hl2_src-leak-2017/src/game/client/physics_main_client.cpp

344 lines
9.5 KiB
C++

//========= Copyright 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++;
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();
float 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 = engine->Time();
}
if ( thinkFunc )
{
(this->*thinkFunc)();
}
if ( thinkLimit )
{
// calculate running time of the AI in milliseconds
float time = ( engine->Time() - 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
}
}
}
}