mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
2239 lines
60 KiB
C++
2239 lines
60 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 "engine/IEngineSound.h"
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#include "mempool.h"
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#include "movevars_shared.h"
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#include "utlrbtree.h"
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#include "tier0/vprof.h"
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#include "entitydatainstantiator.h"
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#include "positionwatcher.h"
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#include "movetype_push.h"
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#include "vphysicsupdateai.h"
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#include "igamesystem.h"
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#include "utlmultilist.h"
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#include "tier1/callqueue.h"
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#ifdef PORTAL
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#include "portal_util_shared.h"
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#endif
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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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// memory pool for storing links between entities
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static CUtlMemoryPool g_EdictTouchLinks( sizeof(touchlink_t), MAX_EDICTS, CUtlMemoryPool::GROW_NONE, "g_EdictTouchLinks");
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static CUtlMemoryPool g_EntityGroundLinks( sizeof( groundlink_t ), MAX_EDICTS, CUtlMemoryPool::GROW_NONE, "g_EntityGroundLinks");
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struct watcher_t
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{
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EHANDLE hWatcher;
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IWatcherCallback *pWatcherCallback;
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};
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static CUtlMultiList<watcher_t, unsigned short> g_WatcherList;
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class CWatcherList
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{
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public:
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//CWatcherList(); NOTE: Dataobj doesn't support constructors - it zeros the memory
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~CWatcherList(); // frees the positionwatcher_t's to the pool
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void Init();
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void NotifyPositionChanged( CBaseEntity *pEntity );
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void NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake );
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void AddToList( CBaseEntity *pWatcher );
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void RemoveWatcher( CBaseEntity *pWatcher );
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private:
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int GetCallbackObjects( IWatcherCallback **pList, int listMax );
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unsigned short Find( CBaseEntity *pEntity );
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unsigned short m_list;
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};
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int linksallocated = 0;
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int groundlinksallocated = 0;
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// Prints warnings if any entity think functions take longer than this many milliseconds
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#ifdef _DEBUG
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#define DEF_THINK_LIMIT "20"
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#else
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#define DEF_THINK_LIMIT "10"
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#endif
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ConVar think_limit( "think_limit", DEF_THINK_LIMIT, FCVAR_REPLICATED, "Maximum think time in milliseconds, warning is printed if this is exceeded." );
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#ifndef CLIENT_DLL
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ConVar debug_touchlinks( "debug_touchlinks", "0", 0, "Spew touch link activity" );
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#define DebugTouchlinks() debug_touchlinks.GetBool()
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#else
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#define DebugTouchlinks() false
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#endif
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//-----------------------------------------------------------------------------
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// Portal-specific hack designed to eliminate re-entrancy in touch functions
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//-----------------------------------------------------------------------------
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class CPortalTouchScope
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{
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public:
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CPortalTouchScope();
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~CPortalTouchScope();
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public:
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static int m_nDepth;
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static CCallQueue m_CallQueue;
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};
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int CPortalTouchScope::m_nDepth = 0;
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CCallQueue CPortalTouchScope::m_CallQueue;
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CCallQueue *GetPortalCallQueue()
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{
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return ( CPortalTouchScope::m_nDepth > 0 ) ? &CPortalTouchScope::m_CallQueue : NULL;
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}
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CPortalTouchScope::CPortalTouchScope()
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{
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++m_nDepth;
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}
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CPortalTouchScope::~CPortalTouchScope()
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{
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Assert( m_nDepth >= 1 );
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if ( --m_nDepth == 0 )
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{
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m_CallQueue.CallQueued();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: System for hanging objects off of CBaseEntity, etc.
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// Externalized data objects ( see sharreddefs.h for enum )
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//-----------------------------------------------------------------------------
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class CDataObjectAccessSystem : public CAutoGameSystem
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{
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public:
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enum
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{
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MAX_ACCESSORS = 32,
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};
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CDataObjectAccessSystem()
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{
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// Cast to int to make it clear that we know we are comparing different enum types.
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COMPILE_TIME_ASSERT( (int)NUM_DATAOBJECT_TYPES <= (int)MAX_ACCESSORS );
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Q_memset( m_Accessors, 0, sizeof( m_Accessors ) );
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}
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virtual bool Init()
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{
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AddDataAccessor( TOUCHLINK, new CEntityDataInstantiator< touchlink_t > );
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AddDataAccessor( GROUNDLINK, new CEntityDataInstantiator< groundlink_t > );
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AddDataAccessor( STEPSIMULATION, new CEntityDataInstantiator< StepSimulationData > );
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AddDataAccessor( MODELSCALE, new CEntityDataInstantiator< ModelScale > );
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AddDataAccessor( POSITIONWATCHER, new CEntityDataInstantiator< CWatcherList > );
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AddDataAccessor( PHYSICSPUSHLIST, new CEntityDataInstantiator< physicspushlist_t > );
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AddDataAccessor( VPHYSICSUPDATEAI, new CEntityDataInstantiator< vphysicsupdateai_t > );
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AddDataAccessor( VPHYSICSWATCHER, new CEntityDataInstantiator< CWatcherList > );
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return true;
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}
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virtual void Shutdown()
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{
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for ( int i = 0; i < MAX_ACCESSORS; i++ )
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{
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delete m_Accessors[ i ];
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m_Accessors[ i ] = 0;
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}
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}
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void *GetDataObject( int type, const CBaseEntity *instance )
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{
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if ( !IsValidType( type ) )
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{
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Assert( !"Bogus type" );
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return NULL;
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}
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return m_Accessors[ type ]->GetDataObject( instance );
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}
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void *CreateDataObject( int type, CBaseEntity *instance )
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{
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if ( !IsValidType( type ) )
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{
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Assert( !"Bogus type" );
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return NULL;
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}
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return m_Accessors[ type ]->CreateDataObject( instance );
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}
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void DestroyDataObject( int type, CBaseEntity *instance )
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{
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if ( !IsValidType( type ) )
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{
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Assert( !"Bogus type" );
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return;
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}
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m_Accessors[ type ]->DestroyDataObject( instance );
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}
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private:
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bool IsValidType( int type ) const
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{
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if ( type < 0 || type >= MAX_ACCESSORS )
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return false;
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if ( m_Accessors[ type ] == NULL )
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return false;
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return true;
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}
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void AddDataAccessor( int type, IEntityDataInstantiator *instantiator )
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{
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if ( type < 0 || type >= MAX_ACCESSORS )
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{
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Assert( !"AddDataAccessor with out of range type!!!\n" );
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return;
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}
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Assert( instantiator );
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if ( m_Accessors[ type ] != NULL )
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{
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Assert( !"AddDataAccessor, duplicate adds!!!\n" );
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return;
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}
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m_Accessors[ type ] = instantiator;
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}
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IEntityDataInstantiator *m_Accessors[ MAX_ACCESSORS ];
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};
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static CDataObjectAccessSystem g_DataObjectAccessSystem;
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bool CBaseEntity::HasDataObjectType( int type ) const
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{
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Assert( type >= 0 && type < NUM_DATAOBJECT_TYPES );
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return ( m_fDataObjectTypes & (1<<type) ) ? true : false;
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}
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void CBaseEntity::AddDataObjectType( int type )
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{
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Assert( type >= 0 && type < NUM_DATAOBJECT_TYPES );
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m_fDataObjectTypes |= (1<<type);
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}
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void CBaseEntity::RemoveDataObjectType( int type )
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{
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Assert( type >= 0 && type < NUM_DATAOBJECT_TYPES );
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m_fDataObjectTypes &= ~(1<<type);
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}
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void *CBaseEntity::GetDataObject( int type )
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{
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Assert( type >= 0 && type < NUM_DATAOBJECT_TYPES );
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if ( !HasDataObjectType( type ) )
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return NULL;
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return g_DataObjectAccessSystem.GetDataObject( type, this );
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}
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void *CBaseEntity::CreateDataObject( int type )
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{
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Assert( type >= 0 && type < NUM_DATAOBJECT_TYPES );
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AddDataObjectType( type );
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return g_DataObjectAccessSystem.CreateDataObject( type, this );
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}
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void CBaseEntity::DestroyDataObject( int type )
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{
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Assert( type >= 0 && type < NUM_DATAOBJECT_TYPES );
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if ( !HasDataObjectType( type ) )
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return;
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g_DataObjectAccessSystem.DestroyDataObject( type, this );
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RemoveDataObjectType( type );
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}
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void CWatcherList::Init()
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{
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m_list = g_WatcherList.CreateList();
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}
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CWatcherList::~CWatcherList()
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{
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g_WatcherList.DestroyList( m_list );
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}
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int CWatcherList::GetCallbackObjects( IWatcherCallback **pList, int listMax )
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{
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int index = 0;
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unsigned short next = g_WatcherList.InvalidIndex();
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for ( unsigned short node = g_WatcherList.Head( m_list ); node != g_WatcherList.InvalidIndex(); node = next )
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{
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next = g_WatcherList.Next( node );
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watcher_t *pNode = &g_WatcherList.Element(node);
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if ( pNode->hWatcher.Get() )
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{
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pList[index] = pNode->pWatcherCallback;
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index++;
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if ( index >= listMax )
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{
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Assert(0);
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return index;
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}
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}
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else
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{
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g_WatcherList.Remove( m_list, node );
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}
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}
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return index;
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}
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void CWatcherList::NotifyPositionChanged( CBaseEntity *pEntity )
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{
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IWatcherCallback *pCallbacks[1024]; // HACKHACK: Assumes this list is big enough
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int count = GetCallbackObjects( pCallbacks, ARRAYSIZE(pCallbacks) );
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for ( int i = 0; i < count; i++ )
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{
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IPositionWatcher *pWatcher = assert_cast<IPositionWatcher *>(pCallbacks[i]);
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if ( pWatcher )
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{
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pWatcher->NotifyPositionChanged(pEntity);
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}
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}
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}
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void CWatcherList::NotifyVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake )
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{
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IWatcherCallback *pCallbacks[1024]; // HACKHACK: Assumes this list is big enough!
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int count = GetCallbackObjects( pCallbacks, ARRAYSIZE(pCallbacks) );
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for ( int i = 0; i < count; i++ )
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{
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IVPhysicsWatcher *pWatcher = assert_cast<IVPhysicsWatcher *>(pCallbacks[i]);
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if ( pWatcher )
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{
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pWatcher->NotifyVPhysicsStateChanged(pPhysics, pEntity, bAwake);
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}
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}
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}
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unsigned short CWatcherList::Find( CBaseEntity *pEntity )
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{
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unsigned short next = g_WatcherList.InvalidIndex();
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for ( unsigned short node = g_WatcherList.Head( m_list ); node != g_WatcherList.InvalidIndex(); node = next )
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{
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next = g_WatcherList.Next( node );
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watcher_t *pNode = &g_WatcherList.Element(node);
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if ( pNode->hWatcher.Get() == pEntity )
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{
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return node;
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}
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}
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return g_WatcherList.InvalidIndex();
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}
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void CWatcherList::RemoveWatcher( CBaseEntity *pEntity )
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{
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unsigned short node = Find( pEntity );
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if ( node != g_WatcherList.InvalidIndex() )
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{
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g_WatcherList.Remove( m_list, node );
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}
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}
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void CWatcherList::AddToList( CBaseEntity *pWatcher )
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{
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unsigned short node = Find( pWatcher );
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if ( node == g_WatcherList.InvalidIndex() )
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{
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watcher_t watcher;
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watcher.hWatcher = pWatcher;
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// save this separately so we can use the EHANDLE to test for deletion
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watcher.pWatcherCallback = dynamic_cast<IWatcherCallback *> (pWatcher);
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if ( watcher.pWatcherCallback )
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{
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g_WatcherList.AddToTail( m_list, watcher );
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}
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}
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}
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static void AddWatcherToEntity( CBaseEntity *pWatcher, CBaseEntity *pEntity, int watcherType )
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{
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CWatcherList *pList = (CWatcherList *)pEntity->GetDataObject(watcherType);
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if ( !pList )
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{
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pList = ( CWatcherList * )pEntity->CreateDataObject( watcherType );
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pList->Init();
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}
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pList->AddToList( pWatcher );
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}
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static void RemoveWatcherFromEntity( CBaseEntity *pWatcher, CBaseEntity *pEntity, int watcherType )
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{
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CWatcherList *pList = (CWatcherList *)pEntity->GetDataObject(watcherType);
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if ( pList )
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{
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pList->RemoveWatcher( pWatcher );
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}
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}
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void WatchPositionChanges( CBaseEntity *pWatcher, CBaseEntity *pMovingEntity )
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{
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AddWatcherToEntity( pWatcher, pMovingEntity, POSITIONWATCHER );
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}
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void RemovePositionWatcher( CBaseEntity *pWatcher, CBaseEntity *pMovingEntity )
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{
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RemoveWatcherFromEntity( pWatcher, pMovingEntity, POSITIONWATCHER );
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}
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void ReportPositionChanged( CBaseEntity *pMovedEntity )
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{
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CWatcherList *pList = (CWatcherList *)pMovedEntity->GetDataObject(POSITIONWATCHER);
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if ( pList )
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{
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pList->NotifyPositionChanged( pMovedEntity );
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}
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}
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void WatchVPhysicsStateChanges( CBaseEntity *pWatcher, CBaseEntity *pPhysicsEntity )
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{
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AddWatcherToEntity( pWatcher, pPhysicsEntity, VPHYSICSWATCHER );
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}
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void RemoveVPhysicsStateWatcher( CBaseEntity *pWatcher, CBaseEntity *pPhysicsEntity )
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{
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AddWatcherToEntity( pWatcher, pPhysicsEntity, VPHYSICSWATCHER );
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}
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void ReportVPhysicsStateChanged( IPhysicsObject *pPhysics, CBaseEntity *pEntity, bool bAwake )
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{
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CWatcherList *pList = (CWatcherList *)pEntity->GetDataObject(VPHYSICSWATCHER);
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if ( pList )
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{
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pList->NotifyVPhysicsStateChanged( pPhysics, pEntity, bAwake );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseEntity::DestroyAllDataObjects( void )
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{
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int i;
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for ( i = 0; i < NUM_DATAOBJECT_TYPES; i++ )
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{
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if ( HasDataObjectType( i ) )
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{
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DestroyDataObject( i );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// For debugging
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//-----------------------------------------------------------------------------
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#ifdef GAME_DLL
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void SpewLinks()
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{
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int nCount = 0;
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for ( CBaseEntity *pClass = gEntList.FirstEnt(); pClass != NULL; pClass = gEntList.NextEnt(pClass) )
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{
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if ( pClass /*&& !pClass->IsDormant()*/ )
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{
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touchlink_t *root = ( touchlink_t * )pClass->GetDataObject( TOUCHLINK );
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if ( root )
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{
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// check if the edict is already in the list
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for ( touchlink_t *link = root->nextLink; link != root; link = link->nextLink )
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{
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++nCount;
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Msg("[%d] (%d) Link %d (%s) -> %d (%s)\n", nCount, pClass->IsDormant(),
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pClass->entindex(), pClass->GetClassname(),
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link->entityTouched->entindex(), link->entityTouched->GetClassname() );
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}
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}
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}
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// Returns the actual gravity
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//-----------------------------------------------------------------------------
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static inline float GetActualGravity( CBaseEntity *pEnt )
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{
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float ent_gravity = pEnt->GetGravity();
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if ( ent_gravity == 0.0f )
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{
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ent_gravity = 1.0f;
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}
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return ent_gravity * GetCurrentGravity();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : inline touchlink_t
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//-----------------------------------------------------------------------------
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inline touchlink_t *AllocTouchLink( void )
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{
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touchlink_t *link = (touchlink_t*)g_EdictTouchLinks.Alloc( sizeof(touchlink_t) );
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if ( link )
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{
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++linksallocated;
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}
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else
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{
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DevWarning( "AllocTouchLink: failed to allocate touchlink_t.\n" );
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}
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return link;
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}
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static touchlink_t *g_pNextLink = NULL;
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *link -
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// Output : inline void
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//-----------------------------------------------------------------------------
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inline void FreeTouchLink( touchlink_t *link )
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{
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if ( link )
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{
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if ( link == g_pNextLink )
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{
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g_pNextLink = link->nextLink;
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}
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--linksallocated;
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link->prevLink = link->nextLink = NULL;
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}
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// Necessary to catch crashes
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g_EdictTouchLinks.Free( link );
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}
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#ifdef STAGING_ONLY
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#ifndef CLIENT_DLL
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ConVar sv_groundlink_debug( "sv_groundlink_debug", "0", FCVAR_NONE, "Enable logging of alloc/free operations for debugging." );
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#endif
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#endif // STAGING_ONLY
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : inline groundlink_t
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//-----------------------------------------------------------------------------
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inline groundlink_t *AllocGroundLink( void )
|
|
{
|
|
groundlink_t *link = (groundlink_t*)g_EntityGroundLinks.Alloc( sizeof(groundlink_t) );
|
|
if ( link )
|
|
{
|
|
++groundlinksallocated;
|
|
}
|
|
else
|
|
{
|
|
DevMsg( "AllocGroundLink: failed to allocate groundlink_t.!!! groundlinksallocated=%d g_EntityGroundLinks.Count()=%d\n", groundlinksallocated, g_EntityGroundLinks.Count() );
|
|
}
|
|
|
|
#ifdef STAGING_ONLY
|
|
#ifndef CLIENT_DLL
|
|
if ( sv_groundlink_debug.GetBool() )
|
|
{
|
|
UTIL_LogPrintf( "Groundlink Alloc: %p at %d\n", link, groundlinksallocated );
|
|
}
|
|
#endif
|
|
#endif // STAGING_ONLY
|
|
|
|
return link;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *link -
|
|
// Output : inline void
|
|
//-----------------------------------------------------------------------------
|
|
inline void FreeGroundLink( groundlink_t *link )
|
|
{
|
|
#ifdef STAGING_ONLY
|
|
#ifndef CLIENT_DLL
|
|
if ( sv_groundlink_debug.GetBool() )
|
|
{
|
|
UTIL_LogPrintf( "Groundlink Free: %p at %d\n", link, groundlinksallocated );
|
|
}
|
|
#endif
|
|
#endif // STAGING_ONLY
|
|
|
|
if ( link )
|
|
{
|
|
--groundlinksallocated;
|
|
}
|
|
|
|
g_EntityGroundLinks.Free( link );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseEntity::IsCurrentlyTouching( void ) const
|
|
{
|
|
if ( HasDataObjectType( TOUCHLINK ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static bool g_bCleanupDatObject = true;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks to see if any entities that have been touching this one
|
|
// have stopped touching it, and notify the entity if so.
|
|
// Called at the end of a frame, after all the entities have run
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsCheckForEntityUntouch( void )
|
|
{
|
|
Assert( g_pNextLink == NULL );
|
|
|
|
touchlink_t *link;
|
|
|
|
touchlink_t *root = ( touchlink_t * )GetDataObject( TOUCHLINK );
|
|
if ( root )
|
|
{
|
|
#ifdef PORTAL
|
|
CPortalTouchScope scope;
|
|
#endif
|
|
bool saveCleanup = g_bCleanupDatObject;
|
|
g_bCleanupDatObject = false;
|
|
|
|
link = root->nextLink;
|
|
while ( link != root )
|
|
{
|
|
g_pNextLink = link->nextLink;
|
|
|
|
// these touchlinks are not polled. The ents are touching due to an outside
|
|
// system that will add/delete them as necessary (vphysics in this case)
|
|
if ( link->touchStamp == TOUCHSTAMP_EVENT_DRIVEN )
|
|
{
|
|
// refresh the touch call
|
|
PhysicsTouch( link->entityTouched );
|
|
}
|
|
else
|
|
{
|
|
// check to see if the touch stamp is up to date
|
|
if ( link->touchStamp != touchStamp )
|
|
{
|
|
// stamp is out of data, so entities are no longer touching
|
|
// remove self from other entities touch list
|
|
PhysicsNotifyOtherOfUntouch( this, link->entityTouched );
|
|
|
|
// remove other entity from this list
|
|
PhysicsRemoveToucher( this, link );
|
|
}
|
|
}
|
|
|
|
link = g_pNextLink;
|
|
}
|
|
|
|
g_bCleanupDatObject = saveCleanup;
|
|
|
|
// Nothing left in list, destroy root
|
|
if ( root->nextLink == root &&
|
|
root->prevLink == root )
|
|
{
|
|
DestroyDataObject( TOUCHLINK );
|
|
}
|
|
}
|
|
|
|
g_pNextLink = NULL;
|
|
|
|
SetCheckUntouch( false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: notifies an entity than another touching entity has moved out of contact.
|
|
// Input : *other - the entity to be acted upon
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsNotifyOtherOfUntouch( CBaseEntity *ent, CBaseEntity *other )
|
|
{
|
|
if ( !other )
|
|
return;
|
|
|
|
// loop through ed's touch list, looking for the notifier
|
|
// remove and call untouch if found
|
|
touchlink_t *root = ( touchlink_t * )other->GetDataObject( TOUCHLINK );
|
|
if ( root )
|
|
{
|
|
touchlink_t *link = root->nextLink;
|
|
while ( link != root )
|
|
{
|
|
if ( link->entityTouched == ent )
|
|
{
|
|
PhysicsRemoveToucher( other, link );
|
|
|
|
// Check for complete removal
|
|
if ( g_bCleanupDatObject &&
|
|
root->nextLink == root &&
|
|
root->prevLink == root )
|
|
{
|
|
other->DestroyDataObject( TOUCHLINK );
|
|
}
|
|
return;
|
|
}
|
|
|
|
link = link->nextLink;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: removes a toucher from the list
|
|
// Input : *link - the link to remove
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsRemoveToucher( CBaseEntity *otherEntity, touchlink_t *link )
|
|
{
|
|
// Every start Touch gets a corresponding end touch
|
|
if ( (link->flags & FTOUCHLINK_START_TOUCH) &&
|
|
link->entityTouched != NULL &&
|
|
otherEntity != NULL )
|
|
{
|
|
otherEntity->EndTouch( link->entityTouched );
|
|
}
|
|
|
|
link->nextLink->prevLink = link->prevLink;
|
|
link->prevLink->nextLink = link->nextLink;
|
|
|
|
if ( DebugTouchlinks() )
|
|
Msg( "remove 0x%p: %s-%s (%d-%d) [%d in play, %d max]\n", link, link->entityTouched->GetDebugName(), otherEntity->GetDebugName(), link->entityTouched->entindex(), otherEntity->entindex(), linksallocated, g_EdictTouchLinks.PeakCount() );
|
|
FreeTouchLink( link );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clears all touches from the list
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsRemoveTouchedList( CBaseEntity *ent )
|
|
{
|
|
#ifdef PORTAL
|
|
CPortalTouchScope scope;
|
|
#endif
|
|
|
|
touchlink_t *link, *nextLink;
|
|
|
|
touchlink_t *root = ( touchlink_t * )ent->GetDataObject( TOUCHLINK );
|
|
if ( root )
|
|
{
|
|
link = root->nextLink;
|
|
bool saveCleanup = g_bCleanupDatObject;
|
|
g_bCleanupDatObject = false;
|
|
while ( link && link != root )
|
|
{
|
|
nextLink = link->nextLink;
|
|
|
|
// notify the other entity that this ent has gone away
|
|
PhysicsNotifyOtherOfUntouch( ent, link->entityTouched );
|
|
|
|
// kill it
|
|
if ( DebugTouchlinks() )
|
|
Msg( "remove 0x%p: %s-%s (%d-%d) [%d in play, %d max]\n", link, ent->GetDebugName(), link->entityTouched->GetDebugName(), ent->entindex(), link->entityTouched->entindex(), linksallocated, g_EdictTouchLinks.PeakCount() );
|
|
FreeTouchLink( link );
|
|
link = nextLink;
|
|
}
|
|
|
|
g_bCleanupDatObject = saveCleanup;
|
|
ent->DestroyDataObject( TOUCHLINK );
|
|
}
|
|
|
|
ent->touchStamp = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *other -
|
|
// Output : groundlink_t
|
|
//-----------------------------------------------------------------------------
|
|
groundlink_t *CBaseEntity::AddEntityToGroundList( CBaseEntity *other )
|
|
{
|
|
groundlink_t *link;
|
|
|
|
if ( this == other )
|
|
return NULL;
|
|
|
|
// check if the edict is already in the list
|
|
groundlink_t *root = ( groundlink_t * )GetDataObject( GROUNDLINK );
|
|
if ( root )
|
|
{
|
|
for ( link = root->nextLink; link != root; link = link->nextLink )
|
|
{
|
|
if ( link->entity == other )
|
|
{
|
|
// no more to do
|
|
return link;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
root = ( groundlink_t * )CreateDataObject( GROUNDLINK );
|
|
root->prevLink = root->nextLink = root;
|
|
}
|
|
|
|
// entity is not in list, so it's a new touch
|
|
// add it to the touched list and then call the touch function
|
|
|
|
// build new link
|
|
link = AllocGroundLink();
|
|
if ( !link )
|
|
return NULL;
|
|
|
|
link->entity = other;
|
|
// add it to the list
|
|
link->nextLink = root->nextLink;
|
|
link->prevLink = root;
|
|
link->prevLink->nextLink = link;
|
|
link->nextLink->prevLink = link;
|
|
|
|
PhysicsStartGroundContact( other );
|
|
|
|
return link;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called whenever two entities come in contact
|
|
// Input : *pentOther - the entity who it has touched
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsStartGroundContact( CBaseEntity *pentOther )
|
|
{
|
|
if ( !pentOther )
|
|
return;
|
|
|
|
if ( !(IsMarkedForDeletion() || pentOther->IsMarkedForDeletion()) )
|
|
{
|
|
pentOther->StartGroundContact( this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: notifies an entity than another touching entity has moved out of contact.
|
|
// Input : *other - the entity to be acted upon
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsNotifyOtherOfGroundRemoval( CBaseEntity *ent, CBaseEntity *other )
|
|
{
|
|
if ( !other )
|
|
return;
|
|
|
|
// loop through ed's touch list, looking for the notifier
|
|
// remove and call untouch if found
|
|
groundlink_t *root = ( groundlink_t * )other->GetDataObject( GROUNDLINK );
|
|
if ( root )
|
|
{
|
|
groundlink_t *link = root->nextLink;
|
|
while ( link != root )
|
|
{
|
|
if ( link->entity == ent )
|
|
{
|
|
PhysicsRemoveGround( other, link );
|
|
|
|
if ( root->nextLink == root &&
|
|
root->prevLink == root )
|
|
{
|
|
other->DestroyDataObject( GROUNDLINK );
|
|
}
|
|
return;
|
|
}
|
|
|
|
link = link->nextLink;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: removes a toucher from the list
|
|
// Input : *link - the link to remove
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsRemoveGround( CBaseEntity *other, groundlink_t *link )
|
|
{
|
|
// Every start Touch gets a corresponding end touch
|
|
if ( link->entity != NULL )
|
|
{
|
|
CBaseEntity *linkEntity = link->entity;
|
|
CBaseEntity *otherEntity = other;
|
|
if ( linkEntity && otherEntity )
|
|
{
|
|
linkEntity->EndGroundContact( otherEntity );
|
|
}
|
|
}
|
|
|
|
link->nextLink->prevLink = link->prevLink;
|
|
link->prevLink->nextLink = link->nextLink;
|
|
FreeGroundLink( link );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: static method to remove ground list for an entity
|
|
// Input : *ent -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsRemoveGroundList( CBaseEntity *ent )
|
|
{
|
|
groundlink_t *link, *nextLink;
|
|
|
|
groundlink_t *root = ( groundlink_t * )ent->GetDataObject( GROUNDLINK );
|
|
if ( root )
|
|
{
|
|
link = root->nextLink;
|
|
while ( link && link != root )
|
|
{
|
|
nextLink = link->nextLink;
|
|
|
|
// notify the other entity that this ent has gone away
|
|
PhysicsNotifyOtherOfGroundRemoval( ent, link->entity );
|
|
|
|
// kill it
|
|
FreeGroundLink( link );
|
|
|
|
link = nextLink;
|
|
}
|
|
|
|
ent->DestroyDataObject( GROUNDLINK );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called every frame that two entities are touching
|
|
// Input : *pentOther - the entity who it has touched
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsTouch( CBaseEntity *pentOther )
|
|
{
|
|
if ( pentOther )
|
|
{
|
|
if ( !(IsMarkedForDeletion() || pentOther->IsMarkedForDeletion()) )
|
|
{
|
|
Touch( pentOther );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called whenever two entities come in contact
|
|
// Input : *pentOther - the entity who it has touched
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsStartTouch( CBaseEntity *pentOther )
|
|
{
|
|
if ( pentOther )
|
|
{
|
|
if ( !(IsMarkedForDeletion() || pentOther->IsMarkedForDeletion()) )
|
|
{
|
|
StartTouch( pentOther );
|
|
Touch( pentOther );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Marks in an entity that it is touching another entity, and calls
|
|
// it's Touch() function if it is a new touch.
|
|
// Stamps the touch link with the new time so that when we check for
|
|
// untouch we know things haven't changed.
|
|
// Input : *other - entity that it is in contact with
|
|
//-----------------------------------------------------------------------------
|
|
touchlink_t *CBaseEntity::PhysicsMarkEntityAsTouched( CBaseEntity *other )
|
|
{
|
|
touchlink_t *link;
|
|
|
|
if ( this == other )
|
|
return NULL;
|
|
|
|
// Entities in hierarchy should not interact
|
|
if ( (this->GetMoveParent() == other) || (this == other->GetMoveParent()) )
|
|
return NULL;
|
|
|
|
// check if either entity doesn't generate touch functions
|
|
if ( (GetFlags() | other->GetFlags()) & FL_DONTTOUCH )
|
|
return NULL;
|
|
|
|
// Pure triggers should not touch each other
|
|
if ( IsSolidFlagSet( FSOLID_TRIGGER ) && other->IsSolidFlagSet( FSOLID_TRIGGER ) )
|
|
{
|
|
if (!IsSolid() && !other->IsSolid())
|
|
return NULL;
|
|
}
|
|
|
|
// Don't do touching if marked for deletion
|
|
if ( other->IsMarkedForDeletion() )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if ( IsMarkedForDeletion() )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
#ifdef PORTAL
|
|
CPortalTouchScope scope;
|
|
#endif
|
|
|
|
// check if the edict is already in the list
|
|
touchlink_t *root = ( touchlink_t * )GetDataObject( TOUCHLINK );
|
|
if ( root )
|
|
{
|
|
for ( link = root->nextLink; link != root; link = link->nextLink )
|
|
{
|
|
if ( link->entityTouched == other )
|
|
{
|
|
// update stamp
|
|
link->touchStamp = touchStamp;
|
|
|
|
if ( !CBaseEntity::sm_bDisableTouchFuncs )
|
|
{
|
|
PhysicsTouch( other );
|
|
}
|
|
|
|
// no more to do
|
|
return link;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Allocate the root object
|
|
root = ( touchlink_t * )CreateDataObject( TOUCHLINK );
|
|
root->nextLink = root->prevLink = root;
|
|
}
|
|
|
|
// entity is not in list, so it's a new touch
|
|
// add it to the touched list and then call the touch function
|
|
|
|
// build new link
|
|
link = AllocTouchLink();
|
|
if ( DebugTouchlinks() )
|
|
Msg( "add 0x%p: %s-%s (%d-%d) [%d in play, %d max]\n", link, GetDebugName(), other->GetDebugName(), entindex(), other->entindex(), linksallocated, g_EdictTouchLinks.PeakCount() );
|
|
if ( !link )
|
|
return NULL;
|
|
|
|
link->touchStamp = touchStamp;
|
|
link->entityTouched = other;
|
|
link->flags = 0;
|
|
// add it to the list
|
|
link->nextLink = root->nextLink;
|
|
link->prevLink = root;
|
|
link->prevLink->nextLink = link;
|
|
link->nextLink->prevLink = link;
|
|
|
|
// non-solid entities don't get touched
|
|
bool bShouldTouch = (IsSolid() && !IsSolidFlagSet(FSOLID_VOLUME_CONTENTS)) || IsSolidFlagSet(FSOLID_TRIGGER);
|
|
if ( bShouldTouch && !other->IsSolidFlagSet(FSOLID_TRIGGER) )
|
|
{
|
|
link->flags |= FTOUCHLINK_START_TOUCH;
|
|
if ( !CBaseEntity::sm_bDisableTouchFuncs )
|
|
{
|
|
PhysicsStartTouch( other );
|
|
}
|
|
}
|
|
|
|
return link;
|
|
}
|
|
|
|
static trace_t g_TouchTrace;
|
|
const trace_t &CBaseEntity::GetTouchTrace( void )
|
|
{
|
|
return g_TouchTrace;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Marks the fact that two edicts are in contact
|
|
// Input : *other - other entity
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsMarkEntitiesAsTouching( CBaseEntity *other, trace_t &trace )
|
|
{
|
|
g_TouchTrace = trace;
|
|
PhysicsMarkEntityAsTouched( other );
|
|
other->PhysicsMarkEntityAsTouched( this );
|
|
}
|
|
|
|
void CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven( CBaseEntity *other, trace_t &trace )
|
|
{
|
|
g_TouchTrace = trace;
|
|
g_TouchTrace.m_pEnt = other;
|
|
|
|
touchlink_t *link;
|
|
link = this->PhysicsMarkEntityAsTouched( other );
|
|
if ( link )
|
|
{
|
|
// mark these links as event driven so they aren't untouched the next frame
|
|
// when the physics doesn't refresh them
|
|
link->touchStamp = TOUCHSTAMP_EVENT_DRIVEN;
|
|
}
|
|
g_TouchTrace.m_pEnt = this;
|
|
link = other->PhysicsMarkEntityAsTouched( this );
|
|
if ( link )
|
|
{
|
|
link->touchStamp = TOUCHSTAMP_EVENT_DRIVEN;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Two entities have touched, so run their touch functions
|
|
// Input : *other -
|
|
// *ptrace -
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsImpact( CBaseEntity *other, trace_t &trace )
|
|
{
|
|
if ( !other )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If either of the entities is flagged to be deleted,
|
|
// don't call the touch functions
|
|
if ( ( GetFlags() | other->GetFlags() ) & FL_KILLME )
|
|
{
|
|
return;
|
|
}
|
|
|
|
PhysicsMarkEntitiesAsTouching( other, trace );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the mask of what is solid for the given entity
|
|
// Output : unsigned int
|
|
//-----------------------------------------------------------------------------
|
|
unsigned int CBaseEntity::PhysicsSolidMaskForEntity( void ) const
|
|
{
|
|
return MASK_SOLID;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the water level + type
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::UpdateWaterState()
|
|
{
|
|
// FIXME: This computation is nonsensical for rigid child attachments
|
|
// Should we just grab the type + level of the parent?
|
|
// Probably for rigid children anyways...
|
|
|
|
// Compute the point to check for water state
|
|
Vector point;
|
|
CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &point );
|
|
|
|
SetWaterLevel( 0 );
|
|
SetWaterType( CONTENTS_EMPTY );
|
|
int cont = UTIL_PointContents (point);
|
|
|
|
if (( cont & MASK_WATER ) == 0)
|
|
return;
|
|
|
|
SetWaterType( cont );
|
|
SetWaterLevel( 1 );
|
|
|
|
// point sized entities are always fully submerged
|
|
if ( IsPointSized() )
|
|
{
|
|
SetWaterLevel( 3 );
|
|
}
|
|
else
|
|
{
|
|
// Check the exact center of the box
|
|
point[2] = WorldSpaceCenter().z;
|
|
|
|
int midcont = UTIL_PointContents (point);
|
|
if ( midcont & MASK_WATER )
|
|
{
|
|
// Now check where the eyes are...
|
|
SetWaterLevel( 2 );
|
|
point[2] = EyePosition().z;
|
|
|
|
int eyecont = UTIL_PointContents (point);
|
|
if ( eyecont & MASK_WATER )
|
|
{
|
|
SetWaterLevel( 3 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check if entity is in the water and applies any current to velocity
|
|
// and sets appropriate water flags
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseEntity::PhysicsCheckWater( void )
|
|
{
|
|
if (GetMoveParent())
|
|
return GetWaterLevel() > 1;
|
|
|
|
int cont = GetWaterType();
|
|
|
|
// If we're not in water + don't have a current, we're done
|
|
if ( ( cont & (MASK_WATER | MASK_CURRENT) ) != (MASK_WATER | MASK_CURRENT) )
|
|
return GetWaterLevel() > 1;
|
|
|
|
// Compute current direction
|
|
Vector v( 0, 0, 0 );
|
|
if ( cont & CONTENTS_CURRENT_0 )
|
|
{
|
|
v[0] += 1;
|
|
}
|
|
if ( cont & CONTENTS_CURRENT_90 )
|
|
{
|
|
v[1] += 1;
|
|
}
|
|
if ( cont & CONTENTS_CURRENT_180 )
|
|
{
|
|
v[0] -= 1;
|
|
}
|
|
if ( cont & CONTENTS_CURRENT_270 )
|
|
{
|
|
v[1] -= 1;
|
|
}
|
|
if ( cont & CONTENTS_CURRENT_UP )
|
|
{
|
|
v[2] += 1;
|
|
}
|
|
if ( cont & CONTENTS_CURRENT_DOWN )
|
|
{
|
|
v[2] -= 1;
|
|
}
|
|
|
|
// The deeper we are, the stronger the current.
|
|
Vector newBaseVelocity;
|
|
VectorMA (GetBaseVelocity(), 50.0*GetWaterLevel(), v, newBaseVelocity);
|
|
SetBaseVelocity( newBaseVelocity );
|
|
|
|
return GetWaterLevel() > 1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Bounds velocity
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsCheckVelocity( void )
|
|
{
|
|
Vector origin = GetAbsOrigin();
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
|
|
bool bReset = false;
|
|
for ( int i=0 ; i<3 ; i++ )
|
|
{
|
|
if ( IS_NAN(vecAbsVelocity[i]) )
|
|
{
|
|
Msg( "Got a NaN velocity on %s\n", GetClassname() );
|
|
vecAbsVelocity[i] = 0;
|
|
bReset = true;
|
|
}
|
|
if ( IS_NAN(origin[i]) )
|
|
{
|
|
Msg( "Got a NaN origin on %s\n", GetClassname() );
|
|
origin[i] = 0;
|
|
bReset = true;
|
|
}
|
|
|
|
if ( vecAbsVelocity[i] > sv_maxvelocity.GetFloat() )
|
|
{
|
|
#ifdef _DEBUG
|
|
DevWarning( 2, "Got a velocity too high on %s\n", GetClassname() );
|
|
#endif
|
|
vecAbsVelocity[i] = sv_maxvelocity.GetFloat();
|
|
bReset = true;
|
|
}
|
|
else if ( vecAbsVelocity[i] < -sv_maxvelocity.GetFloat() )
|
|
{
|
|
#ifdef _DEBUG
|
|
DevWarning( 2, "Got a velocity too low on %s\n", GetClassname() );
|
|
#endif
|
|
vecAbsVelocity[i] = -sv_maxvelocity.GetFloat();
|
|
bReset = true;
|
|
}
|
|
}
|
|
|
|
if (bReset)
|
|
{
|
|
SetAbsOrigin( origin );
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Applies gravity to falling objects
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsAddGravityMove( Vector &move )
|
|
{
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
|
|
move.x = (vecAbsVelocity.x + GetBaseVelocity().x ) * gpGlobals->frametime;
|
|
move.y = (vecAbsVelocity.y + GetBaseVelocity().y ) * gpGlobals->frametime;
|
|
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
move.z = GetBaseVelocity().z * gpGlobals->frametime;
|
|
return;
|
|
}
|
|
|
|
// linear acceleration due to gravity
|
|
float newZVelocity = vecAbsVelocity.z - GetActualGravity( this ) * gpGlobals->frametime;
|
|
|
|
move.z = ((vecAbsVelocity.z + newZVelocity) / 2.0 + GetBaseVelocity().z ) * gpGlobals->frametime;
|
|
|
|
Vector vecBaseVelocity = GetBaseVelocity();
|
|
vecBaseVelocity.z = 0.0f;
|
|
SetBaseVelocity( vecBaseVelocity );
|
|
|
|
vecAbsVelocity.z = newZVelocity;
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
|
|
// Bound velocity
|
|
PhysicsCheckVelocity();
|
|
}
|
|
|
|
|
|
#define STOP_EPSILON 0.1
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Slide off of the impacting object. Returns the blocked flags (1 = floor, 2 = step / wall)
|
|
// Input : in -
|
|
// normal -
|
|
// out -
|
|
// overbounce -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseEntity::PhysicsClipVelocity( const Vector& in, const Vector& normal, Vector& out, float overbounce )
|
|
{
|
|
float backoff;
|
|
float change;
|
|
float angle;
|
|
int i, blocked;
|
|
|
|
blocked = 0;
|
|
|
|
angle = normal[ 2 ];
|
|
|
|
if ( angle > 0 )
|
|
{
|
|
blocked |= 1; // floor
|
|
}
|
|
if ( !angle )
|
|
{
|
|
blocked |= 2; // step
|
|
}
|
|
|
|
backoff = DotProduct (in, normal) * overbounce;
|
|
|
|
for ( i=0 ; i<3 ; i++ )
|
|
{
|
|
change = normal[i]*backoff;
|
|
out[i] = in[i] - change;
|
|
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
|
|
{
|
|
out[i] = 0;
|
|
}
|
|
}
|
|
|
|
return blocked;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::ResolveFlyCollisionBounce( trace_t &trace, Vector &vecVelocity, float flMinTotalElasticity )
|
|
{
|
|
#ifdef HL1_DLL
|
|
flMinTotalElasticity = 0.3f;
|
|
#endif//HL1_DLL
|
|
|
|
// Get the impact surface's elasticity.
|
|
float flSurfaceElasticity;
|
|
physprops->GetPhysicsProperties( trace.surface.surfaceProps, NULL, NULL, NULL, &flSurfaceElasticity );
|
|
|
|
float flTotalElasticity = GetElasticity() * flSurfaceElasticity;
|
|
if ( flMinTotalElasticity > 0.9f )
|
|
{
|
|
flMinTotalElasticity = 0.9f;
|
|
}
|
|
flTotalElasticity = clamp( flTotalElasticity, flMinTotalElasticity, 0.9f );
|
|
|
|
// NOTE: A backoff of 2.0f is a reflection
|
|
Vector vecAbsVelocity;
|
|
PhysicsClipVelocity( GetAbsVelocity(), trace.plane.normal, vecAbsVelocity, 2.0f );
|
|
vecAbsVelocity *= flTotalElasticity;
|
|
|
|
// Get the total velocity (player + conveyors, etc.)
|
|
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
|
|
float flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
|
|
|
|
// Stop if on ground.
|
|
if ( trace.plane.normal.z > 0.7f ) // Floor
|
|
{
|
|
// Verify that we have an entity.
|
|
CBaseEntity *pEntity = trace.m_pEnt;
|
|
Assert( pEntity );
|
|
|
|
// Are we on the ground?
|
|
if ( vecVelocity.z < ( GetActualGravity( this ) * gpGlobals->frametime ) )
|
|
{
|
|
vecAbsVelocity.z = 0.0f;
|
|
|
|
// Recompute speedsqr based on the new absvel
|
|
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
|
|
flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
|
|
}
|
|
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
|
|
if ( flSpeedSqr < ( 30 * 30 ) )
|
|
{
|
|
if ( pEntity->IsStandable() )
|
|
{
|
|
SetGroundEntity( pEntity );
|
|
}
|
|
|
|
// Reset velocities.
|
|
SetAbsVelocity( vec3_origin );
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
}
|
|
else
|
|
{
|
|
Vector vecDelta = GetBaseVelocity() - vecAbsVelocity;
|
|
Vector vecBaseDir = GetBaseVelocity();
|
|
VectorNormalize( vecBaseDir );
|
|
float flScale = vecDelta.Dot( vecBaseDir );
|
|
|
|
VectorScale( vecAbsVelocity, ( 1.0f - trace.fraction ) * gpGlobals->frametime, vecVelocity );
|
|
VectorMA( vecVelocity, ( 1.0f - trace.fraction ) * gpGlobals->frametime, GetBaseVelocity() * flScale, vecVelocity );
|
|
PhysicsPushEntity( vecVelocity, &trace );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we get *too* slow, we'll stick without ever coming to rest because
|
|
// we'll get pushed down by gravity faster than we can escape from the wall.
|
|
if ( flSpeedSqr < ( 30 * 30 ) )
|
|
{
|
|
// Reset velocities.
|
|
SetAbsVelocity( vec3_origin );
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
}
|
|
else
|
|
{
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::ResolveFlyCollisionSlide( trace_t &trace, Vector &vecVelocity )
|
|
{
|
|
// Get the impact surface's friction.
|
|
float flSurfaceFriction;
|
|
physprops->GetPhysicsProperties( trace.surface.surfaceProps, NULL, NULL, &flSurfaceFriction, NULL );
|
|
|
|
// A backoff of 1.0 is a slide.
|
|
float flBackOff = 1.0f;
|
|
Vector vecAbsVelocity;
|
|
PhysicsClipVelocity( GetAbsVelocity(), trace.plane.normal, vecAbsVelocity, flBackOff );
|
|
|
|
if ( trace.plane.normal.z <= 0.7 ) // Floor
|
|
{
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
return;
|
|
}
|
|
|
|
// Stop if on ground.
|
|
// Get the total velocity (player + conveyors, etc.)
|
|
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
|
|
float flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
|
|
|
|
// Verify that we have an entity.
|
|
CBaseEntity *pEntity = trace.m_pEnt;
|
|
Assert( pEntity );
|
|
|
|
// Are we on the ground?
|
|
if ( vecVelocity.z < ( GetActualGravity( this ) * gpGlobals->frametime ) )
|
|
{
|
|
vecAbsVelocity.z = 0.0f;
|
|
|
|
// Recompute speedsqr based on the new absvel
|
|
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
|
|
flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
|
|
}
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
|
|
if ( flSpeedSqr < ( 30 * 30 ) )
|
|
{
|
|
if ( pEntity->IsStandable() )
|
|
{
|
|
SetGroundEntity( pEntity );
|
|
}
|
|
|
|
// Reset velocities.
|
|
SetAbsVelocity( vec3_origin );
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
}
|
|
else
|
|
{
|
|
vecAbsVelocity += GetBaseVelocity();
|
|
vecAbsVelocity *= ( 1.0f - trace.fraction ) * gpGlobals->frametime * flSurfaceFriction;
|
|
PhysicsPushEntity( vecAbsVelocity, &trace );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity )
|
|
{
|
|
// Stop if on ground.
|
|
if ( trace.plane.normal.z > 0.7 ) // Floor
|
|
{
|
|
// Get the total velocity (player + conveyors, etc.)
|
|
VectorAdd( GetAbsVelocity(), GetBaseVelocity(), vecVelocity );
|
|
|
|
// Verify that we have an entity.
|
|
CBaseEntity *pEntity = trace.m_pEnt;
|
|
Assert( pEntity );
|
|
|
|
// Are we on the ground?
|
|
if ( vecVelocity.z < ( GetActualGravity( this ) * gpGlobals->frametime ) )
|
|
{
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
vecAbsVelocity.z = 0.0f;
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
}
|
|
|
|
if ( pEntity->IsStandable() )
|
|
{
|
|
SetGroundEntity( pEntity );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Performs the collision resolution for fliers.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PerformFlyCollisionResolution( trace_t &trace, Vector &move )
|
|
{
|
|
switch( GetMoveCollide() )
|
|
{
|
|
case MOVECOLLIDE_FLY_CUSTOM:
|
|
{
|
|
ResolveFlyCollisionCustom( trace, move );
|
|
break;
|
|
}
|
|
|
|
case MOVECOLLIDE_FLY_BOUNCE:
|
|
{
|
|
ResolveFlyCollisionBounce( trace, move );
|
|
break;
|
|
}
|
|
|
|
case MOVECOLLIDE_FLY_SLIDE:
|
|
case MOVECOLLIDE_DEFAULT:
|
|
// NOTE: The default fly collision state is the same as a slide (for backward capatability).
|
|
{
|
|
ResolveFlyCollisionSlide( trace, move );
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
// Invalid MOVECOLLIDE_<type>
|
|
Assert( 0 );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Checks if an object has passed into or out of water and sets water info, alters velocity, plays splash sounds, etc.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsCheckWaterTransition( void )
|
|
{
|
|
int oldcont = GetWaterType();
|
|
UpdateWaterState();
|
|
int cont = GetWaterType();
|
|
|
|
// We can exit right out if we're a child... don't bother with this...
|
|
if (GetMoveParent())
|
|
return;
|
|
|
|
if ( cont & MASK_WATER )
|
|
{
|
|
if (oldcont == CONTENTS_EMPTY)
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
Splash();
|
|
#endif // !CLIENT_DLL
|
|
|
|
// just crossed into water
|
|
EmitSound( "BaseEntity.EnterWater" );
|
|
|
|
if ( !IsEFlagSet( EFL_NO_WATER_VELOCITY_CHANGE ) )
|
|
{
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
vecAbsVelocity[2] *= 0.5;
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( oldcont != CONTENTS_EMPTY )
|
|
{
|
|
// just crossed out of water
|
|
EmitSound( "BaseEntity.ExitWater" );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes new angles based on the angular velocity
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::SimulateAngles( float flFrameTime )
|
|
{
|
|
// move angles
|
|
QAngle angles;
|
|
VectorMA ( GetLocalAngles(), flFrameTime, GetLocalAngularVelocity(), angles );
|
|
SetLocalAngles( angles );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Toss, bounce, and fly movement. When onground, do nothing.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsToss( void )
|
|
{
|
|
trace_t trace;
|
|
Vector move;
|
|
|
|
PhysicsCheckWater();
|
|
|
|
// regular thinking
|
|
if ( !PhysicsRunThink() )
|
|
return;
|
|
|
|
// Moving upward, off the ground, or resting on a client/monster, remove FL_ONGROUND
|
|
if ( GetAbsVelocity()[2] > 0 || !GetGroundEntity() || !GetGroundEntity()->IsStandable() )
|
|
{
|
|
SetGroundEntity( NULL );
|
|
}
|
|
|
|
// Check to see if entity is on the ground at rest
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
if ( VectorCompare( GetAbsVelocity(), vec3_origin ) )
|
|
{
|
|
// Clear rotation if not moving (even if on a conveyor)
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
if ( VectorCompare( GetBaseVelocity(), vec3_origin ) )
|
|
return;
|
|
}
|
|
}
|
|
|
|
PhysicsCheckVelocity();
|
|
|
|
// add gravity
|
|
if ( GetMoveType() == MOVETYPE_FLYGRAVITY && !(GetFlags() & FL_FLY) )
|
|
{
|
|
PhysicsAddGravityMove( move );
|
|
}
|
|
else
|
|
{
|
|
// Base velocity is not properly accounted for since this entity will move again after the bounce without
|
|
// taking it into account
|
|
Vector vecAbsVelocity = GetAbsVelocity();
|
|
vecAbsVelocity += GetBaseVelocity();
|
|
VectorScale(vecAbsVelocity, gpGlobals->frametime, move);
|
|
PhysicsCheckVelocity( );
|
|
}
|
|
|
|
// move angles
|
|
SimulateAngles( gpGlobals->frametime );
|
|
|
|
// move origin
|
|
PhysicsPushEntity( move, &trace );
|
|
|
|
#if !defined( CLIENT_DLL )
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), vec3_angle, true, gpGlobals->frametime );
|
|
}
|
|
#endif
|
|
|
|
PhysicsCheckVelocity();
|
|
|
|
if (trace.allsolid )
|
|
{
|
|
// entity is trapped in another solid
|
|
// UNDONE: does this entity needs to be removed?
|
|
SetAbsVelocity(vec3_origin);
|
|
SetLocalAngularVelocity(vec3_angle);
|
|
return;
|
|
}
|
|
|
|
#if !defined( CLIENT_DLL )
|
|
if (IsEdictFree())
|
|
return;
|
|
#endif
|
|
|
|
if (trace.fraction != 1.0f)
|
|
{
|
|
PerformFlyCollisionResolution( trace, move );
|
|
}
|
|
|
|
// check for in water
|
|
PhysicsCheckWaterTransition();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Simulation in local space of rigid children
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsRigidChild( void )
|
|
{
|
|
VPROF("CBaseEntity::PhysicsRigidChild");
|
|
// NOTE: rigidly attached children do simulation in local space
|
|
// Collision impulses will be handled either not at all, or by
|
|
// forwarding the information to the highest move parent
|
|
|
|
Vector vecPrevOrigin = GetAbsOrigin();
|
|
|
|
// regular thinking
|
|
if ( !PhysicsRunThink() )
|
|
return;
|
|
|
|
VPROF_SCOPE_BEGIN("CBaseEntity::PhysicsRigidChild-2");
|
|
|
|
#if !defined( CLIENT_DLL )
|
|
// Cause touch functions to be called
|
|
PhysicsTouchTriggers( &vecPrevOrigin );
|
|
|
|
// We have to do this regardless owing to hierarchy
|
|
if ( VPhysicsGetObject() )
|
|
{
|
|
int solidType = GetSolid();
|
|
bool bAxisAligned = ( solidType == SOLID_BBOX || solidType == SOLID_NONE ) ? true : false;
|
|
VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), bAxisAligned ? vec3_angle : GetAbsAngles(), true, gpGlobals->frametime );
|
|
}
|
|
#endif
|
|
|
|
VPROF_SCOPE_END();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the base velocity
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::UpdateBaseVelocity( void )
|
|
{
|
|
#if !defined( CLIENT_DLL )
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
CBaseEntity *groundentity = GetGroundEntity();
|
|
if ( groundentity )
|
|
{
|
|
// On conveyor belt that's moving?
|
|
if ( groundentity->GetFlags() & FL_CONVEYOR )
|
|
{
|
|
Vector vecNewBaseVelocity;
|
|
groundentity->GetGroundVelocityToApply( vecNewBaseVelocity );
|
|
if ( GetFlags() & FL_BASEVELOCITY )
|
|
{
|
|
vecNewBaseVelocity += GetBaseVelocity();
|
|
}
|
|
AddFlag( FL_BASEVELOCITY );
|
|
SetBaseVelocity( vecNewBaseVelocity );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Runs a frame of physics for a specific edict (and all it's children)
|
|
// Input : *ent - the thinking edict
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::PhysicsSimulate( void )
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate" );
|
|
// NOTE: Players override PhysicsSimulate and drive through their CUserCmds at that point instead of
|
|
// processng through this function call!!! They shouldn't chain to here ever.
|
|
// Make sure not to simulate this guy twice per frame
|
|
if (m_nSimulationTick == gpGlobals->tickcount)
|
|
return;
|
|
|
|
m_nSimulationTick = gpGlobals->tickcount;
|
|
|
|
Assert( !IsPlayer() );
|
|
|
|
// If we've got a moveparent, we must simulate that first.
|
|
CBaseEntity *pMoveParent = GetMoveParent();
|
|
|
|
if ( (GetMoveType() == MOVETYPE_NONE && !pMoveParent) || (GetMoveType() == MOVETYPE_VPHYSICS ) )
|
|
{
|
|
PhysicsNone();
|
|
return;
|
|
}
|
|
|
|
// If ground entity goes away, make sure FL_ONGROUND is valid
|
|
if ( !GetGroundEntity() )
|
|
{
|
|
RemoveFlag( FL_ONGROUND );
|
|
}
|
|
|
|
if (pMoveParent)
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate-MoveParent" );
|
|
pMoveParent->PhysicsSimulate();
|
|
}
|
|
else
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate-BaseVelocity" );
|
|
|
|
UpdateBaseVelocity();
|
|
|
|
if ( ((GetFlags() & FL_BASEVELOCITY) == 0) && (GetBaseVelocity() != vec3_origin) )
|
|
{
|
|
// Apply momentum (add in half of the previous frame of velocity first)
|
|
// BUGBUG: This will break with PhysicsStep() because of the timestep difference
|
|
Vector vecAbsVelocity;
|
|
VectorMA( GetAbsVelocity(), 1.0 + (gpGlobals->frametime*0.5), GetBaseVelocity(), vecAbsVelocity );
|
|
SetAbsVelocity( vecAbsVelocity );
|
|
SetBaseVelocity( vec3_origin );
|
|
}
|
|
RemoveFlag( FL_BASEVELOCITY );
|
|
}
|
|
|
|
switch( GetMoveType() )
|
|
{
|
|
case MOVETYPE_PUSH:
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate-MOVETYPE_PUSH" );
|
|
PhysicsPusher();
|
|
}
|
|
break;
|
|
|
|
|
|
case MOVETYPE_VPHYSICS:
|
|
{
|
|
}
|
|
break;
|
|
|
|
case MOVETYPE_NONE:
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate-MOVETYPE_NONE" );
|
|
Assert(pMoveParent);
|
|
PhysicsRigidChild();
|
|
}
|
|
break;
|
|
|
|
case MOVETYPE_NOCLIP:
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate-MOVETYPE_NOCLIP" );
|
|
PhysicsNoclip();
|
|
}
|
|
break;
|
|
|
|
case MOVETYPE_STEP:
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate-MOVETYPE_STEP" );
|
|
PhysicsStep();
|
|
}
|
|
break;
|
|
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_FLYGRAVITY:
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate-MOVETYPE_FLY" );
|
|
PhysicsToss();
|
|
}
|
|
break;
|
|
|
|
case MOVETYPE_CUSTOM:
|
|
{
|
|
VPROF( "CBaseEntity::PhysicsSimulate-MOVETYPE_CUSTOM" );
|
|
PhysicsCustom();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Warning( "PhysicsSimulate: %s bad movetype %d", GetClassname(), GetMoveType() );
|
|
Assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Runs thinking code if time. There is some play in the exact time the think
|
|
// function will be called, because it is called before any movement is done
|
|
// in a frame. Not used for pushmove objects, because they must be exact.
|
|
// Returns false if the entity removed itself.
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseEntity::PhysicsRunThink( thinkmethods_t thinkMethod )
|
|
{
|
|
if ( IsEFlagSet( EFL_NO_THINK_FUNCTION ) )
|
|
return true;
|
|
|
|
bool bAlive = true;
|
|
|
|
// Don't fire the base if we're avoiding it
|
|
if ( thinkMethod != THINK_FIRE_ALL_BUT_BASE )
|
|
{
|
|
bAlive = PhysicsRunSpecificThink( -1, &CBaseEntity::Think );
|
|
if ( !bAlive )
|
|
return false;
|
|
}
|
|
|
|
// Are we just firing the base think?
|
|
if ( thinkMethod == THINK_FIRE_BASE_ONLY )
|
|
return bAlive;
|
|
|
|
// Fire the rest of 'em
|
|
for ( int i = 0; i < m_aThinkFunctions.Count(); i++ )
|
|
{
|
|
#ifdef _DEBUG
|
|
// Set the context
|
|
m_iCurrentThinkContext = i;
|
|
#endif
|
|
|
|
bAlive = PhysicsRunSpecificThink( i, m_aThinkFunctions[i].m_pfnThink );
|
|
|
|
#ifdef _DEBUG
|
|
// Clear our context
|
|
m_iCurrentThinkContext = NO_THINK_CONTEXT;
|
|
#endif
|
|
|
|
if ( !bAlive )
|
|
return false;
|
|
}
|
|
|
|
return bAlive;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For testing if all thinks are occuring at the same time
|
|
//-----------------------------------------------------------------------------
|
|
struct ThinkSync
|
|
{
|
|
float thinktime;
|
|
int thinktick;
|
|
CUtlVector< EHANDLE > entities;
|
|
|
|
ThinkSync()
|
|
{
|
|
thinktime = 0;
|
|
}
|
|
|
|
ThinkSync( const ThinkSync& src )
|
|
{
|
|
thinktime = src.thinktime;
|
|
thinktick = src.thinktick;
|
|
int c = src.entities.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
entities.AddToTail( src.entities[ i ] );
|
|
}
|
|
}
|
|
};
|
|
|
|
#if !defined( CLIENT_DLL )
|
|
static ConVar sv_thinktimecheck( "sv_thinktimecheck", "0", 0, "Check for thinktimes all on same timestamp." );
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For testing if all thinks are occuring at the same time
|
|
//-----------------------------------------------------------------------------
|
|
class CThinkSyncTester
|
|
{
|
|
public:
|
|
CThinkSyncTester() :
|
|
m_Thinkers( 0, 0, ThinkLessFunc )
|
|
{
|
|
m_nLastFrameCount = -1;
|
|
m_bShouldCheck = false;
|
|
}
|
|
|
|
void EntityThinking( int framecount, CBaseEntity *ent, float thinktime, int thinktick )
|
|
{
|
|
#if !defined( CLIENT_DLL )
|
|
if ( m_nLastFrameCount != framecount )
|
|
{
|
|
if ( m_bShouldCheck )
|
|
{
|
|
// Report
|
|
Report();
|
|
m_Thinkers.RemoveAll();
|
|
m_nLastFrameCount = framecount;
|
|
}
|
|
|
|
m_bShouldCheck = sv_thinktimecheck.GetBool();
|
|
}
|
|
|
|
if ( !m_bShouldCheck )
|
|
return;
|
|
|
|
ThinkSync *p = FindOrAddItem( ent, thinktime );
|
|
if ( !p )
|
|
{
|
|
Assert( 0 );
|
|
}
|
|
|
|
p->thinktime = thinktime;
|
|
p->thinktick = thinktick;
|
|
EHANDLE h;
|
|
h = ent;
|
|
p->entities.AddToTail( h );
|
|
#endif
|
|
}
|
|
|
|
private:
|
|
|
|
static bool ThinkLessFunc( const ThinkSync& item1, const ThinkSync& item2 )
|
|
{
|
|
return item1.thinktime < item2.thinktime;
|
|
}
|
|
|
|
ThinkSync *FindOrAddItem( CBaseEntity *ent, float thinktime )
|
|
{
|
|
ThinkSync item;
|
|
item.thinktime = thinktime;
|
|
|
|
int idx = m_Thinkers.Find( item );
|
|
if ( idx == m_Thinkers.InvalidIndex() )
|
|
{
|
|
idx = m_Thinkers.Insert( item );
|
|
}
|
|
|
|
return &m_Thinkers[ idx ];
|
|
}
|
|
|
|
void Report()
|
|
{
|
|
if ( m_Thinkers.Count() == 0 )
|
|
return;
|
|
|
|
Msg( "-----------------\nThink report frame %i\n", gpGlobals->tickcount );
|
|
|
|
for ( int i = m_Thinkers.FirstInorder();
|
|
i != m_Thinkers.InvalidIndex();
|
|
i = m_Thinkers.NextInorder( i ) )
|
|
{
|
|
ThinkSync *p = &m_Thinkers[ i ];
|
|
Assert( p );
|
|
if ( !p )
|
|
continue;
|
|
|
|
int ecount = p->entities.Count();
|
|
if ( !ecount )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Msg( "thinktime %f, %i entities\n", p->thinktime, ecount );
|
|
for ( int j =0; j < ecount; j++ )
|
|
{
|
|
EHANDLE h = p->entities[ j ];
|
|
int lastthinktick = 0;
|
|
int nextthinktick = 0;
|
|
CBaseEntity *e = h.Get();
|
|
if ( e )
|
|
{
|
|
lastthinktick = e->m_nLastThinkTick;
|
|
nextthinktick = e->m_nNextThinkTick;
|
|
}
|
|
|
|
Msg( " %p : %30s (last %5i/next %5i)\n", h.Get(), h.Get() ? h->GetClassname() : "NULL",
|
|
lastthinktick, nextthinktick );
|
|
}
|
|
}
|
|
}
|
|
|
|
CUtlRBTree< ThinkSync > m_Thinkers;
|
|
int m_nLastFrameCount;
|
|
bool m_bShouldCheck;
|
|
};
|
|
|
|
static CThinkSyncTester g_ThinkChecker;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseEntity::PhysicsRunSpecificThink( int nContextIndex, BASEPTR thinkFunc )
|
|
{
|
|
int thinktick = GetNextThinkTick( nContextIndex );
|
|
|
|
if ( thinktick <= 0 || thinktick > gpGlobals->tickcount )
|
|
return true;
|
|
|
|
float thinktime = thinktick * TICK_INTERVAL;
|
|
|
|
// Don't let things stay in the past.
|
|
// it is possible to start that way
|
|
// by a trigger with a local time.
|
|
if ( thinktime < gpGlobals->curtime )
|
|
{
|
|
thinktime = gpGlobals->curtime;
|
|
}
|
|
|
|
// Only do this on the game server
|
|
#if !defined( CLIENT_DLL )
|
|
g_ThinkChecker.EntityThinking( gpGlobals->tickcount, this, thinktime, m_nNextThinkTick );
|
|
#endif
|
|
|
|
SetNextThink( nContextIndex, TICK_NEVER_THINK );
|
|
|
|
PhysicsDispatchThink( thinkFunc );
|
|
|
|
SetLastThink( nContextIndex, gpGlobals->curtime );
|
|
|
|
// Return whether entity is still valid
|
|
return ( !IsMarkedForDeletion() );
|
|
}
|
|
|
|
void CBaseEntity::SetGroundEntity( CBaseEntity *ground )
|
|
{
|
|
if ( m_hGroundEntity.Get() == ground )
|
|
return;
|
|
|
|
#ifdef GAME_DLL
|
|
// this can happen in-between updates to the held object controller (physcannon, +USE)
|
|
// so trap it here and release held objects when they become player ground
|
|
if ( ground && IsPlayer() && ground->GetMoveType()== MOVETYPE_VPHYSICS )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer(this);
|
|
IPhysicsObject *pPhysGround = ground->VPhysicsGetObject();
|
|
if ( pPhysGround && pPlayer )
|
|
{
|
|
if ( pPhysGround->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
|
|
{
|
|
pPlayer->ForceDropOfCarriedPhysObjects( ground );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
CBaseEntity *oldGround = m_hGroundEntity;
|
|
m_hGroundEntity = ground;
|
|
|
|
// Just starting to touch
|
|
if ( !oldGround && ground )
|
|
{
|
|
ground->AddEntityToGroundList( this );
|
|
}
|
|
// Just stopping touching
|
|
else if ( oldGround && !ground )
|
|
{
|
|
PhysicsNotifyOtherOfGroundRemoval( this, oldGround );
|
|
}
|
|
// Changing out to new ground entity
|
|
else
|
|
{
|
|
PhysicsNotifyOtherOfGroundRemoval( this, oldGround );
|
|
ground->AddEntityToGroundList( this );
|
|
}
|
|
|
|
// HACK/PARANOID: This is redundant with the code above, but in case we get out of sync groundlist entries ever,
|
|
// this will force the appropriate flags
|
|
if ( ground )
|
|
{
|
|
AddFlag( FL_ONGROUND );
|
|
}
|
|
else
|
|
{
|
|
RemoveFlag( FL_ONGROUND );
|
|
}
|
|
}
|
|
|
|
CBaseEntity *CBaseEntity::GetGroundEntity( void )
|
|
{
|
|
return m_hGroundEntity;
|
|
}
|
|
|
|
void CBaseEntity::StartGroundContact( CBaseEntity *ground )
|
|
{
|
|
AddFlag( FL_ONGROUND );
|
|
// Msg( "+++ %s starting contact with ground %s\n", GetClassname(), ground->GetClassname() );
|
|
}
|
|
|
|
void CBaseEntity::EndGroundContact( CBaseEntity *ground )
|
|
{
|
|
RemoveFlag( FL_ONGROUND );
|
|
// Msg( "--- %s ending contact with ground %s\n", GetClassname(), ground->GetClassname() );
|
|
}
|
|
|
|
|
|
void CBaseEntity::SetGroundChangeTime( float flTime )
|
|
{
|
|
m_flGroundChangeTime = flTime;
|
|
}
|
|
|
|
float CBaseEntity::GetGroundChangeTime( void )
|
|
{
|
|
return m_flGroundChangeTime;
|
|
}
|
|
|
|
|
|
|
|
// Remove this as ground entity for all object resting on this object
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseEntity::WakeRestingObjects()
|
|
{
|
|
// Unset this as ground entity for everything resting on this object
|
|
// This calls endgroundcontact for everything on the list
|
|
PhysicsRemoveGroundList( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *ent -
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseEntity::HasNPCsOnIt( void )
|
|
{
|
|
groundlink_t *link;
|
|
groundlink_t *root = ( groundlink_t * )GetDataObject( GROUNDLINK );
|
|
if ( root )
|
|
{
|
|
for ( link = root->nextLink; link != root; link = link->nextLink )
|
|
{
|
|
if ( link->entity && link->entity->MyNPCPointer() )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|