//========= 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( 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( ); } }