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https://github.com/nillerusr/source-engine.git
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1178 lines
34 KiB
C++
1178 lines
34 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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#include "cbase.h"
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#include "mathlib/mathlib.h"
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#include "util_shared.h"
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#include "model_types.h"
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#include "convar.h"
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#include "IEffects.h"
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#include "vphysics/object_hash.h"
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#include "mathlib/IceKey.H"
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#include "checksum_crc.h"
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#ifdef TF_CLIENT_DLL
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#include "cdll_util.h"
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#endif
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#include "particle_parse.h"
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#include "KeyValues.h"
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#include "time.h"
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#ifdef USES_ECON_ITEMS
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#include "econ_item_constants.h"
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#include "econ_holidays.h"
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#include "rtime.h"
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#endif // USES_ECON_ITEMS
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#ifdef CLIENT_DLL
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#include "c_te_effect_dispatch.h"
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#else
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#include "te_effect_dispatch.h"
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bool NPC_CheckBrushExclude( CBaseEntity *pEntity, CBaseEntity *pBrush );
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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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ConVar r_visualizetraces( "r_visualizetraces", "0", FCVAR_CHEAT );
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ConVar developer("developer", "0", 0, "Set developer message level." ); // developer mode
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float UTIL_VecToYaw( const Vector &vec )
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{
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if (vec.y == 0 && vec.x == 0)
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return 0;
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float yaw = atan2( vec.y, vec.x );
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yaw = RAD2DEG(yaw);
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if (yaw < 0)
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yaw += 360;
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return yaw;
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}
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float UTIL_VecToPitch( const Vector &vec )
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{
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if (vec.y == 0 && vec.x == 0)
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{
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if (vec.z < 0)
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return 180.0;
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else
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return -180.0;
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}
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float dist = vec.Length2D();
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float pitch = atan2( -vec.z, dist );
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pitch = RAD2DEG(pitch);
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return pitch;
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}
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float UTIL_VecToYaw( const matrix3x4_t &matrix, const Vector &vec )
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{
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Vector tmp = vec;
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VectorNormalize( tmp );
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float x = matrix[0][0] * tmp.x + matrix[1][0] * tmp.y + matrix[2][0] * tmp.z;
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float y = matrix[0][1] * tmp.x + matrix[1][1] * tmp.y + matrix[2][1] * tmp.z;
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if (x == 0.0f && y == 0.0f)
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return 0.0f;
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float yaw = atan2( -y, x );
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yaw = RAD2DEG(yaw);
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if (yaw < 0)
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yaw += 360;
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return yaw;
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}
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float UTIL_VecToPitch( const matrix3x4_t &matrix, const Vector &vec )
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{
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Vector tmp = vec;
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VectorNormalize( tmp );
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float x = matrix[0][0] * tmp.x + matrix[1][0] * tmp.y + matrix[2][0] * tmp.z;
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float z = matrix[0][2] * tmp.x + matrix[1][2] * tmp.y + matrix[2][2] * tmp.z;
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if (x == 0.0f && z == 0.0f)
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return 0.0f;
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float pitch = atan2( z, x );
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pitch = RAD2DEG(pitch);
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if (pitch < 0)
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pitch += 360;
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return pitch;
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}
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Vector UTIL_YawToVector( float yaw )
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{
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Vector ret;
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ret.z = 0;
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float angle = DEG2RAD( yaw );
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SinCos( angle, &ret.y, &ret.x );
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return ret;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Helper function get get determinisitc random values for shared/prediction code
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// Input : seedvalue -
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// *module -
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// line -
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// Output : static int
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//-----------------------------------------------------------------------------
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static int SeedFileLineHash( int seedvalue, const char *sharedname, int additionalSeed )
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{
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CRC32_t retval;
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CRC32_Init( &retval );
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CRC32_ProcessBuffer( &retval, (void *)&seedvalue, sizeof( int ) );
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CRC32_ProcessBuffer( &retval, (void *)&additionalSeed, sizeof( int ) );
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CRC32_ProcessBuffer( &retval, (void *)sharedname, Q_strlen( sharedname ) );
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CRC32_Final( &retval );
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return (int)( retval );
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}
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float SharedRandomFloat( const char *sharedname, float flMinVal, float flMaxVal, int additionalSeed /*=0*/ )
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{
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Assert( CBaseEntity::GetPredictionRandomSeed() != -1 );
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int seed = SeedFileLineHash( CBaseEntity::GetPredictionRandomSeed(), sharedname, additionalSeed );
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RandomSeed( seed );
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return RandomFloat( flMinVal, flMaxVal );
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}
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int SharedRandomInt( const char *sharedname, int iMinVal, int iMaxVal, int additionalSeed /*=0*/ )
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{
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Assert( CBaseEntity::GetPredictionRandomSeed() != -1 );
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int seed = SeedFileLineHash( CBaseEntity::GetPredictionRandomSeed(), sharedname, additionalSeed );
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RandomSeed( seed );
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return RandomInt( iMinVal, iMaxVal );
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}
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Vector SharedRandomVector( const char *sharedname, float minVal, float maxVal, int additionalSeed /*=0*/ )
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{
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Assert( CBaseEntity::GetPredictionRandomSeed() != -1 );
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int seed = SeedFileLineHash( CBaseEntity::GetPredictionRandomSeed(), sharedname, additionalSeed );
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RandomSeed( seed );
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// HACK: Can't call RandomVector/Angle because it uses rand() not vstlib Random*() functions!
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// Get a random vector.
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Vector random;
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random.x = RandomFloat( minVal, maxVal );
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random.y = RandomFloat( minVal, maxVal );
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random.z = RandomFloat( minVal, maxVal );
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return random;
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}
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QAngle SharedRandomAngle( const char *sharedname, float minVal, float maxVal, int additionalSeed /*=0*/ )
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{
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Assert( CBaseEntity::GetPredictionRandomSeed() != -1 );
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int seed = SeedFileLineHash( CBaseEntity::GetPredictionRandomSeed(), sharedname, additionalSeed );
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RandomSeed( seed );
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// HACK: Can't call RandomVector/Angle because it uses rand() not vstlib Random*() functions!
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// Get a random vector.
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Vector random;
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random.x = RandomFloat( minVal, maxVal );
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random.y = RandomFloat( minVal, maxVal );
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random.z = RandomFloat( minVal, maxVal );
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return QAngle( random.x, random.y, random.z );
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}
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//-----------------------------------------------------------------------------
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//
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// Shared client/server trace filter code
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//
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//-----------------------------------------------------------------------------
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bool PassServerEntityFilter( const IHandleEntity *pTouch, const IHandleEntity *pPass )
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{
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if ( !pPass )
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return true;
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if ( pTouch == pPass )
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return false;
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const CBaseEntity *pEntTouch = EntityFromEntityHandle( pTouch );
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const CBaseEntity *pEntPass = EntityFromEntityHandle( pPass );
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if ( !pEntTouch || !pEntPass )
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return true;
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// don't clip against own missiles
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if ( pEntTouch->GetOwnerEntity() == pEntPass )
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return false;
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// don't clip against owner
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if ( pEntPass->GetOwnerEntity() == pEntTouch )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// A standard filter to be applied to just about everything.
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//-----------------------------------------------------------------------------
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bool StandardFilterRules( IHandleEntity *pHandleEntity, int fContentsMask )
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{
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CBaseEntity *pCollide = EntityFromEntityHandle( pHandleEntity );
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// Static prop case...
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if ( !pCollide )
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return true;
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SolidType_t solid = pCollide->GetSolid();
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const model_t *pModel = pCollide->GetModel();
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if ( ( modelinfo->GetModelType( pModel ) != mod_brush ) || (solid != SOLID_BSP && solid != SOLID_VPHYSICS) )
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{
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if ( (fContentsMask & CONTENTS_MONSTER) == 0 )
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return false;
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}
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// This code is used to cull out tests against see-thru entities
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if ( !(fContentsMask & CONTENTS_WINDOW) && pCollide->IsTransparent() )
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return false;
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// FIXME: this is to skip BSP models that are entities that can be
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// potentially moved/deleted, similar to a monster but doors don't seem to
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// be flagged as monsters
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// FIXME: the FL_WORLDBRUSH looked promising, but it needs to be set on
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// everything that's actually a worldbrush and it currently isn't
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if ( !(fContentsMask & CONTENTS_MOVEABLE) && (pCollide->GetMoveType() == MOVETYPE_PUSH))// !(touch->flags & FL_WORLDBRUSH) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Simple trace filter
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//-----------------------------------------------------------------------------
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CTraceFilterSimple::CTraceFilterSimple( const IHandleEntity *passedict, int collisionGroup,
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ShouldHitFunc_t pExtraShouldHitFunc )
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{
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m_pPassEnt = passedict;
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m_collisionGroup = collisionGroup;
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m_pExtraShouldHitCheckFunction = pExtraShouldHitFunc;
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}
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//-----------------------------------------------------------------------------
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// The trace filter!
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//-----------------------------------------------------------------------------
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bool CTraceFilterSimple::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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if ( !StandardFilterRules( pHandleEntity, contentsMask ) )
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return false;
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if ( m_pPassEnt )
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{
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if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) )
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{
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return false;
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}
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}
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// Don't test if the game code tells us we should ignore this collision...
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity )
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return false;
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if ( !pEntity->ShouldCollide( m_collisionGroup, contentsMask ) )
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return false;
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if ( pEntity && !g_pGameRules->ShouldCollide( m_collisionGroup, pEntity->GetCollisionGroup() ) )
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return false;
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if ( m_pExtraShouldHitCheckFunction &&
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(! ( m_pExtraShouldHitCheckFunction( pHandleEntity, contentsMask ) ) ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Trace filter that only hits NPCs and the player
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//-----------------------------------------------------------------------------
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bool CTraceFilterOnlyNPCsAndPlayer::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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if ( CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask ) )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity )
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return false;
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#ifdef CSTRIKE_DLL
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#ifndef CLIENT_DLL
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if ( pEntity->Classify() == CLASS_PLAYER_ALLY )
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return true; // CS hostages are CLASS_PLAYER_ALLY but not IsNPC()
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#endif // !CLIENT_DLL
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#endif // CSTRIKE_DLL
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return (pEntity->IsNPC() || pEntity->IsPlayer());
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Trace filter that only hits anything but NPCs and the player
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//-----------------------------------------------------------------------------
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bool CTraceFilterNoNPCsOrPlayer::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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if ( CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask ) )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity )
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return NULL;
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#ifndef CLIENT_DLL
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if ( pEntity->Classify() == CLASS_PLAYER_ALLY )
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return false; // CS hostages are CLASS_PLAYER_ALLY but not IsNPC()
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#endif
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return (!pEntity->IsNPC() && !pEntity->IsPlayer());
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Trace filter that skips two entities
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//-----------------------------------------------------------------------------
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CTraceFilterSkipTwoEntities::CTraceFilterSkipTwoEntities( const IHandleEntity *passentity, const IHandleEntity *passentity2, int collisionGroup ) :
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BaseClass( passentity, collisionGroup ), m_pPassEnt2(passentity2)
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{
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}
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bool CTraceFilterSkipTwoEntities::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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Assert( pHandleEntity );
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if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt2 ) )
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return false;
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return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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//-----------------------------------------------------------------------------
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// Trace filter that can take a list of entities to ignore
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//-----------------------------------------------------------------------------
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CTraceFilterSimpleList::CTraceFilterSimpleList( int collisionGroup ) :
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CTraceFilterSimple( NULL, collisionGroup )
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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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bool CTraceFilterSimpleList::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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if ( m_PassEntities.Find(pHandleEntity) != m_PassEntities.InvalidIndex() )
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return false;
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return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add an entity to my list of entities to ignore in the trace
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//-----------------------------------------------------------------------------
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void CTraceFilterSimpleList::AddEntityToIgnore( IHandleEntity *pEntity )
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{
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m_PassEntities.AddToTail( pEntity );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Custom trace filter used for NPC LOS traces
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//-----------------------------------------------------------------------------
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CTraceFilterLOS::CTraceFilterLOS( IHandleEntity *pHandleEntity, int collisionGroup, IHandleEntity *pHandleEntity2 ) :
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CTraceFilterSkipTwoEntities( pHandleEntity, pHandleEntity2, collisionGroup )
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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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bool CTraceFilterLOS::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity->BlocksLOS() )
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return false;
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return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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//-----------------------------------------------------------------------------
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// Trace filter that can take a classname to ignore
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//-----------------------------------------------------------------------------
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CTraceFilterSkipClassname::CTraceFilterSkipClassname( const IHandleEntity *passentity, const char *pchClassname, int collisionGroup ) :
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CTraceFilterSimple( passentity, collisionGroup ), m_pchClassname( pchClassname )
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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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bool CTraceFilterSkipClassname::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity || FClassnameIs( pEntity, m_pchClassname ) )
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return false;
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return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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//-----------------------------------------------------------------------------
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// Trace filter that skips two classnames
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//-----------------------------------------------------------------------------
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CTraceFilterSkipTwoClassnames::CTraceFilterSkipTwoClassnames( const IHandleEntity *passentity, const char *pchClassname, const char *pchClassname2, int collisionGroup ) :
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BaseClass( passentity, pchClassname, collisionGroup ), m_pchClassname2(pchClassname2)
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{
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}
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bool CTraceFilterSkipTwoClassnames::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity || FClassnameIs( pEntity, m_pchClassname2 ) )
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return false;
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return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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//-----------------------------------------------------------------------------
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// Trace filter that can take a list of entities to ignore
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//-----------------------------------------------------------------------------
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CTraceFilterSimpleClassnameList::CTraceFilterSimpleClassnameList( const IHandleEntity *passentity, int collisionGroup ) :
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CTraceFilterSimple( passentity, collisionGroup )
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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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bool CTraceFilterSimpleClassnameList::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity )
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return false;
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for ( int i = 0; i < m_PassClassnames.Count(); ++i )
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{
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if ( FClassnameIs( pEntity, m_PassClassnames[ i ] ) )
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return false;
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}
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return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add an entity to my list of entities to ignore in the trace
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//-----------------------------------------------------------------------------
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void CTraceFilterSimpleClassnameList::AddClassnameToIgnore( const char *pchClassname )
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{
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m_PassClassnames.AddToTail( pchClassname );
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}
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CTraceFilterChain::CTraceFilterChain( ITraceFilter *pTraceFilter1, ITraceFilter *pTraceFilter2 )
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{
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m_pTraceFilter1 = pTraceFilter1;
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m_pTraceFilter2 = pTraceFilter2;
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}
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bool CTraceFilterChain::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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bool bResult1 = true;
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bool bResult2 = true;
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if ( m_pTraceFilter1 )
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bResult1 = m_pTraceFilter1->ShouldHitEntity( pHandleEntity, contentsMask );
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if ( m_pTraceFilter2 )
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bResult2 = m_pTraceFilter2->ShouldHitEntity( pHandleEntity, contentsMask );
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return ( bResult1 && bResult2 );
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}
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//-----------------------------------------------------------------------------
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// Sweeps against a particular model, using collision rules
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//-----------------------------------------------------------------------------
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void UTIL_TraceModel( const Vector &vecStart, const Vector &vecEnd, const Vector &hullMin,
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const Vector &hullMax, CBaseEntity *pentModel, int collisionGroup, trace_t *ptr )
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{
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// Cull it....
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if ( pentModel && pentModel->ShouldCollide( collisionGroup, MASK_ALL ) )
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{
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Ray_t ray;
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ray.Init( vecStart, vecEnd, hullMin, hullMax );
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enginetrace->ClipRayToEntity( ray, MASK_ALL, pentModel, ptr );
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}
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else
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{
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memset( ptr, 0, sizeof(trace_t) );
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ptr->fraction = 1.0f;
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}
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}
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|
|
|
bool UTIL_EntityHasMatchingRootParent( CBaseEntity *pRootParent, CBaseEntity *pEntity )
|
|
{
|
|
if ( pRootParent )
|
|
{
|
|
// NOTE: Don't let siblings/parents collide.
|
|
if ( pRootParent == pEntity->GetRootMoveParent() )
|
|
return true;
|
|
if ( pEntity->GetOwnerEntity() && pRootParent == pEntity->GetOwnerEntity()->GetRootMoveParent() )
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sweep an entity from the starting to the ending position
|
|
//-----------------------------------------------------------------------------
|
|
class CTraceFilterEntity : public CTraceFilterSimple
|
|
{
|
|
DECLARE_CLASS( CTraceFilterEntity, CTraceFilterSimple );
|
|
|
|
public:
|
|
CTraceFilterEntity( CBaseEntity *pEntity, int nCollisionGroup )
|
|
: CTraceFilterSimple( pEntity, nCollisionGroup )
|
|
{
|
|
m_pRootParent = pEntity->GetRootMoveParent();
|
|
m_pEntity = pEntity;
|
|
m_checkHash = g_EntityCollisionHash->IsObjectInHash(pEntity);
|
|
}
|
|
|
|
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
|
|
{
|
|
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
|
|
if ( !pEntity )
|
|
return false;
|
|
|
|
// Check parents against each other
|
|
// NOTE: Don't let siblings/parents collide.
|
|
if ( UTIL_EntityHasMatchingRootParent( m_pRootParent, pEntity ) )
|
|
return false;
|
|
|
|
if ( m_checkHash )
|
|
{
|
|
if ( g_EntityCollisionHash->IsObjectPairInHash( m_pEntity, pEntity ) )
|
|
return false;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( m_pEntity->IsNPC() )
|
|
{
|
|
if ( NPC_CheckBrushExclude( m_pEntity, pEntity ) )
|
|
return false;
|
|
|
|
}
|
|
#endif
|
|
|
|
return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
|
|
}
|
|
|
|
private:
|
|
|
|
CBaseEntity *m_pRootParent;
|
|
CBaseEntity *m_pEntity;
|
|
bool m_checkHash;
|
|
};
|
|
|
|
class CTraceFilterEntityIgnoreOther : public CTraceFilterEntity
|
|
{
|
|
DECLARE_CLASS( CTraceFilterEntityIgnoreOther, CTraceFilterEntity );
|
|
public:
|
|
CTraceFilterEntityIgnoreOther( CBaseEntity *pEntity, const IHandleEntity *pIgnore, int nCollisionGroup ) :
|
|
CTraceFilterEntity( pEntity, nCollisionGroup ), m_pIgnoreOther( pIgnore )
|
|
{
|
|
}
|
|
|
|
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
|
|
{
|
|
if ( pHandleEntity == m_pIgnoreOther )
|
|
return false;
|
|
|
|
return BaseClass::ShouldHitEntity( pHandleEntity, contentsMask );
|
|
}
|
|
|
|
private:
|
|
const IHandleEntity *m_pIgnoreOther;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sweeps a particular entity through the world
|
|
//-----------------------------------------------------------------------------
|
|
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr )
|
|
{
|
|
ICollideable *pCollision = pEntity->GetCollideable();
|
|
|
|
// Adding this assertion here so game code catches it, but really the assertion belongs in the engine
|
|
// because one day, rotated collideables will work!
|
|
Assert( pCollision->GetCollisionAngles() == vec3_angle );
|
|
|
|
CTraceFilterEntity traceFilter( pEntity, pCollision->GetCollisionGroup() );
|
|
|
|
#ifdef PORTAL
|
|
UTIL_Portal_TraceEntity( pEntity, vecAbsStart, vecAbsEnd, mask, &traceFilter, ptr );
|
|
#else
|
|
enginetrace->SweepCollideable( pCollision, vecAbsStart, vecAbsEnd, pCollision->GetCollisionAngles(), mask, &traceFilter, ptr );
|
|
#endif
|
|
}
|
|
|
|
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd,
|
|
unsigned int mask, const IHandleEntity *pIgnore, int nCollisionGroup, trace_t *ptr )
|
|
{
|
|
ICollideable *pCollision;
|
|
pCollision = pEntity->GetCollideable();
|
|
|
|
// Adding this assertion here so game code catches it, but really the assertion belongs in the engine
|
|
// because one day, rotated collideables will work!
|
|
Assert( pCollision->GetCollisionAngles() == vec3_angle );
|
|
|
|
CTraceFilterEntityIgnoreOther traceFilter( pEntity, pIgnore, nCollisionGroup );
|
|
|
|
#ifdef PORTAL
|
|
UTIL_Portal_TraceEntity( pEntity, vecAbsStart, vecAbsEnd, mask, &traceFilter, ptr );
|
|
#else
|
|
enginetrace->SweepCollideable( pCollision, vecAbsStart, vecAbsEnd, pCollision->GetCollisionAngles(), mask, &traceFilter, ptr );
|
|
#endif
|
|
}
|
|
|
|
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd,
|
|
unsigned int mask, ITraceFilter *pFilter, trace_t *ptr )
|
|
{
|
|
ICollideable *pCollision;
|
|
pCollision = pEntity->GetCollideable();
|
|
|
|
// Adding this assertion here so game code catches it, but really the assertion belongs in the engine
|
|
// because one day, rotated collideables will work!
|
|
Assert( pCollision->GetCollisionAngles() == vec3_angle );
|
|
|
|
#ifdef PORTAL
|
|
UTIL_Portal_TraceEntity( pEntity, vecAbsStart, vecAbsEnd, mask, pFilter, ptr );
|
|
#else
|
|
enginetrace->SweepCollideable( pCollision, vecAbsStart, vecAbsEnd, pCollision->GetCollisionAngles(), mask, pFilter, ptr );
|
|
#endif
|
|
}
|
|
|
|
// ----
|
|
// This is basically a regular TraceLine that uses the FilterEntity filter.
|
|
void UTIL_TraceLineFilterEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd,
|
|
unsigned int mask, int nCollisionGroup, trace_t *ptr )
|
|
{
|
|
CTraceFilterEntity traceFilter( pEntity, nCollisionGroup );
|
|
UTIL_TraceLine( vecAbsStart, vecAbsEnd, mask, &traceFilter, ptr );
|
|
}
|
|
|
|
void UTIL_ClipTraceToPlayers( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *filter, trace_t *tr )
|
|
{
|
|
trace_t playerTrace;
|
|
Ray_t ray;
|
|
float smallestFraction = tr->fraction;
|
|
const float maxRange = 60.0f;
|
|
|
|
ray.Init( vecAbsStart, vecAbsEnd );
|
|
|
|
for ( int k = 1; k <= gpGlobals->maxClients; ++k )
|
|
{
|
|
CBasePlayer *player = UTIL_PlayerByIndex( k );
|
|
|
|
if ( !player || !player->IsAlive() )
|
|
continue;
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( player->IsDormant() )
|
|
continue;
|
|
#endif // CLIENT_DLL
|
|
|
|
if ( filter && filter->ShouldHitEntity( player, mask ) == false )
|
|
continue;
|
|
|
|
float range = DistanceToRay( player->WorldSpaceCenter(), vecAbsStart, vecAbsEnd );
|
|
if ( range < 0.0f || range > maxRange )
|
|
continue;
|
|
|
|
enginetrace->ClipRayToEntity( ray, mask|CONTENTS_HITBOX, player, &playerTrace );
|
|
if ( playerTrace.fraction < smallestFraction )
|
|
{
|
|
// we shortened the ray - save off the trace
|
|
*tr = playerTrace;
|
|
smallestFraction = playerTrace.fraction;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Make a tracer using a particle effect
|
|
//-----------------------------------------------------------------------------
|
|
void UTIL_ParticleTracer( const char *pszTracerEffectName, const Vector &vecStart, const Vector &vecEnd,
|
|
int iEntIndex, int iAttachment, bool bWhiz )
|
|
{
|
|
int iParticleIndex = GetParticleSystemIndex( pszTracerEffectName );
|
|
UTIL_Tracer( vecStart, vecEnd, iEntIndex, iAttachment, 0, bWhiz, "ParticleTracer", iParticleIndex );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Make a tracer effect using the old, non-particle system, tracer effects.
|
|
//-----------------------------------------------------------------------------
|
|
void UTIL_Tracer( const Vector &vecStart, const Vector &vecEnd, int iEntIndex,
|
|
int iAttachment, float flVelocity, bool bWhiz, const char *pCustomTracerName, int iParticleID )
|
|
{
|
|
CEffectData data;
|
|
data.m_vStart = vecStart;
|
|
data.m_vOrigin = vecEnd;
|
|
#ifdef CLIENT_DLL
|
|
data.m_hEntity = ClientEntityList().EntIndexToHandle( iEntIndex );
|
|
#else
|
|
data.m_nEntIndex = iEntIndex;
|
|
#endif
|
|
data.m_flScale = flVelocity;
|
|
data.m_nHitBox = iParticleID;
|
|
|
|
// Flags
|
|
if ( bWhiz )
|
|
{
|
|
data.m_fFlags |= TRACER_FLAG_WHIZ;
|
|
}
|
|
|
|
if ( iAttachment != TRACER_DONT_USE_ATTACHMENT )
|
|
{
|
|
data.m_fFlags |= TRACER_FLAG_USEATTACHMENT;
|
|
data.m_nAttachmentIndex = iAttachment;
|
|
}
|
|
|
|
// Fire it off
|
|
if ( pCustomTracerName )
|
|
{
|
|
DispatchEffect( pCustomTracerName, data );
|
|
}
|
|
else
|
|
{
|
|
DispatchEffect( "Tracer", data );
|
|
}
|
|
}
|
|
|
|
|
|
void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount )
|
|
{
|
|
if ( !UTIL_ShouldShowBlood( color ) )
|
|
return;
|
|
|
|
if ( color == DONT_BLEED || amount == 0 )
|
|
return;
|
|
|
|
if ( g_Language.GetInt() == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED )
|
|
color = 0;
|
|
|
|
if ( g_pGameRules->IsMultiplayer() )
|
|
{
|
|
// scale up blood effect in multiplayer for better visibility
|
|
amount *= 5;
|
|
}
|
|
|
|
if ( amount > 255 )
|
|
amount = 255;
|
|
|
|
if (color == BLOOD_COLOR_MECH)
|
|
{
|
|
g_pEffects->Sparks(origin);
|
|
if (random->RandomFloat(0, 2) >= 1)
|
|
{
|
|
UTIL_Smoke(origin, random->RandomInt(10, 15), 10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Normal blood impact
|
|
UTIL_BloodImpact( origin, direction, color, amount );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns low violence settings
|
|
//-----------------------------------------------------------------------------
|
|
static ConVar violence_hblood( "violence_hblood","1", 0, "Draw human blood" );
|
|
static ConVar violence_hgibs( "violence_hgibs","1", 0, "Show human gib entities" );
|
|
static ConVar violence_ablood( "violence_ablood","1", 0, "Draw alien blood" );
|
|
static ConVar violence_agibs( "violence_agibs","1", 0, "Show alien gib entities" );
|
|
|
|
bool UTIL_IsLowViolence( void )
|
|
{
|
|
// These convars are no longer necessary -- the engine is the final arbiter of
|
|
// violence settings -- but they're here for legacy support and for testing low
|
|
// violence when the engine is in normal violence mode.
|
|
if ( !violence_hblood.GetBool() || !violence_ablood.GetBool() || !violence_hgibs.GetBool() || !violence_agibs.GetBool() )
|
|
return true;
|
|
|
|
#ifdef TF_CLIENT_DLL
|
|
// Use low violence if the local player has an item that allows them to see it (Pyro Goggles)
|
|
if ( IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) )
|
|
{
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
return engine->IsLowViolence();
|
|
}
|
|
|
|
bool UTIL_ShouldShowBlood( int color )
|
|
{
|
|
if ( color != DONT_BLEED )
|
|
{
|
|
if ( color == BLOOD_COLOR_RED )
|
|
{
|
|
return violence_hblood.GetBool();
|
|
}
|
|
else
|
|
{
|
|
return violence_ablood.GetBool();
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Use trace to pass a specific decal type to the entity being decaled
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void UTIL_DecalTrace( trace_t *pTrace, char const *decalName )
|
|
{
|
|
if (pTrace->fraction == 1.0)
|
|
return;
|
|
|
|
CBaseEntity *pEntity = pTrace->m_pEnt;
|
|
pEntity->DecalTrace( pTrace, decalName );
|
|
}
|
|
|
|
|
|
void UTIL_BloodDecalTrace( trace_t *pTrace, int bloodColor )
|
|
{
|
|
if ( UTIL_ShouldShowBlood( bloodColor ) )
|
|
{
|
|
if ( bloodColor == BLOOD_COLOR_RED )
|
|
{
|
|
UTIL_DecalTrace( pTrace, "Blood" );
|
|
}
|
|
else
|
|
{
|
|
UTIL_DecalTrace( pTrace, "YellowBlood" );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &pos -
|
|
// &dir -
|
|
// color -
|
|
// amount -
|
|
//-----------------------------------------------------------------------------
|
|
void UTIL_BloodImpact( const Vector &pos, const Vector &dir, int color, int amount )
|
|
{
|
|
CEffectData data;
|
|
|
|
data.m_vOrigin = pos;
|
|
data.m_vNormal = dir;
|
|
data.m_flScale = (float)amount;
|
|
data.m_nColor = (unsigned char)color;
|
|
|
|
DispatchEffect( "bloodimpact", data );
|
|
}
|
|
|
|
bool UTIL_IsSpaceEmpty( CBaseEntity *pMainEnt, const Vector &vMin, const Vector &vMax )
|
|
{
|
|
Vector vHalfDims = ( vMax - vMin ) * 0.5f;
|
|
Vector vCenter = vMin + vHalfDims;
|
|
|
|
trace_t trace;
|
|
UTIL_TraceHull( vCenter, vCenter, -vHalfDims, vHalfDims, MASK_SOLID, pMainEnt, COLLISION_GROUP_NONE, &trace );
|
|
|
|
bool bClear = ( trace.fraction == 1 && trace.allsolid != 1 && (trace.startsolid != 1) );
|
|
return bClear;
|
|
}
|
|
|
|
void UTIL_StringToFloatArray( float *pVector, int count, const char *pString )
|
|
{
|
|
char *pstr, *pfront, tempString[128];
|
|
int j;
|
|
|
|
Q_strncpy( tempString, pString, sizeof(tempString) );
|
|
pstr = pfront = tempString;
|
|
|
|
for ( j = 0; j < count; j++ ) // lifted from pr_edict.c
|
|
{
|
|
pVector[j] = atof( pfront );
|
|
|
|
// skip any leading whitespace
|
|
while ( *pstr && *pstr <= ' ' )
|
|
pstr++;
|
|
|
|
// skip to next whitespace
|
|
while ( *pstr && *pstr > ' ' )
|
|
pstr++;
|
|
|
|
if (!*pstr)
|
|
break;
|
|
|
|
pstr++;
|
|
pfront = pstr;
|
|
}
|
|
for ( j++; j < count; j++ )
|
|
{
|
|
pVector[j] = 0;
|
|
}
|
|
}
|
|
|
|
void UTIL_StringToVector( float *pVector, const char *pString )
|
|
{
|
|
UTIL_StringToFloatArray( pVector, 3, pString );
|
|
}
|
|
|
|
void UTIL_StringToIntArray( int *pVector, int count, const char *pString )
|
|
{
|
|
char *pstr, *pfront, tempString[128];
|
|
int j;
|
|
|
|
Q_strncpy( tempString, pString, sizeof(tempString) );
|
|
pstr = pfront = tempString;
|
|
|
|
for ( j = 0; j < count; j++ ) // lifted from pr_edict.c
|
|
{
|
|
pVector[j] = atoi( pfront );
|
|
|
|
while ( *pstr && *pstr != ' ' )
|
|
pstr++;
|
|
if (!*pstr)
|
|
break;
|
|
pstr++;
|
|
pfront = pstr;
|
|
}
|
|
|
|
for ( j++; j < count; j++ )
|
|
{
|
|
pVector[j] = 0;
|
|
}
|
|
}
|
|
|
|
void UTIL_StringToColor32( color32 *color, const char *pString )
|
|
{
|
|
int tmp[4];
|
|
UTIL_StringToIntArray( tmp, 4, pString );
|
|
color->r = tmp[0];
|
|
color->g = tmp[1];
|
|
color->b = tmp[2];
|
|
color->a = tmp[3];
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
void UTIL_DecodeICE( unsigned char * buffer, int size, const unsigned char *key)
|
|
{
|
|
if ( !key )
|
|
return;
|
|
|
|
IceKey ice( 0 ); // level 0 = 64bit key
|
|
ice.set( key ); // set key
|
|
|
|
int blockSize = ice.blockSize();
|
|
|
|
unsigned char *temp = (unsigned char *)_alloca( PAD_NUMBER( size, blockSize ) );
|
|
unsigned char *p1 = buffer;
|
|
unsigned char *p2 = temp;
|
|
|
|
// encrypt data in 8 byte blocks
|
|
int bytesLeft = size;
|
|
while ( bytesLeft >= blockSize )
|
|
{
|
|
ice.decrypt( p1, p2 );
|
|
bytesLeft -= blockSize;
|
|
p1+=blockSize;
|
|
p2+=blockSize;
|
|
}
|
|
|
|
// copy encrypted data back to original buffer
|
|
Q_memcpy( buffer, temp, size-bytesLeft );
|
|
}
|
|
#endif
|
|
|
|
// work-around since client header doesn't like inlined gpGlobals->curtime
|
|
float IntervalTimer::Now( void ) const
|
|
{
|
|
return gpGlobals->curtime;
|
|
}
|
|
|
|
// work-around since client header doesn't like inlined gpGlobals->curtime
|
|
float CountdownTimer::Now( void ) const
|
|
{
|
|
return gpGlobals->curtime;
|
|
}
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
CBasePlayer *UTIL_PlayerByIndex( int entindex )
|
|
{
|
|
return ToBasePlayer( ClientEntityList().GetEnt( entindex ) );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Added UTIL function for events in client win_panel which transmit the player as a user ID
|
|
//=============================================================================
|
|
|
|
CBasePlayer* UTIL_PlayerByUserId( int userID )
|
|
{
|
|
for (int i = 1; i<=gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
if ( pPlayer->GetUserID() == userID )
|
|
{
|
|
return pPlayer;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
#endif
|
|
|
|
|
|
char* ReadAndAllocStringValue( KeyValues *pSub, const char *pName, const char *pFilename )
|
|
{
|
|
const char *pValue = pSub->GetString( pName, NULL );
|
|
if ( !pValue )
|
|
{
|
|
if ( pFilename )
|
|
{
|
|
DevWarning( "Can't get key value '%s' from file '%s'.\n", pName, pFilename );
|
|
}
|
|
return "";
|
|
}
|
|
|
|
int len = Q_strlen( pValue ) + 1;
|
|
char *pAlloced = new char[ len ];
|
|
Assert( pAlloced );
|
|
Q_strncpy( pAlloced, pValue, len );
|
|
return pAlloced;
|
|
}
|
|
|
|
int UTIL_StringFieldToInt( const char *szValue, const char **pValueStrings, int iNumStrings )
|
|
{
|
|
if ( !szValue || !szValue[0] )
|
|
return -1;
|
|
|
|
for ( int i = 0; i < iNumStrings; i++ )
|
|
{
|
|
if ( FStrEq(szValue, pValueStrings[i]) )
|
|
return i;
|
|
}
|
|
|
|
Assert(0);
|
|
return -1;
|
|
}
|
|
|
|
|
|
int find_day_of_week( struct tm& found_day, int day_of_week, int step )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef USES_ECON_ITEMS
|
|
static bool s_HolidaysCalculated = false;
|
|
static CBitVec<kHolidayCount> s_HolidaysActive;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Used at level change and round start to re-calculate which holiday is active
|
|
//-----------------------------------------------------------------------------
|
|
void UTIL_CalculateHolidays()
|
|
{
|
|
s_HolidaysActive.ClearAll();
|
|
|
|
CRTime::UpdateRealTime();
|
|
for ( int iHoliday = 0; iHoliday < kHolidayCount; iHoliday++ )
|
|
{
|
|
if ( EconHolidays_IsHolidayActive( iHoliday, CRTime::RTime32TimeCur() ) )
|
|
{
|
|
s_HolidaysActive.Set( iHoliday );
|
|
}
|
|
}
|
|
|
|
s_HolidaysCalculated = true;
|
|
}
|
|
#endif // USES_ECON_ITEMS
|
|
|
|
bool UTIL_IsHolidayActive( /*EHoliday*/ int eHoliday )
|
|
{
|
|
#ifdef USES_ECON_ITEMS
|
|
if ( IsX360() )
|
|
return false;
|
|
|
|
if ( !s_HolidaysCalculated )
|
|
{
|
|
UTIL_CalculateHolidays();
|
|
}
|
|
|
|
return s_HolidaysActive.IsBitSet( eHoliday );
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int UTIL_GetHolidayForString( const char* pszHolidayName )
|
|
{
|
|
#ifdef USES_ECON_ITEMS
|
|
if ( !pszHolidayName )
|
|
return kHoliday_None;
|
|
|
|
return EconHolidays_GetHolidayForString( pszHolidayName );
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const char* UTIL_GetActiveHolidayString()
|
|
{
|
|
#ifdef USES_ECON_ITEMS
|
|
return EconHolidays_GetActiveHolidayString();
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|