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General Bot Coding See what a pain it is to get those little mechs shooting around
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code to get the illumination at any point on the map -
03-02-2012
Here a code which will help to receive value of illumination of any point on the map.
Also you will open for yourselves some changes in such structures as 'texture_t', 'mleaf_t', 'msurface_t' and 'mnode_t' which Valve hasn't found time to update in HLSDK....
NOTE: The code is working, but in that kind in which it is placed here wasn't checked.
NOTE2: Engine functions (GiveFnptrsToDll, StartFrame, LightStyle and PM_Move) in a code are placed simply for descriptive reasons.
Code:
#undef texture_t
#undef mleaf_t
#undef msurface_t
#undef mnode_t
struct texture_t // NOT USED BY LIGHTING CODE, BUT STILL AS BONUS
{
/*! Off=0(0)*/ char name[16];
/*! Off=16(4)*/ unsigned int width, height;
/*! Off=24(6)*/ unsigned int UNKNOWN[2u];
/*! Off=32(8)*/ int anim_total; // total tenths in sequence (0 = no)
/*! Off=36(9)*/ int anim_min, anim_max; // time for this frame min <=time< max
/*! Off=44(11)*/ texture_t *anim_next; // in the animation sequence
/*! Off=48(12)*/ texture_t *alternate_anims; // bmodels in frame 1 use these
/*! Off=52(13)*/ unsigned int offsets[MIPLEVELS]; // four mip maps stored
/*! Off=68(17)*/ unsigned int paloffset;
}; // sizeof (texture_t) == 72 (18)
struct mleaf_t // NOT USED BY LIGHTING CODE, BUT STILL HERE AS A BONUS
{
// common with node
/*! Off=0(0)*/ int contents; // wil be a negative contents number
/*! Off=4(1)*/ int visframe; // node needs to be traversed if current
/*! Off=8(2)*/ Vector mins, maxs; // for bounding box culling
/*! Off=32(8)*/ mnode_t *parent;
// leaf specific
/*! Off=36(9)*/ unsigned char *compressed_vis;
/*! Off=40(10)*/ efrag_t *efrags;
/*! Off=44(11)*/ msurface_t **firstmarksurface;
/*! Off=48(12)*/ int nummarksurfaces;
/*! Off=52(13)*/ int key; // BSP sequence number for leaf's contents
/*! Off=56(14)*/ unsigned char ambient_sound_level[NUM_AMBIENTS];
}; // sizeof (mleaf_t) == 60 (15)
struct msurface_t
{
/*off=0(0)*/ int visframe; // should be drawn when node is crossed
/*off=4(1)*/ mplane_t *plane; // pointer to shared plane
/*off=8(2)*/ int flags; // see SURF_* #defines
/*off=12(3)*/ int firstedge; // look up in model->surfedges[], negative numbers are backwards edges
/*off=16(4)*/ int numedges;
/*off=20(5)*/ short texturemins[2]; // smallest s/t position on the surface.
/*off=24(6)*/ short extents[2]; // ?? s/t texture size, 1..256 for all non-sky surfaces
/*off=28(7)*/ int light_s, light_t; // gl lightmap coordinates
/*off=36(9)*/ struct glpoly_t *polys; // multiple if warped
/*off=40(10)*/ msurface_t *texturechain;
/*off=44(11)*/ mtexinfo_t *texinfo;
// lighting info
/*off=48(12)*/ int dlightframe; // last frame the surface was checked by an animated light
/*off=52(13)*/ int dlightbits; // dynamically generated. Indicates if the surface illumination
// is modified by an animated light.
/*off=56(14)*/ int lightmaptexturenum;
/*off=60(15)*/ unsigned char styles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
// no one surface can be effected by more than 4
// animated lights.
/*off=64(16)*/ int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
/*off=80(20)*/ BOOL cached_dlight; // true if dynamic light in cache
/*off=84(21)*/ color24 *samples; // [numstyles*surfsize]
/*off=88(22)*/ decal_t *pdecals;
}; // sizeof (msurface_t) == 92 (23)
struct mnode_t
{
enum ChildrenType_t
{
ChildrenType_Front,
ChildrenType_Back,
ChildrenType_Total
};
// common with leaf
/*! Off=0(0)*/ int contents; // 0, to differentiate from leafs
/*! Off=4(1)*/ int visframe; // node needs to be traversed if current
/*! Off=8(2)*/ Vector mins, maxs; // for bounding box culling
/*! Off=32(8)*/ mnode_t *parent;
// node specific
/*! Off=36(9)*/ mplane_t *plane;
/*! Off=40(10)*/ mnode_t *children[ChildrenType_Total];
/*! Off=48(12)*/ unsigned short firstsurface;
/*! Off=52(13)*/ unsigned short numsurfaces;
}; // sizeof (mnode_t) == 52 (13)
#define MAX_LIGHTSTYLES 64
#define MAX_LIGHTSTYLEVALUE 256
struct lightstyle_t
{
int length;
char map[MAX_LIGHTSTYLES];
};
lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
int d_lightstylevalue[MAX_LIGHTSTYLEVALUE]; // 8.8 fraction of base light value
model_t *sv_worldmodel (NULL); // Analog of sv.worldmodel.
static inline void SetupLightStyles (void)
{
// Setup lighting information....
// reset all light styles
for (unsigned char index (0u); index < MAX_LIGHTSTYLES; ++index)
{
cl_lightstyle.length = 0u;
cl_lightstyle.map[0u] = '\0';
}
for (unsigned short index (0u); index < MAX_LIGHTSTYLEVALUE; ++index)
d_lightstylevalue[index] = 264; // normal light value
}
static inline void R_AnimateLight (void)
{
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
const int i (static_cast <int> (gpGlobals->time * 10.0f));
int k;
for (unsigned char j (0u); j < MAX_LIGHTSTYLES; ++j)
{
if (cl_lightstyle[j].length == 0u)
{
d_lightstylevalue[j] = 256;
continue;
}
k = cl_lightstyle[j].map[i % cl_lightstyle[j].length] - 'a';
k *= 22;
d_lightstylevalue[j] = k;
}
}
static inline void CallbackLightStyle (const unsigned char style, char *const value)
{
if (style >= MAX_LIGHTSTYLES)
{
g_engfuncs.ServerPrintf ("SVC_LIGHTSTYLE > MAX_LIGHTSTYLES\n");
return;
}
// OCCURS!
if (value == NULL)
{
cl_lightstyle[style].length = 0u;
cl_lightstyle[style].map[0u] = '\0';
return;
}
const unsigned short maximumCopyAmount (sizeof (cl_lightstyle[style].map) - sizeof ('\0'));
strncpy (cl_lightstyle[style].map, value, maximumCopyAmount);
cl_lightstyle[style].map[maximumCopyAmount] = '\0';
cl_lightstyle[style].length = strlen (cl_lightstyle[style].map);
}
static inline void CallbackStartFrame (void)
{
R_AnimateLight ();
inline void ShowMagic (void);
ShowMagic ();
}
static inline void CallbackPM_Move (playermove_t *const playerMove, const bool server)
{
// Reliability checks.
assert (playerMove != NULL);
assert (server == true); // ALWAYS SHOULD BE TRUE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// Honestly this is need only once per changelevel, but....
sv_worldmodel = playerMove->physents[0u].model; // Always point at sv.worldmodel!
// Reliability check.
assert (sv_worldmodel != NULL);
}
static WINAPI GiveFnptrsToDll (enginefuncs_t *pengfuncsFromEngine, globalvars_t *pGlobals)
{
// get the engine functions from the engine...
memcpy (&g_engfuncs, pengfuncsFromEngine, sizeof (g_engfuncs));
gpGlobals = pGlobals;
SetupLightStyles ();
}
static void pfnLightStyle (int style, char *value)
{
LIGHT_STYLE (style, value);
or ->>---------->>------------->>---------------------->>-------------------|
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// Update light style for fake clients.... |
CallbackLightStyle (static_cast <const unsigned char> (style), value); |
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RETURN_META (MRES_IGNORED); <------------------<<------------<<-------------|
}
static void pfnStartFrame (void)
{
// this function starts a video frame. It is called once per video frame by the engine. If
// you run Half-Life at 90 fps, this function will then be called 90 times per second. By
// placing a hook on it, we have a good place to do things that should be done continuously
// during the game, for example making the bots think (yes, because no Think() function exists
// for the bots by the MOD side, remember). Also here we have control on the bot population,
// for example if a new player joins the server, we should disconnect a bot, and if the
// player population decreases, we should fill the server with other bots.
CallbackStartFrame ();
(*g_engfuncs.pfnStartFrame) ();
or
RETURN_META (MRES_IGNORED);
}
static void PM_Move (playermove_t *playerMove, BOOL server)
{
// this is the player movement code clients run to predict things when the server can't update
// them often enough (or doesn't want to). The server runs exactly the same function for
// moving players. There is normally no distinction between them, else client-side prediction
// wouldn't work properly (and it doesn't work that well, already...)
CallbackPM_Move (playerMove, server == TRUE);
(*g_engfuncs.pfnPM_Move) (playerMove, server);
or
RETURN_META (MRES_IGNORED);
}
struct Color
{
int red;
int green;
int blue;
inline void Reset (void) { red = green = blue = 0; }
inline const unsigned int GetAvg (void) const { return (red + green + blue) / (sizeof (Color) / sizeof (int)); }
};
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
namespace Light
{
//static const mplane_t *lightplane (NULL);
//static Vector lightspot;
static Color g_pointColor;
static const bool RecursiveLightPoint (const mnode_t *const node, const Vector &start, const Vector &end)
{
float front, back, frac;
int side;
mplane_t *plane;
Vector mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
color24 *lightmap;
unsigned int scale;
unsigned char maps;
// Reliability check.
assert (node != NULL);
if (node->contents < 0)
return false; // didn't hit anything
// Determine which side of the node plane our points are on
// FIXME: optimize for axial
plane = node->plane;
front = (start | plane->normal) - plane->dist;
back = (end | plane->normal) - plane->dist;
side = front < 0.0f;
// If they're both on the same side of the plane, don't bother to split just check the appropriate child
if ((back < 0.0f) == side)
return RecursiveLightPoint (node->children[side], start, end);
// calculate mid point
frac = front / (front - back);
mid = start + (end - start) * frac;
// go down front side
if (RecursiveLightPoint (node->children[side], start, mid))
return true; // hit something
// Blow it off if it doesn't split the plane...
if ((back < 0.0f) == side)
return false; // didn't hit anything
// check for impact on this node
// lightspot = mid;
// lightplane = plane;
surf = sv_worldmodel->surfaces + node->firstsurface;
for (i = 0; i < node->numsurfaces; ++i, ++surf)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
// See where in lightmap space our intersection point is
s = static_cast <int> ((mid | Vector (tex->vecs[0])) + tex->vecs[0][3]);
t = static_cast <int> ((mid | Vector (tex->vecs[1])) + tex->vecs[1][3]);
// Not in the bounds of our lightmap? punt...
if (s < surf->texturemins[0] || t < surf->texturemins[1])
continue;
// assuming a square lightmap (FIXME: which ain't always the case),
// lets see if it lies in that rectangle. If not, punt...
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if (ds > surf->extents[0] || dt > surf->extents[1])
continue;
if (surf->samples == NULL)
return true;
ds >>= 4;
dt >>= 4;
g_pointColor.Reset (); // Reset point color.
const int smax ((surf->extents[0] >> 4) + 1);
const int tmax ((surf->extents[1] >> 4) + 1);
const int size (smax * tmax);
lightmap = surf->samples + dt * smax + ds;
// Compute the lightmap color at a particular point
for (maps = 0u; maps < MAXLIGHTMAPS && surf->styles[maps] != 255u; ++maps)
{
scale = d_lightstylevalue[surf->styles[maps]];
g_pointColor.red += lightmap->r * scale;
g_pointColor.green += lightmap->g * scale;
g_pointColor.blue += lightmap->b * scale;
lightmap += size; // skip to next lightmap
}
g_pointColor.red >>= 8u;
g_pointColor.green >>= 8u;
g_pointColor.blue >>= 8u;
return true;
}
// go down back side
return RecursiveLightPoint (node->children[!side], mid, end);
}
static inline const unsigned char R_LightPoint (const Vector &p)
{
// Reliability check.
assert (sv_worldmodel != NULL);
if (sv_worldmodel->lightdata == NULL)
return 255u;
Vector end (p);
end.z -= 2048.0f;
return RecursiveLightPoint (sv_worldmodel->nodes, p, end) == false ? 0u : static_cast <unsigned char> (g_pointColor.GetAvg ());
}
}
static inline const char *const FormatBuffer (const char *const format, ...)
{
static char string[4096u];
va_list argumentPointer;
// Concatenate all the arguments in one string....
va_start (argumentPointer, format);
vsnprintf (string, sizeof (string), format, argumentPointer);
va_end (argumentPointer);
return string;
}
inline void ShowMagic (void)
{
const edict_t *const hostPlayerEdict (INDEXENT (1u));
if (hostPlayerEdict == NULL || hostPlayerEdict->free)
return;
CLIENT_PRINTF (hostPlayerEdict, print_chat, FormatBuffer ("ShowMagic(): \"%s\"->v.light_level=%i, R_LightPoint(hostOrg)=%i\n", STRING (hostPlayerEdict->v.netname), hostPlayerEdict->v.light_level, Light::R_LightPoint (hostPlayerEdict->v.origin)));
}
Now bots don't need to create fakeIlluminationEntity for illumination reception!!!!!!!!!!!!!!!!!
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Council Member / E[POD]bot developer
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Posts: 1,620
Join Date: Jul 2004
Location: Bulgaria
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Re: code to get the illumination at any point on the map -
04-02-2012
Thank you again for your time in discovering/reversing what Valve should give us by default.
I didn't look at the code very deeply, so sorry if my question is obvious.
Is it PM_Move requred? Because actually this is only valid in Listen server mode.
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Member
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
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Re: code to get the illumination at any point on the map -
04-02-2012
Quote:
Originally Posted by The Storm
Is it PM_Move requred? Because actually this is only valid in Listen server mode.
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You're 100 percent right, but I started from the fact that the server will be present, or the person editing the waypoints (for example exposing the illumination for waypoints), or bots, for which in fact I posted the code because I wanted to have it replaced illuminationEntity for bots.
IMPORTANT NOTE that I forgot to write in the first post: The code will work if at least one client will be present on the server!!!
P.S. Why I have made reception 'sv.worldmodel' of structure 'playermove_t'? Because this is probably the only way without the use of wild hooks.....
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Council Member / E[POD]bot developer
Status: Offline
Posts: 1,620
Join Date: Jul 2004
Location: Bulgaria
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Re: code to get the illumination at any point on the map -
05-02-2012
Ok, but I think there is anoder fall. It is bad ides to save illumination in waypoits, because of the many mods that exists( like AMXX ) that depending on some condition can change the light level in some area. Then if the waypoits are holding such data it will become invalid.
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Member
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
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Re: code to get the illumination at any point on the map -
06-02-2012
It was a simple example.
And now about the actual fall
Now I have understood, why the Valve haven't changed structure which I posted.
The reason is that the structures which are currently in HLSDK intended for a dedicated server (swds.dll), and those structures that I have posted are used in the listen server (hw.dll) to work with openGL.
Well now that in this situation will have to take into account the type of server (listen/dedicated) and on the basis of it to choose structure....
So modified code is here (The prefix "GL_" for names of structures is added, has replaced 'GL_texture_t::UNKNOWN[2u]' to original members, fixed offset for 'GL_mnode_t::numsurfaces', function RecursiveLightPoint() now a template, added function ActualRecursiveLightPoint(), the call in function 'R_LightPoint' of function 'RecursiveLightPoint' has been changed to a call 'ActualRecursiveLightPoint')
Code:
struct GL_texture_t // NOT USED BY LIGHTING CODE, BUT STILL AS BONUS
{
/*! Off=0(0)*/ char name[16];
/*! Off=16(4)*/ unsigned int width, height;
/*! Off=24(6)*/ int gl_texturenum;
/*! Off=28(7)*/ msurface_t *texturechain; // for gl_texsort drawing
/*! Off=32(8)*/ int anim_total; // total tenths in sequence (0 = no)
/*! Off=36(9)*/ int anim_min, anim_max; // time for this frame min <=time< max
/*! Off=44(11)*/ texture_t *anim_next; // in the animation sequence
/*! Off=48(12)*/ texture_t *alternate_anims; // bmodels in frame 1 use these
/*! Off=52(13)*/ unsigned int offsets[MIPLEVELS]; // four mip maps stored
/*! Off=68(17)*/ unsigned int paloffset;
}; // sizeof (GL_texture_t) == 72 (18)
struct GL_mleaf_t // NOT USED BY LIGHTING CODE, BUT STILL HERE AS A BONUS
{
// common with node
/*! Off=0(0)*/ int contents; // wil be a negative contents number
/*! Off=4(1)*/ int visframe; // node needs to be traversed if current
/*! Off=8(2)*/ Vector mins, maxs; // for bounding box culling
/*! Off=32(8)*/ mnode_t *parent;
// leaf specific
/*! Off=36(9)*/ unsigned char *compressed_vis;
/*! Off=40(10)*/ efrag_t *efrags;
/*! Off=44(11)*/ msurface_t **firstmarksurface;
/*! Off=48(12)*/ int nummarksurfaces;
/*! Off=52(13)*/ int key; // BSP sequence number for leaf's contents
/*! Off=56(14)*/ unsigned char ambient_sound_level[NUM_AMBIENTS];
}; // sizeof (GL_mleaf_t) == 60 (15)
struct GL_msurface_t
{
/*off=0(0)*/ int visframe; // should be drawn when node is crossed
/*off=4(1)*/ mplane_t *plane; // pointer to shared plane
/*off=8(2)*/ int flags; // see SURF_* #defines
/*off=12(3)*/ int firstedge; // look up in model->surfedges[], negative numbers are backwards edges
/*off=16(4)*/ int numedges;
/*off=20(5)*/ short texturemins[2]; // smallest s/t position on the surface.
/*off=24(6)*/ short extents[2]; // ?? s/t texture size, 1..256 for all non-sky surfaces
/*off=28(7)*/ int light_s, light_t; // gl lightmap coordinates
/*off=36(9)*/ struct glpoly_t *polys; // multiple if warped
/*off=40(10)*/ msurface_t *texturechain;
/*off=44(11)*/ mtexinfo_t *texinfo;
// lighting info
/*off=48(12)*/ int dlightframe; // last frame the surface was checked by an animated light
/*off=52(13)*/ int dlightbits; // dynamically generated. Indicates if the surface illumination
// is modified by an animated light.
/*off=56(14)*/ int lightmaptexturenum;
/*off=60(15)*/ unsigned char styles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
// no one surface can be effected by more than 4
// animated lights.
/*off=64(16)*/ int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
/*off=80(20)*/ BOOL cached_dlight; // true if dynamic light in cache
/*off=84(21)*/ color24 *samples; // [numstyles*surfsize]
/*off=88(22)*/ decal_t *pdecals;
}; // sizeof (GL_msurface_t) == 92 (23)
struct GL_mnode_t
{
enum ChildrenType_t
{
ChildrenType_Front,
ChildrenType_Back,
ChildrenType_Total
};
// common with leaf
/*! Off=0(0)*/ int contents; // 0, to differentiate from leafs
/*! Off=4(1)*/ int visframe; // node needs to be traversed if current
/*! Off=8(2)*/ Vector mins, maxs; // for bounding box culling
/*! Off=32(8)*/ mnode_t *parent;
// node specific
/*! Off=36(9)*/ mplane_t *plane;
/*! Off=40(10)*/ mnode_t *children[ChildrenType_Total];
/*! Off=48(12)*/ unsigned short firstsurface;
/*! Off=50(12.5)*/ unsigned short numsurfaces;
}; // sizeof (GL_mnode_t) == 52 (13)
#define MAX_LIGHTSTYLES 64
#define MAX_LIGHTSTYLEVALUE 256
struct lightstyle_t
{
int length;
char map[MAX_LIGHTSTYLES];
};
lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
int d_lightstylevalue[MAX_LIGHTSTYLEVALUE]; // 8.8 fraction of base light value
model_t *sv_worldmodel (NULL); // Analog of sv.worldmodel.
static inline void SetupLightStyles (void)
{
// Setup lighting information....
// reset all light styles
for (unsigned char index (0u); index < MAX_LIGHTSTYLES; ++index)
{
cl_lightstyle.length = 0u;
cl_lightstyle.map[0u] = '\0';
}
for (unsigned short index (0u); index < MAX_LIGHTSTYLEVALUE; ++index)
d_lightstylevalue[index] = 264; // normal light value
}
static inline void R_AnimateLight (void)
{
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
const int i (static_cast <int> (gpGlobals->time * 10.0f));
int k;
for (unsigned char j (0u); j < MAX_LIGHTSTYLES; ++j)
{
if (cl_lightstyle[j].length == 0u)
{
d_lightstylevalue[j] = 256;
continue;
}
k = cl_lightstyle[j].map[i % cl_lightstyle[j].length] - 'a';
k *= 22;
d_lightstylevalue[j] = k;
}
}
static inline void CallbackLightStyle (const unsigned char style, char *const value)
{
if (style >= MAX_LIGHTSTYLES)
{
g_engfuncs.ServerPrintf ("SVC_LIGHTSTYLE > MAX_LIGHTSTYLES\n");
return;
}
// OCCURS!
if (value == NULL)
{
cl_lightstyle[style].length = 0u;
cl_lightstyle[style].map[0u] = '\0';
return;
}
const unsigned short maximumCopyAmount (sizeof (cl_lightstyle[style].map) - sizeof ('\0'));
strncpy (cl_lightstyle[style].map, value, maximumCopyAmount);
cl_lightstyle[style].map[maximumCopyAmount] = '\0';
cl_lightstyle[style].length = strlen (cl_lightstyle[style].map);
}
static inline void CallbackStartFrame (void)
{
R_AnimateLight ();
inline void ShowMagic (void);
ShowMagic ();
}
static inline void CallbackPM_Move (playermove_t *const playerMove, const bool server)
{
// Reliability checks.
assert (playerMove != NULL);
assert (server == true); // ALWAYS SHOULD BE TRUE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// Honestly this is need only once per changelevel, but....
sv_worldmodel = playerMove->physents[0u].model; // Always point at sv.worldmodel!
// Reliability check.
assert (sv_worldmodel != NULL);
}
static WINAPI GiveFnptrsToDll (enginefuncs_t *pengfuncsFromEngine, globalvars_t *pGlobals)
{
// get the engine functions from the engine...
memcpy (&g_engfuncs, pengfuncsFromEngine, sizeof (g_engfuncs));
gpGlobals = pGlobals;
SetupLightStyles ();
}
static void pfnLightStyle (int style, char *value)
{
LIGHT_STYLE (style, value);
or ->>---------->>------------->>---------------------->>-------------------|
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// Update light style for fake clients.... |
CallbackLightStyle (static_cast <const unsigned char> (style), value); |
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RETURN_META (MRES_IGNORED); <------------------<<------------<<-------------|
}
static void pfnStartFrame (void)
{
// this function starts a video frame. It is called once per video frame by the engine. If
// you run Half-Life at 90 fps, this function will then be called 90 times per second. By
// placing a hook on it, we have a good place to do things that should be done continuously
// during the game, for example making the bots think (yes, because no Think() function exists
// for the bots by the MOD side, remember). Also here we have control on the bot population,
// for example if a new player joins the server, we should disconnect a bot, and if the
// player population decreases, we should fill the server with other bots.
CallbackStartFrame ();
(*g_engfuncs.pfnStartFrame) ();
or
RETURN_META (MRES_IGNORED);
}
static void PM_Move (playermove_t *playerMove, BOOL server)
{
// this is the player movement code clients run to predict things when the server can't update
// them often enough (or doesn't want to). The server runs exactly the same function for
// moving players. There is normally no distinction between them, else client-side prediction
// wouldn't work properly (and it doesn't work that well, already...)
CallbackPM_Move (playerMove, server == TRUE);
(*g_engfuncs.pfnPM_Move) (playerMove, server);
or
RETURN_META (MRES_IGNORED);
}
struct Color
{
int red;
int green;
int blue;
inline void Reset (void) { red = green = blue = 0; }
inline const unsigned int GetAvg (void) const { return (red + green + blue) / (sizeof (Color) / sizeof (int)); }
};
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
namespace Light
{
//static const mplane_t *lightplane (NULL);
//static Vector lightspot;
static Color g_pointColor;
template <typename nodeType, typename surfaceType> static const bool RecursiveLightPoint (const nodeType *const node, const Vector &start, const Vector &end)
{
float front, back, frac;
int side;
mplane_t *plane;
Vector mid;
surfaceType *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
color24 *lightmap;
unsigned int scale;
unsigned char maps;
// Reliability check.
assert (node != NULL);
if (node->contents < 0)
return false; // didn't hit anything
// Determine which side of the node plane our points are on
// FIXME: optimize for axial
plane = node->plane;
front = (start | plane->normal) - plane->dist;
back = (end | plane->normal) - plane->dist;
side = front < 0.0f;
// If they're both on the same side of the plane, don't bother to split just check the appropriate child
if ((back < 0.0f) == side)
return RecursiveLightPoint <nodeType, surfaceType> (reinterpret_cast <nodeType *> (node->children[side]), start, end);
// calculate mid point
frac = front / (front - back);
mid = start + (end - start) * frac;
// go down front side
if (RecursiveLightPoint <nodeType, surfaceType> (reinterpret_cast <nodeType *> (node->children[side]), start, mid))
return true; // hit something
// Blow it off if it doesn't split the plane...
if ((back < 0.0f) == side)
return false; // didn't hit anything
// check for impact on this node
// lightspot = mid;
// lightplane = plane;
surf = reinterpret_cast <surfaceType *> (sv_worldmodel->surfaces) + node->firstsurface;
for (i = 0; i < node->numsurfaces; ++i, ++surf)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
// See where in lightmap space our intersection point is
s = static_cast <int> ((mid | Vector (tex->vecs[0])) + tex->vecs[0][3]);
t = static_cast <int> ((mid | Vector (tex->vecs[1])) + tex->vecs[1][3]);
// Not in the bounds of our lightmap? punt...
if (s < surf->texturemins[0] || t < surf->texturemins[1])
continue;
// assuming a square lightmap (FIXME: which ain't always the case),
// lets see if it lies in that rectangle. If not, punt...
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if (ds > surf->extents[0] || dt > surf->extents[1])
continue;
if (surf->samples == NULL)
return true;
ds >>= 4;
dt >>= 4;
g_pointColor.Reset (); // Reset point color.
const int smax ((surf->extents[0] >> 4) + 1);
const int tmax ((surf->extents[1] >> 4) + 1);
const int size (smax * tmax);
lightmap = surf->samples + dt * smax + ds;
// Compute the lightmap color at a particular point
for (maps = 0u; maps < MAXLIGHTMAPS && surf->styles[maps] != 255u; ++maps)
{
scale = d_lightstylevalue[surf->styles[maps]];
g_pointColor.red += lightmap->r * scale;
g_pointColor.green += lightmap->g * scale;
g_pointColor.blue += lightmap->b * scale;
lightmap += size; // skip to next lightmap
}
g_pointColor.red >>= 8u;
g_pointColor.green >>= 8u;
g_pointColor.blue >>= 8u;
return true;
}
// go down back side
return RecursiveLightPoint <nodeType, surfaceType> (reinterpret_cast <nodeType *> (node->children[!side]), mid, end);
}
const bool ActualRecursiveLightPoint (const Math::Vector3D &start, const Math::Vector3D &end)
{
return IS_DEDICATED_SERVER () ?
RecursiveLightPoint <mnode_t, msurface_t> (sv_worldmodel->nodes, start, end) :
RecursiveLightPoint <GL_mnode_t, GL_msurface_t> (reinterpret_cast <GL_mnode_t *> (sv_worldmodel->nodes), start, end);
}
static inline const unsigned char R_LightPoint (const Vector &p)
{
// Reliability check.
assert (sv_worldmodel != NULL);
if (sv_worldmodel->lightdata == NULL)
return 255u;
Vector end (p);
end.z -= 2048.0f;
return ActualRecursiveLightPoint (p, end) == false ? 0u : static_cast <unsigned char> (g_pointColor.GetAvg ());
}
}
static inline const char *const FormatBuffer (const char *const format, ...)
{
static char string[4096u];
va_list argumentPointer;
// Concatenate all the arguments in one string....
va_start (argumentPointer, format);
vsnprintf (string, sizeof (string), format, argumentPointer);
va_end (argumentPointer);
return string;
}
inline void ShowMagic (void)
{
const edict_t *const hostPlayerEdict (INDEXENT (1u));
if (hostPlayerEdict == NULL || hostPlayerEdict->free)
return;
CLIENT_PRINTF (hostPlayerEdict, print_chat, FormatBuffer ("ShowMagic(): \"%s\"->v.light_level=%i, R_LightPoint(hostOrg)=%i\n", STRING (hostPlayerEdict->v.netname), hostPlayerEdict->v.light_level, Light::R_LightPoint (hostPlayerEdict->v.origin)));
}
P.S. Excuse if that and also sorry for bad english
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Member
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
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Re: code to get the illumination at any point on the map -
13-02-2012
It seems that Mr. "Gary_McTaggart" has already made it long before me. I on the computer had this archive, however I have missed these changes. Thanks!
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Developer of PODBot mm
Status: Offline
Posts: 3,425
Join Date: Apr 2004
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Re: code to get the illumination at any point on the map -
25-02-2012
After very fast look at Your code (of course without understanding it) I haven't seen the call for this function:
#define GETENTITYILLUM (*g_engfuncs.pfnGetEntityIllum)
I don't know it this is no longer needed or what. But I had troubles with that function - it works perfectly on a windows server, but it always gives 0 as a return value on a linux server. So - did You check if Your code is working on both - linux and windows server?
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Member
Status: Offline
Posts: 171
Join Date: Nov 2007
Location: Russian Federation
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Re: code to get the illumination at any point on the map -
27-02-2012
Hello KWo!
Quote:
Originally Posted by KWo
I had troubles with that function - it works perfectly on a windows server, but it always gives 0 as a return value on a linux server.
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Fairly I admit - I don't know why on LINUX function GetEntityIllum always returns 0 and also how to solve this problem, all that I can is to show code of function GetEntityIllum to you:
Code:
//----- (01D82AE0) --------------------------------------------------------
int GetEntityIllum (edict_t *const edict)
{
if (edict == NULL)
return -1;
const unsigned int edictIndex (NUM_FOR_EDICT (edict));
if (edictIndex <= svs.maxclients)
return edict->v.light_level; // player has more precision light level that come from client-side
if (cls.state == 3/*! MAYBE 'ca_connected', BUT NOT SHURE!!! */ || cls.state == 4/*! MAYBE 'ca_active', BUT NOT SHURE!!! */ || cls.state == 5/*! @warning DON'T KNOW!!! */)
{
const colorVec &cvFloorColor (cl_entities[edictIndex].cvFloorColor);
return (cvFloorColor.r + cvFloorColor.g + cvFloorColor.b) / 3u;
}
return 128;
}
And 'edict->v.light_level' is assigned approximately so:
edict->v.light_level = R_LightPoint (edict->v.origin);
Quote:
Originally Posted by KWo
did You check if Your code is working on both - linux and windows server?
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The answer is no, because I do not have LINUX. However, I think that everything should work. The only thing I want to recommend - is to change line
Code:
assert (sv_worldmodel != NULL);
to
Code:
if (sv_worldmodel == NULL)
return 0u;
in the beginning of function R_LightPoint() just in case.
And one more: it is necessary to replace in function "ActualRecursiveLightPoint()" call "IsSoftwareDrawingMode()" instead of a call of function "IS_DEDICATED_SERVER()" and to define this function so:
Code:
inline const bool IsSoftwareDrawingMode (void)
{
static const bool isSoftwareDrawingMode (IS_DEDICATED_SERVER () || GetModuleHandle ("sw.dll") != NULL);
return isSoftwareDrawingMode;
}
It is made that the client could play without crashing on software mode. Sorry forgot about it....
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Developer of PODBot mm
Status: Offline
Posts: 3,425
Join Date: Apr 2004
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Re: code to get the illumination at any point on the map -
12-03-2012
OK - I'm getting confused after reading that. What should I do in HLSDK files, and what in bot code files? I mean which changes should be applied to HLSDK files and which should be applied to bot cpp/h files?
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