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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/ndebugoverlay.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/ndebugoverlay.cpp')
-rw-r--r--mp/src/game/server/ndebugoverlay.cpp269
1 files changed, 269 insertions, 0 deletions
diff --git a/mp/src/game/server/ndebugoverlay.cpp b/mp/src/game/server/ndebugoverlay.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Namespace for functions dealing with Debug Overlays
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "mathlib/mathlib.h"
+#include "player.h"
+#include "ndebugoverlay.h"
+#include "wcedit.h"
+
+#ifdef POSIX
+#include "ai_basenpc.h"
+#include "ai_network.h"
+#include "ai_networkmanager.h"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+#define NUM_DEBUG_OVERLAY_LINES 20
+
+int m_nDebugOverlayIndex = -1;
+OverlayLine_t* m_debugOverlayLine[NUM_DEBUG_OVERLAY_LINES];
+
+//-----------------------------------------------------------------------------
+// Purpose: Return the old overlay line from the overlay pool
+//-----------------------------------------------------------------------------
+OverlayLine_t* GetDebugOverlayLine(void)
+{
+ // Make casing pool if not initialized
+ if (m_nDebugOverlayIndex == -1)
+ {
+ for (int i=0;i<NUM_DEBUG_OVERLAY_LINES;i++)
+ {
+ m_debugOverlayLine[i] = new OverlayLine_t;
+ m_debugOverlayLine[i]->noDepthTest = true;
+ m_debugOverlayLine[i]->draw = false;
+ }
+ m_nDebugOverlayIndex = 0;
+ }
+
+ int id;
+
+ m_nDebugOverlayIndex++;
+ if (m_nDebugOverlayIndex == NUM_DEBUG_OVERLAY_LINES)
+ {
+ m_nDebugOverlayIndex = 0;
+ id = NUM_DEBUG_OVERLAY_LINES-1;
+
+ }
+ else
+ {
+ id = m_nDebugOverlayIndex-1;
+ }
+ return m_debugOverlayLine[id];
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Adds a debug line to be drawn on the screen
+// Input : If testLOS is true, color is based on line of sight test
+// Output :
+//-----------------------------------------------------------------------------
+void UTIL_AddDebugLine(const Vector &startPos, const Vector &endPos, bool noDepthTest, bool testLOS)
+{
+ OverlayLine_t* debugLine = GetDebugOverlayLine();
+
+ debugLine->origin = startPos;
+ debugLine->dest = endPos;
+ debugLine->noDepthTest = noDepthTest;
+ debugLine->draw = true;
+
+ if (testLOS)
+ {
+ trace_t tr;
+ UTIL_TraceLine ( debugLine->origin, debugLine->dest, MASK_BLOCKLOS, NULL, COLLISION_GROUP_NONE, &tr );
+ if (tr.startsolid || tr.fraction < 1.0)
+ {
+ debugLine->r = 255;
+ debugLine->g = 0;
+ debugLine->b = 0;
+ return;
+ }
+ }
+
+ debugLine->r = 255;
+ debugLine->g = 255;
+ debugLine->b = 255;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns z value of floor below given point (up to 384 inches below)
+//-----------------------------------------------------------------------------
+float GetLongFloorZ(const Vector &origin)
+{
+ // trace to the ground, then pop up 8 units and place node there to make it
+ // easier for them to connect (think stairs, chairs, and bumps in the floor).
+ // After the routing is done, push them back down.
+ //
+ trace_t tr;
+ UTIL_TraceLine ( origin,
+ origin - Vector ( 0, 0, 2048 ),
+ MASK_NPCSOLID_BRUSHONLY,
+ NULL,
+ COLLISION_GROUP_NONE,
+ &tr );
+
+ // This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH
+ trace_t trEnt;
+ UTIL_TraceLine ( origin,
+ origin - Vector ( 0, 0, 2048 ),
+ MASK_NPCSOLID,
+ NULL,
+ COLLISION_GROUP_NONE,
+ &trEnt );
+
+
+ // Did we hit something closer than the floor?
+ if ( trEnt.fraction < tr.fraction )
+ {
+ // If it was a world brush entity, copy the node location
+ if ( trEnt.m_pEnt )
+ {
+ CBaseEntity *e = trEnt.m_pEnt;
+ if ( e && (e->GetFlags() & FL_WORLDBRUSH) )
+ {
+ tr.endpos = trEnt.endpos;
+ }
+ }
+ }
+
+ return tr.endpos.z;
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Draws a large crosshair at flCrossDistance from the debug player
+// with tick marks
+//------------------------------------------------------------------------------
+void UTIL_DrawPositioningOverlay( float flCrossDistance )
+{
+ CBasePlayer* pPlayer = UTIL_PlayerByIndex(CBaseEntity::m_nDebugPlayer);
+
+ if (!pPlayer)
+ {
+ return;
+ }
+
+ Vector pRight;
+ pPlayer->EyeVectors( NULL, &pRight, NULL );
+
+#ifdef _WIN32
+ Vector topPos = NWCEdit::AirNodePlacementPosition();
+#else
+ Vector pForward;
+ pPlayer->EyeVectors( &pForward );
+
+ Vector floorVec = pForward;
+ floorVec.z = 0;
+ VectorNormalize( floorVec );
+ VectorNormalize( pForward );
+
+ float cosAngle = DotProduct(floorVec,pForward);
+
+ float lookDist = g_pAINetworkManager->GetEditOps()->m_flAirEditDistance/cosAngle;
+ Vector topPos = pPlayer->EyePosition()+pForward * lookDist;
+#endif
+
+ Vector bottomPos = topPos;
+ bottomPos.z = GetLongFloorZ(bottomPos);
+
+ // Make sure we can see the target pos
+ trace_t tr;
+ Vector endPos;
+ UTIL_TraceLine(pPlayer->EyePosition(), topPos, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
+ if (tr.fraction == 1.0)
+ {
+ Vector rightTrace = topPos + pRight*400;
+ float traceLen = (topPos - rightTrace).Length();
+ UTIL_TraceLine(topPos, rightTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
+ endPos = topPos+(pRight*traceLen*tr.fraction);
+ NDebugOverlay::DrawTickMarkedLine(topPos, endPos, 24.0, 5, 255,0,0,false,0);
+
+ Vector leftTrace = topPos - pRight*400;
+ traceLen = (topPos - leftTrace).Length();
+ UTIL_TraceLine(topPos, leftTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
+ endPos = topPos-(pRight*traceLen*tr.fraction);
+ NDebugOverlay::DrawTickMarkedLine(topPos, endPos, 24.0, 5, 255,0,0,false,0);
+
+ Vector upTrace = topPos + Vector(0,0,1)*400;
+ traceLen = (topPos - upTrace).Length();
+ UTIL_TraceLine(topPos, upTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
+ endPos = topPos+(Vector(0,0,1)*traceLen*tr.fraction);
+ NDebugOverlay::DrawTickMarkedLine(bottomPos, endPos, 24.0, 5, 255,0,0,false,0);
+
+ // Draw white cross at center
+ NDebugOverlay::Cross3D(topPos, Vector(-2,-2,-2), Vector(2,2,2), 255,255,255, true, 0);
+ }
+ else
+ {
+ // Draw warning cross at center
+ NDebugOverlay::Cross3D(topPos, Vector(-2,-2,-2), Vector(2,2,2), 255,100,100, true, 0 );
+ }
+ /* Don't show distance for now.
+ char text[25];
+ Q_snprintf(text,sizeof(text),"%3.0f",flCrossDistance/12.0);
+ Vector textPos = topPos - pRight*16 + Vector(0,0,10);
+ NDebugOverlay::Text( textPos, text, true, 0 );
+ */
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Draw all overlay lines in the list
+//------------------------------------------------------------------------------
+void UTIL_DrawOverlayLines(void)
+{
+ if (m_nDebugOverlayIndex != -1)
+ {
+ for (int i=0;i<NUM_DEBUG_OVERLAY_LINES;i++)
+ {
+ if (m_debugOverlayLine[i]->draw)
+ {
+ NDebugOverlay::Line(m_debugOverlayLine[i]->origin,
+ m_debugOverlayLine[i]->dest,
+ m_debugOverlayLine[i]->r,
+ m_debugOverlayLine[i]->g,
+ m_debugOverlayLine[i]->b,
+ m_debugOverlayLine[i]->noDepthTest,0);
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Add an overlay line with padding on the start and end
+//-----------------------------------------------------------------------------
+void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration )
+{
+ NDebugOverlay::Line( vecAbsStart + Vector( 0,0,0.1), vecAbsEnd + Vector( 0,0,0.1), r,g,b, test, duration );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Allow all debug overlays to be cleared at once
+//-----------------------------------------------------------------------------
+CON_COMMAND( clear_debug_overlays, "clears debug overlays" )
+{
+ if ( !UTIL_IsCommandIssuedByServerAdmin() )
+ return;
+
+ CBaseEntity *pEntity = gEntList.FirstEnt();
+
+ // Clear all entities of their debug overlays
+ while ( pEntity )
+ {
+ pEntity->m_debugOverlays = 0;
+ // UNDONE: Clear out / expire timed overlays?
+ pEntity = gEntList.NextEnt( pEntity );
+ }
+
+ // Clear all engine overlays
+ if ( debugoverlay )
+ {
+ debugoverlay->ClearAllOverlays();
+ }
+}