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344 lines
9.5 KiB
344 lines
9.5 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 "c_baseentity.h" |
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#ifdef WIN32 |
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#include <typeinfo.h> |
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#endif |
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#include "tier0/vprof.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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// helper method for trace hull as used by physics... |
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//----------------------------------------------------------------------------- |
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static void Physics_TraceHull( C_BaseEntity* pBaseEntity, const Vector &vecStart, |
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const Vector &vecEnd, const Vector &hullMin, const Vector &hullMax, |
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unsigned int mask, trace_t *ptr ) |
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{ |
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// FIXME: I really am not sure the best way of doing this |
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// The TraceHull code below for shots will make sure the object passes |
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// through shields which do not block that damage type. It will also |
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// send messages to the shields that they've been hit. |
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#if 0 |
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if (pBaseEntity->GetDamageType() != DMG_GENERIC) |
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{ |
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GameRules()->WeaponTraceHull( vecStart, vecEnd, hullMin, hullMax, |
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mask, pBaseEntity, pBaseEntity->GetCollisionGroup(), |
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pBaseEntity, ptr ); |
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} |
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else |
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#endif |
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{ |
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UTIL_TraceHull( vecStart, vecEnd, hullMin, hullMax, mask, |
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pBaseEntity, pBaseEntity->GetCollisionGroup(), ptr ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Does not change the entities velocity at all |
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// Input : push - |
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// Output : trace_t |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace ) |
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{ |
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unsigned int mask = PhysicsSolidMaskForEntity(); |
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Vector vecAbsEnd; |
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VectorAdd( vecAbsStart, vecAbsDelta, vecAbsEnd ); |
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// Set collision type |
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if ( !IsSolid() || IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) ) |
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{ |
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// don't collide with monsters |
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mask &= ~CONTENTS_MONSTER; |
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} |
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Physics_TraceHull( this, vecAbsStart, vecAbsEnd, WorldAlignMins(), WorldAlignMaxs(), mask, pTrace ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : push - |
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// Output : trace_t |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsPushEntity( const Vector& push, trace_t *pTrace ) |
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{ |
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/* |
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if ( m_pMoveParent ) |
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{ |
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Warning( "pushing entity (%s) that has m_pMoveParent!\n", STRING( pev->classname ) ); |
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Assert(0); |
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} |
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*/ |
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// NOTE: absorigin and origin must be equal because there is no moveparent |
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Vector prevOrigin; |
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VectorCopy( GetAbsOrigin(), prevOrigin ); |
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trace_t trace; |
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PhysicsCheckSweep( prevOrigin, push, pTrace ); |
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if ( pTrace->fraction ) |
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{ |
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SetAbsOrigin( pTrace->endpos ); |
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} |
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// CLIENT DLL HACKS |
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m_vecNetworkOrigin = GetLocalOrigin(); |
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m_angNetworkAngles = GetLocalAngles(); |
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// InvalidatePhysicsRecursive( POSITION_CHANGED | ANGLES_CHANGED ); |
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if ( pTrace->m_pEnt ) |
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{ |
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PhysicsImpact( pTrace->m_pEnt, *pTrace ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pNewPosition - |
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// *pNewVelocity - |
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// *pNewAngles - |
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// *pNewAngVelocity - |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity ) |
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{ |
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// If you're going to use custom physics, you need to implement this! |
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Assert(0); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsCustom() |
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{ |
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PhysicsCheckWater(); |
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// regular thinking |
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if ( !PhysicsRunThink() ) |
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return; |
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// Moving upward, off the ground, or resting on something that isn't ground |
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if ( m_vecVelocity[2] > 0 || !GetGroundEntity() || !GetGroundEntity()->IsStandable() ) |
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{ |
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SetGroundEntity( NULL ); |
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} |
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// NOTE: The entity must set the position, angles, velocity in its custom movement |
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Vector vecNewPosition = GetAbsOrigin(); |
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if ( vecNewPosition == vec3_origin ) |
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{ |
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// Shouldn't be at world origin |
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Assert( 0 ); |
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} |
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Vector vecNewVelocity = m_vecVelocity; |
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QAngle angNewAngles = GetAbsAngles(); |
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QAngle angNewAngVelocity = m_vecAngVelocity; |
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PerformCustomPhysics( &vecNewPosition, &vecNewVelocity, &angNewAngles, &angNewAngVelocity ); |
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// Store off all of the new state information... |
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m_vecVelocity = vecNewVelocity; |
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SetAbsAngles( angNewAngles ); |
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m_vecAngVelocity = angNewAngVelocity; |
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Vector move; |
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VectorSubtract( vecNewPosition, GetAbsOrigin(), move ); |
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// move origin |
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trace_t trace; |
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PhysicsPushEntity( move, &trace ); |
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PhysicsCheckVelocity(); |
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if (trace.allsolid) |
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{ |
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// entity is trapped in another solid |
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// UNDONE: does this entity needs to be removed? |
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VectorCopy (vec3_origin, m_vecVelocity); |
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VectorCopy (vec3_angle, m_vecAngVelocity); |
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return; |
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} |
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#if !defined( CLIENT_DLL ) |
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if (pev->free) |
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return; |
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#endif |
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// check for in water |
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PhysicsCheckWaterTransition(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsStep() |
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{ |
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// Run all but the base think function |
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PhysicsRunThink( THINK_FIRE_ALL_BUT_BASE ); |
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PhysicsRunThink( THINK_FIRE_BASE_ONLY ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsNoclip( void ) |
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{ |
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PhysicsRunThink(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsNone( void ) |
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{ |
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PhysicsRunThink(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsPusher( void ) |
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{ |
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PhysicsRunThink(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsParent( void ) |
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{ |
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PhysicsRunThink(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Not yet supported on client .dll |
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// Input : *pOther - |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::StartTouch( C_BaseEntity *pOther ) |
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{ |
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// notify parent |
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// if ( m_pParent != NULL ) |
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// m_pParent->StartTouch( pOther ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Call touch function if one is set |
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// Input : *pOther - |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::Touch( C_BaseEntity *pOther ) |
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{ |
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if ( m_pfnTouch ) |
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(this->*m_pfnTouch)( pOther ); |
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// notify parent of touch |
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// if ( m_pParent != NULL ) |
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// m_pParent->Touch( pOther ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Call end touch |
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// Input : *pOther - |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::EndTouch( C_BaseEntity *pOther ) |
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{ |
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// notify parent |
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// if ( m_pParent != NULL ) |
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// { |
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// m_pParent->EndTouch( pOther ); |
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// } |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : check - |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::SetCheckUntouch( bool check ) |
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{ |
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// Invalidate touchstamp |
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if ( check ) |
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{ |
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touchStamp++; |
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AddEFlags( EFL_CHECK_UNTOUCH ); |
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} |
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else |
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{ |
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RemoveEFlags( EFL_CHECK_UNTOUCH ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool C_BaseEntity::GetCheckUntouch() const |
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{ |
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return IsEFlagSet( EFL_CHECK_UNTOUCH ); |
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} |
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extern ConVar think_limit; |
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//----------------------------------------------------------------------------- |
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// Purpose: Called when it's time for a physically moved objects (plats, doors, etc) |
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// to run it's game code. |
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// All other entity thinking is done during worldspawn's think |
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//----------------------------------------------------------------------------- |
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void C_BaseEntity::PhysicsDispatchThink( BASEPTR thinkFunc ) |
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{ |
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float thinkLimit = think_limit.GetFloat(); |
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float startTime = 0.0; |
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/* |
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// This doesn't apply on the client, really |
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if ( IsDormant() ) |
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{ |
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Warning( "Dormant entity %s is thinking!!\n", GetClassname() ); |
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Assert(0); |
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} |
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*/ |
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if ( thinkLimit ) |
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{ |
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startTime = engine->Time(); |
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} |
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if ( thinkFunc ) |
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{ |
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(this->*thinkFunc)(); |
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} |
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if ( thinkLimit ) |
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{ |
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// calculate running time of the AI in milliseconds |
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float time = ( engine->Time() - startTime ) * 1000.0f; |
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if ( time > thinkLimit ) |
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{ |
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#if 0 |
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// If its an NPC print out the shedule/task that took so long |
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CAI_BaseNPC *pNPC = MyNPCPointer(); |
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if (pNPC && pNPC->GetCurSchedule()) |
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{ |
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pNPC->ReportOverThinkLimit( time ); |
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} |
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else |
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#endif |
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{ |
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#ifdef WIN32 |
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Msg( "CLIENT: %s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).raw_name(), time ); |
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#else |
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Msg( "CLIENT: %s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).name(), time ); |
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#endif |
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} |
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} |
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} |
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} |