diff options
Diffstat (limited to 'mp/src/game/server/entitylist.cpp')
| -rw-r--r-- | mp/src/game/server/entitylist.cpp | 3272 |
1 files changed, 1636 insertions, 1636 deletions
diff --git a/mp/src/game/server/entitylist.cpp b/mp/src/game/server/entitylist.cpp index 3ad3cada..6244fa7d 100644 --- a/mp/src/game/server/entitylist.cpp +++ b/mp/src/game/server/entitylist.cpp @@ -1,1636 +1,1636 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "entitylist.h"
-#include "utlvector.h"
-#include "igamesystem.h"
-#include "collisionutils.h"
-#include "UtlSortVector.h"
-#include "tier0/vprof.h"
-#include "mapentities.h"
-#include "client.h"
-#include "ai_initutils.h"
-#include "globalstate.h"
-#include "datacache/imdlcache.h"
-
-#ifdef HL2_DLL
-#include "npc_playercompanion.h"
-#endif // HL2_DLL
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
-void SceneManager_ClientActive( CBasePlayer *player );
-
-static CUtlVector<IServerNetworkable*> g_DeleteList;
-
-CGlobalEntityList gEntList;
-CBaseEntityList *g_pEntityList = &gEntList;
-
-class CAimTargetManager : public IEntityListener
-{
-public:
- // Called by CEntityListSystem
- void LevelInitPreEntity()
- {
- gEntList.AddListenerEntity( this );
- Clear();
- }
- void LevelShutdownPostEntity()
- {
- gEntList.RemoveListenerEntity( this );
- Clear();
- }
-
- void Clear()
- {
- m_targetList.Purge();
- }
-
- void ForceRepopulateList()
- {
- Clear();
-
- CBaseEntity *pEnt = gEntList.FirstEnt();
-
- while( pEnt )
- {
- if( ShouldAddEntity(pEnt) )
- AddEntity(pEnt);
-
- pEnt = gEntList.NextEnt( pEnt );
- }
- }
-
- bool ShouldAddEntity( CBaseEntity *pEntity )
- {
- return ((pEntity->GetFlags() & FL_AIMTARGET) != 0);
- }
-
- // IEntityListener
- virtual void OnEntityCreated( CBaseEntity *pEntity ) {}
- virtual void OnEntityDeleted( CBaseEntity *pEntity )
- {
- if ( !(pEntity->GetFlags() & FL_AIMTARGET) )
- return;
- RemoveEntity(pEntity);
- }
- void AddEntity( CBaseEntity *pEntity )
- {
- if ( pEntity->IsMarkedForDeletion() )
- return;
- m_targetList.AddToTail( pEntity );
- }
- void RemoveEntity( CBaseEntity *pEntity )
- {
- int index = m_targetList.Find( pEntity );
- if ( m_targetList.IsValidIndex(index) )
- {
- m_targetList.FastRemove( index );
- }
- }
- int ListCount() { return m_targetList.Count(); }
- int ListCopy( CBaseEntity *pList[], int listMax )
- {
- int count = MIN(listMax, ListCount() );
- memcpy( pList, m_targetList.Base(), sizeof(CBaseEntity *) * count );
- return count;
- }
-
-private:
- CUtlVector<CBaseEntity *> m_targetList;
-};
-
-static CAimTargetManager g_AimManager;
-
-int AimTarget_ListCount()
-{
- return g_AimManager.ListCount();
-}
-int AimTarget_ListCopy( CBaseEntity *pList[], int listMax )
-{
- return g_AimManager.ListCopy( pList, listMax );
-}
-void AimTarget_ForceRepopulateList()
-{
- g_AimManager.ForceRepopulateList();
-}
-
-
-// Manages a list of all entities currently doing game simulation or thinking
-// NOTE: This is usually a small subset of the global entity list, so it's
-// an optimization to maintain this list incrementally rather than polling each
-// frame.
-struct simthinkentry_t
-{
- unsigned short entEntry;
- unsigned short unused0;
- int nextThinkTick;
-};
-class CSimThinkManager : public IEntityListener
-{
-public:
- CSimThinkManager()
- {
- Clear();
- }
- void Clear()
- {
- m_simThinkList.Purge();
- for ( int i = 0; i < ARRAYSIZE(m_entinfoIndex); i++ )
- {
- m_entinfoIndex[i] = 0xFFFF;
- }
- }
- void LevelInitPreEntity()
- {
- gEntList.AddListenerEntity( this );
- }
-
- void LevelShutdownPostEntity()
- {
- gEntList.RemoveListenerEntity( this );
- Clear();
- }
-
- void OnEntityCreated( CBaseEntity *pEntity )
- {
- Assert( m_entinfoIndex[pEntity->GetRefEHandle().GetEntryIndex()] == 0xFFFF );
- }
- void OnEntityDeleted( CBaseEntity *pEntity )
- {
- RemoveEntinfoIndex( pEntity->GetRefEHandle().GetEntryIndex() );
- }
-
- void RemoveEntinfoIndex( int index )
- {
- int listHandle = m_entinfoIndex[index];
- // If this guy is in the active list, remove him
- if ( listHandle != 0xFFFF )
- {
- Assert(m_simThinkList[listHandle].entEntry == index);
- m_simThinkList.FastRemove( listHandle );
- m_entinfoIndex[index] = 0xFFFF;
-
- // fast remove shifted someone, update that someone
- if ( listHandle < m_simThinkList.Count() )
- {
- m_entinfoIndex[m_simThinkList[listHandle].entEntry] = listHandle;
- }
- }
- }
- int ListCount()
- {
- return m_simThinkList.Count();
- }
-
- int ListCopy( CBaseEntity *pList[], int listMax )
- {
- int count = MIN(listMax, ListCount());
- int out = 0;
- for ( int i = 0; i < count; i++ )
- {
- // only copy out entities that will simulate or think this frame
- if ( m_simThinkList[i].nextThinkTick <= gpGlobals->tickcount )
- {
- Assert(m_simThinkList[i].nextThinkTick>=0);
- int entinfoIndex = m_simThinkList[i].entEntry;
- const CEntInfo *pInfo = gEntList.GetEntInfoPtrByIndex( entinfoIndex );
- pList[out] = (CBaseEntity *)pInfo->m_pEntity;
- Assert(m_simThinkList[i].nextThinkTick==0 || pList[out]->GetFirstThinkTick()==m_simThinkList[i].nextThinkTick);
- Assert( gEntList.IsEntityPtr( pList[out] ) );
- out++;
- }
- }
-
- return out;
- }
-
- void EntityChanged( CBaseEntity *pEntity )
- {
- // might change after deletion, don't put back into the list
- if ( pEntity->IsMarkedForDeletion() )
- return;
-
- const CBaseHandle &eh = pEntity->GetRefEHandle();
- if ( !eh.IsValid() )
- return;
-
- int index = eh.GetEntryIndex();
- if ( pEntity->IsEFlagSet( EFL_NO_THINK_FUNCTION ) && pEntity->IsEFlagSet( EFL_NO_GAME_PHYSICS_SIMULATION ) )
- {
- RemoveEntinfoIndex( index );
- }
- else
- {
- // already in the list? (had think or sim last time, now has both - or had both last time, now just one)
- if ( m_entinfoIndex[index] == 0xFFFF )
- {
- MEM_ALLOC_CREDIT();
- m_entinfoIndex[index] = m_simThinkList.AddToTail();
- m_simThinkList[m_entinfoIndex[index]].entEntry = (unsigned short)index;
- m_simThinkList[m_entinfoIndex[index]].nextThinkTick = 0;
- if ( pEntity->IsEFlagSet(EFL_NO_GAME_PHYSICS_SIMULATION) )
- {
- m_simThinkList[m_entinfoIndex[index]].nextThinkTick = pEntity->GetFirstThinkTick();
- Assert(m_simThinkList[m_entinfoIndex[index]].nextThinkTick>=0);
- }
- }
- else
- {
- // updating existing entry - if no sim, reset think time
- if ( pEntity->IsEFlagSet(EFL_NO_GAME_PHYSICS_SIMULATION) )
- {
- m_simThinkList[m_entinfoIndex[index]].nextThinkTick = pEntity->GetFirstThinkTick();
- Assert(m_simThinkList[m_entinfoIndex[index]].nextThinkTick>=0);
- }
- else
- {
- m_simThinkList[m_entinfoIndex[index]].nextThinkTick = 0;
- }
- }
- }
- }
-
-private:
- unsigned short m_entinfoIndex[NUM_ENT_ENTRIES];
- CUtlVector<simthinkentry_t> m_simThinkList;
-};
-
-CSimThinkManager g_SimThinkManager;
-
-int SimThink_ListCount()
-{
- return g_SimThinkManager.ListCount();
-}
-
-int SimThink_ListCopy( CBaseEntity *pList[], int listMax )
-{
- return g_SimThinkManager.ListCopy( pList, listMax );
-}
-
-void SimThink_EntityChanged( CBaseEntity *pEntity )
-{
- g_SimThinkManager.EntityChanged( pEntity );
-}
-
-static CBaseEntityClassList *s_pClassLists = NULL;
-CBaseEntityClassList::CBaseEntityClassList()
-{
- m_pNextClassList = s_pClassLists;
- s_pClassLists = this;
-}
-CBaseEntityClassList::~CBaseEntityClassList()
-{
-}
-
-CGlobalEntityList::CGlobalEntityList()
-{
- m_iHighestEnt = m_iNumEnts = m_iNumEdicts = 0;
- m_bClearingEntities = false;
-}
-
-
-// removes the entity from the global list
-// only called from with the CBaseEntity destructor
-static bool g_fInCleanupDelete;
-
-
-// mark an entity as deleted
-void CGlobalEntityList::AddToDeleteList( IServerNetworkable *ent )
-{
- if ( ent && ent->GetEntityHandle()->GetRefEHandle() != INVALID_EHANDLE_INDEX )
- {
- g_DeleteList.AddToTail( ent );
- }
-}
-
-extern bool g_bDisableEhandleAccess;
-// call this before and after each frame to delete all of the marked entities.
-void CGlobalEntityList::CleanupDeleteList( void )
-{
- VPROF( "CGlobalEntityList::CleanupDeleteList" );
- g_fInCleanupDelete = true;
- // clean up the vphysics delete list as well
- PhysOnCleanupDeleteList();
-
- g_bDisableEhandleAccess = true;
- for ( int i = 0; i < g_DeleteList.Count(); i++ )
- {
- g_DeleteList[i]->Release();
- }
- g_bDisableEhandleAccess = false;
- g_DeleteList.RemoveAll();
-
- g_fInCleanupDelete = false;
-}
-
-int CGlobalEntityList::ResetDeleteList( void )
-{
- int result = g_DeleteList.Count();
- g_DeleteList.RemoveAll();
- return result;
-}
-
-
- // add a class that gets notified of entity events
-void CGlobalEntityList::AddListenerEntity( IEntityListener *pListener )
-{
- if ( m_entityListeners.Find( pListener ) >= 0 )
- {
- AssertMsg( 0, "Can't add listeners multiple times\n" );
- return;
- }
- m_entityListeners.AddToTail( pListener );
-}
-
-void CGlobalEntityList::RemoveListenerEntity( IEntityListener *pListener )
-{
- m_entityListeners.FindAndRemove( pListener );
-}
-
-void CGlobalEntityList::Clear( void )
-{
- m_bClearingEntities = true;
-
- // Add all remaining entities in the game to the delete list and call appropriate UpdateOnRemove
- CBaseHandle hCur = FirstHandle();
- while ( hCur != InvalidHandle() )
- {
- IServerNetworkable *ent = GetServerNetworkable( hCur );
- if ( ent )
- {
- MDLCACHE_CRITICAL_SECTION();
- // Force UpdateOnRemove to be called
- UTIL_Remove( ent );
- }
- hCur = NextHandle( hCur );
- }
-
- CleanupDeleteList();
- // free the memory
- g_DeleteList.Purge();
-
- CBaseEntity::m_nDebugPlayer = -1;
- CBaseEntity::m_bInDebugSelect = false;
- m_iHighestEnt = 0;
- m_iNumEnts = 0;
-
- m_bClearingEntities = false;
-}
-
-
-int CGlobalEntityList::NumberOfEntities( void )
-{
- return m_iNumEnts;
-}
-
-int CGlobalEntityList::NumberOfEdicts( void )
-{
- return m_iNumEdicts;
-}
-
-CBaseEntity *CGlobalEntityList::NextEnt( CBaseEntity *pCurrentEnt )
-{
- if ( !pCurrentEnt )
- {
- const CEntInfo *pInfo = FirstEntInfo();
- if ( !pInfo )
- return NULL;
-
- return (CBaseEntity *)pInfo->m_pEntity;
- }
-
- // Run through the list until we get a CBaseEntity.
- const CEntInfo *pList = GetEntInfoPtr( pCurrentEnt->GetRefEHandle() );
- if ( pList )
- pList = NextEntInfo(pList);
-
- while ( pList )
- {
-#if 0
- if ( pList->m_pEntity )
- {
- IServerUnknown *pUnk = static_cast<IServerUnknown*>(const_cast<IHandleEntity*>(pList->m_pEntity));
- CBaseEntity *pRet = pUnk->GetBaseEntity();
- if ( pRet )
- return pRet;
- }
-#else
- return (CBaseEntity *)pList->m_pEntity;
-#endif
- pList = pList->m_pNext;
- }
-
- return NULL;
-
-}
-
-
-void CGlobalEntityList::ReportEntityFlagsChanged( CBaseEntity *pEntity, unsigned int flagsOld, unsigned int flagsNow )
-{
- if ( pEntity->IsMarkedForDeletion() )
- return;
- // UNDONE: Move this into IEntityListener instead?
- unsigned int flagsChanged = flagsOld ^ flagsNow;
- if ( flagsChanged & FL_AIMTARGET )
- {
- unsigned int flagsAdded = flagsNow & flagsChanged;
- unsigned int flagsRemoved = flagsOld & flagsChanged;
-
- if ( flagsAdded & FL_AIMTARGET )
- {
- g_AimManager.AddEntity( pEntity );
- }
- if ( flagsRemoved & FL_AIMTARGET )
- {
- g_AimManager.RemoveEntity( pEntity );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Used to confirm a pointer is a pointer to an entity, useful for
-// asserts.
-//-----------------------------------------------------------------------------
-bool CGlobalEntityList::IsEntityPtr( void *pTest )
-{
- if ( pTest )
- {
- const CEntInfo *pInfo = FirstEntInfo();
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- if ( pTest == (void *)pInfo->m_pEntity )
- return true;
- }
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Iterates the entities with a given classname.
-// Input : pStartEntity - Last entity found, NULL to start a new iteration.
-// szName - Classname to search for.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityByClassname( CBaseEntity *pStartEntity, const char *szName )
-{
- const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *pEntity = (CBaseEntity *)pInfo->m_pEntity;
- if ( !pEntity )
- {
- DevWarning( "NULL entity in global entity list!\n" );
- continue;
- }
-
- if ( pEntity->ClassMatches(szName) )
- return pEntity;
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds an entity given a procedural name.
-// Input : szName - The procedural name to search for, should start with '!'.
-// pSearchingEntity -
-// pActivator - The activator entity if this was called from an input
-// or Use handler.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityProcedural( const char *szName, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller )
-{
- //
- // Check for the name escape character.
- //
- if ( szName[0] == '!' )
- {
- const char *pName = szName + 1;
-
- //
- // It is a procedural name, look for the ones we understand.
- //
- if ( FStrEq( pName, "player" ) )
- {
- return (CBaseEntity *)UTIL_PlayerByIndex( 1 );
- }
- else if ( FStrEq( pName, "pvsplayer" ) )
- {
- if ( pSearchingEntity )
- {
- return CBaseEntity::Instance( UTIL_FindClientInPVS( pSearchingEntity->edict() ) );
- }
- else if ( pActivator )
- {
- // FIXME: error condition?
- return CBaseEntity::Instance( UTIL_FindClientInPVS( pActivator->edict() ) );
- }
- else
- {
- // FIXME: error condition?
- return (CBaseEntity *)UTIL_PlayerByIndex( 1 );
- }
-
- }
- else if ( FStrEq( pName, "activator" ) )
- {
- return pActivator;
- }
- else if ( FStrEq( pName, "caller" ) )
- {
- return pCaller;
- }
- else if ( FStrEq( pName, "picker" ) )
- {
- return FindPickerEntity( UTIL_PlayerByIndex(1) );
- }
- else if ( FStrEq( pName, "self" ) )
- {
- return pSearchingEntity;
- }
- else
- {
- Warning( "Invalid entity search name %s\n", szName );
- Assert(0);
- }
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Iterates the entities with a given name.
-// Input : pStartEntity - Last entity found, NULL to start a new iteration.
-// szName - Name to search for.
-// pActivator - Activator entity if this was called from an input
-// handler or Use handler.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityByName( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller, IEntityFindFilter *pFilter )
-{
- if ( !szName || szName[0] == 0 )
- return NULL;
-
- if ( szName[0] == '!' )
- {
- //
- // Avoid an infinite loop, only find one match per procedural search!
- //
- if (pStartEntity == NULL)
- return FindEntityProcedural( szName, pSearchingEntity, pActivator, pCaller );
-
- return NULL;
- }
-
- const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
- if ( !ent )
- {
- DevWarning( "NULL entity in global entity list!\n" );
- continue;
- }
-
- if ( !ent->m_iName )
- continue;
-
- if ( ent->NameMatches( szName ) )
- {
- if ( pFilter && !pFilter->ShouldFindEntity(ent) )
- continue;
-
- return ent;
- }
- }
-
- return NULL;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : pStartEntity -
-// szModelName -
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityByModel( CBaseEntity *pStartEntity, const char *szModelName )
-{
- const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
- if ( !ent )
- {
- DevWarning( "NULL entity in global entity list!\n" );
- continue;
- }
-
- if ( !ent->edict() || !ent->GetModelName() )
- continue;
-
- if ( FStrEq( STRING(ent->GetModelName()), szModelName ) )
- return ent;
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Iterates the entities with a given target.
-// Input : pStartEntity -
-// szName -
-//-----------------------------------------------------------------------------
-// FIXME: obsolete, remove
-CBaseEntity *CGlobalEntityList::FindEntityByTarget( CBaseEntity *pStartEntity, const char *szName )
-{
- const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
- if ( !ent )
- {
- DevWarning( "NULL entity in global entity list!\n" );
- continue;
- }
-
- if ( !ent->m_target )
- continue;
-
- if ( FStrEq( STRING(ent->m_target), szName ) )
- return ent;
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Used to iterate all the entities within a sphere.
-// Input : pStartEntity -
-// vecCenter -
-// flRadius -
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius )
-{
- const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
- if ( !ent )
- {
- DevWarning( "NULL entity in global entity list!\n" );
- continue;
- }
-
- if ( !ent->edict() )
- continue;
-
- Vector vecRelativeCenter;
- ent->CollisionProp()->WorldToCollisionSpace( vecCenter, &vecRelativeCenter );
- if ( !IsBoxIntersectingSphere( ent->CollisionProp()->OBBMins(), ent->CollisionProp()->OBBMaxs(), vecRelativeCenter, flRadius ) )
- continue;
-
- return ent;
- }
-
- // nothing found
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the nearest entity by name within a radius
-// Input : szName - Entity name to search for.
-// vecSrc - Center of search radius.
-// flRadius - Search radius for classname search, 0 to search everywhere.
-// pSearchingEntity - The entity that is doing the search.
-// pActivator - The activator entity if this was called from an input
-// or Use handler, NULL otherwise.
-// Output : Returns a pointer to the found entity, NULL if none.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityByNameNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller )
-{
- CBaseEntity *pEntity = NULL;
-
- //
- // Check for matching class names within the search radius.
- //
- float flMaxDist2 = flRadius * flRadius;
- if (flMaxDist2 == 0)
- {
- flMaxDist2 = MAX_TRACE_LENGTH * MAX_TRACE_LENGTH;
- }
-
- CBaseEntity *pSearch = NULL;
- while ((pSearch = gEntList.FindEntityByName( pSearch, szName, pSearchingEntity, pActivator, pCaller )) != NULL)
- {
- if ( !pSearch->edict() )
- continue;
-
- float flDist2 = (pSearch->GetAbsOrigin() - vecSrc).LengthSqr();
-
- if (flMaxDist2 > flDist2)
- {
- pEntity = pSearch;
- flMaxDist2 = flDist2;
- }
- }
-
- return pEntity;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the first entity by name within a radius
-// Input : pStartEntity - The entity to start from when doing the search.
-// szName - Entity name to search for.
-// vecSrc - Center of search radius.
-// flRadius - Search radius for classname search, 0 to search everywhere.
-// pSearchingEntity - The entity that is doing the search.
-// pActivator - The activator entity if this was called from an input
-// or Use handler, NULL otherwise.
-// Output : Returns a pointer to the found entity, NULL if none.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityByNameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller )
-{
- //
- // Check for matching class names within the search radius.
- //
- CBaseEntity *pEntity = pStartEntity;
- float flMaxDist2 = flRadius * flRadius;
- if (flMaxDist2 == 0)
- {
- return gEntList.FindEntityByName( pEntity, szName, pSearchingEntity, pActivator, pCaller );
- }
-
- while ((pEntity = gEntList.FindEntityByName( pEntity, szName, pSearchingEntity, pActivator, pCaller )) != NULL)
- {
- if ( !pEntity->edict() )
- continue;
-
- float flDist2 = (pEntity->GetAbsOrigin() - vecSrc).LengthSqr();
-
- if (flMaxDist2 > flDist2)
- {
- return pEntity;
- }
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the nearest entity by class name withing given search radius.
-// Input : szName - Entity name to search for. Treated as a target name first,
-// then as an entity class name, ie "info_target".
-// vecSrc - Center of search radius.
-// flRadius - Search radius for classname search, 0 to search everywhere.
-// Output : Returns a pointer to the found entity, NULL if none.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityByClassnameNearest( const char *szName, const Vector &vecSrc, float flRadius )
-{
- CBaseEntity *pEntity = NULL;
-
- //
- // Check for matching class names within the search radius.
- //
- float flMaxDist2 = flRadius * flRadius;
- if (flMaxDist2 == 0)
- {
- flMaxDist2 = MAX_TRACE_LENGTH * MAX_TRACE_LENGTH;
- }
-
- CBaseEntity *pSearch = NULL;
- while ((pSearch = gEntList.FindEntityByClassname( pSearch, szName )) != NULL)
- {
- if ( !pSearch->edict() )
- continue;
-
- float flDist2 = (pSearch->GetAbsOrigin() - vecSrc).LengthSqr();
-
- if (flMaxDist2 > flDist2)
- {
- pEntity = pSearch;
- flMaxDist2 = flDist2;
- }
- }
-
- return pEntity;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the first entity within radius distance by class name.
-// Input : pStartEntity - The entity to start from when doing the search.
-// szName - Entity class name, ie "info_target".
-// vecSrc - Center of search radius.
-// flRadius - Search radius for classname search, 0 to search everywhere.
-// Output : Returns a pointer to the found entity, NULL if none.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius )
-{
- //
- // Check for matching class names within the search radius.
- //
- CBaseEntity *pEntity = pStartEntity;
- float flMaxDist2 = flRadius * flRadius;
- if (flMaxDist2 == 0)
- {
- return gEntList.FindEntityByClassname( pEntity, szName );
- }
-
- while ((pEntity = gEntList.FindEntityByClassname( pEntity, szName )) != NULL)
- {
- if ( !pEntity->edict() )
- continue;
-
- float flDist2 = (pEntity->GetAbsOrigin() - vecSrc).LengthSqr();
-
- if (flMaxDist2 > flDist2)
- {
- return pEntity;
- }
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the first entity within an extent by class name.
-// Input : pStartEntity - The entity to start from when doing the search.
-// szName - Entity class name, ie "info_target".
-// vecMins - Search mins.
-// vecMaxs - Search maxs.
-// Output : Returns a pointer to the found entity, NULL if none.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecMins, const Vector &vecMaxs )
-{
- //
- // Check for matching class names within the search radius.
- //
- CBaseEntity *pEntity = pStartEntity;
-
- while ((pEntity = gEntList.FindEntityByClassname( pEntity, szName )) != NULL)
- {
- if ( !pEntity->edict() && !pEntity->IsEFlagSet( EFL_SERVER_ONLY ) )
- continue;
-
- // check if the aabb intersects the search aabb.
- Vector entMins, entMaxs;
- pEntity->CollisionProp()->WorldSpaceAABB( &entMins, &entMaxs );
- if ( IsBoxIntersectingBox( vecMins, vecMaxs, entMins, entMaxs ) )
- {
- return pEntity;
- }
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds an entity by target name or class name.
-// Input : pStartEntity - The entity to start from when doing the search.
-// szName - Entity name to search for. Treated as a target name first,
-// then as an entity class name, ie "info_target".
-// vecSrc - Center of search radius.
-// flRadius - Search radius for classname search, 0 to search everywhere.
-// pSearchingEntity - The entity that is doing the search.
-// pActivator - The activator entity if this was called from an input
-// or Use handler, NULL otherwise.
-// Output : Returns a pointer to the found entity, NULL if none.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityGeneric( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller )
-{
- CBaseEntity *pEntity = NULL;
-
- pEntity = gEntList.FindEntityByName( pStartEntity, szName, pSearchingEntity, pActivator, pCaller );
- if (!pEntity)
- {
- pEntity = gEntList.FindEntityByClassname( pStartEntity, szName );
- }
-
- return pEntity;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the first entity by target name or class name within a radius
-// Input : pStartEntity - The entity to start from when doing the search.
-// szName - Entity name to search for. Treated as a target name first,
-// then as an entity class name, ie "info_target".
-// vecSrc - Center of search radius.
-// flRadius - Search radius for classname search, 0 to search everywhere.
-// pSearchingEntity - The entity that is doing the search.
-// pActivator - The activator entity if this was called from an input
-// or Use handler, NULL otherwise.
-// Output : Returns a pointer to the found entity, NULL if none.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityGenericWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller )
-{
- CBaseEntity *pEntity = NULL;
-
- pEntity = gEntList.FindEntityByNameWithin( pStartEntity, szName, vecSrc, flRadius, pSearchingEntity, pActivator, pCaller );
- if (!pEntity)
- {
- pEntity = gEntList.FindEntityByClassnameWithin( pStartEntity, szName, vecSrc, flRadius );
- }
-
- return pEntity;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds the nearest entity by target name or class name within a radius.
-// Input : pStartEntity - The entity to start from when doing the search.
-// szName - Entity name to search for. Treated as a target name first,
-// then as an entity class name, ie "info_target".
-// vecSrc - Center of search radius.
-// flRadius - Search radius for classname search, 0 to search everywhere.
-// pSearchingEntity - The entity that is doing the search.
-// pActivator - The activator entity if this was called from an input
-// or Use handler, NULL otherwise.
-// Output : Returns a pointer to the found entity, NULL if none.
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityGenericNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller )
-{
- CBaseEntity *pEntity = NULL;
-
- pEntity = gEntList.FindEntityByNameNearest( szName, vecSrc, flRadius, pSearchingEntity, pActivator, pCaller );
- if (!pEntity)
- {
- pEntity = gEntList.FindEntityByClassnameNearest( szName, vecSrc, flRadius );
- }
-
- return pEntity;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Find the nearest entity along the facing direction from the given origin
-// within the angular threshold (ignores worldspawn) with the
-// given classname.
-// Input : origin -
-// facing -
-// threshold -
-// classname -
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityClassNearestFacing( const Vector &origin, const Vector &facing, float threshold, char *classname)
-{
- float bestDot = threshold;
- CBaseEntity *best_ent = NULL;
-
- const CEntInfo *pInfo = FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
- if ( !ent )
- {
- DevWarning( "NULL entity in global entity list!\n" );
- continue;
- }
-
- // FIXME: why is this skipping pointsize entities?
- if (ent->IsPointSized() )
- continue;
-
- // Make vector to entity
- Vector to_ent = (ent->GetAbsOrigin() - origin);
-
- VectorNormalize( to_ent );
- float dot = DotProduct (facing , to_ent );
- if (dot > bestDot)
- {
- if (FClassnameIs(ent,classname))
- {
- // Ignore if worldspawn
- if (!FClassnameIs( ent, "worldspawn" ) && !FClassnameIs( ent, "soundent"))
- {
- bestDot = dot;
- best_ent = ent;
- }
- }
- }
- }
- return best_ent;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Find the nearest entity along the facing direction from the given origin
-// within the angular threshold (ignores worldspawn)
-// Input : origin -
-// facing -
-// threshold -
-//-----------------------------------------------------------------------------
-CBaseEntity *CGlobalEntityList::FindEntityNearestFacing( const Vector &origin, const Vector &facing, float threshold)
-{
- float bestDot = threshold;
- CBaseEntity *best_ent = NULL;
-
- const CEntInfo *pInfo = FirstEntInfo();
-
- for ( ;pInfo; pInfo = pInfo->m_pNext )
- {
- CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
- if ( !ent )
- {
- DevWarning( "NULL entity in global entity list!\n" );
- continue;
- }
-
- // Ignore logical entities
- if (!ent->edict())
- continue;
-
- // Make vector to entity
- Vector to_ent = ent->WorldSpaceCenter() - origin;
- VectorNormalize(to_ent);
-
- float dot = DotProduct( facing, to_ent );
- if (dot <= bestDot)
- continue;
-
- // Ignore if worldspawn
- if (!FStrEq( STRING(ent->m_iClassname), "worldspawn") && !FStrEq( STRING(ent->m_iClassname), "soundent"))
- {
- bestDot = dot;
- best_ent = ent;
- }
- }
- return best_ent;
-}
-
-
-void CGlobalEntityList::OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle )
-{
- int i = handle.GetEntryIndex();
-
- // record current list details
- m_iNumEnts++;
- if ( i > m_iHighestEnt )
- m_iHighestEnt = i;
-
- // If it's a CBaseEntity, notify the listeners.
- CBaseEntity *pBaseEnt = static_cast<IServerUnknown*>(pEnt)->GetBaseEntity();
- if ( pBaseEnt->edict() )
- m_iNumEdicts++;
-
- // NOTE: Must be a CBaseEntity on server
- Assert( pBaseEnt );
- //DevMsg(2,"Created %s\n", pBaseEnt->GetClassname() );
- for ( i = m_entityListeners.Count()-1; i >= 0; i-- )
- {
- m_entityListeners[i]->OnEntityCreated( pBaseEnt );
- }
-}
-
-
-void CGlobalEntityList::OnRemoveEntity( IHandleEntity *pEnt, CBaseHandle handle )
-{
-#ifdef DEBUG
- if ( !g_fInCleanupDelete )
- {
- int i;
- for ( i = 0; i < g_DeleteList.Count(); i++ )
- {
- if ( g_DeleteList[i]->GetEntityHandle() == pEnt )
- {
- g_DeleteList.FastRemove( i );
- Msg( "ERROR: Entity being destroyed but previously threaded on g_DeleteList\n" );
- break;
- }
- }
- }
-#endif
-
- CBaseEntity *pBaseEnt = static_cast<IServerUnknown*>(pEnt)->GetBaseEntity();
- if ( pBaseEnt->edict() )
- m_iNumEdicts--;
-
- m_iNumEnts--;
-}
-
-void CGlobalEntityList::NotifyCreateEntity( CBaseEntity *pEnt )
-{
- if ( !pEnt )
- return;
-
- //DevMsg(2,"Deleted %s\n", pBaseEnt->GetClassname() );
- for ( int i = m_entityListeners.Count()-1; i >= 0; i-- )
- {
- m_entityListeners[i]->OnEntityCreated( pEnt );
- }
-}
-
-void CGlobalEntityList::NotifySpawn( CBaseEntity *pEnt )
-{
- if ( !pEnt )
- return;
-
- //DevMsg(2,"Deleted %s\n", pBaseEnt->GetClassname() );
- for ( int i = m_entityListeners.Count()-1; i >= 0; i-- )
- {
- m_entityListeners[i]->OnEntitySpawned( pEnt );
- }
-}
-
-// NOTE: This doesn't happen in OnRemoveEntity() specifically because
-// listeners may want to reference the object as it's being deleted
-// OnRemoveEntity isn't called until the destructor and all data is invalid.
-void CGlobalEntityList::NotifyRemoveEntity( CBaseHandle hEnt )
-{
- CBaseEntity *pBaseEnt = GetBaseEntity( hEnt );
- if ( !pBaseEnt )
- return;
-
- //DevMsg(2,"Deleted %s\n", pBaseEnt->GetClassname() );
- for ( int i = m_entityListeners.Count()-1; i >= 0; i-- )
- {
- m_entityListeners[i]->OnEntityDeleted( pBaseEnt );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// NOTIFY LIST
-//
-// Allows entities to get events fired when another entity changes
-//-----------------------------------------------------------------------------
-struct entitynotify_t
-{
- CBaseEntity *pNotify;
- CBaseEntity *pWatched;
-};
-class CNotifyList : public INotify, public IEntityListener
-{
-public:
- // INotify
- void AddEntity( CBaseEntity *pNotify, CBaseEntity *pWatched );
- void RemoveEntity( CBaseEntity *pNotify, CBaseEntity *pWatched );
- void ReportNamedEvent( CBaseEntity *pEntity, const char *pEventName );
- void ClearEntity( CBaseEntity *pNotify );
- void ReportSystemEvent( CBaseEntity *pEntity, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
-
- // IEntityListener
- virtual void OnEntityCreated( CBaseEntity *pEntity );
- virtual void OnEntityDeleted( CBaseEntity *pEntity );
-
- // Called from CEntityListSystem
- void LevelInitPreEntity();
- void LevelShutdownPreEntity();
-
-private:
- CUtlVector<entitynotify_t> m_notifyList;
-};
-
-void CNotifyList::AddEntity( CBaseEntity *pNotify, CBaseEntity *pWatched )
-{
- // OPTIMIZE: Also flag pNotify for faster "RemoveAllNotify" ?
- pWatched->AddEFlags( EFL_NOTIFY );
- int index = m_notifyList.AddToTail();
- entitynotify_t ¬ify = m_notifyList[index];
- notify.pNotify = pNotify;
- notify.pWatched = pWatched;
-}
-
-// Remove noitfication for an entity
-void CNotifyList::RemoveEntity( CBaseEntity *pNotify, CBaseEntity *pWatched )
-{
- for ( int i = m_notifyList.Count(); --i >= 0; )
- {
- if ( m_notifyList[i].pNotify == pNotify && m_notifyList[i].pWatched == pWatched)
- {
- m_notifyList.FastRemove(i);
- }
- }
-}
-
-
-void CNotifyList::ReportNamedEvent( CBaseEntity *pEntity, const char *pInputName )
-{
- variant_t emptyVariant;
-
- if ( !pEntity->IsEFlagSet(EFL_NOTIFY) )
- return;
-
- for ( int i = 0; i < m_notifyList.Count(); i++ )
- {
- if ( m_notifyList[i].pWatched == pEntity )
- {
- m_notifyList[i].pNotify->AcceptInput( pInputName, pEntity, pEntity, emptyVariant, 0 );
- }
- }
-}
-
-void CNotifyList::LevelInitPreEntity()
-{
- gEntList.AddListenerEntity( this );
-}
-
-void CNotifyList::LevelShutdownPreEntity( void )
-{
- gEntList.RemoveListenerEntity( this );
- m_notifyList.Purge();
-}
-
-void CNotifyList::OnEntityCreated( CBaseEntity *pEntity )
-{
-}
-
-void CNotifyList::OnEntityDeleted( CBaseEntity *pEntity )
-{
- ReportDestroyEvent( pEntity );
- ClearEntity( pEntity );
-}
-
-
-// UNDONE: Slow linear search?
-void CNotifyList::ClearEntity( CBaseEntity *pNotify )
-{
- for ( int i = m_notifyList.Count(); --i >= 0; )
- {
- if ( m_notifyList[i].pNotify == pNotify || m_notifyList[i].pWatched == pNotify)
- {
- m_notifyList.FastRemove(i);
- }
- }
-}
-
-void CNotifyList::ReportSystemEvent( CBaseEntity *pEntity, notify_system_event_t eventType, const notify_system_event_params_t ¶ms )
-{
- if ( !pEntity->IsEFlagSet(EFL_NOTIFY) )
- return;
-
- for ( int i = 0; i < m_notifyList.Count(); i++ )
- {
- if ( m_notifyList[i].pWatched == pEntity )
- {
- m_notifyList[i].pNotify->NotifySystemEvent( pEntity, eventType, params );
- }
- }
-}
-
-static CNotifyList g_NotifyList;
-INotify *g_pNotify = &g_NotifyList;
-
-class CEntityTouchManager : public IEntityListener
-{
-public:
- // called by CEntityListSystem
- void LevelInitPreEntity()
- {
- gEntList.AddListenerEntity( this );
- Clear();
- }
- void LevelShutdownPostEntity()
- {
- gEntList.RemoveListenerEntity( this );
- Clear();
- }
- void FrameUpdatePostEntityThink();
-
- void Clear()
- {
- m_updateList.Purge();
- }
-
- // IEntityListener
- virtual void OnEntityCreated( CBaseEntity *pEntity ) {}
- virtual void OnEntityDeleted( CBaseEntity *pEntity )
- {
- if ( !pEntity->GetCheckUntouch() )
- return;
- int index = m_updateList.Find( pEntity );
- if ( m_updateList.IsValidIndex(index) )
- {
- m_updateList.FastRemove( index );
- }
- }
- void AddEntity( CBaseEntity *pEntity )
- {
- if ( pEntity->IsMarkedForDeletion() )
- return;
- m_updateList.AddToTail( pEntity );
- }
-
-private:
- CUtlVector<CBaseEntity *> m_updateList;
-};
-
-static CEntityTouchManager g_TouchManager;
-
-void EntityTouch_Add( CBaseEntity *pEntity )
-{
- g_TouchManager.AddEntity( pEntity );
-}
-
-
-void CEntityTouchManager::FrameUpdatePostEntityThink()
-{
- VPROF( "CEntityTouchManager::FrameUpdatePostEntityThink" );
- // Loop through all entities again, checking their untouch if flagged to do so
-
- int count = m_updateList.Count();
- if ( count )
- {
- // copy off the list
- CBaseEntity **ents = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * count );
- memcpy( ents, m_updateList.Base(), sizeof(CBaseEntity *) * count );
- // clear it
- m_updateList.RemoveAll();
-
- // now update those ents
- for ( int i = 0; i < count; i++ )
- {
- //Assert( ents[i]->GetCheckUntouch() );
- if ( ents[i]->GetCheckUntouch() )
- {
- ents[i]->PhysicsCheckForEntityUntouch();
- }
- }
- stackfree( ents );
- }
-}
-
-class CRespawnEntitiesFilter : public IMapEntityFilter
-{
-public:
- virtual bool ShouldCreateEntity( const char *pClassname )
- {
- // Create everything but the world
- return Q_stricmp( pClassname, "worldspawn" ) != 0;
- }
-
- virtual CBaseEntity* CreateNextEntity( const char *pClassname )
- {
- return CreateEntityByName( pClassname );
- }
-};
-
-// One hook to rule them all...
-// Since most of the little list managers in here only need one or two of the game
-// system callbacks, this hook is a game system that passes them the appropriate callbacks
-class CEntityListSystem : public CAutoGameSystemPerFrame
-{
-public:
- CEntityListSystem( char const *name ) : CAutoGameSystemPerFrame( name )
- {
- m_bRespawnAllEntities = false;
- }
- void LevelInitPreEntity()
- {
- g_NotifyList.LevelInitPreEntity();
- g_TouchManager.LevelInitPreEntity();
- g_AimManager.LevelInitPreEntity();
- g_SimThinkManager.LevelInitPreEntity();
-#ifdef HL2_DLL
- OverrideMoveCache_LevelInitPreEntity();
-#endif // HL2_DLL
- }
- void LevelShutdownPreEntity()
- {
- g_NotifyList.LevelShutdownPreEntity();
- }
- void LevelShutdownPostEntity()
- {
- g_TouchManager.LevelShutdownPostEntity();
- g_AimManager.LevelShutdownPostEntity();
- g_SimThinkManager.LevelShutdownPostEntity();
-#ifdef HL2_DLL
- OverrideMoveCache_LevelShutdownPostEntity();
-#endif // HL2_DLL
- CBaseEntityClassList *pClassList = s_pClassLists;
- while ( pClassList )
- {
- pClassList->LevelShutdownPostEntity();
- pClassList = pClassList->m_pNextClassList;
- }
- }
-
- void FrameUpdatePostEntityThink()
- {
- g_TouchManager.FrameUpdatePostEntityThink();
-
- if ( m_bRespawnAllEntities )
- {
- m_bRespawnAllEntities = false;
-
- // Don't change globalstate owing to deletion here
- GlobalEntity_EnableStateUpdates( false );
-
- // Remove all entities
- int nPlayerIndex = -1;
- CBaseEntity *pEnt = gEntList.FirstEnt();
- while ( pEnt )
- {
- CBaseEntity *pNextEnt = gEntList.NextEnt( pEnt );
- if ( pEnt->IsPlayer() )
- {
- nPlayerIndex = pEnt->entindex();
- }
- if ( !pEnt->IsEFlagSet( EFL_KEEP_ON_RECREATE_ENTITIES ) )
- {
- UTIL_Remove( pEnt );
- }
- pEnt = pNextEnt;
- }
-
- gEntList.CleanupDeleteList();
-
- GlobalEntity_EnableStateUpdates( true );
-
- // Allows us to immediately re-use the edict indices we just freed to avoid edict overflow
- engine->AllowImmediateEdictReuse();
-
- // Reset node counter used during load
- CNodeEnt::m_nNodeCount = 0;
-
- CRespawnEntitiesFilter filter;
- MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true );
-
- // Allocate a CBasePlayer for pev, and call spawn
- if ( nPlayerIndex >= 0 )
- {
- edict_t *pEdict = engine->PEntityOfEntIndex( nPlayerIndex );
- ClientPutInServer( pEdict, "unnamed" );
- ClientActive( pEdict, false );
-
- CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
- SceneManager_ClientActive( pPlayer );
- }
- }
- }
-
- bool m_bRespawnAllEntities;
-};
-
-static CEntityListSystem g_EntityListSystem( "CEntityListSystem" );
-
-//-----------------------------------------------------------------------------
-// Respawns all entities in the level
-//-----------------------------------------------------------------------------
-void RespawnEntities()
-{
- g_EntityListSystem.m_bRespawnAllEntities = true;
-}
-
-static ConCommand restart_entities( "respawn_entities", RespawnEntities, "Respawn all the entities in the map.", FCVAR_CHEAT | FCVAR_SPONLY );
-
-class CSortedEntityList
-{
-public:
- CSortedEntityList() : m_sortedList(), m_emptyCount(0) {}
-
- typedef CBaseEntity *ENTITYPTR;
- class CEntityReportLess
- {
- public:
- bool Less( const ENTITYPTR &src1, const ENTITYPTR &src2, void *pCtx )
- {
- if ( stricmp( src1->GetClassname(), src2->GetClassname() ) < 0 )
- return true;
-
- return false;
- }
- };
-
- void AddEntityToList( CBaseEntity *pEntity )
- {
- if ( !pEntity )
- {
- m_emptyCount++;
- }
- else
- {
- m_sortedList.Insert( pEntity );
- }
- }
- void ReportEntityList()
- {
- const char *pLastClass = "";
- int count = 0;
- int edicts = 0;
- for ( int i = 0; i < m_sortedList.Count(); i++ )
- {
- CBaseEntity *pEntity = m_sortedList[i];
- if ( !pEntity )
- continue;
-
- if ( pEntity->edict() )
- edicts++;
-
- const char *pClassname = pEntity->GetClassname();
- if ( !FStrEq( pClassname, pLastClass ) )
- {
- if ( count )
- {
- Msg("Class: %s (%d)\n", pLastClass, count );
- }
-
- pLastClass = pClassname;
- count = 1;
- }
- else
- count++;
- }
- if ( pLastClass[0] != 0 && count )
- {
- Msg("Class: %s (%d)\n", pLastClass, count );
- }
- if ( m_sortedList.Count() )
- {
- Msg("Total %d entities (%d empty, %d edicts)\n", m_sortedList.Count(), m_emptyCount, edicts );
- }
- }
-private:
- CUtlSortVector< CBaseEntity *, CEntityReportLess > m_sortedList;
- int m_emptyCount;
-};
-
-
-
-CON_COMMAND(report_entities, "Lists all entities")
-{
- if ( !UTIL_IsCommandIssuedByServerAdmin() )
- return;
-
- CSortedEntityList list;
- CBaseEntity *pEntity = gEntList.FirstEnt();
- while ( pEntity )
- {
- list.AddEntityToList( pEntity );
- pEntity = gEntList.NextEnt( pEntity );
- }
- list.ReportEntityList();
-}
-
-
-CON_COMMAND(report_touchlinks, "Lists all touchlinks")
-{
- if ( !UTIL_IsCommandIssuedByServerAdmin() )
- return;
-
- CSortedEntityList list;
- CBaseEntity *pEntity = gEntList.FirstEnt();
- const char *pClassname = NULL;
- if ( args.ArgC() > 1 )
- {
- pClassname = args.Arg(1);
- }
- while ( pEntity )
- {
- if ( !pClassname || FClassnameIs(pEntity, pClassname) )
- {
- touchlink_t *root = ( touchlink_t * )pEntity->GetDataObject( TOUCHLINK );
- if ( root )
- {
- touchlink_t *link = root->nextLink;
- while ( link != root )
- {
- list.AddEntityToList( link->entityTouched );
- link = link->nextLink;
- }
- }
- }
- pEntity = gEntList.NextEnt( pEntity );
- }
- list.ReportEntityList();
-}
-
-CON_COMMAND(report_simthinklist, "Lists all simulating/thinking entities")
-{
- if ( !UTIL_IsCommandIssuedByServerAdmin() )
- return;
-
- CBaseEntity *pTmp[NUM_ENT_ENTRIES];
- int count = SimThink_ListCopy( pTmp, ARRAYSIZE(pTmp) );
-
- CSortedEntityList list;
- for ( int i = 0; i < count; i++ )
- {
- if ( !pTmp[i] )
- continue;
-
- list.AddEntityToList( pTmp[i] );
- }
- list.ReportEntityList();
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "entitylist.h" +#include "utlvector.h" +#include "igamesystem.h" +#include "collisionutils.h" +#include "UtlSortVector.h" +#include "tier0/vprof.h" +#include "mapentities.h" +#include "client.h" +#include "ai_initutils.h" +#include "globalstate.h" +#include "datacache/imdlcache.h" + +#ifdef HL2_DLL +#include "npc_playercompanion.h" +#endif // HL2_DLL + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer ); +void SceneManager_ClientActive( CBasePlayer *player ); + +static CUtlVector<IServerNetworkable*> g_DeleteList; + +CGlobalEntityList gEntList; +CBaseEntityList *g_pEntityList = &gEntList; + +class CAimTargetManager : public IEntityListener +{ +public: + // Called by CEntityListSystem + void LevelInitPreEntity() + { + gEntList.AddListenerEntity( this ); + Clear(); + } + void LevelShutdownPostEntity() + { + gEntList.RemoveListenerEntity( this ); + Clear(); + } + + void Clear() + { + m_targetList.Purge(); + } + + void ForceRepopulateList() + { + Clear(); + + CBaseEntity *pEnt = gEntList.FirstEnt(); + + while( pEnt ) + { + if( ShouldAddEntity(pEnt) ) + AddEntity(pEnt); + + pEnt = gEntList.NextEnt( pEnt ); + } + } + + bool ShouldAddEntity( CBaseEntity *pEntity ) + { + return ((pEntity->GetFlags() & FL_AIMTARGET) != 0); + } + + // IEntityListener + virtual void OnEntityCreated( CBaseEntity *pEntity ) {} + virtual void OnEntityDeleted( CBaseEntity *pEntity ) + { + if ( !(pEntity->GetFlags() & FL_AIMTARGET) ) + return; + RemoveEntity(pEntity); + } + void AddEntity( CBaseEntity *pEntity ) + { + if ( pEntity->IsMarkedForDeletion() ) + return; + m_targetList.AddToTail( pEntity ); + } + void RemoveEntity( CBaseEntity *pEntity ) + { + int index = m_targetList.Find( pEntity ); + if ( m_targetList.IsValidIndex(index) ) + { + m_targetList.FastRemove( index ); + } + } + int ListCount() { return m_targetList.Count(); } + int ListCopy( CBaseEntity *pList[], int listMax ) + { + int count = MIN(listMax, ListCount() ); + memcpy( pList, m_targetList.Base(), sizeof(CBaseEntity *) * count ); + return count; + } + +private: + CUtlVector<CBaseEntity *> m_targetList; +}; + +static CAimTargetManager g_AimManager; + +int AimTarget_ListCount() +{ + return g_AimManager.ListCount(); +} +int AimTarget_ListCopy( CBaseEntity *pList[], int listMax ) +{ + return g_AimManager.ListCopy( pList, listMax ); +} +void AimTarget_ForceRepopulateList() +{ + g_AimManager.ForceRepopulateList(); +} + + +// Manages a list of all entities currently doing game simulation or thinking +// NOTE: This is usually a small subset of the global entity list, so it's +// an optimization to maintain this list incrementally rather than polling each +// frame. +struct simthinkentry_t +{ + unsigned short entEntry; + unsigned short unused0; + int nextThinkTick; +}; +class CSimThinkManager : public IEntityListener +{ +public: + CSimThinkManager() + { + Clear(); + } + void Clear() + { + m_simThinkList.Purge(); + for ( int i = 0; i < ARRAYSIZE(m_entinfoIndex); i++ ) + { + m_entinfoIndex[i] = 0xFFFF; + } + } + void LevelInitPreEntity() + { + gEntList.AddListenerEntity( this ); + } + + void LevelShutdownPostEntity() + { + gEntList.RemoveListenerEntity( this ); + Clear(); + } + + void OnEntityCreated( CBaseEntity *pEntity ) + { + Assert( m_entinfoIndex[pEntity->GetRefEHandle().GetEntryIndex()] == 0xFFFF ); + } + void OnEntityDeleted( CBaseEntity *pEntity ) + { + RemoveEntinfoIndex( pEntity->GetRefEHandle().GetEntryIndex() ); + } + + void RemoveEntinfoIndex( int index ) + { + int listHandle = m_entinfoIndex[index]; + // If this guy is in the active list, remove him + if ( listHandle != 0xFFFF ) + { + Assert(m_simThinkList[listHandle].entEntry == index); + m_simThinkList.FastRemove( listHandle ); + m_entinfoIndex[index] = 0xFFFF; + + // fast remove shifted someone, update that someone + if ( listHandle < m_simThinkList.Count() ) + { + m_entinfoIndex[m_simThinkList[listHandle].entEntry] = listHandle; + } + } + } + int ListCount() + { + return m_simThinkList.Count(); + } + + int ListCopy( CBaseEntity *pList[], int listMax ) + { + int count = MIN(listMax, ListCount()); + int out = 0; + for ( int i = 0; i < count; i++ ) + { + // only copy out entities that will simulate or think this frame + if ( m_simThinkList[i].nextThinkTick <= gpGlobals->tickcount ) + { + Assert(m_simThinkList[i].nextThinkTick>=0); + int entinfoIndex = m_simThinkList[i].entEntry; + const CEntInfo *pInfo = gEntList.GetEntInfoPtrByIndex( entinfoIndex ); + pList[out] = (CBaseEntity *)pInfo->m_pEntity; + Assert(m_simThinkList[i].nextThinkTick==0 || pList[out]->GetFirstThinkTick()==m_simThinkList[i].nextThinkTick); + Assert( gEntList.IsEntityPtr( pList[out] ) ); + out++; + } + } + + return out; + } + + void EntityChanged( CBaseEntity *pEntity ) + { + // might change after deletion, don't put back into the list + if ( pEntity->IsMarkedForDeletion() ) + return; + + const CBaseHandle &eh = pEntity->GetRefEHandle(); + if ( !eh.IsValid() ) + return; + + int index = eh.GetEntryIndex(); + if ( pEntity->IsEFlagSet( EFL_NO_THINK_FUNCTION ) && pEntity->IsEFlagSet( EFL_NO_GAME_PHYSICS_SIMULATION ) ) + { + RemoveEntinfoIndex( index ); + } + else + { + // already in the list? (had think or sim last time, now has both - or had both last time, now just one) + if ( m_entinfoIndex[index] == 0xFFFF ) + { + MEM_ALLOC_CREDIT(); + m_entinfoIndex[index] = m_simThinkList.AddToTail(); + m_simThinkList[m_entinfoIndex[index]].entEntry = (unsigned short)index; + m_simThinkList[m_entinfoIndex[index]].nextThinkTick = 0; + if ( pEntity->IsEFlagSet(EFL_NO_GAME_PHYSICS_SIMULATION) ) + { + m_simThinkList[m_entinfoIndex[index]].nextThinkTick = pEntity->GetFirstThinkTick(); + Assert(m_simThinkList[m_entinfoIndex[index]].nextThinkTick>=0); + } + } + else + { + // updating existing entry - if no sim, reset think time + if ( pEntity->IsEFlagSet(EFL_NO_GAME_PHYSICS_SIMULATION) ) + { + m_simThinkList[m_entinfoIndex[index]].nextThinkTick = pEntity->GetFirstThinkTick(); + Assert(m_simThinkList[m_entinfoIndex[index]].nextThinkTick>=0); + } + else + { + m_simThinkList[m_entinfoIndex[index]].nextThinkTick = 0; + } + } + } + } + +private: + unsigned short m_entinfoIndex[NUM_ENT_ENTRIES]; + CUtlVector<simthinkentry_t> m_simThinkList; +}; + +CSimThinkManager g_SimThinkManager; + +int SimThink_ListCount() +{ + return g_SimThinkManager.ListCount(); +} + +int SimThink_ListCopy( CBaseEntity *pList[], int listMax ) +{ + return g_SimThinkManager.ListCopy( pList, listMax ); +} + +void SimThink_EntityChanged( CBaseEntity *pEntity ) +{ + g_SimThinkManager.EntityChanged( pEntity ); +} + +static CBaseEntityClassList *s_pClassLists = NULL; +CBaseEntityClassList::CBaseEntityClassList() +{ + m_pNextClassList = s_pClassLists; + s_pClassLists = this; +} +CBaseEntityClassList::~CBaseEntityClassList() +{ +} + +CGlobalEntityList::CGlobalEntityList() +{ + m_iHighestEnt = m_iNumEnts = m_iNumEdicts = 0; + m_bClearingEntities = false; +} + + +// removes the entity from the global list +// only called from with the CBaseEntity destructor +static bool g_fInCleanupDelete; + + +// mark an entity as deleted +void CGlobalEntityList::AddToDeleteList( IServerNetworkable *ent ) +{ + if ( ent && ent->GetEntityHandle()->GetRefEHandle() != INVALID_EHANDLE_INDEX ) + { + g_DeleteList.AddToTail( ent ); + } +} + +extern bool g_bDisableEhandleAccess; +// call this before and after each frame to delete all of the marked entities. +void CGlobalEntityList::CleanupDeleteList( void ) +{ + VPROF( "CGlobalEntityList::CleanupDeleteList" ); + g_fInCleanupDelete = true; + // clean up the vphysics delete list as well + PhysOnCleanupDeleteList(); + + g_bDisableEhandleAccess = true; + for ( int i = 0; i < g_DeleteList.Count(); i++ ) + { + g_DeleteList[i]->Release(); + } + g_bDisableEhandleAccess = false; + g_DeleteList.RemoveAll(); + + g_fInCleanupDelete = false; +} + +int CGlobalEntityList::ResetDeleteList( void ) +{ + int result = g_DeleteList.Count(); + g_DeleteList.RemoveAll(); + return result; +} + + + // add a class that gets notified of entity events +void CGlobalEntityList::AddListenerEntity( IEntityListener *pListener ) +{ + if ( m_entityListeners.Find( pListener ) >= 0 ) + { + AssertMsg( 0, "Can't add listeners multiple times\n" ); + return; + } + m_entityListeners.AddToTail( pListener ); +} + +void CGlobalEntityList::RemoveListenerEntity( IEntityListener *pListener ) +{ + m_entityListeners.FindAndRemove( pListener ); +} + +void CGlobalEntityList::Clear( void ) +{ + m_bClearingEntities = true; + + // Add all remaining entities in the game to the delete list and call appropriate UpdateOnRemove + CBaseHandle hCur = FirstHandle(); + while ( hCur != InvalidHandle() ) + { + IServerNetworkable *ent = GetServerNetworkable( hCur ); + if ( ent ) + { + MDLCACHE_CRITICAL_SECTION(); + // Force UpdateOnRemove to be called + UTIL_Remove( ent ); + } + hCur = NextHandle( hCur ); + } + + CleanupDeleteList(); + // free the memory + g_DeleteList.Purge(); + + CBaseEntity::m_nDebugPlayer = -1; + CBaseEntity::m_bInDebugSelect = false; + m_iHighestEnt = 0; + m_iNumEnts = 0; + + m_bClearingEntities = false; +} + + +int CGlobalEntityList::NumberOfEntities( void ) +{ + return m_iNumEnts; +} + +int CGlobalEntityList::NumberOfEdicts( void ) +{ + return m_iNumEdicts; +} + +CBaseEntity *CGlobalEntityList::NextEnt( CBaseEntity *pCurrentEnt ) +{ + if ( !pCurrentEnt ) + { + const CEntInfo *pInfo = FirstEntInfo(); + if ( !pInfo ) + return NULL; + + return (CBaseEntity *)pInfo->m_pEntity; + } + + // Run through the list until we get a CBaseEntity. + const CEntInfo *pList = GetEntInfoPtr( pCurrentEnt->GetRefEHandle() ); + if ( pList ) + pList = NextEntInfo(pList); + + while ( pList ) + { +#if 0 + if ( pList->m_pEntity ) + { + IServerUnknown *pUnk = static_cast<IServerUnknown*>(const_cast<IHandleEntity*>(pList->m_pEntity)); + CBaseEntity *pRet = pUnk->GetBaseEntity(); + if ( pRet ) + return pRet; + } +#else + return (CBaseEntity *)pList->m_pEntity; +#endif + pList = pList->m_pNext; + } + + return NULL; + +} + + +void CGlobalEntityList::ReportEntityFlagsChanged( CBaseEntity *pEntity, unsigned int flagsOld, unsigned int flagsNow ) +{ + if ( pEntity->IsMarkedForDeletion() ) + return; + // UNDONE: Move this into IEntityListener instead? + unsigned int flagsChanged = flagsOld ^ flagsNow; + if ( flagsChanged & FL_AIMTARGET ) + { + unsigned int flagsAdded = flagsNow & flagsChanged; + unsigned int flagsRemoved = flagsOld & flagsChanged; + + if ( flagsAdded & FL_AIMTARGET ) + { + g_AimManager.AddEntity( pEntity ); + } + if ( flagsRemoved & FL_AIMTARGET ) + { + g_AimManager.RemoveEntity( pEntity ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Used to confirm a pointer is a pointer to an entity, useful for +// asserts. +//----------------------------------------------------------------------------- +bool CGlobalEntityList::IsEntityPtr( void *pTest ) +{ + if ( pTest ) + { + const CEntInfo *pInfo = FirstEntInfo(); + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + if ( pTest == (void *)pInfo->m_pEntity ) + return true; + } + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: Iterates the entities with a given classname. +// Input : pStartEntity - Last entity found, NULL to start a new iteration. +// szName - Classname to search for. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityByClassname( CBaseEntity *pStartEntity, const char *szName ) +{ + const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *pEntity = (CBaseEntity *)pInfo->m_pEntity; + if ( !pEntity ) + { + DevWarning( "NULL entity in global entity list!\n" ); + continue; + } + + if ( pEntity->ClassMatches(szName) ) + return pEntity; + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Finds an entity given a procedural name. +// Input : szName - The procedural name to search for, should start with '!'. +// pSearchingEntity - +// pActivator - The activator entity if this was called from an input +// or Use handler. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityProcedural( const char *szName, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ) +{ + // + // Check for the name escape character. + // + if ( szName[0] == '!' ) + { + const char *pName = szName + 1; + + // + // It is a procedural name, look for the ones we understand. + // + if ( FStrEq( pName, "player" ) ) + { + return (CBaseEntity *)UTIL_PlayerByIndex( 1 ); + } + else if ( FStrEq( pName, "pvsplayer" ) ) + { + if ( pSearchingEntity ) + { + return CBaseEntity::Instance( UTIL_FindClientInPVS( pSearchingEntity->edict() ) ); + } + else if ( pActivator ) + { + // FIXME: error condition? + return CBaseEntity::Instance( UTIL_FindClientInPVS( pActivator->edict() ) ); + } + else + { + // FIXME: error condition? + return (CBaseEntity *)UTIL_PlayerByIndex( 1 ); + } + + } + else if ( FStrEq( pName, "activator" ) ) + { + return pActivator; + } + else if ( FStrEq( pName, "caller" ) ) + { + return pCaller; + } + else if ( FStrEq( pName, "picker" ) ) + { + return FindPickerEntity( UTIL_PlayerByIndex(1) ); + } + else if ( FStrEq( pName, "self" ) ) + { + return pSearchingEntity; + } + else + { + Warning( "Invalid entity search name %s\n", szName ); + Assert(0); + } + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Iterates the entities with a given name. +// Input : pStartEntity - Last entity found, NULL to start a new iteration. +// szName - Name to search for. +// pActivator - Activator entity if this was called from an input +// handler or Use handler. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityByName( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller, IEntityFindFilter *pFilter ) +{ + if ( !szName || szName[0] == 0 ) + return NULL; + + if ( szName[0] == '!' ) + { + // + // Avoid an infinite loop, only find one match per procedural search! + // + if (pStartEntity == NULL) + return FindEntityProcedural( szName, pSearchingEntity, pActivator, pCaller ); + + return NULL; + } + + const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity; + if ( !ent ) + { + DevWarning( "NULL entity in global entity list!\n" ); + continue; + } + + if ( !ent->m_iName ) + continue; + + if ( ent->NameMatches( szName ) ) + { + if ( pFilter && !pFilter->ShouldFindEntity(ent) ) + continue; + + return ent; + } + } + + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pStartEntity - +// szModelName - +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityByModel( CBaseEntity *pStartEntity, const char *szModelName ) +{ + const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity; + if ( !ent ) + { + DevWarning( "NULL entity in global entity list!\n" ); + continue; + } + + if ( !ent->edict() || !ent->GetModelName() ) + continue; + + if ( FStrEq( STRING(ent->GetModelName()), szModelName ) ) + return ent; + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Iterates the entities with a given target. +// Input : pStartEntity - +// szName - +//----------------------------------------------------------------------------- +// FIXME: obsolete, remove +CBaseEntity *CGlobalEntityList::FindEntityByTarget( CBaseEntity *pStartEntity, const char *szName ) +{ + const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity; + if ( !ent ) + { + DevWarning( "NULL entity in global entity list!\n" ); + continue; + } + + if ( !ent->m_target ) + continue; + + if ( FStrEq( STRING(ent->m_target), szName ) ) + return ent; + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Used to iterate all the entities within a sphere. +// Input : pStartEntity - +// vecCenter - +// flRadius - +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ) +{ + const CEntInfo *pInfo = pStartEntity ? GetEntInfoPtr( pStartEntity->GetRefEHandle() )->m_pNext : FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity; + if ( !ent ) + { + DevWarning( "NULL entity in global entity list!\n" ); + continue; + } + + if ( !ent->edict() ) + continue; + + Vector vecRelativeCenter; + ent->CollisionProp()->WorldToCollisionSpace( vecCenter, &vecRelativeCenter ); + if ( !IsBoxIntersectingSphere( ent->CollisionProp()->OBBMins(), ent->CollisionProp()->OBBMaxs(), vecRelativeCenter, flRadius ) ) + continue; + + return ent; + } + + // nothing found + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Finds the nearest entity by name within a radius +// Input : szName - Entity name to search for. +// vecSrc - Center of search radius. +// flRadius - Search radius for classname search, 0 to search everywhere. +// pSearchingEntity - The entity that is doing the search. +// pActivator - The activator entity if this was called from an input +// or Use handler, NULL otherwise. +// Output : Returns a pointer to the found entity, NULL if none. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityByNameNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ) +{ + CBaseEntity *pEntity = NULL; + + // + // Check for matching class names within the search radius. + // + float flMaxDist2 = flRadius * flRadius; + if (flMaxDist2 == 0) + { + flMaxDist2 = MAX_TRACE_LENGTH * MAX_TRACE_LENGTH; + } + + CBaseEntity *pSearch = NULL; + while ((pSearch = gEntList.FindEntityByName( pSearch, szName, pSearchingEntity, pActivator, pCaller )) != NULL) + { + if ( !pSearch->edict() ) + continue; + + float flDist2 = (pSearch->GetAbsOrigin() - vecSrc).LengthSqr(); + + if (flMaxDist2 > flDist2) + { + pEntity = pSearch; + flMaxDist2 = flDist2; + } + } + + return pEntity; +} + + + +//----------------------------------------------------------------------------- +// Purpose: Finds the first entity by name within a radius +// Input : pStartEntity - The entity to start from when doing the search. +// szName - Entity name to search for. +// vecSrc - Center of search radius. +// flRadius - Search radius for classname search, 0 to search everywhere. +// pSearchingEntity - The entity that is doing the search. +// pActivator - The activator entity if this was called from an input +// or Use handler, NULL otherwise. +// Output : Returns a pointer to the found entity, NULL if none. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityByNameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ) +{ + // + // Check for matching class names within the search radius. + // + CBaseEntity *pEntity = pStartEntity; + float flMaxDist2 = flRadius * flRadius; + if (flMaxDist2 == 0) + { + return gEntList.FindEntityByName( pEntity, szName, pSearchingEntity, pActivator, pCaller ); + } + + while ((pEntity = gEntList.FindEntityByName( pEntity, szName, pSearchingEntity, pActivator, pCaller )) != NULL) + { + if ( !pEntity->edict() ) + continue; + + float flDist2 = (pEntity->GetAbsOrigin() - vecSrc).LengthSqr(); + + if (flMaxDist2 > flDist2) + { + return pEntity; + } + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Finds the nearest entity by class name withing given search radius. +// Input : szName - Entity name to search for. Treated as a target name first, +// then as an entity class name, ie "info_target". +// vecSrc - Center of search radius. +// flRadius - Search radius for classname search, 0 to search everywhere. +// Output : Returns a pointer to the found entity, NULL if none. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityByClassnameNearest( const char *szName, const Vector &vecSrc, float flRadius ) +{ + CBaseEntity *pEntity = NULL; + + // + // Check for matching class names within the search radius. + // + float flMaxDist2 = flRadius * flRadius; + if (flMaxDist2 == 0) + { + flMaxDist2 = MAX_TRACE_LENGTH * MAX_TRACE_LENGTH; + } + + CBaseEntity *pSearch = NULL; + while ((pSearch = gEntList.FindEntityByClassname( pSearch, szName )) != NULL) + { + if ( !pSearch->edict() ) + continue; + + float flDist2 = (pSearch->GetAbsOrigin() - vecSrc).LengthSqr(); + + if (flMaxDist2 > flDist2) + { + pEntity = pSearch; + flMaxDist2 = flDist2; + } + } + + return pEntity; +} + + + +//----------------------------------------------------------------------------- +// Purpose: Finds the first entity within radius distance by class name. +// Input : pStartEntity - The entity to start from when doing the search. +// szName - Entity class name, ie "info_target". +// vecSrc - Center of search radius. +// flRadius - Search radius for classname search, 0 to search everywhere. +// Output : Returns a pointer to the found entity, NULL if none. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius ) +{ + // + // Check for matching class names within the search radius. + // + CBaseEntity *pEntity = pStartEntity; + float flMaxDist2 = flRadius * flRadius; + if (flMaxDist2 == 0) + { + return gEntList.FindEntityByClassname( pEntity, szName ); + } + + while ((pEntity = gEntList.FindEntityByClassname( pEntity, szName )) != NULL) + { + if ( !pEntity->edict() ) + continue; + + float flDist2 = (pEntity->GetAbsOrigin() - vecSrc).LengthSqr(); + + if (flMaxDist2 > flDist2) + { + return pEntity; + } + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Finds the first entity within an extent by class name. +// Input : pStartEntity - The entity to start from when doing the search. +// szName - Entity class name, ie "info_target". +// vecMins - Search mins. +// vecMaxs - Search maxs. +// Output : Returns a pointer to the found entity, NULL if none. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecMins, const Vector &vecMaxs ) +{ + // + // Check for matching class names within the search radius. + // + CBaseEntity *pEntity = pStartEntity; + + while ((pEntity = gEntList.FindEntityByClassname( pEntity, szName )) != NULL) + { + if ( !pEntity->edict() && !pEntity->IsEFlagSet( EFL_SERVER_ONLY ) ) + continue; + + // check if the aabb intersects the search aabb. + Vector entMins, entMaxs; + pEntity->CollisionProp()->WorldSpaceAABB( &entMins, &entMaxs ); + if ( IsBoxIntersectingBox( vecMins, vecMaxs, entMins, entMaxs ) ) + { + return pEntity; + } + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Finds an entity by target name or class name. +// Input : pStartEntity - The entity to start from when doing the search. +// szName - Entity name to search for. Treated as a target name first, +// then as an entity class name, ie "info_target". +// vecSrc - Center of search radius. +// flRadius - Search radius for classname search, 0 to search everywhere. +// pSearchingEntity - The entity that is doing the search. +// pActivator - The activator entity if this was called from an input +// or Use handler, NULL otherwise. +// Output : Returns a pointer to the found entity, NULL if none. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityGeneric( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ) +{ + CBaseEntity *pEntity = NULL; + + pEntity = gEntList.FindEntityByName( pStartEntity, szName, pSearchingEntity, pActivator, pCaller ); + if (!pEntity) + { + pEntity = gEntList.FindEntityByClassname( pStartEntity, szName ); + } + + return pEntity; +} + + +//----------------------------------------------------------------------------- +// Purpose: Finds the first entity by target name or class name within a radius +// Input : pStartEntity - The entity to start from when doing the search. +// szName - Entity name to search for. Treated as a target name first, +// then as an entity class name, ie "info_target". +// vecSrc - Center of search radius. +// flRadius - Search radius for classname search, 0 to search everywhere. +// pSearchingEntity - The entity that is doing the search. +// pActivator - The activator entity if this was called from an input +// or Use handler, NULL otherwise. +// Output : Returns a pointer to the found entity, NULL if none. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityGenericWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ) +{ + CBaseEntity *pEntity = NULL; + + pEntity = gEntList.FindEntityByNameWithin( pStartEntity, szName, vecSrc, flRadius, pSearchingEntity, pActivator, pCaller ); + if (!pEntity) + { + pEntity = gEntList.FindEntityByClassnameWithin( pStartEntity, szName, vecSrc, flRadius ); + } + + return pEntity; +} + +//----------------------------------------------------------------------------- +// Purpose: Finds the nearest entity by target name or class name within a radius. +// Input : pStartEntity - The entity to start from when doing the search. +// szName - Entity name to search for. Treated as a target name first, +// then as an entity class name, ie "info_target". +// vecSrc - Center of search radius. +// flRadius - Search radius for classname search, 0 to search everywhere. +// pSearchingEntity - The entity that is doing the search. +// pActivator - The activator entity if this was called from an input +// or Use handler, NULL otherwise. +// Output : Returns a pointer to the found entity, NULL if none. +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityGenericNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ) +{ + CBaseEntity *pEntity = NULL; + + pEntity = gEntList.FindEntityByNameNearest( szName, vecSrc, flRadius, pSearchingEntity, pActivator, pCaller ); + if (!pEntity) + { + pEntity = gEntList.FindEntityByClassnameNearest( szName, vecSrc, flRadius ); + } + + return pEntity; +} + + +//----------------------------------------------------------------------------- +// Purpose: Find the nearest entity along the facing direction from the given origin +// within the angular threshold (ignores worldspawn) with the +// given classname. +// Input : origin - +// facing - +// threshold - +// classname - +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityClassNearestFacing( const Vector &origin, const Vector &facing, float threshold, char *classname) +{ + float bestDot = threshold; + CBaseEntity *best_ent = NULL; + + const CEntInfo *pInfo = FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity; + if ( !ent ) + { + DevWarning( "NULL entity in global entity list!\n" ); + continue; + } + + // FIXME: why is this skipping pointsize entities? + if (ent->IsPointSized() ) + continue; + + // Make vector to entity + Vector to_ent = (ent->GetAbsOrigin() - origin); + + VectorNormalize( to_ent ); + float dot = DotProduct (facing , to_ent ); + if (dot > bestDot) + { + if (FClassnameIs(ent,classname)) + { + // Ignore if worldspawn + if (!FClassnameIs( ent, "worldspawn" ) && !FClassnameIs( ent, "soundent")) + { + bestDot = dot; + best_ent = ent; + } + } + } + } + return best_ent; +} + + +//----------------------------------------------------------------------------- +// Purpose: Find the nearest entity along the facing direction from the given origin +// within the angular threshold (ignores worldspawn) +// Input : origin - +// facing - +// threshold - +//----------------------------------------------------------------------------- +CBaseEntity *CGlobalEntityList::FindEntityNearestFacing( const Vector &origin, const Vector &facing, float threshold) +{ + float bestDot = threshold; + CBaseEntity *best_ent = NULL; + + const CEntInfo *pInfo = FirstEntInfo(); + + for ( ;pInfo; pInfo = pInfo->m_pNext ) + { + CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity; + if ( !ent ) + { + DevWarning( "NULL entity in global entity list!\n" ); + continue; + } + + // Ignore logical entities + if (!ent->edict()) + continue; + + // Make vector to entity + Vector to_ent = ent->WorldSpaceCenter() - origin; + VectorNormalize(to_ent); + + float dot = DotProduct( facing, to_ent ); + if (dot <= bestDot) + continue; + + // Ignore if worldspawn + if (!FStrEq( STRING(ent->m_iClassname), "worldspawn") && !FStrEq( STRING(ent->m_iClassname), "soundent")) + { + bestDot = dot; + best_ent = ent; + } + } + return best_ent; +} + + +void CGlobalEntityList::OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle ) +{ + int i = handle.GetEntryIndex(); + + // record current list details + m_iNumEnts++; + if ( i > m_iHighestEnt ) + m_iHighestEnt = i; + + // If it's a CBaseEntity, notify the listeners. + CBaseEntity *pBaseEnt = static_cast<IServerUnknown*>(pEnt)->GetBaseEntity(); + if ( pBaseEnt->edict() ) + m_iNumEdicts++; + + // NOTE: Must be a CBaseEntity on server + Assert( pBaseEnt ); + //DevMsg(2,"Created %s\n", pBaseEnt->GetClassname() ); + for ( i = m_entityListeners.Count()-1; i >= 0; i-- ) + { + m_entityListeners[i]->OnEntityCreated( pBaseEnt ); + } +} + + +void CGlobalEntityList::OnRemoveEntity( IHandleEntity *pEnt, CBaseHandle handle ) +{ +#ifdef DEBUG + if ( !g_fInCleanupDelete ) + { + int i; + for ( i = 0; i < g_DeleteList.Count(); i++ ) + { + if ( g_DeleteList[i]->GetEntityHandle() == pEnt ) + { + g_DeleteList.FastRemove( i ); + Msg( "ERROR: Entity being destroyed but previously threaded on g_DeleteList\n" ); + break; + } + } + } +#endif + + CBaseEntity *pBaseEnt = static_cast<IServerUnknown*>(pEnt)->GetBaseEntity(); + if ( pBaseEnt->edict() ) + m_iNumEdicts--; + + m_iNumEnts--; +} + +void CGlobalEntityList::NotifyCreateEntity( CBaseEntity *pEnt ) +{ + if ( !pEnt ) + return; + + //DevMsg(2,"Deleted %s\n", pBaseEnt->GetClassname() ); + for ( int i = m_entityListeners.Count()-1; i >= 0; i-- ) + { + m_entityListeners[i]->OnEntityCreated( pEnt ); + } +} + +void CGlobalEntityList::NotifySpawn( CBaseEntity *pEnt ) +{ + if ( !pEnt ) + return; + + //DevMsg(2,"Deleted %s\n", pBaseEnt->GetClassname() ); + for ( int i = m_entityListeners.Count()-1; i >= 0; i-- ) + { + m_entityListeners[i]->OnEntitySpawned( pEnt ); + } +} + +// NOTE: This doesn't happen in OnRemoveEntity() specifically because +// listeners may want to reference the object as it's being deleted +// OnRemoveEntity isn't called until the destructor and all data is invalid. +void CGlobalEntityList::NotifyRemoveEntity( CBaseHandle hEnt ) +{ + CBaseEntity *pBaseEnt = GetBaseEntity( hEnt ); + if ( !pBaseEnt ) + return; + + //DevMsg(2,"Deleted %s\n", pBaseEnt->GetClassname() ); + for ( int i = m_entityListeners.Count()-1; i >= 0; i-- ) + { + m_entityListeners[i]->OnEntityDeleted( pBaseEnt ); + } +} + + +//----------------------------------------------------------------------------- +// NOTIFY LIST +// +// Allows entities to get events fired when another entity changes +//----------------------------------------------------------------------------- +struct entitynotify_t +{ + CBaseEntity *pNotify; + CBaseEntity *pWatched; +}; +class CNotifyList : public INotify, public IEntityListener +{ +public: + // INotify + void AddEntity( CBaseEntity *pNotify, CBaseEntity *pWatched ); + void RemoveEntity( CBaseEntity *pNotify, CBaseEntity *pWatched ); + void ReportNamedEvent( CBaseEntity *pEntity, const char *pEventName ); + void ClearEntity( CBaseEntity *pNotify ); + void ReportSystemEvent( CBaseEntity *pEntity, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ); + + // IEntityListener + virtual void OnEntityCreated( CBaseEntity *pEntity ); + virtual void OnEntityDeleted( CBaseEntity *pEntity ); + + // Called from CEntityListSystem + void LevelInitPreEntity(); + void LevelShutdownPreEntity(); + +private: + CUtlVector<entitynotify_t> m_notifyList; +}; + +void CNotifyList::AddEntity( CBaseEntity *pNotify, CBaseEntity *pWatched ) +{ + // OPTIMIZE: Also flag pNotify for faster "RemoveAllNotify" ? + pWatched->AddEFlags( EFL_NOTIFY ); + int index = m_notifyList.AddToTail(); + entitynotify_t ¬ify = m_notifyList[index]; + notify.pNotify = pNotify; + notify.pWatched = pWatched; +} + +// Remove noitfication for an entity +void CNotifyList::RemoveEntity( CBaseEntity *pNotify, CBaseEntity *pWatched ) +{ + for ( int i = m_notifyList.Count(); --i >= 0; ) + { + if ( m_notifyList[i].pNotify == pNotify && m_notifyList[i].pWatched == pWatched) + { + m_notifyList.FastRemove(i); + } + } +} + + +void CNotifyList::ReportNamedEvent( CBaseEntity *pEntity, const char *pInputName ) +{ + variant_t emptyVariant; + + if ( !pEntity->IsEFlagSet(EFL_NOTIFY) ) + return; + + for ( int i = 0; i < m_notifyList.Count(); i++ ) + { + if ( m_notifyList[i].pWatched == pEntity ) + { + m_notifyList[i].pNotify->AcceptInput( pInputName, pEntity, pEntity, emptyVariant, 0 ); + } + } +} + +void CNotifyList::LevelInitPreEntity() +{ + gEntList.AddListenerEntity( this ); +} + +void CNotifyList::LevelShutdownPreEntity( void ) +{ + gEntList.RemoveListenerEntity( this ); + m_notifyList.Purge(); +} + +void CNotifyList::OnEntityCreated( CBaseEntity *pEntity ) +{ +} + +void CNotifyList::OnEntityDeleted( CBaseEntity *pEntity ) +{ + ReportDestroyEvent( pEntity ); + ClearEntity( pEntity ); +} + + +// UNDONE: Slow linear search? +void CNotifyList::ClearEntity( CBaseEntity *pNotify ) +{ + for ( int i = m_notifyList.Count(); --i >= 0; ) + { + if ( m_notifyList[i].pNotify == pNotify || m_notifyList[i].pWatched == pNotify) + { + m_notifyList.FastRemove(i); + } + } +} + +void CNotifyList::ReportSystemEvent( CBaseEntity *pEntity, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) +{ + if ( !pEntity->IsEFlagSet(EFL_NOTIFY) ) + return; + + for ( int i = 0; i < m_notifyList.Count(); i++ ) + { + if ( m_notifyList[i].pWatched == pEntity ) + { + m_notifyList[i].pNotify->NotifySystemEvent( pEntity, eventType, params ); + } + } +} + +static CNotifyList g_NotifyList; +INotify *g_pNotify = &g_NotifyList; + +class CEntityTouchManager : public IEntityListener +{ +public: + // called by CEntityListSystem + void LevelInitPreEntity() + { + gEntList.AddListenerEntity( this ); + Clear(); + } + void LevelShutdownPostEntity() + { + gEntList.RemoveListenerEntity( this ); + Clear(); + } + void FrameUpdatePostEntityThink(); + + void Clear() + { + m_updateList.Purge(); + } + + // IEntityListener + virtual void OnEntityCreated( CBaseEntity *pEntity ) {} + virtual void OnEntityDeleted( CBaseEntity *pEntity ) + { + if ( !pEntity->GetCheckUntouch() ) + return; + int index = m_updateList.Find( pEntity ); + if ( m_updateList.IsValidIndex(index) ) + { + m_updateList.FastRemove( index ); + } + } + void AddEntity( CBaseEntity *pEntity ) + { + if ( pEntity->IsMarkedForDeletion() ) + return; + m_updateList.AddToTail( pEntity ); + } + +private: + CUtlVector<CBaseEntity *> m_updateList; +}; + +static CEntityTouchManager g_TouchManager; + +void EntityTouch_Add( CBaseEntity *pEntity ) +{ + g_TouchManager.AddEntity( pEntity ); +} + + +void CEntityTouchManager::FrameUpdatePostEntityThink() +{ + VPROF( "CEntityTouchManager::FrameUpdatePostEntityThink" ); + // Loop through all entities again, checking their untouch if flagged to do so + + int count = m_updateList.Count(); + if ( count ) + { + // copy off the list + CBaseEntity **ents = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * count ); + memcpy( ents, m_updateList.Base(), sizeof(CBaseEntity *) * count ); + // clear it + m_updateList.RemoveAll(); + + // now update those ents + for ( int i = 0; i < count; i++ ) + { + //Assert( ents[i]->GetCheckUntouch() ); + if ( ents[i]->GetCheckUntouch() ) + { + ents[i]->PhysicsCheckForEntityUntouch(); + } + } + stackfree( ents ); + } +} + +class CRespawnEntitiesFilter : public IMapEntityFilter +{ +public: + virtual bool ShouldCreateEntity( const char *pClassname ) + { + // Create everything but the world + return Q_stricmp( pClassname, "worldspawn" ) != 0; + } + + virtual CBaseEntity* CreateNextEntity( const char *pClassname ) + { + return CreateEntityByName( pClassname ); + } +}; + +// One hook to rule them all... +// Since most of the little list managers in here only need one or two of the game +// system callbacks, this hook is a game system that passes them the appropriate callbacks +class CEntityListSystem : public CAutoGameSystemPerFrame +{ +public: + CEntityListSystem( char const *name ) : CAutoGameSystemPerFrame( name ) + { + m_bRespawnAllEntities = false; + } + void LevelInitPreEntity() + { + g_NotifyList.LevelInitPreEntity(); + g_TouchManager.LevelInitPreEntity(); + g_AimManager.LevelInitPreEntity(); + g_SimThinkManager.LevelInitPreEntity(); +#ifdef HL2_DLL + OverrideMoveCache_LevelInitPreEntity(); +#endif // HL2_DLL + } + void LevelShutdownPreEntity() + { + g_NotifyList.LevelShutdownPreEntity(); + } + void LevelShutdownPostEntity() + { + g_TouchManager.LevelShutdownPostEntity(); + g_AimManager.LevelShutdownPostEntity(); + g_SimThinkManager.LevelShutdownPostEntity(); +#ifdef HL2_DLL + OverrideMoveCache_LevelShutdownPostEntity(); +#endif // HL2_DLL + CBaseEntityClassList *pClassList = s_pClassLists; + while ( pClassList ) + { + pClassList->LevelShutdownPostEntity(); + pClassList = pClassList->m_pNextClassList; + } + } + + void FrameUpdatePostEntityThink() + { + g_TouchManager.FrameUpdatePostEntityThink(); + + if ( m_bRespawnAllEntities ) + { + m_bRespawnAllEntities = false; + + // Don't change globalstate owing to deletion here + GlobalEntity_EnableStateUpdates( false ); + + // Remove all entities + int nPlayerIndex = -1; + CBaseEntity *pEnt = gEntList.FirstEnt(); + while ( pEnt ) + { + CBaseEntity *pNextEnt = gEntList.NextEnt( pEnt ); + if ( pEnt->IsPlayer() ) + { + nPlayerIndex = pEnt->entindex(); + } + if ( !pEnt->IsEFlagSet( EFL_KEEP_ON_RECREATE_ENTITIES ) ) + { + UTIL_Remove( pEnt ); + } + pEnt = pNextEnt; + } + + gEntList.CleanupDeleteList(); + + GlobalEntity_EnableStateUpdates( true ); + + // Allows us to immediately re-use the edict indices we just freed to avoid edict overflow + engine->AllowImmediateEdictReuse(); + + // Reset node counter used during load + CNodeEnt::m_nNodeCount = 0; + + CRespawnEntitiesFilter filter; + MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true ); + + // Allocate a CBasePlayer for pev, and call spawn + if ( nPlayerIndex >= 0 ) + { + edict_t *pEdict = engine->PEntityOfEntIndex( nPlayerIndex ); + ClientPutInServer( pEdict, "unnamed" ); + ClientActive( pEdict, false ); + + CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict ); + SceneManager_ClientActive( pPlayer ); + } + } + } + + bool m_bRespawnAllEntities; +}; + +static CEntityListSystem g_EntityListSystem( "CEntityListSystem" ); + +//----------------------------------------------------------------------------- +// Respawns all entities in the level +//----------------------------------------------------------------------------- +void RespawnEntities() +{ + g_EntityListSystem.m_bRespawnAllEntities = true; +} + +static ConCommand restart_entities( "respawn_entities", RespawnEntities, "Respawn all the entities in the map.", FCVAR_CHEAT | FCVAR_SPONLY ); + +class CSortedEntityList +{ +public: + CSortedEntityList() : m_sortedList(), m_emptyCount(0) {} + + typedef CBaseEntity *ENTITYPTR; + class CEntityReportLess + { + public: + bool Less( const ENTITYPTR &src1, const ENTITYPTR &src2, void *pCtx ) + { + if ( stricmp( src1->GetClassname(), src2->GetClassname() ) < 0 ) + return true; + + return false; + } + }; + + void AddEntityToList( CBaseEntity *pEntity ) + { + if ( !pEntity ) + { + m_emptyCount++; + } + else + { + m_sortedList.Insert( pEntity ); + } + } + void ReportEntityList() + { + const char *pLastClass = ""; + int count = 0; + int edicts = 0; + for ( int i = 0; i < m_sortedList.Count(); i++ ) + { + CBaseEntity *pEntity = m_sortedList[i]; + if ( !pEntity ) + continue; + + if ( pEntity->edict() ) + edicts++; + + const char *pClassname = pEntity->GetClassname(); + if ( !FStrEq( pClassname, pLastClass ) ) + { + if ( count ) + { + Msg("Class: %s (%d)\n", pLastClass, count ); + } + + pLastClass = pClassname; + count = 1; + } + else + count++; + } + if ( pLastClass[0] != 0 && count ) + { + Msg("Class: %s (%d)\n", pLastClass, count ); + } + if ( m_sortedList.Count() ) + { + Msg("Total %d entities (%d empty, %d edicts)\n", m_sortedList.Count(), m_emptyCount, edicts ); + } + } +private: + CUtlSortVector< CBaseEntity *, CEntityReportLess > m_sortedList; + int m_emptyCount; +}; + + + +CON_COMMAND(report_entities, "Lists all entities") +{ + if ( !UTIL_IsCommandIssuedByServerAdmin() ) + return; + + CSortedEntityList list; + CBaseEntity *pEntity = gEntList.FirstEnt(); + while ( pEntity ) + { + list.AddEntityToList( pEntity ); + pEntity = gEntList.NextEnt( pEntity ); + } + list.ReportEntityList(); +} + + +CON_COMMAND(report_touchlinks, "Lists all touchlinks") +{ + if ( !UTIL_IsCommandIssuedByServerAdmin() ) + return; + + CSortedEntityList list; + CBaseEntity *pEntity = gEntList.FirstEnt(); + const char *pClassname = NULL; + if ( args.ArgC() > 1 ) + { + pClassname = args.Arg(1); + } + while ( pEntity ) + { + if ( !pClassname || FClassnameIs(pEntity, pClassname) ) + { + touchlink_t *root = ( touchlink_t * )pEntity->GetDataObject( TOUCHLINK ); + if ( root ) + { + touchlink_t *link = root->nextLink; + while ( link != root ) + { + list.AddEntityToList( link->entityTouched ); + link = link->nextLink; + } + } + } + pEntity = gEntList.NextEnt( pEntity ); + } + list.ReportEntityList(); +} + +CON_COMMAND(report_simthinklist, "Lists all simulating/thinking entities") +{ + if ( !UTIL_IsCommandIssuedByServerAdmin() ) + return; + + CBaseEntity *pTmp[NUM_ENT_ENTRIES]; + int count = SimThink_ListCopy( pTmp, ARRAYSIZE(pTmp) ); + + CSortedEntityList list; + for ( int i = 0; i < count; i++ ) + { + if ( !pTmp[i] ) + continue; + + list.AddEntityToList( pTmp[i] ); + } + list.ReportEntityList(); +} + |