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747 lines
23 KiB
747 lines
23 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ammodef.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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//----------------------------------------------------------------------------- |
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// Purpose: Switches to the best weapon that is also better than the given weapon. |
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// Input : pCurrent - The current weapon used by the player. |
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// Output : Returns true if the weapon was switched, false if there was no better |
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// weapon to switch to. |
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//----------------------------------------------------------------------------- |
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bool CBaseCombatCharacter::SwitchToNextBestWeapon(CBaseCombatWeapon *pCurrent) |
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{ |
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CBaseCombatWeapon *pNewWeapon = g_pGameRules->GetNextBestWeapon(this, pCurrent); |
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if ( ( pNewWeapon != NULL ) && ( pNewWeapon != pCurrent ) ) |
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{ |
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return Weapon_Switch( pNewWeapon ); |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Switches to the given weapon (providing it has ammo) |
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// Input : |
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// Output : true is switch succeeded |
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//----------------------------------------------------------------------------- |
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bool CBaseCombatCharacter::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex /*=0*/ ) |
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{ |
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if ( pWeapon == NULL ) |
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return false; |
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// Already have it out? |
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if ( m_hActiveWeapon.Get() == pWeapon ) |
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{ |
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if ( !m_hActiveWeapon->IsWeaponVisible() || m_hActiveWeapon->IsHolstered() ) |
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return m_hActiveWeapon->Deploy( ); |
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return false; |
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} |
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if (!Weapon_CanSwitchTo(pWeapon)) |
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{ |
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return false; |
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} |
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if ( m_hActiveWeapon ) |
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{ |
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if ( !m_hActiveWeapon->Holster( pWeapon ) ) |
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return false; |
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} |
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m_hActiveWeapon = pWeapon; |
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return pWeapon->Deploy( ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns whether or not we can switch to the given weapon. |
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// Input : pWeapon - |
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//----------------------------------------------------------------------------- |
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bool CBaseCombatCharacter::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon ) |
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{ |
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if (IsPlayer()) |
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{ |
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CBasePlayer *pPlayer = (CBasePlayer *)this; |
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#if !defined( CLIENT_DLL ) |
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IServerVehicle *pVehicle = pPlayer->GetVehicle(); |
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#else |
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IClientVehicle *pVehicle = pPlayer->GetVehicle(); |
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#endif |
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if (pVehicle && !pPlayer->UsingStandardWeaponsInVehicle()) |
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return false; |
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} |
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if ( !pWeapon->HasAnyAmmo() && !GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) ) |
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return false; |
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if ( !pWeapon->CanDeploy() ) |
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return false; |
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if ( m_hActiveWeapon ) |
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{ |
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if ( !m_hActiveWeapon->CanHolster() && !pWeapon->ForceWeaponSwitch() ) |
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return false; |
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if ( IsPlayer() ) |
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{ |
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CBasePlayer *pPlayer = (CBasePlayer *)this; |
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// check if active weapon force the last weapon to switch |
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if ( m_hActiveWeapon->ForceWeaponSwitch() ) |
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{ |
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// last weapon wasn't allowed to switch, don't allow to switch to new weapon |
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CBaseCombatWeapon *pLastWeapon = pPlayer->GetLastWeapon(); |
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if ( pLastWeapon && pWeapon != pLastWeapon && !pLastWeapon->CanHolster() && !pWeapon->ForceWeaponSwitch() ) |
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{ |
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return false; |
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} |
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} |
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} |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : CBaseCombatWeapon |
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//----------------------------------------------------------------------------- |
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CBaseCombatWeapon *CBaseCombatCharacter::GetActiveWeapon() const |
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{ |
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return m_hActiveWeapon; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : iCount - |
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// iAmmoIndex - |
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//----------------------------------------------------------------------------- |
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void CBaseCombatCharacter::RemoveAmmo( int iCount, int iAmmoIndex ) |
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{ |
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if (iCount <= 0) |
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return; |
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// Infinite ammo? |
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if ( GetAmmoDef()->MaxCarry( iAmmoIndex ) == INFINITE_AMMO ) |
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return; |
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// Ammo pickup sound |
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m_iAmmo.Set( iAmmoIndex, MAX( m_iAmmo[iAmmoIndex] - iCount, 0 ) ); |
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} |
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void CBaseCombatCharacter::RemoveAmmo( int iCount, const char *szName ) |
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{ |
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RemoveAmmo( iCount, GetAmmoDef()->Index(szName) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseCombatCharacter::RemoveAllAmmo( ) |
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{ |
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for ( int i = 0; i < MAX_AMMO_SLOTS; i++ ) |
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{ |
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m_iAmmo.Set( i, 0 ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// FIXME: This is a sort of hack back-door only used by physgun! |
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//----------------------------------------------------------------------------- |
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void CBaseCombatCharacter::SetAmmoCount( int iCount, int iAmmoIndex ) |
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{ |
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// NOTE: No sound, no max check! Seems pretty bogus to me! |
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m_iAmmo.Set( iAmmoIndex, iCount ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the amount of ammunition of a particular type owned |
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// owned by the character |
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// Input : Ammo Index |
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// Output : The amount of ammo |
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//----------------------------------------------------------------------------- |
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int CBaseCombatCharacter::GetAmmoCount( int iAmmoIndex ) const |
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{ |
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if ( iAmmoIndex == -1 ) |
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return 0; |
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// Infinite ammo? |
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if ( GetAmmoDef()->MaxCarry( iAmmoIndex ) == INFINITE_AMMO ) |
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return 999; |
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return m_iAmmo[ iAmmoIndex ]; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the amount of ammunition of the specified type the character's carrying |
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//----------------------------------------------------------------------------- |
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int CBaseCombatCharacter::GetAmmoCount( char *szName ) const |
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{ |
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return GetAmmoCount( GetAmmoDef()->Index(szName) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns weapon if already owns a weapon of this class |
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//----------------------------------------------------------------------------- |
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CBaseCombatWeapon* CBaseCombatCharacter::Weapon_OwnsThisType( const char *pszWeapon, int iSubType ) const |
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{ |
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// Check for duplicates |
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for (int i=0;i<MAX_WEAPONS;i++) |
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{ |
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if ( m_hMyWeapons[i].Get() && FClassnameIs( m_hMyWeapons[i], pszWeapon ) ) |
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{ |
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// Make sure it matches the subtype |
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if ( m_hMyWeapons[i]->GetSubType() == iSubType ) |
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return m_hMyWeapons[i]; |
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} |
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} |
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return NULL; |
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} |
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int CBaseCombatCharacter::BloodColor() |
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{ |
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return m_bloodColor; |
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} |
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//----------------------------------------------------------------------------- |
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// Blood color (see BLOOD_COLOR_* macros in baseentity.h) |
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//----------------------------------------------------------------------------- |
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void CBaseCombatCharacter::SetBloodColor( int nBloodColor ) |
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{ |
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m_bloodColor = nBloodColor; |
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} |
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//----------------------------------------------------------------------------- |
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/** |
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The main visibility check. Checks all the entity specific reasons that could |
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make IsVisible fail. Then checks points in space to get environmental reasons. |
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This is LOS, plus invisibility and fog and smoke and such. |
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*/ |
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enum VisCacheResult_t |
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{ |
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VISCACHE_UNKNOWN = 0, |
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VISCACHE_IS_VISIBLE, |
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VISCACHE_IS_NOT_VISIBLE, |
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}; |
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enum |
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{ |
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VIS_CACHE_INVALID = 0x80000000 |
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}; |
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#define VIS_CACHE_ENTRY_LIFE .090f |
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class CCombatCharVisCache : public CAutoGameSystemPerFrame |
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{ |
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public: |
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virtual void FrameUpdatePreEntityThink(); |
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virtual void LevelShutdownPreEntity(); |
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int LookupVisibility( const CBaseCombatCharacter *pChar1, CBaseCombatCharacter *pChar2 ); |
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VisCacheResult_t HasVisibility( int iCache ) const; |
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void RegisterVisibility( int iCache, bool bChar1SeesChar2, bool bChar2SeesChar1 ); |
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private: |
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struct VisCacheEntry_t |
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{ |
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CHandle< CBaseCombatCharacter > m_hEntity1; |
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CHandle< CBaseCombatCharacter > m_hEntity2; |
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float m_flTime; |
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bool m_bEntity1CanSeeEntity2; |
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bool m_bEntity2CanSeeEntity1; |
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}; |
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class CVisCacheEntryLess |
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{ |
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public: |
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CVisCacheEntryLess( int ) {} |
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bool operator!() const { return false; } |
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bool operator()( const VisCacheEntry_t &lhs, const VisCacheEntry_t &rhs ) const |
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{ |
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return ( memcmp( &lhs, &rhs, offsetof( VisCacheEntry_t, m_flTime ) ) < 0 ); |
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} |
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}; |
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CUtlRBTree< VisCacheEntry_t, unsigned short, CVisCacheEntryLess > m_VisCache; |
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mutable int m_nTestCount; |
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mutable int m_nHitCount; |
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}; |
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void CCombatCharVisCache::FrameUpdatePreEntityThink() |
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{ |
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// Msg( "test: %d/%d\n", m_nHitCount, m_nTestCount ); |
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// Lazy retirement of vis cache |
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// NOTE: 256 was chosen heuristically based on a playthrough where 200 |
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// was the max # in the viscache where nothing could be retired. |
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if ( m_VisCache.Count() < 256 ) |
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return; |
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int nMaxIndex = m_VisCache.MaxElement() - 1; |
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for ( int i = 0; i < 8; ++i ) |
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{ |
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int n = RandomInt( 0, nMaxIndex ); |
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if ( !m_VisCache.IsValidIndex( n ) ) |
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continue; |
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const VisCacheEntry_t &entry = m_VisCache[n]; |
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if ( !entry.m_hEntity1.IsValid() || !entry.m_hEntity2.IsValid() || ( gpGlobals->curtime - entry.m_flTime > 10.0f ) ) |
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{ |
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m_VisCache.RemoveAt( n ); |
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} |
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} |
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} |
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void CCombatCharVisCache::LevelShutdownPreEntity() |
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{ |
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m_VisCache.Purge(); |
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} |
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int CCombatCharVisCache::LookupVisibility( const CBaseCombatCharacter *pChar1, CBaseCombatCharacter *pChar2 ) |
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{ |
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VisCacheEntry_t cacheEntry; |
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if ( pChar1 < pChar2 ) |
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{ |
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cacheEntry.m_hEntity1 = pChar1; |
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cacheEntry.m_hEntity2 = pChar2; |
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} |
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else |
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{ |
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cacheEntry.m_hEntity1 = pChar2; |
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cacheEntry.m_hEntity2 = pChar1; |
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} |
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int iCache = m_VisCache.Find( cacheEntry ); |
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if ( iCache == m_VisCache.InvalidIndex() ) |
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{ |
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if ( m_VisCache.Count() == m_VisCache.InvalidIndex() ) |
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return VIS_CACHE_INVALID; |
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iCache = m_VisCache.Insert( cacheEntry ); |
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m_VisCache[iCache].m_flTime = gpGlobals->curtime - 2.0f * VIS_CACHE_ENTRY_LIFE; |
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} |
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return ( pChar1 < pChar2 ) ? iCache : - iCache - 1; |
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} |
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VisCacheResult_t CCombatCharVisCache::HasVisibility( int iCache ) const |
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{ |
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if ( iCache == VIS_CACHE_INVALID ) |
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return VISCACHE_UNKNOWN; |
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m_nTestCount++; |
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bool bReverse = ( iCache < 0 ); |
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if ( bReverse ) |
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{ |
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iCache = - iCache - 1; |
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} |
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const VisCacheEntry_t &entry = m_VisCache[iCache]; |
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if ( gpGlobals->curtime - entry.m_flTime > VIS_CACHE_ENTRY_LIFE ) |
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return VISCACHE_UNKNOWN; |
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m_nHitCount++; |
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bool bIsVisible = !bReverse ? entry.m_bEntity1CanSeeEntity2 : entry.m_bEntity2CanSeeEntity1; |
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return bIsVisible ? VISCACHE_IS_VISIBLE : VISCACHE_IS_NOT_VISIBLE; |
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} |
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void CCombatCharVisCache::RegisterVisibility( int iCache, bool bEntity1CanSeeEntity2, bool bEntity2CanSeeEntity1 ) |
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{ |
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if ( iCache == VIS_CACHE_INVALID ) |
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return; |
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bool bReverse = ( iCache < 0 ); |
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if ( bReverse ) |
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{ |
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iCache = - iCache - 1; |
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} |
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VisCacheEntry_t &entry = m_VisCache[iCache]; |
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entry.m_flTime = gpGlobals->curtime; |
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if ( !bReverse ) |
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{ |
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entry.m_bEntity1CanSeeEntity2 = bEntity1CanSeeEntity2; |
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entry.m_bEntity2CanSeeEntity1 = bEntity2CanSeeEntity1; |
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} |
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else |
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{ |
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entry.m_bEntity1CanSeeEntity2 = bEntity2CanSeeEntity1; |
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entry.m_bEntity2CanSeeEntity1 = bEntity1CanSeeEntity2; |
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} |
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} |
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static CCombatCharVisCache s_CombatCharVisCache; |
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bool CBaseCombatCharacter::IsAbleToSee( const CBaseEntity *pEntity, FieldOfViewCheckType checkFOV ) |
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{ |
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CBaseCombatCharacter *pBCC = const_cast<CBaseEntity *>( pEntity )->MyCombatCharacterPointer(); |
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if ( pBCC ) |
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return IsAbleToSee( pBCC, checkFOV ); |
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// Test this every time; it's cheap. |
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Vector vecEyePosition = EyePosition(); |
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Vector vecTargetPosition = pEntity->WorldSpaceCenter(); |
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#ifdef GAME_DLL |
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Vector vecEyeToTarget; |
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VectorSubtract( vecTargetPosition, vecEyePosition, vecEyeToTarget ); |
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float flDistToOther = VectorNormalize( vecEyeToTarget ); |
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// We can't see because they are too far in the fog |
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if ( IsHiddenByFog( flDistToOther ) ) |
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return false; |
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#endif |
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if ( !ComputeLOS( vecEyePosition, vecTargetPosition ) ) |
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return false; |
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#if defined(GAME_DLL) && defined(TERROR) |
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if ( flDistToOther > NavObscureRange.GetFloat() ) |
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{ |
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const float flMaxDistance = 100.0f; |
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TerrorNavArea *pTargetArea = static_cast< TerrorNavArea* >( TheNavMesh->GetNearestNavArea( vecTargetPosition, false, flMaxDistance ) ); |
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if ( !pTargetArea || pTargetArea->HasSpawnAttributes( TerrorNavArea::SPAWN_OBSCURED ) ) |
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return false; |
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if ( ComputeTargetIsInDarkness( vecEyePosition, pTargetArea, vecTargetPosition ) ) |
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return false; |
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} |
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#endif |
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return ( checkFOV != USE_FOV || IsInFieldOfView( vecTargetPosition ) ); |
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} |
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static void ComputeSeeTestPosition( Vector *pEyePosition, CBaseCombatCharacter *pBCC ) |
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{ |
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#if defined(GAME_DLL) && defined(TERROR) |
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if ( pBCC->IsPlayer() ) |
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{ |
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CTerrorPlayer *pPlayer = ToTerrorPlayer( pBCC ); |
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*pEyePosition = !pPlayer->IsDead() ? pPlayer->EyePosition() : pPlayer->GetDeathPosition(); |
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} |
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else |
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#endif |
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{ |
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*pEyePosition = pBCC->EyePosition(); |
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} |
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} |
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bool CBaseCombatCharacter::IsAbleToSee( CBaseCombatCharacter *pBCC, FieldOfViewCheckType checkFOV ) |
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{ |
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Vector vecEyePosition, vecOtherEyePosition; |
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ComputeSeeTestPosition( &vecEyePosition, this ); |
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ComputeSeeTestPosition( &vecOtherEyePosition, pBCC ); |
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#ifdef GAME_DLL |
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Vector vecEyeToTarget; |
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VectorSubtract( vecOtherEyePosition, vecEyePosition, vecEyeToTarget ); |
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float flDistToOther = VectorNormalize( vecEyeToTarget ); |
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// Test this every time; it's cheap. |
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// We can't see because they are too far in the fog |
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if ( IsHiddenByFog( flDistToOther ) ) |
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return false; |
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#ifdef TERROR |
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// Check this every time also, it's cheap; check to see if the enemy is in an obscured area. |
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bool bIsInNavObscureRange = ( flDistToOther > NavObscureRange.GetFloat() ); |
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if ( bIsInNavObscureRange ) |
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{ |
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TerrorNavArea *pOtherNavArea = static_cast< TerrorNavArea* >( pBCC->GetLastKnownArea() ); |
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if ( !pOtherNavArea || pOtherNavArea->HasSpawnAttributes( TerrorNavArea::SPAWN_OBSCURED ) ) |
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return false; |
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} |
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#endif // TERROR |
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#endif |
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// Check if we have a cached-off visibility |
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int iCache = s_CombatCharVisCache.LookupVisibility( this, pBCC ); |
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VisCacheResult_t nResult = s_CombatCharVisCache.HasVisibility( iCache ); |
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// Compute symmetric visibility |
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if ( nResult == VISCACHE_UNKNOWN ) |
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{ |
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bool bThisCanSeeOther = false, bOtherCanSeeThis = false; |
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if ( ComputeLOS( vecEyePosition, vecOtherEyePosition ) ) |
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{ |
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#if defined(GAME_DLL) && defined(TERROR) |
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if ( !bIsInNavObscureRange ) |
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{ |
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bThisCanSeeOther = true, bOtherCanSeeThis = true; |
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} |
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else |
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{ |
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bThisCanSeeOther = !ComputeTargetIsInDarkness( vecEyePosition, pBCC->GetLastKnownArea(), vecOtherEyePosition ); |
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bOtherCanSeeThis = !ComputeTargetIsInDarkness( vecOtherEyePosition, GetLastKnownArea(), vecEyePosition ); |
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} |
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#else |
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bThisCanSeeOther = true, bOtherCanSeeThis = true; |
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#endif |
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} |
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s_CombatCharVisCache.RegisterVisibility( iCache, bThisCanSeeOther, bOtherCanSeeThis ); |
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nResult = bThisCanSeeOther ? VISCACHE_IS_VISIBLE : VISCACHE_IS_NOT_VISIBLE; |
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} |
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if ( nResult == VISCACHE_IS_VISIBLE ) |
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return ( checkFOV != USE_FOV || IsInFieldOfView( pBCC ) ); |
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return false; |
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} |
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class CTraceFilterNoCombatCharacters : public CTraceFilterSimple |
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{ |
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public: |
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CTraceFilterNoCombatCharacters( const IHandleEntity *passentity = NULL, int collisionGroup = COLLISION_GROUP_NONE ) |
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: CTraceFilterSimple( passentity, collisionGroup ) |
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{ |
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} |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ) |
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{ |
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if ( CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask ) ) |
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{ |
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity ); |
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if ( !pEntity ) |
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return NULL; |
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if ( pEntity->MyCombatCharacterPointer() || pEntity->MyCombatWeaponPointer() ) |
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return false; |
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// Honor BlockLOS - this lets us see through partially-broken doors, etc |
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if ( !pEntity->BlocksLOS() ) |
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return false; |
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return true; |
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} |
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return false; |
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} |
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}; |
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bool CBaseCombatCharacter::ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const |
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{ |
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// We simply can't see because the world is in the way. |
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trace_t result; |
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CTraceFilterNoCombatCharacters traceFilter( NULL, COLLISION_GROUP_NONE ); |
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UTIL_TraceLine( vecEyePosition, vecTarget, MASK_OPAQUE | CONTENTS_IGNORE_NODRAW_OPAQUE | CONTENTS_MONSTER, &traceFilter, &result ); |
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return ( result.fraction == 1.0f ); |
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} |
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#if defined(GAME_DLL) && defined(TERROR) |
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bool CBaseCombatCharacter::ComputeTargetIsInDarkness( const Vector &vecEyePosition, CNavArea *pTargetNavArea, const Vector &vecTargetPos ) const |
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{ |
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if ( GetTeamNumber() != TEAM_SURVIVOR ) |
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return false; |
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|
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// Check light info |
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const float flMinLightIntensity = 0.1f; |
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|
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if ( !pTargetNavArea || ( pTargetNavArea->GetLightIntensity() >= flMinLightIntensity ) ) |
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return false; |
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CTraceFilterNoNPCsOrPlayer lightingFilter( this, COLLISION_GROUP_NONE ); |
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|
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Vector vecSightDirection; |
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VectorSubtract( vecTargetPos, vecEyePosition, vecSightDirection ); |
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VectorNormalize( vecSightDirection ); |
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|
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trace_t result; |
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UTIL_TraceLine( vecTargetPos, vecTargetPos + vecSightDirection * 32768.0f, MASK_L4D_VISION, &lightingFilter, &result ); |
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if ( ( result.fraction < 1.0f ) && ( ( result.surface.flags & SURF_SKY ) == 0 ) ) |
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{ |
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const float flMaxDistance = 100.0f; |
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TerrorNavArea *pFarArea = (TerrorNavArea *)TheNavMesh->GetNearestNavArea( result.endpos, false, flMaxDistance ); |
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|
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// Target is in darkness, the wall behind him is too, and we are too far away |
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if ( pFarArea && pFarArea->GetLightIntensity() < flMinLightIntensity ) |
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return true; |
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} |
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|
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return false; |
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} |
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#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
/** |
|
Return true if our view direction is pointing at the given target, |
|
within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED. |
|
*/ |
|
bool CBaseCombatCharacter::IsLookingTowards( const CBaseEntity *target, float cosTolerance ) const |
|
{ |
|
return IsLookingTowards( target->WorldSpaceCenter(), cosTolerance ) || IsLookingTowards( target->EyePosition(), cosTolerance ) || IsLookingTowards( target->GetAbsOrigin(), cosTolerance ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
/** |
|
Return true if our view direction is pointing at the given target, |
|
within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED. |
|
*/ |
|
bool CBaseCombatCharacter::IsLookingTowards( const Vector &target, float cosTolerance ) const |
|
{ |
|
Vector toTarget = target - EyePosition(); |
|
toTarget.NormalizeInPlace(); |
|
|
|
Vector forward; |
|
AngleVectors( EyeAngles(), &forward ); |
|
|
|
return ( DotProduct( forward, toTarget ) >= cosTolerance ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
/** |
|
Returns true if we are looking towards something within a tolerence determined |
|
by our field of view |
|
*/ |
|
bool CBaseCombatCharacter::IsInFieldOfView( CBaseEntity *entity ) const |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( const_cast< CBaseCombatCharacter* >( this ) ); |
|
float flTolerance = pPlayer ? cos( (float)pPlayer->GetFOV() * 0.5f ) : BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE; |
|
|
|
Vector vecForward; |
|
Vector vecEyePosition = EyePosition(); |
|
AngleVectors( EyeAngles(), &vecForward ); |
|
|
|
// FIXME: Use a faster check than this! |
|
|
|
// Check 3 spots, or else when standing right next to someone looking at their eyes, |
|
// the angle will be too great to see their center. |
|
Vector vecToTarget = entity->GetAbsOrigin() - vecEyePosition; |
|
vecToTarget.NormalizeInPlace(); |
|
if ( DotProduct( vecForward, vecToTarget ) >= flTolerance ) |
|
return true; |
|
|
|
vecToTarget = entity->WorldSpaceCenter() - vecEyePosition; |
|
vecToTarget.NormalizeInPlace(); |
|
if ( DotProduct( vecForward, vecToTarget ) >= flTolerance ) |
|
return true; |
|
|
|
vecToTarget = entity->EyePosition() - vecEyePosition; |
|
vecToTarget.NormalizeInPlace(); |
|
return ( DotProduct( vecForward, vecToTarget ) >= flTolerance ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
/** |
|
Returns true if we are looking towards something within a tolerence determined |
|
by our field of view |
|
*/ |
|
bool CBaseCombatCharacter::IsInFieldOfView( const Vector &pos ) const |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( const_cast< CBaseCombatCharacter* >( this ) ); |
|
|
|
if ( pPlayer ) |
|
return IsLookingTowards( pos, cos( (float)pPlayer->GetFOV() * 0.5f ) ); |
|
|
|
return IsLookingTowards( pos ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
/** |
|
Strictly checks Line of Sight only. |
|
*/ |
|
|
|
bool CBaseCombatCharacter::IsLineOfSightClear( CBaseEntity *entity, LineOfSightCheckType checkType ) const |
|
{ |
|
#ifdef CLIENT_DLL |
|
if ( entity->MyCombatCharacterPointer() ) |
|
return IsLineOfSightClear( entity->EyePosition(), checkType, entity ); |
|
return IsLineOfSightClear( entity->WorldSpaceCenter(), checkType, entity ); |
|
#else |
|
// FIXME: Should we do the same check here as the client does? |
|
return IsLineOfSightClear( entity->WorldSpaceCenter(), checkType, entity ) || IsLineOfSightClear( entity->EyePosition(), checkType, entity ) || IsLineOfSightClear( entity->GetAbsOrigin(), checkType, entity ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
/** |
|
Strictly checks Line of Sight only. |
|
*/ |
|
static bool TraceFilterNoCombatCharacters( IHandleEntity *pServerEntity, int contentsMask ) |
|
{ |
|
// Honor BlockLOS also to allow seeing through partially-broken doors |
|
CBaseEntity *entity = EntityFromEntityHandle( pServerEntity ); |
|
return ( entity->MyCombatCharacterPointer() == NULL && !entity->MyCombatWeaponPointer() && entity->BlocksLOS() ); |
|
} |
|
|
|
bool CBaseCombatCharacter::IsLineOfSightClear( const Vector &pos, LineOfSightCheckType checkType, CBaseEntity *entityToIgnore ) const |
|
{ |
|
#if defined(GAME_DLL) && defined(COUNT_BCC_LOS) |
|
static int count, frame; |
|
if ( frame != gpGlobals->framecount ) |
|
{ |
|
Msg( ">> %d\n", count ); |
|
frame = gpGlobals->framecount; |
|
count = 0; |
|
} |
|
count++; |
|
#endif |
|
if( checkType == IGNORE_ACTORS ) |
|
{ |
|
|
|
// use the query cache unless it causes problems |
|
#if defined(GAME_DLL) && defined(TERROR) |
|
return IsLineOfSightBetweenTwoEntitiesClear( const_cast<CBaseCombatCharacter *>(this), EOFFSET_MODE_EYEPOSITION, |
|
entityToIgnore, EOFFSET_MODE_WORLDSPACE_CENTER, |
|
entityToIgnore, COLLISION_GROUP_NONE, |
|
MASK_L4D_VISION, TraceFilterNoCombatCharacters, 1.0 ); |
|
#else |
|
trace_t trace; |
|
CTraceFilterNoCombatCharacters traceFilter( entityToIgnore, COLLISION_GROUP_NONE ); |
|
UTIL_TraceLine( EyePosition(), pos, MASK_OPAQUE | CONTENTS_IGNORE_NODRAW_OPAQUE | CONTENTS_MONSTER, &traceFilter, &trace ); |
|
|
|
return trace.fraction == 1.0f; |
|
#endif |
|
} |
|
else |
|
{ |
|
trace_t trace; |
|
CTraceFilterSkipTwoEntities traceFilter( this, entityToIgnore, COLLISION_GROUP_NONE ); |
|
UTIL_TraceLine( EyePosition(), pos, MASK_OPAQUE | CONTENTS_IGNORE_NODRAW_OPAQUE, &traceFilter, &trace ); |
|
|
|
return trace.fraction == 1.0f; |
|
} |
|
} |
|
|
|
|
|
/* |
|
//--------------------------------------------------------------------------------------------------------------------------- |
|
surfacedata_t * CBaseCombatCharacter::GetGroundSurface( void ) const |
|
{ |
|
Vector start( vec3_origin ); |
|
Vector end( 0, 0, -64 ); |
|
|
|
Vector vecMins, vecMaxs; |
|
CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs ); |
|
|
|
Ray_t ray; |
|
ray.Init( start, end, vecMins, vecMaxs ); |
|
|
|
trace_t trace; |
|
UTIL_TraceRay( ray, MASK_SOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace ); |
|
|
|
if ( trace.fraction == 1.0f ) |
|
return NULL; // no ground |
|
|
|
return physprops->GetSurfaceData( trace.surface.surfaceProps ); |
|
} |
|
*/
|
|
|