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4f13237895
Change CRLF to LF in repo.
382 lines
11 KiB
C++
382 lines
11 KiB
C++
#include "../util/nowarnings.h"
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#ifdef AVH_SERVER
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#include "../dlls/extdll.h"
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#include "../dlls/util.h"
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#include "../types.h"
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#endif
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#ifdef AVH_CLIENT
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#endif
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#include "AvHSelectionHelper.h"
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#include "AvHConstants.h"
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#ifdef AVH_SERVER
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#include "AvHPlayer.h"
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#include "AvHServerUtil.h"
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#include "AvHEntities.h"
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#include "AvHGamerules.h"
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#endif
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#include "../pm_shared/pm_defs.h"
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#include "../pm_shared/pm_shared.h"
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#ifdef AVH_CLIENT
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#include "../pm_shared/pm_debug.h"
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//extern DebugPointListType gTriDebugLocations;
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#endif
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#include "../util/MathUtil.h"
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extern playermove_t *pmove;
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#include "AvHSharedUtil.h"
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#include "../common/vector_util.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "../common/r_efx.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "cl_dll/in_defs.h"
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#endif
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#include "AvHSpecials.h"
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AvHSelectionHelper::AvHSelectionHelper()
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{
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this->mQueuedTeamNumber = TEAM_IND;
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this->mQueuedSelectionWaiting = false;
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this->mSelectionResultsWaiting = false;
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}
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void AvHSelectionHelper::ClearSelection()
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{
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ASSERT(this->mSelectionResults.size() == 0);
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this->mSelectionResults.clear();
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this->mSelectionResultsWaiting = true;
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}
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void AvHSelectionHelper::GetAndClearSelection(EntityListType& outSelectedList)
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{
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ASSERT(this->mSelectionResultsWaiting);
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outSelectedList = this->mSelectionResults;
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this->mSelectionResults.clear();
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this->mSelectionResultsWaiting = false;
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}
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void AvHSelectionHelper::ProcessPendingSelections()
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{
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if(this->mQueuedSelectionWaiting)
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{
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this->mSelectionResultsWaiting = this->SelectUnits(this->mQueuedPointOfView, this->mQueuedRayOne, this->mQueuedRayTwo, this->mQueuedTeamNumber, this->mSelectionResults);
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this->mQueuedSelectionWaiting = false;
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}
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}
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void AvHSelectionHelper::QueueSelection(const Vector& inPointOfView, const Vector& inStartRay, const Vector& inEndRay, AvHTeamNumber inTeamNumber)
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{
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this->mQueuedPointOfView = inPointOfView;
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this->mQueuedRayOne = inStartRay;
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this->mQueuedRayTwo = inEndRay;
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this->mQueuedTeamNumber = inTeamNumber;
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this->mQueuedSelectionWaiting = true;
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}
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bool AvHSelectionHelper::SelectionResultsWaiting()
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{
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return this->mSelectionResultsWaiting;
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}
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//#ifdef AVH_SERVER
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//void AvHSelectionHelper::SelectLocation(const Vector& inPointOfView, const Vector& inNormRay, Vector& outVector)
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//{
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// TraceResult tr;
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// Vector theStartPos;
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// Vector theEndPos;
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// bool theSuccess = false;
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// bool theDone = false;
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//
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// VectorMA(inPointOfView, kSelectionStartRange, inNormRay, theStartPos);
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// VectorMA(inPointOfView, kSelectionEndRange, inNormRay, theEndPos);
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//
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// CBaseEntity* theEntityHit = NULL;
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// edict_t* theEdictToIgnore = NULL;
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//
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// do
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// {
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// UTIL_TraceLine(theStartPos, theEndPos, ignore_monsters, theEdictToIgnore, &tr);
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// //UTIL_TraceLine(theStartPos, theEndPos, dont_ignore_monsters, dont_ignore_glass, theEdictToIgnore, &tr);
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//
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//// theEntityHit = CBaseEntity::Instance(tr.pHit);
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//// AvHWaypoint* theGround = dynamic_cast<AvHWaypoint*>(theEntityHit);
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//// if(theGround)
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//// {
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//// VectorCopy(tr.vecEndPos, outVector);
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//// theSuccess = true;
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//// theDone = true;
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//// }
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//
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// if((tr.flFraction >= 1.0f) || (tr.flFraction < kFloatTolerance))
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// {
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// theDone = true;
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// }
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// else
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// {
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// if(theEntityHit)
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// {
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// theEdictToIgnore = ENT(theEntityHit->pev);
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// }
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// VectorCopy(tr.vecEndPos, theStartPos);
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// }
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// } while(!theDone);
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//}
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//#endif
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//#ifdef AVH_CLIENT
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//void AvHSelectionHelper::SelectLocation(const Vector& inPointOfView, const Vector& inNormRay, Vector& outVector)
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//{
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// // TODO: Change this to only return location when proper entity hit
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// pmtrace_t tr;
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// Vector theStartPos = inPointOfView;
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// Vector theEndPos = theStartPos + kSelectionEndRange*inNormRay;
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// Vector theResult;
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//
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// tr = *pmove->PM_TraceLine( (float *)&theStartPos, (float *)&theEndPos, PM_TRACELINE_ANYVISIBLE, 2 /*point sized hull*/, -1 );
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// outVector = tr.endpos;
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//}
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//#endif
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bool AvHSelectionHelper::IsPositionInRegion(const Vector& inPosition, const Vector& inPointOfView, const Vector& inNormRayOne, const Vector& inNormRayTwo)
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{
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bool theSuccess = false;
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// Build normalized vector from eye to entity
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Vector theEyeToEntity;
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VectorSubtract(inPosition, inPointOfView, theEyeToEntity);
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VectorNormalize(theEyeToEntity);
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// Is vector between two other vectors?
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//if(IsVectorBetweenBoundingVectors(theEyeToEntity, inNormRayOne, inNormRayTwo))
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//if(IsVectorBetweenBoundingVectors(inPosition, theEyeToEntity, inNormRayOne, inNormRayTwo, thePlaneABCD))
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if(IsVectorBetweenBoundingVectors(inPosition, theEyeToEntity, inNormRayOne, inNormRayTwo))
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{
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theSuccess = true;
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}
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return theSuccess;
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}
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void AvHSelectionHelper::ProcessEntityForSelection(const Vector& inOrigin, const Vector& inPointOfView, const Vector& inNormRayOne, const Vector& inNormRayTwo, int inIndex, bool inIsPlayer, bool inIsMarkedSelectable, bool inSameTeam, bool inIsVisible)
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{
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if(this->IsPositionInRegion(inOrigin, inPointOfView, inNormRayOne, inNormRayTwo))
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{
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if(inIsPlayer || inIsMarkedSelectable)
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{
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bool theIsFriendly = inSameTeam;
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if(inIsPlayer)
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{
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if(theIsFriendly)
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{
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this->mFriendlyPlayers.push_back(inIndex);
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}
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else if(inIsVisible)
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{
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//this->mNonFriendlyPlayers.push_back(inIndex);
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}
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}
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else
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{
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if(theIsFriendly)
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{
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this->mFriendlyBuildings.push_back(inIndex);
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}
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else if(inIsVisible)
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{
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//this->mNonFriendlyBuildings.push_back(inIndex);
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}
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}
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}
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// else if(inIsSelectableWorldObject)
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// {
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// this->mWorldObjects.push_back(inIndex);
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// }
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}
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}
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bool AvHSelectionHelper::SelectUnitsInRegion(const Vector& inPointOfView, const Vector& inNormRayOne, const Vector& inNormRayTwo, AvHTeamNumber inTeamNumber, EntityListType& outEntIndexList)
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{
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#ifdef AVH_SERVER
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// Assumes that entities won't be too far away
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float theRadius = GetGameRules()->GetMapExtents().GetTopDownCullDistance()*2;
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CBaseEntity* theBaseEntity = NULL;
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while((theBaseEntity = UTIL_FindEntityInSphere(theBaseEntity, inPointOfView, theRadius)) != NULL)
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{
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const char* theClassName = STRING(theBaseEntity->pev->classname);
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if(!AvHSUGetIsExternalClassName(theClassName))
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{
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// Check for EF_NODRAW so that recycled command stations cannot be selected.
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if(!GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_TOPDOWN) && !(theBaseEntity->pev->effects & EF_NODRAW) )
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);
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bool theIsPlayer = (thePlayer && thePlayer->GetIsRelevant() && (thePlayer->GetUser3() != AVH_USER3_COMMANDER_PLAYER));
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bool theIsMarkedSelectable = GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_SELECTABLE);
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bool theSameTeam = (theBaseEntity->pev->team == inTeamNumber);
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bool theIsVisible = (theSameTeam || GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_VIS_SIGHTED));
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Vector thePosition = theBaseEntity->pev->origin;
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if((thePosition.x == thePosition.y) && (thePosition.y == thePosition.z) && (thePosition.z == 0.0f))
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{
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thePosition.x = (theBaseEntity->pev->mins.x + theBaseEntity->pev->maxs.x)/2.0f;
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thePosition.y = (theBaseEntity->pev->mins.y + theBaseEntity->pev->maxs.y)/2.0f;
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thePosition.z = (theBaseEntity->pev->mins.z + theBaseEntity->pev->maxs.z)/2.0f;
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}
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int theEntityIndex = theBaseEntity->entindex();
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AvHSHUGetEntityLocation(theEntityIndex, thePosition);
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this->ProcessEntityForSelection(thePosition, inPointOfView, inNormRayOne, inNormRayTwo, theEntityIndex, theIsPlayer, theIsMarkedSelectable, theSameTeam, theIsVisible);
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}
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}
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}
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#endif
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#ifdef AVH_CLIENT
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
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// Store off the old count
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gEngfuncs.pEventAPI->EV_PushPMStates();
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// Now add in all of the players.
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gEngfuncs.pEventAPI->EV_SetSolidPlayers (-1);
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physent_t* theEntity = NULL;
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int theNumEnts = pmove->numphysent;
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for (int i = 0; i < theNumEnts; i++)
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{
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theEntity = gEngfuncs.pEventAPI->EV_GetPhysent(i);
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if(theEntity && !GetHasUpgrade(theEntity->iuser4, MASK_TOPDOWN))
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{
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int theEntityIndex = theEntity->info;
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bool theIsPlayer = ((theEntityIndex >= 1) && (theEntityIndex <= gEngfuncs.GetMaxClients()));
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bool theIsMarkedSelectable = GetHasUpgrade(theEntity->iuser4, MASK_SELECTABLE);
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bool theSameTeam = (theEntity->team == inTeamNumber);
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bool theIsVisible = (theSameTeam || GetHasUpgrade(theEntity->iuser4, MASK_VIS_SIGHTED));
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Vector thePosition = theEntity->origin;
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if((thePosition.x == thePosition.y) && (thePosition.y == thePosition.z) && (thePosition.z == 0.0f))
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{
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thePosition.x = (theEntity->mins.x + theEntity->maxs.x)/2.0f;
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thePosition.y = (theEntity->mins.y + theEntity->maxs.y)/2.0f;
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thePosition.z = (theEntity->mins.z + theEntity->maxs.z)/2.0f;
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}
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this->ProcessEntityForSelection(thePosition, inPointOfView, inNormRayOne, inNormRayTwo, theEntityIndex, theIsPlayer, theIsMarkedSelectable, theSameTeam, theIsVisible);
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}
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}
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gEngfuncs.pEventAPI->EV_PopPMStates();
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#endif
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bool theSuccess = false;
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// Our own players
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if(this->mFriendlyPlayers.size() > 0)
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{
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outEntIndexList = this->mFriendlyPlayers;
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}
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// Our own buildings only one
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else if(this->mFriendlyBuildings.size() > 0)
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{
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outEntIndexList.push_back(*mFriendlyBuildings.begin());
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}
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// Enemy players (only one)
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else if(this->mNonFriendlyPlayers.size() > 0)
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{
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outEntIndexList.push_back(*this->mNonFriendlyPlayers.begin());
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}
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// Enemy buildings (only one)
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else if(this->mNonFriendlyBuildings.size() > 0)
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{
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outEntIndexList.push_back(*this->mNonFriendlyBuildings.begin());
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}
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// World objects (only one)
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// else if(this->mWorldObjects.size() > 0)
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// {
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// outEntIndexList.push_back(*this->mWorldObjects.begin());
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// }
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if(outEntIndexList.size() > 0)
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{
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theSuccess = true;
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}
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this->mFriendlyBuildings.clear();
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this->mFriendlyPlayers.clear();
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this->mNonFriendlyBuildings.clear();
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this->mNonFriendlyPlayers.clear();
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// this->mWorldObjects.clear();
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return theSuccess;
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}
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bool AvHSelectionHelper::SelectUnits(const Vector& inPointOfView, const Vector& inStartRay, const Vector& inEndRay, AvHTeamNumber inTeamNumber, EntityListType& outEntIndexList)
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{
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bool theSuccess = false;
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// Select into new list
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EntityListType theNewSelection;
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Vector theStartRay = inStartRay;
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Vector theEndRay = inEndRay;
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// If inNormRayOne and inNormRayTwo are sufficiently close, just do a ray test
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const float theXTolerance = .1f;
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const float theYTolerance = .1f;
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if((fabs(theStartRay.x - theEndRay.x) < theXTolerance) && (fabs(theStartRay.y - theEndRay.y) < theYTolerance))
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{
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// // Ignore team here, we're allowed to click select units on either team
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// int theEntIndex;
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// if(AvHSHUGetEntityAtRay(inPointOfView, inStartRay, theEntIndex))
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// {
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// theNewSelection.push_back(theEntIndex);
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// theSuccess = true;
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// }
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// Select minimum around center
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Vector theCenter;
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theCenter.x = (inStartRay.x + inEndRay.x)/2.0f;
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theCenter.y = (inStartRay.y + inEndRay.y)/2.0f;
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// theCenter.z = (inStartRay.z + inEndRay.z)/2.0f;
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// Not perfect, but good enough
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theStartRay.x = theCenter.x - theXTolerance/2.0f;
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theStartRay.y = theCenter.y - theYTolerance/2.0f;
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VectorNormalize(theStartRay);
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theEndRay.x = theCenter.x + theXTolerance/2.0f;
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theEndRay.y = theCenter.y + theYTolerance/2.0f;
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VectorNormalize(theEndRay);
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}
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// else
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// {
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theSuccess = SelectUnitsInRegion(inPointOfView, theStartRay, theEndRay, inTeamNumber, theNewSelection);
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// }
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if(theSuccess)
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{
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// Set new selection
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outEntIndexList = theNewSelection;
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}
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return theSuccess;
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}
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