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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_baseentity.h"
#ifdef WIN32
#include <typeinfo.h>
#endif
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// helper method for trace hull as used by physics...
//-----------------------------------------------------------------------------
static void Physics_TraceHull( C_BaseEntity* pBaseEntity, const Vector &vecStart, const Vector &vecEnd, const Vector &hullMin, const Vector &hullMax, unsigned int mask, trace_t *ptr ) { // FIXME: I really am not sure the best way of doing this
// The TraceHull code below for shots will make sure the object passes
// through shields which do not block that damage type. It will also
// send messages to the shields that they've been hit.
#if 0
if (pBaseEntity->GetDamageType() != DMG_GENERIC) { GameRules()->WeaponTraceHull( vecStart, vecEnd, hullMin, hullMax, mask, pBaseEntity, pBaseEntity->GetCollisionGroup(), pBaseEntity, ptr ); } else #endif
{ UTIL_TraceHull( vecStart, vecEnd, hullMin, hullMax, mask, pBaseEntity, pBaseEntity->GetCollisionGroup(), ptr ); } }
//-----------------------------------------------------------------------------
// Purpose: Does not change the entities velocity at all
// Input : push -
// Output : trace_t
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace ) { unsigned int mask = PhysicsSolidMaskForEntity();
Vector vecAbsEnd; VectorAdd( vecAbsStart, vecAbsDelta, vecAbsEnd );
// Set collision type
if ( !IsSolid() || IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) ) { // don't collide with monsters
mask &= ~CONTENTS_MONSTER; }
Physics_TraceHull( this, vecAbsStart, vecAbsEnd, WorldAlignMins(), WorldAlignMaxs(), mask, pTrace ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : push -
// Output : trace_t
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsPushEntity( const Vector& push, trace_t *pTrace ) { /*
if ( m_pMoveParent ) { Warning( "pushing entity (%s) that has m_pMoveParent!\n", STRING( pev->classname ) ); Assert(0); } */
// NOTE: absorigin and origin must be equal because there is no moveparent
Vector prevOrigin; VectorCopy( GetAbsOrigin(), prevOrigin );
trace_t trace; PhysicsCheckSweep( prevOrigin, push, pTrace );
if ( pTrace->fraction ) { SetAbsOrigin( pTrace->endpos ); }
// CLIENT DLL HACKS
m_vecNetworkOrigin = GetLocalOrigin(); m_angNetworkAngles = GetLocalAngles();
// InvalidatePhysicsRecursive( POSITION_CHANGED | ANGLES_CHANGED );
if ( pTrace->m_pEnt ) { PhysicsImpact( pTrace->m_pEnt, *pTrace ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pNewPosition -
// *pNewVelocity -
// *pNewAngles -
// *pNewAngVelocity -
//-----------------------------------------------------------------------------
void C_BaseEntity::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity ) { // If you're going to use custom physics, you need to implement this!
Assert(0); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsCustom() { PhysicsCheckWater();
// regular thinking
if ( !PhysicsRunThink() ) return;
// Moving upward, off the ground, or resting on something that isn't ground
if ( m_vecVelocity[2] > 0 || !GetGroundEntity() || !GetGroundEntity()->IsStandable() ) { SetGroundEntity( NULL ); }
// NOTE: The entity must set the position, angles, velocity in its custom movement
Vector vecNewPosition = GetAbsOrigin();
if ( vecNewPosition == vec3_origin ) { // Shouldn't be at world origin
Assert( 0 ); }
Vector vecNewVelocity = m_vecVelocity; QAngle angNewAngles = GetAbsAngles(); QAngle angNewAngVelocity = m_vecAngVelocity;
PerformCustomPhysics( &vecNewPosition, &vecNewVelocity, &angNewAngles, &angNewAngVelocity );
// Store off all of the new state information...
m_vecVelocity = vecNewVelocity; SetAbsAngles( angNewAngles ); m_vecAngVelocity = angNewAngVelocity;
Vector move; VectorSubtract( vecNewPosition, GetAbsOrigin(), move );
// move origin
trace_t trace; PhysicsPushEntity( move, &trace );
PhysicsCheckVelocity();
if (trace.allsolid) { // entity is trapped in another solid
// UNDONE: does this entity needs to be removed?
VectorCopy (vec3_origin, m_vecVelocity); VectorCopy (vec3_angle, m_vecAngVelocity); return; } #if !defined( CLIENT_DLL )
if (pev->free) return; #endif
// check for in water
PhysicsCheckWaterTransition(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsStep() { // Run all but the base think function
PhysicsRunThink( THINK_FIRE_ALL_BUT_BASE ); PhysicsRunThink( THINK_FIRE_BASE_ONLY ); } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsNoclip( void ) { PhysicsRunThink(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsNone( void ) { PhysicsRunThink(); } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsPusher( void ) { PhysicsRunThink(); } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsParent( void ) { PhysicsRunThink(); }
//-----------------------------------------------------------------------------
// Purpose: Not yet supported on client .dll
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_BaseEntity::StartTouch( C_BaseEntity *pOther ) { // notify parent
// if ( m_pParent != NULL )
// m_pParent->StartTouch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose: Call touch function if one is set
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_BaseEntity::Touch( C_BaseEntity *pOther ) { if ( m_pfnTouch ) (this->*m_pfnTouch)( pOther );
// notify parent of touch
// if ( m_pParent != NULL )
// m_pParent->Touch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose: Call end touch
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_BaseEntity::EndTouch( C_BaseEntity *pOther ) { // notify parent
// if ( m_pParent != NULL )
// {
// m_pParent->EndTouch( pOther );
// }
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : check -
//-----------------------------------------------------------------------------
void C_BaseEntity::SetCheckUntouch( bool check ) { // Invalidate touchstamp
if ( check ) { touchStamp++; if ( !IsEFlagSet( EFL_CHECK_UNTOUCH ) ) { AddEFlags( EFL_CHECK_UNTOUCH ); } } else { RemoveEFlags( EFL_CHECK_UNTOUCH ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseEntity::GetCheckUntouch() const { return IsEFlagSet( EFL_CHECK_UNTOUCH ); }
extern ConVar think_limit;
//-----------------------------------------------------------------------------
// Purpose: Called when it's time for a physically moved objects (plats, doors, etc)
// to run it's game code.
// All other entity thinking is done during worldspawn's think
//-----------------------------------------------------------------------------
void C_BaseEntity::PhysicsDispatchThink( BASEPTR thinkFunc ) { float thinkLimit = think_limit.GetFloat(); double startTime = 0.0;
/*
// This doesn't apply on the client, really
if ( IsDormant() ) { Warning( "Dormant entity %s is thinking!!\n", GetClassname() ); Assert(0); } */
if ( thinkLimit ) { startTime = Plat_FloatTime(); } if ( thinkFunc ) { (this->*thinkFunc)(); }
if ( thinkLimit ) { // calculate running time of the AI in milliseconds
float time = ( Plat_FloatTime() - startTime ) * 1000.0f; if ( time > thinkLimit ) { #if 0
// If its an NPC print out the shedule/task that took so long
CAI_BaseNPC *pNPC = MyNPCPointer(); if (pNPC && pNPC->GetCurSchedule()) { pNPC->ReportOverThinkLimit( time ); } else #endif
{ #ifdef WIN32
Msg( "CLIENT: %s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).raw_name(), time ); #else
Msg( "CLIENT: %s(%s) thinking for %.02f ms!!!\n", GetClassname(), typeid(this).name(), time ); #endif
} } } }
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