|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "quakedef.h"
#include "world.h"
#include "eiface.h"
#include "server.h"
#include "cmodel_engine.h"
#include "gl_model_private.h"
#include "sv_main.h"
#include "vengineserver_impl.h"
#include "collisionutils.h"
#include "vphysics_interface.h"
#include "ispatialpartitioninternal.h"
#include "staticpropmgr.h"
#include "shadowmgr.h"
#include "string_t.h"
#include "enginetrace.h"
#include "sys_dll.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//============================================================================
/*
=============== SV_ClearWorld
=============== */ void SV_ClearWorld (void) { MDLCACHE_COARSE_LOCK_(g_pMDLCache); // Clean up static props from the previous level
#if !defined( SWDS )
g_pShadowMgr->LevelShutdown(); #endif // SWDS
StaticPropMgr()->LevelShutdown();
for ( int i = 0; i < 3; i++ ) { if ( host_state.worldmodel->mins[i] < MIN_COORD_INTEGER || host_state.worldmodel->maxs[i] > MAX_COORD_INTEGER ) { Host_EndGame(true, "Map coordinate extents are too large!!\nCheck for errors!\n" ); } } SpatialPartition()->Init( host_state.worldmodel->mins, host_state.worldmodel->maxs );
// Load all static props into the spatial partition
StaticPropMgr()->LevelInit(); #if !defined( SWDS )
g_pShadowMgr->LevelInit( host_state.worldbrush->numsurfaces ); #endif
}
//-----------------------------------------------------------------------------
// Trigger world-space bounds
//-----------------------------------------------------------------------------
static void CM_TriggerWorldSpaceBounds( ICollideable *pCollideable, Vector *pMins, Vector *pMaxs ) { if ( pCollideable->GetSolidFlags() & FSOLID_USE_TRIGGER_BOUNDS ) { pCollideable->WorldSpaceTriggerBounds( pMins, pMaxs ); } else { CM_WorldSpaceBounds( pCollideable, pMins, pMaxs ); } }
static void CM_GetCollideableTriggerTestBox( ICollideable *pCollide, Vector *pMins, Vector *pMaxs, bool bUseAccurateBbox ) { if ( bUseAccurateBbox && pCollide->GetSolid() == SOLID_BBOX ) { *pMins = pCollide->OBBMins(); *pMaxs = pCollide->OBBMaxs(); } else { const Vector &vecStart = pCollide->GetCollisionOrigin(); pCollide->WorldSpaceSurroundingBounds( pMins, pMaxs ); *pMins -= vecStart; *pMaxs -= vecStart; } }
//-----------------------------------------------------------------------------
// Little enumeration class used to try touching all triggers
//-----------------------------------------------------------------------------
class CTouchLinks : public IPartitionEnumerator { public: CTouchLinks( edict_t* pEnt, const Vector* pPrevAbsOrigin, bool accurateBboxTriggerChecks ) : m_TouchedEntities( 8, 8 ) { m_pEnt = pEnt; m_pCollide = pEnt->GetCollideable(); Assert( m_pCollide );
Vector vecMins, vecMaxs; CM_GetCollideableTriggerTestBox( m_pCollide, &vecMins, &vecMaxs, accurateBboxTriggerChecks ); const Vector &vecStart = m_pCollide->GetCollisionOrigin();
if (pPrevAbsOrigin) { m_Ray.Init( *pPrevAbsOrigin, vecStart, vecMins, vecMaxs ); } else { m_Ray.Init( vecStart, vecStart, vecMins, vecMaxs ); } }
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { // Static props should never be in the trigger list
Assert( !StaticPropMgr()->IsStaticProp( pHandleEntity ) );
IServerUnknown *pUnk = static_cast<IServerUnknown*>( pHandleEntity ); Assert( pUnk );
// Convert the IHandleEntity to an edict_t*...
// Context is the thing we're testing everything against
edict_t* pTouch = pUnk->GetNetworkable()->GetEdict();
// Can't bump against itself
if ( pTouch == m_pEnt ) return ITERATION_CONTINUE;
IServerEntity *pTriggerEntity = pTouch->GetIServerEntity(); if ( !pTriggerEntity ) return ITERATION_CONTINUE;
// Hmmm.. everything in this list should be a trigger....
ICollideable *pTriggerCollideable = pTriggerEntity->GetCollideable(); if ( !m_pCollide->ShouldTouchTrigger(pTriggerCollideable->GetSolidFlags()) ) return ITERATION_CONTINUE;
Assert(pTriggerCollideable->GetSolidFlags() & FSOLID_TRIGGER );
if ( pTriggerCollideable->GetSolidFlags() & FSOLID_USE_TRIGGER_BOUNDS ) { Vector vecTriggerMins, vecTriggerMaxs; pTriggerCollideable->WorldSpaceTriggerBounds( &vecTriggerMins, &vecTriggerMaxs ); if ( !IsBoxIntersectingRay( vecTriggerMins, vecTriggerMaxs, m_Ray ) ) { return ITERATION_CONTINUE; } } else { trace_t tr; g_pEngineTraceServer->ClipRayToCollideable( m_Ray, MASK_SOLID, pTriggerCollideable, &tr ); if ( !(tr.contents & MASK_SOLID) ) return ITERATION_CONTINUE; }
m_TouchedEntities.AddToTail( pTouch );
return ITERATION_CONTINUE; }
void HandleTouchedEntities( ) { for ( int i = 0; i < m_TouchedEntities.Count(); ++i ) { serverGameEnts->MarkEntitiesAsTouching( m_TouchedEntities[i], m_pEnt ); } }
Ray_t m_Ray;
private: edict_t *m_pEnt; ICollideable *m_pCollide; CUtlVector< edict_t* > m_TouchedEntities; };
// enumerator class that's used to update touch links for a trigger when
// it moves or changes solid type
class CTriggerMoved : public IPartitionEnumerator { public: CTriggerMoved( bool accurateBboxTriggerChecks ) : m_TouchedEntities( 8, 8 ) { m_bAccurateBBoxCheck = accurateBboxTriggerChecks; }
void TriggerMoved( edict_t *pTriggerEntity ) { m_pTriggerEntity = pTriggerEntity; m_pTrigger = pTriggerEntity->GetCollideable(); m_triggerSolidFlags = m_pTrigger->GetSolidFlags(); Vector vecAbsMins, vecAbsMaxs; CM_TriggerWorldSpaceBounds( m_pTrigger, &vecAbsMins, &vecAbsMaxs ); SpatialPartition()->EnumerateElementsInBox( PARTITION_ENGINE_SOLID_EDICTS, vecAbsMins, vecAbsMaxs, false, this ); }
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) { // skip static props, the game DLL doesn't care about them
if ( StaticPropMgr()->IsStaticProp( pHandleEntity ) ) return ITERATION_CONTINUE;
IServerUnknown *pUnk = static_cast< IServerUnknown* >( pHandleEntity ); Assert( pUnk );
// Convert the user ID to and edict_t*...
edict_t* pTouch = pUnk->GetNetworkable()->GetEdict(); Assert( pTouch ); ICollideable *pTouchCollide = pUnk->GetCollideable();
// Can't ever touch itself because it's in the other list
if ( pTouchCollide == m_pTrigger ) return ITERATION_CONTINUE;
if ( !pTouchCollide->ShouldTouchTrigger(m_triggerSolidFlags) ) return ITERATION_CONTINUE;
IServerEntity *serverEntity = pTouch->GetIServerEntity(); if ( !serverEntity ) return ITERATION_CONTINUE;
// FIXME: Should we be using the surrounding bounds here?
Vector vecMins, vecMaxs; CM_GetCollideableTriggerTestBox( pTouchCollide, &vecMins, &vecMaxs, m_bAccurateBBoxCheck );
const Vector &vecStart = pTouchCollide->GetCollisionOrigin(); Ray_t ray; ray.Init( vecStart, vecStart, vecMins, vecMaxs );
if ( m_pTrigger->GetSolidFlags() & FSOLID_USE_TRIGGER_BOUNDS ) { Vector vecTriggerMins, vecTriggerMaxs; m_pTrigger->WorldSpaceTriggerBounds( &vecTriggerMins, &vecTriggerMaxs ); if ( !IsBoxIntersectingRay( vecTriggerMins, vecTriggerMaxs, ray ) ) { return ITERATION_CONTINUE; } } else { trace_t tr; g_pEngineTraceServer->ClipRayToCollideable( ray, MASK_SOLID, m_pTrigger, &tr ); if ( !(tr.contents & MASK_SOLID) ) return ITERATION_CONTINUE; }
m_TouchedEntities.AddToTail( pTouch );
return ITERATION_CONTINUE; }
void HandleTouchedEntities( ) { for ( int i = 0; i < m_TouchedEntities.Count(); ++i ) { serverGameEnts->MarkEntitiesAsTouching( m_TouchedEntities[i], m_pTriggerEntity ); } }
private: edict_t* m_pTriggerEntity; ICollideable* m_pTrigger; int m_triggerSolidFlags; Vector m_vecDelta; CUtlVector< edict_t* > m_TouchedEntities; bool m_bAccurateBBoxCheck; };
//-----------------------------------------------------------------------------
// Touches triggers. Or, if it is a trigger, causes other things to touch it
// returns true if untouch needs to be checked
//-----------------------------------------------------------------------------
void SV_TriggerMoved( edict_t *pTriggerEnt, bool accurateBboxTriggerChecks ) { CTriggerMoved triggerEnum( accurateBboxTriggerChecks ); triggerEnum.TriggerMoved( pTriggerEnt ); triggerEnum.HandleTouchedEntities( ); }
void SV_SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool accurateBboxTriggerChecks ) { if (!pPrevAbsOrigin) { CTouchLinks touchEnumerator(pSolidEnt, NULL, accurateBboxTriggerChecks);
Vector vecWorldMins, vecWorldMaxs; pSolidCollide->WorldSpaceSurroundingBounds( &vecWorldMins, &vecWorldMaxs );
SpatialPartition()->EnumerateElementsInBox( PARTITION_ENGINE_TRIGGER_EDICTS, vecWorldMins, vecWorldMaxs, false, &touchEnumerator );
touchEnumerator.HandleTouchedEntities( ); } else { CTouchLinks touchEnumerator(pSolidEnt, pPrevAbsOrigin, accurateBboxTriggerChecks);
// A version that checks against an extruded ray indicating the motion
SpatialPartition()->EnumerateElementsAlongRay( PARTITION_ENGINE_TRIGGER_EDICTS, touchEnumerator.m_Ray, false, &touchEnumerator );
touchEnumerator.HandleTouchedEntities( ); } }
|