Team Fortress 2 Source Code as on 22/4/2020
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//========= 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( );
}
}