/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include template class CDynamicContainer; template class CSelection; template class CSelection; template class CSelection; extern BOOL _bPortalSectorLinksPreLoaded; extern BOOL _bEntitySectorLinksPreLoaded; extern INDEX _ctPredictorEntities; // calculate ray placement from origin and target positions (obsolete?) static inline CPlacement3D CalculateRayPlacement( const FLOAT3D &vOrigin, const FLOAT3D &vTarget) { CPlacement3D plRay; // ray position is at origin plRay.pl_PositionVector = vOrigin; // calculate ray direction vector FLOAT3D vDirection = vTarget-vOrigin; // calculate ray orientation from the direction vector vDirection.Normalize(); DirectionVectorToAngles(vDirection, plRay.pl_OrientationAngle); return plRay; } /* Constructor. */ CTextureTransformation::CTextureTransformation(void) { tt_strName = ""; } /* Constructor. */ CTextureBlending::CTextureBlending(void) { tb_strName = ""; tb_ubBlendingType = STXF_BLEND_OPAQUE; tb_colMultiply = C_WHITE|0xFF; } /* * Constructor. */ CWorld::CWorld(void) : wo_colBackground(C_lGRAY) // clear background color , wo_pecWorldBaseClass(NULL) // worldbase class must be obtained before using the world , wo_bPortalLinksUpToDate(FALSE) // portal-sector links must be updated , wo_baBrushes(*new CBrushArchive) , wo_taTerrains(*new CTerrainArchive) , wo_ulSpawnFlags(0) { wo_baBrushes.ba_pwoWorld = this; wo_taTerrains.ta_pwoWorld = this; // create empty texture movements wo_attTextureTransformations.New(256); wo_atbTextureBlendings.New(256); wo_astSurfaceTypes.New(256); wo_actContentTypes.New(256); wo_aetEnvironmentTypes.New(256); wo_aitIlluminationTypes.New(256); // initialize collision grid InitCollisionGrid(); wo_slStateDictionaryOffset = 0; wo_strBackdropUp = ""; wo_strBackdropFt = ""; wo_strBackdropRt = ""; wo_strBackdropObject = ""; wo_fUpW = wo_fUpL = 1.0f; wo_fUpCX = wo_fUpCZ = 0.0f; wo_fFtW = wo_fFtH = 1.0f; wo_fFtCX = wo_fFtCY = 0.0f; wo_fRtL = wo_fRtH = 1.0f; wo_fRtCZ = wo_fRtCY = 0.0f; wo_ulNextEntityID = 1; // set default placement wo_plFocus = CPlacement3D( FLOAT3D(3.0f, 4.0f, 10.0f), ANGLE3D(AngleDeg( 20.0f), AngleDeg( -20.0f), 0)); wo_fTargetDistance = 10.0f; // set default thumbnail placement wo_plThumbnailFocus = CPlacement3D( FLOAT3D(3.0f, 4.0f, 10.0f), ANGLE3D(AngleDeg( 20.0f), AngleDeg( -20.0f), 0)); wo_fThumbnailTargetDistance = 10.0f; } /* * Destructor. */ CWorld::~CWorld() { // clear all arrays Clear(); // destroy collision grid DestroyCollisionGrid(); delete &wo_baBrushes; delete &wo_taTerrains; } /* * Clear all arrays. */ void CWorld::Clear(void) { // detach worldbase class if (wo_pecWorldBaseClass!=NULL) { if ( wo_pecWorldBaseClass->ec_pdecDLLClass!=NULL &&wo_pecWorldBaseClass->ec_pdecDLLClass->dec_OnWorldEnd!=NULL) { wo_pecWorldBaseClass->ec_pdecDLLClass->dec_OnWorldEnd(this); } wo_pecWorldBaseClass=NULL; } { // must be in 24bit mode when managing entities CSetFPUPrecision FPUPrecision(FPT_24BIT); // clear background viewer SetBackgroundViewer(NULL); // make a new container of entities CDynamicContainer cenToDestroy = wo_cenEntities; // for each of the entities {FOREACHINDYNAMICCONTAINER(cenToDestroy, CEntity, iten) { // destroy it iten->Destroy(); }} // the original container must be empty ASSERT(wo_cenEntities.Count()==0); ASSERT(wo_cenAllEntities.Count()==0); wo_cenEntities.Clear(); wo_cenAllEntities.Clear(); cenToDestroy.Clear(); wo_ulNextEntityID = 1; } // clear brushes wo_baBrushes.ba_abrBrushes.Clear(); // clear terrains wo_taTerrains.ta_atrTerrains.Clear(); extern void ClearMovableEntityCaches(void); ClearMovableEntityCaches(); // clear collision grid ClearCollisionGrid(); } /* * Create a new entity of given class. */ CEntity *CWorld::CreateEntity(const CPlacement3D &plPlacement, CEntityClass *pecClass) { // must be in 24bit mode when managing entities CSetFPUPrecision FPUPrecision(FPT_24BIT); // if the world base class is not yet remembered and this class is world base if (wo_pecWorldBaseClass==NULL && stricmp(pecClass->ec_pdecDLLClass->dec_strName, "WorldBase")==0) { // remember it wo_pecWorldBaseClass = pecClass; // execute the class attach function if (pecClass->ec_pdecDLLClass->dec_OnWorldInit!=NULL) { pecClass->ec_pdecDLLClass->dec_OnWorldInit(this); } } // gather CRCs of that class pecClass->AddToCRCTable(); // ask the class to instance a new member CEntity *penEntity = pecClass->New(); // add the reference made by the entity itself penEntity->AddReference(); // set the entity's world pointer to this world penEntity->en_pwoWorld = this; // add the new member to this world's entity container wo_cenEntities.Add(penEntity); wo_cenAllEntities.Add(penEntity); // set a new identifier penEntity->en_ulID = wo_ulNextEntityID++; // set up the placement penEntity->en_plPlacement = plPlacement; // calculate rotation matrix MakeRotationMatrixFast(penEntity->en_mRotation, penEntity->en_plPlacement.pl_OrientationAngle); // if now predicting if (_pNetwork->IsPredicting()) { // mark entity as a temporary predictor penEntity->en_ulFlags |= ENF_PREDICTOR|ENF_TEMPPREDICTOR; wo_cenPredictor.Add(penEntity); _ctPredictorEntities++; } // return it return penEntity; } /* * Create a new entity of given class. */ CEntity *CWorld::CreateEntity_t(const CPlacement3D &plPlacement, const CTFileName &fnmClass) // throw char * { // obtain a new entity class from global stock CEntityClass *pecClass = _pEntityClassStock->Obtain_t(fnmClass); // create entity with that class (obtains it once more) CEntity *penNew = CreateEntity(plPlacement, pecClass); // release the class _pEntityClassStock->Release(pecClass); // return the entity return penNew; } /* * Destroy one entities. */ void CWorld::DestroyOneEntity( CEntity *penToDestroy) { // if the entity is targetable if (penToDestroy->IsTargetable()) { // remove all eventual pointers to it UntargetEntity( penToDestroy); } // destroy it penToDestroy->Destroy(); } /* * Destroy a selection of entities. */ void CWorld::DestroyEntities(CEntitySelection &senToDestroy) { // must be in 24bit mode when managing entities CSetFPUPrecision FPUPrecision(FPT_24BIT); // for each entity in selection FOREACHINDYNAMICCONTAINER(senToDestroy, CEntity, iten) { // if the entity is targetable if (iten->IsTargetable()) { // remove all eventual pointers to it UntargetEntity(iten); } // destroy it iten->Destroy(); } // clear the selection on the container level /* NOTE: we must not clear the selection directly, since the entity objects contained there are already freed and deselecting them would make an access violation. */ senToDestroy.CDynamicContainer::Clear(); } /* * Clear all entity pointers that point to this entity. */ void CWorld::UntargetEntity(CEntity *penToUntarget) { // for all entities in this world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, itenInWorld){ // get the DLL class of this entity CDLLEntityClass *pdecDLLClass = itenInWorld->en_pecClass->ec_pdecDLLClass; // for all classes in hierarchy of this entity for(; pdecDLLClass!=NULL; pdecDLLClass = pdecDLLClass->dec_pdecBase) { // for all properties for(INDEX iProperty=0; iPropertydec_ctProperties; iProperty++) { CEntityProperty &epProperty = pdecDLLClass->dec_aepProperties[iProperty]; // if the property type is entity pointer if (epProperty.ep_eptType == CEntityProperty::EPT_ENTITYPTR) { // get the pointer CEntityPointer &penPointed = ENTITYPROPERTY(&*itenInWorld, epProperty.ep_slOffset, CEntityPointer); // if it points to the entity to be untargeted if (penPointed == penToUntarget) { itenInWorld->End(); // clear the pointer penPointed = NULL; itenInWorld->Initialize(); } } } } } // if the entity is background viewer if (wo_penBackgroundViewer==penToUntarget) { // reset background viewer SetBackgroundViewer(NULL); } } /* * Find an entity with given character. */ CPlayerEntity *CWorld::FindEntityWithCharacter(CPlayerCharacter &pcCharacter) { ASSERT(pcCharacter.pc_strName != ""); // for each entity FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { CEntity *pen = &*iten; // if it is player entity if (IsDerivedFromClass(pen, "PlayerEntity")) { CPlayerEntity *penPlayer = (CPlayerEntity *)pen; // if it has got that character if (penPlayer->en_pcCharacter == pcCharacter) { // return its pointer return penPlayer; } } } // otherwise, none exists return NULL; } /* * Add an entity to list of thinkers. */ void CWorld::AddTimer(CRationalEntity *penThinker) { ASSERT(penThinker->en_timeTimer>=_pTimer->CurrentTick()); ASSERT(GetFPUPrecision()==FPT_24BIT); // if the entity is already in the list if (penThinker->en_lnInTimers.IsLinked()) { // remove it penThinker->en_lnInTimers.Remove(); } // for each entity in the thinker list FOREACHINLISTKEEP(CRationalEntity, en_lnInTimers, wo_lhTimers, iten) { // if the entity in list has greater or same think time than the one to add if (iten->en_timeTimer>=penThinker->en_timeTimer) { // stop searching break; } } // add the new entity before current one iten.InsertBeforeCurrent(penThinker->en_lnInTimers); } // set overdue timers to be due in current time void CWorld::AdjustLateTimers(TIME tmCurrentTime) { // must be in 24bit mode when managing entities CSetFPUPrecision FPUPrecision(FPT_24BIT); // for each entity in the thinker list FOREACHINLIST(CRationalEntity, en_lnInTimers, wo_lhTimers, iten) { CRationalEntity &en = *iten; // if the entity in list is overdue if (en.en_timeTimeren_ulFlags&ENF_DELETED) { // clear the pointer wo_penBackgroundViewer = NULL; } return wo_penBackgroundViewer; } /* Set description for this world. */ void CWorld::SetDescription(const CTString &strDescription) { wo_strDescription = strDescription; } /* Get description for this world. */ const CTString &CWorld::GetDescription(void) { return wo_strDescription; } // get/set name of the world void CWorld::SetName(const CTString &strName) { wo_strName = strName; } const CTString &CWorld::GetName(void) { return wo_strName; } // get/set spawn flags for the world void CWorld::SetSpawnFlags(ULONG ulFlags) { wo_ulSpawnFlags = ulFlags; } ULONG CWorld::GetSpawnFlags(void) { return wo_ulSpawnFlags; } ///////////////////////////////////////////////////////////////////// // Shadow manipulation functions /* * Recalculate all shadow maps that are not valid or of smaller precision. */ void CWorld::CalculateDirectionalShadows(void) { extern INDEX _ctShadowLayers; extern INDEX _ctShadowClusters; CTimerValue tvStart; // clear shadow rendering stats tvStart = _pTimer->GetHighPrecisionTimer(); _ctShadowLayers=0; _ctShadowClusters=0; // for each shadow map that is queued for calculation FORDELETELIST(CBrushShadowMap, bsm_lnInUncalculatedShadowMaps, wo_baBrushes.ba_lhUncalculatedShadowMaps, itbsm) { // calculate shadows on it itbsm->GetBrushPolygon()->MakeShadowMap(this, TRUE); } // report shadow rendering stats CTimerValue tvStop = _pTimer->GetHighPrecisionTimer(); CPrintF("Shadow calculation: total %d clusters in %d layers, %fs\n", _ctShadowClusters, _ctShadowLayers, (tvStop-tvStart).GetSeconds()); } void CWorld::CalculateNonDirectionalShadows(void) { // for each shadow map that is queued for calculation FORDELETELIST(CBrushShadowMap, bsm_lnInUncalculatedShadowMaps, wo_baBrushes.ba_lhUncalculatedShadowMaps, itbsm) { // calculate shadows on it itbsm->GetBrushPolygon()->MakeShadowMap(this, FALSE); } } /* Find all shadow layers near a certain position. */ void CWorld::FindShadowLayers( const FLOATaabbox3D &boxNear, BOOL bSelectedOnly /*=FALSE*/, BOOL bDirectional /*= TRUE*/) { _pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_FINDSHADOWLAYERS); // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // if it is light entity and it influences the given range CLightSource *pls = iten->GetLightSource(); if (pls!=NULL) { FLOATaabbox3D boxLight(iten->en_plPlacement.pl_PositionVector, pls->ls_rFallOff); if ( bDirectional && (pls->ls_ulFlags &LSF_DIRECTIONAL) ||boxLight.HasContactWith(boxNear)) { // find layers for that light source pls->FindShadowLayers(bSelectedOnly); } } } _pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_FINDSHADOWLAYERS); } /* Discard shadows on all brush polygons in the world. */ void CWorld::DiscardAllShadows(void) { FLOATaabbox3D box; // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // if it is brush entity if (iten->en_RenderType == CEntity::RT_BRUSH) { // for each mip in its brush FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) { box|=itbm->bm_boxBoundingBox; // for all sectors in this mip FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // for each polygon in the sector FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) { // discard its shadow map itbpo->DiscardShadows(); } } } } } // find all shadow layers in the world FindShadowLayers(box); } ///////////////////////////////////////////////////////////////////// // Hide/Show functions /* * Hide entities contained in given selection. */ void CWorld::HideSelectedEntities(CEntitySelection &selenEntitiesToHide) { // for all entities in the selection FOREACHINDYNAMICCONTAINER(selenEntitiesToHide, CEntity, iten) { if( iten->IsSelected(ENF_SELECTED) && !((iten->en_RenderType==CEntity::RT_BRUSH) && (iten->en_ulFlags&ENF_ZONING)) ) { // hide the entity iten->en_ulFlags |= ENF_HIDDEN; } } } /* * Hide all unselected entities. */ void CWorld::HideUnselectedEntities(void) { // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { if( !iten->IsSelected(ENF_SELECTED) && !((iten->en_RenderType==CEntity::RT_BRUSH)&&(iten->en_ulFlags&ENF_ZONING)) ) { // hide it iten->en_ulFlags |= ENF_HIDDEN; } } } /* * Show all entities. */ void CWorld::ShowAllEntities(void) { // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { iten->en_ulFlags &= ~ENF_HIDDEN; } } /* * Hide sectors contained in given selection. */ void CWorld::HideSelectedSectors(CBrushSectorSelection &selbscSectorsToHide) { // for all sectors in the selection FOREACHINDYNAMICCONTAINER(selbscSectorsToHide, CBrushSector, itbsc) { // hide the sector itbsc->bsc_ulFlags |= BSCF_HIDDEN; } } /* * Hide all unselected sectors. */ void CWorld::HideUnselectedSectors(void) { // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // if it is brush entity if (iten->en_RenderType == CEntity::RT_BRUSH) { // for each mip in its brush FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) { // for all sectors in this mip FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // if the sector is not selected if (!itbsc->IsSelected(BSCF_SELECTED)) { // hide it itbsc->bsc_ulFlags |= BSCF_HIDDEN; } } } } } } /* * Show all sectors. */ void CWorld::ShowAllSectors(void) { // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // if it is brush entity if (iten->en_RenderType == CEntity::RT_BRUSH) { // for each mip in its brush FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) { // for all sectors in this mip FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // show the sector itbsc->bsc_ulFlags &= ~BSCF_HIDDEN; } } } } } /* * Select all polygons in selected sectors with same texture. */ void CWorld::SelectByTextureInSelectedSectors( CTFileName fnTexture, CBrushPolygonSelection &selbpoSimilar, INDEX iTexture) { // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // if it is brush entity if (iten->en_RenderType == CEntity::RT_BRUSH) { // for each mip in its brush FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) { // for all sectors in this mip FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // if sector is selected if (itbsc->IsSelected(BSCF_SELECTED)) { // for all polygons in sector FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) { // if it is not portal and is not selected and has same texture if ( (!(itbpo->bpo_ulFlags&BPOF_PORTAL) || (itbpo->bpo_ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT))) && !itbpo->IsSelected(BPOF_SELECTED) && (itbpo->bpo_abptTextures[iTexture].bpt_toTexture.GetData() != NULL) && (itbpo->bpo_abptTextures[iTexture].bpt_toTexture.GetData()->GetName() == fnTexture) ) // select this polygon selbpoSimilar.Select(*itbpo); } } } } } } } /* * Select all polygons in world with same texture. */ void CWorld::SelectByTextureInWorld( CTFileName fnTexture, CBrushPolygonSelection &selbpoSimilar, INDEX iTexture) { // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // if it is brush entity if (iten->en_RenderType == CEntity::RT_BRUSH) { // for each mip in its brush FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) { // for all sectors in this mip FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // for all polygons in sector FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) { // if it is not non translucent portal and is not selected and has same texture if ( (!(itbpo->bpo_ulFlags&BPOF_PORTAL) || (itbpo->bpo_ulFlags&(BPOF_TRANSLUCENT|BPOF_TRANSPARENT))) && !itbpo->IsSelected(BPOF_SELECTED) && (itbpo->bpo_abptTextures[iTexture].bpt_toTexture.GetData() != NULL) && (itbpo->bpo_abptTextures[iTexture].bpt_toTexture.GetData()->GetName() == fnTexture) ) // select this polygon selbpoSimilar.Select(*itbpo); } } } } } } /* * Reinitialize entities from their properties. (use only in WEd!) */ void CWorld::ReinitializeEntities(void) { _pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_REINITIALIZEENTITIES); // must be in 24bit mode when managing entities CSetFPUPrecision FPUPrecision(FPT_24BIT); CTmpPrecachingNow tpn; // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // reinitialize it iten->Reinitialize(); } _pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_REINITIALIZEENTITIES); } /* Precache data needed by entities. */ void CWorld::PrecacheEntities_t(void) { // for each entity in the world INDEX ctEntities = wo_cenEntities.Count(); INDEX iEntity = 0; FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // precache CallProgressHook_t(FLOAT(iEntity)/ctEntities); iten->Precache(); iEntity++; } } // delete all entities that don't fit given spawn flags void CWorld::FilterEntitiesBySpawnFlags(ULONG ulFlags) { // must be in 24bit mode when managing entities CSetFPUPrecision FPUPrecision(FPT_24BIT); BOOL bOldAllowRandom = _pNetwork->ga_sesSessionState.ses_bAllowRandom; _pNetwork->ga_sesSessionState.ses_bAllowRandom = TRUE; // create an empty selection of entities CEntitySelection senToDestroy; // for each entity in the world {FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // if brush if (iten->en_RenderType==CEntity::RT_BRUSH ||iten->en_RenderType==CEntity::RT_FIELDBRUSH) { // skip it (brushes must not be deleted on the fly) continue; } // if it shouldn't exist ULONG ulEntityFlags = iten->GetSpawnFlags(); if (!(ulEntityFlags&ulFlags&SPF_MASK_DIFFICULTY) ||!(ulEntityFlags&ulFlags&SPF_MASK_GAMEMODE)) { // add it to the selection senToDestroy.Select(*iten); } }} // destroy all selected entities DestroyEntities(senToDestroy); _pNetwork->ga_sesSessionState.ses_bAllowRandom = bOldAllowRandom; } // create links between zoning-brush sectors and non-zoning entities in sectors void CWorld::LinkEntitiesToSectors(void) { _pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_LINKENTITIESTOSECTORS); // must be in 24bit mode when managing entities CSetFPUPrecision FPUPrecision(FPT_24BIT); // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { CEntity &en = *iten; // cache eventual collision info en.FindCollisionInfo(); en.UpdateSpatialRange(); // link it if (!_bEntitySectorLinksPreLoaded) { en.FindSectorsAroundEntity(); } } // NOTE: this is here to force relinking for all moving zoning brushes after loading! // for each entity in the world {FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { CEntity &en = *iten; if (en.en_RenderType==CEntity::RT_BRUSH && (en.en_ulFlags&ENF_ZONING) && (en.en_ulPhysicsFlags&EPF_MOVABLE)){ // recalculate all bounding boxes relative to new position extern BOOL _bDontDiscardLinks; _bDontDiscardLinks = TRUE; en.en_pbrBrush->CalculateBoundingBoxes(); _bDontDiscardLinks = FALSE; // FPU must be in 53-bit mode CSetFPUPrecision FPUPrecision(FPT_53BIT); // for all brush mips FOREACHINLIST(CBrushMip, bm_lnInBrush, en.en_pbrBrush->br_lhBrushMips, itbm) { // for all sectors in the mip {FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // find entities in sector itbsc->FindEntitiesInSector(); }} } } }} _pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_LINKENTITIESTOSECTORS); } // rebuild all links in world void CWorld::RebuildLinks(void) { wo_baBrushes.LinkPortalsAndSectors(); _bEntitySectorLinksPreLoaded = FALSE; LinkEntitiesToSectors(); } /* Update sectors during brush vertex moving */ void CWorld::UpdateSectorsDuringVertexChange( CBrushVertexSelection &selVertex) { // create container of sectors that will need to be updated CDynamicContainer cbscToUpdate; {FOREACHINDYNAMICCONTAINER( selVertex, CBrushVertex, itbvx) { // add the sector of that vertex to list for updating if (!cbscToUpdate.IsMember(itbvx->bvx_pbscSector)) { cbscToUpdate.Add(itbvx->bvx_pbscSector); } }} // for each sector to be updated {FOREACHINDYNAMICCONTAINER( cbscToUpdate, CBrushSector, itbsc){ // recalculate planes for polygons from their vertices itbsc->MakePlanesFromVertices(); }} } /* Update sectors after brush vertex moving */ void CWorld::UpdateSectorsAfterVertexChange( CBrushVertexSelection &selVertex) { // create container of sectors that will need to be updated CDynamicContainer cbscToUpdate; {FOREACHINDYNAMICCONTAINER( selVertex, CBrushVertex, itbvx) { // add the sector of that vertex to list for updating if (!cbscToUpdate.IsMember(itbvx->bvx_pbscSector)) { cbscToUpdate.Add(itbvx->bvx_pbscSector); } }} // for each sector to be updated {FOREACHINDYNAMICCONTAINER( cbscToUpdate, CBrushSector, itbsc){ // update it itbsc->UpdateVertexChanges(); }} } /* Triangularize polygons that contain vertices from given selection */ void CWorld::TriangularizeForVertices( CBrushVertexSelection &selVertex) { // create container of sectors that contain polygons that need to be triangularized CDynamicContainer cbscToTriangularize; {FOREACHINDYNAMICCONTAINER( selVertex, CBrushVertex, itbvx) { // add the sector of that vertex to list for triangularizing if (!cbscToTriangularize.IsMember(itbvx->bvx_pbscSector)) { cbscToTriangularize.Add(itbvx->bvx_pbscSector); } }} // for each sector to be updated {FOREACHINDYNAMICCONTAINER( cbscToTriangularize, CBrushSector, itbsc){ // update it itbsc->TriangularizeForVertices(selVertex); }} } // add this entity to prediction void CEntity::AddToPrediction(void) { // this function may be called even for NULLs - so ignore it if (this==NULL) { return; } // if already added if (en_ulFlags&ENF_WILLBEPREDICTED) { // do nothing return; } // mark as added en_ulFlags|=ENF_WILLBEPREDICTED; en_pwoWorld->wo_cenWillBePredicted.Add(this); // add your dependents AddDependentsToPrediction(); } // mark all predictable entities that will be predicted using user-set criterions void CWorld::MarkForPrediction(void) { extern INDEX cli_bPredictIfServer; extern INDEX cli_bPredictLocalPlayers; extern INDEX cli_bPredictRemotePlayers; extern FLOAT cli_fPredictEntitiesRange; static CStaticStackArray avLocalPlayers; avLocalPlayers.PopAll(); // for each player for (INDEX iPlayer=0; iPlayerIsPlayerLocal(pen); // if allowed for prediction if ( bLocal && cli_bPredictLocalPlayers || !bLocal && cli_bPredictRemotePlayers) { // add it pen->AddToPrediction(); } // if local if (bLocal) { // remember coordinates of the original entity, and eventual predictor coords avLocalPlayers.Push() = pen->GetPlacement().pl_PositionVector; avLocalPlayers.Push() = _pNetwork->ga_sesSessionState.GetPlayerPredictorPosition(iPlayer); } } } TIME tmNow = _pNetwork->ga_sesSessionState.ses_tmPredictionHeadTick; // for each predictable entity {FOREACHINDYNAMICCONTAINER(wo_cenPredictable, CEntity, iten){ CEntity &en = *iten; // it must not be void (so that its coordinates are relevant) ASSERT(en.GetRenderType()!=CEntity::RT_VOID); // get its upper time limit for prediction TIME tmLimit = en.GetPredictionTime(); // if now inside time prediction interval if (tmNowAddToPrediction(); continue; } // if predicting entities by range if (cli_fPredictEntitiesRange>0) { FLOAT fRange = en.GetPredictionRange(); if (fRange<=0) { continue; } fRange = Min(fRange, cli_fPredictEntitiesRange); // get its coordinates and maximal prediction range const FLOAT3D &v = en.GetPlacement().pl_PositionVector; // check if it is within range of any local player BOOL bInRange = FALSE; for(INDEX i=0; iAddToPrediction(); } } }} } // unmark all predictable entities marked for prediction void CWorld::UnmarkForPrediction(void) { // for each entity marked {FOREACHINDYNAMICCONTAINER(wo_cenWillBePredicted, CEntity, iten){ // unmark for prediction iten->en_ulFlags&=~ENF_WILLBEPREDICTED; }} wo_cenWillBePredicted.Clear(); } // create predictors for predictable entities that are marked for prediction void CWorld::CreatePredictors(void) { CDynamicContainer cenForPrediction; // for each entity marked {FOREACHINDYNAMICCONTAINER(wo_cenWillBePredicted, CEntity, iten){ // if not deleted if (!(iten->en_ulFlags&ENF_DELETED)) { // add to container cenForPrediction.Add(iten); } // unmark iten->en_ulFlags&=~ENF_WILLBEPREDICTED; }} wo_cenWillBePredicted.Clear(); // CPrintF("for prediction: %d\n", cenForPrediction.Count()); // create copies of those entities as predictors CopyEntitiesToPredictors(cenForPrediction); } // delete all predictor entities void CWorld::DeletePredictors(void) { // must be in 24bit mode when managing entities CSetFPUPrecision FPUPrecision(FPT_24BIT); // first remember eventual predicted player positions _pNetwork->ga_sesSessionState.RememberPlayerPredictorPositions(); // make a copy of predictor container (for safe iteration) CDynamicContainer cenPredictor = wo_cenPredictor; // for each predictor {FOREACHINDYNAMICCONTAINER( cenPredictor, CEntity, iten){ CEntity &en = *iten; ASSERT(en.IsPredictor()); // destroy it en.Destroy(); }} // for each predicted {FOREACHINDYNAMICCONTAINER( wo_cenPredicted, CEntity, iten){ CEntity &en = *iten; ASSERT(en.IsPredicted()); // kill its pointer to predictor en.SetPredictionPair(NULL); // mark as not predicted en.en_ulFlags&=~ENF_PREDICTED; }} ASSERT(_ctPredictorEntities==0); wo_cenPredictor.Clear(); wo_cenPredicted.Clear(); // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { CEntity &en = *iten; ASSERT(!en.IsPredictor()); } } // get entity by its ID CEntity *CWorld::EntityFromID(ULONG ulID) { FOREACHINDYNAMICCONTAINER(wo_cenAllEntities, CEntity, iten) { if (iten->en_ulID==ulID) { return iten; } } ASSERT(FALSE); return NULL; } /* Triangularize selected polygons. */ void CWorld::TriangularizePolygons(CDynamicContainer &dcPolygons) { ClearMarkedForUseFlag(); CDynamicContainer cbscToProcess; // for each polyon in selection FOREACHINDYNAMICCONTAINER(dcPolygons, CBrushPolygon, itbpo) { CBrushPolygon &bp=*itbpo; bp.bpo_ulFlags |= BPOF_MARKED_FOR_USE; CBrushSector *pbsc=bp.bpo_pbscSector; if( !cbscToProcess.IsMember( pbsc)) { cbscToProcess.Add( pbsc); } } FOREACHINDYNAMICCONTAINER(cbscToProcess, CBrushSector, itbsc) { itbsc->TriangularizeMarkedPolygons(); itbsc->UpdateVertexChanges(); } } // Clear marked for use flag on all polygons in world void CWorld::ClearMarkedForUseFlag(void) { // for each entity in the world FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) { // if it is brush entity if (iten->en_RenderType == CEntity::RT_BRUSH) { // for each mip in its brush FOREACHINLIST(CBrushMip, bm_lnInBrush, iten->en_pbrBrush->br_lhBrushMips, itbm) { // for all sectors in this mip FOREACHINDYNAMICARRAY(itbm->bm_abscSectors, CBrushSector, itbsc) { // for each polygon in the sector FOREACHINSTATICARRAY(itbsc->bsc_abpoPolygons, CBrushPolygon, itbpo) { // discard marked for use flag itbpo->bpo_ulFlags &= ~BPOF_MARKED_FOR_USE; } } } } } }