source-engine-2018-hl2_src/game/client/c_props.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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6.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_physicsprop.h"
#include "c_physbox.h"
#include "c_props.h"
#define CPhysBox C_PhysBox
#define CPhysicsProp C_PhysicsProp
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( DynamicProp, DT_DynamicProp )
BEGIN_NETWORK_TABLE( CDynamicProp, DT_DynamicProp )
RecvPropBool(RECVINFO(m_bUseHitboxesForRenderBox)),
END_NETWORK_TABLE()
C_DynamicProp::C_DynamicProp( void )
{
m_iCachedFrameCount = -1;
}
C_DynamicProp::~C_DynamicProp( void )
{
}
bool C_DynamicProp::TestBoneFollowers( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
// UNDONE: There is no list of the bone followers that is networked to the client
// so instead we do a search for solid stuff here. This is not really great - a list would be
// preferable.
CBaseEntity *pList[128];
Vector mins, maxs;
CollisionProp()->WorldSpaceAABB( &mins, &maxs );
int count = UTIL_EntitiesInBox( pList, ARRAYSIZE(pList), mins, maxs, 0, PARTITION_CLIENT_SOLID_EDICTS );
for ( int i = 0; i < count; i++ )
{
if ( pList[i]->GetOwnerEntity() == this )
{
if ( pList[i]->TestCollision(ray, fContentsMask, tr) )
{
return true;
}
}
}
return false;
}
bool C_DynamicProp::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
if ( IsSolidFlagSet(FSOLID_NOT_SOLID) )
{
// if this entity is marked non-solid and custom test it must have bone followers
if ( IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ) && IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ))
{
return TestBoneFollowers( ray, fContentsMask, tr );
}
}
return BaseClass::TestCollision( ray, fContentsMask, tr );
}
//-----------------------------------------------------------------------------
// implements these so ragdolls can handle frustum culling & leaf visibility
//-----------------------------------------------------------------------------
void C_DynamicProp::GetRenderBounds( Vector& theMins, Vector& theMaxs )
{
if ( m_bUseHitboxesForRenderBox )
{
if ( GetModel() )
{
studiohdr_t *pStudioHdr = modelinfo->GetStudiomodel( GetModel() );
if ( !pStudioHdr || GetSequence() == -1 )
{
theMins = vec3_origin;
theMaxs = vec3_origin;
return;
}
// Only recompute if it's a new frame
if ( gpGlobals->framecount != m_iCachedFrameCount )
{
ComputeEntitySpaceHitboxSurroundingBox( &m_vecCachedRenderMins, &m_vecCachedRenderMaxs );
m_iCachedFrameCount = gpGlobals->framecount;
}
theMins = m_vecCachedRenderMins;
theMaxs = m_vecCachedRenderMaxs;
return;
}
}
BaseClass::GetRenderBounds( theMins, theMaxs );
}
unsigned int C_DynamicProp::ComputeClientSideAnimationFlags()
{
if ( GetSequence() != -1 )
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( GetSequenceCycleRate(pStudioHdr, GetSequence()) != 0.0f )
{
return BaseClass::ComputeClientSideAnimationFlags();
}
}
// no sequence or no cycle rate, don't do any per-frame calcs
return 0;
}
// ------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------ //
class C_BasePropDoor : public C_DynamicProp
{
DECLARE_CLASS( C_BasePropDoor, C_DynamicProp );
public:
DECLARE_CLIENTCLASS();
// constructor, destructor
C_BasePropDoor( void );
virtual ~C_BasePropDoor( void );
virtual void OnDataChanged( DataUpdateType_t type );
virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
private:
C_BasePropDoor( const C_BasePropDoor & );
};
IMPLEMENT_CLIENTCLASS_DT(C_BasePropDoor, DT_BasePropDoor, CBasePropDoor)
END_RECV_TABLE()
C_BasePropDoor::C_BasePropDoor( void )
{
}
C_BasePropDoor::~C_BasePropDoor( void )
{
}
void C_BasePropDoor::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
SetSolid(SOLID_VPHYSICS);
VPhysicsInitShadow( false, false );
}
else if ( VPhysicsGetObject() )
{
VPhysicsGetObject()->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, TICK_INTERVAL );
}
}
bool C_BasePropDoor::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
if ( !VPhysicsGetObject() )
return false;
CStudioHdr *pStudioHdr = GetModelPtr( );
if (!pStudioHdr)
return false;
physcollision->TraceBox( ray, VPhysicsGetObject()->GetCollide(), GetAbsOrigin(), GetAbsAngles(), &trace );
if ( trace.DidHit() )
{
trace.surface.surfaceProps = VPhysicsGetObject()->GetMaterialIndex();
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------ //
// Special version of func_physbox.
// ------------------------------------------------------------------------------------------ //
#ifndef _XBOX
class CPhysBoxMultiplayer : public CPhysBox, public IMultiplayerPhysics
{
public:
DECLARE_CLASS( CPhysBoxMultiplayer, CPhysBox );
virtual int GetMultiplayerPhysicsMode()
{
return m_iPhysicsMode;
}
virtual float GetMass()
{
return m_fMass;
}
virtual bool IsAsleep()
{
Assert ( 0 );
return true;
}
CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines.
CNetworkVar( float, m_fMass );
DECLARE_CLIENTCLASS();
};
IMPLEMENT_CLIENTCLASS_DT( CPhysBoxMultiplayer, DT_PhysBoxMultiplayer, CPhysBoxMultiplayer )
RecvPropInt( RECVINFO( m_iPhysicsMode ) ),
RecvPropFloat( RECVINFO( m_fMass ) ),
END_RECV_TABLE()
class CPhysicsPropMultiplayer : public CPhysicsProp, public IMultiplayerPhysics
{
DECLARE_CLASS( CPhysicsPropMultiplayer, CPhysicsProp );
virtual int GetMultiplayerPhysicsMode()
{
Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE );
Assert( m_iPhysicsMode != PHYSICS_MULTIPLAYER_AUTODETECT );
return m_iPhysicsMode;
}
virtual float GetMass()
{
return m_fMass;
}
virtual bool IsAsleep()
{
return !m_bAwake;
}
virtual void ComputeWorldSpaceSurroundingBox( Vector *mins, Vector *maxs )
{
Assert( mins != NULL && maxs != NULL );
if ( !mins || !maxs )
return;
// Take our saved collision bounds, and transform into world space
TransformAABB( EntityToWorldTransform(), m_collisionMins, m_collisionMaxs, *mins, *maxs );
}
CNetworkVar( int, m_iPhysicsMode ); // One of the PHYSICS_MULTIPLAYER_ defines.
CNetworkVar( float, m_fMass );
CNetworkVector( m_collisionMins );
CNetworkVector( m_collisionMaxs );
DECLARE_CLIENTCLASS();
};
IMPLEMENT_CLIENTCLASS_DT( CPhysicsPropMultiplayer, DT_PhysicsPropMultiplayer, CPhysicsPropMultiplayer )
RecvPropInt( RECVINFO( m_iPhysicsMode ) ),
RecvPropFloat( RECVINFO( m_fMass ) ),
RecvPropVector( RECVINFO( m_collisionMins ) ),
RecvPropVector( RECVINFO( m_collisionMaxs ) ),
END_RECV_TABLE()
#endif