mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
748 lines
23 KiB
C++
748 lines
23 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ammodef.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Switches to the best weapon that is also better than the given weapon.
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// Input : pCurrent - The current weapon used by the player.
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// Output : Returns true if the weapon was switched, false if there was no better
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// weapon to switch to.
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//-----------------------------------------------------------------------------
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bool CBaseCombatCharacter::SwitchToNextBestWeapon(CBaseCombatWeapon *pCurrent)
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{
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CBaseCombatWeapon *pNewWeapon = g_pGameRules->GetNextBestWeapon(this, pCurrent);
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if ( ( pNewWeapon != NULL ) && ( pNewWeapon != pCurrent ) )
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{
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return Weapon_Switch( pNewWeapon );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Switches to the given weapon (providing it has ammo)
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// Input :
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// Output : true is switch succeeded
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//-----------------------------------------------------------------------------
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bool CBaseCombatCharacter::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex /*=0*/ )
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{
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if ( pWeapon == NULL )
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return false;
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// Already have it out?
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if ( m_hActiveWeapon.Get() == pWeapon )
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{
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if ( !m_hActiveWeapon->IsWeaponVisible() || m_hActiveWeapon->IsHolstered() )
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return m_hActiveWeapon->Deploy( );
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return false;
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}
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if (!Weapon_CanSwitchTo(pWeapon))
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{
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return false;
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}
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if ( m_hActiveWeapon )
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{
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if ( !m_hActiveWeapon->Holster( pWeapon ) )
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return false;
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}
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m_hActiveWeapon = pWeapon;
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return pWeapon->Deploy( );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether or not we can switch to the given weapon.
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// Input : pWeapon -
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//-----------------------------------------------------------------------------
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bool CBaseCombatCharacter::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon )
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{
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if (IsPlayer())
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{
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CBasePlayer *pPlayer = (CBasePlayer *)this;
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#if !defined( CLIENT_DLL )
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IServerVehicle *pVehicle = pPlayer->GetVehicle();
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#else
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IClientVehicle *pVehicle = pPlayer->GetVehicle();
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#endif
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if (pVehicle && !pPlayer->UsingStandardWeaponsInVehicle())
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return false;
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}
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if ( !pWeapon->HasAnyAmmo() && !GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) )
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return false;
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if ( !pWeapon->CanDeploy() )
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return false;
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if ( m_hActiveWeapon )
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{
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if ( !m_hActiveWeapon->CanHolster() && !pWeapon->ForceWeaponSwitch() )
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return false;
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if ( IsPlayer() )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)this;
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// check if active weapon force the last weapon to switch
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if ( m_hActiveWeapon->ForceWeaponSwitch() )
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{
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// last weapon wasn't allowed to switch, don't allow to switch to new weapon
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CBaseCombatWeapon *pLastWeapon = pPlayer->GetLastWeapon();
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if ( pLastWeapon && pWeapon != pLastWeapon && !pLastWeapon->CanHolster() && !pWeapon->ForceWeaponSwitch() )
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{
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return false;
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}
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}
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CBaseCombatWeapon
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//-----------------------------------------------------------------------------
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CBaseCombatWeapon *CBaseCombatCharacter::GetActiveWeapon() const
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{
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return m_hActiveWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iCount -
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// iAmmoIndex -
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//-----------------------------------------------------------------------------
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void CBaseCombatCharacter::RemoveAmmo( int iCount, int iAmmoIndex )
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{
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if (iCount <= 0)
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return;
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// Infinite ammo?
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if ( GetAmmoDef()->MaxCarry( iAmmoIndex ) == INFINITE_AMMO )
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return;
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// Ammo pickup sound
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m_iAmmo.Set( iAmmoIndex, MAX( m_iAmmo[iAmmoIndex] - iCount, 0 ) );
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}
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void CBaseCombatCharacter::RemoveAmmo( int iCount, const char *szName )
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{
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RemoveAmmo( iCount, GetAmmoDef()->Index(szName) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCombatCharacter::RemoveAllAmmo( )
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{
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for ( int i = 0; i < MAX_AMMO_SLOTS; i++ )
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{
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m_iAmmo.Set( i, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// FIXME: This is a sort of hack back-door only used by physgun!
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//-----------------------------------------------------------------------------
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void CBaseCombatCharacter::SetAmmoCount( int iCount, int iAmmoIndex )
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{
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// NOTE: No sound, no max check! Seems pretty bogus to me!
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m_iAmmo.Set( iAmmoIndex, iCount );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the amount of ammunition of a particular type owned
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// owned by the character
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// Input : Ammo Index
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// Output : The amount of ammo
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//-----------------------------------------------------------------------------
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int CBaseCombatCharacter::GetAmmoCount( int iAmmoIndex ) const
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{
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if ( iAmmoIndex == -1 )
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return 0;
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// Infinite ammo?
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if ( GetAmmoDef()->MaxCarry( iAmmoIndex ) == INFINITE_AMMO )
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return 999;
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return m_iAmmo[ iAmmoIndex ];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the amount of ammunition of the specified type the character's carrying
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//-----------------------------------------------------------------------------
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int CBaseCombatCharacter::GetAmmoCount( char *szName ) const
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{
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return GetAmmoCount( GetAmmoDef()->Index(szName) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns weapon if already owns a weapon of this class
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//-----------------------------------------------------------------------------
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CBaseCombatWeapon* CBaseCombatCharacter::Weapon_OwnsThisType( const char *pszWeapon, int iSubType ) const
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{
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// Check for duplicates
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for (int i=0;i<MAX_WEAPONS;i++)
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{
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if ( m_hMyWeapons[i].Get() && FClassnameIs( m_hMyWeapons[i], pszWeapon ) )
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{
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// Make sure it matches the subtype
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if ( m_hMyWeapons[i]->GetSubType() == iSubType )
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return m_hMyWeapons[i];
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}
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}
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return NULL;
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}
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int CBaseCombatCharacter::BloodColor()
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{
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return m_bloodColor;
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}
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//-----------------------------------------------------------------------------
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// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
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//-----------------------------------------------------------------------------
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void CBaseCombatCharacter::SetBloodColor( int nBloodColor )
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{
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m_bloodColor = nBloodColor;
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}
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//-----------------------------------------------------------------------------
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/**
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The main visibility check. Checks all the entity specific reasons that could
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make IsVisible fail. Then checks points in space to get environmental reasons.
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This is LOS, plus invisibility and fog and smoke and such.
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*/
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enum VisCacheResult_t
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{
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VISCACHE_UNKNOWN = 0,
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VISCACHE_IS_VISIBLE,
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VISCACHE_IS_NOT_VISIBLE,
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};
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enum
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{
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VIS_CACHE_INVALID = 0x80000000
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};
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#define VIS_CACHE_ENTRY_LIFE .090f
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class CCombatCharVisCache : public CAutoGameSystemPerFrame
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{
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public:
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virtual void FrameUpdatePreEntityThink();
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virtual void LevelShutdownPreEntity();
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int LookupVisibility( const CBaseCombatCharacter *pChar1, CBaseCombatCharacter *pChar2 );
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VisCacheResult_t HasVisibility( int iCache ) const;
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void RegisterVisibility( int iCache, bool bChar1SeesChar2, bool bChar2SeesChar1 );
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private:
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struct VisCacheEntry_t
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{
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CHandle< CBaseCombatCharacter > m_hEntity1;
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CHandle< CBaseCombatCharacter > m_hEntity2;
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float m_flTime;
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bool m_bEntity1CanSeeEntity2;
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bool m_bEntity2CanSeeEntity1;
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};
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class CVisCacheEntryLess
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{
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public:
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CVisCacheEntryLess( int ) {}
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bool operator!() const { return false; }
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bool operator()( const VisCacheEntry_t &lhs, const VisCacheEntry_t &rhs ) const
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{
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return ( memcmp( &lhs, &rhs, offsetof( VisCacheEntry_t, m_flTime ) ) < 0 );
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}
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};
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CUtlRBTree< VisCacheEntry_t, unsigned short, CVisCacheEntryLess > m_VisCache;
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mutable int m_nTestCount;
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mutable int m_nHitCount;
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};
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void CCombatCharVisCache::FrameUpdatePreEntityThink()
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{
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// Msg( "test: %d/%d\n", m_nHitCount, m_nTestCount );
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// Lazy retirement of vis cache
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// NOTE: 256 was chosen heuristically based on a playthrough where 200
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// was the max # in the viscache where nothing could be retired.
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if ( m_VisCache.Count() < 256 )
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return;
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int nMaxIndex = m_VisCache.MaxElement() - 1;
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for ( int i = 0; i < 8; ++i )
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{
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int n = RandomInt( 0, nMaxIndex );
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if ( !m_VisCache.IsValidIndex( n ) )
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continue;
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const VisCacheEntry_t &entry = m_VisCache[n];
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if ( !entry.m_hEntity1.IsValid() || !entry.m_hEntity2.IsValid() || ( gpGlobals->curtime - entry.m_flTime > 10.0f ) )
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{
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m_VisCache.RemoveAt( n );
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}
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}
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}
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void CCombatCharVisCache::LevelShutdownPreEntity()
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{
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m_VisCache.Purge();
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}
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int CCombatCharVisCache::LookupVisibility( const CBaseCombatCharacter *pChar1, CBaseCombatCharacter *pChar2 )
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{
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VisCacheEntry_t cacheEntry;
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if ( pChar1 < pChar2 )
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{
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cacheEntry.m_hEntity1 = pChar1;
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cacheEntry.m_hEntity2 = pChar2;
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}
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else
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{
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cacheEntry.m_hEntity1 = pChar2;
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cacheEntry.m_hEntity2 = pChar1;
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}
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int iCache = m_VisCache.Find( cacheEntry );
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if ( iCache == m_VisCache.InvalidIndex() )
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{
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if ( m_VisCache.Count() == m_VisCache.InvalidIndex() )
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return VIS_CACHE_INVALID;
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iCache = m_VisCache.Insert( cacheEntry );
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m_VisCache[iCache].m_flTime = gpGlobals->curtime - 2.0f * VIS_CACHE_ENTRY_LIFE;
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}
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return ( pChar1 < pChar2 ) ? iCache : - iCache - 1;
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}
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VisCacheResult_t CCombatCharVisCache::HasVisibility( int iCache ) const
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{
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if ( iCache == VIS_CACHE_INVALID )
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return VISCACHE_UNKNOWN;
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m_nTestCount++;
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bool bReverse = ( iCache < 0 );
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if ( bReverse )
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{
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iCache = - iCache - 1;
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}
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const VisCacheEntry_t &entry = m_VisCache[iCache];
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if ( gpGlobals->curtime - entry.m_flTime > VIS_CACHE_ENTRY_LIFE )
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return VISCACHE_UNKNOWN;
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m_nHitCount++;
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bool bIsVisible = !bReverse ? entry.m_bEntity1CanSeeEntity2 : entry.m_bEntity2CanSeeEntity1;
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return bIsVisible ? VISCACHE_IS_VISIBLE : VISCACHE_IS_NOT_VISIBLE;
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}
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void CCombatCharVisCache::RegisterVisibility( int iCache, bool bEntity1CanSeeEntity2, bool bEntity2CanSeeEntity1 )
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{
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if ( iCache == VIS_CACHE_INVALID )
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return;
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bool bReverse = ( iCache < 0 );
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if ( bReverse )
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{
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iCache = - iCache - 1;
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}
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VisCacheEntry_t &entry = m_VisCache[iCache];
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entry.m_flTime = gpGlobals->curtime;
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if ( !bReverse )
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{
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entry.m_bEntity1CanSeeEntity2 = bEntity1CanSeeEntity2;
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entry.m_bEntity2CanSeeEntity1 = bEntity2CanSeeEntity1;
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}
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else
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{
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entry.m_bEntity1CanSeeEntity2 = bEntity2CanSeeEntity1;
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entry.m_bEntity2CanSeeEntity1 = bEntity1CanSeeEntity2;
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}
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}
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static CCombatCharVisCache s_CombatCharVisCache;
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bool CBaseCombatCharacter::IsAbleToSee( const CBaseEntity *pEntity, FieldOfViewCheckType checkFOV )
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{
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CBaseCombatCharacter *pBCC = const_cast<CBaseEntity *>( pEntity )->MyCombatCharacterPointer();
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if ( pBCC )
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return IsAbleToSee( pBCC, checkFOV );
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// Test this every time; it's cheap.
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Vector vecEyePosition = EyePosition();
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Vector vecTargetPosition = pEntity->WorldSpaceCenter();
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#ifdef GAME_DLL
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Vector vecEyeToTarget;
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VectorSubtract( vecTargetPosition, vecEyePosition, vecEyeToTarget );
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float flDistToOther = VectorNormalize( vecEyeToTarget );
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// We can't see because they are too far in the fog
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if ( IsHiddenByFog( flDistToOther ) )
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return false;
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#endif
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if ( !ComputeLOS( vecEyePosition, vecTargetPosition ) )
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return false;
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#if defined(GAME_DLL) && defined(TERROR)
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if ( flDistToOther > NavObscureRange.GetFloat() )
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{
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const float flMaxDistance = 100.0f;
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TerrorNavArea *pTargetArea = static_cast< TerrorNavArea* >( TheNavMesh->GetNearestNavArea( vecTargetPosition, false, flMaxDistance ) );
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if ( !pTargetArea || pTargetArea->HasSpawnAttributes( TerrorNavArea::SPAWN_OBSCURED ) )
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return false;
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if ( ComputeTargetIsInDarkness( vecEyePosition, pTargetArea, vecTargetPosition ) )
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return false;
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}
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#endif
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return ( checkFOV != USE_FOV || IsInFieldOfView( vecTargetPosition ) );
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}
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static void ComputeSeeTestPosition( Vector *pEyePosition, CBaseCombatCharacter *pBCC )
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{
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#if defined(GAME_DLL) && defined(TERROR)
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if ( pBCC->IsPlayer() )
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{
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CTerrorPlayer *pPlayer = ToTerrorPlayer( pBCC );
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*pEyePosition = !pPlayer->IsDead() ? pPlayer->EyePosition() : pPlayer->GetDeathPosition();
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}
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else
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#endif
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{
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*pEyePosition = pBCC->EyePosition();
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}
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}
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bool CBaseCombatCharacter::IsAbleToSee( CBaseCombatCharacter *pBCC, FieldOfViewCheckType checkFOV )
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{
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Vector vecEyePosition, vecOtherEyePosition;
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ComputeSeeTestPosition( &vecEyePosition, this );
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ComputeSeeTestPosition( &vecOtherEyePosition, pBCC );
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#ifdef GAME_DLL
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Vector vecEyeToTarget;
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VectorSubtract( vecOtherEyePosition, vecEyePosition, vecEyeToTarget );
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float flDistToOther = VectorNormalize( vecEyeToTarget );
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// Test this every time; it's cheap.
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// We can't see because they are too far in the fog
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if ( IsHiddenByFog( flDistToOther ) )
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return false;
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#ifdef TERROR
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// Check this every time also, it's cheap; check to see if the enemy is in an obscured area.
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bool bIsInNavObscureRange = ( flDistToOther > NavObscureRange.GetFloat() );
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if ( bIsInNavObscureRange )
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{
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TerrorNavArea *pOtherNavArea = static_cast< TerrorNavArea* >( pBCC->GetLastKnownArea() );
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if ( !pOtherNavArea || pOtherNavArea->HasSpawnAttributes( TerrorNavArea::SPAWN_OBSCURED ) )
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return false;
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}
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#endif // TERROR
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#endif
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// Check if we have a cached-off visibility
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int iCache = s_CombatCharVisCache.LookupVisibility( this, pBCC );
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VisCacheResult_t nResult = s_CombatCharVisCache.HasVisibility( iCache );
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// Compute symmetric visibility
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if ( nResult == VISCACHE_UNKNOWN )
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{
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bool bThisCanSeeOther = false, bOtherCanSeeThis = false;
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if ( ComputeLOS( vecEyePosition, vecOtherEyePosition ) )
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{
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#if defined(GAME_DLL) && defined(TERROR)
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if ( !bIsInNavObscureRange )
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{
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bThisCanSeeOther = true, bOtherCanSeeThis = true;
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}
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else
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{
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bThisCanSeeOther = !ComputeTargetIsInDarkness( vecEyePosition, pBCC->GetLastKnownArea(), vecOtherEyePosition );
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bOtherCanSeeThis = !ComputeTargetIsInDarkness( vecOtherEyePosition, GetLastKnownArea(), vecEyePosition );
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}
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#else
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bThisCanSeeOther = true, bOtherCanSeeThis = true;
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#endif
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}
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s_CombatCharVisCache.RegisterVisibility( iCache, bThisCanSeeOther, bOtherCanSeeThis );
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nResult = bThisCanSeeOther ? VISCACHE_IS_VISIBLE : VISCACHE_IS_NOT_VISIBLE;
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}
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if ( nResult == VISCACHE_IS_VISIBLE )
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return ( checkFOV != USE_FOV || IsInFieldOfView( pBCC ) );
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return false;
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}
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class CTraceFilterNoCombatCharacters : public CTraceFilterSimple
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{
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public:
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CTraceFilterNoCombatCharacters( const IHandleEntity *passentity = NULL, int collisionGroup = COLLISION_GROUP_NONE )
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: CTraceFilterSimple( passentity, collisionGroup )
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{
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}
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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if ( CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask ) )
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|
{
|
|
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
|
|
if ( !pEntity )
|
|
return NULL;
|
|
|
|
if ( pEntity->MyCombatCharacterPointer() || pEntity->MyCombatWeaponPointer() )
|
|
return false;
|
|
|
|
// Honor BlockLOS - this lets us see through partially-broken doors, etc
|
|
if ( !pEntity->BlocksLOS() )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
};
|
|
|
|
bool CBaseCombatCharacter::ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const
|
|
{
|
|
// We simply can't see because the world is in the way.
|
|
trace_t result;
|
|
CTraceFilterNoCombatCharacters traceFilter( NULL, COLLISION_GROUP_NONE );
|
|
UTIL_TraceLine( vecEyePosition, vecTarget, MASK_OPAQUE | CONTENTS_IGNORE_NODRAW_OPAQUE | CONTENTS_MONSTER, &traceFilter, &result );
|
|
return ( result.fraction == 1.0f );
|
|
}
|
|
|
|
#if defined(GAME_DLL) && defined(TERROR)
|
|
bool CBaseCombatCharacter::ComputeTargetIsInDarkness( const Vector &vecEyePosition, CNavArea *pTargetNavArea, const Vector &vecTargetPos ) const
|
|
{
|
|
if ( GetTeamNumber() != TEAM_SURVIVOR )
|
|
return false;
|
|
|
|
// Check light info
|
|
const float flMinLightIntensity = 0.1f;
|
|
|
|
if ( !pTargetNavArea || ( pTargetNavArea->GetLightIntensity() >= flMinLightIntensity ) )
|
|
return false;
|
|
|
|
CTraceFilterNoNPCsOrPlayer lightingFilter( this, COLLISION_GROUP_NONE );
|
|
|
|
Vector vecSightDirection;
|
|
VectorSubtract( vecTargetPos, vecEyePosition, vecSightDirection );
|
|
VectorNormalize( vecSightDirection );
|
|
|
|
trace_t result;
|
|
UTIL_TraceLine( vecTargetPos, vecTargetPos + vecSightDirection * 32768.0f, MASK_L4D_VISION, &lightingFilter, &result );
|
|
if ( ( result.fraction < 1.0f ) && ( ( result.surface.flags & SURF_SKY ) == 0 ) )
|
|
{
|
|
const float flMaxDistance = 100.0f;
|
|
TerrorNavArea *pFarArea = (TerrorNavArea *)TheNavMesh->GetNearestNavArea( result.endpos, false, flMaxDistance );
|
|
|
|
// Target is in darkness, the wall behind him is too, and we are too far away
|
|
if ( pFarArea && pFarArea->GetLightIntensity() < flMinLightIntensity )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/**
|
|
Return true if our view direction is pointing at the given target,
|
|
within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
|
|
*/
|
|
bool CBaseCombatCharacter::IsLookingTowards( const CBaseEntity *target, float cosTolerance ) const
|
|
{
|
|
return IsLookingTowards( target->WorldSpaceCenter(), cosTolerance ) || IsLookingTowards( target->EyePosition(), cosTolerance ) || IsLookingTowards( target->GetAbsOrigin(), cosTolerance );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/**
|
|
Return true if our view direction is pointing at the given target,
|
|
within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
|
|
*/
|
|
bool CBaseCombatCharacter::IsLookingTowards( const Vector &target, float cosTolerance ) const
|
|
{
|
|
Vector toTarget = target - EyePosition();
|
|
toTarget.NormalizeInPlace();
|
|
|
|
Vector forward;
|
|
AngleVectors( EyeAngles(), &forward );
|
|
|
|
return ( DotProduct( forward, toTarget ) >= cosTolerance );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/**
|
|
Returns true if we are looking towards something within a tolerence determined
|
|
by our field of view
|
|
*/
|
|
bool CBaseCombatCharacter::IsInFieldOfView( CBaseEntity *entity ) const
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( const_cast< CBaseCombatCharacter* >( this ) );
|
|
float flTolerance = pPlayer ? cos( (float)pPlayer->GetFOV() * 0.5f ) : BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE;
|
|
|
|
Vector vecForward;
|
|
Vector vecEyePosition = EyePosition();
|
|
AngleVectors( EyeAngles(), &vecForward );
|
|
|
|
// FIXME: Use a faster check than this!
|
|
|
|
// Check 3 spots, or else when standing right next to someone looking at their eyes,
|
|
// the angle will be too great to see their center.
|
|
Vector vecToTarget = entity->GetAbsOrigin() - vecEyePosition;
|
|
vecToTarget.NormalizeInPlace();
|
|
if ( DotProduct( vecForward, vecToTarget ) >= flTolerance )
|
|
return true;
|
|
|
|
vecToTarget = entity->WorldSpaceCenter() - vecEyePosition;
|
|
vecToTarget.NormalizeInPlace();
|
|
if ( DotProduct( vecForward, vecToTarget ) >= flTolerance )
|
|
return true;
|
|
|
|
vecToTarget = entity->EyePosition() - vecEyePosition;
|
|
vecToTarget.NormalizeInPlace();
|
|
return ( DotProduct( vecForward, vecToTarget ) >= flTolerance );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/**
|
|
Returns true if we are looking towards something within a tolerence determined
|
|
by our field of view
|
|
*/
|
|
bool CBaseCombatCharacter::IsInFieldOfView( const Vector &pos ) const
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( const_cast< CBaseCombatCharacter* >( this ) );
|
|
|
|
if ( pPlayer )
|
|
return IsLookingTowards( pos, cos( (float)pPlayer->GetFOV() * 0.5f ) );
|
|
|
|
return IsLookingTowards( pos );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/**
|
|
Strictly checks Line of Sight only.
|
|
*/
|
|
|
|
bool CBaseCombatCharacter::IsLineOfSightClear( CBaseEntity *entity, LineOfSightCheckType checkType ) const
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
if ( entity->MyCombatCharacterPointer() )
|
|
return IsLineOfSightClear( entity->EyePosition(), checkType, entity );
|
|
return IsLineOfSightClear( entity->WorldSpaceCenter(), checkType, entity );
|
|
#else
|
|
// FIXME: Should we do the same check here as the client does?
|
|
return IsLineOfSightClear( entity->WorldSpaceCenter(), checkType, entity ) || IsLineOfSightClear( entity->EyePosition(), checkType, entity ) || IsLineOfSightClear( entity->GetAbsOrigin(), checkType, entity );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/**
|
|
Strictly checks Line of Sight only.
|
|
*/
|
|
static bool TraceFilterNoCombatCharacters( IHandleEntity *pServerEntity, int contentsMask )
|
|
{
|
|
// Honor BlockLOS also to allow seeing through partially-broken doors
|
|
CBaseEntity *entity = EntityFromEntityHandle( pServerEntity );
|
|
return ( entity->MyCombatCharacterPointer() == NULL && !entity->MyCombatWeaponPointer() && entity->BlocksLOS() );
|
|
}
|
|
|
|
bool CBaseCombatCharacter::IsLineOfSightClear( const Vector &pos, LineOfSightCheckType checkType, CBaseEntity *entityToIgnore ) const
|
|
{
|
|
#if defined(GAME_DLL) && defined(COUNT_BCC_LOS)
|
|
static int count, frame;
|
|
if ( frame != gpGlobals->framecount )
|
|
{
|
|
Msg( ">> %d\n", count );
|
|
frame = gpGlobals->framecount;
|
|
count = 0;
|
|
}
|
|
count++;
|
|
#endif
|
|
if( checkType == IGNORE_ACTORS )
|
|
{
|
|
|
|
// use the query cache unless it causes problems
|
|
#if defined(GAME_DLL) && defined(TERROR)
|
|
return IsLineOfSightBetweenTwoEntitiesClear( const_cast<CBaseCombatCharacter *>(this), EOFFSET_MODE_EYEPOSITION,
|
|
entityToIgnore, EOFFSET_MODE_WORLDSPACE_CENTER,
|
|
entityToIgnore, COLLISION_GROUP_NONE,
|
|
MASK_L4D_VISION, TraceFilterNoCombatCharacters, 1.0 );
|
|
#else
|
|
trace_t trace;
|
|
CTraceFilterNoCombatCharacters traceFilter( entityToIgnore, COLLISION_GROUP_NONE );
|
|
UTIL_TraceLine( EyePosition(), pos, MASK_OPAQUE | CONTENTS_IGNORE_NODRAW_OPAQUE | CONTENTS_MONSTER, &traceFilter, &trace );
|
|
|
|
return trace.fraction == 1.0f;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
trace_t trace;
|
|
CTraceFilterSkipTwoEntities traceFilter( this, entityToIgnore, COLLISION_GROUP_NONE );
|
|
UTIL_TraceLine( EyePosition(), pos, MASK_OPAQUE | CONTENTS_IGNORE_NODRAW_OPAQUE, &traceFilter, &trace );
|
|
|
|
return trace.fraction == 1.0f;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
//---------------------------------------------------------------------------------------------------------------------------
|
|
surfacedata_t * CBaseCombatCharacter::GetGroundSurface( void ) const
|
|
{
|
|
Vector start( vec3_origin );
|
|
Vector end( 0, 0, -64 );
|
|
|
|
Vector vecMins, vecMaxs;
|
|
CollisionProp()->WorldSpaceAABB( &vecMins, &vecMaxs );
|
|
|
|
Ray_t ray;
|
|
ray.Init( start, end, vecMins, vecMaxs );
|
|
|
|
trace_t trace;
|
|
UTIL_TraceRay( ray, MASK_SOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
|
|
|
|
if ( trace.fraction == 1.0f )
|
|
return NULL; // no ground
|
|
|
|
return physprops->GetSurfaceData( trace.surface.surfaceProps );
|
|
}
|
|
*/
|