diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/physics_main_client.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/physics_main_client.cpp')
| -rw-r--r-- | mp/src/game/client/physics_main_client.cpp | 686 |
1 files changed, 343 insertions, 343 deletions
diff --git a/mp/src/game/client/physics_main_client.cpp b/mp/src/game/client/physics_main_client.cpp index dba457e1..b1af5b23 100644 --- a/mp/src/game/client/physics_main_client.cpp +++ b/mp/src/game/client/physics_main_client.cpp @@ -1,344 +1,344 @@ -//========= 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
- }
- }
- }
+//========= 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 + } + } + } }
\ No newline at end of file |