ns/dev/3.2-LUA/source/mod/AvHSelectionHelper.cpp
tankefugl f0bcdd7a9f Branched for LUA development.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@266 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-07-13 11:35:45 +00:00

382 lines
12 KiB
C++

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