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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/c_props.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/c_props.cpp')
-rw-r--r--mp/src/game/client/c_props.cpp267
1 files changed, 267 insertions, 0 deletions
diff --git a/mp/src/game/client/c_props.cpp b/mp/src/game/client/c_props.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+
+#include "cbase.h"
+#include "c_physicsprop.h"
+#include "c_physbox.h"
+#include "c_props.h"
+
+#define CPhysBox C_PhysBox
+#define CPhysicsProp C_PhysicsProp
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+IMPLEMENT_NETWORKCLASS_ALIASED( DynamicProp, DT_DynamicProp )
+
+BEGIN_NETWORK_TABLE( CDynamicProp, DT_DynamicProp )
+ RecvPropBool(RECVINFO(m_bUseHitboxesForRenderBox)),
+END_NETWORK_TABLE()
+
+C_DynamicProp::C_DynamicProp( void )
+{
+ m_iCachedFrameCount = -1;
+}
+
+C_DynamicProp::~C_DynamicProp( void )
+{
+}
+
+bool C_DynamicProp::TestBoneFollowers( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
+{
+ // UNDONE: There is no list of the bone followers that is networked to the client
+ // so instead we do a search for solid stuff here. This is not really great - a list would be
+ // preferable.
+ CBaseEntity *pList[128];
+ Vector mins, maxs;
+ CollisionProp()->WorldSpaceAABB( &mins, &maxs );
+ int count = UTIL_EntitiesInBox( pList, ARRAYSIZE(pList), mins, maxs, 0, PARTITION_CLIENT_SOLID_EDICTS );
+ for ( int i = 0; i < count; i++ )
+ {
+ if ( pList[i]->GetOwnerEntity() == this )
+ {
+ if ( pList[i]->TestCollision(ray, fContentsMask, tr) )
+ {
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+bool C_DynamicProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
+{
+ if ( IsSolidFlagSet(FSOLID_NOT_SOLID) )
+ {
+ // if this entity is marked non-solid and custom test it must have bone followers
+ if ( IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ) && IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ))
+ {
+ return TestBoneFollowers( ray, fContentsMask, tr );
+ }
+ }
+ return BaseClass::TestCollision( ray, fContentsMask, tr );
+}
+
+//-----------------------------------------------------------------------------
+// implements these so ragdolls can handle frustum culling & leaf visibility
+//-----------------------------------------------------------------------------
+void C_DynamicProp::GetRenderBounds( Vector& theMins, Vector& theMaxs )
+{
+ if ( m_bUseHitboxesForRenderBox )
+ {
+ if ( GetModel() )
+ {
+ studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( GetModel() );
+ if ( !pStudioHdr || GetSequence() == -1 )
+ {
+ theMins = vec3_origin;
+ theMaxs = vec3_origin;
+ return;
+ }
+
+ // Only recompute if it's a new frame
+ if ( gpGlobals->framecount != m_iCachedFrameCount )
+ {
+ ComputeEntitySpaceHitboxSurroundingBox( &m_vecCachedRenderMins, &m_vecCachedRenderMaxs );
+ m_iCachedFrameCount = gpGlobals->framecount;
+ }
+
+ theMins = m_vecCachedRenderMins;
+ theMaxs = m_vecCachedRenderMaxs;
+ return;
+ }
+ }
+
+ BaseClass::GetRenderBounds( theMins, theMaxs );
+}
+
+unsigned int C_DynamicProp::ComputeClientSideAnimationFlags()
+{
+ if ( GetSequence() != -1 )
+ {
+ CStudioHdr *pStudioHdr = GetModelPtr();
+ if ( GetSequenceCycleRate(pStudioHdr, GetSequence()) != 0.0f )
+ {
+ return BaseClass::ComputeClientSideAnimationFlags();
+ }
+ }
+
+ // no sequence or no cycle rate, don't do any per-frame calcs
+ return 0;
+}
+
+// ------------------------------------------------------------------------------------------ //
+// ------------------------------------------------------------------------------------------ //
+class C_BasePropDoor : public C_DynamicProp
+{
+ DECLARE_CLASS( C_BasePropDoor, C_DynamicProp );
+public:
+ DECLARE_CLIENTCLASS();
+
+ // constructor, destructor
+ C_BasePropDoor( void );
+ virtual ~C_BasePropDoor( void );
+
+ virtual void OnDataChanged( DataUpdateType_t type );
+
+ virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
+
+private:
+ C_BasePropDoor( const C_BasePropDoor & );
+};
+
+IMPLEMENT_CLIENTCLASS_DT(C_BasePropDoor, DT_BasePropDoor, CBasePropDoor)
+END_RECV_TABLE()
+
+C_BasePropDoor::C_BasePropDoor( void )
+{
+}
+
+C_BasePropDoor::~C_BasePropDoor( void )
+{
+}
+
+void C_BasePropDoor::OnDataChanged( DataUpdateType_t type )
+{
+ BaseClass::OnDataChanged( type );
+
+ if ( type == DATA_UPDATE_CREATED )
+ {
+ SetSolid(SOLID_VPHYSICS);
+ VPhysicsInitShadow( false, false );
+ }
+ else if ( VPhysicsGetObject() )
+ {
+ VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, TICK_INTERVAL );
+ }
+}
+
+bool C_BasePropDoor::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
+{
+ if ( !VPhysicsGetObject() )
+ return false;
+
+ CStudioHdr *pStudioHdr = GetModelPtr( );
+ if (!pStudioHdr)
+ return false;
+
+ physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace );
+
+ if ( trace.DidHit() )
+ {
+ trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex();
+ return true;
+ }
+
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------ //
+// Special version of func_physbox.
+// ------------------------------------------------------------------------------------------ //
+#ifndef _XBOX
+class CPhysBoxMultiplayer : public CPhysBox, public IMultiplayerPhysics
+{
+public:
+ DECLARE_CLASS( CPhysBoxMultiplayer, CPhysBox );
+
+ virtual int GetMultiplayerPhysicsMode()
+ {
+ return m_iPhysicsMode;
+ }
+
+ virtual float GetMass()
+ {
+ return m_fMass;
+ }
+
+ virtual bool IsAsleep()
+ {
+ Assert ( 0 );
+ return true;
+ }
+
+ CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines.
+ CNetworkVar( float, m_fMass );
+
+ DECLARE_CLIENTCLASS();
+};
+
+IMPLEMENT_CLIENTCLASS_DT( CPhysBoxMultiplayer, DT_PhysBoxMultiplayer, CPhysBoxMultiplayer )
+ RecvPropInt( RECVINFO( m_iPhysicsMode ) ),
+ RecvPropFloat( RECVINFO( m_fMass ) ),
+END_RECV_TABLE()
+
+
+class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics
+{
+ DECLARE_CLASS( CPhysicsPropMultiplayer, CPhysicsProp );
+
+ virtual int GetMultiplayerPhysicsMode()
+ {
+ Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE );
+ Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_AUTODETECT );
+ return m_iPhysicsMode;
+ }
+
+ virtual float GetMass()
+ {
+ return m_fMass;
+ }
+
+ virtual bool IsAsleep()
+ {
+ return !m_bAwake;
+ }
+
+ virtual void ComputeWorldSpaceSurroundingBox( Vector *mins, Vector *maxs )
+ {
+ Assert( mins != NULL && maxs != NULL );
+ if ( !mins || !maxs )
+ return;
+
+ // Take our saved collision bounds, and transform into world space
+ TransformAABB( EntityToWorldTransform(), m_collisionMins, m_collisionMaxs, *mins, *maxs );
+ }
+
+ CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines.
+ CNetworkVar( float, m_fMass );
+ CNetworkVector( m_collisionMins );
+ CNetworkVector( m_collisionMaxs );
+
+ DECLARE_CLIENTCLASS();
+};
+
+IMPLEMENT_CLIENTCLASS_DT( CPhysicsPropMultiplayer, DT_PhysicsPropMultiplayer, CPhysicsPropMultiplayer )
+ RecvPropInt( RECVINFO( m_iPhysicsMode ) ),
+ RecvPropFloat( RECVINFO( m_fMass ) ),
+ RecvPropVector( RECVINFO( m_collisionMins ) ),
+ RecvPropVector( RECVINFO( m_collisionMaxs ) ),
+END_RECV_TABLE()
+#endif