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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/dlls/entitylist.cpp

1628 lines
44 KiB
C++

//========= Copyright © 1996-2005, 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"
// 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();
}
// used to sort the think list by nextthink
int __cdecl CompareEntityThinkTimes( const unsigned short *pIndex0, const unsigned short *pIndex1 )
{
float thinkTime0 = CBaseEntity::Instance( *pIndex0 )->GetNextThink();
float thinkTime1 = CBaseEntity::Instance( *pIndex1 )->GetNextThink();
// returns -1 if time0<time1, 1 if time0>time1, and zero if they are equal
if ( thinkTime0 > thinkTime1 )
return 1;
if ( thinkTime0 < thinkTime1 )
return -1;
return 0;
}
// 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.
class CSimThinkManager : public IEntityListener
{
public:
CSimThinkManager()
{
Clear();
}
void Clear()
{
m_simThinkList.Purge();
for ( size_t 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] == 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]] = listHandle;
}
}
}
int ListCount()
{
return m_simThinkList.Count();
}
int ListCopy( CBaseEntity *pList[], int listMax )
{
int count = MIN(listMax, ListCount());
for ( int i = 0; i < count; i++ )
{
int entinfoIndex = m_simThinkList[i];
const CEntInfo *pInfo = gEntList.GetEntInfoPtrByIndex( entinfoIndex );
pList[i] = (CBaseEntity *)pInfo->m_pEntity;
Assert( gEntList.IsEntityPtr( pList[i] ) );
}
return count;
}
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();
// UNDONE: Maintain separate lists for "no think/no sim" and just "no sim"
// UNDONE: Keep "no sim" list sorted by thinktime
// UNDONE: Add query for "no sim" list that includes a time and just get ents that will think by that time
if ( pEntity->IsEFlagSet( EFL_NO_THINK_FUNCTION ) && pEntity->IsEFlagSet( EFL_NO_GAME_PHYSICS_SIMULATION ) )
{
Assert( !pEntity->IsPlayer() );
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( (unsigned short)index );
}
}
}
void ListSort()
{
int i;
int count = m_simThinkList.Count();
if ( !count )
return;
// sort by think time (lowest first)
m_simThinkList.Sort( CompareEntityThinkTimes );
// now remap the entindex map
for ( i = 0; i < count; i++ )
{
m_entinfoIndex[m_simThinkList[i]] = i;
}
}
private:
unsigned short m_entinfoIndex[NUM_ENT_ENTRIES];
CUtlVector<unsigned short> 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 );
}
void SimThink_SortThinkList()
{
g_SimThinkManager.ListSort();
}
// This manages a list of entities queued up to receive PostClientMessages callbacks
class CPostClientMessageManager
{
public:
void LevelShutdownPostEntity()
{
m_list.Purge();
}
void AddEntity( CBaseEntity *pEntity )
{
MEM_ALLOC_CREDIT();
m_list.AddToTail( (unsigned short)pEntity->GetRefEHandle().GetEntryIndex() );
}
void PostClientMessagesSent()
{
for ( int i = m_list.Count()-1; i >= 0; --i )
{
CBaseEntity *pEntity = (CBaseEntity *)gEntList.GetEntInfoPtrByIndex( m_list[i] )->m_pEntity;
if ( pEntity )
{
pEntity->PostClientMessagesSent();
}
}
m_list.RemoveAll();
}
private:
// UNDONE: Need to use ehandles instead?
CUtlVector<unsigned short> m_list;
};
static CPostClientMessageManager g_PostClientManager;
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
if ( physenv )
{
physenv->CleanupDeleteList();
}
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 );
}
}
}
void CGlobalEntityList::AddPostClientMessageEntity( CBaseEntity *pEntity )
{
g_PostClientManager.AddEntity( pEntity );
}
void CGlobalEntityList::PostClientMessagesSent()
{
g_PostClientManager.PostClientMessagesSent();
}
//-----------------------------------------------------------------------------
// 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 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 &params );
// 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 &notify = 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 &params )
{
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();
}
void LevelShutdownPreEntity()
{
g_NotifyList.LevelShutdownPreEntity();
}
void LevelShutdownPostEntity()
{
g_TouchManager.LevelShutdownPostEntity();
g_AimManager.LevelShutdownPostEntity();
g_PostClientManager.LevelShutdownPostEntity();
g_SimThinkManager.LevelShutdownPostEntity();
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." );
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")
{
CSortedEntityList list;
CBaseEntity *pEntity = gEntList.FirstEnt();
while ( pEntity )
{
list.AddEntityToList( pEntity );
pEntity = gEntList.NextEnt( pEntity );
}
list.ReportEntityList();
}
CON_COMMAND(report_touchlinks, "Lists all touchlinks")
{
CSortedEntityList list;
CBaseEntity *pEntity = gEntList.FirstEnt();
while ( pEntity )
{
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")
{
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();
}