|
{ |
|
// NVNT send a menu process to the haptics system. |
|
haptics->MenuProcess(); |
|
return; |
|
} |
|
#ifdef CSTRIKE_DLL |
|
// NVNT cstrike fov grabing. |
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
|
if(player){ |
|
haptics->UpdatePlayerFOV(player->GetFOV()); |
|
} |
|
#endif |
|
// NVNT calculate move with the navigation on the haptics system. |
|
haptics->CalculateMove(cmd->forwardmove, cmd->sidemove, frametime); |
|
// NVNT send a game process to the haptics system. |
|
haptics->GameProcess(); |
|
#if defined( WIN32 ) && !defined( _X360 ) |
|
// NVNT update our avatar effect. |
|
UpdateAvatarEffect(); |
|
#endif |
|
} |
|
|
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *weapon - |
|
//----------------------------------------------------------------------------- |
|
void CInput::MakeWeaponSelection( C_BaseCombatWeapon *weapon ) |
|
{ |
|
m_hSelectedWeapon = weapon; |
|
} |
|
|
|
/* |
|
================ |
|
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::ExtraMouseSample( float frametime, bool active ) |
|
{ |
|
CUserCmd dummy; |
|
CUserCmd *cmd = &dummy; |
|
|
|
cmd->Reset(); |
|
|
|
|
|
QAngle viewangles; |
|
engine->GetViewAngles( viewangles ); |
|
QAngle originalViewangles = viewangles; |
|
|
|
if ( active ) |
|
{ |
|
// Determine view angles |
|
AdjustAngles ( frametime ); |
|
|
|
// Determine sideways movement |
|
ComputeSideMove( cmd ); |
|
|
|
// Determine vertical movement |
|
ComputeUpwardMove( cmd ); |
|
|
|
// Determine forward movement |
|
ComputeForwardMove( 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( frametime, cmd ); |
|
#ifdef SIXENSE |
|
g_pSixenseInput->SixenseFrame( frametime, cmd ); |
|
|
|
if( g_pSixenseInput->IsEnabled() ) |
|
{ |
|
g_pSixenseInput->SetView( frametime, cmd ); |
|
} |
|
#endif |
|
} |
|
|
|
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above ) |
|
engine->GetViewAngles( viewangles ); |
|
|
|
// Set button and flag bits, don't blow away state |
|
#ifdef SIXENSE |
|
if( g_pSixenseInput->IsEnabled() ) |
|
{ |
|
// Some buttons were set in SixenseUpdateKeys, so or in any real keypresses |
|
cmd->buttons |= GetButtonBits( 0 ); |
|
} |
|
else |
|
{ |
|
cmd->buttons = GetButtonBits( 0 ); |
|
} |
|
#else |
|
cmd->buttons = GetButtonBits( 0 ); |
|
#endif |
|
|
|
// Use new view angles if alive, otherwise user last angles we stored off. |
|
if ( g_iAlive ) |
|
{ |
|
VectorCopy( viewangles, cmd->viewangles ); |
|
VectorCopy( viewangles, m_angPreviousViewAngles ); |
|
} |
|
else |
|
{ |
|
VectorCopy( m_angPreviousViewAngles, cmd->viewangles ); |
|
} |
|
|
|
// Let the move manager override anything it wants to. |
|
if ( g_pClientMode->CreateMove( frametime, cmd ) ) |
|
{ |
|
// Get current view angles after the client mode tweaks with it |
|
engine->SetViewAngles( cmd->viewangles ); |
|
prediction->SetLocalViewAngles( cmd->viewangles ); |
|
} |
|
|
|
// Let the headtracker override the view at the very end of the process so |
|
// that vehicles and other stuff in g_pClientMode->CreateMove can override |
|
// first |
|
if ( active && UseVR() ) |
|
{ |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if( pPlayer && !pPlayer->GetVehicle() ) |
|
{ |
|
QAngle curViewangles, newViewangles; |
|
Vector curMotion, newMotion; |
|
engine->GetViewAngles( curViewangles ); |
|
curMotion.Init ( |
|
cmd->forwardmove, |
|
cmd->sidemove, |
|
cmd->upmove ); |
|
g_ClientVirtualReality.OverridePlayerMotion ( frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion ); |
|
engine->SetViewAngles( newViewangles ); |
|
cmd->forwardmove = newMotion[0]; |
|
cmd->sidemove = newMotion[1]; |
|
cmd->upmove = newMotion[2]; |
|
|
|
cmd->viewangles = newViewangles; |
|
prediction->SetLocalViewAngles( cmd->viewangles ); |
|
} |
|
} |
|
|
|
} |
|
|
|
void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active ) |
|
{ |
|
CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ]; |
|
CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ]; |
|
|
|
cmd->Reset(); |
|
|
|
cmd->command_number = sequence_number; |
|
cmd->tick_count = gpGlobals->tickcount; |
|
|
|
QAngle viewangles; |
|
engine->GetViewAngles( viewangles ); |
|
QAngle originalViewangles = viewangles; |
|
|
|
if ( active || sv_noclipduringpause.GetInt() ) |
|
{ |
|
// Determine view angles |
|
AdjustAngles ( input_sample_frametime ); |
|
|
|
// Determine sideways movement |
|
ComputeSideMove( cmd ); |
|
|
|
// Determine vertical movement |
|
ComputeUpwardMove( cmd ); |
|
|
|
// Determine forward movement |
|
ComputeForwardMove( 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( input_sample_frametime, cmd ); |
|
#ifdef SIXENSE |
|
g_pSixenseInput->SixenseFrame( input_sample_frametime, cmd ); |
|
|
|
if( g_pSixenseInput->IsEnabled() ) |
|
{ |
|
g_pSixenseInput->SetView( input_sample_frametime, cmd ); |
|
} |
|
#endif |
|
} |
|
else |
|
{ |
|
// need to run and reset mouse input so that there is no view pop when unpausing |
|
if ( !m_fCameraInterceptingMouse && m_fMouseActive ) |
|
{ |
|
float mx, my; |
|
GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my ); |
|
ResetMouse(); |
|
} |
|
} |
|
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above ) |
|
engine->GetViewAngles( viewangles ); |
|
|
|
// Latch and clear impulse |
|
cmd->impulse = in_impulse; |
|
in_impulse = 0; |
|
|
|
// Latch and clear weapon selection |
|
if ( m_hSelectedWeapon != NULL ) |
|
{ |
|
C_BaseCombatWeapon *weapon = m_hSelectedWeapon; |
|
|
|
cmd->weaponselect = weapon->entindex(); |
|
cmd->weaponsubtype = weapon->GetSubType(); |
|
|
|
// Always clear weapon selection |
|
m_hSelectedWeapon = NULL; |
|
} |
|
|
|
// Set button and flag bits |
|
#ifdef SIXENSE |
|
if( g_pSixenseInput->IsEnabled() ) |
|
{ |
|
// Some buttons were set in SixenseUpdateKeys, so or in any real keypresses |
|
cmd->buttons |= GetButtonBits( 1 ); |
|
} |
|
else |
|
{ |
|
cmd->buttons = GetButtonBits( 1 ); |
|
} |
|
#else |
|
// Set button and flag bits |
|
cmd->buttons = GetButtonBits( 1 ); |
|
#endif |
|
|
|
// Using joystick? |
|
#ifdef SIXENSE |
|
if ( in_joystick.GetInt() || g_pSixenseInput->IsEnabled() ) |
|
#else |
|
if ( in_joystick.GetInt() ) |
|
#endif |
|
{ |
|
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. |
|
if ( g_iAlive ) |
|
{ |
|
VectorCopy( viewangles, cmd->viewangles ); |
|
VectorCopy( viewangles, m_angPreviousViewAngles ); |
|
} |
|
else |
|
{ |
|
VectorCopy( m_angPreviousViewAngles, cmd->viewangles ); |
|
} |
|
|
|
// Let the move manager override anything it wants to. |
|
if ( g_pClientMode->CreateMove( input_sample_frametime, cmd ) ) |
|
{ |
|
// Get current view angles after the client mode tweaks with it |
|
#ifdef SIXENSE |
|
// Only set the engine angles if sixense is not enabled. It is done in SixenseInput::SetView otherwise. |
|
if( !g_pSixenseInput->IsEnabled() ) |
|
{ |
|
engine->SetViewAngles( cmd->viewangles ); |
|
} |
|
#else |
|
engine->SetViewAngles( cmd->viewangles ); |
|
|
|
#endif |
|
|
|
if ( UseVR() ) |
|
{ |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if( pPlayer && !pPlayer->GetVehicle() ) |
|
{ |
|
QAngle curViewangles, newViewangles; |
|
Vector curMotion, newMotion; |
|
engine->GetViewAngles( curViewangles ); |
|
curMotion.Init ( |
|
cmd->forwardmove, |
|
cmd->sidemove, |
|
cmd->upmove ); |
|
g_ClientVirtualReality.OverridePlayerMotion ( input_sample_frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion ); |
|
engine->SetViewAngles( newViewangles ); |
|
cmd->forwardmove = newMotion[0]; |
|
cmd->sidemove = newMotion[1]; |
|
cmd->upmove = newMotion[2]; |
|
cmd->viewangles = newViewangles; |
|
} |
|
else |
|
{ |
|
Vector vPos; |
|
g_ClientVirtualReality.GetTorsoRelativeAim( &vPos, &cmd->viewangles ); |
|
engine->SetViewAngles( cmd->viewangles ); |
|
} |
|
} |
|
} |
|
|
|
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 < m_EntityGroundContact.Count(); i++) |
|
{ |
|
cmd->entitygroundcontact.AddToTail( m_EntityGroundContact[i] ); |
|
} |
|
m_EntityGroundContact.RemoveAll(); |
|
#endif |
|
|
|
pVerified->m_cmd = *cmd; |
|
pVerified->m_crc = cmd->GetChecksum(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : buf - |
|
// buffersize - |
|
// slot - |
|
//----------------------------------------------------------------------------- |
|
void CInput::EncodeUserCmdToBuffer( bf_write& buf, int sequence_number ) |
|
{ |
|
CUserCmd nullcmd; |
|
CUserCmd *cmd = GetUserCmd( sequence_number); |
|
|
|
WriteUsercmd( &buf, cmd, &nullcmd ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : buf - |
|
// buffersize - |
|
// slot - |
|
//----------------------------------------------------------------------------- |
|
void CInput::DecodeUserCmdFromBuffer( bf_read& buf, int sequence_number ) |
|
{ |
|
CUserCmd nullcmd; |
|
CUserCmd *cmd = &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 != m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ].m_crc ) |
|
{ |
|
*usercmd = m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ].m_cmd; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *buf - |
|
// from - |
|
// to - |
|
//----------------------------------------------------------------------------- |
|
bool CInput::WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand ) |
|
{ |
|
Assert( m_pCommands ); |
|
|
|
CUserCmd nullcmd; |
|
|
|
CUserCmd *f, *t; |
|
|
|
int startbit = buf->GetNumBitsWritten(); |
|
|
|
if ( from == -1 ) |
|
{ |
|
f = &nullcmd; |
|
} |
|
else |
|
{ |
|
f = GetUserCmd( 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( 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 sequence_number ) |
|
{ |
|
Assert( m_pCommands ); |
|
|
|
CUserCmd *usercmd = &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& bits, int in_button, int in_ignore, kbutton_t *button, bool reset ) |
|
{ |
|
// Down or still down? |
|
if ( button->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 ) |
|
{ |
|
button->state &= clearmask; |
|
} |
|
} |
|
|
|
/* |
|
============ |
|
GetButtonBits |
|
|
|
Returns appropriate button info for keyboard and mouse state |
|
Set bResetState to 1 to clear old state info |
|
============ |
|
*/ |
|
int CInput::GetButtonBits( int bResetState ) |
|
{ |
|
int bits = 0; |
|
|
|
CalcButtonBits( bits, IN_SPEED, s_ClearInputState, &in_speed, bResetState ); |
|
CalcButtonBits( bits, IN_WALK, s_ClearInputState, &in_walk, bResetState ); |
|
CalcButtonBits( bits, IN_ATTACK, s_ClearInputState, &in_attack, bResetState ); |
|
CalcButtonBits( bits, IN_DUCK, s_ClearInputState, &in_duck, bResetState ); |
|
CalcButtonBits( bits, IN_JUMP, s_ClearInputState, &in_jump, bResetState ); |
|
CalcButtonBits( bits, IN_FORWARD, s_ClearInputState, &in_forward, bResetState ); |
|
CalcButtonBits( bits, IN_BACK, s_ClearInputState, &in_back, bResetState ); |
|
CalcButtonBits( bits, IN_USE, s_ClearInputState, &in_use, bResetState ); |
|
CalcButtonBits( bits, IN_LEFT, s_ClearInputState, &in_left, bResetState ); |
|
CalcButtonBits( bits, IN_RIGHT, s_ClearInputState, &in_right, bResetState ); |
|
CalcButtonBits( bits, IN_MOVELEFT, s_ClearInputState, &in_moveleft, bResetState ); |
|
CalcButtonBits( bits, IN_MOVERIGHT, s_ClearInputState, &in_moveright, bResetState ); |
|
CalcButtonBits( bits, IN_ATTACK2, s_ClearInputState, &in_attack2, bResetState ); |
|
CalcButtonBits( bits, IN_RELOAD, s_ClearInputState, &in_reload, bResetState ); |
|
CalcButtonBits( bits, IN_ALT1, s_ClearInputState, &in_alt1, bResetState ); |
|
CalcButtonBits( bits, IN_ALT2, s_ClearInputState, &in_alt2, bResetState ); |
|
CalcButtonBits( bits, IN_SCORE, s_ClearInputState, &in_score, bResetState ); |
|
CalcButtonBits( bits, IN_ZOOM, s_ClearInputState, &in_zoom, bResetState ); |
|
CalcButtonBits( bits, IN_GRENADE1, s_ClearInputState, &in_grenade1, bResetState ); |
|
CalcButtonBits( bits, IN_GRENADE2, s_ClearInputState, &in_grenade2, bResetState ); |
|
CalcButtonBits( bits, IN_ATTACK3, s_ClearInputState, &in_attack3, bResetState ); |
|
|
|
if ( KeyState(&in_ducktoggle) ) |
|
{ |
|
bits |= IN_DUCK; |
|
} |
|
|
|
// Cancel is a special flag |
|
if (in_cancel) |
|
{ |
|
bits |= IN_CANCEL; |
|
} |
|
|
|
if ( gHUD.m_iKeyBits & IN_WEAPON1 ) |
|
{ |
|
bits |= IN_WEAPON1; |
|
} |
|
|
|
if ( gHUD.m_iKeyBits & IN_WEAPON2 ) |
|
{ |
|
bits |= IN_WEAPON2; |
|
} |
|
|
|
// Clear out any residual |
|
bits &= ~s_ClearInputState; |
|
|
|
if ( bResetState ) |
|
{ |
|
s_ClearInputState = 0; |
|
} |
|
|
|
return bits; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Causes an input to have to be re-pressed to become active |
|
//----------------------------------------------------------------------------- |
|
void CInput::ClearInputButton( int bits ) |
|
{ |
|
s_ClearInputState |= bits; |
|
} |
|
|
|
|
|
/* |
|
============================== |
|
GetLookSpring |
|
|
|
============================== |
|
*/ |
|
float CInput::GetLookSpring( void ) |
|
{ |
|
return lookspring.GetInt(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float CInput::GetLastForwardMove( void ) |
|
{ |
|
return 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; |
|
|
|
if (m_EntityGroundContact.Count() >= MAX_EDICTS) |
|
{ |
|
// some overflow here, probably bogus anyway |
|
Assert(0); |
|
m_EntityGroundContact.RemoveAll(); |
|
return; |
|
} |
|
|
|
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 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 startattack3("+attack3", IN_Attack3Down); |
|
static ConCommand endattack3("-attack3", IN_Attack3Up); |
|
|
|
#ifdef TF_CLIENT_DLL |
|
static ConCommand toggle_duck( "toggle_duck", IN_DuckToggle ); |
|
#endif |
|
|
|
// Xbox 360 stub commands |
|
static ConCommand xboxmove("xmove", IN_XboxStub); |
|
static ConCommand xboxlook("xlook", IN_XboxStub); |
|
|
|
/* |
|
============ |
|
Init_All |
|
============ |
|
*/ |
|
void CInput::Init_All (void) |
|
{ |
|
Assert( !m_pCommands ); |
|
m_pCommands = new CUserCmd[ MULTIPLAYER_BACKUP ]; |
|
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; // 0 = disabled, 1 = threshold 1 enabled, 2 = threshold 2 enabled |
|
|
|
m_fMouseParmsValid = false; |
|
m_fJoystickAdvancedInit = false; |
|
m_fHadJoysticks = false; |
|
m_flLastForwardMove = 0.0; |
|
|
|
// Make sure this is activated now so steam controller stuff works |
|
ClientSteamContext().Activate(); |
|
|
|
// Initialize inputs |
|
if ( IsPC() ) |
|
{ |
|
Init_Mouse (); |
|
Init_Keyboard(); |
|
} |
|
|
|
// Initialize third person camera controls. |
|
Init_Camera(); |
|
|
|
// Initialize steam controller action sets |
|
m_bSteamControllerGameActionsInitialized = InitializeSteamControllerGameActionSets(); |
|
} |
|
|
|
/* |
|
============ |
|
Shutdown_All |
|
============ |
|
*/ |
|
void CInput::Shutdown_All(void) |
|
{ |
|
DeactivateMouse(); |
|
Shutdown_Keyboard(); |
|
|
|
delete[] m_pCommands; |
|
m_pCommands = NULL; |
|
|
|
delete[] m_pVerifiedCommands; |
|
m_pVerifiedCommands = NULL; |
|
} |
|
|
|
void CInput::LevelInit( void ) |
|
{ |
|
#if defined( HL2_CLIENT_DLL ) |
|
// Remove any IK information |
|
m_EntityGroundContact.RemoveAll(); |
|
#endif |
|
} |
|
|
|
|