mirror of
https://github.com/alliedmodders/hl2sdk.git
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177 lines
4.5 KiB
C++
177 lines
4.5 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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//=============================================================================//
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#ifndef GAMETRACE_H
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#define GAMETRACE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cmodel.h"
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#include "utlvector.h"
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#include "ihandleentity.h"
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#include "ispatialpartition.h"
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#if defined( CLIENT_DLL )
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class C_BaseEntity;
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#else
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class CBaseEntity;
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: A trace is returned when a box is swept through the world
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// NOTE: eventually more of this class should be moved up into the base class!!
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//-----------------------------------------------------------------------------
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class CGameTrace : public CBaseTrace
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{
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public:
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// Returns true if hEnt points at the world entity.
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// If this returns true, then you can't use GetHitBoxIndex().
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bool DidHitWorld() const;
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// Returns true if we hit something and it wasn't the world.
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bool DidHitNonWorldEntity() const;
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// Gets the entity's network index if the trace has hit an entity.
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// If not, returns -1.
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int GetEntityIndex() const;
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// Returns true if there was any kind of impact at all
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bool DidHit() const;
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// The engine doesn't know what a CBaseEntity is, so it has a backdoor to
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// let it get at the edict.
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#if defined( ENGINE_DLL )
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void SetEdict( edict_t *pEdict );
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edict_t* GetEdict() const;
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#endif
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public:
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float fractionleftsolid; // time we left a solid, only valid if we started in solid
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csurface_t surface; // surface hit (impact surface)
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int hitgroup; // 0 == generic, non-zero is specific body part
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short physicsbone; // physics bone hit by trace in studio
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#if defined( CLIENT_DLL )
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C_BaseEntity *m_pEnt;
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#else
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CBaseEntity *m_pEnt;
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#endif
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// NOTE: this member is overloaded.
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// If hEnt points at the world entity, then this is the static prop index.
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// Otherwise, this is the hitbox index.
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int hitbox; // box hit by trace in studio
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CGameTrace() {}
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private:
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// No copy constructors allowed
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CGameTrace(const CGameTrace& vOther);
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};
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//-----------------------------------------------------------------------------
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// Returns true if there was any kind of impact at all
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//-----------------------------------------------------------------------------
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inline bool CGameTrace::DidHit() const
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{
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return fraction < 1 || allsolid || startsolid;
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}
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typedef CGameTrace trace_t;
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//=============================================================================
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#define TLD_DEF_LEAF_MAX 256
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#define TLD_DEF_ENTITY_MAX 1024
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class CTraceListData : public IPartitionEnumerator
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{
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public:
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CTraceListData( int nLeafMax = TLD_DEF_LEAF_MAX, int nEntityMax = TLD_DEF_ENTITY_MAX )
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{
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MEM_ALLOC_CREDIT();
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m_nLeafCount = 0;
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m_aLeafList.SetSize( nLeafMax );
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m_nEntityCount = 0;
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m_aEntityList.SetSize( nEntityMax );
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}
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~CTraceListData()
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{
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m_nLeafCount = 0;
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m_aLeafList.RemoveAll();
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m_nEntityCount = 0;
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m_aEntityList.RemoveAll();
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}
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void Reset( void )
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{
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m_nLeafCount = 0;
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m_nEntityCount = 0;
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}
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bool IsEmpty( void ) const { return ( m_nLeafCount == 0 && m_nEntityCount == 0 ); }
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int LeafCount( void ) const { return m_nLeafCount; }
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int LeafCountMax( void ) const { return m_aLeafList.Count(); }
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void LeafCountReset( void ) { m_nLeafCount = 0; }
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int EntityCount( void ) const { return m_nEntityCount; }
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int EntityCountMax( void ) const { return m_aEntityList.Count(); }
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void EntityCountReset( void ) { m_nEntityCount = 0; }
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// For leaves...
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void AddLeaf( int iLeaf )
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{
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if ( m_nLeafCount >= m_aLeafList.Count() )
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{
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DevMsg( "CTraceListData: Max leaf count along ray exceeded!\n" );
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m_aLeafList.AddMultipleToTail( m_aLeafList.Count() );
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}
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m_aLeafList[m_nLeafCount] = iLeaf;
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m_nLeafCount++;
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}
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// For entities...
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IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
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{
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if ( m_nEntityCount >= m_aEntityList.Count() )
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{
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DevMsg( "CTraceListData: Max entity count along ray exceeded!\n" );
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m_aEntityList.AddMultipleToTail( m_aEntityList.Count() );
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}
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m_aEntityList[m_nEntityCount] = pHandleEntity;
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m_nEntityCount++;
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return ITERATION_CONTINUE;
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}
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public:
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int m_nLeafCount;
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CUtlVector<int> m_aLeafList;
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int m_nEntityCount;
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CUtlVector<IHandleEntity*> m_aEntityList;
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};
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#endif // GAMETRACE_H
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