From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/client/physics_main_client.cpp | 344 +++++++++++++++++++++++++++++ 1 file changed, 344 insertions(+) create mode 100644 mp/src/game/client/physics_main_client.cpp (limited to 'mp/src/game/client/physics_main_client.cpp') diff --git a/mp/src/game/client/physics_main_client.cpp b/mp/src/game/client/physics_main_client.cpp new file mode 100644 index 00000000..dba457e1 --- /dev/null +++ b/mp/src/game/client/physics_main_client.cpp @@ -0,0 +1,344 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "c_baseentity.h" +#ifdef WIN32 +#include +#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 -- cgit v1.2.3